diff --git a/src/hardware/hw_defs.h b/src/hardware/hw_defs.h index 129daa00..af545191 100644 --- a/src/hardware/hw_defs.h +++ b/src/hardware/hw_defs.h @@ -223,6 +223,8 @@ typedef struct GLMipmap_s FTextureInfo; struct FLightInfo { FUINT light_level; + FUINT fade_start; + FUINT fade_end; }; typedef struct FLightInfo FLightInfo; @@ -241,9 +243,6 @@ enum hwdsetspecialstate { HWD_SET_SHADERS, - HWD_SET_FOG_MODE, - HWD_SET_FOG_DENSITY, - HWD_SET_TEXTUREFILTERMODE, HWD_SET_TEXTUREANISOTROPICMODE, @@ -251,8 +250,8 @@ enum hwdsetspecialstate }; typedef enum hwdsetspecialstate hwdspecialstate_t; -#define GL_NORMALFOG 0x00000000 -#define GL_FADEFOG 0x19000000 +#define GL_DEFAULTMIX 0x00000000 +#define GL_DEFAULTFOG 0xFF000000 enum hwdfiltermode { diff --git a/src/hardware/hw_drv.h b/src/hardware/hw_drv.h index f19c1fae..bf8eb40f 100644 --- a/src/hardware/hw_drv.h +++ b/src/hardware/hw_drv.h @@ -74,11 +74,9 @@ EXPORT void HWRAPI(UnSetShader) (void); EXPORT void HWRAPI(LoadCustomShader) (int number, char *shader, size_t size, boolean fragment); EXPORT void HWRAPI(InitCustomShaders) (void); - EXPORT void HWRAPI(StartBatching) (void); EXPORT void HWRAPI(RenderBatches) (int *sNumPolys, int *sNumVerts, int *sNumCalls, int *sNumShaders, int *sNumTextures, int *sNumPolyFlags, int *sNumColors); - // ========================================================================== // HWR DRIVER OBJECT, FOR CLIENT PROGRAM // ========================================================================== diff --git a/src/hardware/hw_glob.h b/src/hardware/hw_glob.h index b3f058c4..3d03e7fa 100644 --- a/src/hardware/hw_glob.h +++ b/src/hardware/hw_glob.h @@ -47,9 +47,6 @@ GLPatch_t *HWR_GetCachedGLPatchPwad(UINT16 wad, UINT16 lump); GLPatch_t *HWR_GetCachedGLPatch(lumpnum_t lumpnum); void HWR_GetFadeMask(lumpnum_t fademasklumpnum); -// hardware driver -extern INT32 gl_leveltime; - // -------- // hw_draw.c // -------- diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index ee87be60..20861b00 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -139,162 +139,128 @@ static INT32 drawcount = 0; // Lighting // ========================================================================== -#define CALCLIGHT(x,y) ((float)(x)*((y)/255.0f)) - -void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, UINT32 mixcolor, UINT32 fadecolor) +void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, extracolormap_t *colormap) { - if (!cv_grshaders.value || (cv_grshaders.value && !cv_grfog.value) || !gr_shadersavailable) + RGBA_t poly_color, tint_color, fade_color; + + poly_color.rgba = 0xFFFFFFFF; + tint_color.rgba = (colormap != NULL) ? (UINT32)colormap->rgba : GL_DEFAULTMIX; + fade_color.rgba = (colormap != NULL) ? (UINT32)colormap->fadergba : GL_DEFAULTFOG; + + // Crappy backup coloring if you can't do shaders + if (!(cv_grshaders.value && gr_shadersavailable)) { - RGBA_t mix_color, fog_color, final_color; - INT32 mix; - float fog_alpha; - float red, green, blue; + // be careful, this may get negative for high lightlevel values. + float tint_alpha, fade_alpha; + float red, green, blue; - mix_color.rgba = mixcolor; - fog_color.rgba = fadecolor; + red = (float)poly_color.s.red; + green = (float)poly_color.s.green; + blue = (float)poly_color.s.blue; - mix = mix_color.s.alpha*10/5; - if (mix > 25) mix = 25; - mix *= 255; - mix /= 25; + // 48 is just an arbritrary value that looked relatively okay. + tint_alpha = (float)(sqrt(tint_color.s.alpha) * 48) / 255.0f; - // Modulate the colors by alpha. - mix_color.s.red = (UINT8)(CALCLIGHT(mix,mix_color.s.red)); - mix_color.s.green = (UINT8)(CALCLIGHT(mix,mix_color.s.green)); - mix_color.s.blue = (UINT8)(CALCLIGHT(mix,mix_color.s.blue)); + // 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; - // Set the surface colors and further modulate the colors by light. - final_color.s.red = (UINT8)(CALCLIGHT((0xFF-mix),0xFF)+CALCLIGHT(mix_color.s.red,0xFF)); - final_color.s.green = (UINT8)(CALCLIGHT((0xFF-mix),0xFF)+CALCLIGHT(mix_color.s.green,0xFF)); - final_color.s.blue = (UINT8)(CALCLIGHT((0xFF-mix),0xFF)+CALCLIGHT(mix_color.s.blue,0xFF)); - final_color.s.alpha = 0xFF; + // Clamp the alpha values + tint_alpha = min(max(tint_alpha, 0.0f), 1.0f); + fade_alpha = min(max(fade_alpha, 0.0f), 1.0f); - // Fog. - fog_alpha = (0xFF - fog_color.s.alpha) / 255.0f; + 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)); - // Set the surface colors and further modulate the colors by light. - fog_color.s.red = (UINT8)(((float)fog_color.s.red) * fog_alpha); - fog_color.s.green = (UINT8)(((float)fog_color.s.green) * fog_alpha); - fog_color.s.blue = (UINT8)(((float)fog_color.s.blue) * fog_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)); - if (cv_grfog.value) - { - // be careful, this may get negative for high lightlevel values. - float fog = (fog_alpha - (light_level/255.0f))*3/2; - if (fog < 0) - fog = 0; - - red = ((fog_color.s.red/255.0f) * fog) + ((final_color.s.red/255.0f) * (1.0f - fog)); - green = ((fog_color.s.green/255.0f) * fog) + ((final_color.s.green/255.0f) * (1.0f - fog)); - blue = ((fog_color.s.blue/255.0f) * fog) + ((final_color.s.blue/255.0f) * (1.0f - fog)); - final_color.s.red = (UINT8)(red*255.0f); - final_color.s.green = (UINT8)(green*255.0f); - final_color.s.blue = (UINT8)(blue*255.0f); - } - - Surface->PolyColor.rgba = final_color.rgba; - Surface->FadeColor.rgba = fog_color.rgba; - Surface->LightInfo.light_level = light_level; - } - else - { - Surface->PolyColor.rgba = 0xFFFFFFFF; - Surface->TintColor.rgba = mixcolor; - Surface->FadeColor.rgba = fadecolor; - Surface->LightInfo.light_level = light_level; + poly_color.s.red = (UINT8)red; + poly_color.s.green = (UINT8)green; + poly_color.s.blue = (UINT8)blue; } + + 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; } -void HWR_NoColormapLighting(FSurfaceInfo *Surface, INT32 light_level, UINT32 mixcolor, UINT32 fadecolor) -{ - if (!cv_grshaders.value || (cv_grshaders.value && !cv_grfog.value) || !gr_shadersavailable) - { - RGBA_t mix_color, fog_color, final_color; - INT32 mix, fogmix, lightmix; - float fog_alpha; - - // You see the problem is that darker light isn't actually as dark as it SHOULD be. - lightmix = 255 - ((255 - light_level)*10/7); - - // Don't go out of bounds - if (lightmix < 0) - lightmix = 0; - else if (lightmix > 255) - lightmix = 255; - - mix_color.rgba = mixcolor; - fog_color.rgba = fadecolor; - - mix = (mix_color.s.alpha*255)/25; - fogmix = (fog_color.s.alpha*255)/25; - - // Modulate the colors by alpha. - mix_color.s.red = (UINT8)(CALCLIGHT(mix,mix_color.s.red)); - mix_color.s.green = (UINT8)(CALCLIGHT(mix,mix_color.s.green)); - mix_color.s.blue = (UINT8)(CALCLIGHT(mix,mix_color.s.blue)); - - // Set the surface colors and further modulate the colors by light. - final_color.s.red = (UINT8)(CALCLIGHT((0xFF-mix),lightmix)+CALCLIGHT(mix_color.s.red,lightmix)); - final_color.s.green = (UINT8)(CALCLIGHT((0xFF-mix),lightmix)+CALCLIGHT(mix_color.s.green,lightmix)); - final_color.s.blue = (UINT8)(CALCLIGHT((0xFF-mix),lightmix)+CALCLIGHT(mix_color.s.blue,lightmix)); - - // Modulate the colors by alpha. - fog_color.s.red = (UINT8)(CALCLIGHT(fogmix,fog_color.s.red)); - fog_color.s.green = (UINT8)(CALCLIGHT(fogmix,fog_color.s.green)); - fog_color.s.blue = (UINT8)(CALCLIGHT(fogmix,fog_color.s.blue)); - - // Set the surface colors and further modulate the colors by light. - final_color.s.red = final_color.s.red+((UINT8)(CALCLIGHT((0xFF-fogmix),(0xFF-lightmix))+CALCLIGHT(fog_color.s.red,(0xFF-lightmix)))); - final_color.s.green = final_color.s.green+((UINT8)(CALCLIGHT((0xFF-fogmix),(0xFF-lightmix))+CALCLIGHT(fog_color.s.green,(0xFF-lightmix)))); - final_color.s.blue = final_color.s.blue+((UINT8)(CALCLIGHT((0xFF-fogmix),(0xFF-lightmix))+CALCLIGHT(fog_color.s.blue,(0xFF-lightmix)))); - final_color.s.alpha = 0xFF; - - // Fog. - fog_color.rgba = fadecolor; - fog_alpha = (0xFF - fog_color.s.alpha*10/7) / 255.0f; - - // Set the surface colors and further modulate the colors by light. - fog_color.s.red = (UINT8)(((float)fog_color.s.red) * fog_alpha); - fog_color.s.green = (UINT8)(((float)fog_color.s.green) * fog_alpha); - fog_color.s.blue = (UINT8)(((float)fog_color.s.blue) * fog_alpha); - - Surface->PolyColor.rgba = final_color.rgba; - Surface->FadeColor.rgba = fog_color.rgba; - Surface->LightInfo.light_level = lightmix; - } - else - { - Surface->PolyColor.rgba = 0xFFFFFFFF; - Surface->TintColor.rgba = mixcolor; - Surface->FadeColor.rgba = fadecolor; - Surface->LightInfo.light_level = light_level; - } -} - -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; - // You see the problem is that darker light isn't actually as dark as it SHOULD be. - light = light - ((255 - light)*24/22); + realcolor.rgba = (colormap != NULL) ? colormap->rgba : GL_DEFAULTMIX; - // Don't go out of bounds - if (light < 0) - light = 0; - else if (light > 255) - light = 255; + if (!(cv_grshaders.value && gr_shadersavailable)) + { + light = light - (255 - light); - realcolor.rgba = color; + // Don't go out of bounds + if (light < 0) + light = 0; + else if (light > 255) + light = 255; - alpha = (realcolor.s.alpha*255)/25; + alpha = (realcolor.s.alpha*255)/25; - // at 255 brightness, alpha is between 0 and 127, at 0 brightness alpha will always be 255 - surfcolor.s.alpha = (alpha*light)/(2*256)+255-light; + // at 255 brightness, alpha is between 0 and 127, at 0 brightness alpha will always be 255 + surfcolor.s.alpha = (alpha*light) / (2*256) + 255-light; + } + else + { + surfcolor.s.alpha = (255 - light); + } return surfcolor.s.alpha; } +static FUINT HWR_CalcWallLight(FUINT lightnum, fixed_t v1x, fixed_t v1y, fixed_t v2x, fixed_t v2y) +{ + INT16 finallight = lightnum; + + if (cv_grfakecontrast.value != 0) + { + const UINT8 contrast = 8; + fixed_t extralight = 0; + + if (cv_grfakecontrast.value == 2) // Smooth setting + { + extralight = (-(contrast<> FRACBITS; + } + else + { + if (v1y == v2y) + extralight = -contrast; + else if (v1x == v2x) + extralight = contrast; + } + + if (extralight != 0) + { + finallight += extralight; + + if (finallight < 0) + finallight = 0; + if (finallight > 255) + finallight = 255; + } + } + + return (FUINT)finallight; +} + // ========================================================================== // Floor and ceiling generation from subsectors // ========================================================================== @@ -492,10 +458,7 @@ void HWR_RenderPlane(extrasubsector_t *xsub, boolean isceiling, fixed_t fixedhei #endif } - if (planecolormap) - HWR_Lighting(&Surf, lightlevel, planecolormap->rgba, planecolormap->fadergba); - else - HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG); + HWR_Lighting(&Surf, lightlevel, planecolormap); if (PolyFlags & (PF_Translucent|PF_Fog)) { @@ -607,10 +570,7 @@ FBITFIELD HWR_TranstableToAlpha(INT32 transtablenum, FSurfaceInfo *pSurf) // void HWR_ProjectWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blendmode, INT32 lightlevel, extracolormap_t *wallcolormap) { - if (wallcolormap) - HWR_Lighting(pSurf, lightlevel, wallcolormap->rgba, wallcolormap->fadergba); - else - HWR_NoColormapLighting(pSurf, lightlevel, GL_NORMALFOG, GL_FADEFOG); + HWR_Lighting(pSurf, lightlevel, wallcolormap); HWD.pfnSetShader(2); // wall shader HWD.pfnDrawPolygon(pSurf, wallVerts, 4, blendmode|PF_Modulated|PF_Occlude); @@ -651,7 +611,7 @@ void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, FSurfa INT32 solid, i; lightlist_t * list = sector->lightlist; const UINT8 alpha = Surf->PolyColor.s.alpha; - FUINT lightnum = sector->lightlevel; + FUINT lightnum = HWR_CalcWallLight(sector->lightlevel, v1x, v1y, v2x, v2y); extracolormap_t *colormap = NULL; realtop = top = wallVerts[3].y; @@ -680,12 +640,12 @@ void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, FSurfa { if (pfloor && (pfloor->flags & FF_FOG)) { - lightnum = pfloor->master->frontsector->lightlevel; + lightnum = HWR_CalcWallLight(pfloor->master->frontsector->lightlevel, v1x, v1y, v2x, v2y); colormap = pfloor->master->frontsector->extra_colormap; } else { - lightnum = *list[i].lightlevel; + lightnum = HWR_CalcWallLight(*list[i].lightlevel, v1x, v1y, v2x, v2y); colormap = list[i].extra_colormap; } } @@ -966,7 +926,7 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom cliphigh = (float)(texturehpeg + (gr_curline->flength*FRACUNIT)); } - lightnum = gr_frontsector->lightlevel; + lightnum = HWR_CalcWallLight(gr_frontsector->lightlevel, vs.x, vs.y, ve.x, ve.y); colormap = gr_frontsector->extra_colormap; if (gr_frontsector) @@ -1791,13 +1751,10 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom blendmode = PF_Fog|PF_NoTexture; - lightnum = rover->master->frontsector->lightlevel; + lightnum = HWR_CalcWallLight(rover->master->frontsector->lightlevel, vs.x, vs.y, ve.x, ve.y); colormap = rover->master->frontsector->extra_colormap; - if (rover->master->frontsector->extra_colormap) - Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,rover->master->frontsector->extra_colormap->rgba); - else - Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,GL_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); @@ -1906,13 +1863,10 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom blendmode = PF_Fog|PF_NoTexture; - lightnum = rover->master->frontsector->lightlevel; + lightnum = HWR_CalcWallLight(rover->master->frontsector->lightlevel, vs.x, vs.y, ve.x, ve.y); colormap = rover->master->frontsector->extra_colormap; - if (rover->master->frontsector->extra_colormap) - Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,rover->master->frontsector->extra_colormap->rgba); - else - Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,GL_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); @@ -2339,10 +2293,7 @@ void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling, fixed_t v3d->z = FIXED_TO_FLOAT(polysector->vertices[i]->y); } - if (planecolormap) - HWR_Lighting(&Surf, lightlevel, planecolormap->rgba, planecolormap->fadergba); - else - HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG); + HWR_Lighting(&Surf, lightlevel, planecolormap); if (blendmode & PF_Translucent) { @@ -2607,10 +2558,7 @@ void HWR_Subsector(size_t num) light = R_GetPlaneLight(gr_frontsector, centerHeight, viewz < cullHeight ? true : false); - 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, GL_NORMALFOG); + alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap); HWR_AddTransparentFloor(0, &extrasubsectors[num], @@ -2662,10 +2610,7 @@ void HWR_Subsector(size_t num) light = R_GetPlaneLight(gr_frontsector, centerHeight, viewz < cullHeight ? true : false); - 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, GL_NORMALFOG); + alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap); HWR_AddTransparentFloor(0, &extrasubsectors[num], @@ -3381,10 +3326,7 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) } #endif - if (colormap) - HWR_Lighting(&Surf, lightlevel, colormap->rgba, colormap->fadergba); - else - HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG); + HWR_Lighting(&Surf, lightlevel, colormap); Surf.PolyColor.s.alpha = alpha; @@ -3424,10 +3366,7 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) wallVerts[0].y = wallVerts[1].y = bot; #endif - if (colormap) - HWR_Lighting(&Surf, lightlevel, colormap->rgba, colormap->fadergba); - else - HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG); + HWR_Lighting(&Surf, lightlevel, colormap); Surf.PolyColor.s.alpha = alpha; @@ -3559,10 +3498,7 @@ static void HWR_DrawSprite(gr_vissprite_t *spr) if (!(spr->mobj->frame & FF_FULLBRIGHT)) lightlevel = sector->lightlevel; - if (colormap) - HWR_Lighting(&Surf, lightlevel, colormap->rgba, colormap->fadergba); - else - HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG); + HWR_Lighting(&Surf, lightlevel, colormap); } { @@ -3668,10 +3604,7 @@ static inline void HWR_DrawPrecipitationSprite(gr_vissprite_t *spr) colormap = sector->extra_colormap; } - if (colormap) - HWR_Lighting(&Surf, lightlevel, colormap->rgba, colormap->fadergba); - else - HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG); + HWR_Lighting(&Surf, lightlevel, colormap); } if (spr->mobj->flags2 & MF2_SHADOW) @@ -4540,11 +4473,11 @@ static boolean drewsky = false; void HWR_DrawSkyBackground(float fpov) { + FTransform dometransform; + if (drewsky) return; - FTransform dometransform; - memset(&dometransform, 0x00, sizeof(FTransform)); //04/01/2000: Hurdler: added for T&L @@ -4647,7 +4580,6 @@ void HWR_RenderFrame(INT32 viewnumber, player_t *player, boolean skybox) gr_windowcenterx += gr_viewwidth; } - // check for new console commands. NetUpdate(); @@ -4726,12 +4658,6 @@ void HWR_RenderFrame(INT32 viewnumber, player_t *player, boolean skybox) HWD.pfnSetSpecialState(HWD_SET_SHADERS, cv_grshaders.value); HWD.pfnSetShader(0); - // Check if fog is enabled. - if (cv_grfog.value) - HWR_FoggingOn(); // First of all, turn it on, set the default user settings too - else - HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 0); // Turn it off - if (cv_grbatching.value) HWD.pfnStartBatching(); @@ -4763,10 +4689,6 @@ void HWR_RenderFrame(INT32 viewnumber, player_t *player, boolean skybox) HWD.pfnSetTransform(NULL); HWD.pfnUnSetShader(); - // Disable fog - if (cv_grfog.value) - HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 0); - // Run post processor effects if (!skybox) HWR_DoPostProcessor(player); @@ -4785,14 +4707,17 @@ void HWR_RenderFrame(INT32 viewnumber, player_t *player, boolean skybox) void HWR_RenderPlayerView(INT32 viewnumber, player_t *player) { const boolean skybox = (skyboxmo[0] && cv_skybox.value); // True if there's a skybox object and skyboxes are on + // Clear the color buffer, stops HOMs. Also seems to fix the skybox issue on Intel GPUs. if (viewnumber == 0) // Only do it if it's the first screen being rendered { FRGBAFloat ClearColor; + ClearColor.red = 0.0f; ClearColor.green = 0.0f; ClearColor.blue = 0.0f; ClearColor.alpha = 1.0f; + HWD.pfnClearBuffer(true, false, &ClearColor); } @@ -4811,16 +4736,6 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player) HWR_RenderFrame(viewnumber, player, false); } -// ========================================================================== -// FOG -// ========================================================================== - -void HWR_FoggingOn(void) -{ - HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 1); - HWD.pfnSetSpecialState(HWD_SET_FOG_DENSITY, cv_grfogdensity.value); -} - // ========================================================================== // 3D ENGINE COMMANDS // ========================================================================== @@ -4918,10 +4833,7 @@ void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD 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) - HWR_Lighting(pSurf, lightlevel, wallcolormap->rgba, wallcolormap->fadergba); - else - HWR_NoColormapLighting(pSurf, lightlevel, GL_NORMALFOG, GL_FADEFOG); + HWR_Lighting(pSurf, lightlevel, wallcolormap); pSurf->PolyColor.s.alpha = alpha; // put the alpha back after lighting diff --git a/src/hardware/hw_main.h b/src/hardware/hw_main.h index b0985fbb..bc4a74e5 100644 --- a/src/hardware/hw_main.h +++ b/src/hardware/hw_main.h @@ -69,11 +69,8 @@ void HWR_AddCommands(void); // into files like hw_bsp.c, hw_sprites.c... // hw_main.c: Lighting and fog -void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, UINT32 mixcolor, UINT32 fadecolor); -void HWR_NoColormapLighting(FSurfaceInfo *Surface, INT32 light_level, UINT32 mixcolor, UINT32 fadecolor); -UINT8 HWR_FogBlockAlpha(INT32 light, UINT32 color); // Let's see if this can work - -void HWR_FoggingOn(void); +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 FBITFIELD HWR_TranstableToAlpha(INT32 transtablenum, FSurfaceInfo *pSurf); @@ -149,6 +146,7 @@ extern consvar_t cv_grcorrecttricks; extern consvar_t cv_grfovchange; extern consvar_t cv_grsolvetjoin; extern consvar_t cv_grspritebillboarding; +extern consvar_t cv_grfakecontrast; extern consvar_t cv_grfallbackplayermodel; extern CV_PossibleValue_t granisotropicmode_cons_t[]; diff --git a/src/hardware/hw_md2.c b/src/hardware/hw_md2.c index 6144e1a8..9e77d22b 100644 --- a/src/hardware/hw_md2.c +++ b/src/hardware/hw_md2.c @@ -659,18 +659,24 @@ spritemd2found: // 0.0722 to blue // (See this same define in k_kart.c!) #define SETBRIGHTNESS(brightness,r,g,b) \ - brightness = (UINT8)(((1063*((UINT16)r)/5000) + (3576*((UINT16)g)/5000) + (361*((UINT16)b)/5000)) / 3) + brightness = (UINT8)(((1063*(UINT16)(r))/5000) + ((3576*(UINT16)(g))/5000) + ((361*(UINT16)(b))/5000)) static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, GLMipmap_t *grmip, INT32 skinnum, skincolors_t color) { - UINT8 i; UINT16 w = gpatch->width, h = gpatch->height; UINT32 size = w*h; RGBA_t *image, *blendimage, *cur, blendcolor; + UINT8 translation[16]; // First the color index + UINT8 cutoff[16]; // Brightness cutoff before using the next color + UINT8 translen = 0; + UINT8 i; + + blendcolor = V_GetColor(0); // initialize + memset(translation, 0, sizeof(translation)); + memset(cutoff, 0, sizeof(cutoff)); if (grmip->width == 0) { - grmip->width = gpatch->width; grmip->height = gpatch->height; @@ -680,8 +686,11 @@ static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, grmip->grInfo.format = GR_RGBA; } - Z_Free(grmip->grInfo.data); - grmip->grInfo.data = NULL; + if (grmip->grInfo.data) + { + Z_Free(grmip->grInfo.data); + grmip->grInfo.data = NULL; + } cur = Z_Malloc(size*4, PU_HWRCACHE, &grmip->grInfo.data); memset(cur, 0x00, size*4); @@ -689,101 +698,285 @@ static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, image = gpatch->mipmap->grInfo.data; blendimage = blendgpatch->mipmap->grInfo.data; - // Average all of the translation's colors + // TC_METALSONIC includes an actual skincolor translation, on top of its flashing. + if (skinnum == TC_METALSONIC) + color = SKINCOLOR_BLUEBERRY; + + if (color != SKINCOLOR_NONE) { - const UINT8 div = 6; - const UINT8 start = 4; - UINT32 r, g, b; + UINT8 numdupes = 1; + UINT8 prevdupes = numdupes; - blendcolor = V_GetColor(colortranslations[color][start]); - r = (UINT32)(blendcolor.s.red*blendcolor.s.red); - g = (UINT32)(blendcolor.s.green*blendcolor.s.green); - b = (UINT32)(blendcolor.s.blue*blendcolor.s.blue); + translation[translen] = colortranslations[color][0]; + cutoff[translen] = 255; - for (i = 1; i < div; i++) + for (i = 1; i < 16; i++) { - RGBA_t nextcolor = V_GetColor(colortranslations[color][start+i]); - r += (UINT32)(nextcolor.s.red*nextcolor.s.red); - g += (UINT32)(nextcolor.s.green*nextcolor.s.green); - b += (UINT32)(nextcolor.s.blue*nextcolor.s.blue); + if (translation[translen] == colortranslations[color][i]) + { + numdupes++; + continue; + } + + if (translen > 0) + { + INT16 newcutoff = cutoff[translen-1] - (255 / (16 / prevdupes)); + + if (newcutoff < 0) + newcutoff = 0; + + cutoff[translen] = (UINT8)newcutoff; + } + + prevdupes = numdupes; + numdupes = 1; + translen++; + + translation[translen] = (UINT8)colortranslations[color][i]; } - blendcolor.s.red = (UINT8)(FixedSqrt((r/div)<>FRACBITS); - blendcolor.s.green = (UINT8)(FixedSqrt((g/div)<>FRACBITS); - blendcolor.s.blue = (UINT8)(FixedSqrt((b/div)<>FRACBITS); + translen++; } - // rainbow support, could theoretically support boss ones too - if (skinnum == TC_RAINBOW) + while (size--) { - while (size--) + if (skinnum == TC_BOSS) { - if (image->s.alpha == 0 && blendimage->s.alpha == 0) + // Turn everything below a certain threshold white + if ((image->s.red == image->s.green) && (image->s.green == image->s.blue) && image->s.blue < 127) { - // Don't bother with blending the pixel if the alpha of the blend pixel is 0 - cur->rgba = image->rgba; + // Lactozilla: Invert the colors + cur->s.red = cur->s.green = cur->s.blue = (255 - image->s.blue); } else + { + cur->s.red = image->s.red; + cur->s.green = image->s.green; + cur->s.blue = image->s.blue; + } + + cur->s.alpha = image->s.alpha; + } + else if (skinnum == TC_ALLWHITE) + { + // Turn everything white + cur->s.red = cur->s.green = cur->s.blue = 255; + cur->s.alpha = image->s.alpha; + } + else + { + // All settings that use skincolors! + UINT16 brightness; + + // Everything below requires a blend image + if (blendimage == NULL) + { + cur->rgba = image->rgba; + goto skippixel; + } + + if (translen <= 0) + { + cur->rgba = image->rgba; + goto skippixel; + } + + // Don't bother with blending the pixel if the alpha of the blend pixel is 0 + if (skinnum == TC_RAINBOW) + { + if (image->s.alpha == 0 && blendimage->s.alpha == 0) + { + cur->rgba = image->rgba; + goto skippixel; + } + else + { + UINT16 imagebright, blendbright; + SETBRIGHTNESS(imagebright,image->s.red,image->s.green,image->s.blue); + SETBRIGHTNESS(blendbright,blendimage->s.red,blendimage->s.green,blendimage->s.blue); + // slightly dumb average between the blend image color and base image colour, usually one or the other will be fully opaque anyway + brightness = (imagebright*(255-blendimage->s.alpha))/255 + (blendbright*blendimage->s.alpha)/255; + } + } + else + { + if (blendimage->s.alpha == 0) + { + cur->rgba = image->rgba; + goto skippixel; // for metal sonic blend + } + else + { + SETBRIGHTNESS(brightness,blendimage->s.red,blendimage->s.green,blendimage->s.blue); + } + } + + // Calculate a sort of "gradient" for the skincolor + // (Me splitting this into a function didn't work, so I had to ruin this entire function's groove...) + { + RGBA_t nextcolor; + UINT8 firsti, secondi, mul, mulmax; + INT32 r, g, b; + + // Rainbow needs to find the closest match to the textures themselves, instead of matching brightnesses to other colors. + // Ensue horrible mess. + if (skinnum == TC_RAINBOW) + { + UINT16 brightdif = 256; + UINT8 colorbrightnesses[16]; + INT32 compare, m, d; + + // Ignore pure white & pitch black + if (brightness > 253 || brightness < 2) + { + cur->rgba = image->rgba; + cur++; image++; blendimage++; + continue; + } + + firsti = 0; + mul = 0; + mulmax = 1; + + for (i = 0; i < translen; i++) + { + RGBA_t tempc = V_GetColor(translation[i]); + SETBRIGHTNESS(colorbrightnesses[i], tempc.s.red, tempc.s.green, tempc.s.blue); // store brightnesses for comparison + } + + for (i = 0; i < translen; i++) + { + if (brightness > colorbrightnesses[i]) // don't allow greater matches (because calculating a makeshift gradient for this is already a huge mess as is) + continue; + + compare = abs((INT16)(colorbrightnesses[i]) - (INT16)(brightness)); + + if (compare < brightdif) + { + brightdif = (UINT16)compare; + firsti = i; // best matching color that's equal brightness or darker + } + } + + secondi = firsti+1; // next color in line + + m = (INT16)brightness - (INT16)colorbrightnesses[secondi]; + d = (INT16)colorbrightnesses[firsti] - (INT16)colorbrightnesses[secondi]; + + if (m >= d) + m = d-1; + + mulmax = 16; + + // calculate the "gradient" multiplier based on how close this color is to the one next in line + if (m <= 0 || d <= 0) + mul = 0; + else + mul = (mulmax-1) - ((m * mulmax) / d); + } + else + { + // Just convert brightness to a skincolor value, use distance to next position to find the gradient multipler + firsti = 0; + + for (i = 1; i < translen; i++) + { + if (brightness >= cutoff[i]) + break; + firsti = i; + } + + secondi = firsti+1; + + mulmax = cutoff[firsti] - cutoff[secondi]; + mul = cutoff[firsti] - brightness; + } + + blendcolor = V_GetColor(translation[firsti]); + + if (mul > 0) // If it's 0, then we only need the first color. + { + nextcolor = V_GetColor(translation[secondi]); + + // Find difference between points + r = (INT32)(nextcolor.s.red - blendcolor.s.red); + g = (INT32)(nextcolor.s.green - blendcolor.s.green); + b = (INT32)(nextcolor.s.blue - blendcolor.s.blue); + + // Find the gradient of the two points + r = ((mul * r) / mulmax); + g = ((mul * g) / mulmax); + b = ((mul * b) / mulmax); + + // Add gradient value to color + blendcolor.s.red += r; + blendcolor.s.green += g; + blendcolor.s.blue += b; + } + } + + if (skinnum == TC_RAINBOW) { UINT32 tempcolor; - UINT16 imagebright, blendbright, finalbright, colorbright; - SETBRIGHTNESS(imagebright,image->s.red,image->s.green,image->s.blue); - SETBRIGHTNESS(blendbright,blendimage->s.red,blendimage->s.green,blendimage->s.blue); - // slightly dumb average between the blend image color and base image colour, usually one or the other will be fully opaque anyway - finalbright = (imagebright*(255-blendimage->s.alpha))/255 + (blendbright*blendimage->s.alpha)/255; - SETBRIGHTNESS(colorbright,blendcolor.s.red,blendcolor.s.green,blendcolor.s.blue); + UINT16 colorbright; - tempcolor = (finalbright*blendcolor.s.red)/colorbright; + SETBRIGHTNESS(colorbright,blendcolor.s.red,blendcolor.s.green,blendcolor.s.blue); + if (colorbright == 0) + colorbright = 1; // no dividing by 0 please + + tempcolor = (brightness * blendcolor.s.red) / colorbright; tempcolor = min(255, tempcolor); cur->s.red = (UINT8)tempcolor; - tempcolor = (finalbright*blendcolor.s.green)/colorbright; + + tempcolor = (brightness * blendcolor.s.green) / colorbright; tempcolor = min(255, tempcolor); cur->s.green = (UINT8)tempcolor; - tempcolor = (finalbright*blendcolor.s.blue)/colorbright; + + tempcolor = (brightness * blendcolor.s.blue) / colorbright; tempcolor = min(255, tempcolor); cur->s.blue = (UINT8)tempcolor; cur->s.alpha = image->s.alpha; } - - cur++; image++; blendimage++; - } - } - else - { - while (size--) - { - if (blendimage->s.alpha == 0) - { - // Don't bother with blending the pixel if the alpha of the blend pixel is 0 - cur->rgba = image->rgba; - } else { + // Color strength depends on image alpha INT32 tempcolor; - INT16 tempmult, tempalpha; - tempalpha = -(abs(blendimage->s.red-127)-127)*2; - if (tempalpha > 255) - tempalpha = 255; - else if (tempalpha < 0) - tempalpha = 0; - tempmult = (blendimage->s.red-127)*2; - if (tempmult > 255) - tempmult = 255; - else if (tempmult < 0) - tempmult = 0; - - tempcolor = (image->s.red*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.red)/255)) * blendimage->s.alpha)/255; + tempcolor = ((image->s.red * (255-blendimage->s.alpha)) / 255) + ((blendcolor.s.red * blendimage->s.alpha) / 255); + tempcolor = min(255, tempcolor); cur->s.red = (UINT8)tempcolor; - tempcolor = (image->s.green*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.green)/255)) * blendimage->s.alpha)/255; + + tempcolor = ((image->s.green * (255-blendimage->s.alpha)) / 255) + ((blendcolor.s.green * blendimage->s.alpha) / 255); + tempcolor = min(255, tempcolor); cur->s.green = (UINT8)tempcolor; - tempcolor = (image->s.blue*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.blue)/255)) * blendimage->s.alpha)/255; + + tempcolor = ((image->s.blue * (255-blendimage->s.alpha)) / 255) + ((blendcolor.s.blue * blendimage->s.alpha) / 255); + tempcolor = min(255, tempcolor); cur->s.blue = (UINT8)tempcolor; cur->s.alpha = image->s.alpha; } - cur++; image++; blendimage++; +skippixel: + + // *Now* we can do Metal Sonic's flashing + if (skinnum == TC_METALSONIC) + { + // Blend dark blue into white + if (cur->s.alpha > 0 && cur->s.red == 0 && cur->s.green == 0 && cur->s.blue < 255 && cur->s.blue > 31) + { + // Sal: Invert non-blue + cur->s.red = cur->s.green = (255 - cur->s.blue); + cur->s.blue = 255; + } + + cur->s.alpha = image->s.alpha; + } } + + cur++; image++; + + if (blendimage != NULL) + blendimage++; } return; @@ -890,10 +1083,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr) colormap = sector->extra_colormap; } - if (colormap) - HWR_Lighting(&Surf, lightlevel, colormap->rgba, colormap->fadergba); - else - HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG); + HWR_Lighting(&Surf, lightlevel, colormap); } else { diff --git a/src/hardware/r_opengl/r_opengl.c b/src/hardware/r_opengl/r_opengl.c index 783a09ba..124895d8 100644 --- a/src/hardware/r_opengl/r_opengl.c +++ b/src/hardware/r_opengl/r_opengl.c @@ -26,6 +26,8 @@ #include "r_opengl.h" #include "r_vbo.h" +#include "../../p_tick.h" // for leveltime (NOTE: THIS IS BAD, FIGURE OUT HOW TO PROPERLY IMPLEMENT gl_leveltime) + #if defined (HWRENDER) && !defined (NOROPENGL) struct GLRGBAFloat @@ -482,11 +484,6 @@ boolean SetupGLfunc(void) return true; } -static INT32 glstate_fog_mode = 0; -static float glstate_fog_density = 0; - -INT32 gl_leveltime = 0; - #ifdef GL_SHADERS typedef GLuint (APIENTRY *PFNglCreateShader) (GLenum); typedef void (APIENTRY *PFNglShaderSource) (GLuint, GLsizei, const GLchar**, GLint*); @@ -552,10 +549,8 @@ typedef enum gluniform_tint_color, gluniform_fade_color, gluniform_lighting, - - // fog - gluniform_fog_mode, - gluniform_fog_density, + gluniform_fade_start, + gluniform_fade_end, // misc. (custom shaders) gluniform_leveltime, @@ -579,9 +574,6 @@ static gl_shaderprogram_t gl_shaderprograms[MAXSHADERPROGRAMS]; // GLSL Software fragment shader // -// (new shader stuff taken from srb2 shader branch) -// this is missing support for fade_start and fade_end - #define GLSL_DOOM_COLORMAP \ "float R_DoomColormap(float light, float z)\n" \ "{\n" \ @@ -611,6 +603,12 @@ static gl_shaderprogram_t gl_shaderprograms[MAXSHADERPROGRAMS]; #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 \ @@ -619,6 +617,8 @@ static gl_shaderprogram_t gl_shaderprograms[MAXSHADERPROGRAMS]; "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" \ @@ -631,9 +631,44 @@ static gl_shaderprogram_t gl_shaderprograms[MAXSHADERPROGRAMS]; "gl_FragColor = final_color;\n" \ "}\0" +// +// Water surface shader +// +// Mostly guesstimated, rather than the rest being built off Software science. +// Still needs to distort things underneath/around the water... +// + +#define GLSL_WATER_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" \ + "uniform float leveltime;\n" \ + "const float freq = 0.025;\n" \ + "const float amp = 0.025;\n" \ + "const float speed = 2.0;\n" \ + "const float pi = 3.14159;\n" \ + GLSL_DOOM_COLORMAP \ + GLSL_DOOM_LIGHT_EQUATION \ + "void main(void) {\n" \ + "float z = (gl_FragCoord.z / gl_FragCoord.w) / 2.0;\n" \ + "float a = -pi * (z * freq) + (leveltime * speed);\n" \ + "float sdistort = sin(a) * amp;\n" \ + "float cdistort = cos(a) * amp;\n" \ + "vec4 texel = texture2D(tex, vec2(gl_TexCoord[0].s - sdistort, gl_TexCoord[0].t - cdistort));\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" // -// Fog block shader (Taken from srb2 shader branch) +// Fog block shader // // Alpha of the planes themselves are still slightly off -- see HWR_FogBlockAlpha // @@ -642,6 +677,8 @@ static gl_shaderprogram_t gl_shaderprograms[MAXSHADERPROGRAMS]; "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" \ @@ -652,16 +689,15 @@ static gl_shaderprogram_t gl_shaderprograms[MAXSHADERPROGRAMS]; "gl_FragColor = final_color;\n" \ "}\0" - // // GLSL generic fragment shader // #define GLSL_DEFAULT_FRAGMENT_SHADER \ "uniform sampler2D tex;\n" \ - "uniform vec4 mix_color;\n" \ + "uniform vec4 poly_color;\n" \ "void main(void) {\n" \ - "gl_FragColor = texture2D(tex, gl_TexCoord[0].st) * mix_color;\n" \ + "gl_FragColor = texture2D(tex, gl_TexCoord[0].st) * poly_color;\n" \ "}\0" static const char *fragment_shaders[] = { @@ -681,7 +717,7 @@ static const char *fragment_shaders[] = { GLSL_SOFTWARE_FRAGMENT_SHADER, // Water fragment shader - GLSL_SOFTWARE_FRAGMENT_SHADER, + GLSL_WATER_FRAGMENT_SHADER, // Fog fragment shader GLSL_FOG_FRAGMENT_SHADER, @@ -689,7 +725,7 @@ static const char *fragment_shaders[] = { // Sky fragment shader "uniform sampler2D tex;\n" "void main(void) {\n" - "gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n" \ + "gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n" "}\0", NULL, @@ -709,7 +745,7 @@ static const char *fragment_shaders[] = { "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" \ + "gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;\n" \ "}\0" static const char *vertex_shaders[] = { @@ -885,10 +921,8 @@ EXPORT boolean HWRAPI(LoadShaders) (void) shader->uniforms[gluniform_tint_color] = GETUNI("tint_color"); shader->uniforms[gluniform_fade_color] = GETUNI("fade_color"); shader->uniforms[gluniform_lighting] = GETUNI("lighting"); - - // fog - shader->uniforms[gluniform_fog_mode] = GETUNI("fog_mode"); - shader->uniforms[gluniform_fog_density] = GETUNI("fog_density"); + 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"); @@ -899,6 +933,9 @@ EXPORT boolean HWRAPI(LoadShaders) (void) return true; } +// +// Custom shader loading +// EXPORT void HWRAPI(LoadCustomShader) (int number, char *shader, size_t size, boolean fragment) { #ifdef GL_SHADERS @@ -1689,19 +1726,10 @@ static void load_shaders(FSurfaceInfo *Surface, GLRGBAFloat *poly, GLRGBAFloat * { if (!custom) { - if (glstate_fog_mode == 0) // disabled + if (gl_shaderprogramchanged) { - // Nevermind! - pglUseProgram(0); - return; - } - else // enabled - { - if (gl_shaderprogramchanged) - { - pglUseProgram(gl_shaderprograms[gl_currentshaderprogram].program); - gl_shaderprogramchanged = false; - } + pglUseProgram(gl_shaderprograms[gl_currentshaderprogram].program); + gl_shaderprogramchanged = false; } } else // always load custom shaders @@ -1735,26 +1763,11 @@ static void load_shaders(FSurfaceInfo *Surface, GLRGBAFloat *poly, GLRGBAFloat * // 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); - - - // 13062019 - // Check for fog - if (glstate_fog_mode == 1) - { - // glstate - UNIFORM_1(shader->uniforms[gluniform_fog_density], glstate_fog_density, pglUniform1f); - - // polygon - 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); - - // Custom shader uniforms - if (custom) - { - UNIFORM_1(shader->uniforms[gluniform_fog_mode], glstate_fog_mode, pglUniform1i); - UNIFORM_1(shader->uniforms[gluniform_leveltime], (float)gl_leveltime, pglUniform1f); - } - } + 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); + UNIFORM_1(shader->uniforms[gluniform_leveltime], (float)leveltime, pglUniform1f); #undef UNIFORM_1 #undef UNIFORM_2 @@ -2592,14 +2605,6 @@ EXPORT void HWRAPI(SetSpecialState) (hwdspecialstate_t IdState, INT32 Value) } break; - case HWD_SET_FOG_MODE: - glstate_fog_mode = Value; - break; - - case HWD_SET_FOG_DENSITY: - glstate_fog_density = FIXED_TO_FLOAT(Value); - break; - case HWD_SET_TEXTUREFILTERMODE: switch (Value) { diff --git a/src/k_kart.c b/src/k_kart.c index f9af5a24..04ba8244 100644 --- a/src/k_kart.c +++ b/src/k_kart.c @@ -409,7 +409,7 @@ UINT8 colortranslations[MAXTRANSLATIONS][16] = { // 0.0722 to blue // (See this same define in hw_md2.c!) #define SETBRIGHTNESS(brightness,r,g,b) \ - brightness = (UINT8)(((1063*((UINT16)r)/5000) + (3576*((UINT16)g)/5000) + (361*((UINT16)b)/5000)) / 3) + brightness = (UINT8)(((1063*(UINT16)(r))/5000) + ((3576*(UINT16)(g))/5000) + ((361*(UINT16)(b))/5000)) /** \brief Generates the rainbow colourmaps that are used when a player has the invincibility power diff --git a/src/m_menu.c b/src/m_menu.c index f16bce47..223bc31b 100644 --- a/src/m_menu.c +++ b/src/m_menu.c @@ -279,7 +279,7 @@ static void M_ResetControls(INT32 choice); // Video & Sound menu_t OP_VideoOptionsDef, OP_VideoModeDef; #ifdef HWRENDER -menu_t OP_OpenGLOptionsDef, OP_OpenGLFogDef, OP_OpenGLColorDef; +menu_t OP_OpenGLOptionsDef, OP_OpenGLColorDef; #endif menu_t OP_SoundOptionsDef; //static void M_RestartAudio(void); @@ -346,7 +346,6 @@ static void M_DrawHUDOptions(void); static void M_DrawVideoMode(void); static void M_DrawMonitorToggles(void); #ifdef HWRENDER -static void M_OGL_DrawFogMenu(void); static void M_OGL_DrawColorMenu(void); #endif static void M_DrawMPMainMenu(void); @@ -1242,15 +1241,13 @@ static menuitem_t OP_VideoOptionsMenu[] = {IT_STRING | IT_CVAR, NULL, "Weather Draw Distance",&cv_drawdist_precip, 55}, //{IT_STRING | IT_CVAR, NULL, "Weather Density", &cv_precipdensity, 65}, {IT_STRING | IT_CVAR, NULL, "Skyboxes", &cv_skybox, 65}, - {IT_STRING | IT_CVAR, NULL, "Field of View", &cv_fov, 75}, + {IT_STRING | IT_CVAR, NULL, "Field of View", &cv_fov, 75}, {IT_STRING | IT_CVAR, NULL, "Show FPS", &cv_ticrate, 90}, {IT_STRING | IT_CVAR, NULL, "Vertical Sync", &cv_vidwait, 100}, #ifdef HWRENDER - {IT_STRING | IT_CVAR, NULL, "3D models", &cv_grmdls, 115}, - {IT_STRING | IT_CVAR, NULL, "Fallback Player 3D Model", &cv_grfallbackplayermodel, 125}, - {IT_SUBMENU|IT_STRING, NULL, "OpenGL Options...", &OP_OpenGLOptionsDef, 135}, + {IT_SUBMENU|IT_STRING, NULL, "OpenGL Options...", &OP_OpenGLOptionsDef, 120}, #endif }; @@ -1269,8 +1266,6 @@ enum op_video_fps, op_video_vsync, #ifdef HWRENDER - op_video_md2, - op_video_kartman, op_video_ogl, #endif }; @@ -1283,24 +1278,19 @@ static menuitem_t OP_VideoModeMenu[] = #ifdef HWRENDER static menuitem_t OP_OpenGLOptionsMenu[] = { - {IT_STRING|IT_CVAR, NULL, "Shaders", &cv_grshaders, 10}, - {IT_STRING|IT_CVAR, NULL, "Software Perspective", &cv_grshearing, 20}, - {IT_STRING|IT_CVAR, NULL, "Sprite Billboarding", &cv_grspritebillboarding,30}, + {IT_STRING | IT_CVAR, NULL, "3D Models", &cv_grmdls, 10}, + {IT_STRING | IT_CVAR, NULL, "Fallback Player 3D Model", &cv_grfallbackplayermodel, 20}, + {IT_STRING|IT_CVAR, NULL, "Shaders", &cv_grshaders, 30}, - {IT_STRING|IT_CVAR, NULL, "Quality", &cv_scr_depth, 50}, - {IT_STRING|IT_CVAR, NULL, "Texture Filter", &cv_grfiltermode, 60}, - {IT_STRING|IT_CVAR, NULL, "Anisotropic", &cv_granisotropicmode, 70}, -#ifdef _WINDOWS - {IT_STRING|IT_CVAR, NULL, "Fullscreen", &cv_fullscreen, 80}, -#endif - {IT_SUBMENU|IT_STRING, NULL, "Fog...", &OP_OpenGLFogDef, 100}, - {IT_SUBMENU|IT_STRING, NULL, "Gamma...", &OP_OpenGLColorDef, 110}, -}; + {IT_STRING|IT_CVAR, NULL, "Texture Quality", &cv_scr_depth, 50}, + {IT_STRING|IT_CVAR, NULL, "Texture Filter", &cv_grfiltermode, 60}, + {IT_STRING|IT_CVAR, NULL, "Anisotropic", &cv_granisotropicmode, 70}, -static menuitem_t OP_OpenGLFogMenu[] = -{ - {IT_STRING|IT_CVAR, NULL, "Fog", &cv_grfog, 10}, - {IT_STRING|IT_CVAR, NULL, "Fog density", &cv_grfogdensity, 20}, + {IT_STRING|IT_CVAR, NULL, "Wall Contrast Style", &cv_grfakecontrast, 90}, + {IT_STRING|IT_CVAR, NULL, "Sprite Billboarding", &cv_grspritebillboarding, 100}, + {IT_STRING|IT_CVAR, NULL, "Software Perspective", &cv_grshearing, 110}, + + {IT_SUBMENU|IT_STRING, NULL, "Gamma...", &OP_OpenGLColorDef, 130}, }; static menuitem_t OP_OpenGLColorMenu[] = @@ -2064,17 +2054,6 @@ menu_t OP_MonitorToggleDef = #ifdef HWRENDER menu_t OP_OpenGLOptionsDef = DEFAULTMENUSTYLE("M_VIDEO", OP_OpenGLOptionsMenu, &OP_VideoOptionsDef, 30, 30); -menu_t OP_OpenGLFogDef = -{ - "M_VIDEO", - sizeof (OP_OpenGLFogMenu)/sizeof (menuitem_t), - &OP_OpenGLOptionsDef, - OP_OpenGLFogMenu, - M_OGL_DrawFogMenu, - 60, 40, - 0, - NULL -}; menu_t OP_OpenGLColorDef = { "M_VIDEO", @@ -3458,9 +3437,7 @@ void M_Init(void) #ifdef HWRENDER // Permanently hide some options based on render mode if (rendermode == render_soft) - OP_VideoOptionsMenu[op_video_ogl].status = - OP_VideoOptionsMenu[op_video_kartman].status = - OP_VideoOptionsMenu[op_video_md2] .status = IT_DISABLED; + OP_VideoOptionsMenu[op_video_ogl].status = IT_DISABLED; #endif #ifndef NONET @@ -11137,21 +11114,6 @@ static void M_QuitSRB2(INT32 choice) // OpenGL specific options // ===================================================================== -#define FOG_DENSITY_ITEM 1 -// =================== -// M_OGL_DrawFogMenu() -// =================== -static void M_OGL_DrawFogMenu(void) -{ - INT32 mx, my; - - mx = currentMenu->x; - my = currentMenu->y; - M_DrawGenericMenu(); // use generic drawer for cursor, items and title - V_DrawString(BASEVIDWIDTH - mx - V_StringWidth(cv_grfogdensity.string, 0), - my + currentMenu->menuitems[FOG_DENSITY_ITEM].alphaKey, V_YELLOWMAP, cv_grfogdensity.string); -} - // ===================== // M_OGL_DrawColorMenu() // ===================== diff --git a/src/r_main.c b/src/r_main.c index 5ef40179..2ec06497 100644 --- a/src/r_main.c +++ b/src/r_main.c @@ -1550,8 +1550,6 @@ void R_RegisterEngineStuff(void) CV_RegisterVar(&cv_grgammagreen); CV_RegisterVar(&cv_grgammared); CV_RegisterVar(&cv_grfovchange); - CV_RegisterVar(&cv_grfog); - //CV_RegisterVar(&cv_grfogcolor); #ifdef ALAM_LIGHTING CV_RegisterVar(&cv_grstaticlighting); CV_RegisterVar(&cv_grdynamiclighting); @@ -1560,8 +1558,8 @@ void R_RegisterEngineStuff(void) #endif CV_RegisterVar(&cv_grmdls); CV_RegisterVar(&cv_grfallbackplayermodel); - CV_RegisterVar(&cv_grfogdensity); CV_RegisterVar(&cv_grspritebillboarding); + CV_RegisterVar(&cv_grfakecontrast); CV_RegisterVar(&cv_grshearing); CV_RegisterVar(&cv_grshaders); #endif diff --git a/src/sdl/i_system.c b/src/sdl/i_system.c index 37d6dd79..ef769564 100644 --- a/src/sdl/i_system.c +++ b/src/sdl/i_system.c @@ -692,7 +692,7 @@ static inline void I_ShutdownConsole(void){} // // StartupKeyboard // -void I_RegisterSignals (void) +static void I_RegisterSignals (void) { #ifdef SIGINT signal(SIGINT , quit_handler); diff --git a/src/sdl/i_video.c b/src/sdl/i_video.c index 9acff2b2..a740ef84 100644 --- a/src/sdl/i_video.c +++ b/src/sdl/i_video.c @@ -1870,7 +1870,7 @@ void I_StartupGraphics(void) HWD.pfnMakeScreenTexture= hwSym("MakeScreenTexture",NULL); HWD.pfnMakeScreenFinalTexture=hwSym("MakeScreenFinalTexture",NULL); HWD.pfnDrawScreenFinalTexture=hwSym("DrawScreenFinalTexture",NULL); - + HWD.pfnRenderSkyDome = hwSym("RenderSkyDome",NULL); HWD.pfnLoadShaders = hwSym("LoadShaders",NULL); @@ -1880,7 +1880,7 @@ void I_StartupGraphics(void) HWD.pfnLoadCustomShader = hwSym("LoadCustomShader",NULL); HWD.pfnInitCustomShaders = hwSym("InitCustomShaders",NULL); - + HWD.pfnStartBatching = hwSym("StartBatching",NULL); HWD.pfnRenderBatches = hwSym("RenderBatches",NULL); diff --git a/src/v_video.c b/src/v_video.c index 1ea8d547..47fe4c8e 100644 --- a/src/v_video.c +++ b/src/v_video.c @@ -58,11 +58,9 @@ static void CV_Gammaxxx_ONChange(void); // - You can change them in software, // but they won't do anything. static CV_PossibleValue_t grgamma_cons_t[] = {{1, "MIN"}, {255, "MAX"}, {0, NULL}}; -static CV_PossibleValue_t grfogdensity_cons_t[] = {{FRACUNIT/8, "MIN"}, {FRACUNIT*2, "MAX"}, {0, NULL}}; +static CV_PossibleValue_t grfakecontrast_cons_t[] = {{0, "Off"}, {1, "Standard"}, {2, "Smooth"}, {0, NULL}}; consvar_t cv_grshaders = {"gr_shaders", "On", 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_grfogdensity = {"gr_fogdensity", "0.30", CV_SAVE|CV_FLOAT, grfogdensity_cons_t, 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_grgammared = {"gr_gammared", "127", CV_SAVE|CV_CALL, grgamma_cons_t, CV_Gammaxxx_ONChange, 0, NULL, NULL, 0, 0, NULL}; @@ -78,6 +76,7 @@ consvar_t cv_grfallbackplayermodel = {"gr_fallbackplayermodel", "Off", CV_SAVE, consvar_t cv_grshearing = {"gr_shearing", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_grspritebillboarding = {"gr_spritebillboarding", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_grfakecontrast = {"gr_fakecontrast", "Standard", CV_SAVE, grfakecontrast_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; #endif const UINT8 gammatable[5][256] =