# Conflicts:
#	src/r_things.cpp
This commit is contained in:
nashmuhandes 2016-07-31 22:05:37 +08:00
commit f045a44706
68 changed files with 2725 additions and 703 deletions

View file

@ -771,6 +771,7 @@ set( FASTMATH_SOURCES
gl/renderer/gl_renderstate.cpp
gl/renderer/gl_renderbuffers.cpp
gl/renderer/gl_lightdata.cpp
gl/renderer/gl_postprocess.cpp
gl/hqnx/init.cpp
gl/hqnx/hq2x.cpp
gl/hqnx/hq3x.cpp
@ -815,6 +816,9 @@ set( FASTMATH_SOURCES
gl/shaders/gl_texshader.cpp
gl/shaders/gl_shaderprogram.cpp
gl/shaders/gl_presentshader.cpp
gl/shaders/gl_bloomshader.cpp
gl/shaders/gl_blurshader.cpp
gl/shaders/gl_tonemapshader.cpp
gl/system/gl_interface.cpp
gl/system/gl_framebuffer.cpp
gl/system/gl_menu.cpp

View file

@ -381,6 +381,9 @@ enum ActorFlag7
MF7_LAXTELEFRAGDMG = 0x00100000, // [MC] Telefrag damage can be reduced.
MF7_ICESHATTER = 0x00200000, // [MC] Shatters ice corpses regardless of damagetype.
MF7_ALLOWTHRUFLAGS = 0x00400000, // [MC] Allow THRUACTORS and the likes on puffs to prevent mod breakage.
MF7_USEKILLSCRIPTS = 0x00800000, // [JM] Use "KILL" Script on death if not forced by GameInfo.
MF7_NOKILLSCRIPTS = 0x01000000, // [JM] No "KILL" Script on death whatsoever, even if forced by GameInfo.
MF7_SPRITEANGLE = 0x02000000, // [MC] Utilize the SpriteAngle property and lock the rotation to the degrees specified.
};
// --- mobj.renderflags ---
@ -977,6 +980,8 @@ public:
DVector3 __Pos; // double underscores so that it won't get used by accident. Access to this should be exclusively through the designated access functions.
DVector3 OldRenderPos;
DAngle SpriteAngle;
DAngle SpriteRotation;
DRotator Angles;
DVector3 Vel;
double Speed;

View file

@ -378,6 +378,8 @@ enum
WIF_MELEEWEAPON = 0x00008000, // melee weapon. Used by bots and monster AI.
WIF_DEHAMMO = 0x00010000, // Uses Doom's original amount of ammo for the respective attack functions so that old DEHACKED patches work as intended.
// AmmoUse1 will be set to the first attack's ammo use so that checking for empty weapons still works
WIF_NODEATHDESELECT = 0x00020000, // Don't jump to the Deselect state when the player dies
WIF_NODEATHINPUT = 0x00040000, // The weapon cannot be fired/reloaded/whatever when the player is dead
WIF_CHEATNOTWEAPON = 0x08000000, // Give cheat considers this not a weapon (used by Sigil)
// Flags used only by bot AI:

View file

@ -539,6 +539,38 @@ static void AddAmmoToList(AWeapon * weapdef)
}
}
static int GetDigitCount(int value)
{
int digits = 0;
do
{
value /= 10;
++digits;
}
while (0 != value);
return digits;
}
static void GetAmmoTextLengths(player_t *CPlayer, int& ammocur, int& ammomax)
{
for (auto type : orderedammos)
{
AAmmo * ammoitem = static_cast<AAmmo*>(CPlayer->mo->FindInventory(type));
AAmmo * inv = nullptr == ammoitem
? static_cast<AAmmo*>(GetDefaultByType(type))
: ammoitem;
assert(nullptr != inv);
ammocur = MAX(ammocur, nullptr == ammoitem ? 0 : ammoitem->Amount);
ammomax = MAX(ammomax, inv->MaxAmount);
}
ammocur = GetDigitCount(ammocur);
ammomax = GetDigitCount(ammomax);
}
static int DrawAmmo(player_t *CPlayer, int x, int y)
{
@ -586,7 +618,13 @@ static int DrawAmmo(player_t *CPlayer, int x, int y)
// ok, we got all ammo types. Now draw the list back to front (bottom to top)
int def_width = ConFont->StringWidth("000/000");
int ammocurlen = 0;
int ammomaxlen = 0;
GetAmmoTextLengths(CPlayer, ammocurlen, ammomaxlen);
mysnprintf(buf, countof(buf), "%0*d/%0*d", ammocurlen, 0, ammomaxlen, 0);
int def_width = ConFont->StringWidth(buf);
int yadd = ConFont->GetHeight();
int xtext = x - def_width;
@ -618,7 +656,7 @@ static int DrawAmmo(player_t *CPlayer, int x, int y)
int maxammo = inv->MaxAmount;
int ammo = ammoitem? ammoitem->Amount : 0;
mysnprintf(buf, countof(buf), "%3d/%3d", ammo, maxammo);
mysnprintf(buf, countof(buf), "%*d/%*d", ammocurlen, ammo, ammomaxlen, maxammo);
int tex_width= clamp<int>(ConFont->StringWidth(buf)-def_width, 0, 1000);

View file

@ -354,6 +354,7 @@ void FMapInfoParser::ParseGameInfo()
GAMEINFOKEY_PATCH(mStatscreenFinishedFont, "statscreen_finishedpatch")
GAMEINFOKEY_PATCH(mStatscreenEnteringFont, "statscreen_enteringpatch")
GAMEINFOKEY_BOOL(norandomplayerclass, "norandomplayerclass")
GAMEINFOKEY_BOOL(forcekillscripts, "forcekillscripts") // [JM] Force kill scripts on thing death. (MF7_NOKILLSCRIPTS overrides.)
else
{

View file

@ -173,6 +173,7 @@ struct gameinfo_t
FGIFont mStatscreenFinishedFont;
FGIFont mStatscreenEnteringFont;
bool norandomplayerclass;
bool forcekillscripts;
const char *GetFinalePage(unsigned int num) const;
};

View file

@ -705,28 +705,25 @@ bool GLWall::PrepareLight(ADynamicLight * light, int pass)
return false;
}
if (tcs != NULL)
Vector t1;
int outcnt[4] = { 0,0,0,0 };
for (int i = 0; i<4; i++)
{
Vector t1;
int outcnt[4] = { 0,0,0,0 };
t1.Set(&vtx[i * 3]);
Vector nearToVert = t1 - nearPt;
tcs[i].u = (nearToVert.Dot(right) * scale) + 0.5f;
tcs[i].v = (nearToVert.Dot(up) * scale) + 0.5f;
for (int i = 0; i<4; i++)
{
t1.Set(&vtx[i * 3]);
Vector nearToVert = t1 - nearPt;
tcs[i].u = (nearToVert.Dot(right) * scale) + 0.5f;
tcs[i].v = (nearToVert.Dot(up) * scale) + 0.5f;
// quick check whether the light touches this polygon
if (tcs[i].u<0) outcnt[0]++;
if (tcs[i].u>1) outcnt[1]++;
if (tcs[i].v<0) outcnt[2]++;
if (tcs[i].v>1) outcnt[3]++;
// quick check whether the light touches this polygon
if (tcs[i].u<0) outcnt[0]++;
if (tcs[i].u>1) outcnt[1]++;
if (tcs[i].v<0) outcnt[2]++;
if (tcs[i].v>1) outcnt[3]++;
}
// The light doesn't touch this polygon
if (outcnt[0] == 4 || outcnt[1] == 4 || outcnt[2] == 4 || outcnt[3] == 4) return false;
}
// The light doesn't touch this polygon
if (outcnt[0] == 4 || outcnt[1] == 4 || outcnt[2] == 4 || outcnt[3] == 4) return false;
draw_dlight++;
return true;

View file

@ -0,0 +1,386 @@
/*
** gl_postprocess.cpp
** Post processing effects in the render pipeline
**
**---------------------------------------------------------------------------
** Copyright 2016 Magnus Norddahl
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
** covered by the terms of the GNU Lesser General Public License as published
** by the Free Software Foundation; either version 2.1 of the License, or (at
** your option) any later version.
** 5. Full disclosure of the entire project's source code, except for third
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "gl/system/gl_system.h"
#include "gi.h"
#include "m_png.h"
#include "m_random.h"
#include "st_stuff.h"
#include "dobject.h"
#include "doomstat.h"
#include "g_level.h"
#include "r_data/r_interpolate.h"
#include "r_utility.h"
#include "d_player.h"
#include "p_effect.h"
#include "sbar.h"
#include "po_man.h"
#include "r_utility.h"
#include "a_hexenglobal.h"
#include "p_local.h"
#include "gl/gl_functions.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_cvars.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/renderer/gl_renderbuffers.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/data/gl_data.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/shaders/gl_bloomshader.h"
#include "gl/shaders/gl_blurshader.h"
#include "gl/shaders/gl_tonemapshader.h"
#include "gl/shaders/gl_presentshader.h"
//==========================================================================
//
// CVARs
//
//==========================================================================
CVAR(Bool, gl_bloom, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
CVAR(Float, gl_bloom_amount, 1.4f, 0)
CVAR(Float, gl_exposure, 0.0f, 0)
CUSTOM_CVAR(Int, gl_tonemap, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
if (self < 0 || self > 4)
self = 0;
}
CUSTOM_CVAR(Int, gl_bloom_kernel_size, 7, 0)
{
if (self < 3 || self > 15 || self % 2 == 0)
self = 7;
}
EXTERN_CVAR(Float, vid_brightness)
EXTERN_CVAR(Float, vid_contrast)
//-----------------------------------------------------------------------------
//
// Adds bloom contribution to scene texture
//
//-----------------------------------------------------------------------------
void FGLRenderer::BloomScene()
{
// Only bloom things if enabled and no special fixed light mode is active
if (!gl_bloom || !FGLRenderBuffers::IsEnabled() || gl_fixedcolormap != CM_DEFAULT)
return;
const float blurAmount = gl_bloom_amount;
int sampleCount = gl_bloom_kernel_size;
// TBD: Maybe need a better way to share state with other parts of the pipeline
GLint activeTex, textureBinding, samplerBinding;
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
glActiveTexture(GL_TEXTURE0);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
if (gl.flags & RFL_SAMPLER_OBJECTS)
{
glGetIntegerv(GL_SAMPLER_BINDING, &samplerBinding);
glBindSampler(0, 0);
}
GLboolean blendEnabled, scissorEnabled;
GLint currentProgram, blendEquationRgb, blendEquationAlpha, blendSrcRgb, blendSrcAlpha, blendDestRgb, blendDestAlpha;
glGetBooleanv(GL_BLEND, &blendEnabled);
glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
glGetIntegerv(GL_CURRENT_PROGRAM, &currentProgram);
glGetIntegerv(GL_BLEND_EQUATION_RGB, &blendEquationRgb);
glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &blendEquationAlpha);
glGetIntegerv(GL_BLEND_SRC_RGB, &blendSrcRgb);
glGetIntegerv(GL_BLEND_SRC_ALPHA, &blendSrcAlpha);
glGetIntegerv(GL_BLEND_DST_RGB, &blendDestRgb);
glGetIntegerv(GL_BLEND_DST_ALPHA, &blendDestAlpha);
glDisable(GL_BLEND);
glDisable(GL_SCISSOR_TEST);
const auto &level0 = mBuffers->BloomLevels[0];
// Extract blooming pixels from scene texture:
glBindFramebuffer(GL_FRAMEBUFFER, level0.VFramebuffer);
glViewport(0, 0, level0.Width, level0.Height);
mBuffers->BindSceneTexture(0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
mBloomExtractShader->Bind();
mBloomExtractShader->SceneTexture.Set(0);
mBloomExtractShader->Exposure.Set(mCameraExposure);
{
FFlatVertex *ptr = mVBO->GetBuffer();
ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
ptr->Set(-1.0f, 1.0f, 0, 0.0f, 1.0f); ptr++;
ptr->Set(1.0f, -1.0f, 0, 1.0f, 0.0f); ptr++;
ptr->Set(1.0f, 1.0f, 0, 1.0f, 1.0f); ptr++;
mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Blur and downscale:
for (int i = 0; i < FGLRenderBuffers::NumBloomLevels - 1; i++)
{
const auto &level = mBuffers->BloomLevels[i];
const auto &next = mBuffers->BloomLevels[i + 1];
mBlurShader->BlurHorizontal(mVBO, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
mBlurShader->BlurVertical(mVBO, blurAmount, sampleCount, level.HTexture, next.VFramebuffer, next.Width, next.Height);
}
// Blur and upscale:
for (int i = FGLRenderBuffers::NumBloomLevels - 1; i > 0; i--)
{
const auto &level = mBuffers->BloomLevels[i];
const auto &next = mBuffers->BloomLevels[i - 1];
mBlurShader->BlurHorizontal(mVBO, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
mBlurShader->BlurVertical(mVBO, blurAmount, sampleCount, level.HTexture, level.VFramebuffer, level.Width, level.Height);
// Linear upscale:
glBindFramebuffer(GL_FRAMEBUFFER, next.VFramebuffer);
glViewport(0, 0, next.Width, next.Height);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, level.VTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
mBloomCombineShader->Bind();
mBloomCombineShader->BloomTexture.Set(0);
{
FFlatVertex *ptr = mVBO->GetBuffer();
ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
ptr->Set(-1.0f, 1.0f, 0, 0.0f, 1.0f); ptr++;
ptr->Set(1.0f, -1.0f, 0, 1.0f, 0.0f); ptr++;
ptr->Set(1.0f, 1.0f, 0, 1.0f, 1.0f); ptr++;
mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
}
}
mBlurShader->BlurHorizontal(mVBO, blurAmount, sampleCount, level0.VTexture, level0.HFramebuffer, level0.Width, level0.Height);
mBlurShader->BlurVertical(mVBO, blurAmount, sampleCount, level0.HTexture, level0.VFramebuffer, level0.Width, level0.Height);
// Add bloom back to scene texture:
mBuffers->BindSceneTextureFB();
glViewport(0, 0, mOutputViewport.width, mOutputViewport.height);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, level0.VTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
mBloomCombineShader->Bind();
mBloomCombineShader->BloomTexture.Set(0);
{
FFlatVertex *ptr = mVBO->GetBuffer();
ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
ptr->Set(-1.0f, 1.0f, 0, 0.0f, 1.0f); ptr++;
ptr->Set(1.0f, -1.0f, 0, 1.0f, 0.0f); ptr++;
ptr->Set(1.0f, 1.0f, 0, 1.0f, 1.0f); ptr++;
mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
}
if (blendEnabled)
glEnable(GL_BLEND);
if (scissorEnabled)
glEnable(GL_SCISSOR_TEST);
glBlendEquationSeparate(blendEquationRgb, blendEquationAlpha);
glBlendFuncSeparate(blendSrcRgb, blendDestRgb, blendSrcAlpha, blendDestAlpha);
glUseProgram(currentProgram);
glBindTexture(GL_TEXTURE_2D, textureBinding);
if (gl.flags & RFL_SAMPLER_OBJECTS)
glBindSampler(0, samplerBinding);
glActiveTexture(activeTex);
}
//-----------------------------------------------------------------------------
//
// Tonemap scene texture and place the result in the HUD/2D texture
//
//-----------------------------------------------------------------------------
void FGLRenderer::TonemapScene()
{
if (gl_tonemap == 0)
return;
GLint activeTex, textureBinding, samplerBinding;
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
glActiveTexture(GL_TEXTURE0);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
if (gl.flags & RFL_SAMPLER_OBJECTS)
{
glGetIntegerv(GL_SAMPLER_BINDING, &samplerBinding);
glBindSampler(0, 0);
}
GLboolean blendEnabled, scissorEnabled;
glGetBooleanv(GL_BLEND, &blendEnabled);
glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
glDisable(GL_BLEND);
glDisable(GL_SCISSOR_TEST);
mBuffers->BindHudFB();
mBuffers->BindSceneTexture(0);
mTonemapShader->Bind();
mTonemapShader->SceneTexture.Set(0);
mTonemapShader->Exposure.Set(mCameraExposure);
FFlatVertex *ptr = mVBO->GetBuffer();
ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
ptr->Set(-1.0f, 1.0f, 0, 0.0f, 1.0f); ptr++;
ptr->Set(1.0f, -1.0f, 0, 1.0f, 0.0f); ptr++;
ptr->Set(1.0f, 1.0f, 0, 1.0f, 1.0f); ptr++;
mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
if (blendEnabled)
glEnable(GL_BLEND);
if (scissorEnabled)
glEnable(GL_SCISSOR_TEST);
glBindTexture(GL_TEXTURE_2D, textureBinding);
if (gl.flags & RFL_SAMPLER_OBJECTS)
glBindSampler(0, samplerBinding);
glActiveTexture(activeTex);
}
//-----------------------------------------------------------------------------
//
// Gamma correct while copying to frame buffer
//
//-----------------------------------------------------------------------------
void FGLRenderer::Flush()
{
if (FGLRenderBuffers::IsEnabled())
{
glDisable(GL_MULTISAMPLE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
GLboolean blendEnabled;
GLint currentProgram;
GLint activeTex, textureBinding, samplerBinding;
glGetBooleanv(GL_BLEND, &blendEnabled);
glGetIntegerv(GL_CURRENT_PROGRAM, &currentProgram);
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
glActiveTexture(GL_TEXTURE0);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
if (gl.flags & RFL_SAMPLER_OBJECTS)
{
glGetIntegerv(GL_SAMPLER_BINDING, &samplerBinding);
glBindSampler(0, 0);
}
mBuffers->BindOutputFB();
// Calculate letterbox
int clientWidth = framebuffer->GetClientWidth();
int clientHeight = framebuffer->GetClientHeight();
float scaleX = clientWidth / (float)mOutputViewport.width;
float scaleY = clientHeight / (float)mOutputViewport.height;
float scale = MIN(scaleX, scaleY);
int width = (int)round(mOutputViewport.width * scale);
int height = (int)round(mOutputViewport.height * scale);
int x = (clientWidth - width) / 2;
int y = (clientHeight - height) / 2;
// Black bars around the box:
glViewport(0, 0, clientWidth, clientHeight);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_SCISSOR_TEST);
if (y > 0)
{
glScissor(0, 0, clientWidth, y);
glClear(GL_COLOR_BUFFER_BIT);
}
if (clientHeight - y - height > 0)
{
glScissor(0, y + height, clientWidth, clientHeight - y - height);
glClear(GL_COLOR_BUFFER_BIT);
}
if (x > 0)
{
glScissor(0, y, x, height);
glClear(GL_COLOR_BUFFER_BIT);
}
if (clientWidth - x - width > 0)
{
glScissor(x + width, y, clientWidth - x - width, height);
glClear(GL_COLOR_BUFFER_BIT);
}
glDisable(GL_SCISSOR_TEST);
// Present what was rendered:
glViewport(x, y, width, height);
glDisable(GL_BLEND);
mPresentShader->Bind();
mPresentShader->InputTexture.Set(0);
if (framebuffer->IsHWGammaActive())
{
mPresentShader->Gamma.Set(1.0f);
mPresentShader->Contrast.Set(1.0f);
mPresentShader->Brightness.Set(0.0f);
}
else
{
mPresentShader->Gamma.Set(clamp<float>(Gamma, 0.1f, 4.f));
mPresentShader->Contrast.Set(clamp<float>(vid_contrast, 0.1f, 3.f));
mPresentShader->Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
}
mBuffers->BindHudTexture(0);
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
ptr->Set(-1.0f, 1.0f, 0, 0.0f, 1.0f); ptr++;
ptr->Set(1.0f, -1.0f, 0, 1.0f, 0.0f); ptr++;
ptr->Set(1.0f, 1.0f, 0, 1.0f, 1.0f); ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
if (blendEnabled)
glEnable(GL_BLEND);
glUseProgram(currentProgram);
glBindTexture(GL_TEXTURE_2D, textureBinding);
if (gl.flags & RFL_SAMPLER_OBJECTS)
glBindSampler(0, samplerBinding);
glActiveTexture(activeTex);
}
}

View file

@ -53,6 +53,9 @@
#include "i_system.h"
#include "doomerrors.h"
CVAR(Int, gl_multisample, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
//==========================================================================
//
// Initialize render buffers and textures used in rendering passes
@ -72,12 +75,60 @@ FGLRenderBuffers::FGLRenderBuffers()
FGLRenderBuffers::~FGLRenderBuffers()
{
if (mSceneFB != 0)
glDeleteFramebuffers(1, &mSceneFB);
if (mSceneTexture != 0)
glDeleteTextures(1, &mSceneTexture);
if (mSceneDepthStencil != 0)
glDeleteRenderbuffers(1, &mSceneDepthStencil);
ClearScene();
ClearHud();
ClearBloom();
}
void FGLRenderBuffers::ClearScene()
{
DeleteFrameBuffer(mSceneFB);
DeleteFrameBuffer(mSceneTextureFB);
DeleteRenderBuffer(mSceneMultisample);
DeleteRenderBuffer(mSceneDepthStencil);
DeleteRenderBuffer(mSceneDepth);
DeleteRenderBuffer(mSceneStencil);
DeleteTexture(mSceneTexture);
}
void FGLRenderBuffers::ClearHud()
{
DeleteFrameBuffer(mHudFB);
DeleteTexture(mHudTexture);
}
void FGLRenderBuffers::ClearBloom()
{
for (int i = 0; i < NumBloomLevels; i++)
{
auto &level = BloomLevels[i];
DeleteFrameBuffer(level.HFramebuffer);
DeleteFrameBuffer(level.VFramebuffer);
DeleteTexture(level.HTexture);
DeleteTexture(level.VTexture);
level = FGLBloomTextureLevel();
}
}
void FGLRenderBuffers::DeleteTexture(GLuint &handle)
{
if (handle != 0)
glDeleteTextures(1, &handle);
handle = 0;
}
void FGLRenderBuffers::DeleteRenderBuffer(GLuint &handle)
{
if (handle != 0)
glDeleteRenderbuffers(1, &handle);
handle = 0;
}
void FGLRenderBuffers::DeleteFrameBuffer(GLuint &handle)
{
if (handle != 0)
glDeleteFramebuffers(1, &handle);
handle = 0;
}
//==========================================================================
@ -89,44 +140,271 @@ FGLRenderBuffers::~FGLRenderBuffers()
void FGLRenderBuffers::Setup(int width, int height)
{
if (width <= mWidth && height <= mHeight)
return;
int samples = GetCvarSamples();
if (mSceneFB != 0)
glDeleteFramebuffers(1, &mSceneFB);
if (mSceneTexture != 0)
glDeleteTextures(1, &mSceneTexture);
if (mSceneDepthStencil != 0)
glDeleteRenderbuffers(1, &mSceneDepthStencil);
if (width == mWidth && height == mHeight && mSamples != samples)
{
CreateScene(mWidth, mHeight, samples);
mSamples = samples;
}
else if (width > mWidth || height > mHeight)
{
CreateScene(width, height, samples);
CreateHud(width, height);
CreateBloom(width, height);
mWidth = width;
mHeight = height;
mSamples = samples;
}
glGenFramebuffers(1, &mSceneFB);
glGenTextures(1, &mSceneTexture);
glGenRenderbuffers(1, &mSceneDepthStencil);
glBindTexture(GL_TEXTURE_2D, mSceneTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindRenderbuffer(GL_RENDERBUFFER, mSceneDepthStencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mSceneTexture, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mSceneDepthStencil);
glBindFramebuffer(GL_FRAMEBUFFER, mOutputFB);
mWidth = width;
mHeight = height;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
//==========================================================================
//
// Makes the scene frame buffer active
// Creates the scene buffers
//
//==========================================================================
void FGLRenderBuffers::CreateScene(int width, int height, int samples)
{
ClearScene();
mSceneTexture = Create2DTexture(GetHdrFormat(), width, height);
mSceneTextureFB = CreateFrameBuffer(mSceneTexture);
if (samples > 1)
mSceneMultisample = CreateRenderBuffer(GetHdrFormat(), samples, width, height);
if ((gl.flags & RFL_NO_DEPTHSTENCIL) != 0)
{
mSceneDepth = CreateRenderBuffer(GL_DEPTH_COMPONENT24, samples, width, height);
mSceneStencil = CreateRenderBuffer(GL_STENCIL_INDEX8, samples, width, height);
mSceneFB = CreateFrameBuffer(samples > 1 ? mSceneMultisample : mSceneTexture, mSceneDepth, mSceneStencil, samples > 1);
}
else
{
mSceneDepthStencil = CreateRenderBuffer(GL_DEPTH24_STENCIL8, samples, width, height);
mSceneFB = CreateFrameBuffer(samples > 1 ? mSceneMultisample : mSceneTexture, mSceneDepthStencil, samples > 1);
}
}
//==========================================================================
//
// Creates the post-tonemapping-step buffers
//
//==========================================================================
void FGLRenderBuffers::CreateHud(int width, int height)
{
ClearHud();
mHudTexture = Create2DTexture(GetHdrFormat(), width, height);
mHudFB = CreateFrameBuffer(mHudTexture);
}
//==========================================================================
//
// Creates bloom pass working buffers
//
//==========================================================================
void FGLRenderBuffers::CreateBloom(int width, int height)
{
ClearBloom();
int bloomWidth = MAX(width / 2, 1);
int bloomHeight = MAX(height / 2, 1);
for (int i = 0; i < NumBloomLevels; i++)
{
auto &level = BloomLevels[i];
level.Width = MAX(bloomWidth / 2, 1);
level.Height = MAX(bloomHeight / 2, 1);
level.VTexture = Create2DTexture(GetHdrFormat(), level.Width, level.Height);
level.HTexture = Create2DTexture(GetHdrFormat(), level.Width, level.Height);
level.VFramebuffer = CreateFrameBuffer(level.VTexture);
level.HFramebuffer = CreateFrameBuffer(level.HTexture);
bloomWidth = level.Width;
bloomHeight = level.Height;
}
}
//==========================================================================
//
// Fallback support for older OpenGL where RGBA16F might not be available
//
//==========================================================================
GLuint FGLRenderBuffers::GetHdrFormat()
{
return ((gl.flags & RFL_NO_RGBA16F) != 0) ? GL_RGBA8 : GL_RGBA16F;
}
//==========================================================================
//
// Converts the CVAR multisample value into a valid level for OpenGL
//
//==========================================================================
int FGLRenderBuffers::GetCvarSamples()
{
int maxSamples = 0;
glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
int samples = clamp((int)gl_multisample, 0, maxSamples);
int count;
for (count = 0; samples > 0; count++)
samples >>= 1;
return count;
}
//==========================================================================
//
// Creates a 2D texture defaulting to linear filtering and clamp to edge
//
//==========================================================================
GLuint FGLRenderBuffers::Create2DTexture(GLuint format, int width, int height)
{
GLuint type = (format == GL_RGBA16F) ? GL_FLOAT : GL_UNSIGNED_BYTE;
GLuint handle = 0;
glGenTextures(1, &handle);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, handle);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, GL_RGBA, type, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
return handle;
}
//==========================================================================
//
// Creates a render buffer
//
//==========================================================================
GLuint FGLRenderBuffers::CreateRenderBuffer(GLuint format, int width, int height)
{
GLuint handle = 0;
glGenRenderbuffers(1, &handle);
glBindRenderbuffer(GL_RENDERBUFFER, handle);
glRenderbufferStorage(GL_RENDERBUFFER, format, width, height);
return handle;
}
GLuint FGLRenderBuffers::CreateRenderBuffer(GLuint format, int samples, int width, int height)
{
if (samples <= 1)
return CreateRenderBuffer(format, width, height);
GLuint handle = 0;
glGenRenderbuffers(1, &handle);
glBindRenderbuffer(GL_RENDERBUFFER, handle);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, format, width, height);
return handle;
}
//==========================================================================
//
// Creates a frame buffer
//
//==========================================================================
GLuint FGLRenderBuffers::CreateFrameBuffer(GLuint colorbuffer)
{
GLuint handle = 0;
glGenFramebuffers(1, &handle);
glBindFramebuffer(GL_FRAMEBUFFER, handle);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
CheckFrameBufferCompleteness();
return handle;
}
GLuint FGLRenderBuffers::CreateFrameBuffer(GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer)
{
GLuint handle = 0;
glGenFramebuffers(1, &handle);
glBindFramebuffer(GL_FRAMEBUFFER, handle);
if (colorIsARenderBuffer)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer);
else
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil);
CheckFrameBufferCompleteness();
return handle;
}
GLuint FGLRenderBuffers::CreateFrameBuffer(GLuint colorbuffer, GLuint depth, GLuint stencil, bool colorIsARenderBuffer)
{
GLuint handle = 0;
glGenFramebuffers(1, &handle);
glBindFramebuffer(GL_FRAMEBUFFER, handle);
if (colorIsARenderBuffer)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer);
else
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil);
CheckFrameBufferCompleteness();
return handle;
}
//==========================================================================
//
// Verifies that the frame buffer setup is valid
//
//==========================================================================
void FGLRenderBuffers::CheckFrameBufferCompleteness()
{
GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (result == GL_FRAMEBUFFER_COMPLETE)
return;
FString error = "glCheckFramebufferStatus failed: ";
switch (result)
{
default: error.AppendFormat("error code %d", (int)result); break;
case GL_FRAMEBUFFER_UNDEFINED: error << "GL_FRAMEBUFFER_UNDEFINED"; break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: error << "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"; break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: error << "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"; break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: error << "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER"; break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: error << "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER"; break;
case GL_FRAMEBUFFER_UNSUPPORTED: error << "GL_FRAMEBUFFER_UNSUPPORTED"; break;
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: error << "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE"; break;
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS: error << "GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS"; break;
}
I_FatalError(error);
}
//==========================================================================
//
// Resolves the multisample frame buffer by copying it to the scene texture
//
//==========================================================================
void FGLRenderBuffers::BlitSceneToTexture()
{
if (mSamples <= 1)
return;
glBindFramebuffer(GL_READ_FRAMEBUFFER, mSceneFB);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mSceneTextureFB);
glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
//==========================================================================
//
// Makes the scene frame buffer active (multisample, depth, stecil, etc.)
//
//==========================================================================
@ -135,6 +413,31 @@ void FGLRenderBuffers::BindSceneFB()
glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB);
}
//==========================================================================
//
// Makes the scene texture frame buffer active (final 2D texture only)
//
//==========================================================================
void FGLRenderBuffers::BindSceneTextureFB()
{
glBindFramebuffer(GL_FRAMEBUFFER, mSceneTextureFB);
}
//==========================================================================
//
// Makes the 2D/HUD frame buffer active
//
//==========================================================================
void FGLRenderBuffers::BindHudFB()
{
if (gl_tonemap != 0)
glBindFramebuffer(GL_FRAMEBUFFER, mHudFB);
else
glBindFramebuffer(GL_FRAMEBUFFER, mSceneTextureFB);
}
//==========================================================================
//
// Makes the screen frame buffer active
@ -154,6 +457,32 @@ void FGLRenderBuffers::BindOutputFB()
void FGLRenderBuffers::BindSceneTexture(int index)
{
glActiveTexture(index);
glActiveTexture(GL_TEXTURE0 + index);
glBindTexture(GL_TEXTURE_2D, mSceneTexture);
}
//==========================================================================
//
// Binds the 2D/HUD frame buffer texture to the specified texture unit
//
//==========================================================================
void FGLRenderBuffers::BindHudTexture(int index)
{
glActiveTexture(GL_TEXTURE0 + index);
if (gl_tonemap != 0)
glBindTexture(GL_TEXTURE_2D, mHudTexture);
else
glBindTexture(GL_TEXTURE_2D, mSceneTexture);
}
//==========================================================================
//
// Returns true if render buffers are supported and should be used
//
//==========================================================================
bool FGLRenderBuffers::IsEnabled()
{
return gl_renderbuffers && gl.glslversion != 0;
}

View file

@ -3,6 +3,17 @@
#include "gl/shaders/gl_shader.h"
class FGLBloomTextureLevel
{
public:
GLuint VTexture = 0;
GLuint VFramebuffer = 0;
GLuint HTexture = 0;
GLuint HFramebuffer = 0;
GLuint Width = 0;
GLuint Height = 0;
};
class FGLRenderBuffers
{
public:
@ -10,19 +21,53 @@ public:
~FGLRenderBuffers();
void Setup(int width, int height);
void BlitSceneToTexture();
void BindSceneFB();
void BindSceneTextureFB();
void BindHudFB();
void BindOutputFB();
void BindSceneTexture(int index);
void BindHudTexture(int index);
static bool IsSupported() { return gl.version >= 3.3f; }
enum { NumBloomLevels = 4 };
FGLBloomTextureLevel BloomLevels[NumBloomLevels];
static bool IsEnabled();
private:
void ClearScene();
void ClearHud();
void ClearBloom();
void CreateScene(int width, int height, int samples);
void CreateHud(int width, int height);
void CreateBloom(int width, int height);
GLuint Create2DTexture(GLuint format, int width, int height);
GLuint CreateRenderBuffer(GLuint format, int width, int height);
GLuint CreateRenderBuffer(GLuint format, int samples, int width, int height);
GLuint CreateFrameBuffer(GLuint colorbuffer);
GLuint CreateFrameBuffer(GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer);
GLuint CreateFrameBuffer(GLuint colorbuffer, GLuint depth, GLuint stencil, bool colorIsARenderBuffer);
void CheckFrameBufferCompleteness();
void DeleteTexture(GLuint &handle);
void DeleteRenderBuffer(GLuint &handle);
void DeleteFrameBuffer(GLuint &handle);
int GetCvarSamples();
GLuint GetHdrFormat();
int mWidth = 0;
int mHeight = 0;
int mSamples = 0;
GLuint mSceneTexture = 0;
GLuint mSceneMultisample = 0;
GLuint mSceneDepthStencil = 0;
GLuint mSceneDepth = 0;
GLuint mSceneStencil = 0;
GLuint mSceneFB = 0;
GLuint mSceneTextureFB = 0;
GLuint mHudTexture = 0;
GLuint mHudFB = 0;
GLuint mOutputFB = 0;
};

View file

@ -62,6 +62,9 @@
#include "gl/data/gl_vertexbuffer.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/shaders/gl_shader.h"
#include "gl/shaders/gl_bloomshader.h"
#include "gl/shaders/gl_blurshader.h"
#include "gl/shaders/gl_tonemapshader.h"
#include "gl/shaders/gl_presentshader.h"
#include "gl/textures/gl_texture.h"
#include "gl/textures/gl_translate.h"
@ -110,6 +113,10 @@ void gl_FlushModels();
void FGLRenderer::Initialize()
{
mBuffers = new FGLRenderBuffers();
mBloomExtractShader = new FBloomExtractShader();
mBloomCombineShader = new FBloomCombineShader();
mBlurShader = new FBlurShader();
mTonemapShader = new FTonemapShader();
mPresentShader = new FPresentShader();
// Only needed for the core profile, because someone decided it was a good idea to remove the default VAO.
@ -160,6 +167,10 @@ FGLRenderer::~FGLRenderer()
}
if (mBuffers) delete mBuffers;
if (mPresentShader) delete mPresentShader;
if (mBloomExtractShader) delete mBloomExtractShader;
if (mBloomCombineShader) delete mBloomCombineShader;
if (mBlurShader) delete mBlurShader;
if (mTonemapShader) delete mTonemapShader;
}
//==========================================================================
@ -224,10 +235,13 @@ void FGLRenderer::SetupLevel()
void FGLRenderer::Begin2D()
{
if (FGLRenderBuffers::IsSupported())
if (FGLRenderBuffers::IsEnabled())
{
mBuffers->Setup(framebuffer->GetWidth(), framebuffer->GetHeight());
mBuffers->BindSceneFB();
if (mDrawingScene2D)
mBuffers->BindSceneFB();
else
mBuffers->BindHudFB();
glViewport(0, 0, mOutputViewport.width, mOutputViewport.height);
}
else

View file

@ -19,6 +19,10 @@ class FLightBuffer;
class FSamplerManager;
class DPSprite;
class FGLRenderBuffers;
class FBloomExtractShader;
class FBloomCombineShader;
class FBlurShader;
class FTonemapShader;
class FPresentShader;
inline float DEG2RAD(float deg)
@ -82,6 +86,10 @@ public:
int mOldFBID;
FGLRenderBuffers *mBuffers;
FBloomExtractShader *mBloomExtractShader;
FBloomCombineShader *mBloomCombineShader;
FBlurShader *mBlurShader;
FTonemapShader *mTonemapShader;
FPresentShader *mPresentShader;
FTexture *gllight;
@ -100,6 +108,8 @@ public:
GL_IRECT mOutputViewportLB;
GL_IRECT mOutputViewport;
bool mDrawingScene2D = false;
float mCameraExposure = 1.0f;
FGLRenderer(OpenGLFrameBuffer *fb);
~FGLRenderer() ;
@ -107,7 +117,7 @@ public:
angle_t FrustumAngle();
void SetViewArea();
void SetOutputViewport(GL_IRECT *bounds);
void Set3DViewport();
void Set3DViewport(bool toscreen);
void Reset3DViewport();
sector_t *RenderViewpoint (AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
void RenderView(player_t *player);
@ -147,6 +157,8 @@ public:
void SetFixedColormap (player_t *player);
void WriteSavePic (player_t *player, FILE *file, int width, int height);
void EndDrawScene(sector_t * viewsector);
void BloomScene();
void TonemapScene();
void Flush();
void SetProjection(float fov, float ratio, float fovratio);

View file

@ -37,7 +37,6 @@ enum EEffect
EFF_SPHEREMAP,
EFF_BURN,
EFF_STENCIL,
EFF_GAMMACORRECTION,
MAX_EFFECTS
};

View file

@ -72,7 +72,6 @@
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_portal.h"
#include "gl/shaders/gl_shader.h"
#include "gl/shaders/gl_presentshader.h"
#include "gl/stereo3d/gl_stereo3d.h"
#include "gl/stereo3d/scoped_view_shifter.h"
#include "gl/textures/gl_translate.h"
@ -95,8 +94,6 @@ CVAR(Bool, gl_sort_textures, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
EXTERN_CVAR (Bool, cl_capfps)
EXTERN_CVAR (Bool, r_deathcamera)
EXTERN_CVAR(Float, vid_brightness)
EXTERN_CVAR(Float, vid_contrast)
extern int viewpitch;
@ -160,7 +157,7 @@ void FGLRenderer::SetViewArea()
void FGLRenderer::Reset3DViewport()
{
if (FGLRenderBuffers::IsSupported())
if (FGLRenderBuffers::IsEnabled())
glViewport(0, 0, mOutputViewport.width, mOutputViewport.height);
else
glViewport(mOutputViewport.left, mOutputViewport.top, mOutputViewport.width, mOutputViewport.height);
@ -172,10 +169,10 @@ void FGLRenderer::Reset3DViewport()
//
//-----------------------------------------------------------------------------
void FGLRenderer::Set3DViewport()
void FGLRenderer::Set3DViewport(bool toscreen)
{
const auto &bounds = mOutputViewportLB;
if (FGLRenderBuffers::IsSupported())
if (toscreen && FGLRenderBuffers::IsEnabled())
{
mBuffers->Setup(mOutputViewport.width, mOutputViewport.height);
mBuffers->BindSceneFB();
@ -204,97 +201,6 @@ void FGLRenderer::Set3DViewport()
glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE);
}
//-----------------------------------------------------------------------------
//
// Run post processing steps and copy to frame buffer
//
//-----------------------------------------------------------------------------
void FGLRenderer::Flush()
{
if (FGLRenderBuffers::IsSupported())
{
glDisable(GL_MULTISAMPLE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
mBuffers->BindOutputFB();
// Calculate letterbox
int clientWidth = framebuffer->GetClientWidth();
int clientHeight = framebuffer->GetClientHeight();
float scaleX = clientWidth / (float)mOutputViewport.width;
float scaleY = clientHeight / (float)mOutputViewport.height;
float scale = MIN(scaleX, scaleY);
int width = (int)round(mOutputViewport.width * scale);
int height = (int)round(mOutputViewport.height * scale);
int x = (clientWidth - width) / 2;
int y = (clientHeight - height) / 2;
// Black bars around the box:
glViewport(0, 0, clientWidth, clientHeight);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_SCISSOR_TEST);
if (y > 0)
{
glScissor(0, 0, clientWidth, y);
glClear(GL_COLOR_BUFFER_BIT);
}
if (clientHeight - y - height > 0)
{
glScissor(0, y + height, clientWidth, clientHeight - y - height);
glClear(GL_COLOR_BUFFER_BIT);
}
if (x > 0)
{
glScissor(0, y, x, height);
glClear(GL_COLOR_BUFFER_BIT);
}
if (clientWidth - x - width > 0)
{
glScissor(x + width, y, clientWidth - x - width, height);
glClear(GL_COLOR_BUFFER_BIT);
}
glDisable(GL_SCISSOR_TEST);
// Present what was rendered:
glViewport(x, y, width, height);
GLboolean blendEnabled;
GLint currentProgram;
glGetBooleanv(GL_BLEND, &blendEnabled);
glGetIntegerv(GL_CURRENT_PROGRAM, &currentProgram);
glDisable(GL_BLEND);
mPresentShader->Bind();
mPresentShader->InputTexture.Set(0);
if (framebuffer->IsHWGammaActive())
{
mPresentShader->Gamma.Set(1.0f);
mPresentShader->Contrast.Set(1.0f);
mPresentShader->Brightness.Set(0.0f);
}
else
{
mPresentShader->Gamma.Set(clamp<float>(Gamma, 0.1f, 4.f));
mPresentShader->Contrast.Set(clamp<float>(vid_contrast, 0.1f, 3.f));
mPresentShader->Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
}
mBuffers->BindSceneTexture(0);
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
ptr->Set(-1.0f, 1.0f, 0, 0.0f, 1.0f); ptr++;
ptr->Set(1.0f, -1.0f, 0, 1.0f, 0.0f); ptr++;
ptr->Set(1.0f, 1.0f, 0, 1.0f, 1.0f); ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
if (blendEnabled)
glEnable(GL_BLEND);
glUseProgram(currentProgram);
}
}
//-----------------------------------------------------------------------------
//
// Setup the camera position
@ -914,6 +820,20 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
mViewActor=camera;
}
if (toscreen)
{
if (gl_exposure == 0.0f)
{
float light = viewsector->lightlevel / 255.0f;
float exposure = MAX(1.0f + (1.0f - light * light) * 0.9f, 0.5f);
mCameraExposure = mCameraExposure * 0.995f + exposure * 0.005f;
}
else
{
mCameraExposure = gl_exposure;
}
}
// 'viewsector' will not survive the rendering so it cannot be used anymore below.
retval = viewsector;
@ -927,7 +847,8 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
eye->SetUp();
// TODO: stereo specific viewport - needed when implementing side-by-side modes etc.
SetOutputViewport(bounds);
Set3DViewport();
Set3DViewport(toscreen);
mDrawingScene2D = true;
mCurrentFoV = fov;
// Stereo mode specific perspective projection
SetProjection( eye->GetProjection(fov, ratio, fovratio) );
@ -945,6 +866,13 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
ProcessScene(toscreen);
if (mainview) EndDrawScene(retval); // do not call this for camera textures.
if (toscreen)
{
if (FGLRenderBuffers::IsEnabled()) mBuffers->BlitSceneToTexture();
BloomScene();
TonemapScene();
}
mDrawingScene2D = false;
eye->TearDown();
}
stereo3dMode.TearDown();

View file

@ -722,7 +722,11 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
{
bool mirror;
DAngle ang = (thingpos - ViewPos).Angle();
FTextureID patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, (ang - thing->Angles.Yaw).BAMs(), &mirror);
FTextureID patch;
if (thing->flags7 & MF7_SPRITEANGLE)
patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, (thing->SpriteAngle).BAMs(), &mirror);
else
patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, (ang - (thing->Angles.Yaw + thing->SpriteRotation)).BAMs(), &mirror);
if (!patch.isValid()) return;
int type = thing->renderflags & RF_SPRITETYPEMASK;
gltexture = FMaterial::ValidateTexture(patch, (type == RF_FACESPRITE), false);

View file

@ -0,0 +1,79 @@
/*
** gl_bloomshader.cpp
** Shaders used to do bloom
**
**---------------------------------------------------------------------------
** Copyright 2016 Magnus Norddahl
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
** covered by the terms of the GNU Lesser General Public License as published
** by the Free Software Foundation; either version 2.1 of the License, or (at
** your option) any later version.
** 5. Full disclosure of the entire project's source code, except for third
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "gl/system/gl_system.h"
#include "files.h"
#include "m_swap.h"
#include "v_video.h"
#include "gl/gl_functions.h"
#include "vectors.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_cvars.h"
#include "gl/shaders/gl_bloomshader.h"
void FBloomExtractShader::Bind()
{
if (!mShader)
{
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/bloomextract.vp", "", 330);
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/bloomextract.fp", "", 330);
mShader.SetFragDataLocation(0, "FragColor");
mShader.Link("shaders/glsl/bloomextract");
mShader.SetAttribLocation(0, "PositionInProjection");
SceneTexture.Init(mShader, "SceneTexture");
Exposure.Init(mShader, "ExposureAdjustment");
}
mShader.Bind();
}
void FBloomCombineShader::Bind()
{
if (!mShader)
{
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/bloomcombine.vp", "", 330);
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/bloomcombine.fp", "", 330);
mShader.SetFragDataLocation(0, "FragColor");
mShader.Link("shaders/glsl/bloomcombine");
mShader.SetAttribLocation(0, "PositionInProjection");
BloomTexture.Init(mShader, "Bloom");
}
mShader.Bind();
}

View file

@ -0,0 +1,29 @@
#ifndef __GL_BLOOMSHADER_H
#define __GL_BLOOMSHADER_H
#include "gl_shaderprogram.h"
class FBloomExtractShader
{
public:
void Bind();
FBufferedUniform1i SceneTexture;
FBufferedUniform1f Exposure;
private:
FShaderProgram mShader;
};
class FBloomCombineShader
{
public:
void Bind();
FBufferedUniform1i BloomTexture;
private:
FShaderProgram mShader;
};
#endif

View file

@ -0,0 +1,287 @@
/*
** gl_blurshader.cpp
** Gaussian blur shader
**
**---------------------------------------------------------------------------
** Copyright 2016 Magnus Norddahl
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
** covered by the terms of the GNU Lesser General Public License as published
** by the Free Software Foundation; either version 2.1 of the License, or (at
** your option) any later version.
** 5. Full disclosure of the entire project's source code, except for third
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "gl/system/gl_system.h"
#include "files.h"
#include "m_swap.h"
#include "v_video.h"
#include "gl/gl_functions.h"
#include "vectors.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_cvars.h"
#include "gl/shaders/gl_blurshader.h"
#include "gl/data/gl_vertexbuffer.h"
//==========================================================================
//
// Performs a vertical gaussian blur pass
//
//==========================================================================
void FBlurShader::BlurVertical(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height)
{
Blur(vbo, blurAmount, sampleCount, inputTexture, outputFrameBuffer, width, height, true);
}
//==========================================================================
//
// Performs a horizontal gaussian blur pass
//
//==========================================================================
void FBlurShader::BlurHorizontal(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height)
{
Blur(vbo, blurAmount, sampleCount, inputTexture, outputFrameBuffer, width, height, false);
}
//==========================================================================
//
// Helper for BlurVertical and BlurHorizontal. Executes the actual pass
//
//==========================================================================
void FBlurShader::Blur(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height, bool vertical)
{
BlurSetup *setup = GetSetup(blurAmount, sampleCount);
if (vertical)
setup->VerticalShader->Bind();
else
setup->HorizontalShader->Bind();
if (gl.glslversion < 1.3)
{
if (vertical)
{
setup->VerticalScaleX.Set(1.0f / width);
setup->VerticalScaleY.Set(1.0f / height);
}
else
{
setup->HorizontalScaleX.Set(1.0f / width);
setup->HorizontalScaleY.Set(1.0f / height);
}
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, inputTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindFramebuffer(GL_FRAMEBUFFER, outputFrameBuffer);
glViewport(0, 0, width, height);
glDisable(GL_BLEND);
FFlatVertex *ptr = vbo->GetBuffer();
ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
ptr->Set(-1.0f, 1.0f, 0, 0.0f, 1.0f); ptr++;
ptr->Set(1.0f, -1.0f, 0, 1.0f, 0.0f); ptr++;
ptr->Set(1.0f, 1.0f, 0, 1.0f, 1.0f); ptr++;
vbo->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
}
//==========================================================================
//
// Compiles the blur shaders needed for the specified blur amount and
// kernel size
//
//==========================================================================
FBlurShader::BlurSetup *FBlurShader::GetSetup(float blurAmount, int sampleCount)
{
for (size_t mBlurSetupIndex = 0; mBlurSetupIndex < mBlurSetups.Size(); mBlurSetupIndex++)
{
if (mBlurSetups[mBlurSetupIndex].blurAmount == blurAmount && mBlurSetups[mBlurSetupIndex].sampleCount == sampleCount)
{
return &mBlurSetups[mBlurSetupIndex];
}
}
BlurSetup blurSetup(blurAmount, sampleCount);
FString vertexCode = VertexShaderCode();
FString horizontalCode = FragmentShaderCode(blurAmount, sampleCount, false);
FString verticalCode = FragmentShaderCode(blurAmount, sampleCount, true);
blurSetup.VerticalShader = std::make_shared<FShaderProgram>();
blurSetup.VerticalShader->Compile(FShaderProgram::Vertex, "vertical blur vertex shader", vertexCode, "", 330);
blurSetup.VerticalShader->Compile(FShaderProgram::Fragment, "vertical blur fragment shader", verticalCode, "", 330);
blurSetup.VerticalShader->SetFragDataLocation(0, "FragColor");
blurSetup.VerticalShader->SetAttribLocation(0, "PositionInProjection");
blurSetup.VerticalShader->Link("vertical blur");
blurSetup.VerticalShader->Bind();
glUniform1i(glGetUniformLocation(*blurSetup.VerticalShader.get(), "SourceTexture"), 0);
blurSetup.HorizontalShader = std::make_shared<FShaderProgram>();
blurSetup.HorizontalShader->Compile(FShaderProgram::Vertex, "horizontal blur vertex shader", vertexCode, "", 330);
blurSetup.HorizontalShader->Compile(FShaderProgram::Fragment, "horizontal blur fragment shader", horizontalCode, "", 330);
blurSetup.HorizontalShader->SetFragDataLocation(0, "FragColor");
blurSetup.HorizontalShader->SetAttribLocation(0, "PositionInProjection");
blurSetup.HorizontalShader->Link("horizontal blur");
blurSetup.HorizontalShader->Bind();
glUniform1i(glGetUniformLocation(*blurSetup.HorizontalShader.get(), "SourceTexture"), 0);
if (gl.glslversion < 1.3)
{
blurSetup.VerticalScaleX.Init(*blurSetup.VerticalShader.get(), "ScaleX");
blurSetup.VerticalScaleY.Init(*blurSetup.VerticalShader.get(), "ScaleY");
blurSetup.HorizontalScaleX.Init(*blurSetup.HorizontalShader.get(), "ScaleX");
blurSetup.HorizontalScaleY.Init(*blurSetup.HorizontalShader.get(), "ScaleY");
}
mBlurSetups.Push(blurSetup);
return &mBlurSetups[mBlurSetups.Size() - 1];
}
//==========================================================================
//
// The vertex shader GLSL code
//
//==========================================================================
FString FBlurShader::VertexShaderCode()
{
return R"(
in vec4 PositionInProjection;
out vec2 TexCoord;
void main()
{
gl_Position = PositionInProjection;
TexCoord = (gl_Position.xy + 1.0) * 0.5;
}
)";
}
//==========================================================================
//
// Generates the fragment shader GLSL code for a specific blur setup
//
//==========================================================================
FString FBlurShader::FragmentShaderCode(float blurAmount, int sampleCount, bool vertical)
{
TArray<float> sampleWeights;
TArray<int> sampleOffsets;
ComputeBlurSamples(sampleCount, blurAmount, sampleWeights, sampleOffsets);
const char *fragmentShader =
R"(
in vec2 TexCoord;
uniform sampler2D SourceTexture;
out vec4 FragColor;
#if __VERSION__ < 130
uniform float ScaleX;
uniform float ScaleY;
vec4 textureOffset(sampler2D s, vec2 texCoord, ivec2 offset)
{
return texture2D(s, texCoord + vec2(ScaleX * float(offset.x), ScaleY * float(offset.y)));
}
#endif
void main()
{
FragColor = %s;
}
)";
FString loopCode;
for (int i = 0; i < sampleCount; i++)
{
if (i > 0)
loopCode += " + ";
if (vertical)
loopCode.AppendFormat("\r\n\t\t\ttextureOffset(SourceTexture, TexCoord, ivec2(0, %d)) * %f", sampleOffsets[i], (double)sampleWeights[i]);
else
loopCode.AppendFormat("\r\n\t\t\ttextureOffset(SourceTexture, TexCoord, ivec2(%d, 0)) * %f", sampleOffsets[i], (double)sampleWeights[i]);
}
FString code;
code.Format(fragmentShader, loopCode.GetChars());
return code;
}
//==========================================================================
//
// Calculates the sample weight for a specific offset in the kernel
//
//==========================================================================
float FBlurShader::ComputeGaussian(float n, float theta) // theta = Blur Amount
{
return (float)((1.0f / sqrtf(2 * (float)M_PI * theta)) * expf(-(n * n) / (2.0f * theta * theta)));
}
//==========================================================================
//
// Calculates the sample weights and offsets
//
//==========================================================================
void FBlurShader::ComputeBlurSamples(int sampleCount, float blurAmount, TArray<float> &sampleWeights, TArray<int> &sampleOffsets)
{
sampleWeights.Resize(sampleCount);
sampleOffsets.Resize(sampleCount);
sampleWeights[0] = ComputeGaussian(0, blurAmount);
sampleOffsets[0] = 0;
float totalWeights = sampleWeights[0];
for (int i = 0; i < sampleCount / 2; i++)
{
float weight = ComputeGaussian(i + 1.0f, blurAmount);
sampleWeights[i * 2 + 1] = weight;
sampleWeights[i * 2 + 2] = weight;
sampleOffsets[i * 2 + 1] = i + 1;
sampleOffsets[i * 2 + 2] = -i - 1;
totalWeights += weight * 2;
}
for (int i = 0; i < sampleCount; i++)
{
sampleWeights[i] /= totalWeights;
}
}

View file

@ -0,0 +1,41 @@
#ifndef __GL_BLURSHADER_H
#define __GL_BLURSHADER_H
#include "gl_shaderprogram.h"
#include <memory>
class FFlatVertexBuffer;
class FBlurShader
{
public:
void BlurVertical(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height);
void BlurHorizontal(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height);
private:
void Blur(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height, bool vertical);
struct BlurSetup
{
BlurSetup(float blurAmount, int sampleCount) : blurAmount(blurAmount), sampleCount(sampleCount) { }
float blurAmount;
int sampleCount;
std::shared_ptr<FShaderProgram> VerticalShader;
std::shared_ptr<FShaderProgram> HorizontalShader;
FBufferedUniform1f VerticalScaleX, VerticalScaleY;
FBufferedUniform1f HorizontalScaleX, HorizontalScaleY;
};
BlurSetup *GetSetup(float blurAmount, int sampleCount);
FString VertexShaderCode();
FString FragmentShaderCode(float blurAmount, int sampleCount, bool vertical);
float ComputeGaussian(float n, float theta);
void ComputeBlurSamples(int sampleCount, float blurAmount, TArray<float> &sample_weights, TArray<int> &sample_offsets);
TArray<BlurSetup> mBlurSetups;
};
#endif

View file

@ -53,8 +53,8 @@ void FPresentShader::Bind()
{
if (!mShader)
{
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/present.vp");
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/present.fp");
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/present.vp", "", 330);
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/present.fp", "", 330);
mShader.SetFragDataLocation(0, "FragColor");
mShader.Link("shaders/glsl/present");
mShader.SetAttribLocation(0, "PositionInProjection");

View file

@ -56,48 +56,10 @@
#include "gl/renderer/gl_renderstate.h"
#include "gl/system/gl_cvars.h"
#include "gl/shaders/gl_shader.h"
#include "gl/shaders/gl_shaderprogram.h"
#include "gl/textures/gl_material.h"
#include "gl/dynlights/gl_lightbuffer.h"
//==========================================================================
//
// patch the shader source to work with
// GLSL 1.2 keywords and identifiers
//
//==========================================================================
void PatchCommon(FString &code)
{
code.Substitute("precision highp int;", "");
code.Substitute("precision highp float;", "");
}
void PatchVertShader(FString &code)
{
PatchCommon(code);
code.Substitute("in vec", "attribute vec");
code.Substitute("out vec", "varying vec");
code.Substitute("gl_ClipDistance", "//");
}
void PatchFragShader(FString &code)
{
PatchCommon(code);
code.Substitute("out vec4 FragColor;", "");
code.Substitute("FragColor", "gl_FragColor");
code.Substitute("in vec", "varying vec");
// this patches the switch statement to if's.
code.Substitute("break;", "");
code.Substitute("switch (uFixedColormap)", "int i = uFixedColormap;");
code.Substitute("case 0:", "if (i == 0)");
code.Substitute("case 1:", "else if (i == 1)");
code.Substitute("case 2:", "else if (i == 2)");
code.Substitute("case 3:", "else if (i == 3)");
code.Substitute("case 4:", "else if (i == 4)");
code.Substitute("case 5:", "else if (i == 5)");
code.Substitute("texture(", "texture2D(");
}
//==========================================================================
//
//
@ -204,8 +166,8 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
if (gl.glslversion < 1.3)
{
PatchVertShader(vp_comb);
PatchFragShader(fp_comb);
FShaderProgram::PatchVertShader(vp_comb);
FShaderProgram::PatchFragShader(fp_comb);
}
hVertProg = glCreateShader(GL_VERTEX_SHADER);
@ -433,7 +395,6 @@ static const FEffectShader effectshaders[]=
{ "spheremap", "shaders/glsl/main.vp", "shaders/glsl/main.fp", "shaders/glsl/func_normal.fp", "#define SPHEREMAP\n#define NO_ALPHATEST\n" },
{ "burn", "shaders/glsl/main.vp", "shaders/glsl/burn.fp", NULL, "#define SIMPLE\n#define NO_ALPHATEST\n" },
{ "stencil", "shaders/glsl/main.vp", "shaders/glsl/stencil.fp", NULL, "#define SIMPLE\n#define NO_ALPHATEST\n" },
{ "gammacorrection", "shaders/glsl/main.vp", "shaders/glsl/gammacorrection.fp", NULL, "#define SIMPLE\n" },
};

View file

@ -93,18 +93,23 @@ void FShaderProgram::CreateShader(ShaderType type)
//
//==========================================================================
void FShaderProgram::Compile(ShaderType type, const char *lumpName)
void FShaderProgram::Compile(ShaderType type, const char *lumpName, const char *defines, int maxGlslVersion)
{
int lump = Wads.CheckNumForFullName(lumpName);
if (lump == -1) I_FatalError("Unable to load '%s'", lumpName);
FString code = Wads.ReadLump(lump).GetString().GetChars();
Compile(type, lumpName, code, defines, maxGlslVersion);
}
void FShaderProgram::Compile(ShaderType type, const char *name, const FString &code, const char *defines, int maxGlslVersion)
{
CreateShader(type);
const auto &handle = mShaders[type];
int lump = Wads.CheckNumForFullName(lumpName);
if (lump == -1) I_Error("Unable to load '%s'", lumpName);
FString code = Wads.ReadLump(lump).GetString().GetChars();
int lengths[1] = { (int)code.Len() };
const char *sources[1] = { code.GetChars() };
FString patchedCode = PatchShader(type, code, defines, maxGlslVersion);
int lengths[1] = { (int)patchedCode.Len() };
const char *sources[1] = { patchedCode.GetChars() };
glShaderSource(handle, 1, sources, lengths);
glCompileShader(handle);
@ -113,7 +118,7 @@ void FShaderProgram::Compile(ShaderType type, const char *lumpName)
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
I_Error("Compile Shader '%s':\n%s\n", lumpName, GetShaderInfoLog(handle).GetChars());
I_FatalError("Compile Shader '%s':\n%s\n", name, GetShaderInfoLog(handle).GetChars());
}
else
{
@ -148,7 +153,7 @@ void FShaderProgram::Link(const char *name)
glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
I_Error("Link Shader '%s':\n%s\n", name, GetProgramInfoLog(mProgram).GetChars());
I_FatalError("Link Shader '%s':\n%s\n", name, GetProgramInfoLog(mProgram).GetChars());
}
}
@ -203,3 +208,86 @@ FString FShaderProgram::GetProgramInfoLog(GLuint handle)
glGetProgramInfoLog(handle, 10000, &length, buffer);
return FString(buffer);
}
//==========================================================================
//
// Patches a shader to be compatible with the version of OpenGL in use
//
//==========================================================================
FString FShaderProgram::PatchShader(ShaderType type, const FString &code, const char *defines, int maxGlslVersion)
{
FString patchedCode;
int shaderVersion = MIN((int)round(gl.glslversion * 10) * 10, maxGlslVersion);
patchedCode.AppendFormat("#version %d\n", shaderVersion);
// TODO: Find some way to add extension requirements to the patching
//
// #extension GL_ARB_uniform_buffer_object : require
// #extension GL_ARB_shader_storage_buffer_object : require
if (defines)
patchedCode << defines;
if (gl.glslversion >= 1.3)
{
// these settings are actually pointless but there seem to be some old ATI drivers that fail to compile the shader without setting the precision here.
patchedCode << "precision highp int;\n";
patchedCode << "precision highp float;\n";
}
patchedCode << "#line 1\n";
patchedCode << code;
if (gl.glslversion < 1.3)
{
if (type == Vertex)
PatchVertShader(patchedCode);
else if (type == Fragment)
PatchFragShader(patchedCode);
}
return patchedCode;
}
//==========================================================================
//
// patch the shader source to work with
// GLSL 1.2 keywords and identifiers
//
//==========================================================================
void FShaderProgram::PatchCommon(FString &code)
{
code.Substitute("precision highp int;", "");
code.Substitute("precision highp float;", "");
}
void FShaderProgram::PatchVertShader(FString &code)
{
PatchCommon(code);
code.Substitute("in vec", "attribute vec");
code.Substitute("in float", "attribute float");
code.Substitute("out vec", "varying vec");
code.Substitute("out float", "varying float");
code.Substitute("gl_ClipDistance", "//");
}
void FShaderProgram::PatchFragShader(FString &code)
{
PatchCommon(code);
code.Substitute("out vec4 FragColor;", "");
code.Substitute("FragColor", "gl_FragColor");
code.Substitute("in vec", "varying vec");
// this patches the switch statement to if's.
code.Substitute("break;", "");
code.Substitute("switch (uFixedColormap)", "int i = uFixedColormap;");
code.Substitute("case 0:", "if (i == 0)");
code.Substitute("case 1:", "else if (i == 1)");
code.Substitute("case 2:", "else if (i == 2)");
code.Substitute("case 3:", "else if (i == 3)");
code.Substitute("case 4:", "else if (i == 4)");
code.Substitute("case 5:", "else if (i == 5)");
code.Substitute("texture(", "texture2D(");
}

View file

@ -15,7 +15,8 @@ public:
NumShaderTypes
};
void Compile(ShaderType type, const char *lumpName);
void Compile(ShaderType type, const char *lumpName, const char *defines, int maxGlslVersion);
void Compile(ShaderType type, const char *name, const FString &code, const char *defines, int maxGlslVersion);
void SetFragDataLocation(int index, const char *name);
void Link(const char *name);
void SetAttribLocation(int index, const char *name);
@ -24,7 +25,14 @@ public:
operator GLuint() const { return mProgram; }
explicit operator bool() const { return mProgram != 0; }
// Needed by FShader
static void PatchVertShader(FString &code);
static void PatchFragShader(FString &code);
private:
static FString PatchShader(ShaderType type, const FString &code, const char *defines, int maxGlslVersion);
static void PatchCommon(FString &code);
void CreateShader(ShaderType type);
FString GetShaderInfoLog(GLuint handle);
FString GetProgramInfoLog(GLuint handle);

View file

@ -0,0 +1,78 @@
/*
** gl_tonemapshader.cpp
** Converts a HDR texture to 0-1 range by applying a tonemap operator
**
**---------------------------------------------------------------------------
** Copyright 2016 Magnus Norddahl
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
** covered by the terms of the GNU Lesser General Public License as published
** by the Free Software Foundation; either version 2.1 of the License, or (at
** your option) any later version.
** 5. Full disclosure of the entire project's source code, except for third
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "gl/system/gl_system.h"
#include "files.h"
#include "m_swap.h"
#include "v_video.h"
#include "gl/gl_functions.h"
#include "vectors.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_cvars.h"
#include "gl/shaders/gl_tonemapshader.h"
void FTonemapShader::Bind()
{
auto &shader = mShader[gl_tonemap];
if (!shader)
{
shader.Compile(FShaderProgram::Vertex, "shaders/glsl/tonemap.vp", "", 330);
shader.Compile(FShaderProgram::Fragment, "shaders/glsl/tonemap.fp", GetDefines(gl_tonemap), 330);
shader.SetFragDataLocation(0, "FragColor");
shader.Link("shaders/glsl/tonemap");
shader.SetAttribLocation(0, "PositionInProjection");
SceneTexture.Init(shader, "InputTexture");
Exposure.Init(shader, "ExposureAdjustment");
}
shader.Bind();
}
const char *FTonemapShader::GetDefines(int mode)
{
switch (mode)
{
default:
case Linear: return "#define LINEAR\n";
case Reinhard: return "#define REINHARD\n";
case HejlDawson: return "#define HEJLDAWSON\n";
case Uncharted2: return "#define UNCHARTED2\n";
}
}

View file

@ -0,0 +1,30 @@
#ifndef __GL_TONEMAPSHADER_H
#define __GL_TONEMAPSHADER_H
#include "gl_shaderprogram.h"
class FTonemapShader
{
public:
void Bind();
FBufferedUniform1i SceneTexture;
FBufferedUniform1f Exposure;
private:
enum TonemapMode
{
None,
Uncharted2,
HejlDawson,
Reinhard,
Linear,
NumTonemapModes
};
static const char *GetDefines(int mode);
FShaderProgram mShader[NumTonemapModes];
};
#endif

View file

@ -41,4 +41,13 @@ EXTERN_CVAR(Bool, gl_seamless)
EXTERN_CVAR(Float, gl_mask_threshold)
EXTERN_CVAR(Float, gl_mask_sprite_threshold)
EXTERN_CVAR(Bool, gl_renderbuffers)
EXTERN_CVAR(Int, gl_multisample)
EXTERN_CVAR(Bool, gl_bloom)
EXTERN_CVAR(Float, gl_bloom_amount)
EXTERN_CVAR(Int, gl_bloom_kernel_size)
EXTERN_CVAR(Int, gl_tonemap)
EXTERN_CVAR(Float, gl_exposure)
#endif // _GL_INTERN_H

View file

@ -192,6 +192,9 @@ void gl_LoadExtensions()
{
if (CheckExtension("GL_NV_GPU_shader4") || CheckExtension("GL_EXT_GPU_shader4")) gl.glslversion = 1.21f; // for pre-3.0 drivers that support capable hardware. Needed for Apple.
else gl.glslversion = 0;
if (!CheckExtension("GL_EXT_packed_float")) gl.flags |= RFL_NO_RGBA16F;
if (!CheckExtension("GL_EXT_packed_depth_stencil")) gl.flags |= RFL_NO_DEPTHSTENCIL;
}
else if (gl.version < 4.f)
{

View file

@ -20,6 +20,9 @@ enum RenderFlags
RFL_SHADER_STORAGE_BUFFER = 4,
RFL_BUFFER_STORAGE = 8,
RFL_SAMPLER_OBJECTS = 16,
RFL_NO_RGBA16F = 32,
RFL_NO_DEPTHSTENCIL = 64
};
enum TexMode

View file

@ -156,9 +156,9 @@ bool OpenGLFrameBuffer::WipeStartScreen(int type)
glFinish();
wipestartscreen->Bind(0, false, false);
if (FGLRenderBuffers::IsSupported())
if (FGLRenderBuffers::IsEnabled())
{
GLRenderer->mBuffers->BindSceneFB();
GLRenderer->mBuffers->BindHudFB();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, Width, Height);
}
else
@ -192,8 +192,8 @@ void OpenGLFrameBuffer::WipeEndScreen()
glFinish();
wipeendscreen->Bind(0, false, false);
if (FGLRenderBuffers::IsSupported())
GLRenderer->mBuffers->BindSceneFB();
if (FGLRenderBuffers::IsEnabled())
GLRenderer->mBuffers->BindHudFB();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, Width, Height);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
@ -230,9 +230,9 @@ bool OpenGLFrameBuffer::WipeDo(int ticks)
glDisable(GL_DEPTH_TEST);
glDepthMask(false);
if (FGLRenderBuffers::IsSupported())
if (FGLRenderBuffers::IsEnabled())
{
GLRenderer->mBuffers->BindSceneFB();
GLRenderer->mBuffers->BindHudFB();
glViewport(0, 0, GLRenderer->mOutputViewport.width, GLRenderer->mOutputViewport.height);
}

View file

@ -418,7 +418,7 @@ public:
class FPlayerNameBox : public FListMenuItemSelectable
{
const char *mText;
FString mText;
FFont *mFont;
EColorRange mFontColor;
int mFrameSize;
@ -447,7 +447,7 @@ public:
class FValueTextItem : public FListMenuItemSelectable
{
TArray<FString> mSelections;
const char *mText;
FString mText;
int mSelection;
FFont *mFont;
EColorRange mFontColor;
@ -472,7 +472,7 @@ public:
class FSliderItem : public FListMenuItemSelectable
{
const char *mText;
FString mText;
FFont *mFont;
EColorRange mFontColor;
int mMinrange, mMaxrange;
@ -539,7 +539,7 @@ public:
class FOptionMenuItem : public FListMenuItem
{
protected:
char *mLabel;
FString mLabel;
bool mCentered;
void drawLabel(int indent, int y, EColorRange color, bool grayed = false);
@ -548,7 +548,7 @@ public:
FOptionMenuItem(const char *text, FName action = NAME_None, bool center = false)
: FListMenuItem(0, 0, action)
{
mLabel = copystring(text);
mLabel = text;
mCentered = center;
}

View file

@ -777,7 +777,15 @@ static void ParseOptionMenuBody(FScanner &sc, FOptionMenuDescriptor *desc)
FString label = sc.String;
sc.MustGetStringName(",");
sc.MustGetString();
FOptionMenuItem *it = new FOptionMenuItemSafeCommand(label, sc.String);
FString command = sc.String;
FString prompt;
// Check for optional custom prompt
if (sc.CheckString(","))
{
sc.MustGetString();
prompt = sc.String;
}
FOptionMenuItem *it = new FOptionMenuItemSafeCommand(label, command, prompt);
desc->mItems.Push(it);
}
else if (sc.Compare("Control") || sc.Compare("MapControl"))

View file

@ -479,7 +479,6 @@ void DOptionMenu::Drawer ()
FOptionMenuItem::~FOptionMenuItem()
{
if (mLabel != NULL) delete [] mLabel;
}
int FOptionMenuItem::Draw(FOptionMenuDescriptor *desc, int y, int indent, bool selected)
@ -507,14 +506,14 @@ int FOptionMenuItem::GetIndent()
{
return 0;
}
const char *label = mLabel;
const char *label = mLabel.GetChars();
if (*label == '$') label = GStrings(label+1);
return SmallFont->StringWidth(label);
}
void FOptionMenuItem::drawLabel(int indent, int y, EColorRange color, bool grayed)
{
const char *label = mLabel;
const char *label = mLabel.GetChars();
if (*label == '$') label = GStrings(label+1);
int overlay = grayed? MAKEARGB(96,48,0,0) : 0;

View file

@ -103,9 +103,13 @@ public:
class FOptionMenuItemSafeCommand : public FOptionMenuItemCommand
{
// action is a CCMD
protected:
FString mPrompt;
public:
FOptionMenuItemSafeCommand(const char *label, const char *menu)
FOptionMenuItemSafeCommand(const char *label, const char *menu, const char *prompt)
: FOptionMenuItemCommand(label, menu)
, mPrompt(prompt)
{
}
@ -121,9 +125,13 @@ public:
bool Activate()
{
const char *msg = GStrings("SAFEMESSAGE");
const char *msg = mPrompt.IsNotEmpty() ? mPrompt.GetChars() : "$SAFEMESSAGE";
if (*msg == '$')
{
msg = GStrings(msg + 1);
}
const char *actionLabel = mLabel;
const char *actionLabel = mLabel.GetChars();
if (actionLabel != NULL)
{
if (*actionLabel == '$')
@ -528,7 +536,7 @@ public:
int Draw(FOptionMenuDescriptor *desc, int y, int indent, bool selected)
{
const char *txt = mCurrent? mAltText.GetChars() : mLabel;
const char *txt = mCurrent? mAltText.GetChars() : mLabel.GetChars();
if (*txt == '$') txt = GStrings(txt + 1);
int w = SmallFont->StringWidth(txt) * CleanXfac_1;
int x = (screen->GetWidth() - w) / 2;

View file

@ -64,7 +64,7 @@ EXTERN_CVAR (Bool, cl_run)
FPlayerNameBox::FPlayerNameBox(int x, int y, int height, int frameofs, const char *text, FFont *font, EColorRange color, FName action)
: FListMenuItemSelectable(x, y, height, action)
{
mText = copystring(text);
mText = text;
mFont = font;
mFontColor = color;
mFrameSize = frameofs;
@ -74,7 +74,6 @@ FPlayerNameBox::FPlayerNameBox(int x, int y, int height, int frameofs, const cha
FPlayerNameBox::~FPlayerNameBox()
{
if (mText != NULL) delete [] mText;
}
//=============================================================================
@ -220,7 +219,7 @@ bool FPlayerNameBox::MenuEvent(int mkey, bool fromcontroller)
FValueTextItem::FValueTextItem(int x, int y, int height, const char *text, FFont *font, EColorRange color, EColorRange valuecolor, FName action, FName values)
: FListMenuItemSelectable(x, y, height, action)
{
mText = copystring(text);
mText = text;
mFont = font;
mFontColor = color;
mFontColor2 = valuecolor;
@ -240,7 +239,6 @@ FValueTextItem::FValueTextItem(int x, int y, int height, const char *text, FFont
FValueTextItem::~FValueTextItem()
{
if (mText != NULL) delete [] mText;
}
//=============================================================================
@ -341,7 +339,7 @@ void FValueTextItem::Drawer(bool selected)
FSliderItem::FSliderItem(int x, int y, int height, const char *text, FFont *font, EColorRange color, FName action, int min, int max, int step)
: FListMenuItemSelectable(x, y, height, action)
{
mText = copystring(text);
mText = text;
mFont = font;
mFontColor = color;
mSelection = 0;
@ -352,7 +350,6 @@ FSliderItem::FSliderItem(int x, int y, int height, const char *text, FFont *font
FSliderItem::~FSliderItem()
{
if (mText != NULL) delete [] mText;
}
//=============================================================================

View file

@ -214,6 +214,7 @@ xx(Brainexplode)
// Weapon animator names.
xx(Select)
xx(Deselect)
xx(DeadLowered)
xx(Ready)
xx(Fire)
xx(Hold)

View file

@ -270,6 +270,8 @@ enum
SCRIPT_Unloading = 13,
SCRIPT_Disconnect = 14,
SCRIPT_Return = 15,
SCRIPT_Event = 16, // [BB]
SCRIPT_Kill = 17, // [JM]
};
// Script flags

View file

@ -380,6 +380,12 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags)
target = source;
}
// [JM] Fire KILL type scripts for actor. Not needed for players, since they have the "DEATH" script type.
if (!player && !(flags7 & MF7_NOKILLSCRIPTS) && ((flags7 & MF7_USEKILLSCRIPTS) || gameinfo.forcekillscripts))
{
FBehavior::StaticStartTypedScripts(SCRIPT_Kill, this, true, 0, true);
}
flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY);
if (!(flags4 & MF4_DONTFALL)) flags&=~MF_NOGRAVITY;
flags |= MF_DROPOFF;

View file

@ -162,7 +162,7 @@ PClassActor *P_GetSpawnableType(int spawnnum);
void InitSpawnablesFromMapinfo();
int P_Thing_CheckInputNum(player_t *p, int inputnum);
int P_Thing_Warp(AActor *caller, AActor *reference, double xofs, double yofs, double zofs, DAngle angle, int flags, double heightoffset, double radiusoffset, DAngle pitch);
bool P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr);
int P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr, bool counting = false);
enum
{

View file

@ -1567,7 +1567,7 @@ bool P_CheckPosition(AActor *thing, const DVector2 &pos, FCheckPosition &tm, boo
tm.floorpic = *rover->top.texture;
tm.floorterrain = rover->model->GetTerrain(rover->top.isceiling);
}
if (ff_bottom < tm.ceilingz && abs(delta1) >= abs(delta2))
if (ff_bottom < tm.ceilingz && fabs(delta1) >= fabs(delta2))
{
tm.ceilingz = ff_bottom;
tm.ceilingpic = *rover->bottom.texture;

View file

@ -384,6 +384,11 @@ void AActor::Serialize(FArchive &arc)
<< RipLevelMin
<< RipLevelMax;
arc << DefThreshold;
if (SaveVersion >= 4549)
{
arc << SpriteAngle;
arc << SpriteRotation;
}
{
FString tagstr;

View file

@ -237,8 +237,7 @@ DPSprite *player_t::GetPSprite(PSPLayers layer)
pspr->y = WEAPONTOP;
}
pspr->oldx = pspr->x;
pspr->oldy = pspr->y;
pspr->firstTic = true;
}
return pspr;
@ -510,7 +509,7 @@ void P_DropWeapon (player_t *player)
}
// Since the weapon is dropping, stop blocking switching.
player->WeaponState &= ~WF_DISABLESWITCH;
if (player->ReadyWeapon != nullptr)
if ((player->ReadyWeapon != nullptr) && (player->health > 0 || !(player->ReadyWeapon->WeaponFlags & WIF_NODEATHDESELECT)))
{
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->GetDownState());
}
@ -1087,7 +1086,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
{ // Player is dead, so don't bring up a pending weapon
// Player is dead, so keep the weapon off screen
P_SetPsprite(player, PSP_FLASH, nullptr);
psp->SetState(nullptr);
psp->SetState(player->ReadyWeapon->FindState(NAME_DeadLowered));
return 0;
}
// [RH] Clear the flash state. Only needed for Strife.
@ -1396,20 +1395,23 @@ void player_t::TickPSprites()
pspr = pspr->Next;
}
if (ReadyWeapon == nullptr && (health > 0 || mo->DamageType != NAME_Fire))
if ((health > 0) || (ReadyWeapon != nullptr && !(ReadyWeapon->WeaponFlags & WIF_NODEATHINPUT)))
{
if (PendingWeapon != WP_NOCHANGE)
P_BringUpWeapon(this);
}
else
{
P_CheckWeaponSwitch(this);
if (WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
if (ReadyWeapon == nullptr)
{
P_CheckWeaponFire(this);
if (PendingWeapon != WP_NOCHANGE)
P_BringUpWeapon(this);
}
else
{
P_CheckWeaponSwitch(this);
if (WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
{
P_CheckWeaponFire(this);
}
// Check custom buttons
P_CheckWeaponButtons(this);
}
// Check custom buttons
P_CheckWeaponButtons(this);
}
}

View file

@ -696,16 +696,16 @@ int P_Thing_CheckInputNum(player_t *p, int inputnum)
}
return renum;
}
bool P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr)
int P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr, bool counting)
{
AActor *ref = COPY_AAPTR(self, ptr);
// We need these to check out.
if (!ref || !classname || distance <= 0)
return false;
return 0;
int counter = 0;
bool result = false;
int result = 0;
double closer = distance, farther = 0, current = distance;
const bool ptrWillChange = !!(flags & (CPXF_SETTARGET | CPXF_SETMASTER | CPXF_SETTRACER));
const bool ptrDistPref = !!(flags & (CPXF_CLOSEST | CPXF_FARTHEST));
@ -740,7 +740,7 @@ bool P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, in
if ((ref->Distance2D(mo) < distance &&
((flags & CPXF_NOZ) ||
((ref->Z() > mo->Z() && ref->Z() - mo->Top() < distance) ||
(ref->Z() <= mo->Z() && mo->Z() - ref->Top() < distance)))))
(ref->Z() <= mo->Z() && mo->Z() - ref->Top() < distance)))))
{
if ((flags & CPXF_CHECKSIGHT) && !(P_CheckSight(mo, ref, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY)))
continue;
@ -766,19 +766,19 @@ bool P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, in
{
if (!(flags & (CPXF_COUNTDEAD | CPXF_DEADONLY)))
continue;
counter++;
}
else
{
if (flags & CPXF_DEADONLY)
continue;
counter++;
}
counter++;
// Abort if the number of matching classes nearby is greater, we have obviously succeeded in our goal.
if (counter > count)
{
result = (flags & (CPXF_LESSOREQUAL | CPXF_EXACT)) ? false : true;
// Don't abort if calling the counting version CheckProximity non-action function.
if (!counting && counter > count)
{
result = (flags & (CPXF_LESSOREQUAL | CPXF_EXACT)) ? 0 : 1;
// However, if we have one SET* flag and either the closest or farthest flags, keep the function going.
if (ptrWillChange && ptrDistPref)
@ -805,12 +805,14 @@ bool P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, in
}
}
if (counter == count)
result = true;
else if (counter < count)
result = !!((flags & CPXF_LESSOREQUAL) && !(flags & CPXF_EXACT));
return result;
if (!counting)
{
if (counter == count)
result = 1;
else if (counter < count)
result = !!((flags & CPXF_LESSOREQUAL) && !(flags & CPXF_EXACT)) ? 1 : 0;
}
return counting ? counter : result;
}
int P_Thing_Warp(AActor *caller, AActor *reference, double xofs, double yofs, double zofs, DAngle angle, int flags, double heightoffset, double radiusoffset, DAngle pitch)

View file

@ -332,74 +332,6 @@ private:
// ---------------------------------------------------------------------------
class NonCopyable
{
protected:
NonCopyable() { }
~NonCopyable() { }
private:
NonCopyable(const NonCopyable&);
const NonCopyable& operator=(const NonCopyable&);
};
// ---------------------------------------------------------------------------
class RenderTarget : private NonCopyable
{
public:
RenderTarget(const GLsizei width, const GLsizei height);
~RenderTarget();
void Bind();
void Unbind();
FHardwareTexture& GetColorTexture()
{
return m_texture;
}
private:
GLuint m_ID;
GLuint m_oldID;
FHardwareTexture m_texture;
static GLuint GetBoundID();
}; // class RenderTarget
// ---------------------------------------------------------------------------
class CocoaOpenGLFrameBuffer : public OpenGLFrameBuffer, private NonCopyable
{
typedef OpenGLFrameBuffer Super;
public:
CocoaOpenGLFrameBuffer(void* hMonitor, int width, int height, int bits, int refreshHz, bool fullscreen);
virtual bool Lock(bool buffered);
virtual void Update();
virtual void GetScreenshotBuffer(const BYTE*& buffer, int& pitch, ESSType& color_type);
virtual void SetSmoothPicture(bool smooth);
private:
RenderTarget m_renderTarget;
void DrawRenderTarget();
}; // class CocoaOpenGLFrameBuffer
// ---------------------------------------------------------------------------
EXTERN_CVAR(Float, Gamma)
CUSTOM_CVAR(Float, rgamma, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
@ -660,7 +592,7 @@ DFrameBuffer* CocoaVideo::CreateFrameBuffer(const int width, const int height, c
if (1 == s_currentRenderer)
{
fb = new CocoaOpenGLFrameBuffer(NULL, width, height, 32, 60, fullscreen);
fb = new OpenGLFrameBuffer(NULL, width, height, 32, 60, fullscreen);
}
else
{
@ -1153,6 +1085,20 @@ SDLGLFB::SDLGLFB(void*, const int width, const int height, int, int, const bool
, m_lock(-1)
, m_isUpdatePending(false)
{
CGGammaValue gammaTable[GAMMA_TABLE_SIZE];
uint32_t actualChannelSize;
const CGError result = CGGetDisplayTransferByTable(kCGDirectMainDisplay, GAMMA_CHANNEL_SIZE,
gammaTable, &gammaTable[GAMMA_CHANNEL_SIZE], &gammaTable[GAMMA_CHANNEL_SIZE * 2], &actualChannelSize);
m_supportsGamma = kCGErrorSuccess == result && GAMMA_CHANNEL_SIZE == actualChannelSize;
if (m_supportsGamma)
{
for (uint32_t i = 0; i < GAMMA_TABLE_SIZE; ++i)
{
m_originalGamma[i] = static_cast<WORD>(gammaTable[i] * 65535.0f);
}
}
}
SDLGLFB::SDLGLFB()
@ -1236,288 +1182,36 @@ void SDLGLFB::SwapBuffers()
void SDLGLFB::SetGammaTable(WORD* table)
{
if (m_supportsGamma)
{
CGGammaValue gammaTable[GAMMA_TABLE_SIZE];
for (uint32_t i = 0; i < GAMMA_TABLE_SIZE; ++i)
{
gammaTable[i] = static_cast<CGGammaValue>(table[i] / 65535.0f);
}
CGSetDisplayTransferByTable(kCGDirectMainDisplay, GAMMA_CHANNEL_SIZE,
gammaTable, &gammaTable[GAMMA_CHANNEL_SIZE], &gammaTable[GAMMA_CHANNEL_SIZE * 2]);
}
}
void SDLGLFB::ResetGammaTable()
{
if (m_supportsGamma)
{
SetGammaTable(m_originalGamma);
}
}
int SDLGLFB::GetClientWidth()
{
return GetWidth();
return static_cast<int>(rbOpts.width + 2.0f * rbOpts.shiftX);
}
int SDLGLFB::GetClientHeight()
{
return GetHeight();
}
// ---------------------------------------------------------------------------
void BoundTextureSetFilter(const GLenum target, const GLint filter)
{
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter);
glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
EXTERN_CVAR(Float, vid_brightness)
EXTERN_CVAR(Float, vid_contrast)
void BoundTextureDraw2D(const GLsizei width, const GLsizei height)
{
gl_RenderState.SetEffect(EFF_GAMMACORRECTION);
gl_RenderState.SetTextureMode(TM_OPAQUE);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
gl_RenderState.SetColor(Gamma, vid_contrast, vid_brightness);
gl_RenderState.Apply();
static const float x = 0.f;
static const float y = 0.f;
const float w = float(width);
const float h = float(height);
static const float u1 = 0.f;
static const float v1 = 1.f;
static const float u2 = 1.f;
static const float v2 = 0.f;
FFlatVertexBuffer* const vbo = GLRenderer->mVBO;
FFlatVertex* ptr = vbo->GetBuffer();
ptr->Set(x, y, 0, u1, v1); ++ptr;
ptr->Set(x, y + h, 0, u1, v2); ++ptr;
ptr->Set(x + w, y, 0, u2, v1); ++ptr;
ptr->Set(x + w, y + h, 0, u2, v2); ++ptr;
vbo->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
gl_RenderState.SetEffect(EFF_NONE);
gl_RenderState.SetTextureMode(TM_MODULATE);
}
bool BoundTextureSaveAsPNG(const GLenum target, const char* const path)
{
if (NULL == path)
{
return false;
}
GLint width = 0;
GLint height = 0;
glGetTexLevelParameteriv(target, 0, GL_TEXTURE_WIDTH, &width );
glGetTexLevelParameteriv(target, 0, GL_TEXTURE_HEIGHT, &height);
if (0 == width || 0 == height)
{
Printf("BoundTextureSaveAsPNG: invalid texture size %ix%i\n", width, height);
return false;
}
static const int BYTES_PER_PIXEL = 4;
const int imageSize = width * height * BYTES_PER_PIXEL;
unsigned char* imageBuffer = static_cast<unsigned char*>(malloc(imageSize));
if (NULL == imageBuffer)
{
Printf("BoundTextureSaveAsPNG: cannot allocate %i bytes\n", imageSize);
return false;
}
glGetTexImage(target, 0, GL_BGRA, GL_UNSIGNED_BYTE, imageBuffer);
const int lineSize = width * BYTES_PER_PIXEL;
unsigned char lineBuffer[lineSize];
for (GLint line = 0; line < height / 2; ++line)
{
void* frontLinePtr = &imageBuffer[line * lineSize];
void* backLinePtr = &imageBuffer[(height - line - 1) * lineSize];
memcpy( lineBuffer, frontLinePtr, lineSize);
memcpy(frontLinePtr, backLinePtr, lineSize);
memcpy( backLinePtr, lineBuffer, lineSize);
}
FILE* file = fopen(path, "w");
if (NULL == file)
{
Printf("BoundTextureSaveAsPNG: cannot open file %s\n", path);
free(imageBuffer);
return false;
}
const bool result =
M_CreatePNG(file, &imageBuffer[0], NULL, SS_BGRA, width, height, width * BYTES_PER_PIXEL)
&& M_FinishPNG(file);
fclose(file);
free(imageBuffer);
return result;
}
// ---------------------------------------------------------------------------
RenderTarget::RenderTarget(const GLsizei width, const GLsizei height)
: m_ID(0)
, m_oldID(0)
, m_texture(width, height, true)
{
glGenFramebuffersEXT(1, &m_ID);
Bind();
m_texture.CreateTexture(NULL, width, height, 0, false, 0);
m_texture.BindToFrameBuffer();
Unbind();
}
RenderTarget::~RenderTarget()
{
glDeleteFramebuffersEXT(1, &m_ID);
}
void RenderTarget::Bind()
{
const GLuint boundID = GetBoundID();
if (m_ID != boundID)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_ID);
m_oldID = boundID;
}
}
void RenderTarget::Unbind()
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_oldID);
m_oldID = 0;
}
GLuint RenderTarget::GetBoundID()
{
GLint result;
glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &result);
return static_cast<GLuint>(result);
}
// ---------------------------------------------------------------------------
CocoaOpenGLFrameBuffer::CocoaOpenGLFrameBuffer(void* hMonitor, int width, int height, int bits, int refreshHz, bool fullscreen)
: OpenGLFrameBuffer(hMonitor, width, height, bits, refreshHz, fullscreen)
, m_renderTarget(width, height)
{
SetSmoothPicture(gl_smooth_rendered);
// Fill render target with black color
m_renderTarget.Bind();
glClear(GL_COLOR_BUFFER_BIT);
m_renderTarget.Unbind();
}
bool CocoaOpenGLFrameBuffer::Lock(bool buffered)
{
if (0 == m_lock)
{
m_renderTarget.Bind();
}
return Super::Lock(buffered);
}
void CocoaOpenGLFrameBuffer::Update()
{
if (!CanUpdate())
{
GLRenderer->Flush();
return;
}
Begin2D(false);
DrawRateStuff();
GLRenderer->Flush();
DrawRenderTarget();
Swap();
Unlock();
CheckBench();
}
void CocoaOpenGLFrameBuffer::GetScreenshotBuffer(const BYTE*& buffer, int& pitch, ESSType& color_type)
{
m_renderTarget.Bind();
Super::GetScreenshotBuffer(buffer, pitch, color_type);
m_renderTarget.Unbind();
}
void CocoaOpenGLFrameBuffer::DrawRenderTarget()
{
m_renderTarget.Unbind();
m_renderTarget.GetColorTexture().Bind(0, 0, false);
if (rbOpts.dirty)
{
// TODO: Figure out why the following glClear() call is needed
// to avoid drawing of garbage in fullscreen mode when
// in-game's aspect ratio is different from display one
glClear(GL_COLOR_BUFFER_BIT);
rbOpts.dirty = false;
}
glViewport(rbOpts.shiftX, rbOpts.shiftY, rbOpts.width, rbOpts.height);
BoundTextureDraw2D(Width, Height);
glViewport(0, 0, Width, Height);
}
void CocoaOpenGLFrameBuffer::SetSmoothPicture(const bool smooth)
{
FHardwareTexture& texture = m_renderTarget.GetColorTexture();
texture.Bind(0, 0, false);
BoundTextureSetFilter(GL_TEXTURE_2D, smooth ? GL_LINEAR : GL_NEAREST);
}
// ---------------------------------------------------------------------------
CUSTOM_CVAR(Bool, gl_smooth_rendered, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
if (NULL != screen)
{
screen->SetSmoothPicture(self);
}
return static_cast<int>(rbOpts.height + 2.0f * rbOpts.shiftY);
}

View file

@ -71,7 +71,12 @@ protected:
int m_lock;
bool m_isUpdatePending;
static const bool m_supportsGamma = false;
static const uint32_t GAMMA_CHANNEL_SIZE = 256;
static const uint32_t GAMMA_CHANNEL_COUNT = 3;
static const uint32_t GAMMA_TABLE_SIZE = GAMMA_CHANNEL_SIZE * GAMMA_CHANNEL_COUNT;
bool m_supportsGamma;
WORD m_originalGamma[GAMMA_TABLE_SIZE];
SDLGLFB();

View file

@ -248,9 +248,6 @@ void FConsoleWindow::AddText(const char* message)
AddText(color, buffer);
}
#define CHECK_BUFFER_SPACE \
if (pos >= sizeof buffer - 3) { reset = true; continue; }
if (TEXTCOLOR_ESCAPE == *message)
{
const BYTE* colorID = reinterpret_cast<const BYTE*>(message) + 1;
@ -268,42 +265,20 @@ void FConsoleWindow::AddText(const char* message)
message += 2;
}
else if (0x1d == *message) // Opening bar character
else if (0x1d == *message || 0x1f == *message) // Opening and closing bar characters
{
CHECK_BUFFER_SPACE;
// Insert BOX DRAWINGS LIGHT LEFT AND HEAVY RIGHT
buffer[pos++] = '\xe2';
buffer[pos++] = '\x95';
buffer[pos++] = '\xbc';
buffer[pos++] = '-';
++message;
}
else if (0x1e == *message) // Middle bar character
{
CHECK_BUFFER_SPACE;
// Insert BOX DRAWINGS HEAVY HORIZONTAL
buffer[pos++] = '\xe2';
buffer[pos++] = '\x94';
buffer[pos++] = '\x81';
++message;
}
else if (0x1f == *message) // Closing bar character
{
CHECK_BUFFER_SPACE;
// Insert BOX DRAWINGS HEAVY LEFT AND LIGHT RIGHT
buffer[pos++] = '\xe2';
buffer[pos++] = '\x95';
buffer[pos++] = '\xbe';
buffer[pos++] = '=';
++message;
}
else
{
buffer[pos++] = *message++;
}
#undef CHECK_BUFFER_SPACE
}
if (0 != pos)

View file

@ -395,6 +395,64 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetGibHealth)
return 0;
}
//==========================================================================
//
// GetSpriteAngle
//
// NON-ACTION function returns the sprite angle of a pointer.
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetSpriteAngle)
{
if (numret > 0)
{
assert(ret != NULL);
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
AActor *target = COPY_AAPTR(self, ptr);
if (target == nullptr)
{
ret->SetFloat(0.0);
}
else
{
const double ang = target->SpriteAngle.Degrees;
ret->SetFloat(ang);
}
return 1;
}
return 0;
}
//==========================================================================
//
// GetSpriteRotation
//
// NON-ACTION function returns the sprite rotation of a pointer.
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetSpriteRotation)
{
if (numret > 0)
{
assert(ret != NULL);
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
AActor *target = COPY_AAPTR(self, ptr);
if (target == nullptr)
{
ret->SetFloat(0.0);
}
else
{
const double ang = target->SpriteRotation.Degrees;
ret->SetFloat(ang);
}
return 1;
}
return 0;
}
//==========================================================================
//
// GetZAt
@ -585,6 +643,38 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetPlayerInput)
return 0;
}
//==========================================================================
//
// CountProximity
//
// NON-ACTION function of A_CheckProximity that returns how much it counts.
// Takes a pointer as anyone may or may not be a player.
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, CountProximity)
{
if (numret > 0)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(classname, AActor);
PARAM_FLOAT(distance);
PARAM_INT_OPT(flags) { flags = 0; }
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
AActor *mobj = COPY_AAPTR(self, ptr);
if (mobj == nullptr)
{
ret->SetInt(0);
}
else
{
ret->SetInt(P_Thing_CheckProximity(self, classname, distance, 0, flags, ptr, true));
}
return 1;
}
return 0;
}
//===========================================================================
//
// __decorate_internal_state__
@ -3013,12 +3103,19 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Recoil)
// A_SelectWeapon
//
//===========================================================================
enum SW_Flags
{
SWF_SELECTPRIORITY = 1,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SelectWeapon)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(cls, AWeapon);
PARAM_INT_OPT(flags) { flags = 0; }
if (cls == NULL || self->player == NULL)
bool selectPriority = !!(flags & SWF_SELECTPRIORITY);
if ((!selectPriority && cls == NULL) || self->player == NULL)
{
ACTION_RETURN_BOOL(false);
}
@ -3033,6 +3130,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SelectWeapon)
}
ACTION_RETURN_BOOL(true);
}
else if (selectPriority)
{
// [XA] if the named weapon cannot be found (or is a dummy like 'None'),
// select the next highest priority weapon. This is basically
// the same as A_CheckReload minus the ammo check. Handy.
self->player->mo->PickNewWeapon(NULL);
ACTION_RETURN_BOOL(true);
}
else
{
ACTION_RETURN_BOOL(false);
@ -7188,3 +7293,80 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMovementDirection)
ACTION_RETURN_BOOL(true);
}
//==========================================================================
//
// A_CopySpriteFrame(from, to, flags)
//
// Copies the sprite and/or frame from one pointer to another.
//==========================================================================
enum CPSFFlags
{
CPSF_NOSPRITE = 1,
CPSF_NOFRAME = 1 << 1,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CopySpriteFrame)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT(from);
PARAM_INT(to);
PARAM_INT_OPT(flags) { flags = 0; }
AActor *copyfrom = COPY_AAPTR(self, from);
AActor *copyto = COPY_AAPTR(self, to);
if (copyfrom == copyto || copyfrom == nullptr || copyto == nullptr || ((flags & CPSF_NOSPRITE) && (flags & CPSF_NOFRAME)))
{
ACTION_RETURN_BOOL(false);
}
if (!(flags & CPSF_NOSPRITE)) copyto->sprite = copyfrom->sprite;
if (!(flags & CPSF_NOFRAME)) copyto->frame = copyfrom->frame;
ACTION_RETURN_BOOL(true);
}
//==========================================================================
//
// A_SetSpriteAngle(angle, ptr)
//
// Specifies which angle the actor must always draw its sprite from.
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpriteAngle)
{
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT_OPT(angle) { angle = 0.; }
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
AActor *mobj = COPY_AAPTR(self, ptr);
if (mobj == nullptr)
{
ACTION_RETURN_BOOL(false);
}
mobj->SpriteAngle = angle;
ACTION_RETURN_BOOL(true);
}
//==========================================================================
//
// A_SetSpriteRotation(angle, ptr)
//
// Specifies how much to fake a sprite rotation.
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpriteRotation)
{
PARAM_ACTION_PROLOGUE;
PARAM_ANGLE_OPT(angle) { angle = 0.; }
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
AActor *mobj = COPY_AAPTR(self, ptr);
if (mobj == nullptr)
{
ACTION_RETURN_BOOL(false);
}
mobj->SpriteRotation = angle;
ACTION_RETURN_BOOL(true);
}

View file

@ -257,6 +257,9 @@ static FFlagDef ActorFlagDefs[]=
DEFINE_FLAG(MF7, LAXTELEFRAGDMG, AActor, flags7),
DEFINE_FLAG(MF7, ICESHATTER, AActor, flags7),
DEFINE_FLAG(MF7, ALLOWTHRUFLAGS, AActor, flags7),
DEFINE_FLAG(MF7, USEKILLSCRIPTS, AActor, flags7),
DEFINE_FLAG(MF7, NOKILLSCRIPTS, AActor, flags7),
DEFINE_FLAG(MF7, SPRITEANGLE, AActor, flags7),
// Effect flags
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
@ -362,6 +365,8 @@ static FFlagDef WeaponFlagDefs[] =
DEFINE_FLAG(WIF, NO_AUTO_SWITCH, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, AMMO_CHECKBOTH, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, NOAUTOAIM, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, NODEATHDESELECT, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, NODEATHINPUT, AWeapon, WeaponFlags),
DEFINE_DUMMY_FLAG(NOLMS),
DEFINE_FLAG(WIF, ALT_USES_BOTH, AWeapon, WeaponFlags),

View file

@ -48,8 +48,10 @@
#define RESOLVE(p,c) if (p!=NULL) p = p->Resolve(c)
#define ABORT(p) if (!(p)) { delete this; return NULL; }
#define SAFE_RESOLVE(p,c) RESOLVE(p,c); ABORT(p)
#define SAFE_RESOLVE_OPT(p,c) if (p!=NULL) { SAFE_RESOLVE(p,c) }
class VMFunctionBuilder;
class FxJumpStatement;
//==========================================================================
//
@ -59,21 +61,15 @@ class VMFunctionBuilder;
struct FCompileContext
{
PClassActor *cls;
TArray<FxJumpStatement *> Jumps;
PClassActor *Class;
FCompileContext(PClassActor *_cls = NULL)
{
cls = _cls;
}
FCompileContext(PClassActor *cls = nullptr);
PSymbol *FindInClass(FName identifier)
{
return cls ? cls->Symbols.FindSymbol(identifier, true) : NULL;
}
PSymbol *FindGlobal(FName identifier)
{
return GlobalSymbols.FindSymbol(identifier, true);
}
PSymbol *FindInClass(FName identifier);
PSymbol *FindGlobal(FName identifier);
void HandleJumps(int token, FxExpression *handler);
};
//==========================================================================
@ -212,6 +208,8 @@ public:
virtual ExpEmit Emit(VMFunctionBuilder *build);
TArray<FxJumpStatement *> JumpAddresses;
FScriptPosition ScriptPosition;
PType *ValueType;
@ -930,6 +928,80 @@ public:
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxWhileLoop
//
//==========================================================================
class FxWhileLoop : public FxExpression
{
FxExpression *Condition;
FxExpression *Code;
public:
FxWhileLoop(FxExpression *condition, FxExpression *code, const FScriptPosition &pos);
~FxWhileLoop();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxDoWhileLoop
//
//==========================================================================
class FxDoWhileLoop : public FxExpression
{
FxExpression *Condition;
FxExpression *Code;
public:
FxDoWhileLoop(FxExpression *condition, FxExpression *code, const FScriptPosition &pos);
~FxDoWhileLoop();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxForLoop
//
//==========================================================================
class FxForLoop : public FxExpression
{
FxExpression *Init;
FxExpression *Condition;
FxExpression *Iteration;
FxExpression *Code;
public:
FxForLoop(FxExpression *init, FxExpression *condition, FxExpression *iteration, FxExpression *code, const FScriptPosition &pos);
~FxForLoop();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
};
//==========================================================================
//
// FxJumpStatement
//
//==========================================================================
class FxJumpStatement : public FxExpression
{
public:
FxJumpStatement(int token, const FScriptPosition &pos);
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
int Token;
size_t Address;
FxExpression *AddressResolver;
};
//==========================================================================
//
// FxReturnStatement

View file

@ -85,6 +85,45 @@ static const FLOP FxFlops[] =
{ NAME_TanH, FLOP_TANH, [](double v) { return g_tanh(v); } },
};
//==========================================================================
//
// FCompileContext
//
//==========================================================================
FCompileContext::FCompileContext(PClassActor *cls) : Class(cls)
{
}
PSymbol *FCompileContext::FindInClass(FName identifier)
{
return Class ? Class->Symbols.FindSymbol(identifier, true) : nullptr;
}
PSymbol *FCompileContext::FindGlobal(FName identifier)
{
return GlobalSymbols.FindSymbol(identifier, true);
}
void FCompileContext::HandleJumps(int token, FxExpression *handler)
{
for (unsigned int i = 0; i < Jumps.Size(); i++)
{
if (Jumps[i]->Token == token)
{
Jumps[i]->AddressResolver = handler;
handler->JumpAddresses.Push(Jumps[i]);
Jumps.Delete(i);
i--;
}
}
}
//==========================================================================
//
// ExpEmit
//
//==========================================================================
ExpEmit::ExpEmit(VMFunctionBuilder *build, int type)
: RegNum(build->Registers[type].Get(1)), RegType(type), Konst(false), Fixed(false)
{
@ -2838,14 +2877,14 @@ FxSelf::FxSelf(const FScriptPosition &pos)
FxExpression *FxSelf::Resolve(FCompileContext& ctx)
{
CHECKRESOLVED();
if (!ctx.cls)
if (!ctx.Class)
{
// can't really happen with DECORATE's expression evaluator.
ScriptPosition.Message(MSG_ERROR, "self used outside of a member function");
delete this;
return NULL;
}
ValueType = ctx.cls;
ValueType = ctx.Class;
ValueType = NewPointer(RUNTIME_CLASS(DObject));
return this;
}
@ -3818,6 +3857,369 @@ ExpEmit FxIfStatement::Emit(VMFunctionBuilder *build)
return ExpEmit();
}
//==========================================================================
//
// FxWhileLoop
//
//==========================================================================
FxWhileLoop::FxWhileLoop(FxExpression *condition, FxExpression *code, const FScriptPosition &pos)
: FxExpression(pos), Condition(condition), Code(code)
{
ValueType = TypeVoid;
}
FxWhileLoop::~FxWhileLoop()
{
SAFE_DELETE(Condition);
SAFE_DELETE(Code);
}
FxExpression *FxWhileLoop::Resolve(FCompileContext &ctx)
{
CHECKRESOLVED();
SAFE_RESOLVE(Condition, ctx);
SAFE_RESOLVE_OPT(Code, ctx);
ctx.HandleJumps(TK_Break, this);
ctx.HandleJumps(TK_Continue, this);
if (Condition->ValueType != TypeBool)
{
Condition = new FxBoolCast(Condition);
SAFE_RESOLVE(Condition, ctx);
}
if (Condition->isConstant())
{
if (static_cast<FxConstant *>(Condition)->GetValue().GetBool() == false)
{ // Nothing happens
FxExpression *nop = new FxNop(ScriptPosition);
delete this;
return nop;
}
else if (Code == nullptr)
{ // "while (true) { }"
// Someone could be using this for testing.
ScriptPosition.Message(MSG_WARNING, "Infinite empty loop");
}
}
return this;
}
ExpEmit FxWhileLoop::Emit(VMFunctionBuilder *build)
{
assert(Condition->ValueType == TypeBool);
size_t loopstart, loopend;
size_t jumpspot;
// Evaluate the condition and execute/break out of the loop.
loopstart = build->GetAddress();
if (!Condition->isConstant())
{
ExpEmit cond = Condition->Emit(build);
build->Emit(OP_TEST, cond.RegNum, 0);
jumpspot = build->Emit(OP_JMP, 0);
cond.Free(build);
}
else assert(static_cast<FxConstant *>(Condition)->GetValue().GetBool() == true);
// Execute the loop's content.
if (Code != nullptr)
{
ExpEmit code = Code->Emit(build);
code.Free(build);
}
// Loop back.
build->Backpatch(build->Emit(OP_JMP, 0), loopstart);
loopend = build->GetAddress();
if (!Condition->isConstant())
{
build->Backpatch(jumpspot, loopend);
}
// Give a proper address to any break/continue statement within this loop.
for (unsigned int i = 0; i < JumpAddresses.Size(); i++)
{
if (JumpAddresses[i]->Token == TK_Break)
{
build->Backpatch(JumpAddresses[i]->Address, loopend);
}
else
{ // Continue statement.
build->Backpatch(JumpAddresses[i]->Address, loopstart);
}
}
return ExpEmit();
}
//==========================================================================
//
// FxDoWhileLoop
//
//==========================================================================
FxDoWhileLoop::FxDoWhileLoop(FxExpression *condition, FxExpression *code, const FScriptPosition &pos)
: FxExpression(pos), Condition(condition), Code(code)
{
ValueType = TypeVoid;
}
FxDoWhileLoop::~FxDoWhileLoop()
{
SAFE_DELETE(Condition);
SAFE_DELETE(Code);
}
FxExpression *FxDoWhileLoop::Resolve(FCompileContext &ctx)
{
CHECKRESOLVED();
SAFE_RESOLVE(Condition, ctx);
SAFE_RESOLVE_OPT(Code, ctx);
ctx.HandleJumps(TK_Break, this);
ctx.HandleJumps(TK_Continue, this);
if (Condition->ValueType != TypeBool)
{
Condition = new FxBoolCast(Condition);
SAFE_RESOLVE(Condition, ctx);
}
if (Condition->isConstant())
{
if (static_cast<FxConstant *>(Condition)->GetValue().GetBool() == false)
{ // The code executes once, if any.
if (JumpAddresses.Size() == 0)
{ // We would still have to handle the jumps however.
FxExpression *e = Code;
if (e == nullptr) e = new FxNop(ScriptPosition);
Code = nullptr;
delete this;
return e;
}
}
else if (Code == nullptr)
{ // "do { } while (true);"
// Someone could be using this for testing.
ScriptPosition.Message(MSG_WARNING, "Infinite empty loop");
}
}
return this;
}
ExpEmit FxDoWhileLoop::Emit(VMFunctionBuilder *build)
{
assert(Condition->ValueType == TypeBool);
size_t loopstart, loopend;
size_t codestart;
// Execute the loop's content.
codestart = build->GetAddress();
if (Code != nullptr)
{
ExpEmit code = Code->Emit(build);
code.Free(build);
}
// Evaluate the condition and execute/break out of the loop.
loopstart = build->GetAddress();
if (!Condition->isConstant())
{
ExpEmit cond = Condition->Emit(build);
build->Emit(OP_TEST, cond.RegNum, 1);
cond.Free(build);
build->Backpatch(build->Emit(OP_JMP, 0), codestart);
}
else if (static_cast<FxConstant *>(Condition)->GetValue().GetBool() == true)
{ // Always looping
build->Backpatch(build->Emit(OP_JMP, 0), codestart);
}
loopend = build->GetAddress();
// Give a proper address to any break/continue statement within this loop.
for (unsigned int i = 0; i < JumpAddresses.Size(); i++)
{
if (JumpAddresses[i]->Token == TK_Break)
{
build->Backpatch(JumpAddresses[i]->Address, loopend);
}
else
{ // Continue statement.
build->Backpatch(JumpAddresses[i]->Address, loopstart);
}
}
return ExpEmit();
}
//==========================================================================
//
// FxForLoop
//
//==========================================================================
FxForLoop::FxForLoop(FxExpression *init, FxExpression *condition, FxExpression *iteration, FxExpression *code, const FScriptPosition &pos)
: FxExpression(pos), Init(init), Condition(condition), Iteration(iteration), Code(code)
{
ValueType = TypeVoid;
}
FxForLoop::~FxForLoop()
{
SAFE_DELETE(Init);
SAFE_DELETE(Condition);
SAFE_DELETE(Iteration);
SAFE_DELETE(Code);
}
FxExpression *FxForLoop::Resolve(FCompileContext &ctx)
{
CHECKRESOLVED();
SAFE_RESOLVE_OPT(Init, ctx);
SAFE_RESOLVE_OPT(Condition, ctx);
SAFE_RESOLVE_OPT(Iteration, ctx);
SAFE_RESOLVE_OPT(Code, ctx);
ctx.HandleJumps(TK_Break, this);
ctx.HandleJumps(TK_Continue, this);
if (Condition != nullptr)
{
if (Condition->ValueType != TypeBool)
{
Condition = new FxBoolCast(Condition);
SAFE_RESOLVE(Condition, ctx);
}
if (Condition->isConstant())
{
if (static_cast<FxConstant *>(Condition)->GetValue().GetBool() == false)
{ // Nothing happens
FxExpression *nop = new FxNop(ScriptPosition);
delete this;
return nop;
}
else
{ // "for (..; true; ..)"
delete Condition;
Condition = nullptr;
}
}
}
if (Condition == nullptr && Code == nullptr)
{ // "for (..; ; ..) { }"
// Someone could be using this for testing.
ScriptPosition.Message(MSG_WARNING, "Infinite empty loop");
}
return this;
}
ExpEmit FxForLoop::Emit(VMFunctionBuilder *build)
{
assert((Condition && Condition->ValueType == TypeBool && !Condition->isConstant()) || Condition == nullptr);
size_t loopstart, loopend;
size_t codestart;
size_t jumpspot;
// Init statement.
if (Init != nullptr)
{
ExpEmit init = Init->Emit(build);
init.Free(build);
}
// Evaluate the condition and execute/break out of the loop.
codestart = build->GetAddress();
if (Condition != nullptr)
{
ExpEmit cond = Condition->Emit(build);
build->Emit(OP_TEST, cond.RegNum, 0);
cond.Free(build);
jumpspot = build->Emit(OP_JMP, 0);
}
// Execute the loop's content.
if (Code != nullptr)
{
ExpEmit code = Code->Emit(build);
code.Free(build);
}
// Iteration statement.
loopstart = build->GetAddress();
if (Iteration != nullptr)
{
ExpEmit iter = Iteration->Emit(build);
iter.Free(build);
}
build->Backpatch(build->Emit(OP_JMP, 0), codestart);
// End of loop.
loopend = build->GetAddress();
if (Condition != nullptr)
{
build->Backpatch(jumpspot, loopend);
}
// Give a proper address to any break/continue statement within this loop.
for (unsigned int i = 0; i < JumpAddresses.Size(); i++)
{
if (JumpAddresses[i]->Token == TK_Break)
{
build->Backpatch(JumpAddresses[i]->Address, loopend);
}
else
{ // Continue statement.
build->Backpatch(JumpAddresses[i]->Address, loopstart);
}
}
return ExpEmit();
}
//==========================================================================
//
// FxJumpStatement
//
//==========================================================================
FxJumpStatement::FxJumpStatement(int token, const FScriptPosition &pos)
: FxExpression(pos), Token(token), AddressResolver(nullptr)
{
ValueType = TypeVoid;
}
FxExpression *FxJumpStatement::Resolve(FCompileContext &ctx)
{
CHECKRESOLVED();
ctx.Jumps.Push(this);
return this;
}
ExpEmit FxJumpStatement::Emit(VMFunctionBuilder *build)
{
if (AddressResolver == nullptr)
{
ScriptPosition.Message(MSG_ERROR, "Jump statement %s has nowhere to go!", FScanner::TokenName(Token).GetChars());
}
Address = build->Emit(OP_JMP, 0);
return ExpEmit();
}
//==========================================================================
//
//==========================================================================
@ -4008,19 +4410,19 @@ ExpEmit FxClassTypeCast::Emit(VMFunctionBuilder *build)
FxExpression *FxStateByIndex::Resolve(FCompileContext &ctx)
{
CHECKRESOLVED();
if (ctx.cls->NumOwnedStates == 0)
if (ctx.Class->NumOwnedStates == 0)
{
// This can't really happen
assert(false);
}
if (ctx.cls->NumOwnedStates <= index)
if (ctx.Class->NumOwnedStates <= index)
{
ScriptPosition.Message(MSG_ERROR, "%s: Attempt to jump to non existing state index %d",
ctx.cls->TypeName.GetChars(), index);
ctx.Class->TypeName.GetChars(), index);
delete this;
return NULL;
}
FxExpression *x = new FxConstant(ctx.cls->OwnedStates + index, ScriptPosition);
FxExpression *x = new FxConstant(ctx.Class->OwnedStates + index, ScriptPosition);
delete this;
return x;
}
@ -4068,7 +4470,7 @@ FxExpression *FxMultiNameState::Resolve(FCompileContext &ctx)
}
else if (names[0] == NAME_Super)
{
scope = dyn_cast<PClassActor>(ctx.cls->ParentClass);
scope = dyn_cast<PClassActor>(ctx.Class->ParentClass);
}
else
{
@ -4079,9 +4481,9 @@ FxExpression *FxMultiNameState::Resolve(FCompileContext &ctx)
delete this;
return NULL;
}
else if (!scope->IsDescendantOf(ctx.cls))
else if (!scope->IsDescendantOf(ctx.Class))
{
ScriptPosition.Message(MSG_ERROR, "'%s' is not an ancestor of '%s'", names[0].GetChars(),ctx.cls->TypeName.GetChars());
ScriptPosition.Message(MSG_ERROR, "'%s' is not an ancestor of '%s'", names[0].GetChars(),ctx.Class->TypeName.GetChars());
delete this;
return NULL;
}

View file

@ -1345,6 +1345,24 @@ DEFINE_PROPERTY(gravity, F, Actor)
defaults->Gravity = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(spriteangle, F, Actor)
{
PROP_DOUBLE_PARM(i, 0);
defaults->SpriteAngle = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(spriterotation, F, Actor)
{
PROP_DOUBLE_PARM(i, 0);
defaults->SpriteRotation = i;
}
//==========================================================================
//
//==========================================================================

View file

@ -480,6 +480,93 @@ static FxExpression *ParseIf(FScanner &sc, FState state, FString statestring, Ba
return add;
}
static FxExpression *ParseWhile(FScanner &sc, FState state, FString statestring, Baggage &bag,
PPrototype *&retproto, bool &lastwasret)
{
FxExpression *cond, *code;
PPrototype *proto;
bool ret;
sc.MustGetStringName("(");
cond = ParseExpression(sc, bag.Info);
sc.MustGetStringName(")");
sc.MustGetStringName("{"); // Enforce braces like for if statements.
code = ParseActions(sc, state, statestring, bag, proto, ret);
sc.MustGetString();
retproto = ReturnCheck(retproto, proto, sc);
lastwasret = false; // A while loop always jumps back.
return new FxWhileLoop(cond, code, sc);
}
static FxExpression *ParseDoWhile(FScanner &sc, FState state, FString statestring, Baggage &bag,
PPrototype *&retproto, bool &lastwasret)
{
FxExpression *cond, *code;
PPrototype *proto;
bool ret;
sc.MustGetStringName("{"); // Enforce braces like for if statements.
code = ParseActions(sc, state, statestring, bag, proto, ret);
sc.MustGetStringName("while");
sc.MustGetStringName("(");
cond = ParseExpression(sc, bag.Info);
sc.MustGetStringName(")");
sc.MustGetStringName(";");
sc.MustGetString();
retproto = ReturnCheck(retproto, proto, sc);
lastwasret = false;
return new FxDoWhileLoop(cond, code, sc);
}
static FxExpression *ParseFor(FScanner &sc, FState state, FString statestring, Baggage &bag,
PPrototype *&retproto, bool &lastwasret)
{
FxExpression *init = nullptr;
FxExpression *cond = nullptr;
FxExpression *iter = nullptr;
FxExpression *code = nullptr;
PPrototype *proto;
bool ret;
// Parse the statements.
sc.MustGetStringName("(");
sc.MustGetString();
if (!sc.Compare(";"))
{
init = ParseAction(sc, state, statestring, bag); // That's all DECORATE can handle for now.
sc.MustGetStringName(";");
}
sc.MustGetString();
if (!sc.Compare(";"))
{
sc.UnGet();
cond = ParseExpression(sc, bag.Info);
sc.MustGetStringName(";");
}
sc.MustGetString();
if (!sc.Compare(")"))
{
iter = ParseAction(sc, state, statestring, bag);
sc.MustGetStringName(")");
}
// Now parse the loop's content.
sc.MustGetStringName("{"); // Enforce braces like for if statements.
code = ParseActions(sc, state, statestring, bag, proto, ret);
sc.MustGetString();
retproto = ReturnCheck(retproto, proto, sc);
lastwasret = false;
return new FxForLoop(init, cond, iter, code, sc);
}
FxExpression *ParseActions(FScanner &sc, FState state, FString statestring, Baggage &bag,
PPrototype *&retproto, bool &endswithret)
{
@ -505,9 +592,21 @@ FxExpression *ParseActions(FScanner &sc, FState state, FString statestring, Bagg
FxExpression *add;
lastwasret = false;
if (sc.Compare("if"))
{ // Hangle an if statement
{ // Handle an if statement
add = ParseIf(sc, state, statestring, bag, proto, lastwasret);
}
else if (sc.Compare("while"))
{ // Handle a while loop
add = ParseWhile(sc, state, statestring, bag, proto, lastwasret);
}
else if (sc.Compare("do"))
{ // Handle a do-while loop
add = ParseDoWhile(sc, state, statestring, bag, proto, lastwasret);
}
else if (sc.Compare("for"))
{ // Handle a for loop
add = ParseFor(sc, state, statestring, bag, proto, lastwasret);
}
else if (sc.Compare("return"))
{ // Handle a return statement
lastwasret = true;
@ -529,6 +628,18 @@ FxExpression *ParseActions(FScanner &sc, FState state, FString statestring, Bagg
sc.MustGetString();
add = new FxReturnStatement(retexp, sc);
}
else if (sc.Compare("break"))
{
add = new FxJumpStatement(TK_Break, sc);
sc.MustGetStringName(";");
sc.MustGetString();
}
else if (sc.Compare("continue"))
{
add = new FxJumpStatement(TK_Continue, sc);
sc.MustGetStringName(";");
sc.MustGetString();
}
else
{ // Handle a regular action function call
add = ParseAction(sc, state, statestring, bag);

View file

@ -415,8 +415,6 @@ public:
virtual bool Is8BitMode() = 0;
#endif
virtual void SetSmoothPicture(bool smooth) {}
protected:
void DrawRateStuff ();
void CopyFromBuff (BYTE *src, int srcPitch, int width, int height, BYTE *dest);

View file

@ -76,7 +76,7 @@ const char *GetVersionString();
// Use 4500 as the base git save version, since it's higher than the
// SVN revision ever got.
#define SAVEVER 4548
#define SAVEVER 4549
#define SAVEVERSTRINGIFY2(x) #x
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)

View file

@ -436,6 +436,17 @@ bool VMFunctionBuilder::RegAvailability::Reuse(int reg)
return true;
}
//==========================================================================
//
// VMFunctionBuilder :: GetAddress
//
//==========================================================================
size_t VMFunctionBuilder::GetAddress()
{
return Code.Size();
}
//==========================================================================
//
// VMFunctionBuilder :: Emit

View file

@ -34,6 +34,9 @@ public:
int GetConstantAddress(void *ptr, VM_ATAG tag);
int GetConstantString(FString str);
// Returns the address of the next instruction to be emitted.
size_t GetAddress();
// Returns the address of the newly-emitted instruction.
size_t Emit(int opcode, int opa, int opb, int opc);
size_t Emit(int opcode, int opa, VM_SHALF opbc);

View file

@ -35,6 +35,8 @@ ACTOR Actor native //: Thinker
BloodType "Blood", "BloodSplatter", "AxeBlood"
ExplosionDamage 128
MissileHeight 32
SpriteAngle 0
SpriteRotation 0
// Functions
native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false);
@ -48,6 +50,9 @@ ACTOR Actor native //: Thinker
native float GetCrouchFactor(int ptr = AAPTR_PLAYER1);
native float GetCVar(string cvar);
native int GetPlayerInput(int inputnum, int ptr = AAPTR_DEFAULT);
native int CountProximity(class<Actor> classname, float distance, int flags = 0, int ptr = AAPTR_DEFAULT);
native float GetSpriteAngle(int ptr = AAPTR_DEFAULT);
native float GetSpriteRotation(int ptr = AAPTR_DEFAULT);
// Action functions
// Meh, MBF redundant functions. Only for DeHackEd support.
@ -239,7 +244,7 @@ ACTOR Actor native //: Thinker
native state A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, state label, int forward_ptr = AAPTR_DEFAULT);
native bool A_GiveToTarget(class<Inventory> itemtype, int amount = 0, int forward_ptr = AAPTR_DEFAULT);
native bool A_TakeFromTarget(class<Inventory> itemtype, int amount = 0, int flags = 0, int forward_ptr = AAPTR_DEFAULT);
native int A_RadiusGive(class<Inventory> itemtype, float distance, int flags, int amount = 0, class<Actor> filter = "None", name species = "None", int mindist = 0, int limit = 0);
native int A_RadiusGive(class<Inventory> itemtype, float distance, int flags, int amount = 0, class<Actor> filter = "None", name species = "None", float mindist = 0, int limit = 0);
native state A_CheckSpecies(state jump, name species = "", int ptr = AAPTR_DEFAULT);
native void A_CountdownArg(int argnum, state targstate = "");
action native A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);
@ -260,7 +265,7 @@ ACTOR Actor native //: Thinker
native state A_CheckLOF(state jump, int flags = 0, float range = 0, float minrange = 0, float angle = 0, float pitch = 0, float offsetheight = 0, float offsetwidth = 0, int ptr_target = AAPTR_DEFAULT, float offsetforward = 0);
native state A_JumpIfTargetInLOS (state label, float/*angle*/ fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
native state A_JumpIfInTargetLOS (state label, float/*angle*/ fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
native bool A_SelectWeapon(class<Weapon> whichweapon);
native bool A_SelectWeapon(class<Weapon> whichweapon, int flags = 0);
action native A_Punch();
action native A_Feathers();
action native A_ClassBossHealth();
@ -330,6 +335,9 @@ ACTOR Actor native //: Thinker
native state A_CheckRange(float distance, state label, bool two_dimension = false);
action native bool A_FaceMovementDirection(float offset = 0, float anglelimit = 0, float pitchlimit = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
action native int A_ClearOverlays(int sstart = 0, int sstop = 0, bool safety = true);
action native bool A_CopySpriteFrame(int from, int to, int flags = 0);
action native bool A_SetSpriteAngle(float angle = 0, int ptr = AAPTR_DEFAULT);
action native bool A_SetSpriteRotation(float angle = 0, int ptr = AAPTR_DEFAULT);
native void A_RearrangePointers(int newtarget, int newmaster = AAPTR_DEFAULT, int newtracer = AAPTR_DEFAULT, int flags=0);
native void A_TransferPointer(int ptr_source, int ptr_recepient, int sourcefield, int recepientfield=AAPTR_DEFAULT, int flags=0);

View file

@ -150,6 +150,9 @@ const int WRF_ALLOWUSER2 = 256;
const int WRF_ALLOWUSER3 = 512;
const int WRF_ALLOWUSER4 = 1024;
// Flags for A_SelectWeapon
const int SWF_SELECTPRIORITY = 1;
// Morph constants
const int MRF_ADDSTAMINA = 1;
const int MRF_FULLHEALTH = 2;
@ -666,4 +669,11 @@ enum
{
GAF_RELATIVE = 1,
GAF_SWITCH = 1 << 1,
};
//Flags for A_CopySpriteFrame
enum
{
CPSF_NOSPRITE = 1,
CPSF_NOFRAME = 1 << 1,
};

View file

@ -2618,6 +2618,9 @@ GLPREFMNU_AMBLIGHT = "Ambient light level";
GLPREFMNU_RENDERQUALITY = "Rendering quality";
GLPREFMNU_VRMODE = "Stereo 3D VR";
GLPREFMNU_VRQUADSTEREO = "Enable Quad Stereo";
GLPREFMNU_MULTISAMPLE = "Multisample";
GLPREFMNU_TONEMAP = "Tonemap Mode";
GLPREFMNU_BLOOM = "Bloom effect";
// Option Values
OPTVAL_SMART = "Smart";
@ -2642,6 +2645,7 @@ OPTVAL_2X = "2x";
OPTVAL_4X = "4x";
OPTVAL_8X = "8x";
OPTVAL_16X = "16x";
OPTVAL_32X = "32x";
OPTVAL_USEASPALETTE = "Use as palette";
OPTVAL_BLEND = "Blend";
OPTVAL_STANDARD = "Standard";
@ -2686,3 +2690,6 @@ OPTVAL_AMBERBLUE = "Amber/Blue";
OPTVAL_LEFTEYE = "Left Eye";
OPTVAL_RIGHTEYE = "Right Eye";
OPTVAL_QUADBUFFERED = "Quad-buffered";
OPTVAL_UNCHARTED2 = "Uncharted 2";
OPTVAL_HEJLDAWSON = "Hejl Dawson";
OPTVAL_REINHARD = "Reinhard";

View file

@ -32,6 +32,15 @@ OptionValue "HWGammaModes"
2, "$OPTVAL_FULLSCREENONLY"
}
OptionValue "TonemapModes"
{
0, "$OPTVAL_OFF"
1, "$OPTVAL_UNCHARTED2"
2, "$OPTVAL_HEJLDAWSON"
3, "$OPTVAL_REINHARD"
4, "$OPTVAL_LINEAR"
}
OptionValue "TextureFormats"
{
0, "$OPTVAL_RGBA8"
@ -54,6 +63,16 @@ OptionValue "Anisotropy"
16, "$OPTVAL_16X"
}
OptionValue "Multisample"
{
1, "$OPTVAL_OFF"
2, "$OPTVAL_2X"
4, "$OPTVAL_4X"
8, "$OPTVAL_8X"
16, "$OPTVAL_16X"
32, "$OPTVAL_32X"
}
OptionValue "Colormaps"
{
0, "$OPTVAL_USEASPALETTE"
@ -198,4 +217,7 @@ OptionMenu "GLPrefOptions"
Option "$GLPREFMNU_RENDERQUALITY", gl_render_precise, "Precision"
Option "$GLPREFMNU_VRMODE", vr_mode, "VRMode"
Option "$GLPREFMNU_VRQUADSTEREO", vr_enable_quadbuffered, "OnOff"
Option "$GLPREFMNU_MULTISAMPLE", gl_multisample, "Multisample"
Option "$GLPREFMNU_TONEMAP", gl_tonemap, "TonemapModes"
Option "$GLPREFMNU_BLOOM", gl_bloom, "OnOff"
}

View file

@ -0,0 +1,10 @@
in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D Bloom;
void main()
{
FragColor = vec4(texture(Bloom, TexCoord).rgb, 0.0);
}

View file

@ -0,0 +1,9 @@
in vec4 PositionInProjection;
out vec2 TexCoord;
void main()
{
gl_Position = PositionInProjection;
TexCoord = PositionInProjection.xy * 0.5 + 0.5;
}

View file

@ -0,0 +1,12 @@
in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D SceneTexture;
uniform float ExposureAdjustment;
void main()
{
vec4 color = texture(SceneTexture, TexCoord);
FragColor = max(vec4(color.rgb * ExposureAdjustment - 1, 1), vec4(0));
}

View file

@ -0,0 +1,9 @@
in vec4 PositionInProjection;
out vec2 TexCoord;
void main()
{
gl_Position = PositionInProjection;
TexCoord = PositionInProjection.xy * 0.5 + 0.5;
}

View file

@ -1,30 +0,0 @@
uniform sampler2D tex;
in vec4 vTexCoord;
in vec4 vColor;
out vec4 FragColor;
void main()
{
vec3 color = texture(tex, vTexCoord.st).rgb;
// /* DEBUG */ if (vTexCoord.x > 0.5)
{
// Apply contrast
float contrast = clamp(vColor.y, 0.1, 3.0);
color = color.rgb * contrast - (contrast - 1.0) * 0.5;
// Apply gamma
float gamma = clamp(vColor.x, 0.1, 4.0);
color = sign(color) * pow(abs(color), vec3(1.0 / gamma));
// Apply brightness
float brightness = clamp(vColor.z, -0.8, 0.8);
color += brightness * 0.5;
color = clamp(color, 0.0, 1.0);
}
FragColor = vec4(color, 1.0);
}

View file

@ -1,6 +1,4 @@
#version 330
in vec2 TexCoord;
out vec4 FragColor;

View file

@ -1,6 +1,4 @@
#version 330
in vec4 PositionInProjection;
out vec2 TexCoord;

View file

@ -0,0 +1,73 @@
in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D InputTexture;
uniform float ExposureAdjustment;
vec3 Linear(vec3 c)
{
//return pow(c, 2.2);
return c * c; // cheaper, but assuming gamma of 2.0 instead of 2.2
}
vec3 sRGB(vec3 c)
{
//return pow(c, vec3(1.0 / 2.2));
return sqrt(c); // cheaper, but assuming gamma of 2.0 instead of 2.2
}
#if defined(LINEAR)
vec3 Tonemap(vec3 color)
{
return sRGB(color);
}
#elif defined(REINHARD)
vec3 Tonemap(vec3 color)
{
color = color / (1 + color);
return sRGB(color);
}
#elif defined(HEJLDAWSON)
vec3 Tonemap(vec3 color)
{
vec3 x = max(vec3(0), color - 0.004);
return (x * (6.2 * x + 0.5)) / (x * (6.2 * x + 1.7) + 0.06); // no sRGB needed
}
#else
vec3 Uncharted2Tonemap(vec3 x)
{
float A = 0.15;
float B = 0.50;
float C = 0.10;
float D = 0.20;
float E = 0.02;
float F = 0.30;
return ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F;
}
vec3 Tonemap(vec3 color)
{
float W = 11.2;
float ExposureBias = 2.0;
vec3 curr = Uncharted2Tonemap(ExposureBias * color);
vec3 whiteScale = vec3(1) / Uncharted2Tonemap(vec3(W));
return sRGB(curr * whiteScale);
}
#endif
void main()
{
vec3 color = texture(InputTexture, TexCoord).rgb;
color = color * ExposureAdjustment;
color = Linear(color); // needed because gzdoom's scene texture is not linear at the moment
FragColor = vec4(Tonemap(color), 1.0);
}

View file

@ -0,0 +1,9 @@
in vec4 PositionInProjection;
out vec2 TexCoord;
void main()
{
gl_Position = PositionInProjection;
TexCoord = PositionInProjection.xy * 0.5 + 0.5;
}