diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index 19a07bdde..0f4252300 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -1117,6 +1117,7 @@ set( FASTMATH_SOURCES gl/stereo3d/scoped_view_shifter.cpp gl/stereo3d/gl_anaglyph.cpp gl/stereo3d/gl_quadstereo.cpp + gl/stereo3d/gl_sidebyside3d.cpp gl/dynlights/gl_dynlight.cpp gl/dynlights/gl_glow.cpp gl/dynlights/gl_dynlight1.cpp diff --git a/src/d_netinfo.cpp b/src/d_netinfo.cpp index 0b99fd73d..3504c5874 100644 --- a/src/d_netinfo.cpp +++ b/src/d_netinfo.cpp @@ -70,6 +70,7 @@ CVAR (String, gender, "male", CVAR_USERINFO | CVAR_ARCHIVE); CVAR (Bool, neverswitchonpickup, false, CVAR_USERINFO | CVAR_ARCHIVE); CVAR (Float, movebob, 0.25f, CVAR_USERINFO | CVAR_ARCHIVE); CVAR (Float, stillbob, 0.f, CVAR_USERINFO | CVAR_ARCHIVE); +CVAR (Float, wbobspeed, 1.f, CVAR_USERINFO | CVAR_ARCHIVE); CVAR (String, playerclass, "Fighter", CVAR_USERINFO | CVAR_ARCHIVE); enum @@ -83,6 +84,7 @@ enum INFO_NeverSwitchOnPickup, INFO_MoveBob, INFO_StillBob, + INFO_WBobSpeed, INFO_PlayerClass, INFO_ColorSet, }; diff --git a/src/d_player.h b/src/d_player.h index e932223aa..5206fd770 100644 --- a/src/d_player.h +++ b/src/d_player.h @@ -337,6 +337,10 @@ struct userinfo_t : TMap { return *static_cast(*CheckKey(NAME_StillBob)); } + float GetWBobSpeed() const + { + return *static_cast(*CheckKey(NAME_WBobSpeed)); + } int GetPlayerClassNum() const { return *static_cast(*CheckKey(NAME_PlayerClass)); diff --git a/src/g_level.cpp b/src/g_level.cpp index a6b437f2f..4280a1fe5 100644 --- a/src/g_level.cpp +++ b/src/g_level.cpp @@ -1291,6 +1291,9 @@ void G_FinishTravel () if (level.FromSnapshot) { FBehavior::StaticStartTypedScripts (SCRIPT_Return, pawn, true); + + // [Nash] run REOPEN scripts upon map re-entry + FBehavior::StaticStartTypedScripts(SCRIPT_Reopen, NULL, false); } } diff --git a/src/g_shared/a_artifacts.cpp b/src/g_shared/a_artifacts.cpp index 4dc154533..847bae596 100644 --- a/src/g_shared/a_artifacts.cpp +++ b/src/g_shared/a_artifacts.cpp @@ -1669,7 +1669,7 @@ void APowerDamage::ModifyDamage(int damage, FName damageType, int &newdamage, bo newdam = damage * 4; } if (Owner != NULL && newdam > damage) S_Sound(Owner, 5, ActiveSound, 1.0f, ATTN_NONE); - newdamage = newdam; + newdamage = damage = newdam; } if (Inventory != NULL) Inventory->ModifyDamage(damage, damageType, newdamage, passive); } @@ -1744,7 +1744,7 @@ void APowerProtection::ModifyDamage(int damage, FName damageType, int &newdamage newdam = damage / 4; } if (Owner != NULL && newdam < damage) S_Sound(Owner, CHAN_AUTO, ActiveSound, 1.0f, ATTN_NONE); - newdamage = newdam; + newdamage = damage = newdam; } if (Inventory != NULL) { diff --git a/src/g_shared/a_weapons.cpp b/src/g_shared/a_weapons.cpp index 575914fe8..6143f5206 100644 --- a/src/g_shared/a_weapons.cpp +++ b/src/g_shared/a_weapons.cpp @@ -222,6 +222,10 @@ bool AWeapon::HandlePickup (AInventory *item) { item->ItemFlags |= IF_PICKUPGOOD; } + if (MaxAmount > 1) //[SP] If amountSet(x, y + h, 0, u1, v2, color); ptr++; ptr->Set(x + w, y, 0, u2, v1, color); ptr++; ptr->Set(x + w, y + h, 0, u2, v2, color); ptr++; + dg.mVertCount = 8; } AddData(&dg); } diff --git a/src/gl/renderer/gl_postprocess.cpp b/src/gl/renderer/gl_postprocess.cpp index b6b658a41..7ce8be0ad 100644 --- a/src/gl/renderer/gl_postprocess.cpp +++ b/src/gl/renderer/gl_postprocess.cpp @@ -75,7 +75,10 @@ CUSTOM_CVAR(Float, gl_bloom_amount, 1.4f, 0) if (self < 0.1f) self = 0.1f; } -CVAR(Float, gl_exposure, 0.0f, 0) +CVAR(Float, gl_exposure_scale, 1.3f, 0) +CVAR(Float, gl_exposure_min, 0.35f, 0) +CVAR(Float, gl_exposure_base, 0.35f, 0) +CVAR(Float, gl_exposure_speed, 0.05f, 0) CUSTOM_CVAR(Int, gl_tonemap, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) { @@ -106,6 +109,78 @@ void FGLRenderer::RenderScreenQuad() GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4); } +//----------------------------------------------------------------------------- +// +// Extracts light average from the scene and updates the camera exposure texture +// +//----------------------------------------------------------------------------- + +void FGLRenderer::UpdateCameraExposure() +{ + if (!gl_bloom && gl_tonemap == 0) + return; + + FGLDebug::PushGroup("UpdateCameraExposure"); + + FGLPostProcessState savedState; + savedState.SaveTextureBinding1(); + + // Extract light level from scene texture: + const auto &level0 = mBuffers->ExposureLevels[0]; + glBindFramebuffer(GL_FRAMEBUFFER, level0.Framebuffer); + glViewport(0, 0, level0.Width, level0.Height); + mBuffers->BindCurrentTexture(0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + mExposureExtractShader->Bind(); + mExposureExtractShader->SceneTexture.Set(0); + mExposureExtractShader->Scale.Set(mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height); + mExposureExtractShader->Offset.Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height); + RenderScreenQuad(); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + + // Find the average value: + for (int i = 0; i + 1 < mBuffers->ExposureLevels.Size(); i++) + { + const auto &level = mBuffers->ExposureLevels[i]; + const auto &next = mBuffers->ExposureLevels[i + 1]; + + glBindFramebuffer(GL_FRAMEBUFFER, next.Framebuffer); + glViewport(0, 0, next.Width, next.Height); + glBindTexture(GL_TEXTURE_2D, level.Texture); + mExposureAverageShader->Bind(); + mExposureAverageShader->ExposureTexture.Set(0); + RenderScreenQuad(); + } + + // Combine average value with current camera exposure: + glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->ExposureFB); + glViewport(0, 0, 1, 1); + if (!mBuffers->FirstExposureFrame) + { + glEnable(GL_BLEND); + glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } + else + { + mBuffers->FirstExposureFrame = false; + } + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, mBuffers->ExposureLevels.Last().Texture); + mExposureCombineShader->Bind(); + mExposureCombineShader->ExposureTexture.Set(0); + mExposureCombineShader->ExposureBase.Set(gl_exposure_base); + mExposureCombineShader->ExposureMin.Set(gl_exposure_min); + mExposureCombineShader->ExposureScale.Set(gl_exposure_scale); + mExposureCombineShader->ExposureSpeed.Set(gl_exposure_speed); + RenderScreenQuad(); + glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height); + + FGLDebug::PopGroup(); +} + //----------------------------------------------------------------------------- // // Adds bloom contribution to scene texture @@ -121,6 +196,7 @@ void FGLRenderer::BloomScene() FGLDebug::PushGroup("BloomScene"); FGLPostProcessState savedState; + savedState.SaveTextureBinding1(); const float blurAmount = gl_bloom_amount; int sampleCount = gl_bloom_kernel_size; @@ -133,9 +209,12 @@ void FGLRenderer::BloomScene() mBuffers->BindCurrentTexture(0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, mBuffers->ExposureTexture); + glActiveTexture(GL_TEXTURE0); mBloomExtractShader->Bind(); mBloomExtractShader->SceneTexture.Set(0); - mBloomExtractShader->Exposure.Set(mCameraExposure); + mBloomExtractShader->ExposureTexture.Set(1); mBloomExtractShader->Scale.Set(mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height); mBloomExtractShader->Offset.Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height); RenderScreenQuad(); @@ -220,7 +299,12 @@ void FGLRenderer::TonemapScene() } else { - mTonemapShader->Exposure.Set(mCameraExposure); + savedState.SaveTextureBinding1(); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, mBuffers->ExposureTexture); + glActiveTexture(GL_TEXTURE0); + + mTonemapShader->ExposureTexture.Set(1); } RenderScreenQuad(); diff --git a/src/gl/renderer/gl_postprocessstate.cpp b/src/gl/renderer/gl_postprocessstate.cpp index 9d995783d..57b7862f5 100644 --- a/src/gl/renderer/gl_postprocessstate.cpp +++ b/src/gl/renderer/gl_postprocessstate.cpp @@ -45,7 +45,7 @@ FGLPostProcessState::FGLPostProcessState() { glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex); glActiveTexture(GL_TEXTURE0); - glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding); + glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding[0]); glBindTexture(GL_TEXTURE_2D, 0); if (gl.flags & RFL_SAMPLER_OBJECTS) { @@ -75,6 +75,15 @@ FGLPostProcessState::FGLPostProcessState() glDisable(GL_BLEND); } +void FGLPostProcessState::SaveTextureBinding1() +{ + glActiveTexture(GL_TEXTURE1); + glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding[1]); + glBindTexture(GL_TEXTURE_2D, 0); + textureBinding1Saved = true; + glActiveTexture(GL_TEXTURE0); +} + //----------------------------------------------------------------------------- // // Restores state at the end of post processing @@ -108,6 +117,12 @@ FGLPostProcessState::~FGLPostProcessState() glUseProgram(currentProgram); + if (textureBinding1Saved) + { + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, 0); + } + glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, 0); if (gl.flags & RFL_SAMPLER_OBJECTS) @@ -115,6 +130,13 @@ FGLPostProcessState::~FGLPostProcessState() glBindSampler(0, samplerBinding[0]); glBindSampler(1, samplerBinding[1]); } - glBindTexture(GL_TEXTURE_2D, textureBinding); + glBindTexture(GL_TEXTURE_2D, textureBinding[0]); + + if (textureBinding1Saved) + { + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, textureBinding[1]); + } + glActiveTexture(activeTex); } diff --git a/src/gl/renderer/gl_postprocessstate.h b/src/gl/renderer/gl_postprocessstate.h index 4f2ca81a1..bf53aa7de 100644 --- a/src/gl/renderer/gl_postprocessstate.h +++ b/src/gl/renderer/gl_postprocessstate.h @@ -14,12 +14,14 @@ public: FGLPostProcessState(); ~FGLPostProcessState(); + void SaveTextureBinding1(); + private: FGLPostProcessState(const FGLPostProcessState &) = delete; FGLPostProcessState &operator=(const FGLPostProcessState &) = delete; GLint activeTex; - GLint textureBinding; + GLint textureBinding[2]; GLint samplerBinding[2]; GLboolean blendEnabled; GLboolean scissorEnabled; @@ -32,6 +34,7 @@ private: GLint blendSrcAlpha; GLint blendDestRgb; GLint blendDestAlpha; + bool textureBinding1Saved = false; }; #endif diff --git a/src/gl/renderer/gl_renderbuffers.cpp b/src/gl/renderer/gl_renderbuffers.cpp index 4383d706e..b2471e4b9 100644 --- a/src/gl/renderer/gl_renderbuffers.cpp +++ b/src/gl/renderer/gl_renderbuffers.cpp @@ -74,6 +74,7 @@ FGLRenderBuffers::~FGLRenderBuffers() ClearPipeline(); ClearEyeBuffers(); ClearBloom(); + ClearExposureLevels(); } void FGLRenderBuffers::ClearScene() @@ -107,6 +108,18 @@ void FGLRenderBuffers::ClearBloom() } } +void FGLRenderBuffers::ClearExposureLevels() +{ + for (auto &level : ExposureLevels) + { + DeleteTexture(level.Texture); + DeleteFrameBuffer(level.Framebuffer); + } + ExposureLevels.Clear(); + DeleteTexture(ExposureTexture); + DeleteFrameBuffer(ExposureFB); +} + void FGLRenderBuffers::ClearEyeBuffers() { for (auto handle : mEyeFBs) @@ -186,11 +199,12 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei } // Bloom bluring buffers need to match the scene to avoid bloom bleeding artifacts - if (mBloomWidth != sceneWidth || mBloomHeight != sceneHeight) + if (mSceneWidth != sceneWidth || mSceneHeight != sceneHeight) { CreateBloom(sceneWidth, sceneHeight); - mBloomWidth = sceneWidth; - mBloomHeight = sceneHeight; + CreateExposureLevels(sceneWidth, sceneHeight); + mSceneWidth = sceneWidth; + mSceneHeight = sceneHeight; } glBindTexture(GL_TEXTURE_2D, textureBinding); @@ -204,11 +218,12 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei ClearPipeline(); ClearEyeBuffers(); ClearBloom(); + ClearExposureLevels(); mWidth = 0; mHeight = 0; mSamples = 0; - mBloomWidth = 0; - mBloomHeight = 0; + mSceneWidth = 0; + mSceneHeight = 0; } return !FailedCreate; @@ -281,6 +296,41 @@ void FGLRenderBuffers::CreateBloom(int width, int height) } } +//========================================================================== +// +// Creates camera exposure level buffers +// +//========================================================================== + +void FGLRenderBuffers::CreateExposureLevels(int width, int height) +{ + ClearExposureLevels(); + + int i = 0; + do + { + width = MAX(width / 2, 1); + height = MAX(height / 2, 1); + + FString textureName, fbName; + textureName.Format("Exposure.Texture%d", i); + fbName.Format("Exposure.Framebuffer%d", i); + i++; + + FGLExposureTextureLevel level; + level.Width = width; + level.Height = height; + level.Texture = Create2DTexture(textureName, GL_R32F, level.Width, level.Height); + level.Framebuffer = CreateFrameBuffer(fbName, level.Texture); + ExposureLevels.Push(level); + } while (width > 1 || height > 1); + + ExposureTexture = Create2DTexture("Exposure.CameraTexture", GL_R32F, 1, 1); + ExposureFB = CreateFrameBuffer("Exposure.CameraFB", ExposureTexture); + + FirstExposureFrame = true; +} + //========================================================================== // // Creates eye buffers if needed @@ -316,14 +366,14 @@ void FGLRenderBuffers::CreateEyeBuffers(int eye) // //========================================================================== -GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int width, int height) +GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int width, int height, const void *data) { - GLuint type = (format == GL_RGBA16F) ? GL_FLOAT : GL_UNSIGNED_BYTE; + GLuint type = (format == GL_RGBA16F || format == GL_R32F) ? GL_FLOAT : GL_UNSIGNED_BYTE; GLuint handle = 0; glGenTextures(1, &handle); glBindTexture(GL_TEXTURE_2D, handle); FGLDebug::LabelObject(GL_TEXTURE, handle, name); - glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, GL_RGBA, type, nullptr); + glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format != GL_R32F ? GL_RGBA : GL_RED, type, data); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); diff --git a/src/gl/renderer/gl_renderbuffers.h b/src/gl/renderer/gl_renderbuffers.h index 08731e39f..4477718f4 100644 --- a/src/gl/renderer/gl_renderbuffers.h +++ b/src/gl/renderer/gl_renderbuffers.h @@ -14,6 +14,15 @@ public: GLuint Height = 0; }; +class FGLExposureTextureLevel +{ +public: + GLuint Texture = 0; + GLuint Framebuffer = 0; + GLuint Width = 0; + GLuint Height = 0; +}; + class FGLRenderBuffers { public: @@ -39,6 +48,11 @@ public: enum { NumBloomLevels = 4 }; FGLBloomTextureLevel BloomLevels[NumBloomLevels]; + TArray ExposureLevels; + GLuint ExposureTexture = 0; + GLuint ExposureFB = 0; + bool FirstExposureFrame = true; + static bool IsEnabled(); int GetWidth() const { return mWidth; } @@ -49,11 +63,13 @@ private: void ClearPipeline(); void ClearEyeBuffers(); void ClearBloom(); + void ClearExposureLevels(); void CreateScene(int width, int height, int samples); void CreatePipeline(int width, int height); void CreateBloom(int width, int height); + void CreateExposureLevels(int width, int height); void CreateEyeBuffers(int eye); - GLuint Create2DTexture(const FString &name, GLuint format, int width, int height); + GLuint Create2DTexture(const FString &name, GLuint format, int width, int height, const void *data = nullptr); GLuint CreateRenderBuffer(const FString &name, GLuint format, int width, int height); GLuint CreateRenderBuffer(const FString &name, GLuint format, int samples, int width, int height); GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer); @@ -69,8 +85,8 @@ private: int mHeight = 0; int mSamples = 0; int mMaxSamples = 0; - int mBloomWidth = 0; - int mBloomHeight = 0; + int mSceneWidth = 0; + int mSceneHeight = 0; static const int NumPipelineTextures = 2; int mCurrentPipelineTexture = 0; diff --git a/src/gl/renderer/gl_renderer.cpp b/src/gl/renderer/gl_renderer.cpp index 4b59ad1a9..42b4a8e1b 100644 --- a/src/gl/renderer/gl_renderer.cpp +++ b/src/gl/renderer/gl_renderer.cpp @@ -57,6 +57,7 @@ #include "gl/shaders/gl_colormapshader.h" #include "gl/shaders/gl_lensshader.h" #include "gl/shaders/gl_presentshader.h" +#include "gl/stereo3d/gl_stereo3d.h" #include "gl/textures/gl_texture.h" #include "gl/textures/gl_translate.h" #include "gl/textures/gl_material.h" @@ -104,6 +105,9 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb) mPresentShader = nullptr; mBloomExtractShader = nullptr; mBloomCombineShader = nullptr; + mExposureExtractShader = nullptr; + mExposureAverageShader = nullptr; + mExposureCombineShader = nullptr; mBlurShader = nullptr; mTonemapShader = nullptr; mTonemapPalette = nullptr; @@ -119,6 +123,9 @@ void FGLRenderer::Initialize(int width, int height) mBuffers = new FGLRenderBuffers(); mBloomExtractShader = new FBloomExtractShader(); mBloomCombineShader = new FBloomCombineShader(); + mExposureExtractShader = new FExposureExtractShader(); + mExposureAverageShader = new FExposureAverageShader(); + mExposureCombineShader = new FExposureCombineShader(); mBlurShader = new FBlurShader(); mTonemapShader = new FTonemapShader(); mColormapShader = new FColormapShader(); @@ -179,6 +186,9 @@ FGLRenderer::~FGLRenderer() if (mPresentShader) delete mPresentShader; if (mBloomExtractShader) delete mBloomExtractShader; if (mBloomCombineShader) delete mBloomCombineShader; + if (mExposureExtractShader) delete mExposureExtractShader; + if (mExposureAverageShader) delete mExposureAverageShader; + if (mExposureCombineShader) delete mExposureCombineShader; if (mBlurShader) delete mBlurShader; if (mTonemapShader) delete mTonemapShader; if (mTonemapPalette) delete mTonemapPalette; @@ -264,6 +274,8 @@ void FGLRenderer::SetOutputViewport(GL_IRECT *bounds) mSceneViewport.top += mOutputLetterbox.top; } } + + s3d::Stereo3DMode::getCurrentMode().AdjustViewports(); } //=========================================================================== diff --git a/src/gl/renderer/gl_renderer.h b/src/gl/renderer/gl_renderer.h index 162fb6dcf..b95408521 100644 --- a/src/gl/renderer/gl_renderer.h +++ b/src/gl/renderer/gl_renderer.h @@ -21,6 +21,9 @@ class DPSprite; class FGLRenderBuffers; class FBloomExtractShader; class FBloomCombineShader; +class FExposureExtractShader; +class FExposureAverageShader; +class FExposureCombineShader; class FBlurShader; class FTonemapShader; class FColormapShader; @@ -92,6 +95,9 @@ public: FGLRenderBuffers *mBuffers; FBloomExtractShader *mBloomExtractShader; FBloomCombineShader *mBloomCombineShader; + FExposureExtractShader *mExposureExtractShader; + FExposureAverageShader *mExposureAverageShader; + FExposureCombineShader *mExposureCombineShader; FBlurShader *mBlurShader; FTonemapShader *mTonemapShader; FColormapShader *mColormapShader; @@ -118,7 +124,6 @@ public: GL_IRECT mSceneViewport; GL_IRECT mOutputLetterbox; bool mDrawingScene2D = false; - float mCameraExposure = 1.0f; float mSceneClearColor[3]; @@ -166,6 +171,7 @@ public: void SetFixedColormap (player_t *player); void WriteSavePic (player_t *player, FILE *file, int width, int height); void EndDrawScene(sector_t * viewsector); + void UpdateCameraExposure(); void BloomScene(); void TonemapScene(); void ColormapScene(); diff --git a/src/gl/scene/gl_scene.cpp b/src/gl/scene/gl_scene.cpp index ccceeac5f..528925b7a 100644 --- a/src/gl/scene/gl_scene.cpp +++ b/src/gl/scene/gl_scene.cpp @@ -622,6 +622,7 @@ void FGLRenderer::DrawBlend(sector_t * viewsector) V_AddBlend (player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend); } + gl_RenderState.SetTextureMode(TM_MODULATE); gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); if (blend[3]>0.0f) { @@ -660,6 +661,7 @@ void FGLRenderer::EndDrawScene(sector_t * viewsector) framebuffer->Begin2D(false); Reset3DViewport(); + // [BB] Only draw the sprites if we didn't render a HUD model before. if ( renderHUDModel == false ) { @@ -790,20 +792,6 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo mViewActor=camera; } - if (toscreen) - { - if (gl_exposure == 0.0f) - { - float light = viewsector->lightlevel / 255.0f; - float exposure = MAX(1.0f + (1.0f - light * light) * 0.9f, 0.5f); - mCameraExposure = mCameraExposure * 0.995f + exposure * 0.005f; - } - else - { - mCameraExposure = gl_exposure; - } - } - // 'viewsector' will not survive the rendering so it cannot be used anymore below. lviewsector = viewsector; @@ -815,7 +803,6 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo { const s3d::EyePose * eye = stereo3dMode.getEyePose(eye_ix); eye->SetUp(); - // TODO: stereo specific viewport - needed when implementing side-by-side modes etc. SetOutputViewport(bounds); Set3DViewport(mainview); mDrawingScene2D = true; @@ -835,10 +822,11 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo clipper.SafeAddClipRangeRealAngles(ViewAngle.BAMs() + a1, ViewAngle.BAMs() - a1); ProcessScene(toscreen); - if (mainview && toscreen) EndDrawScene(lviewsector); // do not call this for camera textures. + if (mainview && toscreen) EndDrawScene(lviewsector); // do not call this for camera textures. if (mainview && FGLRenderBuffers::IsEnabled()) { mBuffers->BlitSceneToTexture(); + UpdateCameraExposure(); BloomScene(); TonemapScene(); ColormapScene(); @@ -979,25 +967,25 @@ void FGLRenderer::WriteSavePic (player_t *player, FILE *file, int width, int hei struct FGLInterface : public FRenderer { - bool UsesColormap() const; + bool UsesColormap() const override; void PrecacheTexture(FTexture *tex, int cache); void PrecacheSprite(FTexture *tex, SpriteHits &hits); - void Precache(BYTE *texhitlist, TMap &actorhitlist); - void RenderView(player_t *player); - void WriteSavePic (player_t *player, FILE *file, int width, int height); - void StateChanged(AActor *actor); - void StartSerialize(FArchive &arc); - void EndSerialize(FArchive &arc); - void RenderTextureView (FCanvasTexture *self, AActor *viewpoint, int fov); - sector_t *FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, bool back); - void SetFogParams(int _fogdensity, PalEntry _outsidefogcolor, int _outsidefogdensity, int _skyfog); - void PreprocessLevel(); - void CleanLevelData(); - bool RequireGLNodes(); + void Precache(BYTE *texhitlist, TMap &actorhitlist) override; + void RenderView(player_t *player) override; + void WriteSavePic (player_t *player, FILE *file, int width, int height) override; + void StateChanged(AActor *actor) override; + void StartSerialize(FArchive &arc) override; + void EndSerialize(FArchive &arc) override; + void RenderTextureView (FCanvasTexture *self, AActor *viewpoint, int fov) override; + sector_t *FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, bool back) override; + void SetFogParams(int _fogdensity, PalEntry _outsidefogcolor, int _outsidefogdensity, int _skyfog) override; + void PreprocessLevel() override; + void CleanLevelData() override; + bool RequireGLNodes() override; - int GetMaxViewPitch(bool down); - void ClearBuffer(int color); - void Init(); + int GetMaxViewPitch(bool down) override; + void ClearBuffer(int color) override; + void Init() override; }; //=========================================================================== diff --git a/src/gl/scene/gl_sprite.cpp b/src/gl/scene/gl_sprite.cpp index 720df3b2b..123bf258c 100644 --- a/src/gl/scene/gl_sprite.cpp +++ b/src/gl/scene/gl_sprite.cpp @@ -310,6 +310,11 @@ void GLSprite::Draw(int pass) additivefog = true; } } + else if (modelframe == nullptr) + { + glEnable(GL_POLYGON_OFFSET_FILL); + glPolygonOffset(-1.0f, -128.0f); + } if (RenderStyle.BlendOp!=STYLEOP_Shadow) { if (gl_lights && GLRenderer->mLightCount && !gl_fixedcolormap && !fullbright) @@ -440,6 +445,11 @@ void GLSprite::Draw(int pass) gl_RenderState.BlendEquation(GL_FUNC_ADD); gl_RenderState.SetTextureMode(TM_MODULATE); } + else if (modelframe == nullptr) + { + glPolygonOffset(0.0f, 0.0f); + glDisable(GL_POLYGON_OFFSET_FILL); + } gl_RenderState.SetObjectColor(0xffffffff); gl_RenderState.EnableTexture(true); diff --git a/src/gl/scene/gl_weapon.cpp b/src/gl/scene/gl_weapon.cpp index d8400aaf6..cfa5c05d7 100644 --- a/src/gl/scene/gl_weapon.cpp +++ b/src/gl/scene/gl_weapon.cpp @@ -46,6 +46,7 @@ #include "gl/shaders/gl_shader.h" #include "gl/textures/gl_material.h" #include "gl/renderer/gl_quaddrawer.h" +#include "gl/stereo3d/gl_stereo3d.h" EXTERN_CVAR (Bool, r_drawplayersprites) EXTERN_CVAR(Float, transsouls) @@ -198,6 +199,8 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep) AActor * playermo=players[consoleplayer].camera; player_t * player=playermo->player; + s3d::Stereo3DMode::getCurrentMode().AdjustPlayerSprites(); + // this is the same as the software renderer if (!player || !r_drawplayersprites || diff --git a/src/gl/shaders/gl_bloomshader.cpp b/src/gl/shaders/gl_bloomshader.cpp index a16c9ed1e..44253ae79 100644 --- a/src/gl/shaders/gl_bloomshader.cpp +++ b/src/gl/shaders/gl_bloomshader.cpp @@ -46,7 +46,7 @@ void FBloomExtractShader::Bind() mShader.Link("shaders/glsl/bloomextract"); mShader.SetAttribLocation(0, "PositionInProjection"); SceneTexture.Init(mShader, "SceneTexture"); - Exposure.Init(mShader, "ExposureAdjustment"); + ExposureTexture.Init(mShader, "ExposureTexture"); Scale.Init(mShader, "Scale"); Offset.Init(mShader, "Offset"); } diff --git a/src/gl/shaders/gl_bloomshader.h b/src/gl/shaders/gl_bloomshader.h index b20277a42..8b34bb479 100644 --- a/src/gl/shaders/gl_bloomshader.h +++ b/src/gl/shaders/gl_bloomshader.h @@ -9,7 +9,7 @@ public: void Bind(); FBufferedUniformSampler SceneTexture; - FBufferedUniform1f Exposure; + FBufferedUniformSampler ExposureTexture; FBufferedUniform2f Scale; FBufferedUniform2f Offset; diff --git a/src/gl/shaders/gl_tonemapshader.cpp b/src/gl/shaders/gl_tonemapshader.cpp index 144981b18..3db6db8ba 100644 --- a/src/gl/shaders/gl_tonemapshader.cpp +++ b/src/gl/shaders/gl_tonemapshader.cpp @@ -47,7 +47,7 @@ void FTonemapShader::Bind() shader.Link("shaders/glsl/tonemap"); shader.SetAttribLocation(0, "PositionInProjection"); SceneTexture.Init(shader, "InputTexture"); - Exposure.Init(shader, "ExposureAdjustment"); + ExposureTexture.Init(shader, "ExposureTexture"); PaletteLUT.Init(shader, "PaletteLUT"); } shader.Bind(); @@ -70,3 +70,51 @@ const char *FTonemapShader::GetDefines(int mode) case Palette: return "#define PALETTE\n"; } } + +void FExposureExtractShader::Bind() +{ + if (!mShader) + { + mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); + mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/exposureextract.fp", "", 330); + mShader.SetFragDataLocation(0, "FragColor"); + mShader.Link("shaders/glsl/exposureextract"); + mShader.SetAttribLocation(0, "PositionInProjection"); + SceneTexture.Init(mShader, "SceneTexture"); + Scale.Init(mShader, "Scale"); + Offset.Init(mShader, "Offset"); + } + mShader.Bind(); +} + +void FExposureAverageShader::Bind() +{ + if (!mShader) + { + mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 400); + mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/exposureaverage.fp", "", 400); + mShader.SetFragDataLocation(0, "FragColor"); + mShader.Link("shaders/glsl/exposureaverage"); + mShader.SetAttribLocation(0, "PositionInProjection"); + ExposureTexture.Init(mShader, "ExposureTexture"); + } + mShader.Bind(); +} + +void FExposureCombineShader::Bind() +{ + if (!mShader) + { + mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); + mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/exposurecombine.fp", "", 330); + mShader.SetFragDataLocation(0, "FragColor"); + mShader.Link("shaders/glsl/exposurecombine"); + mShader.SetAttribLocation(0, "PositionInProjection"); + ExposureTexture.Init(mShader, "ExposureTexture"); + ExposureBase.Init(mShader, "ExposureBase"); + ExposureMin.Init(mShader, "ExposureMin"); + ExposureScale.Init(mShader, "ExposureScale"); + ExposureSpeed.Init(mShader, "ExposureSpeed"); + } + mShader.Bind(); +} \ No newline at end of file diff --git a/src/gl/shaders/gl_tonemapshader.h b/src/gl/shaders/gl_tonemapshader.h index 7ec24117b..b4cd102de 100644 --- a/src/gl/shaders/gl_tonemapshader.h +++ b/src/gl/shaders/gl_tonemapshader.h @@ -9,7 +9,7 @@ public: void Bind(); FBufferedUniformSampler SceneTexture; - FBufferedUniform1f Exposure; + FBufferedUniformSampler ExposureTexture; FBufferedUniformSampler PaletteLUT; static bool IsPaletteMode(); @@ -31,4 +31,43 @@ private: FShaderProgram mShader[NumTonemapModes]; }; +class FExposureExtractShader +{ +public: + void Bind(); + + FBufferedUniformSampler SceneTexture; + FBufferedUniform2f Scale; + FBufferedUniform2f Offset; + +private: + FShaderProgram mShader; +}; + +class FExposureAverageShader +{ +public: + void Bind(); + + FBufferedUniformSampler ExposureTexture; + +private: + FShaderProgram mShader; +}; + +class FExposureCombineShader +{ +public: + void Bind(); + + FBufferedUniformSampler ExposureTexture; + FBufferedUniform1f ExposureBase; + FBufferedUniform1f ExposureMin; + FBufferedUniform1f ExposureScale; + FBufferedUniform1f ExposureSpeed; + +private: + FShaderProgram mShader; +}; + #endif \ No newline at end of file diff --git a/src/gl/stereo3d/gl_sidebyside3d.cpp b/src/gl/stereo3d/gl_sidebyside3d.cpp new file mode 100644 index 000000000..c6463d2c8 --- /dev/null +++ b/src/gl/stereo3d/gl_sidebyside3d.cpp @@ -0,0 +1,111 @@ +/* +** gl_sidebyside3d.cpp +** Mosaic image stereoscopic 3D modes for GZDoom +** +**--------------------------------------------------------------------------- +** Copyright 2016 Christopher Bruns +** All rights reserved. +** +** Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions +** are met: +** +** 1. Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** 2. Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in the +** documentation and/or other materials provided with the distribution. +** 3. The name of the author may not be used to endorse or promote products +** derived from this software without specific prior written permission. +** +** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR +** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES +** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. +** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, +** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT +** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF +** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +**--------------------------------------------------------------------------- +** +** +*/ + +#include "gl_sidebyside3d.h" +#include "gl/renderer/gl_renderer.h" +#include "gl/renderer/gl_renderbuffers.h" + +namespace s3d { + +void SideBySideBase::Present() const +{ + GLRenderer->mBuffers->BindOutputFB(); + GLRenderer->ClearBorders(); + + // Compute screen regions to use for left and right eye views + int leftWidth = GLRenderer->mOutputLetterbox.width / 2; + int rightWidth = GLRenderer->mOutputLetterbox.width - leftWidth; + GL_IRECT leftHalfScreen = GLRenderer->mOutputLetterbox; + leftHalfScreen.width = leftWidth; + GL_IRECT rightHalfScreen = GLRenderer->mOutputLetterbox; + rightHalfScreen.width = rightWidth; + rightHalfScreen.left += leftWidth; + + GLRenderer->mBuffers->BindEyeTexture(0, 0); + GLRenderer->DrawPresentTexture(leftHalfScreen, true); + + GLRenderer->mBuffers->BindEyeTexture(1, 0); + GLRenderer->DrawPresentTexture(rightHalfScreen, true); +} + +// AdjustViewports() is called from within FLGRenderer::SetOutputViewport(...) +void SideBySideBase::AdjustViewports() const +{ + // Change size of renderbuffer, and align to screen + GLRenderer->mSceneViewport.width /= 2; + GLRenderer->mSceneViewport.left /= 2; + GLRenderer->mScreenViewport.width /= 2; + GLRenderer->mScreenViewport.left /= 2; +} + +/* static */ +const SideBySideSquished& SideBySideSquished::getInstance(float ipd) +{ + static SideBySideSquished instance(ipd); + return instance; +} + +SideBySideSquished::SideBySideSquished(double ipdMeters) + : leftEye(ipdMeters), rightEye(ipdMeters) +{ + eye_ptrs.Push(&leftEye); + eye_ptrs.Push(&rightEye); +} + +/* static */ +const SideBySideFull& SideBySideFull::getInstance(float ipd) +{ + static SideBySideFull instance(ipd); + return instance; +} + +SideBySideFull::SideBySideFull(double ipdMeters) + : leftEye(ipdMeters), rightEye(ipdMeters) +{ + eye_ptrs.Push(&leftEye); + eye_ptrs.Push(&rightEye); +} + +/* virtual */ +void SideBySideFull::AdjustPlayerSprites() const /* override */ +{ + // Show weapon at double width, so it would appear normal width after rescaling + int w = GLRenderer->mScreenViewport.width; + int h = GLRenderer->mScreenViewport.height; + gl_RenderState.mProjectionMatrix.ortho(w/2, w + w/2, h, 0, -1.0f, 1.0f); + gl_RenderState.ApplyMatrices(); +} + +} /* namespace s3d */ diff --git a/src/gl/stereo3d/gl_sidebyside3d.h b/src/gl/stereo3d/gl_sidebyside3d.h new file mode 100644 index 000000000..374f255c5 --- /dev/null +++ b/src/gl/stereo3d/gl_sidebyside3d.h @@ -0,0 +1,95 @@ +/* +** gl_sidebyside3d.h +** Mosaic image stereoscopic 3D modes for GZDoom +** +**--------------------------------------------------------------------------- +** Copyright 2016 Christopher Bruns +** All rights reserved. +** +** Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions +** are met: +** +** 1. Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** 2. Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in the +** documentation and/or other materials provided with the distribution. +** 3. The name of the author may not be used to endorse or promote products +** derived from this software without specific prior written permission. +** +** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR +** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES +** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. +** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, +** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT +** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF +** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +**--------------------------------------------------------------------------- +** +** +*/ + +#ifndef GL_SIDEBYSIDE3D_H_ +#define GL_SIDEBYSIDE3D_H_ + +#include "gl_stereo3d.h" +#include "gl_stereo_leftright.h" +#include "gl/system/gl_system.h" +#include "gl/renderer/gl_renderstate.h" + + +namespace s3d { + +class SideBySideBase : public Stereo3DMode +{ +public: + void Present() const override; + virtual void AdjustViewports() const override; +}; + +class SideBySideSquished : public SideBySideBase +{ +public: + static const SideBySideSquished& getInstance(float ipd); + SideBySideSquished(double ipdMeters); +private: + LeftEyePose leftEye; + RightEyePose rightEye; +}; + +class SBSFLeftEyePose : public LeftEyePose { +public: + SBSFLeftEyePose(double ipdMeters) : LeftEyePose(ipdMeters) {} + virtual VSMatrix GetProjection(float fov, float aspectRatio, float fovRatio) const override { + return LeftEyePose::GetProjection(fov, 0.5f * aspectRatio, fovRatio); + } +}; + +class SBSFRightEyePose : public RightEyePose { +public: + SBSFRightEyePose(double ipdMeters) : RightEyePose(ipdMeters) {} + virtual VSMatrix GetProjection(float fov, float aspectRatio, float fovRatio) const override { + return RightEyePose::GetProjection(fov, 0.5f * aspectRatio, fovRatio); + } +}; + +class SideBySideFull : public SideBySideBase +{ +public: + static const SideBySideFull& getInstance(float ipd); + SideBySideFull(double ipdMeters); + virtual void AdjustPlayerSprites() const override; +private: + SBSFLeftEyePose leftEye; + SBSFRightEyePose rightEye; +}; + + +} /* namespace s3d */ + + +#endif /* GL_SIDEBYSIDE3D_H_ */ diff --git a/src/gl/stereo3d/gl_stereo3d.h b/src/gl/stereo3d/gl_stereo3d.h index e2a8a1ea6..81a72874f 100644 --- a/src/gl/stereo3d/gl_stereo3d.h +++ b/src/gl/stereo3d/gl_stereo3d.h @@ -31,6 +31,7 @@ #include // needed for memcpy on linux, which is needed by VSMatrix copy ctor #include "tarray.h" #include "gl/data/gl_matrix.h" +#include "gl/renderer/gl_renderer.h" /* stereoscopic 3D API */ @@ -78,6 +79,8 @@ public: virtual void TearDown() const {}; virtual bool IsMono() const { return false; } + virtual void AdjustViewports() const {}; + virtual void AdjustPlayerSprites() const {}; virtual void Present() const = 0; protected: diff --git a/src/gl/stereo3d/gl_stereo_cvars.cpp b/src/gl/stereo3d/gl_stereo_cvars.cpp index f904c2a51..c09a7a974 100644 --- a/src/gl/stereo3d/gl_stereo_cvars.cpp +++ b/src/gl/stereo3d/gl_stereo_cvars.cpp @@ -29,11 +29,15 @@ #include "gl/stereo3d/gl_stereo_leftright.h" #include "gl/stereo3d/gl_anaglyph.h" #include "gl/stereo3d/gl_quadstereo.h" +#include "gl/stereo3d/gl_sidebyside3d.h" #include "gl/system/gl_cvars.h" // Set up 3D-specific console variables: CVAR(Int, vr_mode, 0, CVAR_GLOBALCONFIG) +// switch left and right eye views +CVAR(Bool, vr_swap_eyes, false, CVAR_GLOBALCONFIG) + // For broadest GL compatibility, require user to explicitly enable quad-buffered stereo mode. // Setting vr_enable_quadbuffered_stereo does not automatically invoke quad-buffered stereo, // but makes it possible for subsequent "vr_mode 7" to invoke quad-buffered stereo @@ -71,7 +75,12 @@ const Stereo3DMode& Stereo3DMode::getCurrentMode() case 2: setCurrentMode(RedCyan::getInstance(vr_ipd)); break; - // TODO: missing indices 3, 4 for not-yet-implemented side-by-side modes, to match values from GZ3Doom + case 3: + setCurrentMode(SideBySideFull::getInstance(vr_ipd)); + break; + case 4: + setCurrentMode(SideBySideSquished::getInstance(vr_ipd)); + break; case 5: setCurrentMode(LeftEyeView::getInstance(vr_ipd)); break; @@ -89,7 +98,9 @@ const Stereo3DMode& Stereo3DMode::getCurrentMode() // TODO: 8: Oculus Rift case 9: setCurrentMode(AmberBlue::getInstance(vr_ipd)); - break; case 0: + break; + // TODO: 10: HTC Vive/OpenVR + case 0: default: setCurrentMode(MonoView::getInstance()); break; diff --git a/src/gl/stereo3d/gl_stereo_leftright.cpp b/src/gl/stereo3d/gl_stereo_leftright.cpp index 1919e320f..f2b1ba3fc 100644 --- a/src/gl/stereo3d/gl_stereo_leftright.cpp +++ b/src/gl/stereo3d/gl_stereo_leftright.cpp @@ -37,6 +37,7 @@ EXTERN_CVAR(Float, vr_screendist) EXTERN_CVAR(Float, vr_hunits_per_meter) +EXTERN_CVAR(Bool, vr_swap_eyes) namespace s3d { @@ -50,7 +51,7 @@ VSMatrix ShiftedEyePose::GetProjection(float fov, float aspectRatio, float fovRa // For stereo 3D, use asymmetric frustum shift in projection matrix // Q: shouldn't shift vary with roll angle, at least for desktop display? // A: No. (lab) roll is not measured on desktop display (yet) - double frustumShift = zNear * shift / vr_screendist; // meters cancel, leaving doom units + double frustumShift = zNear * getShift() / vr_screendist; // meters cancel, leaving doom units // double frustumShift = 0; // Turning off shift for debugging double fH = zNear * tan(DEG2RAD(fov) / 2) / fovRatio; double fW = fH * aspectRatio; @@ -68,13 +69,17 @@ VSMatrix ShiftedEyePose::GetProjection(float fov, float aspectRatio, float fovRa /* virtual */ void ShiftedEyePose::GetViewShift(float yaw, float outViewShift[3]) const { - float dx = -cos(DEG2RAD(yaw)) * vr_hunits_per_meter * shift; - float dy = sin(DEG2RAD(yaw)) * vr_hunits_per_meter * shift; + float dx = -cos(DEG2RAD(yaw)) * vr_hunits_per_meter * getShift(); + float dy = sin(DEG2RAD(yaw)) * vr_hunits_per_meter * getShift(); outViewShift[0] = dx; outViewShift[1] = dy; outViewShift[2] = 0; } +float ShiftedEyePose::getShift() const +{ + return vr_swap_eyes ? -shift : shift; +} /* static */ const LeftEyeView& LeftEyeView::getInstance(float ipd) diff --git a/src/gl/stereo3d/gl_stereo_leftright.h b/src/gl/stereo3d/gl_stereo_leftright.h index 2070ff53a..9fa7b40bc 100644 --- a/src/gl/stereo3d/gl_stereo_leftright.h +++ b/src/gl/stereo3d/gl_stereo_leftright.h @@ -37,11 +37,14 @@ class ShiftedEyePose : public EyePose { public: ShiftedEyePose(float shift) : shift(shift) {}; - float getShift() const { return shift; } - void setShift(float shift) { this->shift = shift; } + float getShift() const; virtual VSMatrix GetProjection(float fov, float aspectRatio, float fovRatio) const; virtual void GetViewShift(float yaw, float outViewShift[3]) const; + protected: + void setShift(float shift) { this->shift = shift; } + +private: float shift; }; @@ -50,7 +53,7 @@ class LeftEyePose : public ShiftedEyePose { public: LeftEyePose(float ipd) : ShiftedEyePose( float(-0.5) * ipd) {} - float getIpd() const { return float(-2.0)*getShift(); } + float getIpd() const { return float(fabs(2.0f*getShift())); } void setIpd(float ipd) { setShift(float(-0.5)*ipd); } }; @@ -59,7 +62,7 @@ class RightEyePose : public ShiftedEyePose { public: RightEyePose(float ipd) : ShiftedEyePose(float(+0.5)*ipd) {} - float getIpd() const { return float(+2.0)*shift; } + float getIpd() const { return float(fabs(2.0f*getShift())); } void setIpd(float ipd) { setShift(float(+0.5)*ipd); } }; diff --git a/src/gl/system/gl_framebuffer.cpp b/src/gl/system/gl_framebuffer.cpp index 07d8abaef..1ca2f7edd 100644 --- a/src/gl/system/gl_framebuffer.cpp +++ b/src/gl/system/gl_framebuffer.cpp @@ -250,8 +250,8 @@ void OpenGLFrameBuffer::DoSetGamma() for (int i = 0; i < 256; i++) { double val = i * contrast - (contrast - 1) * 127; - if(gamma != 1) val = pow(val, invgamma) / norm; val += bright * 128; + if(gamma != 1) val = pow(val, invgamma) / norm; gammaTable[i] = gammaTable[i + 256] = gammaTable[i + 512] = (WORD)clamp(val*256, 0, 0xffff); } diff --git a/src/namedef.h b/src/namedef.h index e5b6c452a..f1279d27c 100644 --- a/src/namedef.h +++ b/src/namedef.h @@ -644,6 +644,7 @@ xx(ColorSet) xx(NeverSwitchOnPickup) xx(MoveBob) xx(StillBob) +xx(WBobSpeed) xx(PlayerClass) xx(Wi_NoAutostartMap) diff --git a/src/p_acs.cpp b/src/p_acs.cpp index ffac7a78f..c85cc65d6 100644 --- a/src/p_acs.cpp +++ b/src/p_acs.cpp @@ -2822,7 +2822,8 @@ void FBehavior::StaticStartTypedScripts (WORD type, AActor *activator, bool alwa "Lightning", "Unloading", "Disconnect", - "Return" + "Return", + "Reopen" }; DPrintf(DMSG_NOTIFY, "Starting all scripts of type %d (%s)\n", type, type < countof(TypeNames) ? TypeNames[type] : TypeNames[SCRIPT_Lightning - 1]); diff --git a/src/p_acs.h b/src/p_acs.h index 243e2ccf3..d26829c61 100644 --- a/src/p_acs.h +++ b/src/p_acs.h @@ -272,6 +272,7 @@ enum SCRIPT_Return = 15, SCRIPT_Event = 16, // [BB] SCRIPT_Kill = 17, // [JM] + SCRIPT_Reopen = 18, // [Nash] }; // Script flags diff --git a/src/p_pspr.cpp b/src/p_pspr.cpp index 9f1233609..099a39f02 100644 --- a/src/p_pspr.cpp +++ b/src/p_pspr.cpp @@ -524,6 +524,7 @@ void P_DropWeapon (player_t *player) // A_WeaponReady every tic, and it looks bad if they don't bob smoothly. // // [XA] Added new bob styles and exposed bob properties. Thanks, Ryan Cordell! +// [SP] Added new user option for bob speed // //============================================================================ @@ -551,8 +552,9 @@ void P_BobWeapon (player_t *player, float *x, float *y, double ticfrac) for (int i = 0; i < 2; i++) { - // Bob the weapon based on movement speed. - FAngle angle = (BobSpeed * 35 / TICRATE*(level.time - 1 + i)) * (360.f / 8192.f); + // Bob the weapon based on movement speed. ([SP] And user's bob speed setting) + FAngle angle = (BobSpeed * player->userinfo.GetWBobSpeed() * 35 / + TICRATE*(level.time - 1 + i)) * (360.f / 8192.f); // [RH] Smooth transitions between bobbing and not-bobbing frames. // This also fixes the bug where you can "stick" a weapon off-center by diff --git a/src/posix/osx/zdoom-info.plist b/src/posix/osx/zdoom-info.plist index 73be09aa8..e2f896560 100644 --- a/src/posix/osx/zdoom-info.plist +++ b/src/posix/osx/zdoom-info.plist @@ -44,6 +44,6 @@ NSPrincipalClass NSApplication NSSupportsAutomaticGraphicsSwitching - YES + diff --git a/src/sound/music_fluidsynth_mididevice.cpp b/src/sound/music_fluidsynth_mididevice.cpp index b3f7b7d45..fd0bab645 100644 --- a/src/sound/music_fluidsynth_mididevice.cpp +++ b/src/sound/music_fluidsynth_mididevice.cpp @@ -59,7 +59,11 @@ #else #include +#ifdef __APPLE__ +#define FLUIDSYNTHLIB "libfluidsynth.1.dylib" +#else // !__APPLE__ #define FLUIDSYNTHLIB "libfluidsynth.so.1" +#endif // __APPLE__ #endif #define FLUID_REVERB_DEFAULT_ROOMSIZE 0.2f @@ -92,6 +96,8 @@ // PUBLIC DATA DEFINITIONS ------------------------------------------------- +CVAR(String, fluid_lib, "", CVAR_ARCHIVE|CVAR_GLOBALCONFIG) + CVAR(String, fluid_patchset, "", CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CUSTOM_CVAR(Float, fluid_gain, 0.5, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) @@ -689,22 +695,54 @@ bool FluidSynthMIDIDevice::LoadFluidSynth() const char *libname; #ifdef _WIN32 - FluidSynthDLL = LoadLibrary((libname = FLUIDSYNTHLIB1)); - if (FluidSynthDLL == NULL) + if (strlen(fluid_lib) > 0) { - FluidSynthDLL = LoadLibrary((libname = FLUIDSYNTHLIB2)); - if (FluidSynthDLL == NULL) + FluidSynthDLL = LoadLibrary(libname = fluid_lib); + if (nullptr == FluidSynthDLL) { - Printf(TEXTCOLOR_RED"Could not load " FLUIDSYNTHLIB1 " or " FLUIDSYNTHLIB2 "\n"); - return false; + Printf(TEXTCOLOR_RED "Could not load %s\n", libname); + } + } + else + { + FluidSynthDLL = nullptr; + } + + if (nullptr == FluidSynthDLL) + { + FluidSynthDLL = LoadLibrary(libname = FLUIDSYNTHLIB1); + if (nullptr == FluidSynthDLL) + { + FluidSynthDLL = LoadLibrary(libname = FLUIDSYNTHLIB2); + if (nullptr == FluidSynthDLL) + { + Printf(TEXTCOLOR_RED "Could not load " FLUIDSYNTHLIB1 " or " FLUIDSYNTHLIB2 "\n"); + return false; + } } } #else - FluidSynthSO = dlopen((libname = FLUIDSYNTHLIB), RTLD_LAZY); - if (FluidSynthSO == NULL) + if (strlen(fluid_lib) > 0) { - Printf(TEXTCOLOR_RED"Could not load " FLUIDSYNTHLIB ": %s\n", dlerror()); - return false; + FluidSynthSO = dlopen(libname = fluid_lib, RTLD_LAZY); + if (nullptr == FluidSynthSO) + { + Printf(TEXTCOLOR_RED "Could not load %s: %s\n", libname, dlerror()); + } + } + else + { + FluidSynthSO = nullptr; + } + + if (nullptr == FluidSynthSO) + { + FluidSynthSO = dlopen(libname = FLUIDSYNTHLIB, RTLD_LAZY); + if (nullptr == FluidSynthSO) + { + Printf(TEXTCOLOR_RED "Could not load " FLUIDSYNTHLIB ": %s\n", dlerror()); + return false; + } } #endif diff --git a/src/thingdef/thingdef_expression.cpp b/src/thingdef/thingdef_expression.cpp index ce603f261..695b12799 100644 --- a/src/thingdef/thingdef_expression.cpp +++ b/src/thingdef/thingdef_expression.cpp @@ -3373,6 +3373,19 @@ FxExpression *FxClassMember::Resolve(FCompileContext &ctx) ExpEmit FxClassMember::Emit(VMFunctionBuilder *build) { + if (~membervar->Flags & VARF_Native) + { // Check if this is a user-defined variable. + // As of right now, FxClassMember is only ever used with FxSelf. + // This very user variable was defined in stateowner so if + // self (a0) != stateowner (a1) then the offset is most likely + // going to end up being totally wrong even if the variable was + // redefined in self which means we have to abort to avoid reading + // or writing to a random address and possibly crash. + build->Emit(OP_EQA_R, 1, 0, 1); + build->Emit(OP_JMP, 1); + build->Emit(OP_THROW, 2, X_BAD_SELF); + } + ExpEmit obj = classx->Emit(build); assert(obj.RegType == REGT_POINTER); diff --git a/src/thingdef/thingdef_properties.cpp b/src/thingdef/thingdef_properties.cpp index 52194435b..3cb424ea3 100644 --- a/src/thingdef/thingdef_properties.cpp +++ b/src/thingdef/thingdef_properties.cpp @@ -1576,10 +1576,6 @@ DEFINE_PROPERTY(telefogdesttype, S, Actor) DEFINE_PROPERTY(ripperlevel, I, Actor) { PROP_INT_PARM(id, 0); - if (id < 0) - { - I_Error ("RipperLevel must not be negative"); - } defaults->RipperLevel = id; } @@ -1589,10 +1585,6 @@ DEFINE_PROPERTY(ripperlevel, I, Actor) DEFINE_PROPERTY(riplevelmin, I, Actor) { PROP_INT_PARM(id, 0); - if (id < 0) - { - I_Error ("RipLevelMin must not be negative"); - } defaults->RipLevelMin = id; } @@ -1602,10 +1594,6 @@ DEFINE_PROPERTY(riplevelmin, I, Actor) DEFINE_PROPERTY(riplevelmax, I, Actor) { PROP_INT_PARM(id, 0); - if (id < 0) - { - I_Error ("RipLevelMax must not be negative"); - } defaults->RipLevelMax = id; } diff --git a/src/zscript/vm.h b/src/zscript/vm.h index 0d45ad90a..a000e9533 100644 --- a/src/zscript/vm.h +++ b/src/zscript/vm.h @@ -163,6 +163,7 @@ enum EVMAbortException X_TOO_MANY_TRIES, X_ARRAY_OUT_OF_BOUNDS, X_DIVISION_BY_ZERO, + X_BAD_SELF, }; class VMFunction : public DObject diff --git a/src/zscript/vmdisasm.cpp b/src/zscript/vmdisasm.cpp index 35eb6085d..4e6f33ec7 100644 --- a/src/zscript/vmdisasm.cpp +++ b/src/zscript/vmdisasm.cpp @@ -371,7 +371,18 @@ void VMDisasm(FILE *out, const VMOP *code, int codesize, const VMScriptFunction col = print_reg(out, 0, a, (mode & MODE_ATYPE) >> MODE_ASHIFT, 24, func); if ((mode & MODE_BCTYPE) == MODE_BCTHROW) { - mode = (code[i].a == 0) ? (MODE_BP | MODE_CUNUSED) : (MODE_BKP | MODE_CUNUSED); + if (code[i].a == 0) + { + mode = (MODE_BP | MODE_CUNUSED); + } + else if (code[i].a == 1) + { + mode = (MODE_BKP | MODE_CUNUSED); + } + else + { + mode = (MODE_BCJOINT | MODE_BCIMMS); + } } else if ((mode & MODE_BCTYPE) == MODE_BCCATCH) { diff --git a/src/zscript/vmexec.h b/src/zscript/vmexec.h index 42a374030..adf2986c5 100644 --- a/src/zscript/vmexec.h +++ b/src/zscript/vmexec.h @@ -616,12 +616,16 @@ begin: ASSERTA(B); throw((VMException *)reg.a[B]); } - else + else if (a == 1) { ASSERTKA(B); assert(konstatag[B] == ATAG_OBJECT); throw((VMException *)konsta[B].o); } + else + { + THROW(BC); + } NEXTOP; OP(CATCH): // This instruction is handled by our own catch handler and should diff --git a/src/zscript/vmframe.cpp b/src/zscript/vmframe.cpp index 29da0c5b9..50c7d78d9 100644 --- a/src/zscript/vmframe.cpp +++ b/src/zscript/vmframe.cpp @@ -440,6 +440,10 @@ int VMFrameStack::Call(VMFunction *func, VMValue *params, int numparams, VMRetur case X_DIVISION_BY_ZERO: Printf("division by zero."); break; + + case X_BAD_SELF: + Printf("invalid self pointer."); + break; } Printf("\n"); diff --git a/src/zscript/vmops.h b/src/zscript/vmops.h index decb0b93d..39d224f5c 100644 --- a/src/zscript/vmops.h +++ b/src/zscript/vmops.h @@ -83,7 +83,8 @@ xx(RETI, reti, I8I16), // Copy immediate from BC to return value A, possibly re xx(TRY, try, I24), // When an exception is thrown, start searching for a handler at pc + ABC xx(UNTRY, untry, I8), // Pop A entries off the exception stack xx(THROW, throw, THROW), // A == 0: Throw exception object pB - // A != 0: Throw exception object pkB + // A == 1: Throw exception object pkB + // A >= 2: Throw VM exception of type BC xx(CATCH, catch, CATCH), // A == 0: continue search on next try // A == 1: continue execution at instruction immediately following CATCH (catches any exception) // A == 2: (pB == ) then pc++ ; next instruction must JMP to another CATCH diff --git a/wadsrc/static/decorate.z b/wadsrc/static/actors/shared/dynlights.txt similarity index 100% rename from wadsrc/static/decorate.z rename to wadsrc/static/actors/shared/dynlights.txt diff --git a/wadsrc/static/decorate.txt b/wadsrc/static/decorate.txt index c6a205d42..71c7d549b 100644 --- a/wadsrc/static/decorate.txt +++ b/wadsrc/static/decorate.txt @@ -30,6 +30,7 @@ #include "actors/shared/action.txt" #include "actors/shared/dog.txt" #include "actors/shared/damagetypes.txt" +#include "actors/shared/dynlights.txt" #include "actors/doom/doomplayer.txt" #include "actors/doom/possessed.txt" diff --git a/wadsrc/static/language.enu b/wadsrc/static/language.enu index e004620c7..59dea5311 100644 --- a/wadsrc/static/language.enu +++ b/wadsrc/static/language.enu @@ -1806,6 +1806,7 @@ DSPLYMNU_MENUDIM = "Menu dim"; DSPLYMNU_DIMCOLOR = "Dim color"; DSPLYMNU_MOVEBOB = "View bob amount while moving"; DSPLYMNU_STILLBOB = "View bob amount while not moving"; +DSPLYMNU_BOBSPEED = "Weapon bob speed"; // HUD Options HUDMNU_TITLE = "HUD Options"; @@ -2704,6 +2705,8 @@ OPTVAL_REDCYAN = "Red/Cyan"; OPTVAL_AMBERBLUE = "Amber/Blue"; OPTVAL_LEFTEYE = "Left Eye"; OPTVAL_RIGHTEYE = "Right Eye"; +OPTVAL_SBSFULL = "Side-by-side Full"; +OPTVAL_SBSNARROW = "Side-by-side Narrow"; OPTVAL_QUADBUFFERED = "Quad-buffered"; OPTVAL_UNCHARTED2 = "Uncharted 2"; OPTVAL_HEJLDAWSON = "Hejl Dawson"; diff --git a/wadsrc/static/menudef.txt b/wadsrc/static/menudef.txt index 94a929080..589407262 100644 --- a/wadsrc/static/menudef.txt +++ b/wadsrc/static/menudef.txt @@ -707,6 +707,7 @@ OptionMenu "VideoOptions" ColorPicker "$DSPLYMNU_DIMCOLOR", "dimcolor" Slider "$DSPLYMNU_MOVEBOB", "movebob", 0, 1.0, 0.05, 2 Slider "$DSPLYMNU_STILLBOB", "stillbob", 0, 1.0, 0.05, 2 + Slider "$DSPLYMNU_BOBSPEED", "wbobspeed", 0, 2.0, 0.1, 2 } //------------------------------------------------------------------------------------------- diff --git a/wadsrc/static/menudef.z b/wadsrc/static/menudef.zz similarity index 99% rename from wadsrc/static/menudef.z rename to wadsrc/static/menudef.zz index 980cdacc3..1ab4f1a6d 100644 --- a/wadsrc/static/menudef.z +++ b/wadsrc/static/menudef.zz @@ -167,6 +167,8 @@ OptionValue VRMode 1, "$OPTVAL_GREENMAGENTA" 2, "$OPTVAL_REDCYAN" 9, "$OPTVAL_AMBERBLUE" + 3, "$OPTVAL_SBSFULL" + 4, "$OPTVAL_SBSNARROW" 5, "$OPTVAL_LEFTEYE" 6, "$OPTVAL_RIGHTEYE" 7, "$OPTVAL_QUADBUFFERED" diff --git a/wadsrc/static/shaders/glsl/bloomextract.fp b/wadsrc/static/shaders/glsl/bloomextract.fp index bc94c3c0e..9c5aa0bea 100644 --- a/wadsrc/static/shaders/glsl/bloomextract.fp +++ b/wadsrc/static/shaders/glsl/bloomextract.fp @@ -3,12 +3,13 @@ in vec2 TexCoord; out vec4 FragColor; uniform sampler2D SceneTexture; -uniform float ExposureAdjustment; +uniform sampler2D ExposureTexture; uniform vec2 Scale; uniform vec2 Offset; void main() { + float exposureAdjustment = texture(ExposureTexture, vec2(0.5)).x; vec4 color = texture(SceneTexture, Offset + TexCoord * Scale); - FragColor = max(vec4(color.rgb * ExposureAdjustment - 1, 1), vec4(0)); + FragColor = max(vec4((color.rgb + vec3(0.001)) * exposureAdjustment - 1, 1), vec4(0)); } diff --git a/wadsrc/static/shaders/glsl/exposureaverage.fp b/wadsrc/static/shaders/glsl/exposureaverage.fp new file mode 100644 index 000000000..41c0909d2 --- /dev/null +++ b/wadsrc/static/shaders/glsl/exposureaverage.fp @@ -0,0 +1,23 @@ + +in vec2 TexCoord; +out vec4 FragColor; + +uniform sampler2D ExposureTexture; + +void main() +{ +#if __VERSION__ < 400 + ivec2 size = textureSize(ExposureTexture, 0); + ivec2 tl = max(ivec2(TexCoord * vec2(size) - 0.5), ivec2(0)); + ivec2 br = min(tl + ivec2(1), size - ivec2(1)); + vec4 values = vec4( + texelFetch(ExposureTexture, tl, 0).x, + texelFetch(ExposureTexture, ivec2(tl.x, br.y), 0).x, + texelFetch(ExposureTexture, ivec2(br.x, tl.y), 0).x, + texelFetch(ExposureTexture, br, 0).x); +#else + vec4 values = textureGather(ExposureTexture, TexCoord); +#endif + + FragColor = vec4((values.x + values.y + values.z + values.w) * 0.25, 0.0, 0.0, 1.0); +} diff --git a/wadsrc/static/shaders/glsl/exposurecombine.fp b/wadsrc/static/shaders/glsl/exposurecombine.fp new file mode 100644 index 000000000..f806f8f86 --- /dev/null +++ b/wadsrc/static/shaders/glsl/exposurecombine.fp @@ -0,0 +1,16 @@ + +in vec2 TexCoord; +out vec4 FragColor; + +uniform sampler2D ExposureTexture; +uniform float ExposureBase; +uniform float ExposureMin; +uniform float ExposureScale; +uniform float ExposureSpeed; + +void main() +{ + float light = texture(ExposureTexture, TexCoord).x; + float exposureAdjustment = 1.0 / max(ExposureBase + light * ExposureScale, ExposureMin); + FragColor = vec4(exposureAdjustment, 0.0, 0.0, ExposureSpeed); +} diff --git a/wadsrc/static/shaders/glsl/exposureextract.fp b/wadsrc/static/shaders/glsl/exposureextract.fp new file mode 100644 index 000000000..f673bf029 --- /dev/null +++ b/wadsrc/static/shaders/glsl/exposureextract.fp @@ -0,0 +1,13 @@ + +in vec2 TexCoord; +out vec4 FragColor; + +uniform sampler2D SceneTexture; +uniform vec2 Scale; +uniform vec2 Offset; + +void main() +{ + vec4 color = texture(SceneTexture, Offset + TexCoord * Scale); + FragColor = vec4(max(max(color.r, color.g), color.b), 0.0, 0.0, 1.0); +} diff --git a/wadsrc/static/shaders/glsl/present.fp b/wadsrc/static/shaders/glsl/present.fp index 53fc007b6..31c1217cb 100644 --- a/wadsrc/static/shaders/glsl/present.fp +++ b/wadsrc/static/shaders/glsl/present.fp @@ -9,9 +9,9 @@ uniform float Brightness; vec4 ApplyGamma(vec4 c) { - vec3 val = max(c.rgb * Contrast - (Contrast - 1.0) * 0.5, vec3(0.0)); - val = pow(val, vec3(InvGamma)); + vec3 val = c.rgb * Contrast - (Contrast - 1.0) * 0.5; val += Brightness * 0.5; + val = pow(max(val, vec3(0.0)), vec3(InvGamma)); return vec4(val, c.a); } diff --git a/wadsrc/static/shaders/glsl/tonemap.fp b/wadsrc/static/shaders/glsl/tonemap.fp index d6574b295..5cb7cf8bd 100644 --- a/wadsrc/static/shaders/glsl/tonemap.fp +++ b/wadsrc/static/shaders/glsl/tonemap.fp @@ -3,7 +3,7 @@ in vec2 TexCoord; out vec4 FragColor; uniform sampler2D InputTexture; -uniform float ExposureAdjustment; +uniform sampler2D ExposureTexture; vec3 Linear(vec3 c) { @@ -84,7 +84,8 @@ void main() { vec3 color = texture(InputTexture, TexCoord).rgb; #ifndef PALETTE - color = color * ExposureAdjustment; + float exposureAdjustment = texture(ExposureTexture, vec2(0.5)).x; + color = color * exposureAdjustment; color = Linear(color); // needed because gzdoom's scene texture is not linear at the moment #endif FragColor = vec4(Tonemap(color), 1.0);