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- cleaned up a few copyright notices and unified licenses
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12 changed files with 97 additions and 49 deletions
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@ -961,11 +961,6 @@ Coding example #2:
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TILE VARIABLES:
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TILE VARIABLES:
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NUMTILES - the number of tiles found TILES.DAT.
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NUMTILES - the number of tiles found TILES.DAT.
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TILESIZX[MAXTILES] - simply the x-dimension of the tile number.
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TILESIZY[MAXTILES] - simply the y-dimension of the tile number.
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WALOFF[MAXTILES] - the actual address pointing to the top-left
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corner of the tile.
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PICANM[MAXTILES] - flags for animating the tile.
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TIMING VARIABLES:
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TIMING VARIABLES:
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TOTALCLOCK - When the engine is initialized, TOTALCLOCK is set to zero.
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TOTALCLOCK - When the engine is initialized, TOTALCLOCK is set to zero.
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@ -2,7 +2,7 @@
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** bitmap.cpp
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** bitmap.cpp
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**
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**
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**---------------------------------------------------------------------------
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**---------------------------------------------------------------------------
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** Copyright 2008 Christoph Oelckers
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** Copyright 2008-2019 Christoph Oelckers
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** All rights reserved.
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** All rights reserved.
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**
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**
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** Redistribution and use in source and binary forms, with or without
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** Redistribution and use in source and binary forms, with or without
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@ -2,7 +2,7 @@
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** bitmap.h
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** bitmap.h
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**
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**
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**---------------------------------------------------------------------------
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**---------------------------------------------------------------------------
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** Copyright 2008 Christoph Oelckers
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** Copyright 2008-2019 Christoph Oelckers
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** All rights reserved.
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** All rights reserved.
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**
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**
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** Redistribution and use in source and binary forms, with or without
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** Redistribution and use in source and binary forms, with or without
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@ -59,15 +59,15 @@ BuildFiles TileFiles;
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//
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//
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//==========================================================================
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//==========================================================================
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picanm_t tileConvertAnimFormat(int32_t const picanmdisk)
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picanm_t tileConvertAnimFormat(int32_t const picanimraw)
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{
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{
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// Unpack a 4 byte packed anim descriptor into the internal 5 byte format.
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// Unpack a 4 byte packed anim descriptor into the internal 5 byte format.
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picanm_t anm;
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picanm_t anm;
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anm.num = picanmdisk & 63;
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anm.num = picanimraw & 63;
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anm.xofs = (picanmdisk >> 8) & 255;
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anm.xofs = (picanimraw >> 8) & 255;
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anm.yofs = (picanmdisk >> 16) & 255;
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anm.yofs = (picanimraw >> 16) & 255;
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anm.sf = ((picanmdisk >> 24) & 15) | (picanmdisk & 192);
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anm.sf = ((picanimraw >> 24) & 15) | (picanimraw & 192);
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anm.extra = (picanmdisk >> 28) & 15;
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anm.extra = (picanimraw >> 28) & 15;
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return anm;
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return anm;
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}
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}
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@ -228,11 +228,10 @@ void BuildFiles::CloseAllMapArt()
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//
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//
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// LoadArtFile
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// LoadArtFile
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//
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//
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// Returns the number of tiles found. Also loads all the data for
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// Returns the number of tiles found.
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// R_InitBuildTiles() to process later.
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//
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//
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// let's load everything into memory on startup.
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// let's load everything into memory on startup.
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// 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,
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// 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,
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// so its 100MB art file will only have a partial impact on memory.
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// so its 100MB art file will only have a partial impact on memory.
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//
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//
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//===========================================================================
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//===========================================================================
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@ -300,6 +299,8 @@ void BuildFiles::LoadArtSet(const char* filename)
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// For each tile index there may only be one replacement and its
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// For each tile index there may only be one replacement and its
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// type may never change!
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// type may never change!
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//
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//
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// All these uses will need some review further down the line so that the texture manager's content is immutable.
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//
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//==========================================================================
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//==========================================================================
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FTexture* BuildFiles::ValidateCustomTile(int tilenum, int type)
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FTexture* BuildFiles::ValidateCustomTile(int tilenum, int type)
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@ -312,6 +313,13 @@ FTexture* BuildFiles::ValidateCustomTile(int tilenum, int type)
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FTexture* replacement = nullptr;
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FTexture* replacement = nullptr;
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if (type == FTexture::Writable)
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if (type == FTexture::Writable)
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{
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{
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// Creates an empty writable tile.
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// Current use cases are:
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// Camera textures (should be made to be creatable by the hardware renderer instead of falling back on the software renderer.)
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// thumbnails for savegame and loadgame (should bypass the texture manager entirely.)
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// view tilting in the software renderer (this should just use a local buffer instead of relying on the texture manager.)
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// Movie playback (like thumbnails this should bypass the texture manager entirely.)
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// 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.
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replacement = new FWritableTile;
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replacement = new FWritableTile;
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}
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}
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else if (type == FTexture::Restorable)
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else if (type == FTexture::Restorable)
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@ -320,6 +328,7 @@ FTexture* BuildFiles::ValidateCustomTile(int tilenum, int type)
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// It only gets used for the crosshair and two specific effects:
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// It only gets used for the crosshair and two specific effects:
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// A) the fire in Blood.
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// A) the fire in Blood.
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// B) the pin display in Redneck Rampage's bowling lanes.
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// B) the pin display in Redneck Rampage's bowling lanes.
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// All of these effects should probably be redone without actual texture hacking...
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if (tile->GetWidth() == 0 || tile->GetHeight() == 0) return nullptr; // The base must have a size for this to work.
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if (tile->GetWidth() == 0 || tile->GetHeight() == 0) return nullptr; // The base must have a size for this to work.
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// todo: invalidate hardware textures for tile.
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// todo: invalidate hardware textures for tile.
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replacement = new FRestorableTile(tile);
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replacement = new FRestorableTile(tile);
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@ -1,9 +1,10 @@
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/*
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/*
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** pngtexture.cpp
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** ddstexture.cpp
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** Texture class for DDS images
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** Texture class for DDS images
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**
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**
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**---------------------------------------------------------------------------
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**---------------------------------------------------------------------------
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** Copyright 2006-2007 Randy Heit
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** Copyright 2006-2016 Randy Heit
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** Copyright 2006-2019 Christoph Oelckers
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** All rights reserved.
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** All rights reserved.
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**
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**
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** Redistribution and use in source and binary forms, with or without
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** Redistribution and use in source and binary forms, with or without
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@ -3,7 +3,8 @@
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** Texture class for JPEG images
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** Texture class for JPEG images
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**
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**
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**---------------------------------------------------------------------------
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**---------------------------------------------------------------------------
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** Copyright 2006-2007 Randy Heit
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** Copyright 2005-2016 Randy Heit
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** Copyright 2005-2019 Christoph Oelckers
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** All rights reserved.
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** All rights reserved.
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**
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**
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** Redistribution and use in source and binary forms, with or without
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** Redistribution and use in source and binary forms, with or without
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@ -4,7 +4,7 @@
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**
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**
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**---------------------------------------------------------------------------
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**---------------------------------------------------------------------------
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** Copyright 2005 David HENRY
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** Copyright 2005 David HENRY
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** Copyright 2006 Christoph Oelckers
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** Copyright 2006-2019 Christoph Oelckers
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** All rights reserved.
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** All rights reserved.
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**
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**
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** Redistribution and use in source and binary forms, with or without
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** Redistribution and use in source and binary forms, with or without
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@ -4,6 +4,7 @@
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**
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**
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**---------------------------------------------------------------------------
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**---------------------------------------------------------------------------
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** Copyright 2004-2007 Randy Heit
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** Copyright 2004-2007 Randy Heit
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** Copyright 2005-2019 Christoph Oelckers
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** All rights reserved.
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** All rights reserved.
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**
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**
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** Redistribution and use in source and binary forms, with or without
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** Redistribution and use in source and binary forms, with or without
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@ -3,7 +3,7 @@
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** Texture class for TGA images
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** Texture class for TGA images
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**
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**
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**---------------------------------------------------------------------------
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**---------------------------------------------------------------------------
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** Copyright 2006 Christoph Oelckers
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** Copyright 2006-2019 Christoph Oelckers
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** All rights reserved.
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** All rights reserved.
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**
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**
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** Redistribution and use in source and binary forms, with or without
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** Redistribution and use in source and binary forms, with or without
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@ -1,24 +1,37 @@
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//
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/*
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//---------------------------------------------------------------------------
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** gl_samplers.cpp
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//
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**
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// Copyright(C) 2014-2016 Christoph Oelckers
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** Texture sampler handling
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// All rights reserved.
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**
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//
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**---------------------------------------------------------------------------
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// This program is free software: you can redistribute it and/or modify
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** Copyright 2015-2019 Christoph Oelckers
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// it under the terms of the GNU Lesser General Public License as published by
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** All rights reserved.
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// the Free Software Foundation, either version 3 of the License, or
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**
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// (at your option) any later version.
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** Redistribution and use in source and binary forms, with or without
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//
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** modification, are permitted provided that the following conditions
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// This program is distributed in the hope that it will be useful,
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** are met:
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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**
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** 1. Redistributions of source code must retain the above copyright
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// GNU Lesser General Public License for more details.
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** notice, this list of conditions and the following disclaimer.
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//
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** 2. Redistributions in binary form must reproduce the above copyright
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// You should have received a copy of the GNU Lesser General Public License
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** notice, this list of conditions and the following disclaimer in the
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// along with this program. If not, see http://www.gnu.org/licenses/
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** documentation and/or other materials provided with the distribution.
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//
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** 3. The name of the author may not be used to endorse or promote products
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//--------------------------------------------------------------------------
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** derived from this software without specific prior written permission.
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//
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "glad/glad.h"
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#include "glad/glad.h"
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#include "glbackend.h"
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#include "glbackend.h"
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@ -18,12 +18,6 @@
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** documentation and/or other materials provided with the distribution.
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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@ -1,3 +1,37 @@
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/*
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** glbackend.cpp
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**
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** OpenGL API abstraction
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**
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**---------------------------------------------------------------------------
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** Copyright 2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <memory>
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#include <memory>
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#include "glad/glad.h"
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#include "glad/glad.h"
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#include "glbackend.h"
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#include "glbackend.h"
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catch (const std::runtime_error& err)
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catch (const std::runtime_error& err)
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{
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{
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// This is far from an optimal solution but at this point the only way to get the error out.
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// This is far from an optimal solution but at this point the only way to get the error out.
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wm_msgbox("Shader compilation failed", err.what());
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wm_msgbox(nullptr, "Shader compilation failed: %s", err.what());
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exit(1);
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exit(1);
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}
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}
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