mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-27 20:20:40 +00:00
- backend update from GZDoom.
This commit is contained in:
parent
7b72fccfa2
commit
e7ab4cd176
16 changed files with 333 additions and 188 deletions
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@ -34,6 +34,8 @@
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#include <stdarg.h>
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#include "templates.h"
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#include "v_2ddrawer.h"
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#include "vectors.h"
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#include "vm.h"
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#include "c_cvars.h"
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#include "v_draw.h"
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@ -107,7 +109,6 @@ IMPLEMENT_CLASS(DShape2D, false, false)
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static void Shape2D_SetTransform(DShape2D* self, DShape2DTransform *transform)
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{
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self->transform = transform->transform;
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self->dirty = true;
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, SetTransform, Shape2D_SetTransform)
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@ -120,13 +121,10 @@ DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, SetTransform, Shape2D_SetTransform)
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static void Shape2D_Clear(DShape2D* self, int which)
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{
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if (which & C_Verts)
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{
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self->mVertices.Clear();
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self->dirty = true;
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}
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if (which & C_Verts) self->mVertices.Clear();
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if (which & C_Coords) self->mCoords.Clear();
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if (which & C_Indices) self->mIndices.Clear();
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self->needsVertexUpload = true;
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, Clear, Shape2D_Clear)
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@ -140,7 +138,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, Clear, Shape2D_Clear)
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static void Shape2D_PushVertex(DShape2D* self, double x, double y)
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{
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self->mVertices.Push(DVector2(x, y));
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self->dirty = true;
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self->needsVertexUpload = true;
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, PushVertex, Shape2D_PushVertex)
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@ -155,6 +153,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, PushVertex, Shape2D_PushVertex)
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static void Shape2D_PushCoord(DShape2D* self, double u, double v)
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{
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self->mCoords.Push(DVector2(u, v));
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self->needsVertexUpload = true;
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, PushCoord, Shape2D_PushCoord)
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@ -171,6 +170,7 @@ static void Shape2D_PushTriangle(DShape2D* self, int a, int b, int c)
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self->mIndices.Push(a);
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self->mIndices.Push(b);
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self->mIndices.Push(c);
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self->needsVertexUpload = true;
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, PushTriangle, Shape2D_PushTriangle)
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@ -556,26 +556,33 @@ void F2DDrawer::AddShape(FGameTexture* img, DShape2D* shape, DrawParms& parms)
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if (!img->isHardwareCanvas() && parms.TranslationId != -1)
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dg.mTranslationId = parms.TranslationId;
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if (shape->dirty) {
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if (shape->mVertices.Size() != shape->mTransformedVertices.Size())
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shape->mTransformedVertices.Resize(shape->mVertices.Size());
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for (int i = 0; i < dg.mVertCount; i++) {
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shape->mTransformedVertices[i] = (shape->transform * DVector3(shape->mVertices[i], 1.0)).XY();
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}
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shape->dirty = false;
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}
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auto osave = offset;
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if (parms.nooffset) offset = { 0,0 };
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double minx = 16383, miny = 16383, maxx = -16384, maxy = -16384;
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if (shape->needsVertexUpload)
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{
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shape->minx = 16383;
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shape->miny = 16383;
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shape->maxx = -16384;
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shape->maxy = -16384;
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for ( int i=0; i<dg.mVertCount; i++ )
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{
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if ( shape->mTransformedVertices[i].X < minx ) minx = shape->mTransformedVertices[i].X;
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if ( shape->mTransformedVertices[i].Y < miny ) miny = shape->mTransformedVertices[i].Y;
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if ( shape->mTransformedVertices[i].X > maxx ) maxx = shape->mTransformedVertices[i].X;
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if ( shape->mTransformedVertices[i].Y > maxy ) maxy = shape->mTransformedVertices[i].Y;
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if ( shape->mVertices[i].X < shape->minx ) shape->minx = shape->mVertices[i].X;
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if ( shape->mVertices[i].Y < shape->miny ) shape->miny = shape->mVertices[i].Y;
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if ( shape->mVertices[i].X > shape->maxx ) shape->maxx = shape->mVertices[i].X;
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if ( shape->mVertices[i].Y > shape->maxy ) shape->maxy = shape->mVertices[i].Y;
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}
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}
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auto tCorners = {
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(shape->transform * DVector3(shape->minx, shape->miny, 1.0)).XY(),
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(shape->transform * DVector3(shape->minx, shape->maxy, 1.0)).XY(),
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(shape->transform * DVector3(shape->maxx, shape->miny, 1.0)).XY(),
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(shape->transform * DVector3(shape->maxx, shape->maxy, 1.0)).XY()
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};
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double minx = std::min_element(tCorners.begin(), tCorners.end(), [] (auto d0, auto d1) { return d0.X < d1.X; })->X;
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double maxx = std::max_element(tCorners.begin(), tCorners.end(), [] (auto d0, auto d1) { return d0.X < d1.X; })->X;
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double miny = std::min_element(tCorners.begin(), tCorners.end(), [] (auto d0, auto d1) { return d0.Y < d1.Y; })->Y;
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double maxy = std::max_element(tCorners.begin(), tCorners.end(), [] (auto d0, auto d1) { return d0.Y < d1.Y; })->Y;
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if (minx < (double)parms.lclip || miny < (double)parms.uclip || maxx >(double)parms.rclip || maxy >(double)parms.dclip)
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{
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dg.mScissor[0] = parms.lclip + int(offset.X);
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@ -587,12 +594,23 @@ void F2DDrawer::AddShape(FGameTexture* img, DShape2D* shape, DrawParms& parms)
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else
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memset(dg.mScissor, 0, sizeof(dg.mScissor));
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dg.mVertIndex = (int)mVertices.Reserve(dg.mVertCount);
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TwoDVertex *ptr = &mVertices[dg.mVertIndex];
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dg.useTransform = true;
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dg.transform = shape->transform;
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dg.transform.Cells[0][2] += offset.X;
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dg.transform.Cells[1][2] += offset.Y;
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dg.shape2D = shape;
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dg.shape2DIndexCount = shape->mIndices.Size();
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if (shape->needsVertexUpload)
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{
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shape->bufIndex += 1;
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shape->buffers.Reserve(1);
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auto buf = &shape->buffers[shape->bufIndex];
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auto verts = TArray<TwoDVertex>(dg.mVertCount, true);
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for ( int i=0; i<dg.mVertCount; i++ )
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Set(&ptr[i], shape->mTransformedVertices[i].X, shape->mTransformedVertices[i].Y, 0, shape->mCoords[i].X, shape->mCoords[i].Y, vertexcolor);
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dg.mIndexIndex = mIndices.Size();
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dg.mIndexCount += shape->mIndices.Size();
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verts[i].Set(shape->mVertices[i].X, shape->mVertices[i].Y, 0, shape->mCoords[i].X, shape->mCoords[i].Y, vertexcolor);
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for ( int i=0; i<int(shape->mIndices.Size()); i+=3 )
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{
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// [MK] bail out if any indices are out of bounds
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@ -603,8 +621,12 @@ void F2DDrawer::AddShape(FGameTexture* img, DShape2D* shape, DrawParms& parms)
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if ( shape->mIndices[i+j] >= dg.mVertCount )
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ThrowAbortException(X_ARRAY_OUT_OF_BOUNDS, "Triangle %u index %u: %u, max: %u\n", i/3, j, shape->mIndices[i+j], dg.mVertCount-1);
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}
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AddIndices(dg.mVertIndex, 3, shape->mIndices[i], shape->mIndices[i+1], shape->mIndices[i+2]);
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}
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buf->UploadData(&verts[0], dg.mVertCount, &shape->mIndices[0], shape->mIndices.Size());
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shape->needsVertexUpload = false;
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}
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dg.shape2DBufIndex = shape->bufIndex;
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AddCommand(&dg);
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offset = osave;
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}
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@ -1014,3 +1036,16 @@ void F2DDrawer::Clear()
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}
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screenFade = 1.f;
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}
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F2DVertexBuffer::F2DVertexBuffer()
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{
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mVertexBuffer = screen->CreateVertexBuffer();
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mIndexBuffer = screen->CreateIndexBuffer();
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static const FVertexBufferAttribute format[] = {
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{ 0, VATTR_VERTEX, VFmt_Float3, (int)myoffsetof(F2DDrawer::TwoDVertex, x) },
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{ 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(F2DDrawer::TwoDVertex, u) },
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{ 0, VATTR_COLOR, VFmt_Byte4, (int)myoffsetof(F2DDrawer::TwoDVertex, color0) }
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};
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mVertexBuffer->SetFormat(1, 3, sizeof(F2DDrawer::TwoDVertex), format);
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}
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@ -1,6 +1,7 @@
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#ifndef __2DDRAWER_H
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#define __2DDRAWER_H
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#include "buffers.h"
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#include "tarray.h"
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#include "vectors.h"
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#include "textures.h"
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@ -31,6 +32,8 @@ enum EClearWhich
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C_Indices = 4,
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};
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class F2DVertexBuffer;
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class DShape2D : public DObject
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{
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TArray<DVector2> mVertices;
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TArray<DVector2> mCoords;
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double minx = 0.0;
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double maxx = 0.0;
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double miny = 0.0;
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double maxy = 0.0;
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DMatrix3x3 transform;
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// dirty stores whether we need to re-apply the transformation
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// otherwise it uses the cached values
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bool dirty = true;
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TArray<DVector2> mTransformedVertices;
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TArray<F2DVertexBuffer> buffers;
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bool needsVertexUpload = true;
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int bufIndex = -1;
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};
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struct F2DPolygons
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};
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class F2DDrawer
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{
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public:
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@ -136,6 +144,13 @@ public:
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uint8_t mLightLevel;
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uint8_t mFlags;
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bool useTransform;
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DMatrix3x3 transform;
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DShape2D* shape2D;
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int shape2DBufIndex;
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int shape2DIndexCount;
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RenderCommand()
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{
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memset(this, 0, sizeof(*this));
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// If these fields match, two draw commands can be batched.
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bool isCompatible(const RenderCommand &other) const
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{
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if (shape2D != nullptr || other.shape2D != nullptr) return false;
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return mTexture == other.mTexture &&
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mType == other.mType &&
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mTranslationId == other.mTranslationId &&
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@ -155,8 +171,16 @@ public:
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mDrawMode == other.mDrawMode &&
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mFlags == other.mFlags &&
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mLightLevel == other.mLightLevel &&
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mColor1.d == other.mColor1.d;
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mColor1.d == other.mColor1.d &&
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useTransform == other.useTransform &&
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(
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!useTransform ||
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(
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transform[0] == other.transform[0] &&
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transform[1] == other.transform[1] &&
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transform[2] == other.transform[2]
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)
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);
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}
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};
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@ -238,5 +262,39 @@ public:
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bool mIsFirstPass = true;
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};
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//===========================================================================
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//
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// Vertex buffer for 2D drawer
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//
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//===========================================================================
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class F2DVertexBuffer
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{
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IVertexBuffer *mVertexBuffer;
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IIndexBuffer *mIndexBuffer;
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public:
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F2DVertexBuffer();
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~F2DVertexBuffer()
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{
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delete mIndexBuffer;
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delete mVertexBuffer;
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}
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void UploadData(F2DDrawer::TwoDVertex *vertices, int vertcount, int *indices, int indexcount)
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{
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mVertexBuffer->SetData(vertcount * sizeof(*vertices), vertices, false);
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mIndexBuffer->SetData(indexcount * sizeof(unsigned int), indices, false);
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}
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std::pair<IVertexBuffer *, IIndexBuffer *> GetBufferObjects() const
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{
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return std::make_pair(mVertexBuffer, mIndexBuffer);
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}
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};
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#endif
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@ -1304,7 +1304,7 @@ FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener
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if(AL.EXT_source_distance_model)
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alSourcei(source, AL_DISTANCE_MODEL, AL_INVERSE_DISTANCE);
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alSourcef(source, AL_REFERENCE_DISTANCE, rolloff->MinDistance/distscale);
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alSourcef(source, AL_MAX_DISTANCE, (1000.f+rolloff->MinDistance)/distscale);
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alSourcef(source, AL_MAX_DISTANCE, std::numeric_limits<float>::max());
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alSourcef(source, AL_ROLLOFF_FACTOR, rolloff->RolloffFactor);
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manualRolloff = false;
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}
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@ -1324,62 +1324,33 @@ FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener
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// when AL_EXT_source_distance_model is not supported, we have to play
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// around a bit to get appropriate distance attenation. What we do is
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// calculate the attenuation that should be applied, then given an
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// Inverse Distance rolloff model with OpenAL, reverse the calculation
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// to get the distance needed for that much attenuation. The Inverse
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// Distance calculation is:
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// Inverse Distance rolloff model with OpenAL, calculate the reference
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// distance that will achieve that much attenuation with the current
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// distance. The Inverse Distance calculation is:
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//
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// Gain = MinDist / (MinDist + RolloffFactor*(Distance - MinDist))
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//
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// Thus, the reverse is:
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// Simplifying for RolloffFactor=1, it can be broken down by:
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//
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// Distance = (MinDist/Gain - MinDist)/RolloffFactor + MinDist
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// Gain = MinDist / (MinDist + (Distance - MinDist))
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// Gain = MinDist / Distance
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// Gain * Distance = MinDist
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//
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// This can be simplified by using a MinDist and RolloffFactor of 1,
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// which makes it:
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//
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// Distance = 1.0f/Gain;
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//
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// The source position is then set that many units away from the
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// listener position, and OpenAL takes care of the rest.
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// The source's reference distance is then set according to the desired
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// gain and effective distance from the listener, and OpenAL takes care
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// of the rest.
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if(AL.EXT_source_distance_model)
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alSourcei(source, AL_DISTANCE_MODEL, AL_INVERSE_DISTANCE);
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alSourcef(source, AL_REFERENCE_DISTANCE, 1.f);
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alSourcef(source, AL_MAX_DISTANCE, 100000.f);
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float dist = sqrtf(dist_sqr);
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float gain = GetRolloff(rolloff, dist * distscale);
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// Don't let the ref distance go to 0, or else distance attenuation is
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// lost with the inverse distance model.
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alSourcef(source, AL_REFERENCE_DISTANCE, std::max<float>(gain*dist, 0.0004f));
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alSourcef(source, AL_MAX_DISTANCE, std::numeric_limits<float>::max());
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alSourcef(source, AL_ROLLOFF_FACTOR, 1.f);
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if(AL.EXT_SOURCE_RADIUS)
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{
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/* Since the OpenAL distance is decoupled from the sound's distance, get the OpenAL
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* distance that corresponds to the area radius. */
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float gain = GetRolloff(rolloff, AREA_SOUND_RADIUS);
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alSourcef(source, AL_SOURCE_RADIUS, (chanflags&SNDF_AREA) ?
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// Clamp in case the max distance is <= the area radius
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((gain > 0.00001f) ? 1.f/gain : 100000.f) : 0.f
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);
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}
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if(dist_sqr < (0.0004f*0.0004f))
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{
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// Head relative
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alSourcei(source, AL_SOURCE_RELATIVE, AL_TRUE);
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alSource3f(source, AL_POSITION, 0.f, 0.f, 0.f);
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}
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else
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{
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float gain = GetRolloff(rolloff, sqrtf(dist_sqr) * distscale);
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FVector3 dir = pos - listener->position;
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dir.MakeResize((gain > 0.00001f) ? 1.f/gain : 100000.f);
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dir += listener->position;
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alSourcei(source, AL_SOURCE_RELATIVE, AL_FALSE);
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alSource3f(source, AL_POSITION, dir[0], dir[1], -dir[2]);
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}
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}
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else
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{
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if(AL.EXT_SOURCE_RADIUS)
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alSourcef(source, AL_SOURCE_RADIUS, (chanflags&SNDF_AREA) ? AREA_SOUND_RADIUS : 0.f);
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if(dist_sqr < (0.0004f*0.0004f))
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{
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// Head relative
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@ -1391,10 +1362,11 @@ FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener
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alSourcei(source, AL_SOURCE_RELATIVE, AL_FALSE);
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alSource3f(source, AL_POSITION, pos[0], pos[1], -pos[2]);
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}
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}
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alSource3f(source, AL_VELOCITY, vel[0], vel[1], -vel[2]);
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alSource3f(source, AL_DIRECTION, 0.f, 0.f, 0.f);
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alSourcef(source, AL_DOPPLER_FACTOR, 0.f);
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if(AL.EXT_SOURCE_RADIUS)
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alSourcef(source, AL_SOURCE_RADIUS, (chanflags&SNDF_AREA) ? AREA_SOUND_RADIUS : 0.f);
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alSourcei(source, AL_LOOPING, (chanflags&SNDF_LOOP) ? AL_TRUE : AL_FALSE);
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@ -1633,8 +1605,7 @@ void OpenALSoundRenderer::UpdateSoundParams3D(SoundListener *listener, FISoundCh
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if(chan == NULL || chan->SysChannel == NULL)
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return;
|
||||
|
||||
FVector3 dir = pos - listener->position;
|
||||
float dist_sqr = (float)dir.LengthSquared();
|
||||
float dist_sqr = (float)(pos - listener->position).LengthSquared();
|
||||
chan->DistanceSqr = dist_sqr;
|
||||
|
||||
alDeferUpdatesSOFT();
|
||||
|
@ -1649,13 +1620,13 @@ void OpenALSoundRenderer::UpdateSoundParams3D(SoundListener *listener, FISoundCh
|
|||
{
|
||||
if(chan->ManualRolloff)
|
||||
{
|
||||
float gain = GetRolloff(&chan->Rolloff, sqrtf(dist_sqr)*chan->DistanceScale);
|
||||
dir.MakeResize((gain > 0.00001f) ? 1.f/gain : 100000.f);
|
||||
float dist = sqrtf(dist_sqr);
|
||||
float gain = GetRolloff(&chan->Rolloff, dist * chan->DistanceScale);
|
||||
alSourcef(source, AL_REFERENCE_DISTANCE, std::max<float>(gain*dist, 0.0004f));
|
||||
}
|
||||
dir += listener->position;
|
||||
|
||||
alSourcei(source, AL_SOURCE_RELATIVE, AL_FALSE);
|
||||
alSource3f(source, AL_POSITION, dir[0], dir[1], -dir[2]);
|
||||
alSource3f(source, AL_POSITION, pos[0], pos[1], -pos[2]);
|
||||
}
|
||||
alSource3f(source, AL_VELOCITY, vel[0], vel[1], -vel[2]);
|
||||
getALError();
|
||||
|
|
|
@ -27,6 +27,10 @@ xx(Spray)
|
|||
xx(Ghost)
|
||||
xx(Reflective)
|
||||
|
||||
// Iron Feet types
|
||||
//xx(Normal) // defined below
|
||||
xx(Full)
|
||||
|
||||
// Invisibility types
|
||||
xx(Additive)
|
||||
xx(Cumulative)
|
||||
|
|
|
@ -637,7 +637,8 @@ bool M_Responder (event_t *ev)
|
|||
{
|
||||
// We do our own key repeat handling but still want to eat the
|
||||
// OS's repeated keys.
|
||||
return true;
|
||||
if (CurrentMenu->TranslateKeyboardEvents()) return true;
|
||||
else return CurrentMenu->CallResponder(ev);
|
||||
}
|
||||
else if (ev->subtype == EV_GUI_BackButtonDown || ev->subtype == EV_GUI_BackButtonUp)
|
||||
{
|
||||
|
|
|
@ -40,6 +40,8 @@
|
|||
#include <new>
|
||||
#include <sys/param.h>
|
||||
#include <locale.h>
|
||||
#include <sys/stat.h>
|
||||
#include <sys/utsname.h>
|
||||
|
||||
#include "engineerrors.h"
|
||||
#include "m_argv.h"
|
||||
|
@ -49,6 +51,7 @@
|
|||
#include "engineerrors.h"
|
||||
#include "i_system.h"
|
||||
#include "i_interface.h"
|
||||
#include "printf.h"
|
||||
|
||||
// MACROS ------------------------------------------------------------------
|
||||
|
||||
|
@ -93,7 +96,50 @@ static int GetCrashInfo (char *buffer, char *end)
|
|||
|
||||
void I_DetectOS()
|
||||
{
|
||||
// The POSIX version never implemented this.
|
||||
FString operatingSystem;
|
||||
|
||||
const char *paths[] = {"/etc/os-release", "/usr/lib/os-release"};
|
||||
|
||||
for (const char *path : paths)
|
||||
{
|
||||
struct stat dummy;
|
||||
|
||||
if (stat(path, &dummy) != 0)
|
||||
continue;
|
||||
|
||||
char cmdline[256];
|
||||
snprintf(cmdline, sizeof cmdline, ". %s && echo ${PRETTY_NAME}", path);
|
||||
|
||||
FILE *proc = popen(cmdline, "r");
|
||||
|
||||
if (proc == nullptr)
|
||||
continue;
|
||||
|
||||
char distribution[256] = {};
|
||||
fread(distribution, sizeof distribution - 1, 1, proc);
|
||||
|
||||
const size_t length = strlen(distribution);
|
||||
|
||||
if (length > 1)
|
||||
{
|
||||
distribution[length - 1] = '\0';
|
||||
operatingSystem = distribution;
|
||||
}
|
||||
|
||||
pclose(proc);
|
||||
break;
|
||||
}
|
||||
|
||||
utsname unameInfo;
|
||||
|
||||
if (uname(&unameInfo) == 0)
|
||||
{
|
||||
const char* const separator = operatingSystem.Len() > 0 ? ", " : "";
|
||||
operatingSystem.AppendFormat("%s%s %s on %s", separator, unameInfo.sysname, unameInfo.release, unameInfo.machine);
|
||||
}
|
||||
|
||||
if (operatingSystem.Len() > 0)
|
||||
Printf("OS: %s\n", operatingSystem.GetChars());
|
||||
}
|
||||
|
||||
void I_StartupJoysticks();
|
||||
|
|
|
@ -90,7 +90,7 @@ private:
|
|||
|
||||
bool QuadStereoCheckInitialRenderContextState();
|
||||
void PresentAnaglyph(bool r, bool g, bool b);
|
||||
void PresentSideBySide();
|
||||
void PresentSideBySide(int);
|
||||
void PresentTopBottom();
|
||||
void prepareInterleavedPresent(FPresentShaderBase& shader);
|
||||
void PresentColumnInterleaved();
|
||||
|
|
|
@ -76,7 +76,9 @@ void FGLRenderer::PresentAnaglyph(bool r, bool g, bool b)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void FGLRenderer::PresentSideBySide()
|
||||
void FGLRenderer::PresentSideBySide(int vrmode)
|
||||
{
|
||||
if (vrmode == VR_SIDEBYSIDEFULL || vrmode == VR_SIDEBYSIDESQUISHED)
|
||||
{
|
||||
mBuffers->BindOutputFB();
|
||||
ClearBorders();
|
||||
|
@ -96,6 +98,38 @@ void FGLRenderer::PresentSideBySide()
|
|||
mBuffers->BindEyeTexture(1, 0);
|
||||
DrawPresentTexture(rightHalfScreen, true);
|
||||
}
|
||||
else if (vrmode == VR_SIDEBYSIDELETTERBOX)
|
||||
{
|
||||
mBuffers->BindOutputFB();
|
||||
screen->mOutputLetterbox.top = screen->mOutputLetterbox.height;
|
||||
|
||||
ClearBorders();
|
||||
screen->mOutputLetterbox.top = 0; //reset so screenshots can be taken
|
||||
|
||||
// Compute screen regions to use for left and right eye views
|
||||
int leftWidth = screen->mOutputLetterbox.width / 2;
|
||||
int rightWidth = screen->mOutputLetterbox.width - leftWidth;
|
||||
//cut letterbox height in half
|
||||
int height = screen->mOutputLetterbox.height / 2;
|
||||
int top = height * .5;
|
||||
IntRect leftHalfScreen = screen->mOutputLetterbox;
|
||||
leftHalfScreen.width = leftWidth;
|
||||
leftHalfScreen.height = height;
|
||||
leftHalfScreen.top = top;
|
||||
IntRect rightHalfScreen = screen->mOutputLetterbox;
|
||||
rightHalfScreen.width = rightWidth;
|
||||
rightHalfScreen.left += leftWidth;
|
||||
//give it those cinematic black bars on top and bottom
|
||||
rightHalfScreen.height = height;
|
||||
rightHalfScreen.top = top;
|
||||
|
||||
mBuffers->BindEyeTexture(0, 0);
|
||||
DrawPresentTexture(leftHalfScreen, true);
|
||||
|
||||
mBuffers->BindEyeTexture(1, 0);
|
||||
DrawPresentTexture(rightHalfScreen, true);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
|
@ -360,7 +394,8 @@ void FGLRenderer::PresentStereo()
|
|||
|
||||
case VR_SIDEBYSIDEFULL:
|
||||
case VR_SIDEBYSIDESQUISHED:
|
||||
PresentSideBySide();
|
||||
case VR_SIDEBYSIDELETTERBOX:
|
||||
PresentSideBySide(vr_mode);
|
||||
break;
|
||||
|
||||
case VR_TOPBOTTOM:
|
||||
|
|
|
@ -73,6 +73,7 @@ const VRMode *VRMode::GetVRMode(bool toscreen)
|
|||
case VR_REDCYAN:
|
||||
case VR_QUADSTEREO:
|
||||
case VR_AMBERBLUE:
|
||||
case VR_SIDEBYSIDELETTERBOX:
|
||||
return &vrmi_stereo;
|
||||
|
||||
case VR_SIDEBYSIDESQUISHED:
|
||||
|
|
|
@ -14,6 +14,7 @@ enum
|
|||
VR_LEFTEYEVIEW = 5,
|
||||
VR_RIGHTEYEVIEW = 6,
|
||||
VR_QUADSTEREO = 7,
|
||||
VR_SIDEBYSIDELETTERBOX = 8,
|
||||
VR_AMBERBLUE = 9,
|
||||
VR_TOPBOTTOM = 11,
|
||||
VR_ROWINTERLEAVED = 12,
|
||||
|
|
|
@ -43,51 +43,6 @@
|
|||
#include "r_videoscale.h"
|
||||
#include "v_draw.h"
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Vertex buffer for 2D drawer
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
class F2DVertexBuffer
|
||||
{
|
||||
IVertexBuffer *mVertexBuffer;
|
||||
IIndexBuffer *mIndexBuffer;
|
||||
|
||||
|
||||
public:
|
||||
|
||||
F2DVertexBuffer()
|
||||
{
|
||||
mVertexBuffer = screen->CreateVertexBuffer();
|
||||
mIndexBuffer = screen->CreateIndexBuffer();
|
||||
|
||||
static const FVertexBufferAttribute format[] = {
|
||||
{ 0, VATTR_VERTEX, VFmt_Float3, (int)myoffsetof(F2DDrawer::TwoDVertex, x) },
|
||||
{ 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(F2DDrawer::TwoDVertex, u) },
|
||||
{ 0, VATTR_COLOR, VFmt_Byte4, (int)myoffsetof(F2DDrawer::TwoDVertex, color0) }
|
||||
};
|
||||
mVertexBuffer->SetFormat(1, 3, sizeof(F2DDrawer::TwoDVertex), format);
|
||||
}
|
||||
~F2DVertexBuffer()
|
||||
{
|
||||
delete mIndexBuffer;
|
||||
delete mVertexBuffer;
|
||||
}
|
||||
|
||||
void UploadData(F2DDrawer::TwoDVertex *vertices, int vertcount, int *indices, int indexcount)
|
||||
{
|
||||
mVertexBuffer->SetData(vertcount * sizeof(*vertices), vertices, false);
|
||||
mIndexBuffer->SetData(indexcount * sizeof(unsigned int), indices, false);
|
||||
}
|
||||
|
||||
std::pair<IVertexBuffer *, IIndexBuffer *> GetBufferObjects() const
|
||||
{
|
||||
return std::make_pair(mVertexBuffer, mIndexBuffer);
|
||||
}
|
||||
};
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Draws the 2D stuff. This is the version for OpenGL 3 and later.
|
||||
|
@ -174,6 +129,29 @@ void Draw2D(F2DDrawer *drawer, FRenderState &state)
|
|||
|
||||
state.AlphaFunc(Alpha_GEqual, 0.f);
|
||||
|
||||
if (cmd.useTransform)
|
||||
{
|
||||
FLOATTYPE m[16] = {
|
||||
0.0, 0.0, 0.0, 0.0,
|
||||
0.0, 0.0, 0.0, 0.0,
|
||||
0.0, 0.0, 1.0, 0.0,
|
||||
0.0, 0.0, 0.0, 1.0
|
||||
};
|
||||
for (size_t i = 0; i < 2; i++)
|
||||
{
|
||||
for (size_t j = 0; j < 2; j++)
|
||||
{
|
||||
m[4 * j + i] = (FLOATTYPE) cmd.transform.Cells[i][j];
|
||||
}
|
||||
}
|
||||
for (size_t i = 0; i < 2; i++)
|
||||
{
|
||||
m[4 * 3 + i] = (FLOATTYPE) cmd.transform.Cells[i][2];
|
||||
}
|
||||
state.mModelMatrix.loadMatrix(m);
|
||||
state.EnableModelMatrix(true);
|
||||
}
|
||||
|
||||
if (cmd.mTexture != nullptr && cmd.mTexture->isValid())
|
||||
{
|
||||
auto flags = cmd.mTexture->GetUseType() >= ETextureType::Special? UF_None : cmd.mTexture->GetUseType() == ETextureType::FontChar? UF_Font : UF_Texture;
|
||||
|
@ -200,6 +178,20 @@ void Draw2D(F2DDrawer *drawer, FRenderState &state)
|
|||
state.EnableTexture(false);
|
||||
}
|
||||
|
||||
if (cmd.shape2D != nullptr)
|
||||
{
|
||||
state.SetVertexBuffer(&cmd.shape2D->buffers[cmd.shape2DBufIndex]);
|
||||
state.DrawIndexed(DT_Triangles, 0, cmd.shape2DIndexCount);
|
||||
state.SetVertexBuffer(&vb);
|
||||
if (cmd.shape2D->bufIndex > 0 && cmd.shape2DBufIndex == cmd.shape2D->bufIndex)
|
||||
{
|
||||
cmd.shape2D->needsVertexUpload = true;
|
||||
cmd.shape2D->buffers.Clear();
|
||||
cmd.shape2D->bufIndex = -1;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (cmd.mType)
|
||||
{
|
||||
default:
|
||||
|
@ -216,10 +208,12 @@ void Draw2D(F2DDrawer *drawer, FRenderState &state)
|
|||
break;
|
||||
|
||||
}
|
||||
}
|
||||
state.SetObjectColor(0xffffffff);
|
||||
state.SetObjectColor2(0);
|
||||
state.SetAddColor(0);
|
||||
state.EnableTextureMatrix(false);
|
||||
state.EnableModelMatrix(false);
|
||||
state.SetEffect(EFF_NONE);
|
||||
|
||||
}
|
||||
|
|
|
@ -144,7 +144,7 @@ public:
|
|||
|
||||
private:
|
||||
VkDescriptorSetLayoutCreateInfo layoutInfo = {};
|
||||
FixedSizeVector<VkDescriptorSetLayoutBinding, 8> bindings;
|
||||
TArray<VkDescriptorSetLayoutBinding> bindings;
|
||||
};
|
||||
|
||||
class DescriptorPoolBuilder
|
||||
|
@ -636,10 +636,10 @@ inline void DescriptorSetLayoutBuilder::addBinding(int index, VkDescriptorType t
|
|||
binding.descriptorCount = arrayCount;
|
||||
binding.stageFlags = stageFlags;
|
||||
binding.pImmutableSamplers = nullptr;
|
||||
bindings.push_back(binding);
|
||||
bindings.Push(binding);
|
||||
|
||||
layoutInfo.bindingCount = (uint32_t)bindings.size();
|
||||
layoutInfo.pBindings = bindings.data();
|
||||
layoutInfo.bindingCount = (uint32_t)bindings.Size();
|
||||
layoutInfo.pBindings = &bindings[0];
|
||||
}
|
||||
|
||||
inline std::unique_ptr<VulkanDescriptorSetLayout> DescriptorSetLayoutBuilder::create(VulkanDevice *device)
|
||||
|
|
|
@ -9014,7 +9014,6 @@ FxExpression *FxFlopFunctionCall::Resolve(FCompileContext& ctx)
|
|||
|
||||
ExpEmit FxFlopFunctionCall::Emit(VMFunctionBuilder *build)
|
||||
{
|
||||
assert(ValueType == ArgList[0]->ValueType);
|
||||
ExpEmit from = ArgList[0]->Emit(build);
|
||||
ExpEmit to;
|
||||
assert(from.Konst == 0);
|
||||
|
|
|
@ -451,7 +451,7 @@ PInt::PInt(unsigned int size, bool unsign, bool compatible)
|
|||
else
|
||||
{
|
||||
Symbols.AddSymbol(Create<PSymbolConstNumeric>(NAME_Min, this, 0u));
|
||||
Symbols.AddSymbol(Create<PSymbolConstNumeric>(NAME_Max, this, (1u << ((8 * size) - 1))));
|
||||
Symbols.AddSymbol(Create<PSymbolConstNumeric>(NAME_Max, this, (uint32_t) (((uint64_t) 1u << (size * 8)) - 1uL)));
|
||||
}
|
||||
SetOps();
|
||||
}
|
||||
|
|
|
@ -40,7 +40,7 @@
|
|||
static int ExecScriptFunc(VMFrameStack *stack, VMReturn *ret, int numret)
|
||||
{
|
||||
#if COMPGOTO
|
||||
static const void * const ops[256] =
|
||||
static void * const ops[256] =
|
||||
{
|
||||
#define xx(op,sym,mode,alt,kreg,ktype) &&op,
|
||||
#include "vmops.h"
|
||||
|
|
|
@ -590,7 +590,7 @@ int strbin (char *str)
|
|||
while ( (c = *p++) ) {
|
||||
if (c != '\\') {
|
||||
*str++ = c;
|
||||
} else {
|
||||
} else if (*p != 0) {
|
||||
switch (*p) {
|
||||
case 'a':
|
||||
*str++ = '\a';
|
||||
|
@ -693,7 +693,7 @@ FString strbin1 (const char *start)
|
|||
while ( (c = *p++) ) {
|
||||
if (c != '\\') {
|
||||
result << c;
|
||||
} else {
|
||||
} else if (*p) {
|
||||
switch (*p) {
|
||||
case 'a':
|
||||
result << '\a';
|
||||
|
|
Loading…
Reference in a new issue