mirror of
https://github.com/ZDoom/qzdoom.git
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Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
# Conflicts: # src/gl/renderer/gl_renderbuffers.cpp
This commit is contained in:
commit
b1c1e6aae7
23 changed files with 941 additions and 229 deletions
27
docs/licenses/README.TXT
Normal file
27
docs/licenses/README.TXT
Normal file
|
@ -0,0 +1,27 @@
|
||||||
|
The original Doom source code was released by id Software under the
|
||||||
|
Doom Source Code License. See doomlic.txt.
|
||||||
|
|
||||||
|
Parts of the renderer use code from the BUILD engine by Ken Silverman.
|
||||||
|
See buildlic.txt.
|
||||||
|
|
||||||
|
The majority of original code uses a BSD-like lincese. See bsd.txt.
|
||||||
|
|
||||||
|
This software is based in part on the work of the Independent JPEG Group.
|
||||||
|
|
||||||
|
This software uses the 'zlib' general purpose compression library by
|
||||||
|
Jean-loup Gailly and Mark Adler.
|
||||||
|
|
||||||
|
This software uses the gdtoa package, see gdtoa.txt.
|
||||||
|
|
||||||
|
This software uses the snes_spc library, which is covered by the GNU Lesser
|
||||||
|
General Public License. See lgpl.txt.
|
||||||
|
|
||||||
|
This software uses the "Dynamic Universal Music Bibliotheque" library for
|
||||||
|
MOD music playback. See dumb.txt for original license. The version used,
|
||||||
|
however, has been heavily modified from its original form and is the same
|
||||||
|
version used by the foobar2000 component foo_dumb as of mid-2008, found at
|
||||||
|
http://kode54.foobar2000.org/.
|
||||||
|
|
||||||
|
This software uses the OPL emulator from MAME 0.95. Playback of MUS files
|
||||||
|
on the OPL emulation is accomplished with some help from Vladimir Arnost's
|
||||||
|
MUS File Player Library, with fixes to make it more accurate.
|
27
docs/licenses/bsd.txt
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27
docs/licenses/bsd.txt
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|
@ -0,0 +1,27 @@
|
||||||
|
**---------------------------------------------------------------------------
|
||||||
|
** Copyright 1998-2009 Randy Heit, Christoph Oelckers, et al.
|
||||||
|
** All rights reserved.
|
||||||
|
**
|
||||||
|
** Redistribution and use in source and binary forms, with or without
|
||||||
|
** modification, are permitted provided that the following conditions
|
||||||
|
** are met:
|
||||||
|
**
|
||||||
|
** 1. Redistributions of source code must retain the above copyright
|
||||||
|
** notice, this list of conditions and the following disclaimer.
|
||||||
|
** 2. Redistributions in binary form must reproduce the above copyright
|
||||||
|
** notice, this list of conditions and the following disclaimer in the
|
||||||
|
** documentation and/or other materials provided with the distribution.
|
||||||
|
** 3. The name of the author may not be used to endorse or promote products
|
||||||
|
** derived from this software without specific prior written permission.
|
||||||
|
**
|
||||||
|
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
||||||
|
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
||||||
|
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||||
|
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||||||
|
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||||
|
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||||
|
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||||
|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||||
|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
|
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
|
**---------------------------------------------------------------------------
|
71
docs/licenses/buildlic.txt
Normal file
71
docs/licenses/buildlic.txt
Normal file
|
@ -0,0 +1,71 @@
|
||||||
|
BUILD SOURCE CODE LICENSE TERMS: 06/20/2000
|
||||||
|
|
||||||
|
[1] I give you permission to make modifications to my Build source and
|
||||||
|
distribute it, BUT:
|
||||||
|
|
||||||
|
[2] Any derivative works based on my Build source may be distributed ONLY
|
||||||
|
through the INTERNET.
|
||||||
|
|
||||||
|
[3] Distribution of any derivative works MUST be done completely FREE of
|
||||||
|
charge - no commercial exploitation whatsoever.
|
||||||
|
|
||||||
|
[4] Anything you distribute which uses a part of my Build Engine source
|
||||||
|
code MUST include:
|
||||||
|
|
||||||
|
[A] The following message somewhere in the archive:
|
||||||
|
|
||||||
|
// "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman
|
||||||
|
// Ken Silverman's official web site: "http://www.advsys.net/ken"
|
||||||
|
// See the included license file "BUILDLIC.TXT" for license info.
|
||||||
|
|
||||||
|
[B] This text file "BUILDLIC.TXT" along with it.
|
||||||
|
|
||||||
|
[C] Any source files that you modify must include this message as well:
|
||||||
|
|
||||||
|
// This file has been modified from Ken Silverman's original release
|
||||||
|
|
||||||
|
[5] The use of the Build Engine for commercial purposes will require an
|
||||||
|
appropriate license arrangement with me. Contact information is
|
||||||
|
on my web site.
|
||||||
|
|
||||||
|
[6] I take no responsibility for damage to your system.
|
||||||
|
|
||||||
|
[7] Technical support: Before contacting me with questions, please read
|
||||||
|
and do ALL of the following!
|
||||||
|
|
||||||
|
[A] Look though ALL of my text files. There are 7 of them (including this
|
||||||
|
one). I like to think that I wrote them for a reason. You will find
|
||||||
|
many of your answers in the history section of BUILD.TXT and
|
||||||
|
BUILD2.TXT (they're located inside SRC.ZIP).
|
||||||
|
|
||||||
|
[B] If that doesn't satisfy you, then try going to:
|
||||||
|
|
||||||
|
"http://www.advsys.net/ken/buildsrc"
|
||||||
|
|
||||||
|
where I will maintain a Build Source Code FAQ (or perhaps I might
|
||||||
|
just provide a link to a good FAQ).
|
||||||
|
|
||||||
|
[C] I am willing to respond to questions, but ONLY if they come at a rate
|
||||||
|
that I can handle.
|
||||||
|
|
||||||
|
PLEASE TRY TO AVOID ASKING DUPLICATE QUESTIONS!
|
||||||
|
|
||||||
|
As my line of defense, I will post my current policy about
|
||||||
|
answering Build source questions (right below the E-mail address
|
||||||
|
on my web site.) You can check there to see if I'm getting
|
||||||
|
overloaded with questions or not.
|
||||||
|
|
||||||
|
If I'm too busy, it might say something like this:
|
||||||
|
|
||||||
|
I'm too busy to answer Build source questions right now.
|
||||||
|
Sorry, but don't expect a reply from me any time soon.
|
||||||
|
|
||||||
|
If I'm open for Build source questions, please state your question
|
||||||
|
clearly and don't include any unsolicited attachments unless
|
||||||
|
they're really small (like less than 50k). Assume that I have
|
||||||
|
a 28.8k modem. Also, don't leave out important details just
|
||||||
|
to make your question appear shorter - making me guess what
|
||||||
|
you're asking doesn't save me time!
|
||||||
|
|
||||||
|
----------------------------------------------------------------------------
|
||||||
|
-Ken S. (official web site: http://www.advsys.net/ken)
|
10
docs/licenses/cephes.txt
Normal file
10
docs/licenses/cephes.txt
Normal file
|
@ -0,0 +1,10 @@
|
||||||
|
Some software in this archive may be from the book _Methods and
|
||||||
|
Programs for Mathematical Functions_ (Prentice-Hall or Simon & Schuster
|
||||||
|
International, 1989) or from the Cephes Mathematical Library, a
|
||||||
|
commercial product. In either event, it is copyrighted by the author.
|
||||||
|
What you see here may be used freely but it comes with no support or
|
||||||
|
guarantee.
|
||||||
|
|
||||||
|
Stephen L. Moshier
|
||||||
|
moshier@na-net.ornl.gov
|
||||||
|
|
112
docs/licenses/doomlic.txt
Normal file
112
docs/licenses/doomlic.txt
Normal file
|
@ -0,0 +1,112 @@
|
||||||
|
|
||||||
|
|
||||||
|
LIMITED USE SOFTWARE LICENSE AGREEMENT
|
||||||
|
|
||||||
|
This Limited Use Software License Agreement (the "Agreement")
|
||||||
|
is a legal agreement between you, the end-user, and Id Software, Inc.
|
||||||
|
("ID"). By downloading or purchasing the software material, which
|
||||||
|
includes source code (the "Source Code"), artwork data, music and
|
||||||
|
software tools (collectively, the "Software"), you are agreeing to
|
||||||
|
be bound by the terms of this Agreement. If you do not agree to the
|
||||||
|
terms of this Agreement, promptly destroy the Software you may have
|
||||||
|
downloaded or copied.
|
||||||
|
|
||||||
|
ID SOFTWARE LICENSE
|
||||||
|
|
||||||
|
1. Grant of License. ID grants to you the right to use the
|
||||||
|
Software. You have no ownership or proprietary rights in or to the
|
||||||
|
Software, or the Trademark. For purposes of this section, "use" means
|
||||||
|
loading the Software into RAM, as well as installation on a hard disk
|
||||||
|
or other storage device. The Software, together with any archive copy
|
||||||
|
thereof, shall be destroyed when no longer used in accordance with
|
||||||
|
this Agreement, or when the right to use the Software is terminated.
|
||||||
|
You agree that the Software will not be shipped, transferred or
|
||||||
|
exported into any country in violation of the U.S. Export
|
||||||
|
Administration Act (or any other law governing such matters) and that
|
||||||
|
you will not utilize, in any other manner, the Software in violation
|
||||||
|
of any applicable law.
|
||||||
|
|
||||||
|
2. Permitted Uses. For educational purposes only, you, the
|
||||||
|
end-user, may use portions of the Source Code, such as particular
|
||||||
|
routines, to develop your own software, but may not duplicate the
|
||||||
|
Source Code, except as noted in paragraph 4. The limited right
|
||||||
|
referenced in the preceding sentence is hereinafter referred to as
|
||||||
|
"Educational Use." By so exercising the Educational Use right you
|
||||||
|
shall not obtain any ownership, copyright, proprietary or other
|
||||||
|
interest in or to the Source Code, or any portion of the Source
|
||||||
|
Code. You may dispose of your own software in your sole discretion.
|
||||||
|
With the exception of the Educational Use right, you may not
|
||||||
|
otherwise use the Software, or an portion of the Software, which
|
||||||
|
includes the Source Code, for commercial gain.
|
||||||
|
|
||||||
|
3. Prohibited Uses: Under no circumstances shall you, the
|
||||||
|
end-user, be permitted, allowed or authorized to commercially exploit
|
||||||
|
the Software. Neither you nor anyone at your direction shall do any
|
||||||
|
of the following acts with regard to the Software, or any portion
|
||||||
|
thereof:
|
||||||
|
|
||||||
|
Rent;
|
||||||
|
|
||||||
|
Sell;
|
||||||
|
|
||||||
|
Lease;
|
||||||
|
|
||||||
|
Offer on a pay-per-play basis;
|
||||||
|
|
||||||
|
Distribute for money or any other consideration; or
|
||||||
|
|
||||||
|
In any other manner and through any medium whatsoever
|
||||||
|
commercially exploit or use for any commercial purpose.
|
||||||
|
|
||||||
|
Notwithstanding the foregoing prohibitions, you may commercially
|
||||||
|
exploit the software you develop by exercising the Educational Use
|
||||||
|
right, referenced in paragraph 2. hereinabove.
|
||||||
|
|
||||||
|
4. Copyright. The Software and all copyrights related thereto
|
||||||
|
(including all characters and other images generated by the Software
|
||||||
|
or depicted in the Software) are owned by ID and is protected by
|
||||||
|
United States copyright laws and international treaty provisions.
|
||||||
|
Id shall retain exclusive ownership and copyright in and to the
|
||||||
|
Software and all portions of the Software and you shall have no
|
||||||
|
ownership or other proprietary interest in such materials. You must
|
||||||
|
treat the Software like any other copyrighted material. You may not
|
||||||
|
otherwise reproduce, copy or disclose to others, in whole or in any
|
||||||
|
part, the Software. You may not copy the written materials
|
||||||
|
accompanying the Software. You agree to use your best efforts to
|
||||||
|
see that any user of the Software licensed hereunder complies with
|
||||||
|
this Agreement.
|
||||||
|
|
||||||
|
5. NO WARRANTIES. ID DISCLAIMS ALL WARRANTIES, BOTH EXPRESS
|
||||||
|
IMPLIED, INCLUDING BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
|
||||||
|
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE WITH RESPECT
|
||||||
|
TO THE SOFTWARE. THIS LIMITED WARRANTY GIVES YOU SPECIFIC LEGAL
|
||||||
|
RIGHTS. YOU MAY HAVE OTHER RIGHTS WHICH VARY FROM JURISDICTION TO
|
||||||
|
JURISDICTION. ID DOES NOT WARRANT THAT THE OPERATION OF THE SOFTWARE
|
||||||
|
WILL BE UNINTERRUPTED, ERROR FREE OR MEET YOUR SPECIFIC REQUIREMENTS.
|
||||||
|
THE WARRANTY SET FORTH ABOVE IS IN LIEU OF ALL OTHER EXPRESS
|
||||||
|
WARRANTIES WHETHER ORAL OR WRITTEN. THE AGENTS, EMPLOYEES,
|
||||||
|
DISTRIBUTORS, AND DEALERS OF ID ARE NOT AUTHORIZED TO MAKE
|
||||||
|
MODIFICATIONS TO THIS WARRANTY, OR ADDITIONAL WARRANTIES ON BEHALF
|
||||||
|
OF ID.
|
||||||
|
|
||||||
|
Exclusive Remedies. The Software is being offered to you
|
||||||
|
free of any charge. You agree that you have no remedy against ID, its
|
||||||
|
affiliates, contractors, suppliers, and agents for loss or damage
|
||||||
|
caused by any defect or failure in the Software regardless of the form
|
||||||
|
of action, whether in contract, tort, includinegligence, strict
|
||||||
|
liability or otherwise, with regard to the Software. This Agreement
|
||||||
|
shall be construed in accordance with and governed by the laws of the
|
||||||
|
State of Texas. Copyright and other proprietary matters will be
|
||||||
|
governed by United States laws and international treaties. IN ANY
|
||||||
|
CASE, ID SHALL NOT BE LIABLE FOR LOSS OF DATA, LOSS OF PROFITS, LOST
|
||||||
|
SAVINGS, SPECIAL, INCIDENTAL, CONSEQUENTIAL, INDIRECT OR OTHER
|
||||||
|
SIMILAR DAMAGES ARISING FROM BREACH OF WARRANTY, BREACH OF CONTRACT,
|
||||||
|
NEGLIGENCE, OR OTHER LEGAL THEORY EVEN IF ID OR ITS AGENT HAS BEEN
|
||||||
|
ADVISED OF THE POSSIBILITY OF SUCH DAMAGES, OR FOR ANY CLAIM BY ANY
|
||||||
|
OTHER PARTY. Some jurisdictions do not allow the exclusion or
|
||||||
|
limitation of incidental or consequential damages, so the above
|
||||||
|
limitation or exclusion may not apply to you.
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
54
docs/licenses/dumb.txt
Normal file
54
docs/licenses/dumb.txt
Normal file
|
@ -0,0 +1,54 @@
|
||||||
|
/* _______ ____ __ ___ ___
|
||||||
|
* \ _ \ \ / \ / \ \ / / ' ' '
|
||||||
|
* | | \ \ | | || | \/ | . .
|
||||||
|
* | | | | | | || ||\ /| |
|
||||||
|
* | | | | | | || || \/ | | ' ' '
|
||||||
|
* | | | | | | || || | | . .
|
||||||
|
* | |_/ / \ \__// || | |
|
||||||
|
* /_______/ynamic \____/niversal /__\ /____\usic /| . . ibliotheque
|
||||||
|
* / \
|
||||||
|
* / . \
|
||||||
|
* licence.txt - Conditions for use of DUMB. / / \ \
|
||||||
|
* | < / \_
|
||||||
|
* If you do not agree to these terms, please | \/ /\ /
|
||||||
|
* do not use DUMB. \_ / > /
|
||||||
|
* | \ / /
|
||||||
|
* Information in [brackets] is provided to aid | ' /
|
||||||
|
* interpretation of the licence. \__/
|
||||||
|
*/
|
||||||
|
|
||||||
|
|
||||||
|
Dynamic Universal Music Bibliotheque
|
||||||
|
|
||||||
|
Copyright (C) 2001-2003 Ben Davis, Robert J Ohannessian and Julien Cugniere
|
||||||
|
|
||||||
|
This software is provided 'as-is', without any express or implied warranty.
|
||||||
|
In no event shall the authors be held liable for any damages arising from the
|
||||||
|
use of this software.
|
||||||
|
|
||||||
|
Permission is granted to anyone to use this software for any purpose,
|
||||||
|
including commercial applications, and to alter it and redistribute it
|
||||||
|
freely, subject to the following restrictions:
|
||||||
|
|
||||||
|
1. The origin of this software must not be misrepresented; you must not claim
|
||||||
|
that you wrote the original software. If you use this software in a
|
||||||
|
product, you are requested to acknowledge its use in the product
|
||||||
|
documentation, along with details on where to get an unmodified version of
|
||||||
|
this software, but this is not a strict requirement.
|
||||||
|
|
||||||
|
[Note that the above point asks for a link to DUMB, not just a mention.
|
||||||
|
Googling for DUMB doesn't help much! The URL is "http://dumb.sf.net/".]
|
||||||
|
|
||||||
|
[The only reason why the link is not strictly required is that such a
|
||||||
|
requirement prevents DUMB from being used in projects with certain other
|
||||||
|
licences, notably the GPL. See http://www.gnu.org/philosophy/bsd.html .]
|
||||||
|
|
||||||
|
2. Altered source versions must be plainly marked as such, and must not be
|
||||||
|
misrepresented as being the original software.
|
||||||
|
|
||||||
|
3. This notice may not be removed from or altered in any source distribution.
|
||||||
|
|
||||||
|
4. If you are using the Program in someone else's bedroom at any Monday
|
||||||
|
3:05 PM, you are not allowed to modify the Program for ten minutes. [This
|
||||||
|
clause provided by Inphernic; every licence should contain at least one
|
||||||
|
clause, the reasoning behind which is far from obvious.]
|
27
docs/licenses/gdtoa.txt
Normal file
27
docs/licenses/gdtoa.txt
Normal file
|
@ -0,0 +1,27 @@
|
||||||
|
/****************************************************************
|
||||||
|
|
||||||
|
The author of this software is David M. Gay.
|
||||||
|
|
||||||
|
Copyright (C) 1998 by Lucent Technologies
|
||||||
|
All Rights Reserved
|
||||||
|
|
||||||
|
Permission to use, copy, modify, and distribute this software and
|
||||||
|
its documentation for any purpose and without fee is hereby
|
||||||
|
granted, provided that the above copyright notice appear in all
|
||||||
|
copies and that both that the copyright notice and this
|
||||||
|
permission notice and warranty disclaimer appear in supporting
|
||||||
|
documentation, and that the name of Lucent or any of its entities
|
||||||
|
not be used in advertising or publicity pertaining to
|
||||||
|
distribution of the software without specific, written prior
|
||||||
|
permission.
|
||||||
|
|
||||||
|
LUCENT DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
|
||||||
|
INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS.
|
||||||
|
IN NO EVENT SHALL LUCENT OR ANY OF ITS ENTITIES BE LIABLE FOR ANY
|
||||||
|
SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
|
||||||
|
WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER
|
||||||
|
IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
|
||||||
|
ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF
|
||||||
|
THIS SOFTWARE.
|
||||||
|
|
||||||
|
****************************************************************/
|
504
docs/licenses/lgpl.txt
Normal file
504
docs/licenses/lgpl.txt
Normal file
|
@ -0,0 +1,504 @@
|
||||||
|
GNU LESSER GENERAL PUBLIC LICENSE
|
||||||
|
Version 2.1, February 1999
|
||||||
|
|
||||||
|
Copyright (C) 1991, 1999 Free Software Foundation, Inc.
|
||||||
|
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||||
|
Everyone is permitted to copy and distribute verbatim copies
|
||||||
|
of this license document, but changing it is not allowed.
|
||||||
|
|
||||||
|
[This is the first released version of the Lesser GPL. It also counts
|
||||||
|
as the successor of the GNU Library Public License, version 2, hence
|
||||||
|
the version number 2.1.]
|
||||||
|
|
||||||
|
Preamble
|
||||||
|
|
||||||
|
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|
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||||||
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|
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||||||
|
subject to these terms and conditions. You may not impose any further
|
||||||
|
restrictions on the recipients' exercise of the rights granted herein.
|
||||||
|
You are not responsible for enforcing compliance by third parties with
|
||||||
|
this License.
|
||||||
|
|
||||||
|
11. If, as a consequence of a court judgment or allegation of patent
|
||||||
|
infringement or for any other reason (not limited to patent issues),
|
||||||
|
conditions are imposed on you (whether by court order, agreement or
|
||||||
|
otherwise) that contradict the conditions of this License, they do not
|
||||||
|
excuse you from the conditions of this License. If you cannot
|
||||||
|
distribute so as to satisfy simultaneously your obligations under this
|
||||||
|
License and any other pertinent obligations, then as a consequence you
|
||||||
|
may not distribute the Library at all. For example, if a patent
|
||||||
|
license would not permit royalty-free redistribution of the Library by
|
||||||
|
all those who receive copies directly or indirectly through you, then
|
||||||
|
the only way you could satisfy both it and this License would be to
|
||||||
|
refrain entirely from distribution of the Library.
|
||||||
|
|
||||||
|
If any portion of this section is held invalid or unenforceable under any
|
||||||
|
particular circumstance, the balance of the section is intended to apply,
|
||||||
|
and the section as a whole is intended to apply in other circumstances.
|
||||||
|
|
||||||
|
It is not the purpose of this section to induce you to infringe any
|
||||||
|
patents or other property right claims or to contest validity of any
|
||||||
|
such claims; this section has the sole purpose of protecting the
|
||||||
|
integrity of the free software distribution system which is
|
||||||
|
implemented by public license practices. Many people have made
|
||||||
|
generous contributions to the wide range of software distributed
|
||||||
|
through that system in reliance on consistent application of that
|
||||||
|
system; it is up to the author/donor to decide if he or she is willing
|
||||||
|
to distribute software through any other system and a licensee cannot
|
||||||
|
impose that choice.
|
||||||
|
|
||||||
|
This section is intended to make thoroughly clear what is believed to
|
||||||
|
be a consequence of the rest of this License.
|
||||||
|
|
||||||
|
12. If the distribution and/or use of the Library is restricted in
|
||||||
|
certain countries either by patents or by copyrighted interfaces, the
|
||||||
|
original copyright holder who places the Library under this License may add
|
||||||
|
an explicit geographical distribution limitation excluding those countries,
|
||||||
|
so that distribution is permitted only in or among countries not thus
|
||||||
|
excluded. In such case, this License incorporates the limitation as if
|
||||||
|
written in the body of this License.
|
||||||
|
|
||||||
|
13. The Free Software Foundation may publish revised and/or new
|
||||||
|
versions of the Lesser General Public License from time to time.
|
||||||
|
Such new versions will be similar in spirit to the present version,
|
||||||
|
but may differ in detail to address new problems or concerns.
|
||||||
|
|
||||||
|
Each version is given a distinguishing version number. If the Library
|
||||||
|
specifies a version number of this License which applies to it and
|
||||||
|
"any later version", you have the option of following the terms and
|
||||||
|
conditions either of that version or of any later version published by
|
||||||
|
the Free Software Foundation. If the Library does not specify a
|
||||||
|
license version number, you may choose any version ever published by
|
||||||
|
the Free Software Foundation.
|
||||||
|
|
||||||
|
14. If you wish to incorporate parts of the Library into other free
|
||||||
|
programs whose distribution conditions are incompatible with these,
|
||||||
|
write to the author to ask for permission. For software which is
|
||||||
|
copyrighted by the Free Software Foundation, write to the Free
|
||||||
|
Software Foundation; we sometimes make exceptions for this. Our
|
||||||
|
decision will be guided by the two goals of preserving the free status
|
||||||
|
of all derivatives of our free software and of promoting the sharing
|
||||||
|
and reuse of software generally.
|
||||||
|
|
||||||
|
NO WARRANTY
|
||||||
|
|
||||||
|
15. BECAUSE THE LIBRARY IS LICENSED FREE OF CHARGE, THERE IS NO
|
||||||
|
WARRANTY FOR THE LIBRARY, TO THE EXTENT PERMITTED BY APPLICABLE LAW.
|
||||||
|
EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR
|
||||||
|
OTHER PARTIES PROVIDE THE LIBRARY "AS IS" WITHOUT WARRANTY OF ANY
|
||||||
|
KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE
|
||||||
|
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||||
|
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE
|
||||||
|
LIBRARY IS WITH YOU. SHOULD THE LIBRARY PROVE DEFECTIVE, YOU ASSUME
|
||||||
|
THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||||
|
|
||||||
|
16. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN
|
||||||
|
WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY
|
||||||
|
AND/OR REDISTRIBUTE THE LIBRARY AS PERMITTED ABOVE, BE LIABLE TO YOU
|
||||||
|
FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR
|
||||||
|
CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE
|
||||||
|
LIBRARY (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING
|
||||||
|
RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A
|
||||||
|
FAILURE OF THE LIBRARY TO OPERATE WITH ANY OTHER SOFTWARE), EVEN IF
|
||||||
|
SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
|
||||||
|
DAMAGES.
|
||||||
|
|
||||||
|
END OF TERMS AND CONDITIONS
|
||||||
|
|
||||||
|
How to Apply These Terms to Your New Libraries
|
||||||
|
|
||||||
|
If you develop a new library, and you want it to be of the greatest
|
||||||
|
possible use to the public, we recommend making it free software that
|
||||||
|
everyone can redistribute and change. You can do so by permitting
|
||||||
|
redistribution under these terms (or, alternatively, under the terms of the
|
||||||
|
ordinary General Public License).
|
||||||
|
|
||||||
|
To apply these terms, attach the following notices to the library. It is
|
||||||
|
safest to attach them to the start of each source file to most effectively
|
||||||
|
convey the exclusion of warranty; and each file should have at least the
|
||||||
|
"copyright" line and a pointer to where the full notice is found.
|
||||||
|
|
||||||
|
<one line to give the library's name and a brief idea of what it does.>
|
||||||
|
Copyright (C) <year> <name of author>
|
||||||
|
|
||||||
|
This library is free software; you can redistribute it and/or
|
||||||
|
modify it under 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.
|
||||||
|
|
||||||
|
This library is distributed in the hope that it will be useful,
|
||||||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||||
|
Lesser General Public License for more details.
|
||||||
|
|
||||||
|
You should have received a copy of the GNU Lesser General Public
|
||||||
|
License along with this library; if not, write to the Free Software
|
||||||
|
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||||
|
|
||||||
|
Also add information on how to contact you by electronic and paper mail.
|
||||||
|
|
||||||
|
You should also get your employer (if you work as a programmer) or your
|
||||||
|
school, if any, to sign a "copyright disclaimer" for the library, if
|
||||||
|
necessary. Here is a sample; alter the names:
|
||||||
|
|
||||||
|
Yoyodyne, Inc., hereby disclaims all copyright interest in the
|
||||||
|
library `Frob' (a library for tweaking knobs) written by James Random Hacker.
|
||||||
|
|
||||||
|
<signature of Ty Coon>, 1 April 1990
|
||||||
|
Ty Coon, President of Vice
|
||||||
|
|
||||||
|
That's all there is to it!
|
||||||
|
|
||||||
|
|
|
@ -1057,6 +1057,7 @@ public:
|
||||||
int skillrespawncount;
|
int skillrespawncount;
|
||||||
int TIDtoHate; // TID of things to hate (0 if none)
|
int TIDtoHate; // TID of things to hate (0 if none)
|
||||||
FNameNoInit Species; // For monster families
|
FNameNoInit Species; // For monster families
|
||||||
|
TObjPtr<AActor> alternative; // (Un)Morphed actors stored here. Those with the MF_UNMORPHED flag are the originals.
|
||||||
TObjPtr<AActor> tracer; // Thing being chased/attacked for tracers
|
TObjPtr<AActor> tracer; // Thing being chased/attacked for tracers
|
||||||
TObjPtr<AActor> master; // Thing which spawned this one (prevents mutual attacks)
|
TObjPtr<AActor> master; // Thing which spawned this one (prevents mutual attacks)
|
||||||
double Floorclip; // value to use for floor clipping
|
double Floorclip; // value to use for floor clipping
|
||||||
|
|
|
@ -38,7 +38,7 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp
|
||||||
APlayerPawn *actor;
|
APlayerPawn *actor;
|
||||||
|
|
||||||
actor = p->mo;
|
actor = p->mo;
|
||||||
if (actor == NULL)
|
if (actor == nullptr)
|
||||||
{
|
{
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
@ -55,7 +55,7 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp
|
||||||
if ((p->mo->GetClass() == spawntype)
|
if ((p->mo->GetClass() == spawntype)
|
||||||
&& (p->mo->PlayerFlags & PPF_CANSUPERMORPH)
|
&& (p->mo->PlayerFlags & PPF_CANSUPERMORPH)
|
||||||
&& (p->morphTics < (((duration) ? duration : MORPHTICS) - TICRATE))
|
&& (p->morphTics < (((duration) ? duration : MORPHTICS) - TICRATE))
|
||||||
&& (p->mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true) == NULL))
|
&& (p->mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true) == nullptr))
|
||||||
{ // Make a super chicken
|
{ // Make a super chicken
|
||||||
p->mo->GiveInventoryType (RUNTIME_CLASS(APowerWeaponLevel2));
|
p->mo->GiveInventoryType (RUNTIME_CLASS(APowerWeaponLevel2));
|
||||||
}
|
}
|
||||||
|
@ -65,7 +65,7 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp
|
||||||
{ // Dead players cannot morph
|
{ // Dead players cannot morph
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
if (spawntype == NULL)
|
if (spawntype == nullptr)
|
||||||
{
|
{
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
@ -94,7 +94,8 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp
|
||||||
}
|
}
|
||||||
morphed->Angles.Yaw = actor->Angles.Yaw;
|
morphed->Angles.Yaw = actor->Angles.Yaw;
|
||||||
morphed->target = actor->target;
|
morphed->target = actor->target;
|
||||||
morphed->tracer = actor;
|
morphed->tracer = actor->tracer;
|
||||||
|
morphed->alternative = actor;
|
||||||
morphed->FriendPlayer = actor->FriendPlayer;
|
morphed->FriendPlayer = actor->FriendPlayer;
|
||||||
morphed->DesignatedTeam = actor->DesignatedTeam;
|
morphed->DesignatedTeam = actor->DesignatedTeam;
|
||||||
morphed->Score = actor->Score;
|
morphed->Score = actor->Score;
|
||||||
|
@ -113,7 +114,8 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp
|
||||||
morphed->flags2 |= actor->flags2 & MF2_FLY;
|
morphed->flags2 |= actor->flags2 & MF2_FLY;
|
||||||
morphed->flags3 |= actor->flags3 & MF3_GHOST;
|
morphed->flags3 |= actor->flags3 & MF3_GHOST;
|
||||||
AActor *eflash = Spawn(((enter_flash) ? enter_flash : RUNTIME_CLASS(ATeleportFog)), actor->PosPlusZ(TELEFOGHEIGHT), ALLOW_REPLACE);
|
AActor *eflash = Spawn(((enter_flash) ? enter_flash : RUNTIME_CLASS(ATeleportFog)), actor->PosPlusZ(TELEFOGHEIGHT), ALLOW_REPLACE);
|
||||||
actor->player = NULL;
|
actor->player = nullptr;
|
||||||
|
actor->alternative = morphed;
|
||||||
actor->flags &= ~(MF_SOLID|MF_SHOOTABLE);
|
actor->flags &= ~(MF_SOLID|MF_SHOOTABLE);
|
||||||
actor->flags |= MF_UNMORPHED;
|
actor->flags |= MF_UNMORPHED;
|
||||||
actor->renderflags |= RF_INVISIBLE;
|
actor->renderflags |= RF_INVISIBLE;
|
||||||
|
@ -129,7 +131,7 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp
|
||||||
p->Vel.X = p->Vel.Y = 0;
|
p->Vel.X = p->Vel.Y = 0;
|
||||||
morphed->ObtainInventory (actor);
|
morphed->ObtainInventory (actor);
|
||||||
// Remove all armor
|
// Remove all armor
|
||||||
for (item = morphed->Inventory; item != NULL; )
|
for (item = morphed->Inventory; item != nullptr; )
|
||||||
{
|
{
|
||||||
AInventory *next = item->Inventory;
|
AInventory *next = item->Inventory;
|
||||||
if (item->IsKindOf (RUNTIME_CLASS(AArmor)))
|
if (item->IsKindOf (RUNTIME_CLASS(AArmor)))
|
||||||
|
@ -182,7 +184,7 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
|
||||||
// because the level or game is ended while morphed,
|
// because the level or game is ended while morphed,
|
||||||
// by the time it gets executed the morphed player
|
// by the time it gets executed the morphed player
|
||||||
// pawn instance may have already been destroyed.
|
// pawn instance may have already been destroyed.
|
||||||
if (pmo == NULL || pmo->tracer == NULL)
|
if (pmo == nullptr || pmo->alternative == nullptr)
|
||||||
{
|
{
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
@ -197,7 +199,7 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
mo = barrier_cast<APlayerPawn *>(pmo->tracer);
|
mo = barrier_cast<APlayerPawn *>(pmo->alternative);
|
||||||
mo->SetOrigin (pmo->Pos(), false);
|
mo->SetOrigin (pmo->Pos(), false);
|
||||||
mo->flags |= MF_SOLID;
|
mo->flags |= MF_SOLID;
|
||||||
pmo->flags &= ~MF_SOLID;
|
pmo->flags &= ~MF_SOLID;
|
||||||
|
@ -208,10 +210,14 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
|
||||||
player->morphTics = 2*TICRATE;
|
player->morphTics = 2*TICRATE;
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
pmo->player = NULL;
|
// No longer using tracer as morph storage. That is what 'alternative' is for.
|
||||||
|
// If the tracer has changed on the morph, change the original too.
|
||||||
|
mo->target = pmo->target;
|
||||||
|
mo->tracer = pmo->tracer;
|
||||||
|
pmo->player = nullptr;
|
||||||
|
|
||||||
// Remove the morph power if the morph is being undone prematurely.
|
// Remove the morph power if the morph is being undone prematurely.
|
||||||
for (AInventory *item = pmo->Inventory, *next = NULL; item != NULL; item = next)
|
for (AInventory *item = pmo->Inventory, *next = nullptr; item != nullptr; item = next)
|
||||||
{
|
{
|
||||||
next = item->Inventory;
|
next = item->Inventory;
|
||||||
if (item->IsKindOf(RUNTIME_CLASS(APowerMorph)))
|
if (item->IsKindOf(RUNTIME_CLASS(APowerMorph)))
|
||||||
|
@ -252,10 +258,10 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
|
||||||
player->morphTics = 0;
|
player->morphTics = 0;
|
||||||
player->MorphedPlayerClass = 0;
|
player->MorphedPlayerClass = 0;
|
||||||
player->MorphStyle = 0;
|
player->MorphStyle = 0;
|
||||||
player->MorphExitFlash = NULL;
|
player->MorphExitFlash = nullptr;
|
||||||
player->viewheight = mo->ViewHeight;
|
player->viewheight = mo->ViewHeight;
|
||||||
AInventory *level2 = mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true);
|
AInventory *level2 = mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true);
|
||||||
if (level2 != NULL)
|
if (level2 != nullptr)
|
||||||
{
|
{
|
||||||
level2->Destroy ();
|
level2->Destroy ();
|
||||||
}
|
}
|
||||||
|
@ -310,31 +316,31 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
AActor *eflash = NULL;
|
AActor *eflash = nullptr;
|
||||||
if (exit_flash != NULL)
|
if (exit_flash != nullptr)
|
||||||
{
|
{
|
||||||
eflash = Spawn(exit_flash, pmo->Vec3Angle(20., mo->Angles.Yaw, TELEFOGHEIGHT), ALLOW_REPLACE);
|
eflash = Spawn(exit_flash, pmo->Vec3Angle(20., mo->Angles.Yaw, TELEFOGHEIGHT), ALLOW_REPLACE);
|
||||||
if (eflash) eflash->target = mo;
|
if (eflash) eflash->target = mo;
|
||||||
}
|
}
|
||||||
mo->SetupWeaponSlots(); // Use original class's weapon slots.
|
mo->SetupWeaponSlots(); // Use original class's weapon slots.
|
||||||
beastweap = player->ReadyWeapon;
|
beastweap = player->ReadyWeapon;
|
||||||
if (player->PremorphWeapon != NULL)
|
if (player->PremorphWeapon != nullptr)
|
||||||
{
|
{
|
||||||
player->PremorphWeapon->PostMorphWeapon ();
|
player->PremorphWeapon->PostMorphWeapon ();
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
player->ReadyWeapon = player->PendingWeapon = NULL;
|
player->ReadyWeapon = player->PendingWeapon = nullptr;
|
||||||
}
|
}
|
||||||
if (correctweapon)
|
if (correctweapon)
|
||||||
{ // Better "lose morphed weapon" semantics
|
{ // Better "lose morphed weapon" semantics
|
||||||
PClassActor *morphweapon = PClass::FindActor(pmo->MorphWeapon);
|
PClassActor *morphweapon = PClass::FindActor(pmo->MorphWeapon);
|
||||||
if (morphweapon != NULL && morphweapon->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
|
if (morphweapon != nullptr && morphweapon->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
|
||||||
{
|
{
|
||||||
AWeapon *OriginalMorphWeapon = static_cast<AWeapon *>(mo->FindInventory (morphweapon));
|
AWeapon *OriginalMorphWeapon = static_cast<AWeapon *>(mo->FindInventory (morphweapon));
|
||||||
if ((OriginalMorphWeapon != NULL) && (OriginalMorphWeapon->GivenAsMorphWeapon))
|
if ((OriginalMorphWeapon != nullptr) && (OriginalMorphWeapon->GivenAsMorphWeapon))
|
||||||
{ // You don't get to keep your morphed weapon.
|
{ // You don't get to keep your morphed weapon.
|
||||||
if (OriginalMorphWeapon->SisterWeapon != NULL)
|
if (OriginalMorphWeapon->SisterWeapon != nullptr)
|
||||||
{
|
{
|
||||||
OriginalMorphWeapon->SisterWeapon->Destroy ();
|
OriginalMorphWeapon->SisterWeapon->Destroy ();
|
||||||
}
|
}
|
||||||
|
@ -344,20 +350,21 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
|
||||||
}
|
}
|
||||||
else // old behaviour (not really useful now)
|
else // old behaviour (not really useful now)
|
||||||
{ // Assumptions made here are no longer valid
|
{ // Assumptions made here are no longer valid
|
||||||
if (beastweap != NULL)
|
if (beastweap != nullptr)
|
||||||
{ // You don't get to keep your morphed weapon.
|
{ // You don't get to keep your morphed weapon.
|
||||||
if (beastweap->SisterWeapon != NULL)
|
if (beastweap->SisterWeapon != nullptr)
|
||||||
{
|
{
|
||||||
beastweap->SisterWeapon->Destroy ();
|
beastweap->SisterWeapon->Destroy ();
|
||||||
}
|
}
|
||||||
beastweap->Destroy ();
|
beastweap->Destroy ();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
pmo->tracer = NULL;
|
mo->alternative = nullptr;
|
||||||
|
pmo->alternative = nullptr;
|
||||||
pmo->Destroy ();
|
pmo->Destroy ();
|
||||||
// Restore playerclass armor to its normal amount.
|
// Restore playerclass armor to its normal amount.
|
||||||
AHexenArmor *hxarmor = mo->FindInventory<AHexenArmor>();
|
AHexenArmor *hxarmor = mo->FindInventory<AHexenArmor>();
|
||||||
if (hxarmor != NULL)
|
if (hxarmor != nullptr)
|
||||||
{
|
{
|
||||||
hxarmor->Slots[4] = mo->GetClass()->HexenArmor[0];
|
hxarmor->Slots[4] = mo->GetClass()->HexenArmor[0];
|
||||||
}
|
}
|
||||||
|
@ -517,9 +524,9 @@ bool P_MorphedDeath(AActor *actor, AActor **morphed, int *morphedstyle, int *mor
|
||||||
(actor->player->morphTics) &&
|
(actor->player->morphTics) &&
|
||||||
(actor->player->MorphStyle & MORPH_UNDOBYDEATH) &&
|
(actor->player->MorphStyle & MORPH_UNDOBYDEATH) &&
|
||||||
(actor->player->mo) &&
|
(actor->player->mo) &&
|
||||||
(actor->player->mo->tracer))
|
(actor->player->mo->alternative))
|
||||||
{
|
{
|
||||||
AActor *realme = actor->player->mo->tracer;
|
AActor *realme = actor->player->mo->alternative;
|
||||||
int realstyle = actor->player->MorphStyle;
|
int realstyle = actor->player->MorphStyle;
|
||||||
int realhealth = actor->health;
|
int realhealth = actor->health;
|
||||||
if (P_UndoPlayerMorph(actor->player, actor->player, 0, !!(actor->player->MorphStyle & MORPH_UNDOBYDEATHFORCED)))
|
if (P_UndoPlayerMorph(actor->player, actor->player, 0, !!(actor->player->MorphStyle & MORPH_UNDOBYDEATHFORCED)))
|
||||||
|
|
|
@ -23,7 +23,7 @@
|
||||||
#define __HQX_COMMON_H_
|
#define __HQX_COMMON_H_
|
||||||
|
|
||||||
#include <stdlib.h>
|
#include <stdlib.h>
|
||||||
#include "mystdint.h"
|
#include <stdint.h>
|
||||||
|
|
||||||
#define MASK_2 0x0000FF00
|
#define MASK_2 0x0000FF00
|
||||||
#define MASK_13 0x00FF00FF
|
#define MASK_13 0x00FF00FF
|
||||||
|
|
|
@ -18,7 +18,6 @@
|
||||||
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||||
*/
|
*/
|
||||||
|
|
||||||
#include "mystdint.h"
|
|
||||||
#include "common.h"
|
#include "common.h"
|
||||||
#include "hqx.h"
|
#include "hqx.h"
|
||||||
|
|
||||||
|
|
|
@ -18,7 +18,6 @@
|
||||||
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||||
*/
|
*/
|
||||||
|
|
||||||
#include "mystdint.h"
|
|
||||||
#include "common.h"
|
#include "common.h"
|
||||||
#include "hqx.h"
|
#include "hqx.h"
|
||||||
|
|
||||||
|
|
|
@ -18,7 +18,6 @@
|
||||||
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||||
*/
|
*/
|
||||||
|
|
||||||
#include "mystdint.h"
|
|
||||||
#include "common.h"
|
#include "common.h"
|
||||||
#include "hqx.h"
|
#include "hqx.h"
|
||||||
|
|
||||||
|
|
|
@ -21,7 +21,7 @@
|
||||||
#ifndef __HQX_H_
|
#ifndef __HQX_H_
|
||||||
#define __HQX_H_
|
#define __HQX_H_
|
||||||
|
|
||||||
#include "mystdint.h"
|
#include <stdint.h>
|
||||||
|
|
||||||
#if defined( __GNUC__ )
|
#if defined( __GNUC__ )
|
||||||
#ifdef __MINGW32__
|
#ifdef __MINGW32__
|
||||||
|
|
|
@ -16,7 +16,6 @@
|
||||||
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||||
*/
|
*/
|
||||||
|
|
||||||
#include "mystdint.h"
|
|
||||||
#include "hqx.h"
|
#include "hqx.h"
|
||||||
|
|
||||||
uint32_t *RGBtoYUV;
|
uint32_t *RGBtoYUV;
|
||||||
|
|
|
@ -1,19 +0,0 @@
|
||||||
#ifndef __MYSTDINT_H
|
|
||||||
#define __MYSTDINT_H
|
|
||||||
|
|
||||||
#ifndef _MSC_VER
|
|
||||||
#include <stdint.h>
|
|
||||||
#else
|
|
||||||
typedef unsigned __int64 uint64_t;
|
|
||||||
typedef signed __int64 int64_t;
|
|
||||||
typedef unsigned __int32 uint32_t;
|
|
||||||
typedef signed __int32 int32_t;
|
|
||||||
typedef unsigned __int16 uint16_t;
|
|
||||||
typedef signed __int16 int16_t;
|
|
||||||
typedef unsigned __int8 uint8_t;
|
|
||||||
typedef signed __int8 int8_t;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
#endif
|
|
|
@ -53,17 +53,9 @@
|
||||||
#include "w_wad.h"
|
#include "w_wad.h"
|
||||||
#include "i_system.h"
|
#include "i_system.h"
|
||||||
#include "doomerrors.h"
|
#include "doomerrors.h"
|
||||||
#include <random>
|
|
||||||
|
|
||||||
CVAR(Int, gl_multisample, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
|
CVAR(Int, gl_multisample, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
|
||||||
CUSTOM_CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
|
CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
|
||||||
{
|
|
||||||
// this CVAR alters some fixed colormap related settings
|
|
||||||
if (GLRenderer != nullptr && GLRenderer->mShaderManager != nullptr)
|
|
||||||
{
|
|
||||||
//GLRenderer->mShaderManager->ResetFixedColormap();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
//
|
//
|
||||||
|
@ -94,15 +86,15 @@ FGLRenderBuffers::~FGLRenderBuffers()
|
||||||
ClearScene();
|
ClearScene();
|
||||||
ClearPipeline();
|
ClearPipeline();
|
||||||
ClearBloom();
|
ClearBloom();
|
||||||
ClearAmbientOcclusion();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void FGLRenderBuffers::ClearScene()
|
void FGLRenderBuffers::ClearScene()
|
||||||
{
|
{
|
||||||
DeleteFrameBuffer(mSceneFB);
|
DeleteFrameBuffer(mSceneFB);
|
||||||
DeleteRenderBuffer(mSceneMSColor);
|
DeleteRenderBuffer(mSceneMultisample);
|
||||||
DeleteRenderBuffer(mSceneMSDepthStencil);
|
DeleteRenderBuffer(mSceneDepthStencil);
|
||||||
DeleteRenderBuffer(mSceneMSStencil);
|
DeleteRenderBuffer(mSceneDepth);
|
||||||
|
DeleteRenderBuffer(mSceneStencil);
|
||||||
}
|
}
|
||||||
|
|
||||||
void FGLRenderBuffers::ClearPipeline()
|
void FGLRenderBuffers::ClearPipeline()
|
||||||
|
@ -112,8 +104,6 @@ void FGLRenderBuffers::ClearPipeline()
|
||||||
DeleteFrameBuffer(mPipelineFB[i]);
|
DeleteFrameBuffer(mPipelineFB[i]);
|
||||||
DeleteTexture(mPipelineTexture[i]);
|
DeleteTexture(mPipelineTexture[i]);
|
||||||
}
|
}
|
||||||
DeleteTexture(mPipelineDepthStencil);
|
|
||||||
DeleteTexture(mPipelineStencil);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void FGLRenderBuffers::ClearBloom()
|
void FGLRenderBuffers::ClearBloom()
|
||||||
|
@ -129,15 +119,6 @@ void FGLRenderBuffers::ClearBloom()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void FGLRenderBuffers::ClearAmbientOcclusion()
|
|
||||||
{
|
|
||||||
DeleteFrameBuffer(AmbientFB0);
|
|
||||||
DeleteFrameBuffer(AmbientFB1);
|
|
||||||
DeleteTexture(AmbientTexture0);
|
|
||||||
DeleteTexture(AmbientTexture1);
|
|
||||||
DeleteTexture(AmbientRandomTexture);
|
|
||||||
}
|
|
||||||
|
|
||||||
void FGLRenderBuffers::DeleteTexture(GLuint &handle)
|
void FGLRenderBuffers::DeleteTexture(GLuint &handle)
|
||||||
{
|
{
|
||||||
if (handle != 0)
|
if (handle != 0)
|
||||||
|
@ -168,6 +149,14 @@ void FGLRenderBuffers::DeleteFrameBuffer(GLuint &handle)
|
||||||
|
|
||||||
bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHeight)
|
bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHeight)
|
||||||
{
|
{
|
||||||
|
if (gl_renderbuffers != BuffersActive)
|
||||||
|
{
|
||||||
|
if (BuffersActive)
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, mOutputFB);
|
||||||
|
BuffersActive = gl_renderbuffers;
|
||||||
|
GLRenderer->mShaderManager->ResetFixedColormap();
|
||||||
|
}
|
||||||
|
|
||||||
if (!IsEnabled())
|
if (!IsEnabled())
|
||||||
return false;
|
return false;
|
||||||
|
|
||||||
|
@ -197,12 +186,11 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
|
||||||
}
|
}
|
||||||
|
|
||||||
// Bloom bluring buffers need to match the scene to avoid bloom bleeding artifacts
|
// Bloom bluring buffers need to match the scene to avoid bloom bleeding artifacts
|
||||||
if (mSceneWidth != sceneWidth || mSceneHeight != sceneHeight)
|
if (mBloomWidth != sceneWidth || mBloomHeight != sceneHeight)
|
||||||
{
|
{
|
||||||
CreateBloom(sceneWidth, sceneHeight);
|
CreateBloom(sceneWidth, sceneHeight);
|
||||||
CreateAmbientOcclusion(sceneWidth, sceneHeight);
|
mBloomWidth = sceneWidth;
|
||||||
mSceneWidth = sceneWidth;
|
mBloomHeight = sceneHeight;
|
||||||
mSceneHeight = sceneHeight;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
glBindTexture(GL_TEXTURE_2D, textureBinding);
|
glBindTexture(GL_TEXTURE_2D, textureBinding);
|
||||||
|
@ -218,8 +206,8 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
|
||||||
mWidth = 0;
|
mWidth = 0;
|
||||||
mHeight = 0;
|
mHeight = 0;
|
||||||
mSamples = 0;
|
mSamples = 0;
|
||||||
mSceneWidth = 0;
|
mBloomWidth = 0;
|
||||||
mSceneHeight = 0;
|
mBloomHeight = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
return !FailedCreate;
|
return !FailedCreate;
|
||||||
|
@ -236,15 +224,10 @@ void FGLRenderBuffers::CreateScene(int width, int height, int samples)
|
||||||
ClearScene();
|
ClearScene();
|
||||||
|
|
||||||
if (samples > 1)
|
if (samples > 1)
|
||||||
{
|
mSceneMultisample = CreateRenderBuffer("SceneMultisample", GL_RGBA16F, samples, width, height);
|
||||||
mSceneMSColor = CreateRenderBuffer("SceneMSColor", GetHdrFormat(), samples, width, height);
|
|
||||||
mSceneMSDepthStencil = CreateRenderBuffer("SceneMSDepthStencil", GL_DEPTH24_STENCIL8, samples, width, height);
|
mSceneDepthStencil = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, samples, width, height);
|
||||||
mSceneFB = CreateFrameBuffer("SceneFB", mSceneMSColor, mSceneMSDepthStencil, true);
|
mSceneFB = CreateFrameBuffer("SceneFB", samples > 1 ? mSceneMultisample : mPipelineTexture[0], mSceneDepthStencil, samples > 1);
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], mPipelineDepthStencil, false);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
@ -257,12 +240,10 @@ void FGLRenderBuffers::CreatePipeline(int width, int height)
|
||||||
{
|
{
|
||||||
ClearPipeline();
|
ClearPipeline();
|
||||||
|
|
||||||
mPipelineDepthStencil = Create2DTexture("PipelineDepthStencil", GL_DEPTH24_STENCIL8, width, height);
|
|
||||||
|
|
||||||
for (int i = 0; i < NumPipelineTextures; i++)
|
for (int i = 0; i < NumPipelineTextures; i++)
|
||||||
{
|
{
|
||||||
mPipelineTexture[i] = Create2DTexture("PipelineTexture", GetHdrFormat(), width, height);
|
mPipelineTexture[i] = Create2DTexture("PipelineTexture", GL_RGBA16F, width, height);
|
||||||
mPipelineFB[i] = CreateFrameBuffer("PipelineFB", mPipelineTexture[i], mPipelineDepthStencil, false);
|
mPipelineFB[i] = CreateFrameBuffer("PipelineFB", mPipelineTexture[i]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -288,8 +269,8 @@ void FGLRenderBuffers::CreateBloom(int width, int height)
|
||||||
level.Width = MAX(bloomWidth / 2, 1);
|
level.Width = MAX(bloomWidth / 2, 1);
|
||||||
level.Height = MAX(bloomHeight / 2, 1);
|
level.Height = MAX(bloomHeight / 2, 1);
|
||||||
|
|
||||||
level.VTexture = Create2DTexture("Bloom.VTexture", GetHdrFormat(), level.Width, level.Height);
|
level.VTexture = Create2DTexture("Bloom.VTexture", GL_RGBA16F, level.Width, level.Height);
|
||||||
level.HTexture = Create2DTexture("Bloom.HTexture", GetHdrFormat(), level.Width, level.Height);
|
level.HTexture = Create2DTexture("Bloom.HTexture", GL_RGBA16F, level.Width, level.Height);
|
||||||
level.VFramebuffer = CreateFrameBuffer("Bloom.VFramebuffer", level.VTexture);
|
level.VFramebuffer = CreateFrameBuffer("Bloom.VFramebuffer", level.VTexture);
|
||||||
level.HFramebuffer = CreateFrameBuffer("Bloom.HFramebuffer", level.HTexture);
|
level.HFramebuffer = CreateFrameBuffer("Bloom.HFramebuffer", level.HTexture);
|
||||||
|
|
||||||
|
@ -298,88 +279,20 @@ void FGLRenderBuffers::CreateBloom(int width, int height)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
//==========================================================================
|
|
||||||
//
|
|
||||||
// Creates ambient occlusion working buffers
|
|
||||||
//
|
|
||||||
//==========================================================================
|
|
||||||
|
|
||||||
void FGLRenderBuffers::CreateAmbientOcclusion(int width, int height)
|
|
||||||
{
|
|
||||||
ClearAmbientOcclusion();
|
|
||||||
|
|
||||||
if (width <= 0 || height <= 0)
|
|
||||||
return;
|
|
||||||
|
|
||||||
AmbientWidth = width / 2;
|
|
||||||
AmbientHeight = height / 2;
|
|
||||||
AmbientTexture0 = Create2DTexture("AmbientTexture0", GL_RG32F, AmbientWidth, AmbientHeight);
|
|
||||||
AmbientTexture1 = Create2DTexture("AmbientTexture1", GL_RG32F, AmbientWidth, AmbientHeight);
|
|
||||||
AmbientFB0 = CreateFrameBuffer("AmbientFB0", AmbientTexture0);
|
|
||||||
AmbientFB1 = CreateFrameBuffer("AmbientFB1", AmbientTexture1);
|
|
||||||
|
|
||||||
int16_t randomValues[16 * 4];
|
|
||||||
std::mt19937 generator(1337);
|
|
||||||
std::uniform_real_distribution<double> distribution(-1.0, 1.0);
|
|
||||||
for (int i = 0; i < 16; i++)
|
|
||||||
{
|
|
||||||
double num_directions = 8.0; // Must be same as the define in ssao.fp
|
|
||||||
double angle = 2.0 * M_PI * distribution(generator) / num_directions;
|
|
||||||
double x = cos(angle);
|
|
||||||
double y = sin(angle);
|
|
||||||
double z = distribution(generator);
|
|
||||||
double w = distribution(generator);
|
|
||||||
|
|
||||||
randomValues[i * 4 + 0] = (int16_t)clamp(x * 32768.0, -32767.0, 32768.0);
|
|
||||||
randomValues[i * 4 + 1] = (int16_t)clamp(y * 32768.0, -32767.0, 32768.0);
|
|
||||||
randomValues[i * 4 + 2] = (int16_t)clamp(z * 32768.0, -32767.0, 32768.0);
|
|
||||||
randomValues[i * 4 + 3] = (int16_t)clamp(w * 32768.0, -32767.0, 32768.0);
|
|
||||||
}
|
|
||||||
|
|
||||||
AmbientRandomTexture = Create2DTexture("AmbientRandomTexture", GL_RGBA16_SNORM, 4, 4, randomValues);
|
|
||||||
}
|
|
||||||
|
|
||||||
//==========================================================================
|
|
||||||
//
|
|
||||||
// Fallback support for older OpenGL where RGBA16F might not be available
|
|
||||||
//
|
|
||||||
//==========================================================================
|
|
||||||
|
|
||||||
GLuint FGLRenderBuffers::GetHdrFormat()
|
|
||||||
{
|
|
||||||
return GL_RGBA16F;
|
|
||||||
}
|
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
//
|
//
|
||||||
// Creates a 2D texture defaulting to linear filtering and clamp to edge
|
// Creates a 2D texture defaulting to linear filtering and clamp to edge
|
||||||
//
|
//
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
|
||||||
GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int width, int height, const void *data)
|
GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int width, int height)
|
||||||
{
|
{
|
||||||
|
GLuint type = (format == GL_RGBA16F) ? GL_FLOAT : GL_UNSIGNED_BYTE;
|
||||||
GLuint handle = 0;
|
GLuint handle = 0;
|
||||||
glGenTextures(1, &handle);
|
glGenTextures(1, &handle);
|
||||||
glBindTexture(GL_TEXTURE_2D, handle);
|
glBindTexture(GL_TEXTURE_2D, handle);
|
||||||
FGLDebug::LabelObject(GL_TEXTURE, handle, name);
|
FGLDebug::LabelObject(GL_TEXTURE, handle, name);
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, GL_RGBA, type, nullptr);
|
||||||
GLenum dataformat, datatype;
|
|
||||||
switch (format) // Special thanks to the designers of OpenGL..
|
|
||||||
{
|
|
||||||
case GL_RGBA8: dataformat = GL_RGBA; datatype = GL_UNSIGNED_BYTE; break;
|
|
||||||
case GL_RGBA16: dataformat = GL_RGBA; datatype = GL_UNSIGNED_SHORT; break;
|
|
||||||
case GL_RGBA16F: dataformat = GL_RGBA; datatype = GL_FLOAT; break;
|
|
||||||
case GL_RGBA32F: dataformat = GL_RGBA; datatype = GL_FLOAT; break;
|
|
||||||
case GL_R32F: dataformat = GL_RED; datatype = GL_FLOAT; break;
|
|
||||||
case GL_RG32F: dataformat = GL_RG; datatype = GL_FLOAT; break;
|
|
||||||
case GL_DEPTH_COMPONENT24: dataformat = GL_DEPTH_COMPONENT; datatype = GL_FLOAT; break;
|
|
||||||
case GL_STENCIL_INDEX8: dataformat = GL_STENCIL_INDEX; datatype = GL_INT; break;
|
|
||||||
case GL_DEPTH24_STENCIL8: dataformat = GL_DEPTH_STENCIL; datatype = GL_UNSIGNED_INT_24_8; break;
|
|
||||||
case GL_RGBA16_SNORM: dataformat = GL_RGBA; datatype = GL_SHORT; break;
|
|
||||||
default: I_FatalError("Unknown format passed to FGLRenderBuffers.Create2DTexture");
|
|
||||||
}
|
|
||||||
|
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, dataformat, datatype, data);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
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_MAG_FILTER, GL_LINEAR);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||||
|
@ -434,45 +347,34 @@ GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuff
|
||||||
return handle;
|
return handle;
|
||||||
}
|
}
|
||||||
|
|
||||||
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool fromRenderBuffers)
|
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer)
|
||||||
{
|
{
|
||||||
GLuint handle = 0;
|
GLuint handle = 0;
|
||||||
glGenFramebuffers(1, &handle);
|
glGenFramebuffers(1, &handle);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, handle);
|
glBindFramebuffer(GL_FRAMEBUFFER, handle);
|
||||||
FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name);
|
FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name);
|
||||||
if (fromRenderBuffers)
|
if (colorIsARenderBuffer)
|
||||||
{
|
|
||||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer);
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer);
|
||||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil);
|
|
||||||
}
|
|
||||||
else
|
else
|
||||||
{
|
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthstencil, 0);
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil);
|
||||||
}
|
|
||||||
if (CheckFrameBufferCompleteness())
|
if (CheckFrameBufferCompleteness())
|
||||||
ClearFrameBuffer(true, true);
|
ClearFrameBuffer(true, true);
|
||||||
return handle;
|
return handle;
|
||||||
}
|
}
|
||||||
|
|
||||||
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depth, GLuint stencil, bool fromRenderBuffers)
|
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depth, GLuint stencil, bool colorIsARenderBuffer)
|
||||||
{
|
{
|
||||||
GLuint handle = 0;
|
GLuint handle = 0;
|
||||||
glGenFramebuffers(1, &handle);
|
glGenFramebuffers(1, &handle);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, handle);
|
glBindFramebuffer(GL_FRAMEBUFFER, handle);
|
||||||
FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name);
|
FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name);
|
||||||
if (fromRenderBuffers)
|
if (colorIsARenderBuffer)
|
||||||
{
|
|
||||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer);
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer);
|
||||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
|
|
||||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil);
|
|
||||||
}
|
|
||||||
else
|
else
|
||||||
{
|
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, stencil, 0);
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil);
|
||||||
}
|
|
||||||
if (CheckFrameBufferCompleteness())
|
if (CheckFrameBufferCompleteness())
|
||||||
ClearFrameBuffer(true, true);
|
ClearFrameBuffer(true, true);
|
||||||
return handle;
|
return handle;
|
||||||
|
@ -527,7 +429,7 @@ void FGLRenderBuffers::ClearFrameBuffer(bool stencil, bool depth)
|
||||||
glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &stencilValue);
|
glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &stencilValue);
|
||||||
glGetDoublev(GL_DEPTH_CLEAR_VALUE, &depthValue);
|
glGetDoublev(GL_DEPTH_CLEAR_VALUE, &depthValue);
|
||||||
glDisable(GL_SCISSOR_TEST);
|
glDisable(GL_SCISSOR_TEST);
|
||||||
glClearColor(1.0, 0.0, 0.0, 0.0);
|
glClearColor(0.0, 0.0, 0.0, 0.0);
|
||||||
glClearDepth(0.0);
|
glClearDepth(0.0);
|
||||||
glClearStencil(0);
|
glClearStencil(0);
|
||||||
GLenum flags = GL_COLOR_BUFFER_BIT;
|
GLenum flags = GL_COLOR_BUFFER_BIT;
|
||||||
|
@ -557,7 +459,7 @@ void FGLRenderBuffers::BlitSceneToTexture()
|
||||||
|
|
||||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, mSceneFB);
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, mSceneFB);
|
||||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture]);
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture]);
|
||||||
glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
|
glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||||
|
|
||||||
if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0)
|
if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0)
|
||||||
{
|
{
|
||||||
|
@ -580,18 +482,6 @@ void FGLRenderBuffers::BindSceneFB()
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB);
|
glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB);
|
||||||
}
|
}
|
||||||
|
|
||||||
//==========================================================================
|
|
||||||
//
|
|
||||||
// Binds the depth texture to the specified texture unit
|
|
||||||
//
|
|
||||||
//==========================================================================
|
|
||||||
|
|
||||||
void FGLRenderBuffers::BindSceneDepthTexture(int index)
|
|
||||||
{
|
|
||||||
glActiveTexture(GL_TEXTURE0 + index);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, mPipelineDepthStencil);
|
|
||||||
}
|
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
//
|
//
|
||||||
// Binds the current scene/effect/hud texture to the specified texture unit
|
// Binds the current scene/effect/hud texture to the specified texture unit
|
||||||
|
@ -657,7 +547,8 @@ void FGLRenderBuffers::BindOutputFB()
|
||||||
|
|
||||||
bool FGLRenderBuffers::IsEnabled()
|
bool FGLRenderBuffers::IsEnabled()
|
||||||
{
|
{
|
||||||
return gl_renderbuffers && !gl.legacyMode && !FailedCreate;
|
return BuffersActive && !gl.legacyMode && !FailedCreate;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool FGLRenderBuffers::FailedCreate = false;
|
bool FGLRenderBuffers::FailedCreate = false;
|
||||||
|
bool FGLRenderBuffers::BuffersActive = false;
|
||||||
|
|
|
@ -23,7 +23,6 @@ public:
|
||||||
bool Setup(int width, int height, int sceneWidth, int sceneHeight);
|
bool Setup(int width, int height, int sceneWidth, int sceneHeight);
|
||||||
|
|
||||||
void BindSceneFB();
|
void BindSceneFB();
|
||||||
void BindSceneDepthTexture(int index);
|
|
||||||
void BlitSceneToTexture();
|
void BlitSceneToTexture();
|
||||||
|
|
||||||
void BindCurrentTexture(int index);
|
void BindCurrentTexture(int index);
|
||||||
|
@ -36,72 +35,56 @@ public:
|
||||||
enum { NumBloomLevels = 4 };
|
enum { NumBloomLevels = 4 };
|
||||||
FGLBloomTextureLevel BloomLevels[NumBloomLevels];
|
FGLBloomTextureLevel BloomLevels[NumBloomLevels];
|
||||||
|
|
||||||
// Ambient occlusion buffers
|
|
||||||
GLuint AmbientTexture0 = 0;
|
|
||||||
GLuint AmbientTexture1 = 0;
|
|
||||||
GLuint AmbientFB0 = 0;
|
|
||||||
GLuint AmbientFB1 = 0;
|
|
||||||
int AmbientWidth = 0;
|
|
||||||
int AmbientHeight = 0;
|
|
||||||
GLuint AmbientRandomTexture = 0;
|
|
||||||
|
|
||||||
static bool IsEnabled();
|
static bool IsEnabled();
|
||||||
|
|
||||||
int GetWidth() const { return mWidth; }
|
int GetWidth() const { return mWidth; }
|
||||||
int GetHeight() const { return mHeight; }
|
int GetHeight() const { return mHeight; }
|
||||||
|
|
||||||
int GetSceneWidth() const { return mSceneWidth; }
|
|
||||||
int GetSceneHeight() const { return mSceneHeight; }
|
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void ClearScene();
|
void ClearScene();
|
||||||
void ClearPipeline();
|
void ClearPipeline();
|
||||||
void ClearBloom();
|
void ClearBloom();
|
||||||
void ClearAmbientOcclusion();
|
|
||||||
void CreateScene(int width, int height, int samples);
|
void CreateScene(int width, int height, int samples);
|
||||||
void CreatePipeline(int width, int height);
|
void CreatePipeline(int width, int height);
|
||||||
void CreateBloom(int width, int height);
|
void CreateBloom(int width, int height);
|
||||||
void CreateAmbientOcclusion(int width, int height);
|
GLuint Create2DTexture(const FString &name, GLuint format, int width, int height);
|
||||||
GLuint Create2DTexture(const FString &name, GLuint format, int width, int height, const void *data = nullptr);
|
|
||||||
GLuint CreateRenderBuffer(const FString &name, GLuint format, int width, int height);
|
GLuint CreateRenderBuffer(const FString &name, GLuint format, int width, int height);
|
||||||
GLuint CreateRenderBuffer(const FString &name, GLuint format, int samples, int width, int height);
|
GLuint CreateRenderBuffer(const FString &name, GLuint format, int samples, int width, int height);
|
||||||
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer);
|
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer);
|
||||||
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool fromRenderBuffers);
|
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer);
|
||||||
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depth, GLuint stencil, bool fromRenderBuffers);
|
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depth, GLuint stencil, bool colorIsARenderBuffer);
|
||||||
bool CheckFrameBufferCompleteness();
|
bool CheckFrameBufferCompleteness();
|
||||||
void ClearFrameBuffer(bool stencil, bool depth);
|
void ClearFrameBuffer(bool stencil, bool depth);
|
||||||
void DeleteTexture(GLuint &handle);
|
void DeleteTexture(GLuint &handle);
|
||||||
void DeleteRenderBuffer(GLuint &handle);
|
void DeleteRenderBuffer(GLuint &handle);
|
||||||
void DeleteFrameBuffer(GLuint &handle);
|
void DeleteFrameBuffer(GLuint &handle);
|
||||||
|
|
||||||
GLuint GetHdrFormat();
|
|
||||||
|
|
||||||
int mWidth = 0;
|
int mWidth = 0;
|
||||||
int mHeight = 0;
|
int mHeight = 0;
|
||||||
int mSamples = 0;
|
int mSamples = 0;
|
||||||
int mMaxSamples = 0;
|
int mMaxSamples = 0;
|
||||||
int mSceneWidth = 0;
|
int mBloomWidth = 0;
|
||||||
int mSceneHeight = 0;
|
int mBloomHeight = 0;
|
||||||
|
|
||||||
static const int NumPipelineTextures = 2;
|
static const int NumPipelineTextures = 2;
|
||||||
int mCurrentPipelineTexture = 0;
|
int mCurrentPipelineTexture = 0;
|
||||||
|
|
||||||
// Buffers for the scene
|
// Buffers for the scene
|
||||||
GLuint mSceneMSColor = 0;
|
GLuint mSceneMultisample = 0;
|
||||||
GLuint mSceneMSDepthStencil = 0;
|
GLuint mSceneDepthStencil = 0;
|
||||||
GLuint mSceneMSStencil = 0;
|
GLuint mSceneDepth = 0;
|
||||||
|
GLuint mSceneStencil = 0;
|
||||||
GLuint mSceneFB = 0;
|
GLuint mSceneFB = 0;
|
||||||
|
|
||||||
// Effect/HUD buffers
|
// Effect/HUD buffers
|
||||||
GLuint mPipelineTexture[NumPipelineTextures];
|
GLuint mPipelineTexture[NumPipelineTextures];
|
||||||
GLuint mPipelineFB[NumPipelineTextures];
|
GLuint mPipelineFB[NumPipelineTextures];
|
||||||
GLuint mPipelineDepthStencil = 0;
|
|
||||||
GLuint mPipelineStencil = 0;
|
|
||||||
|
|
||||||
// Back buffer frame buffer
|
// Back buffer frame buffer
|
||||||
GLuint mOutputFB = 0;
|
GLuint mOutputFB = 0;
|
||||||
|
|
||||||
static bool FailedCreate;
|
static bool FailedCreate;
|
||||||
|
static bool BuffersActive;
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
|
@ -688,7 +688,7 @@ void FGLRenderer::EndDrawScene(sector_t * viewsector)
|
||||||
gl_RenderState.SetFixedColormap(CM_DEFAULT);
|
gl_RenderState.SetFixedColormap(CM_DEFAULT);
|
||||||
gl_RenderState.SetSoftLightLevel(-1);
|
gl_RenderState.SetSoftLightLevel(-1);
|
||||||
DrawTargeterSprites();
|
DrawTargeterSprites();
|
||||||
if (FGLRenderBuffers::IsEnabled())
|
if (!FGLRenderBuffers::IsEnabled())
|
||||||
{
|
{
|
||||||
DrawBlend(viewsector);
|
DrawBlend(viewsector);
|
||||||
}
|
}
|
||||||
|
@ -966,7 +966,10 @@ void FGLRenderer::WriteSavePic (player_t *player, FILE *file, int width, int hei
|
||||||
gl_RenderState.SetFixedColormap(CM_DEFAULT);
|
gl_RenderState.SetFixedColormap(CM_DEFAULT);
|
||||||
gl_RenderState.SetSoftLightLevel(-1);
|
gl_RenderState.SetSoftLightLevel(-1);
|
||||||
screen->Begin2D(false);
|
screen->Begin2D(false);
|
||||||
DrawBlend(viewsector);
|
if (!FGLRenderBuffers::IsEnabled())
|
||||||
|
{
|
||||||
|
DrawBlend(viewsector);
|
||||||
|
}
|
||||||
CopyToBackbuffer(&bounds, false);
|
CopyToBackbuffer(&bounds, false);
|
||||||
glFlush();
|
glFlush();
|
||||||
|
|
||||||
|
|
|
@ -4449,6 +4449,8 @@ enum EACSFunctions
|
||||||
-106 : KickFromGame(2),
|
-106 : KickFromGame(2),
|
||||||
*/
|
*/
|
||||||
|
|
||||||
|
ACSF_CheckClass = 200,
|
||||||
|
|
||||||
// ZDaemon
|
// ZDaemon
|
||||||
ACSF_GetTeamScore = 19620, // (int team)
|
ACSF_GetTeamScore = 19620, // (int team)
|
||||||
ACSF_SetTeamScore, // (int team, int value)
|
ACSF_SetTeamScore, // (int team, int value)
|
||||||
|
@ -6028,6 +6030,12 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
case ACSF_CheckClass:
|
||||||
|
{
|
||||||
|
const char *clsname = FBehavior::StaticLookupString(args[0]);
|
||||||
|
return !!PClass::FindActor(clsname);
|
||||||
|
}
|
||||||
|
|
||||||
default:
|
default:
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
|
@ -389,6 +389,11 @@ void AActor::Serialize(FArchive &arc)
|
||||||
arc << SpriteRotation;
|
arc << SpriteRotation;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (SaveVersion >= 4550)
|
||||||
|
{
|
||||||
|
arc << alternative;
|
||||||
|
}
|
||||||
|
|
||||||
{
|
{
|
||||||
FString tagstr;
|
FString tagstr;
|
||||||
if (arc.IsStoring() && Tag != NULL && Tag->Len() > 0) tagstr = *Tag;
|
if (arc.IsStoring() && Tag != NULL && Tag->Len() > 0) tagstr = *Tag;
|
||||||
|
@ -1806,6 +1811,11 @@ double P_XYMovement (AActor *mo, DVector2 scroll)
|
||||||
mo->Vel.X *= fac;
|
mo->Vel.X *= fac;
|
||||||
mo->Vel.Y *= fac;
|
mo->Vel.Y *= fac;
|
||||||
}
|
}
|
||||||
|
const double VELOCITY_THRESHOLD = 5000; // don't let it move faster than this. Fixed point overflowed at 32768 but that's too much to make this safe.
|
||||||
|
if (mo->Vel.LengthSquared() >= VELOCITY_THRESHOLD*VELOCITY_THRESHOLD)
|
||||||
|
{
|
||||||
|
mo->Vel.MakeResize(VELOCITY_THRESHOLD);
|
||||||
|
}
|
||||||
move = mo->Vel;
|
move = mo->Vel;
|
||||||
// [RH] Carrying sectors didn't work with low speeds in BOOM. This is
|
// [RH] Carrying sectors didn't work with low speeds in BOOM. This is
|
||||||
// because BOOM relied on the speed being fast enough to accumulate
|
// because BOOM relied on the speed being fast enough to accumulate
|
||||||
|
|
|
@ -76,7 +76,7 @@ const char *GetVersionString();
|
||||||
|
|
||||||
// Use 4500 as the base git save version, since it's higher than the
|
// Use 4500 as the base git save version, since it's higher than the
|
||||||
// SVN revision ever got.
|
// SVN revision ever got.
|
||||||
#define SAVEVER 4549
|
#define SAVEVER 4550
|
||||||
|
|
||||||
#define SAVEVERSTRINGIFY2(x) #x
|
#define SAVEVERSTRINGIFY2(x) #x
|
||||||
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
|
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
|
||||||
|
|
Loading…
Reference in a new issue