mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 23:12:24 +00:00
Merge branch 'master-1.4pre'
This commit is contained in:
commit
fb38fa2eea
21 changed files with 128 additions and 6 deletions
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@ -1764,6 +1764,8 @@ void G_DoReborn (int playernum, bool freshbot)
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}
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else
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{
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bool isUnfriendly = players[playernum].mo && !(players[playernum].mo->flags & MF_FRIENDLY);
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// respawn at the start
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// first disassociate the corpse
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if (players[playernum].mo)
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@ -1773,7 +1775,7 @@ void G_DoReborn (int playernum, bool freshbot)
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}
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// spawn at random spot if in deathmatch
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if (deathmatch)
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if (deathmatch || isUnfriendly)
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{
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G_DeathMatchSpawnPlayer (playernum);
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return;
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@ -378,6 +378,7 @@ void FMapInfoParser::ParseGameInfo()
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GAMEINFOKEY_BOOL(nightmarefast, "nightmarefast")
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GAMEINFOKEY_COLOR(dimcolor, "dimcolor")
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GAMEINFOKEY_FLOAT(dimamount, "dimamount")
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GAMEINFOKEY_FLOAT(bluramount, "bluramount")
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GAMEINFOKEY_INT(definventorymaxamount, "definventorymaxamount")
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GAMEINFOKEY_INT(defaultrespawntime, "defaultrespawntime")
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GAMEINFOKEY_INT(defaultrespawntime, "defaultrespawntime")
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1
src/gi.h
1
src/gi.h
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@ -158,6 +158,7 @@ struct gameinfo_t
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FString CursorPic;
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uint32_t dimcolor;
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float dimamount;
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float bluramount;
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int definventorymaxamount;
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int defaultrespawntime;
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int defaultdropstyle;
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@ -145,6 +145,7 @@ CUSTOM_CVAR(Bool, gl_paltonemap_reverselookup, true, CVAR_ARCHIVE | CVAR_NOINITC
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GLRenderer->ClearTonemapPalette();
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}
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CVAR(Float, gl_menu_blur, -1.0f, CVAR_ARCHIVE)
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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@ -467,6 +468,86 @@ void FGLRenderer::BloomScene(int fixedcm)
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FGLDebug::PopGroup();
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}
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//-----------------------------------------------------------------------------
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//
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// Blur the scene
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::BlurScene(float gameinfobluramount)
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{
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// first, respect the CVar
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float blurAmount = gl_menu_blur;
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// if CVar is negative, use the gameinfo entry
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if (gl_menu_blur < 0)
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blurAmount = gameinfobluramount;
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// if blurAmount == 0 or somehow still returns negative, exit to prevent a crash, clearly we don't want this
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if ((blurAmount <= 0.0) || !FGLRenderBuffers::IsEnabled())
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return;
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FGLDebug::PushGroup("BlurScene");
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FGLPostProcessState savedState;
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savedState.SaveTextureBindings(2);
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int sampleCount = 9;
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int numLevels = 3; // Must be 4 or less (since FGLRenderBuffers::NumBloomLevels is 4 and we are using its buffers).
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assert(numLevels <= FGLRenderBuffers::NumBloomLevels);
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const auto &viewport = mScreenViewport; // The area we want to blur. Could also be mSceneViewport if only the scene area is to be blured
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const auto &level0 = mBuffers->BloomLevels[0];
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// Grab the area we want to bloom:
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mBuffers->GetCurrentFB());
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, level0.VFramebuffer);
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glBlitFramebuffer(viewport.left, viewport.top, viewport.width, viewport.height, 0, 0, level0.Width, level0.Height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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// Blur and downscale:
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for (int i = 0; i < numLevels - 1; i++)
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{
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const auto &level = mBuffers->BloomLevels[i];
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const auto &next = mBuffers->BloomLevels[i + 1];
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mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
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mBlurShader->BlurVertical(this, blurAmount, sampleCount, level.HTexture, next.VFramebuffer, next.Width, next.Height);
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}
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// Blur and upscale:
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for (int i = numLevels - 1; i > 0; i--)
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{
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const auto &level = mBuffers->BloomLevels[i];
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const auto &next = mBuffers->BloomLevels[i - 1];
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mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
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mBlurShader->BlurVertical(this, blurAmount, sampleCount, level.HTexture, level.VFramebuffer, level.Width, level.Height);
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// Linear upscale:
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glBindFramebuffer(GL_FRAMEBUFFER, next.VFramebuffer);
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glViewport(0, 0, next.Width, next.Height);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, level.VTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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mBloomCombineShader->Bind();
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mBloomCombineShader->BloomTexture.Set(0);
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RenderScreenQuad();
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}
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mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level0.VTexture, level0.HFramebuffer, level0.Width, level0.Height);
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mBlurShader->BlurVertical(this, blurAmount, sampleCount, level0.HTexture, level0.VFramebuffer, level0.Width, level0.Height);
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// Copy blur back to scene texture:
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glBindFramebuffer(GL_READ_FRAMEBUFFER, level0.VFramebuffer);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mBuffers->GetCurrentFB());
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glBlitFramebuffer(0, 0, level0.Width, level0.Height, viewport.left, viewport.top, viewport.width, viewport.height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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FGLDebug::PopGroup();
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}
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//-----------------------------------------------------------------------------
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//
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// Tonemap scene texture and place the result in the HUD/2D texture
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@ -43,6 +43,8 @@ public:
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void BindNextFB();
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void NextTexture();
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int GetCurrentFB() const { return mPipelineFB[mCurrentPipelineTexture]; }
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void BindOutputFB();
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void BlitToEyeTexture(int eye);
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@ -180,6 +180,7 @@ public:
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void ClearTonemapPalette();
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void LensDistortScene();
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void ApplyFXAA();
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void BlurScene(float gameinfobluramount);
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void CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma);
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void DrawPresentTexture(const GL_IRECT &box, bool applyGamma);
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void Flush();
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@ -57,6 +57,7 @@
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#include "textures/textures.h"
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#include "virtual.h"
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#include "events.h"
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#include "gl/renderer/gl_renderer.h" // for menu blur
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//
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// Todo: Move these elsewhere
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@ -784,6 +785,8 @@ void M_Drawer (void)
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if (CurrentMenu != nullptr && menuactive != MENU_Off)
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{
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if (GLRenderer)
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GLRenderer->BlurScene(gameinfo.bluramount);
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if (!CurrentMenu->DontDim)
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{
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screen->Dim(fade);
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@ -1883,6 +1883,9 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
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if (!(player->mo->flags & MF_SHOOTABLE))
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continue; // not shootable (observer or dead)
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if (!((actor->flags ^ player->mo->flags) & MF_FRIENDLY))
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continue; // same +MF_FRIENDLY, ignore
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if (player->cheats & CF_NOTARGET)
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continue; // no target
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@ -1982,7 +1985,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look)
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targ = NULL;
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}
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if (targ && targ->player && (targ->player->cheats & CF_NOTARGET))
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if (targ && targ->player && ((targ->player->cheats & CF_NOTARGET) || !(targ->flags & MF_FRIENDLY)))
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{
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return 0;
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}
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@ -7279,7 +7279,7 @@ bool AActor::IsTeammate (AActor *other)
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}
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else if (!deathmatch && player && other->player)
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{
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return true;
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return (!((flags ^ other->flags) & MF_FRIENDLY));
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}
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else if (teamplay)
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{
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@ -7360,6 +7360,9 @@ bool AActor::IsFriend (AActor *other)
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other->FriendPlayer == 0 ||
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players[FriendPlayer-1].mo->IsTeammate(players[other->FriendPlayer-1].mo);
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}
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// [SP] If friendly flags match, then they are on the same team.
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/*if (!((flags ^ other->flags) & MF_FRIENDLY))
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return true;*/
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return false;
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}
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@ -4080,6 +4080,22 @@ void P_SetupLevel (const char *lumpname, int position)
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}
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}
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// [SP] move unfriendly players around
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// horribly hacky - yes, this needs rewritten.
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && players[i].mo != NULL)
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{
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if (!(players[i].mo->flags & MF_FRIENDLY))
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{
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AActor * oldSpawn = players[i].mo;
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G_DeathMatchSpawnPlayer (i);
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oldSpawn->Destroy();
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}
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}
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}
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// Don't count monsters in end-of-level sectors if option is on
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if (dmflags2 & DF2_NOCOUNTENDMONST)
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{
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@ -148,7 +148,7 @@ CUSTOM_CVAR(Bool, vid_autoswitch, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_
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static int s_currentRenderer;
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CUSTOM_CVAR(Int, vid_renderer, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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CUSTOM_CVAR(Int, vid_renderer, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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// 0: Software renderer
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// 1: OpenGL renderer
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@ -65,7 +65,7 @@ void I_RestartRenderer();
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int currentrenderer;
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// [ZDoomGL]
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CUSTOM_CVAR (Int, vid_renderer, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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CUSTOM_CVAR (Int, vid_renderer, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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// 0: Software renderer
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// 1: OpenGL renderer
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@ -106,7 +106,7 @@ CUSTOM_CVAR(Bool, vid_used3d, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOIN
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}
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// [ZDoomGL]
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CUSTOM_CVAR (Int, vid_renderer, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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CUSTOM_CVAR (Int, vid_renderer, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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// 0: Software renderer
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// 1: OpenGL renderer
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@ -2706,6 +2706,7 @@ GLPREFMNU_SPRBILLFACECAMERA = "Sprites face camera";
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GLPREFMNU_PARTICLESTYLE = "Particle style";
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GLPREFMNU_AMBLIGHT = "Ambient light level";
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GLPREFMNU_RENDERQUALITY = "Rendering quality";
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GLPREFMNU_MENUBLUR = "Menu Blur";
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GLPREFMNU_VRMODE = "Stereo 3D VR";
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GLPREFMNU_VRQUADSTEREO = "Enable Quad Stereo";
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GLPREFMNU_MULTISAMPLE = "Multisample";
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@ -38,6 +38,7 @@ gameinfo
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weaponslot = 7, "LAZDevice"
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dimcolor = "ff d7 00"
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dimamount = 0.2
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bluramount = 0.5
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definventorymaxamount = 25
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defaultrespawntime = 12
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defaultdropstyle = 1
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@ -39,6 +39,7 @@ gameinfo
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weaponslot = 7, "BFG9000"
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dimcolor = "ff d7 00"
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dimamount = 0.2
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bluramount = 0.5
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definventorymaxamount = 25
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defaultrespawntime = 12
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defaultdropstyle = 1
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@ -38,6 +38,7 @@ gameinfo
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weaponslot = 7, "Mace"
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dimcolor = "00 00 ff"
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dimamount = 0.2
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bluramount = 0.5
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definventorymaxamount = 16
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defaultrespawntime = 12
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defaultdropstyle = 1
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@ -37,6 +37,7 @@ gameinfo
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weaponslot = 4, "FWeapQuietus", "CWeapWraithverge", "MWeapBloodscourge"
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dimcolor = "00 00 ff"
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dimamount = 0.2
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bluramount = 0.5
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definventorymaxamount = 25
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defaultrespawntime = 12
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defaultdropstyle = 1
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@ -27,6 +27,7 @@ gameinfo
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intermissioncounter = true
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dimcolor = "6f 00 6b"
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dimamount = 0.8
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bluramount = 0.0
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definventorymaxamount = 25
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defaultrespawntime = 12
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defaultdropstyle = 1
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@ -38,6 +38,7 @@ gameinfo
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weaponslot = 8, "Sigil"
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dimcolor = "ff d7 00"
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dimamount = 0.2
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bluramount = 0.5
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definventorymaxamount = 25
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defaultrespawntime = 16
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defaultdropstyle = 2
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@ -2152,6 +2152,8 @@ OptionMenu "OpenGLOptions"
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Option "$GLPREFMNU_PARTICLESTYLE", gl_particles_style, "Particles"
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Option "$GLPREFMNU_RENDERQUALITY", gl_render_precise, "Precision"
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StaticText " "
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Slider "$GLPREFMNU_MENUBLUR", gl_menu_blur, 0, 5.0, 0.5, 2
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StaticText " "
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Option "$GLPREFMNU_VRMODE", vr_mode, "VRMode"
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Option "$GLPREFMNU_VRQUADSTEREO", vr_enable_quadbuffered, "OnOff"
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StaticText " "
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