- cleaned up a few copyright notices and unified licenses

This commit is contained in:
Christoph Oelckers 2019-10-17 09:42:11 +02:00
parent 6d7458fe42
commit 4f8e0dd936
12 changed files with 97 additions and 49 deletions

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@ -961,11 +961,6 @@ Coding example #2:
TILE VARIABLES:
NUMTILES - the number of tiles found TILES.DAT.
TILESIZX[MAXTILES] - simply the x-dimension of the tile number.
TILESIZY[MAXTILES] - simply the y-dimension of the tile number.
WALOFF[MAXTILES] - the actual address pointing to the top-left
corner of the tile.
PICANM[MAXTILES] - flags for animating the tile.
TIMING VARIABLES:
TOTALCLOCK - When the engine is initialized, TOTALCLOCK is set to zero.

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@ -2,7 +2,7 @@
** bitmap.cpp
**
**---------------------------------------------------------------------------
** Copyright 2008 Christoph Oelckers
** Copyright 2008-2019 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without

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@ -2,7 +2,7 @@
** bitmap.h
**
**---------------------------------------------------------------------------
** Copyright 2008 Christoph Oelckers
** Copyright 2008-2019 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without

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@ -59,15 +59,15 @@ BuildFiles TileFiles;
//
//==========================================================================
picanm_t tileConvertAnimFormat(int32_t const picanmdisk)
picanm_t tileConvertAnimFormat(int32_t const picanimraw)
{
// Unpack a 4 byte packed anim descriptor into the internal 5 byte format.
picanm_t anm;
anm.num = picanmdisk & 63;
anm.xofs = (picanmdisk >> 8) & 255;
anm.yofs = (picanmdisk >> 16) & 255;
anm.sf = ((picanmdisk >> 24) & 15) | (picanmdisk & 192);
anm.extra = (picanmdisk >> 28) & 15;
anm.num = picanimraw & 63;
anm.xofs = (picanimraw >> 8) & 255;
anm.yofs = (picanimraw >> 16) & 255;
anm.sf = ((picanimraw >> 24) & 15) | (picanimraw & 192);
anm.extra = (picanimraw >> 28) & 15;
return anm;
}
@ -228,11 +228,10 @@ void BuildFiles::CloseAllMapArt()
//
// LoadArtFile
//
// Returns the number of tiles found. Also loads all the data for
// R_InitBuildTiles() to process later.
// Returns the number of tiles found.
//
// let's load everything into memory on startup.
// Even for Ion Fury this will merely add 60 MB, because the engine already needs to cache the data, albeit in a compressed-per-lump form,
// Even for Ion Fury this will merely add 80 MB, because the engine already needs to cache the data, albeit in a compressed-per-lump form,
// so its 100MB art file will only have a partial impact on memory.
//
//===========================================================================
@ -300,6 +299,8 @@ void BuildFiles::LoadArtSet(const char* filename)
// For each tile index there may only be one replacement and its
// type may never change!
//
// All these uses will need some review further down the line so that the texture manager's content is immutable.
//
//==========================================================================
FTexture* BuildFiles::ValidateCustomTile(int tilenum, int type)
@ -312,6 +313,13 @@ FTexture* BuildFiles::ValidateCustomTile(int tilenum, int type)
FTexture* replacement = nullptr;
if (type == FTexture::Writable)
{
// Creates an empty writable tile.
// Current use cases are:
// Camera textures (should be made to be creatable by the hardware renderer instead of falling back on the software renderer.)
// thumbnails for savegame and loadgame (should bypass the texture manager entirely.)
// view tilting in the software renderer (this should just use a local buffer instead of relying on the texture manager.)
// Movie playback (like thumbnails this should bypass the texture manager entirely.)
// Blood's 'lens' effect (apparently MP only) - combination of a camera texture with a distortion map - should be made a shader effect to be applied to the camera texture.
replacement = new FWritableTile;
}
else if (type == FTexture::Restorable)
@ -320,6 +328,7 @@ FTexture* BuildFiles::ValidateCustomTile(int tilenum, int type)
// It only gets used for the crosshair and two specific effects:
// A) the fire in Blood.
// B) the pin display in Redneck Rampage's bowling lanes.
// All of these effects should probably be redone without actual texture hacking...
if (tile->GetWidth() == 0 || tile->GetHeight() == 0) return nullptr; // The base must have a size for this to work.
// todo: invalidate hardware textures for tile.
replacement = new FRestorableTile(tile);

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@ -1,9 +1,10 @@
/*
** pngtexture.cpp
** ddstexture.cpp
** Texture class for DDS images
**
**---------------------------------------------------------------------------
** Copyright 2006-2007 Randy Heit
** Copyright 2006-2016 Randy Heit
** Copyright 2006-2019 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without

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@ -3,7 +3,8 @@
** Texture class for JPEG images
**
**---------------------------------------------------------------------------
** Copyright 2006-2007 Randy Heit
** Copyright 2005-2016 Randy Heit
** Copyright 2005-2019 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without

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@ -4,7 +4,7 @@
**
**---------------------------------------------------------------------------
** Copyright 2005 David HENRY
** Copyright 2006 Christoph Oelckers
** Copyright 2006-2019 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without

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@ -4,6 +4,7 @@
**
**---------------------------------------------------------------------------
** Copyright 2004-2007 Randy Heit
** Copyright 2005-2019 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without

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@ -3,7 +3,7 @@
** Texture class for TGA images
**
**---------------------------------------------------------------------------
** Copyright 2006 Christoph Oelckers
** Copyright 2006-2019 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without

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@ -1,24 +1,37 @@
//
//---------------------------------------------------------------------------
//
// Copyright(C) 2014-2016 Christoph Oelckers
// All rights reserved.
//
// This program 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 3 of the License, or
// (at your option) any later version.
//
// This program 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 program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** gl_samplers.cpp
**
** Texture sampler handling
**
**---------------------------------------------------------------------------
** Copyright 2015-2019 Christoph Oelckers
** 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.
**---------------------------------------------------------------------------
**
*/
#include "glad/glad.h"
#include "glbackend.h"

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@ -18,12 +18,6 @@
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
** covered by the terms of the GNU Lesser General Public License as published
** by the Free Software Foundation; either version 2.1 of the License, or (at
** your option) any later version.
** 5. Full disclosure of the entire project's source code, except for third
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES

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@ -1,3 +1,37 @@
/*
** glbackend.cpp
**
** OpenGL API abstraction
**
**---------------------------------------------------------------------------
** Copyright 2019 Christoph Oelckers
** 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.
**---------------------------------------------------------------------------
**
*/
#include <memory>
#include "glad/glad.h"
#include "glbackend.h"
@ -77,7 +111,7 @@ void GLInstance::Init()
catch (const std::runtime_error& err)
{
// This is far from an optimal solution but at this point the only way to get the error out.
wm_msgbox("Shader compilation failed", err.what());
wm_msgbox(nullptr, "Shader compilation failed: %s", err.what());
exit(1);
}