Compare commits

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Author SHA1 Message Date
indev 148bd1ab4d Remove lua_udatalib, and use Lua_CreateFieldTable for mobj and player instead
Need to test this a little but in theory, udatalib doesn't really give
much benefits, and using fields table and enum is safer than messing
with offsetof
2026-11-10 21:53:23 +03:00
alufolie91 473619ab66 add I_CheckAboveDesktopRes
forgor i added this originally for the resolution list rework stuff so was missing here lul
2026-11-09 20:51:02 +01:00
alufolie91 d75638cbfc remove alpha to coverage (a2c) support
while this can look nice in some cases with msaa, it has the effect that everything transclucent is twice as translucent as it should be besides just being a kinda confusing option for almost everyone
so just delet it and simplify code
2026-11-09 20:26:50 +01:00
alufolie91 f09b591989 set screentexture filtermode to linear when downsampling
nearest-neighbour filtering is good from upscaling from a lower resolution, but will produce super ugly mixels and shimmering when downsampling from a higher resolution
2026-11-09 20:19:14 +01:00
alufolie91 79d75aa08d simplify gl "downsampling" stuff
still kinda meh but whatever, shit works
2026-11-09 20:19:08 +01:00
alufolie91 486560d79e fix typo
:blobcatpats:
2026-11-09 20:18:03 +01:00
alufolie91 953b0c8f94 opengl: make stencil attachment for fbo with EXT a requierement
while not compeletely needed, we use the stencil buffer for some stuff, so dont really feel like having to deal with potential issues here
besides, probably any gpu in almost the last 2 decades should support this and even gl3.0 anyways, so this is just bloat we do not need
2026-11-09 20:17:59 +01:00
alufolie91 5639e872f1 delet this
cant remember what this was used for lul
2026-11-09 20:17:51 +01:00
alufolie91 80da0fc538 fix G_GetDemoDate
forgor to change this back oopsie
2026-11-07 13:52:29 +01:00
alufolie91 014126b57d Merge branch 'origin/polyholes' into Saturn-Next 2026-11-06 17:21:19 +01:00
alufolie91 d7b150a04f (hopefully) make replay date stuff more thread safe
dont do locale stuff from thread, use localtime_r && localtime_r as localtime is not threadsafe either
G_GetDemoDate returns malloc´d buffer again, tho not strictly necessary
also, fix dates not always being initialized in all cases and type issue with G_GetCreationTime
2026-11-06 16:14:39 +01:00
alufolie91 5751f9b29b fix windoze compile
windoze does not have threads.h and thread_local is only a keyword per c23....
thanks michealslop....
2026-11-05 15:55:22 +01:00
alufolie91 1a29bd1e63 Merge branch 'Saturn-Next' into polyholes 2026-11-05 15:38:42 +01:00
alufolie91 e54b6a780d "fix" skywalls on hadal trench and candy lake
this whole sky handling is just incredibly stupid and wouldve been such an easy fix, but here we go
this is just more stupid hacks but i really dont feel bad here since the code already hacked around a bunch of shit
just hoping this wont cause any issues on some maps and needs testing
sigh
2026-11-05 15:38:11 +01:00
alufolie91 c1a0b97c54 add checks for missing bsp lumps
not sure why there werent any, the other map lumps have those, and a corrupted file may have those missing also which would just crash instead of telling you wtf is wrong
2026-11-05 15:38:07 +01:00
alufolie91 b8aaf63b20 use "rawlinedef" when checking for seg issues
smth smth byte order or whatever but is consistent with the rest of the code anyways
2026-11-05 15:38:04 +01:00
alufolie91 d43b60ad83 fix blendmodes and line translucency on polyobject sides in gl
this is also how vanilla kart handled this code eitherways
2026-11-05 15:38:00 +01:00
alufolie91 cb5d3ab4e1 add compile flag for building with thread sanitizer
indev noticed thats a thing that exists
wouldve been quite useful a bunch of times before lol
also some fixes for the other sanitizer flags
2026-11-04 01:42:11 +01:00
alufolie91 eba1cfb94d remove "flatcheck" from HWR_PrecacheLevelFlats
in practice this did nothing really
would be more useful for encore but that aint working for us so whatever
2026-11-04 01:38:30 +01:00
alufolie91 f5030e6a3c fix some holes and cracks in the gl renderer on some maps
hopefully...
this is adapted from the large refactor but that was slow as shit
needs testing to see if this messes with something
2026-11-04 00:27:22 +01:00
indev 3adcf608c3 (Hopefully) fix race condition in replay hut
It was probably caused by menupath being modified when replay load
thread is in the middle of checking it, now the check for "valid"
replay load thread is simpler. Also as comment says, there still are
few reported data races for replaynamesloaded but i THINK it should be
fine, since the only "data race" that could be harmful here is
replaynamesloaded switching from true to false, which would mean
demolist_all is suddenly invalidated, and that shouldn't be possible
because we only switch replaynamesloaded from true to false inside main
thread while also locking the "search mutex"
(this is so wordy lol)
2026-11-04 01:06:18 +03:00
indev 9682ab59c9 Make M_CheckParm thread-safe, it is called from different thread in http-mserv.c for example 2026-11-03 23:56:22 +03:00
alufolie91 51adf8869c HWR_PrecacheLevelTextures should also skip texture number 0
whoopsie
2026-11-02 14:58:55 +01:00
alufolie91 5183baed44 make HWR_ApplyDispoffset a little less ugly lol 2026-11-02 14:41:09 +01:00
alufolie91 e5c6cb635d make teleporter handling in P_ProcessLineSpecial a little less ugly lulul 2026-11-02 14:41:06 +01:00
alufolie91 1ba4fe99a7 fix fof noencore ceiling checks being flipped in opengl renderer
matches software now
even if most  custom maps were made with opengl in mind, stuff did not work anyways for years so this shouldnt hopefully cause any issues
2026-11-02 14:38:56 +01:00
alufolie91 c44d6f6aeb update HWR precache stuff
not much but matches stuff i did for blan
2026-11-02 14:32:12 +01:00
alufolie91 07427b391e dont run horizonline code on fofs in opengl
this currently does NOT work anyways and just wastes time for nothing on some maps
2026-11-02 00:15:38 +01:00
alufolie91 2210bd4e2d opengl: fix opaque fof planes checking the wrong sector for encore remap
it should check its own "master" sector for remap behavior NOT the sector it resides in
note: i did not change the ceiling/floor behavior here as i noticed there might be more issues than this with fofs
2026-10-31 12:51:01 +01:00
alufolie91 f4ac08d09f some smaller mobj related things
mostly cleanup and correctness fixes for phobos build
2026-10-31 12:50:18 +01:00
alufolie91 090580badf replace number with COM_SPLITSCREEN 2026-10-31 12:50:14 +01:00
SteelT 0eacda7494 discord.c: Fix joinSecret memory leak 2026-10-17 16:26:33 +02:00
33 changed files with 2161 additions and 1872 deletions

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+2 -2
View File
@@ -246,6 +246,8 @@ set(SRB2_CONFIG_ASAN OFF CACHE BOOL
"Compile with AddressSanitizer (libasan).")
set(SRB2_CONFIG_UBSAN OFF CACHE BOOL
"Compile with UndefinedBehaviorSanitizer (libubsan).")
set(SRB2_CONFIG_TSAN OFF CACHE BOOL
"Compile with ThreadSanitizer (libtsan).")
set(SRB2_CONFIG_MUMBLE ON CACHE BOOL
"Enable Mumble support")
@@ -290,7 +292,6 @@ if(${SRB2_CONFIG_HAVE_BLUA})
lua_script.c
lua_skinlib.c
lua_thinkerlib.c
lua_udatalib.c
lua_glib.c
)
set(SRB2_LUA_HEADERS
@@ -300,7 +301,6 @@ if(${SRB2_CONFIG_HAVE_BLUA})
lua_profile.h
lua_libs.h
lua_script.h
lua_udatalib.h
lua_glib.h
)
+18 -5
View File
@@ -75,6 +75,7 @@
# PROFILEMODE=1 - Enable performance profiling (gprof).
# USEASAN=1 - Enable building with Address Sanitizer.
# USEUBSAN=1 - Enable building with Undefined Behavior Sanitizer.
# USETSAN=1 - Enable building with Thread Sanitizer.
# NOLIBBACKTRACE=1 - Disable using Libbacktrace for crashlog traces.
#
# General flags for building:
@@ -261,23 +262,35 @@ debug_opts=-D_DEBUG
else # build a normal optimized version
debug_opts=-DNDEBUG
opts+=-O3
ifndef NOLTO
# compile with LTO
opts+=-flto=auto
libs+=-flto=auto
endif
endif
ifdef USEASAN
# compile with asan
opts+=-O1 -fsanitize=address -fno-omit-frame-pointer -fno-common
libs+=-fsanitize=address
NOLTO=1
endif
ifdef USEUBSAN
# compile with ubsan
opts+=-O1 -fsanitize=undefined -fno-omit-frame-pointer
libs+=-fsanitize=undefined
NOLTO=1
endif
ifdef USETSAN
# compile with tsan
opts+=-O1 -fsanitize=thread -fno-omit-frame-pointer
libs+=-fsanitize=thread
NOLTO=1
endif
ifndef DEBUGMODE
ifndef NOLTO
# compile with LTO
opts+=-flto=auto
libs+=-flto=auto
endif
endif
ifdef USEJEMALLOC
-1
View File
@@ -97,6 +97,5 @@ lua_playerlib.c
lua_script.c
lua_skinlib.c
lua_thinkerlib.c
lua_udatalib.c
lua_glib.c
lua_profile.cpp
+1
View File
@@ -1739,6 +1739,7 @@ static void CV_SetCVar(consvar_t *var, const char *value, boolean stealth)
// send the value of the variable
UINT8 buf[128];
UINT8 *p = buf;
if (!(server || (IsPlayerAdmin(consoleplayer))))
{
CONS_Alert(CONS_NOTICE, "Only the server or admin can change: %s %s\n", var->name, var->string);
+8 -3
View File
@@ -119,20 +119,25 @@ target_compile_definitions(SRB2SDL2 PRIVATE
-DHAVE_THREADS
)
if(SRB2_CONFIG_LTO AND NOT SRB2_CONFIG_DEBUGMODE)
if(SRB2_CONFIG_LTO AND NOT SRB2_CONFIG_DEBUGMODE AND NOT SRB2_CONFIG_ASAN AND NOT SRB2_CONFIG_UBSAN AND NOT SRB2_CONFIG_TSAN)
set_property(TARGET SRB2SDL2 PROPERTY INTERPROCEDURAL_OPTIMIZATION TRUE)
endif()
if(SRB2_CONFIG_ASAN)
target_compile_options(SRB2SDL2 PRIVATE -fsanitize=address)
target_compile_options(SRB2SDL2 PRIVATE -O1 -fsanitize=address -fno-omit-frame-pointer -fno-common)
target_link_options(SRB2SDL2 PRIVATE -fsanitize=address)
endif()
if(SRB2_CONFIG_UBSAN)
target_compile_options(SRB2SDL2 PRIVATE -fsanitize=undefined)
target_compile_options(SRB2SDL2 PRIVATE -O1 -fsanitize=undefined -fno-omit-frame-pointer)
target_link_options(SRB2SDL2 PRIVATE -fsanitize=undefined)
endif()
if(SRB2_CONFIG_TSAN)
target_compile_options(SRB2SDL2 PRIVATE -O1 -fsanitize=thread -fno-omit-frame-pointer)
target_link_options(SRB2SDL2 PRIVATE -fsanitize=thread)
endif()
## strip debug symbols into separate file when using gcc
# if(CMAKE_COMPILER_IS_GNUCC)
# if(${CMAKE_BUILD_TYPE} MATCHES Debug)
+4 -1
View File
@@ -474,6 +474,7 @@ void DRPC_UpdatePresence(void)
char charname[11+SKINNAMESIZE+1];
boolean joinSecretSet = false;
char *clientJoinSecret = NULL;
DiscordRichPresence discordPresence;
memset(&discordPresence, 0, sizeof(discordPresence));
@@ -530,7 +531,8 @@ void DRPC_UpdatePresence(void)
// Grab the host's IP for joining.
if ((join = DRPC_GetServerIP()) != NULL)
{
discordPresence.joinSecret = DRPC_XORIPString(join);
clientJoinSecret = DRPC_XORIPString(join);
discordPresence.joinSecret = clientJoinSecret;
joinSecretSet = true;
}
}
@@ -712,6 +714,7 @@ void DRPC_UpdatePresence(void)
}
Discord_UpdatePresence(&discordPresence);
free(clientJoinSecret);
}
#endif // HAVE_DISCORDRPC
+27 -58
View File
@@ -63,7 +63,6 @@
// for replay dates
#include <time.h>
#include <locale.h>
// menu demo things
UINT32 demoDelayTime = 15*TICRATE;
@@ -2387,7 +2386,9 @@ void G_LoadDemoInfo(menudemo_t *pdemo)
#if defined (_WIN32)
// return the file creation time
// useful for demos that were renamed
static long G_GetCreationTime(char *filepath)
// windows only, as file creation times are
// very unreliable (or non existant depending on fs) on linux
static time_t G_GetCreationTime(char *filepath)
{
struct stat fileinfo;
@@ -2398,35 +2399,24 @@ static long G_GetCreationTime(char *filepath)
}
#endif
static char *G_GetDemoDate(menudemo_t *pdemo)
static char *G_GetDemoDate(menudemo_t *pdemo, const char *dateformat)
{
char *endPos = NULL;
static char datetime[11];
char *datetime;
time_t file_time = 0;
const char *format = NULL;
struct tm *tm_buf = NULL;
struct tm tm_buf;
CLEANUP(pfree) char *filename = NULL;
// get le filepath
filename = strdup(pdemo->filepath);
if (!filename)
{
#if defined (_WIN32)
// if we cant get a filename try just getting the file creation time
file_time = G_GetCreationTime(pdemo->filepath);
goto skipfilenametime;
#else
return NULL;
#endif
}
// get the actual filename Zzz...
nameonly(filename);
// the first 10 characters of a replay name usually is a unix timestamp
// not long enough to contain a valid timestamp
// the first 10 characters of a replay name is a unix timestamp
if (strlen(filename) < 10)
{
#if defined (_WIN32)
@@ -2458,67 +2448,49 @@ static char *G_GetDemoDate(menudemo_t *pdemo)
#endif
}
#if defined (_WIN32)
skipfilenametime:
#endif
// then throw it into localtime to get an actual human readable format lmao
tm_buf = localtime(&file_time);
// cant believe we ended up in 1970
if (tm_buf == NULL || tm_buf->tm_year <= 110)
#if defined(_WIN32)
skipfilenametime:
if ((localtime_s(&tm_buf, &file_time) != 0) ||
(tm_buf.tm_year <= 110)) // cant believe we ended up in 1970
{
#if defined (_WIN32)
// uh ohh, we got an invalid time
// try one more time getting the creation time
file_time = G_GetCreationTime(pdemo->filepath);
tm_buf = localtime(&file_time);
if (tm_buf == NULL || tm_buf->tm_year <= 110)
if ((localtime_s(&tm_buf, &file_time) != 0) ||
(tm_buf.tm_year <= 110))
return NULL;
goto gotcreationtime;
}
#else
if ((localtime_r(&file_time, &tm_buf) == NULL) ||
(tm_buf.tm_year <= 110)) // cant believe we ended up in 1970
return NULL;
#endif
}
#if defined (_WIN32)
gotcreationtime:
#endif
datetime = malloc(sizeof(pdemo->date)); // mallocma balls
// US ppl are special (:
if (cv_demodateformat.value == 2)
format = "%m.%d.%Y";
else if (cv_demodateformat.value == 1)
format = "%d.%m.%Y";
else
{
const char *locale = setlocale(LC_TIME, NULL);
// no mallocma balls... :c
if (!datetime)
return NULL;
if (locale == NULL)
format = "%d.%m.%Y"; // fallback to non US format
else if (strstr(locale, "en_US"))
format = "%m.%d.%Y";
else
format = "%d.%m.%Y";
}
if (strftime(datetime, sizeof(datetime), format, tm_buf) == 0)
if (strftime(datetime, sizeof(pdemo->date), dateformat, &tm_buf) == 0)
{
free(datetime);
return NULL;
}
return datetime;
}
void G_LoadDemoTitle(menudemo_t *pdemo)
void G_LoadDemoTitle(menudemo_t *pdemo, const char *dateformat)
{
UINT8 infobuffer[96], *info_p;
UINT16 pdemoversion;
char *demodate = NULL;
size_t count;
memset(pdemo->date, 0, sizeof(pdemo->date));
FILE *handle = fopen(pdemo->filepath, "rb");
if (!handle)
@@ -2546,8 +2518,6 @@ void G_LoadDemoTitle(menudemo_t *pdemo)
pdemoversion = READUINT16(info_p);
memset(pdemo->date, 0, sizeof(pdemo->date));
switch (pdemoversion)
{
case DEMOVERSION: // latest always supported
@@ -2555,13 +2525,12 @@ void G_LoadDemoTitle(menudemo_t *pdemo)
memcpy(pdemo->title, info_p, 64);
// demo date
demodate = G_GetDemoDate(pdemo);
char *demodate = G_GetDemoDate(pdemo, dateformat);
if (demodate)
{
strlcpy(pdemo->date, demodate, sizeof(pdemo->date));
free(demodate);
}
break;
#ifdef DEMO_COMPAT_100
case 0x0001:
+1 -1
View File
@@ -98,7 +98,7 @@ void G_SetDemoTime(UINT32 ptime, UINT32 plap);
UINT8 G_CmpDemoTime(char *oldname, char *newname);
void G_LoadDemoInfo(menudemo_t *pdemo);
void G_LoadDemoTitle(menudemo_t *pdemo); // For use in replay search feature
void G_LoadDemoTitle(menudemo_t *pdemo, const char *dateformat); // For use in replay search feature
void G_DeferedPlayDemo(const char *demo);
typedef enum
+100 -16
View File
@@ -96,7 +96,7 @@ static void HWR_FreePoly(poly_t *poly)
// divfrac = how far along partline vector is crossing pt
static boolean fracdivline(fdivline_t *partline, polyvertex_t *v1, polyvertex_t *v2)
{
double frac1, frac2;
double frac;
double num; // numerator
double den; // denominator
double v1x, v1y, v1dx, v1dy; // polygon side vector, v1->v2
@@ -122,24 +122,23 @@ static boolean fracdivline(fdivline_t *partline, polyvertex_t *v1, polyvertex_t
// first check the frac along the polygon segment,
// (do not accept hit with the extensions)
num = (v3x - v1x)*v3dy + (v1y - v3y)*v3dx;
frac1 = num / den;
frac = num / den;
// 0= cross at v1, 1.0= cross at v2
if (frac1 < 0.0 || frac1 > 1.0) // double
if (frac < 0.0 || frac > 1.0) // double
return false; // not within the polygon side
// now get the frac along the BSP line
// which is useful to determine what is left, what is right
num = (v3x - v1x)*v1dy + (v1y - v3y)*v1dx;
frac2 = num / den;
partline->divfrac = frac2; // how far along partline vector
partline->divfrac = num / den; // how far along partline vector
// [WDJ] find the interception point along the segment.
// It should be slightly more accurate because it is always closer to the
// crossing point than arbitrary positions on the partition line.
partline->divpt.x = v1x + v1dx*frac1;
partline->divpt.y = v1y + v1dy*frac1;
partline->divpt.x = v1x + v1dx*frac;
partline->divpt.y = v1y + v1dy*frac;
return true;
}
@@ -161,6 +160,71 @@ static boolean SameVertex(polyvertex_t *p1, polyvertex_t *p2)
return true;
}
// Adapted from function in prboom.
// Point is to rightside of divline when result > 0,
// but result is multiplied by length of divline.
// Returns near 0, when point is on, or nearly on, the divline.
static inline double point_rightside(fdivline_t *dl, polyvertex_t *v4)
{
// Cross product of dl and vector dl->(x,y) to v4,
// is > 0 when v4 is to right side of divline.
// Viewed along divline from vertex, looking towards positive dx,dy.
// If divline is rotated until dy>0 and dx = 0, then true when rotated
// vertex position is to the right of the divline (v4->x > dl->x).
return ((((double)(v4->x) - (double)(dl->x)) * (double)(dl->dy))
- (((double)(v4->y) - (double)(dl->y)) * (double)(dl->dx)));
}
// [WDJ] The front and back MUST match the BSP determination, else it will assign
// this poly to the wrong sector.
// May have 1 point on the line, and other points might be very close to the line.
// Can only trust a test of a point that is NOT on the line.
// Using a tstdist = 0.5f worked, but it might break on very small poly.
// Avactor.wad had polys with d = 9.09, 5552, 1.64, 1011, 14252, 0.0136, 0.00634, 14655, 3,
// -0.3044, 7, 1.53, etc..,
// and one poly with d = -0.023 with the rest of the points d > 0.
// One 14 point poly with divline len=8, had to test 9 points to find d = 36.
// Typical: divline len=70 d=6828, divline len=1.0 d=35, divline len=1.414 d=5.
// The result of point_rightside is proportional to the length of divline.
// The divline length can be from 1.414 to 14000.
static void UnsplitPoly(fdivline_t *dlnp, poly_t *poly,
poly_t **frontpoly, poly_t **backpoly)
{
int32_t i;
double d;
const double tstd = hypot((double)dlnp->dx, (double)dlnp->dy) / 2.0;
double sumd = 0; // accumulated left or rightness.
for (i = 0; i < poly->numpts; i++)
{
// Look for a point that is obviously to the left or right.
d = point_rightside(dlnp, &poly->pts[i]); // d > 0 is right
sumd += d;
if (d > tstd)
goto poly_rightside;
if (d < -tstd)
goto poly_leftside;
}
// Did not find an obvious left or right point, then
if (sumd < 0)
goto poly_leftside;
poly_rightside:
// poly is to rightside of divline.
*frontpoly = poly;
*backpoly = NULL;
return;
poly_leftside:
// poly is to leftside of divline.
*frontpoly = NULL;
*backpoly = poly;
return;
}
// split a _CONVEX_ polygon in two convex polygons
// outputs:
// frontpoly : polygon on right side of bsp line
@@ -263,10 +327,7 @@ static void SplitPoly (fdivline_t *dlnp, // splitting parametric line
// linedefs where each side point the same sector, that is:
// the deep water effect with the original Doom
//TODO: make sure front poly is to front of partition line?
*frontpoly = poly;
*backpoly = NULL;
UnsplitPoly(dlnp, poly, frontpoly, backpoly);
return;
}
@@ -274,16 +335,14 @@ static void SplitPoly (fdivline_t *dlnp, // splitting parametric line
if (pe < 0)
{
//I_Error("SplitPoly: only one point for split line (%d %d)", ps, pe);
*frontpoly = poly;
*backpoly = NULL;
UnsplitPoly(dlnp, poly, frontpoly, backpoly);
return;
}
if (pe <= ps)
{
//I_Error("SplitPoly: invalid splitting line (%d %d)", ps, pe);
*frontpoly = poly;
*backpoly = NULL;
UnsplitPoly(dlnp, poly, frontpoly, backpoly);
return;
}
@@ -388,6 +447,10 @@ static poly_t *CutOutSubsecPoly(seg_t *lseg, INT32 segcount, poly_t *poly)
vertex_t *v1, *v2;
fdivline_t cutseg; // x, y, dx, dy as start of node_t struct
// empty poly? just save us some time then
if (poly->numpts <= 0)
return frontpoly;
// for each seg of the subsector
for (; segcount--; lseg++)
{
@@ -489,6 +552,23 @@ static poly_t *CutOutSubsecPoly(seg_t *lseg, INT32 segcount, poly_t *poly)
// need 2 points
if (pe >= 0)
{
// Cuts that miss the polygon.
if (ps_frac < 0.0 && cutseg.divfrac < 0.0)
continue;
if (ps_frac > 1.0 && cutseg.divfrac > 1.0)
continue;
#define FRAC_EP 0.01f
// Reject cuts that could make the polygon non-convex.
// Cannot make normal cut, ps_frac end is loose.
if ((ps_frac < (0.0 - FRAC_EP)) || (ps_frac > (1.0f + FRAC_EP)))
continue;
// Cannot make normal cut, cutseg.divfrac end is loose.
if ((cutseg.divfrac < (0.0 - FRAC_EP)) || (cutseg.divfrac > (1.0f + FRAC_EP)))
continue;
#undef FRAC_EP
// generate FRONT poly
frontpoly = HWR_AllocPoly(poly_num_pts);
@@ -680,7 +760,11 @@ static void WalkBSPNode(INT32 bspnum, poly_t *poly, UINT16 *leafnode, fixed_t *b
memcpy(bbox, bsp->bbox[0], 4*sizeof (fixed_t));
}
else
I_Error("WalkBSPNode: no front poly?");
{
// [WDJ] Having no front poly is as likely as no back poly, since
// logic in Split Poly was changed to check poly direction.
// I_Error("HWR_WalkBSPNode: no front poly, bspnum= %d\n", bspnum);
}
// Recursively divide back space.
if (backpoly)
+19 -40
View File
@@ -614,24 +614,12 @@ void HWR_FreeMapTextures(void)
gl_numtextures = 0;
}
#define NAME flatcheck
#define KEY_TY UINT32
#define HASH_FN vt_hash_integer
#define CMPR_FN vt_cmpr_integer
#include "../verstable.h"
static void HWR_PrecacheLevelFlats(void)
{
// lookup for flats that may´ve been already loaded
flatcheck flatpresent;
size_t i;
#if 0
size_t j;
#endif
INT32 k;
// this kinda messes up encore remapping behavior at times
// so just disable it for now ig
// FIXME: this needs to account for FOFs to properly work
#ifdef GLENCORE
if (encoremap)
{
@@ -639,9 +627,6 @@ static void HWR_PrecacheLevelFlats(void)
}
#endif
flatcheck_init(&flatpresent);
flatcheck_reserve(&flatpresent, numlevelflats);
// special case for encore
#if 0
#ifdef GLENCORE
@@ -650,6 +635,7 @@ static void HWR_PrecacheLevelFlats(void)
// go through all sectors to determine if it should be remapped for encore
for (i = 0; i < numsectors; i++)
{
size_t j;
sector_t *sec = &sectors[i];
// gotta check sector floor and ceiling
@@ -692,11 +678,7 @@ static void HWR_PrecacheLevelFlats(void)
{
const levelflat_t *levelflat = &levelflats[i];
if (flatcheck_is_end(flatcheck_get(&flatpresent, levelflat->lumpnum)))
{
HWR_GetFlat(levelflat->lumpnum, false);
flatcheck_insert(&flatpresent, levelflat->lumpnum);
}
HWR_GetFlat(levelflat->lumpnum, false);
if (levelflat->speed) // is it an animated flat ?
{
@@ -704,17 +686,11 @@ static void HWR_PrecacheLevelFlats(void)
for (k = 0; k < levelflat->numpics; k++)
{
lumpnum_t lump = levelflat->baselumpnum + k;
if (flatcheck_is_end(flatcheck_get(&flatpresent, lump)))
{
HWR_GetFlat(lump, false);
flatcheck_insert(&flatpresent, lump);
}
HWR_GetFlat(lump, false);
}
}
}
}
flatcheck_cleanup(&flatpresent);
}
static void HWR_PrecacheLevelTextures(void)
@@ -738,7 +714,7 @@ static void HWR_PrecacheLevelTextures(void)
{
const line_t *line = &lines[i];
#ifdef GLENCORE
const int noencoremap = ((encoremap && (line->flags & ML_TFERLINE)) ? 2 : 1);
const boolean noencoremap = (encoremap && (line->flags & ML_TFERLINE));
#endif
// two sides
for (j = 0; j < 2; j++)
@@ -755,25 +731,27 @@ static void HWR_PrecacheLevelTextures(void)
{
const INT32 texnum = sidetex[f];
if (texnum < 0 || texnum >= (signed)gl_numtextures)
if (texnum <= 0 || (unsigned)texnum >= gl_numtextures)
continue;
if (texturepresent[texnum])
continue;
if (!(texturepresent[texnum] & 1))
{
texturepresent[texnum] |= 1;
HWR_GetTexture(texnum, false);
}
#ifdef GLENCORE
texturepresent[texnum] = 1|noencoremap;
#else
texturepresent[texnum] = 1;
#endif
HWR_GetTexture(texnum, false);
#ifdef GLENCORE
if (noencoremap & 2)
if (noencoremap
&& !(texturepresent[texnum] & 2))
{
texturepresent[texnum] |= 2;
HWR_GetTexture(texnum, true);
}
#endif
}
}
}
// check for animated textures
for (anim = anims; anim < lastanim; anim++)
{
if (!anim->istexture)
@@ -792,6 +770,7 @@ static void HWR_PrecacheLevelTextures(void)
{
HWR_GetTexture(animtexnum, false);
}
#ifdef GLENCORE
if (texpresent & 2)
{
@@ -913,7 +892,7 @@ GLMapTexture_t *HWR_GetTexture(INT32 tex, boolean noencore)
GLMapTexture_t *gltex;
GLMipmap_t *glMipmap;
if (tex < 0 || tex >= (signed)gl_numtextures)
if (tex < 0 || (unsigned)tex >= gl_numtextures)
{
#ifdef PARANOIA
I_Error("HWR_GetTexture: Invalid texture ID %d", tex);
+89 -59
View File
@@ -255,6 +255,7 @@ static void CV_screentextures_OnChange(void)
#endif
intermissionbginit = false;
}
GL_SetSpecialState(HWD_SET_SCREEN_TEXTURES, cv_glscreentextures.value);
M_UpdateOGLMenu();
}
@@ -263,12 +264,11 @@ static void CV_screentextures_OnChange(void)
static void CV_glframebuffer_OnChange(void)
{
ONLY_IF_GL_LOADED
if ((cv_glframebuffer.value != 0 && cv_glscreentextures.value != 2)
|| (!supportFBO && cv_glframebuffer.value != 0)) // screen FBO needs screen textures
CV_SetValue(&cv_glframebuffer, 0);
// screen FBO needs screen textures currently
if (cv_glframebuffer.value != 0 && ((cv_glscreentextures.value != 2) || !supportFBO))
CV_StealthSetValue(&cv_glframebuffer, 0); // dont recursively call this lul
I_DownSample();
RefreshOGLSDLSurface();
I_CheckDownSampleState(true);
M_UpdateOGLMenu();
intermissionbginit = false;
}
@@ -610,7 +610,7 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool
fflatsize = 1024.0f;
flatflag = 1023;
break;
case 262144:// 512x512 lump
case 262144: // 512x512 lump
fflatsize = 512.0f;
flatflag = 511;
break;
@@ -721,7 +721,7 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool
HWR_ProcessPolygon(&Surf, planeVerts, nrPlaneVerts, PolyFlags, shader, false);
if (gl_maphashorizonlines && subsector && cv_glhorizonlines.value)
if (gl_maphashorizonlines && subsector && !FOFsector && cv_glhorizonlines.value)
{
// Horizon lines
FOutVector horizonpts[6];
@@ -742,7 +742,6 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool
line_t* ld = line->linedef;
// this check sucks and is a hotspot lel
if (LIKELY(ld->special != HORIZONSPECIAL))
continue;
@@ -1240,46 +1239,44 @@ static inline boolean HWR_BlendMidtextureSurface(FSurfaceInfo *pSurf)
pSurf->PolyColor.s.alpha = 0xFF;
if (LIKELY(!gl_curline->polyseg))
{
// check if linedef alpha is within range
const boolean linealpha = (gl_linedef->alpha >= 0 && gl_linedef->alpha < FRACUNIT);
// check if linedef alpha is within range
const boolean linealpha = (gl_linedef->alpha >= 0 && gl_linedef->alpha < FRACUNIT);
// set alpha for transparent walls
switch (gl_linedef->special)
{
// Translucent linedef types
case 102:
case 121 ... 125:
case 141 ... 145:
case 174:
case 175:
case 192:
case 195:
case 221:
case 253:
case 256:
if (gl_linedef->blendmode && linealpha)
// set alpha for transparent walls
switch (gl_linedef->special)
{
// Translucent linedef types
case 102:
case 121 ... 125:
case 141 ... 145:
case 174:
case 175:
case 192:
case 195:
case 221:
case 253:
case 256:
if (gl_linedef->blendmode && linealpha)
blendmode = HWR_SurfaceBlend(gl_linedef->blendmode, R_GetLinedefTransTable(gl_linedef->alpha), pSurf);
else
blendmode = PF_Translucent;
break;
default:
if (gl_linedef->blendmode)
{
if (linealpha)
blendmode = HWR_SurfaceBlend(gl_linedef->blendmode, R_GetLinedefTransTable(gl_linedef->alpha), pSurf);
else
blendmode = PF_Translucent;
break;
default:
if (gl_linedef->blendmode)
{
if (linealpha)
blendmode = HWR_SurfaceBlend(gl_linedef->blendmode, R_GetLinedefTransTable(gl_linedef->alpha), pSurf);
else
blendmode = HWR_GetBlendModeFlag(gl_linedef->blendmode);
}
else if (linealpha)
blendmode = HWR_TranstableToAlpha(R_GetLinedefTransTable(gl_linedef->alpha), pSurf);
else
blendmode = PF_Masked;
break;
}
blendmode = HWR_GetBlendModeFlag(gl_linedef->blendmode);
}
else if (linealpha)
blendmode = HWR_TranstableToAlpha(R_GetLinedefTransTable(gl_linedef->alpha), pSurf);
else
blendmode = PF_Masked;
break;
}
else if (gl_curline->polyseg->translucency > 0)
if (gl_curline->polyseg && gl_curline->polyseg->translucency > 0)
{
// Polyobject translucency is shared between all of its lines
if (gl_curline->polyseg->translucency >= NUMTRANSMAPS) // wall not drawn
@@ -1386,7 +1383,8 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
// two sided line
if (gl_backsector)
{
INT32 gl_toptexture = 0, gl_bottomtexture = 0;
const INT32 gl_toptexture = R_GetTextureNum(gl_sidedef->toptexture);
const INT32 gl_bottomtexture = R_GetTextureNum(gl_sidedef->bottomtexture);
fixed_t texturevpeg;
@@ -1397,7 +1395,7 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
if (!gl_curline->polyseg) // Don't do it for polyobjects
{
// Sky Ceilings
wallVerts[3].y = wallVerts[2].y = FLOATMAX;
wallVerts[2].y = wallVerts[3].y = FLOATMAX; // draw to top of map space
auto draw_sky_walls = []
(int vert1, int vert2, fixed_t world, fixed_t worldslope, auto& wwallVerts, auto& sSurf) FUNCINLINE
@@ -1407,6 +1405,9 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
HWR_DrawSkyWall(wwallVerts, &sSurf);
};
// worldtop = front ceiling
// worldhigh = back ceiling
if (gl_frontsector->ceilingpic == skyflatnum)
{
if (gl_backsector->ceilingpic == skyflatnum)
@@ -1425,6 +1426,17 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
worldtop = worldhigh;
worldtopslope = worldhighslope;
}
else if (!gl_toptexture &&
(worldhigh <= worldtop && worldhighslope <= worldtopslope) && // Assuming ESLOPE is always on with my changes
(worldhigh != worldtop || worldhighslope != worldtopslope))
{
// Only the frontsector is sky.
// If there's no upper texture, extend the sky wall
// down to the lower of the two ceilings.
fixed_t top = std::min(worldtop, worldhigh);
fixed_t topslope = std::min(worldtopslope, worldhighslope);
draw_sky_walls(0, 1, top, topslope, wallVerts, Surf);
}
else
{
// Only the frontsector is sky, just draw a skywall from the front ceiling
@@ -1437,8 +1449,11 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
draw_sky_walls(0, 1, worldtop, worldtopslope, wallVerts, Surf);
}
// worldbottom = front floor
// worldlow = back floor
// Sky Floors
wallVerts[0].y = wallVerts[1].y = FLOATMIN;
wallVerts[0].y = wallVerts[1].y = FLOATMIN; // draw to bottom of map space
if (gl_frontsector->floorpic == skyflatnum)
{
@@ -1450,7 +1465,7 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
if ((worldlow >= worldbottom && worldlowslope >= worldbottomslope)
&& (worldlow != worldbottom || worldlowslope != worldbottomslope)
// Removing the second line above will render more rarely visible skywalls. Example: Cave garden ceiling in Dark race
&& !(gl_sidedef->bottomtexture))
&& !(gl_bottomtexture))
{
draw_sky_walls(3, 2, worldlow, worldlowslope, wallVerts, Surf);
}
@@ -1461,15 +1476,25 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
draw_sky_walls(3, 2, worldbottom, worldbottomslope, wallVerts, Surf);
}
}
else if ((gl_backsector->floorpic == skyflatnum) && !(gl_sidedef->bottomtexture))
else if ((gl_backsector->floorpic == skyflatnum) && !(gl_bottomtexture))
{
// Only the backsector has sky, just draw a skywall from the back floor if there's no bottomtexture
draw_sky_walls(3, 2, worldlow, worldlowslope, wallVerts, Surf);
}
else if (gl_frontsector->ceilingpic == skyflatnum &&
gl_backsector->ceilingpic == skyflatnum &&
(worldlow >= worldbottom && worldlowslope >= worldbottomslope)
&& (worldlow != worldbottom || worldlowslope != worldbottomslope)
// Removing the second line above will render more rarely visible skywalls. Example: Cave garden ceiling in Dark race
&& !(gl_bottomtexture))
{
// Both ceilings are sky, but neither floor is sky.
// If there's a lower wall gap without a bottom texture,
// draw a skywall from the backsector's higher floor.
draw_sky_walls(3, 2, worldlow, worldlowslope, wallVerts, Surf);
}
}
gl_toptexture = R_GetTextureNum(gl_sidedef->toptexture);
// check TOP TEXTURE
if (gl_toptexture && (worldhighslope < worldtopslope || worldhigh < worldtop))
{
@@ -1533,8 +1558,6 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
}
gl_bottomtexture = R_GetTextureNum(gl_sidedef->bottomtexture);
// check BOTTOM TEXTURE
if (gl_bottomtexture && (worldlowslope > worldbottomslope || worldlow > worldbottom))
{
@@ -2962,7 +2985,7 @@ static void HWR_Subsector(size_t num)
}
else
{
HWR_GetFlat(flatlump, R_NoEncore(gl_frontsector, !bottom));
HWR_GetFlat(flatlump, R_NoEncore(rover->master->frontsector, bottom));
light = R_GetPlaneLight(gl_frontsector, centerHeight, underside);
HWR_RenderPlane(sub, &extrasubsectors[num], !bottom, roverheight, HWR_RippleBlend(gl_frontsector, rover, false)|PF_Occlude, *gl_frontsector->lightlist[light].lightlevel, flatlump,
@@ -3460,8 +3483,12 @@ static inline void HWR_ApplyDispoffset(gl_vissprite_t *spr, FOutVector *wallVert
{
HWR_RotateSpritePolyToAim(spr, wallVerts, false, papersprite);
const float sprdist = sqrtf((spr->x1 - gl_viewx)*(spr->x1 - gl_viewx) + (spr->z1 - gl_viewy)*(spr->z1 - gl_viewy) + (spr->gzt - gl_viewz)*(spr->gzt - gl_viewz));
const float distfact = ((2.0f*spr->dispoffset) + 20.0f) / sprdist;
const float f_xdiff = (spr->x1 - gl_viewx);
const float f_ydiff = (spr->z1 - gl_viewy);
const float f_zdiff = (spr->gzt - gl_viewz);
const float sprdist = sqrtf((f_xdiff*f_xdiff) + (f_ydiff*f_ydiff) + (f_zdiff*f_zdiff));
const float distfact = ((2.0f * spr->dispoffset) + 20.0f) / sprdist;
for (size_t i = 0; i < 4; i++)
{
@@ -4287,7 +4314,10 @@ static void HWR_RenderDrawNodes(void)
gl_frontsector = NULL;
if (!(plane->blend & PF_NoTexture))
HWR_GetFlat(plane->lumpnum, R_NoEncore(plane->FOFSector, plane->isceiling));
{
const boolean ceiling = plane->FOFSector ? !plane->isceiling : plane->isceiling; // match software!
HWR_GetFlat(plane->lumpnum, R_NoEncore(plane->FOFSector, ceiling));
}
HWR_RenderPlane(NULL, plane->xsub, plane->isceiling, plane->fixedheight, plane->blend, plane->lightlevel,
plane->lumpnum, plane->FOFSector, plane->alpha, plane->planecolormap);
@@ -5869,7 +5899,7 @@ void HWR_Startup(void)
HWR_TogglePaletteRendering();
if (msaa)
GL_SetSpecialState(HWD_SET_MSAA, a2c ? 2 : 1);
GL_SetSpecialState(HWD_SET_MSAA, 1);
HWR_RegisterCommands();
}
@@ -5957,7 +5987,7 @@ void HWR_Shutdown(void)
GL_FlushScreenTextures();
HWR_ClearAllTextures();
#ifdef USE_FBO_OGL
GL_Framebuffer_Disable();
GL_FBO_Disable();
#endif
}
-1
View File
@@ -43,7 +43,6 @@ void HWR_Startup(void);
void HWR_Shutdown(void);
extern unsigned msaa;
extern boolean a2c;
extern FTransform atransform;
extern float gl_viewsin, gl_viewcos;
-20
View File
@@ -193,26 +193,6 @@
"}\n" \
"#endif\0"
#define GLSL_SOFTWARE_FRAGMENT_SHADER_NOPAL \
"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" \
"}\n" \
// hand tuned adjustments for light level calculation
#define GLSL_FLOOR_FUDGES \
"#define STARTMAP_FUDGE 1.06\n" \
+65 -62
View File
@@ -136,8 +136,7 @@ enum
{
FBO_NONE,
FBO_ARB,
FBO_EXT,
FBO_EXT_STENCIL // supports stencil attachment
FBO_EXT
};
typedef struct
@@ -161,7 +160,7 @@ GL_DEPTH24_STENCIL8 GL_DEPTH_COMPONENT_EXT
GL_DEPTH_STENCIL_ATTACHMENT GL_DEPTH_ATTACHMENT_EXT
#endif
static void GL_Framebuffer_DeleteAttachments(void);
static void GL_FBO_DeleteAttachments(void);
#endif
// needed for glportals
@@ -769,28 +768,22 @@ static GLRGBAFloat shader_defaultcolor = {1.0f, 1.0f, 1.0f, 1.0f};
#ifdef USE_FBO_OGL
static int GLFramebuffer_CheckExt(void)
{
// in opengl 3.0 and up fbos are standart and always supported
if (majorGL >= 3)
return FBO_ARB;
// gl versions from 2.1 may still support framebuffer objects
// maybe, just maybe, we support the standart extensions
// check for the standard arb extensions
// these should be there from version 3.0 onwards
if (GL_isExtAvailable("GL_ARB_framebuffer_no_attachments", gl_extensions) &&
GL_isExtAvailable("GL_ARB_framebuffer_object", gl_extensions) &&
GL_isExtAvailable("GL_ARB_framebuffer_sRGB", gl_extensions))
{
return FBO_ARB;
}
// nope, try the older 2.1 extensions
// gl versions from 2.1 and older may still support framebuffer objects
// depending on vendor and driver support
if (GL_isExtAvailable("GL_EXT_framebuffer_no_attachments", gl_extensions) &&
GL_isExtAvailable("GL_EXT_framebuffer_object", gl_extensions) &&
GL_isExtAvailable("GL_EXT_framebuffer_sRGB", gl_extensions))
GL_isExtAvailable("GL_EXT_framebuffer_sRGB", gl_extensions) &&
GL_isExtAvailable("GL_EXT_packed_depth_stencil", gl_extensions)) // we use the stencil buffer for stuff like portals, so its better to make stencil extension a requirement
{
// perhaps we may even support a stencil attachment
if (GL_isExtAvailable("GL_EXT_packed_depth_stencil", gl_extensions))
return FBO_EXT_STENCIL;
// no stencil support, sad
return FBO_EXT;
}
@@ -908,36 +901,41 @@ void SetupGLFunc4(void)
GL_DBG_Printf("\nFBO: ARB extensions found\n");
}
else if (fbocheck == FBO_EXT || fbocheck == FBO_EXT_STENCIL) // uh oh only support for EXT prefix fbos...
else if (fbocheck == FBO_EXT) // uh oh only support old fbo extensions...
{
GetGLfunc(glGenFramebuffersEXT);
GetGLfunc(glBindFramebufferEXT);
GetGLfunc(glDeleteFramebuffersEXT);
GetGLfunc(glFramebufferTexture2DEXT);
GetGLfunc(glCheckFramebufferStatusEXT);
GetGLfunc(glGenRenderbuffersEXT);
GetGLfunc(glBindRenderbufferEXT);
GetGLfunc(glDeleteRenderbuffersEXT);
GetGLfunc(glRenderbufferStorageEXT);
GetGLfunc(glFramebufferRenderbufferEXT);
// remapping galore huehue
// do this so we dont have to dupe half our code
GetGLfunc(glGenFramebuffersEXT);
pglGenFramebuffers = pglGenFramebuffersEXT;
GetGLfunc(glBindFramebufferEXT);
pglBindFramebuffer = pglBindFramebufferEXT;
GetGLfunc(glDeleteFramebuffersEXT);
pglDeleteFramebuffers = pglDeleteFramebuffersEXT;
GetGLfunc(glFramebufferTexture2DEXT);
pglFramebufferTexture2D = pglFramebufferTexture2DEXT;
GetGLfunc(glCheckFramebufferStatusEXT);
pglCheckFramebufferStatus = pglCheckFramebufferStatusEXT;
GetGLfunc(glGenRenderbuffersEXT);
pglGenRenderbuffers = pglGenRenderbuffersEXT;
GetGLfunc(glBindRenderbufferEXT);
pglBindRenderbuffer = pglBindRenderbufferEXT;
GetGLfunc(glDeleteRenderbuffersEXT);
pglDeleteRenderbuffers = pglDeleteRenderbuffersEXT;
GetGLfunc(glRenderbufferStorageEXT);
pglRenderbufferStorage = pglRenderbufferStorageEXT;
GetGLfunc(glFramebufferRenderbufferEXT);
pglFramebufferRenderbuffer = pglFramebufferRenderbufferEXT;
if (fbocheck == FBO_EXT)
GL_DBG_Printf("\nFBO: EXT extensions found, no stencil\n");
else if (fbocheck == FBO_EXT_STENCIL)
GL_DBG_Printf("\nFBO: EXT extensions with packed depth-stencil\n");
GL_DBG_Printf("\nFBO: EXT extensions with packed depth-stencil\n");
}
supportFBO = fbocheck;
@@ -1151,7 +1149,7 @@ void GL_SetModelView(GLint w, GLint h)
GL_FlushScreenTextures();
#ifdef USE_FBO_OGL
GL_Framebuffer_DeleteAttachments();
GL_FBO_DeleteAttachments();
#endif
}
@@ -2641,11 +2639,7 @@ void GL_SetSpecialState(hwdspecialstate_t IdState, INT32 Value)
case HWD_SET_MSAA:
if (Value)
{
pglEnable(GL_MULTISAMPLE);
if (Value == 2)
pglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
}
break;
case HWD_SET_TEXTUREANISOTROPICMODE:
@@ -3246,7 +3240,7 @@ void GL_SetTransform(FTransform *stransform)
}
#ifdef USE_FBO_OGL
static void GL_Framebuffer_DeleteAttachments(void)
static void GL_FBO_DeleteAttachments(void)
{
if (supportFBO == FBO_NONE || !framebufferobject.init)
return;
@@ -3266,9 +3260,9 @@ static void GL_Framebuffer_DeleteAttachments(void)
framebufferobject.init = false;
}
static void GL_Framebuffer_Generate(void)
static void GL_FBO_Generate(void)
{
if (supportFBO == FBO_NONE || framebufferobject.init || !UseScreenFBO())
if (supportFBO == FBO_NONE || framebufferobject.init)
return;
// Generate the framebuffer
@@ -3283,7 +3277,7 @@ static void GL_Framebuffer_Generate(void)
{
pglGenTextures(1, &framebufferobject.tex);
pglBindTexture(GL_TEXTURE_2D, framebufferobject.tex);
pglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, screen_width, screen_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
pglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, screen_width, screen_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
Clamp2D(GL_TEXTURE_WRAP_S);
@@ -3306,18 +3300,13 @@ static void GL_Framebuffer_Generate(void)
pglRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8, screen_width, screen_height);
pglFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, framebufferobject.rboobj);
}
else if (supportFBO == FBO_EXT || supportFBO == FBO_EXT_STENCIL)
else if (supportFBO == FBO_EXT)
{
pglRenderbufferStorage(GL_RENDERBUFFER_EXT, (supportFBO == FBO_EXT_STENCIL) ? GL_DEPTH_STENCIL_EXT : GL_DEPTH_COMPONENT, screen_width, screen_height);
// attach a renderbuffer to depth attachment point
pglRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_DEPTH_STENCIL_EXT, screen_width, screen_height);
// attach the renderbuffer to depth attachment point
pglFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, framebufferobject.rboobj);
if (supportFBO == FBO_EXT_STENCIL)
{
// attach a renderbuffer to stencil attachment point
pglFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, framebufferobject.rboobj);
}
// attach the renderbuffer to stencil attachment point
pglFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, framebufferobject.rboobj);
}
// Clear the renderbuffer
@@ -3329,7 +3318,7 @@ static void GL_Framebuffer_Generate(void)
if (pglCheckFramebufferStatus(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT)
{
//pglGetError(); TODO:implement this or smth
GL_MSG_Error("GL_Framebuffer_Generate: Failed to create Framebuffer Object");
GL_MSG_Error("GL_FBO_Generate: Failed to create Framebuffer Object");
// if this fails, dont retry it a gazillion times
// this wouldnt recover
@@ -3344,7 +3333,7 @@ static void GL_Framebuffer_Generate(void)
framebufferobject.init = true;
}
void GL_Framebuffer_Unbind(void)
void GL_FBO_BindMainFrameBuffer(void)
{
if (supportFBO == FBO_NONE || !framebufferobject.init)
return;
@@ -3353,22 +3342,22 @@ void GL_Framebuffer_Unbind(void)
pglBindRenderbuffer(GL_RENDERBUFFER_EXT, 0);
}
void GL_Framebuffer_Enable(void)
void GL_FBO_Enable(void)
{
if (supportFBO == FBO_NONE || !UseScreenFBO())
if (supportFBO == FBO_NONE)
return;
GL_Framebuffer_Generate();
GL_FBO_Generate();
// failed
if (supportFBO == FBO_NONE || !framebufferobject.init)
if (!framebufferobject.init)
return;
pglBindFramebuffer(GL_FRAMEBUFFER_EXT, framebufferobject.fboobj);
pglBindRenderbuffer(GL_RENDERBUFFER_EXT, framebufferobject.rboobj);
}
void GL_Framebuffer_Disable(void)
void GL_FBO_Disable(void)
{
if (supportFBO == FBO_NONE || !framebufferobject.init)
return;
@@ -3381,7 +3370,7 @@ void GL_Framebuffer_Disable(void)
pglDeleteFramebuffers(1, &framebufferobject.fboobj);
framebufferobject.fboobj = 0;
GL_Framebuffer_DeleteAttachments();
GL_FBO_DeleteAttachments();
}
#endif
@@ -3732,6 +3721,7 @@ void GL_RenderVhsEffect(fixed_t upbary, fixed_t downbary, UINT8 updistort, UINT8
void GL_MakeScreenTexture(int tex)
{
boolean firstTime;
static GLint lastfiltermode[NUMSCREENTEXTURES] = {-1, -1, -1, -1, -1};
if (!gl_enable_screen_textures)
return;
@@ -3744,16 +3734,29 @@ void GL_MakeScreenTexture(int tex)
pglBindTexture(GL_TEXTURE_2D, screenTextures[tex]);
// if were downsampling, choose to do that with linear filter instead of nearest neighbor
// otherwise well get ugly mixels
GLint filtermode = I_IsDownsampling() ? GL_LINEAR : GL_NEAREST;
// avoid redundant calls to this, prob doesent really matter tbh
if (filtermode != lastfiltermode[tex] || firstTime)
{
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtermode);
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtermode);
lastfiltermode[tex] = filtermode;
}
if (firstTime)
{
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
Clamp2D(GL_TEXTURE_WRAP_S);
Clamp2D(GL_TEXTURE_WRAP_T);
pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, screen_texsizew, screen_texsizeh, 0);
}
else
{
pglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, screen_texsizew, screen_texsizeh);
}
tex_downloaded = screenTextures[tex];
}
+3 -3
View File
@@ -98,9 +98,9 @@ extern PFNglGetString pglGetString;
#endif
#ifdef USE_FBO_OGL
void GL_Framebuffer_Unbind(void);
void GL_Framebuffer_Enable(void);
void GL_Framebuffer_Disable(void);
void GL_FBO_BindMainFrameBuffer(void);
void GL_FBO_Enable(void);
void GL_FBO_Disable(void);
extern int supportFBO;
#endif
+2 -4
View File
@@ -126,11 +126,9 @@ boolean I_CheckNativeRes(void);
void I_SetBorderlessWindow(void);
#ifdef USE_FBO_OGL
void RefreshOGLSDLSurface(void);
void I_DownSample(void);
void I_CheckDownSampleState(boolean forcerefresh);
boolean I_IsDownsampling(void);
boolean UseScreenFBO(void);
extern boolean downsample;
#endif
// So we can call this from i_video event loop
+4 -4
View File
@@ -3343,8 +3343,8 @@ static void K_StretchPlayerGravity(player_t *player)
mobj_t *pmo = player->mo;
fixed_t tempxscale = pmo->realxscale;
fixed_t tempyscale = pmo->realyscale;
const fixed_t tempxscale = pmo->realxscale;
const fixed_t tempyscale = pmo->realyscale;
stretchScaleFactor = FixedDiv(mapobjectscale*60, cv_gravstretch.value);
stretchScaleFactor = min(stretchScaleFactor, MAXSTRETCHDIV);
@@ -3398,8 +3398,8 @@ static void K_SaltySquish(player_t *player)
mobj_t *pmo = player->mo;
fixed_t tempxscale = pmo->realxscale;
fixed_t tempyscale = pmo->realyscale;
const fixed_t tempxscale = pmo->realxscale;
const fixed_t tempyscale = pmo->realyscale;
if (pmo->stretchslam > 0)
{
+6 -1
View File
@@ -182,14 +182,19 @@ void COM_Lua_f(void)
len = (argc+1)*256;
buf = malloc(len);
if (buf == NULL)
I_Error("Failed to allocate buffer for COM_Lua_f");
p = buf;
WRITEUINT8(p, argc);
for (i = 0; i < argc; i++)
WRITESTRINGN(p, COM_Argv(i), 255);
if (flags & 2)
if (flags & COM_SPLITSCREEN)
SendNetXCmdForPlayer(1, XD_LUACMD, buf, p-buf);
else
SendNetXCmd(XD_LUACMD, buf, p-buf);
free(buf);
return;
}
-10
View File
@@ -18,7 +18,6 @@
#include "p_slopes.h"
#include "r_main.h"
#include "lua_udatalib.h"
#include "lua_script.h"
#include "lua_libs.h"
#include "lua_hud.h" // hud_running errors
@@ -256,15 +255,6 @@ static const char *const vector_opt[] = {
static const char *const array_opt[] ={"iterate",NULL};
static const char *const valid_opt[] ={"valid",NULL};
#define pushsubsector(L, subsector) LUA_PushUserdata(L, subsector, META_SUBSECTOR)
int udatalib_getter_subsector(lua_State *L)
UDATALIB_SIMPLE_GETTER(subsector_t*, pushsubsector)
#undef pushsubsector
#define pushslope(L, slope) LUA_PushUserdata(L, slope, META_SLOPE)
int udatalib_getter_slope(lua_State *L)
UDATALIB_SIMPLE_GETTER(pslope_t*, pushslope)
#undef pushslope
// iterates through a sector's thinglist!
static int lib_iterateSectorThinglist(lua_State *L)
{
+767 -734
View File
File diff suppressed because it is too large. Load diff
+847 -422
View File
File diff suppressed because it is too large. Load diff
-137
View File
@@ -1,137 +0,0 @@
// SONIC ROBO BLAST 2 KART SATURN
//-----------------------------------------------------------------------------
// Copyright (C) 2025 by Indev.
//
// 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 lua_udatalib.c
/// \brief Implementation of lua userdata object metatables based on getter/setter functions
#include "doomtype.h"
#include "m_fixed.h"
#include "lua_udatalib.h"
// Getters
int udatalib_getter_fixed(lua_State *L)
UDATALIB_SIMPLE_GETTER(fixed_t, lua_pushinteger)
int udatalib_getter_angle(lua_State *L)
UDATALIB_SIMPLE_GETTER(angle_t, lua_pushangle)
int udatalib_getter_uint8(lua_State *L)
UDATALIB_SIMPLE_GETTER(UINT8, lua_pushinteger)
int udatalib_getter_sint8(lua_State *L)
UDATALIB_SIMPLE_GETTER(SINT8, lua_pushinteger)
int udatalib_getter_uint16(lua_State *L)
UDATALIB_SIMPLE_GETTER(UINT16, lua_pushinteger)
int udatalib_getter_int16(lua_State *L)
UDATALIB_SIMPLE_GETTER(INT16, lua_pushinteger)
int udatalib_getter_uint32(lua_State *L)
UDATALIB_SIMPLE_GETTER(UINT32, lua_pushinteger)
int udatalib_getter_int32(lua_State *L)
UDATALIB_SIMPLE_GETTER(INT32, lua_pushinteger)
int udatalib_getter_uint64(lua_State *L)
UDATALIB_SIMPLE_GETTER(UINT64, lua_pushinteger)
int udatalib_getter_int64(lua_State *L)
UDATALIB_SIMPLE_GETTER(INT64, lua_pushinteger)
int udatalib_getter_string(lua_State *L)
UDATALIB_SIMPLE_GETTER(const char*, lua_pushstring)
int udatalib_getter_boolean(lua_State *L)
UDATALIB_SIMPLE_GETTER(boolean, lua_pushboolean)
int udatalib_getter_spritenum(lua_State *L)
UDATALIB_SIMPLE_GETTER(spritenum_t, lua_pushinteger)
int udatalib_getter_tic(lua_State *L)
UDATALIB_SIMPLE_GETTER(tic_t, lua_pushinteger)
// Setters
int udatalib_setter_fixed(lua_State *L)
UDATALIB_SIMPLE_SETTER(fixed_t, luaL_checkfixed)
int udatalib_setter_angle(lua_State *L)
UDATALIB_SIMPLE_SETTER(angle_t, luaL_checkangle)
int udatalib_setter_uint8(lua_State *L)
UDATALIB_SIMPLE_SETTER(UINT8, (UINT8)luaL_checkinteger)
int udatalib_setter_sint8(lua_State *L)
UDATALIB_SIMPLE_SETTER(SINT8, luaL_checkinteger)
int udatalib_setter_uint16(lua_State *L)
UDATALIB_SIMPLE_SETTER(UINT16, (UINT16)luaL_checkinteger)
int udatalib_setter_int16(lua_State *L)
UDATALIB_SIMPLE_SETTER(INT16, luaL_checkinteger)
int udatalib_setter_uint32(lua_State *L)
UDATALIB_SIMPLE_SETTER(UINT32, (UINT32)luaL_checkinteger)
int udatalib_setter_int32(lua_State *L)
UDATALIB_SIMPLE_SETTER(INT32, luaL_checkinteger)
int udatalib_setter_uint64(lua_State *L)
UDATALIB_SIMPLE_SETTER(UINT64, (UINT64)luaL_checkinteger)
int udatalib_setter_int64(lua_State *L)
UDATALIB_SIMPLE_SETTER(INT64, luaL_checkinteger)
int udatalib_setter_string(lua_State *L)
UDATALIB_SIMPLE_SETTER(const char*, luaL_checkstring)
int udatalib_setter_boolean(lua_State *L)
UDATALIB_SIMPLE_SETTER(boolean, luaL_checkboolean)
// ffs
int udatalib_setter_boolean_nocheck(lua_State *L)
UDATALIB_SIMPLE_SETTER(boolean, lua_toboolean)
int udatalib_setter_spritenum(lua_State *L)
UDATALIB_SIMPLE_SETTER(spritenum_t, luaL_checkinteger)
int udatalib_setter_tic(lua_State *L)
UDATALIB_SIMPLE_SETTER(tic_t, (tic_t)luaL_checkinteger)
void udatalib_addfield(lua_State *L, int mt, udata_field_t field)
{
int idx = abs_index(L, mt);
lua_createtable(L, 2, 0); // Push table
lua_pushinteger(L, field.offset); // Push offset
lua_pushcclosure(L, field.getter, 1); // Pop offset, push closure
lua_rawseti(L, -2, UDATALIB_GETTER); // Pop closure, add to table
lua_pushinteger(L, field.offset); // Push offset
lua_pushcclosure(L, field.setter, 1); // Pop offset, push closure
lua_rawseti(L, -2, UDATALIB_SETTER); // Pop closure, add to table
lua_pushstring(L, field.name); // Push field name
lua_pushvalue(L, -2); // Copy table
lua_rawset(L, idx); // Pop field name and table, add to metatable
lua_pop(L, 1); // Pop field table
}
void udatalib_addfields(lua_State *L, int mt, const udata_field_t fields[])
{
for (unsigned i = 0; fields[i].name != NULL; ++i)
{
udatalib_addfield(L, mt, fields[i]);
//CONS_Printf("Add field name=%s, offset=%d, getter=%p, setter=%p\n", fields[i].name, fields[i].offset, fields[i].getter, fields[i].setter);
}
}
-114
View File
@@ -1,114 +0,0 @@
// SONIC ROBO BLAST 2 KART SATURN
//-----------------------------------------------------------------------------
// Copyright (C) 2025 by Indev.
//
// 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 lua_udatalib.h
/// \brief Implementation of lua userdata object metatables based on getter/setter functions
#ifndef __LUA_UDATALIB_H__
#define __LUA_UDATALIB_H__
#include "doomdef.h"
#include "lua_script.h"
#include "lua_libs.h"
#include "fastcmp.h"
// Indices in getter/setter tables for fields
#define UDATALIB_GETTER 1
#define UDATALIB_SETTER 2
typedef struct udata_field_s {
const char *name;
size_t offset;
lua_CFunction getter;
lua_CFunction setter;
} udata_field_t;
// Simple setters and getters, for situations where getter is simply
// "return obj.field" and setter is "obj.field = value"
int udatalib_getter_fixed(lua_State *L);
int udatalib_getter_angle(lua_State *L);
int udatalib_getter_uint8(lua_State *L);
int udatalib_getter_sint8(lua_State *L);
int udatalib_getter_uint16(lua_State *L);
int udatalib_getter_int16(lua_State *L);
int udatalib_getter_uint32(lua_State *L);
int udatalib_getter_int32(lua_State *L);
int udatalib_getter_uint64(lua_State *L);
int udatalib_getter_int64(lua_State *L);
int udatalib_getter_string(lua_State *L);
int udatalib_getter_boolean(lua_State *L);
int udatalib_getter_spritenum(lua_State *L);
int udatalib_getter_mobj(lua_State *L);
int udatalib_getter_subsector(lua_State *L);
int udatalib_getter_mobjtype(lua_State *L);
int udatalib_getter_player(lua_State *L);
int udatalib_getter_mapthing(lua_State *L);
int udatalib_getter_slope(lua_State *L);
int udatalib_getter_cmd(lua_State *L);
int udatalib_getter_playerstate(lua_State *L);
int udatalib_getter_powers(lua_State *L);
int udatalib_getter_kartstuff(lua_State *L);
int udatalib_getter_pflags(lua_State *L);
int udatalib_getter_panim(lua_State *L);
int udatalib_getter_tic(lua_State *L);
int udatalib_setter_fixed(lua_State *L);
int udatalib_setter_angle(lua_State *L);
int udatalib_setter_uint8(lua_State *L);
int udatalib_setter_sint8(lua_State *L);
int udatalib_setter_uint16(lua_State *L);
int udatalib_setter_int16(lua_State *L);
int udatalib_setter_uint32(lua_State *L);
int udatalib_setter_int32(lua_State *L);
int udatalib_setter_uint64(lua_State *L);
int udatalib_setter_int64(lua_State *L);
int udatalib_setter_string(lua_State *L);
int udatalib_setter_boolean(lua_State *L);
int udatalib_setter_boolean_nocheck(lua_State *L);
int udatalib_setter_spritenum(lua_State *L);
int udatalib_setter_mobj(lua_State *L);
int udatalib_setter_playerstate(lua_State *L);
int udatalib_setter_pflags(lua_State *L);
int udatalib_setter_panim(lua_State *L);
int udatalib_setter_tic(lua_State *L);
// Adds setter and getter for field and stores it as field.name..".get" and
// field.name..".set" in table at index mt. (metatable, usually)
void udatalib_addfield(lua_State *L, int mt, udata_field_t field);
// Convinience function to add array of fields at once.
void udatalib_addfields(lua_State *L, int mt, const udata_field_t fields[]);
// I miss C++ template functons :(
// Get pointer to field value within getter or setter
#define UDATALIB_GETFIELD(type, field) \
{ \
size_t offset = lua_tointeger(L, lua_upvalueindex(1)); \
field = (type*)((uint8_t*)lua_touserdata(L, 1) + offset); \
}
// Creates implementation for simple getter and setter. Super lazy, yes.
// Assumes userdata is a pointer to actual data. Maybe not really safe.
#define UDATALIB_SIMPLE_GETTER(type, pushf) \
{ \
type *field; \
UDATALIB_GETFIELD(type, field) \
pushf(L, *field); \
return 1; \
}
#define UDATALIB_SIMPLE_SETTER(type, checkf) \
{ \
type *field; \
UDATALIB_GETFIELD(type, field) \
*field = checkf(L, 2); \
return 0; \
}
#endif
+11 -2
View File
@@ -13,6 +13,12 @@
#include <string.h>
#ifdef HAVE_THREADS
#define local_for_thread _Thread_local
#else
#define local_for_thread
#endif
#include "doomdef.h"
#include "command.h"
#include "m_argv.h"
@@ -31,8 +37,11 @@ char **myargv = NULL;
boolean myargmalloc = false;
/** \brief founded the parm
*
* thread_local because it can potentially be used from multiple threads (global variables aaaaaa)
* (myargc and myargv don't have to be thread_local because they are never modified after being set up)
*/
static INT32 found;
static local_for_thread INT32 found;
/** \brief The M_CheckParm function
@@ -91,7 +100,7 @@ INT32 M_CheckProtoParam(const char *check)
const char *M_GetProtoParam(void)
{
INT32 i;
static char *string;
char *string;
for (i = 1; i < myargc; i++)
{
+40 -19
View File
@@ -3984,6 +3984,14 @@ menudemo_t *demolist = NULL; // Replays that that have been checked to match wit
menudemo_t *demolist_all = NULL; // All replays
size_t demolist_all_size = 0;
boolean replaynamesloaded = false;
// Whenever we start a replay load thread, we increment this number and then thread will remember current value,
// and by the end it will compare it with current value, and if it is equal it means thread can store data it has loaded.
// If it's not equal, that means we started more than one thread (left and re-entered menu for example)
size_t replaythreadnum = 0;
// for replay dates
#include <locale.h>
const char *demodateformat = "%d.%m.%Y";
#ifdef HAVE_THREADS
I_mutex replayquerymutex;
@@ -4013,12 +4021,15 @@ static SINT8 replayScrollDelay = TICRATE, replayScrollDir = 1;
static void ReplayNamesLoadThread(void* userdata)
{
(void)userdata;
Lock_search_state();
size_t demolist_all_size_local = demolist_all_size;
menudemo_t *demolist_all_local = (menudemo_t*)malloc(sizeof(menudemo_t)*demolist_all_size_local);
memcpy(demolist_all_local, demolist_all, sizeof(menudemo_t)*demolist_all_size_local);
char *replaydirpath = (char*)userdata;
size_t localreplaythreadnum = replaythreadnum;
const char *localdemodateformat = demodateformat;
Unlock_search_state();
@@ -4026,19 +4037,13 @@ static void ReplayNamesLoadThread(void* userdata)
{
if (demolist_all_local[i].type != MD_SUBDIR)
{
G_LoadDemoTitle(&demolist_all_local[i]);
// this is fucking horrid, but i wanna be able to search for dates
/*if (demolist_all_local[i].date[0] != '\0')
{
snprintf(demolist_all_local[i].title, sizeof(demolist_all_local[i].title), "%s %s", demolist_all_local[i].title, demolist_all_local[i].date);
}*/
G_LoadDemoTitle(&demolist_all_local[i], localdemodateformat);
}
}
Lock_search_state();
if (fastcmp(menupath, replaydirpath) && demolist_all)
if (replaythreadnum == localreplaythreadnum && demolist_all)
{
memcpy(demolist_all, demolist_all_local, sizeof(menudemo_t)*demolist_all_size);
replaynamesloaded = true;
@@ -4047,22 +4052,32 @@ static void ReplayNamesLoadThread(void* userdata)
Unlock_search_state();
// Was allocated before thread start, we need to free it
free(replaydirpath);
free(demolist_all_local);
}
static void LoadReplayNames(void)
{
char *replaydirpath = strdup(menupath);
Lock_search_state();
replaythreadnum++;
replaynamesloaded = false;
if (cv_demodateformat.value == 2)
demodateformat = "%m.%d.%Y";
else if (cv_demodateformat.value == 1)
demodateformat = "%d.%m.%Y";
else
{
// get the date format here
// setlocale reads/writes global state
const char *locale = setlocale(LC_TIME, NULL);
// US ppl are special (:
demodateformat = (locale && strstr(locale, "en_US")) ? "%m.%d.%Y" : "%d.%m.%Y";
}
Unlock_search_state();
#ifdef HAVE_THREADS
I_spawn_thread("replay-names-load", ReplayNamesLoadThread, replaydirpath);
I_spawn_thread("replay-names-load", ReplayNamesLoadThread, NULL);
#else
ReplayNamesLoadThread(replaydirpath);
ReplayNamesLoadThread(NULL);
#endif
}
@@ -4101,8 +4116,12 @@ static void M_HutCheckReplays(size_t maxnum)
// Mark as done
replayqueryfound = replayquerycheck = sizedirmenu;
Lock_search_state();
memcpy(demolist, demolist_all, sizeof(menudemo_t) * sizedirmenu);
Unlock_search_state();
return;
}
@@ -4251,13 +4270,15 @@ static boolean M_HandleReplayHutQuery(INT32 choice)
char tmp[MAXREPLAYQUERY+1];
memcpy(tmp, replayqueryinput_buffer, MAXREPLAYQUERY+1);
Lock_search_state();
// Honestly not sure if locks for replaynamesloaded are necessary...
// Thread sanitizer does report race condition whenever replaynamesloaded is accessed without lock
// but really it is only ever set to false in main thread and only set to true in replay load thread,
// and both are done via locks. If replaynamesloaded is true, it is never gonna suddenly switch from true to false
// while we're in main thread, and if it would switch from false to true it is not really a big deal, we will just skip
// 1 frame where replay names were loaded
if (!replaynamesloaded)
{
Unlock_search_state();
return false;
}
Unlock_search_state();
if (M_TextInputHandle(&replayqueryinput, choice))
{
+77 -58
View File
@@ -9187,6 +9187,12 @@ static boolean P_MobjPushableThink(mobj_t *mobj)
static void P_FiringThink(mobj_t *mobj)
{
if (!mobj->target)
return;
if (mobj->health <= 0)
return;
if (mobj->state->action == (actionf_p1)A_Boss1Laser)
{
var1 = mobj->state->var1;
@@ -9249,7 +9255,12 @@ void P_MobjThinker(mobj_t *mobj)
mobj->flags2 &= ~MF2_PUSHED;
mobj->eflags &= ~(MFE_SPRUNG|MFE_JUSTBOUNCEDWALL);
#ifdef PHOBOS_BUILD
P_SetTarget(&tmfloorthing, NULL);
P_SetTarget(&tmhitthing, NULL);
#else
tmfloorthing = tmhitthing = NULL;
#endif
// do NOT trigger linedef executors for "local" mobjs
if (!mobj->islocal)
@@ -9265,8 +9276,13 @@ void P_MobjThinker(mobj_t *mobj)
}
if (mobj->scale != mobj->destscale)
{
P_MobjScaleThink(mobj); // Slowly scale up/down to reach your destscale.
if (P_MobjWasRemovedCompat(mobj))
return;
}
if (!mobj->player)
{
if (mobj->type == MT_GHOST && mobj->fuse > 0 // Not guaranteed to be MF_SCENERY or not MF_SCENERY!
@@ -9311,6 +9327,21 @@ void P_MobjThinker(mobj_t *mobj)
{
if (!P_MobjDeadThink(mobj))
return;
// Fading tile
if (mobj->type >= MT_BOUNCEPICKUP && mobj->type <= MT_GRENADEPICKUP)
{
INT32 value = mobj->info->damage/10;
value = mobj->fuse/value;
value = 10-value;
value--;
if (value <= 0)
value = 1;
mobj->frame &= ~FF_TRANSMASK;
mobj->frame |= value << FF_TRANSSHIFT;
}
}
else
{
@@ -9321,7 +9352,7 @@ void P_MobjThinker(mobj_t *mobj)
if (P_MobjWasRemoved(mobj))
return;
if (mobj->flags2 & MF2_FIRING && mobj->target && mobj->health > 0)
if (mobj->flags2 & MF2_FIRING)
P_FiringThink(mobj);
if (mobj->flags & MF_AMBIENT)
@@ -9388,23 +9419,27 @@ void P_MobjThinker(mobj_t *mobj)
P_ButteredSlope(mobj);
}
if (mobj->flags & (MF_ENEMY|MF_BOSS) && mobj->health &&
P_CheckDeathPitCollide(mobj)) // extra pit check in case these didn't have momz
if (mobj->health)
{
P_KillMobj(mobj, NULL, NULL);
return;
}
// Crush enemies!
if (mobj->ceilingz - mobj->floorz < mobj->height)
{
if (((mobj->flags & (MF_ENEMY|MF_BOSS) && mobj->flags & MF_SHOOTABLE) || mobj->type == MT_EGGSHIELD) &&
!(mobj->flags & MF_NOCLIPHEIGHT) &&
mobj->health > 0)
// extra pit check in case these didn't have momz
if ((mobj->flags & (MF_ENEMY|MF_BOSS)) &&
P_CheckDeathPitCollide(mobj))
{
P_KillMobj(mobj, NULL, NULL);
return;
}
// Crush enemies!
if ((mobj->ceilingz - mobj->floorz) < mobj->height)
{
if ((((mobj->flags & (MF_ENEMY|MF_BOSS)) && (mobj->flags & MF_SHOOTABLE)) || mobj->type == MT_EGGSHIELD) &&
!(mobj->flags & MF_NOCLIPHEIGHT) &&
mobj->health > 0)
{
P_KillMobj(mobj, NULL, NULL);
return;
}
}
}
if (P_MobjWasRemovedCompat(mobj))
@@ -9412,24 +9447,6 @@ void P_MobjThinker(mobj_t *mobj)
// Can end up here if a player dies.
P_CycleMobjState(mobj);
if (P_MobjWasRemoved(mobj))
return;
if ((mobj->health == 0) && // Fading tile
(mobj->type >= MT_BOUNCEPICKUP && mobj->type <= MT_GRENADEPICKUP))
{
INT32 value = mobj->info->damage/10;
value = mobj->fuse/value;
value = 10-value;
value--;
if (value <= 0)
value = 1;
mobj->frame &= ~FF_TRANSMASK;
mobj->frame |= value << FF_TRANSSHIFT;
}
}
// Quick, optimized function for the Rail Rings
@@ -9683,20 +9700,13 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
// All mobjs are created at 100% scale.
mobj->scale = FRACUNIT;
mobj->destscale = mobj->scale;
mobj->scalespeed = FRACUNIT/12;
if (mapobjectscale != FRACUNIT) //&& !(mobj->type == MT_BLACKEGGMAN)
{
mobj->destscale = mapobjectscale;
mobj->scalespeed = mapobjectscale/12;
}
mobj->destscale = mapobjectscale;
mobj->scalespeed = mapobjectscale/12;
// Sprite rendering
mobj->blendmode = AST_TRANSLUCENT;
mobj->realxscale = mobj->realyscale = mobj->scale;
mobj->spritexscale = mobj->realxscale;
mobj->spriteyscale = mobj->realyscale;
mobj->realxscale = mobj->realyscale =
mobj->spritexscale = mobj->spriteyscale = mobj->scale;
// set subsector and/or block links
P_SetThingPosition(mobj);
@@ -10138,20 +10148,13 @@ mobj_t *P_SpawnShadowMobj(mobj_t * caster)
// All mobjs are created at 100% scale.
mobj->scale = FRACUNIT;
mobj->destscale = mobj->scale;
mobj->scalespeed = FRACUNIT/12;
if (mapobjectscale != FRACUNIT) //&& !(mobj->type == MT_BLACKEGGMAN)
{
mobj->destscale = mapobjectscale;
mobj->scalespeed = mapobjectscale/12;
}
mobj->destscale = mapobjectscale;
mobj->scalespeed = mapobjectscale/12;
// Sprite rendering
mobj->blendmode = AST_TRANSLUCENT;
mobj->realxscale = mobj->realyscale = mobj->scale;
mobj->spritexscale = mobj->realxscale;
mobj->spriteyscale = mobj->realyscale;
mobj->realxscale = mobj->realyscale =
mobj->spritexscale = mobj->spriteyscale = mobj->scale;
// set subsector and/or block links
P_SetThingPosition(mobj);
@@ -10251,7 +10254,9 @@ static precipmobj_t *P_SpawnPrecipMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype
P_CalculatePrecipFloor(mobj);
if (mobj->floorz != starting_floorz)
mobj->precipflags |= PCF_FOF;
{
; //mobj->precipflags |= PCF_FOF;
}
else
{
const INT32 special = GETSECSPECIAL(mobj->subsector->sector->special, 1);
@@ -10385,7 +10390,13 @@ void P_RemoveMobj(mobj_t *mobj)
// clear the reference from the mapthing
if (mobj->spawnpoint)
{
#ifdef PHOBOS_BUILD
P_SetTarget(&mobj->spawnpoint->mobj, NULL);
#else
mobj->spawnpoint->mobj = NULL;
#endif
}
R_RemoveMobjInterpolator(mobj);
@@ -10596,6 +10607,9 @@ void P_PrecipitationEffects(void)
P_SpawnLightningFlash(ss); // Spawn a quick flash thinker
}
if (sound_disabled)
return; // Sound off? D'aw, no fun.
const mobj_t *pmo = players[displayplayers[0]].mo;
// Local effects from here on out!
@@ -10603,9 +10617,6 @@ void P_PrecipitationEffects(void)
if (!playeringame[displayplayers[0]] || !pmo)
return;
if (sound_disabled)
return; // Sound off? D'aw, no fun.
const boolean sounds_rain = ((cv_drawdist_precip.value != 0) && rainsfx && (!leveltime || leveltime % 80 == 1));
if (!sounds_rain && !sounds_thunder)
@@ -10853,7 +10864,9 @@ void P_SpawnPlayer(INT32 playernum)
mobj_t *mobj;
if (p->playerstate == PST_REBORN)
{
G_PlayerReborn(playernum);
}
for (i = 0; i < MAXPLAYERS; i++)
{
@@ -10927,9 +10940,15 @@ void P_SpawnPlayer(INT32 playernum)
}
mobj = P_SpawnMobj(0, 0, 0, MT_PLAYER);
I_Assert(mobj != NULL);
#ifdef PHOBOS_BUILD
mobj->player = p;
P_SetTarget(&p->mo, mobj);
#else
(mobj->player = p)->mo = mobj;
//P_SetTarget(&p->mo, mobj);
#endif
mobj->angle = mobj->old_angle = 0;
+3 -5
View File
@@ -258,12 +258,10 @@ typedef enum
// PRECIPITATION flags ?! ?! ?!
//
typedef enum {
PCF_INVISIBLE = 1, // Don't draw.
PCF_INVISIBLE = 1, // Don't draw.
PCF_PIT = 1<<1, // Above pit.
PCF_FOF = 1<<2, // Above FOF.
PCF_MOVINGFOF = 1<<3, // Above MOVING FOF (this means we need to keep floorz up to date...)
PCF_SPLASH = 1<<4, // Splashed on the ground, return to the ceiling after the animation's over
PCF_THUNK = 1<<5, // Ran the thinker this tic.
PCF_SPLASH = 1<<2, // Splashed on the ground, return to the ceiling after the animation's over
PCF_THUNK = 1<<3, // Ran the thinker this tic.
} precipflag_t;
+11 -6
View File
@@ -570,13 +570,13 @@ static void P_LoadSegs(UINT8 *data)
if (seg->sidedef == &sides[seg->linedef->sidenum[0]])
{
seg->v1 = lines[ms->linedef].v1;
seg->v2 = lines[ms->linedef].v2;
seg->v1 = lines[rawlinedef].v1;
seg->v2 = lines[rawlinedef].v2;
}
else
{
seg->v1 = lines[ms->linedef].v2;
seg->v2 = lines[ms->linedef].v1;
seg->v1 = lines[rawlinedef].v2;
seg->v2 = lines[rawlinedef].v1;
}
}
else
@@ -584,7 +584,6 @@ static void P_LoadSegs(UINT8 *data)
seg->v1 = &vertexes[v1];
seg->v2 = &vertexes[v2];
}
#ifdef HWRENDER
if (rendermode == render_opengl)
{
@@ -597,7 +596,6 @@ static void P_LoadSegs(UINT8 *data)
//seg->fv2.z = FixedToFloat(seg->v2->z);
}
#endif
seg->length = P_SegLength(seg);
P_UpdateSegLightOffset(seg);
@@ -2096,6 +2094,13 @@ static void P_LoadMapBSP(const virtres_t* virt)
virtlump_t* virtsegs = vres_Find(virt, "SEGS");
virtlump_t* virtnodes = vres_Find(virt, "NODES");
if (!virtssectors)
I_Error("SSECTORS lump not found");
if (!virtsegs)
I_Error("SEGS lump not found");
if (!virtnodes)
I_Error("NODES lump not found");
numsubsectors = virtssectors->size / sizeof(mapsubsector_t);
numnodes = virtnodes->size / sizeof(mapnode_t);
numsegs = virtsegs->size / sizeof(mapseg_t);
+9 -3
View File
@@ -1962,13 +1962,19 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
if (!dest)
return;
const angle_t ang = (line->flags & ML_NOCLIMB) ? mo->angle : dest->angle;
const boolean dontstopmove = (line->flags & ML_EFFECT4) == ML_EFFECT4;
if (bot)
P_Teleport(bot, dest->x, dest->y, dest->z, (line->flags & ML_NOCLIMB) ? mo->angle : dest->angle, (line->flags & ML_BLOCKMONSTERS) == 0, (line->flags & ML_EFFECT4) == ML_EFFECT4);
P_Teleport(bot, dest->x, dest->y, dest->z, ang, (line->flags & ML_BLOCKMONSTERS) == 0, dontstopmove);
if (line->flags & ML_BLOCKMONSTERS)
P_Teleport(mo, dest->x, dest->y, dest->z, (line->flags & ML_NOCLIMB) ? mo->angle : dest->angle, false, (line->flags & ML_EFFECT4) == ML_EFFECT4);
{
P_Teleport(mo, dest->x, dest->y, dest->z, ang, false, dontstopmove);
}
else
{
P_Teleport(mo, dest->x, dest->y, dest->z, (line->flags & ML_NOCLIMB) ? mo->angle : dest->angle, true, (line->flags & ML_EFFECT4) == ML_EFFECT4);
P_Teleport(mo, dest->x, dest->y, dest->z, ang, true, dontstopmove);
// Play the 'bowrwoosh!' sound
S_StartSound(dest, sfx_mixup);
}
+1 -1
View File
@@ -91,7 +91,7 @@ void P_InstaThrust(mobj_t *mo, angle_t angle, fixed_t move)
mo->momx = FixedMul(move, FINECOSINE(angle));
if (!twodmo(mo))
mo->momy = FixedMul(move,FINESINE(angle));
mo->momy = FixedMul(move, FINESINE(angle));
}
void P_InstaThrustEvenIn2D(mobj_t *mo, angle_t angle, fixed_t move)
+8 -3
View File
@@ -233,20 +233,25 @@ if(${SDL2_FOUND})
-DHAVE_THREADS
)
if(SRB2_CONFIG_LTO AND NOT SRB2_CONFIG_DEBUGMODE)
if(SRB2_CONFIG_LTO AND NOT SRB2_CONFIG_DEBUGMODE AND NOT SRB2_CONFIG_ASAN AND NOT SRB2_CONFIG_UBSAN AND NOT SRB2_CONFIG_TSAN)
set_property(TARGET SRB2SDL2 PROPERTY INTERPROCEDURAL_OPTIMIZATION TRUE)
endif()
if(SRB2_CONFIG_ASAN)
target_compile_options(SRB2SDL2 PRIVATE -fsanitize=address)
target_compile_options(SRB2SDL2 PRIVATE -O1 -fsanitize=address -fno-omit-frame-pointer -fno-common)
target_link_options(SRB2SDL2 PRIVATE -fsanitize=address)
endif()
if(SRB2_CONFIG_UBSAN)
target_compile_options(SRB2SDL2 PRIVATE -fsanitize=undefined)
target_compile_options(SRB2SDL2 PRIVATE -O1 -fsanitize=undefined -fno-omit-frame-pointer)
target_link_options(SRB2SDL2 PRIVATE -fsanitize=undefined)
endif()
if(SRB2_CONFIG_TSAN)
target_compile_options(SRB2SDL2 PRIVATE -O1 -fsanitize=thread -fno-omit-frame-pointer)
target_link_options(SRB2SDL2 PRIVATE -fsanitize=thread)
endif()
if(NOT SRB2_CONFIG_MUMBLE)
target_compile_options(SRB2SDL2 PRIVATE -DNOMUMBLE)
endif()
+32 -67
View File
@@ -97,11 +97,9 @@ static char vidModeName[33][32]; // allow 33 different modes
rendermode_t rendermode = render_none;
#ifdef HWRENDER
unsigned msaa = 0;
// Eee probably the way i organize it isn't best ><
// Just don't know where do i put declaration and "implementation"
boolean a2c = false;
unsigned msaa = 0;
#endif
static void KeyboardLayout_OnChange(void)
@@ -197,10 +195,6 @@ static INT32 custom_height = 0;
static SDL_bool Impl_CreateWindow(SDL_bool fullscreen);
static void Impl_SetWindowIcon(void);
#ifdef USE_FBO_OGL
boolean downsample = false;
#endif
static INT32 Impl_SDL_Scancode_To_Keycode(SDL_Scancode code)
{
if (code >= SDL_SCANCODE_A && code <= SDL_SCANCODE_Z)
@@ -522,7 +516,7 @@ static void Impl_HandleWindowEvent(SDL_WindowEvent evt)
{
I_CheckDesktopRes();
#ifdef USE_FBO_OGL
I_DownSample();
I_CheckDownSampleState(false);
#endif
windowmoved = SDL_FALSE;
}
@@ -1263,8 +1257,9 @@ static void I_CheckDesktopRes(void)
int currentDisplayIndex = -1;
SDL_DisplayMode curmode;
desktopwidth = 0;
desktopheight = 0;
// just fallback to game res ig?
desktopwidth = vid.width;
desktopheight = vid.height;
currentDisplayIndex = SDL_GetWindowDisplayIndex(window);
@@ -1274,7 +1269,7 @@ static void I_CheckDesktopRes(void)
return;
}
if (SDL_GetDesktopDisplayMode(currentDisplayIndex, &curmode) != 0)
if (SDL_GetCurrentDisplayMode(currentDisplayIndex, &curmode) < 0)
{
return;
}
@@ -1289,47 +1284,39 @@ boolean I_CheckNativeRes(void)
return (vid.width == desktopwidth && vid.height == desktopheight);
}
#ifdef USE_FBO_OGL
void RefreshOGLSDLSurface(void)
static boolean I_CheckAboveDesktopRes(INT32 width, INT32 height)
{
if (rendermode == render_opengl)
OglSdlSurface(vid.width, vid.height);
return (width > desktopwidth || height > desktopheight);
}
void I_DownSample(void)
#ifdef USE_FBO_OGL
static boolean vid_downsampling = false;
boolean I_IsDownsampling(void)
{
boolean needrefresh = false;
return vid_downsampling;
}
if (!cv_glframebuffer.value || !supportFBO || (cv_glscreentextures.value == 0)) // no sense to do this crap if we cant benefit from it
void I_CheckDownSampleState(boolean forcerefresh)
{
// no fbo support so we dont care
if (!supportFBO)
{
downsample = false;
vid_downsampling = false;
return;
}
if (I_CheckNativeRes() && (downsample == true))
// no sense to do this crap if we cant benefit from it
const boolean newdownsamplestate = cv_glframebuffer.value && (cv_glscreentextures.value == 2) && I_CheckAboveDesktopRes(vid.width, vid.height);
// state changed or fbo was toggled
if (vid_downsampling != newdownsamplestate || forcerefresh)
{
downsample = false;
RefreshOGLSDLSurface();
return;
//printf("downsample changed from %d to %d\n", vid_downsampling, curdownsamplestate);
OglSdlSurface(vid.width, vid.height);
}
if ((vid.width > desktopwidth) || (vid.height > desktopheight)) //check if current resolution is higher than current display resolution
{
downsample = true;
needrefresh = true;
}
else if (downsample == true)
{
downsample = false;
needrefresh = true;
}
if (needrefresh)
{
RefreshOGLSDLSurface();
needrefresh = false;
}
vid_downsampling = newdownsamplestate;
}
#endif
@@ -1359,10 +1346,11 @@ static void SDLSetMode(INT32 width, INT32 height, SDL_bool fullscreen)
}
// Reposition window only in windowed mode
const int windowpos = SDL_GetWindowDisplayIndex(window);
SDL_SetWindowSize(window, width, height);
SDL_SetWindowPosition(window,
SDL_WINDOWPOS_CENTERED_DISPLAY(SDL_GetWindowDisplayIndex(window)),
SDL_WINDOWPOS_CENTERED_DISPLAY(SDL_GetWindowDisplayIndex(window))
SDL_WINDOWPOS_CENTERED_DISPLAY(windowpos),
SDL_WINDOWPOS_CENTERED_DISPLAY(windowpos)
);
}
}
@@ -1384,7 +1372,7 @@ static void SDLSetMode(INT32 width, INT32 height, SDL_bool fullscreen)
{
I_CheckDesktopRes();
#ifdef USE_FBO_OGL
I_DownSample();
I_CheckDownSampleState(false);
#endif
OglSdlSurface(vid.width, vid.height);
}
@@ -1825,7 +1813,6 @@ void I_StartupGraphics(void)
rendermode = render_opengl;
msaa = 0; boolean msaa_set = false;
a2c = false; boolean a2c_set = false;
// MSAA antialiasing
if (M_CheckParm("-msaa") && M_IsNextParm())
@@ -1837,16 +1824,6 @@ void I_StartupGraphics(void)
}
}
if (M_CheckParm("-a2c"))
{
a2c = true;
a2c_set = true;
}
else if (M_CheckParm("-noa2c"))
{
a2c_set = true;
}
{
char line[16];
char * word;
@@ -1890,19 +1867,10 @@ void I_StartupGraphics(void)
}
else
{
CONS_Printf("Using last know MSAA value: %u\n", msaa);
CONS_Printf("Using last known MSAA value: %u\n", msaa);
}
}
}
if (!a2c_set)
{
if (fasticmp(word, "a2c"))
{
a2c = true;
CONS_Printf("Using a2c because it was specified to be used earlier\n");
}
}
}
fclose(file);
@@ -1937,9 +1905,6 @@ void I_StartupGraphics(void)
#ifdef HWRENDER
fprintf(file, "msaa %u\n", msaa);
if (a2c)
fputs("a2c\n", file);
#endif
fclose(file);
}
+6 -10
View File
@@ -65,7 +65,7 @@ PFNglGetString pglGetString;
#ifdef USE_FBO_OGL
boolean UseScreenFBO(void)
{
return (supportFBO && cv_glframebuffer.value && downsample);
return (supportFBO && cv_glframebuffer.value && I_IsDownsampling() && (cv_glscreentextures.value == 2));
}
#endif
@@ -203,9 +203,9 @@ boolean OglSdlSurface(INT32 w, INT32 h)
#ifdef USE_FBO_OGL
if (UseScreenFBO())
GL_Framebuffer_Enable();
GL_FBO_Enable();
else
GL_Framebuffer_Disable();
GL_FBO_Disable();
#endif
if (!first_init)
@@ -235,9 +235,7 @@ void OglSdlFinishUpdate(SDL_Window *window)
#ifdef USE_FBO_OGL
if (usefbo)
{
GL_Framebuffer_Unbind();
}
GL_FBO_BindMainFrameBuffer();
#endif
if (HWR_ShouldUsePaletteRendering())
@@ -255,9 +253,7 @@ void OglSdlFinishUpdate(SDL_Window *window)
#ifdef USE_FBO_OGL
if (usefbo)
{
GL_Framebuffer_Enable();
}
GL_FBO_Enable();
#endif
SDL_GL_SwapWindow(window);
@@ -268,7 +264,7 @@ void OglSdlFinishUpdate(SDL_Window *window)
// effects that want to take the old screen can do so after this
// well we dont need it on native res it seems
#ifdef USE_FBO_OGL
if ((!I_CheckNativeRes() && !usefbo) || WipeInAction)
if (!usefbo && (!I_CheckNativeRes() || WipeInAction))
#else
if (!I_CheckNativeRes() || WipeInAction)
#endif