# Conflicts:
#	src/r_bsp.cpp
#	src/r_main.cpp
#	src/r_things.cpp
This commit is contained in:
nashmuhandes 2016-10-25 19:36:09 +08:00
commit e39fd186ea
26 changed files with 248 additions and 126 deletions

View file

@ -169,6 +169,9 @@ public:
// [CW] Fades for when you are being damaged.
PalEntry DamageFade;
// [SP] ViewBob Multiplier
double ViewBob;
bool UpdateWaterLevel (bool splash);
bool ResetAirSupply (bool playgasp = true);

View file

@ -1082,6 +1082,7 @@ void gl_AttachLight(AActor *actor, unsigned int count, const FLightDefaults *lig
light->target = actor;
light->owned = true;
light->ObjectFlags |= OF_Transient;
light->flags4 |= MF4_ATTENUATE;
actor->dynamiclights.Push(light);
}
light->flags2&=~MF2_DORMANT;

View file

@ -50,6 +50,7 @@ enum
#define MF4_SUBTRACTIVE MF4_MISSILEEVENMORE
#define MF4_ADDITIVE MF4_MISSILEMORE
#define MF4_DONTLIGHTSELF MF4_SEESDAGGERS
#define MF4_ATTENUATE MF4_INCOMBAT
enum ELightType
{

View file

@ -116,7 +116,7 @@ bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, FD
data[4] = r;
data[5] = g;
data[6] = b;
data[7] = 0;
data[7] = !!(light->flags4 & MF4_ATTENUATE);
return true;
}

View file

@ -536,7 +536,7 @@ void GLDrawList::SortSpriteIntoWall(SortNode * head,SortNode * sort)
const bool drawBillboardFacingCamera = gl_billboard_faces_camera;
// [Nash] has +ROLLSPRITE
const bool rotated = (ss->actor != nullptr && ss->actor->renderflags & RF_ROLLSPRITE | RF_WALLSPRITE | RF_FLATSPRITE);
const bool rotated = (ss->actor != nullptr && ss->actor->renderflags & (RF_ROLLSPRITE | RF_WALLSPRITE | RF_FLATSPRITE));
// cannot sort them at the moment. This requires more complex splitting.
if (drawWithXYBillboard || drawBillboardFacingCamera || rotated)

View file

@ -66,7 +66,7 @@ struct GLSeg
// we do not use the vector math inlines here because they are not optimized for speed but accuracy in the playsim
float x = y2 - y1;
float y = x1 - x2;
float length = sqrt(x*x + y*y);
float length = sqrtf(x*x + y*y);
return FVector3(x / length, 0, y / length);
}
};

View file

@ -2907,7 +2907,8 @@ FSerializer &Serialize(FSerializer &arc, const char *key, SavingRunningscript &r
void DACSThinker::Serialize(FSerializer &arc)
{
Super::Serialize(arc);
arc("scripts", Scripts);
arc("scripts", Scripts)
("lastscript", LastScript);
if (arc.isWriting())
{

View file

@ -582,8 +582,9 @@ void P_BobWeapon (player_t *player, float *x, float *y, double ticfrac)
if (curbob != 0)
{
float bobx = float(player->bob * Rangex);
float boby = float(player->bob * Rangey);
//[SP] Added in decorate player.viewbob checks
float bobx = float(player->bob * Rangex * (float)player->mo->ViewBob);
float boby = float(player->bob * Rangey * (float)player->mo->ViewBob);
switch (bobstyle)
{
case AWeapon::BobNormal:

View file

@ -640,6 +640,12 @@ static void ReadOnePlayer(FSerializer &arc, bool skipload)
playerTemp.Serialize(arc);
if (!skipload)
{
// This temp player has undefined pitch limits, so set them to something
// that should leave the pitch stored in the savegame intact when
// rendering. The real pitch limits will be set by P_SerializePlayers()
// via a net command, but that won't be processed in time for a screen
// wipe, so we need something here.
playerTemp.MaxPitch = playerTemp.MinPitch = playerTemp.mo->Angles.Pitch;
CopyPlayer(&players[i], &playerTemp, name);
}
else

View file

@ -652,7 +652,8 @@ void APlayerPawn::Serialize(FSerializer &arc)
("fallingscreammaxn", FallingScreamMaxSpeed, def->FallingScreamMaxSpeed)
("userange", UseRange, def->UseRange)
("aircapacity", AirCapacity, def->AirCapacity)
("viewheight", ViewHeight, def->ViewHeight);
("viewheight", ViewHeight, def->ViewHeight)
("viewbob", ViewBob, def->ViewBob);
}
//===========================================================================
@ -1892,7 +1893,7 @@ void P_CalcHeight (player_t *player)
{
bob = 0;
}
player->viewz = player->mo->Z() + player->viewheight + bob;
player->viewz = player->mo->Z() + player->viewheight + (bob * player->mo->ViewBob); // [SP] Allow DECORATE changes to view bobbing speed.
if (player->mo->Floorclip && player->playerstate != PST_DEAD
&& player->mo->Z() <= player->mo->floorz)
{

View file

@ -1022,7 +1022,8 @@ void P_CreateLinkedPortals()
{
if (sectors[i].GetPortalType(j) == PORTS_LINKEDPORTAL && sectors[i].PortalGroup == 0)
{
CollectSectors(sectors[i].GetOppositePortalGroup(j), &sectors[i]);
auto p = sectors[i].GetPortal(j);
CollectSectors(p->mOrigin->PortalGroup, &sectors[i]);
}
}
}

View file

@ -59,6 +59,7 @@ static bool R_CheckForFixedLights(const BYTE *colormaps);
extern "C" {
FDynamicColormap NormalLight;
FDynamicColormap FullNormalLight; //[SP] Emulate GZDoom brightness
}
bool NormalLightHasFixedLights;
@ -72,6 +73,7 @@ struct FakeCmap
TArray<FakeCmap> fakecmaps;
BYTE *realcolormaps;
BYTE *realfbcolormaps; //[SP] For fullbright use
size_t numfakecmaps;
@ -459,6 +461,11 @@ void R_DeinitColormaps ()
delete[] realcolormaps;
realcolormaps = NULL;
}
if (realfbcolormaps != NULL)
{
delete[] realfbcolormaps;
realfbcolormaps = NULL;
}
FreeSpecialLights();
}
@ -548,9 +555,20 @@ void R_InitColormaps ()
}
}
}
// [SP] Create a copy of the colormap
if (!realfbcolormaps)
{
realfbcolormaps = new BYTE[256*NUMCOLORMAPS*fakecmaps.Size()];
memcpy(realfbcolormaps, realcolormaps, 256*NUMCOLORMAPS*fakecmaps.Size());
}
NormalLight.Color = PalEntry (255, 255, 255);
NormalLight.Fade = 0;
NormalLight.Maps = realcolormaps;
FullNormalLight.Color = PalEntry (255, 255, 255);
FullNormalLight.Fade = 0;
FullNormalLight.Maps = realfbcolormaps;
NormalLightHasFixedLights = R_CheckForFixedLights(realcolormaps);
numfakecmaps = fakecmaps.Size();

View file

@ -80,6 +80,7 @@ extern BYTE DesaturateColormap[31][256];
extern "C"
{
extern FDynamicColormap NormalLight;
extern FDynamicColormap FullNormalLight;
}
extern bool NormalLightHasFixedLights;

View file

@ -57,6 +57,7 @@
CVAR(Bool, r_np2, true, 0)
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
//CVAR (Int, ty, 8, 0)
//CVAR (Int, tx, 8, 0)
@ -313,7 +314,7 @@ void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2)
rw_scalestep = ds->iscalestep;
if (fixedlightlev >= 0)
dc_colormap = basecolormap->Maps + fixedlightlev;
dc_colormap = (r_fullbrightignoresectorcolor) ? (FullNormalLight.Maps + fixedlightlev) : (basecolormap->Maps + fixedlightlev);
else if (fixedcolormap != NULL)
dc_colormap = fixedcolormap;
@ -630,7 +631,7 @@ void R_RenderFakeWall(drawseg_t *ds, int x1, int x2, F3DFloor *rover)
}
if (fixedlightlev >= 0)
dc_colormap = basecolormap->Maps + fixedlightlev;
dc_colormap = (r_fullbrightignoresectorcolor) ? (FullNormalLight.Maps + fixedlightlev) : (basecolormap->Maps + fixedlightlev);
else if (fixedcolormap != NULL)
dc_colormap = fixedcolormap;
@ -1788,7 +1789,7 @@ void R_RenderSegLoop ()
fixed_t xoffset = rw_offset;
if (fixedlightlev >= 0)
dc_colormap = basecolormap->Maps + fixedlightlev;
dc_colormap = (r_fullbrightignoresectorcolor) ? (FullNormalLight.Maps + fixedlightlev) : (basecolormap->Maps + fixedlightlev);
else if (fixedcolormap != NULL)
dc_colormap = fixedcolormap;
@ -3185,13 +3186,13 @@ static void R_RenderDecal (side_t *wall, DBaseDecal *decal, drawseg_t *clipper,
rereadcolormap = false;
}
rw_light = rw_lightleft + (x1 - WallC.sx1) * rw_lightstep;
rw_light = rw_lightleft + (x1 - savecoord.sx1) * rw_lightstep;
if (fixedlightlev >= 0)
dc_colormap = usecolormap->Maps + fixedlightlev;
dc_colormap = (r_fullbrightignoresectorcolor) ? (FullNormalLight.Maps + fixedlightlev) : (usecolormap->Maps + fixedlightlev);
else if (fixedcolormap != NULL)
dc_colormap = fixedcolormap;
else if (!foggy && (decal->RenderFlags & RF_FULLBRIGHT))
dc_colormap = usecolormap->Maps;
dc_colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : usecolormap->Maps;
else
calclighting = true;

View file

@ -77,10 +77,20 @@ void R_InitSkyMap ()
int skyheight;
FTexture *skytex1, *skytex2;
// Do not allow the null texture which has no bitmap and will crash.
if (sky1texture.isNull())
{
sky1texture = TexMan.CheckForTexture("-noflat-", FTexture::TEX_Any);
}
if (sky2texture.isNull())
{
sky2texture = TexMan.CheckForTexture("-noflat-", FTexture::TEX_Any);
}
skytex1 = TexMan(sky1texture, true);
skytex2 = TexMan(sky2texture, true);
if (skytex1 == NULL)
if (skytex1 == nullptr)
return;
if ((level.flags & LEVEL_DOUBLESKY) && skytex1->GetHeight() != skytex2->GetHeight())

View file

@ -1002,7 +1002,7 @@ void FTextureManager::UpdateAnimations (DWORD mstime)
template<> FSerializer &Serialize(FSerializer &arc, const char *key, FDoorAnimation *&p, FDoorAnimation **def)
{
FTextureID tex = p->BaseTexture;
FTextureID tex = p? p->BaseTexture : FNullTextureID();
Serialize(arc, key, tex, def ? &(*def)->BaseTexture : nullptr);
if (arc.isReading())
{

View file

@ -48,6 +48,7 @@
#include "v_palette.h"
#include "v_video.h"
#include "v_text.h"
#include "cmdlib.h"
#include "m_fixed.h"
#include "textures/textures.h"
#include "r_data/colormaps.h"
@ -138,7 +139,6 @@ struct strifemaptexture_t
struct FPatchLookup
{
FString Name;
FTexture *Texture;
};
@ -166,6 +166,7 @@ public:
int GetSourceLump() { return DefinitionLump; }
FTexture *GetRedirect(bool wantwarped);
FTexture *GetRawTexture();
void ResolvePatches();
protected:
BYTE *Pixels;
@ -185,8 +186,18 @@ protected:
TexPart();
};
struct TexInit
{
FString TexName;
int UseType = TEX_Null;
bool Silent = false;
bool HasLine = false;
FScriptPosition sc;
};
int NumParts;
TexPart *Parts;
TexInit *Inits;
bool bRedirect:1;
bool bTranslucentPatches:1;
@ -194,7 +205,7 @@ protected:
private:
void CheckForHacks ();
void ParsePatch(FScanner &sc, TexPart & part, bool silent, int usetype);
void ParsePatch(FScanner &sc, TexPart & part, TexInit &init);
};
//==========================================================================
@ -204,7 +215,7 @@ private:
//==========================================================================
FMultiPatchTexture::FMultiPatchTexture (const void *texdef, FPatchLookup *patchlookup, int maxpatchnum, bool strife, int deflumpnum)
: Pixels (0), Spans(0), Parts(0), bRedirect(false), bTranslucentPatches(false)
: Pixels (0), Spans(0), Parts(nullptr), Inits(nullptr), bRedirect(false), bTranslucentPatches(false)
{
union
{
@ -240,7 +251,8 @@ FMultiPatchTexture::FMultiPatchTexture (const void *texdef, FPatchLookup *patchl
}
UseType = FTexture::TEX_Wall;
Parts = NumParts > 0 ? new TexPart[NumParts] : NULL;
Parts = NumParts > 0 ? new TexPart[NumParts] : nullptr;
Inits = NumParts > 0 ? new TexInit[NumParts] : nullptr;
Width = SAFESHORT(mtexture.d->width);
Height = SAFESHORT(mtexture.d->height);
Name = (char *)mtexture.d->name;
@ -272,17 +284,9 @@ FMultiPatchTexture::FMultiPatchTexture (const void *texdef, FPatchLookup *patchl
}
Parts[i].OriginX = LittleShort(mpatch.d->originx);
Parts[i].OriginY = LittleShort(mpatch.d->originy);
Parts[i].Texture = patchlookup[LittleShort(mpatch.d->patch)].Texture;
if (Parts[i].Texture == NULL)
{
Printf(TEXTCOLOR_RED "Unknown patch %s in texture %s\n", patchlookup[LittleShort(mpatch.d->patch)].Name.GetChars(), Name.GetChars());
NumParts--;
i--;
}
else
{
Parts[i].Texture->bKeepAround = true;
}
Parts[i].Texture = nullptr;
Inits[i].TexName = patchlookup[LittleShort(mpatch.d->patch)].Name;
Inits[i].UseType = TEX_WallPatch;
if (strife)
mpatch.s++;
else
@ -295,17 +299,6 @@ FMultiPatchTexture::FMultiPatchTexture (const void *texdef, FPatchLookup *patchl
CheckForHacks ();
// If this texture is just a wrapper around a single patch, we can simply
// forward GetPixels() and GetColumn() calls to that patch.
if (NumParts == 1)
{
if (Parts->OriginX == 0 && Parts->OriginY == 0 &&
Parts->Texture->GetWidth() == Width &&
Parts->Texture->GetHeight() == Height)
{
bRedirect = true;
}
}
DefinitionLump = deflumpnum;
}
@ -327,6 +320,11 @@ FMultiPatchTexture::~FMultiPatchTexture ()
delete[] Parts;
Parts = NULL;
}
if (Inits != nullptr)
{
delete[] Inits;
Inits = nullptr;
}
if (Spans != NULL)
{
FreeSpans (Spans);
@ -864,19 +862,6 @@ void FTextureManager::AddTexturesLump (const void *lumpdata, int lumpsize, int d
pnames.Read(pname, 8);
pname[8] = '\0';
patchlookup[i].Name = pname;
FTextureID j = CheckForTexture (patchlookup[i].Name, FTexture::TEX_WallPatch);
if (j.isValid())
{
patchlookup[i].Texture = Textures[j.GetIndex()].Texture;
}
else
{
// Shareware Doom has the same PNAMES lump as the registered
// Doom, so printing warnings for patches that don't really
// exist isn't such a good idea.
//Printf ("Patch %s not found.\n", patchlookup[i].Name);
patchlookup[i].Texture = NULL;
}
}
}
@ -997,35 +982,13 @@ void FTextureManager::AddTexturesLumps (int lump1, int lump2, int patcheslump)
//
//==========================================================================
void FMultiPatchTexture::ParsePatch(FScanner &sc, TexPart & part, bool silent, int usetype)
void FMultiPatchTexture::ParsePatch(FScanner &sc, TexPart & part, TexInit &init)
{
FString patchname;
int Mirror = 0;
sc.MustGetString();
FTextureID texno = TexMan.CheckForTexture(sc.String, usetype);
int Mirror = 0;
if (!texno.isValid())
{
if (strlen(sc.String) <= 8 && !strpbrk(sc.String, "./"))
{
int lumpnum = Wads.CheckNumForName(sc.String, usetype == TEX_MiscPatch? ns_graphics : ns_patches);
if (lumpnum >= 0)
{
part.Texture = FTexture::CreateTexture(lumpnum, usetype);
TexMan.AddTexture(part.Texture);
}
}
}
else
{
part.Texture = TexMan[texno];
bComplex |= part.Texture->bComplex;
}
if (part.Texture == NULL)
{
if (!silent) sc.ScriptMessage(TEXTCOLOR_RED "Unknown patch '%s' in texture '%s'\n", sc.String, Name.GetChars());
}
init.TexName = sc.String;
sc.MustGetStringName(",");
sc.MustGetNumber();
part.OriginX = sc.Number;
@ -1208,6 +1171,7 @@ FMultiPatchTexture::FMultiPatchTexture (FScanner &sc, int usetype)
: Pixels (0), Spans(0), Parts(0), bRedirect(false), bTranslucentPatches(false)
{
TArray<TexPart> parts;
TArray<TexInit> inits;
bool bSilent = false;
bMultiPatch = true;
@ -1268,16 +1232,51 @@ FMultiPatchTexture::FMultiPatchTexture (FScanner &sc, int usetype)
else if (sc.Compare("Patch"))
{
TexPart part;
ParsePatch(sc, part, bSilent, TEX_WallPatch);
if (part.Texture != NULL) parts.Push(part);
TexInit init;
ParsePatch(sc, part, init);
if (init.TexName.IsNotEmpty())
{
parts.Push(part);
init.UseType = TEX_WallPatch;
init.Silent = bSilent;
init.HasLine = true;
init.sc = sc;
inits.Push(init);
}
part.Texture = NULL;
part.Translation = NULL;
}
else if (sc.Compare("Sprite"))
{
TexPart part;
TexInit init;
ParsePatch(sc, part, init);
if (init.TexName.IsNotEmpty())
{
parts.Push(part);
init.UseType = TEX_Sprite;
init.Silent = bSilent;
init.HasLine = true;
init.sc = sc;
inits.Push(init);
}
part.Texture = NULL;
part.Translation = NULL;
}
else if (sc.Compare("Graphic"))
{
TexPart part;
ParsePatch(sc, part, bSilent, TEX_MiscPatch);
if (part.Texture != NULL) parts.Push(part);
TexInit init;
ParsePatch(sc, part, init);
if (init.TexName.IsNotEmpty())
{
parts.Push(part);
init.UseType = TEX_MiscPatch;
init.Silent = bSilent;
init.HasLine = true;
init.sc = sc;
inits.Push(init);
}
part.Texture = NULL;
part.Translation = NULL;
}
@ -1298,21 +1297,10 @@ FMultiPatchTexture::FMultiPatchTexture (FScanner &sc, int usetype)
NumParts = parts.Size();
Parts = new TexPart[NumParts];
memcpy(Parts, &parts[0], NumParts * sizeof(*Parts));
//CalcBitSize ();
// If this texture is just a wrapper around a single patch, we can simply
// forward GetPixels() and GetColumn() calls to that patch.
if (NumParts == 1)
Inits = new TexInit[NumParts];
for (int i = 0; i < NumParts; i++)
{
if (Parts->OriginX == 0 && Parts->OriginY == 0 &&
Parts->Texture->GetWidth() == Width &&
Parts->Texture->GetHeight() == Height &&
Parts->Rotate == 0 &&
!bComplex)
{
bRedirect = true;
}
Inits[i] = inits[i];
}
}
@ -1329,6 +1317,58 @@ FMultiPatchTexture::FMultiPatchTexture (FScanner &sc, int usetype)
}
void FMultiPatchTexture::ResolvePatches()
{
if (Inits != nullptr)
{
for (int i = 0; i < NumParts; i++)
{
FTextureID texno = TexMan.CheckForTexture(Inits[i].TexName, Inits[i].UseType);
if (!texno.isValid())
{
if (!Inits[i].Silent)
{
if (Inits[i].HasLine) Inits[i].sc.Message(MSG_WARNING, "Unknown patch '%s' in texture '%s'\n", Inits[i].TexName.GetChars(), Name.GetChars());
else Printf(TEXTCOLOR_YELLOW "Unknown patch '%s' in texture '%s'\n", Inits[i].TexName.GetChars(), Name.GetChars());
}
}
else
{
Parts[i].Texture = TexMan[texno];
bComplex |= Parts[i].Texture->bComplex;
Parts[i].Texture->bKeepAround = true;
}
}
for (int i = 0; i < NumParts; i++)
{
if (Parts[i].Texture == nullptr)
{
memcpy(&Parts[i], &Parts[i + 1], NumParts - i - 1);
i--;
NumParts--;
}
}
}
delete[] Inits;
Inits = nullptr;
// If this texture is just a wrapper around a single patch, we can simply
// forward GetPixels() and GetColumn() calls to that patch.
if (NumParts == 1)
{
if (Parts->OriginX == 0 && Parts->OriginY == 0 &&
Parts->Texture->GetWidth() == Width &&
Parts->Texture->GetHeight() == Height &&
Parts->Rotate == 0 &&
!bComplex)
{
bRedirect = true;
}
}
}
void FTextureManager::ParseXTexture(FScanner &sc, int usetype)
{

View file

@ -981,6 +981,10 @@ void FTextureManager::Init()
{
AddTexturesForWad(i);
}
for (unsigned i = 0; i < Textures.Size(); i++)
{
Textures[i].Texture->ResolvePatches();
}
// Add one marker so that the last WAD is easier to handle and treat
// Build tiles as a completely separate block.

View file

@ -232,6 +232,7 @@ public:
int GetScaledTopOffset () { int foo = int((TopOffset * 2) / Scale.Y); return (foo >> 1) + (foo & 1); }
double GetScaledLeftOffsetDouble() { return LeftOffset / Scale.X; }
double GetScaledTopOffsetDouble() { return TopOffset / Scale.Y; }
virtual void ResolvePatches() {}
virtual void SetFrontSkyLayer();

View file

@ -2945,6 +2945,26 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, weaponslot, ISsssssssssssssssssssssssssssss
}
}
//==========================================================================
//
// [SP] Player.Viewbob
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, viewbob, F, PlayerPawn)
{
PROP_DOUBLE_PARM(z, 0);
// [SP] Hard limits. This is to prevent terrywads from making players sick.
// Remember - this messes with a user option who probably has it set a
// certain way for a reason. I think a 1.5 limit is pretty generous, but
// it may be safe to increase it. I really need opinions from people who
// could be affected by this.
if (z < 0.0 || z > 1.5)
{
I_Error("ViewBob must be between 0.0 and 1.5.");
}
defaults->ViewBob = z;
}
//==========================================================================
//
//==========================================================================

View file

@ -11,21 +11,21 @@
#if COMPGOTO
#define OP(x) x
#define NEXTOP do { unsigned op = pc->op; a = pc->a; pc++; goto *ops[op]; } while(0)
#define NEXTOP do { pc++; unsigned op = pc->op; a = pc->a; goto *ops[op]; } while(0)
#else
#define OP(x) case OP_##x
#define NEXTOP break
#define NEXTOP pc++; break
#endif
#define luai_nummod(a,b) ((a) - floor((a)/(b))*(b))
#define A (pc[-1].a)
#define B (pc[-1].b)
#define C (pc[-1].c)
#define Cs (pc[-1].cs)
#define BC (pc[-1].i16u)
#define BCs (pc[-1].i16)
#define ABCs (pc[-1].i24)
#define A (pc[0].a)
#define B (pc[0].b)
#define C (pc[0].c)
#define Cs (pc[0].cs)
#define BC (pc[0].i16u)
#define BCs (pc[0].i16)
#define ABCs (pc[0].i24)
#define JMPOFS(x) ((x)->i24)
#define KC (konstd[C])
@ -48,8 +48,8 @@
#define CMPJMP(test) \
if ((test) == (a & CMP_CHECK)) { \
assert(pc->op == OP_JMP); \
pc += 1 + JMPOFS(pc); \
assert(pc[1].op == OP_JMP); \
pc += 1 + JMPOFS(pc+1); \
} else { \
pc += 1; \
}

View file

@ -52,11 +52,17 @@ begin:
{
#if !COMPGOTO
VM_UBYTE op;
for(;;) switch(op = pc->op, a = pc->a, pc++, op)
for(;;) switch(op = pc->op, a = pc->a, op)
#else
pc--;
NEXTOP;
#endif
{
#if !COMPGOTO
default:
assert(0 && "Undefined opcode hit");
NEXTOP;
#endif
OP(LI):
ASSERTD(a);
reg.d[a] = BCs;
@ -367,13 +373,13 @@ begin:
}
NEXTOP;
OP(JMP):
pc += JMPOFS(pc - 1);
pc += JMPOFS(pc);
NEXTOP;
OP(IJMP):
ASSERTD(a);
pc += (BCs + reg.d[a]);
assert(pc->op == OP_JMP);
pc += 1 + JMPOFS(pc);
assert(pc[1].op == OP_JMP);
pc += 1 + JMPOFS(pc+1);
NEXTOP;
OP(PARAMI):
assert(f->NumParam < sfunc->MaxParam);
@ -490,7 +496,7 @@ begin:
VMReturn returns[MAX_RETURNS];
int numret;
FillReturns(reg, f, returns, pc, C);
FillReturns(reg, f, returns, pc+1, C);
if (call->Native)
{
numret = static_cast<VMNativeFunction *>(call)->NativeCall(stack, reg.param + f->NumParam - B, B, returns, C);
@ -603,8 +609,8 @@ begin:
{
THROW(X_TOO_MANY_TRIES);
}
assert((pc + JMPOFS(pc - 1))->op == OP_CATCH);
exception_frames[try_depth++] = pc + JMPOFS(pc - 1);
assert((pc + JMPOFS(pc) + 1)->op == OP_CATCH);
exception_frames[try_depth++] = pc + JMPOFS(pc) + 1;
NEXTOP;
OP(UNTRY):
assert(a <= try_depth);
@ -704,8 +710,8 @@ begin:
}
if (cmp == (a & CMP_CHECK))
{
assert(pc->op == OP_JMP);
pc += 1 + JMPOFS(pc);
assert(pc[1].op == OP_JMP);
pc += 1 + JMPOFS(pc+1);
}
else
{

View file

@ -33,6 +33,7 @@ Actor PlayerPawn : Actor native
Player.MugShotMaxHealth 0
Player.FlechetteType "ArtiPoisonBag3"
Player.AirCapacity 1
Player.ViewBob 1
Obituary "$OB_MPDEFAULT"
}

View file

@ -1787,6 +1787,7 @@ DSPLYMNU_PICKUPFADE = "Pickup Flash Intensity";
DSPLYMNU_PALLETEHACK = "DirectDraw palette hack"; // Not used
DSPLYMNU_ATTACHEDSURFACES = "Use attached surfaces"; // Not used
DSPLYMNU_SKYMODE = "Sky render mode";
DSPLYMNU_GZDFULLBRIGHT = "Fullbright overrides sector color";
DSPLYMNU_DRAWFUZZ = "Use fuzz effect";
DSPLYMNU_TRANSSOUL = "Lost Soul translucency";
DSPLYMNU_FAKECONTRAST = "Use fake contrast";

View file

@ -696,6 +696,7 @@ OptionMenu "VideoOptions"
}
Option "$DSPLYMNU_SKYMODE", "r_skymode", "SkyModes"
Option "$DSPLYMNU_GZDFULLBRIGHT", "r_fullbrightignoresectorcolor", "OnOff"
Option "$DSPLYMNU_DRAWFUZZ", "r_drawfuzz", "Fuzziness"
Slider "$DSPLYMNU_TRANSSOUL", "transsouls", 0.25, 1.0, 0.05, 2
Option "$DSPLYMNU_FAKECONTRAST", "r_fakecontrast", "Contrast"

View file

@ -142,16 +142,19 @@ float diffuseContribution(vec3 lightDirection, vec3 normal)
//
//===========================================================================
float pointLightAttenuation(vec4 lightpos)
float pointLightAttenuation(vec4 lightpos, float attenuate)
{
float attenuation = max(lightpos.w - distance(pixelpos.xyz, lightpos.xyz),0.0) / lightpos.w;
#if 0
if (attenuate == 0.0)
{
return attenuation;
#else
}
else
{
vec3 lightDirection = normalize(lightpos.xyz - pixelpos.xyz);
float diffuseAmount = diffuseContribution(lightDirection, normalize(vWorldNormal.xyz));
return attenuation * diffuseAmount;
#endif
}
}
//===========================================================================
@ -229,7 +232,7 @@ vec4 getLightColor(float fogdist, float fogfactor)
vec4 lightpos = lights[i];
vec4 lightcolor = lights[i+1];
lightcolor.rgb *= pointLightAttenuation(lightpos);
lightcolor.rgb *= pointLightAttenuation(lightpos, lightcolor.a);
dynlight.rgb += lightcolor.rgb;
}
//
@ -240,7 +243,7 @@ vec4 getLightColor(float fogdist, float fogfactor)
vec4 lightpos = lights[i];
vec4 lightcolor = lights[i+1];
lightcolor.rgb *= pointLightAttenuation(lightpos);
lightcolor.rgb *= pointLightAttenuation(lightpos, lightcolor.a);
dynlight.rgb -= lightcolor.rgb;
}
}
@ -322,7 +325,7 @@ void main()
vec4 lightpos = lights[i];
vec4 lightcolor = lights[i+1];
lightcolor.rgb *= pointLightAttenuation(lightpos);
lightcolor.rgb *= pointLightAttenuation(lightpos, lightcolor.a);
addlight.rgb += lightcolor.rgb;
}
frag.rgb = clamp(frag.rgb + desaturate(addlight).rgb, 0.0, 1.0);