mirror of
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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
Normal file
27
docs/licenses/bsd.txt
Normal file
|
@ -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
|
||||
|
||||
The licenses for most software are designed to take away your
|
||||
freedom to share and change it. By contrast, the GNU General Public
|
||||
Licenses are intended to guarantee your freedom to share and change
|
||||
free software--to make sure the software is free for all its users.
|
||||
|
||||
This license, the Lesser General Public License, applies to some
|
||||
specially designated software packages--typically libraries--of the
|
||||
Free Software Foundation and other authors who decide to use it. You
|
||||
can use it too, but we suggest you first think carefully about whether
|
||||
this license or the ordinary General Public License is the better
|
||||
strategy to use in any particular case, based on the explanations below.
|
||||
|
||||
When we speak of free software, we are referring to freedom of use,
|
||||
not price. Our General Public Licenses are designed to make sure that
|
||||
you have the freedom to distribute copies of free software (and charge
|
||||
for this service if you wish); that you receive source code or can get
|
||||
it if you want it; that you can change the software and use pieces of
|
||||
it in new free programs; and that you are informed that you can do
|
||||
these things.
|
||||
|
||||
To protect your rights, we need to make restrictions that forbid
|
||||
distributors to deny you these rights or to ask you to surrender these
|
||||
rights. These restrictions translate to certain responsibilities for
|
||||
you if you distribute copies of the library or if you modify it.
|
||||
|
||||
For example, if you distribute copies of the library, whether gratis
|
||||
or for a fee, you must give the recipients all the rights that we gave
|
||||
you. You must make sure that they, too, receive or can get the source
|
||||
code. If you link other code with the library, you must provide
|
||||
complete object files to the recipients, so that they can relink them
|
||||
with the library after making changes to the library and recompiling
|
||||
it. And you must show them these terms so they know their rights.
|
||||
|
||||
We protect your rights with a two-step method: (1) we copyright the
|
||||
library, and (2) we offer you this license, which gives you legal
|
||||
permission to copy, distribute and/or modify the library.
|
||||
|
||||
To protect each distributor, we want to make it very clear that
|
||||
there is no warranty for the free library. Also, if the library is
|
||||
modified by someone else and passed on, the recipients should know
|
||||
that what they have is not the original version, so that the original
|
||||
author's reputation will not be affected by problems that might be
|
||||
introduced by others.
|
||||
|
||||
Finally, software patents pose a constant threat to the existence of
|
||||
any free program. We wish to make sure that a company cannot
|
||||
effectively restrict the users of a free program by obtaining a
|
||||
restrictive license from a patent holder. Therefore, we insist that
|
||||
any patent license obtained for a version of the library must be
|
||||
consistent with the full freedom of use specified in this license.
|
||||
|
||||
Most GNU software, including some libraries, is covered by the
|
||||
ordinary GNU General Public License. This license, the GNU Lesser
|
||||
General Public License, applies to certain designated libraries, and
|
||||
is quite different from the ordinary General Public License. We use
|
||||
this license for certain libraries in order to permit linking those
|
||||
libraries into non-free programs.
|
||||
|
||||
When a program is linked with a library, whether statically or using
|
||||
a shared library, the combination of the two is legally speaking a
|
||||
combined work, a derivative of the original library. The ordinary
|
||||
General Public License therefore permits such linking only if the
|
||||
entire combination fits its criteria of freedom. The Lesser General
|
||||
Public License permits more lax criteria for linking other code with
|
||||
the library.
|
||||
|
||||
We call this license the "Lesser" General Public License because it
|
||||
does Less to protect the user's freedom than the ordinary General
|
||||
Public License. It also provides other free software developers Less
|
||||
of an advantage over competing non-free programs. These disadvantages
|
||||
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||||
How to Apply These Terms to Your New Libraries
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|
||||
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Yoyodyne, Inc., hereby disclaims all copyright interest in the
|
||||
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|
||||
|
||||
<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 TIDtoHate; // TID of things to hate (0 if none)
|
||||
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> master; // Thing which spawned this one (prevents mutual attacks)
|
||||
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;
|
||||
|
||||
actor = p->mo;
|
||||
if (actor == NULL)
|
||||
if (actor == nullptr)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
@ -55,7 +55,7 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp
|
|||
if ((p->mo->GetClass() == spawntype)
|
||||
&& (p->mo->PlayerFlags & PPF_CANSUPERMORPH)
|
||||
&& (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
|
||||
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
|
||||
return false;
|
||||
}
|
||||
if (spawntype == NULL)
|
||||
if (spawntype == nullptr)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
@ -94,7 +94,8 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp
|
|||
}
|
||||
morphed->Angles.Yaw = actor->Angles.Yaw;
|
||||
morphed->target = actor->target;
|
||||
morphed->tracer = actor;
|
||||
morphed->tracer = actor->tracer;
|
||||
morphed->alternative = actor;
|
||||
morphed->FriendPlayer = actor->FriendPlayer;
|
||||
morphed->DesignatedTeam = actor->DesignatedTeam;
|
||||
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->flags3 |= actor->flags3 & MF3_GHOST;
|
||||
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_UNMORPHED;
|
||||
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;
|
||||
morphed->ObtainInventory (actor);
|
||||
// Remove all armor
|
||||
for (item = morphed->Inventory; item != NULL; )
|
||||
for (item = morphed->Inventory; item != nullptr; )
|
||||
{
|
||||
AInventory *next = item->Inventory;
|
||||
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,
|
||||
// by the time it gets executed the morphed player
|
||||
// pawn instance may have already been destroyed.
|
||||
if (pmo == NULL || pmo->tracer == NULL)
|
||||
if (pmo == nullptr || pmo->alternative == nullptr)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
@ -197,7 +199,7 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
|
|||
return false;
|
||||
}
|
||||
|
||||
mo = barrier_cast<APlayerPawn *>(pmo->tracer);
|
||||
mo = barrier_cast<APlayerPawn *>(pmo->alternative);
|
||||
mo->SetOrigin (pmo->Pos(), false);
|
||||
mo->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;
|
||||
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.
|
||||
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;
|
||||
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->MorphedPlayerClass = 0;
|
||||
player->MorphStyle = 0;
|
||||
player->MorphExitFlash = NULL;
|
||||
player->MorphExitFlash = nullptr;
|
||||
player->viewheight = mo->ViewHeight;
|
||||
AInventory *level2 = mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true);
|
||||
if (level2 != NULL)
|
||||
if (level2 != nullptr)
|
||||
{
|
||||
level2->Destroy ();
|
||||
}
|
||||
|
@ -310,31 +316,31 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
|
|||
}
|
||||
}
|
||||
|
||||
AActor *eflash = NULL;
|
||||
if (exit_flash != NULL)
|
||||
AActor *eflash = nullptr;
|
||||
if (exit_flash != nullptr)
|
||||
{
|
||||
eflash = Spawn(exit_flash, pmo->Vec3Angle(20., mo->Angles.Yaw, TELEFOGHEIGHT), ALLOW_REPLACE);
|
||||
if (eflash) eflash->target = mo;
|
||||
}
|
||||
mo->SetupWeaponSlots(); // Use original class's weapon slots.
|
||||
beastweap = player->ReadyWeapon;
|
||||
if (player->PremorphWeapon != NULL)
|
||||
if (player->PremorphWeapon != nullptr)
|
||||
{
|
||||
player->PremorphWeapon->PostMorphWeapon ();
|
||||
}
|
||||
else
|
||||
{
|
||||
player->ReadyWeapon = player->PendingWeapon = NULL;
|
||||
player->ReadyWeapon = player->PendingWeapon = nullptr;
|
||||
}
|
||||
if (correctweapon)
|
||||
{ // Better "lose morphed weapon" semantics
|
||||
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));
|
||||
if ((OriginalMorphWeapon != NULL) && (OriginalMorphWeapon->GivenAsMorphWeapon))
|
||||
if ((OriginalMorphWeapon != nullptr) && (OriginalMorphWeapon->GivenAsMorphWeapon))
|
||||
{ // You don't get to keep your morphed weapon.
|
||||
if (OriginalMorphWeapon->SisterWeapon != NULL)
|
||||
if (OriginalMorphWeapon->SisterWeapon != nullptr)
|
||||
{
|
||||
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)
|
||||
{ // Assumptions made here are no longer valid
|
||||
if (beastweap != NULL)
|
||||
if (beastweap != nullptr)
|
||||
{ // You don't get to keep your morphed weapon.
|
||||
if (beastweap->SisterWeapon != NULL)
|
||||
if (beastweap->SisterWeapon != nullptr)
|
||||
{
|
||||
beastweap->SisterWeapon->Destroy ();
|
||||
}
|
||||
beastweap->Destroy ();
|
||||
}
|
||||
}
|
||||
pmo->tracer = NULL;
|
||||
mo->alternative = nullptr;
|
||||
pmo->alternative = nullptr;
|
||||
pmo->Destroy ();
|
||||
// Restore playerclass armor to its normal amount.
|
||||
AHexenArmor *hxarmor = mo->FindInventory<AHexenArmor>();
|
||||
if (hxarmor != NULL)
|
||||
if (hxarmor != nullptr)
|
||||
{
|
||||
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->MorphStyle & MORPH_UNDOBYDEATH) &&
|
||||
(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 realhealth = actor->health;
|
||||
if (P_UndoPlayerMorph(actor->player, actor->player, 0, !!(actor->player->MorphStyle & MORPH_UNDOBYDEATHFORCED)))
|
||||
|
|
|
@ -23,7 +23,7 @@
|
|||
#define __HQX_COMMON_H_
|
||||
|
||||
#include <stdlib.h>
|
||||
#include "mystdint.h"
|
||||
#include <stdint.h>
|
||||
|
||||
#define MASK_2 0x0000FF00
|
||||
#define MASK_13 0x00FF00FF
|
||||
|
|
|
@ -18,7 +18,6 @@
|
|||
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*/
|
||||
|
||||
#include "mystdint.h"
|
||||
#include "common.h"
|
||||
#include "hqx.h"
|
||||
|
||||
|
|
|
@ -18,7 +18,6 @@
|
|||
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*/
|
||||
|
||||
#include "mystdint.h"
|
||||
#include "common.h"
|
||||
#include "hqx.h"
|
||||
|
||||
|
|
|
@ -18,7 +18,6 @@
|
|||
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*/
|
||||
|
||||
#include "mystdint.h"
|
||||
#include "common.h"
|
||||
#include "hqx.h"
|
||||
|
||||
|
|
|
@ -21,7 +21,7 @@
|
|||
#ifndef __HQX_H_
|
||||
#define __HQX_H_
|
||||
|
||||
#include "mystdint.h"
|
||||
#include <stdint.h>
|
||||
|
||||
#if defined( __GNUC__ )
|
||||
#ifdef __MINGW32__
|
||||
|
|
|
@ -16,7 +16,6 @@
|
|||
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*/
|
||||
|
||||
#include "mystdint.h"
|
||||
#include "hqx.h"
|
||||
|
||||
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 "i_system.h"
|
||||
#include "doomerrors.h"
|
||||
#include <random>
|
||||
|
||||
CVAR(Int, gl_multisample, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
|
||||
CUSTOM_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();
|
||||
}
|
||||
}
|
||||
CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -94,15 +86,15 @@ FGLRenderBuffers::~FGLRenderBuffers()
|
|||
ClearScene();
|
||||
ClearPipeline();
|
||||
ClearBloom();
|
||||
ClearAmbientOcclusion();
|
||||
}
|
||||
|
||||
void FGLRenderBuffers::ClearScene()
|
||||
{
|
||||
DeleteFrameBuffer(mSceneFB);
|
||||
DeleteRenderBuffer(mSceneMSColor);
|
||||
DeleteRenderBuffer(mSceneMSDepthStencil);
|
||||
DeleteRenderBuffer(mSceneMSStencil);
|
||||
DeleteRenderBuffer(mSceneMultisample);
|
||||
DeleteRenderBuffer(mSceneDepthStencil);
|
||||
DeleteRenderBuffer(mSceneDepth);
|
||||
DeleteRenderBuffer(mSceneStencil);
|
||||
}
|
||||
|
||||
void FGLRenderBuffers::ClearPipeline()
|
||||
|
@ -112,8 +104,6 @@ void FGLRenderBuffers::ClearPipeline()
|
|||
DeleteFrameBuffer(mPipelineFB[i]);
|
||||
DeleteTexture(mPipelineTexture[i]);
|
||||
}
|
||||
DeleteTexture(mPipelineDepthStencil);
|
||||
DeleteTexture(mPipelineStencil);
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
if (handle != 0)
|
||||
|
@ -168,6 +149,14 @@ void FGLRenderBuffers::DeleteFrameBuffer(GLuint &handle)
|
|||
|
||||
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())
|
||||
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
|
||||
if (mSceneWidth != sceneWidth || mSceneHeight != sceneHeight)
|
||||
if (mBloomWidth != sceneWidth || mBloomHeight != sceneHeight)
|
||||
{
|
||||
CreateBloom(sceneWidth, sceneHeight);
|
||||
CreateAmbientOcclusion(sceneWidth, sceneHeight);
|
||||
mSceneWidth = sceneWidth;
|
||||
mSceneHeight = sceneHeight;
|
||||
mBloomWidth = sceneWidth;
|
||||
mBloomHeight = sceneHeight;
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, textureBinding);
|
||||
|
@ -218,8 +206,8 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
|
|||
mWidth = 0;
|
||||
mHeight = 0;
|
||||
mSamples = 0;
|
||||
mSceneWidth = 0;
|
||||
mSceneHeight = 0;
|
||||
mBloomWidth = 0;
|
||||
mBloomHeight = 0;
|
||||
}
|
||||
|
||||
return !FailedCreate;
|
||||
|
@ -236,15 +224,10 @@ void FGLRenderBuffers::CreateScene(int width, int height, int samples)
|
|||
ClearScene();
|
||||
|
||||
if (samples > 1)
|
||||
{
|
||||
mSceneMSColor = CreateRenderBuffer("SceneMSColor", GetHdrFormat(), samples, width, height);
|
||||
mSceneMSDepthStencil = CreateRenderBuffer("SceneMSDepthStencil", GL_DEPTH24_STENCIL8, samples, width, height);
|
||||
mSceneFB = CreateFrameBuffer("SceneFB", mSceneMSColor, mSceneMSDepthStencil, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], mPipelineDepthStencil, false);
|
||||
}
|
||||
mSceneMultisample = CreateRenderBuffer("SceneMultisample", GL_RGBA16F, samples, width, height);
|
||||
|
||||
mSceneDepthStencil = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, samples, width, height);
|
||||
mSceneFB = CreateFrameBuffer("SceneFB", samples > 1 ? mSceneMultisample : mPipelineTexture[0], mSceneDepthStencil, samples > 1);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -257,12 +240,10 @@ void FGLRenderBuffers::CreatePipeline(int width, int height)
|
|||
{
|
||||
ClearPipeline();
|
||||
|
||||
mPipelineDepthStencil = Create2DTexture("PipelineDepthStencil", GL_DEPTH24_STENCIL8, width, height);
|
||||
|
||||
for (int i = 0; i < NumPipelineTextures; i++)
|
||||
{
|
||||
mPipelineTexture[i] = Create2DTexture("PipelineTexture", GetHdrFormat(), width, height);
|
||||
mPipelineFB[i] = CreateFrameBuffer("PipelineFB", mPipelineTexture[i], mPipelineDepthStencil, false);
|
||||
mPipelineTexture[i] = Create2DTexture("PipelineTexture", GL_RGBA16F, width, height);
|
||||
mPipelineFB[i] = CreateFrameBuffer("PipelineFB", mPipelineTexture[i]);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -288,8 +269,8 @@ void FGLRenderBuffers::CreateBloom(int width, int height)
|
|||
level.Width = MAX(bloomWidth / 2, 1);
|
||||
level.Height = MAX(bloomHeight / 2, 1);
|
||||
|
||||
level.VTexture = Create2DTexture("Bloom.VTexture", GetHdrFormat(), level.Width, level.Height);
|
||||
level.HTexture = Create2DTexture("Bloom.HTexture", GetHdrFormat(), level.Width, level.Height);
|
||||
level.VTexture = Create2DTexture("Bloom.VTexture", GL_RGBA16F, level.Width, level.Height);
|
||||
level.HTexture = Create2DTexture("Bloom.HTexture", GL_RGBA16F, level.Width, level.Height);
|
||||
level.VFramebuffer = CreateFrameBuffer("Bloom.VFramebuffer", level.VTexture);
|
||||
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
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
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;
|
||||
glGenTextures(1, &handle);
|
||||
glBindTexture(GL_TEXTURE_2D, handle);
|
||||
FGLDebug::LabelObject(GL_TEXTURE, handle, name);
|
||||
|
||||
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);
|
||||
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);
|
||||
|
@ -434,45 +347,34 @@ GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuff
|
|||
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;
|
||||
glGenFramebuffers(1, &handle);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, handle);
|
||||
FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name);
|
||||
if (fromRenderBuffers)
|
||||
{
|
||||
if (colorIsARenderBuffer)
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil);
|
||||
}
|
||||
else
|
||||
{
|
||||
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())
|
||||
ClearFrameBuffer(true, true);
|
||||
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;
|
||||
glGenFramebuffers(1, &handle);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, handle);
|
||||
FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name);
|
||||
if (fromRenderBuffers)
|
||||
{
|
||||
if (colorIsARenderBuffer)
|
||||
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
|
||||
{
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, stencil, 0);
|
||||
}
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil);
|
||||
if (CheckFrameBufferCompleteness())
|
||||
ClearFrameBuffer(true, true);
|
||||
return handle;
|
||||
|
@ -527,7 +429,7 @@ void FGLRenderBuffers::ClearFrameBuffer(bool stencil, bool depth)
|
|||
glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &stencilValue);
|
||||
glGetDoublev(GL_DEPTH_CLEAR_VALUE, &depthValue);
|
||||
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);
|
||||
glClearStencil(0);
|
||||
GLenum flags = GL_COLOR_BUFFER_BIT;
|
||||
|
@ -557,7 +459,7 @@ void FGLRenderBuffers::BlitSceneToTexture()
|
|||
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, mSceneFB);
|
||||
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)
|
||||
{
|
||||
|
@ -580,18 +482,6 @@ void FGLRenderBuffers::BindSceneFB()
|
|||
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
|
||||
|
@ -657,7 +547,8 @@ void FGLRenderBuffers::BindOutputFB()
|
|||
|
||||
bool FGLRenderBuffers::IsEnabled()
|
||||
{
|
||||
return gl_renderbuffers && !gl.legacyMode && !FailedCreate;
|
||||
return BuffersActive && !gl.legacyMode && !FailedCreate;
|
||||
}
|
||||
|
||||
bool FGLRenderBuffers::FailedCreate = false;
|
||||
bool FGLRenderBuffers::BuffersActive = false;
|
||||
|
|
|
@ -23,7 +23,6 @@ public:
|
|||
bool Setup(int width, int height, int sceneWidth, int sceneHeight);
|
||||
|
||||
void BindSceneFB();
|
||||
void BindSceneDepthTexture(int index);
|
||||
void BlitSceneToTexture();
|
||||
|
||||
void BindCurrentTexture(int index);
|
||||
|
@ -36,72 +35,56 @@ public:
|
|||
enum { NumBloomLevels = 4 };
|
||||
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();
|
||||
|
||||
int GetWidth() const { return mWidth; }
|
||||
int GetHeight() const { return mHeight; }
|
||||
|
||||
int GetSceneWidth() const { return mSceneWidth; }
|
||||
int GetSceneHeight() const { return mSceneHeight; }
|
||||
|
||||
private:
|
||||
void ClearScene();
|
||||
void ClearPipeline();
|
||||
void ClearBloom();
|
||||
void ClearAmbientOcclusion();
|
||||
void CreateScene(int width, int height, int samples);
|
||||
void CreatePipeline(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, const void *data = nullptr);
|
||||
GLuint Create2DTexture(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 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 depth, GLuint stencil, 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 colorIsARenderBuffer);
|
||||
bool CheckFrameBufferCompleteness();
|
||||
void ClearFrameBuffer(bool stencil, bool depth);
|
||||
void DeleteTexture(GLuint &handle);
|
||||
void DeleteRenderBuffer(GLuint &handle);
|
||||
void DeleteFrameBuffer(GLuint &handle);
|
||||
|
||||
GLuint GetHdrFormat();
|
||||
|
||||
int mWidth = 0;
|
||||
int mHeight = 0;
|
||||
int mSamples = 0;
|
||||
int mMaxSamples = 0;
|
||||
int mSceneWidth = 0;
|
||||
int mSceneHeight = 0;
|
||||
int mBloomWidth = 0;
|
||||
int mBloomHeight = 0;
|
||||
|
||||
static const int NumPipelineTextures = 2;
|
||||
int mCurrentPipelineTexture = 0;
|
||||
|
||||
// Buffers for the scene
|
||||
GLuint mSceneMSColor = 0;
|
||||
GLuint mSceneMSDepthStencil = 0;
|
||||
GLuint mSceneMSStencil = 0;
|
||||
GLuint mSceneMultisample = 0;
|
||||
GLuint mSceneDepthStencil = 0;
|
||||
GLuint mSceneDepth = 0;
|
||||
GLuint mSceneStencil = 0;
|
||||
GLuint mSceneFB = 0;
|
||||
|
||||
// Effect/HUD buffers
|
||||
GLuint mPipelineTexture[NumPipelineTextures];
|
||||
GLuint mPipelineFB[NumPipelineTextures];
|
||||
GLuint mPipelineDepthStencil = 0;
|
||||
GLuint mPipelineStencil = 0;
|
||||
|
||||
// Back buffer frame buffer
|
||||
GLuint mOutputFB = 0;
|
||||
|
||||
static bool FailedCreate;
|
||||
static bool BuffersActive;
|
||||
};
|
||||
|
||||
#endif
|
|
@ -688,7 +688,7 @@ void FGLRenderer::EndDrawScene(sector_t * viewsector)
|
|||
gl_RenderState.SetFixedColormap(CM_DEFAULT);
|
||||
gl_RenderState.SetSoftLightLevel(-1);
|
||||
DrawTargeterSprites();
|
||||
if (FGLRenderBuffers::IsEnabled())
|
||||
if (!FGLRenderBuffers::IsEnabled())
|
||||
{
|
||||
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.SetSoftLightLevel(-1);
|
||||
screen->Begin2D(false);
|
||||
DrawBlend(viewsector);
|
||||
if (!FGLRenderBuffers::IsEnabled())
|
||||
{
|
||||
DrawBlend(viewsector);
|
||||
}
|
||||
CopyToBackbuffer(&bounds, false);
|
||||
glFlush();
|
||||
|
||||
|
|
|
@ -4449,6 +4449,8 @@ enum EACSFunctions
|
|||
-106 : KickFromGame(2),
|
||||
*/
|
||||
|
||||
ACSF_CheckClass = 200,
|
||||
|
||||
// ZDaemon
|
||||
ACSF_GetTeamScore = 19620, // (int team)
|
||||
ACSF_SetTeamScore, // (int team, int value)
|
||||
|
@ -6028,6 +6030,12 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
|
|||
return false;
|
||||
}
|
||||
|
||||
case ACSF_CheckClass:
|
||||
{
|
||||
const char *clsname = FBehavior::StaticLookupString(args[0]);
|
||||
return !!PClass::FindActor(clsname);
|
||||
}
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -389,6 +389,11 @@ void AActor::Serialize(FArchive &arc)
|
|||
arc << SpriteRotation;
|
||||
}
|
||||
|
||||
if (SaveVersion >= 4550)
|
||||
{
|
||||
arc << alternative;
|
||||
}
|
||||
|
||||
{
|
||||
FString tagstr;
|
||||
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.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;
|
||||
// [RH] Carrying sectors didn't work with low speeds in BOOM. This is
|
||||
// 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
|
||||
// SVN revision ever got.
|
||||
#define SAVEVER 4549
|
||||
#define SAVEVER 4550
|
||||
|
||||
#define SAVEVERSTRINGIFY2(x) #x
|
||||
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
|
||||
|
|
Loading…
Reference in a new issue