mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-21 19:51:27 +00:00
fix a few minor issues.
* make Corona a fully scripted class so that AActor can be made final again. * add global vkversion variable for use by the survey code. * move progress bar on generic start screen to the bottom and made it longer. * revert BulletPuff to its GZDoom version because the changes are not compatible with Dehacked.
This commit is contained in:
parent
3cff0de273
commit
92bbaa7531
11 changed files with 21 additions and 89 deletions
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@ -861,7 +861,6 @@ set (PCH_SOURCES
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playsim/mapthinkers/dsectoreffect.cpp
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playsim/a_pickups.cpp
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playsim/a_action.cpp
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playsim/a_corona.cpp
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playsim/a_decals.cpp
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playsim/a_dynlight.cpp
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playsim/a_flashfader.cpp
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@ -73,6 +73,7 @@ EXTERN_CVAR(Bool, cl_capfps)
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// Physical device info
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static std::vector<VulkanCompatibleDevice> SupportedDevices;
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int vkversion;
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CUSTOM_CVAR(Bool, vk_debug, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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@ -524,6 +525,7 @@ void VulkanRenderDevice::PrintStartupLog()
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FString apiVersion, driverVersion;
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apiVersion.Format("%d.%d.%d", VK_VERSION_MAJOR(props.apiVersion), VK_VERSION_MINOR(props.apiVersion), VK_VERSION_PATCH(props.apiVersion));
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driverVersion.Format("%d.%d.%d", VK_VERSION_MAJOR(props.driverVersion), VK_VERSION_MINOR(props.driverVersion), VK_VERSION_PATCH(props.driverVersion));
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vkversion = VK_API_VERSION_MAJOR(props.apiVersion) * 100 + VK_API_VERSION_MINOR(props.apiVersion);
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Printf("Vulkan device: " TEXTCOLOR_ORANGE "%s\n", props.deviceName);
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Printf("Vulkan device type: %s\n", deviceType.GetChars());
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@ -107,11 +107,11 @@ bool FGenericStartScreen::DoProgress(int advance)
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if (CurPos < MaxPos)
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{
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RgbQuad bcolor = { 2, 25, 87, 255 }; // todo: make configurable
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int numnotches = 100 * 2;
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int numnotches = 200 * 2;
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notch_pos = ((CurPos + 1) * numnotches) / MaxPos;
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if (notch_pos != NotchPos)
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{ // Time to draw another notch.
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ClearBlock(StartupBitmap, bcolor, (320 - 50) * 2, 250 * 2, notch_pos, 4 * 2);
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ClearBlock(StartupBitmap, bcolor, (320 - 100) * 2, 480 * 2 - 30, notch_pos, 4 * 2);
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NotchPos = notch_pos;
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StartupTexture->CleanHardwareData(true);
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}
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@ -1,32 +0,0 @@
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/*
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** Light Coronas
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** Copyright (c) 2022 Nash Muhandes, Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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*/
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#include "actor.h"
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#include "a_corona.h"
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#include "a_dynlight.h"
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IMPLEMENT_CLASS(ACorona, false, false)
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void ACorona::Tick()
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{
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Super::Tick();
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}
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@ -1,38 +0,0 @@
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/*
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** Light Coronas
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** Copyright (c) 2022 Nash Muhandes, Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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*/
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#pragma once
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#include "actor.h"
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EXTERN_CVAR(Bool, gl_coronas)
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class AActor;
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class ACorona : public AActor
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{
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DECLARE_CLASS(ACorona, AActor)
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public:
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void Tick();
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float CoronaFade = 0.0f;
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};
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@ -744,7 +744,7 @@ public:
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const double MinVel = EQUAL_EPSILON;
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// Map Object definition.
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class AActor : public DThinker
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class AActor final : public DThinker
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{
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DECLARE_CLASS_WITH_META (AActor, DThinker, PClassActor)
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HAS_OBJECT_POINTERS
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@ -44,7 +44,6 @@
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#include "hw_clipper.h"
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#include "hw_meshcache.h"
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#include "v_draw.h"
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#include "a_corona.h"
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#include "texturemanager.h"
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#include "actorinlines.h"
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#include "g_levellocals.h"
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@ -565,7 +564,7 @@ void HWDrawInfo::RenderPortal(HWPortal *p, FRenderState &state, bool usestencil)
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}
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void HWDrawInfo::DrawCorona(FRenderState& state, ACorona* corona, double dist)
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void HWDrawInfo::DrawCorona(FRenderState& state, AActor* corona, float coronaFade, double dist)
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{
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spriteframe_t* sprframe = &SpriteFrames[sprites[corona->sprite].spriteframes + (size_t)corona->SpawnState->GetFrame()];
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FTextureID patch = sprframe->Texture[0];
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@ -585,7 +584,7 @@ void HWDrawInfo::DrawCorona(FRenderState& state, ACorona* corona, double dist)
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float screenX = halfViewportWidth + clipPos.X * invW * halfViewportWidth;
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float screenY = halfViewportHeight - clipPos.Y * invW * halfViewportHeight;
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float alpha = corona->CoronaFade * float(corona->Alpha);
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float alpha = coronaFade * float(corona->Alpha);
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// distance-based fade - looks better IMO
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float distNearFadeStart = float(corona->RenderRadius()) * 0.1f;
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@ -655,8 +654,10 @@ void HWDrawInfo::DrawCoronas(FRenderState& state)
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float timeElapsed = (screen->FrameTime - LastFrameTime) / 1000.0f;
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LastFrameTime = screen->FrameTime;
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for (ACorona* corona : Coronas)
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for (auto& coronap : Coronas)
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{
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auto corona = coronap.first;
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auto& coronaFade = coronap.second;
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auto cPos = corona->Vec3Offset(0., 0., corona->Height * 0.5);
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DVector3 direction = Viewpoint.Pos - cPos;
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double dist = direction.Length();
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@ -671,15 +672,15 @@ void HWDrawInfo::DrawCoronas(FRenderState& state)
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FTraceResults results;
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if (!Trace(cPos, corona->Sector, direction, dist, MF_SOLID, ML_BLOCKEVERYTHING, corona, results, 0, CheckForViewpointActor, &Viewpoint))
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{
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corona->CoronaFade = std::min(corona->CoronaFade + timeElapsed * fadeSpeed, 1.0f);
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coronaFade = std::min(coronaFade + timeElapsed * fadeSpeed, 1.0f);
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}
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else
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{
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corona->CoronaFade = std::max(corona->CoronaFade - timeElapsed * fadeSpeed, 0.0f);
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coronaFade = std::max(coronaFade - timeElapsed * fadeSpeed, 0.0f);
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}
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if (corona->CoronaFade > 0.0f)
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DrawCorona(state, corona, dist);
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if (coronaFade > 0.0f)
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DrawCorona(state, corona, coronaFade, dist);
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}
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state.SetTextureMode(TM_NORMAL);
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@ -150,7 +150,7 @@ struct HWDrawInfo
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TArray<HWPortal *> Portals;
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TArray<HWDecal *> Decals[2]; // the second slot is for mirrors which get rendered in a separate pass.
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TArray<HUDSprite> hudsprites; // These may just be stored by value.
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TArray<ACorona*> Coronas;
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TArray<std::pair<AActor*, float>> Coronas;
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TArray<LevelMeshSurface*> VisibleSurfaces;
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uint64_t LastFrameTime = 0;
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void DrawDecals(FRenderState &state, TArray<HWDecal *> &decals);
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void DrawPlayerSprites(bool hudModelStep, FRenderState &state);
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void DrawCoronas(FRenderState& state);
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void DrawCorona(FRenderState& state, ACorona* corona, double dist);
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void DrawCorona(FRenderState& state, AActor* corona, float coronaFade, double dist);
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void ProcessLowerMinisegs(TArray<seg_t *> &lowersegs, FRenderState& state);
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void AddSubsectorToPortal(FSectorPortalGroup *portal, subsector_t *sub);
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@ -33,7 +33,6 @@
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#include "r_sky.h"
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#include "r_utility.h"
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#include "a_pickups.h"
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#include "a_corona.h"
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#include "d_player.h"
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#include "g_levellocals.h"
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#include "events.h"
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@ -756,7 +755,7 @@ void HWSprite::Process(HWDrawInfo *di, FRenderState& state, AActor* thing, secto
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if (thing->IsKindOf(NAME_Corona))
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{
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di->Coronas.Push(static_cast<ACorona*>(thing));
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di->Coronas.Push(std::make_pair(thing, 0));
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return;
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}
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@ -62,7 +62,8 @@ class BulletPuff : Actor
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+ALLOWPARTICLES
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+RANDOMIZE
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+ZDOOMTRANS
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+FORCEXYBILLBOARD
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RenderStyle "Translucent";
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Alpha 0.5;
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VSpeed 1;
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Mass 5;
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}
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@ -72,7 +73,7 @@ class BulletPuff : Actor
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PUFF A 4 Bright;
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PUFF B 4;
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Melee:
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PUFF CD 4 A_SetRenderStyle(0.7, STYLE_Translucent);
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PUFF CD 4;
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Stop;
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}
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}
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@ -26,7 +26,7 @@
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*
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*****************************************************************************/
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class Corona : Actor abstract native
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class Corona : Actor abstract
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{
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Default
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{
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