# Conflicts:
#	src/r_draw.cpp
#	src/r_local.h
#	src/r_main.cpp
#	src/r_plane.h
#	src/r_swrenderer.cpp
#	src/r_things.cpp
#	src/r_things.h
#	src/tables.cpp
#	src/tables.h
This commit is contained in:
nashmuhandes 2016-04-30 15:35:32 +08:00
commit aa5fbe9e0f
63 changed files with 729 additions and 795 deletions

View file

@ -925,7 +925,6 @@ set (PCH_SOURCES
statistics.cpp
stats.cpp
stringtable.cpp
tables.cpp
teaminfo.cpp
tempfiles.cpp
v_blend.cpp

View file

@ -25,7 +25,6 @@
#define __P_MOBJ_H__
// Basics.
#include "tables.h"
#include "templates.h"
// We need the thinker_t stuff.

View file

@ -8,7 +8,6 @@
#define __B_BOT_H__
#include "c_cvars.h"
#include "tables.h"
#include "info.h"
#include "doomdef.h"
#include "d_ticcmd.h"

View file

@ -72,6 +72,14 @@ typedef DWORD dsfixed_t; // fixedpt used by span drawer
#define DWORD_MIN ((uint32)0)
#define DWORD_MAX ((uint32)0xffffffff)
// the last remnants of tables.h
#define ANGLE_90 (0x40000000)
#define ANGLE_180 (0x80000000)
#define ANGLE_270 (0xc0000000)
#define ANGLE_MAX (0xffffffff)
typedef uint32 angle_t;
#ifdef __GNUC__
#define GCCPRINTF(stri,firstargi) __attribute__((format(printf,stri,firstargi)))

View file

@ -438,7 +438,7 @@ void PType::SkipValue(FArchive &ar, int tag)
ar.Read(buff, 2);
break;
case VAL_Int32: case VAL_UInt32: case VAL_Float32: case VAL_Fixed: case VAL_BAM:
case VAL_Int32: case VAL_UInt32: case VAL_Float32:
ar.Read(buff, 4);
break;
@ -936,10 +936,8 @@ bool PInt::ReadValue(FArchive &ar, void *addr) const
BYTE val8;
WORD val16;
DWORD val32;
fixed_t fix;
float single;
double dbl;
angle_t ang;
};
ar << tag;
@ -955,8 +953,6 @@ bool PInt::ReadValue(FArchive &ar, void *addr) const
case VAL_UInt32: ar << val32; uval = val32; break;
case VAL_Int64: ar << sval; break;
case VAL_UInt64: ar << uval; break;
case VAL_Fixed: ar << fix; sval = fix >> FRACBITS; break; // fixed -> int
case VAL_BAM: ar << ang; uval = ang / ANGLE_1; break; // BAM -> degrees
case VAL_Float32: ar << single; sval = (SQWORD)single; break;
case VAL_Float64: ar << dbl; sval = (SQWORD)dbl; break;
default: SkipValue(ar, tag); return false; // Incompatible type
@ -1317,8 +1313,6 @@ static bool ReadValueDbl(FArchive &ar, double *addr, unsigned tag)
case VAL_UInt32: ar << val32; val = val32; break;
case VAL_Int64: ar << val64; val = (double)(SQWORD)val64; break;
case VAL_UInt64: ar << val64; val = (double)val64; break;
case VAL_Fixed: ar << fix; val = FIXED2DBL(fix); break;
case VAL_BAM: ar << ang; val = ang * (90.0 / ANGLE_90); break; // BAM -> degrees
case VAL_Float32: ar << single; val = single; break;
case VAL_Float64: ar << val; break;
default: PType::SkipValue(ar, tag); return false; // Incompatible type

View file

@ -904,8 +904,6 @@ enum ETypeVal : BYTE
VAL_One,
VAL_Float32,
VAL_Float64,
VAL_Fixed,
VAL_BAM,
VAL_String,
VAL_Name,
VAL_Struct,

View file

@ -122,7 +122,6 @@ extern int viewwindowx;
extern int viewwindowy;
extern "C" int viewheight;
extern "C" int viewwidth;
extern "C" int halfviewwidth; // [RH] Half view width, for plane drawing

View file

@ -1054,6 +1054,12 @@ FArchive &FArchive::SerializePointer (void *ptrbase, BYTE **ptr, DWORD elemSize)
FArchive &FArchive::SerializeObject (DObject *&object, PClass *type)
{
if (!m_ThinkersAllowed && type->IsDescendantOf(RUNTIME_CLASS(DThinker)))
{
assert(true);
I_Error("Tried to serialize a thinker before P_SerializeThinkers");
}
if (!type->IsDescendantOf(RUNTIME_CLASS(PClass)))
{ // a regular object
if (IsStoring())

View file

@ -216,6 +216,16 @@ inline FArchive& operator<< (signed char *&str) { return operator<< ((char *&)st
inline FArchive& operator<< (bool &b) { return operator<< ((BYTE &)b); }
inline FArchive& operator<< (DObject* &object) { return ReadObject (object, RUNTIME_CLASS(DObject)); }
void EnableThinkers()
{
m_ThinkersAllowed = true;
}
bool ThinkersAllowed()
{
return m_ThinkersAllowed;
}
protected:
enum { EObjectHashSize = 137 };
@ -253,6 +263,7 @@ protected:
int *m_SpriteMap;
size_t m_NumSprites;
bool m_ThinkersAllowed = false;
FArchive ();
void AttachToFile (FFile &file);

View file

@ -37,8 +37,8 @@ DEarthquake::DEarthquake()
DEarthquake::DEarthquake(AActor *center, int intensityX, int intensityY, int intensityZ, int duration,
int damrad, int tremrad, FSoundID quakesound, int flags,
double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint, int rollIntensity,
double rollWave)
double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint,
double rollIntensity, double rollWave)
: DThinker(STAT_EARTHQUAKE)
{
m_QuakeSFX = quakesound;
@ -71,11 +71,8 @@ void DEarthquake::Serialize (FArchive &arc)
<< m_TremorRadius << m_DamageRadius
<< m_QuakeSFX << m_Flags << m_CountdownStart
<< m_WaveSpeed
<< m_Falloff << m_Highpoint << m_MiniCount;
if (SaveVersion >= 4544)
{
arc << m_RollIntensity << m_RollWave;
}
<< m_Falloff << m_Highpoint << m_MiniCount
<< m_RollIntensity << m_RollWave;
}
//==========================================================================
@ -283,7 +280,8 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger
double dist = quake->m_Spot->Distance2D (victim, true);
if (dist < quake->m_TremorRadius)
{
double falloff = quake->GetFalloff(dist);
const double falloff = quake->GetFalloff(dist);
const double rfalloff = (quake->m_RollIntensity != 0) ? falloff : 0.;
++count;
double x = quake->GetModIntensity(quake->m_Intensity.X);
double y = quake->GetModIntensity(quake->m_Intensity.Y);
@ -293,6 +291,7 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger
if (!(quake->m_Flags & QF_WAVE))
{
jiggers.Falloff = MAX(falloff, jiggers.Falloff);
jiggers.RFalloff = MAX(rfalloff, jiggers.RFalloff);
jiggers.RollIntensity = MAX(r, jiggers.RollIntensity);
if (quake->m_Flags & QF_RELATIVE)
{
@ -310,11 +309,11 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger
else
{
jiggers.WFalloff = MAX(falloff, jiggers.WFalloff);
double mr = r * quake->GetModWave(quake->m_RollWave);
jiggers.RWFalloff = MAX(rfalloff, jiggers.RWFalloff);
jiggers.RollWave = r * quake->GetModWave(quake->m_RollWave);
double mx = x * quake->GetModWave(quake->m_WaveSpeed.X);
double my = y * quake->GetModWave(quake->m_WaveSpeed.Y);
double mz = z * quake->GetModWave(quake->m_WaveSpeed.Z);
jiggers.RollWave = r * quake->GetModWave(quake->m_RollWave);
// [RH] This only gives effect to the last sine quake. I would
// prefer if some way was found to make multiples coexist
@ -349,7 +348,7 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger
bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY, int intensityZ, int duration,
int damrad, int tremrad, FSoundID quakesfx, int flags,
double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint,
int rollIntensity, double rollWave)
double rollIntensity, double rollWave)
{
AActor *center;
bool res = false;

View file

@ -153,7 +153,7 @@ struct FQuakeJiggers
DVector3 RelIntensity;
DVector3 Offset;
DVector3 RelOffset;
double Falloff, WFalloff;
double Falloff, WFalloff, RFalloff, RWFalloff;
double RollIntensity, RollWave;
};
@ -164,7 +164,7 @@ class DEarthquake : public DThinker
public:
DEarthquake(AActor *center, int intensityX, int intensityY, int intensityZ, int duration,
int damrad, int tremrad, FSoundID quakesfx, int flags,
double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint, int rollIntensity, double rollWave);
double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint, double rollIntensity, double rollWave);
void Serialize (FArchive &arc);
void Tick ();

View file

@ -45,10 +45,19 @@
#include "i_system.h"
#include "v_text.h"
#include "r_utility.h"
#include "gl/dynlights/gl_dynlight.h"
#include "gl/utility/gl_geometric.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_cvars.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/scene/gl_drawinfo.h"
//==========================================================================
//
//
//
//==========================================================================
void gl_SetTextureMode(int type)
{
@ -114,82 +123,11 @@ void gl_SetTextureMode(int type)
}
}
//===========================================================================
//==========================================================================
//
// FGLTex::WarpBuffer
//
//===========================================================================
BYTE *gl_WarpBuffer(BYTE *buffer, int Width, int Height, int warp, float Speed)
{
if (Width > 256 || Height > 256) return buffer;
DWORD *in = (DWORD*)buffer;
DWORD *out = (DWORD*)new BYTE[4 * Width*Height];
static DWORD linebuffer[256]; // anything larger will bring down performance so it is excluded above.
DWORD timebase = DWORD(r_FrameTime*Speed * 23 / 28);
int xsize = Width;
int ysize = Height;
int xmask = xsize - 1;
int ymask = ysize - 1;
int ds_xbits;
int i, x;
if (warp == 1)
{
for (ds_xbits = -1, i = Width; i; i >>= 1, ds_xbits++);
for (x = xsize - 1; x >= 0; x--)
{
int yt, yf = (finesine[(timebase + (x + 17) * 128)&FINEMASK] >> 13) & ymask;
const DWORD *source = in + x;
DWORD *dest = out + x;
for (yt = ysize; yt; yt--, yf = (yf + 1)&ymask, dest += xsize)
{
*dest = *(source + (yf << ds_xbits));
}
}
timebase = DWORD(r_FrameTime*Speed * 32 / 28);
int y;
for (y = ysize - 1; y >= 0; y--)
{
int xt, xf = (finesine[(timebase + y * 128)&FINEMASK] >> 13) & xmask;
DWORD *source = out + (y << ds_xbits);
DWORD *dest = linebuffer;
for (xt = xsize; xt; xt--, xf = (xf + 1)&xmask)
{
*dest++ = *(source + xf);
}
memcpy(out + y*xsize, linebuffer, xsize * sizeof(DWORD));
}
}
else
{
int ybits;
for (ybits = -1, i = ysize; i; i >>= 1, ybits++);
DWORD timebase = (r_FrameTime * Speed * 40 / 28);
for (x = xsize - 1; x >= 0; x--)
{
for (int y = ysize - 1; y >= 0; y--)
{
int xt = (x + 128
+ ((finesine[(y * 128 + timebase * 5 + 900) & 8191] * 2) >> FRACBITS)
+ ((finesine[(x * 256 + timebase * 4 + 300) & 8191] * 2) >> FRACBITS)) & xmask;
int yt = (y + 128
+ ((finesine[(y * 128 + timebase * 3 + 700) & 8191] * 2) >> FRACBITS)
+ ((finesine[(x * 256 + timebase * 4 + 1200) & 8191] * 2) >> FRACBITS)) & ymask;
const DWORD *source = in + (xt << ybits) + yt;
DWORD *dest = out + (x << ybits) + y;
*dest = *source;
}
}
}
delete[] buffer;
return (BYTE*)out;
}
//
//==========================================================================
static int ffTextureMode;
static bool ffTextureEnabled;
@ -322,6 +260,12 @@ void FRenderState::ApplyFixedFunction()
}
//==========================================================================
//
//
//
//==========================================================================
void gl_FillScreen();
void FRenderState::DrawColormapOverlay()
@ -375,4 +319,184 @@ void FRenderState::DrawColormapOverlay()
gl_RenderState.BlendFunc(GL_DST_COLOR, GL_ZERO);
gl_FillScreen();
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
//==========================================================================
//
// Sets up the parameters to render one dynamic light onto one plane
//
//==========================================================================
bool gl_SetupLight(int group, Plane & p, ADynamicLight * light, Vector & nearPt, Vector & up, Vector & right,
float & scale, int desaturation, bool checkside, bool forceadditive)
{
Vector fn, pos;
DVector3 lpos = light->PosRelative(group);
float dist = fabsf(p.DistToPoint(lpos.X, lpos.Z, lpos.Y));
float radius = (light->GetRadius() * gl_lights_size);
if (radius <= 0.f) return false;
if (dist > radius) return false;
if (checkside && gl_lights_checkside && p.PointOnSide(lpos.X, lpos.Z, lpos.Y))
{
return false;
}
if (light->owned && light->target != NULL && !light->target->IsVisibleToPlayer())
{
return false;
}
scale = 1.0f / ((2.f * radius) - dist);
// project light position onto plane (find closest point on plane)
pos.Set(lpos.X, lpos.Z, lpos.Y);
fn = p.Normal();
fn.GetRightUp(right, up);
#ifdef _MSC_VER
nearPt = pos + fn * dist;
#else
Vector tmpVec = fn * dist;
nearPt = pos + tmpVec;
#endif
float cs = 1.0f - (dist / radius);
if (gl_lights_additive || light->flags4&MF4_ADDITIVE || forceadditive) cs *= 0.2f; // otherwise the light gets too strong.
float r = light->GetRed() / 255.0f * cs * gl_lights_intensity;
float g = light->GetGreen() / 255.0f * cs * gl_lights_intensity;
float b = light->GetBlue() / 255.0f * cs * gl_lights_intensity;
if (light->IsSubtractive())
{
Vector v;
gl_RenderState.BlendEquation(GL_FUNC_REVERSE_SUBTRACT);
v.Set(r, g, b);
r = v.Length() - r;
g = v.Length() - g;
b = v.Length() - b;
}
else
{
gl_RenderState.BlendEquation(GL_FUNC_ADD);
}
if (desaturation > 0 && gl.glslversion > 0) // no-shader excluded because no desaturated textures.
{
float gray = (r * 77 + g * 143 + b * 37) / 257;
r = (r*(32 - desaturation) + gray*desaturation) / 32;
g = (g*(32 - desaturation) + gray*desaturation) / 32;
b = (b*(32 - desaturation) + gray*desaturation) / 32;
}
glColor3f(r, g, b);
return true;
}
//==========================================================================
//
//
//
//==========================================================================
bool gl_SetupLightTexture()
{
if (GLRenderer->gllight == NULL) return false;
FMaterial * pat = FMaterial::ValidateTexture(GLRenderer->gllight, false);
pat->Bind(CLAMP_XY, 0);
return true;
}
//==========================================================================
//
//
//
//==========================================================================
void FGLRenderer::RenderMultipassStuff()
{
return;
// First pass: empty background with sector light only
// Part 1: solid geometry. This is set up so that there are no transparent parts
// remove any remaining texture bindings and shaders whick may get in the way.
gl_RenderState.EnableTexture(false);
gl_RenderState.EnableBrightmap(false);
gl_RenderState.Apply();
gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(GLPASS_BASE);
gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(GLPASS_BASE);
// Part 2: masked geometry. This is set up so that only pixels with alpha>0.5 will show
// This creates a blank surface that only fills the nontransparent parts of the texture
gl_RenderState.EnableTexture(true);
gl_RenderState.SetTextureMode(TM_MASK);
gl_RenderState.EnableBrightmap(true);
gl_drawinfo->dldrawlists[GLLDL_WALLS_BRIGHT].DrawWalls(GLPASS_BASE_MASKED);
gl_drawinfo->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(GLPASS_BASE_MASKED);
gl_drawinfo->dldrawlists[GLLDL_FLATS_BRIGHT].DrawFlats(GLPASS_BASE_MASKED);
gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(GLPASS_BASE_MASKED);
// Part 3: The base of fogged surfaces, including the texture
gl_RenderState.EnableBrightmap(false);
gl_RenderState.SetTextureMode(TM_MODULATE);
gl_drawinfo->dldrawlists[GLLDL_WALLS_FOG].DrawWalls(GLPASS_PLAIN);
gl_drawinfo->dldrawlists[GLLDL_WALLS_FOGMASKED].DrawWalls(GLPASS_PLAIN);
gl_drawinfo->dldrawlists[GLLDL_FLATS_FOG].DrawFlats(GLPASS_PLAIN);
gl_drawinfo->dldrawlists[GLLDL_FLATS_FOGMASKED].DrawFlats(GLPASS_PLAIN);
// second pass: draw lights
glDepthMask(false);
if (mLightCount && !gl_fixedcolormap)
{
if (gl_SetupLightTexture())
{
gl_RenderState.BlendFunc(GL_ONE, GL_ONE);
glDepthFunc(GL_EQUAL);
if (glset.lightmode == 8) gl_RenderState.SetSoftLightLevel(255);
gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(GLPASS_LIGHTTEX);
gl_drawinfo->dldrawlists[GLLDL_WALLS_BRIGHT].DrawWalls(GLPASS_LIGHTTEX);
gl_drawinfo->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(GLPASS_LIGHTTEX);
gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(GLPASS_LIGHTTEX);
gl_drawinfo->dldrawlists[GLLDL_FLATS_BRIGHT].DrawFlats(GLPASS_LIGHTTEX);
gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(GLPASS_LIGHTTEX);
gl_RenderState.BlendEquation(GL_FUNC_ADD);
}
else gl_lights = false;
}
// third pass: modulated texture
gl_RenderState.SetColor(0xffffffff);
gl_RenderState.BlendFunc(GL_DST_COLOR, GL_ZERO);
gl_RenderState.EnableFog(false);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0);
glDepthFunc(GL_LEQUAL);
gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(GLPASS_TEXONLY);
gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(GLPASS_TEXONLY);
gl_drawinfo->dldrawlists[GLLDL_WALLS_BRIGHT].DrawWalls(GLPASS_TEXONLY);
gl_drawinfo->dldrawlists[GLLDL_FLATS_BRIGHT].DrawFlats(GLPASS_TEXONLY);
gl_RenderState.AlphaFunc(GL_GREATER, gl_mask_threshold);
gl_drawinfo->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(GLPASS_TEXONLY);
gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(GLPASS_TEXONLY);
// fourth pass: additive lights
gl_RenderState.EnableFog(true);
gl_RenderState.BlendFunc(GL_ONE, GL_ONE);
glDepthFunc(GL_EQUAL);
if (gl_SetupLightTexture())
{
gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(GLPASS_LIGHTTEX_ADDITIVE);
gl_drawinfo->dldrawlists[GLLDL_WALLS_BRIGHT].DrawWalls(GLPASS_LIGHTTEX_ADDITIVE);
gl_drawinfo->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(GLPASS_LIGHTTEX_ADDITIVE);
gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(GLPASS_LIGHTTEX_ADDITIVE);
gl_drawinfo->dldrawlists[GLLDL_FLATS_BRIGHT].DrawFlats(GLPASS_LIGHTTEX_ADDITIVE);
gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(GLPASS_LIGHTTEX_ADDITIVE);
gl_drawinfo->dldrawlists[GLLDL_WALLS_FOG].DrawWalls(GLPASS_LIGHTTEX_ADDITIVE);
gl_drawinfo->dldrawlists[GLLDL_WALLS_FOGMASKED].DrawWalls(GLPASS_LIGHTTEX_ADDITIVE);
gl_drawinfo->dldrawlists[GLLDL_FLATS_FOG].DrawFlats(GLPASS_LIGHTTEX_ADDITIVE);
gl_drawinfo->dldrawlists[GLLDL_FLATS_FOGMASKED].DrawFlats(GLPASS_LIGHTTEX_ADDITIVE);
}
else gl_lights = false;
}

View file

@ -431,11 +431,11 @@ FTextureID gl_GetSpriteFrame(unsigned sprite, int frame, int rot, angle_t ang, b
{
if (sprframe->Texture[0] == sprframe->Texture[1])
{
rot = (ang + (angle_t)(ANGLE_45/2)*9) >> 28;
rot = (ang + (angle_t)(ANGLE_90/4)*9) >> 28;
}
else
{
rot = (ang + (angle_t)(ANGLE_45/2)*9-(angle_t)(ANGLE_180/16)) >> 28;
rot = (ang + (angle_t)(ANGLE_90/4)*9-(angle_t)(ANGLE_180/16)) >> 28;
}
}
if (mirror) *mirror = !!(sprframe->Flip&(1<<rot));

View file

@ -140,95 +140,3 @@ bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, bo
return true;
}
//==========================================================================
//
// Sets up the parameters to render one dynamic light onto one plane
//
//==========================================================================
bool gl_SetupLight(int group, Plane & p, ADynamicLight * light, Vector & nearPt, Vector & up, Vector & right,
float & scale, int desaturation, bool checkside, bool forceadditive)
{
Vector fn, pos;
DVector3 lpos = light->PosRelative(group);
float dist = fabsf(p.DistToPoint(lpos.X, lpos.Z, lpos.Y));
float radius = (light->GetRadius() * gl_lights_size);
if (radius <= 0.f) return false;
if (dist > radius) return false;
if (checkside && gl_lights_checkside && p.PointOnSide(lpos.X, lpos.Z, lpos.Y))
{
return false;
}
if (light->owned && light->target != NULL && !light->target->IsVisibleToPlayer())
{
return false;
}
scale = 1.0f / ((2.f * radius) - dist);
// project light position onto plane (find closest point on plane)
pos.Set(lpos.X, lpos.Z, lpos.Y);
fn = p.Normal();
fn.GetRightUp(right, up);
#ifdef _MSC_VER
nearPt = pos + fn * dist;
#else
Vector tmpVec = fn * dist;
nearPt = pos + tmpVec;
#endif
float cs = 1.0f - (dist / radius);
if (gl_lights_additive || light->flags4&MF4_ADDITIVE || forceadditive) cs *= 0.2f; // otherwise the light gets too strong.
float r = light->GetRed() / 255.0f * cs * gl_lights_intensity;
float g = light->GetGreen() / 255.0f * cs * gl_lights_intensity;
float b = light->GetBlue() / 255.0f * cs * gl_lights_intensity;
if (light->IsSubtractive())
{
Vector v;
gl_RenderState.BlendEquation(GL_FUNC_REVERSE_SUBTRACT);
v.Set(r, g, b);
r = v.Length() - r;
g = v.Length() - g;
b = v.Length() - b;
}
else
{
gl_RenderState.BlendEquation(GL_FUNC_ADD);
}
if (desaturation > 0 && gl.glslversion > 0) // no-shader excluded because no desaturated textures.
{
float gray = (r * 77 + g * 143 + b * 37) / 257;
r = (r*(32 - desaturation) + gray*desaturation) / 32;
g = (g*(32 - desaturation) + gray*desaturation) / 32;
b = (b*(32 - desaturation) + gray*desaturation) / 32;
}
glColor3f(r, g, b);
return true;
}
//==========================================================================
//
//
//
//==========================================================================
bool gl_SetupLightTexture()
{
if (GLRenderer->gllight == NULL) return false;
FMaterial * pat = FMaterial::ValidateTexture(GLRenderer->gllight, true);
pat->Bind(CLAMP_XY, 0);
return true;
}

View file

@ -64,8 +64,8 @@ static float avertexnormals[NUMVERTEXNORMALS][3] = {
static void UnpackVector(unsigned short packed, float vec[3])
{
float yaw = (packed & 511) / 512.0f * 2 * PI;
float pitch = ((packed >> 9) / 127.0f - 0.5f) * PI;
float yaw = (packed & 511) / 512.0f * 2 * M_PI;
float pitch = ((packed >> 9) / 127.0f - 0.5f) * M_PI;
float cosp = (float) cos(pitch);
vec[VX] = (float) cos(yaw) * cosp;

View file

@ -60,8 +60,8 @@ static void UnpackVector(unsigned short packed, float & nx, float & ny, float &
{
double lat = ( packed >> 8 ) & 0xff;
double lng = ( packed & 0xff );
lat *= PI/128;
lng *= PI/128;
lat *= M_PI/128;
lng *= M_PI/128;
nx = cos(lat) * sin(lng);
ny = sin(lat) * sin(lng);

View file

@ -84,6 +84,7 @@
FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
{
framebuffer = fb;
mClipPortal = NULL;
mCurrentPortal = NULL;
mMirrorCount = 0;
mPlaneMirrorCount = 0;

View file

@ -59,6 +59,7 @@ class FGLRenderer
public:
OpenGLFrameBuffer *framebuffer;
GLPortal *mClipPortal;
GLPortal *mCurrentPortal;
int mMirrorCount;
int mPlaneMirrorCount;
@ -101,6 +102,7 @@ public:
void Initialize();
void CreateScene();
void RenderMultipassStuff();
void RenderScene(int recursion);
void RenderTranslucent();
void DrawScene(bool toscreen = false);

View file

@ -69,7 +69,7 @@ TArray<VSMatrix> gl_MatrixStack;
void FRenderState::Reset()
{
mTextureEnabled = true;
mSplitEnabled = mBrightmapEnabled = mFogEnabled = mGlowEnabled = false;
mClipLineEnabled = mSplitEnabled = mBrightmapEnabled = mFogEnabled = mGlowEnabled = false;
mColorMask[0] = mColorMask[1] = mColorMask[2] = mColorMask[3] = true;
currentColorMask[0] = currentColorMask[1] = currentColorMask[2] = currentColorMask[3] = true;
mFogColor.d = -1;
@ -171,10 +171,22 @@ bool FRenderState::ApplyShader()
activeShader->muSplitBottomPlane.Set(mSplitBottomPlane.vec);
activeShader->currentsplitstate = 1;
}
else
else if (activeShader->currentsplitstate)
{
activeShader->muSplitTopPlane.Set(nulvec);
activeShader->muSplitBottomPlane.Set(nulvec);
activeShader->currentsplitstate = 0;
}
if (mClipLineEnabled)
{
activeShader->muClipLine.Set(mClipLine.vec);
activeShader->currentcliplinestate = 1;
}
else if (activeShader->currentcliplinestate)
{
activeShader->muClipLine.Set(-10000000.0, 0, 0, 0);
activeShader->currentcliplinestate = 0;
}
if (mColormapState != activeShader->currentfixedcolormap)

View file

@ -47,6 +47,7 @@ class FRenderState
bool mFogEnabled;
bool mGlowEnabled;
bool mSplitEnabled;
bool mClipLineEnabled;
bool mBrightmapEnabled;
bool mColorMask[4];
bool currentColorMask[4];
@ -73,6 +74,7 @@ class FRenderState
FStateVec4 mGlowTop, mGlowBottom;
FStateVec4 mGlowTopPlane, mGlowBottomPlane;
FStateVec4 mSplitTopPlane, mSplitBottomPlane;
FStateVec4 mClipLine;
PalEntry mFogColor;
PalEntry mObjectColor;
FStateVec4 mDynColor;
@ -145,6 +147,16 @@ public:
return mClipHeightDirection;
}
FStateVec4 &GetClipLine()
{
return mClipLine;
}
bool GetClipLineState()
{
return mClipLineEnabled;
}
void SetClipHeight(float height, float direction);
void SetColor(float r, float g, float b, float a = 1.f, int desat = 0)
@ -241,6 +253,27 @@ public:
}
}
void SetClipLine(line_t *line)
{
mClipLine.Set(line->v1->fX(), line->v1->fY(), line->Delta().X, line->Delta().Y);
}
void EnableClipLine(bool on)
{
if (gl.glslversion >= 1.3f)
{
mClipLineEnabled = on;
if (on)
{
glEnable(GL_CLIP_DISTANCE0);
}
else
{
glDisable(GL_CLIP_DISTANCE0);
}
}
}
void SetLightIndex(int n)
{
mLightIndex = n;

View file

@ -111,7 +111,7 @@ static void AddLine (seg_t *seg, bool portalclip)
if (portalclip)
{
int clipres = GLRenderer->mCurrentPortal->ClipSeg(seg);
int clipres = GLRenderer->mClipPortal->ClipSeg(seg);
if (clipres == GLPortal::PClip_InFront) return;
}
@ -218,7 +218,7 @@ static void PolySubsector(subsector_t * sub)
{
if (line->linedef)
{
AddLine (line, GLRenderer->mCurrentPortal != NULL);
AddLine (line, GLRenderer->mClipPortal != NULL);
}
line++;
}
@ -313,11 +313,11 @@ static inline void AddLines(subsector_t * sub, sector_t * sector)
{
if (seg->linedef == NULL)
{
if (!(sub->flags & SSECF_DRAWN)) AddLine (seg, GLRenderer->mCurrentPortal != NULL);
if (!(sub->flags & SSECF_DRAWN)) AddLine (seg, GLRenderer->mClipPortal != NULL);
}
else if (!(seg->sidedef->Flags & WALLF_POLYOBJ))
{
AddLine (seg, GLRenderer->mCurrentPortal != NULL);
AddLine (seg, GLRenderer->mClipPortal != NULL);
}
seg++;
}
@ -447,12 +447,12 @@ static void DoSubsector(subsector_t * sub)
fakesector=gl_FakeFlat(sector, &fake, false);
if (GLRenderer->mCurrentPortal)
if (GLRenderer->mClipPortal)
{
int clipres = GLRenderer->mCurrentPortal->ClipSubsector(sub);
int clipres = GLRenderer->mClipPortal->ClipSubsector(sub);
if (clipres == GLPortal::PClip_InFront)
{
line_t *line = GLRenderer->mCurrentPortal->ClipLine();
line_t *line = GLRenderer->mClipPortal->ClipLine();
// The subsector is out of range, but we still have to check lines that lie directly on the boundary and may expose their upper or lower parts.
if (line) AddSpecialPortalLines(sub, fakesector, line);
return;

View file

@ -2,7 +2,6 @@
#define __GL_CLIPPER
#include "doomtype.h"
#include "tables.h"
#include "xs_Float.h"
#include "r_utility.h"

View file

@ -991,10 +991,15 @@ static FDrawInfoList di_list;
FDrawInfo::FDrawInfo()
{
next = NULL;
if (gl.lightmethod == LM_SOFTWARE)
{
dldrawlists = new GLDrawList[GLLDL_TYPES];
}
}
FDrawInfo::~FDrawInfo()
{
if (dldrawlists != NULL) delete[] dldrawlists;
ClearBuffers();
}
@ -1018,13 +1023,17 @@ void FDrawInfo::StartScene()
ss_renderflags.Resize(numsubsectors);
no_renderflags.Resize(numsubsectors);
memset(&sectorrenderflags[0], 0, numsectors*sizeof(sectorrenderflags[0]));
memset(&ss_renderflags[0], 0, numsubsectors*sizeof(ss_renderflags[0]));
memset(&no_renderflags[0], 0, numnodes*sizeof(no_renderflags[0]));
memset(&sectorrenderflags[0], 0, numsectors * sizeof(sectorrenderflags[0]));
memset(&ss_renderflags[0], 0, numsubsectors * sizeof(ss_renderflags[0]));
memset(&no_renderflags[0], 0, numnodes * sizeof(no_renderflags[0]));
next=gl_drawinfo;
gl_drawinfo=this;
for(int i=0;i<GLDL_TYPES;i++) drawlists[i].Reset();
next = gl_drawinfo;
gl_drawinfo = this;
for (int i = 0; i < GLDL_TYPES; i++) drawlists[i].Reset();
if (dldrawlists != NULL)
{
for (int i = 0; i < GLLDL_TYPES; i++) dldrawlists[i].Reset();
}
}
//==========================================================================
@ -1037,6 +1046,10 @@ void FDrawInfo::EndDrawInfo()
FDrawInfo * di = gl_drawinfo;
for(int i=0;i<GLDL_TYPES;i++) di->drawlists[i].Reset();
if (di->dldrawlists != NULL)
{
for (int i = 0; i < GLLDL_TYPES; i++) di->dldrawlists[i].Reset();
}
gl_drawinfo=di->next;
di_list.Release(di);
}

View file

@ -25,6 +25,28 @@ enum DrawListType
GLDL_TYPES,
};
// more lists for handling of dynamic lights
enum DLDrawListType
{
// These are organized so that the various multipass rendering modes have to be set as few times as possible
GLLDL_WALLS_PLAIN, // dynamic lights on normal walls
GLLDL_WALLS_BRIGHT, // dynamic lights on brightmapped walls
GLLDL_WALLS_MASKED, // dynamic lights on masked midtextures
GLLDL_FLATS_PLAIN, // dynamic lights on normal flats
GLLDL_FLATS_BRIGHT, // dynamic lights on brightmapped flats
GLLDL_FLATS_MASKED, // dynamic lights on masked flats
GLLDL_WALLS_FOG, // lights on fogged walls
GLLDL_WALLS_FOGMASKED, // lights on fogged masked midtextures
GLLDL_FLATS_FOG, // lights on fogged walls
GLLDL_FLATS_FOGMASKED, // lights on fogged masked midtextures
GLLDL_TYPES,
};
enum Drawpasses
{
GLPASS_ALL, // Main pass with dynamic lights
@ -32,6 +54,14 @@ enum Drawpasses
GLPASS_PLAIN, // Main pass without dynamic lights
GLPASS_DECALS, // Draws a decal
GLPASS_TRANSLUCENT, // Draws translucent objects
// these are only used with texture based dynamic lights
GLPASS_BASE, // untextured base for dynamic lights
GLPASS_BASE_MASKED, // same but with active texture
GLPASS_LIGHTTEX, // lighttexture pass
GLPASS_TEXONLY, // finishing texture pass
GLPASS_LIGHTTEX_ADDITIVE, // lighttexture pass (additive)
};
//==========================================================================
@ -199,6 +229,7 @@ struct FDrawInfo
FDrawInfo * next;
GLDrawList drawlists[GLDL_TYPES];
GLDrawList *dldrawlists = NULL; // only gets allocated when needed.
FDrawInfo();
~FDrawInfo();

View file

@ -300,9 +300,6 @@ bool GLPortal::Start(bool usestencil, bool doquery)
glDisable(GL_DEPTH_TEST);
}
}
planestack.Push(gl_RenderState.GetClipHeight());
planestack.Push(gl_RenderState.GetClipHeightDirection());
gl_RenderState.SetClipHeight(0., 0.);
// save viewpoint
savedViewPos = ViewPos;
@ -313,8 +310,12 @@ bool GLPortal::Start(bool usestencil, bool doquery)
savedviewpath[0] = ViewPath[0];
savedviewpath[1] = ViewPath[1];
NextPortal = GLRenderer->mCurrentPortal;
GLRenderer->mCurrentPortal = NULL; // Portals which need this have to set it themselves
PrevPortal = GLRenderer->mCurrentPortal;
PrevClipPortal = GLRenderer->mClipPortal;
GLRenderer->mClipPortal = NULL; // Portals which need this have to set it themselves
GLRenderer->mCurrentPortal = this;
if (PrevPortal != NULL) PrevPortal->PushState();
PortalAll.Unclock();
return true;
}
@ -359,12 +360,9 @@ void GLPortal::End(bool usestencil)
bool needdepth = NeedDepthBuffer();
PortalAll.Clock();
GLRenderer->mCurrentPortal = NextPortal;
float f, d;
planestack.Pop(d);
planestack.Pop(f);
gl_RenderState.SetClipHeight(f, d);
if (PrevPortal != NULL) PrevPortal->PopState();
GLRenderer->mCurrentPortal = PrevPortal;
GLRenderer->mClipPortal = PrevClipPortal;
if (usestencil)
{
@ -806,12 +804,78 @@ void GLPlaneMirrorPortal::DrawContents()
PlaneMirrorMode=old_pm;
}
void GLPlaneMirrorPortal::PushState()
{
planestack.Push(gl_RenderState.GetClipHeight());
planestack.Push(gl_RenderState.GetClipHeightDirection());
gl_RenderState.SetClipHeight(0.f, 0.f);
}
void GLPlaneMirrorPortal::PopState()
{
float d, f;
planestack.Pop(d);
planestack.Pop(f);
gl_RenderState.SetClipHeight(f, d);
}
//-----------------------------------------------------------------------------
//
// GLPlaneMirrorPortal::DrawContents
// Common code for line to line and mirror portals
//
//-----------------------------------------------------------------------------
void GLLinePortal::PushState()
{
FStateVec4 &v = gl_RenderState.GetClipLine();
planestack.Push(v.vec[0]);
planestack.Push(v.vec[1]);
planestack.Push(v.vec[2]);
planestack.Push(v.vec[3]);
planestack.Push(gl_RenderState.GetClipLineState());
gl_RenderState.EnableClipLine(false);
}
void GLLinePortal::PopState()
{
FStateVec4 &v = gl_RenderState.GetClipLine();
float e;
planestack.Pop(e);
planestack.Pop(v.vec[3]);
planestack.Pop(v.vec[2]);
planestack.Pop(v.vec[1]);
planestack.Pop(v.vec[0]);
gl_RenderState.EnableClipLine(e != 0);
}
int GLLinePortal::ClipSeg(seg_t *seg)
{
line_t *linedef = seg->linedef;
if (!linedef)
{
return PClip_Inside; // should be handled properly.
}
return P_ClipLineToPortal(linedef, line(), ViewPos) ? PClip_InFront : PClip_Inside;
}
int GLLinePortal::ClipSubsector(subsector_t *sub)
{
// this seg is completely behind the mirror!
for(unsigned int i=0;i<sub->numlines;i++)
{
if (P_PointOnLineSidePrecise(sub->firstline[i].v1->fPos(), line()) == 0) return PClip_Inside;
}
return PClip_InFront;
}
int GLLinePortal::ClipPoint(const DVector2 &pos)
{
if (P_PointOnLineSidePrecise(pos, line()))
{
return PClip_InFront;
}
return PClip_Inside;
}
//-----------------------------------------------------------------------------
@ -837,7 +901,7 @@ void GLMirrorPortal::DrawContents()
return;
}
GLRenderer->mCurrentPortal = this;
GLRenderer->mClipPortal = this;
DAngle StartAngle = ViewAngle;
DVector3 StartPos = ViewPos;
@ -905,42 +969,14 @@ void GLMirrorPortal::DrawContents()
angle_t a1 = linedef->v2->GetClipAngle();
clipper.SafeAddClipRange(a1,a2);
gl_RenderState.SetClipLine(linedef);
gl_RenderState.EnableClipLine(true);
GLRenderer->DrawScene();
gl_RenderState.EnableClipLine(false);
MirrorFlag--;
}
int GLLinePortal::ClipSeg(seg_t *seg)
{
line_t *linedef = seg->linedef;
if (!linedef)
{
return PClip_Inside; // should be handled properly.
}
return P_ClipLineToPortal(linedef, line(), ViewPos) ? PClip_InFront : PClip_Inside;
}
int GLLinePortal::ClipSubsector(subsector_t *sub)
{
// this seg is completely behind the mirror!
for(unsigned int i=0;i<sub->numlines;i++)
{
if (P_PointOnLineSidePrecise(sub->firstline[i].v1->fPos(), line()) == 0) return PClip_Inside;
}
return PClip_InFront;
}
int GLLinePortal::ClipPoint(const DVector2 &pos)
{
if (P_PointOnLineSidePrecise(pos, line()))
{
return PClip_InFront;
}
return PClip_Inside;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//
@ -965,7 +1001,7 @@ void GLLineToLinePortal::DrawContents()
return;
}
GLRenderer->mCurrentPortal = this;
GLRenderer->mClipPortal = this;
line_t *origin = glport->reference->mOrigin;
P_TranslatePortalXY(origin, ViewPos.X, ViewPos.Y);
@ -1006,7 +1042,10 @@ void GLLineToLinePortal::DrawContents()
GLRenderer->SetupView(ViewPos.X, ViewPos.Y, ViewPos.Z, ViewAngle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
ClearClipper();
gl_RenderState.SetClipLine(glport->reference->mDestination);
gl_RenderState.EnableClipLine(true);
GLRenderer->DrawScene();
gl_RenderState.EnableClipLine(false);
RestoreMapSection();
}

View file

@ -107,7 +107,8 @@ private:
area_t savedviewarea;
bool savedshowviewer;
DVector3 savedviewpath[2];
GLPortal *NextPortal;
GLPortal *PrevPortal;
GLPortal *PrevClipPortal;
TArray<BYTE> savedmapsection;
TArray<unsigned int> mPrimIndices;
@ -130,6 +131,8 @@ protected:
virtual const char *GetName() = 0;
void SaveMapSection();
void RestoreMapSection();
virtual void PushState() {}
virtual void PopState() {}
public:
@ -222,6 +225,8 @@ struct GLLinePortal : public GLPortal
virtual int ClipSubsector(subsector_t *sub);
virtual int ClipPoint(const DVector2 &pos);
virtual bool NeedCap() { return false; }
virtual void PushState();
virtual void PopState();
};
@ -341,6 +346,8 @@ protected:
virtual void DrawContents();
virtual void * GetSource() const { return origin; }
virtual const char *GetName();
virtual void PushState();
virtual void PopState();
secplane_t * origin;
public:

View file

@ -382,10 +382,10 @@ void FGLRenderer::RenderScene(int recursion)
}
else
{
// Todo: Draw lights with multipass rendering.
// RenderMultpassStuff();
// process everything that needs to handle textured dynamic lights.
if (haslights) RenderMultipassStuff();
// The remaining stuff which is unaffected by dynamic lights is just processed as normal.
// The remaining lists which are unaffected by dynamic lights are just processed as normal.
pass = GLPASS_PLAIN;
}
@ -503,7 +503,7 @@ void FGLRenderer::DrawScene(bool toscreen)
static int recursion=0;
CreateScene();
GLRenderer->mCurrentPortal = NULL; // this must be reset before any portal recursion takes place.
GLRenderer->mClipPortal = NULL; // this must be reset before any portal recursion takes place.
// Up to this point in the main draw call no rendering is performed so we can wait
// with swapping the render buffer until now.
@ -793,7 +793,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
SetViewArea();
// We have to scale the pitch to account for the pixel stretching, because the playsim doesn't know about this and treats it as 1:1.
double radPitch = clamp(ViewPitch.Normalized180().Radians(), -PI / 2, PI / 2);
double radPitch = ViewPitch.Normalized180().Radians();
double angx = cos(radPitch);
double angy = sin(radPitch) * glset.pixelstretch;
double alen = sqrt(angx*angx + angy*angy);
@ -922,7 +922,7 @@ void FGLRenderer::RenderView (player_t* player)
TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
GLRenderer->mLightCount = ((it.Next()) != NULL);
sector_t * viewsector = RenderViewpoint(player->camera, NULL, FieldOfView * 360.0f / FINEANGLES, ratio, fovratio, true, true);
sector_t * viewsector = RenderViewpoint(player->camera, NULL, FieldOfView.Degrees, ratio, fovratio, true, true);
All.Unclock();
}
@ -952,7 +952,7 @@ void FGLRenderer::WriteSavePic (player_t *player, FILE *file, int width, int hei
GLRenderer->mLightCount = ((it.Next()) != NULL);
sector_t *viewsector = RenderViewpoint(players[consoleplayer].camera, &bounds,
FieldOfView * 360.0f / FINEANGLES, 1.6f, 1.6f, true, false);
FieldOfView.Degrees, 1.6f, 1.6f, true, false);
glDisable(GL_STENCIL_TEST);
gl_RenderState.SetFixedColormap(CM_DEFAULT);
gl_RenderState.SetSoftLightLevel(-1);

View file

@ -581,9 +581,9 @@ void GLSprite::Process(AActor* thing, sector_t * sector, bool thruportal)
thing->flags7 |= MF7_FLYCHEAT; // do this only once for the very first frame, but not if it gets into range again.
}
if (GLRenderer->mCurrentPortal)
if (GLRenderer->mClipPortal)
{
int clipres = GLRenderer->mCurrentPortal->ClipPoint(thingpos);
int clipres = GLRenderer->mClipPortal->ClipPoint(thingpos);
if (clipres == GLPortal::PClip_InFront) return;
}
@ -894,9 +894,9 @@ void GLSprite::Process(AActor* thing, sector_t * sector, bool thruportal)
void GLSprite::ProcessParticle (particle_t *particle, sector_t *sector)//, int shade, int fakeside)
{
if (GLRenderer->mCurrentPortal)
if (GLRenderer->mClipPortal)
{
int clipres = GLRenderer->mCurrentPortal->ClipPoint(particle->Pos);
int clipres = GLRenderer->mClipPortal->ClipPoint(particle->Pos);
if (clipres == GLPortal::PClip_InFront) return;
}

View file

@ -278,6 +278,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
muGlowTopPlane.Init(hShader, "uGlowTopPlane");
muSplitBottomPlane.Init(hShader, "uSplitBottomPlane");
muSplitTopPlane.Init(hShader, "uSplitTopPlane");
muClipLine.Init(hShader, "uClipLine");
muFixedColormap.Init(hShader, "uFixedColormap");
muInterpolationFactor.Init(hShader, "uInterpolationFactor");
muClipHeight.Init(hShader, "uClipHeight");

View file

@ -220,6 +220,7 @@ class FShader
FUniform4f muGlowTopPlane;
FUniform4f muSplitBottomPlane;
FUniform4f muSplitTopPlane;
FUniform4f muClipLine;
FBufferedUniform1f muInterpolationFactor;
FBufferedUniform1f muClipHeight;
FBufferedUniform1f muClipHeightDirection;
@ -234,22 +235,18 @@ class FShader
public:
int fakevb_index;
private:
int currentglowstate;
int currentsplitstate;
int currentfixedcolormap;
bool currentTextureMatrixState;
bool currentModelMatrixState;
int currentglowstate = 0;
int currentsplitstate = 0;
int currentcliplinestate = 0;
int currentfixedcolormap = 0;
bool currentTextureMatrixState = true;// by setting the matrix state to 'true' it is guaranteed to be set the first time the render state gets applied.
bool currentModelMatrixState = true;
public:
FShader(const char *name)
: mName(name)
{
hShader = hVertProg = hFragProg = 0;
currentglowstate = 0;
currentsplitstate = 0;
currentfixedcolormap = 0;
currentTextureMatrixState = true; // by setting the matrix state to 'true' it is guaranteed to be set the first time the render state gets applied.
currentModelMatrixState = true;
}
~FShader();

View file

@ -47,6 +47,7 @@
#include "templates.h"
#include "sc_man.h"
#include "colormatcher.h"
#include "textures/warpbuffer.h"
//#include "gl/gl_intern.h"
@ -72,7 +73,6 @@ EXTERN_CVAR(Bool, gl_texture_usehires)
// The GL texture maintenance class
//
//===========================================================================
BYTE *gl_WarpBuffer(BYTE *buffer, int Width, int Height, int warp, float Speed);
//===========================================================================
//
@ -310,11 +310,18 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
if (!tex->bHasCanvas)
{
buffer = CreateTexBuffer(translation, w, h, hirescheck, true, alphatrans);
if (tex->bWarped && gl.glslversion == 0)
if (tex->bWarped && gl.glslversion == 0 && w*h <= 256*256) // do not software-warp larger textures, especially on the old systems that still need this fallback.
{
// need to warp
buffer = gl_WarpBuffer(buffer, w, h, tex->bWarped, static_cast<FWarpTexture*>(tex)->GetSpeed());
static_cast<FWarpTexture*>(tex)->GenTime = r_FrameTime;
// need to do software warping
FWarpTexture *wt = static_cast<FWarpTexture*>(tex);
unsigned char *warpbuffer = new unsigned char[w*h*4];
if (tex->bWarped != 2)
WarpBufferType1((DWORD*)warpbuffer, (const DWORD*)buffer, w, h, wt->WidthOffsetMultiplier, wt->HeightOffsetMultiplier, r_FrameTime, wt->Speed);
else
WarpBufferType2((DWORD*)warpbuffer, (const DWORD*)buffer, w, h, wt->WidthOffsetMultiplier, wt->HeightOffsetMultiplier, r_FrameTime, wt->Speed);
delete[] buffer;
buffer = warpbuffer;
wt->GenTime = r_FrameTime;
}
tex->ProcessData(buffer, w, h, false);
}

View file

@ -8750,23 +8750,24 @@ scriptwait:
{
int tag = STACK(3);
int secnum;
DVector2 pos(ACSToDouble(STACK(2)), ACSToDouble(STACK(1)));
double x = double(STACK(2));
double y = double(STACK(1));
double z = 0;
if (tag != 0)
secnum = P_FindFirstSectorFromTag (tag);
else
secnum = int(P_PointInSector (pos) - sectors);
secnum = int(P_PointInSector (x, y) - sectors);
if (secnum >= 0)
{
if (pcd == PCD_GETSECTORFLOORZ)
{
z = sectors[secnum].floorplane.ZatPoint (pos);
z = sectors[secnum].floorplane.ZatPoint (x, y);
}
else
{
z = sectors[secnum].ceilingplane.ZatPoint (pos);
z = sectors[secnum].ceilingplane.ZatPoint (x, y);
}
}
sp -= 2;

View file

@ -32,7 +32,6 @@
*/
#include "vectors.h"
#include "tables.h"
#define FX_ROCKET 0x00000001
#define FX_GRENADE 0x00000002

View file

@ -2,7 +2,6 @@
#define __P_ENEMY_H__
#include "thingdef/thingdef.h"
#include "tables.h"
struct sector_t;
class AActor;

View file

@ -29,7 +29,6 @@
#include "s_sndseq.h"
#include "doomstat.h"
#include "r_state.h"
#include "tables.h"
#include "farchive.h"
#include "p_3dmidtex.h"
#include "p_spec.h"

View file

@ -40,7 +40,6 @@
#include "p_enemy.h"
#include "g_level.h"
#include "v_palette.h"
#include "tables.h"
#include "i_system.h"
#include "a_sharedglobal.h"
#include "a_lightning.h"

View file

@ -26,7 +26,6 @@
#include <float.h>
#include "doomtype.h"
#include "tables.h"
#include "vectors.h"
const double NO_VALUE = FLT_MAX;

View file

@ -6447,7 +6447,7 @@ void AActor::UpdateRenderSectorList()
if (PortalBlockmap.containsLines && Pos().XY() != OldRenderPos.XY())
{
int bx = GetBlockX(X());
int by = GetBlockX(Y());
int by = GetBlockY(Y());
FBoundingBox bb(X(), Y(), MIN(radius*1.5, 128.)); // Don't go further than 128 map units, even for large actors
// Are there any portals near the actor's position?
if (bx >= 0 && by >= 0 && bx < bmapwidth && by < bmapheight && PortalBlockmap(bx, by).neighborContainsLines)

View file

@ -26,7 +26,6 @@
// Basic data types.
// Needs fixed point, and BAM angles.
#include "tables.h"
#include "thingdef/thingdef.h"
#define WEAPONBOTTOM 128.

View file

@ -428,7 +428,6 @@ void P_SerializeWorld (FArchive &arc)
<< si->LeftSide
<< si->RightSide
<< si->Index;
DBaseDecal::SerializeChain (arc, &si->AttachedDecals);
}
}
@ -457,6 +456,7 @@ void P_SerializeWorldActors(FArchive &arc)
{
int i;
sector_t *sec;
line_t *line;
for (i = 0, sec = sectors; i < numsectors; i++, sec++)
{
@ -470,6 +470,16 @@ void P_SerializeWorldActors(FArchive &arc)
{
arc << s.mSkybox;
}
for (i = 0, line = lines; i < numlines; i++, line++)
{
for (int s = 0; s < 2; s++)
{
if (line->sidedef[s] != NULL)
{
DBaseDecal::SerializeChain(arc, &line->sidedef[s]->AttachedDecals);
}
}
}
}
void extsector_t::Serialize(FArchive &arc)
@ -509,6 +519,7 @@ FArchive &operator<< (FArchive &arc, sector_t::splane &p)
void P_SerializeThinkers (FArchive &arc, bool hubLoad)
{
arc.EnableThinkers();
DImpactDecal::SerializeTime (arc);
DThinker::SerializeAll (arc, hubLoad);
}

View file

@ -699,7 +699,7 @@ void P_DoDeferedScripts (void);
//
// [RH] p_quake.c
//
bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, FSoundID quakesfx, int flags, double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint, int rollIntensity, double rollWave);
bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, FSoundID quakesfx, int flags, double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint, double rollIntensity, double rollWave);
bool P_StartQuake(AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx);
#endif

View file

@ -36,7 +36,6 @@
#include "p_local.h"
#include "info.h"
#include "s_sound.h"
#include "tables.h"
#include "doomstat.h"
#include "m_random.h"
#include "c_console.h"

View file

@ -3,7 +3,6 @@
#include "sc_man.h"
#include "m_fixed.h"
#include "tables.h"
class UDMFParserBase
{

View file

@ -18,7 +18,6 @@
#include "w_wad.h"
#include "m_swap.h"
#include "m_bbox.h"
#include "tables.h"
#include "s_sndseq.h"
#include "a_sharedglobal.h"
#include "p_3dmidtex.h"

View file

@ -141,10 +141,10 @@ fixed_t pviewx, pviewy;
void R_DrawTiltedPlane_ASM (int y, int x1);
}
fixed_t yslope[MAXHEIGHT];
float yslope[MAXHEIGHT];
static fixed_t xscale, yscale;
static DWORD xstepscale, ystepscale;
static DWORD basexfrac, baseyfrac;
static double xstepscale, ystepscale;
static double basexfrac, baseyfrac;
#ifdef X86_ASM
extern "C" void R_SetSpanSource_ASM (const BYTE *flat);
@ -205,7 +205,7 @@ void R_DeinitPlanes ()
void R_MapPlane (int y, int x1)
{
int x2 = spanend[y];
fixed_t distance;
double distance;
#ifdef RANGECHECK
if (x2 < x1 || x1<0 || x2>=viewwidth || (unsigned)y>=(unsigned)viewheight)
@ -217,12 +217,12 @@ void R_MapPlane (int y, int x1)
// [RH] Notice that I dumped the caching scheme used by Doom.
// It did not offer any appreciable speedup.
distance = xs_ToInt(planeheight * yslope[y]);
distance = planeheight * yslope[y];
ds_xstep = FixedMul (distance, xstepscale);
ds_ystep = FixedMul (distance, ystepscale);
ds_xfrac = FixedMul (distance, basexfrac) + pviewx;
ds_yfrac = FixedMul (distance, baseyfrac) + pviewy;
ds_xstep = xs_ToFixed(32-ds_xbits, distance * xstepscale);
ds_ystep = xs_ToFixed(32-ds_ybits, distance * ystepscale);
ds_xfrac = xs_ToFixed(32-ds_xbits, distance * basexfrac) + pviewx;
ds_yfrac = xs_ToFixed(32-ds_ybits, distance * baseyfrac) + pviewy;
if (plane_shade)
{
@ -582,29 +582,25 @@ static visplane_t *new_visplane (unsigned hash)
//==========================================================================
visplane_t *R_FindPlane (const secplane_t &height, FTextureID picnum, int lightlevel, double Alpha, bool additive,
const FTransform &xform,
const FTransform &xxform,
int sky, FSectorPortal *portal)
{
secplane_t plane;
visplane_t *check;
unsigned hash; // killough
bool isskybox;
fixed_t xoffs = FLOAT2FIXED(xform.xOffs);
fixed_t yoffs = FLOAT2FIXED(xform.yOffs + xform.baseyOffs);
fixed_t xscale = FLOAT2FIXED(xform.xScale);
fixed_t yscale = FLOAT2FIXED(xform.yScale);
const FTransform *xform = &xxform;
fixed_t alpha = FLOAT2FIXED(Alpha);
angle_t angle = (xform.Angle + xform.baseAngle).BAMs();
//angle_t angle = (xform.Angle + xform.baseAngle).BAMs();
if (picnum == skyflatnum) // killough 10/98
{ // most skies map together
FTransform nulltransform;
lightlevel = 0;
xoffs = 0;
yoffs = 0;
xscale = 0;
yscale = 0;
angle = 0;
alpha = 0;
xform = &nulltransform;
nulltransform.xOffs = nulltransform.yOffs = nulltransform.baseyOffs = 0;
nulltransform.xScale = nulltransform.yScale = 1;
nulltransform.Angle = nulltransform.baseAngle = 0.0;
additive = false;
// [RH] Map floor skies and ceiling skies to separate visplanes. This isn't
// always necessary, but it is needed if a floor and ceiling sky are in the
@ -656,13 +652,8 @@ visplane_t *R_FindPlane (const secplane_t &height, FTextureID picnum, int lightl
(plane == check->height &&
picnum == check->picnum &&
lightlevel == check->lightlevel &&
xoffs == check->xoffs && // killough 2/28/98: Add offset checks
yoffs == check->yoffs &&
basecolormap == check->colormap && // [RH] Add more checks
xscale == check->xscale &&
yscale == check->yscale &&
angle == check->angle
*xform == check->xform
)
) &&
check->viewangle == stacked_angle
@ -683,12 +674,8 @@ visplane_t *R_FindPlane (const secplane_t &height, FTextureID picnum, int lightl
if (plane == check->height &&
picnum == check->picnum &&
lightlevel == check->lightlevel &&
xoffs == check->xoffs && // killough 2/28/98: Add offset checks
yoffs == check->yoffs &&
basecolormap == check->colormap && // [RH] Add more checks
xscale == check->xscale &&
yscale == check->yscale &&
angle == check->angle &&
*xform == check->xform &&
sky == check->sky &&
CurrentPortalUniq == check->CurrentPortalUniq &&
MirrorFlags == check->MirrorFlags &&
@ -705,11 +692,7 @@ visplane_t *R_FindPlane (const secplane_t &height, FTextureID picnum, int lightl
check->height = plane;
check->picnum = picnum;
check->lightlevel = lightlevel;
check->xoffs = xoffs; // killough 2/28/98: Save offsets
check->yoffs = yoffs;
check->xscale = xscale;
check->yscale = yscale;
check->angle = angle;
check->xform = *xform;
check->colormap = basecolormap; // [RH] Save colormap
check->sky = sky;
check->portal = portal;
@ -794,11 +777,7 @@ visplane_t *R_CheckPlane (visplane_t *pl, int start, int stop)
new_pl->height = pl->height;
new_pl->picnum = pl->picnum;
new_pl->lightlevel = pl->lightlevel;
new_pl->xoffs = pl->xoffs; // killough 2/28/98
new_pl->yoffs = pl->yoffs;
new_pl->xscale = pl->xscale; // [RH] copy these, too
new_pl->yscale = pl->yscale;
new_pl->angle = pl->angle;
new_pl->xform = pl->xform;
new_pl->colormap = pl->colormap;
new_pl->portal = pl->portal;
new_pl->extralight = pl->extralight;
@ -1117,8 +1096,8 @@ void R_DrawSinglePlane (visplane_t *pl, fixed_t alpha, bool additive, bool maske
masked = false;
}
R_SetupSpanBits(tex);
pl->xscale = fixed_t(pl->xscale * tex->Scale.X);
pl->yscale = fixed_t(pl->yscale * tex->Scale.Y);
double xscale = pl->xform.xScale * tex->Scale.X;
double yscale = pl->xform.yScale * tex->Scale.Y;
ds_source = tex->GetPixels ();
basecolormap = pl->colormap;
@ -1126,11 +1105,11 @@ void R_DrawSinglePlane (visplane_t *pl, fixed_t alpha, bool additive, bool maske
if (r_drawflat || (!pl->height.isSlope() && !tilt))
{
R_DrawNormalPlane (pl, alpha, additive, masked);
R_DrawNormalPlane(pl, xscale, yscale, alpha, additive, masked);
}
else
{
R_DrawTiltedPlane (pl, alpha, additive, masked);
R_DrawTiltedPlane(pl, xscale, yscale, alpha, additive, masked);
}
}
NetUpdate ();
@ -1502,7 +1481,7 @@ void R_DrawSkyPlane (visplane_t *pl)
//
//==========================================================================
void R_DrawNormalPlane (visplane_t *pl, fixed_t alpha, bool additive, bool masked)
void R_DrawNormalPlane (visplane_t *pl, double _xscale, double _yscale, fixed_t alpha, bool additive, bool masked)
{
#ifdef X86_ASM
if (ds_source != ds_cursource)
@ -1516,43 +1495,54 @@ void R_DrawNormalPlane (visplane_t *pl, fixed_t alpha, bool additive, bool maske
return;
}
angle_t planeang = pl->angle;
xscale = pl->xscale << (16 - ds_xbits);
yscale = pl->yscale << (16 - ds_ybits);
double planeang = (pl->xform.Angle + pl->xform.baseAngle).Radians();
double xstep, ystep, leftxfrac, leftyfrac, rightxfrac, rightyfrac;
double x;
xscale = xs_ToFixed(32 - ds_xbits, _xscale);
yscale = xs_ToFixed(32 - ds_ybits, _yscale);
if (planeang != 0)
{
double rad = planeang * (M_PI / ANGLE_180);
double cosine = cos(rad), sine = sin(rad);
pviewx = xs_RoundToInt(pl->xoffs + FLOAT2FIXED(ViewPos.X * cosine - ViewPos.Y * sine));
pviewy = xs_RoundToInt(pl->yoffs - FLOAT2FIXED(ViewPos.X * sine - ViewPos.Y * cosine));
double cosine = cos(planeang), sine = sin(planeang);
pviewx = FLOAT2FIXED(pl->xform.xOffs + ViewPos.X * cosine - ViewPos.Y * sine);
pviewy = FLOAT2FIXED(pl->xform.yOffs - ViewPos.X * sine - ViewPos.Y * cosine);
}
else
{
pviewx = pl->xoffs + FLOAT2FIXED(ViewPos.X);
pviewy = pl->yoffs - FLOAT2FIXED(ViewPos.Y);
pviewx = FLOAT2FIXED(pl->xform.xOffs + ViewPos.X);
pviewy = FLOAT2FIXED(pl->xform.yOffs - ViewPos.Y);
}
pviewx = FixedMul (xscale, pviewx);
pviewy = FixedMul (yscale, pviewy);
// left to right mapping
planeang = (ViewAngle.BAMs() - ANG90 + planeang) >> ANGLETOFINESHIFT;
planeang += (ViewAngle - 90).Radians();
// Scale will be unit scale at FocalLengthX (normally SCREENWIDTH/2) distance
xstepscale = fixed_t(FixedMul(xscale, finecosine[planeang]) / FocalLengthX);
ystepscale = fixed_t(FixedMul(yscale, -finesine[planeang]) / FocalLengthX);
xstep = cos(planeang) / FocalLengthX;
ystep = -sin(planeang) / FocalLengthX;
// [RH] flip for mirrors
if (MirrorFlags & RF_XFLIP)
{
xstepscale = (DWORD)(-(SDWORD)xstepscale);
ystepscale = (DWORD)(-(SDWORD)ystepscale);
xstep = -xstep;
ystep = -ystep;
}
int x = pl->right - halfviewwidth - 1;
planeang = (planeang + (ANG90 >> ANGLETOFINESHIFT)) & FINEMASK;
basexfrac = FixedMul (xscale, finecosine[planeang]) + x*xstepscale;
baseyfrac = FixedMul (yscale, -finesine[planeang]) + x*ystepscale;
planeang += M_PI/2;
double cosine = cos(planeang), sine = -sin(planeang);
x = pl->right - centerx - 0.5;
rightxfrac = _xscale * (cosine + x * xstep);
rightyfrac = _yscale * (sine + x * ystep);
x = pl->left - centerx - 0.5;
leftxfrac = _xscale * (cosine + x * xstep);
leftyfrac = _yscale * (sine + x * ystep);
basexfrac = rightxfrac;
baseyfrac = rightyfrac;
xstepscale = (rightxfrac - leftxfrac) / (pl->right - pl->left);
ystepscale = (rightyfrac - leftyfrac) / (pl->right - pl->left);
planeheight = fabs(pl->height.Zat0() - ViewPos.Z);
@ -1620,7 +1610,7 @@ void R_DrawNormalPlane (visplane_t *pl, fixed_t alpha, bool additive, bool maske
//
//==========================================================================
void R_DrawTiltedPlane (visplane_t *pl, fixed_t alpha, bool additive, bool masked)
void R_DrawTiltedPlane (visplane_t *pl, double _xscale, double _yscale, fixed_t alpha, bool additive, bool masked)
{
static const float ifloatpow2[16] =
{
@ -1634,7 +1624,7 @@ void R_DrawTiltedPlane (visplane_t *pl, fixed_t alpha, bool additive, bool maske
double lxscale, lyscale;
double xscale, yscale;
FVector3 p, m, n;
double ang;
DAngle ang;
double zeroheight;
if (alpha <= 0)
@ -1642,44 +1632,45 @@ void R_DrawTiltedPlane (visplane_t *pl, fixed_t alpha, bool additive, bool maske
return;
}
lxscale = FIXED2DBL(pl->xscale) * ifloatpow2[ds_xbits];
lyscale = FIXED2DBL(pl->yscale) * ifloatpow2[ds_ybits];
lxscale = _xscale * ifloatpow2[ds_xbits];
lyscale = _yscale * ifloatpow2[ds_ybits];
xscale = 64.f / lxscale;
yscale = 64.f / lyscale;
zeroheight = pl->height.ZatPoint(ViewPos);
pviewx = MulScale (pl->xoffs, pl->xscale, ds_xbits);
pviewy = MulScale (pl->yoffs, pl->yscale, ds_ybits);
pviewx = xs_ToFixed(32 - ds_xbits, pl->xform.xOffs * pl->xform.xScale);
pviewy = xs_ToFixed(32 - ds_ybits, pl->xform.yOffs * pl->xform.yScale);
// p is the texture origin in view space
// Don't add in the offsets at this stage, because doing so can result in
// errors if the flat is rotated.
ang = (DAngle(270.) - ViewAngle).Radians();
p[0] = ViewPos.X * cos(ang) - ViewPos.Y * sin(ang);
p[2] = ViewPos.X * sin(ang) + ViewPos.Y * cos(ang);
ang = DAngle(270.) - ViewAngle;
p[0] = ViewPos.X * ang.Cos() - ViewPos.Y * ang.Sin();
p[2] = ViewPos.X * ang.Sin() + ViewPos.Y * ang.Cos();
p[1] = pl->height.ZatPoint(0.0, 0.0) - ViewPos.Z;
// m is the v direction vector in view space
ang = (DAngle(180.) - ViewAngle).Radians();
m[0] = yscale * cos(ang);
m[2] = yscale * sin(ang);
ang = DAngle(180.) - ViewAngle;
m[0] = yscale * cos(ang.Radians());
m[2] = yscale * sin(ang.Radians());
// m[1] = pl->height.ZatPointF (0, iyscale) - pl->height.ZatPointF (0,0));
// VectorScale2 (m, 64.f/VectorLength(m));
// n is the u direction vector in view space
ang += PI/2;
n[0] = -xscale * cos(ang);
n[2] = -xscale * sin(ang);
ang += 90;
n[0] = -xscale * cos(ang.Radians());
n[2] = -xscale * sin(ang.Radians());
// n[1] = pl->height.ZatPointF (ixscale, 0) - pl->height.ZatPointF (0,0));
// VectorScale2 (n, 64.f/VectorLength(n));
// This code keeps the texture coordinates constant across the x,y plane no matter
// how much you slope the surface. Use the commented-out code above instead to keep
// the textures a constant size across the surface's plane instead.
ang = pl->angle * (M_PI / ANGLE_180);
m[1] = pl->height.ZatPoint(ViewPos.X + yscale * sin(ang), ViewPos.Y + yscale * cos(ang)) - zeroheight;
ang += PI/2;
n[1] = pl->height.ZatPoint(ViewPos.X + xscale * sin(ang), ViewPos.Y + xscale * cos(ang)) - zeroheight;
ang = pl->xform.Angle + pl->xform.baseAngle;
double cosine = cos(ang.Radians()), sine = sin(ang.Radians());
m[1] = pl->height.ZatPoint(ViewPos.X + yscale * sine, ViewPos.Y + yscale * cosine) - zeroheight;
ang += 90;
n[1] = pl->height.ZatPoint(ViewPos.X + xscale * sine, ViewPos.Y + xscale * cosine) - zeroheight;
plane_su = p ^ m;
plane_sv = p ^ n;

View file

@ -231,6 +231,7 @@ void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2)
double texheight, texheightscale;
bool notrelevant = false;
double rowoffset;
bool wrap = false;
const sector_t *sec;
@ -334,8 +335,8 @@ void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2)
rowoffset = curline->sidedef->GetTextureYOffset(side_t::mid);
if (!(curline->linedef->flags & ML_WRAP_MIDTEX) &&
!(curline->sidedef->Flags & WALLF_WRAP_MIDTEX))
wrap = (curline->linedef->flags & ML_WRAP_MIDTEX) || (curline->sidedef->Flags & WALLF_WRAP_MIDTEX);
if (!wrap)
{ // Texture does not wrap vertically.
double textop;
@ -482,7 +483,7 @@ void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2)
{
// rowoffset is added before the multiply so that the masked texture will
// still be positioned in world units rather than texels.
dc_texturemid = (dc_texturemid + rowoffset - ViewPos.Z) * MaskedScaleY;
dc_texturemid = (dc_texturemid - ViewPos.Z + rowoffset) * MaskedScaleY;
}
else
{
@ -543,8 +544,11 @@ clearfog:
{
if (fake3D & FAKE3D_REFRESHCLIP)
{
assert(ds->bkup >= 0);
memcpy(openings + ds->sprtopclip, openings + ds->bkup, (ds->x2 - ds->x1) * 2);
if (!wrap)
{
assert(ds->bkup >= 0);
memcpy(openings + ds->sprtopclip, openings + ds->bkup, (ds->x2 - ds->x1) * 2);
}
}
else
{
@ -1134,7 +1138,7 @@ void wallscan (int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *l
dc_count = y2ve[0] - y1ve[0];
iscale = swal[x] * yrepeat;
dc_iscale = xs_ToFixed(fracbits, iscale);
dc_texturefrac = xs_ToFixed(fracbits, dc_texturemid + iscale * (y1ve[0] - CenterY + 1));
dc_texturefrac = xs_ToFixed(fracbits, dc_texturemid + iscale * (y1ve[0] - CenterY + 0.5));
dovline1();
}
@ -1153,7 +1157,7 @@ void wallscan (int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *l
bufplce[z] = getcol (rw_pic, (lwal[x+z] + xoffset) >> FRACBITS);
iscale = swal[x + z] * yrepeat;
vince[z] = xs_ToFixed(fracbits, iscale);
vplce[z] = xs_ToFixed(fracbits, dc_texturemid + iscale * (y1ve[z] - CenterY + 1));
vplce[z] = xs_ToFixed(fracbits, dc_texturemid + iscale * (y1ve[z] - CenterY + 0.5));
}
if (bad == 15)
{
@ -1229,7 +1233,7 @@ void wallscan (int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *l
dc_count = y2ve[0] - y1ve[0];
iscale = swal[x] * yrepeat;
dc_iscale = xs_ToFixed(fracbits, iscale);
dc_texturefrac = xs_ToFixed(fracbits, dc_texturemid + iscale * (y1ve[0] - CenterY + 1));
dc_texturefrac = xs_ToFixed(fracbits, dc_texturemid + iscale * (y1ve[0] - CenterY + 0.5));
dovline1();
}
@ -1484,7 +1488,7 @@ void maskwallscan (int x1, int x2, short *uwal, short *dwal, float *swal, fixed_
dc_count = y2ve[0] - y1ve[0];
iscale = swal[x] * yrepeat;
dc_iscale = xs_ToFixed(fracbits, iscale);
dc_texturefrac = xs_ToFixed(fracbits, dc_texturemid + iscale * (y1ve[0] - CenterY + 1));
dc_texturefrac = xs_ToFixed(fracbits, dc_texturemid + iscale * (y1ve[0] - CenterY + 0.5));
domvline1();
}
@ -1501,7 +1505,7 @@ void maskwallscan (int x1, int x2, short *uwal, short *dwal, float *swal, fixed_
bufplce[z] = getcol (rw_pic, (lwal[dax] + xoffset) >> FRACBITS);
iscale = swal[dax] * yrepeat;
vince[z] = xs_ToFixed(fracbits, iscale);
vplce[z] = xs_ToFixed(fracbits, dc_texturemid + iscale * (y1ve[z] - CenterY + 1));
vplce[z] = xs_ToFixed(fracbits, dc_texturemid + iscale * (y1ve[z] - CenterY + 0.5));
}
if (bad == 15)
{
@ -1575,7 +1579,7 @@ void maskwallscan (int x1, int x2, short *uwal, short *dwal, float *swal, fixed_
dc_count = y2ve[0] - y1ve[0];
iscale = swal[x] * yrepeat;
dc_iscale = xs_ToFixed(fracbits, iscale);
dc_texturefrac = xs_ToFixed(fracbits, dc_texturemid + iscale * (y1ve[0] - CenterY + 1));
dc_texturefrac = xs_ToFixed(fracbits, dc_texturemid + iscale * (y1ve[0] - CenterY + 0.5));
domvline1();
}
@ -1660,7 +1664,7 @@ void transmaskwallscan (int x1, int x2, short *uwal, short *dwal, float *swal, f
dc_count = y2ve[0] - y1ve[0];
iscale = swal[x] * yrepeat;
dc_iscale = xs_ToFixed(fracbits, iscale);
dc_texturefrac = xs_ToFixed(fracbits, dc_texturemid + iscale * (y1ve[0] - CenterY + 1));
dc_texturefrac = xs_ToFixed(fracbits, dc_texturemid + iscale * (y1ve[0] - CenterY + 0.5));
tmvline1();
}
@ -1677,7 +1681,7 @@ void transmaskwallscan (int x1, int x2, short *uwal, short *dwal, float *swal, f
bufplce[z] = getcol (rw_pic, (lwal[dax] + xoffset) >> FRACBITS);
iscale = swal[dax] * yrepeat;
vince[z] = xs_ToFixed(fracbits, iscale);
vplce[z] = xs_ToFixed(fracbits, dc_texturemid + vince[z] * (y1ve[z] - CenterY + 1));
vplce[z] = xs_ToFixed(fracbits, dc_texturemid + vince[z] * (y1ve[z] - CenterY + 0.5));
}
if (bad == 15)
{
@ -1754,7 +1758,7 @@ void transmaskwallscan (int x1, int x2, short *uwal, short *dwal, float *swal, f
dc_count = y2ve[0] - y1ve[0];
iscale = swal[x] * yrepeat;
dc_iscale = xs_ToFixed(fracbits, iscale);
dc_texturefrac = xs_ToFixed(fracbits, dc_texturemid + iscale * (y1ve[0] - CenterY + 1));
dc_texturefrac = xs_ToFixed(fracbits, dc_texturemid + iscale * (y1ve[0] - CenterY + 0.5));
tmvline1();
}
@ -2670,53 +2674,50 @@ int OWallMost (short *mostbuf, double z, const FWallCoords *wallc)
s3 = globaldclip * wallc->sz1; s4 = globaldclip * wallc->sz2;
bad = (z<s1)+((z<s2)<<1)+((z>s3)<<2)+((z>s4)<<3);
#if 1
if ((bad&3) == 3)
{
{ // entire line is above the screen
memset (&mostbuf[wallc->sx1], 0, (wallc->sx2 - wallc->sx1)*sizeof(mostbuf[0]));
return bad;
}
if ((bad&12) == 12)
{
{ // entire line is below the screen
clearbufshort (&mostbuf[wallc->sx1], wallc->sx2 - wallc->sx1, viewheight);
return bad;
}
#endif
ix1 = wallc->sx1; iy1 = wallc->sz1;
ix2 = wallc->sx2; iy2 = wallc->sz2;
#if 1
if (bad & 3)
{
{ // the line intersects the top of the screen
double t = (z-s1) / (s2-s1);
double inty = wallc->sz1 + t * (wallc->sz2 - wallc->sz1);
int xcross = xs_RoundToInt(wallc->sx1 + (t * wallc->sz2 * (wallc->sx2 - wallc->sx1)) / inty);
if ((bad & 3) == 2)
{
{ // the right side is above the screen
if (wallc->sx1 <= xcross) { iy2 = inty; ix2 = xcross; }
if (wallc->sx2 > xcross) memset (&mostbuf[xcross], 0, (wallc->sx2-xcross)*sizeof(mostbuf[0]));
}
else
{
{ // the left side is above the screen
if (xcross <= wallc->sx2) { iy1 = inty; ix1 = xcross; }
if (xcross > wallc->sx1) memset (&mostbuf[wallc->sx1], 0, (xcross-wallc->sx1)*sizeof(mostbuf[0]));
}
}
if (bad & 12)
{
{ // the line intersects the bottom of the screen
double t = (z-s3) / (s4-s3);
double inty = wallc->sz1 + t * (wallc->sz2 - wallc->sz1);
int xcross = xs_RoundToInt(wallc->sx1 + (t * wallc->sz2 * (wallc->sx2 - wallc->sx1)) / inty);
if ((bad & 12) == 8)
{
{ // the right side is below the screen
if (wallc->sx1 <= xcross) { iy2 = inty; ix2 = xcross; }
if (wallc->sx2 > xcross) clearbufshort (&mostbuf[xcross], wallc->sx2 - xcross, viewheight);
}
else
{
{ // the left side is below the screen
if (xcross <= wallc->sx2) { iy1 = inty; ix1 = xcross; }
if (xcross > wallc->sx1) clearbufshort (&mostbuf[wallc->sx1], xcross - wallc->sx1, viewheight);
}
@ -2730,40 +2731,8 @@ int OWallMost (short *mostbuf, double z, const FWallCoords *wallc)
else
{
fixed_t yinc = FLOAT2FIXED(((z * InvZtoScale / iy2) - y) / (ix2 - ix1));
qinterpolatedown16short (&mostbuf[ix1], ix2-ix1, FLOAT2FIXED(y + CenterY), yinc);
qinterpolatedown16short (&mostbuf[ix1], ix2-ix1, FLOAT2FIXED(y + CenterY) + FRACUNIT/2, yinc);
}
#else
double max = viewheight;
double zz = z / 65536.0;
#if 0
double z1 = zz * InvZtoScale / wallc->sz1;
double z2 = zz * InvZtoScale / wallc->sz2 - z1;
z2 /= (wallc->sx2 - wallc->sx1);
z1 += centeryfrac / 65536.0;
for (int x = wallc->sx1; x < wallc->sx2; ++x)
{
mostbuf[x] = xs_RoundToInt(clamp(z1, 0.0, max));
z1 += z2;
}
#else
double top, bot, i;
i = wallc->sx1 - centerx;
top = WallT.UoverZorg + WallT.UoverZstep * i;
bot = WallT.InvZorg + WallT.InvZstep * i;
double cy = centeryfrac / 65536.0;
for (int x = wallc->sx1; x < wallc->sx2; x++)
{
double frac = top / bot;
double scale = frac * WallT.DepthScale + WallT.DepthOrg;
mostbuf[x] = xs_RoundToInt(clamp(zz / scale + cy, 0.0, max));
top += WallT.UoverZstep;
bot += WallT.InvZstep;
}
#endif
#endif
return bad;
}
@ -2779,6 +2748,7 @@ int WallMost (short *mostbuf, const secplane_t &plane, const FWallCoords *wallc)
int bad, ix1, ix2;
double iy1, iy2;
// Get Z coordinates at both ends of the line
if (MirrorFlags & RF_XFLIP)
{
x = curline->v2->fX();
@ -2847,20 +2817,20 @@ int WallMost (short *mostbuf, const secplane_t &plane, const FWallCoords *wallc)
oz1 = z1; oz2 = z2;
if ((bad&3) == 3)
{
memset (&mostbuf[ix1], -1, (ix2-ix1)*sizeof(mostbuf[0]));
{ // The entire line is above the screen
memset (&mostbuf[ix1], 0, (ix2-ix1)*sizeof(mostbuf[0]));
return bad;
}
if ((bad&12) == 12)
{
{ // The entire line is below the screen
clearbufshort (&mostbuf[ix1], ix2-ix1, viewheight);
return bad;
}
if (bad&3)
{
{ // The line intersects the top of the screen
//inty = intz / (globaluclip>>16)
double t = (oz1-s1) / (s2-s1+oz1-oz2);
double inty = wallc->sz1 + t * (wallc->sz2-wallc->sz1);
@ -2872,19 +2842,19 @@ int WallMost (short *mostbuf, const secplane_t &plane, const FWallCoords *wallc)
//intz = z1 + mulscale30(z2-z1,t);
if ((bad&3) == 2)
{
{ // The right side of the line is above the screen
if (wallc->sx1 <= xcross) { z2 = intz; iy2 = inty; ix2 = xcross; }
memset (&mostbuf[xcross], 0, (wallc->sx2-xcross)*sizeof(mostbuf[0]));
}
else
{
{ // The left side of the line is above the screen
if (xcross <= wallc->sx2) { z1 = intz; iy1 = inty; ix1 = xcross; }
memset (&mostbuf[wallc->sx1], 0, (xcross-wallc->sx1)*sizeof(mostbuf[0]));
}
}
if (bad&12)
{
{ // The line intersects the bottom of the screen
//inty = intz / (globaldclip>>16)
double t = (oz1-s3) / (s4-s3+oz1-oz2);
double inty = wallc->sz1 + t * (wallc->sz2-wallc->sz1);
@ -2896,12 +2866,12 @@ int WallMost (short *mostbuf, const secplane_t &plane, const FWallCoords *wallc)
//intz = z1 + mulscale30(z2-z1,t);
if ((bad&12) == 8)
{
{ // The right side of the line is below the screen
if (wallc->sx1 <= xcross) { z2 = intz; iy2 = inty; ix2 = xcross; }
if (wallc->sx2 > xcross) clearbufshort (&mostbuf[xcross], wallc->sx2-xcross, viewheight);
}
else
{
{ // The left side of the line is below the screen
if (xcross <= wallc->sx2) { z1 = intz; iy1 = inty; ix1 = xcross; }
if (xcross > wallc->sx1) clearbufshort (&mostbuf[wallc->sx1], xcross-wallc->sx1, viewheight);
}
@ -2915,7 +2885,7 @@ int WallMost (short *mostbuf, const secplane_t &plane, const FWallCoords *wallc)
else
{
fixed_t yinc = FLOAT2FIXED(((z2 * InvZtoScale / iy2) - y) / (ix2-ix1));
qinterpolatedown16short (&mostbuf[ix1], ix2-ix1, FLOAT2FIXED(y + CenterY), yinc);
qinterpolatedown16short (&mostbuf[ix1], ix2-ix1, FLOAT2FIXED(y + CenterY) + FRACUNIT/2, yinc);
}
return bad;

View file

@ -116,8 +116,8 @@ void R_InitSkyMap ()
skyiscale = float(r_Yaspect / freelookviewheight);
skyscale = freelookviewheight / r_Yaspect;
skyiscale *= FieldOfView / 2048.f;
skyscale *= 2048.0 / FieldOfView;
skyiscale *= float(FieldOfView.Degrees / 90.);
skyscale *= float(90. / FieldOfView.Degrees);
}
if (skystretch)

View file

@ -83,7 +83,7 @@ extern AActor* camera; // [RH] camera instead of viewplayer
extern sector_t* viewsector; // [RH] keep track of sector viewing from
extern angle_t xtoviewangle[MAXWIDTH+1];
extern int FieldOfView;
extern DAngle FieldOfView;
int R_FindSkin (const char *name, int pclass); // [RH] Find a skin

View file

@ -139,7 +139,6 @@ angle_t LocalViewAngle;
int LocalViewPitch;
bool LocalKeyboardTurner;
float LastFOV;
int WidescreenRatio;
int setblocks;
int extralight;
@ -148,7 +147,7 @@ double FocalTangent;
unsigned int R_OldBlend = ~0;
int validcount = 1; // increment every time a check is made
int FieldOfView = 2048; // Fineangles in the SCREENWIDTH wide window
DAngle FieldOfView = 90.; // Angles in the SCREENWIDTH wide window
FCanvasTextureInfo *FCanvasTextureInfo::List;
@ -159,63 +158,6 @@ DAngle viewpitch;
// CODE --------------------------------------------------------------------
static void R_Shutdown ();
//==========================================================================
//
// R_InitPointToAngle
//
//==========================================================================
void R_InitPointToAngle (void)
{
double f;
int i;
//
// slope (tangent) to angle lookup
//
for (i = 0; i <= SLOPERANGE; i++)
{
f = g_atan2 ((double)i, (double)SLOPERANGE) / (6.28318530718 /* 2*pi */);
tantoangle[i] = (angle_t)(0xffffffff*f);
}
}
//==========================================================================
//
// R_InitTables
//
//==========================================================================
void R_InitTables (void)
{
int i;
const double pimul = PI*2/FINEANGLES;
// viewangle tangent table
finetangent[0] = (fixed_t)(FRACUNIT*g_tan ((0.5-FINEANGLES/4)*pimul)+0.5);
for (i = 1; i < FINEANGLES/2; i++)
{
finetangent[i] = (fixed_t)(FRACUNIT*g_tan ((i-FINEANGLES/4)*pimul)+0.5);
}
// finesine table
for (i = 0; i < FINEANGLES/4; i++)
{
finesine[i] = (fixed_t)(FRACUNIT * g_sin (i*pimul));
}
for (i = 0; i < FINEANGLES/4; i++)
{
finesine[i+FINEANGLES/4] = finesine[FINEANGLES/4-1-i];
}
for (i = 0; i < FINEANGLES/2; i++)
{
finesine[i+FINEANGLES/2] = -finesine[i];
}
finesine[FINEANGLES/4] = FRACUNIT;
finesine[FINEANGLES*3/4] = -FRACUNIT;
memcpy (&finesine[FINEANGLES], &finesine[0], sizeof(angle_t)*FINEANGLES/4);
}
//==========================================================================
//
// R_SetFOV
@ -224,33 +166,18 @@ void R_InitTables (void)
//
//==========================================================================
void R_SetFOV (float fov)
void R_SetFOV (DAngle fov)
{
if (fov < 5.f)
fov = 5.f;
else if (fov > 170.f)
fov = 170.f;
if (fov != LastFOV)
if (fov < 5.) fov = 5.;
else if (fov > 170.) fov = 170.;
if (fov != FieldOfView)
{
LastFOV = fov;
FieldOfView = (int)(fov * (float)FINEANGLES / 360.f);
FieldOfView = fov;
setsizeneeded = true;
}
}
//==========================================================================
//
// R_GetFOV
//
// Returns the current field of view in degrees
//
//==========================================================================
float R_GetFOV ()
{
return LastFOV;
}
//==========================================================================
//
// R_SetViewSize
@ -314,18 +241,16 @@ void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight)
}
int fov = FieldOfView;
DAngle fov = FieldOfView;
// For widescreen displays, increase the FOV so that the middle part of the
// screen that would be visible on a 4:3 display has the requested FOV.
if (centerxwide != centerx)
{ // centerxwide is what centerx would be if the display was not widescreen
fov = int(atan(double(centerx)*tan(double(fov)*M_PI/(FINEANGLES))/double(centerxwide))*(FINEANGLES)/M_PI);
if (fov > 170*FINEANGLES/360)
fov = 170*FINEANGLES/360;
fov = DAngle::ToDegrees(2 * atan(centerx * tan(fov.Radians()/2) / double(centerxwide)));
if (fov > 170.) fov = 170.;
}
FocalTangent = FIXED2FLOAT(finetangent[FINEANGLES/4+fov/2]);
FocalTangent = tan(fov.Radians() / 2);
Renderer->SetWindow(windowSize, fullWidth, fullHeight, stHeight, trueratio);
}
@ -411,8 +336,6 @@ void R_Init ()
//R_InitColormaps ();
//StartScreen->Progress();
R_InitPointToAngle ();
R_InitTables ();
R_InitTranslationTables ();
R_SetViewSize (screenblocks);
Renderer->Init();
@ -875,7 +798,7 @@ void R_SetupFrame (AActor *actor)
if (jiggers.RollIntensity != 0 || jiggers.RollWave != 0)
{
ViewRoll += QuakePower(quakefactor, jiggers.RollIntensity, jiggers.RollWave, jiggers.Falloff, jiggers.WFalloff);
ViewRoll += QuakePower(quakefactor, jiggers.RollIntensity, jiggers.RollWave, jiggers.RFalloff, jiggers.RWFalloff);
}
if (jiggers.RelIntensity.X != 0 || jiggers.RelOffset.X != 0)
{

View file

@ -85,8 +85,7 @@ bool R_GetViewInterpolationStatus();
void R_ClearInterpolationPath();
void R_AddInterpolationPoint(const DVector3a &vec);
void R_SetViewSize (int blocks);
void R_SetFOV (float fov);
float R_GetFOV ();
void R_SetFOV (DAngle fov);
void R_SetupFrame (AActor * camera);
void R_SetViewAngle ();

View file

@ -1,43 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// DESCRIPTION:
// Lookup tables.
// Do not try to look them up :-).
// In the order of appearance:
//
// int finetangent[4096] - Tangens LUT.
// Should work with BAM fairly well (12 of 16bit,
// effectively, by shifting).
//
// int finesine[10240] - Sine lookup.
// Guess what, serves as cosine, too.
// Remarkable thing is, how to use BAMs with this?
//
// int tantoangle[2049] - ArcTan LUT,
// maps tan(angle) to angle fast. Gotta search.
//
//
//-----------------------------------------------------------------------------
#include "tables.h"
fixed_t finetangent[4096];
fixed_t finesine[10240];
angle_t tantoangle[2049];
cosine_inline finecosine; // in case this is actually needed

View file

@ -1,112 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// DESCRIPTION:
// Lookup tables.
// Do not try to look them up :-).
// In the order of appearance:
//
// int finetangent[4096] - Tangens LUT.
// Should work with BAM fairly well (12 of 16bit,
// effectively, by shifting).
//
// int finesine[10240] - Sine lookup.
// Guess what, serves as cosine, too.
// Remarkable thing is, how to use BAMs with this?
//
// int tantoangle[2049] - ArcTan LUT,
// maps tan(angle) to angle fast. Gotta search.
//
//-----------------------------------------------------------------------------
#ifndef __TABLES_H__
#define __TABLES_H__
#include <stdlib.h>
#include <math.h>
#include "basictypes.h"
#ifndef PI
#define PI 3.14159265358979323846 // matches value in gcc v2 math.h
#endif
#define FINEANGLEBITS 13
#define FINEANGLES 8192
#define FINEMASK (FINEANGLES-1)
// 0x100000000 to 0x2000
#define ANGLETOFINESHIFT 19
#define BOBTOFINESHIFT (FINEANGLEBITS - 6)
// Effective size is 10240.
extern fixed_t finesine[5*FINEANGLES/4];
// Re-use data, is just PI/2 phase shift.
// [RH] Instead of using a pointer, use some inline code
// (encapsulated in a struct so that we can still use array accesses).
struct cosine_inline
{
fixed_t operator[] (unsigned int x) const
{
return finesine[x+FINEANGLES/4];
}
};
extern cosine_inline finecosine;
// Effective size is 4096.
extern fixed_t finetangent[FINEANGLES/2];
// Binary Angle Measument, BAM.
#define ANG45 (0x20000000)
#define ANG90 (0x40000000)
#define ANG180 (0x80000000)
#define ANG270 (0xc0000000)
#define ANGLE_45 (0x20000000)
#define ANGLE_90 (0x40000000)
#define ANGLE_180 (0x80000000)
#define ANGLE_270 (0xc0000000)
#define ANGLE_MAX (0xffffffff)
#define ANGLE_1 (ANGLE_45/45)
#define ANGLE_60 (ANGLE_180/3)
#define SLOPERANGE 2048
#define SLOPEBITS 11
#define DBITS (FRACBITS-SLOPEBITS)
typedef uint32 angle_t;
// Previously seen all over the place, code like this: abs(ang1 - ang2)
// Clang warns (and is absolutely correct) that technically, this
// could be optimized away and do nothing:
// warning: taking the absolute value of unsigned type 'unsigned int' has no effect
// note: remove the call to 'abs' since unsigned values cannot be negative
inline angle_t absangle(angle_t a)
{
return (angle_t)abs((int32_t)a);
}
// Effective size is 2049;
// The +1 size is to handle the case when x==y
// without additional checking.
extern angle_t tantoangle[SLOPERANGE+1];
#endif // __TABLES_H__

View file

@ -72,6 +72,10 @@ FTextureManager::FTextureManager ()
{
memset (HashFirst, -1, sizeof(HashFirst));
for (int i = 0; i < 2048; ++i)
{
sintable[i] = short(sin(i*(M_PI / 1024)) * 16384);
}
}
//==========================================================================

View file

@ -517,6 +517,12 @@ private:
TArray<FSwitchDef *> mSwitchDefs;
TArray<FDoorAnimation> mAnimatedDoors;
TArray<BYTE *> BuildTileFiles;
public:
short sintable[2048]; // for texture warping
enum
{
SINMASK = 2047
};
};
// A texture that doesn't really exist
@ -549,12 +555,12 @@ public:
FTexture *GetRedirect(bool wantwarped);
DWORD GenTime;
float Speed;
int WidthOffsetMultiplier, HeightOffsetMultiplier; // [mxd]
protected:
FTexture *SourcePic;
BYTE *Pixels;
Span **Spans;
float Speed;
int WidthOffsetMultipiler, HeightOffsetMultipiler; // [mxd]
virtual void MakeTexture (DWORD time);
int NextPo2 (int v); // [mxd]

61
src/textures/warpbuffer.h Normal file
View file

@ -0,0 +1,61 @@
template<class TYPE>
void WarpBufferType1(TYPE *Pixels, const TYPE *source, int width, int height, int xmul, int ymul, unsigned time, float Speed)
{
TYPE *buffer = (TYPE *)alloca(sizeof(TYPE) * MAX(width, height));
int ymask = height - 1;
int x, y;
// [mxd] Rewrote to fix animation for NPo2 textures
unsigned timebase = unsigned(time * Speed * 32 / 28);
for (y = height - 1; y >= 0; y--)
{
int xf = (TexMan.sintable[((timebase + y*ymul) >> 2)&TexMan.SINMASK] >> 11) % width;
if (xf < 0) xf += width;
int xt = xf;
const TYPE *sourcep = source + y;
TYPE *dest = Pixels + y;
for (xt = width; xt; xt--, xf = (xf + 1) % width, dest += height)
*dest = sourcep[xf + ymask * xf];
}
timebase = unsigned(time * Speed * 23 / 28);
for (x = width - 1; x >= 0; x--)
{
int yf = (TexMan.sintable[((time + (x + 17)*xmul) >> 2)&TexMan.SINMASK] >> 11) % height;
if (yf < 0) yf += height;
int yt = yf;
const TYPE *sourcep = Pixels + (x + ymask * x);
TYPE *dest = buffer;
for (yt = height; yt; yt--, yf = (yf + 1) % height)
*dest++ = sourcep[yf];
memcpy(Pixels + (x + ymask*x), buffer, height * sizeof(TYPE));
}
}
template<class TYPE>
void WarpBufferType2(TYPE *Pixels, const TYPE *source, int width, int height, int xmul, int ymul, unsigned time, float Speed)
{
int ymask = height - 1;
int x, y;
unsigned timebase = unsigned(time * Speed * 40 / 28);
// [mxd] Rewrote to fix animation for NPo2 textures
for (x = 0; x < width; x++)
{
TYPE *dest = Pixels + (x + ymask * x);
for (y = 0; y < height; y++)
{
int xt = (x + 128
+ ((TexMan.sintable[((y*ymul + timebase * 5 + 900) >> 2) & TexMan.SINMASK]) >> 13)
+ ((TexMan.sintable[((x*xmul + timebase * 4 + 300) >> 2) & TexMan.SINMASK]) >> 13)) % width;
int yt = (y + 128
+ ((TexMan.sintable[((y*ymul + timebase * 3 + 700) >> 2) & TexMan.SINMASK]) >> 13)
+ ((TexMan.sintable[((x*xmul + timebase * 4 + 1200) >> 2) & TexMan.SINMASK]) >> 13)) % height;
*dest++ = source[(xt + ymask * xt) + yt];
}
}
}

View file

@ -38,6 +38,7 @@
#include "templates.h"
#include "r_utility.h"
#include "textures/textures.h"
#include "warpbuffer.h"
FWarpTexture::FWarpTexture (FTexture *source)
@ -120,9 +121,10 @@ const BYTE *FWarpTexture::GetColumn (unsigned int column, const Span **spans_out
return Pixels + column*Height;
}
void FWarpTexture::MakeTexture (DWORD time)
void FWarpTexture::MakeTexture(DWORD time)
{
const BYTE *otherpix = SourcePic->GetPixels ();
const BYTE *otherpix = SourcePic->GetPixels();
if (Pixels == NULL)
{
@ -130,62 +132,23 @@ void FWarpTexture::MakeTexture (DWORD time)
}
if (Spans != NULL)
{
FreeSpans (Spans);
FreeSpans(Spans);
Spans = NULL;
}
GenTime = time;
BYTE *buffer = (BYTE *)alloca (MAX (Width, Height));
int xsize = Width;
int ysize = Height;
int xmul = WidthOffsetMultipiler; // [mxd]
int ymul = HeightOffsetMultipiler; // [mxd]
int xmask = WidthMask;
int ymask = Height - 1;
int ybits = HeightBits;
int x, y;
if ((1 << ybits) > Height)
{
ybits--;
}
DWORD timebase = DWORD(time * Speed * 32 / 28);
// [mxd] Rewrote to fix animation for NPo2 textures
for (y = ysize-1; y >= 0; y--)
{
int xf = (finesine[(timebase+y*ymul)&FINEMASK]>>13) % xsize;
if(xf < 0) xf += xsize;
int xt = xf;
const BYTE *source = otherpix + y;
BYTE *dest = Pixels + y;
for (xt = xsize; xt; xt--, xf = (xf+1)%xsize, dest += ysize)
*dest = source[xf + ymask * xf];
}
timebase = DWORD(time * Speed * 23 / 28);
for (x = xsize-1; x >= 0; x--)
{
int yf = (finesine[(time+(x+17)*xmul)&FINEMASK]>>13) % ysize;
if(yf < 0) yf += ysize;
int yt = yf;
const BYTE *source = Pixels + (x + ymask * x);
BYTE *dest = buffer;
for (yt = ysize; yt; yt--, yf = (yf+1)%ysize)
*dest++ = source[yf];
memcpy (Pixels+(x+ymask*x), buffer, ysize);
}
WarpBufferType1(Pixels, otherpix, Width, Height, WidthOffsetMultiplier, HeightOffsetMultiplier, time, Speed);
}
// [mxd] Non power of 2 textures need different offset multipliers, otherwise warp animation won't sync across texture
void FWarpTexture::SetupMultipliers (int width, int height)
{
WidthOffsetMultipiler = width;
HeightOffsetMultipiler = height;
WidthOffsetMultiplier = width;
HeightOffsetMultiplier = height;
int widthpo2 = NextPo2(Width);
int heightpo2 = NextPo2(Height);
if(widthpo2 != Width) WidthOffsetMultipiler = (int)(WidthOffsetMultipiler * ((float)widthpo2 / Width));
if(heightpo2 != Height) HeightOffsetMultipiler = (int)(HeightOffsetMultipiler * ((float)heightpo2 / Height));
if(widthpo2 != Width) WidthOffsetMultiplier = (int)(WidthOffsetMultiplier * ((float)widthpo2 / Width));
if(heightpo2 != Height) HeightOffsetMultiplier = (int)(HeightOffsetMultiplier * ((float)heightpo2 / Height));
}
int FWarpTexture::NextPo2 (int v)
@ -222,39 +185,7 @@ void FWarp2Texture::MakeTexture (DWORD time)
}
GenTime = time;
int xsize = Width;
int ysize = Height;
int xmul = WidthOffsetMultipiler; // [mxd]
int ymul = HeightOffsetMultipiler; // [mxd]
int xmask = WidthMask;
int ymask = Height - 1;
int ybits = HeightBits;
int x, y;
if ((1 << ybits) > Height)
{
ybits--;
}
DWORD timebase = DWORD(time * Speed * 40 / 28);
// [mxd] Rewrote to fix animation for NPo2 textures
for (x = 0; x < xsize; x++)
{
BYTE *dest = Pixels + (x + ymask * x);
for (y = 0; y < ysize; y++)
{
int xt = (x + 128
+ ((finesine[(y*ymul + timebase*5 + 900) & FINEMASK]*2)>>FRACBITS)
+ ((finesine[(x*xmul + timebase*4 + 300) & FINEMASK]*2)>>FRACBITS)) % xsize;
int yt = (y + 128
+ ((finesine[(y*ymul + timebase*3 + 700) & FINEMASK]*2)>>FRACBITS)
+ ((finesine[(x*xmul + timebase*4 + 1200) & FINEMASK]*2)>>FRACBITS)) % ysize;
*dest++ = otherpix[(xt + ymask * xt) + yt];
}
}
WarpBufferType2(Pixels, otherpix, Width, Height, WidthOffsetMultiplier, HeightOffsetMultiplier, time, Speed);
}
//==========================================================================

View file

@ -4985,7 +4985,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_QuakeEx)
PARAM_FLOAT_OPT(mulWaveZ) { mulWaveZ = 1.; }
PARAM_INT_OPT(falloff) { falloff = 0; }
PARAM_INT_OPT(highpoint) { highpoint = 0; }
PARAM_INT_OPT(rollIntensity) { rollIntensity = 0; }
PARAM_FLOAT_OPT(rollIntensity) { rollIntensity = 0.; }
PARAM_FLOAT_OPT(rollWave) { rollWave = 0.; }
P_StartQuakeXYZ(self, 0, intensityX, intensityY, intensityZ, duration, damrad, tremrad, sound, flags, mulWaveX, mulWaveY, mulWaveZ, falloff, highpoint,
rollIntensity, rollWave);

View file

@ -72,11 +72,11 @@ const char *GetVersionString();
// SAVESIG should match SAVEVER.
// MINSAVEVER is the minimum level snapshot version that can be loaded.
#define MINSAVEVER 4543
#define MINSAVEVER 4545
// Use 4500 as the base git save version, since it's higher than the
// SVN revision ever got.
#define SAVEVER 4544
#define SAVEVER 4545
#define SAVEVERSTRINGIFY2(x) #x
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)

View file

@ -804,6 +804,8 @@ bool Win32GLVideo::InitHardware (HWND Window, int multisample)
0
};
//Printf("Trying to create an OpenGL %d.%d %s profile context\n", versions[i] / 10, versions[i] % 10, prof == WGL_CONTEXT_CORE_PROFILE_BIT_ARB ? "Core" : "Compatibility");
m_hRC = myWglCreateContextAttribsARB(m_hDC, 0, ctxAttribs);
if (m_hRC != NULL) break;
}
@ -811,8 +813,13 @@ bool Win32GLVideo::InitHardware (HWND Window, int multisample)
if (m_hRC == NULL && prof == WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB)
{
I_Error ("R_OPENGL: Unable to create an OpenGL render context.\n");
return false;
m_hRC = wglCreateContext(m_hDC);
if (m_hRC == NULL)
{
I_Error("R_OPENGL: Unable to create an OpenGL render context.\n");
return false;
}
}
if (m_hRC != NULL)
@ -832,7 +839,7 @@ bool Win32GLVideo::InitHardware (HWND Window, int multisample)
}
}
// We get here if the driver doesn't support the modern context creation API which always means an old driver.
I_Error ("R_OPENGL: Unable to create an OpenGL render context.\n");
I_Error ("R_OPENGL: Unable to create an OpenGL render context. Insufficient driver support for context creation\n");
return false;
}

View file

@ -281,7 +281,7 @@ ACTOR Actor native //: Thinker
native void A_SetUserArrayFloat(name varname, int index, float value);
native void A_SetSpecial(int spec, int arg0 = 0, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0);
native void A_Quake(int intensity, int duration, int damrad, int tremrad, sound sfx = "world/quake");
native void A_QuakeEx(int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, sound sfx = "world/quake", int flags = 0, float mulWaveX = 1, float mulWaveY = 1, float mulWaveZ = 1, int falloff = 0, int highpoint = 0, int rollIntensity = 0, float rollWave = 0);
native void A_QuakeEx(int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, sound sfx = "world/quake", int flags = 0, float mulWaveX = 1, float mulWaveY = 1, float mulWaveZ = 1, int falloff = 0, int highpoint = 0, float rollIntensity = 0, float rollWave = 0);
action native A_SetTics(int tics);
native void A_SetDamageType(name damagetype);
native void A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);

View file

@ -55,11 +55,15 @@ void main()
#endif
// clip planes used for reflective flats
if (uClipHeightDirection != 0.0)
if (uClipHeightDirection != 0.0) // clip planes used for reflective flats
{
gl_ClipDistance[0] = (worldcoord.y - uClipHeight) * uClipHeightDirection;
}
else if (uClipLine.x > -1000000.0) // and for line portals - this will never be active at the same time as the reflective planes clipping so it can use the same hardware clip plane.
{
gl_ClipDistance[0] = -( (worldcoord.z - uClipLine.y) * uClipLine.z + (uClipLine.x - worldcoord.x) * uClipLine.w ) + 1.0/32768.0; // allow a tiny bit of imprecisions for colinear linedefs.
}
// clip planes used for translucency splitting
gl_ClipDistance[1] = worldcoord.y - uClipSplit.x;

View file

@ -8,6 +8,7 @@ uniform vec4 uCameraPos;
uniform int uTextureMode;
uniform float uClipHeight, uClipHeightDirection;
uniform vec2 uClipSplit;
uniform vec4 uClipLine;
uniform float uAlphaThreshold;

View file

@ -231,3 +231,6 @@ enum
444 = 0, Teleport(0)
445 = 0, Teleport_NoFog(0)
446 = 0, Teleport_Line(0)
447 = 0, Exit_Normal(0)
448 = 0, Exit_Secret(0)
449 = 0, Teleport_NewMap(0)