From 797ca99f42a05e6f2b491983cd7f0222b9bfc519 Mon Sep 17 00:00:00 2001 From: Monster Iestyn Date: Sun, 14 Apr 2019 16:39:14 +0100 Subject: [PATCH 1/6] Detect infinite alias self-recursion mixed with other commands, such as in the case of `alias a "echo test; a"; a`. (Unfortunately, this does not work if "wait" is used instead of "echo", but oh well) --- src/command.c | 13 +++++-------- 1 file changed, 5 insertions(+), 8 deletions(-) diff --git a/src/command.c b/src/command.c index ba0095e07..fda17847b 100644 --- a/src/command.c +++ b/src/command.c @@ -514,7 +514,6 @@ static void COM_ExecuteString(char *ptext) { if (!stricmp(com_argv[0], cmd->name)) //case insensitive now that we have lower and uppercase! { - recursion = 0; cmd->function(); return; } @@ -526,19 +525,17 @@ static void COM_ExecuteString(char *ptext) if (!stricmp(com_argv[0], a->name)) { if (recursion > MAX_ALIAS_RECURSION) - { CONS_Alert(CONS_WARNING, M_GetText("Alias recursion cycle detected!\n")); - recursion = 0; - return; + else + { // Monster Iestyn: keep track of how many levels of recursion we're in + recursion++; + COM_BufInsertText(a->value); + recursion--; } - recursion++; - COM_BufInsertText(a->value); return; } } - recursion = 0; - // check cvars // Hurdler: added at Ebola's request ;) // (don't flood the console in software mode with bad gr_xxx command) From 36e678b292a947393cdaa259aaac4d6eef3cefc1 Mon Sep 17 00:00:00 2001 From: James R Date: Sun, 14 Apr 2019 15:17:47 -0700 Subject: [PATCH 2/6] Don't count down wait timer when executing a command --- src/command.c | 20 ++++++++++++++------ src/command.h | 3 +++ src/d_clisrv.c | 2 +- 3 files changed, 18 insertions(+), 7 deletions(-) diff --git a/src/command.c b/src/command.c index ba0095e07..edc04bed1 100644 --- a/src/command.c +++ b/src/command.c @@ -148,6 +148,20 @@ void COM_BufInsertText(const char *ptext) } } +/** Progress the wait timer and flush waiting console commands when ready. + */ +void +COM_BufTicker(void) +{ + if (com_wait) + { + com_wait--; + return; + } + + COM_BufExecute(); +} + /** Flushes (executes) console commands in the buffer. */ void COM_BufExecute(void) @@ -157,12 +171,6 @@ void COM_BufExecute(void) char line[1024] = ""; INT32 quotes; - if (com_wait) - { - com_wait--; - return; - } - while (com_text.cursize) { // find a '\n' or; line break diff --git a/src/command.h b/src/command.h index e6767825c..4682ba4a4 100644 --- a/src/command.h +++ b/src/command.h @@ -45,6 +45,9 @@ void COM_ImmedExecute(const char *ptext); // Execute commands in buffer, flush them void COM_BufExecute(void); +// As above; and progress the wait timer. +void COM_BufTicker(void); + // setup command buffer, at game tartup void COM_Init(void); diff --git a/src/d_clisrv.c b/src/d_clisrv.c index a0f9f40ab..1b0cb523f 100644 --- a/src/d_clisrv.c +++ b/src/d_clisrv.c @@ -4563,7 +4563,7 @@ void TryRunTics(tic_t realtics) if (realtics >= 1) { - COM_BufExecute(); + COM_BufTicker(); if (mapchangepending) D_MapChange(-1, 0, ultimatemode, false, 2, false, fromlevelselect); // finish the map change } From 26fdee82173b8a13d3cc62f967dea7d4c1ff8acc Mon Sep 17 00:00:00 2001 From: Steel Titanium Date: Tue, 16 Apr 2019 15:05:09 -0400 Subject: [PATCH 3/6] Don't enable UPnP support if NONET is defined. --- src/win32/Makefile.cfg | 2 ++ 1 file changed, 2 insertions(+) diff --git a/src/win32/Makefile.cfg b/src/win32/Makefile.cfg index def2fe682..1880abf18 100644 --- a/src/win32/Makefile.cfg +++ b/src/win32/Makefile.cfg @@ -24,8 +24,10 @@ ifndef NOASM USEASM=1 endif +ifndef NONET ifndef MINGW64 #miniupnc is broken with MINGW64 HAVE_MINIUPNPC=1 +endif endif OPTS=-DSTDC_HEADERS From 4d77ed925e469ecf12b5c69f5144efc0f7d47f29 Mon Sep 17 00:00:00 2001 From: Sryder Date: Tue, 30 Apr 2019 23:08:01 +0100 Subject: [PATCH 4/6] OpenGL sprite billboarding Should work on both normal and precipitation sprites. Sprites that are split by lighting should work correctly. --- src/hardware/hw_main.c | 148 +++++++++++++++++++++++++++++++++-------- 1 file changed, 121 insertions(+), 27 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index efecac524..272da06d8 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -4246,10 +4246,43 @@ static void HWR_DrawSpriteShadow(gr_vissprite_t *spr, GLPatch_t *gpatch, float t } } +// This is expecting a pointer to an array containing 4 wallVerts for a sprite +static void HWR_RotateSpritePolyToAim(gr_vissprite_t *spr, FOutVector *wallVerts) +{ + if (spr && spr->mobj && wallVerts) + { + float basey = FIXED_TO_FLOAT(spr->mobj->z); + float lowy = wallVerts[0].y; + if (P_MobjFlip(spr->mobj) == -1) + { + basey = FIXED_TO_FLOAT(spr->mobj->z + spr->mobj->height); + } + // Rotate sprites to fully billboard with the camera + // X, Y, AND Z need to be manipulated for the polys to rotate around the + // origin, because of how the origin setting works I believe that should + // be mobj->z or mobj->z + mobj->height + wallVerts[2].y = wallVerts[3].y = (spr->ty - basey) * gr_viewludsin + basey; + wallVerts[0].y = wallVerts[1].y = (lowy - basey) * gr_viewludsin + basey; + // translate back to be around 0 before translating back + wallVerts[3].x += ((spr->ty - basey) * gr_viewludcos) * gr_viewcos; + wallVerts[2].x += ((spr->ty - basey) * gr_viewludcos) * gr_viewcos; + + wallVerts[0].x += ((lowy - basey) * gr_viewludcos) * gr_viewcos; + wallVerts[1].x += ((lowy - basey) * gr_viewludcos) * gr_viewcos; + + wallVerts[3].z += ((spr->ty - basey) * gr_viewludcos) * gr_viewsin; + wallVerts[2].z += ((spr->ty - basey) * gr_viewludcos) * gr_viewsin; + + wallVerts[0].z += ((lowy - basey) * gr_viewludcos) * gr_viewsin; + wallVerts[1].z += ((lowy - basey) * gr_viewludcos) * gr_viewsin; + } +} + static void HWR_SplitSprite(gr_vissprite_t *spr) { float this_scale = 1.0f; FOutVector wallVerts[4]; + FOutVector baseWallVerts[4]; // This is what the verts should end up as GLPatch_t *gpatch; FSurfaceInfo Surf; const boolean hires = (spr->mobj && spr->mobj->skin && ((skin_t *)spr->mobj->skin)->flags & SF_HIRES); @@ -4262,11 +4295,13 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) float realtop, realbot, top, bot; float towtop, towbot, towmult; float bheight; + float realheight, heightmult; const sector_t *sector = spr->mobj->subsector->sector; const lightlist_t *list = sector->lightlist; #ifdef ESLOPE float endrealtop, endrealbot, endtop, endbot; float endbheight; + float endrealheight; fixed_t temp; fixed_t v1x, v1y, v2x, v2y; #endif @@ -4299,16 +4334,16 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) HWR_DrawSpriteShadow(spr, gpatch, this_scale); } - wallVerts[0].x = wallVerts[3].x = spr->x1; - wallVerts[2].x = wallVerts[1].x = spr->x2; - wallVerts[0].z = wallVerts[3].z = spr->z1; - wallVerts[1].z = wallVerts[2].z = spr->z2; + baseWallVerts[0].x = baseWallVerts[3].x = spr->x1; + baseWallVerts[2].x = baseWallVerts[1].x = spr->x2; + baseWallVerts[0].z = baseWallVerts[3].z = spr->z1; + baseWallVerts[1].z = baseWallVerts[2].z = spr->z2; - wallVerts[2].y = wallVerts[3].y = spr->ty; + baseWallVerts[2].y = baseWallVerts[3].y = spr->ty; if (spr->mobj && fabsf(this_scale - 1.0f) > 1.0E-36f) - wallVerts[0].y = wallVerts[1].y = spr->ty - gpatch->height * this_scale; + baseWallVerts[0].y = baseWallVerts[1].y = spr->ty - gpatch->height * this_scale; else - wallVerts[0].y = wallVerts[1].y = spr->ty - gpatch->height; + baseWallVerts[0].y = baseWallVerts[1].y = spr->ty - gpatch->height; v1x = FLOAT_TO_FIXED(spr->x1); v1y = FLOAT_TO_FIXED(spr->z1); @@ -4317,44 +4352,56 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) if (spr->flip) { - wallVerts[0].sow = wallVerts[3].sow = gpatch->max_s; - wallVerts[2].sow = wallVerts[1].sow = 0; - }else{ - wallVerts[0].sow = wallVerts[3].sow = 0; - wallVerts[2].sow = wallVerts[1].sow = gpatch->max_s; + baseWallVerts[0].sow = baseWallVerts[3].sow = gpatch->max_s; + baseWallVerts[2].sow = baseWallVerts[1].sow = 0; + } + else + { + baseWallVerts[0].sow = baseWallVerts[3].sow = 0; + baseWallVerts[2].sow = baseWallVerts[1].sow = gpatch->max_s; } // flip the texture coords (look familiar?) if (spr->vflip) { - wallVerts[3].tow = wallVerts[2].tow = gpatch->max_t; - wallVerts[0].tow = wallVerts[1].tow = 0; - }else{ - wallVerts[3].tow = wallVerts[2].tow = 0; - wallVerts[0].tow = wallVerts[1].tow = gpatch->max_t; + baseWallVerts[3].tow = baseWallVerts[2].tow = gpatch->max_t; + baseWallVerts[0].tow = baseWallVerts[1].tow = 0; + } + else + { + baseWallVerts[3].tow = baseWallVerts[2].tow = 0; + baseWallVerts[0].tow = baseWallVerts[1].tow = gpatch->max_t; } // if it has a dispoffset, push it a little towards the camera if (spr->dispoffset) { float co = -gr_viewcos*(0.05f*spr->dispoffset); float si = -gr_viewsin*(0.05f*spr->dispoffset); - wallVerts[0].z = wallVerts[3].z = wallVerts[0].z+si; - wallVerts[1].z = wallVerts[2].z = wallVerts[1].z+si; - wallVerts[0].x = wallVerts[3].x = wallVerts[0].x+co; - wallVerts[1].x = wallVerts[2].x = wallVerts[1].x+co; + baseWallVerts[0].z = baseWallVerts[3].z = baseWallVerts[0].z+si; + baseWallVerts[1].z = baseWallVerts[2].z = baseWallVerts[1].z+si; + baseWallVerts[0].x = baseWallVerts[3].x = baseWallVerts[0].x+co; + baseWallVerts[1].x = baseWallVerts[2].x = baseWallVerts[1].x+co; } - realtop = top = wallVerts[3].y; - realbot = bot = wallVerts[0].y; - towtop = wallVerts[3].tow; - towbot = wallVerts[0].tow; + // Let dispoffset work first since this adjust each vertex + HWR_RotateSpritePolyToAim(spr, baseWallVerts); + + realtop = top = baseWallVerts[3].y; + realbot = bot = baseWallVerts[0].y; + towtop = baseWallVerts[3].tow; + towbot = baseWallVerts[0].tow; towmult = (towbot - towtop) / (top - bot); #ifdef ESLOPE - endrealtop = endtop = wallVerts[2].y; - endrealbot = endbot = wallVerts[1].y; + endrealtop = endtop = baseWallVerts[2].y; + endrealbot = endbot = baseWallVerts[1].y; #endif + // copy the contents of baseWallVerts into the drawn wallVerts array + // baseWallVerts is used to know the final shape to easily get the vertex + // co-ordinates + memcpy(wallVerts, baseWallVerts, sizeof(baseWallVerts)); + if (!cv_translucency.value) // translucency disabled { Surf.FlatColor.s.alpha = 0xFF; @@ -4481,12 +4528,53 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) wallVerts[2].y = endtop; wallVerts[0].y = bot; wallVerts[1].y = endbot; + + // The x and y only need to be adjusted in the case that it's not a papersprite + if (spr->mobj) + { + // Get the x and z of the vertices so billboarding draws correctly + realheight = realbot - realtop; + endrealheight = endrealbot - endrealtop; + heightmult = (realtop - top) / realheight; + wallVerts[3].x = baseWallVerts[3].x + (baseWallVerts[3].x - baseWallVerts[0].x) * heightmult; + wallVerts[3].z = baseWallVerts[3].z + (baseWallVerts[3].z - baseWallVerts[0].z) * heightmult; + + heightmult = (endrealtop - endtop) / endrealheight; + wallVerts[2].x = baseWallVerts[2].x + (baseWallVerts[2].x - baseWallVerts[1].x) * heightmult; + wallVerts[2].z = baseWallVerts[2].z + (baseWallVerts[2].z - baseWallVerts[1].z) * heightmult; + + heightmult = (realtop - bot) / realheight; + wallVerts[0].x = baseWallVerts[3].x + (baseWallVerts[3].x - baseWallVerts[0].x) * heightmult; + wallVerts[0].z = baseWallVerts[3].z + (baseWallVerts[3].z - baseWallVerts[0].z) * heightmult; + + heightmult = (endrealtop - endbot) / endrealheight; + wallVerts[1].x = baseWallVerts[2].x + (baseWallVerts[2].x - baseWallVerts[1].x) * heightmult; + wallVerts[1].z = baseWallVerts[2].z + (baseWallVerts[2].z - baseWallVerts[1].z) * heightmult; + } #else wallVerts[3].tow = wallVerts[2].tow = towtop + ((realtop - top) * towmult); wallVerts[0].tow = wallVerts[1].tow = towtop + ((realtop - bot) * towmult); wallVerts[2].y = wallVerts[3].y = top; wallVerts[0].y = wallVerts[1].y = bot; + + // The x and y only need to be adjusted in the case that it's not a papersprite + if (spr->mobj) + { + // Get the x and z of the vertices so billboarding draws correctly + realheight = realbot - realtop; + heightmult = (realtop - top) / realheight; + wallVerts[3].x = baseWallVerts[3].x + (baseWallVerts[3].x - baseWallVerts[0].x) * heightmult; + wallVerts[3].z = baseWallVerts[3].z + (baseWallVerts[3].z - baseWallVerts[0].z) * heightmult; + wallVerts[2].x = baseWallVerts[2].x + (baseWallVerts[2].x - baseWallVerts[1].x) * heightmult; + wallVerts[2].z = baseWallVerts[2].z + (baseWallVerts[2].z - baseWallVerts[1].z) * heightmult; + + heightmult = (realtop - bot) / realheight; + wallVerts[0].x = baseWallVerts[3].x + (baseWallVerts[3].x - baseWallVerts[0].x) * heightmult; + wallVerts[0].z = baseWallVerts[3].z + (baseWallVerts[3].z - baseWallVerts[0].z) * heightmult; + wallVerts[1].x = baseWallVerts[2].x + (baseWallVerts[2].x - baseWallVerts[1].x) * heightmult; + wallVerts[1].z = baseWallVerts[2].z + (baseWallVerts[2].z - baseWallVerts[1].z) * heightmult; + } #endif if (colormap) @@ -4655,6 +4743,9 @@ static void HWR_DrawSprite(gr_vissprite_t *spr) wallVerts[1].x = wallVerts[2].x = wallVerts[1].x+co; } + // Let dispoffset work first since this adjust each vertex + HWR_RotateSpritePolyToAim(spr, wallVerts); + // This needs to be AFTER the shadows so that the regular sprites aren't drawn completely black. // sprite lighting by modulating the RGB components /// \todo coloured @@ -4736,6 +4827,9 @@ static inline void HWR_DrawPrecipitationSprite(gr_vissprite_t *spr) wallVerts[0].z = wallVerts[3].z = spr->z1; wallVerts[1].z = wallVerts[2].z = spr->z2; + // Let dispoffset work first since this adjust each vertex + HWR_RotateSpritePolyToAim(spr, wallVerts); + wallVerts[0].sow = wallVerts[3].sow = 0; wallVerts[2].sow = wallVerts[1].sow = gpatch->max_s; From a5dfbe7eff806cf4efa03b9cb159907f38233214 Mon Sep 17 00:00:00 2001 From: Monster Iestyn Date: Fri, 3 May 2019 16:38:59 +0100 Subject: [PATCH 5/6] add parentheses around these conditions to fix sloped lights cutting out lights on FOF walls for apparently no reason not making a merge request because this is so laughably stupidly simple --- src/r_segs.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/r_segs.c b/src/r_segs.c index 7495d7889..c82554ac8 100644 --- a/src/r_segs.c +++ b/src/r_segs.c @@ -854,8 +854,8 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor) if (leftheight > pfloorleft && rightheight > pfloorright && i+1 < dc_numlights) { lightlist_t *nextlight = &frontsector->lightlist[i+1]; - if (nextlight->slope ? P_GetZAt(nextlight->slope, ds->leftpos.x, ds->leftpos.y) : nextlight->height > pfloorleft - && nextlight->slope ? P_GetZAt(nextlight->slope, ds->rightpos.x, ds->rightpos.y) : nextlight->height > pfloorright) + if ((nextlight->slope ? P_GetZAt(nextlight->slope, ds->leftpos.x, ds->leftpos.y) : nextlight->height) > pfloorleft + && (nextlight->slope ? P_GetZAt(nextlight->slope, ds->rightpos.x, ds->rightpos.y) : nextlight->height) > pfloorright) continue; } From 8273534967272444d3fb79b1260ca14c05933ce1 Mon Sep 17 00:00:00 2001 From: Sryder Date: Mon, 6 May 2019 16:57:32 +0100 Subject: [PATCH 6/6] Add a cvar for sprite billboarding, off by default. --- src/hardware/hw_main.c | 6 +++--- src/hardware/hw_main.h | 1 + src/r_main.c | 1 + src/v_video.c | 1 + 4 files changed, 6 insertions(+), 3 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 272da06d8..7e0b369eb 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -4249,7 +4249,7 @@ static void HWR_DrawSpriteShadow(gr_vissprite_t *spr, GLPatch_t *gpatch, float t // This is expecting a pointer to an array containing 4 wallVerts for a sprite static void HWR_RotateSpritePolyToAim(gr_vissprite_t *spr, FOutVector *wallVerts) { - if (spr && spr->mobj && wallVerts) + if (cv_grspritebillboarding.value && spr && spr->mobj && wallVerts) { float basey = FIXED_TO_FLOAT(spr->mobj->z); float lowy = wallVerts[0].y; @@ -4530,7 +4530,7 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) wallVerts[1].y = endbot; // The x and y only need to be adjusted in the case that it's not a papersprite - if (spr->mobj) + if (cv_grspritebillboarding.value && spr->mobj) { // Get the x and z of the vertices so billboarding draws correctly realheight = realbot - realtop; @@ -4559,7 +4559,7 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) wallVerts[0].y = wallVerts[1].y = bot; // The x and y only need to be adjusted in the case that it's not a papersprite - if (spr->mobj) + if (cv_grspritebillboarding.value && spr->mobj) { // Get the x and z of the vertices so billboarding draws correctly realheight = realbot - realtop; diff --git a/src/hardware/hw_main.h b/src/hardware/hw_main.h index 59042cf3b..f86b198a1 100644 --- a/src/hardware/hw_main.h +++ b/src/hardware/hw_main.h @@ -95,6 +95,7 @@ extern consvar_t cv_grcorrecttricks; extern consvar_t cv_voodoocompatibility; extern consvar_t cv_grfovchange; extern consvar_t cv_grsolvetjoin; +extern consvar_t cv_grspritebillboarding; extern float gr_viewwidth, gr_viewheight, gr_baseviewwindowy; diff --git a/src/r_main.c b/src/r_main.c index 94945af5b..08b1ab2f0 100644 --- a/src/r_main.c +++ b/src/r_main.c @@ -1407,6 +1407,7 @@ void R_RegisterEngineStuff(void) CV_RegisterVar(&cv_grcoronasize); #endif CV_RegisterVar(&cv_grmd2); + CV_RegisterVar(&cv_grspritebillboarding); #endif #ifdef HWRENDER diff --git a/src/v_video.c b/src/v_video.c index cfe7d0360..c3b29e157 100644 --- a/src/v_video.c +++ b/src/v_video.c @@ -81,6 +81,7 @@ consvar_t cv_grcoronasize = {"gr_coronasize", "1", CV_SAVE| CV_FLOAT, 0, NULL, 0 static CV_PossibleValue_t CV_MD2[] = {{0, "Off"}, {1, "On"}, {2, "Old"}, {0, NULL}}; // console variables in development consvar_t cv_grmd2 = {"gr_md2", "Off", CV_SAVE, CV_MD2, NULL, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_grspritebillboarding = {"gr_spritebillboarding", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; #endif const UINT8 gammatable[5][256] =