- backend update from GZDoom

This commit is contained in:
Christoph Oelckers 2020-06-07 15:02:54 +02:00
parent 4c6abe1bb9
commit d7225c1965
35 changed files with 217 additions and 98 deletions

View file

@ -129,7 +129,7 @@ public:
PalEntry mSpecialColormap[2];
int mScissor[4];
int mDesaturate;
FRenderStyle mRenderStyle;
FRenderStyle mRenderStyle;
PalEntry mColor1; // Overlay color
ETexMode mDrawMode;
uint8_t mLightLevel;

View file

@ -329,6 +329,50 @@ DEFINE_ACTION_FUNCTION(_Screen, GetClipRect)
return MIN(numret, 4);
}
static void CalcFullscreenScale(F2DDrawer* drawer, double srcwidth, double srcheight, int autoaspect, DoubleRect &rect)
{
auto GetWidth = [=]() { return drawer->GetWidth(); };
auto GetHeight = [=]() {return drawer->GetHeight(); };
double aspect;
if (srcheight == 200) aspect = srcwidth / 240.;
else if (srcheight == 400) aspect = srcwidth / 480;
else aspect = srcwidth / srcheight;
rect.left = rect.top = 0;
auto screenratio = ActiveRatio(GetWidth(), GetHeight());
if (autoaspect == 3)
{
if (screenratio >= aspect || aspect < 1.4) autoaspect = 1; // screen is wider than the image -> pillarbox it. 4:3 images must also be pillarboxed if the screen is taller than the image
else if (screenratio > 1.32) autoaspect = 2; // on anything 4:3 and wider crop the sides of the image.
else
{
// special case: Crop image to 4:3 and then letterbox this. This avoids too much cropping on narrow windows.
double width4_3 = srcheight * (4. / 3.);
rect.width = (double)GetWidth() * srcwidth / width4_3;
rect.height = GetHeight() * screenratio * (3. / 4.); // use 4:3 for the image
rect.top = (GetHeight() - rect.height) / 2;
rect.left = -(srcwidth - width4_3) / 2;
return;
}
}
if ((screenratio > aspect) ^ (autoaspect == 2))
{
// pillarboxed or vertically cropped (i.e. scale to height)
rect.height = GetHeight();
rect.width = GetWidth() * aspect / screenratio;
rect.left = (GetWidth() - rect.width) / 2;
}
else
{
// letterboxed or horizontally cropped (i.e. scale to width)
rect.width = GetWidth();
rect.height = GetHeight() * screenratio / aspect;
rect.top = (GetHeight() - rect.height) / 2;
}
}
//==========================================================================
//
// Draw parameter parsing
@ -384,49 +428,30 @@ bool SetTextureParms(F2DDrawer * drawer, DrawParms *parms, FGameTexture *img, do
parms->destheight = parms->texheight * CleanYfac_1;
break;
case DTA_Base:
if (parms->fsscalemode != -1)
{
// First calculate the destination rect for an image of the given size and then reposition this object in it.
DoubleRect rect;
CalcFullscreenScale(drawer, parms->virtWidth, parms->virtHeight, parms->fsscalemode, rect);
parms->x = rect.left + parms->x * rect.width / parms->virtWidth;
parms->y = rect.top + parms->y * rect.height / parms->virtHeight;
parms->destwidth = parms->destwidth * rect.width / parms->virtWidth;
parms->destheight = parms->destheight * rect.height / parms->virtHeight;
return false;
}
break;
case DTA_Fullscreen:
case DTA_FullscreenEx:
{
double aspect;
double srcwidth = img->GetDisplayWidth();
double srcheight = img->GetDisplayHeight();
int autoaspect = parms->fsscalemode;
if (srcheight == 200) aspect = srcwidth / 240.;
else if (srcheight == 400) aspect = srcwidth / 480;
else aspect = srcwidth / srcheight;
parms->x = parms->y = 0;
DoubleRect rect;
CalcFullscreenScale(drawer, img->GetDisplayWidth(), img->GetDisplayHeight(), parms->fsscalemode, rect);
parms->keepratio = true;
auto screenratio = ActiveRatio(GetWidth(), GetHeight());
if (autoaspect == 3)
{
if (screenratio >= aspect || aspect < 1.4) autoaspect = 1; // screen is wider than the image -> pillarbox it. 4:3 images must also be pillarboxes if the screen is taller than the image
else if (screenratio > 1.32) autoaspect = 2; // on anything 4:3 and wider crop the sides of the image.
else
{
// special case: Crop image to 4:3 and then letterbox this. This avoids too much cropping on narrow windows.
double width4_3 = srcheight * (4. / 3.);
parms->destwidth = (double)GetWidth() * srcwidth / width4_3;
parms->destheight = GetHeight() * screenratio * (3. / 4.); // use 4:3 for the image
parms->y = (GetHeight() - parms->destheight) / 2;
parms->x = -(srcwidth - width4_3) / 2;
return false; // Do not call VirtualToRealCoords for this!
}
}
if ((screenratio > aspect) ^ (autoaspect == 2))
{
// pillarboxed or vertically cropped (i.e. scale to height)
parms->destheight = GetHeight();
parms->destwidth =GetWidth() * aspect / screenratio;
parms->x = (GetWidth() - parms->destwidth) / 2;
}
else
{
// letterboxed or horizontally cropped (i.e. scale to width)
parms->destwidth = GetWidth();
parms->destheight = GetHeight() * screenratio / aspect;
parms->y = (GetHeight() - parms->destheight) / 2;
}
parms->x = rect.left;
parms->y = rect.top;
parms->destwidth = rect.width;
parms->destheight = rect.height;
return false; // Do not call VirtualToRealCoords for this!
}
@ -598,6 +623,7 @@ bool ParseDrawTextureTags(F2DDrawer *drawer, FGameTexture *img, double x, double
parms->burn = false;
parms->monospace = EMonospacing::Off;
parms->spacing = 0;
parms->fsscalemode = -1;
// Parse the tag list for attributes. (For floating point attributes,
// consider that the C ABI dictates that all floats be promoted to
@ -717,6 +743,14 @@ bool ParseDrawTextureTags(F2DDrawer *drawer, FGameTexture *img, double x, double
parms->cleanmode = DTA_Base;
parms->virtHeight = ListGetDouble(tags);
break;
case DTA_FullscreenScale:
intval = ListGetInt(tags);
if (intval >= 0 && intval <= 3)
{
parms->fsscalemode = (uint8_t)intval;
}
break;
case DTA_Fullscreen:

View file

@ -88,6 +88,8 @@ enum
DTA_Monospace, // Fonts only: Use a fixed distance between characters.
DTA_FullscreenEx,
DTA_FullscreenScale,
};
enum EMonospacing : int
@ -152,7 +154,7 @@ struct DrawParms
bool fortext;
bool virtBottom;
bool burn;
uint8_t fsscalemode;
int8_t fsscalemode;
double srcx, srcy;
double srcwidth, srcheight;
};

View file

@ -1420,7 +1420,10 @@ FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener
if(!reuse_chan || reuse_chan->StartTime == 0)
{
float st = (chanflags & SNDF_LOOP) ? fmod(startTime, (float)GetMSLength(sfx) / 1000.f) : clamp<float>(startTime, 0.f, (float)GetMSLength(sfx) / 1000.f);
float sfxlength = (float)GetMSLength(sfx) / 1000.f;
float st = (chanflags & SNDF_LOOP)
? (sfxlength > 0 ? fmod(startTime, sfxlength) : 0)
: clamp<float>(startTime, 0.f, sfxlength);
alSourcef(source, AL_SEC_OFFSET, st);
}
else

View file

@ -547,9 +547,10 @@ FSoundChan *SoundEngine::StartSound(int type, const void *source,
if (chanflags & (CHANF_UI|CHANF_NOPAUSE)) startflags |= SNDF_NOPAUSE;
if (chanflags & CHANF_UI) startflags |= SNDF_NOREVERB;
float sfxlength = (float)GSnd->GetMSLength(sfx->data) / 1000.f;
startTime = (startflags & SNDF_LOOP)
? fmod(startTime, (float)GSnd->GetMSLength(sfx->data) / 1000.f)
: clamp<float>(startTime, 0.f, (float)GSnd->GetMSLength(sfx->data) / 1000.f);
? (sfxlength > 0 ? fmod(startTime, sfxlength) : 0)
: clamp<float>(startTime, 0.f, sfxlength);
if (attenuation > 0 && type != SOURCE_None)
{

View file

@ -171,7 +171,7 @@ public:
static void ListVars (const char *filter, bool plain);
const char *GetDescription() const { return Description; };
const FString &GetDescription() const { return Description; };
protected:
virtual void DoSet (UCVarValue value, ECVarType type) = 0;

View file

@ -300,6 +300,7 @@ void C_DoCommand (const char *cmd, int keynum)
}
else
{ // Get the variable's value
if (var->GetDescription().Len()) Printf("%s\n", var->GetDescription().GetChars());
Printf ("\"%s\" is \"%s\"\n", var->GetName(), var->GetHumanString());
}
}

View file

@ -360,12 +360,13 @@ void FResourceFile::PostProcessArchive(void *lumps, size_t lumpsize, LumpFilterI
int lastpos = -1;
FString file;
FString LumpFilter = filter->dotFilter;
while ((len = LumpFilter.IndexOf('.', lastpos + 1)) > 0)
while ((len = LumpFilter.IndexOf('.', lastpos+1)) > 0)
{
max -= FilterLumps(LumpFilter.Left(len), lumps, lumpsize, max);
lastpos = len;
}
max -= FilterLumps(LumpFilter, lumps, lumpsize, max);
JunkLeftoverFilters(lumps, lumpsize, max);
}

View file

@ -11,7 +11,7 @@
#ifndef PR_SET_PTRACER
#define PR_SET_PTRACER 0x59616d61
#endif
#elif defined (__APPLE__) || defined (__FreeBSD__) || defined(__OpenBSD__)
#elif defined (__APPLE__) || defined (BSD)
#include <signal.h>
#endif

View file

@ -300,8 +300,10 @@ static SDLInputJoystickManager *JoystickManager;
void I_StartupJoysticks()
{
#ifndef NO_SDL_JOYSTICK
if(SDL_InitSubSystem(SDL_INIT_JOYSTICK) >= 0)
JoystickManager = new SDLInputJoystickManager();
#endif
}
void I_ShutdownInput()
{
@ -316,7 +318,8 @@ void I_GetJoysticks(TArray<IJoystickConfig *> &sticks)
{
sticks.Clear();
JoystickManager->GetDevices(sticks);
if (JoystickManager)
JoystickManager->GetDevices(sticks);
}
void I_GetAxes(float axes[NUM_JOYAXIS])
@ -325,7 +328,7 @@ void I_GetAxes(float axes[NUM_JOYAXIS])
{
axes[i] = 0;
}
if (use_joystick)
if (use_joystick && JoystickManager)
{
JoystickManager->AddAxes(axes);
}
@ -333,7 +336,7 @@ void I_GetAxes(float axes[NUM_JOYAXIS])
void I_ProcessJoysticks()
{
if (use_joystick)
if (use_joystick && JoystickManager)
JoystickManager->ProcessInput();
}

View file

@ -78,8 +78,8 @@ void I_SetIWADInfo()
void Mac_I_FatalError(const char* errortext);
#endif
#ifdef __linux__
void Linux_I_FatalError(const char* errortext)
#ifdef __unix__
void Unix_I_FatalError(const char* errortext)
{
// Close window or exit fullscreen and release mouse capture
SDL_Quit();
@ -116,8 +116,8 @@ void I_ShowFatalError(const char *message)
{
#ifdef __APPLE__
Mac_I_FatalError(message);
#elif defined __linux__
Linux_I_FatalError(message);
#elif defined __unix__
Unix_I_FatalError(message);
#else
// ???
#endif

View file

@ -516,9 +516,9 @@ void OpenGLFrameBuffer::Draw2D()
}
}
void OpenGLFrameBuffer::PostProcessScene(bool swscene, int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
void OpenGLFrameBuffer::PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
{
GLRenderer->PostProcessScene(fixedcm, afterBloomDrawEndScene2D);
GLRenderer->PostProcessScene(fixedcm, flash, afterBloomDrawEndScene2D);
}
//==========================================================================

View file

@ -61,7 +61,7 @@ public:
void SetVSync(bool vsync);
void Draw2D() override;
void PostProcessScene(bool swscene, int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D) override;
void PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D) override;
bool HWGammaActive = false; // Are we using hardware or software gamma?
std::shared_ptr<FGLDebug> mDebug; // Debug API

View file

@ -52,7 +52,7 @@ void FGLRenderer::RenderScreenQuad()
glDrawArrays(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
}
void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
void FGLRenderer::PostProcessScene(int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
{
int sceneWidth = mBuffers->GetSceneWidth();
int sceneHeight = mBuffers->GetSceneHeight();
@ -62,7 +62,7 @@ void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &aft
hw_postprocess.Pass1(&renderstate, fixedcm, sceneWidth, sceneHeight);
mBuffers->BindCurrentFB();
if (afterBloomDrawEndScene2D) afterBloomDrawEndScene2D();
hw_postprocess.Pass2(&renderstate, fixedcm, sceneWidth, sceneHeight);
hw_postprocess.Pass2(&renderstate, fixedcm, flash, sceneWidth, sceneHeight);
}
//-----------------------------------------------------------------------------

View file

@ -72,7 +72,7 @@ public:
void PresentStereo();
void RenderScreenQuad();
void PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D);
void PostProcessScene(int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D);
void AmbientOccludeScene(float m5);
void ClearTonemapPalette();
void BlurScene(float gameinfobluramount);

View file

@ -67,6 +67,9 @@ public:
size_t DynamicLinesOffset() const { return dynamicStartLine * sizeof(AABBTreeLine); }
virtual bool Update() = 0;
virtual ~LevelAABBTree() = default;
protected:
TArray<int> FindNodePath(unsigned int line, unsigned int node);

View file

@ -332,7 +332,7 @@ void FSkyVertexBuffer::SetupMatrices(FGameTexture *tex, float x_offset, float y_
modelMatrix.loadIdentity();
modelMatrix.rotate(-180.0f + x_offset, 0.f, 1.f, 0.f);
float xscale = texw < 1024.f ? floor(1024.f / float(texw)) : 1.f;
float xscale = texw < 1024.f ? floorf(1024.f / float(texw)) : 1.f;
float yscale = 1.f;
auto texskyoffset = tex->GetSkyOffset() + skyoffset;
if (texh <= 128 && tiled)

View file

@ -532,20 +532,26 @@ void PPCameraExposure::UpdateTextures(int width, int height)
/////////////////////////////////////////////////////////////////////////////
void PPColormap::Render(PPRenderState *renderstate, int fixedcm)
void PPColormap::Render(PPRenderState *renderstate, int fixedcm, float flash)
{
ColormapUniforms uniforms;
if (fixedcm < CM_FIRSTSPECIALCOLORMAP || fixedcm >= CM_MAXCOLORMAP)
{
return;
if (flash == 1.f)
return;
uniforms.MapStart = { 0,0,0, flash };
uniforms.MapRange = { 0,0,0, 1.f };
}
else
{
FSpecialColormap* scm = &SpecialColormaps[fixedcm - CM_FIRSTSPECIALCOLORMAP];
FSpecialColormap *scm = &SpecialColormaps[fixedcm - CM_FIRSTSPECIALCOLORMAP];
float m[] = { scm->ColorizeEnd[0] - scm->ColorizeStart[0],
scm->ColorizeEnd[1] - scm->ColorizeStart[1], scm->ColorizeEnd[2] - scm->ColorizeStart[2], 0.f };
ColormapUniforms uniforms;
uniforms.MapStart = { scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], 0.f };
uniforms.MapRange = m;
uniforms.MapStart = { scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], flash };
uniforms.MapRange = { scm->ColorizeEnd[0] - scm->ColorizeStart[0],
scm->ColorizeEnd[1] - scm->ColorizeStart[1], scm->ColorizeEnd[2] - scm->ColorizeStart[2], 0.f };
}
renderstate->PushGroup("colormap");
@ -1117,10 +1123,10 @@ void Postprocess::Pass1(PPRenderState* state, int fixedcm, int sceneWidth, int s
bloom.RenderBloom(state, sceneWidth, sceneHeight, fixedcm);
}
void Postprocess::Pass2(PPRenderState* state, int fixedcm, int sceneWidth, int sceneHeight)
void Postprocess::Pass2(PPRenderState* state, int fixedcm, float flash, int sceneWidth, int sceneHeight)
{
tonemap.Render(state);
colormap.Render(state, fixedcm);
colormap.Render(state, fixedcm, flash);
lens.Render(state);
fxaa.Render(state);
customShaders.Run(state, "scene");

View file

@ -530,7 +530,7 @@ struct ColormapUniforms
class PPColormap
{
public:
void Render(PPRenderState *renderstate, int fixedcm);
void Render(PPRenderState *renderstate, int fixedcm, float flash);
private:
PPShader Colormap = { "shaders/pp/colormap.fp", "", ColormapUniforms::Desc() };
@ -841,7 +841,7 @@ public:
void Pass1(PPRenderState *state, int fixedcm, int sceneWidth, int sceneHeight);
void Pass2(PPRenderState* state, int fixedcm, int sceneWidth, int sceneHeight);
void Pass2(PPRenderState* state, int fixedcm, float flash, int sceneWidth, int sceneHeight);
};
extern Postprocess hw_postprocess;

View file

@ -232,7 +232,7 @@ static uint8_t ToIntColorComponent(float v)
return clamp((int)(v * 255.0f + 0.5f), 0, 255);
}
void PolyFrameBuffer::PostProcessScene(bool swscene, int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
void PolyFrameBuffer::PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
{
afterBloomDrawEndScene2D();

View file

@ -39,7 +39,7 @@ public:
void SetTextureFilterMode() override;
void BeginFrame() override;
void BlurScene(float amount) override;
void PostProcessScene(bool swscene, int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D) override;
void PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D) override;
void AmbientOccludeScene(float m5) override;
//void SetSceneRenderTarget(bool useSSAO) override;

View file

@ -242,7 +242,7 @@ public:
virtual FTexture *WipeStartScreen();
virtual FTexture *WipeEndScreen();
virtual void PostProcessScene(bool swscene, int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D) { if (afterBloomDrawEndScene2D) afterBloomDrawEndScene2D(); }
virtual void PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D) { if (afterBloomDrawEndScene2D) afterBloomDrawEndScene2D(); }
void ScaleCoordsFromWindow(int16_t &x, int16_t &y);

View file

@ -60,7 +60,7 @@ void VkPostprocess::SetActiveRenderTarget()
fb->GetRenderState()->SetRenderTarget(&buffers->PipelineImage[mCurrentPipelineImage], nullptr, buffers->GetWidth(), buffers->GetHeight(), VK_FORMAT_R16G16B16A16_SFLOAT, VK_SAMPLE_COUNT_1_BIT);
}
void VkPostprocess::PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
void VkPostprocess::PostProcessScene(int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
{
auto fb = GetVulkanFrameBuffer();
int sceneWidth = fb->GetBuffers()->GetSceneWidth();
@ -71,7 +71,7 @@ void VkPostprocess::PostProcessScene(int fixedcm, const std::function<void()> &a
hw_postprocess.Pass1(&renderstate, fixedcm, sceneWidth, sceneHeight);
SetActiveRenderTarget();
afterBloomDrawEndScene2D();
hw_postprocess.Pass2(&renderstate, fixedcm, sceneWidth, sceneHeight);
hw_postprocess.Pass2(&renderstate, fixedcm, flash, sceneWidth, sceneHeight);
}
void VkPostprocess::BlitSceneToPostprocess()

View file

@ -44,7 +44,7 @@ public:
void RenderBuffersReset();
void SetActiveRenderTarget();
void PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D);
void PostProcessScene(int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D);
void AmbientOccludeScene(float m5);
void BlurScene(float gameinfobluramount);

View file

@ -343,10 +343,10 @@ void VulkanFrameBuffer::RenderTextureView(FCanvasTexture* tex, std::function<voi
tex->SetUpdated(true);
}
void VulkanFrameBuffer::PostProcessScene(bool swscene, int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
void VulkanFrameBuffer::PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
{
if (!swscene) mPostprocess->BlitSceneToPostprocess(); // Copy the resulting scene to the current post process texture
mPostprocess->PostProcessScene(fixedcm, afterBloomDrawEndScene2D);
mPostprocess->PostProcessScene(fixedcm, flash, afterBloomDrawEndScene2D);
}
const char* VulkanFrameBuffer::DeviceName() const

View file

@ -80,7 +80,7 @@ public:
void StartPrecaching() override;
void BeginFrame() override;
void BlurScene(float amount) override;
void PostProcessScene(bool swscene, int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D) override;
void PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D) override;
void AmbientOccludeScene(float m5) override;
void SetSceneRenderTarget(bool useSSAO) override;
void UpdateShadowMap() override;

View file

@ -60,9 +60,6 @@ VkTexClamp TexClamp[] ={
{ VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, VK_SAMPLER_ADDRESS_MODE_REPEAT },
{ VK_SAMPLER_ADDRESS_MODE_REPEAT, VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE },
{ VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE },
{ VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE },
{ VK_SAMPLER_ADDRESS_MODE_REPEAT, VK_SAMPLER_ADDRESS_MODE_REPEAT },
{ VK_SAMPLER_ADDRESS_MODE_REPEAT, VK_SAMPLER_ADDRESS_MODE_REPEAT }
};
VkSamplerManager::VkSamplerManager(VulkanDevice *dev)
@ -86,14 +83,14 @@ void VkSamplerManager::Create()
{
int filter = sysCallbacks && sysCallbacks->DisableTextureFilter && sysCallbacks->DisableTextureFilter()? 0 : gl_texture_filter;
for(int i = 0; i < 7; i++)
for (int i = CLAMP_NONE; i <= CLAMP_XY; i++)
{
SamplerBuilder builder;
builder.setMagFilter(TexFilter[filter].magFilter);
builder.setMinFilter(TexFilter[filter].minFilter);
builder.setAddressMode(TexClamp[i].clamp_u, TexClamp[i].clamp_v, VK_SAMPLER_ADDRESS_MODE_REPEAT);
builder.setMipmapMode(TexFilter[filter].mipfilter);
if (i <= CLAMP_XY && TexFilter[filter].mipmapping)
if (TexFilter[filter].mipmapping)
{
builder.setAnisotropy(gl_texture_filter_anisotropic);
builder.setMaxLod(100.0f); // According to the spec this value is clamped so something high makes it usable for all textures.
@ -104,11 +101,43 @@ void VkSamplerManager::Create()
}
mSamplers[i] = builder.create(vDevice);
mSamplers[i]->SetDebugName("VkSamplerManager.mSamplers");
}
}
{
SamplerBuilder builder;
builder.setMagFilter(TexFilter[filter].magFilter);
builder.setMinFilter(TexFilter[filter].magFilter);
builder.setAddressMode(VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, VK_SAMPLER_ADDRESS_MODE_REPEAT);
builder.setMipmapMode(VK_SAMPLER_MIPMAP_MODE_NEAREST);
builder.setMaxLod(0.25f);
mSamplers[CLAMP_XY_NOMIP] = builder.create(vDevice);
mSamplers[CLAMP_XY_NOMIP]->SetDebugName("VkSamplerManager.mSamplers");
}
for (int i = CLAMP_NOFILTER; i <= CLAMP_NOFILTER_XY; i++)
{
SamplerBuilder builder;
builder.setMagFilter(VK_FILTER_NEAREST);
builder.setMinFilter(VK_FILTER_NEAREST);
builder.setAddressMode(TexClamp[i - CLAMP_NOFILTER].clamp_u, TexClamp[i - CLAMP_NOFILTER].clamp_v, VK_SAMPLER_ADDRESS_MODE_REPEAT);
builder.setMipmapMode(VK_SAMPLER_MIPMAP_MODE_NEAREST);
builder.setMaxLod(0.25f);
mSamplers[i] = builder.create(vDevice);
mSamplers[i]->SetDebugName("VkSamplerManager.mSamplers");
}
// CAMTEX is repeating with texture filter and no mipmap
{
SamplerBuilder builder;
builder.setMagFilter(TexFilter[filter].magFilter);
builder.setMinFilter(TexFilter[filter].magFilter);
builder.setAddressMode(VK_SAMPLER_ADDRESS_MODE_REPEAT, VK_SAMPLER_ADDRESS_MODE_REPEAT, VK_SAMPLER_ADDRESS_MODE_REPEAT);
builder.setMipmapMode(VK_SAMPLER_MIPMAP_MODE_NEAREST);
builder.setMaxLod(0.25f);
mSamplers[CLAMP_CAMTEX] = builder.create(vDevice);
mSamplers[CLAMP_CAMTEX]->SetDebugName("VkSamplerManager.mSamplers");
}
}
void VkSamplerManager::Destroy()
{
for (int i = 0; i < 7; i++)
for (int i = 0; i < NUMSAMPLERS; i++)
mSamplers[i].reset();
}

View file

@ -8,7 +8,7 @@ class VulkanDevice;
class VkSamplerManager
{
VulkanDevice *vDevice;
std::unique_ptr<VulkanSampler> mSamplers[7];
std::unique_ptr<VulkanSampler> mSamplers[NUMSAMPLERS];
//void UnbindAll();

View file

@ -277,7 +277,7 @@ void JitCompiler::SetupFrame()
offsetD = offsetA + (int)(sfunc->NumRegA * sizeof(void*));
offsetExtra = (offsetD + (int)(sfunc->NumRegD * sizeof(int32_t)) + 15) & ~15;
if (sfunc->SpecialInits.Size() == 0 && sfunc->NumRegS == 0)
if (sfunc->SpecialInits.Size() == 0 && sfunc->NumRegS == 0 && sfunc->ExtraSpace == 0)
{
SetupSimpleFrame();
}

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@ -149,6 +149,7 @@ void FGameTexture::AddAutoMaterials()
{ "materials/ao/", &FGameTexture::AmbientOcclusion }
};
if (flags & GTexf_AutoMaterialsAdded) return; // do this only once
bool fullname = !!(flags & GTexf_FullNameTexture);
FString searchname = GetName();
@ -177,6 +178,7 @@ void FGameTexture::AddAutoMaterials()
}
}
}
flags |= GTexf_AutoMaterialsAdded;
}
//===========================================================================
@ -460,7 +462,7 @@ float FTexCoordInfo::TextureAdjustWidth() const
{
float tscale = fabsf(mTempScale.X);
if (tscale == 1.f) return (float)mRenderWidth;
else return mWidth / fabs(tscale);
else return mWidth / fabsf(tscale);
}
else return (float)mWidth;
}

View file

@ -57,12 +57,14 @@ enum EGameTexFlags
GTexf_RenderFullbright = 32, // always draw fullbright
GTexf_DisableFullbrightSprites = 64, // This texture will not be displayed as fullbright sprite
GTexf_BrightmapChecked = 128, // Check for a colormap-based brightmap was already done.
GTexf_AutoMaterialsAdded = 256, // AddAutoMaterials has been called on this texture.
};
// Refactoring helper to allow piece by piece adjustment of the API
class FGameTexture
{
friend class FMaterial;
friend class GLDefsParser; // this needs access to set up the texture properly
// Material layers. These are shared so reference counting is used.
RefCountedPtr<FTexture> Base;

View file

@ -625,8 +625,12 @@ void FTextureManager::AddHiresTextures (int wadnum)
auto gtex = MakeGameTexture(newtex, nullptr, ETextureType::Override);
gtex->SetWorldPanning(true);
gtex->SetDisplaySize(oldtex->GetDisplayWidth(), oldtex->GetDisplayHeight());
gtex->SetOffsets(0, oldtex->GetTexelLeftOffset(0), oldtex->GetTexelTopOffset(0));
gtex->SetOffsets(1, oldtex->GetTexelLeftOffset(1), oldtex->GetTexelTopOffset(1));
double xscale1 = oldtex->GetTexelLeftOffset(0) * gtex->GetScaleX() / oldtex->GetScaleX();
double xscale2 = oldtex->GetTexelLeftOffset(1) * gtex->GetScaleX() / oldtex->GetScaleX();
double yscale1 = oldtex->GetTexelTopOffset(0) * gtex->GetScaleY() / oldtex->GetScaleY();
double yscale2 = oldtex->GetTexelTopOffset(1) * gtex->GetScaleY() / oldtex->GetScaleY();
gtex->SetOffsets(0, xs_RoundToInt(xscale1), xs_RoundToInt(yscale1));
gtex->SetOffsets(1, xs_RoundToInt(xscale2), xs_RoundToInt(yscale2));
ReplaceTexture(tlist[i], gtex, true);
}
}
@ -721,8 +725,12 @@ void FTextureManager::ParseTextureDef(int lump, FMultipatchTextureBuilder &build
auto gtex = MakeGameTexture(newtex, nullptr, ETextureType::Override);
gtex->SetWorldPanning(true);
gtex->SetDisplaySize(oldtex->GetDisplayWidth(), oldtex->GetDisplayHeight());
gtex->SetOffsets(0, xs_RoundToInt(oldtex->GetDisplayLeftOffset(0) * gtex->GetScaleX()), xs_RoundToInt(oldtex->GetDisplayTopOffset(0) * gtex->GetScaleY()));
gtex->SetOffsets(1, xs_RoundToInt(oldtex->GetDisplayLeftOffset(1) * gtex->GetScaleX()), xs_RoundToInt(oldtex->GetDisplayTopOffset(1) * gtex->GetScaleY()));
double xscale1 = oldtex->GetTexelLeftOffset(0) * gtex->GetScaleX() / oldtex->GetScaleX();
double xscale2 = oldtex->GetTexelLeftOffset(1) * gtex->GetScaleX() / oldtex->GetScaleX();
double yscale1 = oldtex->GetTexelTopOffset(0) * gtex->GetScaleY() / oldtex->GetScaleY();
double yscale2 = oldtex->GetTexelTopOffset(1) * gtex->GetScaleY() / oldtex->GetScaleY();
gtex->SetOffsets(0, xs_RoundToInt(xscale1), xs_RoundToInt(yscale1));
gtex->SetOffsets(1, xs_RoundToInt(xscale2), xs_RoundToInt(yscale2));
ReplaceTexture(tlist[i], gtex, true);
}
}

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@ -88,6 +88,10 @@ inline float RAD2DEG(float deg)
return deg * float(180. / M_PI);
}
inline double RAD2DEG(double deg)
{
return deg * (180. / M_PI);
}
// Auto-registration sections for GCC.
// Apparently, you cannot do string concatenation inside section attributes.

View file

@ -19,3 +19,23 @@ struct FloatRect
height*=yfac;
}
};
struct DoubleRect
{
double left, top;
double width, height;
void Offset(double xofs, double yofs)
{
left += xofs;
top += yofs;
}
void Scale(double xfac, double yfac)
{
left *= xfac;
width *= xfac;
top *= yfac;
height *= yfac;
}
};

View file

@ -743,7 +743,7 @@ void videoShowFrame(int32_t w)
}
OpenGLRenderer::GLRenderer->mBuffers->BlitSceneToTexture(); // Copy the resulting scene to the current post process texture
screen->PostProcessScene(false, 0, []() {
screen->PostProcessScene(false, 0, 1.f, []() {
GLInterface.Draw2D(&twodpsp); // draws the weapon sprites
});
screen->Update();