diff --git a/src/command.c b/src/command.c index 33d8ead96..cf0fa5e7d 100644 --- a/src/command.c +++ b/src/command.c @@ -2056,15 +2056,15 @@ void CV_SaveVariables(FILE *f) for (cvar = consvar_vars; cvar; cvar = cvar->next) if (cvar->flags & CV_SAVE) { - char stringtowrite[MAXTEXTCMD+1]; + char stringtrite[MAXTEXTCMD+1]; // Silly hack for Min/Max vars if (!strcmp(cvar->string, "MAX") || !strcmp(cvar->string, "MIN")) - sprintf(stringtowrite, "%d", cvar->value); + sprintf(stringtrite, "%d", cvar->value); else - strcpy(stringtowrite, cvar->string); + strcpy(stringtrite, cvar->string); - fprintf(f, "%s \"%s\"\n", cvar->name, stringtowrite); + fprintf(f, "%s \"%s\"\n", cvar->name, stringtrite); } } diff --git a/src/dehacked.c b/src/dehacked.c index 938699516..b782a5a6c 100644 --- a/src/dehacked.c +++ b/src/dehacked.c @@ -4110,8 +4110,8 @@ static void readwipes(MYFILE *f) else if (fastncmp(word, "SPECLEVEL_", 10)) { pword = word + 10; - if (fastcmp(pword, "TOWHITE")) - wipeoffset = wipe_speclevel_towhite; + if (fastcmp(pword, "tHITE")) + wipeoffset = wipe_speclevel_thite; } if (wipeoffset < 0) @@ -4121,10 +4121,10 @@ static void readwipes(MYFILE *f) } if (value == UINT8_MAX - && (wipeoffset <= wipe_level_toblack || wipeoffset >= wipe_speclevel_towhite)) + && (wipeoffset <= wipe_level_toblack || wipeoffset >= wipe_speclevel_thite)) { // Cannot disable non-toblack wipes - // (or the level toblack wipe, or the special towhite wipe) + // (or the level toblack wipe, or the special thite wipe) deh_warning("Wipes: can't disable wipe of type '%s'", word); continue; } diff --git a/src/doomdata.h b/src/doomdata.h index f6e7cb584..fdd7c291a 100644 --- a/src/doomdata.h +++ b/src/doomdata.h @@ -76,7 +76,7 @@ typedef struct { INT16 textureoffset, rowoffset; char toptexture[8], bottomtexture[8], midtexture[8]; - // Front sector, towards viewer. + // Front sector, tards viewer. INT16 sector; } ATTRPACK mapsidedef_t; diff --git a/src/doomdef.h b/src/doomdef.h index 6c4f1fef3..815716433 100644 --- a/src/doomdef.h +++ b/src/doomdef.h @@ -495,6 +495,9 @@ extern INT32 cv_debug; extern UINT8 shiftdown, ctrldown, altdown; extern boolean capslock; +// WARNING: a should be unsigned but to add with 2048, it isn't! +#define AIMINGTODY(a) (FINETANGENT((2048+(((INT32)a)>>ANGLETOFINESHIFT)) & FINEMASK)*160) + // if we ever make our alloc stuff... #define ZZ_Alloc(x) Z_Malloc(x, PU_STATIC, NULL) #define ZZ_Calloc(x) Z_Calloc(x, PU_STATIC, NULL) @@ -612,17 +615,13 @@ extern const char *compdate, *comptime, *comprevision, *compbranch; /// SRB2CB itself ported this from PrBoom+ #define NEWCLIP +/// Hardware renderer: OpenGL +#define GL_SHADERS + /// Handle touching sector specials in P_PlayerAfterThink instead of P_PlayerThink. /// \note Required for proper collision with moving sloped surfaces that have sector specials on them. #define SECTORSPECIALSAFTERTHINK -/// FINALLY some real clipping that doesn't make walls dissappear AND speeds the game up -/// (that was the original comment from SRB2CB, sadly it is a lie and actually slows game down) -/// on the bright side it fixes some weird issues with translucent walls -/// \note SRB2CB port. -/// SRB2CB itself ported this from PrBoom+ -#define NEWCLIP - /// Sprite rotation #define ROTSPRITE #define ROTANGLES 24 // Needs to be a divisor of 360 (45, 60, 90, 120...) diff --git a/src/f_finale.c b/src/f_finale.c index 424fc7f39..c7e2e4d5f 100644 --- a/src/f_finale.c +++ b/src/f_finale.c @@ -233,7 +233,7 @@ static tic_t cutscene_lasttextwrite = 0; // static UINT8 F_WriteText(void) { - INT32 numtowrite = 1; + INT32 numtrite = 1; const char *c; tic_t ltw = I_GetTime(); @@ -244,7 +244,7 @@ static UINT8 F_WriteText(void) if (cutscene_boostspeed) { // for custom cutscene speedup mode - numtowrite = 8; + numtrite = 8; } else { @@ -253,10 +253,10 @@ static UINT8 F_WriteText(void) return 1; if (cutscene_textspeed < 7) - numtowrite = 8 - cutscene_textspeed; + numtrite = 8 - cutscene_textspeed; } - for (;numtowrite > 0;++cutscene_baseptr) + for (;numtrite > 0;++cutscene_baseptr) { c = &cutscene_basetext[cutscene_baseptr]; if (!c || !*c || *c=='#') @@ -272,7 +272,7 @@ static UINT8 F_WriteText(void) else if ((UINT8)*c >= 0xB0 && (UINT8)*c <= (0xB0+TICRATE-1)) { cutscene_textcount = (INT32)((UINT8)*c - 0xAF); - numtowrite = 0; + numtrite = 0; continue; } @@ -280,7 +280,7 @@ static UINT8 F_WriteText(void) // Ignore other control codes (color) if ((UINT8)*c < 0x80) - --numtowrite; + --numtrite; } // Reset textcount for next tic based on speed // if it wasn't already set by a delay. diff --git a/src/f_finale.h b/src/f_finale.h index 1636f1967..74532ebf0 100644 --- a/src/f_finale.h +++ b/src/f_finale.h @@ -154,7 +154,7 @@ typedef enum { WSF_FADEOUT = 1, WSF_FADEIN = 1<<1, - WSF_TOWHITE = 1<<2, + WSF_tHITE = 1<<2, WSF_CROSSFADE = 1<<3, } wipestyleflags_t; extern wipestyleflags_t wipestyleflags; @@ -199,7 +199,7 @@ enum // custom intermissions wipe_specinter_toblack, wipe_multinter_toblack, - wipe_speclevel_towhite, + wipe_speclevel_thite, wipe_level_final, wipe_intermission_final, diff --git a/src/f_wipe.c b/src/f_wipe.c index b0982a957..6e8ba31a9 100644 --- a/src/f_wipe.c +++ b/src/f_wipe.c @@ -68,7 +68,7 @@ UINT8 wipedefs[NUMWIPEDEFS] = { 0, // wipe_specinter_toblack 0, // wipe_multinter_toblack - 0, // wipe_speclevel_towhite + 0, // wipe_speclevel_thite 0, // wipe_level_final 0, // wipe_intermission_final @@ -298,7 +298,7 @@ static void F_DoWipe(fademask_t *fademask) int nmask; UINT8 *fade = fadecolormap; - if (wipestyleflags & WSF_TOWHITE) + if (wipestyleflags & WSF_tHITE) fade = fadecolormap + (FADECOLORMAPROWS * 256); nmask = *mask; diff --git a/src/hardware/hw_clip.c b/src/hardware/hw_clip.c index 4bdc753ec..95426f8d4 100644 --- a/src/hardware/hw_clip.c +++ b/src/hardware/hw_clip.c @@ -77,8 +77,8 @@ #include "r_opengl/r_opengl.h" #ifdef HAVE_SPHEREFRUSTRUM -static GLfloat viewMatrix[16]; -static GLfloat projMatrix[16]; +static GLdouble viewMatrix[16]; +static GLdouble projMatrix[16]; float frustum[6][4]; #endif @@ -319,12 +319,12 @@ void gld_clipper_Clear(void) #define RMUL (1.6f/1.333333f) -angle_t gld_FrustumAngle(void) +angle_t gld_FrustumAngle(angle_t tiltangle) { double floatangle; angle_t a1; - float tilt = (float)fabs(((double)(int)aimingangle) / ANG1); + float tilt = (float)fabs(((double)(int)tiltangle) / ANG1); // NEWCLIP TODO: SRB2CBTODO: make a global render_fov for this function @@ -338,7 +338,7 @@ angle_t gld_FrustumAngle(void) } // If the pitch is larger than this you can look all around at a FOV of 90 - if (abs((signed)aimingangle) > 46 * ANG1) + if (abs((signed)tiltangle) > 46 * ANG1) return 0xffffffff; // ok, this is a gross hack that barely works... @@ -351,7 +351,7 @@ angle_t gld_FrustumAngle(void) } // SRB2CB I don't think used any of this stuff, let's disable for now since SRB2 probably doesn't want it either -// compiler complains about (p)glGetDoublev anyway, in case anyone wants this +// compiler complains about (p)glGetFloatv anyway, in case anyone wants this // only r_opengl.c can use the base gl funcs as it turns out, that's a problem for whoever wants sphere frustum checks // btw to renable define HAVE_SPHEREFRUSTRUM in hw_clip.h #ifdef HAVE_SPHEREFRUSTRUM @@ -380,7 +380,7 @@ void gld_FrustrumSetup(void) float t; float clip[16]; - pglGeFloatv(GL_PROJECTION_MATRIX, projMatrix); + pglGetFloatv(GL_PROJECTION_MATRIX, projMatrix); pglGetFloatv(GL_MODELVIEW_MATRIX, viewMatrix); clip[0] = CALCMATRIX(0, 0, 1, 4, 2, 8, 3, 12); diff --git a/src/hardware/hw_clip.h b/src/hardware/hw_clip.h index 3ba26e5e5..27a2ed1ef 100644 --- a/src/hardware/hw_clip.h +++ b/src/hardware/hw_clip.h @@ -17,7 +17,7 @@ boolean gld_clipper_SafeCheckRange(angle_t startAngle, angle_t endAngle); void gld_clipper_SafeAddClipRange(angle_t startangle, angle_t endangle); void gld_clipper_Clear(void); -angle_t gld_FrustumAngle(void); +angle_t gld_FrustumAngle(angle_t tiltangle); #ifdef HAVE_SPHEREFRUSTRUM void gld_FrustrumSetup(void); boolean gld_SphereInFrustum(float x, float y, float z, float radius); diff --git a/src/hardware/hw_defs.h b/src/hardware/hw_defs.h index 5f2d907bd..313c62eec 100644 --- a/src/hardware/hw_defs.h +++ b/src/hardware/hw_defs.h @@ -19,6 +19,7 @@ #ifndef _HWR_DEFS_ #define _HWR_DEFS_ #include "../doomtype.h" +#include "../r_defs.h" #define ZCLIP_PLANE 4.0f // Used for the actual game drawing #define NZCLIP_PLANE 0.9f // Seems to be only used for the HUD and screen textures @@ -79,19 +80,15 @@ typedef struct FLOAT x,y; } F2DCoord, v2d_t; -// Simple 3D vector -typedef struct FVector -{ - FLOAT x,y,z; -} FVector; +// ====================== +// wallVert3D +// ---------------------- +// :crab: IS GONE! :crab: +// ====================== -// 3D model vector (coords + texture coords) -typedef struct -{ - //FVector Point; - FLOAT x,y,z; - FLOAT s,t,w; // texture coordinates -} v3d_t, wallVert3D; +// ----------- +// structures +// ----------- //Hurdler: Transform (coords + angles) //BP: transform order : scale(rotation_x(rotation_y(translation(v)))) @@ -125,15 +122,16 @@ typedef struct #ifdef USE_FTRANSFORM_MIRROR boolean mirror; // SRB2Kart: Encore Mode #endif + boolean shearing; // 14042019 + angle_t viewaiming; // 17052019 } FTransform; // Transformed vector, as passed to HWR API typedef struct { FLOAT x,y,z; - FUINT argb; // flat-shaded color - FLOAT sow; // s texture ordinate (s over w) - FLOAT tow; // t texture ordinate (t over w) + FLOAT s; // s texture ordinate (s over w) + FLOAT t; // t texture ordinate (t over w) } FOutVector; @@ -164,10 +162,10 @@ enum EPolyFlags PF_Invisible = 0x00000400, // Disable write to color buffer PF_Decal = 0x00000800, // Enable polygon offset PF_Modulated = 0x00001000, // Modulation (multiply output with constant ARGB) - // When set, pass the color constant into the FSurfaceInfo -> FlatColor + // When set, pass the color constant into the FSurfaceInfo -> PolyColor PF_NoTexture = 0x00002000, // Use the small white texture PF_Corona = 0x00004000, // Tell the rendrer we are drawing a corona - PF_Unused = 0x00008000, // Unused + PF_Ripple = 0x00008000, // Water shader effect PF_RemoveYWrap = 0x00010000, // Force clamp texture on Y PF_ForceWrapX = 0x00020000, // Force repeat texture on X PF_ForceWrapY = 0x00040000, // Force repeat texture on Y @@ -180,7 +178,6 @@ enum EPolyFlags enum ESurfFlags { SF_DYNLIGHT = 0x00000001, - }; enum ETextureFlags @@ -192,31 +189,31 @@ enum ETextureFlags TF_TRANSPARENT = 0x00000040, // texture with some alpha == 0 }; -#ifdef TODO -struct FTextureInfo -{ - FUINT Width; // Pixels - FUINT Height; // Pixels - FUBYTE *TextureData; // Image data - FUINT Format; // FORMAT_RGB, ALPHA ... - FBITFIELD Flags; // Flags to tell driver about texture (see ETextureFlags) - void DriverExtra; // (OpenGL texture object nr, ...) - // chromakey enabled,... - - struct FTextureInfo *Next; // Manage list of downloaded textures. -}; -#else typedef struct GLMipmap_s FTextureInfo; -#endif + +// jimita 14032019 +struct FLightInfo +{ + FUINT light_level; + FUINT fade_start; + FUINT fade_end; +}; +typedef struct FLightInfo FLightInfo; // Description of a renderable surface struct FSurfaceInfo { - FUINT PolyFlags; // Surface flags -- UNUSED YET -- - RGBA_t FlatColor; // Flat-shaded color used with PF_Modulated mode + FUINT PolyFlags; + RGBA_t PolyColor; + RGBA_t TintColor; + RGBA_t FadeColor; + FLightInfo LightInfo; // jimita 14032019 }; typedef struct FSurfaceInfo FSurfaceInfo; +#define GL_DEFAULTMIX 0x00000000 +#define GL_DEFAULTFOG 0xFF000000 + //Hurdler: added for backward compatibility enum hwdsetspecialstate { @@ -224,6 +221,7 @@ enum hwdsetspecialstate HWD_SET_FOG_MODE, HWD_SET_FOG_COLOR, HWD_SET_FOG_DENSITY, + HWD_SET_SHADERS, HWD_SET_TEXTUREFILTERMODE, HWD_SET_TEXTUREANISOTROPICMODE, HWD_NUMSTATE diff --git a/src/hardware/hw_dll.h b/src/hardware/hw_dll.h index 3fa5852d8..43dfbcf0b 100644 --- a/src/hardware/hw_dll.h +++ b/src/hardware/hw_dll.h @@ -54,8 +54,6 @@ #endif #endif -typedef void (*I_Error_t) (const char *error, ...) FUNCIERROR; - // ========================================================================== // MATHS // ========================================================================== @@ -63,7 +61,8 @@ typedef void (*I_Error_t) (const char *error, ...) FUNCIERROR; // Constants #define DEGREE (0.017453292519943295769236907684883l) // 2*PI/360 -void DBG_Printf(const char *lpFmt, ...) /*FUNCPRINTF*/; +void GL_DBG_Printf(const char *format, ...) /*FUNCPRINTF*/; +#define GL_DBG_Printf GL_DBG_Printf #ifdef _WINDOWS BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved); diff --git a/src/hardware/hw_draw.c b/src/hardware/hw_draw.c index 4519e1280..f93b52590 100644 --- a/src/hardware/hw_draw.c +++ b/src/hardware/hw_draw.c @@ -1,17 +1,12 @@ -// Emacs style mode select -*- C++ -*- +// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- -// +// Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. +// Copyright (C) 1999-2019 by Sonic Team Junior. // -// This program is free software; you can redistribute it and/or -// modify it under the terms of the GNU General Public License -// as published by the Free Software Foundation; either version 2 -// of the License, or (at your option) any later version. -// -// This program is distributed in the hope that it will be useful, -// but WITHOUT ANY WARRANTY; without even the implied warranty of -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -// GNU General Public License for more details. +// This program is free software distributed under the +// terms of the GNU General Public License, version 2. +// See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file /// \brief miscellaneous drawing (mainly 2d) @@ -23,6 +18,7 @@ #include "../doomdef.h" #ifdef HWRENDER +#include "hw_main.h" #include "hw_glob.h" #include "hw_drv.h" @@ -43,9 +39,6 @@ #define O_BINARY 0 #endif -float gr_patch_scalex; -float gr_patch_scaley; - #if defined(_MSC_VER) #pragma pack(1) #endif @@ -65,9 +58,6 @@ typedef struct #if defined(_MSC_VER) #pragma pack() #endif -typedef UINT8 GLRGB[3]; - -#define BLENDMODE PF_Translucent static UINT8 softwaretranstogl[11] = { 0, 25, 51, 76,102,127,153,178,204,229,255}; static UINT8 softwaretranstogl_hi[11] = { 0, 51,102,153,204,255,255,255,255,255,255}; @@ -121,12 +111,12 @@ void HWR_DrawPatch(GLPatch_t *gpatch, INT32 x, INT32 y, INT32 option) v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; - v[0].sow = v[3].sow = 0.0f; - v[2].sow = v[1].sow = gpatch->max_s; - v[0].tow = v[1].tow = 0.0f; - v[2].tow = v[3].tow = gpatch->max_t; + v[0].s = v[3].s = 0.0f; + v[2].s = v[1].s = gpatch->max_s; + v[0].t = v[1].t = 0.0f; + v[2].t = v[3].t = gpatch->max_t; - flags = BLENDMODE|PF_Clip|PF_NoZClip|PF_NoDepthTest; + flags = PF_Translucent|PF_NoDepthTest; if (option & V_WRAPX) flags |= PF_ForceWrapX; @@ -356,19 +346,19 @@ void HWR_DrawStretchyFixedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t if (option & V_FLIP) { - v[0].sow = v[3].sow = gpatch->max_s; - v[2].sow = v[1].sow = 0.0f; + v[0].s = v[3].s = gpatch->max_s; + v[2].s = v[1].s = 0.0f; } else { - v[0].sow = v[3].sow = 0.0f; - v[2].sow = v[1].sow = gpatch->max_s; + v[0].s = v[3].s = 0.0f; + v[2].s = v[1].s = gpatch->max_s; } - v[0].tow = v[1].tow = 0.0f; - v[2].tow = v[3].tow = gpatch->max_t; + v[0].t = v[1].t = 0.0f; + v[2].t = v[3].t = gpatch->max_t; - flags = BLENDMODE|PF_Clip|PF_NoZClip|PF_NoDepthTest; + flags = PF_Translucent|PF_NoDepthTest; if (option & V_WRAPX) flags |= PF_ForceWrapX; @@ -379,11 +369,11 @@ void HWR_DrawStretchyFixedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t if (alphalevel) { FSurfaceInfo Surf; - Surf.FlatColor.s.red = Surf.FlatColor.s.green = Surf.FlatColor.s.blue = 0xff; - if (alphalevel == 13) Surf.FlatColor.s.alpha = softwaretranstogl_lo[st_translucency]; - else if (alphalevel == 14) Surf.FlatColor.s.alpha = softwaretranstogl[st_translucency]; - else if (alphalevel == 15) Surf.FlatColor.s.alpha = softwaretranstogl_hi[st_translucency]; - else Surf.FlatColor.s.alpha = softwaretranstogl[10-alphalevel]; + Surf.PolyColor.s.red = Surf.PolyColor.s.green = Surf.PolyColor.s.blue = 0xff; + if (alphalevel == 13) Surf.PolyColor.s.alpha = softwaretranstogl_lo[cv_translucenthud.value]; + else if (alphalevel == 14) Surf.PolyColor.s.alpha = softwaretranstogl[cv_translucenthud.value]; + else if (alphalevel == 15) Surf.PolyColor.s.alpha = softwaretranstogl_hi[cv_translucenthud.value]; + else Surf.PolyColor.s.alpha = softwaretranstogl[10-alphalevel]; flags |= PF_Modulated; HWD.pfnDrawPolygon(&Surf, v, 4, flags); } @@ -514,19 +504,19 @@ void HWR_DrawCroppedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscal v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; - v[0].sow = v[3].sow = ((sx )/(float)SHORT(gpatch->width) )*gpatch->max_s; + v[0].s = v[3].s = ((sx )/(float)SHORT(gpatch->width) )*gpatch->max_s; if (sx + w > SHORT(gpatch->width)) - v[2].sow = v[1].sow = gpatch->max_s; + v[2].s = v[1].s = gpatch->max_s; else - v[2].sow = v[1].sow = ((sx+w)/(float)SHORT(gpatch->width) )*gpatch->max_s; + v[2].s = v[1].s = ((sx+w)/(float)SHORT(gpatch->width) )*gpatch->max_s; - v[0].tow = v[1].tow = ((sy )/(float)SHORT(gpatch->height))*gpatch->max_t; + v[0].t = v[1].t = ((sy )/(float)SHORT(gpatch->height))*gpatch->max_t; if (sy + h > SHORT(gpatch->height)) - v[2].tow = v[3].tow = gpatch->max_t; + v[2].t = v[3].t = gpatch->max_t; else - v[2].tow = v[3].tow = ((sy+h)/(float)SHORT(gpatch->height))*gpatch->max_t; + v[2].t = v[3].t = ((sy+h)/(float)SHORT(gpatch->height))*gpatch->max_t; - flags = BLENDMODE|PF_Clip|PF_NoZClip|PF_NoDepthTest; + flags = PF_Translucent|PF_NoDepthTest; if (option & V_WRAPX) flags |= PF_ForceWrapX; @@ -537,11 +527,11 @@ void HWR_DrawCroppedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscal if (alphalevel) { FSurfaceInfo Surf; - Surf.FlatColor.s.red = Surf.FlatColor.s.green = Surf.FlatColor.s.blue = 0xff; - if (alphalevel == 13) Surf.FlatColor.s.alpha = softwaretranstogl_lo[st_translucency]; - else if (alphalevel == 14) Surf.FlatColor.s.alpha = softwaretranstogl[st_translucency]; - else if (alphalevel == 15) Surf.FlatColor.s.alpha = softwaretranstogl_hi[st_translucency]; - else Surf.FlatColor.s.alpha = softwaretranstogl[10-alphalevel]; + Surf.PolyColor.s.red = Surf.PolyColor.s.green = Surf.PolyColor.s.blue = 0xff; + if (alphalevel == 13) Surf.PolyColor.s.alpha = softwaretranstogl_lo[cv_translucenthud.value]; + else if (alphalevel == 14) Surf.PolyColor.s.alpha = softwaretranstogl[cv_translucenthud.value]; + else if (alphalevel == 15) Surf.PolyColor.s.alpha = softwaretranstogl_hi[cv_translucenthud.value]; + else Surf.PolyColor.s.alpha = softwaretranstogl[10-alphalevel]; flags |= PF_Modulated; HWD.pfnDrawPolygon(&Surf, v, 4, flags); } @@ -569,10 +559,10 @@ void HWR_DrawPic(INT32 x, INT32 y, lumpnum_t lumpnum) v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; - v[0].sow = v[3].sow = 0; - v[2].sow = v[1].sow = patch->max_s; - v[0].tow = v[1].tow = 0; - v[2].tow = v[3].tow = patch->max_t; + v[0].s = v[3].s = 0; + v[2].s = v[1].s = patch->max_s; + v[0].t = v[1].t = 0; + v[2].t = v[3].t = patch->max_t; //Hurdler: Boris, the same comment as above... but maybe for pics @@ -581,7 +571,7 @@ void HWR_DrawPic(INT32 x, INT32 y, lumpnum_t lumpnum) // But then, the question is: why not 0 instead of PF_Masked ? // or maybe PF_Environment ??? (like what I said above) // BP: PF_Environment don't change anything ! and 0 is undifined - HWD.pfnDrawPolygon(NULL, v, 4, BLENDMODE | PF_NoDepthTest | PF_Clip | PF_NoZClip); + HWD.pfnDrawPolygon(NULL, v, 4, PF_Translucent | PF_NoDepthTest | PF_Clip | PF_NoZClip); } // ========================================================================== @@ -644,10 +634,10 @@ void HWR_DrawFlatFill (INT32 x, INT32 y, INT32 w, INT32 h, lumpnum_t flatlumpnum v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; // flat is 64x64 lod and texture offsets are [0.0, 1.0] - v[0].sow = v[3].sow = (float)((x & flatflag)/dflatsize); - v[2].sow = v[1].sow = (float)(v[0].sow + w/dflatsize); - v[0].tow = v[1].tow = (float)((y & flatflag)/dflatsize); - v[2].tow = v[3].tow = (float)(v[0].tow + h/dflatsize); + v[0].s = v[3].s = (float)((x & flatflag)/dflatsize); + v[2].s = v[1].s = (float)(v[0].s + w/dflatsize); + v[0].t = v[1].t = (float)((y & flatflag)/dflatsize); + v[2].t = v[3].t = (float)(v[0].t + h/dflatsize); HWR_LiterallyGetFlat(flatlumpnum); @@ -679,20 +669,20 @@ void HWR_FadeScreenMenuBack(UINT16 color, UINT8 strength) v[2].y = v[3].y = 1.0f; v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; - v[0].sow = v[3].sow = 0.0f; - v[2].sow = v[1].sow = 1.0f; - v[0].tow = v[1].tow = 1.0f; - v[2].tow = v[3].tow = 0.0f; + v[0].s = v[3].s = 0.0f; + v[2].s = v[1].s = 1.0f; + v[0].t = v[1].t = 1.0f; + v[2].t = v[3].t = 0.0f; if (color & 0xFF00) // Do COLORMAP fade. { - Surf.FlatColor.rgba = UINT2RGBA(0x01010160); - Surf.FlatColor.s.alpha = (strength*8); + Surf.PolyColor.rgba = UINT2RGBA(0x01010160); + Surf.PolyColor.s.alpha = (strength*8); } else // Do TRANSMAP** fade. { - Surf.FlatColor.rgba = V_GetColor(color).rgba; - Surf.FlatColor.s.alpha = softwaretranstogl[strength]; + Surf.PolyColor.rgba = V_GetColor(color).rgba; + Surf.PolyColor.s.alpha = softwaretranstogl[strength]; } HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest); } @@ -850,24 +840,22 @@ void HWR_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color, UINT16 ac v[0].y = v[1].y = fy; v[2].y = v[3].y = fy - fh; - //Hurdler: do we still use this argb color? if not, we should remove it - v[0].argb = v[1].argb = v[2].argb = v[3].argb = 0xff00ff00; //; v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; - v[0].sow = v[3].sow = 0.0f; - v[2].sow = v[1].sow = 1.0f; - v[0].tow = v[1].tow = 0.0f; - v[2].tow = v[3].tow = 1.0f; + v[0].s = v[3].s = 0.0f; + v[2].s = v[1].s = 1.0f; + v[0].t = v[1].t = 0.0f; + v[2].t = v[3].t = 1.0f; if (actualcolor & 0xFF00) // Do COLORMAP fade. { - Surf.FlatColor.rgba = UINT2RGBA(0x01010160); - Surf.FlatColor.s.alpha = (strength*8); + Surf.PolyColor.rgba = UINT2RGBA(0x01010160); + Surf.PolyColor.s.alpha = (strength*8); } else // Do TRANSMAP** fade. { - Surf.FlatColor.rgba = V_GetColor(actualcolor).rgba; - Surf.FlatColor.s.alpha = softwaretranstogl[strength]; + Surf.PolyColor.rgba = V_GetColor(actualcolor).rgba; + Surf.PolyColor.s.alpha = softwaretranstogl[strength]; } HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest); } @@ -888,13 +876,13 @@ void HWR_DrawConsoleBack(UINT32 color, INT32 height) v[2].y = v[3].y = 1.0f; v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; - v[0].sow = v[3].sow = 0.0f; - v[2].sow = v[1].sow = 1.0f; - v[0].tow = v[1].tow = 1.0f; - v[2].tow = v[3].tow = 0.0f; + v[0].s = v[3].s = 0.0f; + v[2].s = v[1].s = 1.0f; + v[0].t = v[1].t = 1.0f; + v[2].t = v[3].t = 0.0f; - Surf.FlatColor.rgba = UINT2RGBA(color); - Surf.FlatColor.s.alpha = 0x80; + Surf.PolyColor.rgba = UINT2RGBA(color); + Surf.PolyColor.s.alpha = 0x80; HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest); } @@ -914,13 +902,13 @@ void HWR_DrawTutorialBack(UINT32 color, INT32 boxheight) v[2].y = v[3].y = -1.0f+((height<<1)/(float)vid.height); v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; - v[0].sow = v[3].sow = 0.0f; - v[2].sow = v[1].sow = 1.0f; - v[0].tow = v[1].tow = 1.0f; - v[2].tow = v[3].tow = 0.0f; + v[0].s = v[3].s = 0.0f; + v[2].s = v[1].s = 1.0f; + v[0].t = v[1].t = 1.0f; + v[2].t = v[3].t = 0.0f; - Surf.FlatColor.rgba = UINT2RGBA(color); - Surf.FlatColor.s.alpha = (color == 0 ? 0xC0 : 0x80); // make black darker, like software + Surf.PolyColor.rgba = UINT2RGBA(color); + Surf.PolyColor.s.alpha = (color == 0 ? 0xC0 : 0x80); // make black darker, like software HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest); } @@ -1232,17 +1220,15 @@ void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color, UINT32 v[0].y = v[1].y = fy; v[2].y = v[3].y = fy - fh; - //Hurdler: do we still use this argb color? if not, we should remove it - v[0].argb = v[1].argb = v[2].argb = v[3].argb = 0xff00ff00; //; v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; - v[0].sow = v[3].sow = 0.0f; - v[2].sow = v[1].sow = 1.0f; - v[0].tow = v[1].tow = 0.0f; - v[2].tow = v[3].tow = 1.0f; + v[0].s = v[3].s = 0.0f; + v[2].s = v[1].s = 1.0f; + v[0].t = v[1].t = 0.0f; + v[2].t = v[3].t = 1.0f; - Surf.FlatColor.rgba = UINT2RGBA(actualcolor); - Surf.FlatColor.s.alpha = 0x80; + Surf.PolyColor.rgba = UINT2RGBA(actualcolor); + Surf.PolyColor.s.alpha = 0x80; HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest); } @@ -1412,16 +1398,14 @@ void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color) v[0].y = v[1].y = fy; v[2].y = v[3].y = fy - fh; - //Hurdler: do we still use this argb color? if not, we should remove it - v[0].argb = v[1].argb = v[2].argb = v[3].argb = 0xff00ff00; //; v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; - v[0].sow = v[3].sow = 0.0f; - v[2].sow = v[1].sow = 1.0f; - v[0].tow = v[1].tow = 0.0f; - v[2].tow = v[3].tow = 1.0f; + v[0].s = v[3].s = 0.0f; + v[2].s = v[1].s = 1.0f; + v[0].t = v[1].t = 0.0f; + v[2].t = v[3].t = 1.0f; - Surf.FlatColor = V_GetColor(color); + Surf.PolyColor = V_GetColor(color); HWD.pfnDrawPolygon(&Surf, v, 4, PF_Modulated|PF_NoTexture|PF_NoDepthTest); diff --git a/src/hardware/hw_drv.h b/src/hardware/hw_drv.h index 3314fb015..400034bb2 100644 --- a/src/hardware/hw_drv.h +++ b/src/hardware/hw_drv.h @@ -32,7 +32,7 @@ // STANDARD DLL EXPORTS // ========================================================================== -EXPORT boolean HWRAPI(Init) (I_Error_t ErrorFunction); +EXPORT boolean HWRAPI(Init) (void); #ifndef HAVE_SDL EXPORT void HWRAPI(Shutdown) (void); #endif @@ -55,14 +55,11 @@ EXPORT void HWRAPI(ClearMipMapCache) (void); EXPORT void HWRAPI(SetSpecialState) (hwdspecialstate_t IdState, INT32 Value); //Hurdler: added for new development -EXPORT void HWRAPI(DrawModel) (model_t *model, INT32 frameIndex, INT32 duration, INT32 tics, INT32 nextFrameIndex, FTransform *pos, float scale, UINT8 flipped, UINT8 *color); +EXPORT void HWRAPI(DrawModel) (model_t *model, INT32 frameIndex, INT32 duration, INT32 tics, INT32 nextFrameIndex, FTransform *pos, float scale, UINT8 flipped, FSurfaceInfo *Surface); EXPORT void HWRAPI(CreateModelVBOs) (model_t *model); EXPORT void HWRAPI(SetTransform) (FTransform *ptransform); EXPORT INT32 HWRAPI(GetTextureUsed) (void); -EXPORT INT32 HWRAPI(GetRenderVersion) (void); -#define SCREENVERTS 10 -EXPORT void HWRAPI(PostImgRedraw) (float points[SCREENVERTS][SCREENVERTS][2]); EXPORT void HWRAPI(FlushScreenTextures) (void); EXPORT void HWRAPI(StartScreenWipe) (void); EXPORT void HWRAPI(EndScreenWipe) (void); @@ -71,6 +68,19 @@ EXPORT void HWRAPI(DrawIntermissionBG) (void); EXPORT void HWRAPI(MakeScreenTexture) (void); EXPORT void HWRAPI(MakeScreenFinalTexture) (void); EXPORT void HWRAPI(DrawScreenFinalTexture) (int width, int height); + +#define SCREENVERTS 10 +EXPORT void HWRAPI(PostImgRedraw) (float points[SCREENVERTS][SCREENVERTS][2]); + +// jimita +EXPORT void HWRAPI(LoadShaders) (void); +EXPORT void HWRAPI(KillShaders) (void); +EXPORT void HWRAPI(SetShader) (int shader); +EXPORT void HWRAPI(UnSetShader) (void); + +EXPORT void HWRAPI(LoadCustomShader) (int number, char *shader, size_t size, boolean fragment); +EXPORT void HWRAPI(InitCustomShaders) (void); + // ========================================================================== // HWR DRIVER OBJECT, FOR CLIENT PROGRAM // ========================================================================== @@ -96,7 +106,6 @@ struct hwdriver_s CreateModelVBOs pfnCreateModelVBOs; SetTransform pfnSetTransform; GetTextureUsed pfnGetTextureUsed; - GetRenderVersion pfnGetRenderVersion; #ifdef _WINDOWS GetModeList pfnGetModeList; #endif @@ -112,13 +121,18 @@ struct hwdriver_s MakeScreenTexture pfnMakeScreenTexture; MakeScreenFinalTexture pfnMakeScreenFinalTexture; DrawScreenFinalTexture pfnDrawScreenFinalTexture; + + LoadShaders pfnLoadShaders; + KillShaders pfnKillShaders; + SetShader pfnSetShader; + UnSetShader pfnUnSetShader; + + LoadCustomShader pfnLoadCustomShader; + InitCustomShaders pfnInitCustomShaders; }; extern struct hwdriver_s hwdriver; -//Hurdler: 16/10/99: added for OpenGL gamma correction -//extern RGBA_t gamma_correction; - #define HWD hwdriver #endif //not defined _CREATE_DLL_ diff --git a/src/hardware/hw_glob.h b/src/hardware/hw_glob.h index cf98e7317..49a72c1b9 100644 --- a/src/hardware/hw_glob.h +++ b/src/hardware/hw_glob.h @@ -118,12 +118,12 @@ GLPatch_t *HWR_GetCachedGLRotSprite(aatree_t *hwrcache, UINT16 rollangle, patch_ #endif void HWR_GetFadeMask(lumpnum_t fademasklumpnum); +// hardware driver +extern INT32 gl_leveltime; + // -------- // hw_draw.c // -------- -extern float gr_patch_scalex; -extern float gr_patch_scaley; - extern consvar_t cv_grrounddown; // on/off extern INT32 patchformat; diff --git a/src/hardware/hw_light.c b/src/hardware/hw_light.c index 4df71d145..3feb4d52e 100644 --- a/src/hardware/hw_light.c +++ b/src/hardware/hw_light.c @@ -877,19 +877,19 @@ void HWR_WallLighting(FOutVector *wlVerts) #endif for (i = 0; i < 4; i++) { - wlVerts[i].sow = (float)(0.5f + d[i]*s); - wlVerts[i].tow = (float)(0.5f + (wlVerts[i].y-LIGHT_POS(j).y)*s*1.2f); + wlVerts[i].s = (float)(0.5f + d[i]*s); + wlVerts[i].t = (float)(0.5f + (wlVerts[i].y-LIGHT_POS(j).y)*s*1.2f); } HWR_SetLight(); - Surf.FlatColor.rgba = LONG(dynlights->p_lspr[j]->dynamic_color); + Surf.PolyColor.rgba = LONG(dynlights->p_lspr[j]->dynamic_color); #ifdef DL_HIGH_QUALITY - Surf.FlatColor.s.alpha = (UINT8)((1-dist_p2d/DL_SQRRADIUS(j))*Surf.FlatColor.s.alpha); + Surf.PolyColor.s.alpha = (UINT8)((1-dist_p2d/DL_SQRRADIUS(j))*Surf.PolyColor.s.alpha); #endif // next state is null so fade out with alpha if (dynlights->mo[j]->state->nextstate == S_NULL) - Surf.FlatColor.s.alpha = (UINT8)(((float)dynlights->mo[j]->tics/(float)dynlights->mo[j]->state->tics)*Surf.FlatColor.s.alpha); + Surf.PolyColor.s.alpha = (UINT8)(((float)dynlights->mo[j]->tics/(float)dynlights->mo[j]->state->tics)*Surf.PolyColor.s.alpha); HWD.pfnDrawPolygon (&Surf, wlVerts, 4, LIGHTMAPFLAGS); @@ -946,19 +946,19 @@ void HWR_PlaneLighting(FOutVector *clVerts, int nrClipVerts) #endif for (i = 0; i < nrClipVerts; i++) { - clVerts[i].sow = 0.5f + (clVerts[i].x-LIGHT_POS(j).x)*s; - clVerts[i].tow = 0.5f + (clVerts[i].z-LIGHT_POS(j).z)*s*1.2f; + clVerts[i].s = 0.5f + (clVerts[i].x-LIGHT_POS(j).x)*s; + clVerts[i].t = 0.5f + (clVerts[i].z-LIGHT_POS(j).z)*s*1.2f; } HWR_SetLight(); - Surf.FlatColor.rgba = LONG(dynlights->p_lspr[j]->dynamic_color); + Surf.PolyColor.rgba = LONG(dynlights->p_lspr[j]->dynamic_color); #ifdef DL_HIGH_QUALITY - Surf.FlatColor.s.alpha = (unsigned char)((1 - dist_p2d/DL_SQRRADIUS(j))*Surf.FlatColor.s.alpha); + Surf.PolyColor.s.alpha = (unsigned char)((1 - dist_p2d/DL_SQRRADIUS(j))*Surf.PolyColor.s.alpha); #endif // next state is null so fade out with alpha if ((dynlights->mo[j]->state->nextstate == S_NULL)) - Surf.FlatColor.s.alpha = (unsigned char)(((float)dynlights->mo[j]->tics/(float)dynlights->mo[j]->state->tics)*Surf.FlatColor.s.alpha); + Surf.PolyColor.s.alpha = (unsigned char)(((float)dynlights->mo[j]->tics/(float)dynlights->mo[j]->state->tics)*Surf.PolyColor.s.alpha); HWD.pfnDrawPolygon (&Surf, clVerts, nrClipVerts, LIGHTMAPFLAGS); @@ -1025,11 +1025,11 @@ void HWR_DoCoronasLighting(FOutVector *outVerts, gr_vissprite_t *spr) // more realistique corona ! if (cz >= 255*8+250) return; - Surf.FlatColor.rgba = p_lspr->corona_color; + Surf.PolyColor.rgba = p_lspr->corona_color; if (cz > 250.0f) - Surf.FlatColor.s.alpha = 0xff-((int)cz-250)/8; + Surf.PolyColor.s.alpha = 0xff-((int)cz-250)/8; else - Surf.FlatColor.s.alpha = 0xff; + Surf.PolyColor.s.alpha = 0xff; // do not be hide by sprite of the light itself ! cz = cz - 2.0f; @@ -1041,19 +1041,19 @@ void HWR_DoCoronasLighting(FOutVector *outVerts, gr_vissprite_t *spr) // car comme l'offset est minime sa ce voit pas ! light[0].x = cx-size; light[0].z = cz; light[0].y = cy-size*1.33f+p_lspr->light_yoffset; - light[0].sow = 0.0f; light[0].tow = 0.0f; + light[0].s = 0.0f; light[0].t = 0.0f; light[1].x = cx+size; light[1].z = cz; light[1].y = cy-size*1.33f+p_lspr->light_yoffset; - light[1].sow = 1.0f; light[1].tow = 0.0f; + light[1].s = 1.0f; light[1].t = 0.0f; light[2].x = cx+size; light[2].z = cz; light[2].y = cy+size*1.33f+p_lspr->light_yoffset; - light[2].sow = 1.0f; light[2].tow = 1.0f; + light[2].s = 1.0f; light[2].t = 1.0f; light[3].x = cx-size; light[3].z = cz; light[3].y = cy+size*1.33f+p_lspr->light_yoffset; - light[3].sow = 0.0f; light[3].tow = 1.0f; + light[3].s = 0.0f; light[3].t = 1.0f; HWR_GetPic(coronalumpnum); /// \todo use different coronas @@ -1099,11 +1099,11 @@ void HWR_DrawCoronas(void) // more realistique corona ! if (cz >= 255*8+250) continue; - Surf.FlatColor.rgba = p_lspr->corona_color; + Surf.PolyColor.rgba = p_lspr->corona_color; if (cz > 250.0f) - Surf.FlatColor.s.alpha = (UINT8)(0xff-(UINT8)(((int)cz-250)/8)); + Surf.PolyColor.s.alpha = (UINT8)(0xff-(UINT8)(((int)cz-250)/8)); else - Surf.FlatColor.s.alpha = 0xff; + Surf.PolyColor.s.alpha = 0xff; switch (p_lspr->type) { @@ -1111,7 +1111,7 @@ void HWR_DrawCoronas(void) size = p_lspr->corona_radius * ((cz+120.0f)/950.0f); // d'ou vienne ces constante ? break; case ROCKET_SPR: - Surf.FlatColor.s.alpha = (UINT8)((M_RandomByte()>>1)&0xff); + Surf.PolyColor.s.alpha = (UINT8)((M_RandomByte()>>1)&0xff); // don't need a break case CORONA_SPR: size = p_lspr->corona_radius * ((cz+60.0f)/100.0f); // d'ou vienne ces constante ? @@ -1131,19 +1131,19 @@ void HWR_DrawCoronas(void) light[0].x = cx-size; light[0].z = cz; light[0].y = cy-size*1.33f; - light[0].sow = 0.0f; light[0].tow = 0.0f; + light[0].s = 0.0f; light[0].t = 0.0f; light[1].x = cx+size; light[1].z = cz; light[1].y = cy-size*1.33f; - light[1].sow = 1.0f; light[1].tow = 0.0f; + light[1].s = 1.0f; light[1].t = 0.0f; light[2].x = cx+size; light[2].z = cz; light[2].y = cy+size*1.33f; - light[2].sow = 1.0f; light[2].tow = 1.0f; + light[2].s = 1.0f; light[2].t = 1.0f; light[3].x = cx-size; light[3].z = cz; light[3].y = cy+size*1.33f; - light[3].sow = 0.0f; light[3].tow = 1.0f; + light[3].s = 0.0f; light[3].t = 1.0f; HWD.pfnDrawPolygon (&Surf, light, 4, PF_Modulated | PF_Additive | PF_Clip | PF_NoDepthTest | PF_Corona); } diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 6ef48f222..b33b930aa 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -52,7 +52,6 @@ #define R_FAKEFLOORS #define HWPRECIP -#define SORTING //#define POLYSKY // ========================================================================== @@ -71,175 +70,15 @@ static void HWR_ProjectSprite(mobj_t *thing); static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing); #endif -#ifdef SORTING -void HWR_AddTransparentFloor(levelflat_t *levelflat, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight, - INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, boolean fogplane, extracolormap_t *planecolormap); +void HWR_AddTransparentFloor(levelflat_t *levelflat, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, boolean fogplane, extracolormap_t *planecolormap); void HWR_AddTransparentPolyobjectFloor(levelflat_t *levelflat, polyobj_t *polysector, boolean isceiling, fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, extracolormap_t *planecolormap); -#else -static void HWR_Add3DWater(levelflat_t *levelflat, extrasubsector_t *xsub, fixed_t fixedheight, - INT32 lightlevel, INT32 alpha, sector_t *FOFSector); -static void HWR_Render3DWater(void); -static void HWR_RenderTransparentWalls(void); -#endif + static void HWR_FoggingOn(void); static UINT32 atohex(const char *s); boolean drawsky = true; -/* - * lookuptable for lightvalues - * calculated as follow: - * floatlight = (1.0-exp((light^3)*gamma)) / (1.0-exp(1.0*gamma)); - * gamma=-0,2;-2,0;-4,0;-6,0;-8,0 - * light = 0,0 .. 1,0 - */ -static const float lighttable[5][256] = -{ - { - 0.00000f,0.00000f,0.00000f,0.00000f,0.00000f,0.00001f,0.00001f,0.00002f,0.00003f,0.00004f, - 0.00006f,0.00008f,0.00010f,0.00013f,0.00017f,0.00020f,0.00025f,0.00030f,0.00035f,0.00041f, - 0.00048f,0.00056f,0.00064f,0.00073f,0.00083f,0.00094f,0.00106f,0.00119f,0.00132f,0.00147f, - 0.00163f,0.00180f,0.00198f,0.00217f,0.00237f,0.00259f,0.00281f,0.00305f,0.00331f,0.00358f, - 0.00386f,0.00416f,0.00447f,0.00479f,0.00514f,0.00550f,0.00587f,0.00626f,0.00667f,0.00710f, - 0.00754f,0.00800f,0.00848f,0.00898f,0.00950f,0.01003f,0.01059f,0.01117f,0.01177f,0.01239f, - 0.01303f,0.01369f,0.01437f,0.01508f,0.01581f,0.01656f,0.01734f,0.01814f,0.01896f,0.01981f, - 0.02069f,0.02159f,0.02251f,0.02346f,0.02444f,0.02544f,0.02647f,0.02753f,0.02862f,0.02973f, - 0.03088f,0.03205f,0.03325f,0.03448f,0.03575f,0.03704f,0.03836f,0.03971f,0.04110f,0.04252f, - 0.04396f,0.04545f,0.04696f,0.04851f,0.05009f,0.05171f,0.05336f,0.05504f,0.05676f,0.05852f, - 0.06031f,0.06214f,0.06400f,0.06590f,0.06784f,0.06981f,0.07183f,0.07388f,0.07597f,0.07810f, - 0.08027f,0.08248f,0.08473f,0.08702f,0.08935f,0.09172f,0.09414f,0.09659f,0.09909f,0.10163f, - 0.10421f,0.10684f,0.10951f,0.11223f,0.11499f,0.11779f,0.12064f,0.12354f,0.12648f,0.12946f, - 0.13250f,0.13558f,0.13871f,0.14188f,0.14511f,0.14838f,0.15170f,0.15507f,0.15850f,0.16197f, - 0.16549f,0.16906f,0.17268f,0.17635f,0.18008f,0.18386f,0.18769f,0.19157f,0.19551f,0.19950f, - 0.20354f,0.20764f,0.21179f,0.21600f,0.22026f,0.22458f,0.22896f,0.23339f,0.23788f,0.24242f, - 0.24702f,0.25168f,0.25640f,0.26118f,0.26602f,0.27091f,0.27587f,0.28089f,0.28596f,0.29110f, - 0.29630f,0.30156f,0.30688f,0.31226f,0.31771f,0.32322f,0.32879f,0.33443f,0.34013f,0.34589f, - 0.35172f,0.35761f,0.36357f,0.36960f,0.37569f,0.38185f,0.38808f,0.39437f,0.40073f,0.40716f, - 0.41366f,0.42022f,0.42686f,0.43356f,0.44034f,0.44718f,0.45410f,0.46108f,0.46814f,0.47527f, - 0.48247f,0.48974f,0.49709f,0.50451f,0.51200f,0.51957f,0.52721f,0.53492f,0.54271f,0.55058f, - 0.55852f,0.56654f,0.57463f,0.58280f,0.59105f,0.59937f,0.60777f,0.61625f,0.62481f,0.63345f, - 0.64217f,0.65096f,0.65984f,0.66880f,0.67783f,0.68695f,0.69615f,0.70544f,0.71480f,0.72425f, - 0.73378f,0.74339f,0.75308f,0.76286f,0.77273f,0.78268f,0.79271f,0.80283f,0.81304f,0.82333f, - 0.83371f,0.84417f,0.85472f,0.86536f,0.87609f,0.88691f,0.89781f,0.90880f,0.91989f,0.93106f, - 0.94232f,0.95368f,0.96512f,0.97665f,0.98828f,1.00000f - }, - { - 0.00000f,0.00000f,0.00000f,0.00000f,0.00001f,0.00002f,0.00003f,0.00005f,0.00007f,0.00010f, - 0.00014f,0.00019f,0.00024f,0.00031f,0.00038f,0.00047f,0.00057f,0.00069f,0.00081f,0.00096f, - 0.00112f,0.00129f,0.00148f,0.00170f,0.00193f,0.00218f,0.00245f,0.00274f,0.00306f,0.00340f, - 0.00376f,0.00415f,0.00456f,0.00500f,0.00547f,0.00597f,0.00649f,0.00704f,0.00763f,0.00825f, - 0.00889f,0.00957f,0.01029f,0.01104f,0.01182f,0.01264f,0.01350f,0.01439f,0.01532f,0.01630f, - 0.01731f,0.01836f,0.01945f,0.02058f,0.02176f,0.02298f,0.02424f,0.02555f,0.02690f,0.02830f, - 0.02974f,0.03123f,0.03277f,0.03436f,0.03600f,0.03768f,0.03942f,0.04120f,0.04304f,0.04493f, - 0.04687f,0.04886f,0.05091f,0.05301f,0.05517f,0.05738f,0.05964f,0.06196f,0.06434f,0.06677f, - 0.06926f,0.07181f,0.07441f,0.07707f,0.07979f,0.08257f,0.08541f,0.08831f,0.09126f,0.09428f, - 0.09735f,0.10048f,0.10368f,0.10693f,0.11025f,0.11362f,0.11706f,0.12056f,0.12411f,0.12773f, - 0.13141f,0.13515f,0.13895f,0.14281f,0.14673f,0.15072f,0.15476f,0.15886f,0.16303f,0.16725f, - 0.17153f,0.17587f,0.18028f,0.18474f,0.18926f,0.19383f,0.19847f,0.20316f,0.20791f,0.21272f, - 0.21759f,0.22251f,0.22748f,0.23251f,0.23760f,0.24274f,0.24793f,0.25318f,0.25848f,0.26383f, - 0.26923f,0.27468f,0.28018f,0.28573f,0.29133f,0.29697f,0.30266f,0.30840f,0.31418f,0.32001f, - 0.32588f,0.33179f,0.33774f,0.34374f,0.34977f,0.35585f,0.36196f,0.36810f,0.37428f,0.38050f, - 0.38675f,0.39304f,0.39935f,0.40570f,0.41207f,0.41847f,0.42490f,0.43136f,0.43784f,0.44434f, - 0.45087f,0.45741f,0.46398f,0.47057f,0.47717f,0.48379f,0.49042f,0.49707f,0.50373f,0.51041f, - 0.51709f,0.52378f,0.53048f,0.53718f,0.54389f,0.55061f,0.55732f,0.56404f,0.57075f,0.57747f, - 0.58418f,0.59089f,0.59759f,0.60429f,0.61097f,0.61765f,0.62432f,0.63098f,0.63762f,0.64425f, - 0.65086f,0.65746f,0.66404f,0.67060f,0.67714f,0.68365f,0.69015f,0.69662f,0.70307f,0.70948f, - 0.71588f,0.72224f,0.72857f,0.73488f,0.74115f,0.74739f,0.75359f,0.75976f,0.76589f,0.77199f, - 0.77805f,0.78407f,0.79005f,0.79599f,0.80189f,0.80774f,0.81355f,0.81932f,0.82504f,0.83072f, - 0.83635f,0.84194f,0.84747f,0.85296f,0.85840f,0.86378f,0.86912f,0.87441f,0.87964f,0.88482f, - 0.88995f,0.89503f,0.90005f,0.90502f,0.90993f,0.91479f,0.91959f,0.92434f,0.92903f,0.93366f, - 0.93824f,0.94276f,0.94723f,0.95163f,0.95598f,0.96027f,0.96451f,0.96868f,0.97280f,0.97686f, - 0.98086f,0.98481f,0.98869f,0.99252f,0.99629f,1.00000f - }, - { - 0.00000f,0.00000f,0.00000f,0.00001f,0.00002f,0.00003f,0.00005f,0.00008f,0.00013f,0.00018f, - 0.00025f,0.00033f,0.00042f,0.00054f,0.00067f,0.00083f,0.00101f,0.00121f,0.00143f,0.00168f, - 0.00196f,0.00227f,0.00261f,0.00299f,0.00339f,0.00383f,0.00431f,0.00483f,0.00538f,0.00598f, - 0.00661f,0.00729f,0.00802f,0.00879f,0.00961f,0.01048f,0.01140f,0.01237f,0.01340f,0.01447f, - 0.01561f,0.01680f,0.01804f,0.01935f,0.02072f,0.02215f,0.02364f,0.02520f,0.02682f,0.02850f, - 0.03026f,0.03208f,0.03397f,0.03594f,0.03797f,0.04007f,0.04225f,0.04451f,0.04684f,0.04924f, - 0.05172f,0.05428f,0.05691f,0.05963f,0.06242f,0.06530f,0.06825f,0.07129f,0.07441f,0.07761f, - 0.08089f,0.08426f,0.08771f,0.09125f,0.09487f,0.09857f,0.10236f,0.10623f,0.11019f,0.11423f, - 0.11836f,0.12257f,0.12687f,0.13125f,0.13571f,0.14027f,0.14490f,0.14962f,0.15442f,0.15931f, - 0.16427f,0.16932f,0.17445f,0.17966f,0.18496f,0.19033f,0.19578f,0.20130f,0.20691f,0.21259f, - 0.21834f,0.22417f,0.23007f,0.23605f,0.24209f,0.24820f,0.25438f,0.26063f,0.26694f,0.27332f, - 0.27976f,0.28626f,0.29282f,0.29944f,0.30611f,0.31284f,0.31962f,0.32646f,0.33334f,0.34027f, - 0.34724f,0.35426f,0.36132f,0.36842f,0.37556f,0.38273f,0.38994f,0.39718f,0.40445f,0.41174f, - 0.41907f,0.42641f,0.43378f,0.44116f,0.44856f,0.45598f,0.46340f,0.47084f,0.47828f,0.48573f, - 0.49319f,0.50064f,0.50809f,0.51554f,0.52298f,0.53042f,0.53784f,0.54525f,0.55265f,0.56002f, - 0.56738f,0.57472f,0.58203f,0.58932f,0.59658f,0.60381f,0.61101f,0.61817f,0.62529f,0.63238f, - 0.63943f,0.64643f,0.65339f,0.66031f,0.66717f,0.67399f,0.68075f,0.68746f,0.69412f,0.70072f, - 0.70726f,0.71375f,0.72017f,0.72653f,0.73282f,0.73905f,0.74522f,0.75131f,0.75734f,0.76330f, - 0.76918f,0.77500f,0.78074f,0.78640f,0.79199f,0.79751f,0.80295f,0.80831f,0.81359f,0.81880f, - 0.82393f,0.82898f,0.83394f,0.83883f,0.84364f,0.84836f,0.85301f,0.85758f,0.86206f,0.86646f, - 0.87078f,0.87502f,0.87918f,0.88326f,0.88726f,0.89118f,0.89501f,0.89877f,0.90245f,0.90605f, - 0.90957f,0.91301f,0.91638f,0.91966f,0.92288f,0.92601f,0.92908f,0.93206f,0.93498f,0.93782f, - 0.94059f,0.94329f,0.94592f,0.94848f,0.95097f,0.95339f,0.95575f,0.95804f,0.96027f,0.96244f, - 0.96454f,0.96658f,0.96856f,0.97049f,0.97235f,0.97416f,0.97591f,0.97760f,0.97924f,0.98083f, - 0.98237f,0.98386f,0.98530f,0.98669f,0.98803f,0.98933f,0.99058f,0.99179f,0.99295f,0.99408f, - 0.99516f,0.99620f,0.99721f,0.99817f,0.99910f,1.00000f - }, - { - 0.00000f,0.00000f,0.00000f,0.00001f,0.00002f,0.00005f,0.00008f,0.00012f,0.00019f,0.00026f, - 0.00036f,0.00048f,0.00063f,0.00080f,0.00099f,0.00122f,0.00148f,0.00178f,0.00211f,0.00249f, - 0.00290f,0.00335f,0.00386f,0.00440f,0.00500f,0.00565f,0.00636f,0.00711f,0.00793f,0.00881f, - 0.00975f,0.01075f,0.01182f,0.01295f,0.01416f,0.01543f,0.01678f,0.01821f,0.01971f,0.02129f, - 0.02295f,0.02469f,0.02652f,0.02843f,0.03043f,0.03252f,0.03469f,0.03696f,0.03933f,0.04178f, - 0.04433f,0.04698f,0.04973f,0.05258f,0.05552f,0.05857f,0.06172f,0.06498f,0.06834f,0.07180f, - 0.07537f,0.07905f,0.08283f,0.08672f,0.09072f,0.09483f,0.09905f,0.10337f,0.10781f,0.11236f, - 0.11701f,0.12178f,0.12665f,0.13163f,0.13673f,0.14193f,0.14724f,0.15265f,0.15817f,0.16380f, - 0.16954f,0.17538f,0.18132f,0.18737f,0.19351f,0.19976f,0.20610f,0.21255f,0.21908f,0.22572f, - 0.23244f,0.23926f,0.24616f,0.25316f,0.26023f,0.26739f,0.27464f,0.28196f,0.28935f,0.29683f, - 0.30437f,0.31198f,0.31966f,0.32740f,0.33521f,0.34307f,0.35099f,0.35896f,0.36699f,0.37506f, - 0.38317f,0.39133f,0.39952f,0.40775f,0.41601f,0.42429f,0.43261f,0.44094f,0.44929f,0.45766f, - 0.46604f,0.47443f,0.48283f,0.49122f,0.49962f,0.50801f,0.51639f,0.52476f,0.53312f,0.54146f, - 0.54978f,0.55807f,0.56633f,0.57457f,0.58277f,0.59093f,0.59905f,0.60713f,0.61516f,0.62314f, - 0.63107f,0.63895f,0.64676f,0.65452f,0.66221f,0.66984f,0.67739f,0.68488f,0.69229f,0.69963f, - 0.70689f,0.71407f,0.72117f,0.72818f,0.73511f,0.74195f,0.74870f,0.75536f,0.76192f,0.76839f, - 0.77477f,0.78105f,0.78723f,0.79331f,0.79930f,0.80518f,0.81096f,0.81664f,0.82221f,0.82768f, - 0.83305f,0.83832f,0.84347f,0.84853f,0.85348f,0.85832f,0.86306f,0.86770f,0.87223f,0.87666f, - 0.88098f,0.88521f,0.88933f,0.89334f,0.89726f,0.90108f,0.90480f,0.90842f,0.91194f,0.91537f, - 0.91870f,0.92193f,0.92508f,0.92813f,0.93109f,0.93396f,0.93675f,0.93945f,0.94206f,0.94459f, - 0.94704f,0.94941f,0.95169f,0.95391f,0.95604f,0.95810f,0.96009f,0.96201f,0.96386f,0.96564f, - 0.96735f,0.96900f,0.97059f,0.97212f,0.97358f,0.97499f,0.97634f,0.97764f,0.97888f,0.98007f, - 0.98122f,0.98231f,0.98336f,0.98436f,0.98531f,0.98623f,0.98710f,0.98793f,0.98873f,0.98949f, - 0.99021f,0.99090f,0.99155f,0.99218f,0.99277f,0.99333f,0.99387f,0.99437f,0.99486f,0.99531f, - 0.99575f,0.99616f,0.99654f,0.99691f,0.99726f,0.99759f,0.99790f,0.99819f,0.99847f,0.99873f, - 0.99897f,0.99920f,0.99942f,0.99963f,0.99982f,1.00000f - }, - { - 0.00000f,0.00000f,0.00000f,0.00001f,0.00003f,0.00006f,0.00010f,0.00017f,0.00025f,0.00035f, - 0.00048f,0.00064f,0.00083f,0.00106f,0.00132f,0.00163f,0.00197f,0.00237f,0.00281f,0.00330f, - 0.00385f,0.00446f,0.00513f,0.00585f,0.00665f,0.00751f,0.00845f,0.00945f,0.01054f,0.01170f, - 0.01295f,0.01428f,0.01569f,0.01719f,0.01879f,0.02048f,0.02227f,0.02415f,0.02614f,0.02822f, - 0.03042f,0.03272f,0.03513f,0.03765f,0.04028f,0.04303f,0.04589f,0.04887f,0.05198f,0.05520f, - 0.05855f,0.06202f,0.06561f,0.06933f,0.07318f,0.07716f,0.08127f,0.08550f,0.08987f,0.09437f, - 0.09900f,0.10376f,0.10866f,0.11369f,0.11884f,0.12414f,0.12956f,0.13512f,0.14080f,0.14662f, - 0.15257f,0.15865f,0.16485f,0.17118f,0.17764f,0.18423f,0.19093f,0.19776f,0.20471f,0.21177f, - 0.21895f,0.22625f,0.23365f,0.24117f,0.24879f,0.25652f,0.26435f,0.27228f,0.28030f,0.28842f, - 0.29662f,0.30492f,0.31329f,0.32175f,0.33028f,0.33889f,0.34756f,0.35630f,0.36510f,0.37396f, - 0.38287f,0.39183f,0.40084f,0.40989f,0.41897f,0.42809f,0.43723f,0.44640f,0.45559f,0.46479f, - 0.47401f,0.48323f,0.49245f,0.50167f,0.51088f,0.52008f,0.52927f,0.53843f,0.54757f,0.55668f, - 0.56575f,0.57479f,0.58379f,0.59274f,0.60164f,0.61048f,0.61927f,0.62799f,0.63665f,0.64524f, - 0.65376f,0.66220f,0.67056f,0.67883f,0.68702f,0.69511f,0.70312f,0.71103f,0.71884f,0.72655f, - 0.73415f,0.74165f,0.74904f,0.75632f,0.76348f,0.77053f,0.77747f,0.78428f,0.79098f,0.79756f, - 0.80401f,0.81035f,0.81655f,0.82264f,0.82859f,0.83443f,0.84013f,0.84571f,0.85117f,0.85649f, - 0.86169f,0.86677f,0.87172f,0.87654f,0.88124f,0.88581f,0.89026f,0.89459f,0.89880f,0.90289f, - 0.90686f,0.91071f,0.91445f,0.91807f,0.92157f,0.92497f,0.92826f,0.93143f,0.93450f,0.93747f, - 0.94034f,0.94310f,0.94577f,0.94833f,0.95081f,0.95319f,0.95548f,0.95768f,0.95980f,0.96183f, - 0.96378f,0.96565f,0.96744f,0.96916f,0.97081f,0.97238f,0.97388f,0.97532f,0.97669f,0.97801f, - 0.97926f,0.98045f,0.98158f,0.98266f,0.98369f,0.98467f,0.98560f,0.98648f,0.98732f,0.98811f, - 0.98886f,0.98958f,0.99025f,0.99089f,0.99149f,0.99206f,0.99260f,0.99311f,0.99359f,0.99404f, - 0.99446f,0.99486f,0.99523f,0.99559f,0.99592f,0.99623f,0.99652f,0.99679f,0.99705f,0.99729f, - 0.99751f,0.99772f,0.99792f,0.99810f,0.99827f,0.99843f,0.99857f,0.99871f,0.99884f,0.99896f, - 0.99907f,0.99917f,0.99926f,0.99935f,0.99943f,0.99951f,0.99958f,0.99964f,0.99970f,0.99975f, - 0.99980f,0.99985f,0.99989f,0.99993f,0.99997f,1.00000f - } -}; - -#define gld_CalcLightLevel(lightlevel) (lighttable[1][max(min((lightlevel),255),0)]) - // ========================================================================== // VIEW GLOBALS // ========================================================================== @@ -309,147 +148,83 @@ static float gr_viewx, gr_viewy, gr_viewz; static float gr_viewsin, gr_viewcos; // Maybe not necessary with the new T&L code (needs to be checked!) +static angle_t gr_aimingangle; static float gr_viewludsin, gr_viewludcos; // look up down kik test static float gr_fovlud; // ========================================================================== -// LIGHT stuffs +// Lighting // ========================================================================== -static UINT8 lightleveltonumlut[256]; - -// added to SRB2's sector lightlevel to make things a bit brighter (sprites/walls/planes) -FUNCMATH UINT8 LightLevelToLum(INT32 l) -{ - return (UINT8)(255*gld_CalcLightLevel(l)); -} - -static inline void InitLumLut(void) -{ - INT32 i, k = 0; - for (i = 0; i < 256; i++) - { - if (i > 128) - k += 2; - else - k = 1; - lightleveltonumlut[i] = (UINT8)(k); - } -} - -//#define FOGFACTOR 300 //was 600 >> Covered by cv_grfogdensity -#define NORMALFOG 0x00000000 -#define FADEFOG 0x19000000 -#define CALCFOGDENSITY(x) ((float)((5220.0f*(1.0f/((x)/41.0f+1.0f)))-(5220.0f*(1.0f/(255.0f/41.0f+1.0f))))) // Approximate fog calculation based off of software walls -#define CALCFOGDENSITYFLOOR(x) ((float)((40227.0f*(1.0f/((x)/11.0f+1.0f)))-(40227.0f*(1.0f/(255.0f/11.0f+1.0f))))) // Approximate fog calculation based off of software floors #define CALCLIGHT(x,y) ((float)(x)*((y)/255.0f)) -UINT32 HWR_Lighting(INT32 light, UINT32 color, UINT32 fadecolor, boolean fogblockpoly, boolean plane) + +void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, extracolormap_t *colormap) { - RGBA_t realcolor, fogcolor, surfcolor; - INT32 alpha, fogalpha; + RGBA_t poly_color, tint_color, fade_color; - (void)fogblockpoly; + poly_color.rgba = 0xFFFFFFFF; + tint_color.rgba = (colormap != NULL) ? (UINT32)colormap->rgba : GL_DEFAULTMIX; + fade_color.rgba = (colormap != NULL) ? (UINT32)colormap->fadergba : GL_DEFAULTFOG; - // Don't go out of bounds - if (light < 0) - light = 0; - else if (light > 255) - light = 255; - - realcolor.rgba = color; - fogcolor.rgba = fadecolor; - - alpha = (realcolor.s.alpha*255)/25; - fogalpha = (fogcolor.s.alpha*255)/25; - - if (cv_grfog.value && cv_grsoftwarefog.value) // Only do this when fog is on, software fog mode is on, and the poly is not from a fog block + // Crappy backup coloring if you can't do shaders + if (!cv_grshaders.value) { - // Modulate the colors by alpha. - realcolor.s.red = (UINT8)(CALCLIGHT(alpha,realcolor.s.red)); - realcolor.s.green = (UINT8)(CALCLIGHT(alpha,realcolor.s.green)); - realcolor.s.blue = (UINT8)(CALCLIGHT(alpha,realcolor.s.blue)); + // be careful, this may get negative for high lightlevel values. + float tint_alpha, fade_alpha; + float red, green, blue; - // Set the surface colors and further modulate the colors by light. - surfcolor.s.red = (UINT8)(CALCLIGHT((0xFF-alpha),255)+CALCLIGHT(realcolor.s.red,255)); - surfcolor.s.green = (UINT8)(CALCLIGHT((0xFF-alpha),255)+CALCLIGHT(realcolor.s.green,255)); - surfcolor.s.blue = (UINT8)(CALCLIGHT((0xFF-alpha),255)+CALCLIGHT(realcolor.s.blue,255)); - surfcolor.s.alpha = 0xFF; + red = (float)poly_color.s.red; + green = (float)poly_color.s.green; + blue = (float)poly_color.s.blue; - // Modulate the colors by alpha. - fogcolor.s.red = (UINT8)(CALCLIGHT(fogalpha,fogcolor.s.red)); - fogcolor.s.green = (UINT8)(CALCLIGHT(fogalpha,fogcolor.s.green)); - fogcolor.s.blue = (UINT8)(CALCLIGHT(fogalpha,fogcolor.s.blue)); - } - else - { - // Modulate the colors by alpha. - realcolor.s.red = (UINT8)(CALCLIGHT(alpha,realcolor.s.red)); - realcolor.s.green = (UINT8)(CALCLIGHT(alpha,realcolor.s.green)); - realcolor.s.blue = (UINT8)(CALCLIGHT(alpha,realcolor.s.blue)); + // 48 is just an arbritrary value that looked relatively okay. + tint_alpha = (float)(sqrt(tint_color.s.alpha) * 48) / 255.0f; - // Set the surface colors and further modulate the colors by light. - surfcolor.s.red = (UINT8)(CALCLIGHT((0xFF-alpha),light)+CALCLIGHT(realcolor.s.red,light)); - surfcolor.s.green = (UINT8)(CALCLIGHT((0xFF-alpha),light)+CALCLIGHT(realcolor.s.green,light)); - surfcolor.s.blue = (UINT8)(CALCLIGHT((0xFF-alpha),light)+CALCLIGHT(realcolor.s.blue,light)); + // 8 is roughly the brightness of the "close" color in Software, and 16 the brightness of the "far" color. + // 8 is too bright for dark levels, and 16 is too dark for bright levels. + // 12 is the compromise value. It doesn't look especially good anywhere, but it's the most balanced. + // (Also, as far as I can tell, fade_color's alpha is actually not used in Software, so we only use light level.) + fade_alpha = (float)(sqrt(255-light_level) * 12) / 255.0f; - // Modulate the colors by alpha. - fogcolor.s.red = (UINT8)(CALCLIGHT(fogalpha,fogcolor.s.red)); - fogcolor.s.green = (UINT8)(CALCLIGHT(fogalpha,fogcolor.s.green)); - fogcolor.s.blue = (UINT8)(CALCLIGHT(fogalpha,fogcolor.s.blue)); + // Clamp the alpha values + tint_alpha = min(max(tint_alpha, 0.0f), 1.0f); + fade_alpha = min(max(fade_alpha, 0.0f), 1.0f); - // Set the surface colors and further modulate the colors by light. - surfcolor.s.red = surfcolor.s.red+((UINT8)(CALCLIGHT((0xFF-fogalpha),(255-light))+CALCLIGHT(fogcolor.s.red,(255-light)))); - surfcolor.s.green = surfcolor.s.green+((UINT8)(CALCLIGHT((0xFF-fogalpha),(255-light))+CALCLIGHT(fogcolor.s.green,(255-light)))); - surfcolor.s.blue = surfcolor.s.blue+((UINT8)(CALCLIGHT((0xFF-fogalpha),(255-light))+CALCLIGHT(fogcolor.s.blue,(255-light)))); - surfcolor.s.alpha = 0xFF; + red = (tint_color.s.red * tint_alpha) + (red * (1.0f - tint_alpha)); + green = (tint_color.s.green * tint_alpha) + (green * (1.0f - tint_alpha)); + blue = (tint_color.s.blue * tint_alpha) + (blue * (1.0f - tint_alpha)); + + red = (fade_color.s.red * fade_alpha) + (red * (1.0f - fade_alpha)); + green = (fade_color.s.green * fade_alpha) + (green * (1.0f - fade_alpha)); + blue = (fade_color.s.blue * fade_alpha) + (blue * (1.0f - fade_alpha)); + + poly_color.s.red = (UINT8)red; + poly_color.s.green = (UINT8)green; + poly_color.s.blue = (UINT8)blue; } - if(cv_grfog.value) - { - if (cv_grsoftwarefog.value) - { - fogcolor.s.red = (UINT8)((CALCLIGHT(fogcolor.s.red,(255-light)))+(CALCLIGHT(realcolor.s.red,light))); - fogcolor.s.green = (UINT8)((CALCLIGHT(fogcolor.s.green,(255-light)))+(CALCLIGHT(realcolor.s.green,light))); - fogcolor.s.blue = (UINT8)((CALCLIGHT(fogcolor.s.blue,(255-light)))+(CALCLIGHT(realcolor.s.blue,light))); - - // Set the fog options. - if (cv_grsoftwarefog.value == 1 && plane) // With floors, software draws them way darker for their distance - HWD.pfnSetSpecialState(HWD_SET_FOG_DENSITY, (INT32)(CALCFOGDENSITYFLOOR(light))); - else // everything else is drawn like walls - HWD.pfnSetSpecialState(HWD_SET_FOG_DENSITY, (INT32)(CALCFOGDENSITY(light))); - } - else - { - fogcolor.s.red = (UINT8)((CALCLIGHT(fogcolor.s.red,(255-light)))+(CALCLIGHT(realcolor.s.red,light))); - fogcolor.s.green = (UINT8)((CALCLIGHT(fogcolor.s.green,(255-light)))+(CALCLIGHT(realcolor.s.green,light))); - fogcolor.s.blue = (UINT8)((CALCLIGHT(fogcolor.s.blue,(255-light)))+(CALCLIGHT(realcolor.s.blue,light))); - - fogalpha = (UINT8)((CALCLIGHT(fogalpha,(255-light)))+(CALCLIGHT(alpha,light))); - - // Set the fog options. - light = (UINT8)(CALCLIGHT(light,(255-fogalpha))); - HWD.pfnSetSpecialState(HWD_SET_FOG_DENSITY, (INT32)(cv_grfogdensity.value-(cv_grfogdensity.value*(float)light/255.0f))); - } - - HWD.pfnSetSpecialState(HWD_SET_FOG_COLOR, (fogcolor.s.red*0x10000)+(fogcolor.s.green*0x100)+fogcolor.s.blue); - HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 1); - } - return surfcolor.rgba; + Surface->PolyColor.rgba = poly_color.rgba; + Surface->TintColor.rgba = tint_color.rgba; + Surface->FadeColor.rgba = fade_color.rgba; + Surface->LightInfo.light_level = light_level; + Surface->LightInfo.fade_start = (colormap != NULL) ? colormap->fadestart : 0; + Surface->LightInfo.fade_end = (colormap != NULL) ? colormap->fadeend : 31; } - -static UINT8 HWR_FogBlockAlpha(INT32 light, UINT32 color) // Let's see if this can work +UINT8 HWR_FogBlockAlpha(INT32 light, extracolormap_t *colormap) // Let's see if this can work { RGBA_t realcolor, surfcolor; INT32 alpha; + light = light - (255 - light); + // Don't go out of bounds if (light < 0) light = 0; else if (light > 255) light = 255; - realcolor.rgba = color; + realcolor.rgba = (colormap != NULL) ? colormap->rgba : GL_DEFAULTMIX; alpha = (realcolor.s.alpha*255)/25; @@ -465,11 +240,9 @@ static UINT8 HWR_FogBlockAlpha(INT32 light, UINT32 color) // Let's see if this c #ifdef DOPLANES -// -----------------+ -// HWR_RenderPlane : Render a floor or ceiling convex polygon -// -----------------+ -static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight, - FBITFIELD PolyFlags, INT32 lightlevel, levelflat_t *levelflat, sector_t *FOFsector, UINT8 alpha, boolean fogplane, extracolormap_t *planecolormap) +// HWR_RenderPlane +// Render a floor or ceiling convex polygon +static void HWR_RenderPlane(extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight, FBITFIELD PolyFlags, INT32 lightlevel, levelflat_t *levelflat, sector_t *FOFsector, UINT8 alpha, extracolormap_t *planecolormap) { polyvertex_t * pv; float height; //constant y for all points on the convex flat polygon @@ -492,8 +265,6 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is static FOutVector *planeVerts = NULL; static UINT16 numAllocedPlaneVerts = 0; - (void)sector; ///@TODO remove shitty unused variable - // no convex poly were generated for this subsector if (!xsub->planepoly) return; @@ -528,13 +299,6 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is if (nrPlaneVerts < 3) //not even a triangle ? return; - // This check is so inconsistent between functions, it hurts. - if (nrPlaneVerts > INT16_MAX) // FIXME: exceeds plVerts size - { - CONS_Debug(DBG_RENDER, "polygon size of %d exceeds max value of %d vertices\n", nrPlaneVerts, INT16_MAX); - return; - } - // Allocate plane-vertex buffer if we need to if (!planeVerts || nrPlaneVerts > numAllocedPlaneVerts) { @@ -625,9 +389,18 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is } } + if (angle) // Only needs to be done if there's an altered angle { - angle = InvAngle(angle)>>ANGLETOFINESHIFT; + + angle = (InvAngle(angle)+ANGLE_180)>>ANGLETOFINESHIFT; + + // This needs to be done so that it scrolls in a different direction after rotation like software + /*tempxsow = FLOAT_TO_FIXED(scrollx); + tempytow = FLOAT_TO_FIXED(scrolly); + scrollx = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle)))); + scrolly = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle))));*/ + // This needs to be done so everything aligns after rotation // It would be done so that rotation is done, THEN the translation, but I couldn't get it to rotate AND scroll like software does tempxsow = FLOAT_TO_FIXED(flatxref); @@ -636,33 +409,34 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is flatyref = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle)))); } + for (i = 0; i < nrPlaneVerts; i++,v3d++,pv++) { // Hurdler: add scrolling texture on floor/ceiling if (texflat) { - v3d->sow = (float)(pv->x / fflatwidth) + scrollx; - v3d->tow = -(float)(pv->y / fflatheight) + scrolly; + v3d->s = (float)(pv->x / fflatwidth) + scrollx; + v3d->t = -(float)(pv->y / fflatheight) + scrolly; } else { - v3d->sow = (float)((pv->x / fflatwidth) - flatxref + scrollx); - v3d->tow = (float)(flatyref - (pv->y / fflatheight) + scrolly); + v3d->s = (float)((pv->x / fflatwidth) - flatxref + scrollx); + v3d->t = (float)(flatyref - (pv->y / fflatheight) + scrolly); } // Need to rotate before translate if (angle) // Only needs to be done if there's an altered angle { - tempxsow = FLOAT_TO_FIXED(v3d->sow); - tempytow = FLOAT_TO_FIXED(v3d->tow); + tempxsow = FLOAT_TO_FIXED(v3d->s); + tempytow = FLOAT_TO_FIXED(v3d->t); if (texflat) tempytow = -tempytow; - v3d->sow = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle)))); - v3d->tow = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle)))); + v3d->s = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle)))); + v3d->t = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle)))); } - //v3d->sow = (float)(v3d->sow - flatxref + scrollx); - //v3d->tow = (float)(flatyref - v3d->tow + scrolly); + //v3d->s = (float)(v3d->s - flatxref + scrollx); + //v3d->t = (float)(flatyref - v3d->t + scrolly); v3d->x = pv->x; v3d->y = height; @@ -677,69 +451,22 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is #endif } - // only useful for flat coloured triangles - //Surf.FlatColor = 0xff804020; - - // use different light tables - // for horizontal / vertical / diagonal - // note: try to get the same visual feel as the original - Surf.FlatColor.s.red = Surf.FlatColor.s.green = - Surf.FlatColor.s.blue = LightLevelToLum(lightlevel); // Don't take from the frontsector, or the game will crash - -#if 0 // no colormap test - // colormap test - if (gr_frontsector) - { - sector_t *psector = gr_frontsector; - -#ifdef ESLOPE - if (slope) - fixedheight = P_GetZAt(slope, psector->soundorg.x, psector->soundorg.y); -#endif - - if (psector->ffloors) - { - ffloor_t *caster = psector->lightlist[R_GetPlaneLight(psector, fixedheight, false)].caster; - psector = caster ? §ors[caster->secnum] : psector; - - if (caster) - { - lightlevel = psector->lightlevel; - Surf.FlatColor.s.red = Surf.FlatColor.s.green = Surf.FlatColor.s.blue = LightLevelToLum(lightlevel); - } - } - if (psector->extra_colormap) - Surf.FlatColor.rgba = HWR_Lighting(lightlevel,psector->extra_colormap->rgba,psector->extra_colormap->fadergba, false, true); - else - Surf.FlatColor.rgba = HWR_Lighting(lightlevel,NORMALFOG,FADEFOG, false, true); - } - else - Surf.FlatColor.rgba = HWR_Lighting(lightlevel,NORMALFOG,FADEFOG, false, true); - -#endif // NOPE - - if (planecolormap) - { - if (fogplane) - Surf.FlatColor.rgba = HWR_Lighting(lightlevel, planecolormap->rgba, planecolormap->fadergba, true, false); - else - Surf.FlatColor.rgba = HWR_Lighting(lightlevel, planecolormap->rgba, planecolormap->fadergba, false, true); - } - else - { - if (fogplane) - Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, true, false); - else - Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, true); - } + HWR_Lighting(&Surf, lightlevel, planecolormap); if (PolyFlags & (PF_Translucent|PF_Fog)) { - Surf.FlatColor.s.alpha = (UINT8)alpha; - PolyFlags |= PF_Modulated|PF_Clip; + Surf.PolyColor.s.alpha = (UINT8)alpha; + PolyFlags |= PF_Modulated; } else - PolyFlags |= PF_Masked|PF_Modulated|PF_Clip; + PolyFlags |= PF_Masked|PF_Modulated; + + if (PolyFlags & PF_Fog) + HWD.pfnSetShader(6); // fog shader + else if (PolyFlags & PF_Ripple) + HWD.pfnSetShader(5); // water shader + else + HWD.pfnSetShader(1); // floor shader HWD.pfnDrawPolygon(&Surf, planeVerts, nrPlaneVerts, PolyFlags); @@ -782,8 +509,8 @@ static void HWR_RenderSkyPlane(extrasubsector_t *xsub, fixed_t fixedheight) v3d = planeVerts; for (i = 0; i < nrPlaneVerts; i++,v3d++,pv++) { - v3d->sow = 0.0f; - v3d->tow = 0.0f; + v3d->s = 0.0f; + v3d->t = 0.0f; v3d->x = pv->x; v3d->y = height; v3d->z = pv->y; @@ -806,13 +533,10 @@ static void HWR_RenderSkyPlane(extrasubsector_t *xsub, fixed_t fixedheight) #ifdef WALLSPLATS static void HWR_DrawSegsSplats(FSurfaceInfo * pSurf) { - FOutVector trVerts[4], *wv; - wallVert3D wallVerts[4]; - wallVert3D *pwallVerts; + FOutVector wallVerts[4]; wallsplat_t *splat; GLPatch_t *gpatch; fixed_t i; - FSurfaceInfo pSurf2; // seg bbox fixed_t segbbox[4]; @@ -850,141 +574,65 @@ static void HWR_DrawSegsSplats(FSurfaceInfo * pSurf) wallVerts[3].s = wallVerts[3].t = wallVerts[2].s = wallVerts[0].t = 0.0f; wallVerts[1].s = wallVerts[1].t = wallVerts[2].t = wallVerts[0].s = 1.0f; - // transform - wv = trVerts; - pwallVerts = wallVerts; - for (i = 0; i < 4; i++,wv++,pwallVerts++) - { - wv->x = pwallVerts->x; - wv->z = pwallVerts->z; - wv->y = pwallVerts->y; - - // Kalaron: TOW and SOW needed to be switched - wv->sow = pwallVerts->t; - wv->tow = pwallVerts->s; - } - M_Memcpy(&pSurf2,pSurf,sizeof (FSurfaceInfo)); switch (splat->flags & SPLATDRAWMODE_MASK) { case SPLATDRAWMODE_OPAQUE : - pSurf2.FlatColor.s.alpha = 0xff; + pSurf.PolyColor.s.alpha = 0xff; i = PF_Translucent; break; case SPLATDRAWMODE_TRANS : - pSurf2.FlatColor.s.alpha = 128; + pSurf.PolyColor.s.alpha = 128; i = PF_Translucent; break; case SPLATDRAWMODE_SHADE : - pSurf2.FlatColor.s.alpha = 0xff; + pSurf.PolyColor.s.alpha = 0xff; i = PF_Substractive; break; } - HWD.pfnDrawPolygon(&pSurf2, trVerts, 4, i|PF_Modulated|PF_Clip|PF_Decal); + HWD.pfnSetShader(2); // wall shader + HWD.pfnDrawPolygon(&pSurf, wallVerts, 4, i|PF_Modulated|PF_Decal); } } #endif -// ========================================================================== -// WALL GENERATION FROM SUBSECTOR SEGS -// ========================================================================== - - FBITFIELD HWR_TranstableToAlpha(INT32 transtablenum, FSurfaceInfo *pSurf) { switch (transtablenum) { - case tr_trans10 : pSurf->FlatColor.s.alpha = 0xe6;return PF_Translucent; - case tr_trans20 : pSurf->FlatColor.s.alpha = 0xcc;return PF_Translucent; - case tr_trans30 : pSurf->FlatColor.s.alpha = 0xb3;return PF_Translucent; - case tr_trans40 : pSurf->FlatColor.s.alpha = 0x99;return PF_Translucent; - case tr_trans50 : pSurf->FlatColor.s.alpha = 0x80;return PF_Translucent; - case tr_trans60 : pSurf->FlatColor.s.alpha = 0x66;return PF_Translucent; - case tr_trans70 : pSurf->FlatColor.s.alpha = 0x4c;return PF_Translucent; - case tr_trans80 : pSurf->FlatColor.s.alpha = 0x33;return PF_Translucent; - case tr_trans90 : pSurf->FlatColor.s.alpha = 0x19;return PF_Translucent; + case tr_trans10 : pSurf->PolyColor.s.alpha = 0xe6;return PF_Translucent; + case tr_trans20 : pSurf->PolyColor.s.alpha = 0xcc;return PF_Translucent; + case tr_trans30 : pSurf->PolyColor.s.alpha = 0xb3;return PF_Translucent; + case tr_trans40 : pSurf->PolyColor.s.alpha = 0x99;return PF_Translucent; + case tr_trans50 : pSurf->PolyColor.s.alpha = 0x80;return PF_Translucent; + case tr_trans60 : pSurf->PolyColor.s.alpha = 0x66;return PF_Translucent; + case tr_trans70 : pSurf->PolyColor.s.alpha = 0x4c;return PF_Translucent; + case tr_trans80 : pSurf->PolyColor.s.alpha = 0x33;return PF_Translucent; + case tr_trans90 : pSurf->PolyColor.s.alpha = 0x19;return PF_Translucent; } return PF_Translucent; } -// v1,v2 : the start & end vertices along the original wall segment, that may have been -// clipped so that only a visible portion of the wall seg is drawn. -// floorheight, ceilingheight : depend on wall upper/lower/middle, comes from the sectors. +static void HWR_AddTransparentWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, INT32 texnum, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap); -static void HWR_AddTransparentWall(wallVert3D *wallVerts, FSurfaceInfo * pSurf, INT32 texnum, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap); +// ========================================================================== +// Wall generation from subsector segs +// ========================================================================== -// -----------------+ -// HWR_ProjectWall : -// -----------------+ -/* - wallVerts order is : - 3--2 - | /| - |/ | - 0--1 -*/ -static void HWR_ProjectWall(wallVert3D * wallVerts, - FSurfaceInfo * pSurf, - FBITFIELD blendmode, INT32 lightlevel, extracolormap_t *wallcolormap) +// +// HWR_ProjectWall +// +static void HWR_ProjectWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blendmode, INT32 lightlevel, extracolormap_t *wallcolormap) { - FOutVector trVerts[4]; - FOutVector *wv; + HWR_Lighting(pSurf, lightlevel, wallcolormap); - // transform - wv = trVerts; - // it sounds really stupid to do this conversion with the new T&L code - // we should directly put the right information in the right structure - // wallVerts3D seems ok, doesn't need FOutVector - // also remove the light copy - - // More messy to unwrap, but it's also quicker, uses less memory. - wv->sow = wallVerts->s; - wv->tow = wallVerts->t; - wv->x = wallVerts->x; - wv->y = wallVerts->y; - wv->z = wallVerts->z; - wv++; wallVerts++; - wv->sow = wallVerts->s; - wv->tow = wallVerts->t; - wv->x = wallVerts->x; - wv->y = wallVerts->y; - wv->z = wallVerts->z; - wv++; wallVerts++; - wv->sow = wallVerts->s; - wv->tow = wallVerts->t; - wv->x = wallVerts->x; - wv->y = wallVerts->y; - wv->z = wallVerts->z; - wv++; wallVerts++; - wv->sow = wallVerts->s; - wv->tow = wallVerts->t; - wv->x = wallVerts->x; - wv->y = wallVerts->y; - wv->z = wallVerts->z; - - if (wallcolormap) - { - pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, wallcolormap->rgba, wallcolormap->fadergba, false, false); - } - else - { - pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false); - } - - HWD.pfnDrawPolygon(pSurf, trVerts, 4, blendmode|PF_Modulated|PF_Occlude|PF_Clip); + HWD.pfnSetShader(2); // wall shader + HWD.pfnDrawPolygon(pSurf, wallVerts, 4, blendmode|PF_Modulated|PF_Occlude); #ifdef WALLSPLATS if (gr_curline->linedef->splats && cv_splats.value) HWR_DrawSegsSplats(pSurf); #endif -#ifdef ALAM_LIGHTING - //Hurdler: TDOD: do static lighting using gr_curline->lm - HWR_WallLighting(trVerts); - - //Hurdler: for better dynamic light in dark area, we should draw the light first - // and then the wall all that with the right blending func - //HWD.pfnDrawPolygon(pSurf, trVerts, 4, PF_Additive|PF_Modulated|PF_Occlude|PF_Clip); -#endif } // ========================================================================== @@ -1029,7 +677,7 @@ static float HWR_ClipViewSegment(INT32 x, polyvertex_t *v1, polyvertex_t *v2) // // HWR_SplitWall // -static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum, FSurfaceInfo* Surf, INT32 cutflag, ffloor_t *pfloor) +static void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, FSurfaceInfo* Surf, INT32 cutflag, ffloor_t *pfloor) { /* SoM: split up and light walls according to the lightlist. This may also include leaving out parts @@ -1055,7 +703,7 @@ static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum, INT32 solid, i; lightlist_t * list = sector->lightlist; - const UINT8 alpha = Surf->FlatColor.s.alpha; + const UINT8 alpha = Surf->PolyColor.s.alpha; FUINT lightnum = sector->lightlevel; extracolormap_t *colormap = NULL; @@ -1076,12 +724,11 @@ static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum, for (i = 0; i < sector->numlights; i++) { #ifdef ESLOPE - if (endtop < endrealbot) + if (endtop < endrealbot) #endif if (top < realbot) return; - // There's a compiler warning here if this comment isn't here because of indentation if (!(list[i].flags & FF_NOSHADE)) { if (pfloor && (pfloor->flags & FF_FOG)) @@ -1201,7 +848,7 @@ static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum, if (endbot < endrealbot) endbot = endrealbot; #endif - Surf->FlatColor.s.alpha = alpha; + Surf->PolyColor.s.alpha = alpha; #ifdef ESLOPE wallVerts[3].t = pegt + ((realtop - top) * pegmul); @@ -1244,7 +891,7 @@ static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum, if (top <= realbot) return; - Surf->FlatColor.s.alpha = alpha; + Surf->PolyColor.s.alpha = alpha; #ifdef ESLOPE wallVerts[3].t = pegt + ((realtop - top) * pegmul); @@ -1258,12 +905,12 @@ static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum, wallVerts[0].y = bot; wallVerts[1].y = endbot; #else - wallVerts[3].t = wallVerts[2].t = pegt + ((realtop - top) * pegmul); - wallVerts[0].t = wallVerts[1].t = pegt + ((realtop - bot) * pegmul); + wallVerts[3].t = wallVerts[2].t = pegt + ((realtop - top) * pegmul); + wallVerts[0].t = wallVerts[1].t = pegt + ((realtop - bot) * pegmul); - // set top/bottom coords - wallVerts[2].y = wallVerts[3].y = top; - wallVerts[0].y = wallVerts[1].y = bot; + // set top/bottom coords + wallVerts[2].y = wallVerts[3].y = top; + wallVerts[0].y = wallVerts[1].y = bot; #endif if (cutflag & FF_FOG) @@ -1276,7 +923,7 @@ static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum, // HWR_DrawSkyWall // Draw walls into the depth buffer so that anything behind is culled properly -static void HWR_DrawSkyWall(wallVert3D *wallVerts, FSurfaceInfo *Surf) +static void HWR_DrawSkyWall(FOutVector *wallVerts, FSurfaceInfo *Surf, fixed_t bottom, fixed_t top) { HWD.pfnSetTexture(NULL); // no texture @@ -1284,27 +931,25 @@ static void HWR_DrawSkyWall(wallVert3D *wallVerts, FSurfaceInfo *Surf) wallVerts[0].t = wallVerts[1].t = 0; wallVerts[0].s = wallVerts[3].s = 0; wallVerts[2].s = wallVerts[1].s = 0; - // this no longer sets top/bottom coords, this should be done before caling the function - HWR_ProjectWall(wallVerts, Surf, PF_Invisible|PF_Clip|PF_NoTexture, 255, NULL); + // set top/bottom coords + wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(top); // No real way to find the correct height of this + wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(bottom); // worldlow/bottom because it needs to cover up the lower thok barrier wall + HWR_ProjectWall(wallVerts, Surf, PF_Invisible|PF_NoTexture, 255, NULL); // PF_Invisible so it's not drawn into the colour buffer // PF_NoTexture for no texture // PF_Occlude is set in HWR_ProjectWall to draw into the depth buffer } // -// HWR_StoreWallRange +// HWR_ProcessSeg // A portion or all of a wall segment will be drawn, from startfrac to endfrac, // where 0 is the start of the segment, 1 the end of the segment // Anything between means the wall segment has been clipped with solidsegs, // reducing wall overdraw to a minimum // -#ifdef NEWCLIP static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom -#else -static void HWR_StoreWallRange(double startfrac, double endfrac) -#endif { - wallVert3D wallVerts[4]; + FOutVector wallVerts[4]; v2d_t vs, ve; // start, end vertices of 2d line (view from above) fixed_t worldtop, worldbottom; @@ -1327,11 +972,6 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) extracolormap_t *colormap; FSurfaceInfo Surf; -#ifndef NEWCLIP - if (startfrac > endfrac) - return; -#endif - gr_sidedef = gr_curline->sidedef; gr_linedef = gr_curline->linedef; @@ -1373,42 +1013,24 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) wallVerts[0].z = wallVerts[3].z = vs.y; wallVerts[2].x = wallVerts[1].x = ve.x; wallVerts[2].z = wallVerts[1].z = ve.y; - wallVerts[0].w = wallVerts[1].w = wallVerts[2].w = wallVerts[3].w = 1.0f; + // x offset the texture { - // x offset the texture fixed_t texturehpeg = gr_sidedef->textureoffset + gr_curline->offset; - -#ifndef NEWCLIP - // clip texture s start/end coords with solidsegs - if (startfrac > 0.0f && startfrac < 1.0f) - cliplow = (float)(texturehpeg + (gr_curline->flength*FRACUNIT) * startfrac); - else -#endif - cliplow = (float)texturehpeg; - -#ifndef NEWCLIP - if (endfrac > 0.0f && endfrac < 1.0f) - cliphigh = (float)(texturehpeg + (gr_curline->flength*FRACUNIT) * endfrac); - else -#endif - cliphigh = (float)(texturehpeg + (gr_curline->flength*FRACUNIT)); + cliplow = (float)texturehpeg; + cliphigh = (float)(texturehpeg + (gr_curline->flength*FRACUNIT)); } lightnum = gr_frontsector->lightlevel; colormap = gr_frontsector->extra_colormap; if (gr_frontsector) - { - Surf.FlatColor.s.alpha = 255; - } + Surf.PolyColor.s.alpha = 255; if (gr_backsector) { - INT32 gr_toptexture = 0, gr_bottomtexture = 0; + INT32 gr_toptexture, gr_bottomtexture; // two sided line - boolean bothceilingssky = false; // turned on if both back and front ceilings are sky - boolean bothfloorssky = false; // likewise, but for floors #ifdef ESLOPE SLOPEPARAMS(gr_backsector->c_slope, worldhigh, worldhighslope, gr_backsector->ceilingheight) @@ -1421,23 +1043,17 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) // hack to allow height changes in outdoor areas // This is what gets rid of the upper textures if there should be sky - if (gr_frontsector->ceilingpic == skyflatnum - && gr_backsector->ceilingpic == skyflatnum) + if (gr_frontsector->ceilingpic == skyflatnum && + gr_backsector->ceilingpic == skyflatnum) { - bothceilingssky = true; + worldtop = worldhigh; +#ifdef ESLOPE + worldtopslope = worldhighslope; +#endif } - // likewise, but for floors and upper textures - if (gr_frontsector->floorpic == skyflatnum - && gr_backsector->floorpic == skyflatnum) - { - bothfloorssky = true; - } - - if (!bothceilingssky) - gr_toptexture = R_GetTextureNum(gr_sidedef->toptexture); - if (!bothfloorssky) - gr_bottomtexture = R_GetTextureNum(gr_sidedef->bottomtexture); + gr_toptexture = R_GetTextureNum(gr_sidedef->toptexture); + gr_bottomtexture = R_GetTextureNum(gr_sidedef->bottomtexture); // check TOP TEXTURE if (( @@ -1848,7 +1464,7 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) { if (gr_curline->polyseg->translucency >= NUMTRANSMAPS) // wall not drawn { - Surf.FlatColor.s.alpha = 0x00; // This shouldn't draw anything regardless of blendmode + Surf.PolyColor.s.alpha = 0x00; // This shouldn't draw anything regardless of blendmode blendmode = PF_Masked; } else @@ -1869,57 +1485,93 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) HWR_AddTransparentWall(wallVerts, &Surf, gr_midtexture, blendmode, false, lightnum, colormap); else HWR_ProjectWall(wallVerts, &Surf, blendmode, lightnum, colormap); - - // If there is a colormap change, remove it. -/* if (!(Surf.FlatColor.s.red + Surf.FlatColor.s.green + Surf.FlatColor.s.blue == Surf.FlatColor.s.red/3) - { - Surf.FlatColor.s.red = Surf.FlatColor.s.green = Surf.FlatColor.s.blue = 0xff; - Surf.FlatColor.rgba = 0xffffffff; - }*/ } -#if 1 - // Sky culling - // No longer so much a mess as before! + // Isn't this just the most lovely mess if (!gr_curline->polyseg) // Don't do it for polyobjects { - if (gr_frontsector->ceilingpic == skyflatnum) + if (gr_frontsector->ceilingpic == skyflatnum || gr_backsector->ceilingpic == skyflatnum) { - if (gr_backsector->ceilingpic != skyflatnum) // don't cull if back sector is also sky + fixed_t depthwallheight; + + if (!gr_sidedef->toptexture || (gr_frontsector->ceilingpic == skyflatnum && gr_backsector->ceilingpic == skyflatnum)) // when both sectors are sky, the top texture isn't drawn + depthwallheight = gr_frontsector->ceilingheight < gr_backsector->ceilingheight ? gr_frontsector->ceilingheight : gr_backsector->ceilingheight; + else + depthwallheight = gr_frontsector->ceilingheight > gr_backsector->ceilingheight ? gr_frontsector->ceilingheight : gr_backsector->ceilingheight; + + if (gr_frontsector->ceilingheight-gr_frontsector->floorheight <= 0) // current sector is a thok barrier { - wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(INT32_MAX); // draw to top of map space -#ifdef ESLOPE - wallVerts[0].y = FIXED_TO_FLOAT(worldtop); - wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope); -#else - wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldtop); -#endif - HWR_DrawSkyWall(wallVerts, &Surf); + if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is also a thok barrier + { + if (!gr_sidedef->bottomtexture) // Only extend further down if there's no texture + HWR_DrawSkyWall(wallVerts, &Surf, worldbottom < worldlow ? worldbottom : worldlow, INT32_MAX); + else + HWR_DrawSkyWall(wallVerts, &Surf, worldbottom > worldlow ? worldbottom : worldlow, INT32_MAX); + } + // behind sector is not a thok barrier + else if (gr_backsector->ceilingheight <= gr_frontsector->ceilingheight) // behind sector ceiling is lower or equal to current sector + HWR_DrawSkyWall(wallVerts, &Surf, depthwallheight, INT32_MAX); + // gr_front/backsector heights need to be used here because of the worldtop being set to worldhigh earlier on + } + else if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is a thok barrier, current sector is not + { + if (gr_backsector->ceilingheight >= gr_frontsector->ceilingheight // thok barrier ceiling height is equal to or greater than current sector ceiling height + || gr_backsector->floorheight <= gr_frontsector->floorheight // thok barrier ceiling height is equal to or less than current sector floor height + || gr_backsector->ceilingpic != skyflatnum) // thok barrier is not a sky + HWR_DrawSkyWall(wallVerts, &Surf, depthwallheight, INT32_MAX); + } + else // neither sectors are thok barriers + { + if ((gr_backsector->ceilingheight < gr_frontsector->ceilingheight && !gr_sidedef->toptexture) // no top texture and sector behind is lower + || gr_backsector->ceilingpic != skyflatnum) // behind sector is not a sky + HWR_DrawSkyWall(wallVerts, &Surf, depthwallheight, INT32_MAX); } } - - if (gr_frontsector->floorpic == skyflatnum) + // And now for sky floors! + if (gr_frontsector->floorpic == skyflatnum || gr_backsector->floorpic == skyflatnum) { - if (gr_backsector->floorpic != skyflatnum) // don't cull if back sector is also sky + fixed_t depthwallheight; + + if (!gr_sidedef->bottomtexture) + depthwallheight = worldbottom > worldlow ? worldbottom : worldlow; + else + depthwallheight = worldbottom < worldlow ? worldbottom : worldlow; + + if (gr_frontsector->ceilingheight-gr_frontsector->floorheight <= 0) // current sector is a thok barrier { -#ifdef ESLOPE - wallVerts[3].y = FIXED_TO_FLOAT(worldbottom); - wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope); -#else - wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(worldbottom); -#endif - wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(INT32_MIN); // draw to bottom of map space - HWR_DrawSkyWall(wallVerts, &Surf); + if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is also a thok barrier + { + if (!gr_sidedef->toptexture) // Only extend up if there's no texture + HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldtop > worldhigh ? worldtop : worldhigh); + else + HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldtop < worldhigh ? worldtop : worldhigh); + } + // behind sector is not a thok barrier + else if (gr_backsector->floorheight >= gr_frontsector->floorheight) // behind sector floor is greater or equal to current sector + HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, depthwallheight); + } + else if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is a thok barrier, current sector is not + { + if (gr_backsector->floorheight <= gr_frontsector->floorheight // thok barrier floor height is equal to or less than current sector floor height + || gr_backsector->ceilingheight >= gr_frontsector->ceilingheight // thok barrier floor height is equal to or greater than current sector ceiling height + || gr_backsector->floorpic != skyflatnum) // thok barrier is not a sky + HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, depthwallheight); + } + else // neither sectors are thok barriers + { + if (((gr_backsector->floorheight > gr_frontsector->floorheight && !gr_sidedef->bottomtexture) // no bottom texture and sector behind is higher + || gr_backsector->floorpic != skyflatnum) // behind sector is not a sky + && ABS(gr_backsector->floorheight - gr_frontsector->floorheight) > FRACUNIT*3/2) // don't draw sky walls for VERY thin differences, this makes for horrible looking slopes sometimes! + HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, depthwallheight); } } } -#endif } else { // Single sided line... Deal only with the middletexture (if one exists) gr_midtexture = R_GetTextureNum(gr_sidedef->midtexture); - if (gr_midtexture && gr_linedef->special != HORIZONSPECIAL) // Ignore horizon line for OGL + if (gr_midtexture && gr_linedef->special != 41) // (Ignore horizon line for OGL) { { fixed_t texturevpeg; @@ -1969,9 +1621,10 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(worldtop); wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldbottom); #endif - // I don't think that solid walls can use translucent linedef types... + if (gr_frontsector->numlights) HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_CUTLEVEL, NULL); + // I don't think that solid walls can use translucent linedef types... else { if (grTex->mipmap.flags & TF_TRANSPARENT) @@ -1984,33 +1637,14 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) if (!gr_curline->polyseg) { if (gr_frontsector->ceilingpic == skyflatnum) // It's a single-sided line with sky for its sector - { - wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(INT32_MAX); // draw to top of map space -#ifdef ESLOPE - wallVerts[0].y = FIXED_TO_FLOAT(worldtop); - wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope); -#else - wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldtop); -#endif - HWR_DrawSkyWall(wallVerts, &Surf); - } + HWR_DrawSkyWall(wallVerts, &Surf, worldtop, INT32_MAX); if (gr_frontsector->floorpic == skyflatnum) - { -#ifdef ESLOPE - wallVerts[3].y = FIXED_TO_FLOAT(worldbottom); - wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope); -#else - wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(worldbottom); -#endif - wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(INT32_MIN); // draw to bottom of map space - HWR_DrawSkyWall(wallVerts, &Surf); - } + HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldbottom); } } //Hurdler: 3d-floors test -#ifdef R_FAKEFLOORS if (gr_frontsector && gr_backsector && gr_frontsector->tag != gr_backsector->tag && (gr_backsector->ffloors || gr_frontsector->ffloors)) { ffloor_t * rover; @@ -2153,15 +1787,7 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) lightnum = rover->master->frontsector->lightlevel; colormap = rover->master->frontsector->extra_colormap; - if (rover->master->frontsector->extra_colormap) - { - - Surf.FlatColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,rover->master->frontsector->extra_colormap->rgba); - } - else - { - Surf.FlatColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,NORMALFOG); - } + Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel, rover->master->frontsector->extra_colormap); if (gr_frontsector->numlights) HWR_SplitWall(gr_frontsector, wallVerts, 0, &Surf, rover->flags, rover); @@ -2175,7 +1801,7 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) if (rover->flags & FF_TRANSLUCENT && rover->alpha < 256) { blendmode = PF_Translucent; - Surf.FlatColor.s.alpha = (UINT8)rover->alpha-1 > 255 ? 255 : rover->alpha-1; + Surf.PolyColor.s.alpha = (UINT8)rover->alpha-1 > 255 ? 255 : rover->alpha-1; } if (gr_frontsector->numlights) @@ -2273,14 +1899,7 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) lightnum = rover->master->frontsector->lightlevel; colormap = rover->master->frontsector->extra_colormap; - if (rover->master->frontsector->extra_colormap) - { - Surf.FlatColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,rover->master->frontsector->extra_colormap->rgba); - } - else - { - Surf.FlatColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,NORMALFOG); - } + Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel, rover->master->frontsector->extra_colormap); if (gr_backsector->numlights) HWR_SplitWall(gr_backsector, wallVerts, 0, &Surf, rover->flags, rover); @@ -2294,7 +1913,7 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) if (rover->flags & FF_TRANSLUCENT && rover->alpha < 256) { blendmode = PF_Translucent; - Surf.FlatColor.s.alpha = (UINT8)rover->alpha-1 > 255 ? 255 : rover->alpha-1; + Surf.PolyColor.s.alpha = (UINT8)rover->alpha-1 > 255 ? 255 : rover->alpha-1; } if (gr_backsector->numlights) @@ -2310,7 +1929,6 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) } } } -#endif //Hurdler: end of 3d-floors test } @@ -3146,7 +2764,7 @@ static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling, float scrollx = 0.0f, scrolly = 0.0f; angle_t angle = 0; FSurfaceInfo Surf; - fixed_t tempxsow, tempytow; + fixed_t tempxs, tempyt; size_t nrPlaneVerts; static FOutVector *planeVerts = NULL; @@ -3258,17 +2876,17 @@ static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling, if (angle) // Only needs to be done if there's an altered angle { // This needs to be done so that it scrolls in a different direction after rotation like software - tempxsow = FLOAT_TO_FIXED(scrollx); - tempytow = FLOAT_TO_FIXED(scrolly); - scrollx = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle)))); - scrolly = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle)))); + tempxs = FLOAT_TO_FIXED(scrollx); + tempyt = FLOAT_TO_FIXED(scrolly); + scrollx = (FIXED_TO_FLOAT(FixedMul(tempxs, FINECOSINE(angle)) - FixedMul(tempyt, FINESINE(angle)))); + scrolly = (FIXED_TO_FLOAT(FixedMul(tempxs, FINESINE(angle)) + FixedMul(tempyt, FINECOSINE(angle)))); // This needs to be done so everything aligns after rotation // It would be done so that rotation is done, THEN the translation, but I couldn't get it to rotate AND scroll like software does - tempxsow = FLOAT_TO_FIXED(flatxref); - tempytow = FLOAT_TO_FIXED(flatyref); - flatxref = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle)))); - flatyref = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle)))); + tempxs = FLOAT_TO_FIXED(flatxref); + tempyt = FLOAT_TO_FIXED(flatyref); + flatxref = (FIXED_TO_FLOAT(FixedMul(tempxs, FINECOSINE(angle)) - FixedMul(tempyt, FINESINE(angle)))); + flatyref = (FIXED_TO_FLOAT(FixedMul(tempxs, FINESINE(angle)) + FixedMul(tempyt, FINECOSINE(angle)))); } for (i = 0; i < (INT32)nrPlaneVerts; i++,v3d++) @@ -3277,24 +2895,24 @@ static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling, // Means the flat is offset based on the original vertex locations if (texflat) { - v3d->sow = (float)(FIXED_TO_FLOAT(polysector->origVerts[i].x) / fflatwidth) + scrollx; - v3d->tow = -(float)(FIXED_TO_FLOAT(polysector->origVerts[i].y) / fflatheight) + scrolly; + v3d->s = (float)(FIXED_TO_FLOAT(polysector->origVerts[i].x) / fflatwidth) + scrollx; + v3d->t = -(float)(FIXED_TO_FLOAT(polysector->origVerts[i].y) / fflatheight) + scrolly; } else { - v3d->sow = (float)((FIXED_TO_FLOAT(polysector->origVerts[i].x) / fflatwidth) - flatxref + scrollx); - v3d->tow = (float)(flatyref - (FIXED_TO_FLOAT(polysector->origVerts[i].y) / fflatheight) + scrolly); + v3d->s = (float)((FIXED_TO_FLOAT(polysector->origVerts[i].x) / fflatwidth) - flatxref + scrollx); + v3d->t = (float)(flatyref - (FIXED_TO_FLOAT(polysector->origVerts[i].y) / fflatheight) + scrolly); } // Need to rotate before translate if (angle) // Only needs to be done if there's an altered angle { - tempxsow = FLOAT_TO_FIXED(v3d->sow); - tempytow = FLOAT_TO_FIXED(v3d->tow); + tempxs = FLOAT_TO_FIXED(v3d->s); + tempyt = FLOAT_TO_FIXED(v3d->t); if (texflat) - tempytow = -tempytow; - v3d->sow = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle)))); - v3d->tow = (FIXED_TO_FLOAT(-FixedMul(tempxsow, FINESINE(angle)) - FixedMul(tempytow, FINECOSINE(angle)))); + tempyt = -tempyt; + v3d->s = (FIXED_TO_FLOAT(FixedMul(tempxs, FINECOSINE(angle)) - FixedMul(tempyt, FINESINE(angle)))); + v3d->t = (FIXED_TO_FLOAT(-FixedMul(tempxs, FINESINE(angle)) - FixedMul(tempyt, FINECOSINE(angle)))); } v3d->x = FIXED_TO_FLOAT(polysector->vertices[i]->x); @@ -3303,19 +2921,17 @@ static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling, } - if (planecolormap) - Surf.FlatColor.rgba = HWR_Lighting(lightlevel, planecolormap->rgba, planecolormap->fadergba, false, true); - else - Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, true); + HWR_Lighting(&Surf, lightlevel, planecolormap); if (blendmode & PF_Translucent) { - Surf.FlatColor.s.alpha = (UINT8)alpha; + Surf.PolyColor.s.alpha = (UINT8)alpha; blendmode |= PF_Modulated|PF_Occlude|PF_Clip; } else blendmode |= PF_Masked|PF_Modulated|PF_Clip; + HWD.pfnSetShader(1); // floor shader HWD.pfnDrawPolygon(&Surf, planeVerts, nrPlaneVerts, blendmode); } @@ -3350,7 +2966,7 @@ static void HWR_AddPolyObjectPlanes(void) memset(&Surf, 0x00, sizeof(Surf)); blendmode = HWR_TranstableToAlpha(po_ptrs[i]->translucency, &Surf); HWR_AddTransparentPolyobjectFloor(&levelflats[polyobjsector->floorpic], po_ptrs[i], false, polyobjsector->floorheight, - (light == -1 ? gr_frontsector->lightlevel : *gr_frontsector->lightlist[light].lightlevel), Surf.FlatColor.s.alpha, polyobjsector, blendmode, (light == -1 ? gr_frontsector->extra_colormap : *gr_frontsector->lightlist[light].extra_colormap)); + (light == -1 ? gr_frontsector->lightlevel : *gr_frontsector->lightlist[light].lightlevel), Surf.PolyColor.s.alpha, polyobjsector, blendmode, (light == -1 ? gr_frontsector->extra_colormap : *gr_frontsector->lightlist[light].extra_colormap)); } else { @@ -3373,7 +2989,7 @@ static void HWR_AddPolyObjectPlanes(void) memset(&Surf, 0x00, sizeof(Surf)); blendmode = HWR_TranstableToAlpha(po_ptrs[i]->translucency, &Surf); HWR_AddTransparentPolyobjectFloor(&levelflats[polyobjsector->ceilingpic], po_ptrs[i], true, polyobjsector->ceilingheight, - (light == -1 ? gr_frontsector->lightlevel : *gr_frontsector->lightlist[light].lightlevel), Surf.FlatColor.s.alpha, polyobjsector, blendmode, (light == -1 ? gr_frontsector->extra_colormap : *gr_frontsector->lightlist[light].extra_colormap)); + (light == -1 ? gr_frontsector->lightlevel : *gr_frontsector->lightlist[light].lightlevel), Surf.PolyColor.s.alpha, polyobjsector, blendmode, (light == -1 ? gr_frontsector->extra_colormap : *gr_frontsector->lightlist[light].extra_colormap)); } else { @@ -3531,11 +3147,11 @@ static void HWR_Subsector(size_t num) if (sub->validcount != validcount) { HWR_GetLevelFlat(&levelflats[gr_frontsector->floorpic]); - HWR_RenderPlane(gr_frontsector, &extrasubsectors[num], false, + HWR_RenderPlane(&extrasubsectors[num], false, // Hack to make things continue to work around slopes. locFloorHeight == cullFloorHeight ? locFloorHeight : gr_frontsector->floorheight, // We now return you to your regularly scheduled rendering. - PF_Occlude, floorlightlevel, &levelflats[gr_frontsector->floorpic], NULL, 255, false, floorcolormap); + PF_Occlude, floorlightlevel, &levelflats[gr_frontsector->floorpic], NULL, 255, floorcolormap); } } else @@ -3553,11 +3169,11 @@ static void HWR_Subsector(size_t num) if (sub->validcount != validcount) { HWR_GetLevelFlat(&levelflats[gr_frontsector->ceilingpic]); - HWR_RenderPlane(NULL, &extrasubsectors[num], true, + HWR_RenderPlane(&extrasubsectors[num], true, // Hack to make things continue to work around slopes. locCeilingHeight == cullCeilingHeight ? locCeilingHeight : gr_frontsector->ceilingheight, // We now return you to your regularly scheduled rendering. - PF_Occlude, ceilinglightlevel, &levelflats[gr_frontsector->ceilingpic], NULL, 255, false, ceilingcolormap); + PF_Occlude, ceilinglightlevel, &levelflats[gr_frontsector->ceilingpic], NULL, 255, ceilingcolormap); } } else @@ -3610,13 +3226,9 @@ static void HWR_Subsector(size_t num) UINT8 alpha; light = R_GetPlaneLight(gr_frontsector, centerHeight, dup_viewz < cullHeight ? true : false); + alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap); - if (rover->master->frontsector->extra_colormap) - alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap->rgba); - else - alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, NORMALFOG); - - HWR_AddTransparentFloor(NULL, + HWR_AddTransparentFloor(0, &extrasubsectors[num], false, *rover->bottomheight, @@ -3627,28 +3239,21 @@ static void HWR_Subsector(size_t num) else if (rover->flags & FF_TRANSLUCENT && rover->alpha < 256) // SoM: Flags are more efficient { light = R_GetPlaneLight(gr_frontsector, centerHeight, dup_viewz < cullHeight ? true : false); -#ifndef SORTING - HWR_Add3DWater(&levelflats[*rover->bottompic], - &extrasubsectors[num], - *rover->bottomheight, - *gr_frontsector->lightlist[light].lightlevel, - rover->alpha-1, rover->master->frontsector); -#else + HWR_AddTransparentFloor(&levelflats[*rover->bottompic], &extrasubsectors[num], false, *rover->bottomheight, *gr_frontsector->lightlist[light].lightlevel, - rover->alpha-1 > 255 ? 255 : rover->alpha-1, rover->master->frontsector, PF_Translucent, + rover->alpha-1 > 255 ? 255 : rover->alpha-1, rover->master->frontsector, (rover->flags & FF_RIPPLE ? PF_Ripple : 0)|PF_Translucent, false, *gr_frontsector->lightlist[light].extra_colormap); -#endif } else { HWR_GetLevelFlat(&levelflats[*rover->bottompic]); light = R_GetPlaneLight(gr_frontsector, centerHeight, dup_viewz < cullHeight ? true : false); - HWR_RenderPlane(NULL, &extrasubsectors[num], false, *rover->bottomheight, PF_Occlude, *gr_frontsector->lightlist[light].lightlevel, &levelflats[*rover->bottompic], - rover->master->frontsector, 255, false, *gr_frontsector->lightlist[light].extra_colormap); + HWR_RenderPlane(&extrasubsectors[num], false, *rover->bottomheight, (rover->flags & FF_RIPPLE ? PF_Ripple : 0)|PF_Occlude, *gr_frontsector->lightlist[light].lightlevel, &levelflats[*rover->bottompic], + rover->master->frontsector, 255, *gr_frontsector->lightlist[light].extra_colormap); } } @@ -3673,13 +3278,9 @@ static void HWR_Subsector(size_t num) UINT8 alpha; light = R_GetPlaneLight(gr_frontsector, centerHeight, dup_viewz < cullHeight ? true : false); + alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap); - if (rover->master->frontsector->extra_colormap) - alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap->rgba); - else - alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, NORMALFOG); - - HWR_AddTransparentFloor(NULL, + HWR_AddTransparentFloor(0, &extrasubsectors[num], true, *rover->topheight, @@ -3690,29 +3291,21 @@ static void HWR_Subsector(size_t num) else if (rover->flags & FF_TRANSLUCENT && rover->alpha < 256) { light = R_GetPlaneLight(gr_frontsector, centerHeight, dup_viewz < cullHeight ? true : false); -#ifndef SORTING - HWR_Add3DWater(&levelflats[*rover->toppic], - &extrasubsectors[num], - *rover->topheight, - *gr_frontsector->lightlist[light].lightlevel, - rover->alpha-1, rover->master->frontsector); -#else + HWR_AddTransparentFloor(&levelflats[*rover->toppic], &extrasubsectors[num], true, *rover->topheight, *gr_frontsector->lightlist[light].lightlevel, - rover->alpha-1 > 255 ? 255 : rover->alpha-1, rover->master->frontsector, PF_Translucent, + rover->alpha-1 > 255 ? 255 : rover->alpha-1, rover->master->frontsector, (rover->flags & FF_RIPPLE ? PF_Ripple : 0)|PF_Translucent, false, *gr_frontsector->lightlist[light].extra_colormap); -#endif - } else { HWR_GetLevelFlat(&levelflats[*rover->toppic]); light = R_GetPlaneLight(gr_frontsector, centerHeight, dup_viewz < cullHeight ? true : false); - HWR_RenderPlane(NULL, &extrasubsectors[num], true, *rover->topheight, PF_Occlude, *gr_frontsector->lightlist[light].lightlevel, &levelflats[*rover->toppic], - rover->master->frontsector, 255, false, *gr_frontsector->lightlist[light].extra_colormap); + HWR_RenderPlane(&extrasubsectors[num], true, *rover->topheight, (rover->flags & FF_RIPPLE ? PF_Ripple : 0)|PF_Occlude, *gr_frontsector->lightlist[light].lightlevel, &levelflats[*rover->toppic], + rover->master->frontsector, 255, *gr_frontsector->lightlist[light].extra_colormap); } } } @@ -3826,7 +3419,7 @@ static void HWR_RenderBSPNode(INT32 bspnum) // Decide which side the view point is on INT32 side = R_PointOnSide(dup_viewx, dup_viewy, bsp); - // Recursively divide front space (toward the viewer) + // Recursively divide front space (tard the viewer) HWR_RenderBSPNode(bsp->children[side]); // Possibly divide back space (away from viewer) @@ -4188,30 +3781,30 @@ static void HWR_DrawSpriteShadow(gr_vissprite_t *spr, GLPatch_t *gpatch, float t if (spr->flip) { - swallVerts[0].sow = swallVerts[3].sow = gpatch->max_s; - swallVerts[2].sow = swallVerts[1].sow = 0; + swallVerts[0].s = swallVerts[3].s = gpatch->max_s; + swallVerts[2].s = swallVerts[1].s = 0; } else { - swallVerts[0].sow = swallVerts[3].sow = 0; - swallVerts[2].sow = swallVerts[1].sow = gpatch->max_s; + swallVerts[0].s = swallVerts[3].s = 0; + swallVerts[2].s = swallVerts[1].s = gpatch->max_s; } // flip the texture coords (look familiar?) if (spr->vflip) { - swallVerts[3].tow = swallVerts[2].tow = gpatch->max_t; - swallVerts[0].tow = swallVerts[1].tow = 0; + swallVerts[3].t = swallVerts[2].t = gpatch->max_t; + swallVerts[0].t = swallVerts[1].t = 0; } else { - swallVerts[3].tow = swallVerts[2].tow = 0; - swallVerts[0].tow = swallVerts[1].tow = gpatch->max_t; + swallVerts[3].t = swallVerts[2].t = 0; + swallVerts[0].t = swallVerts[1].t = gpatch->max_t; } - sSurf.FlatColor.s.red = 0x00; - sSurf.FlatColor.s.blue = 0x00; - sSurf.FlatColor.s.green = 0x00; + sSurf.PolyColor.s.red = 0x00; + sSurf.PolyColor.s.blue = 0x00; + sSurf.PolyColor.s.green = 0x00; /*if (spr->mobj->frame & FF_TRANSMASK || spr->mobj->flags2 & MF2_SHADOW) { @@ -4238,27 +3831,28 @@ static void HWR_DrawSpriteShadow(gr_vissprite_t *spr, GLPatch_t *gpatch, float t } if (colormap) - sSurf.FlatColor.rgba = HWR_Lighting(lightlevel/2, colormap->rgba, colormap->fadergba, false, true); + sSurf.PolyColor.rgba = HWR_Lighting(lightlevel/2, colormap->rgba, colormap->fadergba, false, true); else - sSurf.FlatColor.rgba = HWR_Lighting(lightlevel/2, NORMALFOG, FADEFOG, false, true); + sSurf.PolyColor.rgba = HWR_Lighting(lightlevel/2, NORMALFOG, FADEFOG, false, true); }*/ // shadow is always half as translucent as the sprite itself if (!cv_translucency.value) // use default translucency (main sprite won't have any translucency) - sSurf.FlatColor.s.alpha = 0x80; // default + sSurf.PolyColor.s.alpha = 0x80; // default else if (spr->mobj->flags2 & MF2_SHADOW) - sSurf.FlatColor.s.alpha = 0x20; + sSurf.PolyColor.s.alpha = 0x20; else if (spr->mobj->frame & FF_TRANSMASK) { HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &sSurf); - sSurf.FlatColor.s.alpha /= 2; //cut alpha in half! + sSurf.PolyColor.s.alpha /= 2; //cut alpha in half! } else - sSurf.FlatColor.s.alpha = 0x80; // default + sSurf.PolyColor.s.alpha = 0x80; // default - if (sSurf.FlatColor.s.alpha > floorheight/4) + if (sSurf.PolyColor.s.alpha > floorheight/4) { - sSurf.FlatColor.s.alpha = (UINT8)(sSurf.FlatColor.s.alpha - floorheight/4); + sSurf.PolyColor.s.alpha = (UINT8)(sSurf.PolyColor.s.alpha - floorheight/4); + HWD.pfnSetShader(1); // floor shader HWD.pfnDrawPolygon(&sSurf, swallVerts, 4, PF_Translucent|PF_Modulated|PF_Clip); } } @@ -4313,7 +3907,7 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) INT32 i; float realtop, realbot, top, bot; - float towtop, towbot, towmult; + float ttop, tbot, tmult; float bheight; float realheight, heightmult; const sector_t *sector = spr->mobj->subsector->sector; @@ -4374,28 +3968,28 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) if (spr->flip) { - baseWallVerts[0].sow = baseWallVerts[3].sow = gpatch->max_s; - baseWallVerts[2].sow = baseWallVerts[1].sow = 0; + baseWallVerts[0].s = baseWallVerts[3].s = gpatch->max_s; + baseWallVerts[2].s = baseWallVerts[1].s = 0; } else { - baseWallVerts[0].sow = baseWallVerts[3].sow = 0; - baseWallVerts[2].sow = baseWallVerts[1].sow = gpatch->max_s; + baseWallVerts[0].s = baseWallVerts[3].s = 0; + baseWallVerts[2].s = baseWallVerts[1].s = gpatch->max_s; } // flip the texture coords (look familiar?) if (spr->vflip) { - baseWallVerts[3].tow = baseWallVerts[2].tow = gpatch->max_t; - baseWallVerts[0].tow = baseWallVerts[1].tow = 0; + baseWallVerts[3].t = baseWallVerts[2].t = gpatch->max_t; + baseWallVerts[0].t = baseWallVerts[1].t = 0; } else { - baseWallVerts[3].tow = baseWallVerts[2].tow = 0; - baseWallVerts[0].tow = baseWallVerts[1].tow = gpatch->max_t; + baseWallVerts[3].t = baseWallVerts[2].t = 0; + baseWallVerts[0].t = baseWallVerts[1].t = gpatch->max_t; } - // if it has a dispoffset, push it a little towards the camera + // if it has a dispoffset, push it a little tards the camera if (spr->dispoffset) { float co = -gr_viewcos*(0.05f*spr->dispoffset); float si = -gr_viewsin*(0.05f*spr->dispoffset); @@ -4410,9 +4004,9 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) realtop = top = baseWallVerts[3].y; realbot = bot = baseWallVerts[0].y; - towtop = baseWallVerts[3].tow; - towbot = baseWallVerts[0].tow; - towmult = (towbot - towtop) / (top - bot); + ttop = baseWallVerts[3].t; + tbot = baseWallVerts[0].t; + tmult = (tbot - ttop) / (top - bot); #ifdef ESLOPE endrealtop = endtop = baseWallVerts[2].y; @@ -4426,12 +4020,12 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) if (!cv_translucency.value) // translucency disabled { - Surf.FlatColor.s.alpha = 0xFF; + Surf.PolyColor.s.alpha = 0xFF; blend = PF_Translucent|PF_Occlude; } else if (spr->mobj->flags2 & MF2_SHADOW) { - Surf.FlatColor.s.alpha = 0x40; + Surf.PolyColor.s.alpha = 0x40; blend = PF_Translucent; } else if (spr->mobj->frame & FF_TRANSMASK) @@ -4442,11 +4036,11 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) // work properly under glide nor with fogcolor to ffffff :( // Hurdler: PF_Environement would be cool, but we need to fix // the issue with the fog before - Surf.FlatColor.s.alpha = 0xFF; + Surf.PolyColor.s.alpha = 0xFF; blend = PF_Translucent|PF_Occlude; } - alpha = Surf.FlatColor.s.alpha; + alpha = Surf.PolyColor.s.alpha; // Start with the lightlevel and colormap from the top of the sprite lightlevel = *list[sector->numlights - 1].lightlevel; @@ -4541,10 +4135,10 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) #endif #ifdef ESLOPE - wallVerts[3].tow = towtop + ((realtop - top) * towmult); - wallVerts[2].tow = towtop + ((endrealtop - endtop) * towmult); - wallVerts[0].tow = towtop + ((realtop - bot) * towmult); - wallVerts[1].tow = towtop + ((endrealtop - endbot) * towmult); + wallVerts[3].t = ttop + ((realtop - top) * tmult); + wallVerts[2].t = ttop + ((endrealtop - endtop) * tmult); + wallVerts[0].t = ttop + ((realtop - bot) * tmult); + wallVerts[1].t = ttop + ((endrealtop - endbot) * tmult); wallVerts[3].y = top; wallVerts[2].y = endtop; @@ -4575,8 +4169,8 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) 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[3].t = wallVerts[2].t = ttop + ((realtop - top) * tmult); + wallVerts[0].t = wallVerts[1].t = ttop + ((realtop - bot) * tmult); wallVerts[2].y = wallVerts[3].y = top; wallVerts[0].y = wallVerts[1].y = bot; @@ -4601,13 +4195,11 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) } #endif - if (colormap) - Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false); - else - Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false); + HWR_Lighting(&Surf, lightlevel, colormap); - Surf.FlatColor.s.alpha = alpha; + Surf.PolyColor.s.alpha = alpha; + HWD.pfnSetShader(3); // sprite shader HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip); top = bot; @@ -4626,30 +4218,28 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) // If we're ever down here, somehow the above loop hasn't draw all the light levels of sprite #ifdef ESLOPE - wallVerts[3].tow = towtop + ((realtop - top) * towmult); - wallVerts[2].tow = towtop + ((endrealtop - endtop) * towmult); - wallVerts[0].tow = towtop + ((realtop - bot) * towmult); - wallVerts[1].tow = towtop + ((endrealtop - endbot) * towmult); + wallVerts[3].t = ttop + ((realtop - top) * tmult); + wallVerts[2].t = ttop + ((endrealtop - endtop) * tmult); + wallVerts[0].t = ttop + ((realtop - bot) * tmult); + wallVerts[1].t = ttop + ((endrealtop - endbot) * tmult); wallVerts[3].y = top; wallVerts[2].y = endtop; wallVerts[0].y = bot; wallVerts[1].y = endbot; #else - wallVerts[3].tow = wallVerts[2].tow = towtop + ((realtop - top) * towmult); - wallVerts[0].tow = wallVerts[1].tow = towtop + ((realtop - bot) * towmult); + wallVerts[3].t = wallVerts[2].t = ttop + ((realtop - top) * tmult); + wallVerts[0].t = wallVerts[1].t = ttop + ((realtop - bot) * tmult); wallVerts[2].y = wallVerts[3].y = top; wallVerts[0].y = wallVerts[1].y = bot; #endif - if (colormap) - Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false); - else - Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false); + HWR_Lighting(&Surf, lightlevel, colormap); - Surf.FlatColor.s.alpha = alpha; + Surf.PolyColor.s.alpha = alpha; + HWD.pfnSetShader(3); // sprite shader HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip); } @@ -4720,21 +4310,21 @@ static void HWR_DrawSprite(gr_vissprite_t *spr) if (spr->flip) { - wallVerts[0].sow = wallVerts[3].sow = gpatch->max_s; - wallVerts[2].sow = wallVerts[1].sow = 0; + wallVerts[0].s = wallVerts[3].s = gpatch->max_s; + wallVerts[2].s = wallVerts[1].s = 0; }else{ - wallVerts[0].sow = wallVerts[3].sow = 0; - wallVerts[2].sow = wallVerts[1].sow = gpatch->max_s; + wallVerts[0].s = wallVerts[3].s = 0; + wallVerts[2].s = wallVerts[1].s = 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; + wallVerts[3].t = wallVerts[2].t = gpatch->max_t; + wallVerts[0].t = wallVerts[1].t = 0; }else{ - wallVerts[3].tow = wallVerts[2].tow = 0; - wallVerts[0].tow = wallVerts[1].tow = gpatch->max_t; + wallVerts[3].t = wallVerts[2].t = 0; + wallVerts[0].t = wallVerts[1].t = gpatch->max_t; } // cache the patch in the graphics card memory @@ -4760,7 +4350,7 @@ static void HWR_DrawSprite(gr_vissprite_t *spr) } #endif //#ifdef GLBADSHADOWS - // if it has a dispoffset, push it a little towards the camera + // if it has a dispoffset, push it a little tards the camera if (spr->dispoffset) { float co = -gr_viewcos*(0.05f*spr->dispoffset); float si = -gr_viewsin*(0.05f*spr->dispoffset); @@ -4786,22 +4376,19 @@ static void HWR_DrawSprite(gr_vissprite_t *spr) if (!(spr->mobj->frame & FF_FULLBRIGHT)) lightlevel = sector->lightlevel; - if (colormap) - Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false); - else - Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false); + HWR_Lighting(&Surf, lightlevel, colormap); } { FBITFIELD blend = 0; if (!cv_translucency.value) // translucency disabled { - Surf.FlatColor.s.alpha = 0xFF; + Surf.PolyColor.s.alpha = 0xFF; blend = PF_Translucent|PF_Occlude; } else if (spr->mobj->flags2 & MF2_SHADOW) { - Surf.FlatColor.s.alpha = 0x40; + Surf.PolyColor.s.alpha = 0x40; blend = PF_Translucent; } else if (spr->mobj->frame & FF_TRANSMASK) @@ -4812,10 +4399,11 @@ static void HWR_DrawSprite(gr_vissprite_t *spr) // work properly under glide nor with fogcolor to ffffff :( // Hurdler: PF_Environement would be cool, but we need to fix // the issue with the fog before - Surf.FlatColor.s.alpha = 0xFF; + Surf.PolyColor.s.alpha = 0xFF; blend = PF_Translucent|PF_Occlude; } + HWD.pfnSetShader(3); // sprite shader HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip); } } @@ -4857,11 +4445,11 @@ static inline void HWR_DrawPrecipitationSprite(gr_vissprite_t *spr) // 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; + wallVerts[0].s = wallVerts[3].s = 0; + wallVerts[2].s = wallVerts[1].s = gpatch->max_s; - wallVerts[3].tow = wallVerts[2].tow = 0; - wallVerts[0].tow = wallVerts[1].tow = gpatch->max_t; + wallVerts[3].t = wallVerts[2].t = 0; + wallVerts[0].t = wallVerts[1].t = gpatch->max_t; // cache the patch in the graphics card memory //12/12/99: Hurdler: same comment as above (for md2) @@ -4895,15 +4483,12 @@ static inline void HWR_DrawPrecipitationSprite(gr_vissprite_t *spr) colormap = sector->extra_colormap; } - if (colormap) - Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false); - else - Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false); + HWR_Lighting(&Surf, lightlevel, colormap); } if (spr->mobj->flags2 & MF2_SHADOW) { - Surf.FlatColor.s.alpha = 0x40; + Surf.PolyColor.s.alpha = 0x40; blend = PF_Translucent; } else if (spr->mobj->frame & FF_TRANSMASK) @@ -4914,10 +4499,11 @@ static inline void HWR_DrawPrecipitationSprite(gr_vissprite_t *spr) // work properly under glide nor with fogcolor to ffffff :( // Hurdler: PF_Environement would be cool, but we need to fix // the issue with the fog before - Surf.FlatColor.s.alpha = 0xFF; + Surf.PolyColor.s.alpha = 0xFF; blend = PF_Translucent|PF_Occlude; } + HWD.pfnSetShader(3); // sprite shader HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip); } #endif @@ -5021,14 +4607,11 @@ static void HWR_SortVisSprites(void) // middle texture. This is used for sorting with sprites. typedef struct { - wallVert3D wallVerts[4]; + FOutVector wallVerts[4]; FSurfaceInfo Surf; INT32 texnum; FBITFIELD blend; INT32 drawcount; -#ifndef SORTING - fixed_t fixedheight; -#endif boolean fogwall; INT32 lightlevel; extracolormap_t *wallcolormap; // Doing the lighting in HWR_RenderWall now for correct fog after sorting @@ -5037,7 +4620,7 @@ typedef struct static wallinfo_t *wallinfo = NULL; static size_t numwalls = 0; // a list of transparent walls to be drawn -static void HWR_RenderWall(wallVert3D *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap); +void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap); #define MAX_TRANSPARENTWALL 256 @@ -5076,9 +4659,6 @@ typedef struct static size_t numpolyplanes = 0; // a list of transparent poyobject floors to be drawn static polyplaneinfo_t *polyplaneinfo = NULL; -#ifndef SORTING -size_t numfloors = 0; -#else //Hurdler: 3D water sutffs typedef struct gr_drawnode_s { @@ -5096,8 +4676,7 @@ static INT32 drawcount = 0; #define MAX_TRANSPARENTFLOOR 512 // This will likely turn into a copy of HWR_Add3DWater and replace it. -void HWR_AddTransparentFloor(levelflat_t *levelflat, extrasubsector_t *xsub, boolean isceiling, - fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, boolean fogplane, extracolormap_t *planecolormap) +void HWR_AddTransparentFloor(levelflat_t *levelflat, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, boolean fogplane, extracolormap_t *planecolormap) { static size_t allocedplanes = 0; @@ -5128,8 +4707,7 @@ void HWR_AddTransparentFloor(levelflat_t *levelflat, extrasubsector_t *xsub, boo // Adding this for now until I can create extrasubsector info for polyobjects // When that happens it'll just be done through HWR_AddTransparentFloor and HWR_RenderPlane -void HWR_AddTransparentPolyobjectFloor(levelflat_t *levelflat, polyobj_t *polysector, boolean isceiling, - fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, extracolormap_t *planecolormap) +void HWR_AddTransparentPolyobjectFloor(levelflat_t *levelflat, polyobj_t *polysector, boolean isceiling, fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, extracolormap_t *planecolormap) { static size_t allocedpolyplanes = 0; @@ -5298,8 +4876,10 @@ static void HWR_CreateDrawNodes(void) } //i++ } // loop++ - HWD.pfnSetTransform(&atransform); // Okay! Let's draw it all! Woo! + HWD.pfnSetTransform(&atransform); + HWD.pfnSetShader(0); + for (i = 0; i < p; i++) { if (sortnode[sortindex[i]].plane) @@ -5309,8 +4889,8 @@ static void HWR_CreateDrawNodes(void) if (!(sortnode[sortindex[i]].plane->blend & PF_NoTexture)) HWR_GetLevelFlat(sortnode[sortindex[i]].plane->levelflat); - HWR_RenderPlane(NULL, sortnode[sortindex[i]].plane->xsub, sortnode[sortindex[i]].plane->isceiling, sortnode[sortindex[i]].plane->fixedheight, sortnode[sortindex[i]].plane->blend, sortnode[sortindex[i]].plane->lightlevel, - sortnode[sortindex[i]].plane->levelflat, sortnode[sortindex[i]].plane->FOFSector, sortnode[sortindex[i]].plane->alpha, sortnode[sortindex[i]].plane->fogplane, sortnode[sortindex[i]].plane->planecolormap); + HWR_RenderPlane(sortnode[sortindex[i]].plane->xsub, sortnode[sortindex[i]].plane->isceiling, sortnode[sortindex[i]].plane->fixedheight, sortnode[sortindex[i]].plane->blend, sortnode[sortindex[i]].plane->lightlevel, + sortnode[sortindex[i]].plane->levelflat, sortnode[sortindex[i]].plane->FOFSector, sortnode[sortindex[i]].plane->alpha, sortnode[sortindex[i]].plane->planecolormap); } else if (sortnode[sortindex[i]].polyplane) { @@ -5340,12 +4920,10 @@ static void HWR_CreateDrawNodes(void) Z_Free(sortindex); } -#endif - // -------------------------------------------------------------------------- // Draw all vissprites // -------------------------------------------------------------------------- -#ifdef SORTING + // added the stransform so they can be switched as drawing happenes so MD2s and sprites are sorted correctly with each other static void HWR_DrawSprites(void) { @@ -5386,7 +4964,6 @@ static void HWR_DrawSprites(void) } } } -#endif // -------------------------------------------------------------------------- // HWR_AddSprites @@ -5963,8 +5540,8 @@ static void HWR_DrawSkyBackground(player_t *player) dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->width/256.0f); - v[0].sow = v[3].sow = (-1.0f * angle) / ((ANGLE_90-1)*dimensionmultiply); // left - v[2].sow = v[1].sow = v[0].sow + (1.0f/dimensionmultiply); // right (or left + 1.0f) + v[0].s = v[3].s = (-1.0f * angle) / ((ANGLE_90-1)*dimensionmultiply); // left + v[2].s = v[1].s = v[0].s + (1.0f/dimensionmultiply); // right (or left + 1.0f) // use +angle and -1.0f above instead if you wanted old backwards behavior // Y @@ -5982,13 +5559,13 @@ static void HWR_DrawSkyBackground(player_t *player) if (atransform.flip) { // During vertical flip the sky should be flipped and it's y movement should also be flipped obviously - v[3].tow = v[2].tow = -(0.5f-(0.5f/dimensionmultiply)); // top - v[0].tow = v[1].tow = v[3].tow - (1.0f/dimensionmultiply); // bottom (or top - 1.0f) + v[3].t = v[2].t = -(0.5f-(0.5f/dimensionmultiply)); // top + v[0].t = v[1].t = v[3].t - (1.0f/dimensionmultiply); // bottom (or top - 1.0f) } else { - v[0].tow = v[1].tow = -(0.5f-(0.5f/dimensionmultiply)); // bottom - v[3].tow = v[2].tow = v[0].tow - (1.0f/dimensionmultiply); // top (or bottom - 1.0f) + v[0].t = v[1].t = -(0.5f-(0.5f/dimensionmultiply)); // bottom + v[3].t = v[2].t = v[0].t - (1.0f/dimensionmultiply); // top (or bottom - 1.0f) } angleturn = (((float)ANGLE_45-1.0f)*aspectratio)*dimensionmultiply; @@ -5996,16 +5573,18 @@ static void HWR_DrawSkyBackground(player_t *player) if (angle > ANGLE_180) // Do this because we don't want the sky to suddenly teleport when crossing over 0 to 360 and vice versa { angle = InvAngle(angle); - v[3].tow = v[2].tow += ((float) angle / angleturn); - v[0].tow = v[1].tow += ((float) angle / angleturn); + v[3].t = v[2].t += ((float) angle / angleturn); + v[0].t = v[1].t += ((float) angle / angleturn); } else { - v[3].tow = v[2].tow -= ((float) angle / angleturn); - v[0].tow = v[1].tow -= ((float) angle / angleturn); + v[3].t = v[2].t -= ((float) angle / angleturn); + v[0].t = v[1].t -= ((float) angle / angleturn); } + HWD.pfnSetShader(7); // sky shader HWD.pfnDrawPolygon(NULL, v, 4, 0); + HWD.pfnSetShader(0); } } @@ -6142,6 +5721,18 @@ void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player) atransform.scalex = 1; atransform.scaley = (float)vid.width/vid.height; atransform.scalez = 1; + + // 14042019 + gr_aimingangle = aimingangle; + atransform.shearing = false; + atransform.viewaiming = aimingangle; + + if (cv_grshearing.value) + { + gr_aimingangle = 0; + atransform.shearing = true; + } + atransform.fovxangle = fpov; // Tails atransform.fovyangle = fpov; // Tails atransform.splitscreen = splitscreen; @@ -6167,13 +5758,12 @@ if (0) HWR_ClearSprites(); -#ifdef SORTING drawcount = 0; -#endif + #ifdef NEWCLIP if (rendermode == render_opengl) { - angle_t a1 = gld_FrustumAngle(); + angle_t a1 = gld_FrustumAngle(gr_aimingangle); gld_clipper_Clear(); gld_clipper_SafeAddClipRange(viewangle + a1, viewangle - a1); #ifdef HAVE_SPHEREFRUSTRUM @@ -6188,6 +5778,10 @@ if (0) // Actually it only works on Walls and Planes HWD.pfnSetTransform(&atransform); + // Reset the shader state. + HWD.pfnSetSpecialState(HWD_SET_SHADERS, cv_grshaders.value); + HWD.pfnSetShader(0); + validcount++; HWR_RenderBSPNode((INT32)numnodes-1); @@ -6231,35 +5825,21 @@ if (0) #endif // Draw MD2 and sprites -#ifdef SORTING HWR_SortVisSprites(); -#endif - -#ifdef SORTING HWR_DrawSprites(); -#endif + #ifdef NEWCORONAS //Hurdler: they must be drawn before translucent planes, what about gl fog? HWR_DrawCoronas(); #endif -#ifdef SORTING if (numplanes || numpolyplanes || numwalls) //Hurdler: render 3D water and transparent walls after everything { HWR_CreateDrawNodes(); } -#else - if (numfloors || numwalls) - { - HWD.pfnSetTransform(&atransform); - if (numfloors) - HWR_Render3DWater(); - if (numwalls) - HWR_RenderTransparentWalls(); - } -#endif HWD.pfnSetTransform(NULL); + HWD.pfnUnSetShader(); // put it off for menus etc if (cv_grfog.value) @@ -6362,6 +5942,18 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player) atransform.scalex = 1; atransform.scaley = (float)vid.width/vid.height; atransform.scalez = 1; + + // 14042019 + gr_aimingangle = aimingangle; + atransform.shearing = false; + atransform.viewaiming = aimingangle; + + if (cv_grshearing.value) + { + gr_aimingangle = 0; + atransform.shearing = true; + } + atransform.fovxangle = fpov; // Tails atransform.fovyangle = fpov; // Tails atransform.splitscreen = splitscreen; @@ -6387,13 +5979,12 @@ if (0) HWR_ClearSprites(); -#ifdef SORTING drawcount = 0; -#endif + #ifdef NEWCLIP if (rendermode == render_opengl) { - angle_t a1 = gld_FrustumAngle(); + angle_t a1 = gld_FrustumAngle(gr_aimingangle); gld_clipper_Clear(); gld_clipper_SafeAddClipRange(viewangle + a1, viewangle - a1); #ifdef HAVE_SPHEREFRUSTRUM @@ -6408,6 +5999,10 @@ if (0) // Actually it only works on Walls and Planes HWD.pfnSetTransform(&atransform); + // Reset the shader state. + HWD.pfnSetSpecialState(HWD_SET_SHADERS, cv_grshaders.value); + HWD.pfnSetShader(0); + validcount++; HWR_RenderBSPNode((INT32)numnodes-1); @@ -6451,35 +6046,21 @@ if (0) #endif // Draw MD2 and sprites -#ifdef SORTING HWR_SortVisSprites(); -#endif - -#ifdef SORTING HWR_DrawSprites(); -#endif + #ifdef NEWCORONAS //Hurdler: they must be drawn before translucent planes, what about gl fog? HWR_DrawCoronas(); #endif -#ifdef SORTING if (numplanes || numpolyplanes || numwalls) //Hurdler: render 3D water and transparent walls after everything { HWR_CreateDrawNodes(); } -#else - if (numfloors || numpolyplanes || numwalls) - { - HWD.pfnSetTransform(&atransform); - if (numfloors) - HWR_Render3DWater(); - if (numwalls) - HWR_RenderTransparentWalls(); - } -#endif HWD.pfnSetTransform(NULL); + HWD.pfnUnSetShader(); // put it off for menus etc if (cv_grfog.value) @@ -6560,8 +6141,9 @@ static CV_PossibleValue_t grfiltermode_cons_t[]= {{HWD_SET_TEXTUREFILTER_POINTSA {0, NULL}}; CV_PossibleValue_t granisotropicmode_cons_t[] = {{1, "MIN"}, {16, "MAX"}, {0, NULL}}; +consvar_t cv_grshaders = {"gr_shaders", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_grfovchange = {"gr_fovchange", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; -consvar_t cv_grfog = {"gr_fog", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_grfog = {"gr_fog", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_grfogcolor = {"gr_fogcolor", "AAAAAA", CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_grsoftwarefog = {"gr_softwarefog", "Off", CV_SAVE, grsoftwarefog_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; @@ -6576,6 +6158,7 @@ consvar_t cv_grmodels = {"gr_models", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, N consvar_t cv_grmodelinterpolation = {"gr_modelinterpolation", "Sometimes", CV_SAVE, grmodelinterpolation_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_grmodellighting = {"gr_modellighting", "Off", CV_SAVE|CV_CALL, CV_OnOff, CV_grmodellighting_OnChange, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_grshearing = {"gr_shearing", "Off", CV_SAVE, CV_OnOff, 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}; consvar_t cv_grskydome = {"gr_skydome", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; @@ -6647,6 +6230,9 @@ void HWR_AddCommands(void) CV_RegisterVar(&cv_grskydome); CV_RegisterVar(&cv_grspritebillboarding); + CV_RegisterVar(&cv_grshearing); + CV_RegisterVar(&cv_grshaders); + CV_RegisterVar(&cv_grfiltermode); CV_RegisterVar(&cv_grrounddown); CV_RegisterVar(&cv_grcorrecttricks); @@ -6669,13 +6255,6 @@ void HWR_Startup(void) { static boolean startupdone = false; - // setup GLPatch_t scaling - gr_patch_scalex = (float)(1.0f / vid.width); - gr_patch_scaley = (float)(1.0f / vid.height); - - // initalze light lut translation - InitLumLut(); - // do this once if (!startupdone) { @@ -6693,6 +6272,10 @@ void HWR_Startup(void) textureformat = patchformat = GR_RGBA; startupdone = true; + + // jimita + HWD.pfnKillShaders(); + HWD.pfnLoadShaders(); } @@ -6732,106 +6315,7 @@ void transform(float *cx, float *cy, float *cz) *cx *= gr_fovlud; } - -//Hurdler: 3D Water stuff -#ifndef SORTING - -#define MAX_3DWATER 512 - -static void HWR_Add3DWater(levelflat_t *levelflat, extrasubsector_t *xsub, - fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector) -{ - static size_t allocedplanes = 0; - - // Force realloc if buffer has been freed - if (!planeinfo) - allocedplanes = 0; - - if (allocedplanes < numfloors + 1) - { - allocedplanes += MAX_3DWATER; - Z_Realloc(planeinfo, allocedplanes * sizeof (*planeinfo), PU_LEVEL, &planeinfo); - } - planeinfo[numfloors].fixedheight = fixedheight; - planeinfo[numfloors].lightlevel = lightlevel; - planeinfo[numfloors].levelflat = levelflat; - planeinfo[numfloors].xsub = xsub; - planeinfo[numfloors].alpha = alpha; - planeinfo[numfloors].FOFSector = FOFSector; - numfloors++; -} - -#define DIST_PLANE(i) ABS(planeinfo[(i)].fixedheight-dup_viewz) - -static void HWR_QuickSortPlane(INT32 start, INT32 finish) -{ - INT32 left = start; - INT32 right = finish; - INT32 starterval = (INT32)((right+left)/2); //pick a starter - - planeinfo_t temp; - - //'sort of sort' the two halves of the data list about starterval - while (right > left); - { - while (DIST_PLANE(left) < DIST_PLANE(starterval)) left++; //attempt to find a bigger value on the left - while (DIST_PLANE(right) > DIST_PLANE(starterval)) right--; //attempt to find a smaller value on the right - - if (left < right) //if we haven't gone too far - { - //switch them - M_Memcpy(&temp, &planeinfo[left], sizeof (planeinfo_t)); - M_Memcpy(&planeinfo[left], &planeinfo[right], sizeof (planeinfo_t)); - M_Memcpy(&planeinfo[right], &temp, sizeof (planeinfo_t)); - //move the bounds - left++; - right--; - } - } - - if (start < right) HWR_QuickSortPlane(start, right); - if (left < finish) HWR_QuickSortPlane(left, finish); -} - -static void HWR_Render3DWater(void) -{ - size_t i; - - //bubble sort 3D Water for correct alpha blending - { - boolean permut = true; - while (permut) - { - size_t j; - for (j = 0, permut= false; j < numfloors-1; j++) - { - if (ABS(planeinfo[j].fixedheight-dup_viewz) < ABS(planeinfo[j+1].fixedheight-dup_viewz)) - { - planeinfo_t temp; - M_Memcpy(&temp, &planeinfo[j+1], sizeof (planeinfo_t)); - M_Memcpy(&planeinfo[j+1], &planeinfo[j], sizeof (planeinfo_t)); - M_Memcpy(&planeinfo[j], &temp, sizeof (planeinfo_t)); - permut = true; - } - } - } - } -#if 0 //thanks epat, but it's goes looping forever on CTF map Silver Cascade Zone - HWR_QuickSortPlane(0, numplanes-1); -#endif - - gr_frontsector = NULL; //Hurdler: gr_fronsector is no longer valid - for (i = 0; i < numfloors; i++) - { - HWR_GetLevelFlat(planeinfo[i].levelflat); - HWR_RenderPlane(NULL, planeinfo[i].xsub, planeinfo[i].isceiling, planeinfo[i].fixedheight, PF_Translucent, planeinfo[i].lightlevel, planeinfo[i].levelflat, - planeinfo[i].FOFSector, planeinfo[i].alpha, planeinfo[i].fogplane, planeinfo[i].planecolormap); - } - numfloors = 0; -} -#endif - -static void HWR_AddTransparentWall(wallVert3D *wallVerts, FSurfaceInfo *pSurf, INT32 texnum, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap) +void HWR_AddTransparentWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, INT32 texnum, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap) { static size_t allocedwalls = 0; @@ -6849,103 +6333,41 @@ static void HWR_AddTransparentWall(wallVert3D *wallVerts, FSurfaceInfo *pSurf, I M_Memcpy(&wallinfo[numwalls].Surf, pSurf, sizeof (FSurfaceInfo)); wallinfo[numwalls].texnum = texnum; wallinfo[numwalls].blend = blend; -#ifdef SORTING wallinfo[numwalls].drawcount = drawcount++; -#endif wallinfo[numwalls].fogwall = fogwall; wallinfo[numwalls].lightlevel = lightlevel; wallinfo[numwalls].wallcolormap = wallcolormap; numwalls++; } -#ifndef SORTING -static void HWR_RenderTransparentWalls(void) +void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap) { - size_t i; - - /*{ // sorting is disbale for now, do it! - INT32 permut = 1; - while (permut) - { - INT32 j; - for (j = 0, permut = 0; j < numwalls-1; j++) - { - if (ABS(wallinfo[j].fixedheight-dup_viewz) < ABS(wallinfo[j+1].fixedheight-dup_viewz)) - { - wallinfo_t temp; - M_Memcpy(&temp, &wallinfo[j+1], sizeof (wallinfo_t)); - M_Memcpy(&wallinfo[j+1], &wallinfo[j], sizeof (wallinfo_t)); - M_Memcpy(&wallinfo[j], &temp, sizeof (wallinfo_t)); - permut = 1; - } - } - } - }*/ - - for (i = 0; i < numwalls; i++) - { - HWR_GetTexture(wallinfo[i].texnum); - HWR_RenderWall(wallinfo[i].wallVerts, &wallinfo[i].Surf, wallinfo[i].blend, wallinfo[i].wall->fogwall, wallinfo[i].wall->lightlevel, wallinfo[i].wall->wallcolormap); - } - numwalls = 0; -} -#endif - -static void HWR_RenderWall(wallVert3D *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap) -{ - FOutVector trVerts[4]; - UINT8 i; - FOutVector *wv; - UINT8 alpha; - - // transform - wv = trVerts; - // it sounds really stupid to do this conversion with the new T&L code - // we should directly put the right information in the right structure - // wallVerts3D seems ok, doesn't need FOutVector - // also remove the light copy - for (i = 0; i < 4; i++, wv++, wallVerts++) - { - wv->sow = wallVerts->s; - wv->tow = wallVerts->t; - wv->x = wallVerts->x; - wv->y = wallVerts->y; - wv->z = wallVerts->z; - } - - alpha = pSurf->FlatColor.s.alpha; // retain the alpha + FBITFIELD blendmode = blend; + UINT8 alpha = pSurf->PolyColor.s.alpha; // retain the alpha // Lighting is done here instead so that fog isn't drawn incorrectly on transparent walls after sorting - if (wallcolormap) - { - if (fogwall) - pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, wallcolormap->rgba, wallcolormap->fadergba, true, false); - else - pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, wallcolormap->rgba, wallcolormap->fadergba, false, false); - } - else - { - if (fogwall) - pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, true, false); - else - pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false); - } + HWR_Lighting(pSurf, lightlevel, wallcolormap); - pSurf->FlatColor.s.alpha = alpha; // put the alpha back after lighting + pSurf->PolyColor.s.alpha = alpha; // put the alpha back after lighting + + HWD.pfnSetShader(2); // wall shader if (blend & PF_Environment) - HWD.pfnDrawPolygon(pSurf, trVerts, 4, blend|PF_Modulated|PF_Clip|PF_Occlude); // PF_Occlude must be used for solid objects - else - HWD.pfnDrawPolygon(pSurf, trVerts, 4, blend|PF_Modulated|PF_Clip); // No PF_Occlude means overlapping (incorrect) transparency + blendmode |= PF_Occlude; // PF_Occlude must be used for solid objects + + if (fogwall) + { + blendmode |= PF_Fog; + HWD.pfnSetShader(6); // fog shader + } + + blendmode |= PF_Modulated; // No PF_Occlude means overlapping (incorrect) transparency + + HWD.pfnDrawPolygon(pSurf, wallVerts, 4, blendmode); #ifdef WALLSPLATS if (gr_curline->linedef->splats && cv_splats.value) HWR_DrawSegsSplats(pSurf); - -#ifdef ALAM_LIGHTING - //Hurdler: TODO: do static lighting using gr_curline->lm - HWR_WallLighting(trVerts); -#endif #endif } @@ -6958,6 +6380,8 @@ void HWR_DoPostProcessor(player_t *player) { postimg_t *type; + HWD.pfnUnSetShader(); + if (splitscreen && player == &players[secondarydisplayplayer]) type = &postimgtype2; else @@ -6977,13 +6401,13 @@ void HWR_DoPostProcessor(player_t *player) // This won't change if the flash palettes are changed unfortunately, but it works for its purpose if (player->flashpal == PAL_NUKE) { - Surf.FlatColor.s.red = 0xff; - Surf.FlatColor.s.green = Surf.FlatColor.s.blue = 0x7F; // The nuke palette is kind of pink-ish + Surf.PolyColor.s.red = 0xff; + Surf.PolyColor.s.green = Surf.PolyColor.s.blue = 0x7F; // The nuke palette is kind of pink-ish } else - Surf.FlatColor.s.red = Surf.FlatColor.s.green = Surf.FlatColor.s.blue = 0xff; + Surf.PolyColor.s.red = Surf.PolyColor.s.green = Surf.PolyColor.s.blue = 0xff; - Surf.FlatColor.s.alpha = 0xc0; // match software mode + Surf.PolyColor.s.alpha = 0xc0; // match software mode HWD.pfnDrawPolygon(&Surf, v, 4, PF_Modulated|PF_Additive|PF_NoTexture|PF_NoDepthTest|PF_Clip|PF_NoZClip); } @@ -7117,4 +6541,161 @@ void HWR_DrawScreenFinalTexture(int width, int height) HWD.pfnDrawScreenFinalTexture(width, height); } +// jimita 18032019 +typedef struct +{ + char type[16]; + INT32 id; +} shaderxlat_t; + +static inline UINT16 HWR_CheckShader(UINT16 wadnum) +{ + UINT16 i; + lumpinfo_t *lump_p; + + lump_p = wadfiles[wadnum]->lumpinfo; + for (i = 0; i < wadfiles[wadnum]->numlumps; i++, lump_p++) + if (memcmp(lump_p->name, "SHADERS", 7) == 0) + return i; + + return INT16_MAX; +} + +void HWR_LoadShaders(UINT16 wadnum, boolean PK3) +{ + UINT16 lump; + char *shaderdef, *line; + char *stoken; + char *value; + size_t size; + int linenum = 1; + int shadertype = 0; + int i; + + #define SHADER_TYPES 7 + shaderxlat_t shaderxlat[SHADER_TYPES] = + { + {"Flat", 1}, + {"WallTexture", 2}, + {"Sprite", 3}, + {"Model", 4}, + {"WaterRipple", 5}, + {"Fog", 6}, + {"Sky", 7}, + }; + + lump = HWR_CheckShader(wadnum); + if (lump == INT16_MAX) + return; + + shaderdef = W_CacheLumpNumPwad(wadnum, lump, PU_CACHE); + size = W_LumpLengthPwad(wadnum, lump); + + line = Z_Malloc(size+1, PU_STATIC, NULL); + if (!line) + I_Error("HWR_LoadShaders: No more free memory\n"); + + M_Memcpy(line, shaderdef, size); + line[size] = '\0'; + + stoken = strtok(line, "\r\n "); + while (stoken) + { + if ((stoken[0] == '/' && stoken[1] == '/') + || (stoken[0] == '#'))// skip comments + { + stoken = strtok(NULL, "\r\n"); + goto skip_field; + } + + if (!stricmp(stoken, "GLSL")) + { + value = strtok(NULL, "\r\n "); + if (!value) + { + CONS_Alert(CONS_WARNING, "HWR_LoadShaders: Missing shader type (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum); + stoken = strtok(NULL, "\r\n"); // skip end of line + goto skip_lump; + } + + if (!stricmp(value, "VERTEX")) + shadertype = 1; + else if (!stricmp(value, "FRAGMENT")) + shadertype = 2; + +skip_lump: + stoken = strtok(NULL, "\r\n "); + linenum++; + } + else + { + value = strtok(NULL, "\r\n= "); + if (!value) + { + CONS_Alert(CONS_WARNING, "HWR_LoadShaders: Missing shader target (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum); + stoken = strtok(NULL, "\r\n"); // skip end of line + goto skip_field; + } + + if (!shadertype) + { + CONS_Alert(CONS_ERROR, "HWR_LoadShaders: Missing shader type (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum); + Z_Free(line); + return; + } + + for (i = 0; i < SHADER_TYPES; i++) + { + if (!stricmp(shaderxlat[i].type, stoken)) + { + size_t shader_size; + char *shader_source; + char *shader_lumpname; + UINT16 shader_lumpnum; + + if (PK3) + { + shader_lumpname = Z_Malloc(strlen(value) + 12, PU_STATIC, NULL); + strcpy(shader_lumpname, "Shaders/sh_"); + strcat(shader_lumpname, value); + shader_lumpnum = W_CheckNumForFullNamePK3(shader_lumpname, wadnum, 0); + } + else + { + shader_lumpname = Z_Malloc(strlen(value) + 4, PU_STATIC, NULL); + strcpy(shader_lumpname, "SH_"); + strcat(shader_lumpname, value); + shader_lumpnum = W_CheckNumForNamePwad(shader_lumpname, wadnum, 0); + } + + if (shader_lumpnum == INT16_MAX) + { + CONS_Alert(CONS_ERROR, "HWR_LoadShaders: Missing shader source %s (file %s, line %d)\n", shader_lumpname, wadfiles[wadnum]->filename, linenum); + Z_Free(shader_lumpname); + continue; + } + + shader_size = W_LumpLengthPwad(wadnum, shader_lumpnum); + shader_source = Z_Malloc(shader_size, PU_STATIC, NULL); + W_ReadLumpPwad(wadnum, shader_lumpnum, shader_source); + + HWD.pfnLoadCustomShader(shaderxlat[i].id, shader_source, shader_size, (shadertype == 2)); + + Z_Free(shader_source); + Z_Free(shader_lumpname); + } + } + +skip_field: + stoken = strtok(NULL, "\r\n= "); + linenum++; + } + } + + HWD.pfnInitCustomShaders(); + + Z_Free(line); + return; +} + #endif // HWRENDER diff --git a/src/hardware/hw_main.h b/src/hardware/hw_main.h index e46aa9801..2b008a3ca 100644 --- a/src/hardware/hw_main.h +++ b/src/hardware/hw_main.h @@ -72,8 +72,10 @@ void HWR_MakeScreenFinalTexture(void); void HWR_DrawScreenFinalTexture(int width, int height); // This stuff is put here so MD2's can use them -UINT32 HWR_Lighting(INT32 light, UINT32 color, UINT32 fadecolor, boolean fogblockpoly, boolean plane); -FUNCMATH UINT8 LightLevelToLum(INT32 l); +void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, extracolormap_t *colormap); +UINT8 HWR_FogBlockAlpha(INT32 light, extracolormap_t *colormap); // Let's see if this can work + +void HWR_LoadShaders(UINT16 wadnum, boolean PK3); extern CV_PossibleValue_t granisotropicmode_cons_t[]; @@ -83,6 +85,7 @@ extern consvar_t cv_grstaticlighting; extern consvar_t cv_grcoronas; extern consvar_t cv_grcoronasize; #endif +extern consvar_t cv_grshaders; extern consvar_t cv_grfov; extern consvar_t cv_grmodels; extern consvar_t cv_grmodelinterpolation; @@ -96,6 +99,7 @@ extern consvar_t cv_granisotropicmode; extern consvar_t cv_grcorrecttricks; extern consvar_t cv_grfovchange; extern consvar_t cv_grsolvetjoin; +extern consvar_t cv_grshearing; extern consvar_t cv_grspritebillboarding; extern consvar_t cv_grskydome; diff --git a/src/hardware/hw_md2.c b/src/hardware/hw_md2.c index 13ba007ee..83df59627 100644 --- a/src/hardware/hw_md2.c +++ b/src/hardware/hw_md2.c @@ -1084,15 +1084,14 @@ static UINT8 HWR_GetModelSprite2(md2_t *md2, skin_t *skin, UINT8 spr2, player_t boolean HWR_DrawModel(gr_vissprite_t *spr) { - FSurfaceInfo Surf; + md2_t *md2; char filename[64]; INT32 frame = 0; INT32 nextFrame = -1; UINT8 spr2 = 0; FTransform p; - md2_t *md2; - UINT8 color[4]; + FSurfaceInfo Surf; if (!cv_grmodels.value) return false; @@ -1131,13 +1130,10 @@ boolean HWR_DrawModel(gr_vissprite_t *spr) colormap = sector->extra_colormap; } - if (colormap) - Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false); - else - Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false); + HWR_Lighting(&Surf, lightlevel, colormap); } else - Surf.FlatColor.rgba = 0xFFFFFFFF; + Surf.PolyColor.rgba = 0xFFFFFFFF; // Look at HWR_ProjectSprite for more { @@ -1160,11 +1156,11 @@ boolean HWR_DrawModel(gr_vissprite_t *spr) //durs = tics; if (spr->mobj->flags2 & MF2_SHADOW) - Surf.FlatColor.s.alpha = 0x40; + Surf.PolyColor.s.alpha = 0x40; else if (spr->mobj->frame & FF_TRANSMASK) HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &Surf); else - Surf.FlatColor.s.alpha = 0xFF; + Surf.PolyColor.s.alpha = 0xFF; // dont forget to enabled the depth test because we can't do this like // before: polygons models are not sorted @@ -1428,11 +1424,6 @@ boolean HWR_DrawModel(gr_vissprite_t *spr) } #endif - color[0] = Surf.FlatColor.s.red; - color[1] = Surf.FlatColor.s.green; - color[2] = Surf.FlatColor.s.blue; - color[3] = Surf.FlatColor.s.alpha; - // SRB2CBTODO: MD2 scaling support finalscale *= FIXED_TO_FLOAT(spr->mobj->scale); @@ -1441,7 +1432,8 @@ boolean HWR_DrawModel(gr_vissprite_t *spr) p.mirror = atransform.mirror; // from Kart #endif - HWD.pfnDrawModel(md2->model, frame, durs, tics, nextFrame, &p, finalscale, flip, color); + HWD.pfnSetShader(4); // model shader + HWD.pfnDrawModel(md2->model, frame, durs, tics, nextFrame, &p, finalscale, flip, &Surf); } return true; diff --git a/src/hardware/r_opengl/ogl_win.c b/src/hardware/r_opengl/ogl_win.c index e4a71734b..c9bf60144 100644 --- a/src/hardware/r_opengl/ogl_win.c +++ b/src/hardware/r_opengl/ogl_win.c @@ -206,7 +206,7 @@ int SetupPixelFormat(INT32 WantColorBits, INT32 WantStencilBits, INT32 WantDepth if (iLastPFD) { - DBG_Printf("WARNING : SetPixelFormat() called twise not supported by all drivers !\n"); + GL_DBG_Printf("WARNING : SetPixelFormat() called twise not supported by all drivers !\n"); } // set the pixel format only if different than the current @@ -215,17 +215,17 @@ int SetupPixelFormat(INT32 WantColorBits, INT32 WantStencilBits, INT32 WantDepth else iLastPFD = iPFD; - DBG_Printf("SetupPixelFormat() - %d ColorBits - %d StencilBits - %d DepthBits\n", + GL_DBG_Printf("SetupPixelFormat() - %d ColorBits - %d StencilBits - %d DepthBits\n", WantColorBits, WantStencilBits, WantDepthBits); nPixelFormat = ChoosePixelFormat(hDC, &pfd); if (nPixelFormat == 0) - DBG_Printf("ChoosePixelFormat() FAILED\n"); + GL_DBG_Printf("ChoosePixelFormat() FAILED\n"); if (SetPixelFormat(hDC, nPixelFormat, &pfd) == 0) { - DBG_Printf("SetPixelFormat() FAILED\n"); + GL_DBG_Printf("SetPixelFormat() FAILED\n"); return 0; } @@ -243,7 +243,7 @@ static INT32 WINAPI SetRes(viddef_t *lvid, vmode_t *pcurrentmode) BOOL WantFullScreen = !(lvid->u.windowed); //(lvid->u.windowed ? 0 : CDS_FULLSCREEN); UNREFERENCED_PARAMETER(pcurrentmode); - DBG_Printf ("SetMode(): %dx%d %d bits (%s)\n", + GL_DBG_Printf ("SetMode(): %dx%d %d bits (%s)\n", lvid->width, lvid->height, lvid->bpp*8, WantFullScreen ? "fullscreen" : "windowed"); @@ -301,7 +301,7 @@ static INT32 WINAPI SetRes(viddef_t *lvid, vmode_t *pcurrentmode) hDC = GetDC(hWnd); if (!hDC) { - DBG_Printf("GetDC() FAILED\n"); + GL_DBG_Printf("GetDC() FAILED\n"); return 0; } @@ -321,12 +321,12 @@ static INT32 WINAPI SetRes(viddef_t *lvid, vmode_t *pcurrentmode) hGLRC = pwglCreateContext(hDC); if (!hGLRC) { - DBG_Printf("pwglCreateContext() FAILED\n"); + GL_DBG_Printf("pwglCreateContext() FAILED\n"); return 0; } if (!pwglMakeCurrent(hDC, hGLRC)) { - DBG_Printf("wglMakeCurrent() FAILED\n"); + GL_DBG_Printf("wglMakeCurrent() FAILED\n"); return 0; } } @@ -337,15 +337,15 @@ static INT32 WINAPI SetRes(viddef_t *lvid, vmode_t *pcurrentmode) //BP: why don't we make it earlier ? //Hurdler: we cannot do that before intialising gl context renderer = (LPCSTR)pglGetString(GL_RENDERER); - DBG_Printf("Vendor : %s\n", pglGetString(GL_VENDOR)); - DBG_Printf("Renderer : %s\n", renderer); - DBG_Printf("Version : %s\n", pglGetString(GL_VERSION)); - DBG_Printf("Extensions : %s\n", gl_extensions); + GL_DBG_Printf("Vendor : %s\n", pglGetString(GL_VENDOR)); + GL_DBG_Printf("Renderer : %s\n", renderer); + GL_DBG_Printf("Version : %s\n", pglGetString(GL_VERSION)); + GL_DBG_Printf("Extensions : %s\n", gl_extensions); // BP: disable advenced feature that don't work on somes hardware // Hurdler: Now works on G400 with bios 1.6 and certified drivers 6.04 if (strstr(renderer, "810")) oglflags |= GLF_NOZBUFREAD; - DBG_Printf("oglflags : 0x%X\n", oglflags); + GL_DBG_Printf("oglflags : 0x%X\n", oglflags); #ifdef USE_WGL_SWAP if (isExtAvailable("WGL_EXT_swap_control",gl_extensions)) @@ -386,7 +386,7 @@ static INT32 WINAPI SetRes(viddef_t *lvid, vmode_t *pcurrentmode) // -----------------+ static void UnSetRes(void) { - DBG_Printf("UnSetRes()\n"); + GL_DBG_Printf("UnSetRes()\n"); pwglMakeCurrent(hDC, NULL); pwglDeleteContext(hGLRC); @@ -437,7 +437,7 @@ EXPORT void HWRAPI(GetModeList) (vmode_t** pvidmodes, INT32 *numvidmodes) video_modes[iMode].misc = 0; video_modes[iMode].name = malloc(12 * sizeof (CHAR)); sprintf(video_modes[iMode].name, "%dx%d", (INT32)Tmp.dmPelsWidth, (INT32)Tmp.dmPelsHeight); - DBG_Printf ("Mode: %s\n", video_modes[iMode].name); + GL_DBG_Printf ("Mode: %s\n", video_modes[iMode].name); video_modes[iMode].width = Tmp.dmPelsWidth; video_modes[iMode].height = Tmp.dmPelsHeight; video_modes[iMode].bytesperpixel = Tmp.dmBitsPerPel/8; @@ -474,7 +474,7 @@ EXPORT void HWRAPI(GetModeList) (vmode_t** pvidmodes, INT32 *numvidmodes) HDC bpphdc; INT32 iBitsPerPel; - DBG_Printf ("HWRAPI GetModeList()\n"); + GL_DBG_Printf ("HWRAPI GetModeList()\n"); bpphdc = GetDC(NULL); // on obtient le bpp actuel iBitsPerPel = GetDeviceCaps(bpphdc, BITSPIXEL); @@ -490,7 +490,7 @@ EXPORT void HWRAPI(GetModeList) (vmode_t** pvidmodes, INT32 *numvidmodes) video_modes[i].misc = 0; video_modes[i].name = malloc(12 * sizeof (CHAR)); sprintf(video_modes[i].name, "%dx%d", res[i][0], res[i][1]); - DBG_Printf ("Mode: %s\n", video_modes[i].name); + GL_DBG_Printf ("Mode: %s\n", video_modes[i].name); video_modes[i].width = res[i][0]; video_modes[i].height = res[i][1]; video_modes[i].bytesperpixel = iBitsPerPel/8; @@ -511,9 +511,9 @@ EXPORT void HWRAPI(Shutdown) (void) #ifdef DEBUG_TO_FILE long nb_centiemes; - DBG_Printf ("HWRAPI Shutdown()\n"); + GL_DBG_Printf ("HWRAPI Shutdown()\n"); nb_centiemes = ((clock()-my_clock)*100)/CLOCKS_PER_SEC; - DBG_Printf("Nb frames: %li; Nb sec: %2.2f -> %2.1f fps\n", + GL_DBG_Printf("Nb frames: %li; Nb sec: %2.2f -> %2.1f fps\n", nb_frames, nb_centiemes/100.0f, (100*nb_frames)/(double)nb_centiemes); #endif @@ -530,7 +530,7 @@ EXPORT void HWRAPI(Shutdown) (void) } FreeLibrary(GLU32); FreeLibrary(OGL32); - DBG_Printf ("HWRAPI Shutdown(DONE)\n"); + GL_DBG_Printf ("HWRAPI Shutdown(DONE)\n"); } // -----------------+ @@ -543,7 +543,7 @@ EXPORT void HWRAPI(FinishUpdate) (INT32 waitvbl) #else UNREFERENCED_PARAMETER(waitvbl); #endif - // DBG_Printf ("FinishUpdate()\n"); + // GL_DBG_Printf ("FinishUpdate()\n"); #ifdef DEBUG_TO_FILE if ((++nb_frames)==2) // on ne commence pas � la premi�re frame my_clock = clock(); diff --git a/src/hardware/r_opengl/r_opengl.c b/src/hardware/r_opengl/r_opengl.c index 129bf5678..6997ebcfe 100644 --- a/src/hardware/r_opengl/r_opengl.c +++ b/src/hardware/r_opengl/r_opengl.c @@ -49,7 +49,7 @@ static const GLubyte white[4] = { 255, 255, 255, 255 }; // ========================================================================== // With OpenGL 1.1+, the first texture should be 1 -#define NOTEXTURE_NUM 1 // small white texture +#define NOTEXTURE_NUM 0 // small white texture #define FIRST_TEX_AVAIL (NOTEXTURE_NUM + 1) #define N_PI_DEMI (M_PIl/2.0f) //(1.5707963268f) @@ -66,10 +66,6 @@ static float NEAR_CLIPPING_PLANE = NZCLIP_PLANE; static GLuint NextTexAvail = FIRST_TEX_AVAIL; static GLuint tex_downloaded = 0; static GLfloat fov = 90.0f; -#if 0 -static GLuint pal_col = 0; -static FRGBAFloat const_pal_col; -#endif static FBITFIELD CurrentPolyFlags; static FTextureInfo* gr_cachetail = NULL; @@ -87,12 +83,19 @@ static GLint mag_filter = GL_LINEAR; static GLint anisotropic_filter = 0; static boolean model_lighting = true; +const GLubyte *gl_version = NULL; +const GLubyte *gl_renderer = NULL; const GLubyte *gl_extensions = NULL; //Hurdler: 04/10/2000: added for the kick ass coronas as Boris wanted;-) -static GLfloat modelMatrix[16]; -static GLfloat projMatrix[16]; -static GLint viewport[4]; +static GLfloat modelMatrix[16]; +static GLfloat projMatrix[16]; +static GLint viewport[4]; + +#ifdef USE_PALETTED_TEXTURE + PFNGLCOLORTABLEEXTPROC glColorTableEXT = NULL; + GLubyte palette_tex[256*3]; +#endif // Yay for arbitrary numbers! NextTexAvail is buggy for some reason. // Sryder: NextTexAvail is broken for these because palette changes or changes to the texture filter or antialiasing @@ -108,9 +111,6 @@ static GLuint screentexture = 0; static GLuint startScreenWipe = 0; static GLuint endScreenWipe = 0; static GLuint finalScreenTexture = 0; -#if 0 -GLuint screentexture = FIRST_TEX_AVAIL; -#endif // shortcut for ((float)1/i) static const GLfloat byte2float[256] = { @@ -148,31 +148,32 @@ static const GLfloat byte2float[256] = { 0.972549f, 0.976471f, 0.980392f, 0.984314f, 0.988235f, 0.992157f, 0.996078f, 1.000000f }; -float byteasfloat(UINT8 fbyte) -{ - return (float)(byte2float[fbyte]*2.0f); -} - -static I_Error_t I_Error_GL = NULL; - // -----------------+ -// DBG_Printf : Output error messages to debug log if DEBUG_TO_FILE is defined, +// GL_DBG_Printf : Output debug messages to debug log if DEBUG_TO_FILE is defined, // : else do nothing // Returns : // -----------------+ -FUNCPRINTF void DBG_Printf(const char *lpFmt, ...) + +#ifdef DEBUG_TO_FILE +FILE *gllogstream; +#endif + +FUNCPRINTF void GL_DBG_Printf(const char *format, ...) { #ifdef DEBUG_TO_FILE - char str[4096] = ""; + char str[4096] = ""; va_list arglist; - va_start (arglist, lpFmt); - vsnprintf (str, 4096, lpFmt, arglist); - va_end (arglist); - if (gllogstream) - fwrite(str, strlen(str), 1, gllogstream); + if (!gllogstream) + gllogstream = fopen("ogllog.txt", "w"); + + va_start(arglist, format); + vsnprintf(str, 4096, format, arglist); + va_end(arglist); + + fwrite(str, strlen(str), 1, gllogstream); #else - (void)lpFmt; + (void)format; #endif } @@ -227,6 +228,7 @@ FUNCPRINTF void DBG_Printf(const char *lpFmt, ...) #define pglLightfv glLightfv #define pglLightModelfv glLightModelfv #define pglMaterialfv glMaterialfv +#define pglMateriali glMateriali /* Raster functions */ #define pglPixelStorei glPixelStorei @@ -243,6 +245,7 @@ FUNCPRINTF void DBG_Printf(const char *lpFmt, ...) /* 1.1 functions */ /* texture objects */ //GL_EXT_texture_object +#define pglGenTextures glGenTextures #define pglDeleteTextures glDeleteTextures #define pglBindTexture glBindTexture /* texture mapping */ //GL_EXT_copy_texture @@ -255,7 +258,6 @@ FUNCPRINTF void DBG_Printf(const char *lpFmt, ...) /* Miscellaneous */ typedef void (APIENTRY * PFNglClearColor) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); static PFNglClearColor pglClearColor; -//glClear typedef void (APIENTRY * PFNglColorMask) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); static PFNglColorMask pglColorMask; typedef void (APIENTRY * PFNglAlphaFunc) (GLenum func, GLclampf ref); @@ -274,8 +276,6 @@ typedef void (APIENTRY * PFNglDisable) (GLenum cap); static PFNglDisable pglDisable; typedef void (APIENTRY * PFNglGetFloatv) (GLenum pname, GLfloat *params); static PFNglGetFloatv pglGetFloatv; -//glGetIntegerv -//glGetString /* Depth Buffer */ typedef void (APIENTRY * PFNglClearDepth) (GLclampd depth); @@ -336,6 +336,8 @@ typedef void (APIENTRY * PFNglLightModelfv) (GLenum pname, GLfloat *params); static PFNglLightModelfv pglLightModelfv; typedef void (APIENTRY * PFNglMaterialfv) (GLint face, GLenum pname, GLfloat *params); static PFNglMaterialfv pglMaterialfv; +typedef void (APIENTRY * PFNglMateriali) (GLint face, GLenum pname, GLint param); +static PFNglMateriali pglMateriali; /* Raster functions */ typedef void (APIENTRY * PFNglPixelStorei) (GLenum pname, GLint param); @@ -359,6 +361,8 @@ static PFNglFogfv pglFogfv; /* 1.1 functions */ /* texture objects */ //GL_EXT_texture_object +typedef void (APIENTRY * PFNglGenTextures) (GLsizei n, const GLuint *textures); +static PFNglGenTextures pglGenTextures; typedef void (APIENTRY * PFNglDeleteTextures) (GLsizei n, const GLuint *textures); static PFNglDeleteTextures pglDeleteTextures; typedef void (APIENTRY * PFNglBindTexture) (GLenum target, GLuint texture); @@ -429,7 +433,7 @@ boolean SetupGLfunc(void) func = GetGLFunc(#proc); \ if (!func) \ { \ - DBG_Printf("failed to get OpenGL function: %s", #proc); \ + GL_DBG_Printf("failed to get OpenGL function: %s", #proc); \ } \ GETOPENGLFUNC(pglClearColor, glClearColor) @@ -447,22 +451,23 @@ boolean SetupGLfunc(void) GETOPENGLFUNC(pglGetIntegerv, glGetIntegerv) GETOPENGLFUNC(pglGetString, glGetString) - GETOPENGLFUNC(pglClearDepth , glClearDepth) - GETOPENGLFUNC(pglDepthFunc , glDepthFunc) - GETOPENGLFUNC(pglDepthMask , glDepthMask) - GETOPENGLFUNC(pglDepthRange , glDepthRange) + GETOPENGLFUNC(pglClearDepth, glClearDepth) + GETOPENGLFUNC(pglDepthFunc, glDepthFunc) + GETOPENGLFUNC(pglDepthMask, glDepthMask) + GETOPENGLFUNC(pglDepthRange, glDepthRange) - GETOPENGLFUNC(pglMatrixMode , glMatrixMode) - GETOPENGLFUNC(pglViewport , glViewport) - GETOPENGLFUNC(pglPushMatrix , glPushMatrix) - GETOPENGLFUNC(pglPopMatrix , glPopMatrix) - GETOPENGLFUNC(pglLoadIdentity , glLoadIdentity) - GETOPENGLFUNC(pglMultMatrixf , glMultMatrixf) - GETOPENGLFUNC(pglRotatef , glRotatef) - GETOPENGLFUNC(pglScalef , glScalef) - GETOPENGLFUNC(pglTranslatef , glTranslatef) + GETOPENGLFUNC(pglMatrixMode, glMatrixMode) + GETOPENGLFUNC(pglViewport, glViewport) + GETOPENGLFUNC(pglPushMatrix, glPushMatrix) + GETOPENGLFUNC(pglPopMatrix, glPopMatrix) + GETOPENGLFUNC(pglLoadIdentity, glLoadIdentity) + GETOPENGLFUNC(pglMultMatrixf, glMultMatrixf) + GETOPENGLFUNC(pglRotatef, glRotatef) + GETOPENGLFUNC(pglScalef, glScalef) + GETOPENGLFUNC(pglTranslatef, glTranslatef) GETOPENGLFUNC(pglColor4ubv, glColor4ubv) + GETOPENGLFUNC(pglVertexPointer, glVertexPointer) GETOPENGLFUNC(pglNormalPointer, glNormalPointer) GETOPENGLFUNC(pglTexCoordPointer, glTexCoordPointer) @@ -472,38 +477,288 @@ boolean SetupGLfunc(void) GETOPENGLFUNC(pglEnableClientState, glEnableClientState) GETOPENGLFUNC(pglDisableClientState, glDisableClientState) - GETOPENGLFUNC(pglShadeModel , glShadeModel) + GETOPENGLFUNC(pglShadeModel, glShadeModel) GETOPENGLFUNC(pglLightfv, glLightfv) - GETOPENGLFUNC(pglLightModelfv , glLightModelfv) - GETOPENGLFUNC(pglMaterialfv , glMaterialfv) + GETOPENGLFUNC(pglLightModelfv, glLightModelfv) + GETOPENGLFUNC(pglMaterialfv, glMaterialfv) + GETOPENGLFUNC(pglMateriali, glMateriali) - GETOPENGLFUNC(pglPixelStorei , glPixelStorei) - GETOPENGLFUNC(pglReadPixels , glReadPixels) + GETOPENGLFUNC(pglPixelStorei, glPixelStorei) + GETOPENGLFUNC(pglReadPixels, glReadPixels) - GETOPENGLFUNC(pglTexEnvi , glTexEnvi) - GETOPENGLFUNC(pglTexParameteri , glTexParameteri) - GETOPENGLFUNC(pglTexImage2D , glTexImage2D) + GETOPENGLFUNC(pglTexEnvi, glTexEnvi) + GETOPENGLFUNC(pglTexParameteri, glTexParameteri) + GETOPENGLFUNC(pglTexImage2D, glTexImage2D) - GETOPENGLFUNC(pglFogf , glFogf) - GETOPENGLFUNC(pglFogfv , glFogfv) + GETOPENGLFUNC(pglFogf, glFogf) + GETOPENGLFUNC(pglFogfv, glFogfv) - GETOPENGLFUNC(pglDeleteTextures , glDeleteTextures) - GETOPENGLFUNC(pglBindTexture , glBindTexture) + GETOPENGLFUNC(pglGenTextures, glGenTextures) + GETOPENGLFUNC(pglDeleteTextures, glDeleteTextures) + GETOPENGLFUNC(pglBindTexture, glBindTexture) - GETOPENGLFUNC(pglCopyTexImage2D , glCopyTexImage2D) - GETOPENGLFUNC(pglCopyTexSubImage2D , glCopyTexSubImage2D) + GETOPENGLFUNC(pglCopyTexImage2D, glCopyTexImage2D) + GETOPENGLFUNC(pglCopyTexSubImage2D, glCopyTexSubImage2D) #undef GETOPENGLFUNC - pgluBuild2DMipmaps = GetGLFunc("gluBuild2DMipmaps"); - #endif return true; } -// This has to be done after the context is created so the version number can be obtained -// This is stupid -- even some of the oldest usable OpenGL hardware today supports 1.3-level featureset. -boolean SetupGLFunc13(void) +INT32 gl_leveltime = 0; + +#ifdef GL_SHADERS +typedef GLuint (APIENTRY *PFNglCreateShader) (GLenum); +typedef void (APIENTRY *PFNglShaderSource) (GLuint, GLsizei, const GLchar**, GLint*); +typedef void (APIENTRY *PFNglCompileShader) (GLuint); +typedef void (APIENTRY *PFNglGetShaderiv) (GLuint, GLenum, GLint*); +typedef void (APIENTRY *PFNglGetShaderInfoLog) (GLuint, GLsizei, GLsizei*, GLchar*); +typedef void (APIENTRY *PFNglDeleteShader) (GLuint); +typedef GLuint (APIENTRY *PFNglCreateProgram) (void); +typedef void (APIENTRY *PFNglAttachShader) (GLuint, GLuint); +typedef void (APIENTRY *PFNglLinkProgram) (GLuint); +typedef void (APIENTRY *PFNglGetProgramiv) (GLuint, GLenum, GLint*); +typedef void (APIENTRY *PFNglUseProgram) (GLuint); +typedef void (APIENTRY *PFNglUniform1i) (GLint, GLint); +typedef void (APIENTRY *PFNglUniform1f) (GLint, GLfloat); +typedef void (APIENTRY *PFNglUniform2f) (GLint, GLfloat, GLfloat); +typedef void (APIENTRY *PFNglUniform3f) (GLint, GLfloat, GLfloat, GLfloat); +typedef void (APIENTRY *PFNglUniform4f) (GLint, GLfloat, GLfloat, GLfloat, GLfloat); +typedef void (APIENTRY *PFNglUniform1fv) (GLint, GLsizei, const GLfloat*); +typedef void (APIENTRY *PFNglUniform2fv) (GLint, GLsizei, const GLfloat*); +typedef void (APIENTRY *PFNglUniform3fv) (GLint, GLsizei, const GLfloat*); +typedef GLint (APIENTRY *PFNglGetUniformLocation) (GLuint, const GLchar*); + +static PFNglCreateShader pglCreateShader; +static PFNglShaderSource pglShaderSource; +static PFNglCompileShader pglCompileShader; +static PFNglGetShaderiv pglGetShaderiv; +static PFNglGetShaderInfoLog pglGetShaderInfoLog; +static PFNglDeleteShader pglDeleteShader; +static PFNglCreateProgram pglCreateProgram; +static PFNglAttachShader pglAttachShader; +static PFNglLinkProgram pglLinkProgram; +static PFNglGetProgramiv pglGetProgramiv; +static PFNglUseProgram pglUseProgram; +static PFNglUniform1i pglUniform1i; +static PFNglUniform1f pglUniform1f; +static PFNglUniform2f pglUniform2f; +static PFNglUniform3f pglUniform3f; +static PFNglUniform4f pglUniform4f; +static PFNglUniform1fv pglUniform1fv; +static PFNglUniform2fv pglUniform2fv; +static PFNglUniform3fv pglUniform3fv; +static PFNglGetUniformLocation pglGetUniformLocation; + +#define MAXSHADERS 16 +#define MAXSHADERPROGRAMS 16 + +// 18032019 +static char *gl_customvertexshaders[MAXSHADERS]; +static char *gl_customfragmentshaders[MAXSHADERS]; + +static boolean gl_allowshaders = false; +static boolean gl_shadersenabled = false; +static GLuint gl_currentshaderprogram = 0; + +// 13062019 +typedef enum +{ + // lighting + gluniform_poly_color, + gluniform_tint_color, + gluniform_fade_color, + gluniform_lighting, + gluniform_fade_start, + gluniform_fade_end, + + // misc. (custom shaders) + gluniform_leveltime, + + gluniform_max, +} gluniform_t; + +typedef struct gl_shaderprogram_s +{ + GLuint program; + boolean custom; + GLint uniforms[gluniform_max+1]; +} gl_shaderprogram_t; +static gl_shaderprogram_t gl_shaderprograms[MAXSHADERPROGRAMS]; + +// ======================== +// Fragment shader macros +// ======================== + +// +// GLSL Software fragment shader +// + + +#if 0 +// Old ZDoom style +#define GLSL_DOOM_COLORMAP \ + "float R_DoomColormap(float light, float z)\n" \ + "{\n" \ + "float vis = min(29.0 / z, 24.0 / 32.0);\n" \ + "float shade = 2.0 - (light + 12.0) / 128.0;\n" \ + "float lightscale = shade - vis;\n" \ + "return lightscale * 31.0;\n" \ + "}\n" +#else +// TODO: This is R_PlaneColormap, need a way to get polygon normal to add R_WallColormap +#define GLSL_DOOM_COLORMAP \ + "float R_DoomColormap(float light, float z)\n" \ + "{\n" \ + "float lightnum = clamp(light / 17.0, 0.0, 15.0);\n" \ + "float lightz = clamp(z / 16.0, 0.0, 127.0);\n" \ + "float startmap = (15.0 - lightnum) * 4.0;\n" \ + "float scale = 160.0 / (lightz + 1.0);\n" \ + "return startmap - scale * 0.5;\n" \ + "}\n" +#endif + +#define GLSL_DOOM_LIGHT_EQUATION \ + "float R_DoomLightingEquation(float light)\n" \ + "{\n" \ + "float z = gl_FragCoord.z / gl_FragCoord.w;\n" \ + "float colormap = floor(R_DoomColormap(light, z)) + 0.5;\n" \ + "return clamp(colormap, 0.0, 31.0) / 32.0;\n" \ + "}\n" + +#define GLSL_SOFTWARE_TINT_EQUATION \ + "if (tint_color.a > 0.0) {\n" \ + "float color_bright = sqrt((base_color.r * base_color.r) + (base_color.g * base_color.g) + (base_color.b * base_color.b));\n" \ + "float strength = sqrt(9.0 * tint_color.a);\n" \ + "final_color.r = clamp((color_bright * (tint_color.r * strength)) + (base_color.r * (1.0 - strength)), 0.0, 1.0);\n" \ + "final_color.g = clamp((color_bright * (tint_color.g * strength)) + (base_color.g * (1.0 - strength)), 0.0, 1.0);\n" \ + "final_color.b = clamp((color_bright * (tint_color.b * strength)) + (base_color.b * (1.0 - strength)), 0.0, 1.0);\n" \ + "}\n" + +#define GLSL_SOFTWARE_FADE_EQUATION \ + "float darkness = R_DoomLightingEquation(lighting);\n" \ + "if (fade_start != 0.0 || fade_end != 31.0) {\n" \ + "float fs = fade_start / 31.0;\n" \ + "float fe = fade_end / 31.0;\n" \ + "float fd = fe - fs;\n" \ + "darkness = clamp((darkness - fs) * (1.0 / fd), 0.0, 1.0);\n" \ + "}\n" \ + "final_color = mix(final_color, fade_color, darkness);\n" + +#define GLSL_SOFTWARE_FRAGMENT_SHADER \ + "uniform sampler2D tex;\n" \ + "uniform vec4 poly_color;\n" \ + "uniform vec4 tint_color;\n" \ + "uniform vec4 fade_color;\n" \ + "uniform float lighting;\n" \ + "uniform float fade_start;\n" \ + "uniform float fade_end;\n" \ + GLSL_DOOM_COLORMAP \ + GLSL_DOOM_LIGHT_EQUATION \ + "void main(void) {\n" \ + "vec4 texel = texture2D(tex, gl_TexCoord[0].st);\n" \ + "vec4 base_color = texel * poly_color;\n" \ + "vec4 final_color = base_color;\n" \ + GLSL_SOFTWARE_TINT_EQUATION \ + GLSL_SOFTWARE_FADE_EQUATION \ + "final_color.a = texel.a * poly_color.a;\n" \ + "gl_FragColor = final_color;\n" \ + "}\0" + + +// +// GLSL generic fragment shader +// + +#define GLSL_DEFAULT_FRAGMENT_SHADER \ + "uniform sampler2D tex;\n" \ + "uniform vec4 poly_color;\n" \ + "void main(void) {\n" \ + "gl_FragColor = texture2D(tex, gl_TexCoord[0].st) * poly_color;\n" \ + "}\0" + +static const char *fragment_shaders[] = { + // Default fragment shader + GLSL_DEFAULT_FRAGMENT_SHADER, + + // Floor fragment shader + GLSL_SOFTWARE_FRAGMENT_SHADER, + + // Wall fragment shader + GLSL_SOFTWARE_FRAGMENT_SHADER, + + // Sprite fragment shader + GLSL_SOFTWARE_FRAGMENT_SHADER, + + // Model fragment shader + GLSL_SOFTWARE_FRAGMENT_SHADER, + + // Water fragment shader + GLSL_SOFTWARE_FRAGMENT_SHADER, + + // Fog fragment shader + "void main(void) {\n" + "gl_FragColor = gl_Color;\n" + "}\0", + + // Sky fragment shader + "uniform sampler2D tex;\n" + "void main(void) {\n" + "gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n" \ + "}\0", + + NULL, +}; + +// ====================== +// Vertex shader macros +// ====================== + +// +// GLSL generic vertex shader +// + +#define GLSL_DEFAULT_VERTEX_SHADER \ + "void main()\n" \ + "{\n" \ + "gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;\n" \ + "gl_FrontColor = gl_Color;\n" \ + "gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;\n" \ + "gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;\n" \ + "}\0" + +static const char *vertex_shaders[] = { + // Default vertex shader + GLSL_DEFAULT_VERTEX_SHADER, + + // Floor vertex shader + GLSL_DEFAULT_VERTEX_SHADER, + + // Wall vertex shader + GLSL_DEFAULT_VERTEX_SHADER, + + // Sprite vertex shader + GLSL_DEFAULT_VERTEX_SHADER, + + // Model vertex shader + GLSL_DEFAULT_VERTEX_SHADER, + + // Water vertex shader + GLSL_DEFAULT_VERTEX_SHADER, + + // Fog vertex shader + GLSL_DEFAULT_VERTEX_SHADER, + + // Sky vertex shader + GLSL_DEFAULT_VERTEX_SHADER, + + NULL, +}; + +#endif // GL_SHADERS + +void SetupGLFunc4(void) { pglActiveTexture = GetGLFunc("glActiveTexture"); pglMultiTexCoord2f = GetGLFunc("glMultiTexCoord2f"); @@ -516,7 +771,199 @@ boolean SetupGLFunc13(void) pglBufferData = GetGLFunc("glBufferData"); pglDeleteBuffers = GetGLFunc("glDeleteBuffers"); - return true; +#ifdef GL_SHADERS + pglCreateShader = GetGLFunc("glCreateShader"); + pglShaderSource = GetGLFunc("glShaderSource"); + pglCompileShader = GetGLFunc("glCompileShader"); + pglGetShaderiv = GetGLFunc("glGetShaderiv"); + pglGetShaderInfoLog = GetGLFunc("glGetShaderInfoLog"); + pglDeleteShader = GetGLFunc("glDeleteShader"); + pglCreateProgram = GetGLFunc("glCreateProgram"); + pglAttachShader = GetGLFunc("glAttachShader"); + pglLinkProgram = GetGLFunc("glLinkProgram"); + pglGetProgramiv = GetGLFunc("glGetProgramiv"); + pglUseProgram = GetGLFunc("glUseProgram"); + pglUniform1i = GetGLFunc("glUniform1i"); + pglUniform1f = GetGLFunc("glUniform1f"); + pglUniform2f = GetGLFunc("glUniform2f"); + pglUniform3f = GetGLFunc("glUniform3f"); + pglUniform4f = GetGLFunc("glUniform4f"); + pglUniform1fv = GetGLFunc("glUniform1fv"); + pglUniform2fv = GetGLFunc("glUniform2fv"); + pglUniform3fv = GetGLFunc("glUniform3fv"); + pglGetUniformLocation = GetGLFunc("glGetUniformLocation"); +#endif + + // GLU + pgluBuild2DMipmaps = GetGLFunc("gluBuild2DMipmaps"); +} + +// jimita +EXPORT void HWRAPI(LoadShaders) (void) +{ +#ifdef GL_SHADERS + GLuint gl_vertShader, gl_fragShader; + GLint i, result; + + gl_customvertexshaders[0] = NULL; + gl_customfragmentshaders[0] = NULL; + + for (i = 0; vertex_shaders[i] && fragment_shaders[i]; i++) + { + gl_shaderprogram_t *shader; + const GLchar* vert_shader = vertex_shaders[i]; + const GLchar* frag_shader = fragment_shaders[i]; + boolean custom = ((gl_customvertexshaders[i] || gl_customfragmentshaders[i]) && (i > 0)); + + // 18032019 + if (gl_customvertexshaders[i]) + vert_shader = gl_customvertexshaders[i]; + if (gl_customfragmentshaders[i]) + frag_shader = gl_customfragmentshaders[i]; + + if (i >= MAXSHADERS) + break; + if (i >= MAXSHADERPROGRAMS) + break; + + // + // Load and compile vertex shader + // + gl_vertShader = pglCreateShader(GL_VERTEX_SHADER); + if (!gl_vertShader) + I_Error("Hardware driver: Error creating vertex shader %d", i); + + pglShaderSource(gl_vertShader, 1, &vert_shader, NULL); + pglCompileShader(gl_vertShader); + + // check for compile errors + pglGetShaderiv(gl_vertShader, GL_COMPILE_STATUS, &result); + if (result == GL_FALSE) + { + GLchar* infoLog; + GLint logLength; + + pglGetShaderiv(gl_vertShader, GL_INFO_LOG_LENGTH, &logLength); + + infoLog = malloc(logLength); + pglGetShaderInfoLog(gl_vertShader, logLength, NULL, infoLog); + + I_Error("Hardware driver: Error compiling vertex shader %d\n%s", i, infoLog); + } + + // + // Load and compile fragment shader + // + gl_fragShader = pglCreateShader(GL_FRAGMENT_SHADER); + if (!gl_fragShader) + I_Error("Hardware driver: Error creating fragment shader %d", i); + + pglShaderSource(gl_fragShader, 1, &frag_shader, NULL); + pglCompileShader(gl_fragShader); + + // check for compile errors + pglGetShaderiv(gl_fragShader, GL_COMPILE_STATUS, &result); + if (result == GL_FALSE) + { + GLchar* infoLog; + GLint logLength; + + pglGetShaderiv(gl_fragShader, GL_INFO_LOG_LENGTH, &logLength); + + infoLog = malloc(logLength); + pglGetShaderInfoLog(gl_fragShader, logLength, NULL, infoLog); + + I_Error("Hardware driver: Error compiling fragment shader %d\n%s", i, infoLog); + } + + shader = &gl_shaderprograms[i]; + shader->program = pglCreateProgram(); + shader->custom = custom; + pglAttachShader(shader->program, gl_vertShader); + pglAttachShader(shader->program, gl_fragShader); + pglLinkProgram(shader->program); + + // check link status + pglGetProgramiv(shader->program, GL_LINK_STATUS, &result); + if (result != GL_TRUE) + I_Error("Hardware driver: Error linking shader program %d", i); + + // delete the shader objects + pglDeleteShader(gl_vertShader); + pglDeleteShader(gl_fragShader); + + // 13062019 +#define GETUNI(uniform) pglGetUniformLocation(shader->program, uniform); + + // lighting + shader->uniforms[gluniform_poly_color] = GETUNI("poly_color"); + shader->uniforms[gluniform_tint_color] = GETUNI("tint_color"); + shader->uniforms[gluniform_fade_color] = GETUNI("fade_color"); + shader->uniforms[gluniform_lighting] = GETUNI("lighting"); + shader->uniforms[gluniform_fade_start] = GETUNI("fade_start"); + shader->uniforms[gluniform_fade_end] = GETUNI("fade_end"); + + // misc. (custom shaders) + shader->uniforms[gluniform_leveltime] = GETUNI("leveltime"); + +#undef GETUNI + } +#endif +} + +EXPORT void HWRAPI(LoadCustomShader) (int number, char *shader, size_t size, boolean fragment) +{ +#ifdef GL_SHADERS + if (number < 1 || number > MAXSHADERS) + I_Error("LoadCustomShader(): cannot load shader %d (max %d)", number, MAXSHADERS); + + if (fragment) + { + gl_customfragmentshaders[number] = malloc(size+1); + strncpy(gl_customfragmentshaders[number], shader, size); + gl_customfragmentshaders[number][size] = 0; + } + else + { + gl_customvertexshaders[number] = malloc(size+1); + strncpy(gl_customvertexshaders[number], shader, size); + gl_customvertexshaders[number][size] = 0; + } +#endif +} + +EXPORT void HWRAPI(InitCustomShaders) (void) +{ +#ifdef GL_SHADERS + KillShaders(); + LoadShaders(); +#endif +} + +EXPORT void HWRAPI(SetShader) (int shader) +{ +#ifdef GL_SHADERS + if (gl_allowshaders) + { + gl_shadersenabled = true; + gl_currentshaderprogram = shader; + } + else +#endif + gl_shadersenabled = false; +} + +EXPORT void HWRAPI(UnSetShader) (void) +{ +#ifdef GL_SHADERS + gl_shadersenabled = false; + gl_currentshaderprogram = 0; +#endif +} + +EXPORT void HWRAPI(KillShaders) (void) +{ + // unused......................... } // -----------------+ @@ -524,7 +971,7 @@ boolean SetupGLFunc13(void) // -----------------+ static void SetNoTexture(void) { - // Set small white texture. + // Disable texture. if (tex_downloaded != NOTEXTURE_NUM) { pglBindTexture(GL_TEXTURE_2D, NOTEXTURE_NUM); @@ -544,7 +991,7 @@ static void GLPerspective(GLfloat fovy, GLfloat aspect) const GLfloat zNear = NEAR_CLIPPING_PLANE; const GLfloat zFar = FAR_CLIPPING_PLANE; const GLfloat radians = (GLfloat)(fovy / 2.0f * M_PIl / 180.0f); - const GLfloat sine = sinf(radians); + const GLfloat sine = sin(radians); const GLfloat deltaZ = zFar - zNear; GLfloat cotangent; @@ -607,7 +1054,7 @@ static void GLProject(GLfloat objX, GLfloat objY, GLfloat objZ, // -----------------+ void SetModelView(GLint w, GLint h) { -// DBG_Printf("SetModelView(): %dx%d\n", (int)w, (int)h); +// GL_DBG_Printf("SetModelView(): %dx%d\n", (int)w, (int)h); // The screen textures need to be flushed if the width or height change so that they be remade for the correct size if (screen_width != w || screen_height != h) @@ -650,7 +1097,7 @@ void SetStates(void) GLfloat LightDiffuse[] = {1.0f, 1.0f, 1.0f, 1.0f}; #endif -// DBG_Printf("SetStates()\n"); +// GL_DBG_Printf("SetStates()\n"); // Hurdler: not necessary, is it? pglShadeModel(GL_SMOOTH); // iterate vertice colors @@ -675,7 +1122,7 @@ void SetStates(void) pglDepthRange(0.0f, 1.0f); pglDepthFunc(GL_LEQUAL); - // this set CurrentPolyFlags to the acctual configuration + // this set CurrentPolyFlags to the actual configuration CurrentPolyFlags = 0xffffffff; SetBlend(0); @@ -719,7 +1166,7 @@ void SetStates(void) // -----------------+ void Flush(void) { - //DBG_Printf ("HWR_Flush()\n"); + //GL_DBG_Printf ("HWR_Flush()\n"); while (gr_cachehead) { @@ -787,10 +1234,8 @@ INT32 isExtAvailable(const char *extension, const GLubyte *start) // Init : Initialise the OpenGL interface API // Returns : // -----------------+ -EXPORT boolean HWRAPI(Init) (I_Error_t FatalErrorFunction) +EXPORT boolean HWRAPI(Init) (void) { - I_Error_GL = FatalErrorFunction; - DBG_Printf ("%s %s\n", DRIVER_STRING, VERSIONSTRING); return LoadGL(); } @@ -800,7 +1245,7 @@ EXPORT boolean HWRAPI(Init) (I_Error_t FatalErrorFunction) // -----------------+ EXPORT void HWRAPI(ClearMipMapCache) (void) { - // DBG_Printf ("HWR_Flush(exe)\n"); + // GL_DBG_Printf ("HWR_Flush(exe)\n"); Flush(); } @@ -814,7 +1259,7 @@ EXPORT void HWRAPI(ReadRect) (INT32 x, INT32 y, INT32 width, INT32 height, INT32 dst_stride, UINT16 * dst_data) { INT32 i; - // DBG_Printf ("ReadRect()\n"); + // GL_DBG_Printf ("ReadRect()\n"); if (dst_stride == width*3) { GLubyte*top = (GLvoid*)dst_data, *bottom = top + dst_stride * (height - 1); @@ -862,7 +1307,7 @@ EXPORT void HWRAPI(ReadRect) (INT32 x, INT32 y, INT32 width, INT32 height, // -----------------+ EXPORT void HWRAPI(GClipRect) (INT32 minx, INT32 miny, INT32 maxx, INT32 maxy, float nearclip) { - // DBG_Printf ("GClipRect(%d, %d, %d, %d)\n", minx, miny, maxx, maxy); + // GL_DBG_Printf ("GClipRect(%d, %d, %d, %d)\n", minx, miny, maxx, maxy); pglViewport(minx, screen_height-maxy, maxx-minx, maxy-miny); NEAR_CLIPPING_PLANE = nearclip; @@ -886,7 +1331,7 @@ EXPORT void HWRAPI(ClearBuffer) (FBOOLEAN ColorMask, FBOOLEAN DepthMask, FRGBAFloat * ClearColor) { - // DBG_Printf ("ClearBuffer(%d)\n", alpha); + // GL_DBG_Printf ("ClearBuffer(%d)\n", alpha); GLbitfield ClearMask = 0; if (ColorMask) @@ -921,7 +1366,7 @@ EXPORT void HWRAPI(Draw2DLine) (F2DCoord * v1, F2DCoord * v2, RGBA_t Color) { - // DBG_Printf ("DrawLine() (%f %f %f) %d\n", v1->x, -v1->y, -v1->z, v1->argb); + // GL_DBG_Printf ("DrawLine() (%f %f %f) %d\n", v1->x, -v1->y, -v1->z, v1->argb); GLfloat p[12]; GLfloat dx, dy; GLfloat angle; @@ -1064,7 +1509,7 @@ EXPORT void HWRAPI(SetBlend) (FBITFIELD PolyFlags) else #endif if (PolyFlags & PF_Modulated) - { // mix texture colour with Surface->FlatColor + { // mix texture colour with Surface->PolyColor pglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } else @@ -1129,11 +1574,21 @@ EXPORT void HWRAPI(SetTexture) (FTextureInfo *pTexInfo) const GLvoid *ptex = tex; INT32 w, h; - //DBG_Printf ("DownloadMipmap %d %x\n",NextTexAvail,pTexInfo->grInfo.data); + //GL_DBG_Printf ("DownloadMipmap %d %x\n",NextTexAvail,pTexInfo->grInfo.data); w = pTexInfo->width; h = pTexInfo->height; +#ifdef USE_PALETTED_TEXTURE + if (glColorTableEXT && + (pTexInfo->grInfo.format == GR_TEXFMT_P_8) && + !(pTexInfo->flags & TF_CHROMAKEYED)) + { + // do nothing here. + // Not a problem with MiniGL since we don't use paletted texture + } + else +#endif if ((pTexInfo->grInfo.format == GR_TEXFMT_P_8) || (pTexInfo->grInfo.format == GR_TEXFMT_AP_88)) { @@ -1215,7 +1670,7 @@ EXPORT void HWRAPI(SetTexture) (FTextureInfo *pTexInfo) } } else - DBG_Printf ("SetTexture(bad format) %ld\n", pTexInfo->grInfo.format); + GL_DBG_Printf ("SetTexture(bad format) %ld\n", pTexInfo->grInfo.format); pTexInfo->downloaded = NextTexAvail++; tex_downloaded = pTexInfo->downloaded; @@ -1233,6 +1688,17 @@ EXPORT void HWRAPI(SetTexture) (FTextureInfo *pTexInfo) pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter); } +#ifdef USE_PALETTED_TEXTURE + //Hurdler: not really supported and not tested recently + if (glColorTableEXT && + (pTexInfo->grInfo.format == GR_TEXFMT_P_8) && + !(pTexInfo->flags & TF_CHROMAKEYED)) + { + glColorTableEXT(GL_TEXTURE_2D, GL_RGB8, 256, GL_RGB, GL_UNSIGNED_BYTE, palette_tex); + pglTexImage2D(GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, w, h, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, pTexInfo->grInfo.data); + } + else +#endif if (pTexInfo->grInfo.format == GR_TEXFMT_ALPHA_INTENSITY_88) { //pglTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, ptex); @@ -1305,32 +1771,116 @@ EXPORT void HWRAPI(SetTexture) (FTextureInfo *pTexInfo) } } +static void load_shaders(FSurfaceInfo *Surface, GLRGBAFloat *poly, GLRGBAFloat *tint, GLRGBAFloat *fade) +{ +#ifdef GL_SHADERS + if (gl_shadersenabled) + { + gl_shaderprogram_t *shader = &gl_shaderprograms[gl_currentshaderprogram]; + if (shader->program) + { + boolean custom = (gl_shaderprograms[gl_currentshaderprogram].custom); + // 13062019 + // Check for fog + //if (changed) + { + pglUseProgram(gl_shaderprograms[gl_currentshaderprogram].program); + } + + // set uniforms + { + #define UNIFORM_1(uniform, a, function) \ + if (uniform != -1) \ + function (uniform, a); + + #define UNIFORM_2(uniform, a, b, function) \ + if (uniform != -1) \ + function (uniform, a, b); + + #define UNIFORM_3(uniform, a, b, c, function) \ + if (uniform != -1) \ + function (uniform, a, b, c); + + #define UNIFORM_4(uniform, a, b, c, d, function) \ + if (uniform != -1) \ + function (uniform, a, b, c, d); + + // polygon + UNIFORM_4(shader->uniforms[gluniform_poly_color], poly->red, poly->green, poly->blue, poly->alpha, pglUniform4f); + UNIFORM_4(shader->uniforms[gluniform_tint_color], tint->red, tint->green, tint->blue, tint->alpha, pglUniform4f); + UNIFORM_4(shader->uniforms[gluniform_fade_color], fade->red, fade->green, fade->blue, fade->alpha, pglUniform4f); + UNIFORM_1(shader->uniforms[gluniform_lighting], Surface->LightInfo.light_level, pglUniform1f); + UNIFORM_1(shader->uniforms[gluniform_fade_start], Surface->LightInfo.fade_start, pglUniform1f); + UNIFORM_1(shader->uniforms[gluniform_fade_end], Surface->LightInfo.fade_end, pglUniform1f); + + // Custom shader uniforms + if (custom) + { + UNIFORM_1(shader->uniforms[gluniform_leveltime], (float)gl_leveltime, pglUniform1f); + } + #undef UNIFORM_1 + #undef UNIFORM_2 + #undef UNIFORM_3 + #undef UNIFORM_4 + } + } + else + pglUseProgram(0); + } + else +#endif + pglUseProgram(0); +} // -----------------+ // DrawPolygon : Render a polygon, set the texture, set render mode // -----------------+ -EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, - //FTextureInfo *pTexInfo, - FOutVector *pOutVerts, - FUINT iNumPts, - FBITFIELD PolyFlags) +EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPts, FBITFIELD PolyFlags) { - FUINT i; - FUINT j; + static GLRGBAFloat poly = {0,0,0,0}; + static GLRGBAFloat tint = {0,0,0,0}; + static GLRGBAFloat fade = {0,0,0,0}; if ((PolyFlags & PF_Corona) && (oglflags & GLF_NOZBUFREAD)) PolyFlags &= ~(PF_NoDepthTest|PF_Corona); SetBlend(PolyFlags); //TODO: inline (#pragma..) - // If Modulated, mix the surface colour to the texture - if ((CurrentPolyFlags & PF_Modulated) && pSurf) - pglColor4ubv((GLubyte*)&pSurf->FlatColor.s); + // PolyColor + if (pSurf) + { + // If Modulated, mix the surface colour to the texture + if (CurrentPolyFlags & PF_Modulated) + { + // Poly color + poly.red = byte2float[pSurf->PolyColor.s.red]; + poly.green = byte2float[pSurf->PolyColor.s.green]; + poly.blue = byte2float[pSurf->PolyColor.s.blue]; + poly.alpha = byte2float[pSurf->PolyColor.s.alpha]; + + pglColor4ubv((GLubyte*)&pSurf->PolyColor.s); + } + + // Tint color + tint.red = byte2float[pSurf->TintColor.s.red]; + tint.green = byte2float[pSurf->TintColor.s.green]; + tint.blue = byte2float[pSurf->TintColor.s.blue]; + tint.alpha = byte2float[pSurf->TintColor.s.alpha]; + + // Fade color + fade.red = byte2float[pSurf->FadeColor.s.red]; + fade.green = byte2float[pSurf->FadeColor.s.green]; + fade.blue = byte2float[pSurf->FadeColor.s.blue]; + fade.alpha = byte2float[pSurf->FadeColor.s.alpha]; + } // this test is added for new coronas' code (without depth buffer) // I think I should do a separate function for drawing coronas, so it will be a little faster if (PolyFlags & PF_Corona) // check to see if we need to draw the corona { + FUINT i; + FUINT j; + //rem: all 8 (or 8.0f) values are hard coded: it can be changed to a higher value GLfloat buf[8][8]; GLfloat cx, cy, cz; @@ -1347,7 +1897,7 @@ EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, // I dont know if this is slow or not GLProject(cx, cy, cz, &px, &py, &pz); - //DBG_Printf("Projection: (%f, %f, %f)\n", px, py, pz); + //GL_DBG_Printf("Projection: (%f, %f, %f)\n", px, py, pz); if ((pz < 0.0l) || (px < -8.0l) || @@ -1358,7 +1908,7 @@ EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, // the damned slow glReadPixels functions :( pglReadPixels((INT32)px-4, (INT32)py, 8, 8, GL_DEPTH_COMPONENT, GL_FLOAT, buf); - //DBG_Printf("DepthBuffer: %f %f\n", buf[0][0], buf[3][3]); + //GL_DBG_Printf("DepthBuffer: %f %f\n", buf[0][0], buf[3][3]); for (i = 0; i < 8; i++) for (j = 0; j < 8; j++) @@ -1371,24 +1921,26 @@ EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, if (py > viewport[1]+viewport[3]-4) scalef -= (GLfloat)(8*(4-(viewport[1]+viewport[3]-py))); scalef /= 64; - //DBG_Printf("Scale factor: %f\n", scalef); + //GL_DBG_Printf("Scale factor: %f\n", scalef); if (scalef < 0.05f) return; // GLubyte c[4]; - c[0] = pSurf->FlatColor.s.red; - c[1] = pSurf->FlatColor.s.green; - c[2] = pSurf->FlatColor.s.blue; + c[0] = pSurf->PolyColor.s.red; + c[1] = pSurf->PolyColor.s.green; + c[2] = pSurf->PolyColor.s.blue; - alpha = byte2float[pSurf->FlatColor.s.alpha]; + alpha = byte2float[pSurf->PolyColor.s.alpha]; alpha *= scalef; // change the alpha value (it seems better than changing the size of the corona) c[3] = (unsigned char)(alpha * 255); pglColor4ubv(c); } + load_shaders(pSurf, &poly, &tint, &fade); + pglVertexPointer(3, GL_FLOAT, sizeof(FOutVector), &pOutVerts[0].x); - pglTexCoordPointer(2, GL_FLOAT, sizeof(FOutVector), &pOutVerts[0].sow); + pglTexCoordPointer(2, GL_FLOAT, sizeof(FOutVector), &pOutVerts[0].s); pglDrawArrays(GL_TRIANGLE_FAN, 0, iNumPts); if (PolyFlags & PF_RemoveYWrap) @@ -1399,6 +1951,10 @@ EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, if (PolyFlags & PF_ForceWrapY) Clamp2D(GL_TEXTURE_WRAP_T); + +#ifdef GL_SHADERS + pglUseProgram(0); +#endif } typedef struct vbo_vertex_s @@ -1705,6 +2261,18 @@ EXPORT void HWRAPI(SetSpecialState) (hwdspecialstate_t IdState, INT32 Value) pglDisable(GL_FOG); break; + case HWD_SET_SHADERS: + switch (Value) + { + case 1: + gl_allowshaders = true; + break; + default: + gl_allowshaders = false; + break; + } + break; + case HWD_SET_TEXTUREFILTERMODE: switch (Value) { @@ -1957,12 +2525,13 @@ EXPORT void HWRAPI(CreateModelVBOs) (model_t *model) } } -#define BUFFER_OFFSET(i) ((char*)NULL + (i)) +#define BUFFER_OFFSET(i) ((char*)(i)) -static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32 tics, INT32 nextFrameIndex, FTransform *pos, float scale, UINT8 flipped, UINT8 *color) +static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32 tics, INT32 nextFrameIndex, FTransform *pos, float scale, UINT8 flipped, FSurfaceInfo *Surface) { - GLfloat ambient[4]; - GLfloat diffuse[4]; + static GLRGBAFloat poly = {0,0,0,0}; + static GLRGBAFloat tint = {0,0,0,0}; + static GLRGBAFloat fade = {0,0,0,0}; float pol = 0.0f; float scalex, scaley, scalez; @@ -1993,24 +2562,26 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32 pol = 0.0f; } - if (color) - { - ambient[0] = (color[0]/255.0f); - ambient[1] = (color[1]/255.0f); - ambient[2] = (color[2]/255.0f); - ambient[3] = (color[3]/255.0f); - diffuse[0] = (color[0]/255.0f); - diffuse[1] = (color[1]/255.0f); - diffuse[2] = (color[2]/255.0f); - diffuse[3] = (color[3]/255.0f); + poly.red = byte2float[Surface->PolyColor.s.red]; + poly.green = byte2float[Surface->PolyColor.s.green]; + poly.blue = byte2float[Surface->PolyColor.s.blue]; + poly.alpha = byte2float[Surface->PolyColor.s.alpha]; - if (ambient[0] > 0.75f) - ambient[0] = 0.75f; - if (ambient[1] > 0.75f) - ambient[1] = 0.75f; - if (ambient[2] > 0.75f) - ambient[2] = 0.75f; - } + SetBlend((poly.alpha < 1 ? PF_Translucent : (PF_Masked|PF_Occlude))|PF_Modulated); + + pglColor4ubv((GLubyte*)&Surface->PolyColor.s); + + tint.red = byte2float[Surface->TintColor.s.red]; + tint.green = byte2float[Surface->TintColor.s.green]; + tint.blue = byte2float[Surface->TintColor.s.blue]; + tint.alpha = byte2float[Surface->TintColor.s.alpha]; + + fade.red = byte2float[Surface->FadeColor.s.red]; + fade.green = byte2float[Surface->FadeColor.s.green]; + fade.blue = byte2float[Surface->FadeColor.s.blue]; + fade.alpha = byte2float[Surface->FadeColor.s.alpha]; + + load_shaders(Surface, &poly, &tint, &fade); pglEnable(GL_CULL_FACE); pglEnable(GL_NORMALIZE); @@ -2045,25 +2616,6 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32 pglShadeModel(GL_SMOOTH); } - if (color) - { -#ifdef GL_LIGHT_MODEL_AMBIENT - if (model_lighting) - { - pglEnable(GL_LIGHTING); - pglMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient); - pglMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse); - } - else -#endif - pglColor4ubv((GLubyte*)color); - - if (color[3] < 255) - SetBlend(PF_Translucent|PF_Modulated|PF_Clip); - else - SetBlend(PF_Masked|PF_Modulated|PF_Occlude|PF_Clip); - } - pglPushMatrix(); // should be the same as glLoadIdentity //Hurdler: now it seems to work pglTranslatef(pos->x, pos->z, pos->y); @@ -2126,13 +2678,12 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32 { short *vertPtr; char *normPtr; - int j; + int j = 0; // Dangit, I soooo want to do this in a GLSL shader... AllocLerpTinyBuffer(mesh->numVertices * sizeof(short) * 3); vertPtr = vertTinyBuffer; normPtr = normTinyBuffer; - j = 0; for (j = 0; j < mesh->numVertices * 3; j++) { @@ -2203,19 +2754,20 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32 pglDisableClientState(GL_NORMAL_ARRAY); pglPopMatrix(); // should be the same as glLoadIdentity - if (color) - pglDisable(GL_LIGHTING); - pglShadeModel(GL_FLAT); pglDisable(GL_CULL_FACE); pglDisable(GL_NORMALIZE); + +#ifdef GL_SHADERS + pglUseProgram(0); +#endif } // -----------------+ -// HWRAPI DrawMD2 : Draw an MD2 model with glcommands +// HWRAPI DrawModel : Draw a model // -----------------+ -EXPORT void HWRAPI(DrawModel) (model_t *model, INT32 frameIndex, INT32 duration, INT32 tics, INT32 nextFrameIndex, FTransform *pos, float scale, UINT8 flipped, UINT8 *color) +EXPORT void HWRAPI(DrawModel) (model_t *model, INT32 frameIndex, INT32 duration, INT32 tics, INT32 nextFrameIndex, FTransform *pos, float scale, UINT8 flipped, FSurfaceInfo *Surface) { - DrawModelEx(model, frameIndex, duration, tics, nextFrameIndex, pos, scale, flipped, color); + DrawModelEx(model, frameIndex, duration, tics, nextFrameIndex, pos, scale, flipped, Surface); } // -----------------+ @@ -2224,11 +2776,16 @@ EXPORT void HWRAPI(DrawModel) (model_t *model, INT32 frameIndex, INT32 duration, EXPORT void HWRAPI(SetTransform) (FTransform *stransform) { static boolean special_splitscreen; + boolean shearing = false; + pglLoadIdentity(); + if (stransform) { boolean fovx90; + shearing = stransform->shearing; + #ifdef USE_FTRANSFORM_MIRROR // mirroring from Kart if (stransform->mirror) @@ -2240,12 +2797,23 @@ EXPORT void HWRAPI(SetTransform) (FTransform *stransform) else pglScalef(stransform->scalex, stransform->scaley, -stransform->scalez); - pglRotatef(stransform->anglex , 1.0f, 0.0f, 0.0f); + pglMatrixMode(GL_MODELVIEW); + pglRotatef(stransform->anglex, 1.0f, 0.0f, 0.0f); pglRotatef(stransform->angley+270.0f, 0.0f, 1.0f, 0.0f); pglTranslatef(-stransform->x, -stransform->z, -stransform->y); pglMatrixMode(GL_PROJECTION); pglLoadIdentity(); + + // jimita 14042019 + // Simulate Software's y-shearing + // https://zdoom.org/wiki/Y-shearing + if (shearing) + { + float dy = FIXED_TO_FLOAT(AIMINGTODY(stransform->viewaiming)) * 2; //screen_width/BASEVIDWIDTH; + pglTranslatef(0.0f, -dy/BASEVIDHEIGHT, 0.0f); + } + fovx90 = stransform->fovxangle > 0.0f && fabsf(stransform->fovxangle - 90.0f) < 0.5f; special_splitscreen = (stransform->splitscreen && fovx90); if (special_splitscreen) @@ -2286,11 +2854,6 @@ EXPORT INT32 HWRAPI(GetTextureUsed) (void) return res; } -EXPORT INT32 HWRAPI(GetRenderVersion) (void) -{ - return VERSION; -} - EXPORT void HWRAPI(PostImgRedraw) (float points[SCREENVERTS][SCREENVERTS][2]) { INT32 x, y; @@ -2328,6 +2891,7 @@ EXPORT void HWRAPI(PostImgRedraw) (float points[SCREENVERTS][SCREENVERTS][2]) pglVertexPointer(3, GL_FLOAT, 0, blackBack); pglDrawArrays(GL_TRIANGLE_FAN, 0, 4); + pglEnableClientState(GL_TEXTURE_COORD_ARRAY); for(x=0;x>FRACBITS)< 0) return x-f; else diff --git a/src/p_enemy.c b/src/p_enemy.c index 6b60a697f..6b6ce62c7 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -1035,7 +1035,7 @@ void A_Chase(mobj_t *actor) actor->threshold--; } - // turn towards movement direction if not there yet + // turn tards movement direction if not there yet if (actor->movedir < NUMDIRS) { actor->angle &= (7<<29); @@ -1092,7 +1092,7 @@ nomissile: && P_LookForPlayers(actor, true, false, 0)) return; // got a new target - // chase towards player + // chase tards player if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed)) P_NewChaseDir(actor); } @@ -1125,7 +1125,7 @@ void A_FaceStabChase(mobj_t *actor) actor->threshold--; } - // turn towards movement direction if not there yet + // turn tards movement direction if not there yet if (actor->movedir < NUMDIRS) { actor->angle &= (7<<29); @@ -1182,7 +1182,7 @@ nomissile: && P_LookForPlayers(actor, true, false, 0)) return; // got a new target - // chase towards player + // chase tards player if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed)) P_NewChaseDir(actor); } @@ -1493,7 +1493,7 @@ void A_JetJawChomp(mobj_t *actor) return; #endif - // turn towards movement direction if not there yet + // turn tards movement direction if not there yet if (actor->movedir < NUMDIRS) { actor->angle &= (7<<29); @@ -1513,7 +1513,7 @@ void A_JetJawChomp(mobj_t *actor) return; } - // chase towards player + // chase tards player if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed)) P_NewChaseDir(actor); } @@ -1915,7 +1915,7 @@ void A_SharpChase(mobj_t *actor) actor->reactiontime--; - // turn towards movement direction if not there yet + // turn tards movement direction if not there yet if (actor->movedir < NUMDIRS) { actor->angle &= (7<<29); @@ -1937,7 +1937,7 @@ void A_SharpChase(mobj_t *actor) return; } - // chase towards player + // chase tards player if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed)) P_NewChaseDir(actor); } @@ -2469,7 +2469,7 @@ void A_VultureBlast(mobj_t *actor) // Function: A_VultureFly // -// Description: Vulture charging towards target. +// Description: Vulture charging tards target. // // var1 = unused // var2 = unused @@ -2592,7 +2592,7 @@ void A_SkimChase(mobj_t *actor) actor->threshold--; } - // turn towards movement direction if not there yet + // turn tards movement direction if not there yet if (actor->movedir < NUMDIRS) { actor->angle &= (7<<29); @@ -2649,14 +2649,14 @@ nomissile: && P_LookForPlayers(actor, true, false, 0)) return; // got a new target - // chase towards player + // chase tards player if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed)) P_NewChaseDir(actor); } // Function: A_FaceTarget // -// Description: Immediately turn to face towards your target. +// Description: Immediately turn to face tards your target. // // var1 = unused // var2 = unused @@ -2675,7 +2675,7 @@ void A_FaceTarget(mobj_t *actor) // Function: A_FaceTracer // -// Description: Immediately turn to face towards your tracer. +// Description: Immediately turn to face tards your tracer. // // var1 = unused // var2 = unused @@ -5371,7 +5371,7 @@ void A_JetChase(mobj_t *actor) actor->threshold--; } - // turn towards movement direction if not there yet + // turn tards movement direction if not there yet actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); if ((multiplayer || netgame) && !actor->threshold && (actor->target->health <= 0 || !P_CheckSight(actor, actor->target))) @@ -5385,7 +5385,7 @@ void A_JetChase(mobj_t *actor) return; // got a new target } - // chase towards player + // chase tards player if (ultimatemode) P_Thrust(actor, actor->angle, FixedMul(actor->info->speed/2, actor->scale)); else @@ -5938,7 +5938,7 @@ void A_DetonChase(mobj_t *actor) } } - // chase towards player + // chase tards player if ((dist = P_AproxDistance(xydist, actor->tracer->z-actor->z)) > FixedMul((actor->info->painchance << FRACBITS), actor->scale)) { @@ -7077,7 +7077,7 @@ void A_Boss1Chase(mobj_t *actor) if (actor->reactiontime) actor->reactiontime--; - // turn towards movement direction if not there yet + // turn tards movement direction if not there yet if (actor->movedir < NUMDIRS) { actor->angle &= (7<<29); @@ -7150,7 +7150,7 @@ nomissile: actor->momz = FixedMul(actor->momz,7*FRACUNIT/8); } - // chase towards player + // chase tards player if (P_AproxDistance(actor->target->x-actor->x, actor->target->y-actor->y) > actor->radius+actor->target->radius) { if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed)) @@ -7405,7 +7405,7 @@ void A_Boss7Chase(mobj_t *actor) return; } - // turn towards movement direction if not there yet + // turn tards movement direction if not there yet if (actor->movedir < NUMDIRS) { actor->angle &= (7<<29); @@ -7499,7 +7499,7 @@ void A_Boss7Chase(mobj_t *actor) if (leveltime & 1) { - // chase towards player + // chase tards player if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed)) P_NewChaseDir(actor); } @@ -7640,7 +7640,7 @@ void A_Boss2PogoTarget(mobj_t *actor) actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); P_InstaThrust(actor, actor->angle, FixedDiv(P_AproxDistance(actor->x - actor->target->x, actor->y - actor->target->y), airtime)); } - // Wander semi-randomly towards the player to get closer. + // Wander semi-randomly tards the player to get closer. else { UINT8 prandom = P_RandomByte(); @@ -7860,7 +7860,7 @@ void A_BuzzFly(mobj_t *actor) return; } - // turn towards movement direction if not there yet + // turn tards movement direction if not there yet actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); if (actor->target->health <= 0 || (!actor->threshold && !P_CheckSight(actor, actor->target))) @@ -7883,7 +7883,7 @@ void A_BuzzFly(mobj_t *actor) return; } - // chase towards player + // chase tards player { INT32 dist, realspeed; const fixed_t mf = 5*(FRACUNIT/4); @@ -7975,7 +7975,7 @@ void A_GuardChase(mobj_t *actor) } else // Break ranks! { - // turn towards movement direction if not there yet + // turn tards movement direction if not there yet if (actor->movedir < NUMDIRS) { actor->angle &= (7<<29); @@ -8002,7 +8002,7 @@ void A_GuardChase(mobj_t *actor) && P_LookForPlayers(actor, true, false, 0)) return; // got a new target - // chase towards player + // chase tards player if (--actor->movecount < 0 || !P_Move(actor, (actor->flags2 & MF2_AMBUSH) ? actor->info->speed * 2 : actor->info->speed)) { P_NewChaseDir(actor); @@ -10940,7 +10940,7 @@ void A_RemoteDamage(mobj_t *actor) // Function: A_HomingChase // -// Description: Actor chases directly towards its destination object +// Description: Actor chases directly tards its destination object // // var1 = speed multiple // var2 = destination: 0 = target, 1 = tracer @@ -11400,7 +11400,7 @@ void A_BrakChase(mobj_t *actor) actor->threshold--; } - // turn towards movement direction if not there yet + // turn tards movement direction if not there yet if (actor->movedir < NUMDIRS) { actor->angle &= (7<<29); @@ -11458,7 +11458,7 @@ void A_BrakChase(mobj_t *actor) && P_LookForPlayers(actor, true, false, 0)) return; // got a new target - // chase towards player + // chase tards player if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed)) P_NewChaseDir(actor); @@ -11519,7 +11519,7 @@ void A_BrakFireShot(mobj_t *actor) // Function: A_BrakLobShot // -// Description: Lobs an object at the floor about a third of the way toward your target. +// Description: Lobs an object at the floor about a third of the way tard your target. // Implication is it'll bounce the rest of the way. // (You can also just aim straight at the target, but whatever) // Formula grabbed from http://en.wikipedia.org/wiki/Trajectory_of_a_projectile#Angle_required_to_hit_coordinate_.28x.2Cy.29 diff --git a/src/p_floor.c b/src/p_floor.c index c23d469bc..b1e9d1fda 100644 --- a/src/p_floor.c +++ b/src/p_floor.c @@ -1349,13 +1349,13 @@ wegotit: { // Lower controlsec like a regular T_RaiseSector // Set the heights of all the other control sectors to - // be a gradient of this height toward the edges + // be a gradient of this height tard the edges } else { // Raise controlsec like a regular T_RaiseSector // Set the heights of all the other control sectors to - // be a gradient of this height toward the edges. + // be a gradient of this height tard the edges. } if (playeronme && controlsec) diff --git a/src/p_inter.c b/src/p_inter.c index 70fb01fd0..2645c5e62 100644 --- a/src/p_inter.c +++ b/src/p_inter.c @@ -2428,7 +2428,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget // Also, add to the link. // I don't know if NiGHTS did this, but // Sonic Time Attacked did and it seems like a good enough incentive - // to make people want to actually dash towards/paraloop enemies + // to make people want to actually dash tards/paraloop enemies if (++source->player->linkcount > source->player->maxlink) source->player->maxlink = source->player->linkcount; source->player->linktimer = nightslinktics; diff --git a/src/p_local.h b/src/p_local.h index 286d7201f..a5fd0eaa8 100644 --- a/src/p_local.h +++ b/src/p_local.h @@ -201,7 +201,7 @@ void P_SpawnSpinMobj(player_t *player, mobjtype_t type); void P_Telekinesis(player_t *player, fixed_t thrust, fixed_t range); void P_PlayLivesJingle(player_t *player); -#define P_PlayRinglossSound(s) S_StartSound(s, (mariomode) ? sfx_mario8 : sfx_altow1 + P_RandomKey(4)); +#define P_PlayRinglossSound(s) S_StartSound(s, (mariomode) ? sfx_mario8 : sfx_alt1 + P_RandomKey(4)); #define P_PlayDeathSound(s) S_StartSound(s, sfx_altdi1 + P_RandomKey(4)); #define P_PlayVictorySound(s) S_StartSound(s, sfx_victr1 + P_RandomKey(4)); diff --git a/src/p_mobj.c b/src/p_mobj.c index 87ec1fe9f..283219bea 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -2601,7 +2601,7 @@ static boolean P_ZMovement(mobj_t *mo) if (mo->flags & MF_FLOAT && mo->target && mo->health && !(mo->type == MT_EGGMOBILE) && mo->target->health > 0) { - // float down towards target if too close + // float down tards target if too close if (!(mo->flags2 & MF2_SKULLFLY) && !(mo->flags2 & MF2_INFLOAT)) { dist = P_AproxDistance(mo->x - mo->target->x, mo->y - mo->target->y); @@ -2938,7 +2938,7 @@ static void P_PlayerZMovement(mobj_t *mo) if (mo->player->powers[pw_carry] == CR_NIGHTSMODE) { - // bounce off floor if you were flying towards it + // bounce off floor if you were flying tards it if ((mo->eflags & MFE_VERTICALFLIP && mo->player->flyangle > 0 && mo->player->flyangle < 180) || (!(mo->eflags & MFE_VERTICALFLIP) && mo->player->flyangle > 180 && mo->player->flyangle <= 359)) { @@ -3088,7 +3088,7 @@ nightsdone: if (mo->player->powers[pw_carry] == CR_NIGHTSMODE) { - // bounce off ceiling if you were flying towards it + // bounce off ceiling if you were flying tards it if ((mo->eflags & MFE_VERTICALFLIP && mo->player->flyangle > 180 && mo->player->flyangle <= 359) || (!(mo->eflags & MFE_VERTICALFLIP) && mo->player->flyangle > 0 && mo->player->flyangle < 180)) { @@ -6289,7 +6289,7 @@ static void P_MoveHoop(mobj_t *mobj) y = mobj->target->y; z = mobj->target->z+mobj->target->height/2; - // Make the sprite travel towards the center of the hoop + // Make the sprite travel tards the center of the hoop v[0] = FixedMul(FINECOSINE(fa),fuse); v[1] = 0; v[2] = FixedMul(FINESINE(fa),fuse); @@ -6758,7 +6758,7 @@ void P_MaceRotate(mobj_t *center, INT32 baserot, INT32 baseprevrot) if (!pos_lengthways[3] || P_MobjWasRemoved(mobj) || (mobj->flags & MF_NOCLIPHEIGHT)) goto cont; - if ((fa = ((center->threshold & (FINEMASK/2)) << ANGLETOFINESHIFT)) > ANGLE_45 && fa < ANGLE_135) // only move towards center when the motion is towards/away from the ground, rather than alongside it + if ((fa = ((center->threshold & (FINEMASK/2)) << ANGLETOFINESHIFT)) > ANGLE_45 && fa < ANGLE_135) // only move tards center when the motion is tards/away from the ground, rather than alongside it goto cont; if (mobj->subsector->sector->ffloors) diff --git a/src/p_setup.c b/src/p_setup.c index bc736588e..01629651f 100644 --- a/src/p_setup.c +++ b/src/p_setup.c @@ -1559,7 +1559,7 @@ static void P_CreateBlockMap(void) // // If current block is the same as the ending vertex's block, exit loop. // - // Move to an adjacent block by moving towards the ending block in + // Move to an adjacent block by moving tards the ending block in // either the x or y direction, to the block which contains the linedef. { @@ -2581,10 +2581,10 @@ boolean P_SetupLevel(boolean skipprecip) if (RESETMUSIC || strnicmp(S_MusicName(), (mapmusflags & MUSIC_RELOADRESET) ? mapheaderinfo[gamemap-1]->musname : mapmusname, 7)) - S_FadeOutStopMusic(MUSICRATE/4); //FixedMul(FixedDiv(F_GetWipeLength(wipedefs[wipe_speclevel_towhite])*NEWTICRATERATIO, NEWTICRATE), MUSICRATE) + S_FadeOutStopMusic(MUSICRATE/4); //FixedMul(FixedDiv(F_GetWipeLength(wipedefs[wipe_speclevel_thite])*NEWTICRATERATIO, NEWTICRATE), MUSICRATE) F_WipeStartScreen(); - wipestyleflags |= (WSF_FADEOUT|WSF_TOWHITE); + wipestyleflags |= (WSF_FADEOUT|WSF_tHITE); #ifdef HWRENDER // uh.......... @@ -2593,7 +2593,7 @@ boolean P_SetupLevel(boolean skipprecip) #endif F_WipeEndScreen(); - F_RunWipe(wipedefs[wipe_speclevel_towhite], false); + F_RunWipe(wipedefs[wipe_speclevel_thite], false); I_OsPolling(); I_FinishUpdate(); // page flip or blit buffer @@ -2619,7 +2619,7 @@ boolean P_SetupLevel(boolean skipprecip) if (G_GetModeAttackRetryFlag()) { if (modeattacking) - wipestyleflags |= (WSF_FADEOUT|WSF_TOWHITE); + wipestyleflags |= (WSF_FADEOUT|WSF_tHITE); G_ClearModeAttackRetryFlag(); } diff --git a/src/p_spec.c b/src/p_spec.c index bf7f6210a..bccd9510f 100644 --- a/src/p_spec.c +++ b/src/p_spec.c @@ -6043,7 +6043,7 @@ static void P_AddBlockThinker(sector_t *sec, line_t *sourceline) /** Adds a raise thinker. * A raise thinker checks to see if the * player is standing on its 3D Floor, - * and if so, raises the platform towards + * and if so, raises the platform tards * it's destination. Otherwise, it lowers * to the lowest nearby height if not * there already. diff --git a/src/p_user.c b/src/p_user.c index 2b82ae697..f700588ac 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -5189,7 +5189,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) if (!(player->pflags & (PF_THOKKED|PF_USEDOWN)) || (player->charflags & SF_MULTIABILITY)) { P_Telekinesis(player, - -FixedMul(player->actionspd, player->mo->scale), // -ve thrust (pulling towards player) + -FixedMul(player->actionspd, player->mo->scale), // -ve thrust (pulling tards player) FixedMul(384*FRACUNIT, player->mo->scale)); } break; @@ -6177,7 +6177,7 @@ static void P_3dMovement(player_t *player) // The rest is unaffected. angle_t thrustangle = R_PointToAngle2(0, 0, totalthrust.x, totalthrust.y)-player->mo->standingslope->xydirection; - if (player->mo->standingslope->zdelta < 0) { // Direction goes down, so thrustangle needs to face toward + if (player->mo->standingslope->zdelta < 0) { // Direction goes down, so thrustangle needs to face tard if (thrustangle < ANGLE_90 || thrustangle > ANGLE_270) { P_QuantizeMomentumToSlope(&totalthrust, player->mo->standingslope); } @@ -8644,7 +8644,7 @@ static void P_MovePlayer(player_t *player) } #ifdef HWRENDER - if (rendermode != render_soft && rendermode != render_none && cv_grfovchange.value) + if (rendermode == render_opengl && cv_grfovchange.value) { fixed_t speed; const fixed_t runnyspeed = 20*FRACUNIT; diff --git a/src/r_main.c b/src/r_main.c index 0ef0a3d88..fedc217a4 100644 --- a/src/r_main.c +++ b/src/r_main.c @@ -591,11 +591,6 @@ void R_ExecuteSetViewSize(void) R_InitTextureMapping(); -#ifdef HWRENDER - if (rendermode != render_soft) - HWR_InitTextureMapping(); -#endif - // thing clipping for (i = 0; i < viewwidth; i++) screenheightarray[i] = (INT16)viewheight; @@ -725,29 +720,34 @@ subsector_t *R_IsPointInSubsector(fixed_t x, fixed_t y) static mobj_t *viewmobj; -// WARNING: a should be unsigned but to add with 2048, it isn't! -#define AIMINGTODY(a) ((FINETANGENT((2048+(((INT32)a)>>ANGLETOFINESHIFT)) & FINEMASK)*160)>>FRACBITS) - // recalc necessary stuff for mouseaiming // slopes are already calculated for the full possible view (which is 4*viewheight). // 18/08/18: (No it's actually 16*viewheight, thanks Jimita for finding this out) static void R_SetupFreelook(void) { INT32 dy = 0; + + // clip it in the case we are looking a hardware 90 degrees full aiming + // (lmps, network and use F12...) + if (rendermode == render_soft +#ifdef HWRENDER + || cv_grshearing.value +#endif + ) + { + G_SoftwareClipAimingPitch((INT32 *)&aimingangle); + } + if (rendermode == render_soft) { - // clip it in the case we are looking a hardware 90 degrees full aiming - // (lmps, network and use F12...) - G_SoftwareClipAimingPitch((INT32 *)&aimingangle); - dy = AIMINGTODY(aimingangle) * viewwidth/BASEVIDWIDTH; + dy = (AIMINGTODY(aimingangle)>>FRACBITS) * viewwidth/BASEVIDWIDTH; yslope = &yslopetab[viewheight*8 - (viewheight/2 + dy)]; } + centery = (viewheight/2) + dy; centeryfrac = centery<>1,SDL_DEFAULT_REPEAT_INTERVAL<<2); VID_Command_ModeList_f(); #ifdef HWRENDER - if (M_CheckParm("-opengl") || rendermode == render_opengl) + if (rendermode == render_opengl) { - rendermode = render_opengl; HWD.pfnInit = hwSym("Init",NULL); HWD.pfnFinishUpdate = NULL; HWD.pfnDraw2DLine = hwSym("Draw2DLine",NULL); @@ -1658,7 +1660,6 @@ void I_StartupGraphics(void) HWD.pfnDrawModel = hwSym("DrawModel",NULL); HWD.pfnCreateModelVBOs = hwSym("CreateModelVBOs",NULL); HWD.pfnSetTransform = hwSym("SetTransform",NULL); - HWD.pfnGetRenderVersion = hwSym("GetRenderVersion",NULL); HWD.pfnPostImgRedraw = hwSym("PostImgRedraw",NULL); HWD.pfnFlushScreenTextures=hwSym("FlushScreenTextures",NULL); HWD.pfnStartScreenWipe = hwSym("StartScreenWipe",NULL); @@ -1668,10 +1669,16 @@ void I_StartupGraphics(void) HWD.pfnMakeScreenTexture= hwSym("MakeScreenTexture",NULL); HWD.pfnMakeScreenFinalTexture=hwSym("MakeScreenFinalTexture",NULL); HWD.pfnDrawScreenFinalTexture=hwSym("DrawScreenFinalTexture",NULL); - // check gl renderer lib - if (HWD.pfnGetRenderVersion() != VERSION) - I_Error("%s", M_GetText("The version of the renderer doesn't match the version of the executable\nBe sure you have installed SRB2 properly.\n")); - if (!HWD.pfnInit(I_Error)) // let load the OpenGL library + + HWD.pfnLoadShaders = hwSym("LoadShaders",NULL); + HWD.pfnKillShaders = hwSym("KillShaders",NULL); + HWD.pfnSetShader = hwSym("SetShader",NULL); + HWD.pfnUnSetShader = hwSym("UnSetShader",NULL); + + HWD.pfnLoadCustomShader = hwSym("LoadCustomShader",NULL); + HWD.pfnInitCustomShaders = hwSym("InitCustomShaders",NULL); + + if (!HWD.pfnInit()) // load the OpenGL library { rendermode = render_soft; } diff --git a/src/sdl/ogl_sdl.c b/src/sdl/ogl_sdl.c index 6c0dd35a5..e20e4d091 100644 --- a/src/sdl/ogl_sdl.c +++ b/src/sdl/ogl_sdl.c @@ -37,6 +37,7 @@ #ifdef HWRENDER #include "../hardware/r_opengl/r_opengl.h" +#include "../hardware/hw_main.h" #include "ogl_sdl.h" #include "../i_system.h" #include "hwsym_sdl.h" @@ -90,15 +91,15 @@ boolean LoadGL(void) const char *OGLLibname = NULL; const char *GLULibname = NULL; - if (M_CheckParm ("-OGLlib") && M_IsNextParm()) + if (M_CheckParm("-OGLlib") && M_IsNextParm()) OGLLibname = M_GetNextParm(); if (SDL_GL_LoadLibrary(OGLLibname) != 0) { - I_OutputMsg("Could not load OpenGL Library: %s\n" + CONS_Alert(CONS_ERROR, "Could not load OpenGL Library: %s\n" "Falling back to Software mode.\n", SDL_GetError()); - if (!M_CheckParm ("-OGLlib")) - I_OutputMsg("If you know what is the OpenGL library's name, use -OGLlib\n"); + if (!M_CheckParm("-OGLlib")) + CONS_Printf("If you know what is the OpenGL library's name, use -OGLlib\n"); return 0; } @@ -118,7 +119,7 @@ boolean LoadGL(void) GLULibname = NULL; #endif - if (M_CheckParm ("-GLUlib") && M_IsNextParm()) + if (M_CheckParm("-GLUlib") && M_IsNextParm()) GLULibname = M_GetNextParm(); if (GLULibname) @@ -152,31 +153,29 @@ boolean LoadGL(void) */ boolean OglSdlSurface(INT32 w, INT32 h) { - INT32 cbpp; - const GLvoid *glvendor = NULL, *glrenderer = NULL, *glversion = NULL; + INT32 cbpp = cv_scr_depth.value < 16 ? 16 : cv_scr_depth.value; + static boolean first_init = false; - cbpp = cv_scr_depth.value < 16 ? 16 : cv_scr_depth.value; - - glvendor = pglGetString(GL_VENDOR); - // Get info and extensions. - //BP: why don't we make it earlier ? - //Hurdler: we cannot do that before intialising gl context - glrenderer = pglGetString(GL_RENDERER); - glversion = pglGetString(GL_VERSION); - gl_extensions = pglGetString(GL_EXTENSIONS); - - DBG_Printf("Vendor : %s\n", glvendor); - DBG_Printf("Renderer : %s\n", glrenderer); - DBG_Printf("Version : %s\n", glversion); - DBG_Printf("Extensions : %s\n", gl_extensions); oglflags = 0; + if (!first_init) + { + gl_version = pglGetString(GL_VERSION); + gl_renderer = pglGetString(GL_RENDERER); + gl_extensions = pglGetString(GL_EXTENSIONS); + + GL_DBG_Printf("OpenGL %s\n", gl_version); + GL_DBG_Printf("GPU: %s\n", gl_renderer); + GL_DBG_Printf("Extensions: %s\n", gl_extensions); + } + first_init = true; + if (isExtAvailable("GL_EXT_texture_filter_anisotropic", gl_extensions)) pglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maximumAnisotropy); else maximumAnisotropy = 1; - SetupGLFunc13(); + SetupGLFunc4(); granisotropicmode_cons_t[1].value = maximumAnisotropy; @@ -222,7 +221,7 @@ void OglSdlFinishUpdate(boolean waitvbl) HWR_DrawScreenFinalTexture(realwidth, realheight); } -EXPORT void HWRAPI( OglSdlSetPalette) (RGBA_t *palette) +EXPORT void HWRAPI(OglSdlSetPalette) (RGBA_t *palette) { size_t palsize = (sizeof(RGBA_t) * 256); // on a palette change, you have to reload all of the textures diff --git a/src/sounds.c b/src/sounds.c index 175bd8960..6b0a11ed7 100644 --- a/src/sounds.c +++ b/src/sounds.c @@ -57,10 +57,10 @@ sfxinfo_t S_sfx[NUMSFX] = {"altdi2", false, 192, 16, -1, NULL, 0, SKSPLDET2, -1, LUMPERROR, "Dying"}, {"altdi3", false, 192, 16, -1, NULL, 0, SKSPLDET3, -1, LUMPERROR, "Dying"}, {"altdi4", false, 192, 16, -1, NULL, 0, SKSPLDET4, -1, LUMPERROR, "Dying"}, - {"altow1", false, 192, 16, -1, NULL, 0, SKSPLPAN1, -1, LUMPERROR, "Ring loss"}, - {"altow2", false, 192, 16, -1, NULL, 0, SKSPLPAN2, -1, LUMPERROR, "Ring loss"}, - {"altow3", false, 192, 16, -1, NULL, 0, SKSPLPAN3, -1, LUMPERROR, "Ring loss"}, - {"altow4", false, 192, 16, -1, NULL, 0, SKSPLPAN4, -1, LUMPERROR, "Ring loss"}, + {"alt1", false, 192, 16, -1, NULL, 0, SKSPLPAN1, -1, LUMPERROR, "Ring loss"}, + {"alt2", false, 192, 16, -1, NULL, 0, SKSPLPAN2, -1, LUMPERROR, "Ring loss"}, + {"alt3", false, 192, 16, -1, NULL, 0, SKSPLPAN3, -1, LUMPERROR, "Ring loss"}, + {"alt4", false, 192, 16, -1, NULL, 0, SKSPLPAN4, -1, LUMPERROR, "Ring loss"}, {"victr1", false, 64, 16, -1, NULL, 0, SKSPLVCT1, -1, LUMPERROR, "/"}, {"victr2", false, 64, 16, -1, NULL, 0, SKSPLVCT2, -1, LUMPERROR, "/"}, {"victr3", false, 64, 16, -1, NULL, 0, SKSPLVCT3, -1, LUMPERROR, "/"}, diff --git a/src/sounds.h b/src/sounds.h index e520c6243..dfd3fb731 100644 --- a/src/sounds.h +++ b/src/sounds.h @@ -106,10 +106,10 @@ typedef enum sfx_altdi2, sfx_altdi3, sfx_altdi4, - sfx_altow1, - sfx_altow2, - sfx_altow3, - sfx_altow4, + sfx_alt1, + sfx_alt2, + sfx_alt3, + sfx_alt4, sfx_victr1, sfx_victr2, sfx_victr3, diff --git a/src/v_video.c b/src/v_video.c index c6ec22767..1cc3c22d4 100644 --- a/src/v_video.c +++ b/src/v_video.c @@ -417,7 +417,7 @@ void V_SetPalette(INT32 palettenum) LoadMapPalette(); #ifdef HWRENDER - if (rendermode != render_soft && rendermode != render_none) + if (rendermode == render_opengl) HWR_SetPalette(&pLocalPalette[palettenum*256]); #if (defined (__unix__) && !defined (MSDOS)) || defined (UNIXCOMMON) || defined (HAVE_SDL) else @@ -431,7 +431,7 @@ void V_SetPaletteLump(const char *pal) { LoadPalette(pal); #ifdef HWRENDER - if (rendermode != render_soft && rendermode != render_none) + if (rendermode == render_opengl) HWR_SetPalette(pLocalPalette); #if (defined (__unix__) && !defined (MSDOS)) || defined (UNIXCOMMON) || defined (HAVE_SDL) else @@ -528,7 +528,7 @@ void V_DrawStretchyFixedPatch(fixed_t x, fixed_t y, fixed_t pscale, fixed_t vsca #ifdef HWRENDER //if (rendermode != render_soft && !con_startup) // Why? - if (rendermode != render_soft) + if (rendermode == render_opengl) { HWR_DrawStretchyFixedPatch((GLPatch_t *)patch, x, y, pscale, vscale, scrn, colormap); return; @@ -828,7 +828,7 @@ void V_DrawCroppedPatch(fixed_t x, fixed_t y, fixed_t pscale, INT32 scrn, patch_ #ifdef HWRENDER //if (rendermode != render_soft && !con_startup) // Not this again - if (rendermode != render_soft) + if (rendermode == render_opengl) { HWR_DrawCroppedPatch((GLPatch_t*)patch,x,y,pscale,scrn,sx,sy,w,h); return; @@ -1152,7 +1152,7 @@ void V_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c) #ifdef HWRENDER //if (rendermode != render_soft && !con_startup) // Not this again - if (rendermode != render_soft) + if (rendermode == render_opengl) { HWR_DrawFill(x, y, w, h, c); return; @@ -1349,7 +1349,7 @@ void V_DrawFillConsoleMap(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c) return; #ifdef HWRENDER - if (rendermode != render_soft && rendermode != render_none) + if (rendermode == render_opengl) { UINT32 hwcolor = V_GetHWConsBackColor(); HWR_DrawConsoleFill(x, y, w, h, c, hwcolor); // we still use the regular color stuff but only for flags. actual draw color is "hwcolor" for this. @@ -1546,7 +1546,7 @@ void V_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c, UINT16 color, U return; #ifdef HWRENDER - if (rendermode != render_soft && rendermode != render_none) + if (rendermode == render_opengl) { // ughhhhh please can someone else do this? thanks ~toast 25/7/19 in 38 degrees centigrade w/o AC HWR_DrawFadeFill(x, y, w, h, c, color, strength); // toast two days later - left above comment in 'cause it's funny @@ -1708,7 +1708,7 @@ void V_DrawFlatFill(INT32 x, INT32 y, INT32 w, INT32 h, lumpnum_t flatnum) size_t size, lflatsize, flatshift; #ifdef HWRENDER - if (rendermode != render_soft && rendermode != render_none) + if (rendermode == render_opengl) { HWR_DrawFlatFill(x, y, w, h, flatnum); return; @@ -1818,7 +1818,7 @@ void V_DrawPatchFill(patch_t *pat) void V_DrawFadeScreen(UINT16 color, UINT8 strength) { #ifdef HWRENDER - if (rendermode != render_soft && rendermode != render_none) + if (rendermode == render_opengl) { HWR_FadeScreenMenuBack(color, strength); return; @@ -1847,7 +1847,7 @@ void V_DrawFadeConsBack(INT32 plines) UINT8 *deststop, *buf; #ifdef HWRENDER // not win32 only 19990829 by Kin - if (rendermode != render_soft && rendermode != render_none) + if (rendermode == render_opengl) { UINT32 hwcolor = V_GetHWConsBackColor(); HWR_DrawConsoleBack(hwcolor, plines); @@ -1880,7 +1880,7 @@ void V_DrawPromptBack(INT32 boxheight, INT32 color) color = cons_backcolor.value; #ifdef HWRENDER - if (rendermode != render_soft && rendermode != render_none) + if (rendermode == render_opengl) { UINT32 hwcolor; switch (color) @@ -3089,8 +3089,7 @@ void V_DoPostProcessor(INT32 view, postimg_t type, INT32 param) INT32 height, yoffset; #ifdef HWRENDER - // draw a hardware converted patch - if (rendermode != render_soft && rendermode != render_none) + if (rendermode != render_soft) return; #endif diff --git a/src/w_wad.c b/src/w_wad.c index a86e99237..bcccb5b96 100644 --- a/src/w_wad.c +++ b/src/w_wad.c @@ -803,6 +803,11 @@ UINT16 W_InitFile(const char *filename, boolean mainfile) wadfiles[numwadfiles] = wadfile; numwadfiles++; // must come BEFORE W_LoadDehackedLumps, so any addfile called by COM_BufInsertText called by Lua doesn't overwrite what we just loaded +#ifdef HWRENDER + if (rendermode == render_opengl) + HWR_LoadShaders(numwadfiles - 1, (wadfile->type == RET_PK3)); +#endif + // TODO: HACK ALERT - Load Lua & SOC stuff right here. I feel like this should be out of this place, but... Let's stick with this for now. switch (wadfile->type) { @@ -1590,7 +1595,7 @@ void W_UnlockCachedPatch(void *patch) // The hardware code does its own memory management, as its patches // have different lifetimes from software's. #ifdef HWRENDER - if (rendermode != render_soft && rendermode != render_none) + if (rendermode == render_opengl) HWR_UnlockCachedPatch((GLPatch_t*)patch); else #endif @@ -1884,6 +1889,11 @@ int W_VerifyNMUSlumps(const char *filename) {"M_", 2}, // As does menu stuff {"MUSICDEF", 8}, // Song definitions (thanks kart) +#ifdef HWRENDER + {"SHADERS", 7}, + {"SH_", 3}, +#endif + {NULL, 0}, }; return W_VerifyFile(filename, NMUSlist, false); diff --git a/src/z_zone.c b/src/z_zone.c index daad5489d..b1a44b392 100644 --- a/src/z_zone.c +++ b/src/z_zone.c @@ -776,7 +776,7 @@ static void Command_Memfree_f(void) sizeu1(Z_TagsUsage(PU_PURGELEVEL, INT32_MAX)>>10)); #ifdef HWRENDER - if (rendermode != render_soft && rendermode != render_none) + if (rendermode == render_opengl) { CONS_Printf(M_GetText("Patch info headers: %7s KB\n"), sizeu1(Z_TagUsage(PU_HWRPATCHINFO)>>10)); CONS_Printf(M_GetText("Mipmap patches : %7s KB\n"), sizeu1(Z_TagUsage(PU_HWRPATCHCOLMIPMAP)>>10));