This commit is contained in:
nashmuhandes 2016-05-04 11:26:39 +08:00
commit ae8bc716b2
21 changed files with 470 additions and 184 deletions

View file

@ -126,13 +126,16 @@ void ASkyPicker::PostBeginPlay ()
else
{
int boxindex = P_GetSkyboxPortal(box);
// Do not override special portal types, only regular skies.
if (0 == (args[1] & 2))
{
Sector->Portals[sector_t::ceiling] = boxindex;
if (Sector->GetPortalType(sector_t::ceiling) == PORTS_SKYVIEWPOINT)
Sector->Portals[sector_t::ceiling] = boxindex;
}
if (0 == (args[1] & 1))
{
Sector->Portals[sector_t::floor] = boxindex;
if (Sector->GetPortalType(sector_t::floor) == PORTS_SKYVIEWPOINT)
Sector->Portals[sector_t::floor] = boxindex;
}
}
Destroy ();

View file

@ -49,6 +49,7 @@
#include "gl/dynlights/gl_dynlight.h"
#include "gl/utility/gl_geometric.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_cvars.h"
#include "gl/renderer/gl_renderstate.h"
@ -452,7 +453,7 @@ bool gl_SetupLight(int group, Plane & p, ADynamicLight * light, Vector & nearPt,
bool gl_SetupLightTexture()
{
if (GLRenderer->gllight == NULL) return false;
if (GLRenderer->gllight == nullptr) return false;
FMaterial * pat = FMaterial::ValidateTexture(GLRenderer->gllight, false);
pat->Bind(CLAMP_XY, 0);
return true;
@ -464,6 +465,95 @@ bool gl_SetupLightTexture()
//
//==========================================================================
bool GLWall::PutWallCompat(int passflag)
{
static int list_indices[2][2] =
{ { GLLDL_WALLS_PLAIN, GLLDL_WALLS_FOG },{ GLLDL_WALLS_MASKED, GLLDL_WALLS_FOGMASKED } };
// are lights possible?
if (gl_fixedcolormap != CM_DEFAULT || !gl_lights || seg->sidedef == nullptr || type == RENDERWALL_M2SNF || !gltexture) return false;
// multipassing these is problematic.
if ((flags&GLWF_SKYHACK && type == RENDERWALL_M2S)) return false;
// Any lights affecting this wall?
if (!(seg->sidedef->Flags & WALLF_POLYOBJ))
{
if (seg->sidedef->lighthead == nullptr) return false;
}
else if (sub)
{
if (sub->lighthead != nullptr) return false;
}
bool foggy = (!gl_isBlack(Colormap.FadeColor) || level.flags&LEVEL_HASFADETABLE);
bool masked = passflag == 2 && gltexture->isMasked();
int list = list_indices[masked][foggy];
if (list == GLLDL_WALLS_PLAIN)
{
if (gltexture->tex->gl_info.Brightmap && gl.glslversion >= 0.f) list = GLLDL_WALLS_BRIGHT;
//if (flags & GLWF_GLOW) list = GLLDL_WALLS_BRIGHT;
}
gl_drawinfo->dldrawlists[list].AddWall(this);
return true;
}
//==========================================================================
//
// Fog boundary without any shader support
//
//==========================================================================
void GLWall::RenderFogBoundaryCompat()
{
// without shaders some approximation is needed. This won't look as good
// as the shader version but it's an acceptable compromise.
float fogdensity = gl_GetFogDensity(lightlevel, Colormap.FadeColor);
float dist1 = Dist2(ViewPos.X, ViewPos.Y, glseg.x1, glseg.y1);
float dist2 = Dist2(ViewPos.X, ViewPos.Y, glseg.x2, glseg.y2);
// these values were determined by trial and error and are scale dependent!
float fogd1 = (0.95f - exp(-fogdensity*dist1 / 62500.f)) * 1.05f;
float fogd2 = (0.95f - exp(-fogdensity*dist2 / 62500.f)) * 1.05f;
float fc[4] = { Colormap.FadeColor.r / 255.0f,Colormap.FadeColor.g / 255.0f,Colormap.FadeColor.b / 255.0f,fogd2 };
gl_RenderState.EnableTexture(false);
gl_RenderState.EnableFog(false);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0);
gl_RenderState.Apply();
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -128.0f);
glDepthFunc(GL_LEQUAL);
glColor4f(fc[0], fc[1], fc[2], fogd1);
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(lolft.u, lolft.v);
glVertex3f(glseg.x1, zbottom[0], glseg.y1);
glTexCoord2f(uplft.u, uplft.v);
glVertex3f(glseg.x1, ztop[0], glseg.y1);
glColor4f(fc[0], fc[1], fc[2], fogd2);
glTexCoord2f(uprgt.u, uprgt.v);
glVertex3f(glseg.x2, ztop[1], glseg.y2);
glTexCoord2f(lorgt.u, lorgt.v);
glVertex3f(glseg.x2, zbottom[1], glseg.y2);
glEnd();
glDepthFunc(GL_LESS);
glPolygonOffset(0.0f, 0.0f);
glDisable(GL_POLYGON_OFFSET_FILL);
gl_RenderState.EnableFog(true);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f);
gl_RenderState.EnableTexture(true);
}
//==========================================================================
//
//
//
//==========================================================================
void FGLRenderer::RenderMultipassStuff()
{
return;

View file

@ -197,11 +197,12 @@ struct FModelVertex
class FModelVertexBuffer : public FVertexBuffer
{
int mIndexFrame[2];
unsigned int ibo_id;
FModelVertex *vbo_ptr;
uint32_t ibo_id;
public:
FModelVertexBuffer(bool needindex);
FModelVertexBuffer(bool needindex, bool singleframe);
~FModelVertexBuffer();
FModelVertex *LockVertexBuffer(unsigned int size);
@ -210,7 +211,7 @@ public:
unsigned int *LockIndexBuffer(unsigned int size);
void UnlockIndexBuffer();
unsigned int SetupFrame(unsigned int frame1, unsigned int frame2);
unsigned int SetupFrame(unsigned int frame1, unsigned int frame2, unsigned int size);
void BindVBO();
};

View file

@ -73,32 +73,17 @@ EXTERN_CVAR(Int, gl_fogmode)
extern TDeletingArray<FVoxel *> Voxels;
extern TDeletingArray<FVoxelDef *> VoxelDefs;
class DeletingModelArray : public TArray<FModel *>
{
public:
#if 1
~DeletingModelArray()
{
for(unsigned i=0;i<Size();i++)
{
delete (*this)[i];
}
}
#endif
};
DeletingModelArray Models;
void gl_LoadModels()
{
/*
for (int i = Models.Size() - 1; i >= 0; i--)
{
Models[i]->BuildVertexBuffer();
}
*/
}
void gl_FlushModels()
@ -111,16 +96,22 @@ void gl_FlushModels()
//===========================================================================
//
// Uses a hardware buffer if either single frame (i.e. no interpolation needed)
// or shading is available (interpolation is done by the vertex shader)
//
// If interpolation has to be done on the CPU side this will fall back
// to CPU-side arrays.
//
//===========================================================================
FModelVertexBuffer::FModelVertexBuffer(bool needindex)
FModelVertexBuffer::FModelVertexBuffer(bool needindex, bool singleframe)
: FVertexBuffer(singleframe || gl.glslversion > 0)
{
vbo_ptr = nullptr;
ibo_id = 0;
if (needindex)
{
glGenBuffers(1, &ibo_id);
glGenBuffers(1, &ibo_id); // The index buffer can always be a real buffer.
}
}
@ -161,6 +152,10 @@ FModelVertexBuffer::~FModelVertexBuffer()
{
glDeleteBuffers(1, &ibo_id);
}
if (vbo_ptr != nullptr)
{
delete[] vbo_ptr;
}
}
//===========================================================================
@ -171,9 +166,19 @@ FModelVertexBuffer::~FModelVertexBuffer()
FModelVertex *FModelVertexBuffer::LockVertexBuffer(unsigned int size)
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBufferData(GL_ARRAY_BUFFER, size * sizeof(FModelVertex), NULL, GL_STATIC_DRAW);
return (FModelVertex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, size * sizeof(FModelVertex), GL_MAP_WRITE_BIT|GL_MAP_INVALIDATE_BUFFER_BIT);
if (vbo_id > 0)
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBufferData(GL_ARRAY_BUFFER, size * sizeof(FModelVertex), nullptr, GL_STATIC_DRAW);
return (FModelVertex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, size * sizeof(FModelVertex), GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
}
else
{
if (vbo_ptr != nullptr) delete[] vbo_ptr;
vbo_ptr = new FModelVertex[size];
memset(vbo_ptr, 0, size * sizeof(FModelVertex));
return vbo_ptr;
}
}
//===========================================================================
@ -184,8 +189,11 @@ FModelVertex *FModelVertexBuffer::LockVertexBuffer(unsigned int size)
void FModelVertexBuffer::UnlockVertexBuffer()
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glUnmapBuffer(GL_ARRAY_BUFFER);
if (vbo_id > 0)
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glUnmapBuffer(GL_ARRAY_BUFFER);
}
}
//===========================================================================
@ -204,7 +212,7 @@ unsigned int *FModelVertexBuffer::LockIndexBuffer(unsigned int size)
}
else
{
return NULL;
return nullptr;
}
}
@ -216,8 +224,11 @@ unsigned int *FModelVertexBuffer::LockIndexBuffer(unsigned int size)
void FModelVertexBuffer::UnlockIndexBuffer()
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
if (ibo_id > 0)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
}
}
@ -227,21 +238,44 @@ void FModelVertexBuffer::UnlockIndexBuffer()
// This must be called after gl_RenderState.Apply!
//
//===========================================================================
static TArray<FModelVertex> iBuffer;
unsigned int FModelVertexBuffer::SetupFrame(unsigned int frame1, unsigned int frame2)
unsigned int FModelVertexBuffer::SetupFrame(unsigned int frame1, unsigned int frame2, unsigned int size)
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
if (gl.glslversion > 0)
if (vbo_id > 0)
{
glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame1].x);
glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame1].u);
glVertexAttribPointer(VATTR_VERTEX2, 3, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame2].x);
if (gl.glslversion > 0)
{
glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame1].x);
glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame1].u);
glVertexAttribPointer(VATTR_VERTEX2, 3, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame2].x);
}
else
{
// only used for single frame models so there is no vertex2 here, which has no use without a shader.
glVertexPointer(3, GL_FLOAT, sizeof(FModelVertex), &VMO[frame1].x);
glTexCoordPointer(2, GL_FLOAT, sizeof(FModelVertex), &VMO[frame1].u);
}
}
else if (frame1 == frame2 || size == 0 || gl_RenderState.GetInterpolationFactor() == 0.f)
{
glVertexPointer(3, GL_FLOAT, sizeof(FModelVertex), &vbo_ptr[frame1].x);
glTexCoordPointer(2, GL_FLOAT, sizeof(FModelVertex), &vbo_ptr[frame1].u);
}
else
{
// only used for single frame models so there is no vertex2 here, which has no use without a shader.
glVertexPointer(3, GL_FLOAT, sizeof(FModelVertex), &VMO[frame1].x);
glTexCoordPointer(2, GL_FLOAT, sizeof(FModelVertex), &VMO[frame1].u);
// must interpolate
iBuffer.Resize(size);
glVertexPointer(3, GL_FLOAT, sizeof(FModelVertex), &iBuffer[0].x);
glTexCoordPointer(2, GL_FLOAT, sizeof(FModelVertex), &vbo_ptr[frame1].u);
float frac = gl_RenderState.GetInterpolationFactor();
for (unsigned i = 0; i < size; i++)
{
iBuffer[i].x = vbo_ptr[frame1 + i].x * (1.f - frac) + vbo_ptr[frame2 + i].x * frac;
iBuffer[i].y = vbo_ptr[frame1 + i].y * (1.f - frac) + vbo_ptr[frame2 + i].y * frac;
iBuffer[i].z = vbo_ptr[frame1 + i].z * (1.f - frac) + vbo_ptr[frame2 + i].z * frac;
}
}
return frame1;
}
@ -254,7 +288,7 @@ unsigned int FModelVertexBuffer::SetupFrame(unsigned int frame1, unsigned int fr
FModel::~FModel()
{
if (mVBuf != NULL) delete mVBuf;
if (mVBuf != nullptr) delete mVBuf;
}
@ -266,8 +300,8 @@ static int * SpriteModelHash;
static void DeleteModelHash()
{
if (SpriteModelHash != NULL) delete [] SpriteModelHash;
SpriteModelHash = NULL;
if (SpriteModelHash != nullptr) delete [] SpriteModelHash;
SpriteModelHash = nullptr;
}
//===========================================================================
@ -278,12 +312,15 @@ static void DeleteModelHash()
static int FindGFXFile(FString & fn)
{
int lump = Wads.CheckNumForFullName(fn); // if we find something that matches the name plus the extension, return it and do not enter the substitution logic below.
if (lump != -1) return lump;
int best = -1;
int dot = fn.LastIndexOf('.');
int slash = fn.LastIndexOf('/');
if (dot > slash) fn.Truncate(dot);
static const char * extensions[] = { ".png", ".jpg", ".tga", ".pcx", NULL };
static const char * extensions[] = { ".png", ".jpg", ".tga", ".pcx", nullptr };
for (const char ** extp=extensions; *extp; extp++)
{
@ -300,7 +337,7 @@ static int FindGFXFile(FString & fn)
//
//===========================================================================
FTexture * LoadSkin(const char * path, const char * fn)
FTextureID LoadSkin(const char * path, const char * fn)
{
FString buffer;
@ -309,11 +346,11 @@ FTexture * LoadSkin(const char * path, const char * fn)
int texlump = FindGFXFile(buffer);
if (texlump>=0)
{
return TexMan.FindTexture(Wads.GetLumpFullName(texlump), FTexture::TEX_Any, FTextureManager::TEXMAN_TryAny);
return TexMan.CheckForTexture(Wads.GetLumpFullName(texlump), FTexture::TEX_Any, FTextureManager::TEXMAN_TryAny);
}
else
{
return NULL;
return FNullTextureID();
}
}
@ -344,9 +381,9 @@ static int ModelFrameHash(FSpriteModelFrame * smf)
//
//===========================================================================
static FModel * FindModel(const char * path, const char * modelfile)
static unsigned FindModel(const char * path, const char * modelfile)
{
FModel * model = NULL;
FModel * model = nullptr;
FString fullname;
fullname.Format("%s%s", path, modelfile);
@ -355,12 +392,12 @@ static FModel * FindModel(const char * path, const char * modelfile)
if (lump<0)
{
Printf("FindModel: '%s' not found\n", fullname.GetChars());
return NULL;
return -1;
}
for(int i = 0; i< (int)Models.Size(); i++)
for(unsigned i = 0; i< Models.Size(); i++)
{
if (!Models[i]->mFileName.CompareNoCase(fullname)) return Models[i];
if (!Models[i]->mFileName.CompareNoCase(fullname)) return i;
}
int len = Wads.LumpLength(lump);
@ -380,32 +417,31 @@ static FModel * FindModel(const char * path, const char * modelfile)
model = new FMD3Model;
}
if (model != NULL)
if (model != nullptr)
{
if (!model->Load(path, lump, buffer, len))
{
delete model;
return NULL;
return -1;
}
}
else
{
// try loading as a voxel
FVoxel *voxel = R_LoadKVX(lump);
if (voxel != NULL)
if (voxel != nullptr)
{
model = new FVoxelModel(voxel, true);
}
else
{
Printf("LoadModel: Unknown model format in '%s'\n", fullname.GetChars());
return NULL;
return -1;
}
}
// The vertex buffer cannot be initialized here because this gets called before OpenGL is initialized
model->mFileName = fullname;
Models.Push(model);
return model;
return Models.Push(model);
}
//===========================================================================
@ -444,8 +480,9 @@ void gl_InitModels()
{
FVoxelModel *md = (FVoxelModel*)Models[VoxelDefs[i]->Voxel->VoxelIndex];
memset(&smf, 0, sizeof(smf));
smf.models[0] = md;
smf.skins[0] = md->GetPaletteTexture();
smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1;
smf.modelIDs[0] = VoxelDefs[i]->Voxel->VoxelIndex;
smf.skinIDs[0] = md->GetPaletteTexture();
smf.xscale = smf.yscale = smf.zscale = VoxelDefs[i]->Scale;
smf.angleoffset = VoxelDefs[i]->AngleOffset.Degrees;
if (VoxelDefs[i]->PlacedSpin != 0)
@ -474,6 +511,7 @@ void gl_InitModels()
}
memset(&smf, 0, sizeof(smf));
smf.modelIDs[0] = smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1;
while ((Lump = Wads.FindLump("MODELDEF", &lastLump)) != -1)
{
FScanner sc(Lump);
@ -483,10 +521,11 @@ void gl_InitModels()
{
sc.MustGetString();
memset(&smf, 0, sizeof(smf));
smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1;
smf.xscale=smf.yscale=smf.zscale=1.f;
smf.type = PClass::FindClass(sc.String);
if (!smf.type || smf.type->Defaults == NULL)
if (!smf.type || smf.type->Defaults == nullptr)
{
sc.ScriptError("MODELDEF: Unknown actor type '%s'\n", sc.String);
}
@ -505,15 +544,15 @@ void gl_InitModels()
else if (sc.Compare("model"))
{
sc.MustGetNumber();
index=sc.Number;
if (index<0 || index>=MAX_MODELS_PER_FRAME)
index = sc.Number;
if (index < 0 || index >= MAX_MODELS_PER_FRAME)
{
sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars());
}
sc.MustGetString();
FixPathSeperator(sc.String);
smf.models[index] = FindModel(path.GetChars(), sc.String);
if (!smf.models[index])
smf.modelIDs[index] = FindModel(path.GetChars(), sc.String);
if (smf.modelIDs[index] == -1)
{
Printf("%s: model not found in %s\n", sc.String, path.GetChars());
}
@ -521,11 +560,11 @@ void gl_InitModels()
else if (sc.Compare("scale"))
{
sc.MustGetFloat();
smf.xscale=sc.Float;
smf.xscale = sc.Float;
sc.MustGetFloat();
smf.yscale=sc.Float;
smf.yscale = sc.Float;
sc.MustGetFloat();
smf.zscale=sc.Float;
smf.zscale = sc.Float;
}
// [BB] Added zoffset reading.
// Now it must be considered deprecated.
@ -631,12 +670,12 @@ void gl_InitModels()
FixPathSeperator(sc.String);
if (sc.Compare(""))
{
smf.skins[index]=NULL;
smf.skinIDs[index]=FNullTextureID();
}
else
{
smf.skins[index]=LoadSkin(path.GetChars(), sc.String);
if (smf.skins[index] == NULL)
smf.skinIDs[index] = LoadSkin(path.GetChars(), sc.String);
if (!smf.skinIDs[index].isValid())
{
Printf("Skin '%s' not found in '%s'\n",
sc.String, smf.type->TypeName.GetChars());
@ -678,9 +717,10 @@ void gl_InitModels()
if (isframe)
{
sc.MustGetString();
if (smf.models[index]!=NULL)
if (smf.modelIDs[index] != -1)
{
smf.modelframes[index] = smf.models[index]->FindFrame(sc.String);
FModel *model = Models[smf.modelIDs[index]];
smf.modelframes[index] = model->FindFrame(sc.String);
if (smf.modelframes[index]==-1) sc.ScriptError("Unknown frame '%s' in %s", sc.String, smf.type->TypeName.GetChars());
}
else smf.modelframes[index] = -1;
@ -765,7 +805,7 @@ FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame,
if (frame < sprdef->numframes)
{
spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + frame];
if (sprframe->Voxel != NULL)
if (sprframe->Voxel != nullptr)
{
int index = sprframe->Voxel->VoxeldefIndex;
if (dropped && sprframe->Voxel->DroppedSpin !=sprframe->Voxel->PlacedSpin) index++;
@ -773,7 +813,7 @@ FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame,
}
}
}
return NULL;
return nullptr;
}
@ -792,7 +832,7 @@ void gl_RenderFrameModels( const FSpriteModelFrame *smf,
{
// [BB] Frame interpolation: Find the FSpriteModelFrame smfNext which follows after smf in the animation
// and the scalar value inter ( element of [0,1) ), both necessary to determine the interpolated frame.
FSpriteModelFrame * smfNext = NULL;
FSpriteModelFrame * smfNext = nullptr;
double inter = 0.;
if( gl_interpolate_model_frames && !(smf->flags & MDL_NOINTERPOLATION) )
{
@ -839,17 +879,17 @@ void gl_RenderFrameModels( const FSpriteModelFrame *smf,
for(int i=0; i<MAX_MODELS_PER_FRAME; i++)
{
FModel * mdl = smf->models[i];
if (mdl!=NULL)
if (smf->modelIDs[i] != -1)
{
FModel * mdl = Models[smf->modelIDs[i]];
FTexture *tex = smf->skinIDs[i].isValid()? TexMan(smf->skinIDs[i]) : nullptr;
mdl->BuildVertexBuffer();
gl_RenderState.SetVertexBuffer(mdl->mVBuf);
if ( smfNext && smf->modelframes[i] != smfNext->modelframes[i] )
mdl->RenderFrame(smf->skins[i], smf->modelframes[i], smfNext->modelframes[i], inter, translation);
mdl->RenderFrame(tex, smf->modelframes[i], smfNext->modelframes[i], inter, translation);
else
mdl->RenderFrame(smf->skins[i], smf->modelframes[i], smf->modelframes[i], 0.f, translation);
mdl->RenderFrame(tex, smf->modelframes[i], smf->modelframes[i], 0.f, translation);
gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);
}
@ -949,12 +989,12 @@ void gl_RenderModel(GLSprite * spr)
gl_RenderState.mModelMatrix.rotate(-smf->rolloffset, 1, 0, 0);
// consider the pixel stretching. For non-voxels this must be factored out here
float stretch = (smf->models[0] != NULL ? smf->models[0]->getAspectFactor() : 1.f) / glset.pixelstretch;
float stretch = (smf->modelIDs[0] != -1 ? Models[smf->modelIDs[0]]->getAspectFactor() : 1.f) / glset.pixelstretch;
gl_RenderState.mModelMatrix.scale(1, stretch, 1);
gl_RenderState.EnableModelMatrix(true);
gl_RenderFrameModels( smf, spr->actor->state, spr->actor->tics, spr->actor->GetClass(), NULL, translation );
gl_RenderFrameModels( smf, spr->actor->state, spr->actor->tics, spr->actor->GetClass(), nullptr, translation );
gl_RenderState.EnableModelMatrix(false);
glDepthFunc(GL_LESS);
@ -975,7 +1015,7 @@ void gl_RenderHUDModel(pspdef_t *psp, float ofsX, float ofsY)
FSpriteModelFrame *smf = gl_FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->state->sprite, psp->state->GetFrame(), false);
// [BB] No model found for this sprite, so we can't render anything.
if ( smf == NULL )
if ( smf == nullptr )
return;
glDepthFunc(GL_LEQUAL);
@ -1012,7 +1052,7 @@ void gl_RenderHUDModel(pspdef_t *psp, float ofsX, float ofsY)
gl_RenderState.mViewMatrix.rotate(-smf->rolloffset, 1, 0, 0);
gl_RenderState.ApplyMatrices();
gl_RenderFrameModels( smf, psp->state, psp->tics, playermo->player->ReadyWeapon->GetClass(), NULL, 0 );
gl_RenderFrameModels( smf, psp->state, psp->tics, playermo->player->ReadyWeapon->GetClass(), nullptr, 0 );
glDepthFunc(GL_LESS);
if (!( playermo->RenderStyle == LegacyRenderStyles[STYLE_Normal] ))
@ -1027,11 +1067,11 @@ void gl_RenderHUDModel(pspdef_t *psp, float ofsX, float ofsY)
bool gl_IsHUDModelForPlayerAvailable (player_t * player)
{
if ( (player == NULL) || (player->ReadyWeapon == NULL) || (player->psprites[0].state == NULL) )
if ( (player == nullptr) || (player->ReadyWeapon == nullptr) || (player->psprites[0].state == nullptr) )
return false;
FState* state = player->psprites[0].state;
FSpriteModelFrame *smf = gl_FindModelFrame(player->ReadyWeapon->GetClass(), state->sprite, state->GetFrame(), false);
return ( smf != NULL );
return ( smf != nullptr );
}

View file

@ -1,6 +1,7 @@
#ifndef __GL_MODELS_H_
#define __GL_MODELS_H_
#include "tarray.h"
#include "gl/utility/gl_geometric.h"
#include "gl/data/gl_vertexbuffer.h"
#include "p_pspr.h"
@ -16,7 +17,7 @@ enum { VX, VZ, VY };
#define MD3_MAGIC 0x33504449
#define NUMVERTEXNORMALS 162
FTexture * LoadSkin(const char * path, const char * fn);
FTextureID LoadSkin(const char * path, const char * fn);
class FModel
@ -33,6 +34,7 @@ public:
virtual int FindFrame(const char * name) = 0;
virtual void RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation=0) = 0;
virtual void BuildVertexBuffer() = 0;
virtual void AddSkins(BYTE *hitlist) = 0;
void DestroyVertexBuffer()
{
delete mVBuf;
@ -124,7 +126,7 @@ protected:
int mLumpNum;
DMDHeader header;
DMDInfo info;
FTexture ** skins;
FTextureID * skins;
ModelFrame * frames;
bool allowTexComp; // Allow texture compression with this.
@ -154,6 +156,8 @@ public:
virtual int FindFrame(const char * name);
virtual void RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation=0);
virtual void LoadGeometry();
virtual void AddSkins(BYTE *hitlist);
void UnloadGeometry();
void BuildVertexBuffer();
@ -201,7 +205,7 @@ class FMD3Model : public FModel
int numTriangles;
int numSkins;
FTexture ** skins;
FTextureID * skins;
MD3Triangle * tris;
MD3TexCoord * texcoords;
MD3Vertex * vertices;
@ -259,6 +263,7 @@ public:
virtual void RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation=0);
void LoadGeometry();
void BuildVertexBuffer();
virtual void AddSkins(BYTE *hitlist);
};
struct FVoxelVertexHash
@ -295,7 +300,7 @@ class FVoxelModel : public FModel
protected:
FVoxel *mVoxel;
bool mOwningVoxel; // if created through MODELDEF deleting this object must also delete the voxel object
FTexture *mPalette;
FTextureID mPalette;
unsigned int mNumIndices;
TArray<FModelVertex> mVertices;
TArray<unsigned int> mIndices;
@ -311,7 +316,8 @@ public:
void Initialize();
virtual int FindFrame(const char * name);
virtual void RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation=0);
FTexture *GetPaletteTexture() const { return mPalette; }
virtual void AddSkins(BYTE *hitlist);
FTextureID GetPaletteTexture() const { return mPalette; }
void BuildVertexBuffer();
float getAspectFactor();
};
@ -338,8 +344,8 @@ enum
struct FSpriteModelFrame
{
FModel * models[MAX_MODELS_PER_FRAME];
FTexture * skins[MAX_MODELS_PER_FRAME];
int modelIDs[MAX_MODELS_PER_FRAME];
FTextureID skinIDs[MAX_MODELS_PER_FRAME];
int modelframes[MAX_MODELS_PER_FRAME];
float xscale, yscale, zscale;
// [BB] Added zoffset, rotation parameters and flags.
@ -368,4 +374,21 @@ void gl_RenderModel(GLSprite * spr);
void gl_RenderHUDModel(pspdef_t *psp, float ofsx, float ofsy);
bool gl_IsHUDModelForPlayerAvailable (player_t * player);
class DeletingModelArray : public TArray<FModel *>
{
public:
~DeletingModelArray()
{
for (unsigned i = 0; i<Size(); i++)
{
delete (*this)[i];
}
}
};
extern DeletingModelArray Models;
#endif

View file

@ -159,7 +159,7 @@ bool FDMDModel::Load(const char * path, int lumpnum, const char * buffer, int le
}
// Allocate and load in the data.
skins = new FTexture *[info.numSkins];
skins = new FTextureID[info.numSkins];
for (i = 0; i < info.numSkins; i++)
{
@ -304,7 +304,7 @@ void FDMDModel::BuildVertexBuffer()
int VertexBufferSize = info.numFrames * lodInfo[0].numTriangles * 3;
unsigned int vindex = 0;
mVBuf = new FModelVertexBuffer(false);
mVBuf = new FModelVertexBuffer(false, info.numFrames == 1);
FModelVertex *vertptr = mVBuf->LockVertexBuffer(VertexBufferSize);
for (int i = 0; i < info.numFrames; i++)
@ -336,7 +336,22 @@ void FDMDModel::BuildVertexBuffer()
}
}
//===========================================================================
//
// for skin precaching
//
//===========================================================================
void FDMDModel::AddSkins(BYTE *hitlist)
{
for (int i = 0; i < info.numSkins; i++)
{
if (skins[i].isValid())
{
hitlist[skins[i].GetIndex()] |= FTexture::TEX_Flat;
}
}
}
//===========================================================================
//
@ -364,8 +379,8 @@ void FDMDModel::RenderFrame(FTexture * skin, int frameno, int frameno2, double i
if (!skin)
{
if (info.numSkins == 0) return;
skin = skins[0];
if (info.numSkins == 0 || !skins[0].isValid()) return;
skin = TexMan(skins[0]);
if (!skin) return;
}
@ -375,7 +390,7 @@ void FDMDModel::RenderFrame(FTexture * skin, int frameno, int frameno2, double i
gl_RenderState.SetInterpolationFactor((float)inter);
gl_RenderState.Apply();
mVBuf->SetupFrame(frames[frameno].vindex, frames[frameno2].vindex);
mVBuf->SetupFrame(frames[frameno].vindex, frames[frameno2].vindex, lodInfo[0].numTriangles * 3);
glDrawArrays(GL_TRIANGLES, 0, lodInfo[0].numTriangles * 3);
gl_RenderState.SetInterpolationFactor(0.f);
}
@ -469,7 +484,7 @@ bool FMD2Model::Load(const char * path, int lumpnum, const char * buffer, int le
return false;
}
skins = new FTexture *[info.numSkins];
skins = new FTextureID[info.numSkins];
for (i = 0; i < info.numSkins; i++)
{

View file

@ -179,14 +179,14 @@ bool FMD3Model::Load(const char * path, int lumpnum, const char * buffer, int le
// copy shaders (skins)
md3_shader_t * shader = (md3_shader_t*)(((char*)ss) + LittleLong(ss->Ofs_Shaders));
s->skins = new FTexture *[s->numSkins];
s->skins = new FTextureID[s->numSkins];
for (int i = 0; i < s->numSkins; i++)
{
// [BB] According to the MD3 spec, Name is supposed to include the full path.
s->skins[i] = LoadSkin("", shader[i].Name);
// [BB] Fall back and check if Name is relative.
if (s->skins[i] == NULL)
if (!s->skins[i].isValid())
s->skins[i] = LoadSkin(path, shader[i].Name);
}
}
@ -255,7 +255,7 @@ void FMD3Model::LoadGeometry()
void FMD3Model::BuildVertexBuffer()
{
if (mVBuf == NULL)
if (mVBuf == nullptr)
{
LoadGeometry();
@ -269,11 +269,11 @@ void FMD3Model::BuildVertexBuffer()
ibufsize += 3 * surf->numTriangles;
}
mVBuf = new FModelVertexBuffer(true);
mVBuf = new FModelVertexBuffer(true, numFrames == 1);
FModelVertex *vertptr = mVBuf->LockVertexBuffer(vbufsize);
unsigned int *indxptr = mVBuf->LockIndexBuffer(ibufsize);
assert(vertptr != NULL && indxptr != NULL);
assert(vertptr != nullptr && indxptr != nullptr);
unsigned int vindex = 0, iindex = 0;
@ -309,6 +309,27 @@ void FMD3Model::BuildVertexBuffer()
}
//===========================================================================
//
// for skin precaching
//
//===========================================================================
void FMD3Model::AddSkins(BYTE *hitlist)
{
for (int i = 0; i < numSurfaces; i++)
{
MD3Surface * surf = &surfaces[i];
for (int j = 0; j < surf->numSkins; j++)
{
if (surf->skins[j].isValid())
{
hitlist[surf->skins[j].GetIndex()] |= FTexture::TEX_Flat;
}
}
}
}
//===========================================================================
//
//
@ -344,8 +365,8 @@ void FMD3Model::RenderFrame(FTexture * skin, int frameno, int frameno2, double i
FTexture *surfaceSkin = skin;
if (!surfaceSkin)
{
if (surf->numSkins==0) return;
surfaceSkin = surf->skins[0];
if (surf->numSkins==0 || !surf->skins[0].isValid()) return;
surfaceSkin = TexMan(surf->skins[0]);
if (!surfaceSkin) return;
}
@ -354,7 +375,7 @@ void FMD3Model::RenderFrame(FTexture * skin, int frameno, int frameno2, double i
gl_RenderState.SetMaterial(tex, CLAMP_NONE, translation, -1, false);
gl_RenderState.Apply();
mVBuf->SetupFrame(surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices);
mVBuf->SetupFrame(surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices, surf->numVertices);
glDrawElements(GL_TRIANGLES, surf->numTriangles * 3, GL_UNSIGNED_INT, (void*)(intptr_t)(surf->iindex * sizeof(unsigned int)));
}
gl_RenderState.SetInterpolationFactor(0.f);
@ -370,6 +391,6 @@ FMD3Model::~FMD3Model()
{
if (frames) delete [] frames;
if (surfaces) delete [] surfaces;
frames = NULL;
surfaces = NULL;
frames = nullptr;
surfaces = nullptr;
}

View file

@ -213,7 +213,7 @@ FVoxelModel::FVoxelModel(FVoxel *voxel, bool owned)
{
mVoxel = voxel;
mOwningVoxel = owned;
mPalette = new FVoxelTexture(voxel);
mPalette = TexMan.AddTexture(new FVoxelTexture(voxel));
}
//===========================================================================
@ -224,7 +224,6 @@ FVoxelModel::FVoxelModel(FVoxel *voxel, bool owned)
FVoxelModel::~FVoxelModel()
{
delete mPalette;
if (mOwningVoxel) delete mVoxel;
}
@ -378,7 +377,7 @@ void FVoxelModel::BuildVertexBuffer()
{
Initialize();
mVBuf = new FModelVertexBuffer(true);
mVBuf = new FModelVertexBuffer(true, true);
FModelVertex *vertptr = mVBuf->LockVertexBuffer(mVertices.Size());
unsigned int *indxptr = mVBuf->LockIndexBuffer(mIndices.Size());
@ -398,6 +397,17 @@ void FVoxelModel::BuildVertexBuffer()
}
//===========================================================================
//
// for skin precaching
//
//===========================================================================
void FVoxelModel::AddSkins(BYTE *hitlist)
{
hitlist[mPalette.GetIndex()] |= FTexture::TEX_Flat;
}
//===========================================================================
//
//
@ -443,7 +453,7 @@ void FVoxelModel::RenderFrame(FTexture * skin, int frame, int frame2, double int
gl_RenderState.SetMaterial(tex, CLAMP_NOFILTER, translation, -1, false);
gl_RenderState.Apply();
mVBuf->SetupFrame(0, 0);
mVBuf->SetupFrame(0, 0, 0);
glDrawElements(GL_TRIANGLES, mNumIndices, GL_UNSIGNED_INT, (void*)(intptr_t)0);
}

View file

@ -439,6 +439,11 @@ public:
mInterpolationFactor = fac;
}
float GetInterpolationFactor()
{
return mInterpolationFactor;
}
// Backwards compatibility crap follows
void ApplyFixedFunction();
void DrawColormapOverlay();

View file

@ -1019,23 +1019,10 @@ bool FGLInterface::UsesColormap() const
void FGLInterface::PrecacheTexture(FTexture *tex, int cache)
{
if (tex != NULL)
if (cache & (FTextureManager::HIT_Wall | FTextureManager::HIT_Flat | FTextureManager::HIT_Sky))
{
if (cache)
{
if (gl_precache)
{
if (cache & (FTextureManager::HIT_Wall | FTextureManager::HIT_Flat | FTextureManager::HIT_Sky))
{
FMaterial * gltex = FMaterial::ValidateTexture(tex, false);
if (gltex) gltex->Precache();
}
}
}
else
{
if (tex->gl_info.Material[0]) tex->gl_info.Material[0]->Clean(true);
}
FMaterial * gltex = FMaterial::ValidateTexture(tex, false);
if (gltex) gltex->Precache();
}
}
@ -1047,15 +1034,8 @@ void FGLInterface::PrecacheTexture(FTexture *tex, int cache)
void FGLInterface::PrecacheSprite(FTexture *tex, SpriteHits &hits)
{
if (hits.CountUsed() == 0)
{
if (tex->gl_info.Material[1]) tex->gl_info.Material[1]->Clean(true);
}
else
{
FMaterial * gltex = FMaterial::ValidateTexture(tex, true);
if (gltex) gltex->PrecacheList(hits);
}
FMaterial * gltex = FMaterial::ValidateTexture(tex, true);
if (gltex) gltex->PrecacheList(hits);
}
//==========================================================================
@ -1070,6 +1050,8 @@ void FGLInterface::Precache(BYTE *texhitlist, TMap<PClassActor*, bool> &actorhit
SpriteHits **spritehitlist = new SpriteHits*[TexMan.NumTextures()];
TMap<PClassActor*, bool>::Iterator it(actorhitlist);
TMap<PClassActor*, bool>::Pair *pair;
BYTE *modellist = new BYTE[Models.Size()];
memset(modellist, 0, Models.Size());
memset(spritehitlist, 0, sizeof(SpriteHits**) * TexMan.NumTextures());
// this isn't done by the main code so it needs to be done here first:
@ -1095,6 +1077,9 @@ void FGLInterface::Precache(BYTE *texhitlist, TMap<PClassActor*, bool> &actorhit
}
}
// Check all used actors.
// 1. mark all sprites associated with its states
// 2. mark all model data and skins associated with its states
while (it.NextPair(pair))
{
PClassActor *cls = pair->Key;
@ -1103,11 +1088,29 @@ void FGLInterface::Precache(BYTE *texhitlist, TMap<PClassActor*, bool> &actorhit
for (int i = 0; i < cls->NumOwnedStates; i++)
{
spritelist[cls->OwnedStates[i].sprite].Insert(gltrans, true);
FSpriteModelFrame * smf = gl_FindModelFrame(cls, cls->OwnedStates[i].sprite, cls->OwnedStates[i].Frame, false);
if (smf != NULL)
{
for (int i = 0; i < MAX_MODELS_PER_FRAME; i++)
{
if (smf->skinIDs[i].isValid())
{
texhitlist[smf->skinIDs[i].GetIndex()] |= FTexture::TEX_Flat;
}
else if (smf->modelIDs[i] != -1)
{
Models[smf->modelIDs[i]]->AddSkins(texhitlist);
}
if (smf->modelIDs[i] != -1)
{
modellist[smf->modelIDs[i]] = 1;
}
}
}
}
}
// Precache textures (and sprites).
// mark all sprite textures belonging to the marked sprites.
for (int i = (int)(sprites.Size() - 1); i >= 0; i--)
{
if (spritelist[i].CountUsed())
@ -1129,14 +1132,59 @@ void FGLInterface::Precache(BYTE *texhitlist, TMap<PClassActor*, bool> &actorhit
}
}
// delete everything unused before creating any new resources to avoid memory usage peaks.
// delete unused models
for (unsigned i = 0; i < Models.Size(); i++)
{
if (!modellist[i]) Models[i]->DestroyVertexBuffer();
}
// delete unused textures
int cnt = TexMan.NumTextures();
for (int i = cnt - 1; i >= 0; i--)
{
PrecacheTexture(TexMan.ByIndex(i), texhitlist[i]);
if (spritehitlist[i] != nullptr) PrecacheSprite(TexMan.ByIndex(i), *spritehitlist[i]);
FTexture *tex = TexMan.ByIndex(i);
if (tex != nullptr)
{
if (!texhitlist[i])
{
if (tex->gl_info.Material[0]) tex->gl_info.Material[0]->Clean(true);
}
if (spritehitlist[i] == nullptr || (*spritehitlist[i]).CountUsed() == 0)
{
if (tex->gl_info.Material[1]) tex->gl_info.Material[1]->Clean(true);
}
}
}
if (gl_precache)
{
// cache all used textures
for (int i = cnt - 1; i >= 0; i--)
{
FTexture *tex = TexMan.ByIndex(i);
if (tex != nullptr)
{
PrecacheTexture(tex, texhitlist[i]);
if (spritehitlist[i] != nullptr && (*spritehitlist[i]).CountUsed() > 0)
{
PrecacheSprite(tex, *spritehitlist[i]);
}
}
}
// cache all used models
for (unsigned i = 0; i < Models.Size(); i++)
{
if (modellist[i])
Models[i]->BuildVertexBuffer();
}
}
delete[] spritehitlist;
delete[] spritelist;
delete[] modellist;
}

View file

@ -287,8 +287,8 @@ void GLSprite::Draw(int pass)
if (drawBillboardFacingCamera) {
// [CMB] Rotate relative to camera XY position, not just camera direction,
// which is nicer in VR
float xrel = xcenter - GLRenderer->mViewActor->X();
float yrel = ycenter - GLRenderer->mViewActor->Y();
float xrel = xcenter - ViewPos.X;
float yrel = ycenter - ViewPos.Y;
float absAngleDeg = RAD2DEG(atan2(-yrel, xrel));
float counterRotationDeg = 270. - GLRenderer->mAngles.Yaw.Degrees; // counteracts existing sprite rotation
float relAngleDeg = counterRotationDeg + absAngleDeg;

View file

@ -171,10 +171,13 @@ public:
private:
void CheckGlowing();
bool PutWallCompat(int passflag);
void PutWall(bool translucent);
void PutPortal(int ptype);
void CheckTexturePosition();
void RenderFogBoundaryCompat();
void Put3DWall(lightlist_t * lightlist, bool translucent);
void SplitWallComplex(sector_t * frontsector, bool translucent, float maplightbottomleft, float maplightbottomright);
void SplitWall(sector_t * frontsector, bool translucent);

View file

@ -139,6 +139,11 @@ void GLWall::PutWall(bool translucent)
}
else
{
if (gl.lightmethod == LM_SOFTWARE && !translucent)
{
// This is not yet ready.
//if (PutWallCompat(passflag[type])) return;
}
bool masked;

View file

@ -228,16 +228,23 @@ void GLWall::RenderFogBoundary()
{
if (gl_fogmode && gl_fixedcolormap == 0)
{
int rel = rellight + getExtraLight();
gl_SetFog(lightlevel, rel, &Colormap, false);
gl_RenderState.SetEffect(EFF_FOGBOUNDARY);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -128.0f);
RenderWall(RWF_BLANK);
glPolygonOffset(0.0f, 0.0f);
glDisable(GL_POLYGON_OFFSET_FILL);
gl_RenderState.SetEffect(EFF_NONE);
if (gl.glslversion > 0.f)
{
int rel = rellight + getExtraLight();
gl_SetFog(lightlevel, rel, &Colormap, false);
gl_RenderState.SetEffect(EFF_FOGBOUNDARY);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -128.0f);
RenderWall(RWF_BLANK);
glPolygonOffset(0.0f, 0.0f);
glDisable(GL_POLYGON_OFFSET_FILL);
gl_RenderState.SetEffect(EFF_NONE);
}
else
{
RenderFogBoundaryCompat();
}
}
}
@ -255,12 +262,19 @@ void GLWall::RenderMirrorSurface()
Vector v(glseg.y2-glseg.y1, 0 ,-glseg.x2+glseg.x1);
v.Normalize();
// we use texture coordinates and texture matrix to pass the normal stuff to the shader so that the default vertex buffer format can be used as is.
lolft.u = lorgt.u = uplft.u = uprgt.u = v.X();
lolft.v = lorgt.v = uplft.v = uprgt.v = v.Z();
if (gl.glslversion >= 0.f)
{
// we use texture coordinates and texture matrix to pass the normal stuff to the shader so that the default vertex buffer format can be used as is.
lolft.u = lorgt.u = uplft.u = uprgt.u = v.X();
lolft.v = lorgt.v = uplft.v = uprgt.v = v.Z();
gl_RenderState.EnableTextureMatrix(true);
gl_RenderState.mTextureMatrix.computeNormalMatrix(gl_RenderState.mViewMatrix);
gl_RenderState.EnableTextureMatrix(true);
gl_RenderState.mTextureMatrix.computeNormalMatrix(gl_RenderState.mViewMatrix);
}
else
{
glNormal3fv(&v[0]);
}
// Use sphere mapping for this
gl_RenderState.SetEffect(EFF_SPHEREMAP);

View file

@ -168,7 +168,7 @@ void gl_LoadExtensions()
gl.vendorstring = (char*)glGetString(GL_VENDOR);
gl.lightmethod = LM_SOFTWARE;
if (gl.version >= 3.3f || CheckExtension("GL_ARB_sampler_objects"))
if ((gl.version >= 3.3f || CheckExtension("GL_ARB_sampler_objects")) && !Args->CheckParm("-nosampler"))
{
gl.flags |= RFL_SAMPLER_OBJECTS;
}

View file

@ -42,6 +42,8 @@ static void* SunGetProcAddress (const GLubyte* name)
#if defined(_WIN32)
#ifdef _MSC_VER
// disable inlining here because it creates an incredible amount of bloat in this file.
#pragma inline_depth(0)
#pragma warning(disable: 4055)
#pragma warning(disable: 4054)
#pragma warning(disable: 4996)

View file

@ -300,7 +300,7 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
translation = GLTranslationPalette::GetInternalTranslation(translation);
}
bool needmipmap = (clampmode <= CLAMP_XY) || !(gl.flags & RFL_SAMPLER_OBJECTS);
bool needmipmap = (clampmode <= CLAMP_XY);
FHardwareTexture *hwtex = CreateHwTexture();
@ -345,9 +345,9 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
}
delete[] buffer;
}
if (!needmipmap) clampmode = CLAMP_XY_NOMIP;
if (tex->bHasCanvas) static_cast<FCanvasTexture*>(tex)->NeedUpdate();
if (lastSampler != clampmode || lastTranslation != translation)
if (translation != lastTranslation) lastSampler = 254;
if (lastSampler != clampmode)
lastSampler = GLRenderer->mSamplerManager->Bind(texunit, clampmode, lastSampler);
lastTranslation = translation;
return hwtex;

View file

@ -86,7 +86,6 @@ void FSamplerManager::UnbindAll()
{
for (int i = 0; i < FHardwareTexture::MAX_TEXTURES; i++)
{
mLastBound[i] = 0;
glBindSampler(i, 0);
}
}
@ -97,12 +96,8 @@ BYTE FSamplerManager::Bind(int texunit, int num, int lastval)
if (gl.flags & RFL_SAMPLER_OBJECTS)
{
unsigned int samp = mSamplers[num];
//if (samp != mLastBound[texunit])
{
glBindSampler(texunit, samp);
mLastBound[texunit] = samp;
return 255;
}
glBindSampler(texunit, samp);
return 255;
}
else
{
@ -112,7 +107,7 @@ BYTE FSamplerManager::Bind(int texunit, int num, int lastval)
case CLAMP_NONE:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
if (lastval > CLAMP_XY_NOMIP)
if (lastval >= CLAMP_XY_NOMIP)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
@ -123,7 +118,7 @@ BYTE FSamplerManager::Bind(int texunit, int num, int lastval)
case CLAMP_X:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
if (lastval > CLAMP_XY_NOMIP)
if (lastval >= CLAMP_XY_NOMIP)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
@ -134,7 +129,18 @@ BYTE FSamplerManager::Bind(int texunit, int num, int lastval)
case CLAMP_Y:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (lastval > CLAMP_XY_NOMIP)
if (lastval >= CLAMP_XY_NOMIP)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic);
}
break;
case CLAMP_XY:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (lastval >= CLAMP_XY_NOMIP)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
@ -143,15 +149,11 @@ BYTE FSamplerManager::Bind(int texunit, int num, int lastval)
break;
case CLAMP_XY_NOMIP:
case CLAMP_XY:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (lastval > CLAMP_XY_NOMIP)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].magfilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
break;
case CLAMP_NOFILTER:

View file

@ -8,7 +8,6 @@ class FSamplerManager
// We need 6 different samplers: 4 for the different clamping modes,
// one for 2D-textures and one for voxel textures
unsigned int mSamplers[7];
unsigned int mLastBound[FHardwareTexture::MAX_TEXTURES];
void UnbindAll();

View file

@ -5567,6 +5567,11 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
if (argCount >= 2)
{
const char *a, *b;
// If the string indicies are the same, then they are the same string.
if (args[0] == args[1])
{
return 0;
}
a = FBehavior::StaticLookupString(args[0]);
b = FBehavior::StaticLookupString(args[1]);

View file

@ -1132,7 +1132,7 @@ FUNC(LS_Teleport_Line)
static void ThrustThingHelper(AActor *it, DAngle angle, double force, INTBOOL nolimit)
{
it->VelFromAngle(angle, force);
it->Thrust(angle, force);
if (!nolimit)
{
it->Vel.X = clamp(it->Vel.X, -MAXMOVE, MAXMOVE);