From 772ad9f04fdf1c0465bc0700908d7559653146ff Mon Sep 17 00:00:00 2001 From: Alug Date: Sat, 26 Oct 2024 19:29:32 +0200 Subject: [PATCH 01/30] throw ogl portals into their own files --- src/CMakeLists.txt | 2 + src/Makefile | 6 +- src/hardware/hw_main.c | 345 ++------------------------------------- src/hardware/hw_main.h | 22 +++ src/hardware/hw_portal.c | 300 ++++++++++++++++++++++++++++++++++ src/hardware/hw_portal.h | 76 +++++++++ 6 files changed, 418 insertions(+), 333 deletions(-) create mode 100644 src/hardware/hw_portal.c create mode 100644 src/hardware/hw_portal.h diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index adce10023..7d84323bc 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -470,6 +470,7 @@ if(${SRB2_CONFIG_HWRENDER}) ${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_clip.c ${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_draw.c ${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_main.c + ${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_portal.c ${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_md2.c ${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_md2load.c ${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_md3load.c @@ -487,6 +488,7 @@ if(${SRB2_CONFIG_HWRENDER}) ${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_drv.h ${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_glob.h ${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_main.h + ${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_portal.c ${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_md2.h ${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_md2load.h ${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_md3load.h diff --git a/src/Makefile b/src/Makefile index 12afce57b..63239dfbe 100644 --- a/src/Makefile +++ b/src/Makefile @@ -293,7 +293,7 @@ ifdef NOHW else OPTS+=-DHWRENDER OBJS+=$(OBJDIR)/hw_bsp.o $(OBJDIR)/hw_draw.o \ - $(OBJDIR)/hw_main.o $(OBJDIR)/hw_clip.o $(OBJDIR)/hw_md2.o $(OBJDIR)/hw_cache.o \ + $(OBJDIR)/hw_main.o $(OBJDIR)/hw_clip.o $(OBJDIR)/hw_md2.o $(OBJDIR)/hw_cache.o $(OBJDIR)/hw_portal.o\ $(OBJDIR)/hw_md2load.o $(OBJDIR)/hw_md3load.o $(OBJDIR)/hw_model.o $(OBJDIR)/u_list.o $(OBJDIR)/hw_batching.o $(OBJDIR)/hw_shaders.o endif @@ -739,7 +739,7 @@ ifdef MINGW $(OBJDIR)/r_opengl.o: hardware/r_opengl/r_opengl.c hardware/r_opengl/r_opengl.h \ doomdef.h doomtype.h g_state.h m_swap.h hardware/hw_drv.h screen.h \ command.h hardware/hw_data.h hardware/hw_defs.h hardware/hw_md2.h \ - hardware/hw_glob.h hardware/hw_main.h hardware/hw_clip.h \ + hardware/hw_glob.h hardware/hw_main.h hardware/hw_clip.h hardware/hw_portal.h\ hardware/hw_md2load.h hardware/hw_md3load.h hardware/hw_model.h hardware/u_list.h \ am_map.h d_event.h d_player.h p_pspr.h m_fixed.h tables.h info.h d_think.h \ p_mobj.h doomdata.h d_ticcmd.h r_defs.h hardware/hw_dll.h @@ -748,7 +748,7 @@ else $(OBJDIR)/r_opengl.o: hardware/r_opengl/r_opengl.c hardware/r_opengl/r_opengl.h \ doomdef.h doomtype.h g_state.h m_swap.h hardware/hw_drv.h screen.h \ command.h hardware/hw_data.h hardware/hw_defs.h hardware/hw_md2.h \ - hardware/hw_glob.h hardware/hw_main.h hardware/hw_clip.h \ + hardware/hw_glob.h hardware/hw_main.h hardware/hw_clip.h hardware/hw_portal.h \ hardware/hw_md2load.h hardware/hw_md3load.h hardware/hw_model.h hardware/u_list.h \ am_map.h d_event.h d_player.h p_pspr.h m_fixed.h tables.h info.h d_think.h \ p_mobj.h doomdata.h d_ticcmd.h r_defs.h hardware/hw_dll.h diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 8f1fde3d8..38d56ae5e 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -24,6 +24,7 @@ #include "hw_batching.h" #include "hw_md2.h" #include "hw_clip.h" +#include "hw_portal.h" #include "r_opengl/r_opengl.h" @@ -65,6 +66,8 @@ boolean gr_shadersavailable = false; // Whether the internal state is set to palette rendering or not. static boolean gr_palette_rendering_state = false; +boolean gl_drawing_stencil = false; + // ========================================================================== // Commands and console variables // ========================================================================== @@ -271,11 +274,11 @@ static float gr_windowcentery; static float gr_pspritexscale, gr_pspriteyscale; -static seg_t *gr_curline; -static side_t *gr_sidedef; -static line_t *gr_linedef; -static sector_t *gr_frontsector; -static sector_t *gr_backsector; +seg_t *gr_curline; +side_t *gr_sidedef; +line_t *gr_linedef; +sector_t *gr_frontsector; +sector_t *gr_backsector; static void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, boolean noencore, FSurfaceInfo* Surf, INT32 cutflag, ffloor_t *pfloor, FBITFIELD polyflags); @@ -315,185 +318,6 @@ static float gr_viewludsin, gr_viewludcos; static angle_t gr_aimingangle; static void HWR_SetTransformAiming(FTransform *trans); -// ========================================================================== -// Visual portals (attr. Hannu Hanhi) -// ========================================================================== - -static boolean HWR_PortalCheckPointSide(fixed_t x, fixed_t y); -static boolean HWR_PortalCheckBBox(const fixed_t *bspcoord); - -enum -{ - GRPORTAL_OFF, - GRPORTAL_SEARCH, - GRPORTAL_STENCIL, - GRPORTAL_DEPTH, - GRPORTAL_INSIDE, -}; - -static int gr_portal = GRPORTAL_OFF; -static boolean gl_drawing_stencil = false; -typedef struct gl_portal_s -{ - struct gl_portal_s *next; - - // Viewport. - fixed_t viewx; - fixed_t viewy; - fixed_t viewz; - angle_t viewangle; - - UINT8 pass; /**< Keeps track of the portal's recursion depth. */ - INT32 startline; - INT32 clipline; /**< Optional clipline for line-based portals. */ - INT32 drawcount; /**< For OpenGL. */ - - seg_t *seg; -} gl_portal_t; - -typedef struct gl_portallist_s -{ - gl_portal_t *base; - gl_portal_t *cap; -} gl_portallist_t; - -// new thing -gl_portallist_t *currentportallist; - -// More precise version of R_PointToAngle2 using floats and atan2. -static angle_t R_PointToAngle2Precise(fixed_t pviewx, fixed_t pviewy, fixed_t x, fixed_t y) -{ - fixed_t dx = x - pviewx; - fixed_t dy = y - pviewy; - float radians; - - if (!dx && !dy) - return 0; - - // no need for correct scale with FIXED_TO_FLOAT here - // since we're just calculating the angle - radians = atan2(dy, dx); - - return (angle_t)(radians / M_PI * ANGLE_180); -} - -// More precise version of R_PointToDist2 using floats and sqrt. -static fixed_t R_PointToDist2Precise(fixed_t px2, fixed_t py2, fixed_t px1, fixed_t py1) -{ - // float-fixed conversions can be omitted here - // because they cancel each other out in this case - - float dx = px1 - px2; - float dy = py1 - py2; - double result = sqrt(dx*dx + dy*dy); - - return (fixed_t)result; -} - -static void HWR_Portal_Add2Lines(const INT32 line1, const INT32 line2, seg_t *seg) -{ - line_t *start, *dest; - - angle_t dangle; - - fixed_t disttopoint; - angle_t angtopoint; - - vertex_t dest_c, start_c; - - gl_portal_t *portal; - - portal = Z_Malloc(sizeof(gl_portal_t), PU_STATIC, NULL); - - // Linked list. - if (!currentportallist->base) - { - currentportallist->base = portal; - currentportallist->cap = portal; - } - else - { - currentportallist->cap->next = portal; - currentportallist->cap = portal; - } - portal->next = NULL; - - // Increase recursion level. - portal->pass = portalrender+1; - - portal->seg = seg; - - // Offset the portal view by the linedef centers - start = &lines[line1]; - dest = &lines[line2]; - - // Most fixed-point calculations and trigonometric function tables are replaced by - // floats and cmath library calls in this part to improve the precision of the - // location and angle of the new viewpoint. - // - // This reduces artefacts on the edges of portals, showing thin lines/pixels - // of the underlying graphics. (for example the sky texture) It's not 100% - // perfectly aligned and artefact-free, but looks noticeably - // better than the original code. I'm not even sure if it's this - // code or the nodebuilder or hw_map or something else causing the remaining issues.. - - dangle = R_PointToAngle2Precise(0,0,dest->dx,dest->dy) - R_PointToAngle2Precise(start->dx,start->dy,0,0); - - // looking glass center - start_c.x = start->v1->x/2 + start->v2->x/2; - start_c.y = start->v1->y/2 + start->v2->y/2; - - // other side center - dest_c.x = dest->v1->x/2 + dest->v2->x/2; - dest_c.y = dest->v1->y/2 + dest->v2->y/2; - - disttopoint = R_PointToDist2Precise(start_c.x, start_c.y, viewx, viewy); - angtopoint = R_PointToAngle2Precise(start_c.x, start_c.y, viewx, viewy); - angtopoint += dangle; - - float fang = ((float)angtopoint / 4294967296.0f) * 2.0f * M_PI; - - if (dangle == 0) - { - portal->viewx = viewx + dest_c.x - start_c.x; - portal->viewy = viewy + dest_c.y - start_c.y; - } - else - { - portal->viewx = dest_c.x + (fixed_t)(cos(fang) * disttopoint); - portal->viewy = dest_c.y + (fixed_t)(sin(fang) * disttopoint); - } - portal->viewz = viewz + dest->frontsector->floorheight - start->frontsector->floorheight; - portal->viewangle = viewangle + dangle; - - portal->startline = line1; - portal->clipline = line2; -} - -static void HWR_PortalFrame(gl_portal_t* portal) -{ - viewx = portal->viewx; - viewy = portal->viewy; - viewz = portal->viewz; - - viewangle = portal->viewangle; - viewsin = FINESINE(viewangle>>ANGLETOFINESHIFT); - viewcos = FINECOSINE(viewangle>>ANGLETOFINESHIFT); - - if (portal->clipline != -1) - { - portalclipline = &lines[portal->clipline]; - portalcullsector = portalclipline->frontsector; - viewsector = portalclipline->frontsector; - } - else - { - portalclipline = NULL; - portalcullsector = NULL; - viewsector = R_PointInSubsector(viewx, viewy)->sector; - } -} - // ========================================================================== // Lighting // ========================================================================== @@ -3242,60 +3066,6 @@ skip_stuff_for_portals: sub->validcount = validcount; } -// idea for fixing fakery map: one portal pillar works, 2 pillars have left/right bug wall, 1 pillar has both sides bugged. -// bounding box is probably right on the edge, maybe could check for this with P_ClosestPointOnLine -// so: for each side check, if it passes then also check distance to line, -// if its zero (or very close?) then dont return true, instead continue to next side check -// it helped with center pillars! but other parts still have issues, probably because some of bounding box is on correct side. - -// idea for further clipping improvement: -// have a separate xyz coordinate for portal view side checking: one that is derived by moving the viewxyz forward -// the new coords would be at the intersection of line_a and line_b, where -// line_a = line of view, pointing forward from the center of the camera -// line_b = a line orthogonal to line_a, defined so that the nearest vertex of portalclipline lies within it -// maybe if the seg to be drawn has these new coords on one side and the normal viewxyz on the other side then it can be culled? - -// looks like P_Thrust in p_user.c has code for moving point forward towards a direction -// maybe P_InterceptVector could be used for intersect point -// use returned value as multiplier for the added values from p_thrust thing -// P_InterceptVector needs divlines which need dx and dy, dx=x2-x1 dy=y2-y1 - -// returns true if the point is on the correct (viewable) side of the -// portal destination line -static boolean HWR_PortalCheckPointSide(fixed_t x, fixed_t y) -{ - // we are checking if the point is on the viewable side of the portal exit. - // being exactly on the portal exit line is not enough to pass the test. - // P_PointOnLineSide could behave differently from this expectation on this case, - // so first check if the point is precisely on the line, and then if not, check the side. - - vertex_t closest_point; - P_ClosestPointOnLine(x, y, portalclipline, &closest_point); - if (closest_point.x != x || closest_point.y != y) - { - if (P_PointOnLineSide(x, y, portalclipline) != 1) - return true; - } - return false; -} - -static boolean HWR_PortalCheckBBox(const fixed_t *bspcoord) -{ - if (!portalclipline) - return true; - - if (HWR_PortalCheckPointSide(bspcoord[BOXLEFT], bspcoord[BOXTOP]) || - HWR_PortalCheckPointSide(bspcoord[BOXLEFT], bspcoord[BOXBOTTOM]) || - HWR_PortalCheckPointSide(bspcoord[BOXRIGHT], bspcoord[BOXTOP]) || - HWR_PortalCheckPointSide(bspcoord[BOXRIGHT], bspcoord[BOXBOTTOM])) - { - return true; - } - - // we did not find any reason to pass the check, so return failure - return false; -} - // // Renders all subsectors below a given node, // traversing subtree recursively. @@ -3318,9 +3088,9 @@ static void HWR_RenderBSPNode(INT32 bspnum) if (HWR_PortalCheckBBox(bsp->bbox[side])) HWR_RenderBSPNode(bsp->children[side]); - // Possibly divide back space - if (!(HWR_CheckBBox(bsp->bbox[side^1]) && HWR_PortalCheckBBox(bsp->bbox[side^1]))) - return; + // Possibly divide back space + if (!(HWR_CheckBBox(bsp->bbox[side^1]) && HWR_PortalCheckBBox(bsp->bbox[side^1]))) + return; bspnum = bsp->children[side^1]; } @@ -5248,98 +5018,20 @@ void HWR_ClearClipper(void) #endif } -// Adds an entry to the clipper for portal rendering -static void HWR_PortalClipping(gl_portal_t *portal) -{ - angle_t angle1, angle2; - - line_t *line = &lines[portal->clipline]; - - angle1 = R_PointToAngle64(line->v1->x, line->v1->y); - angle2 = R_PointToAngle64(line->v2->x, line->v2->y); - - // clip things that are not inside the portal window from our viewpoint - gld_clipper_SafeAddClipRange(angle2, angle1); -} - -enum -{ - HWR_STENCIL_NORMAL, - HWR_STENCIL_BEGIN, - HWR_STENCIL_REVERSE, - HWR_STENCIL_DEPTH, - HWR_STENCIL_SKY -}; - // Changes the current stencil state. -static void HWR_SetStencilState(int state, int level) +void HWR_SetStencilState(int state, int level) { if (level > -1) HWD.pfnSetSpecialState(HWD_SET_STENCIL_LEVEL, level); HWD.pfnSetSpecialState(HWD_SET_PORTAL_MODE, state); } -// Renders a portal segment. -static void HWR_RenderPortalSeg(gl_portal_t* portal, int state) -{ - gl_drawing_stencil = true; // do not draw outside of the stencil buffer, idiot. - // set our portal state and prepare to render the seg - gr_portal = state; - gr_curline = portal->seg; - gr_frontsector = portal->seg->frontsector; - gr_backsector = portal->seg->backsector; - HWR_ProcessSeg(); - gl_drawing_stencil = false; - // need to work around the r_opengl PF_Invisible bug with this call - // similarly as in the linkdraw hack in HWR_DrawSprites - HWD.pfnSetBlend(PF_Translucent|PF_Occlude|PF_Masked); -} - // Renders the current viewpoint, though takes portal arguments for recursive portals. -static void HWR_RenderViewpoint(gl_portal_t *rootportal, const float fpov, player_t *player, int stencil_level, boolean allow_portals); - -// Renders a single portal from the current viewpoint. -static void HWR_RenderPortal(gl_portal_t* portal, gl_portal_t* rootportal, const float fpov, player_t *player, int stencil_level) -{ - // draw portal seg to stencil buffer with increment - HWR_SetTransform(fpov, player); - HWR_ClearClipper(); - - HWR_SetStencilState(HWR_STENCIL_BEGIN, stencil_level); - HWR_RenderPortalSeg(portal, GRPORTAL_STENCIL); - - // go to portal frame lmao - HWR_PortalFrame(portal); - // call HWR_RenderViewpoint - HWR_RenderViewpoint(portal, fpov, player, stencil_level + 1, true); - // return to current frame - if (rootportal) - HWR_PortalFrame(rootportal); - else // current frame is not a portal frame but the main view! - { - R_SetupFrame(player, false); - portalclipline = NULL; - } - - // remove portal seg from stencil buffer - HWR_SetTransform(fpov, player); - HWR_ClearClipper(); - - HWR_SetStencilState(HWR_STENCIL_REVERSE, stencil_level); - HWR_RenderPortalSeg(portal, GRPORTAL_STENCIL); - - // draw portal seg to depth buffer - HWR_ClearClipper(); - HWR_SetStencilState(HWR_STENCIL_DEPTH, stencil_level); - HWR_RenderPortalSeg(portal, GRPORTAL_DEPTH); -} - -// Renders the current viewpoint, though takes portal arguments for recursive portals. -static void HWR_RenderViewpoint(gl_portal_t *rootportal, const float fpov, player_t *player, int stencil_level, boolean allow_portals) +void HWR_RenderViewpoint(gl_portal_t *rootportal, const float fpov, player_t *player, int stencil_level, boolean allow_portals) { gl_portallist_t portallist; gl_portal_t *portal; - gl_portal_t *gl_portal_temp; + const boolean skybox = (skyboxmo[0] && cv_skybox.value); const boolean useportals = cv_grportals.value && gr_maphasportals && allow_portals; @@ -5457,14 +5149,7 @@ static void HWR_RenderViewpoint(gl_portal_t *rootportal, const float fpov, playe ps_hw_nodedrawtime.value.p = 0; HWR_RenderDrawNodes(); - // free memory from portal list allocated by calls to Add2Lines - gl_portal_temp = portallist.base; - while (gl_portal_temp) - { - gl_portal_t *nextportal = gl_portal_temp->next; - Z_Free(gl_portal_temp); - gl_portal_temp = nextportal; - } + HWR_FreePortalList(portallist); } diff --git a/src/hardware/hw_main.h b/src/hardware/hw_main.h index 3ef901941..4b3c5af66 100644 --- a/src/hardware/hw_main.h +++ b/src/hardware/hw_main.h @@ -23,6 +23,7 @@ #include "hw_glob.h" #include "hw_data.h" #include "hw_defs.h" +#include "hw_portal.h" #include "../am_map.h" #include "../d_player.h" @@ -45,6 +46,23 @@ extern boolean a2c; extern FTransform atransform; extern float gr_viewsin, gr_viewcos; +extern boolean gl_drawing_stencil; + +extern seg_t *gr_curline; +extern side_t *gr_sidedef; +extern line_t *gr_linedef; +extern sector_t *gr_frontsector; +extern sector_t *gr_backsector; + +enum +{ + HWR_STENCIL_NORMAL, + HWR_STENCIL_BEGIN, + HWR_STENCIL_REVERSE, + HWR_STENCIL_DEPTH, + HWR_STENCIL_SKY +}; + // Performance stats extern ps_metric_t ps_hw_nodesorttime; extern ps_metric_t ps_hw_nodedrawtime; @@ -88,6 +106,10 @@ void HWR_AddCommands(void); void HWR_SetTransform(float fpov, player_t *player); void HWR_ClearClipper(void); +void HWR_SetStencilState(int state, int level); + +void HWR_RenderViewpoint(gl_portal_t *rootportal, const float fpov, player_t *player, int stencil_level, boolean allow_portals); + boolean HWR_UseShader(void); boolean HWR_ShouldUsePaletteRendering(void); boolean HWR_PalRenderFlashpal(void); diff --git a/src/hardware/hw_portal.c b/src/hardware/hw_portal.c new file mode 100644 index 000000000..f75d4365e --- /dev/null +++ b/src/hardware/hw_portal.c @@ -0,0 +1,300 @@ +// SONIC ROBO BLAST 2 KART +//----------------------------------------------------------------------------- +// Copyright (C) 2024 by Kart Krew. +// Copyright (C) 2020 by Sonic Team Junior. +// Copyright (C) 2000 by DooM Legacy Team. +// Copyright (C) 1996 by id Software, Inc. +// +// 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 hw_portal.c +/// \brief OpenGL renderer portals. + +// ========================================================================== +// Visual portals (attr. Hannu Hanhi) +// ========================================================================== + +#ifdef HWRENDER + +#include "../r_portal.h" + +#include "../z_zone.h" + +#include "hw_clip.h" +#include "hw_drv.h" +#include "hw_defs.h" +#include "hw_main.h" +#include "hw_portal.h" + +SINT8 gr_portal = GRPORTAL_OFF; +gl_portallist_t *currentportallist; + +// More precise version of R_PointToAngle2 using floats and atan2. +static angle_t R_PointToAngle2Precise(fixed_t pviewx, fixed_t pviewy, fixed_t x, fixed_t y) +{ + fixed_t dx = x - pviewx; + fixed_t dy = y - pviewy; + float radians; + + if (!dx && !dy) + return 0; + + // no need for correct scale with FIXED_TO_FLOAT here + // since we're just calculating the angle + radians = atan2(dy, dx); + + return (angle_t)(radians / M_PI * ANGLE_180); +} + +// More precise version of R_PointToDist2 using floats and sqrt. +static fixed_t R_PointToDist2Precise(fixed_t px2, fixed_t py2, fixed_t px1, fixed_t py1) +{ + // float-fixed conversions can be omitted here + // because they cancel each other out in this case + + float dx = px1 - px2; + float dy = py1 - py2; + double result = sqrt(dx*dx + dy*dy); + + return (fixed_t)result; +} + +// Adds an entry to the clipper for portal rendering +void HWR_PortalClipping(gl_portal_t *portal) +{ + angle_t angle1, angle2; + + line_t *line = &lines[portal->clipline]; + + angle1 = R_PointToAngle64(line->v1->x, line->v1->y); + angle2 = R_PointToAngle64(line->v2->x, line->v2->y); + + // clip things that are not inside the portal window from our viewpoint + gld_clipper_SafeAddClipRange(angle2, angle1); +} + +void HWR_Portal_Add2Lines(const INT32 line1, const INT32 line2, seg_t *seg) +{ + line_t *start, *dest; + + angle_t dangle; + + fixed_t disttopoint; + angle_t angtopoint; + + vertex_t dest_c, start_c; + + gl_portal_t *portal; + + portal = Z_Malloc(sizeof(gl_portal_t), PU_STATIC, NULL); + + // Linked list. + if (!currentportallist->base) + { + currentportallist->base = portal; + currentportallist->cap = portal; + } + else + { + currentportallist->cap->next = portal; + currentportallist->cap = portal; + } + portal->next = NULL; + + // Increase recursion level. + portal->pass = portalrender+1; + + portal->seg = seg; + + // Offset the portal view by the linedef centers + start = &lines[line1]; + dest = &lines[line2]; + + // Most fixed-point calculations and trigonometric function tables are replaced by + // floats and cmath library calls in this part to improve the precision of the + // location and angle of the new viewpoint. + // + // This reduces artefacts on the edges of portals, showing thin lines/pixels + // of the underlying graphics. (for example the sky texture) It's not 100% + // perfectly aligned and artefact-free, but looks noticeably + // better than the original code. I'm not even sure if it's this + // code or the nodebuilder or hw_map or something else causing the remaining issues.. + + dangle = R_PointToAngle2Precise(0,0,dest->dx,dest->dy) - R_PointToAngle2Precise(start->dx,start->dy,0,0); + + // looking glass center + start_c.x = start->v1->x/2 + start->v2->x/2; + start_c.y = start->v1->y/2 + start->v2->y/2; + + // other side center + dest_c.x = dest->v1->x/2 + dest->v2->x/2; + dest_c.y = dest->v1->y/2 + dest->v2->y/2; + + disttopoint = R_PointToDist2Precise(start_c.x, start_c.y, viewx, viewy); + angtopoint = R_PointToAngle2Precise(start_c.x, start_c.y, viewx, viewy); + angtopoint += dangle; + + float fang = ((float)angtopoint / 4294967296.0f) * 2.0f * M_PI; + + if (dangle == 0) + { + portal->viewx = viewx + dest_c.x - start_c.x; + portal->viewy = viewy + dest_c.y - start_c.y; + } + else + { + portal->viewx = dest_c.x + (fixed_t)(cos(fang) * disttopoint); + portal->viewy = dest_c.y + (fixed_t)(sin(fang) * disttopoint); + } + portal->viewz = viewz + dest->frontsector->floorheight - start->frontsector->floorheight; + portal->viewangle = viewangle + dangle; + + portal->startline = line1; + portal->clipline = line2; +} + +void HWR_PortalFrame(gl_portal_t* portal) +{ + viewx = portal->viewx; + viewy = portal->viewy; + viewz = portal->viewz; + + viewangle = portal->viewangle; + viewsin = FINESINE(viewangle>>ANGLETOFINESHIFT); + viewcos = FINECOSINE(viewangle>>ANGLETOFINESHIFT); + + if (portal->clipline != -1) + { + portalclipline = &lines[portal->clipline]; + portalcullsector = portalclipline->frontsector; + viewsector = portalclipline->frontsector; + } + else + { + portalclipline = NULL; + portalcullsector = NULL; + viewsector = R_PointInSubsector(viewx, viewy)->sector; + } +} + +// Renders a portal segment. +void HWR_RenderPortalSeg(gl_portal_t* portal, SINT8 state) +{ + gl_drawing_stencil = true; // do not draw outside of the stencil buffer, idiot. + // set our portal state and prepare to render the seg + gr_portal = state; + gr_curline = portal->seg; + gr_frontsector = portal->seg->frontsector; + gr_backsector = portal->seg->backsector; + HWR_ProcessSeg(); + gl_drawing_stencil = false; + // need to work around the r_opengl PF_Invisible bug with this call + // similarly as in the linkdraw hack in HWR_DrawSprites + HWD.pfnSetBlend(PF_Translucent|PF_Occlude|PF_Masked); +} + +// Renders a single portal from the current viewpoint. +void HWR_RenderPortal(gl_portal_t* portal, gl_portal_t* rootportal, const float fpov, player_t *player, int stencil_level) +{ + // draw portal seg to stencil buffer with increment + HWR_SetTransform(fpov, player); + HWR_ClearClipper(); + + HWR_SetStencilState(HWR_STENCIL_BEGIN, stencil_level); + HWR_RenderPortalSeg(portal, GRPORTAL_STENCIL); + + // go to portal frame lmao + HWR_PortalFrame(portal); + // call HWR_RenderViewpoint + HWR_RenderViewpoint(portal, fpov, player, stencil_level + 1, true); + // return to current frame + if (rootportal) + HWR_PortalFrame(rootportal); + else // current frame is not a portal frame but the main view! + { + R_SetupFrame(viewssnum); + portalclipline = NULL; + } + + // remove portal seg from stencil buffer + HWR_SetTransform(fpov, player); + HWR_ClearClipper(); + + HWR_SetStencilState(HWR_STENCIL_REVERSE, stencil_level); + HWR_RenderPortalSeg(portal, GRPORTAL_STENCIL); + + // draw portal seg to depth buffer + HWR_ClearClipper(); + HWR_SetStencilState(HWR_STENCIL_DEPTH, stencil_level); + HWR_RenderPortalSeg(portal, GRPORTAL_DEPTH); +} + +void HWR_FreePortalList(gl_portallist_t portallist) +{ + // free memory from portal list allocated by calls to Add2Lines + gl_portal_t *gl_portal_temp = portallist.base; + while (gl_portal_temp) + { + gl_portal_t *nextportal = gl_portal_temp->next; + Z_Free(gl_portal_temp); + gl_portal_temp = nextportal; + } +} + +// idea for fixing fakery map: one portal pillar works, 2 pillars have left/right bug wall, 1 pillar has both sides bugged. +// bounding box is probably right on the edge, maybe could check for this with P_ClosestPointOnLine +// so: for each side check, if it passes then also check distance to line, +// if its zero (or very close?) then dont return true, instead continue to next side check +// it helped with center pillars! but other parts still have issues, probably because some of bounding box is on correct side. + +// idea for further clipping improvement: +// have a separate xyz coordinate for portal view side checking: one that is derived by moving the viewxyz forward +// the new coords would be at the intersection of line_a and line_b, where +// line_a = line of view, pointing forward from the center of the camera +// line_b = a line orthogonal to line_a, defined so that the nearest vertex of portalclipline lies within it +// maybe if the seg to be drawn has these new coords on one side and the normal viewxyz on the other side then it can be culled? + +// looks like P_Thrust in p_user.c has code for moving point forward towards a direction +// maybe P_InterceptVector could be used for intersect point +// use returned value as multiplier for the added values from p_thrust thing +// P_InterceptVector needs divlines which need dx and dy, dx=x2-x1 dy=y2-y1 + +// returns true if the point is on the correct (viewable) side of the +// portal destination line +boolean HWR_PortalCheckPointSide(fixed_t x, fixed_t y) +{ + // we are checking if the point is on the viewable side of the portal exit. + // being exactly on the portal exit line is not enough to pass the test. + // P_PointOnLineSide could behave differently from this expectation on this case, + // so first check if the point is precisely on the line, and then if not, check the side. + + vertex_t closest_point; + P_ClosestPointOnLine(x, y, portalclipline, &closest_point); + if (closest_point.x != x || closest_point.y != y) + { + if (P_PointOnLineSide(x, y, portalclipline) != 1) + return true; + } + return false; +} + +boolean HWR_PortalCheckBBox(const fixed_t *bspcoord) +{ + if (!portalclipline) + return true; + + if (HWR_PortalCheckPointSide(bspcoord[BOXLEFT], bspcoord[BOXTOP]) || + HWR_PortalCheckPointSide(bspcoord[BOXLEFT], bspcoord[BOXBOTTOM]) || + HWR_PortalCheckPointSide(bspcoord[BOXRIGHT], bspcoord[BOXTOP]) || + HWR_PortalCheckPointSide(bspcoord[BOXRIGHT], bspcoord[BOXBOTTOM])) + { + return true; + } + + // we did not find any reason to pass the check, so return failure + return false; +} + +#endif diff --git a/src/hardware/hw_portal.h b/src/hardware/hw_portal.h new file mode 100644 index 000000000..c4631a5a4 --- /dev/null +++ b/src/hardware/hw_portal.h @@ -0,0 +1,76 @@ +// SONIC ROBO BLAST 2 +//----------------------------------------------------------------------------- +// Copyright (C) 1993-1996 by id Software, Inc. +// Copyright (C) 1998-2000 by DooM Legacy Team. +// Copyright (C) 1999-2018 by Sonic Team Junior. +// +// 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 r_portal.h +/// \brief Software renderer portal struct, functions, linked list extern. + +#ifndef __HW_PORTAL__ +#define __HW_PORTAL__ + +#ifdef HWRENDER + +#include "../doomstat.h" +#include "../r_data.h" +#include "../r_bsp.h" + +/** Portal structure. + */ +enum +{ + GRPORTAL_OFF, + GRPORTAL_SEARCH, + GRPORTAL_STENCIL, + GRPORTAL_DEPTH, + GRPORTAL_INSIDE, +}; + +extern SINT8 gr_portal; + +typedef struct gl_portal_s +{ + struct gl_portal_s *next; + + // Viewport. + fixed_t viewx; + fixed_t viewy; + fixed_t viewz; + angle_t viewangle; + + UINT8 pass; /**< Keeps track of the portal's recursion depth. */ + INT32 startline; + INT32 clipline; /**< Optional clipline for line-based portals. */ + INT32 drawcount; /**< For OpenGL. */ + + seg_t *seg; +} gl_portal_t; + +typedef struct gl_portallist_s +{ + gl_portal_t *base; + gl_portal_t *cap; +} gl_portallist_t; + +// new thing +extern gl_portallist_t *currentportallist; + +// Adds an entry to the clipper for portal rendering +void HWR_PortalClipping(gl_portal_t *portal); + +void HWR_Portal_Add2Lines(const INT32 line1, const INT32 line2, seg_t *seg); +void HWR_PortalFrame(gl_portal_t* portal); +void HWR_RenderPortalSeg(gl_portal_t* portal, SINT8 state); +void HWR_RenderPortal(gl_portal_t* portal, gl_portal_t* rootportal, const float fpov, player_t *player, int stencil_level); +void HWR_FreePortalList(gl_portallist_t portallist); + +boolean HWR_PortalCheckPointSide(fixed_t x, fixed_t y); +boolean HWR_PortalCheckBBox(const fixed_t *bspcoord); + +#endif +#endif -- 2.54.0 From c59e8387cafa01eebaee710d4ab822dd03888af1 Mon Sep 17 00:00:00 2001 From: Alug Date: Sat, 26 Oct 2024 18:11:17 +0200 Subject: [PATCH 02/30] smth smth shadows a global declaration --- src/p_setup.c | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/src/p_setup.c b/src/p_setup.c index 4d9424202..8c2191f82 100644 --- a/src/p_setup.c +++ b/src/p_setup.c @@ -510,7 +510,7 @@ void P_UpdateSegLightOffset(seg_t *li) // Loads the SEGS resource from a level. static void P_LoadRawSegs(UINT8 *data) { - INT32 linedef, side; + INT32 rawlinedef, rawside; mapseg_t *ml = (mapseg_t*)data; seg_t *li = segs; line_t *ldef; @@ -530,14 +530,14 @@ static void P_LoadRawSegs(UINT8 *data) li->angle = (SHORT(ml->angle))<offset = (SHORT(ml->offset))<linedef); - ldef = &lines[linedef]; + rawlinedef = SHORT(ml->linedef); + ldef = &lines[rawlinedef]; li->linedef = ldef; - li->side = side = SHORT(ml->side); - li->sidedef = &sides[ldef->sidenum[side]]; - li->frontsector = sides[ldef->sidenum[side]].sector; + li->side = rawside = SHORT(ml->side); + li->sidedef = &sides[ldef->sidenum[rawside]]; + li->frontsector = sides[ldef->sidenum[rawside]].sector; if (ldef->flags & ML_TWOSIDED) - li->backsector = sides[ldef->sidenum[side^1]].sector; + li->backsector = sides[ldef->sidenum[rawside^1]].sector; else li->backsector = 0; -- 2.54.0 From 9dd45440c05664107bc86355cd7dfcad091811c4 Mon Sep 17 00:00:00 2001 From: Alug Date: Sat, 26 Oct 2024 19:29:46 +0200 Subject: [PATCH 03/30] rename and slight cleanup --- src/hardware/hw_main.c | 31 +++++++++++++++---------------- src/hardware/hw_portal.c | 10 ++++++---- src/hardware/hw_portal.h | 19 +++++++++++++++---- 3 files changed, 36 insertions(+), 24 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 38d56ae5e..406546d61 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -1535,7 +1535,7 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap); } - if ((gr_midtexture && HWR_BlendMidtextureSurface(&Surf)) || gr_portal == GRPORTAL_STENCIL || gr_portal == GRPORTAL_DEPTH || gl_drawing_stencil) + if ((gr_midtexture && HWR_BlendMidtextureSurface(&Surf)) || gl_portal_state == GRPORTAL_STENCIL || gl_portal_state == GRPORTAL_DEPTH || gl_drawing_stencil) { sector_t *front, *back; INT32 repeats; @@ -1552,7 +1552,7 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom if (gr_sidedef->repeatcnt) repeats = 1 + gr_sidedef->repeatcnt; - else if (gr_linedef->flags & ML_EFFECT5 || gr_portal == GRPORTAL_STENCIL || gr_portal == GRPORTAL_DEPTH) + else if (gr_linedef->flags & ML_EFFECT5 || gl_portal_state == GRPORTAL_STENCIL || gl_portal_state == GRPORTAL_DEPTH) { fixed_t high, low; @@ -2291,7 +2291,7 @@ static void HWR_AddLine(seg_t *line) return; } - if (gr_portal == GRPORTAL_STENCIL || gr_portal == GRPORTAL_DEPTH) + if (gl_portal_state == GRPORTAL_STENCIL || gl_portal_state == GRPORTAL_DEPTH) goto doaddline; if (line->linedef->special == 40) @@ -2304,9 +2304,9 @@ static void HWR_AddLine(seg_t *line) line2 = P_FindSpecialLineFromTag(40, line->linedef->tag, line2); if (line2 >= 0) // found it! { - if (gr_portal == GRPORTAL_SEARCH) + if (gl_portal_state == GRPORTAL_SEARCH) HWR_Portal_Add2Lines(line->linedef-lines, line2, line); - else if (gr_portal == GRPORTAL_INSIDE) + else if (gl_portal_state == GRPORTAL_INSIDE) dont_draw = true; } } @@ -2338,7 +2338,7 @@ doaddline: return; } - if (gr_portal != GRPORTAL_SEARCH && !dont_draw)// no need to do this during the portal check + if (gl_portal_state != GRPORTAL_SEARCH && !dont_draw)// no need to do this during the portal check HWR_ProcessSeg(); // Doesn't need arguments because they're defined globally :D return; @@ -2804,7 +2804,7 @@ static void HWR_Subsector(size_t num) gr_frontsector = R_FakeFlat(gr_frontsector, &tempsec, &floorlightlevel, &ceilinglightlevel, false); - if (gr_portal == GRPORTAL_SEARCH) + if (gl_portal_state == GRPORTAL_SEARCH) { skipSprites = true; goto skip_stuff_for_portals;// hopefully this goto is okay @@ -5029,19 +5029,18 @@ void HWR_SetStencilState(int state, int level) // Renders the current viewpoint, though takes portal arguments for recursive portals. void HWR_RenderViewpoint(gl_portal_t *rootportal, const float fpov, player_t *player, int stencil_level, boolean allow_portals) { - gl_portallist_t portallist; gl_portal_t *portal; const boolean skybox = (skyboxmo[0] && cv_skybox.value); const boolean useportals = cv_grportals.value && gr_maphasportals && allow_portals; - portallist.base = portallist.cap = NULL; + HWR_Portal_InitList(); if (useportals && stencil_level < cv_maxportals.value) // if recursion limit is not reached { // search for portals in current frame currentportallist = &portallist; - gr_portal = GRPORTAL_SEARCH; + HWR_SetPortalState(GRPORTAL_SEARCH); HWR_ClearClipper(); @@ -5060,10 +5059,10 @@ void HWR_RenderViewpoint(gl_portal_t *rootportal, const float fpov, player_t *pl { HWR_RenderPortal(portal, rootportal, fpov, player, stencil_level); } - gr_portal = GRPORTAL_INSIDE;// when portal walls are encountered in following bsp traversal, nothing should be drawn + HWR_SetPortalState(GRPORTAL_INSIDE); // when portal walls are encountered in following bsp traversal, nothing should be drawn } else - gr_portal = GRPORTAL_OFF;// there may be portals and they need to be drawn as regural walls + HWR_SetPortalState(GRPORTAL_OFF); // there may be portals and they need to be drawn as regural walls // draw normal things in current frame in current incremented stencil buffer area HWR_SetStencilState(HWR_STENCIL_NORMAL, stencil_level); @@ -5103,16 +5102,16 @@ void HWR_RenderViewpoint(gl_portal_t *rootportal, const float fpov, player_t *pl // HAYA: Save the old portal state, and turn portals off while normally rendering the BSP tree. // This fixes specific effects not working, such as horizon lines. - int oldgl_portal_state = gr_portal; + SINT8 oldgl_portal_state = gl_portal_state; - if (gr_portal != GRPORTAL_OFF) // if we already haven't hit the recursion limit or we already ended our portal shenanigans - gr_portal = GRPORTAL_INSIDE; // TURN IT OFF + if (gl_portal_state != GRPORTAL_OFF) // if we already haven't hit the recursion limit or we already ended our portal shenanigans + HWR_SetPortalState(GRPORTAL_INSIDE); // TURN IT OFF // Recursively "render" the BSP tree. HWR_RenderBSPNode((INT32)numnodes-1); // woo we back - gr_portal = oldgl_portal_state; + HWR_SetPortalState(oldgl_portal_state); if (allow_portals) // looks weird, but this is only true when its not skybox rendering skipping precip in skyboxes like software does HWR_AddPrecipitationSprites(); diff --git a/src/hardware/hw_portal.c b/src/hardware/hw_portal.c index f75d4365e..f4be5260c 100644 --- a/src/hardware/hw_portal.c +++ b/src/hardware/hw_portal.c @@ -28,7 +28,9 @@ #include "hw_main.h" #include "hw_portal.h" -SINT8 gr_portal = GRPORTAL_OFF; +SINT8 gl_portal_state = GRPORTAL_OFF; + +gl_portallist_t portallist; gl_portallist_t *currentportallist; // More precise version of R_PointToAngle2 using floats and atan2. @@ -184,7 +186,7 @@ void HWR_RenderPortalSeg(gl_portal_t* portal, SINT8 state) { gl_drawing_stencil = true; // do not draw outside of the stencil buffer, idiot. // set our portal state and prepare to render the seg - gr_portal = state; + HWR_SetPortalState(state); gr_curline = portal->seg; gr_frontsector = portal->seg->frontsector; gr_backsector = portal->seg->backsector; @@ -231,10 +233,10 @@ void HWR_RenderPortal(gl_portal_t* portal, gl_portal_t* rootportal, const float HWR_RenderPortalSeg(portal, GRPORTAL_DEPTH); } -void HWR_FreePortalList(gl_portallist_t portallist) +void HWR_FreePortalList(gl_portallist_t freelist) { // free memory from portal list allocated by calls to Add2Lines - gl_portal_t *gl_portal_temp = portallist.base; + gl_portal_t *gl_portal_temp = freelist.base; while (gl_portal_temp) { gl_portal_t *nextportal = gl_portal_temp->next; diff --git a/src/hardware/hw_portal.h b/src/hardware/hw_portal.h index c4631a5a4..b1626cf12 100644 --- a/src/hardware/hw_portal.h +++ b/src/hardware/hw_portal.h @@ -8,8 +8,8 @@ // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- -/// \file r_portal.h -/// \brief Software renderer portal struct, functions, linked list extern. +/// \file hw_portal.h +/// \brief OpenGL renderer portal struct, functions, linked list extern. #ifndef __HW_PORTAL__ #define __HW_PORTAL__ @@ -31,8 +31,6 @@ enum GRPORTAL_INSIDE, }; -extern SINT8 gr_portal; - typedef struct gl_portal_s { struct gl_portal_s *next; @@ -57,9 +55,22 @@ typedef struct gl_portallist_s gl_portal_t *cap; } gl_portallist_t; +extern SINT8 gl_portal_state; + // new thing +extern gl_portallist_t portallist; extern gl_portallist_t *currentportallist; +static inline void HWR_Portal_InitList (void) +{ + portallist.base = portallist.cap = NULL; +} + +static inline void HWR_SetPortalState (SINT8 state) +{ + gl_portal_state = state; +} + // Adds an entry to the clipper for portal rendering void HWR_PortalClipping(gl_portal_t *portal); -- 2.54.0 From 14b026f04be61754d74077869e9949f38e8ad439 Mon Sep 17 00:00:00 2001 From: Alug Date: Sat, 26 Oct 2024 19:19:25 +0200 Subject: [PATCH 04/30] slight cleanup ogl portals again --- src/hardware/hw_main.c | 17 +++-------- src/hardware/hw_portal.c | 61 +++++++++++++++++++++------------------- 2 files changed, 36 insertions(+), 42 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 406546d61..e1942323a 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -5044,9 +5044,7 @@ void HWR_RenderViewpoint(gl_portal_t *rootportal, const float fpov, player_t *pl HWR_ClearClipper(); - if (!rootportal) - portalclipline = NULL; - else + if (rootportal) HWR_PortalClipping(rootportal); validcount++; @@ -5072,18 +5070,11 @@ void HWR_RenderViewpoint(gl_portal_t *rootportal, const float fpov, player_t *pl HWR_ClearSprites(); HWR_ClearClipper(); - if (useportals) + if (useportals && rootportal) { - if (!rootportal) - portalclipline = NULL; - else - { - HWR_PortalFrame(rootportal);// for portalclipsector, it could have gone null from search - HWR_PortalClipping(rootportal); - } + HWR_PortalFrame(rootportal);// for portalclipsector, it could have gone null from search + HWR_PortalClipping(rootportal); } - else - portalclipline = NULL; // Set transform. HWD.pfnSetTransform(&atransform); diff --git a/src/hardware/hw_portal.c b/src/hardware/hw_portal.c index f4be5260c..dd788620b 100644 --- a/src/hardware/hw_portal.c +++ b/src/hardware/hw_portal.c @@ -77,20 +77,9 @@ void HWR_PortalClipping(gl_portal_t *portal) gld_clipper_SafeAddClipRange(angle2, angle1); } -void HWR_Portal_Add2Lines(const INT32 line1, const INT32 line2, seg_t *seg) +static gl_portal_t* Portal_Add (seg_t *seg) { - line_t *start, *dest; - - angle_t dangle; - - fixed_t disttopoint; - angle_t angtopoint; - - vertex_t dest_c, start_c; - - gl_portal_t *portal; - - portal = Z_Malloc(sizeof(gl_portal_t), PU_STATIC, NULL); + gl_portal_t *portal = Z_Malloc(sizeof(gl_portal_t), PU_STATIC, NULL); // Linked list. if (!currentportallist->base) @@ -110,9 +99,37 @@ void HWR_Portal_Add2Lines(const INT32 line1, const INT32 line2, seg_t *seg) portal->seg = seg; + return portal; +} + +void HWR_FreePortalList(gl_portallist_t freelist) +{ + portalclipline = NULL; + + // free memory from portal list allocated by calls to Add2Lines + gl_portal_t *gl_portal_temp = freelist.base; + while (gl_portal_temp) + { + gl_portal_t *nextportal = gl_portal_temp->next; + Z_Free(gl_portal_temp); + gl_portal_temp = nextportal; + } +} + +void HWR_Portal_Add2Lines(const INT32 line1, const INT32 line2, seg_t *seg) +{ + gl_portal_t *portal = Portal_Add(seg); + // Offset the portal view by the linedef centers - start = &lines[line1]; - dest = &lines[line2]; + line_t* start = &lines[line1]; + line_t* dest = &lines[line2]; + + angle_t dangle = R_PointToAngle2Precise(0,0,dest->dx,dest->dy) - R_PointToAngle2Precise(start->dx,start->dy,0,0); + + fixed_t disttopoint; + angle_t angtopoint; + + vertex_t dest_c, start_c; // Most fixed-point calculations and trigonometric function tables are replaced by // floats and cmath library calls in this part to improve the precision of the @@ -124,8 +141,6 @@ void HWR_Portal_Add2Lines(const INT32 line1, const INT32 line2, seg_t *seg) // better than the original code. I'm not even sure if it's this // code or the nodebuilder or hw_map or something else causing the remaining issues.. - dangle = R_PointToAngle2Precise(0,0,dest->dx,dest->dy) - R_PointToAngle2Precise(start->dx,start->dy,0,0); - // looking glass center start_c.x = start->v1->x/2 + start->v2->x/2; start_c.y = start->v1->y/2 + start->v2->y/2; @@ -233,18 +248,6 @@ void HWR_RenderPortal(gl_portal_t* portal, gl_portal_t* rootportal, const float HWR_RenderPortalSeg(portal, GRPORTAL_DEPTH); } -void HWR_FreePortalList(gl_portallist_t freelist) -{ - // free memory from portal list allocated by calls to Add2Lines - gl_portal_t *gl_portal_temp = freelist.base; - while (gl_portal_temp) - { - gl_portal_t *nextportal = gl_portal_temp->next; - Z_Free(gl_portal_temp); - gl_portal_temp = nextportal; - } -} - // idea for fixing fakery map: one portal pillar works, 2 pillars have left/right bug wall, 1 pillar has both sides bugged. // bounding box is probably right on the edge, maybe could check for this with P_ClosestPointOnLine // so: for each side check, if it passes then also check distance to line, -- 2.54.0 From de9698efc894ea019f3bb2fbb98315f8f4ccaaf3 Mon Sep 17 00:00:00 2001 From: Alug Date: Sat, 26 Oct 2024 19:28:39 +0200 Subject: [PATCH 05/30] just use the same as software lol i never saw any differernce except in performance for this also viewsin and viewcos get calced in r_fps so no need to do here again --- src/hardware/hw_portal.c | 64 +++++----------------------------------- 1 file changed, 7 insertions(+), 57 deletions(-) diff --git a/src/hardware/hw_portal.c b/src/hardware/hw_portal.c index dd788620b..f560fb973 100644 --- a/src/hardware/hw_portal.c +++ b/src/hardware/hw_portal.c @@ -33,36 +33,6 @@ SINT8 gl_portal_state = GRPORTAL_OFF; gl_portallist_t portallist; gl_portallist_t *currentportallist; -// More precise version of R_PointToAngle2 using floats and atan2. -static angle_t R_PointToAngle2Precise(fixed_t pviewx, fixed_t pviewy, fixed_t x, fixed_t y) -{ - fixed_t dx = x - pviewx; - fixed_t dy = y - pviewy; - float radians; - - if (!dx && !dy) - return 0; - - // no need for correct scale with FIXED_TO_FLOAT here - // since we're just calculating the angle - radians = atan2(dy, dx); - - return (angle_t)(radians / M_PI * ANGLE_180); -} - -// More precise version of R_PointToDist2 using floats and sqrt. -static fixed_t R_PointToDist2Precise(fixed_t px2, fixed_t py2, fixed_t px1, fixed_t py1) -{ - // float-fixed conversions can be omitted here - // because they cancel each other out in this case - - float dx = px1 - px2; - float dy = py1 - py2; - double result = sqrt(dx*dx + dy*dy); - - return (fixed_t)result; -} - // Adds an entry to the clipper for portal rendering void HWR_PortalClipping(gl_portal_t *portal) { @@ -124,23 +94,13 @@ void HWR_Portal_Add2Lines(const INT32 line1, const INT32 line2, seg_t *seg) line_t* start = &lines[line1]; line_t* dest = &lines[line2]; - angle_t dangle = R_PointToAngle2Precise(0,0,dest->dx,dest->dy) - R_PointToAngle2Precise(start->dx,start->dy,0,0); + angle_t dangle = R_PointToAngle2(0, 0, dest->dx, dest->dy) - R_PointToAngle2(start->dx, start->dy, 0, 0); fixed_t disttopoint; angle_t angtopoint; vertex_t dest_c, start_c; - // Most fixed-point calculations and trigonometric function tables are replaced by - // floats and cmath library calls in this part to improve the precision of the - // location and angle of the new viewpoint. - // - // This reduces artefacts on the edges of portals, showing thin lines/pixels - // of the underlying graphics. (for example the sky texture) It's not 100% - // perfectly aligned and artefact-free, but looks noticeably - // better than the original code. I'm not even sure if it's this - // code or the nodebuilder or hw_map or something else causing the remaining issues.. - // looking glass center start_c.x = start->v1->x/2 + start->v2->x/2; start_c.y = start->v1->y/2 + start->v2->y/2; @@ -149,22 +109,12 @@ void HWR_Portal_Add2Lines(const INT32 line1, const INT32 line2, seg_t *seg) dest_c.x = dest->v1->x/2 + dest->v2->x/2; dest_c.y = dest->v1->y/2 + dest->v2->y/2; - disttopoint = R_PointToDist2Precise(start_c.x, start_c.y, viewx, viewy); - angtopoint = R_PointToAngle2Precise(start_c.x, start_c.y, viewx, viewy); + disttopoint = R_PointToDist2(start_c.x, start_c.y, viewx, viewy); + angtopoint = R_PointToAngle2(start_c.x, start_c.y, viewx, viewy); angtopoint += dangle; - float fang = ((float)angtopoint / 4294967296.0f) * 2.0f * M_PI; - - if (dangle == 0) - { - portal->viewx = viewx + dest_c.x - start_c.x; - portal->viewy = viewy + dest_c.y - start_c.y; - } - else - { - portal->viewx = dest_c.x + (fixed_t)(cos(fang) * disttopoint); - portal->viewy = dest_c.y + (fixed_t)(sin(fang) * disttopoint); - } + portal->viewx = dest_c.x + FixedMul(FINECOSINE(angtopoint>>ANGLETOFINESHIFT), disttopoint); + portal->viewy = dest_c.y + FixedMul(FINESINE(angtopoint>>ANGLETOFINESHIFT), disttopoint); portal->viewz = viewz + dest->frontsector->floorheight - start->frontsector->floorheight; portal->viewangle = viewangle + dangle; @@ -179,8 +129,8 @@ void HWR_PortalFrame(gl_portal_t* portal) viewz = portal->viewz; viewangle = portal->viewangle; - viewsin = FINESINE(viewangle>>ANGLETOFINESHIFT); - viewcos = FINECOSINE(viewangle>>ANGLETOFINESHIFT); + //viewsin = FINESINE(viewangle>>ANGLETOFINESHIFT); + //viewcos = FINECOSINE(viewangle>>ANGLETOFINESHIFT); if (portal->clipline != -1) { -- 2.54.0 From dd516b573bf6f02308ba2385f030b5e13e827ab9 Mon Sep 17 00:00:00 2001 From: Alug Date: Sat, 26 Oct 2024 19:31:06 +0200 Subject: [PATCH 06/30] rename this to avoid confusion --- src/hardware/hw_portal.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/hardware/hw_portal.c b/src/hardware/hw_portal.c index f560fb973..56682fc6f 100644 --- a/src/hardware/hw_portal.c +++ b/src/hardware/hw_portal.c @@ -47,7 +47,7 @@ void HWR_PortalClipping(gl_portal_t *portal) gld_clipper_SafeAddClipRange(angle2, angle1); } -static gl_portal_t* Portal_Add (seg_t *seg) +static gl_portal_t* HWR_Portal_Add (seg_t *seg) { gl_portal_t *portal = Z_Malloc(sizeof(gl_portal_t), PU_STATIC, NULL); @@ -88,7 +88,7 @@ void HWR_FreePortalList(gl_portallist_t freelist) void HWR_Portal_Add2Lines(const INT32 line1, const INT32 line2, seg_t *seg) { - gl_portal_t *portal = Portal_Add(seg); + gl_portal_t *portal = HWR_Portal_Add(seg); // Offset the portal view by the linedef centers line_t* start = &lines[line1]; -- 2.54.0 From 2d918d32a1770f65d4e6c78e1988b7d35a4fd2da Mon Sep 17 00:00:00 2001 From: Alug Date: Sat, 26 Oct 2024 19:43:57 +0200 Subject: [PATCH 07/30] reduce the scope of this since not needed --- src/hardware/hw_main.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index e1942323a..170fabeeb 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -5029,8 +5029,6 @@ void HWR_SetStencilState(int state, int level) // Renders the current viewpoint, though takes portal arguments for recursive portals. void HWR_RenderViewpoint(gl_portal_t *rootportal, const float fpov, player_t *player, int stencil_level, boolean allow_portals) { - gl_portal_t *portal; - const boolean skybox = (skyboxmo[0] && cv_skybox.value); const boolean useportals = cv_grportals.value && gr_maphasportals && allow_portals; @@ -5038,6 +5036,8 @@ void HWR_RenderViewpoint(gl_portal_t *rootportal, const float fpov, player_t *pl if (useportals && stencil_level < cv_maxportals.value) // if recursion limit is not reached { + gl_portal_t *portal; + // search for portals in current frame currentportallist = &portallist; HWR_SetPortalState(GRPORTAL_SEARCH); -- 2.54.0 From 94d6ee15b519d364bd165c563b87213a55ea2ead Mon Sep 17 00:00:00 2001 From: Alug Date: Sat, 26 Oct 2024 19:44:12 +0200 Subject: [PATCH 08/30] this should be portalcullsector lol --- src/hardware/hw_portal.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/hardware/hw_portal.c b/src/hardware/hw_portal.c index 56682fc6f..3253d6711 100644 --- a/src/hardware/hw_portal.c +++ b/src/hardware/hw_portal.c @@ -74,7 +74,7 @@ static gl_portal_t* HWR_Portal_Add (seg_t *seg) void HWR_FreePortalList(gl_portallist_t freelist) { - portalclipline = NULL; + portalcullsector = NULL; // free memory from portal list allocated by calls to Add2Lines gl_portal_t *gl_portal_temp = freelist.base; -- 2.54.0 From f3f94bf80ed7bd87b3227ac2bcb51a1f24a7858e Mon Sep 17 00:00:00 2001 From: Alug Date: Sat, 26 Oct 2024 23:23:51 +0200 Subject: [PATCH 09/30] fr*nch --- src/hardware/hw_main.c | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 170fabeeb..27e4a51e1 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -3036,10 +3036,10 @@ static void HWR_Subsector(size_t num) skip_stuff_for_portals: -// Hurder ici se passe les choses INT32�essantes! -// on vient de tracer le sol et le plafond -// on trace �pr�ent d'abord les sprites et ensuite les murs -// hurdler: faux: on ajoute seulement les sprites, le murs sont trac� d'abord + // Hurdler: here interesting things are happening! + // we have just drawn the floor and ceiling + // we now draw the sprites first and then the walls + // hurdler: false: we only add the sprites, the walls are drawn first if (line) { // draw sprites first, coz they are clipped to the solidsegs of @@ -3058,7 +3058,7 @@ skip_stuff_for_portals: while (count--) { if (!line->polyseg) // ignore segs that belong to polyobjects - HWR_AddLine(line); + HWR_AddLine(line); line++; } } -- 2.54.0 From 9325e7be8f921f2e6eea3715356047ac71c7f625 Mon Sep 17 00:00:00 2001 From: Alug Date: Mon, 28 Oct 2024 03:38:48 +0100 Subject: [PATCH 10/30] make a bunch of hwr stuff static and cleanup --- src/hardware/hw_glob.h | 8 -- src/hardware/hw_main.c | 201 ++++++++++++++++++++--------------------- src/hardware/hw_main.h | 27 +----- 3 files changed, 101 insertions(+), 135 deletions(-) diff --git a/src/hardware/hw_glob.h b/src/hardware/hw_glob.h index 223019074..698aefbfa 100644 --- a/src/hardware/hw_glob.h +++ b/src/hardware/hw_glob.h @@ -81,14 +81,6 @@ void HWR_GetFadeMask(lumpnum_t fademasklumpnum); extern INT32 patchformat; extern INT32 textureformat; -// -------- -// hw_main.c // originally hw_drawnodes.c from HWPortal branch -// -------- -void HWR_AddTransparentWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, INT32 texnum, boolean noencore, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap); -void HWR_AddTransparentFloor(lumpnum_t lumpnum, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, boolean fogplane, extracolormap_t *planecolormap); -void HWR_AddTransparentPolyobjectFloor(lumpnum_t lumpnum, polyobj_t *polysector, boolean isceiling, fixed_t fixedheight, - INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, extracolormap_t *planecolormap); - // -------- // hw_shaders.c // -------- diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 27e4a51e1..767e8dfc2 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -51,13 +51,13 @@ #include "../p_slopes.h" #include "../r_portal.h" -#define ABS(x) ((x) < 0 ? -(x) : (x)) +// ========================================================================== +// Globals +// ========================================================================== +#define ABS(x) ((x) < 0 ? -(x) : (x)) #define SOFTLIGHT(llevel) HWR_ShouldUsePaletteRendering() ? ((llevel) >> LIGHTSEGSHIFT) << LIGHTSEGSHIFT : (llevel) -// ========================================================================== -// the hardware driver object -// ========================================================================== struct hwdriver_s hwdriver; // false if shaders have not been initialized yet, or if shaders are not available @@ -68,12 +68,77 @@ static boolean gr_palette_rendering_state = false; boolean gl_drawing_stencil = false; +static INT32 current_bsp_culling_distance = 0; + +// base values set at SetViewSize +static float gr_basecentery; +static float gr_basecenterx; + +float gr_baseviewwindowy, gr_basewindowcentery; +float gr_baseviewwindowx, gr_basewindowcenterx; +float gr_viewwidth, gr_viewheight; // viewport clipping boundaries (screen coords) + +static float gr_centery, gr_centerx; +static float gr_viewwindowy, gr_viewwindowx; // top left corner of view window +static float gr_windowcentery, gr_windowcenterx; // center of view window, for projection + +FTransform atransform; + +// Float variants of viewx, viewy, viewz, etc. +static float gr_viewx, gr_viewy, gr_viewz; +float gr_viewsin, gr_viewcos; +static float gr_viewludsin, gr_viewludcos; +static angle_t gr_aimingangle; + +static float gr_pspritexscale, gr_pspriteyscale; + +seg_t *gr_curline; +side_t *gr_sidedef; +line_t *gr_linedef; +sector_t *gr_frontsector; +sector_t *gr_backsector; + +// Performance stats +ps_metric_t ps_hw_nodesorttime = {0}; +ps_metric_t ps_hw_nodedrawtime = {0}; +ps_metric_t ps_hw_spritesorttime = {0}; +ps_metric_t ps_hw_spritedrawtime = {0}; + +// Performance stats for batching +ps_metric_t ps_hw_numpolys = {0}; +ps_metric_t ps_hw_numverts = {0}; +ps_metric_t ps_hw_numcalls = {0}; +ps_metric_t ps_hw_numshaders = {0}; +ps_metric_t ps_hw_numtextures = {0}; +ps_metric_t ps_hw_numpolyflags = {0}; +ps_metric_t ps_hw_numcolors = {0}; +ps_metric_t ps_hw_batchsorttime = {0}; +ps_metric_t ps_hw_batchdrawtime = {0}; + +static void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, boolean noencore, FSurfaceInfo* Surf, INT32 cutflag, ffloor_t *pfloor, FBITFIELD polyflags); +static void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap); + +static void HWR_AddTransparentFloor(lumpnum_t lumpnum, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, boolean fogplane, extracolormap_t *planecolormap); +static void HWR_AddTransparentWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, INT32 texnum, boolean noencore, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap); +static void HWR_AddTransparentPolyobjectFloor(lumpnum_t lumpnum, polyobj_t *polysector, boolean isceiling, fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, extracolormap_t *planecolormap); + +static void HWR_AddSprites(sector_t *sec); +static void HWR_ProjectSprite(mobj_t *thing); +static void HWR_AddPrecipitationSprites(void); +static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing); + +static void HWR_SetTransformAiming(FTransform *trans); +static void HWR_RollTransform(FTransform *tr, angle_t roll); + +static void HWR_DoPostProcessor(player_t *player); + +static void HWR_SetShaderState(void); +static void HWR_TogglePaletteRendering(void); + // ========================================================================== // Commands and console variables // ========================================================================== -static void HWR_RollTransform(FTransform *tr, angle_t roll); - #ifdef USE_FBO_OGL static void CV_grframebuffer_OnChange(void); #endif @@ -83,7 +148,6 @@ static void CV_screentextures_ONChange(void); static void CV_grshaders_OnChange(void); static void CV_grpaletterendering_OnChange(void); static void CV_grpalettedepth_OnChange(void); - static void CV_grlightdithering_OnChange(void); static CV_PossibleValue_t grfakecontrast_cons_t[] = {{0, "Off"}, {1, "Standard"}, {2, "Smooth"}, {0, NULL}}; @@ -131,8 +195,6 @@ static float clipping_distances[] = {1024.0f, 2048.0f, 4096.0f, 6144.0f, 8192.0f static INT32 bsp_culling_distances[] = {(1024+512)*FRACUNIT, (2048+512)*FRACUNIT, (4096+512)*FRACUNIT, (6144+512)*FRACUNIT, (8192+512)*FRACUNIT, (12288+512)*FRACUNIT, (16384+512)*FRACUNIT}; -static INT32 current_bsp_culling_distance = 0; - // The current screen texture implementation is inefficient and disabling it can result in significant // performance gains on lower end hardware. The game is still quite playable without this functionality. // Features that break when disabling this: @@ -165,6 +227,7 @@ consvar_t cv_grslopecontrast = {"gr_slopecontrast", "Off", CV_SAVE, CV_OnOff, NU consvar_t cv_grhorizonlines = {"gr_horizonlines", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; + #define ONLY_IF_GL_LOADED if (vid.glstate != VID_GL_LIBRARY_LOADED) return; static void CV_filtermode_ONChange(void) @@ -185,9 +248,9 @@ static void CV_screentextures_ONChange(void) if (cv_grscreentextures.value != 2) { #ifdef USE_FBO_OGL - CV_Set(&cv_grframebuffer, "Off"); + CV_SetValue(&cv_grframebuffer, 0); #endif - CV_Set(&cv_grpaletterendering, "Off"); + CV_SetValue(&cv_grpaletterendering, 0); } HWD.pfnSetSpecialState(HWD_SET_SCREEN_TEXTURES, cv_grscreentextures.value); } @@ -207,7 +270,7 @@ static void CV_grpaletterendering_OnChange(void) { ONLY_IF_GL_LOADED if (cv_grscreentextures.value != 2) // can't do palette rendering without screen textures - CV_Set(&cv_grpaletterendering, "Off"); + CV_SetValue(&cv_grpaletterendering, 0); if (gr_shadersavailable) { @@ -237,91 +300,23 @@ static void CV_grframebuffer_OnChange(void) { ONLY_IF_GL_LOADED if (cv_grscreentextures.value != 2) // screen FBO needs screen textures - CV_Set(&cv_grframebuffer, "Off"); + CV_SetValue(&cv_grframebuffer, 0); + HWD.pfnSetSpecialState(HWD_SET_FRAMEBUFFER, cv_grframebuffer.value); I_DownSample(); RefreshOGLSDLSurface(); } #endif -// -// Sets the shader state. -// -void HWR_SetShaderState(void) -{ - HWD.pfnSetSpecialState(HWD_SET_SHADERS, HWR_UseShader() ? 1 : 0); -} - -// ========================================================================== -// Globals -// ========================================================================== - -// base values set at SetViewSize -static float gr_basecentery; -static float gr_basecenterx; - -float gr_baseviewwindowy, gr_basewindowcentery; -float gr_baseviewwindowx, gr_basewindowcenterx; -float gr_viewwidth, gr_viewheight; // viewport clipping boundaries (screen coords) - -static float gr_centerx; -static float gr_viewwindowx; -static float gr_windowcenterx; // center of view window, for projection - -static float gr_centery; -static float gr_viewwindowy; // top left corner of view window -static float gr_windowcentery; - -static float gr_pspritexscale, gr_pspriteyscale; - -seg_t *gr_curline; -side_t *gr_sidedef; -line_t *gr_linedef; -sector_t *gr_frontsector; -sector_t *gr_backsector; - -static void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, boolean noencore, FSurfaceInfo* Surf, INT32 cutflag, ffloor_t *pfloor, FBITFIELD polyflags); - -// Performance stats -ps_metric_t ps_hw_nodesorttime = {0}; -ps_metric_t ps_hw_nodedrawtime = {0}; -ps_metric_t ps_hw_spritesorttime = {0}; -ps_metric_t ps_hw_spritedrawtime = {0}; - -// Performance stats for batching -ps_metric_t ps_hw_numpolys = {0}; -ps_metric_t ps_hw_numverts = {0}; -ps_metric_t ps_hw_numcalls = {0}; -ps_metric_t ps_hw_numshaders = {0}; -ps_metric_t ps_hw_numtextures = {0}; -ps_metric_t ps_hw_numpolyflags = {0}; -ps_metric_t ps_hw_numcolors = {0}; -ps_metric_t ps_hw_batchsorttime = {0}; -ps_metric_t ps_hw_batchdrawtime = {0}; - -static void HWR_AddSprites(sector_t *sec); -static void HWR_ProjectSprite(mobj_t *thing); -static void HWR_AddPrecipitationSprites(void); -static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing); - -// ========================================================================== -// View position -// ========================================================================== - -FTransform atransform; - -// Float variants of viewx, viewy, viewz, etc. -static float gr_viewx, gr_viewy, gr_viewz; -float gr_viewsin, gr_viewcos; -static float gr_viewludsin, gr_viewludcos; - -static angle_t gr_aimingangle; -static void HWR_SetTransformAiming(FTransform *trans); - // ========================================================================== // Lighting // ========================================================================== +static void HWR_SetShaderState(void) +{ + HWD.pfnSetSpecialState(HWD_SET_SHADERS, HWR_UseShader() ? 1 : 0); +} + boolean HWR_UseShader(void) { return (cv_grshaders.value && gr_shadersavailable); @@ -400,7 +395,7 @@ void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, extracolormap_t *col Surface->LightTableId = HWR_ShouldUsePaletteRendering() ? HWR_GetLightTableID(colormap) : 0; } -UINT8 HWR_FogBlockAlpha(INT32 light, extracolormap_t *colormap) // Let's see if this can work +static UINT8 HWR_FogBlockAlpha(INT32 light, extracolormap_t *colormap) // Let's see if this can work { RGBA_t realcolor, surfcolor; INT32 alpha; @@ -860,7 +855,7 @@ FBITFIELD HWR_TranstableToAlpha(INT32 transtablenum, FSurfaceInfo *pSurf) // // HWR_ProjectWall // -void HWR_ProjectWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blendmode, INT32 lightlevel, extracolormap_t *wallcolormap) +static void HWR_ProjectWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blendmode, INT32 lightlevel, extracolormap_t *wallcolormap) { INT32 shader = SHADER_NONE; @@ -1126,7 +1121,7 @@ static void HWR_DrawSkyWallList(void) // HWR_DrawSkyWalls // Draw walls into the depth buffer so that anything behind is culled properly -void HWR_DrawSkyWall(FOutVector *wallVerts, FSurfaceInfo *Surf) +static void HWR_DrawSkyWall(FOutVector *wallVerts, FSurfaceInfo *Surf) { //HWR_SetCurrentTexture(NULL); // no texture @@ -2148,8 +2143,6 @@ static boolean CheckClip(sector_t * afrontsector, sector_t * abacksector) fixed_t viewf1, viewf2, viewc1, viewc2; if (afrontsector == viewsector) { - //if (printportals) - // CONS_Printf("CheckClip frontsector is viewsector\n"); viewf1 = frontf1; viewf2 = frontf2; viewc1 = frontc1; @@ -2157,8 +2150,6 @@ static boolean CheckClip(sector_t * afrontsector, sector_t * abacksector) } else { - //if (printportals) - // CONS_Printf("CheckClip backsector is viewsector\n"); viewf1 = backf1; viewf2 = backf2; viewc1 = backc1; @@ -2300,8 +2291,10 @@ static void HWR_AddLine(seg_t *line) { // Find the other side! INT32 line2 = P_FindSpecialLineFromTag(40, line->linedef->tag, -1); + if (line->linedef == &lines[line2]) line2 = P_FindSpecialLineFromTag(40, line->linedef->tag, line2); + if (line2 >= 0) // found it! { if (gl_portal_state == GRPORTAL_SEARCH) @@ -2474,7 +2467,7 @@ static inline void HWR_AddPolyObjectSegs(void) } } -void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling, fixed_t fixedheight, FBITFIELD blendmode, UINT8 lightlevel, lumpnum_t lumpnum, sector_t *FOFsector, UINT8 alpha, extracolormap_t *planecolormap) +static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling, fixed_t fixedheight, FBITFIELD blendmode, UINT8 lightlevel, lumpnum_t lumpnum, sector_t *FOFsector, UINT8 alpha, extracolormap_t *planecolormap) { float height; //constant y for all points on the convex flat polygon FOutVector *v3d; @@ -4083,7 +4076,7 @@ static void *HWR_CreateDrawNode(gr_drawnode_type_t type) return NULL; } -void HWR_AddTransparentWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, INT32 texnum, boolean noencore, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap) +static void HWR_AddTransparentWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, INT32 texnum, boolean noencore, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap) { wallinfo_t *wallinfo = HWR_CreateDrawNode(DRAWNODE_WALL); @@ -4097,7 +4090,7 @@ void HWR_AddTransparentWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, INT32 te wallinfo->wallcolormap = wallcolormap; } -void HWR_AddTransparentFloor(lumpnum_t lumpnum, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, boolean fogplane, extracolormap_t *planecolormap) +static void HWR_AddTransparentFloor(lumpnum_t lumpnum, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, boolean fogplane, extracolormap_t *planecolormap) { planeinfo_t *planeinfo = HWR_CreateDrawNode(DRAWNODE_PLANE); @@ -4115,7 +4108,7 @@ void HWR_AddTransparentFloor(lumpnum_t lumpnum, extrasubsector_t *xsub, boolean // Adding this for now until I can create extrasubsector info for polyobjects // When that happens it'll just be done through HWR_AddTransparentFloor and HWR_RenderPlane -void HWR_AddTransparentPolyobjectFloor(lumpnum_t lumpnum, polyobj_t *polysector, boolean isceiling, fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, extracolormap_t *planecolormap) +static void HWR_AddTransparentPolyobjectFloor(lumpnum_t lumpnum, polyobj_t *polysector, boolean isceiling, fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, extracolormap_t *planecolormap) { polyplaneinfo_t *polyplaneinfo = HWR_CreateDrawNode(DRAWNODE_POLYOBJECT_PLANE); @@ -4866,7 +4859,7 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing) static boolean drewsky = false; -void HWR_DrawSkyBackground(float fpov) +static void HWR_DrawSkyBackground(float fpov) { FTransform dometransform; @@ -5146,7 +5139,7 @@ void HWR_RenderViewpoint(gl_portal_t *rootportal, const float fpov, player_t *pl // ========================================================================== // Render the current frame. // ========================================================================== -void HWR_RenderFrame(INT32 viewnumber, player_t *player, boolean skybox) +static void HWR_RenderFrame(INT32 viewnumber, player_t *player, boolean skybox) { const float fpov = FIXED_TO_FLOAT(cv_fov.value+player->fovadd); @@ -5250,7 +5243,7 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player) if (viewnumber == 0) // Only do it if it's the first screen being rendered HWD.pfnClearBuffer(true, false, false, &ClearColor); - if (cv_grshaders.value) + if (HWR_UseShader()) HWD.pfnSetShaderInfo(HWD_SHADERINFO_LEVELTIME, (INT32)leveltime); // The water surface shader needs the leveltime. if (viewnumber > 3) @@ -5293,7 +5286,7 @@ void HWR_LoadLevel(void) // enable or disable palette rendering state depending on settings and availability // called when relevant settings change // shader recompilation is done in the cvar callback -void HWR_TogglePaletteRendering(void) +static void HWR_TogglePaletteRendering(void) { // which state should we go to? if (HWR_ShouldUsePaletteRendering()) @@ -5423,7 +5416,7 @@ void HWR_Shutdown(void) #endif } -void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap) +static void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap) { FBITFIELD blendmode = blend; UINT8 alpha = pSurf->PolyColor.s.alpha; // retain the alpha @@ -5465,7 +5458,7 @@ INT32 HWR_GetTextureUsed(void) return HWD.pfnGetTextureUsed(); } -void HWR_DoPostProcessor(player_t *player) +static void HWR_DoPostProcessor(player_t *player) { HWD.pfnUnSetShader(); diff --git a/src/hardware/hw_main.h b/src/hardware/hw_main.h index 4b3c5af66..5fe4123a5 100644 --- a/src/hardware/hw_main.h +++ b/src/hardware/hw_main.h @@ -99,28 +99,25 @@ UINT8 *HWR_GetScreenshot(void); boolean HWR_Screenshot(const char *lbmname); // hw_main.c -void HWR_RenderFrame(INT32 viewnumber, player_t *player, boolean skybox); -void HWR_RenderPlayerView(INT32 viewnumber, player_t *player); void HWR_SetViewSize(void); void HWR_AddCommands(void); + +void HWR_RenderPlayerView(INT32 viewnumber, player_t *player); +void HWR_RenderViewpoint(gl_portal_t *rootportal, const float fpov, player_t *player, int stencil_level, boolean allow_portals); + void HWR_SetTransform(float fpov, player_t *player); void HWR_ClearClipper(void); - void HWR_SetStencilState(int state, int level); -void HWR_RenderViewpoint(gl_portal_t *rootportal, const float fpov, player_t *player, int stencil_level, boolean allow_portals); - boolean HWR_UseShader(void); boolean HWR_ShouldUsePaletteRendering(void); boolean HWR_PalRenderFlashpal(void); -void HWR_TogglePaletteRendering(void); // My original intention was to split hw_main.c // into files like hw_bsp.c, hw_sprites.c... // hw_main.c: Lighting and fog 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); @@ -128,7 +125,6 @@ FBITFIELD HWR_TranstableToAlpha(INT32 transtablenum, FSurfaceInfo *pSurf); INT32 HWR_GetTextureUsed(void); // hw_main.c: Post-rendering -void HWR_DoPostProcessor(player_t *player); void HWR_StartScreenWipe(void); void HWR_EndScreenWipe(void); void HWR_DrawIntermissionBG(void); @@ -137,21 +133,8 @@ void HWR_RenderVhsEffect(fixed_t upbary, fixed_t downbary, UINT8 updistort, UINT void HWR_MakeScreenFinalTexture(void); void HWR_DrawScreenFinalTexture(INT32 width, INT32 height); -// hw_main.c: Planes -//void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight, FBITFIELD PolyFlags, INT32 lightlevel, lumpnum_t lumpnum, sector_t *FOFsector, UINT8 alpha, extracolormap_t *planecolormap); -void HWR_AddTransparentFloor(lumpnum_t lumpnum, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, boolean fogplane, extracolormap_t *planecolormap); - -void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling, fixed_t fixedheight, FBITFIELD blendmode, UINT8 lightlevel, lumpnum_t lumpnum, sector_t *FOFsector, UINT8 alpha, extracolormap_t *planecolormap); -void HWR_AddTransparentPolyobjectFloor(lumpnum_t lumpnum, polyobj_t *polysector, boolean isceiling, fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, extracolormap_t *planecolormap); - // hw_main.c: Segs void HWR_ProcessSeg(void); // Sort of like GLWall::Process in GZDoom -void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap); -void HWR_ProjectWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blendmode, INT32 lightlevel, extracolormap_t *wallcolormap); -void HWR_AddTransparentWall(FOutVector *wallVerts, FSurfaceInfo * pSurf, INT32 texnum, boolean noencore, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap); -// moved HWR_SplitWall to hw_main.c -void HWR_DrawSkyWall(FOutVector *wallVerts, FSurfaceInfo *Surf); -void HWR_DrawSkyBackground(float fpov); // hw_bsp.c void HWR_CreatePlanePolygons(INT32 bspnum); @@ -161,8 +144,6 @@ extern boolean gr_maphasportals; void HWR_LoadTextures(size_t pnumtextures); RGBA_t *HWR_GetTexturePalette(void); -void HWR_SetShaderState(void); - // Console variables extern consvar_t cv_grshaders; #ifdef USE_FBO_OGL -- 2.54.0 From d8da78f900ec84aae5dbdec8561824af1232c068 Mon Sep 17 00:00:00 2001 From: Alug Date: Sun, 27 Oct 2024 07:50:34 +0100 Subject: [PATCH 11/30] more cleanup --- src/hardware/hw_cache.c | 27 +++++++++++++-------------- src/hardware/hw_draw.c | 8 ++++---- src/hardware/hw_shaders.c | 6 +++--- src/hardware/hw_shaders.h | 4 ++-- 4 files changed, 22 insertions(+), 23 deletions(-) diff --git a/src/hardware/hw_cache.c b/src/hardware/hw_cache.c index 9f02007d4..08bcfd10f 100644 --- a/src/hardware/hw_cache.c +++ b/src/hardware/hw_cache.c @@ -166,7 +166,7 @@ static void HWR_DrawPatchInCache(GLMipmap_t *mipmap, if (pwidth <= 0 || pheight <= 0) return; - + palette = HWR_GetTexturePalette(); ncols = pwidth; @@ -216,7 +216,7 @@ static void HWR_DrawTexturePatchInCache(GLMipmap_t *mipmap, if (texture->width <= 0 || texture->height <= 0) return; - + palette = HWR_GetTexturePalette(); x1 = patch->originx; @@ -313,7 +313,7 @@ static void HWR_GenerateTexture(INT32 texnum, GLMapTexture_t *grtex, boolean noe INT32 i; boolean skyspecial = false; //poor hack for Legacy large skies.. - + RGBA_t *palette; palette = HWR_GetTexturePalette(); @@ -347,7 +347,7 @@ static void HWR_GenerateTexture(INT32 texnum, GLMapTexture_t *grtex, boolean noe if (encoremap && !noencore) grtex->mipmap.colormap += COLORMAP_REMAPOFFSET; #endif - + blockwidth = texture->width; blockheight = texture->height; blocksize = (blockwidth * blockheight); @@ -423,7 +423,7 @@ void HWR_MakePatch (patch_t *patch, GLPatch_t *grPatch, GLMipmap_t *grMipmap, bo grMipmap->flags = 0; // setup the texture info grMipmap->format = patchformat; - + //grPatch->max_s = grPatch->max_t = 1.0f; grPatch->max_s = (float)grPatch->width / (float)grMipmap->width; grPatch->max_t = (float)grPatch->height / (float)grMipmap->height; @@ -642,7 +642,7 @@ static void HWR_CacheFlat(GLMipmap_t *grMipmap, lumpnum_t flatlumpnum) void HWR_GetFlat(lumpnum_t flatlumpnum, boolean noencoremap) { GLMipmap_t *grmip; - + if (flatlumpnum == LUMPERROR) return; @@ -916,8 +916,8 @@ void HWR_SetPalette(RGBA_t *palette) // the 16-bit version! For making comparison screenshots either use an external screenshot // tool or set the palette depth to 24 bits. RGBA_t crushed_palette[256]; - int i; - for (i = 0; i < 256; i++) + + for (int i = 0; i < 256; i++) { float fred = (float)(palette[i].s.red >> 3); float fgreen = (float)(palette[i].s.green >> 2); @@ -935,7 +935,7 @@ void HWR_SetPalette(RGBA_t *palette) } // this part is responsible for keeping track of the palette OUTSIDE of a level. - if ((!(gamestate == GS_LEVEL)) || (gamestate == GS_TITLESCREEN)) + if (gamestate != GS_LEVEL || gamestate == GS_TITLESCREEN) HWR_SetMapPalette(); } else @@ -987,11 +987,9 @@ void HWR_SetMapPalette(void) RGBA_t *palette; int i; - if ((!(gamestate == GS_LEVEL)) || (gamestate == GS_TITLESCREEN)) + if (gamestate != GS_LEVEL || gamestate == GS_TITLESCREEN) { - // outside of a level, pMasterPalette should have PLAYPAL ready for us - //palette = pMasterPalette; // we dont have this in kart so just use pLocalPalette as before - + // outside of a level, pLocalPalette should have PLAYPAL ready for us palette = pLocalPalette; } else @@ -1001,8 +999,10 @@ void HWR_SetMapPalette(void) lumpnum_t lumpnum = W_GetNumForName(GetPalette()); size_t palsize = W_LumpLength(lumpnum); UINT8 *RGB_data; + if (palsize < 768) // 256 * 3 I_Error("HWR_SetMapPalette: A programmer assumed palette lumps are at least 768 bytes long, but apparently this was a wrong assumption!\n"); + RGB_data = W_CacheLumpNum(lumpnum, PU_CACHE); // we got the RGB palette now, but we need it in RGBA format. for (i = 0; i < 256; i++) @@ -1050,7 +1050,6 @@ UINT32 HWR_CreateLightTable(UINT8 *lighttable) return id; } - // get hwr lighttable id for colormap, create it if it doesn't already exist UINT32 HWR_GetLightTableID(extracolormap_t *colormap) { diff --git a/src/hardware/hw_draw.c b/src/hardware/hw_draw.c index ee0fd0b85..41fda57d0 100644 --- a/src/hardware/hw_draw.c +++ b/src/hardware/hw_draw.c @@ -593,12 +593,12 @@ void HWR_FadeScreenMenuBack(UINT16 color, UINT8 strength) { RGBA_t *palette = HWR_GetTexturePalette(); Surf.PolyColor.rgba = palette[color&0xFF].rgba; - + if (HWR_ShouldUsePaletteRendering()) Surf.PolyColor.s.alpha = softwaretranstogl[strength]; else Surf.PolyColor.s.alpha = (UINT8)(strength*25.5f); - + poly_flags |= PF_Translucent; } @@ -776,9 +776,9 @@ void HWR_drawAMline(const fline_t *fl, INT32 color) F2DCoord v1, v2; RGBA_t color_rgba; RGBA_t *palette = HWR_GetTexturePalette(); - + color_rgba = palette[color&0xFF]; - + v1.x = ((float)fl->a.x-(vid.width/2.0f))*(2.0f/vid.width); v1.y = ((float)fl->a.y-(vid.height/2.0f))*(2.0f/vid.height); diff --git a/src/hardware/hw_shaders.c b/src/hardware/hw_shaders.c index d7924a675..980a8342d 100644 --- a/src/hardware/hw_shaders.c +++ b/src/hardware/hw_shaders.c @@ -25,7 +25,7 @@ static struct { const char *vertex; const char *fragment; } const gl_shadersources[] = { - + // Floor shader {GLSL_DEFAULT_VERTEX_SHADER, GLSL_FLOOR_FRAGMENT_SHADER}, @@ -52,7 +52,7 @@ static struct { // Palette postprocess shader {GLSL_DEFAULT_VERTEX_SHADER, GLSL_PALETTE_POSTPROCESS_FRAGMENT_SHADER}, - + // UI colormap fade shader {GLSL_DEFAULT_VERTEX_SHADER, GLSL_UI_COLORMAP_FADE_FRAGMENT_SHADER}, @@ -279,7 +279,7 @@ static char *HWR_PreprocessShader(char *original) // Calculate length of modified shader. new_len = original_len; - + if (cv_grpaletterendering.value) ADD_TO_LEN(PALETTE_RENDERING_DEFINE) diff --git a/src/hardware/hw_shaders.h b/src/hardware/hw_shaders.h index 714b004b1..77a93eb2e 100644 --- a/src/hardware/hw_shaders.h +++ b/src/hardware/hw_shaders.h @@ -171,7 +171,7 @@ "gl_FragColor = final_color;\n" \ "}\n" \ "#endif\0" - + #define GLSL_SOFTWARE_FRAGMENT_SHADER_NOPAL \ "uniform sampler2D tex;\n" \ "uniform vec4 poly_color;\n" \ @@ -210,7 +210,7 @@ #define GLSL_WALL_FRAGMENT_SHADER \ GLSL_WALL_FUDGES \ GLSL_SOFTWARE_FRAGMENT_SHADER - + #define GLSL_SHADOW_FRAGMENT_SHADER \ GLSL_FLOOR_FUDGES \ GLSL_SOFTWARE_FRAGMENT_SHADER_NOPAL -- 2.54.0 From dd3ca0e161b8e671712e0384bf8aac1eac149805 Mon Sep 17 00:00:00 2001 From: Alug Date: Sun, 27 Oct 2024 21:08:51 +0100 Subject: [PATCH 12/30] change cvar register order for ogl stuff --- src/hardware/hw_main.c | 35 ++++++++++++++++------------------- 1 file changed, 16 insertions(+), 19 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 767e8dfc2..f9c6e552b 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -5329,6 +5329,22 @@ static void HWR_TogglePaletteRendering(void) //added by Hurdler: console varibale that are saved void HWR_AddCommands(void) { + CV_RegisterVar(&cv_grscreentextures); + +#ifdef USE_FBO_OGL + CV_RegisterVar(&cv_grframebuffer); +#endif + + CV_RegisterVar(&cv_grmdls); + CV_RegisterVar(&cv_grfallbackplayermodel); + + CV_RegisterVar(&cv_grspritebillboarding); + CV_RegisterVar(&cv_grfakecontrast); + CV_RegisterVar(&cv_grslopecontrast); + CV_RegisterVar(&cv_grshearing); + CV_RegisterVar(&cv_grshaders); + CV_RegisterVar(&cv_lightdither); + CV_RegisterVar(&cv_grfiltermode); CV_RegisterVar(&cv_granisotropicmode); CV_RegisterVar(&cv_grsolvetjoin); @@ -5337,21 +5353,10 @@ void HWR_AddCommands(void) CV_RegisterVar(&cv_grrenderdistance); - CV_RegisterVar(&cv_grfakecontrast); - CV_RegisterVar(&cv_grslopecontrast); CV_RegisterVar(&cv_grhorizonlines); CV_RegisterVar(&cv_grfovchange); - CV_RegisterVar(&cv_grmdls); - CV_RegisterVar(&cv_grfallbackplayermodel); - - CV_RegisterVar(&cv_grspritebillboarding); - - CV_RegisterVar(&cv_grshearing); - - CV_RegisterVar(&cv_grshaders); - CV_RegisterVar(&cv_grportals); CV_RegisterVar(&cv_secbright); @@ -5359,14 +5364,6 @@ void HWR_AddCommands(void) CV_RegisterVar(&cv_grpaletterendering); CV_RegisterVar(&cv_grpalettedepth); CV_RegisterVar(&cv_grflashpal); - - CV_RegisterVar(&cv_lightdither); - -#ifdef USE_FBO_OGL - CV_RegisterVar(&cv_grframebuffer); -#endif - - CV_RegisterVar(&cv_grscreentextures); } // -------------------------------------------------------------------------- -- 2.54.0 From 3fe096c7d49a073e9515cf473f5aa8843390b13a Mon Sep 17 00:00:00 2001 From: Alug Date: Mon, 28 Oct 2024 04:23:15 +0100 Subject: [PATCH 13/30] gr -> gl this has been annoying me since ages lol --- src/hardware/hw_batching.c | 8 +- src/hardware/hw_bsp.c | 16 +- src/hardware/hw_cache.c | 238 +++--- src/hardware/hw_defs.h | 2 - src/hardware/hw_draw.c | 12 +- src/hardware/hw_glob.h | 6 +- src/hardware/hw_main.c | 1208 +++++++++++++++--------------- src/hardware/hw_main.h | 69 +- src/hardware/hw_md2.c | 166 ++-- src/hardware/hw_md2.h | 6 +- src/hardware/hw_portal.c | 16 +- src/hardware/hw_portal.h | 10 +- src/hardware/hw_shaders.c | 8 +- src/hardware/r_opengl/r_opengl.c | 2 +- src/k_kart.c | 2 +- src/m_menu.c | 38 +- src/m_perfstats.c | 8 +- src/p_user.c | 2 +- src/r_fps.c | 4 +- src/r_main.c | 4 +- src/r_main.h | 2 +- src/r_things.c | 8 +- src/sdl/i_video.c | 2 +- src/sdl/ogl_sdl.c | 2 +- src/y_inter.c | 2 +- 25 files changed, 920 insertions(+), 921 deletions(-) diff --git a/src/hardware/hw_batching.c b/src/hardware/hw_batching.c index a4984a905..43e81210e 100644 --- a/src/hardware/hw_batching.c +++ b/src/hardware/hw_batching.c @@ -264,7 +264,7 @@ void HWR_RenderBatches(void) // sort polygons PS_START_TIMING(ps_hw_batchsorttime); - if (cv_grshaders.value && gr_shadersavailable) + if (cv_glshaders.value && gl_shadersavailable) qs22j(polygonArraySorted, polygonArraySize, sizeof(PolygonArrayEntry *), comparePolygons); else qs22j(polygonArraySorted, polygonArraySize, sizeof(PolygonArrayEntry *), comparePolygonsNoShaders); @@ -287,7 +287,7 @@ void HWR_RenderBatches(void) // set state for first batch - if (cv_grshaders.value && gr_shadersavailable) + if (cv_glshaders.value && gl_shadersavailable) { HWD.pfnSetShader(currentShader); } @@ -369,7 +369,7 @@ void HWR_RenderBatches(void) nextSurfaceInfo = nextEntry->surf; if (nextPolyFlags & PF_NoTexture) nextTexture = 0; - if (currentShader != nextShader && cv_grshaders.value && gr_shadersavailable) + if (currentShader != nextShader && cv_glshaders.value && gl_shadersavailable) { changeState = true; changeShader = true; @@ -384,7 +384,7 @@ void HWR_RenderBatches(void) changeState = true; changePolyFlags = true; } - if (cv_grshaders.value && gr_shadersavailable) + if (cv_glshaders.value && gl_shadersavailable) { if (currentSurfaceInfo.PolyColor.rgba != nextSurfaceInfo.PolyColor.rgba || currentSurfaceInfo.TintColor.rgba != nextSurfaceInfo.TintColor.rgba || diff --git a/src/hardware/hw_bsp.c b/src/hardware/hw_bsp.c index a5f76df06..88ef77320 100644 --- a/src/hardware/hw_bsp.c +++ b/src/hardware/hw_bsp.c @@ -46,7 +46,7 @@ typedef struct // when loading the map, this is set to true if portals are found. // if no portals are found, the portal scanning phase can be skipped while rendering, saving a bit of time. -boolean gr_maphasportals = false; +boolean gl_maphasportals = false; // ========================================================================== // FLOOR & CEILING CONVEX POLYS GENERATION @@ -371,14 +371,14 @@ static poly_t *CutOutSubsecPoly(seg_t *lseg, INT32 count, poly_t *poly) line_t *line = lseg->linedef; // portal check - if (!gr_maphasportals && line->special == 40 && lseg->side == 0) + if (!gl_maphasportals && line->special == 40 && lseg->side == 0) { // Find the other side! INT32 line2 = P_FindSpecialLineFromTag(40, line->tag, -1); if (line == &lines[line2]) line2 = P_FindSpecialLineFromTag(40, line->tag, line2); if (line2 >= 0) // found it! - gr_maphasportals = 1; + gl_maphasportals = 1; } p1.x = FIXED_TO_FLOAT(lseg->side ? line->v2->x : line->v1->x); @@ -768,7 +768,7 @@ static INT32 SolveTProblem(void) INT32 i; size_t l; - if (cv_grsolvetjoin.value == 0) + if (cv_glsolvetjoin.value == 0) return 0; CONS_Debug(DBG_RENDER, "Solving T-joins. This may take a while. Please wait...\n"); @@ -905,7 +905,7 @@ void HWR_CreatePlanePolygons(INT32 bspnum) #endif // reset the portal flag - gr_maphasportals = 0; + gl_maphasportals = 0; // find min/max boundaries of map //CONS_Debug(DBG_RENDER, "Looking for boundaries of map...\n"); @@ -923,9 +923,9 @@ void HWR_CreatePlanePolygons(INT32 bspnum) I_Error("couldn't malloc extrasubsectors totsubsectors %s\n", sizeu1(totsubsectors)); // allocate table for back to front drawing of subsectors - /*gr_drawsubsectors = (INT16 *)malloc(sizeof (*gr_drawsubsectors) * totsubsectors); - if (!gr_drawsubsectors) - I_Error("couldn't malloc gr_drawsubsectors\n");*/ + /*gl_drawsubsectors = (INT16 *)malloc(sizeof (*gl_drawsubsectors) * totsubsectors); + if (!gl_drawsubsectors) + I_Error("couldn't malloc gl_drawsubsectors\n");*/ // number of the first new subsector that might be added addsubsector = numsubsectors; diff --git a/src/hardware/hw_cache.c b/src/hardware/hw_cache.c index 08bcfd10f..1182348c9 100644 --- a/src/hardware/hw_cache.c +++ b/src/hardware/hw_cache.c @@ -275,15 +275,15 @@ static void HWR_DrawTexturePatchInCache(GLMipmap_t *mipmap, } } -static UINT8 *MakeBlock(GLMipmap_t *grMipmap) +static UINT8 *MakeBlock(GLMipmap_t *glMipmap) { UINT8 *block; INT32 bpp, i; UINT16 bu16 = ((0x00 <<8) | HWR_PATCHES_CHROMAKEY_COLORINDEX); - INT32 blocksize = (grMipmap->width * grMipmap->height); + INT32 blocksize = (glMipmap->width * glMipmap->height); - bpp = format2bpp(grMipmap->format); - block = Z_Malloc(blocksize*bpp, PU_HWRCACHE, &(grMipmap->data)); + bpp = format2bpp(glMipmap->format); + block = Z_Malloc(blocksize*bpp, PU_HWRCACHE, &(glMipmap->data)); switch (bpp) { @@ -303,7 +303,7 @@ static UINT8 *MakeBlock(GLMipmap_t *grMipmap) // Create a composite texture from patches, adapt the texture size to a power of 2 // height and width for the hardware texture cache. // -static void HWR_GenerateTexture(INT32 texnum, GLMapTexture_t *grtex, boolean noencore) +static void HWR_GenerateTexture(INT32 texnum, GLMapTexture_t *gltex, boolean noencore) { UINT8 *block; texture_t *texture; @@ -328,30 +328,30 @@ static void HWR_GenerateTexture(INT32 texnum, GLMapTexture_t *grtex, boolean noe ) { skyspecial = true; - grtex->mipmap.flags = TF_WRAPXY; // don't use the chromakey for sky + gltex->mipmap.flags = TF_WRAPXY; // don't use the chromakey for sky } else - grtex->mipmap.flags = TF_CHROMAKEYED | TF_WRAPXY; + gltex->mipmap.flags = TF_CHROMAKEYED | TF_WRAPXY; - grtex->mipmap.width = (UINT16)texture->width; - grtex->mipmap.height = (UINT16)texture->height; + gltex->mipmap.width = (UINT16)texture->width; + gltex->mipmap.height = (UINT16)texture->height; if (skyspecial) - grtex->mipmap.format = GL_TEXFMT_RGBA; // that skyspecial code below assumes this format ... + gltex->mipmap.format = GL_TEXFMT_RGBA; // that skyspecial code below assumes this format ... else - grtex->mipmap.format = textureformat; + gltex->mipmap.format = textureformat; - grtex->mipmap.colormap = colormaps; + gltex->mipmap.colormap = colormaps; #ifdef GLENCORE if (encoremap && !noencore) - grtex->mipmap.colormap += COLORMAP_REMAPOFFSET; + gltex->mipmap.colormap += COLORMAP_REMAPOFFSET; #endif blockwidth = texture->width; blockheight = texture->height; blocksize = (blockwidth * blockheight); - block = MakeBlock(&grtex->mipmap); + block = MakeBlock(&gltex->mipmap); if (skyspecial) //Hurdler: not efficient, but better than holes in the sky (and it's done only at level loading) { @@ -375,7 +375,7 @@ static void HWR_GenerateTexture(INT32 texnum, GLMapTexture_t *grtex, boolean noe for (i = 0, patch = texture->patches; i < texture->patchcount; i++, patch++) { realpatch = W_CacheLumpNumPwad(patch->wad, patch->lump, PU_CACHE); - HWR_DrawTexturePatchInCache(&grtex->mipmap, + HWR_DrawTexturePatchInCache(&gltex->mipmap, blockwidth, blockheight, texture, patch, realpatch); @@ -383,78 +383,78 @@ static void HWR_GenerateTexture(INT32 texnum, GLMapTexture_t *grtex, boolean noe } //Hurdler: not efficient at all but I don't remember exactly how HWR_DrawPatchInCache works :( - if (format2bpp(grtex->mipmap.format)==4) + if (format2bpp(gltex->mipmap.format)==4) { for (i = 3; i < blocksize*4; i += 4) // blocksize*4 because blocksize doesn't include the bpp { if (block[i] != 0) continue; - grtex->mipmap.flags |= TF_TRANSPARENT; + gltex->mipmap.flags |= TF_TRANSPARENT; break; } } - grtex->scaleX = 1.0f/(texture->width*FRACUNIT); - grtex->scaleY = 1.0f/(texture->height*FRACUNIT); + gltex->scaleX = 1.0f/(texture->width*FRACUNIT); + gltex->scaleY = 1.0f/(texture->height*FRACUNIT); } -// patch may be NULL if grMipmap has been initialised already and makebitmap is false -void HWR_MakePatch (patch_t *patch, GLPatch_t *grPatch, GLMipmap_t *grMipmap, boolean makebitmap) +// patch may be NULL if glMipmap has been initialised already and makebitmap is false +void HWR_MakePatch (patch_t *patch, GLPatch_t *glPatch, GLMipmap_t *glMipmap, boolean makebitmap) { // don't do it twice (like a cache) - if (grMipmap->width == 0) + if (glMipmap->width == 0) { // save the original patch header so that the GLPatch can be casted // into a standard patch_t struct and the existing code can get the // orginal patch dimensions and offsets. - grPatch->width = SHORT(patch->width); - grPatch->height = SHORT(patch->height); - grPatch->leftoffset = SHORT(patch->leftoffset); - grPatch->topoffset = SHORT(patch->topoffset); + glPatch->width = SHORT(patch->width); + glPatch->height = SHORT(patch->height); + glPatch->leftoffset = SHORT(patch->leftoffset); + glPatch->topoffset = SHORT(patch->topoffset); - //grMipmap->width = (UINT16)SHORT(patch->width); - //grMipmap->height = (UINT16)SHORT(patch->height); - grMipmap->width = grMipmap->height = 1; - while (grMipmap->width < grPatch->width) grMipmap->width <<= 1; - while (grMipmap->height < grPatch->height) grMipmap->height <<= 1; + //glMipmap->width = (UINT16)SHORT(patch->width); + //glMipmap->height = (UINT16)SHORT(patch->height); + glMipmap->width = glMipmap->height = 1; + while (glMipmap->width < glPatch->width) glMipmap->width <<= 1; + while (glMipmap->height < glPatch->height) glMipmap->height <<= 1; // no wrap around, no chroma key - grMipmap->flags = 0; + glMipmap->flags = 0; // setup the texture info - grMipmap->format = patchformat; + glMipmap->format = patchformat; - //grPatch->max_s = grPatch->max_t = 1.0f; - grPatch->max_s = (float)grPatch->width / (float)grMipmap->width; - grPatch->max_t = (float)grPatch->height / (float)grMipmap->height; + //glPatch->max_s = glPatch->max_t = 1.0f; + glPatch->max_s = (float)glPatch->width / (float)glMipmap->width; + glPatch->max_t = (float)glPatch->height / (float)glMipmap->height; } - Z_Free(grMipmap->data); - grMipmap->data = NULL; + Z_Free(glMipmap->data); + glMipmap->data = NULL; if (makebitmap) { - MakeBlock(grMipmap); - HWR_DrawPatchInCache(grMipmap, - grMipmap->width, grMipmap->height, - grPatch->width, grPatch->height, + MakeBlock(glMipmap); + HWR_DrawPatchInCache(glMipmap, + glMipmap->width, glMipmap->height, + glPatch->width, glPatch->height, patch); } - //grPatch->max_s = grPatch->max_t = 1.0f; + //glPatch->max_s = glPatch->max_t = 1.0f; } // ================================================= // CACHING HANDLING // ================================================= -static size_t gr_numtextures; -static GLMapTexture_t *gr_textures; // For all textures +static size_t gl_numtextures; +static GLMapTexture_t *gl_textures; // For all textures void HWR_InitTextureCache(void) { - gr_numtextures = 0; - gr_textures = NULL; + gl_numtextures = 0; + gl_textures = NULL; } // Callback function for HWR_FreeTextureCache. @@ -526,10 +526,10 @@ void HWR_FreeTextureCache(void) // now the heap don't have any 'user' pointing to our // texturecache info, we can free it - if (gr_textures) - free(gr_textures); - gr_textures = NULL; - gr_numtextures = 0; + if (gl_textures) + free(gl_textures); + gl_textures = NULL; + gl_numtextures = 0; } void HWR_LoadTextures(size_t pnumtextures) @@ -537,13 +537,13 @@ void HWR_LoadTextures(size_t pnumtextures) // we must free it since numtextures changed HWR_FreeTextureCache(); - gr_numtextures = pnumtextures; + gl_numtextures = pnumtextures; #ifdef GLENCORE - gr_textures = calloc(pnumtextures, sizeof (*gr_textures)*2); // *2 - 1 for encore-remapped texture and another for noencore texture (unused when not in encore) + gl_textures = calloc(pnumtextures, sizeof (*gl_textures)*2); // *2 - 1 for encore-remapped texture and another for noencore texture (unused when not in encore) #else - gr_textures = calloc(pnumtextures, sizeof (*gr_textures)); + gl_textures = calloc(pnumtextures, sizeof (*gl_textures)); #endif - if (gr_textures == NULL) + if (gl_textures == NULL) I_Error("HWR_LoadTextures: ran out of memory for OpenGL textures. Sad!"); } @@ -552,9 +552,9 @@ void HWR_LoadTextures(size_t pnumtextures) // -------------------------------------------------------------------------- GLMapTexture_t *HWR_GetTexture(INT32 tex, boolean noencore) { - GLMapTexture_t *grtex; + GLMapTexture_t *gltex; - if (tex < 0 || tex >= (signed)gr_numtextures) + if (tex < 0 || tex >= (signed)gl_numtextures) { #ifdef PARANOIA I_Error("HWR_GetTexture: Invalid texture ID %d", tex); @@ -563,25 +563,25 @@ GLMapTexture_t *HWR_GetTexture(INT32 tex, boolean noencore) #endif } #ifdef GLENCORE - grtex = &gr_textures[tex*2 + (encoremap && !noencore ? 0 : 1)]; + gltex = &gl_textures[tex*2 + (encoremap && !noencore ? 0 : 1)]; #else - grtex = &gr_textures[tex]; + gltex = &gl_textures[tex]; #endif - if (!grtex->mipmap.data && !grtex->mipmap.downloaded) - HWR_GenerateTexture(tex, grtex, noencore); + if (!gltex->mipmap.data && !gltex->mipmap.downloaded) + HWR_GenerateTexture(tex, gltex, noencore); // If hardware does not have the texture, then call pfnSetTexture to upload it - if (!grtex->mipmap.downloaded) - HWD.pfnSetTexture(&grtex->mipmap); - HWR_SetCurrentTexture(&grtex->mipmap); + if (!gltex->mipmap.downloaded) + HWD.pfnSetTexture(&gltex->mipmap); + HWR_SetCurrentTexture(&gltex->mipmap); // The system-memory data can be purged now. - Z_ChangeTag(grtex->mipmap.data, PU_HWRCACHE_UNLOCKED); + Z_ChangeTag(gltex->mipmap.data, PU_HWRCACHE_UNLOCKED); - return grtex; + return gltex; } -static void HWR_CacheFlat(GLMipmap_t *grMipmap, lumpnum_t flatlumpnum) +static void HWR_CacheFlat(GLMipmap_t *glMipmap, lumpnum_t flatlumpnum) { #ifdef GLENCORE UINT8 *flat; @@ -590,8 +590,8 @@ static void HWR_CacheFlat(GLMipmap_t *grMipmap, lumpnum_t flatlumpnum) size_t size, pflatsize; // setup the texture info - grMipmap->format = GL_TEXFMT_P_8; - grMipmap->flags = TF_WRAPXY|TF_CHROMAKEYED; + glMipmap->format = GL_TEXFMT_P_8; + glMipmap->flags = TF_WRAPXY|TF_CHROMAKEYED; size = W_LumpLength(flatlumpnum); @@ -619,21 +619,21 @@ static void HWR_CacheFlat(GLMipmap_t *grMipmap, lumpnum_t flatlumpnum) pflatsize = 64; break; } - grMipmap->width = (UINT16)pflatsize; - grMipmap->height = (UINT16)pflatsize; + glMipmap->width = (UINT16)pflatsize; + glMipmap->height = (UINT16)pflatsize; // the flat raw data needn't be converted with palettized textures W_ReadLump(flatlumpnum, Z_Malloc(W_LumpLength(flatlumpnum), - PU_HWRCACHE, &grMipmap->data)); + PU_HWRCACHE, &glMipmap->data)); #ifdef GLENCORE - flat = grMipmap->data; + flat = glMipmap->data; for (steppy = 0; steppy < size; steppy++) { if (flat[steppy] == HWR_PATCHES_CHROMAKEY_COLORINDEX) continue; - flat[steppy] = grMipmap->colormap[flat[steppy]]; + flat[steppy] = glMipmap->colormap[flat[steppy]]; } #endif } @@ -641,44 +641,44 @@ static void HWR_CacheFlat(GLMipmap_t *grMipmap, lumpnum_t flatlumpnum) // Download a Doom 'flat' to the hardware cache and make it ready for use void HWR_GetFlat(lumpnum_t flatlumpnum, boolean noencoremap) { - GLMipmap_t *grmip; + GLMipmap_t *glmip; if (flatlumpnum == LUMPERROR) return; - grmip = HWR_GetCachedGLPatch(flatlumpnum)->mipmap; + glmip = HWR_GetCachedGLPatch(flatlumpnum)->mipmap; - grmip->colormap = colormaps; + glmip->colormap = colormaps; #ifdef GLENCORE if (!noencoremap && encoremap) - grmip->colormap += COLORMAP_REMAPOFFSET; + glmip->colormap += COLORMAP_REMAPOFFSET; #endif - if (!grmip->downloaded && !grmip->data) - HWR_CacheFlat(grmip, flatlumpnum); + if (!glmip->downloaded && !glmip->data) + HWR_CacheFlat(glmip, flatlumpnum); // If hardware does not have the texture, then call pfnSetTexture to upload it - if (!grmip->downloaded) - HWD.pfnSetTexture(grmip); - HWR_SetCurrentTexture(grmip); + if (!glmip->downloaded) + HWD.pfnSetTexture(glmip); + HWR_SetCurrentTexture(glmip); // The system-memory data can be purged now. - Z_ChangeTag(grmip->data, PU_HWRCACHE_UNLOCKED); + Z_ChangeTag(glmip->data, PU_HWRCACHE_UNLOCKED); } // // HWR_LoadMappedPatch(): replace the skin color of the sprite in cache // : load it first in doom cache if not already // -static void HWR_LoadMappedPatch(GLMipmap_t *grmip, GLPatch_t *gpatch) +static void HWR_LoadMappedPatch(GLMipmap_t *glmip, GLPatch_t *gpatch) { - if (!grmip->downloaded && !grmip->data) + if (!glmip->downloaded && !glmip->data) { patch_t *patch = gpatch->rawpatch; if (!patch) patch = W_CacheLumpNumPwad(gpatch->wadnum, gpatch->lumpnum, PU_STATIC); - HWR_MakePatch(patch, gpatch, grmip, true); + HWR_MakePatch(patch, gpatch, glmip, true); // You can't free rawpatch for some reason? // (Obviously I can't, sprite rotation needs that...) @@ -688,12 +688,12 @@ static void HWR_LoadMappedPatch(GLMipmap_t *grmip, GLPatch_t *gpatch) } // If hardware does not have the texture, then call pfnSetTexture to upload it - if (!grmip->downloaded) - HWD.pfnSetTexture(grmip); - HWR_SetCurrentTexture(grmip); + if (!glmip->downloaded) + HWD.pfnSetTexture(glmip); + HWR_SetCurrentTexture(glmip); // The system-memory data can be purged now. - Z_ChangeTag(grmip->data, PU_HWRCACHE_UNLOCKED); + Z_ChangeTag(glmip->data, PU_HWRCACHE_UNLOCKED); } // -----------------+ @@ -732,7 +732,7 @@ void HWR_GetPatch(GLPatch_t *gpatch) // -------------------+ void HWR_GetMappedPatch(GLPatch_t *gpatch, const UINT8 *colormap) { - GLMipmap_t *grmip, *newmip; + GLMipmap_t *glmip, *newmip; // Blatant hack for encore colormapping aside... if (colormap == colormaps || colormap == NULL || colormap == (const UINT8*)(COLORMAP_REMAPOFFSET)) @@ -744,14 +744,14 @@ void HWR_GetMappedPatch(GLPatch_t *gpatch, const UINT8 *colormap) // search for the mimmap // skip the first (no colormap translated) - for (grmip = gpatch->mipmap; grmip->nextcolormap; ) + for (glmip = gpatch->mipmap; glmip->nextcolormap; ) { - grmip = grmip->nextcolormap; + glmip = glmip->nextcolormap; - if (grmip->colormap != colormap) + if (glmip->colormap != colormap) continue; - HWR_LoadMappedPatch(grmip, gpatch); + HWR_LoadMappedPatch(glmip, gpatch); return; } // not found, create it! @@ -764,7 +764,7 @@ void HWR_GetMappedPatch(GLPatch_t *gpatch, const UINT8 *colormap) newmip = calloc(1, sizeof (*newmip)); if (newmip == NULL) I_Error("%s: Out of memory", "HWR_GetMappedPatch"); - grmip->nextcolormap = newmip; + glmip->nextcolormap = newmip; newmip->colormap = colormap; HWR_LoadMappedPatch(newmip, gpatch); @@ -781,18 +781,18 @@ void HWR_UnlockCachedPatch(GLPatch_t *gpatch) GLPatch_t *HWR_GetCachedGLPatchPwad(UINT16 wadnum, UINT16 lumpnum) { aatree_t *hwrcache = wadfiles[wadnum]->hwrcache; - GLPatch_t *grpatch; + GLPatch_t *glpatch; - if (!(grpatch = M_AATreeGet(hwrcache, lumpnum))) + if (!(glpatch = M_AATreeGet(hwrcache, lumpnum))) { - grpatch = Z_Calloc(sizeof(GLPatch_t), PU_HWRPATCHINFO, NULL); - grpatch->wadnum = wadnum; - grpatch->lumpnum = lumpnum; - grpatch->mipmap = Z_Calloc(sizeof(GLMipmap_t), PU_HWRPATCHINFO, NULL); - M_AATreeSet(hwrcache, lumpnum, grpatch); + glpatch = Z_Calloc(sizeof(GLPatch_t), PU_HWRPATCHINFO, NULL); + glpatch->wadnum = wadnum; + glpatch->lumpnum = lumpnum; + glpatch->mipmap = Z_Calloc(sizeof(GLMipmap_t), PU_HWRPATCHINFO, NULL); + M_AATreeSet(hwrcache, lumpnum, glpatch); } - return grpatch; + return glpatch; } GLPatch_t *HWR_GetCachedGLPatch(lumpnum_t lumpnum) @@ -840,14 +840,14 @@ static void HWR_DrawFadeMaskInCache(GLMipmap_t *mipmap, INT32 pblockwidth, INT32 Z_Free(flat); } -static void HWR_CacheFadeMask(GLMipmap_t *grMipmap, lumpnum_t fademasklumpnum) +static void HWR_CacheFadeMask(GLMipmap_t *glMipmap, lumpnum_t fademasklumpnum) { size_t size; UINT16 fmheight = 0, fmwidth = 0; // setup the texture info - grMipmap->format = GL_TEXFMT_ALPHA_8; // put the correct alpha levels straight in so I don't need to convert it later - grMipmap->flags = 0; + glMipmap->format = GL_TEXFMT_ALPHA_8; // put the correct alpha levels straight in so I don't need to convert it later + glMipmap->flags = 0; size = W_LumpLength(fademasklumpnum); @@ -876,28 +876,28 @@ static void HWR_CacheFadeMask(GLMipmap_t *grMipmap, lumpnum_t fademasklumpnum) } // Thankfully, this will still work for this scenario - grMipmap->width = fmwidth; - grMipmap->height = fmheight; + glMipmap->width = fmwidth; + glMipmap->height = fmheight; - MakeBlock(grMipmap); + MakeBlock(glMipmap); - HWR_DrawFadeMaskInCache(grMipmap, fmwidth, fmheight, fademasklumpnum, fmwidth, fmheight); + HWR_DrawFadeMaskInCache(glMipmap, fmwidth, fmheight, fademasklumpnum, fmwidth, fmheight); // I DO need to convert this because it isn't power of 2 and we need the alpha } void HWR_GetFadeMask(lumpnum_t fademasklumpnum) { - GLMipmap_t *grmip; + GLMipmap_t *glmip; - grmip = HWR_GetCachedGLPatch(fademasklumpnum)->mipmap; + glmip = HWR_GetCachedGLPatch(fademasklumpnum)->mipmap; - if (!grmip->downloaded && !grmip->data) - HWR_CacheFadeMask(grmip, fademasklumpnum); + if (!glmip->downloaded && !glmip->data) + HWR_CacheFadeMask(glmip, fademasklumpnum); - HWD.pfnSetTexture(grmip); + HWD.pfnSetTexture(glmip); // The system-memory data can be purged now. - Z_ChangeTag(grmip->data, PU_HWRCACHE_UNLOCKED); + Z_ChangeTag(glmip->data, PU_HWRCACHE_UNLOCKED); } // ================================================= @@ -909,7 +909,7 @@ void HWR_SetPalette(RGBA_t *palette) if (HWR_ShouldUsePaletteRendering()) { // set the palette for palette postprocessing - if (cv_grpalettedepth.value == 16) + if (cv_glpalettedepth.value == 16) { // crush to 16-bit rgb565, like software currently does in the standard configuration // Note: Software's screenshots have the 24-bit palette, but the screen gets diff --git a/src/hardware/hw_defs.h b/src/hardware/hw_defs.h index dc8d44ca8..7b3540491 100644 --- a/src/hardware/hw_defs.h +++ b/src/hardware/hw_defs.h @@ -121,8 +121,6 @@ typedef struct poly_t *planepoly; // the generated convex polygon } extrasubsector_t; -//here lies gr_vissprite - // Kart features #define USE_FTRANSFORM_ANGLEZ #define USE_FTRANSFORM_MIRROR diff --git a/src/hardware/hw_draw.c b/src/hardware/hw_draw.c index 41fda57d0..e39398ff2 100644 --- a/src/hardware/hw_draw.c +++ b/src/hardware/hw_draw.c @@ -569,7 +569,7 @@ void HWR_FadeScreenMenuBack(UINT16 color, UINT8 strength) if (color & 0xFF00) // Do COLORMAP fade. { - if (HWR_ShouldUsePaletteRendering() && cv_grscreentextures.value) + if (HWR_ShouldUsePaletteRendering() && cv_glscreentextures.value) { const hwdscreentexture_t scr_tex = HWD_SCREENTEXTURE_GENERIC2; @@ -652,17 +652,17 @@ void HWR_DrawViewBorder(INT32 clearlines) INT32 basewindowx, basewindowy; GLPatch_t *patch; -// if (gr_viewwidth == vid.width) +// if (gl_viewwidth == vid.width) // return; if (!clearlines) clearlines = BASEVIDHEIGHT; // refresh all // calc view size based on original game resolution - baseviewwidth = FixedInt(FixedDiv(FLOAT_TO_FIXED(gr_viewwidth), vid.fdupx)); //(cv_viewsize.value * BASEVIDWIDTH/10)&~7; - baseviewheight = FixedInt(FixedDiv(FLOAT_TO_FIXED(gr_viewheight), vid.fdupy)); - top = FixedInt(FixedDiv(FLOAT_TO_FIXED(gr_baseviewwindowy), vid.fdupy)); - side = FixedInt(FixedDiv(FLOAT_TO_FIXED(gr_baseviewwindowx), vid.fdupx)); + baseviewwidth = FixedInt(FixedDiv(FLOAT_TO_FIXED(gl_viewwidth), vid.fdupx)); //(cv_viewsize.value * BASEVIDWIDTH/10)&~7; + baseviewheight = FixedInt(FixedDiv(FLOAT_TO_FIXED(gl_viewheight), vid.fdupy)); + top = FixedInt(FixedDiv(FLOAT_TO_FIXED(gl_baseviewwindowy), vid.fdupy)); + side = FixedInt(FixedDiv(FLOAT_TO_FIXED(gl_baseviewwindowx), vid.fdupx)); // top HWR_DrawFlatFill(0, 0, diff --git a/src/hardware/hw_glob.h b/src/hardware/hw_glob.h index 698aefbfa..fe346f4c9 100644 --- a/src/hardware/hw_glob.h +++ b/src/hardware/hw_glob.h @@ -23,7 +23,7 @@ // needed for sprite rendering // equivalent of the software renderer's vissprites -typedef struct gr_vissprite_s +typedef struct gl_vissprite_s { float x1, x2; float z1, z2; @@ -41,7 +41,7 @@ typedef struct gr_vissprite_s //Hurdler: 25/04/2000: now support colormap in hardware mode UINT8 *colormap; INT32 dispoffset; // copy of info->dispoffset, affects ordering but not drawing -} gr_vissprite_t; +} gl_vissprite_t; // -------- // hw_bsp.c @@ -63,7 +63,7 @@ void HWR_GetFlat(lumpnum_t flatlumpnum, boolean noencoremap); GLMapTexture_t *HWR_GetTexture(INT32 tex, boolean noencore); void HWR_GetPatch(GLPatch_t *gpatch); void HWR_GetMappedPatch(GLPatch_t *gpatch, const UINT8 *colormap); -void HWR_MakePatch(patch_t *patch, GLPatch_t *grPatch, GLMipmap_t *grMipmap, boolean makebitmap); +void HWR_MakePatch(patch_t *patch, GLPatch_t *glPatch, GLMipmap_t *glMipmap, boolean makebitmap); void HWR_UnlockCachedPatch(GLPatch_t *gpatch); void HWR_SetPalette(RGBA_t *palette); diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index f9c6e552b..27da2b2f9 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -61,42 +61,42 @@ struct hwdriver_s hwdriver; // false if shaders have not been initialized yet, or if shaders are not available -boolean gr_shadersavailable = false; +boolean gl_shadersavailable = false; // Whether the internal state is set to palette rendering or not. -static boolean gr_palette_rendering_state = false; +static boolean gl_palette_rendering_state = false; boolean gl_drawing_stencil = false; static INT32 current_bsp_culling_distance = 0; // base values set at SetViewSize -static float gr_basecentery; -static float gr_basecenterx; +static float gl_basecentery; +static float gl_basecenterx; -float gr_baseviewwindowy, gr_basewindowcentery; -float gr_baseviewwindowx, gr_basewindowcenterx; -float gr_viewwidth, gr_viewheight; // viewport clipping boundaries (screen coords) +float gl_baseviewwindowy, gl_basewindowcentery; +float gl_baseviewwindowx, gl_basewindowcenterx; +float gl_viewwidth, gl_viewheight; // viewport clipping boundaries (screen coords) -static float gr_centery, gr_centerx; -static float gr_viewwindowy, gr_viewwindowx; // top left corner of view window -static float gr_windowcentery, gr_windowcenterx; // center of view window, for projection +static float gl_centery, gl_centerx; +static float gl_viewwindowy, gl_viewwindowx; // top left corner of view window +static float gl_windowcentery, gl_windowcenterx; // center of view window, for projection FTransform atransform; // Float variants of viewx, viewy, viewz, etc. -static float gr_viewx, gr_viewy, gr_viewz; -float gr_viewsin, gr_viewcos; -static float gr_viewludsin, gr_viewludcos; -static angle_t gr_aimingangle; +static float gl_viewx, gl_viewy, gl_viewz; +float gl_viewsin, gl_viewcos; +static float gl_viewludsin, gl_viewludcos; +static angle_t gl_aimingangle; -static float gr_pspritexscale, gr_pspriteyscale; +static float gl_pspritexscale, gl_pspriteyscale; -seg_t *gr_curline; -side_t *gr_sidedef; -line_t *gr_linedef; -sector_t *gr_frontsector; -sector_t *gr_backsector; +seg_t *gl_curline; +side_t *gl_sidedef; +line_t *gl_linedef; +sector_t *gl_frontsector; +sector_t *gl_backsector; // Performance stats ps_metric_t ps_hw_nodesorttime = {0}; @@ -140,53 +140,53 @@ static void HWR_TogglePaletteRendering(void); // ========================================================================== #ifdef USE_FBO_OGL -static void CV_grframebuffer_OnChange(void); +static void CV_glframebuffer_OnChange(void); #endif static void CV_filtermode_ONChange(void); static void CV_anisotropic_ONChange(void); static void CV_screentextures_ONChange(void); -static void CV_grshaders_OnChange(void); -static void CV_grpaletterendering_OnChange(void); -static void CV_grpalettedepth_OnChange(void); -static void CV_grlightdithering_OnChange(void); +static void CV_glshaders_OnChange(void); +static void CV_glpaletterendering_OnChange(void); +static void CV_glpalettedepth_OnChange(void); +static void CV_gllightdithering_OnChange(void); -static CV_PossibleValue_t grfakecontrast_cons_t[] = {{0, "Off"}, {1, "Standard"}, {2, "Smooth"}, {0, NULL}}; +static CV_PossibleValue_t glfakecontrast_cons_t[] = {{0, "Off"}, {1, "Standard"}, {2, "Smooth"}, {0, NULL}}; -static CV_PossibleValue_t grfiltermode_cons_t[]= {{HWD_SET_TEXTUREFILTER_POINTSAMPLED, "Nearest"}, +static CV_PossibleValue_t glfiltermode_cons_t[]= {{HWD_SET_TEXTUREFILTER_POINTSAMPLED, "Nearest"}, {HWD_SET_TEXTUREFILTER_BILINEAR, "Bilinear"}, {HWD_SET_TEXTUREFILTER_TRILINEAR, "Trilinear"}, {HWD_SET_TEXTUREFILTER_MIXED1, "Linear_Nearest"}, {HWD_SET_TEXTUREFILTER_MIXED2, "Nearest_Linear"}, {HWD_SET_TEXTUREFILTER_MIXED3, "Nearest_Mipmap"}, {0, NULL}}; -CV_PossibleValue_t granisotropicmode_cons_t[] = {{1, "MIN"}, {16, "MAX"}, {0, NULL}}; +CV_PossibleValue_t glanisotropicmode_cons_t[] = {{1, "MIN"}, {16, "MAX"}, {0, NULL}}; -consvar_t cv_grfiltermode = {"gr_filtermode", "Nearest", CV_CALL|CV_SAVE, grfiltermode_cons_t, +consvar_t cv_glfiltermode = {"gr_filtermode", "Nearest", CV_CALL|CV_SAVE, glfiltermode_cons_t, CV_filtermode_ONChange, 0, NULL, NULL, 0, 0, NULL}; -consvar_t cv_granisotropicmode = {"gr_anisotropicmode", "1", CV_CALL|CV_SAVE, granisotropicmode_cons_t, +consvar_t cv_glanisotropicmode = {"gr_anisotropicmode", "1", CV_CALL|CV_SAVE, glanisotropicmode_cons_t, CV_anisotropic_ONChange, 0, NULL, NULL, 0, 0, NULL}; -consvar_t cv_grsolvetjoin = {"gr_solvetjoin", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_glsolvetjoin = {"gr_solvetjoin", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; -consvar_t cv_grbatching = {"gr_batching", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_glbatching = {"gr_batching", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; #ifdef USE_FBO_OGL -consvar_t cv_grframebuffer = {"gr_framebuffer", "Off", CV_SAVE|CV_CALL|CV_NOINIT, CV_OnOff, CV_grframebuffer_OnChange, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_glframebuffer = {"gr_framebuffer", "Off", CV_SAVE|CV_CALL|CV_NOINIT, CV_OnOff, CV_glframebuffer_OnChange, 0, NULL, NULL, 0, 0, NULL}; #endif -static CV_PossibleValue_t grrenderdistance_cons_t[] = { +static CV_PossibleValue_t glrenderdistance_cons_t[] = { {0, "Max"}, {1, "1024"}, {2, "2048"}, {3, "4096"}, {4, "6144"}, {5, "8192"}, {6, "12288"}, {7, "16384"}, {0, NULL}}; -consvar_t cv_grrenderdistance = {"gr_renderdistance", "Max", CV_SAVE, grrenderdistance_cons_t, +consvar_t cv_glrenderdistance = {"gr_renderdistance", "Max", CV_SAVE, glrenderdistance_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; -consvar_t cv_grportals = {"gr_portals", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_glportals = {"gr_portals", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; CV_PossibleValue_t secbright_cons_t[] = {{0, "MIN"}, {255, "MAX"}, {0, NULL}}; consvar_t cv_secbright = {"secbright", "0", CV_SAVE, secbright_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_glfovchange = {"gr_fovchange", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; // values for the far clipping plane static float clipping_distances[] = {1024.0f, 2048.0f, 4096.0f, 6144.0f, 8192.0f, 12288.0f, 16384.0f}; @@ -201,31 +201,31 @@ static INT32 bsp_culling_distances[] = {(1024+512)*FRACUNIT, (2048+512)*FRACUNIT // - water and heat wave effects // - intermission background // - full screen scaling (use native resolution or windowed mode to avoid this) -static CV_PossibleValue_t grscreentextures_cons_t[] = {{0, "Off"}, {1, "Wipes Only"}, {2, "All"}, {0, NULL}}; -consvar_t cv_grscreentextures = {"gr_screentextures", "All", CV_CALL|CV_SAVE, grscreentextures_cons_t, +static CV_PossibleValue_t glscreentextures_cons_t[] = {{0, "Off"}, {1, "Wipes Only"}, {2, "All"}, {0, NULL}}; +consvar_t cv_glscreentextures = {"gr_screentextures", "All", CV_CALL|CV_SAVE, glscreentextures_cons_t, CV_screentextures_ONChange, 0, NULL, NULL, 0, 0, NULL}; -static CV_PossibleValue_t grshaders_cons_t[] = {{0, "Off"}, {1, "On"}, {2, "Ignore custom shaders"}, {0, NULL}}; -consvar_t cv_grshaders = {"gr_shaders", "On", CV_CALL|CV_SAVE, grshaders_cons_t, CV_grshaders_OnChange, 0, NULL, NULL, 0, 0, NULL}; +static CV_PossibleValue_t glshaders_cons_t[] = {{0, "Off"}, {1, "On"}, {2, "Ignore custom shaders"}, {0, NULL}}; +consvar_t cv_glshaders = {"gr_shaders", "On", CV_CALL|CV_SAVE, glshaders_cons_t, CV_glshaders_OnChange, 0, NULL, NULL, 0, 0, NULL}; -consvar_t cv_grpaletterendering = {"gr_paletteshader", "Off", CV_CALL|CV_SAVE, CV_OnOff, CV_grpaletterendering_OnChange, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_glpaletterendering = {"gr_paletteshader", "Off", CV_CALL|CV_SAVE, CV_OnOff, CV_glpaletterendering_OnChange, 0, NULL, NULL, 0, 0, NULL}; static CV_PossibleValue_t glpalettedepth_cons_t[] = {{16, "16 bits"}, {24, "24 bits"}, {0, NULL}}; -consvar_t cv_grpalettedepth = {"gr_palettedepth", "16 bits", CV_SAVE|CV_CALL, glpalettedepth_cons_t, CV_grpalettedepth_OnChange, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_glpalettedepth = {"gr_palettedepth", "16 bits", CV_SAVE|CV_CALL, glpalettedepth_cons_t, CV_glpalettedepth_OnChange, 0, NULL, NULL, 0, 0, NULL}; -consvar_t cv_lightdither = {"gr_lightdithering", "Off", CV_CALL|CV_SAVE, CV_OnOff, CV_grlightdithering_OnChange, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_lightdither = {"gr_lightdithering", "Off", CV_CALL|CV_SAVE, CV_OnOff, CV_gllightdithering_OnChange, 0, NULL, NULL, 0, 0, NULL}; -consvar_t cv_grflashpal = {"gr_flashpal", "On", CV_CALL|CV_SAVE, CV_OnOff, CV_grpaletterendering_OnChange, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_glflashpal = {"gr_flashpal", "On", CV_CALL|CV_SAVE, CV_OnOff, CV_glpaletterendering_OnChange, 0, NULL, NULL, 0, 0, NULL}; -consvar_t cv_grmdls = {"gr_mdls", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; -consvar_t cv_grfallbackplayermodel = {"gr_fallbackplayermodel", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_glmdls = {"gr_mdls", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_glfallbackplayermodel = {"gr_fallbackplayermodel", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; -consvar_t cv_grshearing = {"gr_shearing", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; -consvar_t cv_grspritebillboarding = {"gr_spritebillboarding", "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}; -consvar_t cv_grslopecontrast = {"gr_slopecontrast", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_glshearing = {"gr_shearing", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_glspritebillboarding = {"gr_spritebillboarding", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_glfakecontrast = {"gr_fakecontrast", "Standard", CV_SAVE, glfakecontrast_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_glslopecontrast = {"gr_slopecontrast", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; -consvar_t cv_grhorizonlines = {"gr_horizonlines", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_glhorizonlines = {"gr_horizonlines", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; #define ONLY_IF_GL_LOADED if (vid.glstate != VID_GL_LIBRARY_LOADED) return; @@ -233,62 +233,62 @@ consvar_t cv_grhorizonlines = {"gr_horizonlines", "On", CV_SAVE, CV_OnOff, NULL, static void CV_filtermode_ONChange(void) { ONLY_IF_GL_LOADED - HWD.pfnSetSpecialState(HWD_SET_TEXTUREFILTERMODE, cv_grfiltermode.value); + HWD.pfnSetSpecialState(HWD_SET_TEXTUREFILTERMODE, cv_glfiltermode.value); } static void CV_anisotropic_ONChange(void) { ONLY_IF_GL_LOADED - HWD.pfnSetSpecialState(HWD_SET_TEXTUREANISOTROPICMODE, cv_granisotropicmode.value); + HWD.pfnSetSpecialState(HWD_SET_TEXTUREANISOTROPICMODE, cv_glanisotropicmode.value); } static void CV_screentextures_ONChange(void) { ONLY_IF_GL_LOADED - if (cv_grscreentextures.value != 2) + if (cv_glscreentextures.value != 2) { #ifdef USE_FBO_OGL - CV_SetValue(&cv_grframebuffer, 0); + CV_SetValue(&cv_glframebuffer, 0); #endif - CV_SetValue(&cv_grpaletterendering, 0); + CV_SetValue(&cv_glpaletterendering, 0); } - HWD.pfnSetSpecialState(HWD_SET_SCREEN_TEXTURES, cv_grscreentextures.value); + HWD.pfnSetSpecialState(HWD_SET_SCREEN_TEXTURES, cv_glscreentextures.value); } -static void CV_grshaders_OnChange(void) +static void CV_glshaders_OnChange(void) { ONLY_IF_GL_LOADED HWR_SetShaderState(); - if (cv_grpaletterendering.value) + if (cv_glpaletterendering.value) { // can't do palette rendering without shaders, so update the state if needed HWR_TogglePaletteRendering(); } } -static void CV_grpaletterendering_OnChange(void) +static void CV_glpaletterendering_OnChange(void) { ONLY_IF_GL_LOADED - if (cv_grscreentextures.value != 2) // can't do palette rendering without screen textures - CV_SetValue(&cv_grpaletterendering, 0); + if (cv_glscreentextures.value != 2) // can't do palette rendering without screen textures + CV_SetValue(&cv_glpaletterendering, 0); - if (gr_shadersavailable) + if (gl_shadersavailable) { HWR_CompileShaders(); HWR_TogglePaletteRendering(); } } -static void CV_grlightdithering_OnChange(void) +static void CV_gllightdithering_OnChange(void) { ONLY_IF_GL_LOADED - if (gr_shadersavailable) + if (gl_shadersavailable) { HWR_CompileShaders(); } } -static void CV_grpalettedepth_OnChange(void) +static void CV_glpalettedepth_OnChange(void) { ONLY_IF_GL_LOADED if (HWR_ShouldUsePaletteRendering()) @@ -296,13 +296,13 @@ static void CV_grpalettedepth_OnChange(void) } #ifdef USE_FBO_OGL -static void CV_grframebuffer_OnChange(void) +static void CV_glframebuffer_OnChange(void) { ONLY_IF_GL_LOADED - if (cv_grscreentextures.value != 2) // screen FBO needs screen textures - CV_SetValue(&cv_grframebuffer, 0); + if (cv_glscreentextures.value != 2) // screen FBO needs screen textures + CV_SetValue(&cv_glframebuffer, 0); - HWD.pfnSetSpecialState(HWD_SET_FRAMEBUFFER, cv_grframebuffer.value); + HWD.pfnSetSpecialState(HWD_SET_FRAMEBUFFER, cv_glframebuffer.value); I_DownSample(); RefreshOGLSDLSurface(); } @@ -319,17 +319,17 @@ static void HWR_SetShaderState(void) boolean HWR_UseShader(void) { - return (cv_grshaders.value && gr_shadersavailable); + return (cv_glshaders.value && gl_shadersavailable); } boolean HWR_ShouldUsePaletteRendering(void) { - return (cv_grpaletterendering.value && HWR_UseShader()); + return (cv_glpaletterendering.value && HWR_UseShader()); } boolean HWR_PalRenderFlashpal(void) { - return (HWR_ShouldUsePaletteRendering() && cv_grflashpal.value); + return (HWR_ShouldUsePaletteRendering() && cv_glflashpal.value); } void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, extracolormap_t *colormap) @@ -424,11 +424,11 @@ static FUINT HWR_CalcWallLight(FUINT lightnum, seg_t *seg) { INT16 finallight = lightnum; - if (seg != NULL && cv_grfakecontrast.value != 0) + if (seg != NULL && cv_glfakecontrast.value != 0) { fixed_t extralight = 0; - if (cv_grfakecontrast.value == 2) // Smooth setting + if (cv_glfakecontrast.value == 2) // Smooth setting extralight += seg->hwLightOffset; else extralight += seg->lightOffset * 8; @@ -447,11 +447,11 @@ static FUINT HWR_CalcSlopeLight(FUINT lightnum, pslope_t *slope) { INT16 finallight = lightnum; - if (slope != NULL && cv_grfakecontrast.value != 0 && cv_grslopecontrast.value != 0) + if (slope != NULL && cv_glfakecontrast.value != 0 && cv_glslopecontrast.value != 0) { fixed_t extralight = 0; - if (cv_grfakecontrast.value == 2) // Smooth setting + if (cv_glfakecontrast.value == 2) // Smooth setting extralight += slope->hwLightOffset; else extralight += slope->lightOffset * 8; @@ -516,10 +516,10 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool } else { - if (gr_frontsector->f_slope && !isceiling) - slope = gr_frontsector->f_slope; - else if (gr_frontsector->c_slope && isceiling) - slope = gr_frontsector->c_slope; + if (gl_frontsector->f_slope && !isceiling) + slope = gl_frontsector->f_slope; + else if (gl_frontsector->c_slope && isceiling) + slope = gl_frontsector->c_slope; } // Set fixedheight to the slope's height from our viewpoint, if we have a slope @@ -589,19 +589,19 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool angle = FOFsector->ceilingpic_angle; } } - else if (gr_frontsector) + else if (gl_frontsector) { if (!isceiling) // it's a floor { - scrollx = FIXED_TO_FLOAT(gr_frontsector->floor_xoffs)/fflatsize; - scrolly = FIXED_TO_FLOAT(gr_frontsector->floor_yoffs)/fflatsize; - angle = gr_frontsector->floorpic_angle; + scrollx = FIXED_TO_FLOAT(gl_frontsector->floor_xoffs)/fflatsize; + scrolly = FIXED_TO_FLOAT(gl_frontsector->floor_yoffs)/fflatsize; + angle = gl_frontsector->floorpic_angle; } else // it's a ceiling { - scrollx = FIXED_TO_FLOAT(gr_frontsector->ceiling_xoffs)/fflatsize; - scrolly = FIXED_TO_FLOAT(gr_frontsector->ceiling_yoffs)/fflatsize; - angle = gr_frontsector->ceilingpic_angle; + scrollx = FIXED_TO_FLOAT(gl_frontsector->ceiling_xoffs)/fflatsize; + scrolly = FIXED_TO_FLOAT(gl_frontsector->ceiling_yoffs)/fflatsize; + angle = gl_frontsector->ceilingpic_angle; } } @@ -671,7 +671,7 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool HWR_ProcessPolygon(&Surf, planeVerts, nrPlaneVerts, PolyFlags, shader, false); - if (subsector && cv_grhorizonlines.value) + if (subsector && cv_glhorizonlines.value) { // Horizon lines FOutVector horizonpts[6]; @@ -728,9 +728,9 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool vy = y1 + yd * j / numplanes; SETUP3DVERT((&horizonpts[1]), vx, vy); - dist = sqrtf(powf(vx - gr_viewx, 2) + powf(vy - gr_viewy, 2)); - vx = (vx - gr_viewx) * renderdist / dist + gr_viewx; - vy = (vy - gr_viewy) * renderdist / dist + gr_viewy; + dist = sqrtf(powf(vx - gl_viewx, 2) + powf(vy - gl_viewy, 2)); + vx = (vx - gl_viewx) * renderdist / dist + gl_viewx; + vy = (vy - gl_viewy) * renderdist / dist + gl_viewy; SETUP3DVERT((&horizonpts[0]), vx, vy); // Right side @@ -738,21 +738,21 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool vy = y1 + yd * (j+1) / numplanes; SETUP3DVERT((&horizonpts[2]), vx, vy); - dist = sqrtf(powf(vx - gr_viewx, 2) + powf(vy - gr_viewy, 2)); - vx = (vx - gr_viewx) * renderdist / dist + gr_viewx; - vy = (vy - gr_viewy) * renderdist / dist + gr_viewy; + dist = sqrtf(powf(vx - gl_viewx, 2) + powf(vy - gl_viewy, 2)); + vx = (vx - gl_viewx) * renderdist / dist + gl_viewx; + vy = (vy - gl_viewy) * renderdist / dist + gl_viewy; SETUP3DVERT((&horizonpts[3]), vx, vy); // Horizon fills - vx = (horizonpts[0].x - gr_viewx) * farrenderdist / renderdist + gr_viewx; - vy = (horizonpts[0].z - gr_viewy) * farrenderdist / renderdist + gr_viewy; + vx = (horizonpts[0].x - gl_viewx) * farrenderdist / renderdist + gl_viewx; + vy = (horizonpts[0].z - gl_viewy) * farrenderdist / renderdist + gl_viewy; SETUP3DVERT((&horizonpts[5]), vx, vy); - horizonpts[5].y = gr_viewz; + horizonpts[5].y = gl_viewz; - vx = (horizonpts[3].x - gr_viewx) * farrenderdist / renderdist + gr_viewx; - vy = (horizonpts[3].z - gr_viewy) * farrenderdist / renderdist + gr_viewy; + vx = (horizonpts[3].x - gl_viewx) * farrenderdist / renderdist + gl_viewx; + vy = (horizonpts[3].z - gl_viewy) * farrenderdist / renderdist + gl_viewy; SETUP3DVERT((&horizonpts[4]), vx, vy); - horizonpts[4].y = gr_viewz; + horizonpts[4].y = gl_viewz; // Draw HWR_ProcessPolygon(&Surf, horizonpts, 6, PolyFlags, shader, true); @@ -775,13 +775,13 @@ static void HWR_DrawSegsSplats(FSurfaceInfo * pSurf) M_ClearBox(segbbox); M_AddToBox(segbbox, - FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv1)->x), - FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv1)->y)); + FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv1)->x), + FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv1)->y)); M_AddToBox(segbbox, - FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->x), - FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->y)); + FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv2)->x), + FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv2)->y)); - splat = (wallsplat_t *)gr_curline->linedef->splats; + splat = (wallsplat_t *)gl_curline->linedef->splats; for (; splat; splat = splat->next) { //BP: don't draw splat extern to this seg @@ -877,7 +877,7 @@ static void HWR_ProjectWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIEL HWR_ProcessPolygon(pSurf, wallVerts, 4, blendmode|PF_Modulated|PF_Occlude, shader, false); #ifdef WALLSPLATS - if (gr_curline->linedef->splats && cv_splats.value) + if (gl_curline->linedef->splats && cv_splats.value) HWR_DrawSegsSplats(pSurf); #endif } @@ -905,7 +905,7 @@ static void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, fixed_t v2y = FloatToFixed(wallVerts[1].z); const UINT8 alpha = Surf->PolyColor.s.alpha; - FUINT lightnum = HWR_CalcWallLight(sector->lightlevel, gr_curline); + FUINT lightnum = HWR_CalcWallLight(sector->lightlevel, gl_curline); extracolormap_t *colormap = NULL; realtop = top = wallVerts[3].y; @@ -948,13 +948,13 @@ static void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, { lightnum = pfloor->master->frontsector->lightlevel; colormap = pfloor->master->frontsector->extra_colormap; - lightnum = (HWR_ShouldUsePaletteRendering() && colormap) ? lightnum : HWR_CalcWallLight(lightnum, gr_curline); + lightnum = (HWR_ShouldUsePaletteRendering() && colormap) ? lightnum : HWR_CalcWallLight(lightnum, gl_curline); } else { lightnum = *list[i].lightlevel; colormap = list[i].extra_colormap; - lightnum = (HWR_ShouldUsePaletteRendering() && colormap) ? lightnum : HWR_CalcWallLight(lightnum, gr_curline); + lightnum = (HWR_ShouldUsePaletteRendering() && colormap) ? lightnum : HWR_CalcWallLight(lightnum, gl_curline); } } @@ -1078,7 +1078,7 @@ FOutVector* skyWallVertexArray = NULL; int skyWallVertexArraySize = 0; int skyWallVertexArrayAllocSize = 65536;// what a mouthful -boolean gr_collect_skywalls = false; +boolean gl_collect_skywalls = false; static void HWR_SkyWallList_Clear(void) { @@ -1130,7 +1130,7 @@ static void HWR_DrawSkyWall(FOutVector *wallVerts, FSurfaceInfo *Surf) wallVerts[0].s = wallVerts[3].s = 0; wallVerts[2].s = wallVerts[1].s = 0; - if (gr_collect_skywalls) + if (gl_collect_skywalls) { HWR_SkyWallList_Add(wallVerts); } @@ -1151,10 +1151,10 @@ static boolean HWR_BlendMidtextureSurface(FSurfaceInfo *pSurf) pSurf->PolyColor.s.alpha = 0xFF; - if (!gr_curline->polyseg) + if (!gl_curline->polyseg) { // set alpha for transparent walls - switch (gr_linedef->special) + switch (gl_linedef->special) { case 900: blendmode = HWR_TranstableToAlpha(tr_trans10, pSurf); @@ -1207,15 +1207,15 @@ static boolean HWR_BlendMidtextureSurface(FSurfaceInfo *pSurf) break; } } - else if (gr_curline->polyseg->translucency > 0) + else if (gl_curline->polyseg->translucency > 0) { // Polyobject translucency is shared between all of its lines - if (gr_curline->polyseg->translucency >= NUMTRANSMAPS) // wall not drawn + if (gl_curline->polyseg->translucency >= NUMTRANSMAPS) // wall not drawn return false; //Surf.PolyColor.s.alpha = 0x00; // This shouldn't draw anything regardless of blendmode //blendmode = PF_Masked; else - blendmode = HWR_TranstableToAlpha(gr_curline->polyseg->translucency, pSurf); + blendmode = HWR_TranstableToAlpha(gl_curline->polyseg->translucency, pSurf); } if (blendmode != PF_Masked && pSurf->PolyColor.s.alpha == 0x00) @@ -1247,30 +1247,30 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom fixed_t h, l; // 3D sides and 2s middle textures fixed_t hS, lS; - gr_sidedef = gr_curline->sidedef; - gr_linedef = gr_curline->linedef; + gl_sidedef = gl_curline->sidedef; + gl_linedef = gl_curline->linedef; - const boolean noencore = (gr_linedef->flags & ML_TFERLINE); + const boolean noencore = (gl_linedef->flags & ML_TFERLINE); - if (gr_curline->pv1) + if (gl_curline->pv1) { - vs.x = ((polyvertex_t *)gr_curline->pv1)->x; - vs.y = ((polyvertex_t *)gr_curline->pv1)->y; + vs.x = ((polyvertex_t *)gl_curline->pv1)->x; + vs.y = ((polyvertex_t *)gl_curline->pv1)->y; } else { - vs.x = FIXED_TO_FLOAT(gr_curline->v1->x); - vs.y = FIXED_TO_FLOAT(gr_curline->v1->y); + vs.x = FIXED_TO_FLOAT(gl_curline->v1->x); + vs.y = FIXED_TO_FLOAT(gl_curline->v1->y); } - if (gr_curline->pv2) + if (gl_curline->pv2) { - ve.x = ((polyvertex_t *)gr_curline->pv2)->x; - ve.y = ((polyvertex_t *)gr_curline->pv2)->y; + ve.x = ((polyvertex_t *)gl_curline->pv2)->x; + ve.y = ((polyvertex_t *)gl_curline->pv2)->y; } else { - ve.x = FIXED_TO_FLOAT(gr_curline->v2->x); - ve.y = FIXED_TO_FLOAT(gr_curline->v2->y); + ve.x = FIXED_TO_FLOAT(gl_curline->v2->x); + ve.y = FIXED_TO_FLOAT(gl_curline->v2->y); } v1x = FLOAT_TO_FIXED(vs.x); @@ -1285,8 +1285,8 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom } else \ end1 = end2 = normalheight; - SLOPEPARAMS(gr_frontsector->c_slope, worldtop, worldtopslope, gr_frontsector->ceilingheight) - SLOPEPARAMS(gr_frontsector->f_slope, worldbottom, worldbottomslope, gr_frontsector->floorheight) + SLOPEPARAMS(gl_frontsector->c_slope, worldtop, worldtopslope, gl_frontsector->ceilingheight) + SLOPEPARAMS(gl_frontsector->f_slope, worldbottom, worldbottomslope, gl_frontsector->floorheight) // remember vertices ordering // 3--2 @@ -1301,39 +1301,39 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom wallVerts[2].z = wallVerts[1].z = ve.y; // x offset the texture - fixed_t texturehpeg = gr_sidedef->textureoffset + gr_curline->offset; + fixed_t texturehpeg = gl_sidedef->textureoffset + gl_curline->offset; float cliplow = (float)texturehpeg; - float cliphigh = (float)(texturehpeg + (gr_curline->flength*FRACUNIT)); + float cliphigh = (float)(texturehpeg + (gl_curline->flength*FRACUNIT)); - FUINT lightnum = gr_frontsector->lightlevel; - extracolormap_t *colormap = gr_frontsector->extra_colormap; - lightnum = (HWR_ShouldUsePaletteRendering() && colormap) ? lightnum : HWR_CalcWallLight(lightnum, gr_curline); + FUINT lightnum = gl_frontsector->lightlevel; + extracolormap_t *colormap = gl_frontsector->extra_colormap; + lightnum = (HWR_ShouldUsePaletteRendering() && colormap) ? lightnum : HWR_CalcWallLight(lightnum, gl_curline); FSurfaceInfo Surf; Surf.PolyColor.s.alpha = 255; - INT32 gr_midtexture = R_GetTextureNum(gr_sidedef->midtexture); - GLMapTexture_t *grTex = NULL; + INT32 gl_midtexture = R_GetTextureNum(gl_sidedef->midtexture); + GLMapTexture_t *glTex = NULL; // two sided line - if (gr_backsector) + if (gl_backsector) { - INT32 gr_toptexture = 0, gr_bottomtexture = 0; + INT32 gl_toptexture = 0, gl_bottomtexture = 0; fixed_t texturevpeg; - SLOPEPARAMS(gr_backsector->c_slope, worldhigh, worldhighslope, gr_backsector->ceilingheight) - SLOPEPARAMS(gr_backsector->f_slope, worldlow, worldlowslope, gr_backsector->floorheight) + SLOPEPARAMS(gl_backsector->c_slope, worldhigh, worldhighslope, gl_backsector->ceilingheight) + SLOPEPARAMS(gl_backsector->f_slope, worldlow, worldlowslope, gl_backsector->floorheight) // Sky culling - if (!gr_curline->polyseg) // Don't do it for polyobjects + if (!gl_curline->polyseg) // Don't do it for polyobjects { // Sky Ceilings wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(INT32_MAX); - if (gr_frontsector->ceilingpic == skyflatnum) + if (gl_frontsector->ceilingpic == skyflatnum) { - if (gr_backsector->ceilingpic == skyflatnum) + if (gl_backsector->ceilingpic == skyflatnum) { // Both front and back sectors are sky, needs skywall from the frontsector's ceiling, but only if the // backsector is lower @@ -1354,7 +1354,7 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom HWR_DrawSkyWall(wallVerts, &Surf); } } - else if (gr_backsector->ceilingpic == skyflatnum) + else if (gl_backsector->ceilingpic == skyflatnum) { // Only the backsector is sky, just draw a skywall from the front ceiling wallVerts[0].y = FIXED_TO_FLOAT(worldtop); @@ -1365,9 +1365,9 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom // Sky Floors wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(INT32_MIN); - if (gr_frontsector->floorpic == skyflatnum) + if (gl_frontsector->floorpic == skyflatnum) { - if (gr_backsector->floorpic == skyflatnum) + if (gl_backsector->floorpic == skyflatnum) { // Both front and back sectors are sky, needs skywall from the backsector's floor, but only if the // it's higher, also needs to check for bottomtexture as the floors don't usually move down @@ -1375,7 +1375,7 @@ 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 - && !(gr_sidedef->bottomtexture)) + && !(gl_sidedef->bottomtexture)) { wallVerts[3].y = FIXED_TO_FLOAT(worldlow); wallVerts[2].y = FIXED_TO_FLOAT(worldlowslope); @@ -1390,7 +1390,7 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom HWR_DrawSkyWall(wallVerts, &Surf); } } - else if ((gr_backsector->floorpic == skyflatnum) && !(gr_sidedef->bottomtexture)) + else if ((gl_backsector->floorpic == skyflatnum) && !(gl_sidedef->bottomtexture)) { // Only the backsector has sky, just draw a skywall from the back floor if there's no bottomtexture wallVerts[3].y = FIXED_TO_FLOAT(worldlow); @@ -1401,60 +1401,60 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom // hack to allow height changes in outdoor areas // This is what gets rid of the upper textures if there should be sky - if (gr_frontsector->ceilingpic == skyflatnum - && gr_backsector->ceilingpic == skyflatnum) + if (gl_frontsector->ceilingpic == skyflatnum + && gl_backsector->ceilingpic == skyflatnum) { worldtop = worldhigh; worldtopslope = worldhighslope; } - gr_toptexture = R_GetTextureNum(gr_sidedef->toptexture); - gr_bottomtexture = R_GetTextureNum(gr_sidedef->bottomtexture); + gl_toptexture = R_GetTextureNum(gl_sidedef->toptexture); + gl_bottomtexture = R_GetTextureNum(gl_sidedef->bottomtexture); // check TOP TEXTURE - if ((worldhighslope < worldtopslope || worldhigh < worldtop) && gr_toptexture) + if ((worldhighslope < worldtopslope || worldhigh < worldtop) && gl_toptexture) { // PEGGING - if (gr_linedef->flags & ML_DONTPEGTOP) + if (gl_linedef->flags & ML_DONTPEGTOP) texturevpeg = 0; - else if (gr_linedef->flags & ML_EFFECT1) - texturevpeg = worldhigh + textureheight[gr_toptexture] - worldtop; + else if (gl_linedef->flags & ML_EFFECT1) + texturevpeg = worldhigh + textureheight[gl_toptexture] - worldtop; else - texturevpeg = gr_backsector->ceilingheight + textureheight[gr_toptexture] - gr_frontsector->ceilingheight; + texturevpeg = gl_backsector->ceilingheight + textureheight[gl_toptexture] - gl_frontsector->ceilingheight; - texturevpeg += gr_sidedef->rowoffset; + texturevpeg += gl_sidedef->rowoffset; // This is so that it doesn't overflow and screw up the wall, it doesn't need to go higher than the texture's height anyway - texturevpeg %= textureheight[gr_toptexture]; + texturevpeg %= textureheight[gl_toptexture]; - grTex = HWR_GetTexture(gr_toptexture, noencore); + glTex = HWR_GetTexture(gl_toptexture, noencore); - wallVerts[3].t = wallVerts[2].t = texturevpeg * grTex->scaleY; - wallVerts[0].t = wallVerts[1].t = (texturevpeg + gr_frontsector->ceilingheight - gr_backsector->ceilingheight) * grTex->scaleY; - wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX; - wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX; + wallVerts[3].t = wallVerts[2].t = texturevpeg * glTex->scaleY; + wallVerts[0].t = wallVerts[1].t = (texturevpeg + gl_frontsector->ceilingheight - gl_backsector->ceilingheight) * glTex->scaleY; + wallVerts[0].s = wallVerts[3].s = cliplow * glTex->scaleX; + wallVerts[2].s = wallVerts[1].s = cliphigh * glTex->scaleX; // Adjust t value for sloped walls - if (!(gr_linedef->flags & ML_EFFECT1)) + if (!(gl_linedef->flags & ML_EFFECT1)) { // Unskewed - wallVerts[3].t -= (worldtop - gr_frontsector->ceilingheight) * grTex->scaleY; - wallVerts[2].t -= (worldtopslope - gr_frontsector->ceilingheight) * grTex->scaleY; - wallVerts[0].t -= (worldhigh - gr_backsector->ceilingheight) * grTex->scaleY; - wallVerts[1].t -= (worldhighslope - gr_backsector->ceilingheight) * grTex->scaleY; + wallVerts[3].t -= (worldtop - gl_frontsector->ceilingheight) * glTex->scaleY; + wallVerts[2].t -= (worldtopslope - gl_frontsector->ceilingheight) * glTex->scaleY; + wallVerts[0].t -= (worldhigh - gl_backsector->ceilingheight) * glTex->scaleY; + wallVerts[1].t -= (worldhighslope - gl_backsector->ceilingheight) * glTex->scaleY; } - else if (gr_linedef->flags & ML_DONTPEGTOP) + else if (gl_linedef->flags & ML_DONTPEGTOP) { // Skewed by top - wallVerts[0].t = (texturevpeg + worldtop - worldhigh) * grTex->scaleY; - wallVerts[1].t = (texturevpeg + worldtopslope - worldhighslope) * grTex->scaleY; + wallVerts[0].t = (texturevpeg + worldtop - worldhigh) * glTex->scaleY; + wallVerts[1].t = (texturevpeg + worldtopslope - worldhighslope) * glTex->scaleY; } else { // Skewed by bottom - wallVerts[0].t = wallVerts[1].t = (texturevpeg + worldtop - worldhigh) * grTex->scaleY; - wallVerts[3].t = wallVerts[0].t - (worldtop - worldhigh) * grTex->scaleY; - wallVerts[2].t = wallVerts[1].t - (worldtopslope - worldhighslope) * grTex->scaleY; + wallVerts[0].t = wallVerts[1].t = (texturevpeg + worldtop - worldhigh) * glTex->scaleY; + wallVerts[3].t = wallVerts[0].t - (worldtop - worldhigh) * glTex->scaleY; + wallVerts[2].t = wallVerts[1].t - (worldtopslope - worldhighslope) * glTex->scaleY; } // set top/bottom coords @@ -1463,57 +1463,57 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom wallVerts[2].y = FIXED_TO_FLOAT(worldtopslope); wallVerts[1].y = FIXED_TO_FLOAT(worldhighslope); - if (!gl_drawing_stencil && gr_frontsector->numlights) - HWR_SplitWall(gr_frontsector, wallVerts, gr_toptexture, noencore, &Surf, FF_CUTLEVEL, NULL, 0); - else if (!gl_drawing_stencil && grTex->mipmap.flags & TF_TRANSPARENT) - HWR_AddTransparentWall(wallVerts, &Surf, gr_toptexture, noencore, PF_Environment, false, lightnum, colormap); + if (!gl_drawing_stencil && gl_frontsector->numlights) + HWR_SplitWall(gl_frontsector, wallVerts, gl_toptexture, noencore, &Surf, FF_CUTLEVEL, NULL, 0); + else if (!gl_drawing_stencil && glTex->mipmap.flags & TF_TRANSPARENT) + HWR_AddTransparentWall(wallVerts, &Surf, gl_toptexture, noencore, PF_Environment, false, lightnum, colormap); else HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap); } // check BOTTOM TEXTURE - if ((worldlowslope > worldbottomslope || worldlow > worldbottom) && gr_bottomtexture) + if ((worldlowslope > worldbottomslope || worldlow > worldbottom) && gl_bottomtexture) { // PEGGING - if (!(gr_linedef->flags & ML_DONTPEGBOTTOM)) + if (!(gl_linedef->flags & ML_DONTPEGBOTTOM)) texturevpeg = 0; - else if (gr_linedef->flags & ML_EFFECT1) + else if (gl_linedef->flags & ML_EFFECT1) texturevpeg = worldbottom - worldlow; else - texturevpeg = gr_frontsector->floorheight - gr_backsector->floorheight; + texturevpeg = gl_frontsector->floorheight - gl_backsector->floorheight; - texturevpeg += gr_sidedef->rowoffset; + texturevpeg += gl_sidedef->rowoffset; // This is so that it doesn't overflow and screw up the wall, it doesn't need to go higher than the texture's height anyway - texturevpeg %= textureheight[gr_bottomtexture]; + texturevpeg %= textureheight[gl_bottomtexture]; - grTex = HWR_GetTexture(gr_bottomtexture, noencore); + glTex = HWR_GetTexture(gl_bottomtexture, noencore); - wallVerts[3].t = wallVerts[2].t = texturevpeg * grTex->scaleY; - wallVerts[0].t = wallVerts[1].t = (texturevpeg + gr_backsector->floorheight - gr_frontsector->floorheight) * grTex->scaleY; - wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX; - wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX; + wallVerts[3].t = wallVerts[2].t = texturevpeg * glTex->scaleY; + wallVerts[0].t = wallVerts[1].t = (texturevpeg + gl_backsector->floorheight - gl_frontsector->floorheight) * glTex->scaleY; + wallVerts[0].s = wallVerts[3].s = cliplow * glTex->scaleX; + wallVerts[2].s = wallVerts[1].s = cliphigh * glTex->scaleX; // Adjust t value for sloped walls - if (!(gr_linedef->flags & ML_EFFECT1)) + if (!(gl_linedef->flags & ML_EFFECT1)) { // Unskewed - wallVerts[0].t -= (worldbottom - gr_frontsector->floorheight) * grTex->scaleY; - wallVerts[1].t -= (worldbottomslope - gr_frontsector->floorheight) * grTex->scaleY; - wallVerts[3].t -= (worldlow - gr_backsector->floorheight) * grTex->scaleY; - wallVerts[2].t -= (worldlowslope - gr_backsector->floorheight) * grTex->scaleY; + wallVerts[0].t -= (worldbottom - gl_frontsector->floorheight) * glTex->scaleY; + wallVerts[1].t -= (worldbottomslope - gl_frontsector->floorheight) * glTex->scaleY; + wallVerts[3].t -= (worldlow - gl_backsector->floorheight) * glTex->scaleY; + wallVerts[2].t -= (worldlowslope - gl_backsector->floorheight) * glTex->scaleY; } - else if (gr_linedef->flags & ML_DONTPEGBOTTOM) + else if (gl_linedef->flags & ML_DONTPEGBOTTOM) { // Skewed by bottom - wallVerts[0].t = wallVerts[1].t = (texturevpeg + worldlow - worldbottom) * grTex->scaleY; - wallVerts[2].t = wallVerts[1].t - (worldlowslope - worldbottomslope) * grTex->scaleY; + wallVerts[0].t = wallVerts[1].t = (texturevpeg + worldlow - worldbottom) * glTex->scaleY; + wallVerts[2].t = wallVerts[1].t - (worldlowslope - worldbottomslope) * glTex->scaleY; } else { // Skewed by top - wallVerts[0].t = (texturevpeg + worldlow - worldbottom) * grTex->scaleY; - wallVerts[1].t = (texturevpeg + worldlowslope - worldbottomslope) * grTex->scaleY; + wallVerts[0].t = (texturevpeg + worldlow - worldbottom) * glTex->scaleY; + wallVerts[1].t = (texturevpeg + worldlowslope - worldbottomslope) * glTex->scaleY; } // set top/bottom coords @@ -1522,32 +1522,32 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom wallVerts[2].y = FIXED_TO_FLOAT(worldlowslope); wallVerts[1].y = FIXED_TO_FLOAT(worldbottomslope); - if (!gl_drawing_stencil && gr_frontsector->numlights) - HWR_SplitWall(gr_frontsector, wallVerts, gr_bottomtexture, noencore, &Surf, FF_CUTLEVEL, NULL, 0); - else if (!gl_drawing_stencil && grTex->mipmap.flags & TF_TRANSPARENT) - HWR_AddTransparentWall(wallVerts, &Surf, gr_bottomtexture, noencore, PF_Environment, false, lightnum, colormap); + if (!gl_drawing_stencil && gl_frontsector->numlights) + HWR_SplitWall(gl_frontsector, wallVerts, gl_bottomtexture, noencore, &Surf, FF_CUTLEVEL, NULL, 0); + else if (!gl_drawing_stencil && glTex->mipmap.flags & TF_TRANSPARENT) + HWR_AddTransparentWall(wallVerts, &Surf, gl_bottomtexture, noencore, PF_Environment, false, lightnum, colormap); else HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap); } - if ((gr_midtexture && HWR_BlendMidtextureSurface(&Surf)) || gl_portal_state == GRPORTAL_STENCIL || gl_portal_state == GRPORTAL_DEPTH || gl_drawing_stencil) + if ((gl_midtexture && HWR_BlendMidtextureSurface(&Surf)) || gl_portal_state == GLPORTAL_STENCIL || gl_portal_state == GLPORTAL_DEPTH || gl_drawing_stencil) { sector_t *front, *back; INT32 repeats; - if (gr_linedef->frontsector->heightsec != -1) - front = §ors[gr_linedef->frontsector->heightsec]; + if (gl_linedef->frontsector->heightsec != -1) + front = §ors[gl_linedef->frontsector->heightsec]; else - front = gr_linedef->frontsector; + front = gl_linedef->frontsector; - if (gr_linedef->backsector->heightsec != -1) - back = §ors[gr_linedef->backsector->heightsec]; + if (gl_linedef->backsector->heightsec != -1) + back = §ors[gl_linedef->backsector->heightsec]; else - back = gr_linedef->backsector; + back = gl_linedef->backsector; - if (gr_sidedef->repeatcnt) - repeats = 1 + gr_sidedef->repeatcnt; - else if (gr_linedef->flags & ML_EFFECT5 || gl_portal_state == GRPORTAL_STENCIL || gl_portal_state == GRPORTAL_DEPTH) + if (gl_sidedef->repeatcnt) + repeats = 1 + gl_sidedef->repeatcnt; + else if (gl_linedef->flags & ML_EFFECT5 || gl_portal_state == GLPORTAL_STENCIL || gl_portal_state == GLPORTAL_DEPTH) { fixed_t high, low; @@ -1561,8 +1561,8 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom else low = back->floorheight; - repeats = (high - low) / textureheight[gr_midtexture]; - if ((high - low) % textureheight[gr_midtexture]) + repeats = (high - low) / textureheight[gl_midtexture]; + if ((high - low) % textureheight[gl_midtexture]) repeats++; // tile an extra time to fill the gap -- Monster Iestyn } else @@ -1580,7 +1580,7 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom // NOTE: With polyobjects, whenever you need to check the properties of the polyobject sector it belongs to, // you must use the linedef's backsector to be correct // From CB - if (gr_curline->polyseg) + if (gl_curline->polyseg) { popentop = popentopslope = back->ceilingheight; popenbottom = popenbottomslope = back->floorheight; @@ -1594,18 +1594,18 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom } // Find the wall's coordinates - fixed_t midtexheight = textureheight[gr_midtexture] * repeats; + fixed_t midtexheight = textureheight[gl_midtexture] * repeats; - if (gr_linedef->flags & ML_EFFECT2) + if (gl_linedef->flags & ML_EFFECT2) { - if (!!(gr_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gr_linedef->flags & ML_EFFECT3)) // Peg it to the floor + if (!!(gl_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gl_linedef->flags & ML_EFFECT3)) // Peg it to the floor { - polybottom = max(front->floorheight, back->floorheight) + gr_sidedef->rowoffset; + polybottom = max(front->floorheight, back->floorheight) + gl_sidedef->rowoffset; polytop = polybottom + midtexheight; } else // Peg it to the ceiling { - polytop = min(front->ceilingheight, back->ceilingheight) + gr_sidedef->rowoffset; + polytop = min(front->ceilingheight, back->ceilingheight) + gl_sidedef->rowoffset; polybottom = polytop - midtexheight; } @@ -1613,25 +1613,25 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom polytopslope = polytop; polybottomslope = polybottom; } - else if (!!(gr_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gr_linedef->flags & ML_EFFECT3)) // Skew the texture, but peg it to the floor + else if (!!(gl_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gl_linedef->flags & ML_EFFECT3)) // Skew the texture, but peg it to the floor { - polybottom = popenbottom + gr_sidedef->rowoffset; + polybottom = popenbottom + gl_sidedef->rowoffset; polytop = polybottom + midtexheight; - polybottomslope = popenbottomslope + gr_sidedef->rowoffset; + polybottomslope = popenbottomslope + gl_sidedef->rowoffset; polytopslope = polybottomslope + midtexheight; } else // Skew it according to the ceiling's slope { - polytop = popentop + gr_sidedef->rowoffset; + polytop = popentop + gl_sidedef->rowoffset; polybottom = polytop - midtexheight; - polytopslope = popentopslope + gr_sidedef->rowoffset; + polytopslope = popentopslope + gl_sidedef->rowoffset; polybottomslope = polytopslope - midtexheight; } // CB // NOTE: With polyobjects, whenever you need to check the properties of the polyobject sector it belongs to, // you must use the linedef's backsector to be correct - if (gr_curline->polyseg) + if (gl_curline->polyseg) { lowcut = polybottom; highcut = polytop; @@ -1655,7 +1655,7 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom // PEGGING fixed_t texturevpegslope; - if (!!(gr_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gr_linedef->flags & ML_EFFECT3)) + if (!!(gl_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gl_linedef->flags & ML_EFFECT3)) { texturevpeg = midtexheight - h + polybottom; texturevpegslope = midtexheight - hS + polybottomslope; @@ -1666,17 +1666,17 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom texturevpegslope = polytopslope - hS; } - grTex = HWR_GetTexture(gr_midtexture, noencore); + glTex = HWR_GetTexture(gl_midtexture, noencore); // Left side - wallVerts[3].t = texturevpeg * grTex->scaleY; - wallVerts[0].t = (h - l + texturevpeg) * grTex->scaleY; - wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX; + wallVerts[3].t = texturevpeg * glTex->scaleY; + wallVerts[0].t = (h - l + texturevpeg) * glTex->scaleY; + wallVerts[0].s = wallVerts[3].s = cliplow * glTex->scaleX; // Right side - wallVerts[2].t = texturevpegslope * grTex->scaleY; - wallVerts[1].t = (hS - lS + texturevpegslope) * grTex->scaleY; - wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX; + wallVerts[2].t = texturevpegslope * glTex->scaleY; + wallVerts[1].t = (hS - lS + texturevpegslope) * glTex->scaleY; + wallVerts[2].s = wallVerts[1].s = cliphigh * glTex->scaleX; // set top/bottom coords // Take the texture peg into account, rather than changing the offsets past @@ -1693,10 +1693,10 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom // This will cause the midtexture appear on top, if a FOF overlaps with it. blendmode |= PF_Decal; - if (!gl_drawing_stencil && gr_frontsector->numlights) - HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, noencore, &Surf, (!(blendmode & PF_Masked)) ? FF_TRANSLUCENT : FF_CUTLEVEL, NULL, PF_Decal); + if (!gl_drawing_stencil && gl_frontsector->numlights) + HWR_SplitWall(gl_frontsector, wallVerts, gl_midtexture, noencore, &Surf, (!(blendmode & PF_Masked)) ? FF_TRANSLUCENT : FF_CUTLEVEL, NULL, PF_Decal); else if (!gl_drawing_stencil && !(blendmode & PF_Masked)) - HWR_AddTransparentWall(wallVerts, &Surf, gr_midtexture, noencore, blendmode, false, lightnum, colormap); + HWR_AddTransparentWall(wallVerts, &Surf, gl_midtexture, noencore, blendmode, false, lightnum, colormap); else HWR_ProjectWall(wallVerts, &Surf, blendmode, lightnum, colormap); } @@ -1704,42 +1704,42 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom else { // Single sided line... Deal only with the middletexture (if one exists) - if (gr_midtexture && gr_linedef->special != HORIZONSPECIAL) // Ignore horizon line for OGL + if (gl_midtexture && gl_linedef->special != HORIZONSPECIAL) // Ignore horizon line for OGL { fixed_t texturevpeg; // PEGGING - if ((gr_linedef->flags & (ML_DONTPEGBOTTOM|ML_EFFECT2)) == (ML_DONTPEGBOTTOM|ML_EFFECT2)) - texturevpeg = gr_frontsector->floorheight + textureheight[gr_sidedef->midtexture] - gr_frontsector->ceilingheight + gr_sidedef->rowoffset; - else if (gr_linedef->flags & ML_DONTPEGBOTTOM) - texturevpeg = worldbottom + textureheight[gr_sidedef->midtexture] - worldtop + gr_sidedef->rowoffset; + if ((gl_linedef->flags & (ML_DONTPEGBOTTOM|ML_EFFECT2)) == (ML_DONTPEGBOTTOM|ML_EFFECT2)) + texturevpeg = gl_frontsector->floorheight + textureheight[gl_sidedef->midtexture] - gl_frontsector->ceilingheight + gl_sidedef->rowoffset; + else if (gl_linedef->flags & ML_DONTPEGBOTTOM) + texturevpeg = worldbottom + textureheight[gl_sidedef->midtexture] - worldtop + gl_sidedef->rowoffset; else - texturevpeg = gr_sidedef->rowoffset; // top of texture at top + texturevpeg = gl_sidedef->rowoffset; // top of texture at top - grTex = HWR_GetTexture(gr_midtexture, noencore); + glTex = HWR_GetTexture(gl_midtexture, noencore); - wallVerts[3].t = wallVerts[2].t = texturevpeg * grTex->scaleY; - wallVerts[0].t = wallVerts[1].t = (texturevpeg + gr_frontsector->ceilingheight - gr_frontsector->floorheight) * grTex->scaleY; - wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX; - wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX; + wallVerts[3].t = wallVerts[2].t = texturevpeg * glTex->scaleY; + wallVerts[0].t = wallVerts[1].t = (texturevpeg + gl_frontsector->ceilingheight - gl_frontsector->floorheight) * glTex->scaleY; + wallVerts[0].s = wallVerts[3].s = cliplow * glTex->scaleX; + wallVerts[2].s = wallVerts[1].s = cliphigh * glTex->scaleX; // Texture correction for slopes - if (gr_linedef->flags & ML_EFFECT2) + if (gl_linedef->flags & ML_EFFECT2) { - wallVerts[3].t += (gr_frontsector->ceilingheight - worldtop) * grTex->scaleY; - wallVerts[2].t += (gr_frontsector->ceilingheight - worldtopslope) * grTex->scaleY; - wallVerts[0].t += (gr_frontsector->floorheight - worldbottom) * grTex->scaleY; - wallVerts[1].t += (gr_frontsector->floorheight - worldbottomslope) * grTex->scaleY; + wallVerts[3].t += (gl_frontsector->ceilingheight - worldtop) * glTex->scaleY; + wallVerts[2].t += (gl_frontsector->ceilingheight - worldtopslope) * glTex->scaleY; + wallVerts[0].t += (gl_frontsector->floorheight - worldbottom) * glTex->scaleY; + wallVerts[1].t += (gl_frontsector->floorheight - worldbottomslope) * glTex->scaleY; } - else if (gr_linedef->flags & ML_DONTPEGBOTTOM) + else if (gl_linedef->flags & ML_DONTPEGBOTTOM) { - wallVerts[3].t = wallVerts[0].t + (worldbottom-worldtop) * grTex->scaleY; - wallVerts[2].t = wallVerts[1].t + (worldbottomslope-worldtopslope) * grTex->scaleY; + wallVerts[3].t = wallVerts[0].t + (worldbottom-worldtop) * glTex->scaleY; + wallVerts[2].t = wallVerts[1].t + (worldbottomslope-worldtopslope) * glTex->scaleY; } else { - wallVerts[0].t = wallVerts[3].t - (worldbottom-worldtop) * grTex->scaleY; - wallVerts[1].t = wallVerts[2].t - (worldbottomslope-worldtopslope) * grTex->scaleY; + wallVerts[0].t = wallVerts[3].t - (worldbottom-worldtop) * glTex->scaleY; + wallVerts[1].t = wallVerts[2].t - (worldbottomslope-worldtopslope) * glTex->scaleY; } //Set textures properly on single sided walls that are sloped @@ -1748,12 +1748,12 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom wallVerts[2].y = FIXED_TO_FLOAT(worldtopslope); wallVerts[1].y = FIXED_TO_FLOAT(worldbottomslope); - if (gr_frontsector->numlights) - HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, noencore, &Surf, FF_CUTLEVEL, NULL, 0); + if (gl_frontsector->numlights) + HWR_SplitWall(gl_frontsector, wallVerts, gl_midtexture, noencore, &Surf, FF_CUTLEVEL, NULL, 0); else // I don't think that solid walls can use translucent linedef types... { - if (grTex->mipmap.flags & TF_TRANSPARENT) - HWR_AddTransparentWall(wallVerts, &Surf, gr_midtexture, noencore, PF_Environment, false, lightnum, colormap); + if (glTex->mipmap.flags & TF_TRANSPARENT) + HWR_AddTransparentWall(wallVerts, &Surf, gl_midtexture, noencore, PF_Environment, false, lightnum, colormap); else HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap); } @@ -1770,9 +1770,9 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom HWR_DrawSkyWall(wallVerts, &Surf); } - if (!gr_curline->polyseg) + if (!gl_curline->polyseg) { - if (gr_frontsector->ceilingpic == skyflatnum) // It's a single-sided line with sky for its sector + if (gl_frontsector->ceilingpic == skyflatnum) // It's a single-sided line with sky for its sector { wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(INT32_MAX); // draw to top of map space wallVerts[0].y = FIXED_TO_FLOAT(worldtop); @@ -1780,7 +1780,7 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom HWR_DrawSkyWall(wallVerts, &Surf); } - if (gr_frontsector->floorpic == skyflatnum) + if (gl_frontsector->floorpic == skyflatnum) { wallVerts[3].y = FIXED_TO_FLOAT(worldbottom); wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope); @@ -1792,7 +1792,7 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom } //Hurdler: 3d-floors test - if (!gl_drawing_stencil && gr_backsector && gr_frontsector->tag != gr_backsector->tag && (gr_backsector->ffloors || gr_frontsector->ffloors)) + if (!gl_drawing_stencil && gl_backsector && gl_frontsector->tag != gl_backsector->tag && (gl_backsector->ffloors || gl_frontsector->ffloors)) { ffloor_t * rover; fixed_t highcut = 0, lowcut = 0; @@ -1809,9 +1809,9 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom lowcutslope = max(worldbottomslope, worldlowslope); highcutslope = min(worldtopslope, worldhighslope); - if (gr_backsector->ffloors) + if (gl_backsector->ffloors) { - for (rover = gr_backsector->ffloors; rover; rover = rover->next) + for (rover = gl_backsector->ffloors; rover; rover = rover->next) { if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERSIDES) || (rover->flags & FF_INVERTSIDES)) continue; @@ -1826,7 +1826,7 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom if (rover->master->flags & ML_TFERLINE) { - size_t linenum = min((size_t)(gr_curline->linedef-gr_backsector->lines[0]), rover->master->frontsector->linecount); + size_t linenum = min((size_t)(gl_curline->linedef-gl_backsector->lines[0]), rover->master->frontsector->linecount); newline = rover->master->frontsector->lines[0] + linenum; texnum = R_GetTextureNum(sides[newline->sidenum[0]].midtexture); } @@ -1882,39 +1882,39 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom else { texturevpeg = sides[rover->master->sidenum[0]].rowoffset; - attachtobottom = !!(gr_linedef->flags & ML_DONTPEGBOTTOM); + attachtobottom = !!(gl_linedef->flags & ML_DONTPEGBOTTOM); slopeskew = !!(rover->master->flags & ML_DONTPEGTOP); } - grTex = HWR_GetTexture(texnum, noencore); + glTex = HWR_GetTexture(texnum, noencore); if (!slopeskew) // no skewing { if (attachtobottom) texturevpeg -= *rover->topheight - *rover->bottomheight; - wallVerts[3].t = (*rover->topheight - h + texturevpeg) * grTex->scaleY; - wallVerts[2].t = (*rover->topheight - hS + texturevpeg) * grTex->scaleY; - wallVerts[0].t = (*rover->topheight - l + texturevpeg) * grTex->scaleY; - wallVerts[1].t = (*rover->topheight - lS + texturevpeg) * grTex->scaleY; + wallVerts[3].t = (*rover->topheight - h + texturevpeg) * glTex->scaleY; + wallVerts[2].t = (*rover->topheight - hS + texturevpeg) * glTex->scaleY; + wallVerts[0].t = (*rover->topheight - l + texturevpeg) * glTex->scaleY; + wallVerts[1].t = (*rover->topheight - lS + texturevpeg) * glTex->scaleY; } else { if (!attachtobottom) // skew by top { - wallVerts[3].t = wallVerts[2].t = texturevpeg * grTex->scaleY; - wallVerts[0].t = (h - l + texturevpeg) * grTex->scaleY; - wallVerts[1].t = (hS - lS + texturevpeg) * grTex->scaleY; + wallVerts[3].t = wallVerts[2].t = texturevpeg * glTex->scaleY; + wallVerts[0].t = (h - l + texturevpeg) * glTex->scaleY; + wallVerts[1].t = (hS - lS + texturevpeg) * glTex->scaleY; } else // skew by bottom { - wallVerts[0].t = wallVerts[1].t = texturevpeg * grTex->scaleY; - wallVerts[3].t = wallVerts[0].t - (h - l) * grTex->scaleY; - wallVerts[2].t = wallVerts[1].t - (hS - lS) * grTex->scaleY; + wallVerts[0].t = wallVerts[1].t = texturevpeg * glTex->scaleY; + wallVerts[3].t = wallVerts[0].t - (h - l) * glTex->scaleY; + wallVerts[2].t = wallVerts[1].t - (hS - lS) * glTex->scaleY; } } - wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX; - wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX; + wallVerts[0].s = wallVerts[3].s = cliplow * glTex->scaleX; + wallVerts[2].s = wallVerts[1].s = cliphigh * glTex->scaleX; } if (rover->flags & FF_FOG) { @@ -1927,10 +1927,10 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(lightnum, colormap); - lightnum = (HWR_ShouldUsePaletteRendering() && colormap) ? lightnum : HWR_CalcWallLight(lightnum, gr_curline); + lightnum = (HWR_ShouldUsePaletteRendering() && colormap) ? lightnum : HWR_CalcWallLight(lightnum, gl_curline); - if (gr_frontsector->numlights) - HWR_SplitWall(gr_frontsector, wallVerts, 0, false, &Surf, rover->flags, rover, 0); + if (gl_frontsector->numlights) + HWR_SplitWall(gl_frontsector, wallVerts, 0, false, &Surf, rover->flags, rover, 0); else HWR_AddTransparentWall(wallVerts, &Surf, 0, false, blendmode, true, lightnum, colormap); } @@ -1944,8 +1944,8 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom Surf.PolyColor.s.alpha = CLAMP(rover->alpha, 0, 255); } - if (gr_frontsector->numlights) - HWR_SplitWall(gr_frontsector, wallVerts, texnum, noencore, &Surf, rover->flags, rover, 0); + if (gl_frontsector->numlights) + HWR_SplitWall(gl_frontsector, wallVerts, texnum, noencore, &Surf, rover->flags, rover, 0); else { if (blendmode != PF_Masked) @@ -1957,9 +1957,9 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom } } - if (gr_frontsector->ffloors) // Putting this seperate should allow 2 FOF sectors to be connected without too many errors? I think? + if (gl_frontsector->ffloors) // Putting this seperate should allow 2 FOF sectors to be connected without too many errors? I think? { - for (rover = gr_frontsector->ffloors; rover; rover = rover->next) + for (rover = gl_frontsector->ffloors; rover; rover = rover->next) { if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERSIDES) || !(rover->flags & FF_ALLSIDES)) continue; @@ -1974,7 +1974,7 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom if (rover->master->flags & ML_TFERLINE) { - size_t linenum = min((size_t)(gr_curline->linedef-gr_backsector->lines[0]), rover->master->frontsector->linecount); + size_t linenum = min((size_t)(gl_curline->linedef-gl_backsector->lines[0]), rover->master->frontsector->linecount); newline = rover->master->frontsector->lines[0] + linenum; texnum = R_GetTextureNum(sides[newline->sidenum[0]].midtexture); } @@ -2014,21 +2014,21 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom } else { - grTex = HWR_GetTexture(texnum, noencore); + glTex = HWR_GetTexture(texnum, noencore); if (newline) { - wallVerts[3].t = wallVerts[2].t = (*rover->topheight - h + sides[newline->sidenum[0]].rowoffset) * grTex->scaleY; - wallVerts[0].t = wallVerts[1].t = (h - l + (*rover->topheight - h + sides[newline->sidenum[0]].rowoffset)) * grTex->scaleY; + wallVerts[3].t = wallVerts[2].t = (*rover->topheight - h + sides[newline->sidenum[0]].rowoffset) * glTex->scaleY; + wallVerts[0].t = wallVerts[1].t = (h - l + (*rover->topheight - h + sides[newline->sidenum[0]].rowoffset)) * glTex->scaleY; } else { - wallVerts[3].t = wallVerts[2].t = (*rover->topheight - h + sides[rover->master->sidenum[0]].rowoffset) * grTex->scaleY; - wallVerts[0].t = wallVerts[1].t = (h - l + (*rover->topheight - h + sides[rover->master->sidenum[0]].rowoffset)) * grTex->scaleY; + wallVerts[3].t = wallVerts[2].t = (*rover->topheight - h + sides[rover->master->sidenum[0]].rowoffset) * glTex->scaleY; + wallVerts[0].t = wallVerts[1].t = (h - l + (*rover->topheight - h + sides[rover->master->sidenum[0]].rowoffset)) * glTex->scaleY; } - wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX; - wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX; + wallVerts[0].s = wallVerts[3].s = cliplow * glTex->scaleX; + wallVerts[2].s = wallVerts[1].s = cliphigh * glTex->scaleX; } if (rover->flags & FF_FOG) @@ -2042,10 +2042,10 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(lightnum, colormap); - lightnum = (HWR_ShouldUsePaletteRendering() && colormap) ? lightnum : HWR_CalcWallLight(lightnum, gr_curline); + lightnum = (HWR_ShouldUsePaletteRendering() && colormap) ? lightnum : HWR_CalcWallLight(lightnum, gl_curline); - if (gr_backsector->numlights) - HWR_SplitWall(gr_backsector, wallVerts, 0, false, &Surf, rover->flags, rover, 0); + if (gl_backsector->numlights) + HWR_SplitWall(gl_backsector, wallVerts, 0, false, &Surf, rover->flags, rover, 0); else HWR_AddTransparentWall(wallVerts, &Surf, 0, false, blendmode, true, lightnum, colormap); } @@ -2059,8 +2059,8 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom Surf.PolyColor.s.alpha = CLAMP(rover->alpha, 0, 255); } - if (gr_backsector->numlights) - HWR_SplitWall(gr_backsector, wallVerts, texnum, noencore, &Surf, rover->flags, rover, 0); + if (gl_backsector->numlights) + HWR_SplitWall(gl_backsector, wallVerts, texnum, noencore, &Surf, rover->flags, rover, 0); else { if (blendmode != PF_Masked) @@ -2095,25 +2095,25 @@ static boolean CheckClip(sector_t * afrontsector, sector_t * abacksector) { fixed_t v1x, v1y, v2x, v2y; // the seg's vertexes as fixed_t - if (gr_curline->pv1) + if (gl_curline->pv1) { - v1x = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv1)->x); - v1y = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv1)->y); + v1x = FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv1)->x); + v1y = FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv1)->y); } else { - v1x = gr_curline->v1->x; - v1y = gr_curline->v1->y; + v1x = gl_curline->v1->x; + v1y = gl_curline->v1->y; } - if (gr_curline->pv2) + if (gl_curline->pv2) { - v2x = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->x); - v2y = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->y); + v2x = FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv2)->x); + v2y = FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv2)->y); } else { - v2x = gr_curline->v2->x; - v2y = gr_curline->v2->y; + v2x = gl_curline->v2->x; + v2y = gl_curline->v2->y; } #define SLOPEPARAMS(slope, end1, end2, normalheight) \ @@ -2234,27 +2234,27 @@ static void HWR_AddLine(seg_t *line) if (line->polyseg && !(line->polyseg->flags & POF_RENDERSIDES)) return; - gr_curline = line; + gl_curline = line; - if (gr_curline->pv1) + if (gl_curline->pv1) { - v1x = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv1)->x); - v1y = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv1)->y); + v1x = FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv1)->x); + v1y = FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv1)->y); } else { - v1x = gr_curline->v1->x; - v1y = gr_curline->v1->y; + v1x = gl_curline->v1->x; + v1y = gl_curline->v1->y; } - if (gr_curline->pv2) + if (gl_curline->pv2) { - v2x = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->x); - v2y = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->y); + v2x = FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv2)->x); + v2y = FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv2)->y); } else { - v2x = gr_curline->v2->x; - v2y = gr_curline->v2->y; + v2x = gl_curline->v2->x; + v2y = gl_curline->v2->y; } // OPTIMIZE: quickly reject orthogonal back sides. @@ -2262,7 +2262,7 @@ static void HWR_AddLine(seg_t *line) angle2 = R_PointToAngle64(v2x, v2y); // PrBoom: Back side, i.e. backface culling - read: endAngle >= startAngle! - if (angle2 - angle1 < ANGLE_180 || !gr_curline->linedef) + if (angle2 - angle1 < ANGLE_180 || !gl_curline->linedef) return; // PrBoom: use REAL clipping math YAYYYYYYY!!! @@ -2271,7 +2271,7 @@ static void HWR_AddLine(seg_t *line) checkforemptylines = true; - gr_backsector = line->backsector; + gl_backsector = line->backsector; // do extra checks on the seg when rendering portals: // don't render segs that are behind the portal destination line @@ -2282,7 +2282,7 @@ static void HWR_AddLine(seg_t *line) return; } - if (gl_portal_state == GRPORTAL_STENCIL || gl_portal_state == GRPORTAL_DEPTH) + if (gl_portal_state == GLPORTAL_STENCIL || gl_portal_state == GLPORTAL_DEPTH) goto doaddline; if (line->linedef->special == 40) @@ -2297,9 +2297,9 @@ static void HWR_AddLine(seg_t *line) if (line2 >= 0) // found it! { - if (gl_portal_state == GRPORTAL_SEARCH) + if (gl_portal_state == GLPORTAL_SEARCH) HWR_Portal_Add2Lines(line->linedef-lines, line2, line); - else if (gl_portal_state == GRPORTAL_INSIDE) + else if (gl_portal_state == GLPORTAL_INSIDE) dont_draw = true; } } @@ -2315,9 +2315,9 @@ doaddline: } else { - gr_backsector = R_FakeFlat(gr_backsector, &tempsec, NULL, NULL, true); + gl_backsector = R_FakeFlat(gl_backsector, &tempsec, NULL, NULL, true); - if (CheckClip(gr_frontsector, gr_backsector)) + if (CheckClip(gl_frontsector, gl_backsector)) { gld_clipper_SafeAddClipRange(angle2, angle1); checkforemptylines = false; @@ -2327,11 +2327,11 @@ doaddline: // Identical floor and ceiling on both sides, // identical light levels on both sides, // and no middle texture. - if (checkforemptylines && R_IsEmptyLine(line, gr_frontsector, gr_backsector)) + if (checkforemptylines && R_IsEmptyLine(line, gl_frontsector, gl_backsector)) return; } - if (gl_portal_state != GRPORTAL_SEARCH && !dont_draw)// no need to do this during the portal check + if (gl_portal_state != GLPORTAL_SEARCH && !dont_draw)// no need to do this during the portal check HWR_ProcessSeg(); // Doesn't need arguments because they're defined globally :D return; @@ -2567,19 +2567,19 @@ static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling, angle = FOFsector->ceilingpic_angle>>ANGLETOFINESHIFT; } } - else if (gr_frontsector) + else if (gl_frontsector) { if (!isceiling) // it's a floor { - scrollx = FIXED_TO_FLOAT(gr_frontsector->floor_xoffs)/fflatsize; - scrolly = FIXED_TO_FLOAT(gr_frontsector->floor_yoffs)/fflatsize; - angle = gr_frontsector->floorpic_angle>>ANGLETOFINESHIFT; + scrollx = FIXED_TO_FLOAT(gl_frontsector->floor_xoffs)/fflatsize; + scrolly = FIXED_TO_FLOAT(gl_frontsector->floor_yoffs)/fflatsize; + angle = gl_frontsector->floorpic_angle>>ANGLETOFINESHIFT; } else // it's a ceiling { - scrollx = FIXED_TO_FLOAT(gr_frontsector->ceiling_xoffs)/fflatsize; - scrolly = FIXED_TO_FLOAT(gr_frontsector->ceiling_yoffs)/fflatsize; - angle = gr_frontsector->ceilingpic_angle>>ANGLETOFINESHIFT; + scrollx = FIXED_TO_FLOAT(gl_frontsector->ceiling_xoffs)/fflatsize; + scrolly = FIXED_TO_FLOAT(gl_frontsector->ceiling_yoffs)/fflatsize; + angle = gl_frontsector->ceilingpic_angle>>ANGLETOFINESHIFT; } } @@ -2657,11 +2657,11 @@ static void HWR_AddPolyObjectPlanes(void) if (po_ptrs[i]->translucency >= NUMTRANSMAPS) continue; - if (polyobjsector->floorheight <= gr_frontsector->ceilingheight - && polyobjsector->floorheight >= gr_frontsector->floorheight + if (polyobjsector->floorheight <= gl_frontsector->ceilingheight + && polyobjsector->floorheight >= gl_frontsector->floorheight && (viewz < polyobjsector->floorheight)) { - light = R_GetPlaneLight(gr_frontsector, polyobjsector->floorheight, true); + light = R_GetPlaneLight(gl_frontsector, polyobjsector->floorheight, true); if (po_ptrs[i]->translucency > 0) { FSurfaceInfo Surf; @@ -2669,22 +2669,22 @@ static void HWR_AddPolyObjectPlanes(void) memset(&Surf, 0x00, sizeof(Surf)); blendmode = HWR_TranstableToAlpha(po_ptrs[i]->translucency, &Surf); HWR_AddTransparentPolyobjectFloor(levelflats[polyobjsector->floorpic].lumpnum, po_ptrs[i], false, polyobjsector->floorheight, - (light == -1 ? gr_frontsector->lightlevel : *gr_frontsector->lightlist[light].lightlevel), Surf.PolyColor.s.alpha, polyobjsector, blendmode, (light == -1 ? gr_frontsector->extra_colormap : gr_frontsector->lightlist[light].extra_colormap)); + (light == -1 ? gl_frontsector->lightlevel : *gl_frontsector->lightlist[light].lightlevel), Surf.PolyColor.s.alpha, polyobjsector, blendmode, (light == -1 ? gl_frontsector->extra_colormap : gl_frontsector->lightlist[light].extra_colormap)); } else { HWR_GetFlat(levelflats[polyobjsector->floorpic].lumpnum, R_NoEncore(polyobjsector, false)); HWR_RenderPolyObjectPlane(po_ptrs[i], false, polyobjsector->floorheight, PF_Occlude, - (light == -1 ? gr_frontsector->lightlevel : *gr_frontsector->lightlist[light].lightlevel), levelflats[polyobjsector->floorpic].lumpnum, - polyobjsector, 255, (light == -1 ? gr_frontsector->extra_colormap : gr_frontsector->lightlist[light].extra_colormap)); + (light == -1 ? gl_frontsector->lightlevel : *gl_frontsector->lightlist[light].lightlevel), levelflats[polyobjsector->floorpic].lumpnum, + polyobjsector, 255, (light == -1 ? gl_frontsector->extra_colormap : gl_frontsector->lightlist[light].extra_colormap)); } } - if (polyobjsector->ceilingheight >= gr_frontsector->floorheight - && polyobjsector->ceilingheight <= gr_frontsector->ceilingheight + if (polyobjsector->ceilingheight >= gl_frontsector->floorheight + && polyobjsector->ceilingheight <= gl_frontsector->ceilingheight && (viewz > polyobjsector->ceilingheight)) { - light = R_GetPlaneLight(gr_frontsector, polyobjsector->ceilingheight, true); + light = R_GetPlaneLight(gl_frontsector, polyobjsector->ceilingheight, true); if (po_ptrs[i]->translucency > 0) { FSurfaceInfo Surf; @@ -2692,14 +2692,14 @@ static void HWR_AddPolyObjectPlanes(void) memset(&Surf, 0x00, sizeof(Surf)); blendmode = HWR_TranstableToAlpha(po_ptrs[i]->translucency, &Surf); HWR_AddTransparentPolyobjectFloor(levelflats[polyobjsector->ceilingpic].lumpnum, po_ptrs[i], true, polyobjsector->ceilingheight, - (light == -1 ? gr_frontsector->lightlevel : *gr_frontsector->lightlist[light].lightlevel), Surf.PolyColor.s.alpha, polyobjsector, blendmode, (light == -1 ? gr_frontsector->extra_colormap : gr_frontsector->lightlist[light].extra_colormap)); + (light == -1 ? gl_frontsector->lightlevel : *gl_frontsector->lightlist[light].lightlevel), Surf.PolyColor.s.alpha, polyobjsector, blendmode, (light == -1 ? gl_frontsector->extra_colormap : gl_frontsector->lightlist[light].extra_colormap)); } else { HWR_GetFlat(levelflats[polyobjsector->ceilingpic].lumpnum, R_NoEncore(polyobjsector, true)); HWR_RenderPolyObjectPlane(po_ptrs[i], true, polyobjsector->ceilingheight, PF_Occlude, - (light == -1 ? gr_frontsector->lightlevel : *gr_frontsector->lightlist[light].lightlevel), levelflats[polyobjsector->ceilingpic].lumpnum, - polyobjsector, 255, (light == -1 ? gr_frontsector->extra_colormap : gr_frontsector->lightlist[light].extra_colormap)); + (light == -1 ? gl_frontsector->lightlevel : *gl_frontsector->lightlist[light].lightlevel), levelflats[polyobjsector->ceilingpic].lumpnum, + polyobjsector, 255, (light == -1 ? gl_frontsector->extra_colormap : gl_frontsector->lightlist[light].extra_colormap)); } } } @@ -2778,7 +2778,7 @@ static void HWR_Subsector(size_t num) // subsector sub = &subsectors[num]; // sector - gr_frontsector = sub->sector; + gl_frontsector = sub->sector; // how many linedefs count = sub->numlines; // first line seg @@ -2788,35 +2788,35 @@ static void HWR_Subsector(size_t num) { // there are no segs but only planes sub = &subsectors[0]; - gr_frontsector = sub->sector; + gl_frontsector = sub->sector; count = 0; line = NULL; } //SoM: 4/7/2000: Test to make Boom water work in Hardware mode. - gr_frontsector = R_FakeFlat(gr_frontsector, &tempsec, &floorlightlevel, + gl_frontsector = R_FakeFlat(gl_frontsector, &tempsec, &floorlightlevel, &ceilinglightlevel, false); - if (gl_portal_state == GRPORTAL_SEARCH) + if (gl_portal_state == GLPORTAL_SEARCH) { skipSprites = true; goto skip_stuff_for_portals;// hopefully this goto is okay } - floorcolormap = ceilingcolormap = gr_frontsector->extra_colormap; + floorcolormap = ceilingcolormap = gl_frontsector->extra_colormap; - cullFloorHeight = P_GetSectorFloorZAt (gr_frontsector, viewx, viewy); - cullCeilingHeight = P_GetSectorCeilingZAt(gr_frontsector, viewx, viewy); - locFloorHeight = P_GetSectorFloorZAt (gr_frontsector, gr_frontsector->soundorg.x, gr_frontsector->soundorg.y); - locCeilingHeight = P_GetSectorCeilingZAt(gr_frontsector, gr_frontsector->soundorg.x, gr_frontsector->soundorg.y); + cullFloorHeight = P_GetSectorFloorZAt (gl_frontsector, viewx, viewy); + cullCeilingHeight = P_GetSectorCeilingZAt(gl_frontsector, viewx, viewy); + locFloorHeight = P_GetSectorFloorZAt (gl_frontsector, gl_frontsector->soundorg.x, gl_frontsector->soundorg.y); + locCeilingHeight = P_GetSectorCeilingZAt(gl_frontsector, gl_frontsector->soundorg.x, gl_frontsector->soundorg.y); - if (gr_frontsector->ffloors) + if (gl_frontsector->ffloors) { - boolean anyMoved = gr_frontsector->moved; + boolean anyMoved = gl_frontsector->moved; if (anyMoved == false) { - for (rover = gr_frontsector->ffloors; rover; rover = rover->next) + for (rover = gl_frontsector->ffloors; rover; rover = rover->next) { sector_t *controlSec = §ors[rover->secnum]; @@ -2830,64 +2830,64 @@ static void HWR_Subsector(size_t num) if (anyMoved == true) { - gr_frontsector->numlights = sub->sector->numlights = 0; - R_Prep3DFloors(gr_frontsector); - sub->sector->lightlist = gr_frontsector->lightlist; - sub->sector->numlights = gr_frontsector->numlights; - sub->sector->moved = gr_frontsector->moved = false; + gl_frontsector->numlights = sub->sector->numlights = 0; + R_Prep3DFloors(gl_frontsector); + sub->sector->lightlist = gl_frontsector->lightlist; + sub->sector->numlights = gl_frontsector->numlights; + sub->sector->moved = gl_frontsector->moved = false; } - light = R_GetPlaneLight(gr_frontsector, locFloorHeight, false); - if (gr_frontsector->floorlightsec == -1) - floorlightlevel = *gr_frontsector->lightlist[light].lightlevel; - floorcolormap = gr_frontsector->lightlist[light].extra_colormap; + light = R_GetPlaneLight(gl_frontsector, locFloorHeight, false); + if (gl_frontsector->floorlightsec == -1) + floorlightlevel = *gl_frontsector->lightlist[light].lightlevel; + floorcolormap = gl_frontsector->lightlist[light].extra_colormap; - light = R_GetPlaneLight(gr_frontsector, locCeilingHeight, false); - if (gr_frontsector->ceilinglightsec == -1) - ceilinglightlevel = *gr_frontsector->lightlist[light].lightlevel; - ceilingcolormap = gr_frontsector->lightlist[light].extra_colormap; + light = R_GetPlaneLight(gl_frontsector, locCeilingHeight, false); + if (gl_frontsector->ceilinglightsec == -1) + ceilinglightlevel = *gl_frontsector->lightlist[light].lightlevel; + ceilingcolormap = gl_frontsector->lightlist[light].extra_colormap; } - sub->sector->extra_colormap = gr_frontsector->extra_colormap; + sub->sector->extra_colormap = gl_frontsector->extra_colormap; // render floor ? // yeah, easy backface cull! :) if (cullFloorHeight < viewz) { - if (gr_frontsector->floorpic != skyflatnum) + if (gl_frontsector->floorpic != skyflatnum) { if (sub->validcount != validcount) { - HWR_GetFlat(levelflats[gr_frontsector->floorpic].lumpnum, R_NoEncore(gr_frontsector, false)); + HWR_GetFlat(levelflats[gl_frontsector->floorpic].lumpnum, R_NoEncore(gl_frontsector, false)); HWR_RenderPlane(sub, &extrasubsectors[num], false, // Hack to make things continue to work around slopes. - locFloorHeight == cullFloorHeight ? locFloorHeight : gr_frontsector->floorheight, + locFloorHeight == cullFloorHeight ? locFloorHeight : gl_frontsector->floorheight, // We now return you to your regularly scheduled rendering. - PF_Occlude, floorlightlevel, levelflats[gr_frontsector->floorpic].lumpnum, NULL, 255, floorcolormap); + PF_Occlude, floorlightlevel, levelflats[gl_frontsector->floorpic].lumpnum, NULL, 255, floorcolormap); } } } if (cullCeilingHeight > viewz) { - if (gr_frontsector->ceilingpic != skyflatnum) + if (gl_frontsector->ceilingpic != skyflatnum) { if (sub->validcount != validcount) { - HWR_GetFlat(levelflats[gr_frontsector->ceilingpic].lumpnum, R_NoEncore(gr_frontsector, true)); + HWR_GetFlat(levelflats[gl_frontsector->ceilingpic].lumpnum, R_NoEncore(gl_frontsector, true)); HWR_RenderPlane(sub, &extrasubsectors[num], true, // Hack to make things continue to work around slopes. - locCeilingHeight == cullCeilingHeight ? locCeilingHeight : gr_frontsector->ceilingheight, + locCeilingHeight == cullCeilingHeight ? locCeilingHeight : gl_frontsector->ceilingheight, // We now return you to your regularly scheduled rendering. - PF_Occlude, ceilinglightlevel, levelflats[gr_frontsector->ceilingpic].lumpnum,NULL, 255, ceilingcolormap); + PF_Occlude, ceilinglightlevel, levelflats[gl_frontsector->ceilingpic].lumpnum,NULL, 255, ceilingcolormap); } } } - if (gr_frontsector->ffloors) + if (gl_frontsector->ffloors) { /// \todo fix light, xoffs, yoffs, extracolormap ? - for (rover = gr_frontsector->ffloors; + for (rover = gl_frontsector->ffloors; rover; rover = rover->next) { fixed_t bottomCullHeight, topCullHeight, centerHeight; @@ -2902,14 +2902,14 @@ static void HWR_Subsector(size_t num) bottomCullHeight = P_GetFFloorBottomZAt(rover, viewx, viewy); topCullHeight = P_GetFFloorTopZAt(rover, viewx, viewy); - if (gr_frontsector->cullheight) + if (gl_frontsector->cullheight) { - if (HWR_DoCulling(gr_frontsector->cullheight, viewsector->cullheight, gr_viewz, FIXED_TO_FLOAT(*rover->bottomheight), FIXED_TO_FLOAT(*rover->topheight))) + if (HWR_DoCulling(gl_frontsector->cullheight, viewsector->cullheight, gl_viewz, FIXED_TO_FLOAT(*rover->bottomheight), FIXED_TO_FLOAT(*rover->topheight))) continue; } // bottom plane - centerHeight = P_GetFFloorBottomZAt(rover, gr_frontsector->soundorg.x, gr_frontsector->soundorg.y); + centerHeight = P_GetFFloorBottomZAt(rover, gl_frontsector->soundorg.x, gl_frontsector->soundorg.y); if (centerHeight <= locCeilingHeight && centerHeight >= locFloorHeight && ((viewz < bottomCullHeight && !(rover->flags & FF_INVERTPLANES)) || @@ -2919,40 +2919,42 @@ static void HWR_Subsector(size_t num) { UINT8 alpha; - light = R_GetPlaneLight(gr_frontsector, centerHeight, viewz < bottomCullHeight ? true : false); + light = R_GetPlaneLight(gl_frontsector, centerHeight, viewz < bottomCullHeight ? true : false); - alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap); + alpha = HWR_FogBlockAlpha(*gl_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap); HWR_AddTransparentFloor(0, &extrasubsectors[num], false, *rover->bottomheight, - *gr_frontsector->lightlist[light].lightlevel, + *gl_frontsector->lightlist[light].lightlevel, alpha, rover->master->frontsector, PF_Fog|PF_NoTexture, true, rover->master->frontsector->extra_colormap); } else if (rover->flags & FF_TRANSLUCENT && rover->alpha < 256) // SoM: Flags are more efficient { - light = R_GetPlaneLight(gr_frontsector, centerHeight, viewz < bottomCullHeight ? true : false); + light = R_GetPlaneLight(gl_frontsector, centerHeight, viewz < bottomCullHeight ? true : false); + HWR_AddTransparentFloor(levelflats[*rover->bottompic].lumpnum, &extrasubsectors[num], false, *rover->bottomheight, - *gr_frontsector->lightlist[light].lightlevel, + *gl_frontsector->lightlist[light].lightlevel, CLAMP(rover->alpha, 0 ,255), rover->master->frontsector, (rover->flags & FF_RIPPLE ? PF_Ripple : 0)|PF_Translucent, - false, gr_frontsector->lightlist[light].extra_colormap); + false, gl_frontsector->lightlist[light].extra_colormap); } else { - HWR_GetFlat(levelflats[*rover->bottompic].lumpnum, R_NoEncore(gr_frontsector, false)); - light = R_GetPlaneLight(gr_frontsector, centerHeight, viewz < bottomCullHeight ? true : false); - HWR_RenderPlane(sub, &extrasubsectors[num], false, *rover->bottomheight, (rover->flags & FF_RIPPLE ? PF_Ripple : 0)|PF_Occlude, *gr_frontsector->lightlist[light].lightlevel, levelflats[*rover->bottompic].lumpnum, - rover->master->frontsector, 255, gr_frontsector->lightlist[light].extra_colormap); + HWR_GetFlat(levelflats[*rover->bottompic].lumpnum, R_NoEncore(gl_frontsector, false)); + light = R_GetPlaneLight(gl_frontsector, centerHeight, viewz < bottomCullHeight ? true : false); + + HWR_RenderPlane(sub, &extrasubsectors[num], false, *rover->bottomheight, (rover->flags & FF_RIPPLE ? PF_Ripple : 0)|PF_Occlude, *gl_frontsector->lightlist[light].lightlevel, levelflats[*rover->bottompic].lumpnum, + rover->master->frontsector, 255, gl_frontsector->lightlist[light].extra_colormap); } } // top plane - centerHeight = P_GetFFloorTopZAt(rover, gr_frontsector->soundorg.x, gr_frontsector->soundorg.y); + centerHeight = P_GetFFloorTopZAt(rover, gl_frontsector->soundorg.x, gl_frontsector->soundorg.y); if (centerHeight >= locFloorHeight && centerHeight <= locCeilingHeight && @@ -2963,35 +2965,37 @@ static void HWR_Subsector(size_t num) { UINT8 alpha; - light = R_GetPlaneLight(gr_frontsector, centerHeight, viewz < topCullHeight ? true : false); + light = R_GetPlaneLight(gl_frontsector, centerHeight, viewz < topCullHeight ? true : false); - alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap); + alpha = HWR_FogBlockAlpha(*gl_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap); HWR_AddTransparentFloor(0, &extrasubsectors[num], true, *rover->topheight, - *gr_frontsector->lightlist[light].lightlevel, + *gl_frontsector->lightlist[light].lightlevel, alpha, rover->master->frontsector, PF_Fog|PF_NoTexture, true, rover->master->frontsector->extra_colormap); } else if (rover->flags & FF_TRANSLUCENT && rover->alpha < 256) { - light = R_GetPlaneLight(gr_frontsector, centerHeight, viewz < topCullHeight ? true : false); + light = R_GetPlaneLight(gl_frontsector, centerHeight, viewz < topCullHeight ? true : false); + HWR_AddTransparentFloor(levelflats[*rover->toppic].lumpnum, &extrasubsectors[num], true, *rover->topheight, - *gr_frontsector->lightlist[light].lightlevel, + *gl_frontsector->lightlist[light].lightlevel, CLAMP(rover->alpha, 0 ,255), rover->master->frontsector, (rover->flags & FF_RIPPLE ? PF_Ripple : 0)|PF_Translucent, - false, gr_frontsector->lightlist[light].extra_colormap); + false, gl_frontsector->lightlist[light].extra_colormap); } else { - HWR_GetFlat(levelflats[*rover->toppic].lumpnum, R_NoEncore(gr_frontsector, true)); - light = R_GetPlaneLight(gr_frontsector, centerHeight, viewz < topCullHeight ? true : false); - HWR_RenderPlane(sub, &extrasubsectors[num], true, *rover->topheight, (rover->flags & FF_RIPPLE ? PF_Ripple : 0)|PF_Occlude, *gr_frontsector->lightlist[light].lightlevel, levelflats[*rover->toppic].lumpnum, - rover->master->frontsector, 255, gr_frontsector->lightlist[light].extra_colormap); + HWR_GetFlat(levelflats[*rover->toppic].lumpnum, R_NoEncore(gl_frontsector, true)); + light = R_GetPlaneLight(gl_frontsector, centerHeight, viewz < topCullHeight ? true : false); + + HWR_RenderPlane(sub, &extrasubsectors[num], true, *rover->topheight, (rover->flags & FF_RIPPLE ? PF_Ripple : 0)|PF_Occlude, *gl_frontsector->lightlist[light].lightlevel, levelflats[*rover->toppic].lumpnum, + rover->master->frontsector, 255, gl_frontsector->lightlist[light].extra_colormap); } } } @@ -3038,11 +3042,11 @@ skip_stuff_for_portals: // draw sprites first, coz they are clipped to the solidsegs of // subsectors more 'in front' if (!skipSprites) - HWR_AddSprites(gr_frontsector); + HWR_AddSprites(gl_frontsector); //Hurdler: at this point validcount must be the same, but is not because - // gr_frontsector doesn't point anymore to sub->sector due to - // the call gr_frontsector = R_FakeFlat(...) + // gl_frontsector doesn't point anymore to sub->sector due to + // the call gl_frontsector = R_FakeFlat(...) // if it's not done, the sprite is drawn more than once, // what looks really bad with translucency or dynamic light, // without talking about the overdraw of course. @@ -3102,14 +3106,14 @@ static void HWR_RenderBSPNode(INT32 bspnum) } // ========================================================================== -// gr_things.c +// gl_things.c // ========================================================================== // sprites are drawn after all wall and planes are rendered, so that // sprite translucency effects apply on the rendered view (instead of the background sky!!) -static UINT32 gr_visspritecount; -static gr_vissprite_t *gr_visspritechunks[MAXVISSPRITES >> VISSPRITECHUNKBITS] = {NULL}; +static UINT32 gl_visspritecount; +static gl_vissprite_t *gl_visspritechunks[MAXVISSPRITES >> VISSPRITECHUNKBITS] = {NULL}; // -------------------------------------------------------------------------- // HWR_ClearSprites @@ -3117,31 +3121,31 @@ static gr_vissprite_t *gr_visspritechunks[MAXVISSPRITES >> VISSPRITECHUNKBITS] = // -------------------------------------------------------------------------- static void HWR_ClearSprites(void) { - gr_visspritecount = 0; + gl_visspritecount = 0; } // -------------------------------------------------------------------------- // HWR_NewVisSprite // -------------------------------------------------------------------------- -static gr_vissprite_t gr_overflowsprite; +static gl_vissprite_t gl_overflowsprite; -static gr_vissprite_t *HWR_GetVisSprite(UINT32 num) +static gl_vissprite_t *HWR_GetVisSprite(UINT32 num) { UINT32 chunk = num >> VISSPRITECHUNKBITS; // Allocate chunk if necessary - if (!gr_visspritechunks[chunk]) - Z_Malloc(sizeof(gr_vissprite_t) * VISSPRITESPERCHUNK, PU_LEVEL, &gr_visspritechunks[chunk]); + if (!gl_visspritechunks[chunk]) + Z_Malloc(sizeof(gl_vissprite_t) * VISSPRITESPERCHUNK, PU_LEVEL, &gl_visspritechunks[chunk]); - return gr_visspritechunks[chunk] + (num & VISSPRITEINDEXMASK); + return gl_visspritechunks[chunk] + (num & VISSPRITEINDEXMASK); } -static gr_vissprite_t *HWR_NewVisSprite(void) +static gl_vissprite_t *HWR_NewVisSprite(void) { - if (gr_visspritecount == MAXVISSPRITES) - return &gr_overflowsprite; + if (gl_visspritecount == MAXVISSPRITES) + return &gl_overflowsprite; - return HWR_GetVisSprite(gr_visspritecount++); + return HWR_GetVisSprite(gl_visspritecount++); } // Finds a floor through which light does not pass. @@ -3178,7 +3182,7 @@ static fixed_t HWR_OpaqueFloorAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t hei return floorz; } -static void HWR_DrawSpriteShadow(gr_vissprite_t *spr, GLPatch_t *gpatch) +static void HWR_DrawSpriteShadow(gl_vissprite_t *spr, GLPatch_t *gpatch) { float this_scale = 1.0f; FOutVector swallVerts[4]; @@ -3268,10 +3272,10 @@ static void HWR_DrawSpriteShadow(gr_vissprite_t *spr, GLPatch_t *gpatch) swallVerts[0].y = swallVerts[1].y = swallVerts[2].y = swallVerts[3].y = spr->gzt - gpatch->topoffset * this_scale - (floorheight+3); // Now transform the TOP vertices along the floor in the direction of the camera - swallVerts[3].x = spr->x1 + ((gpatch->height * this_scale) + offset) * gr_viewcos; - swallVerts[2].x = spr->x2 + ((gpatch->height * this_scale) + offset) * gr_viewcos; - swallVerts[3].z = spr->z1 + ((gpatch->height * this_scale) + offset) * gr_viewsin; - swallVerts[2].z = spr->z2 + ((gpatch->height * this_scale) + offset) * gr_viewsin; + swallVerts[3].x = spr->x1 + ((gpatch->height * this_scale) + offset) * gl_viewcos; + swallVerts[2].x = spr->x2 + ((gpatch->height * this_scale) + offset) * gl_viewcos; + swallVerts[3].z = spr->z1 + ((gpatch->height * this_scale) + offset) * gl_viewsin; + swallVerts[2].z = spr->z2 + ((gpatch->height * this_scale) + offset) * gl_viewsin; } else { @@ -3279,19 +3283,19 @@ static void HWR_DrawSpriteShadow(gr_vissprite_t *spr, GLPatch_t *gpatch) swallVerts[0].y = swallVerts[1].y = swallVerts[2].y = swallVerts[3].y = spr->gzt - gpatch->topoffset - (floorheight+3); // Now transform the TOP vertices along the floor in the direction of the camera - swallVerts[3].x = spr->x1 + (gpatch->height + offset) * gr_viewcos; - swallVerts[2].x = spr->x2 + (gpatch->height + offset) * gr_viewcos; - swallVerts[3].z = spr->z1 + (gpatch->height + offset) * gr_viewsin; - swallVerts[2].z = spr->z2 + (gpatch->height + offset) * gr_viewsin; + swallVerts[3].x = spr->x1 + (gpatch->height + offset) * gl_viewcos; + swallVerts[2].x = spr->x2 + (gpatch->height + offset) * gl_viewcos; + swallVerts[3].z = spr->z1 + (gpatch->height + offset) * gl_viewsin; + swallVerts[2].z = spr->z2 + (gpatch->height + offset) * gl_viewsin; } // We also need to move the bottom ones away when shadowoffs is on if (cv_shadowoffs.value) { - swallVerts[0].x = spr->x1 + offset * gr_viewcos; - swallVerts[1].x = spr->x2 + offset * gr_viewcos; - swallVerts[0].z = spr->z1 + offset * gr_viewsin; - swallVerts[1].z = spr->z2 + offset * gr_viewsin; + swallVerts[0].x = spr->x1 + offset * gl_viewcos; + swallVerts[1].x = spr->x2 + offset * gl_viewcos; + swallVerts[0].z = spr->z1 + offset * gl_viewsin; + swallVerts[1].z = spr->z2 + offset * gl_viewsin; } if (floorslope) @@ -3358,20 +3362,20 @@ static void HWR_DrawSpriteShadow(gr_vissprite_t *spr, GLPatch_t *gpatch) } // This is expecting a pointer to an array containing 4 wallVerts for a sprite -static void HWR_RotateSpritePolyToAim(gr_vissprite_t *spr, FOutVector *wallVerts, const boolean precip) +static void HWR_RotateSpritePolyToAim(gl_vissprite_t *spr, FOutVector *wallVerts, const boolean precip) { - if (cv_grspritebillboarding.value && spr && spr->mobj && !(spr->mobj->frame & FF_PAPERSPRITE) && wallVerts) + if (cv_glspritebillboarding.value && spr && spr->mobj && !(spr->mobj->frame & FF_PAPERSPRITE) && wallVerts) { // uncapped/interpolation interpmobjstate_t interp = {0}; float basey, lowy; INT32 dist = -1; - if (cv_grmaxinterpdist.value) + if (cv_maxinterpdist.value) dist = R_QuickCamDist(spr->mobj->x, spr->mobj->y); // do interpolation - if (R_UsingFrameInterpolation() && !paused && (!cv_grmaxinterpdist.value || dist < cv_grmaxinterpdist.value)) + if (R_UsingFrameInterpolation() && !paused && (!cv_maxinterpdist.value || dist < cv_maxinterpdist.value)) { if (precip) { @@ -3408,24 +3412,24 @@ static void HWR_RotateSpritePolyToAim(gr_vissprite_t *spr, FOutVector *wallVerts // X, Y, AND Z need to be manipulated for the polys to rotate around the // origin, because of how the origin setting works I believe that should // be mobj->z or mobj->z + mobj->height - wallVerts[2].y = wallVerts[3].y = (spr->gzt - basey) * gr_viewludsin + basey; - wallVerts[0].y = wallVerts[1].y = (lowy - basey) * gr_viewludsin + basey; + wallVerts[2].y = wallVerts[3].y = (spr->gzt - basey) * gl_viewludsin + basey; + wallVerts[0].y = wallVerts[1].y = (lowy - basey) * gl_viewludsin + basey; // translate back to be around 0 before translating back - wallVerts[3].x += ((spr->gzt - basey) * gr_viewludcos) * gr_viewcos; - wallVerts[2].x += ((spr->gzt - basey) * gr_viewludcos) * gr_viewcos; + wallVerts[3].x += ((spr->gzt - basey) * gl_viewludcos) * gl_viewcos; + wallVerts[2].x += ((spr->gzt - basey) * gl_viewludcos) * gl_viewcos; - wallVerts[0].x += ((lowy - basey) * gr_viewludcos) * gr_viewcos; - wallVerts[1].x += ((lowy - basey) * gr_viewludcos) * gr_viewcos; + wallVerts[0].x += ((lowy - basey) * gl_viewludcos) * gl_viewcos; + wallVerts[1].x += ((lowy - basey) * gl_viewludcos) * gl_viewcos; - wallVerts[3].z += ((spr->gzt - basey) * gr_viewludcos) * gr_viewsin; - wallVerts[2].z += ((spr->gzt - basey) * gr_viewludcos) * gr_viewsin; + wallVerts[3].z += ((spr->gzt - basey) * gl_viewludcos) * gl_viewsin; + wallVerts[2].z += ((spr->gzt - basey) * gl_viewludcos) * gl_viewsin; - wallVerts[0].z += ((lowy - basey) * gr_viewludcos) * gr_viewsin; - wallVerts[1].z += ((lowy - basey) * gr_viewludcos) * gr_viewsin; + wallVerts[0].z += ((lowy - basey) * gl_viewludcos) * gl_viewsin; + wallVerts[1].z += ((lowy - basey) * gl_viewludcos) * gl_viewsin; } } -static void HWR_SplitSprite(gr_vissprite_t *spr) +static void HWR_SplitSprite(gl_vissprite_t *spr) { FOutVector wallVerts[4]; FOutVector baseWallVerts[4]; // This is what the verts should end up as @@ -3509,13 +3513,13 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) HWR_RotateSpritePolyToAim(spr, baseWallVerts, false); // push it toward the camera to mitigate floor-clipping sprites - float sprdist = sqrtf((spr->x1 - gr_viewx)*(spr->x1 - gr_viewx) + (spr->z1 - gr_viewy)*(spr->z1 - gr_viewy) + (spr->gzt - gr_viewz)*(spr->gzt - gr_viewz)); + 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)); float distfact = ((2.0f*spr->dispoffset) + 20.0f) / sprdist; for (i = 0; i < 4; i++) { - baseWallVerts[i].x += (gr_viewx - baseWallVerts[i].x)*distfact; - baseWallVerts[i].z += (gr_viewy - baseWallVerts[i].z)*distfact; - baseWallVerts[i].y += (gr_viewz - baseWallVerts[i].y)*distfact; + baseWallVerts[i].x += (gl_viewx - baseWallVerts[i].x)*distfact; + baseWallVerts[i].z += (gl_viewy - baseWallVerts[i].z)*distfact; + baseWallVerts[i].y += (gl_viewz - baseWallVerts[i].y)*distfact; } realtop = top = baseWallVerts[3].y; @@ -3634,7 +3638,7 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) wallVerts[1].y = endbot; // The x and y only need to be adjusted in the case that it's not a papersprite - if (cv_grspritebillboarding.value && spr->mobj && !(spr->mobj->frame & FF_PAPERSPRITE)) + if (cv_glspritebillboarding.value && spr->mobj && !(spr->mobj->frame & FF_PAPERSPRITE)) { // Get the x and z of the vertices so billboarding draws correctly realheight = realbot - realtop; @@ -3695,7 +3699,7 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) // : (monsters, bonuses, weapons, lights, ...) // Returns : // -----------------+ -static void HWR_DrawSprite(gr_vissprite_t *spr) +static void HWR_DrawSprite(gl_vissprite_t *spr) { FOutVector wallVerts[4]; GLPatch_t *gpatch; // sprite patch converted to hardware @@ -3783,14 +3787,14 @@ static void HWR_DrawSprite(gr_vissprite_t *spr) HWR_RotateSpritePolyToAim(spr, wallVerts, false); // push it toward the camera to mitigate floor-clipping sprites - float sprdist = sqrtf((spr->x1 - gr_viewx)*(spr->x1 - gr_viewx) + (spr->z1 - gr_viewy)*(spr->z1 - gr_viewy) + (spr->gzt - gr_viewz)*(spr->gzt - gr_viewz)); + 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)); float distfact = ((2.0f*spr->dispoffset) + 20.0f) / sprdist; size_t i; for (i = 0; i < 4; i++) { - wallVerts[i].x += (gr_viewx - wallVerts[i].x)*distfact; - wallVerts[i].z += (gr_viewy - wallVerts[i].z)*distfact; - wallVerts[i].y += (gr_viewz - wallVerts[i].y)*distfact; + wallVerts[i].x += (gl_viewx - wallVerts[i].x)*distfact; + wallVerts[i].z += (gl_viewy - wallVerts[i].z)*distfact; + wallVerts[i].y += (gl_viewz - wallVerts[i].y)*distfact; } // This needs to be AFTER the shadows so that the regular sprites aren't drawn completely black. @@ -3839,7 +3843,7 @@ static void HWR_DrawSprite(gr_vissprite_t *spr) } // Sprite drawer for precipitation -static inline void HWR_DrawPrecipitationSprite(gr_vissprite_t *spr) +static inline void HWR_DrawPrecipitationSprite(gl_vissprite_t *spr) { FBITFIELD blend = 0; FOutVector wallVerts[4]; @@ -3940,14 +3944,14 @@ static inline void HWR_DrawPrecipitationSprite(gr_vissprite_t *spr) // Sort vissprites by distance // -------------------------------------------------------------------------- -gr_vissprite_t* gr_vsprorder[MAXVISSPRITES]; +gl_vissprite_t* gl_vsprorder[MAXVISSPRITES]; // For more correct transparency the transparent sprites would need to be // sorted and drawn together with transparent surfaces. static int CompareVisSprites(const void *p1, const void *p2) { - gr_vissprite_t* spr1 = *(gr_vissprite_t*const*)p1; - gr_vissprite_t* spr2 = *(gr_vissprite_t*const*)p2; + gl_vissprite_t* spr1 = *(gl_vissprite_t*const*)p1; + gl_vissprite_t* spr2 = *(gl_vissprite_t*const*)p2; int idiff; float fdiff; @@ -3972,12 +3976,12 @@ static int CompareVisSprites(const void *p1, const void *p2) static void HWR_SortVisSprites(void) { UINT32 i; - for (i = 0; i < gr_visspritecount; i++) + for (i = 0; i < gl_visspritecount; i++) { - gr_vsprorder[i] = HWR_GetVisSprite(i); + gl_vsprorder[i] = HWR_GetVisSprite(i); } - qs22j(gr_vsprorder, gr_visspritecount, sizeof(gr_vissprite_t*), CompareVisSprites); + qs22j(gl_vsprorder, gl_visspritecount, sizeof(gl_vissprite_t*), CompareVisSprites); } // A drawnode is something that points to a 3D floor, 3D side, or masked @@ -4026,37 +4030,37 @@ typedef enum DRAWNODE_PLANE, DRAWNODE_POLYOBJECT_PLANE, DRAWNODE_WALL -} gr_drawnode_type_t; +} gl_drawnode_type_t; typedef struct { - gr_drawnode_type_t type; + gl_drawnode_type_t type; union { planeinfo_t plane; polyplaneinfo_t polyplane; wallinfo_t wall; } u; -} gr_drawnode_t; +} gl_drawnode_t; // initial size of drawnode array #define DRAWNODES_INIT_SIZE 64 -gr_drawnode_t *drawnodes = NULL; +gl_drawnode_t *drawnodes = NULL; INT32 numdrawnodes = 0; INT32 alloceddrawnodes = 0; -static void *HWR_CreateDrawNode(gr_drawnode_type_t type) +static void *HWR_CreateDrawNode(gl_drawnode_type_t type) { - gr_drawnode_t *drawnode; + gl_drawnode_t *drawnode; if (!drawnodes) { alloceddrawnodes = DRAWNODES_INIT_SIZE; - drawnodes = Z_Malloc(alloceddrawnodes * sizeof(gr_drawnode_t), PU_LEVEL, &drawnodes); + drawnodes = Z_Malloc(alloceddrawnodes * sizeof(gl_drawnode_t), PU_LEVEL, &drawnodes); } else if (numdrawnodes >= alloceddrawnodes) { alloceddrawnodes *= 2; - Z_Realloc(drawnodes, alloceddrawnodes * sizeof(gr_drawnode_t), PU_LEVEL, &drawnodes); + Z_Realloc(drawnodes, alloceddrawnodes * sizeof(gl_drawnode_t), PU_LEVEL, &drawnodes); } @@ -4195,14 +4199,14 @@ static void HWR_RenderDrawNodes(void) for (i = 0; i < numdrawnodes; i++) { - gr_drawnode_t *drawnode = &drawnodes[sortindex[i]]; + gl_drawnode_t *drawnode = &drawnodes[sortindex[i]]; if (drawnode->type == DRAWNODE_PLANE) { planeinfo_t *plane = &drawnode->u.plane; - // We aren't traversing the BSP tree, so make gr_frontsector null to avoid crashes. - gr_frontsector = NULL; + // We aren't traversing the BSP tree, so make gl_frontsector null to avoid crashes. + gl_frontsector = NULL; if (!(plane->blend & PF_NoTexture)) HWR_GetFlat(plane->lumpnum, R_NoEncore(plane->FOFSector, plane->isceiling)); @@ -4214,8 +4218,8 @@ static void HWR_RenderDrawNodes(void) { polyplaneinfo_t *polyplane = &drawnode->u.polyplane; - // We aren't traversing the BSP tree, so make gr_frontsector null to avoid crashes. - gr_frontsector = NULL; + // We aren't traversing the BSP tree, so make gl_frontsector null to avoid crashes. + gl_frontsector = NULL; if (!(polyplane->blend & PF_NoTexture)) HWR_GetFlat(polyplane->lumpnum, R_NoEncore(polyplane->FOFSector, polyplane->isceiling)); @@ -4250,9 +4254,9 @@ static void HWR_DrawSprites(void) { UINT32 i; - for (i = 0; i < gr_visspritecount; i++) + for (i = 0; i < gl_visspritecount; i++) { - gr_vissprite_t *spr = gr_vsprorder[i]; + gl_vissprite_t *spr = gl_vsprorder[i]; if (spr->precip) { @@ -4274,14 +4278,14 @@ static void HWR_DrawSprites(void) md2 = &md2_playermodels[(skin_t *)spr->mobj->skin - skins]; // 8/1/19: Only don't display player models if no default SPR_PLAY is found. - if (!cv_grmdls.value || ((md2->notfound || md2->scale < 0.0f) && ((!cv_grfallbackplayermodel.value) || md2_models[SPR_PLAY].notfound || md2_models[SPR_PLAY].scale < 0.0f)) || spr->mobj->state == &states[S_PLAY_SIGN]) + if (!cv_glmdls.value || ((md2->notfound || md2->scale < 0.0f) && ((!cv_glfallbackplayermodel.value) || md2_models[SPR_PLAY].notfound || md2_models[SPR_PLAY].scale < 0.0f)) || spr->mobj->state == &states[S_PLAY_SIGN]) HWR_DrawSprite(spr); else HWR_DrawMD2(spr); } else { - if (!cv_grmdls.value || md2_models[spr->mobj->sprite].notfound || md2_models[spr->mobj->sprite].scale < 0.0f) + if (!cv_glmdls.value || md2_models[spr->mobj->sprite].notfound || md2_models[spr->mobj->sprite].scale < 0.0f) HWR_DrawSprite(spr); else HWR_DrawMD2(spr); @@ -4382,7 +4386,7 @@ static void HWR_AddPrecipitationSprites(void) // BP why not use xtoviexangle/viewangletox like in bsp ?.... static void HWR_ProjectSprite(mobj_t *thing) { - gr_vissprite_t *vis; + gl_vissprite_t *vis; float tr_x, tr_y; float tz; float x1, x2; @@ -4428,10 +4432,10 @@ static void HWR_ProjectSprite(mobj_t *thing) hflip = (!(thing->frame & FF_HORIZONTALFLIP) != !mirrored); papersprite = (thing->frame & FF_PAPERSPRITE); - if (cv_grmaxinterpdist.value) + if (cv_maxinterpdist.value) dist = R_QuickCamDist(thing->x, thing->y); - if (R_UsingFrameInterpolation() && !paused && (!cv_grmaxinterpdist.value || dist < cv_grmaxinterpdist.value)) + if (R_UsingFrameInterpolation() && !paused && (!cv_maxinterpdist.value || dist < cv_maxinterpdist.value)) { R_InterpolateMobjState(thing, rendertimefrac, &interp); } @@ -4448,14 +4452,14 @@ static void HWR_ProjectSprite(mobj_t *thing) spriteyscale = FIXED_TO_FLOAT(interp.spriteyscale); // transform the origin point - tr_x = FIXED_TO_FLOAT(interp.x) - gr_viewx; - tr_y = FIXED_TO_FLOAT(interp.y) - gr_viewy; + tr_x = FIXED_TO_FLOAT(interp.x) - gl_viewx; + tr_y = FIXED_TO_FLOAT(interp.y) - gl_viewy; // rotation around vertical axis - tz = (tr_x * gr_viewcos) + (tr_y * gr_viewsin); + tz = (tr_x * gl_viewcos) + (tr_y * gl_viewsin); // thing is behind view plane? - if (tz < ZCLIP_PLANE && !papersprite && (!cv_grmdls.value || md2_models[thing->sprite].notfound == true)) //Yellow: Only MD2's dont disappear + if (tz < ZCLIP_PLANE && !papersprite && (!cv_glmdls.value || md2_models[thing->sprite].notfound == true)) //Yellow: Only MD2's dont disappear return; // The above can stay as it works for cutting sprites that are too close @@ -4635,7 +4639,7 @@ static void HWR_ProjectSprite(mobj_t *thing) if (thing->subsector->sector->cullheight) { - if (HWR_DoCulling(thing->subsector->sector->cullheight, viewsector->cullheight, gr_viewz, gz, gzt)) + if (HWR_DoCulling(thing->subsector->sector->cullheight, viewsector->cullheight, gl_viewz, gz, gzt)) return; } @@ -4647,12 +4651,12 @@ static void HWR_ProjectSprite(mobj_t *thing) if (heightsec != -1 && phs != -1) // only clip things which are in special sectors { - if (gr_viewz < FIXED_TO_FLOAT(sectors[phs].floorheight) ? + if (gl_viewz < FIXED_TO_FLOAT(sectors[phs].floorheight) ? FIXED_TO_FLOAT(interp.z) >= FIXED_TO_FLOAT(sectors[heightsec].floorheight) : gzt < FIXED_TO_FLOAT(sectors[heightsec].floorheight)) return; - if (gr_viewz > FIXED_TO_FLOAT(sectors[phs].ceilingheight) ? - gzt < FIXED_TO_FLOAT(sectors[heightsec].ceilingheight) && gr_viewz >= FIXED_TO_FLOAT(sectors[heightsec].ceilingheight) : + if (gl_viewz > FIXED_TO_FLOAT(sectors[phs].ceilingheight) ? + gzt < FIXED_TO_FLOAT(sectors[heightsec].ceilingheight) && gl_viewz >= FIXED_TO_FLOAT(sectors[heightsec].ceilingheight) : FIXED_TO_FLOAT(interp.z) >= FIXED_TO_FLOAT(sectors[heightsec].ceilingheight)) return; } @@ -4728,7 +4732,7 @@ static void HWR_ProjectSprite(mobj_t *thing) // Precipitation projector for hardware mode static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing) { - gr_vissprite_t *vis; + gl_vissprite_t *vis; float tr_x, tr_y; float tz; float x1, x2; @@ -4754,11 +4758,11 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing) return; } - if (cv_grmaxinterpdist.value) + if (cv_maxinterpdist.value) dist = R_QuickCamDist(thing->x, thing->y); // do interpolation - if (R_UsingFrameInterpolation() && !paused && (!cv_grmaxinterpdist.value || dist < cv_grmaxinterpdist.value)) + if (R_UsingFrameInterpolation() && !paused && (!cv_maxinterpdist.value || dist < cv_maxinterpdist.value)) { R_InterpolatePrecipMobjState(thing, rendertimefrac, &interp); } @@ -4770,11 +4774,11 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing) this_scale = FIXED_TO_FLOAT(interp.scale); // transform the origin point - tr_x = FIXED_TO_FLOAT(interp.x) - gr_viewx; - tr_y = FIXED_TO_FLOAT(interp.y) - gr_viewy; + tr_x = FIXED_TO_FLOAT(interp.x) - gl_viewx; + tr_y = FIXED_TO_FLOAT(interp.y) - gl_viewy; // rotation around vertical axis - tz = (tr_x * gr_viewcos) + (tr_y * gr_viewsin); + tz = (tr_x * gl_viewcos) + (tr_y * gl_viewsin); // thing is behind view plane? if (tz < ZCLIP_PLANE) @@ -4869,7 +4873,7 @@ static void HWR_DrawSkyBackground(float fpov) memset(&dometransform, 0x00, sizeof(FTransform)); //04/01/2000: Hurdler: added for T&L - // It should replace all other gr_viewxxx when finished + // It should replace all other gl_viewxxx when finished HWR_SetTransformAiming(&dometransform); dometransform.angley = (float)((viewangle-ANGLE_270)>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES); @@ -4897,10 +4901,10 @@ static void HWR_DrawSkyBackground(float fpov) // -----------------+ static inline void HWR_ClearView(void) { - HWD.pfnGClipRect((INT32)gr_viewwindowx, - (INT32)gr_viewwindowy, - (INT32)(gr_viewwindowx + gr_viewwidth), - (INT32)(gr_viewwindowy + gr_viewheight), + HWD.pfnGClipRect((INT32)gl_viewwindowx, + (INT32)gl_viewwindowy, + (INT32)(gl_viewwindowx + gl_viewwidth), + (INT32)(gl_viewwindowy + gl_viewheight), ZCLIP_PLANE, FAR_ZCLIP_DEFAULT); HWD.pfnClearBuffer(false, true, true, NULL); } @@ -4912,26 +4916,26 @@ static inline void HWR_ClearView(void) void HWR_SetViewSize(void) { // setup view size - gr_viewwidth = (float)vid.width; - gr_viewheight = (float)vid.height; + gl_viewwidth = (float)vid.width; + gl_viewheight = (float)vid.height; if (splitscreen) - gr_viewheight /= 2; + gl_viewheight /= 2; if (splitscreen > 1) - gr_viewwidth /= 2; + gl_viewwidth /= 2; - gr_basecenterx = gr_viewwidth / 2; - gr_basecentery = gr_viewheight / 2; + gl_basecenterx = gl_viewwidth / 2; + gl_basecentery = gl_viewheight / 2; - gr_baseviewwindowy = 0; - gr_basewindowcentery = (float)(gr_viewheight / 2); + gl_baseviewwindowy = 0; + gl_basewindowcentery = (float)(gl_viewheight / 2); - gr_baseviewwindowx = 0; - gr_basewindowcenterx = (float)(gr_viewwidth / 2); + gl_baseviewwindowx = 0; + gl_basewindowcenterx = (float)(gl_viewwidth / 2); - gr_pspritexscale = ((vid.width*gr_pspriteyscale*BASEVIDHEIGHT)/BASEVIDWIDTH)/vid.height; - gr_pspriteyscale = ((vid.height*gr_pspritexscale*BASEVIDWIDTH)/BASEVIDHEIGHT)/vid.width; + gl_pspritexscale = ((vid.width*gl_pspriteyscale*BASEVIDHEIGHT)/BASEVIDWIDTH)/vid.height; + gl_pspriteyscale = ((vid.height*gl_pspritexscale*BASEVIDWIDTH)/BASEVIDHEIGHT)/vid.width; HWD.pfnFlushScreenTextures(); } @@ -4940,35 +4944,35 @@ void HWR_SetViewSize(void) // and the normal view, all with a single function. static void HWR_SetTransformAiming(FTransform *trans) { - if (cv_grshearing.value) + if (cv_glshearing.value) { fixed_t fixedaiming = AIMINGTODY(aimingangle); trans->viewaiming = FIXED_TO_FLOAT(fixedaiming); trans->shearing = true; - gr_aimingangle = 0; + gl_aimingangle = 0; } else { trans->shearing = false; - gr_aimingangle = aimingangle; + gl_aimingangle = aimingangle; } - trans->anglex = (float)(gr_aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES); + trans->anglex = (float)(gl_aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES); } void HWR_SetTransform(float fpov, player_t *player) { - gr_viewx = FIXED_TO_FLOAT(viewx); - gr_viewy = FIXED_TO_FLOAT(viewy); - gr_viewz = FIXED_TO_FLOAT(viewz); - gr_viewsin = FIXED_TO_FLOAT(viewsin); - gr_viewcos = FIXED_TO_FLOAT(viewcos); + gl_viewx = FIXED_TO_FLOAT(viewx); + gl_viewy = FIXED_TO_FLOAT(viewy); + gl_viewz = FIXED_TO_FLOAT(viewz); + gl_viewsin = FIXED_TO_FLOAT(viewsin); + gl_viewcos = FIXED_TO_FLOAT(viewcos); memset(&atransform, 0x00, sizeof(FTransform)); // Set T&L transform - atransform.x = gr_viewx; - atransform.y = gr_viewy; - atransform.z = gr_viewz; + atransform.x = gl_viewx; + atransform.y = gl_viewy; + atransform.z = gl_viewz; atransform.scalex = 1; atransform.scaley = (float)vid.width/vid.height; @@ -4977,8 +4981,8 @@ void HWR_SetTransform(float fpov, player_t *player) HWR_SetTransformAiming(&atransform); atransform.angley = (float)(viewangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES); - gr_viewludsin = FIXED_TO_FLOAT(FINECOSINE(gr_aimingangle>>ANGLETOFINESHIFT)); - gr_viewludcos = FIXED_TO_FLOAT(-FINESINE(gr_aimingangle>>ANGLETOFINESHIFT)); + gl_viewludsin = FIXED_TO_FLOAT(FINECOSINE(gl_aimingangle>>ANGLETOFINESHIFT)); + gl_viewludcos = FIXED_TO_FLOAT(-FINESINE(gl_aimingangle>>ANGLETOFINESHIFT)); atransform.fovxangle = fpov; // Tails atransform.fovyangle = fpov; // Tails @@ -5003,7 +5007,7 @@ void HWR_SetTransform(float fpov, player_t *player) void HWR_ClearClipper(void) { - angle_t a1 = gld_FrustumAngle(gr_aimingangle); + angle_t a1 = gld_FrustumAngle(gl_aimingangle); gld_clipper_Clear(); gld_clipper_SafeAddClipRange(viewangle + a1, viewangle - a1); #ifdef HAVE_SPHEREFRUSTRUM @@ -5023,7 +5027,7 @@ void HWR_SetStencilState(int state, int level) void HWR_RenderViewpoint(gl_portal_t *rootportal, const float fpov, player_t *player, int stencil_level, boolean allow_portals) { const boolean skybox = (skyboxmo[0] && cv_skybox.value); - const boolean useportals = cv_grportals.value && gr_maphasportals && allow_portals; + const boolean useportals = cv_glportals.value && gl_maphasportals && allow_portals; HWR_Portal_InitList(); @@ -5033,7 +5037,7 @@ void HWR_RenderViewpoint(gl_portal_t *rootportal, const float fpov, player_t *pl // search for portals in current frame currentportallist = &portallist; - HWR_SetPortalState(GRPORTAL_SEARCH); + HWR_SetPortalState(GLPORTAL_SEARCH); HWR_ClearClipper(); @@ -5050,10 +5054,10 @@ void HWR_RenderViewpoint(gl_portal_t *rootportal, const float fpov, player_t *pl { HWR_RenderPortal(portal, rootportal, fpov, player, stencil_level); } - HWR_SetPortalState(GRPORTAL_INSIDE); // when portal walls are encountered in following bsp traversal, nothing should be drawn + HWR_SetPortalState(GLPORTAL_INSIDE); // when portal walls are encountered in following bsp traversal, nothing should be drawn } else - HWR_SetPortalState(GRPORTAL_OFF); // there may be portals and they need to be drawn as regural walls + HWR_SetPortalState(GLPORTAL_OFF); // there may be portals and they need to be drawn as regural walls // draw normal things in current frame in current incremented stencil buffer area HWR_SetStencilState(HWR_STENCIL_NORMAL, stencil_level); @@ -5078,18 +5082,18 @@ void HWR_RenderViewpoint(gl_portal_t *rootportal, const float fpov, player_t *pl ps_numpolyobjects.value.i = 0; PS_START_TIMING(ps_bsptime); - if (cv_grbatching.value) + if (cv_glbatching.value) HWR_StartBatching(); if (useportals && !rootportal && portallist.base && !skybox) // if portals have been drawn in the main view, then render skywalls differently - gr_collect_skywalls = true; + gl_collect_skywalls = true; // HAYA: Save the old portal state, and turn portals off while normally rendering the BSP tree. // This fixes specific effects not working, such as horizon lines. SINT8 oldgl_portal_state = gl_portal_state; - if (gl_portal_state != GRPORTAL_OFF) // if we already haven't hit the recursion limit or we already ended our portal shenanigans - HWR_SetPortalState(GRPORTAL_INSIDE); // TURN IT OFF + if (gl_portal_state != GLPORTAL_OFF) // if we already haven't hit the recursion limit or we already ended our portal shenanigans + HWR_SetPortalState(GLPORTAL_INSIDE); // TURN IT OFF // Recursively "render" the BSP tree. HWR_RenderBSPNode((INT32)numnodes-1); @@ -5102,7 +5106,7 @@ void HWR_RenderViewpoint(gl_portal_t *rootportal, const float fpov, player_t *pl PS_STOP_TIMING(ps_bsptime); - if (cv_grbatching.value) + if (cv_glbatching.value) HWR_RenderBatches(); if (skyWallVertexArraySize) // if there are skywalls to draw using the alternate method @@ -5117,9 +5121,9 @@ void HWR_RenderViewpoint(gl_portal_t *rootportal, const float fpov, player_t *pl HWD.pfnClearBuffer(false, false, true, 0);// clear skywall markings from the stencil buffer HWR_SetTransform(fpov, player);// restore transform } - gr_collect_skywalls = false; + gl_collect_skywalls = false; - ps_numsprites.value.i = gr_visspritecount; + ps_numsprites.value.i = gl_visspritecount; PS_START_TIMING(ps_hw_spritesorttime); HWR_SortVisSprites(); PS_STOP_TIMING(ps_hw_spritesorttime); @@ -5144,23 +5148,23 @@ static void HWR_RenderFrame(INT32 viewnumber, player_t *player, boolean skybox) const float fpov = FIXED_TO_FLOAT(cv_fov.value+player->fovadd); // set window position - gr_centerx = gr_basecenterx; - gr_viewwindowx = gr_baseviewwindowx; - gr_windowcenterx = gr_basewindowcenterx; - gr_centery = gr_basecentery; - gr_viewwindowy = gr_baseviewwindowy; - gr_windowcentery = gr_basewindowcentery; + gl_centerx = gl_basecenterx; + gl_viewwindowx = gl_baseviewwindowx; + gl_windowcenterx = gl_basewindowcenterx; + gl_centery = gl_basecentery; + gl_viewwindowy = gl_baseviewwindowy; + gl_windowcentery = gl_basewindowcentery; if ((splitscreen == 1 && viewnumber == 1) || (splitscreen > 1 && viewnumber > 1)) { - gr_viewwindowy += gr_viewheight; - gr_windowcentery += gr_viewheight; + gl_viewwindowy += gl_viewheight; + gl_windowcentery += gl_viewheight; } if (splitscreen > 1 && viewnumber & 1) { - gr_viewwindowx += gr_viewwidth; - gr_windowcenterx += gr_viewwidth; + gl_viewwindowx += gl_viewwidth; + gl_windowcenterx += gl_viewwidth; } if (splitscreen == 2 && player == &players[displayplayers[2]]) @@ -5189,14 +5193,14 @@ static void HWR_RenderFrame(INT32 viewnumber, player_t *player, boolean skybox) current_bsp_culling_distance = 0; - if (!skybox && cv_grrenderdistance.value) + if (!skybox && cv_glrenderdistance.value) { - HWD.pfnGClipRect((INT32)gr_viewwindowx, - (INT32)gr_viewwindowy, - (INT32)(gr_viewwindowx + gr_viewwidth), - (INT32)(gr_viewwindowy + gr_viewheight), - ZCLIP_PLANE, clipping_distances[cv_grrenderdistance.value - 1]); - current_bsp_culling_distance = bsp_culling_distances[cv_grrenderdistance.value - 1]; + HWD.pfnGClipRect((INT32)gl_viewwindowx, + (INT32)gl_viewwindowy, + (INT32)(gl_viewwindowx + gl_viewwidth), + (INT32)(gl_viewwindowy + gl_viewheight), + ZCLIP_PLANE, clipping_distances[cv_glrenderdistance.value - 1]); + current_bsp_culling_distance = bsp_culling_distances[cv_glrenderdistance.value - 1]; } portalclipline = NULL; @@ -5292,9 +5296,9 @@ static void HWR_TogglePaletteRendering(void) if (HWR_ShouldUsePaletteRendering()) { // are we not in that state already? - if (!gr_palette_rendering_state) + if (!gl_palette_rendering_state) { - gr_palette_rendering_state = true; + gl_palette_rendering_state = true; // The textures will still be converted to RGBA by r_opengl. // This however makes hw_cache use paletted blending for composite textures! @@ -5313,9 +5317,9 @@ static void HWR_TogglePaletteRendering(void) else { // are we not in that state already? - if (gr_palette_rendering_state) + if (gl_palette_rendering_state) { - gr_palette_rendering_state = false; + gl_palette_rendering_state = false; textureformat = GL_TEXFMT_RGBA; HWR_SetPalette(pLocalPalette); // If the r_opengl "texture palette" stays the same during this switch, these textures @@ -5329,41 +5333,41 @@ static void HWR_TogglePaletteRendering(void) //added by Hurdler: console varibale that are saved void HWR_AddCommands(void) { - CV_RegisterVar(&cv_grscreentextures); + CV_RegisterVar(&cv_glscreentextures); #ifdef USE_FBO_OGL - CV_RegisterVar(&cv_grframebuffer); + CV_RegisterVar(&cv_glframebuffer); #endif - CV_RegisterVar(&cv_grmdls); - CV_RegisterVar(&cv_grfallbackplayermodel); + CV_RegisterVar(&cv_glmdls); + CV_RegisterVar(&cv_glfallbackplayermodel); - CV_RegisterVar(&cv_grspritebillboarding); - CV_RegisterVar(&cv_grfakecontrast); - CV_RegisterVar(&cv_grslopecontrast); - CV_RegisterVar(&cv_grshearing); - CV_RegisterVar(&cv_grshaders); + CV_RegisterVar(&cv_glspritebillboarding); + CV_RegisterVar(&cv_glfakecontrast); + CV_RegisterVar(&cv_glslopecontrast); + CV_RegisterVar(&cv_glshearing); + CV_RegisterVar(&cv_glshaders); CV_RegisterVar(&cv_lightdither); - CV_RegisterVar(&cv_grfiltermode); - CV_RegisterVar(&cv_granisotropicmode); - CV_RegisterVar(&cv_grsolvetjoin); + CV_RegisterVar(&cv_glfiltermode); + CV_RegisterVar(&cv_glanisotropicmode); + CV_RegisterVar(&cv_glsolvetjoin); - CV_RegisterVar(&cv_grbatching); + CV_RegisterVar(&cv_glbatching); - CV_RegisterVar(&cv_grrenderdistance); + CV_RegisterVar(&cv_glrenderdistance); - CV_RegisterVar(&cv_grhorizonlines); + CV_RegisterVar(&cv_glhorizonlines); - CV_RegisterVar(&cv_grfovchange); + CV_RegisterVar(&cv_glfovchange); - CV_RegisterVar(&cv_grportals); + CV_RegisterVar(&cv_glportals); CV_RegisterVar(&cv_secbright); - CV_RegisterVar(&cv_grpaletterendering); - CV_RegisterVar(&cv_grpalettedepth); - CV_RegisterVar(&cv_grflashpal); + CV_RegisterVar(&cv_glpaletterendering); + CV_RegisterVar(&cv_glpalettedepth); + CV_RegisterVar(&cv_glflashpal); } // -------------------------------------------------------------------------- @@ -5382,14 +5386,14 @@ void HWR_Startup(void) HWR_InitTextureCache(); HWR_InitMD2(); - gr_shadersavailable = HWR_InitShaders(); + gl_shadersavailable = HWR_InitShaders(); HWR_SetShaderState(); HWR_LoadAllCustomShaders(); HWR_TogglePaletteRendering(); #ifdef USE_FBO_OGL - HWD.pfnSetSpecialState(HWD_SET_FRAMEBUFFER, cv_grframebuffer.value); + HWD.pfnSetSpecialState(HWD_SET_FRAMEBUFFER, cv_glframebuffer.value); #endif if (msaa) @@ -5445,7 +5449,7 @@ static void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD HWR_ProcessPolygon(pSurf, wallVerts, 4, blendmode, shader, false); #ifdef WALLSPLATS - if (gr_curline->linedef->splats && cv_splats.value) + if (gl_curline->linedef->splats && cv_splats.value) HWR_DrawSegsSplats(pSurf); #endif } @@ -5484,7 +5488,7 @@ static void HWR_DoPostProcessor(player_t *player) HWD.pfnDrawPolygon(&Surf, v, 4, PF_Modulated|PF_Translucent|PF_NoTexture|PF_NoDepthTest); } - if (cv_grscreentextures.value != 2) // screen textures are needed for the rest of the effects + if (cv_glscreentextures.value != 2) // screen textures are needed for the rest of the effects return; // Capture the screen for intermission and screen waving @@ -5559,7 +5563,7 @@ void HWR_DoWipe(UINT8 wipenum, UINT8 scrnnum) lumpnum_t lumpnum; size_t lsize; - if (cv_grscreentextures.value == 0) + if (cv_glscreentextures.value == 0) { V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); // just draw a black screen instead of flashing and crap return; diff --git a/src/hardware/hw_main.h b/src/hardware/hw_main.h index 5fe4123a5..85a71edda 100644 --- a/src/hardware/hw_main.h +++ b/src/hardware/hw_main.h @@ -36,23 +36,23 @@ void HWR_Startup(void); void HWR_Shutdown(void); -extern float gr_viewwidth, gr_viewheight, gr_baseviewwindowx, gr_baseviewwindowy; +extern float gl_viewwidth, gl_viewheight, gl_baseviewwindowx, gl_baseviewwindowy; -extern float gr_basewindowcenterx, gr_basewindowcentery; +extern float gl_basewindowcenterx, gl_basewindowcentery; extern unsigned msaa; extern boolean a2c; extern FTransform atransform; -extern float gr_viewsin, gr_viewcos; +extern float gl_viewsin, gl_viewcos; extern boolean gl_drawing_stencil; -extern seg_t *gr_curline; -extern side_t *gr_sidedef; -extern line_t *gr_linedef; -extern sector_t *gr_frontsector; -extern sector_t *gr_backsector; +extern seg_t *gl_curline; +extern side_t *gl_sidedef; +extern line_t *gl_linedef; +extern sector_t *gl_frontsector; +extern sector_t *gl_backsector; enum { @@ -80,7 +80,7 @@ extern ps_metric_t ps_hw_numcolors; extern ps_metric_t ps_hw_batchsorttime; extern ps_metric_t ps_hw_batchdrawtime; -extern boolean gr_shadersavailable; +extern boolean gl_shadersavailable; // hw_draw.c void HWR_DrawPatch(GLPatch_t *gpatch, INT32 x, INT32 y, INT32 option); @@ -138,43 +138,40 @@ void HWR_ProcessSeg(void); // Sort of like GLWall::Process in GZDoom // hw_bsp.c void HWR_CreatePlanePolygons(INT32 bspnum); -extern boolean gr_maphasportals; +extern boolean gl_maphasportals; // hw_cache.c void HWR_LoadTextures(size_t pnumtextures); RGBA_t *HWR_GetTexturePalette(void); // Console variables -extern consvar_t cv_grshaders; +extern consvar_t cv_glshaders; #ifdef USE_FBO_OGL -extern consvar_t cv_grframebuffer; +extern consvar_t cv_glframebuffer; #endif -extern consvar_t cv_grshearing; -extern consvar_t cv_grfov; -extern consvar_t cv_grmdls; -extern consvar_t cv_grfog; -extern consvar_t cv_grfogdensity; -extern consvar_t cv_grfiltermode; -extern consvar_t cv_granisotropicmode; -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_grslopecontrast; -extern consvar_t cv_grhorizonlines; -extern consvar_t cv_grfallbackplayermodel; -extern consvar_t cv_grbatching; -extern consvar_t cv_grrenderdistance; -extern consvar_t cv_grpaletterendering; -extern consvar_t cv_grpalettedepth; -extern consvar_t cv_grflashpal; +extern consvar_t cv_glshearing; +extern consvar_t cv_glfov; +extern consvar_t cv_glmdls; +extern consvar_t cv_glfog; +extern consvar_t cv_glfiltermode; +extern consvar_t cv_glanisotropicmode; +extern consvar_t cv_glfovchange; +extern consvar_t cv_glsolvetjoin; +extern consvar_t cv_glspritebillboarding; +extern consvar_t cv_glfakecontrast; +extern consvar_t cv_glslopecontrast; +extern consvar_t cv_glhorizonlines; +extern consvar_t cv_glfallbackplayermodel; +extern consvar_t cv_glbatching; +extern consvar_t cv_glrenderdistance; +extern consvar_t cv_glpaletterendering; +extern consvar_t cv_glpalettedepth; +extern consvar_t cv_glflashpal; extern consvar_t cv_lightdither; -extern consvar_t cv_grscreentextures; -extern consvar_t cv_grportals; -extern consvar_t cv_nostencil; +extern consvar_t cv_glscreentextures; +extern consvar_t cv_glportals; extern consvar_t cv_secbright; -extern CV_PossibleValue_t granisotropicmode_cons_t[]; +extern CV_PossibleValue_t glanisotropicmode_cons_t[]; #endif diff --git a/src/hardware/hw_md2.c b/src/hardware/hw_md2.c index c71f47185..485836cf2 100644 --- a/src/hardware/hw_md2.c +++ b/src/hardware/hw_md2.c @@ -147,7 +147,7 @@ static void PNG_warn(png_structp PNG, png_const_charp pngtext) CONS_Debug(DBG_RENDER, "libpng warning at %p: %s", PNG, pngtext); } -static GLTextureFormat_t PNG_Load(const char *filename, int *w, int *h, GLPatch_t *grpatch) +static GLTextureFormat_t PNG_Load(const char *filename, int *w, int *h, GLPatch_t *glpatch) { png_structp png_ptr; png_infop png_info_ptr; @@ -201,7 +201,7 @@ static GLTextureFormat_t PNG_Load(const char *filename, int *w, int *h, GLPatch_ //CONS_Debug(DBG_RENDER, "libpng load error on %s\n", filename); png_destroy_read_struct(&png_ptr, &png_info_ptr, NULL); fclose(png_FILE); - Z_Free(grpatch->mipmap->data); + Z_Free(glpatch->mipmap->data); return 0; } #ifdef USE_FAR_KEYWORD @@ -242,7 +242,7 @@ static GLTextureFormat_t PNG_Load(const char *filename, int *w, int *h, GLPatch_ { png_uint_32 i, pitch = png_get_rowbytes(png_ptr, png_info_ptr); - png_bytep PNG_image = Z_Malloc(pitch*height, PU_HWRCACHE, &grpatch->mipmap->data); + png_bytep PNG_image = Z_Malloc(pitch*height, PU_HWRCACHE, &glpatch->mipmap->data); png_bytepp row_pointers = png_malloc(png_ptr, height * sizeof (png_bytep)); for (i = 0; i < height; i++) row_pointers[i] = PNG_image + i*pitch; @@ -282,7 +282,7 @@ typedef struct } PcxHeader; static GLTextureFormat_t PCX_Load(const char *filename, int *w, int *h, - GLPatch_t *grpatch) + GLPatch_t *glpatch) { PcxHeader header; #define PALSIZE 768 @@ -322,7 +322,7 @@ static GLTextureFormat_t PCX_Load(const char *filename, int *w, int *h, pw = *w = header.xmax - header.xmin + 1; ph = *h = header.ymax - header.ymin + 1; - image = Z_Malloc(pw*ph*4, PU_HWRCACHE, &grpatch->mipmap->data); + image = Z_Malloc(pw*ph*4, PU_HWRCACHE, &glpatch->mipmap->data); if (fread(palette, sizeof (UINT8), PALSIZE, file) != PALSIZE) { @@ -364,43 +364,43 @@ static GLTextureFormat_t PCX_Load(const char *filename, int *w, int *h, // -----------------+ static void md2_loadTexture(md2_t *model) { - GLPatch_t *grpatch; + GLPatch_t *glpatch; const char *filename = model->filename; - if (model->grpatch) + if (model->glpatch) { - grpatch = model->grpatch; - Z_Free(grpatch->mipmap->data); + glpatch = model->glpatch; + Z_Free(glpatch->mipmap->data); } else { - grpatch = Z_Calloc(sizeof *grpatch, PU_HWRPATCHINFO, - &(model->grpatch)); - grpatch->mipmap = Z_Calloc(sizeof (GLMipmap_t), PU_HWRPATCHINFO, NULL); + glpatch = Z_Calloc(sizeof *glpatch, PU_HWRPATCHINFO, + &(model->glpatch)); + glpatch->mipmap = Z_Calloc(sizeof (GLMipmap_t), PU_HWRPATCHINFO, NULL); } - if (!grpatch->mipmap->downloaded && !grpatch->mipmap->data) + if (!glpatch->mipmap->downloaded && !glpatch->mipmap->data) { int w = 0, h = 0; #ifdef HAVE_PNG - grpatch->mipmap->format = PNG_Load(filename, &w, &h, grpatch); - if (grpatch->mipmap->format == 0) + glpatch->mipmap->format = PNG_Load(filename, &w, &h, glpatch); + if (glpatch->mipmap->format == 0) #endif - grpatch->mipmap->format = PCX_Load(filename, &w, &h, grpatch); - if (grpatch->mipmap->format == 0) + glpatch->mipmap->format = PCX_Load(filename, &w, &h, glpatch); + if (glpatch->mipmap->format == 0) { - grpatch->notfound = true;// mark it so its not searched for again repeatedly + glpatch->notfound = true;// mark it so its not searched for again repeatedly return; } - grpatch->mipmap->downloaded = 0; - grpatch->mipmap->flags = 0; + glpatch->mipmap->downloaded = 0; + glpatch->mipmap->flags = 0; - grpatch->width = (INT16)w; - grpatch->height = (INT16)h; - grpatch->mipmap->width = (UINT16)w; - grpatch->mipmap->height = (UINT16)h; + glpatch->width = (INT16)w; + glpatch->height = (INT16)h; + glpatch->mipmap->width = (UINT16)w; + glpatch->mipmap->height = (UINT16)h; // for palette rendering, color cube is applied in post-processing instead of here if (!HWR_ShouldUsePaletteRendering()) @@ -408,7 +408,7 @@ static void md2_loadTexture(md2_t *model) UINT32 size; RGBA_t *image; // Lactozilla: Apply colour cube - image = grpatch->mipmap->data; + image = glpatch->mipmap->data; size = w*h; while (size--) { @@ -417,8 +417,8 @@ static void md2_loadTexture(md2_t *model) } } } - HWD.pfnSetTexture(grpatch->mipmap); - HWR_UnlockCachedPatch(grpatch); + HWD.pfnSetTexture(glpatch->mipmap); + HWR_UnlockCachedPatch(glpatch); } // -----------------+ @@ -426,49 +426,49 @@ static void md2_loadTexture(md2_t *model) // -----------------+ static void md2_loadBlendTexture(md2_t *model) { - GLPatch_t *grpatch; + GLPatch_t *glpatch; char *filename = Z_Malloc(strlen(model->filename)+7, PU_STATIC, NULL); strcpy(filename, model->filename); FIL_ForceExtension(filename, "_blend.png"); - if (model->blendgrpatch) + if (model->blendglpatch) { - grpatch = model->blendgrpatch; - Z_Free(grpatch->mipmap->data); + glpatch = model->blendglpatch; + Z_Free(glpatch->mipmap->data); } else { - grpatch = Z_Calloc(sizeof *grpatch, PU_HWRPATCHINFO, - &(model->blendgrpatch)); - grpatch->mipmap = Z_Calloc(sizeof (GLMipmap_t), PU_HWRPATCHINFO, NULL); + glpatch = Z_Calloc(sizeof *glpatch, PU_HWRPATCHINFO, + &(model->blendglpatch)); + glpatch->mipmap = Z_Calloc(sizeof (GLMipmap_t), PU_HWRPATCHINFO, NULL); } - if (!grpatch->mipmap->downloaded && !grpatch->mipmap->data) + if (!glpatch->mipmap->downloaded && !glpatch->mipmap->data) { int w = 0, h = 0; #ifdef HAVE_PNG - grpatch->mipmap->format = PNG_Load(filename, &w, &h, grpatch); - if (grpatch->mipmap->format == 0) + glpatch->mipmap->format = PNG_Load(filename, &w, &h, glpatch); + if (glpatch->mipmap->format == 0) #endif - grpatch->mipmap->format = PCX_Load(filename, &w, &h, grpatch); - if (grpatch->mipmap->format == 0) + glpatch->mipmap->format = PCX_Load(filename, &w, &h, glpatch); + if (glpatch->mipmap->format == 0) { - grpatch->notfound = true;// mark it so its not searched for again repeatedly + glpatch->notfound = true;// mark it so its not searched for again repeatedly Z_Free(filename); return; } - grpatch->mipmap->downloaded = 0; - grpatch->mipmap->flags = 0; + glpatch->mipmap->downloaded = 0; + glpatch->mipmap->flags = 0; - grpatch->width = (INT16)w; - grpatch->height = (INT16)h; - grpatch->mipmap->width = (UINT16)w; - grpatch->mipmap->height = (UINT16)h; + glpatch->width = (INT16)w; + glpatch->height = (INT16)h; + glpatch->mipmap->width = (UINT16)w; + glpatch->mipmap->height = (UINT16)h; } - HWD.pfnSetTexture(grpatch->mipmap); // We do need to do this so that it can be cleared and knows to recreate it when necessary - HWR_UnlockCachedPatch(grpatch); + HWD.pfnSetTexture(glpatch->mipmap); // We do need to do this so that it can be cleared and knows to recreate it when necessary + HWR_UnlockCachedPatch(glpatch); Z_Free(filename); } @@ -489,7 +489,7 @@ void HWR_InitMD2(void) { md2_playermodels[s].scale = -1.0f; md2_playermodels[s].model = NULL; - md2_playermodels[s].grpatch = NULL; + md2_playermodels[s].glpatch = NULL; md2_playermodels[s].skin = -1; md2_playermodels[s].notfound = true; md2_playermodels[s].error = false; @@ -498,7 +498,7 @@ void HWR_InitMD2(void) { md2_localplayermodels[s].scale = -1.0f; md2_localplayermodels[s].model = NULL; - md2_localplayermodels[s].grpatch = NULL; + md2_localplayermodels[s].glpatch = NULL; md2_localplayermodels[s].skin = -1; md2_localplayermodels[s].notfound = true; md2_localplayermodels[s].error = false; @@ -507,7 +507,7 @@ void HWR_InitMD2(void) { md2_models[i].scale = -1.0f; md2_models[i].model = NULL; - md2_models[i].grpatch = NULL; + md2_models[i].glpatch = NULL; md2_models[i].skin = -1; md2_models[i].notfound = true; md2_models[i].error = false; @@ -680,7 +680,7 @@ spritemd2found: #define SETBRIGHTNESS(brightness,r,g,b) \ brightness = (UINT8)(((1063*(UINT32)(r))/5000) + ((3576*(UINT32)(g))/5000) + ((361*(UINT32)(b))/5000)) -static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, GLMipmap_t *grmip, INT32 skinnum, skincolors_t color) +static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, GLMipmap_t *glmip, INT32 skinnum, skincolors_t color) { UINT16 w = gpatch->width, h = gpatch->height; UINT32 size = w*h; @@ -696,24 +696,24 @@ static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, memset(translation, 0, sizeof(translation)); memset(cutoff, 0, sizeof(cutoff)); - if (grmip->width == 0) + if (glmip->width == 0) { - grmip->width = gpatch->width; - grmip->height = gpatch->height; + glmip->width = gpatch->width; + glmip->height = gpatch->height; // no wrap around, no chroma key - grmip->flags = 0; + glmip->flags = 0; // setup the texture info - grmip->format = GL_TEXFMT_RGBA; + glmip->format = GL_TEXFMT_RGBA; } - if (grmip->data) + if (glmip->data) { - Z_Free(grmip->data); - grmip->data = NULL; + Z_Free(glmip->data); + glmip->data = NULL; } - cur = Z_Malloc(size*4, PU_HWRCACHE, &grmip->data); + cur = Z_Malloc(size*4, PU_HWRCACHE, &glmip->data); memset(cur, 0x00, size*4); image = gpatch->mipmap->data; @@ -1044,7 +1044,7 @@ skippixel: static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, INT32 skinnum, const UINT8 *colormap, skincolors_t color) { // mostly copied from HWR_GetMappedPatch, hence the similarities and comment - GLMipmap_t *grmip, *newmip; + GLMipmap_t *glmip, *newmip; if (colormap == colormaps || colormap == NULL) { @@ -1055,15 +1055,15 @@ static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, INT // search for the mimmap // skip the first (no colormap translated) - for (grmip = gpatch->mipmap; grmip->nextcolormap; ) + for (glmip = gpatch->mipmap; glmip->nextcolormap; ) { - grmip = grmip->nextcolormap; - if (grmip->colormap == colormap) + glmip = glmip->nextcolormap; + if (glmip->colormap == colormap) { - if (grmip->downloaded && grmip->data) + if (glmip->downloaded && glmip->data) { - HWD.pfnSetTexture(grmip); // found the colormap, set it to the correct texture - Z_ChangeTag(grmip->data, PU_HWRCACHE_UNLOCKED); + HWD.pfnSetTexture(glmip); // found the colormap, set it to the correct texture + Z_ChangeTag(glmip->data, PU_HWRCACHE_UNLOCKED); return; } } @@ -1079,7 +1079,7 @@ static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, INT newmip = calloc(1, sizeof (*newmip)); if (newmip == NULL) I_Error("%s: Out of memory", "HWR_GetMappedPatch"); - grmip->nextcolormap = newmip; + glmip->nextcolormap = newmip; newmip->colormap = colormap; HWR_CreateBlendedTexture(gpatch, blendgpatch, newmip, skinnum, color); @@ -1095,7 +1095,7 @@ static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, INT // Returns : // -----------------+ -void HWR_DrawMD2(gr_vissprite_t *spr) +void HWR_DrawMD2(gl_vissprite_t *spr) { md2_t *md2; @@ -1105,7 +1105,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr) FTransform p; FSurfaceInfo Surf; - if (!cv_grmdls.value) + if (!cv_glmdls.value) return; if (spr->precip) @@ -1164,7 +1164,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr) angle_t ang; interpmobjstate_t interp; - if (R_UsingFrameInterpolation() && !paused && (!cv_grmaxinterpdist.value || R_QuickCamDist(spr->mobj->x, spr->mobj->y) < cv_grmaxinterpdist.value)) + if (R_UsingFrameInterpolation() && !paused && (!cv_maxinterpdist.value || R_QuickCamDist(spr->mobj->x, spr->mobj->y) < cv_maxinterpdist.value)) { R_InterpolateMobjState(spr->mobj, rendertimefrac, &interp); } @@ -1244,22 +1244,22 @@ void HWR_DrawMD2(gr_vissprite_t *spr) } } //Hurdler: arf, I don't like that implementation at all... too much crappy - gpatch = md2->grpatch; + gpatch = md2->glpatch; if (!gpatch || ((!gpatch->mipmap->format || !gpatch->mipmap->downloaded) && !gpatch->notfound)) md2_loadTexture(md2); - gpatch = md2->grpatch; // Load it again, because it isn't being loaded into gpatch after md2_loadtexture... + gpatch = md2->glpatch; // Load it again, because it isn't being loaded into gpatch after md2_loadtexture... if ((gpatch && gpatch->mipmap->format) // don't load the blend texture if the base texture isn't available - && (!md2->blendgrpatch - || ((!((GLPatch_t *)md2->blendgrpatch)->mipmap->format || !((GLPatch_t *)md2->blendgrpatch)->mipmap->downloaded) - && !((GLPatch_t *)md2->blendgrpatch)->notfound))) + && (!md2->blendglpatch + || ((!((GLPatch_t *)md2->blendglpatch)->mipmap->format || !((GLPatch_t *)md2->blendglpatch)->mipmap->downloaded) + && !((GLPatch_t *)md2->blendglpatch)->notfound))) md2_loadBlendTexture(md2); if (gpatch && gpatch->mipmap->format) // else if meant that if a texture couldn't be loaded, it would just end up using something else's texture { if ((skincolors_t)spr->mobj->color != SKINCOLOR_NONE && - md2->blendgrpatch && ((GLPatch_t *)md2->blendgrpatch)->mipmap->format - && gpatch->width == ((GLPatch_t *)md2->blendgrpatch)->width && gpatch->height == ((GLPatch_t *)md2->blendgrpatch)->height) + md2->blendglpatch && ((GLPatch_t *)md2->blendglpatch)->mipmap->format + && gpatch->width == ((GLPatch_t *)md2->blendglpatch)->width && gpatch->height == ((GLPatch_t *)md2->blendglpatch)->height) { INT32 tcskinnum = TC_DEFAULT; if ((spr->mobj->flags & MF_BOSS) && (spr->mobj->flags2 & MF2_FRET) && (leveltime & 1)) // Bosses "flash" @@ -1284,7 +1284,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr) } else tcskinnum = TC_DEFAULT; } - HWR_GetBlendedTexture(gpatch, (GLPatch_t *)md2->blendgrpatch, tcskinnum, spr->colormap, (skincolors_t)spr->mobj->color); + HWR_GetBlendedTexture(gpatch, (GLPatch_t *)md2->blendglpatch, tcskinnum, spr->colormap, (skincolors_t)spr->mobj->color); } else { @@ -1313,7 +1313,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr) // Interpolate the model interpolation. (lol) tics -= FixedToFloat(rendertimefrac); - if (cv_grmdls.value == 1 && tics <= durs) + if (cv_glmdls.value == 1 && tics <= durs) { // frames are handled differently for states with FF_ANIMATE, so get the next frame differently for the interpolation if (spr->mobj->frame & FF_ANIMATE) @@ -1478,8 +1478,8 @@ void HWR_DrawMD2(gr_vissprite_t *spr) float oy = ys * flipfactor*FIXED_TO_FLOAT(interp.spriteyoffset); // offset perpendicular to the camera angle - p.x -= ox * gr_viewsin; - p.y += ox * gr_viewcos; + p.x -= ox * gl_viewsin; + p.y += ox * gl_viewcos; p.z += oy; HWD.pfnDrawModel(md2->model, frame, durs, tics, nextFrame, &p, md2->scale * xs, md2->scale * ys, flip, hflip, &Surf); diff --git a/src/hardware/hw_md2.h b/src/hardware/hw_md2.h index 7b58a6f97..e9eafd387 100644 --- a/src/hardware/hw_md2.h +++ b/src/hardware/hw_md2.h @@ -28,8 +28,8 @@ typedef struct float scale; float offset; model_t *model; - void *grpatch; - void *blendgrpatch; + void *glpatch; + void *blendglpatch; boolean notfound; INT32 skin; boolean error; @@ -40,7 +40,7 @@ extern md2_t md2_playermodels[MAXSKINS]; extern md2_t md2_localplayermodels[MAXLOCALSKINS]; void HWR_InitMD2(void); -void HWR_DrawMD2(gr_vissprite_t *spr); +void HWR_DrawMD2(gl_vissprite_t *spr); void HWR_AddPlayerMD2(INT32 skin, boolean local); void HWR_AddSpriteMD2(size_t spritenum); diff --git a/src/hardware/hw_portal.c b/src/hardware/hw_portal.c index 3253d6711..c7770c607 100644 --- a/src/hardware/hw_portal.c +++ b/src/hardware/hw_portal.c @@ -28,7 +28,7 @@ #include "hw_main.h" #include "hw_portal.h" -SINT8 gl_portal_state = GRPORTAL_OFF; +SINT8 gl_portal_state = GLPORTAL_OFF; gl_portallist_t portallist; gl_portallist_t *currentportallist; @@ -152,9 +152,9 @@ void HWR_RenderPortalSeg(gl_portal_t* portal, SINT8 state) gl_drawing_stencil = true; // do not draw outside of the stencil buffer, idiot. // set our portal state and prepare to render the seg HWR_SetPortalState(state); - gr_curline = portal->seg; - gr_frontsector = portal->seg->frontsector; - gr_backsector = portal->seg->backsector; + gl_curline = portal->seg; + gl_frontsector = portal->seg->frontsector; + gl_backsector = portal->seg->backsector; HWR_ProcessSeg(); gl_drawing_stencil = false; // need to work around the r_opengl PF_Invisible bug with this call @@ -170,7 +170,7 @@ void HWR_RenderPortal(gl_portal_t* portal, gl_portal_t* rootportal, const float HWR_ClearClipper(); HWR_SetStencilState(HWR_STENCIL_BEGIN, stencil_level); - HWR_RenderPortalSeg(portal, GRPORTAL_STENCIL); + HWR_RenderPortalSeg(portal, GLPORTAL_STENCIL); // go to portal frame lmao HWR_PortalFrame(portal); @@ -181,7 +181,7 @@ void HWR_RenderPortal(gl_portal_t* portal, gl_portal_t* rootportal, const float HWR_PortalFrame(rootportal); else // current frame is not a portal frame but the main view! { - R_SetupFrame(viewssnum); + R_SetupFrame(player, false); portalclipline = NULL; } @@ -190,12 +190,12 @@ void HWR_RenderPortal(gl_portal_t* portal, gl_portal_t* rootportal, const float HWR_ClearClipper(); HWR_SetStencilState(HWR_STENCIL_REVERSE, stencil_level); - HWR_RenderPortalSeg(portal, GRPORTAL_STENCIL); + HWR_RenderPortalSeg(portal, GLPORTAL_STENCIL); // draw portal seg to depth buffer HWR_ClearClipper(); HWR_SetStencilState(HWR_STENCIL_DEPTH, stencil_level); - HWR_RenderPortalSeg(portal, GRPORTAL_DEPTH); + HWR_RenderPortalSeg(portal, GLPORTAL_DEPTH); } // idea for fixing fakery map: one portal pillar works, 2 pillars have left/right bug wall, 1 pillar has both sides bugged. diff --git a/src/hardware/hw_portal.h b/src/hardware/hw_portal.h index b1626cf12..9b2349955 100644 --- a/src/hardware/hw_portal.h +++ b/src/hardware/hw_portal.h @@ -24,11 +24,11 @@ */ enum { - GRPORTAL_OFF, - GRPORTAL_SEARCH, - GRPORTAL_STENCIL, - GRPORTAL_DEPTH, - GRPORTAL_INSIDE, + GLPORTAL_OFF, + GLPORTAL_SEARCH, + GLPORTAL_STENCIL, + GLPORTAL_DEPTH, + GLPORTAL_INSIDE, }; typedef struct gl_portal_s diff --git a/src/hardware/hw_shaders.c b/src/hardware/hw_shaders.c index 980a8342d..d612a9787 100644 --- a/src/hardware/hw_shaders.c +++ b/src/hardware/hw_shaders.c @@ -280,7 +280,7 @@ static char *HWR_PreprocessShader(char *original) // Calculate length of modified shader. new_len = original_len; - if (cv_grpaletterendering.value) + if (cv_glpaletterendering.value) ADD_TO_LEN(PALETTE_RENDERING_DEFINE) if (cv_lightdither.value) @@ -324,7 +324,7 @@ static char *HWR_PreprocessShader(char *original) } // Write the defines. - if (cv_grpaletterendering.value) + if (cv_glpaletterendering.value) WRITE_DEFINE(PALETTE_RENDERING_DEFINE) if (cv_lightdither.value) @@ -410,7 +410,7 @@ int HWR_GetShaderFromTarget(int shader_target) // - custom shaders are enabled // - custom shaders are allowed by the server if (custom_shader != -1 && gl_shaders[custom_shader].compiled && - cv_grshaders.value == 1) + cv_glshaders.value == 1) return custom_shader; else return gl_shadertargets[shader_target].base_shader; @@ -565,7 +565,7 @@ void HWR_LoadCustomShadersFromFile(UINT16 wadnum, boolean PK3) int i; boolean modified_shaders[NUMSHADERTARGETS] = {0}; - if (!gr_shadersavailable) + if (!gl_shadersavailable) return; lump = HWR_FindShaderDefs(wadnum); diff --git a/src/hardware/r_opengl/r_opengl.c b/src/hardware/r_opengl/r_opengl.c index 4be4d4c27..40363c470 100644 --- a/src/hardware/r_opengl/r_opengl.c +++ b/src/hardware/r_opengl/r_opengl.c @@ -2357,7 +2357,7 @@ EXPORT void HWRAPI(SetSpecialState) (hwdspecialstate_t IdState, INT32 Value) if (!supportFBO) { FrameBufferEnabled = GL_FALSE; - CV_Set(&cv_grframebuffer, "Off"); + CV_Set(&cv_glframebuffer, "Off"); } break; #endif diff --git a/src/k_kart.c b/src/k_kart.c index a8bce6fa9..8375d5f4a 100644 --- a/src/k_kart.c +++ b/src/k_kart.c @@ -9024,7 +9024,7 @@ static boolean K_GetScreenCoords(vector2_t *vec, player_t *player, mobj_t *targe #ifdef HWRENDER // NOW we can get the angle differnce - if (rendermode == render_opengl && cv_grshearing.value == 0) + if (rendermode == render_opengl && cv_glshearing.value == 0) { angle_t yang = R_PointToAngle2(0, 0, dist, y); // not perspective x = FixedMul(x, FINECOSINE((yang>>ANGLETOFINESHIFT) & FINEMASK)); // perspective diff --git a/src/m_menu.c b/src/m_menu.c index b2a61831d..7d90d2407 100644 --- a/src/m_menu.c +++ b/src/m_menu.c @@ -1484,7 +1484,7 @@ static menuitem_t OP_ColorOptionsMenu[] = static menuitem_t OP_ExpOptionsMenu[] = { {IT_HEADER, NULL, "Advanced Video Options", NULL, 10}, - {IT_STRING|IT_CVAR, NULL, "Interpolation Distance", &cv_grmaxinterpdist, 30}, + {IT_STRING|IT_CVAR, NULL, "Interpolation Distance", &cv_maxinterpdist, 30}, {IT_STRING | IT_CVAR, NULL, "Weather Interpolation", &cv_precipinterp, 40}, {IT_STRING | IT_CVAR, NULL, "Scale Weather with Mobjscale", &cv_mobjscaleprecip, 60}, @@ -1493,11 +1493,11 @@ static menuitem_t OP_ExpOptionsMenu[] = {IT_STRING | IT_CVAR, NULL, "Skyboxes", &cv_skybox, 80}, #ifdef HWRENDER - {IT_STRING | IT_CVAR, NULL, "Screen Textures", &cv_grscreentextures, 100}, + {IT_STRING | IT_CVAR, NULL, "Screen Textures", &cv_glscreentextures, 100}, #ifdef USE_FBO_OGL - {IT_STRING | IT_CVAR, NULL, "FBO Downsampling support", &cv_grframebuffer, 110}, + {IT_STRING | IT_CVAR, NULL, "FBO Downsampling support", &cv_glframebuffer, 110}, #endif - {IT_STRING | IT_CVAR, NULL, "Palette Depth", &cv_grpalettedepth, 130}, + {IT_STRING | IT_CVAR, NULL, "Palette Depth", &cv_glpalettedepth, 130}, #endif }; @@ -1527,7 +1527,7 @@ enum op_exp_lessprecip, op_exp_skybox, #ifdef HWRENDER - op_exp_grscrtx, + op_exp_glscrtx, #ifdef USE_FBO_OGL op_exp_fbo, #endif @@ -1539,24 +1539,24 @@ enum #ifdef HWRENDER static menuitem_t OP_OpenGLOptionsMenu[] = { - {IT_STRING | IT_CVAR, NULL, "3D Models", &cv_grmdls, 15}, - {IT_STRING | IT_CVAR, NULL, "Fallback Player 3D Model", &cv_grfallbackplayermodel, 20}, - {IT_STRING | IT_CVAR, NULL, "Shaders", &cv_grshaders, 25}, - {IT_STRING | IT_CVAR, NULL, "Palette Rendering", &cv_grpaletterendering, 30}, - {IT_STRING | IT_CVAR, NULL, "Flashpals in Palette Renderer", &cv_grflashpal, 35}, + {IT_STRING | IT_CVAR, NULL, "3D Models", &cv_glmdls, 15}, + {IT_STRING | IT_CVAR, NULL, "Fallback Player 3D Model", &cv_glfallbackplayermodel, 20}, + {IT_STRING | IT_CVAR, NULL, "Shaders", &cv_glshaders, 25}, + {IT_STRING | IT_CVAR, NULL, "Palette Rendering", &cv_glpaletterendering, 30}, + {IT_STRING | IT_CVAR, NULL, "Flashpals in Palette Renderer", &cv_glflashpal, 35}, {IT_STRING | IT_CVAR, NULL, "Min Shader Brightness", &cv_secbright, 40}, {IT_STRING|IT_CVAR, NULL, "Texture Quality", &cv_scr_depth, 50}, - {IT_STRING|IT_CVAR, NULL, "Texture Filter", &cv_grfiltermode, 55}, - {IT_STRING|IT_CVAR, NULL, "Anisotropic", &cv_granisotropicmode, 60}, - {IT_STRING|IT_CVAR, NULL, "Visual Portals", &cv_grportals, 65}, + {IT_STRING|IT_CVAR, NULL, "Texture Filter", &cv_glfiltermode, 55}, + {IT_STRING|IT_CVAR, NULL, "Anisotropic", &cv_glanisotropicmode, 60}, + {IT_STRING|IT_CVAR, NULL, "Visual Portals", &cv_glportals, 65}, - {IT_STRING|IT_CVAR, NULL, "Wall Contrast Style", &cv_grfakecontrast, 75}, - {IT_STRING|IT_CVAR, NULL, "Slope Contrast", &cv_grslopecontrast, 80}, + {IT_STRING|IT_CVAR, NULL, "Wall Contrast Style", &cv_glfakecontrast, 75}, + {IT_STRING|IT_CVAR, NULL, "Slope Contrast", &cv_glslopecontrast, 80}, {IT_STRING | IT_CVAR, NULL, "Dithered Lightning", &cv_lightdither, 85}, - {IT_STRING|IT_CVAR, NULL, "Sprite Billboarding", &cv_grspritebillboarding, 90}, - {IT_STRING|IT_CVAR, NULL, "Software Perspective", &cv_grshearing, 95}, - {IT_STRING|IT_CVAR, NULL, "Rendering Distance", &cv_grrenderdistance, 100}, + {IT_STRING|IT_CVAR, NULL, "Sprite Billboarding", &cv_glspritebillboarding, 90}, + {IT_STRING|IT_CVAR, NULL, "Software Perspective", &cv_glshearing, 95}, + {IT_STRING|IT_CVAR, NULL, "Rendering Distance", &cv_glrenderdistance, 100}, }; static const char* OP_OpenGLTooltips[] = @@ -4716,7 +4716,7 @@ void M_Init(void) if (rendermode == render_soft) { OP_VideoOptionsMenu[op_video_ogl].status = IT_DISABLED; - OP_ExpOptionsMenu[op_exp_grscrtx].status = IT_DISABLED; + OP_ExpOptionsMenu[op_exp_glscrtx].status = IT_DISABLED; #ifdef USE_FBO_OGL OP_ExpOptionsMenu[op_exp_fbo].status = IT_DISABLED; #endif diff --git a/src/m_perfstats.c b/src/m_perfstats.c index 30640b21c..3c5526678 100644 --- a/src/m_perfstats.c +++ b/src/m_perfstats.c @@ -301,7 +301,7 @@ static boolean PS_IsRowValid(perfstatrow_t *row) || (row->flags & PS_SW && rendermode != render_soft) || (row->flags & PS_HW && rendermode != render_opengl) #ifdef HWRENDER - || (row->flags & PS_BATCHING && !cv_grbatching.value) + || (row->flags & PS_BATCHING && !cv_glbatching.value) #endif ); } @@ -518,7 +518,7 @@ static void PS_UpdateFrameStats(void) ps_hw_spritesorttime.value.p + ps_hw_spritedrawtime.value.p; - if (cv_grbatching.value) + if (cv_glbatching.value) { ps_otherrendertime.value.p -= ps_hw_batchsorttime.value.p + @@ -547,7 +547,7 @@ static void PS_UpdateFrameStats(void) PS_UpdateRowHistories(interpolation_rows, true);*/ #ifdef HWRENDER - if (rendermode == render_opengl && cv_grbatching.value) + if (rendermode == render_opengl && cv_glbatching.value) { PS_UpdateRowHistories(batchcount_rows, true); PS_UpdateRowHistories(batchcalls_rows, true); @@ -760,7 +760,7 @@ static void PS_DrawRenderStats(void) /*cy = */PS_DrawPerfRows(x, 10, V_BLUEMAP, commoncounter_rows);// + half_row; #ifdef HWRENDER - if (rendermode == render_opengl && cv_grbatching.value) + if (rendermode == render_opengl && cv_glbatching.value) { x = hires ? 200 : 155; y = PS_DrawPerfRows(x, 10, V_PURPLEMAP, batchcount_rows); diff --git a/src/p_user.c b/src/p_user.c index ff00dfb4b..31287e904 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -2498,7 +2498,7 @@ static void P_MovePlayer(player_t *player) } #ifdef HWRENDER - if (rendermode != render_soft && rendermode != render_none && cv_grfovchange.value) + if (rendermode == render_opengl && cv_glfovchange.value) { fixed_t speed; const fixed_t runnyspeed = 20*FRACUNIT; diff --git a/src/r_fps.c b/src/r_fps.c index 9ccba8a7b..c981fa726 100644 --- a/src/r_fps.c +++ b/src/r_fps.c @@ -129,7 +129,7 @@ static void R_SetupFreelook(void) // (lmps, network and use F12...) if (rendermode == render_soft #ifdef HWRENDER - || cv_grshearing.value + || cv_glshearing.value #endif ) { @@ -323,7 +323,7 @@ void R_InterpolateMobjState(mobj_t *mobj, fixed_t frac, interpmobjstate_t *out) out->angle = mobj->resetinterp ? mobj->angle : R_LerpAngle(mobj->old_angle, mobj->angle, frac); #ifdef HWRENDER - if (cv_grmdls.value) + if (cv_glmdls.value) { // pitch roll stuff out->pitch = mobj->resetinterp ? mobj->pitch : R_LerpAngle(mobj->old_pitch, mobj->pitch, frac); diff --git a/src/r_main.c b/src/r_main.c index 1cef37b08..1c45d4112 100644 --- a/src/r_main.c +++ b/src/r_main.c @@ -187,7 +187,7 @@ consvar_t cv_drawdist_precip = {"drawdist_precip", "1024", CV_SAVE|CV_CALL|CV_NO consvar_t cv_lessprecip = {"lessweathereffects", "Off", CV_SAVE|CV_CALL|CV_NOINIT, CV_OnOff, Precipstuff_OnChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_mobjscaleprecip = {"scaleprecipmobjscale", "Off", CV_SAVE|CV_CALL|CV_NOINIT, CV_OnOff, Precipstuff_OnChange, 0, NULL, NULL, 0, 0, NULL}; -consvar_t cv_grmaxinterpdist = {"gr_maxinterpdist", "Infinite", CV_SAVE, maxinterpdist_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_maxinterpdist = {"maxinterpdist", "Infinite", CV_SAVE, maxinterpdist_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_ripplewater = {"waterripples", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; @@ -1760,7 +1760,7 @@ void R_RegisterEngineStuff(void) CV_RegisterVar(&cv_maxportals); - CV_RegisterVar(&cv_grmaxinterpdist); + CV_RegisterVar(&cv_maxinterpdist); CV_RegisterVar(&cv_ripplewater); diff --git a/src/r_main.h b/src/r_main.h index cc30cc22b..6b7c88de3 100644 --- a/src/r_main.h +++ b/src/r_main.h @@ -142,7 +142,7 @@ extern consvar_t cv_drawdist, cv_drawdist_precip, cv_lessprecip, cv_mobjscalepre extern consvar_t cv_fov; extern consvar_t cv_skybox; extern consvar_t cv_tailspickup; -extern consvar_t cv_grmaxinterpdist; +extern consvar_t cv_maxinterpdist; extern consvar_t cv_ripplewater; // Called by startup code. diff --git a/src/r_things.c b/src/r_things.c index 309e27c42..1ba780033 100644 --- a/src/r_things.c +++ b/src/r_things.c @@ -1170,14 +1170,14 @@ static void R_ProjectSprite(mobj_t *thing) INT32 dist = -1; - if (cv_grmaxinterpdist.value) + if (cv_maxinterpdist.value) dist = R_QuickCamDist(thing->x, thing->y); // uncapped/interpolation interpmobjstate_t interp = {0}; // do interpolation - if (R_UsingFrameInterpolation() && !paused && (!cv_grmaxinterpdist.value || dist < cv_grmaxinterpdist.value)) + if (R_UsingFrameInterpolation() && !paused && (!cv_maxinterpdist.value || dist < cv_maxinterpdist.value)) { R_InterpolateMobjState(oldthing, rendertimefrac, &interp); } @@ -1739,7 +1739,7 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing) INT32 dist = 1; - if (cv_grmaxinterpdist.value) + if (cv_maxinterpdist.value) dist = R_QuickCamDist(thing->x, thing->y); // uncapped/interpolation @@ -1752,7 +1752,7 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing) } // do interpolation - if (R_UsingFrameInterpolation() && !paused && (!cv_grmaxinterpdist.value || dist < cv_grmaxinterpdist.value)) + if (R_UsingFrameInterpolation() && !paused && (!cv_maxinterpdist.value || dist < cv_maxinterpdist.value)) { R_InterpolatePrecipMobjState(thing, rendertimefrac, &interp); } diff --git a/src/sdl/i_video.c b/src/sdl/i_video.c index 241f09e05..672e6a819 100644 --- a/src/sdl/i_video.c +++ b/src/sdl/i_video.c @@ -758,7 +758,7 @@ static INT32 SDLJoyAxis(const Sint16 axis, evtype_t which) #ifdef USE_FBO_OGL void I_DownSample(void) { - if (!cv_grframebuffer.value || !supportFBO) //no sense to do this crap if we cant benefit from it + if (!cv_glframebuffer.value || !supportFBO) //no sense to do this crap if we cant benefit from it { downsample = false; return; diff --git a/src/sdl/ogl_sdl.c b/src/sdl/ogl_sdl.c index 4adc3dae8..d3c04938b 100644 --- a/src/sdl/ogl_sdl.c +++ b/src/sdl/ogl_sdl.c @@ -171,7 +171,7 @@ boolean OglSdlSurface(INT32 w, INT32 h) else maximumAnisotropy = 1; - granisotropicmode_cons_t[1].value = maximumAnisotropy; + glanisotropicmode_cons_t[1].value = maximumAnisotropy; #if defined (__unix__) #ifdef USE_FBO_OGL diff --git a/src/y_inter.c b/src/y_inter.c index b62566e0a..75a705e60 100644 --- a/src/y_inter.c +++ b/src/y_inter.c @@ -388,7 +388,7 @@ void Y_IntermissionDrawer(void) if (cv_betainterscreen.value == 1 #ifdef HWRENDER - || (rendermode == render_opengl && cv_grscreentextures.value != 2) // use the neato kart bg for intermission on disabled screen textures + || (rendermode == render_opengl && cv_glscreentextures.value != 2) // use the neato kart bg for intermission on disabled screen textures #endif ) V_DrawPatchFill(bgtile); // use the neato kart bg for intermission on disabled screen textures -- 2.54.0 From 2281b82b5a64aa27e8a92d2c7c77a8ded4da3e35 Mon Sep 17 00:00:00 2001 From: Alug Date: Mon, 28 Oct 2024 04:28:25 +0100 Subject: [PATCH 14/30] replace last remaining "gr" --- src/command.c | 2 +- src/r_patch.c | 10 +++++----- src/w_wad.c | 18 +++++++++--------- 3 files changed, 15 insertions(+), 15 deletions(-) diff --git a/src/command.c b/src/command.c index b7e1e01de..fa84626fb 100644 --- a/src/command.c +++ b/src/command.c @@ -628,7 +628,7 @@ static void COM_ExecuteString(char *ptext) // check cvars // Hurdler: added at Ebola's request ;) - // (don't flood the console in software mode with bad gr_xxx command) + // (don't flood the console in software mode with bad gl_xxx command) if (!CV_Command() && con_destlines) CONS_Printf(M_GetText("Unknown command '%s'\n"), COM_Argv(0)); } diff --git a/src/r_patch.c b/src/r_patch.c index eea97cfbb..c9ff704a7 100644 --- a/src/r_patch.c +++ b/src/r_patch.c @@ -775,11 +775,11 @@ static UINT16 GetPatchPixel(patch_t *patch, INT32 x, INT32 y, boolean flip) #ifdef HWRENDER static patch_t *R_CreateHardwarePatch(patch_t *patch) { - GLPatch_t *grPatch = Z_Calloc(sizeof(GLPatch_t), PU_HWRPATCHINFO, NULL); - grPatch->mipmap = Z_Calloc(sizeof(GLMipmap_t), PU_HWRPATCHINFO, NULL); - grPatch->rawpatch = patch; - HWR_MakePatch(patch, grPatch, grPatch->mipmap, false); - return (patch_t *)grPatch; + GLPatch_t *glPatch = Z_Calloc(sizeof(GLPatch_t), PU_HWRPATCHINFO, NULL); + glPatch->mipmap = Z_Calloc(sizeof(GLMipmap_t), PU_HWRPATCHINFO, NULL); + glPatch->rawpatch = patch; + HWR_MakePatch(patch, glPatch, glPatch->mipmap, false); + return (patch_t *)glPatch; } #endif diff --git a/src/w_wad.c b/src/w_wad.c index aec7cb05a..ad506240d 100644 --- a/src/w_wad.c +++ b/src/w_wad.c @@ -1699,7 +1699,7 @@ void *W_CacheLumpName(const char *name, INT32 tag) #ifdef HWRENDER FUNCINLINE static ATTRINLINE void *W_CachePatchNumPwad(UINT16 wad, UINT16 lump, INT32 tag) { - GLPatch_t *grPatch; + GLPatch_t *glPatch; if (rendermode == render_soft || rendermode == render_none) return W_CacheLumpNumPwad(wad, lump, tag); @@ -1707,29 +1707,29 @@ FUNCINLINE static ATTRINLINE void *W_CachePatchNumPwad(UINT16 wad, UINT16 lump, if (!TestValidLump(wad, lump)) return NULL; - grPatch = HWR_GetCachedGLPatchPwad(wad, lump); + glPatch = HWR_GetCachedGLPatchPwad(wad, lump); - if (grPatch->mipmap->data) + if (glPatch->mipmap->data) { if (tag == PU_CACHE) tag = PU_HWRCACHE; - Z_ChangeTag(grPatch->mipmap->data, tag); + Z_ChangeTag(glPatch->mipmap->data, tag); } else { patch_t *ptr = NULL; - // Only load the patch if we haven't initialised the grPatch yet - if (grPatch->mipmap->width == 0) - ptr = W_CacheLumpNumPwad(grPatch->wadnum, grPatch->lumpnum, PU_STATIC); + // Only load the patch if we haven't initialised the glPatch yet + if (glPatch->mipmap->width == 0) + ptr = W_CacheLumpNumPwad(glPatch->wadnum, glPatch->lumpnum, PU_STATIC); // Run HWR_MakePatch in all cases, to recalculate some things - HWR_MakePatch(ptr, grPatch, grPatch->mipmap, false); + HWR_MakePatch(ptr, glPatch, glPatch->mipmap, false); Z_Free(ptr); } // return GLPatch_t, which can be casted to (patch_t) with valid patch header info - return (void *)grPatch; + return (void *)glPatch; } void *W_CachePatchNum(lumpnum_t lumpnum, INT32 tag) -- 2.54.0 From 4672037bcdefb6520580030a96bc02323be7adff Mon Sep 17 00:00:00 2001 From: Alug Date: Mon, 28 Oct 2024 05:16:10 +0100 Subject: [PATCH 15/30] check if those are already off before trying to turn them off lol --- src/hardware/hw_main.c | 11 +++++++---- 1 file changed, 7 insertions(+), 4 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 27da2b2f9..4c74ebb77 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -247,10 +247,13 @@ static void CV_screentextures_ONChange(void) ONLY_IF_GL_LOADED if (cv_glscreentextures.value != 2) { + if (cv_glpaletterendering.value != 0) + CV_SetValue(&cv_glpaletterendering, 0); + #ifdef USE_FBO_OGL - CV_SetValue(&cv_glframebuffer, 0); + if (cv_glframebuffer.value != 0) + CV_SetValue(&cv_glframebuffer, 0); #endif - CV_SetValue(&cv_glpaletterendering, 0); } HWD.pfnSetSpecialState(HWD_SET_SCREEN_TEXTURES, cv_glscreentextures.value); } @@ -269,7 +272,7 @@ static void CV_glshaders_OnChange(void) static void CV_glpaletterendering_OnChange(void) { ONLY_IF_GL_LOADED - if (cv_glscreentextures.value != 2) // can't do palette rendering without screen textures + if (cv_glpaletterendering.value != 0 && cv_glscreentextures.value != 2) // can't do palette rendering without screen textures CV_SetValue(&cv_glpaletterendering, 0); if (gl_shadersavailable) @@ -299,7 +302,7 @@ static void CV_glpalettedepth_OnChange(void) static void CV_glframebuffer_OnChange(void) { ONLY_IF_GL_LOADED - if (cv_glscreentextures.value != 2) // screen FBO needs screen textures + if (cv_glframebuffer.value != 0 && cv_glscreentextures.value != 2) // screen FBO needs screen textures CV_SetValue(&cv_glframebuffer, 0); HWD.pfnSetSpecialState(HWD_SET_FRAMEBUFFER, cv_glframebuffer.value); -- 2.54.0 From 5fdd486bab608ac31184b6aa5aa523395cd7078c Mon Sep 17 00:00:00 2001 From: Alug Date: Mon, 28 Oct 2024 05:32:21 +0100 Subject: [PATCH 16/30] reorder all of this to be in same order lol --- src/hardware/hw_main.c | 211 ++++++++++++++++++++--------------------- src/hardware/hw_main.h | 42 ++++---- 2 files changed, 129 insertions(+), 124 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 4c74ebb77..47fb456c7 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -98,6 +98,13 @@ line_t *gl_linedef; sector_t *gl_frontsector; sector_t *gl_backsector; +// values for the far clipping plane +static float clipping_distances[] = {1024.0f, 2048.0f, 4096.0f, 6144.0f, 8192.0f, 12288.0f, 16384.0f}; +// values for bsp culling +// slightly higher than the far clipping plane to compensate for impreciseness +static INT32 bsp_culling_distances[] = {(1024+512)*FRACUNIT, (2048+512)*FRACUNIT, (4096+512)*FRACUNIT, + (6144+512)*FRACUNIT, (8192+512)*FRACUNIT, (12288+512)*FRACUNIT, (16384+512)*FRACUNIT}; + // Performance stats ps_metric_t ps_hw_nodesorttime = {0}; ps_metric_t ps_hw_nodedrawtime = {0}; @@ -139,61 +146,17 @@ static void HWR_TogglePaletteRendering(void); // Commands and console variables // ========================================================================== +// Onchanges +static void CV_screentextures_OnChange(void); #ifdef USE_FBO_OGL static void CV_glframebuffer_OnChange(void); #endif -static void CV_filtermode_ONChange(void); -static void CV_anisotropic_ONChange(void); -static void CV_screentextures_ONChange(void); static void CV_glshaders_OnChange(void); +static void CV_gllightdithering_OnChange(void); +static void CV_filtermode_OnChange(void); +static void CV_anisotropic_OnChange(void); static void CV_glpaletterendering_OnChange(void); static void CV_glpalettedepth_OnChange(void); -static void CV_gllightdithering_OnChange(void); - -static CV_PossibleValue_t glfakecontrast_cons_t[] = {{0, "Off"}, {1, "Standard"}, {2, "Smooth"}, {0, NULL}}; - -static CV_PossibleValue_t glfiltermode_cons_t[]= {{HWD_SET_TEXTUREFILTER_POINTSAMPLED, "Nearest"}, - {HWD_SET_TEXTUREFILTER_BILINEAR, "Bilinear"}, {HWD_SET_TEXTUREFILTER_TRILINEAR, "Trilinear"}, - {HWD_SET_TEXTUREFILTER_MIXED1, "Linear_Nearest"}, - {HWD_SET_TEXTUREFILTER_MIXED2, "Nearest_Linear"}, - {HWD_SET_TEXTUREFILTER_MIXED3, "Nearest_Mipmap"}, - {0, NULL}}; -CV_PossibleValue_t glanisotropicmode_cons_t[] = {{1, "MIN"}, {16, "MAX"}, {0, NULL}}; - -consvar_t cv_glfiltermode = {"gr_filtermode", "Nearest", CV_CALL|CV_SAVE, glfiltermode_cons_t, - CV_filtermode_ONChange, 0, NULL, NULL, 0, 0, NULL}; - -consvar_t cv_glanisotropicmode = {"gr_anisotropicmode", "1", CV_CALL|CV_SAVE, glanisotropicmode_cons_t, - CV_anisotropic_ONChange, 0, NULL, NULL, 0, 0, NULL}; - -consvar_t cv_glsolvetjoin = {"gr_solvetjoin", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; - -consvar_t cv_glbatching = {"gr_batching", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; - -#ifdef USE_FBO_OGL -consvar_t cv_glframebuffer = {"gr_framebuffer", "Off", CV_SAVE|CV_CALL|CV_NOINIT, CV_OnOff, CV_glframebuffer_OnChange, 0, NULL, NULL, 0, 0, NULL}; -#endif - -static CV_PossibleValue_t glrenderdistance_cons_t[] = { - {0, "Max"}, {1, "1024"}, {2, "2048"}, {3, "4096"}, {4, "6144"}, {5, "8192"}, - {6, "12288"}, {7, "16384"}, {0, NULL}}; -consvar_t cv_glrenderdistance = {"gr_renderdistance", "Max", CV_SAVE, glrenderdistance_cons_t, - NULL, 0, NULL, NULL, 0, 0, NULL}; - -consvar_t cv_glportals = {"gr_portals", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; - -CV_PossibleValue_t secbright_cons_t[] = {{0, "MIN"}, {255, "MAX"}, {0, NULL}}; -consvar_t cv_secbright = {"secbright", "0", CV_SAVE, secbright_cons_t, - NULL, 0, NULL, NULL, 0, 0, NULL}; - -consvar_t cv_glfovchange = {"gr_fovchange", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; - -// values for the far clipping plane -static float clipping_distances[] = {1024.0f, 2048.0f, 4096.0f, 6144.0f, 8192.0f, 12288.0f, 16384.0f}; -// values for bsp culling -// slightly higher than the far clipping plane to compensate for impreciseness -static INT32 bsp_culling_distances[] = {(1024+512)*FRACUNIT, (2048+512)*FRACUNIT, (4096+512)*FRACUNIT, - (6144+512)*FRACUNIT, (8192+512)*FRACUNIT, (12288+512)*FRACUNIT, (16384+512)*FRACUNIT}; // The current screen texture implementation is inefficient and disabling it can result in significant // performance gains on lower end hardware. The game is still quite playable without this functionality. @@ -202,47 +165,65 @@ static INT32 bsp_culling_distances[] = {(1024+512)*FRACUNIT, (2048+512)*FRACUNIT // - intermission background // - full screen scaling (use native resolution or windowed mode to avoid this) static CV_PossibleValue_t glscreentextures_cons_t[] = {{0, "Off"}, {1, "Wipes Only"}, {2, "All"}, {0, NULL}}; -consvar_t cv_glscreentextures = {"gr_screentextures", "All", CV_CALL|CV_SAVE, glscreentextures_cons_t, - CV_screentextures_ONChange, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_glscreentextures = {"gr_screentextures", "All", CV_CALL|CV_SAVE, glscreentextures_cons_t, CV_screentextures_OnChange, 0, NULL, NULL, 0, 0, NULL}; -static CV_PossibleValue_t glshaders_cons_t[] = {{0, "Off"}, {1, "On"}, {2, "Ignore custom shaders"}, {0, NULL}}; -consvar_t cv_glshaders = {"gr_shaders", "On", CV_CALL|CV_SAVE, glshaders_cons_t, CV_glshaders_OnChange, 0, NULL, NULL, 0, 0, NULL}; - -consvar_t cv_glpaletterendering = {"gr_paletteshader", "Off", CV_CALL|CV_SAVE, CV_OnOff, CV_glpaletterendering_OnChange, 0, NULL, NULL, 0, 0, NULL}; - -static CV_PossibleValue_t glpalettedepth_cons_t[] = {{16, "16 bits"}, {24, "24 bits"}, {0, NULL}}; -consvar_t cv_glpalettedepth = {"gr_palettedepth", "16 bits", CV_SAVE|CV_CALL, glpalettedepth_cons_t, CV_glpalettedepth_OnChange, 0, NULL, NULL, 0, 0, NULL}; - -consvar_t cv_lightdither = {"gr_lightdithering", "Off", CV_CALL|CV_SAVE, CV_OnOff, CV_gllightdithering_OnChange, 0, NULL, NULL, 0, 0, NULL}; - -consvar_t cv_glflashpal = {"gr_flashpal", "On", CV_CALL|CV_SAVE, CV_OnOff, CV_glpaletterendering_OnChange, 0, NULL, NULL, 0, 0, NULL}; +#ifdef USE_FBO_OGL +consvar_t cv_glframebuffer = {"gr_framebuffer", "Off", CV_SAVE|CV_CALL|CV_NOINIT, CV_OnOff, CV_glframebuffer_OnChange, 0, NULL, NULL, 0, 0, NULL}; +#endif consvar_t cv_glmdls = {"gr_mdls", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_glfallbackplayermodel = {"gr_fallbackplayermodel", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; -consvar_t cv_glshearing = {"gr_shearing", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_glspritebillboarding = {"gr_spritebillboarding", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; + +consvar_t cv_glshearing = {"gr_shearing", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; + +static CV_PossibleValue_t glfakecontrast_cons_t[] = {{0, "Off"}, {1, "Standard"}, {2, "Smooth"}, {0, NULL}}; consvar_t cv_glfakecontrast = {"gr_fakecontrast", "Standard", CV_SAVE, glfakecontrast_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_glslopecontrast = {"gr_slopecontrast", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; +static CV_PossibleValue_t glshaders_cons_t[] = {{0, "Off"}, {1, "On"}, {2, "Ignore custom shaders"}, {0, NULL}}; +consvar_t cv_glshaders = {"gr_shaders", "On", CV_CALL|CV_SAVE, glshaders_cons_t, CV_glshaders_OnChange, 0, NULL, NULL, 0, 0, NULL}; + +consvar_t cv_lightdither = {"gr_lightdithering", "Off", CV_CALL|CV_SAVE, CV_OnOff, CV_gllightdithering_OnChange, 0, NULL, NULL, 0, 0, NULL}; + +CV_PossibleValue_t secbright_cons_t[] = {{0, "MIN"}, {255, "MAX"}, {0, NULL}}; +consvar_t cv_secbright = {"secbright", "0", CV_SAVE, secbright_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; + +static CV_PossibleValue_t glfiltermode_cons_t[]= {{HWD_SET_TEXTUREFILTER_POINTSAMPLED, "Nearest"}, + {HWD_SET_TEXTUREFILTER_BILINEAR, "Bilinear"}, {HWD_SET_TEXTUREFILTER_TRILINEAR, "Trilinear"}, + {HWD_SET_TEXTUREFILTER_MIXED1, "Linear_Nearest"}, + {HWD_SET_TEXTUREFILTER_MIXED2, "Nearest_Linear"}, + {HWD_SET_TEXTUREFILTER_MIXED3, "Nearest_Mipmap"}, + {0, NULL}}; +consvar_t cv_glfiltermode = {"gr_filtermode", "Nearest", CV_CALL|CV_SAVE, glfiltermode_cons_t, CV_filtermode_OnChange, 0, NULL, NULL, 0, 0, NULL}; + +CV_PossibleValue_t glanisotropicmode_cons_t[] = {{1, "MIN"}, {16, "MAX"}, {0, NULL}}; +consvar_t cv_glanisotropicmode = {"gr_anisotropicmode", "1", CV_CALL|CV_SAVE, glanisotropicmode_cons_t, CV_anisotropic_OnChange, 0, NULL, NULL, 0, 0, NULL}; + +consvar_t cv_glsolvetjoin = {"gr_solvetjoin", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; + +consvar_t cv_glbatching = {"gr_batching", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; + +static CV_PossibleValue_t glrenderdistance_cons_t[] = { + {0, "Max"}, {1, "1024"}, {2, "2048"}, {3, "4096"}, {4, "6144"}, {5, "8192"}, + {6, "12288"}, {7, "16384"}, {0, NULL}}; +consvar_t cv_glrenderdistance = {"gr_renderdistance", "Max", CV_SAVE, glrenderdistance_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; + consvar_t cv_glhorizonlines = {"gr_horizonlines", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_glportals = {"gr_portals", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; + +consvar_t cv_glfovchange = {"gr_fovchange", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; + +consvar_t cv_glpaletterendering = {"gr_paletteshader", "Off", CV_CALL|CV_SAVE, CV_OnOff, CV_glpaletterendering_OnChange, 0, NULL, NULL, 0, 0, NULL}; +static CV_PossibleValue_t glpalettedepth_cons_t[] = {{16, "16 bits"}, {24, "24 bits"}, {0, NULL}}; +consvar_t cv_glpalettedepth = {"gr_palettedepth", "16 bits", CV_SAVE|CV_CALL, glpalettedepth_cons_t, CV_glpalettedepth_OnChange, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_glflashpal = {"gr_flashpal", "On", CV_CALL|CV_SAVE, CV_OnOff, CV_glpaletterendering_OnChange, 0, NULL, NULL, 0, 0, NULL}; #define ONLY_IF_GL_LOADED if (vid.glstate != VID_GL_LIBRARY_LOADED) return; -static void CV_filtermode_ONChange(void) -{ - ONLY_IF_GL_LOADED - HWD.pfnSetSpecialState(HWD_SET_TEXTUREFILTERMODE, cv_glfiltermode.value); -} - -static void CV_anisotropic_ONChange(void) -{ - ONLY_IF_GL_LOADED - HWD.pfnSetSpecialState(HWD_SET_TEXTUREANISOTROPICMODE, cv_glanisotropicmode.value); -} - -static void CV_screentextures_ONChange(void) +static void CV_screentextures_OnChange(void) { ONLY_IF_GL_LOADED if (cv_glscreentextures.value != 2) @@ -258,6 +239,19 @@ static void CV_screentextures_ONChange(void) HWD.pfnSetSpecialState(HWD_SET_SCREEN_TEXTURES, cv_glscreentextures.value); } +#ifdef USE_FBO_OGL +static void CV_glframebuffer_OnChange(void) +{ + ONLY_IF_GL_LOADED + if (cv_glframebuffer.value != 0 && cv_glscreentextures.value != 2) // screen FBO needs screen textures + CV_SetValue(&cv_glframebuffer, 0); + + HWD.pfnSetSpecialState(HWD_SET_FRAMEBUFFER, cv_glframebuffer.value); + I_DownSample(); + RefreshOGLSDLSurface(); +} +#endif + static void CV_glshaders_OnChange(void) { ONLY_IF_GL_LOADED @@ -269,6 +263,27 @@ static void CV_glshaders_OnChange(void) } } +static void CV_gllightdithering_OnChange(void) +{ + ONLY_IF_GL_LOADED + if (gl_shadersavailable) + { + HWR_CompileShaders(); + } +} + +static void CV_filtermode_OnChange(void) +{ + ONLY_IF_GL_LOADED + HWD.pfnSetSpecialState(HWD_SET_TEXTUREFILTERMODE, cv_glfiltermode.value); +} + +static void CV_anisotropic_OnChange(void) +{ + ONLY_IF_GL_LOADED + HWD.pfnSetSpecialState(HWD_SET_TEXTUREANISOTROPICMODE, cv_glanisotropicmode.value); +} + static void CV_glpaletterendering_OnChange(void) { ONLY_IF_GL_LOADED @@ -282,15 +297,6 @@ static void CV_glpaletterendering_OnChange(void) } } -static void CV_gllightdithering_OnChange(void) -{ - ONLY_IF_GL_LOADED - if (gl_shadersavailable) - { - HWR_CompileShaders(); - } -} - static void CV_glpalettedepth_OnChange(void) { ONLY_IF_GL_LOADED @@ -298,33 +304,20 @@ static void CV_glpalettedepth_OnChange(void) HWR_SetPalette(pLocalPalette); } -#ifdef USE_FBO_OGL -static void CV_glframebuffer_OnChange(void) -{ - ONLY_IF_GL_LOADED - if (cv_glframebuffer.value != 0 && cv_glscreentextures.value != 2) // screen FBO needs screen textures - CV_SetValue(&cv_glframebuffer, 0); - - HWD.pfnSetSpecialState(HWD_SET_FRAMEBUFFER, cv_glframebuffer.value); - I_DownSample(); - RefreshOGLSDLSurface(); -} -#endif - // ========================================================================== // Lighting // ========================================================================== -static void HWR_SetShaderState(void) -{ - HWD.pfnSetSpecialState(HWD_SET_SHADERS, HWR_UseShader() ? 1 : 0); -} - boolean HWR_UseShader(void) { return (cv_glshaders.value && gl_shadersavailable); } +static void HWR_SetShaderState(void) +{ + HWD.pfnSetSpecialState(HWD_SET_SHADERS, HWR_UseShader() ? 1 : 0); +} + boolean HWR_ShouldUsePaletteRendering(void) { return (cv_glpaletterendering.value && HWR_UseShader()); @@ -5346,14 +5339,19 @@ void HWR_AddCommands(void) CV_RegisterVar(&cv_glfallbackplayermodel); CV_RegisterVar(&cv_glspritebillboarding); + CV_RegisterVar(&cv_glshearing); + CV_RegisterVar(&cv_glfakecontrast); CV_RegisterVar(&cv_glslopecontrast); - CV_RegisterVar(&cv_glshearing); + CV_RegisterVar(&cv_glshaders); + CV_RegisterVar(&cv_lightdither); + CV_RegisterVar(&cv_secbright); CV_RegisterVar(&cv_glfiltermode); CV_RegisterVar(&cv_glanisotropicmode); + CV_RegisterVar(&cv_glsolvetjoin); CV_RegisterVar(&cv_glbatching); @@ -5361,12 +5359,9 @@ void HWR_AddCommands(void) CV_RegisterVar(&cv_glrenderdistance); CV_RegisterVar(&cv_glhorizonlines); - - CV_RegisterVar(&cv_glfovchange); - CV_RegisterVar(&cv_glportals); - CV_RegisterVar(&cv_secbright); + CV_RegisterVar(&cv_glfovchange); CV_RegisterVar(&cv_glpaletterendering); CV_RegisterVar(&cv_glpalettedepth); diff --git a/src/hardware/hw_main.h b/src/hardware/hw_main.h index 85a71edda..dee744fc2 100644 --- a/src/hardware/hw_main.h +++ b/src/hardware/hw_main.h @@ -145,33 +145,43 @@ void HWR_LoadTextures(size_t pnumtextures); RGBA_t *HWR_GetTexturePalette(void); // Console variables -extern consvar_t cv_glshaders; +extern CV_PossibleValue_t glanisotropicmode_cons_t[]; + +extern consvar_t cv_glscreentextures; #ifdef USE_FBO_OGL extern consvar_t cv_glframebuffer; #endif -extern consvar_t cv_glshearing; -extern consvar_t cv_glfov; + extern consvar_t cv_glmdls; -extern consvar_t cv_glfog; -extern consvar_t cv_glfiltermode; -extern consvar_t cv_glanisotropicmode; -extern consvar_t cv_glfovchange; -extern consvar_t cv_glsolvetjoin; +extern consvar_t cv_glfallbackplayermodel; + extern consvar_t cv_glspritebillboarding; +extern consvar_t cv_glshearing; + extern consvar_t cv_glfakecontrast; extern consvar_t cv_glslopecontrast; -extern consvar_t cv_glhorizonlines; -extern consvar_t cv_glfallbackplayermodel; + +extern consvar_t cv_glshaders; + +extern consvar_t cv_lightdither; +extern consvar_t cv_secbright; + +extern consvar_t cv_glfiltermode; +extern consvar_t cv_glanisotropicmode; + +extern consvar_t cv_glsolvetjoin; + extern consvar_t cv_glbatching; + extern consvar_t cv_glrenderdistance; + +extern consvar_t cv_glhorizonlines; +extern consvar_t cv_glportals; + +extern consvar_t cv_glfovchange; + extern consvar_t cv_glpaletterendering; extern consvar_t cv_glpalettedepth; extern consvar_t cv_glflashpal; -extern consvar_t cv_lightdither; -extern consvar_t cv_glscreentextures; -extern consvar_t cv_glportals; -extern consvar_t cv_secbright; - -extern CV_PossibleValue_t glanisotropicmode_cons_t[]; #endif -- 2.54.0 From 5155958adeda6f982a8216751abe55387312412a Mon Sep 17 00:00:00 2001 From: Alug Date: Mon, 28 Oct 2024 05:40:20 +0100 Subject: [PATCH 17/30] add "gl" to secbright and lightdither cvars theyre only used in ogl so follow the naming convention --- src/hardware/hw_main.c | 10 +++++----- src/hardware/hw_main.h | 4 ++-- src/hardware/hw_shaders.c | 4 ++-- src/m_menu.c | 8 ++++---- 4 files changed, 13 insertions(+), 13 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 47fb456c7..c7d105030 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -185,10 +185,10 @@ consvar_t cv_glslopecontrast = {"gr_slopecontrast", "Off", CV_SAVE, CV_OnOff, NU static CV_PossibleValue_t glshaders_cons_t[] = {{0, "Off"}, {1, "On"}, {2, "Ignore custom shaders"}, {0, NULL}}; consvar_t cv_glshaders = {"gr_shaders", "On", CV_CALL|CV_SAVE, glshaders_cons_t, CV_glshaders_OnChange, 0, NULL, NULL, 0, 0, NULL}; -consvar_t cv_lightdither = {"gr_lightdithering", "Off", CV_CALL|CV_SAVE, CV_OnOff, CV_gllightdithering_OnChange, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_gllightdither = {"gr_lightdithering", "Off", CV_CALL|CV_SAVE, CV_OnOff, CV_gllightdithering_OnChange, 0, NULL, NULL, 0, 0, NULL}; CV_PossibleValue_t secbright_cons_t[] = {{0, "MIN"}, {255, "MAX"}, {0, NULL}}; -consvar_t cv_secbright = {"secbright", "0", CV_SAVE, secbright_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_glsecbright = {"secbright", "0", CV_SAVE, secbright_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; static CV_PossibleValue_t glfiltermode_cons_t[]= {{HWD_SET_TEXTUREFILTER_POINTSAMPLED, "Nearest"}, {HWD_SET_TEXTUREFILTER_BILINEAR, "Bilinear"}, {HWD_SET_TEXTUREFILTER_TRILINEAR, "Trilinear"}, @@ -374,7 +374,7 @@ void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, extracolormap_t *col } // Clamp the light level, since it can sometimes go out of the 0-255 range from animations - light_level = CLAMP(SOFTLIGHT(light_level), cv_secbright.value, 255); + light_level = CLAMP(SOFTLIGHT(light_level), cv_glsecbright.value, 255); // in palette rendering mode, this is not needed since it properly takes the changes to the palette itself if (!HWR_ShouldUsePaletteRendering()) @@ -5346,8 +5346,8 @@ void HWR_AddCommands(void) CV_RegisterVar(&cv_glshaders); - CV_RegisterVar(&cv_lightdither); - CV_RegisterVar(&cv_secbright); + CV_RegisterVar(&cv_gllightdither); + CV_RegisterVar(&cv_glsecbright); CV_RegisterVar(&cv_glfiltermode); CV_RegisterVar(&cv_glanisotropicmode); diff --git a/src/hardware/hw_main.h b/src/hardware/hw_main.h index dee744fc2..daa837e10 100644 --- a/src/hardware/hw_main.h +++ b/src/hardware/hw_main.h @@ -163,8 +163,8 @@ extern consvar_t cv_glslopecontrast; extern consvar_t cv_glshaders; -extern consvar_t cv_lightdither; -extern consvar_t cv_secbright; +extern consvar_t cv_gllightdither; +extern consvar_t cv_glsecbright; extern consvar_t cv_glfiltermode; extern consvar_t cv_glanisotropicmode; diff --git a/src/hardware/hw_shaders.c b/src/hardware/hw_shaders.c index d612a9787..3046b902e 100644 --- a/src/hardware/hw_shaders.c +++ b/src/hardware/hw_shaders.c @@ -283,7 +283,7 @@ static char *HWR_PreprocessShader(char *original) if (cv_glpaletterendering.value) ADD_TO_LEN(PALETTE_RENDERING_DEFINE) - if (cv_lightdither.value) + if (cv_gllightdither.value) ADD_TO_LEN(LIGHT_DITHERING_DEFINE) #undef ADD_TO_LEN @@ -327,7 +327,7 @@ static char *HWR_PreprocessShader(char *original) if (cv_glpaletterendering.value) WRITE_DEFINE(PALETTE_RENDERING_DEFINE) - if (cv_lightdither.value) + if (cv_gllightdither.value) WRITE_DEFINE(LIGHT_DITHERING_DEFINE) #undef WRITE_DEFINE diff --git a/src/m_menu.c b/src/m_menu.c index 7d90d2407..dd314da21 100644 --- a/src/m_menu.c +++ b/src/m_menu.c @@ -1543,8 +1543,8 @@ static menuitem_t OP_OpenGLOptionsMenu[] = {IT_STRING | IT_CVAR, NULL, "Fallback Player 3D Model", &cv_glfallbackplayermodel, 20}, {IT_STRING | IT_CVAR, NULL, "Shaders", &cv_glshaders, 25}, {IT_STRING | IT_CVAR, NULL, "Palette Rendering", &cv_glpaletterendering, 30}, - {IT_STRING | IT_CVAR, NULL, "Flashpals in Palette Renderer", &cv_glflashpal, 35}, - {IT_STRING | IT_CVAR, NULL, "Min Shader Brightness", &cv_secbright, 40}, + {IT_STRING | IT_CVAR, NULL, "Palette Rendering Flashpals",&cv_glflashpal, 35}, + {IT_STRING | IT_CVAR, NULL, "Min Shader Brightness", &cv_glsecbright, 40}, {IT_STRING|IT_CVAR, NULL, "Texture Quality", &cv_scr_depth, 50}, {IT_STRING|IT_CVAR, NULL, "Texture Filter", &cv_glfiltermode, 55}, @@ -1553,7 +1553,7 @@ static menuitem_t OP_OpenGLOptionsMenu[] = {IT_STRING|IT_CVAR, NULL, "Wall Contrast Style", &cv_glfakecontrast, 75}, {IT_STRING|IT_CVAR, NULL, "Slope Contrast", &cv_glslopecontrast, 80}, - {IT_STRING | IT_CVAR, NULL, "Dithered Lightning", &cv_lightdither, 85}, + {IT_STRING | IT_CVAR, NULL, "Dithered Lightning", &cv_gllightdither, 85}, {IT_STRING|IT_CVAR, NULL, "Sprite Billboarding", &cv_glspritebillboarding, 90}, {IT_STRING|IT_CVAR, NULL, "Software Perspective", &cv_glshearing, 95}, {IT_STRING|IT_CVAR, NULL, "Rendering Distance", &cv_glrenderdistance, 100}, @@ -1573,7 +1573,7 @@ static const char* OP_OpenGLTooltips[] = "Recreates an effect from software mode that is used on some maps.", "The look of the wall contrast effect.", "Wall contrast but for slopes.", - "Should OpenGL lightning be dithered?", + "Should shader lightning be dithered?", "Should sprites always face the camera?", "Recreates the look of software mode camera perspective.", "How far the game world should be drawn.", -- 2.54.0 From 22d1ee8f607633b8916e627e83a5042bca91c5c3 Mon Sep 17 00:00:00 2001 From: Alug Date: Mon, 28 Oct 2024 06:25:36 +0100 Subject: [PATCH 18/30] move CV_PossibleValue_t to their own section like other files --- src/hardware/hw_main.c | 45 +++++++++++++++++++++++++----------------- 1 file changed, 27 insertions(+), 18 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index c7d105030..af5384d7c 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -146,7 +146,10 @@ static void HWR_TogglePaletteRendering(void); // Commands and console variables // ========================================================================== +// // Onchanges +// + static void CV_screentextures_OnChange(void); #ifdef USE_FBO_OGL static void CV_glframebuffer_OnChange(void); @@ -158,13 +161,36 @@ static void CV_anisotropic_OnChange(void); static void CV_glpaletterendering_OnChange(void); static void CV_glpalettedepth_OnChange(void); +// +// CV_PossibleValue_t +// +static CV_PossibleValue_t glscreentextures_cons_t[] = {{0, "Off"}, {1, "Wipes Only"}, {2, "All"}, {0, NULL}}; +static CV_PossibleValue_t glfakecontrast_cons_t[] = {{0, "Off"}, {1, "Standard"}, {2, "Smooth"}, {0, NULL}}; +static CV_PossibleValue_t glshaders_cons_t[] = {{0, "Off"}, {1, "On"}, {2, "Ignore custom shaders"}, {0, NULL}}; +static CV_PossibleValue_t secbright_cons_t[] = {{0, "MIN"}, {255, "MAX"}, {0, NULL}}; + +static CV_PossibleValue_t glfiltermode_cons_t[]= {{HWD_SET_TEXTUREFILTER_POINTSAMPLED, "Nearest"}, + {HWD_SET_TEXTUREFILTER_BILINEAR, "Bilinear"}, {HWD_SET_TEXTUREFILTER_TRILINEAR, "Trilinear"}, + {HWD_SET_TEXTUREFILTER_MIXED1, "Linear_Nearest"}, {HWD_SET_TEXTUREFILTER_MIXED2, "Nearest_Linear"}, + {HWD_SET_TEXTUREFILTER_MIXED3, "Nearest_Mipmap"}, {0, NULL}}; +CV_PossibleValue_t glanisotropicmode_cons_t[] = {{1, "MIN"}, {16, "MAX"}, {0, NULL}}; + +static CV_PossibleValue_t glrenderdistance_cons_t[] = { + {0, "Max"}, {1, "1024"}, {2, "2048"}, {3, "4096"}, {4, "6144"}, {5, "8192"}, + {6, "12288"}, {7, "16384"}, {0, NULL}}; + +static CV_PossibleValue_t glpalettedepth_cons_t[] = {{16, "16 bits"}, {24, "24 bits"}, {0, NULL}}; + +// +// console variables +// + // The current screen texture implementation is inefficient and disabling it can result in significant // performance gains on lower end hardware. The game is still quite playable without this functionality. // Features that break when disabling this: // - water and heat wave effects // - intermission background // - full screen scaling (use native resolution or windowed mode to avoid this) -static CV_PossibleValue_t glscreentextures_cons_t[] = {{0, "Off"}, {1, "Wipes Only"}, {2, "All"}, {0, NULL}}; consvar_t cv_glscreentextures = {"gr_screentextures", "All", CV_CALL|CV_SAVE, glscreentextures_cons_t, CV_screentextures_OnChange, 0, NULL, NULL, 0, 0, NULL}; #ifdef USE_FBO_OGL @@ -178,36 +204,21 @@ consvar_t cv_glspritebillboarding = {"gr_spritebillboarding", "On", CV_SAVE, CV_ consvar_t cv_glshearing = {"gr_shearing", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; -static CV_PossibleValue_t glfakecontrast_cons_t[] = {{0, "Off"}, {1, "Standard"}, {2, "Smooth"}, {0, NULL}}; consvar_t cv_glfakecontrast = {"gr_fakecontrast", "Standard", CV_SAVE, glfakecontrast_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_glslopecontrast = {"gr_slopecontrast", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; -static CV_PossibleValue_t glshaders_cons_t[] = {{0, "Off"}, {1, "On"}, {2, "Ignore custom shaders"}, {0, NULL}}; consvar_t cv_glshaders = {"gr_shaders", "On", CV_CALL|CV_SAVE, glshaders_cons_t, CV_glshaders_OnChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_gllightdither = {"gr_lightdithering", "Off", CV_CALL|CV_SAVE, CV_OnOff, CV_gllightdithering_OnChange, 0, NULL, NULL, 0, 0, NULL}; - -CV_PossibleValue_t secbright_cons_t[] = {{0, "MIN"}, {255, "MAX"}, {0, NULL}}; consvar_t cv_glsecbright = {"secbright", "0", CV_SAVE, secbright_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; -static CV_PossibleValue_t glfiltermode_cons_t[]= {{HWD_SET_TEXTUREFILTER_POINTSAMPLED, "Nearest"}, - {HWD_SET_TEXTUREFILTER_BILINEAR, "Bilinear"}, {HWD_SET_TEXTUREFILTER_TRILINEAR, "Trilinear"}, - {HWD_SET_TEXTUREFILTER_MIXED1, "Linear_Nearest"}, - {HWD_SET_TEXTUREFILTER_MIXED2, "Nearest_Linear"}, - {HWD_SET_TEXTUREFILTER_MIXED3, "Nearest_Mipmap"}, - {0, NULL}}; consvar_t cv_glfiltermode = {"gr_filtermode", "Nearest", CV_CALL|CV_SAVE, glfiltermode_cons_t, CV_filtermode_OnChange, 0, NULL, NULL, 0, 0, NULL}; - -CV_PossibleValue_t glanisotropicmode_cons_t[] = {{1, "MIN"}, {16, "MAX"}, {0, NULL}}; consvar_t cv_glanisotropicmode = {"gr_anisotropicmode", "1", CV_CALL|CV_SAVE, glanisotropicmode_cons_t, CV_anisotropic_OnChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_glsolvetjoin = {"gr_solvetjoin", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_glbatching = {"gr_batching", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; -static CV_PossibleValue_t glrenderdistance_cons_t[] = { - {0, "Max"}, {1, "1024"}, {2, "2048"}, {3, "4096"}, {4, "6144"}, {5, "8192"}, - {6, "12288"}, {7, "16384"}, {0, NULL}}; consvar_t cv_glrenderdistance = {"gr_renderdistance", "Max", CV_SAVE, glrenderdistance_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_glhorizonlines = {"gr_horizonlines", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; @@ -216,11 +227,9 @@ consvar_t cv_glportals = {"gr_portals", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, consvar_t cv_glfovchange = {"gr_fovchange", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_glpaletterendering = {"gr_paletteshader", "Off", CV_CALL|CV_SAVE, CV_OnOff, CV_glpaletterendering_OnChange, 0, NULL, NULL, 0, 0, NULL}; -static CV_PossibleValue_t glpalettedepth_cons_t[] = {{16, "16 bits"}, {24, "24 bits"}, {0, NULL}}; consvar_t cv_glpalettedepth = {"gr_palettedepth", "16 bits", CV_SAVE|CV_CALL, glpalettedepth_cons_t, CV_glpalettedepth_OnChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_glflashpal = {"gr_flashpal", "On", CV_CALL|CV_SAVE, CV_OnOff, CV_glpaletterendering_OnChange, 0, NULL, NULL, 0, 0, NULL}; - #define ONLY_IF_GL_LOADED if (vid.glstate != VID_GL_LIBRARY_LOADED) return; static void CV_screentextures_OnChange(void) -- 2.54.0 From 3433fc7651be85f1cf1741dc316b68ffd1dfcfd1 Mon Sep 17 00:00:00 2001 From: Alug Date: Mon, 28 Oct 2024 06:35:08 +0100 Subject: [PATCH 19/30] those should be disabled --- src/m_menu.c | 3 +++ 1 file changed, 3 insertions(+) diff --git a/src/m_menu.c b/src/m_menu.c index dd314da21..719bd11d2 100644 --- a/src/m_menu.c +++ b/src/m_menu.c @@ -4720,6 +4720,7 @@ void M_Init(void) #ifdef USE_FBO_OGL OP_ExpOptionsMenu[op_exp_fbo].status = IT_DISABLED; #endif + OP_ExpOptionsMenu[op_exp_paldepth].status = IT_DISABLED; } if (rendermode == render_opengl) @@ -4728,6 +4729,8 @@ void M_Init(void) if (!supportFBO) OP_ExpOptionsMenu[op_exp_fbo].status = IT_GRAYEDOUT; #endif + if (!gl_shadersavailable) + OP_OpenGLOptionsMenu[op_gl_shader].status = IT_GRAYEDOUT; } #endif -- 2.54.0 From c0a8153a100f4475d96387d2d6d768e6429ec2a2 Mon Sep 17 00:00:00 2001 From: Alug Date: Mon, 28 Oct 2024 06:36:11 +0100 Subject: [PATCH 20/30] sort those a bit --- src/hardware/hw_main.c | 41 +++++++++++++++++++++++------------------ 1 file changed, 23 insertions(+), 18 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index af5384d7c..436866d0e 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -28,28 +28,33 @@ #include "r_opengl/r_opengl.h" -#include "../i_video.h" // for rendermode == render_glide -#include "../v_video.h" +#include "../d_clisrv.h" +#include "../g_game.h" +#include "../m_argv.h" // parm functions for msaa +#include "../m_cheat.h" +#include "../m_menu.h" // ogl menu updating + +#include "../r_bsp.h" // R_NoEncore +#include "../r_data.h" +#include "../r_fps.h" +#include "../r_local.h" +#include "../r_main.h" // cv_fov +#include "../r_patch.h" // a mystery as to what this is for +#include "../r_portal.h" +#ifdef WALLSPLATS +#include "../r_splats.h" +#endif +#include "../r_state.h" + +#include "../i_system.h" +#include "../i_video.h" #include "../p_local.h" #include "../p_setup.h" -#include "../r_fps.h" -#include "../r_state.h" -#include "../r_local.h" -#include "../r_data.h" -#include "../r_patch.h" // a mystery as to what this is for -#include "../r_bsp.h" // R_NoEncore -#include "../r_main.h" // cv_fov -#include "../d_clisrv.h" +#include "../p_slopes.h" +#include "../st_stuff.h" +#include "../v_video.h" #include "../w_wad.h" #include "../z_zone.h" -#include "../r_splats.h" -#include "../g_game.h" -#include "../st_stuff.h" -#include "../i_system.h" -#include "../m_cheat.h" -#include "../m_argv.h" // parm functions for msaa -#include "../p_slopes.h" -#include "../r_portal.h" // ========================================================================== // Globals -- 2.54.0 From cd154d57484923bdface4979687bb6b0d2667c08 Mon Sep 17 00:00:00 2001 From: Alug Date: Mon, 28 Oct 2024 06:40:07 +0100 Subject: [PATCH 21/30] grey out some stuffs in the ogl and advanced video menus --- src/hardware/hw_main.c | 7 +- src/m_menu.c | 196 +++++++++++++++++++++++++---------------- src/m_menu.h | 4 + 3 files changed, 131 insertions(+), 76 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 436866d0e..fb9d6eb6e 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -169,6 +169,7 @@ static void CV_glpalettedepth_OnChange(void); // // CV_PossibleValue_t // + static CV_PossibleValue_t glscreentextures_cons_t[] = {{0, "Off"}, {1, "Wipes Only"}, {2, "All"}, {0, NULL}}; static CV_PossibleValue_t glfakecontrast_cons_t[] = {{0, "Off"}, {1, "Standard"}, {2, "Smooth"}, {0, NULL}}; static CV_PossibleValue_t glshaders_cons_t[] = {{0, "Off"}, {1, "On"}, {2, "Ignore custom shaders"}, {0, NULL}}; @@ -202,7 +203,7 @@ consvar_t cv_glscreentextures = {"gr_screentextures", "All", CV_CALL|CV_SAVE, gl consvar_t cv_glframebuffer = {"gr_framebuffer", "Off", CV_SAVE|CV_CALL|CV_NOINIT, CV_OnOff, CV_glframebuffer_OnChange, 0, NULL, NULL, 0, 0, NULL}; #endif -consvar_t cv_glmdls = {"gr_mdls", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_glmdls = {"gr_mdls", "Off", CV_SAVE|CV_CALL, CV_OnOff, M_UpdateOGLMenu, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_glfallbackplayermodel = {"gr_fallbackplayermodel", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_glspritebillboarding = {"gr_spritebillboarding", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; @@ -251,6 +252,7 @@ static void CV_screentextures_OnChange(void) #endif } HWD.pfnSetSpecialState(HWD_SET_SCREEN_TEXTURES, cv_glscreentextures.value); + M_UpdateOGLMenu(); } #ifdef USE_FBO_OGL @@ -263,6 +265,7 @@ static void CV_glframebuffer_OnChange(void) HWD.pfnSetSpecialState(HWD_SET_FRAMEBUFFER, cv_glframebuffer.value); I_DownSample(); RefreshOGLSDLSurface(); + M_UpdateOGLMenu(); } #endif @@ -275,6 +278,7 @@ static void CV_glshaders_OnChange(void) // can't do palette rendering without shaders, so update the state if needed HWR_TogglePaletteRendering(); } + M_UpdateOGLMenu(); } static void CV_gllightdithering_OnChange(void) @@ -309,6 +313,7 @@ static void CV_glpaletterendering_OnChange(void) HWR_CompileShaders(); HWR_TogglePaletteRendering(); } + M_UpdateOGLMenu(); } static void CV_glpalettedepth_OnChange(void) diff --git a/src/m_menu.c b/src/m_menu.c index 719bd11d2..36c29e367 100644 --- a/src/m_menu.c +++ b/src/m_menu.c @@ -1160,7 +1160,7 @@ static menuitem_t OP_ControlsMenu[] = {IT_CALL | IT_STRING, NULL, "Player 3 Controls...", &M_Setup3PControlsMenu, 30}, {IT_CALL | IT_STRING, NULL, "Player 4 Controls...", &M_Setup4PControlsMenu, 40}, - + {IT_SUBMENU | IT_STRING, NULL, "Mouse Options...", &OP_MouseOptionsDef, 60}, {IT_STRING | IT_CVAR, NULL, "Controls per key", &cv_controlperkey, 80}, @@ -1372,7 +1372,7 @@ static menuitem_t OP_VideoOptionsMenu[] = {IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Saturation", &cv_globalsaturation , 40}, - + {IT_SUBMENU|IT_STRING, NULL, "Advanced Color Settings...", &OP_ColorOptionsDef, 50}, {IT_STRING | IT_CVAR, NULL, "Draw Distance", &cv_drawdist, 65}, @@ -1492,13 +1492,13 @@ static menuitem_t OP_ExpOptionsMenu[] = {IT_STRING | IT_CVAR, NULL, "Skyboxes", &cv_skybox, 80}, -#ifdef HWRENDER +#ifdef HWRENDER {IT_STRING | IT_CVAR, NULL, "Screen Textures", &cv_glscreentextures, 100}, #ifdef USE_FBO_OGL {IT_STRING | IT_CVAR, NULL, "FBO Downsampling support", &cv_glframebuffer, 110}, #endif {IT_STRING | IT_CVAR, NULL, "Palette Depth", &cv_glpalettedepth, 130}, -#endif +#endif }; static const char* OP_ExpTooltips[] = @@ -1546,17 +1546,17 @@ static menuitem_t OP_OpenGLOptionsMenu[] = {IT_STRING | IT_CVAR, NULL, "Palette Rendering Flashpals",&cv_glflashpal, 35}, {IT_STRING | IT_CVAR, NULL, "Min Shader Brightness", &cv_glsecbright, 40}, - {IT_STRING|IT_CVAR, NULL, "Texture Quality", &cv_scr_depth, 50}, - {IT_STRING|IT_CVAR, NULL, "Texture Filter", &cv_glfiltermode, 55}, - {IT_STRING|IT_CVAR, NULL, "Anisotropic", &cv_glanisotropicmode, 60}, - {IT_STRING|IT_CVAR, NULL, "Visual Portals", &cv_glportals, 65}, + {IT_STRING | IT_CVAR, NULL, "Texture Quality", &cv_scr_depth, 50}, + {IT_STRING | IT_CVAR, NULL, "Texture Filter", &cv_glfiltermode, 55}, + {IT_STRING | IT_CVAR, NULL, "Anisotropic", &cv_glanisotropicmode, 60}, + {IT_STRING | IT_CVAR, NULL, "Visual Portals", &cv_glportals, 65}, - {IT_STRING|IT_CVAR, NULL, "Wall Contrast Style", &cv_glfakecontrast, 75}, - {IT_STRING|IT_CVAR, NULL, "Slope Contrast", &cv_glslopecontrast, 80}, + {IT_STRING | IT_CVAR, NULL, "Wall Contrast Style", &cv_glfakecontrast, 75}, + {IT_STRING | IT_CVAR, NULL, "Slope Contrast", &cv_glslopecontrast, 80}, {IT_STRING | IT_CVAR, NULL, "Dithered Lightning", &cv_gllightdither, 85}, - {IT_STRING|IT_CVAR, NULL, "Sprite Billboarding", &cv_glspritebillboarding, 90}, - {IT_STRING|IT_CVAR, NULL, "Software Perspective", &cv_glshearing, 95}, - {IT_STRING|IT_CVAR, NULL, "Rendering Distance", &cv_glrenderdistance, 100}, + {IT_STRING | IT_CVAR, NULL, "Sprite Billboarding", &cv_glspritebillboarding, 90}, + {IT_STRING | IT_CVAR, NULL, "Software Perspective", &cv_glshearing, 95}, + {IT_STRING | IT_CVAR, NULL, "Rendering Distance", &cv_glrenderdistance, 100}, }; static const char* OP_OpenGLTooltips[] = @@ -1578,6 +1578,27 @@ static const char* OP_OpenGLTooltips[] = "Recreates the look of software mode camera perspective.", "How far the game world should be drawn.", }; + +enum +{ + op_gl_mdls, + op_gl_falbckmdls, + op_gl_shader, + op_gl_palrender, + op_gl_flashpal, + op_gl_secbright, + op_gl_scrdepth, + op_gl_filter, + op_gl_anis, + op_gl_portal, + op_gl_wallcont, + op_gl_slopecont, + op_gl_lightdither, + op_gl_bill, + op_gl_shearing, + op_gl_renderdist, +}; + #endif static menuitem_t OP_SoundOptionsMenu[] = @@ -1604,7 +1625,7 @@ static menuitem_t OP_SoundOptionsMenu[] = {IT_STRING|IT_CVAR, NULL, "Character voices", &cv_kartvoices, 75}, {IT_STRING|IT_CVAR, NULL, "Hit Em Delay", &cv_karthitemdialog, 85}, {IT_STRING|IT_CVAR, NULL, "Powerup Warning", &cv_kartinvinsfx, 95}, - + {IT_KEYHANDLER|IT_STRING, NULL, "Sound Test", M_HandleSoundTest, 105}, {IT_STRING|IT_CALL, NULL, "Music Test", M_MusicTest, 115}, @@ -1618,7 +1639,7 @@ static menuitem_t OP_SoundOptionsMenu[] = {IT_STRING|IT_CVAR, NULL, "Character voices", &cv_kartvoices, 85}, {IT_STRING|IT_CVAR, NULL, "Hit Em Delay", &cv_karthitemdialog, 95}, {IT_STRING|IT_CVAR, NULL, "Powerup Warning", &cv_kartinvinsfx, 105}, - + {IT_KEYHANDLER|IT_STRING, NULL, "Sound Test", M_HandleSoundTest, 115}, {IT_STRING|IT_CALL, NULL, "Music Test", M_MusicTest, 125}, @@ -1679,7 +1700,7 @@ static const char* OP_SoundAdvancedTooltips[] = { #ifdef HAVE_OPENMPT NULL, - + "Filter used to resample tracker instruments.", "Resample tracker modules to sound similar to Paula hardware.", #if OPENMPT_API_VERSION_MAJOR < 1 && OPENMPT_API_VERSION_MINOR > 4 @@ -1792,7 +1813,7 @@ static menuitem_t OP_HUDOptionsMenu[] = { {IT_STRING | IT_CVAR, NULL, "Show HUD (F3)", &cv_showhud, 10}, {IT_STRING | IT_CVAR | IT_CV_SLIDER, - NULL, "HUD Visibility", &cv_translucenthud, 20}, + NULL, "HUD Visibility", &cv_translucenthud, 20}, {IT_STRING | IT_SUBMENU, NULL, "Online HUD options...", &OP_ChatOptionsDef, 35}, {IT_STRING | IT_CVAR, NULL, "Background Glass", &cons_backcolor, 45}, @@ -1808,9 +1829,9 @@ static menuitem_t OP_HUDOptionsMenu[] = {IT_STRING | IT_CVAR, NULL, "Console Text Size", &cv_constextsize, 120}, {IT_STRING | IT_CVAR, NULL, "Show Track Addon Name", &cv_showtrackaddon, 135}, - + {IT_STRING | IT_CVAR, NULL, "Show All Maps", &cv_showallmaps, 145}, - + {IT_STRING | IT_CVAR, NULL, "Show \"FOCUS LOST\"", &cv_showfocuslost, 155}, {IT_STRING | IT_CVAR, NULL, "2D character select", &cv_skinselectmenu, 165}, @@ -2062,7 +2083,7 @@ static menuitem_t OP_AdvServerOptionsMenu[] = }; static const char* OP_AdvServerOptionsTooltips[] = -{ +{ "Server used for master server.", "Attempts to resynchronise player to server.", #ifdef SATURNSYNCH @@ -2326,7 +2347,6 @@ enum sh_hudoffsets, }; - static menuitem_t OP_HudOffsetMenu[] = { {IT_HEADER, NULL, "Kart Hud Offsets", NULL, 0}, @@ -2380,7 +2400,7 @@ static menuitem_t OP_SaturnCreditsMenu[] = {IT_STRING2+IT_SPACE, NULL, "xyzzy", NULL, 70}, {IT_STRING2+IT_SPACE, NULL, "Chearii", NULL, 80}, - {IT_STRING+IT_SPACE, NULL, "", NULL, 83}, // dummy text + {IT_STRING+IT_SPACE, NULL, "", NULL, 83}, // dummy text {IT_STRING2+IT_SPACE, NULL, "Sunflower aka AnimeSonic", NULL, 90}, {IT_STRING2+IT_SPACE, NULL, "Yuz aka Yuzler", NULL, 100}, @@ -3388,7 +3408,7 @@ void PDistort_menu_Onchange(void) OP_PlayerDistortMenu[slrotatedist].status = IT_STRING | IT_CVAR; else OP_PlayerDistortMenu[slrotatedist].status = IT_GRAYEDOUT; - + if ((cv_sloperoll.value == 2) && (cv_spriteroll.value)) //enable/disable sparkroll depending on which setting OP_PlayerDistortMenu[sparkrotate].status = IT_STRING | IT_CVAR; else @@ -3417,7 +3437,7 @@ void Bird_menu_Onchange(void) OP_AdvancedBirdMenu[fadegrow].status = status; OP_AdvancedBirdMenu[respawnfadeout].status = status; OP_AdvancedBirdMenu[respawnfadein].status = status; - + if (cv_birdmusic.value) { OP_BirdMenu[lvlresum].status = IT_STRING | IT_CVAR; @@ -3429,7 +3449,7 @@ void Bird_menu_Onchange(void) OP_BirdMenu[lvlresum].status = IT_GRAYEDOUT; OP_BirdMenu[spclresum].status = IT_GRAYEDOUT; OP_BirdMenu[advmusic].status = IT_GRAYEDOUT; - } + } } //menu code is nice @@ -3441,11 +3461,28 @@ void SaturnHud_menu_Onchange(void) status = IT_STRING | IT_CVAR; else status = IT_GRAYEDOUT; - + OP_SaturnHudMenu[sh_coloritem].status = status; OP_SaturnHudMenu[sh_colorhud_customcolor].status = status; } +#ifdef HWRENDER +void M_UpdateOGLMenu(void) +{ + OP_ExpOptionsMenu[op_exp_fbo].status = (!supportFBO || cv_glscreentextures.value != 2) ? IT_GRAYEDOUT : IT_STRING | IT_CVAR; + OP_ExpOptionsMenu[op_exp_paldepth].status = (!HWR_ShouldUsePaletteRendering()) ? IT_GRAYEDOUT : IT_STRING | IT_CVAR; + + OP_OpenGLOptionsMenu[op_gl_falbckmdls].status = (!cv_glmdls.value) ? IT_GRAYEDOUT : IT_STRING | IT_CVAR; + + OP_OpenGLOptionsMenu[op_gl_lightdither].status = (!HWR_UseShader()) ? IT_GRAYEDOUT : IT_STRING | IT_CVAR; + OP_OpenGLOptionsMenu[op_gl_secbright].status = (!HWR_UseShader()) ? IT_GRAYEDOUT : IT_STRING | IT_CVAR; + + OP_OpenGLOptionsMenu[op_gl_palrender].status = (cv_glscreentextures.value != 2 || !HWR_UseShader()) ? IT_GRAYEDOUT : IT_STRING | IT_CVAR; + OP_OpenGLOptionsMenu[op_gl_flashpal].status = (!HWR_ShouldUsePaletteRendering()) ? IT_GRAYEDOUT : IT_STRING | IT_CVAR; +} +#endif + + // ========================================================================== // END ORGANIZATION STUFF. // ========================================================================== @@ -4316,9 +4353,9 @@ void M_Drawer(void) #ifdef HWRENDER if (rendermode == render_opengl) V_DrawThinString(0, 0, V_GREENMAP|V_SNAPTOTOP|V_SNAPTOLEFT|V_TRANSLUCENT|V_ALLOWLOWERCASE, ("Opengl")); -#endif +#endif if (rendermode == render_soft) - V_DrawThinString(0, 0, V_REDMAP|V_SNAPTOTOP|V_SNAPTOLEFT|V_TRANSLUCENT|V_ALLOWLOWERCASE, ("Software")); + V_DrawThinString(0, 0, V_REDMAP|V_SNAPTOTOP|V_SNAPTOLEFT|V_TRANSLUCENT|V_ALLOWLOWERCASE, ("Software")); } } } @@ -4409,18 +4446,18 @@ void M_StartControlPanel(void) MPauseMenu[mpause_psetup].status = IT_DISABLED; MISC_ChangeTeamMenu[0].status = IT_DISABLED; MISC_ChangeSpectateMenu[0].status = IT_DISABLED; - + MPauseMenu[mpause_addlocalskins].status = IT_STRING | IT_CALL; MPauseMenu[mpause_localskin].status = IT_STRING | IT_CALL; // Reset these in case splitscreen messes things up MPauseMenu[mpause_addons].alphaKey = 8; - + if (IsPlayerAdmin(consoleplayer)) MPauseMenu[mpause_addlocalskins].alphaKey = 16; else MPauseMenu[mpause_addlocalskins].alphaKey = 24; - + MPauseMenu[mpause_scramble].alphaKey = 8; MPauseMenu[mpause_switchmap].alphaKey = 24; @@ -4441,17 +4478,17 @@ void M_StartControlPanel(void) if (G_GametypeHasTeams()) MPauseMenu[mpause_scramble].status = IT_STRING | IT_SUBMENU; } - + if (server || (!cv_showlocalskinmenus.value)) { MPauseMenu[mpause_addlocalskins].status = IT_DISABLED; MPauseMenu[mpause_localskin].status = IT_DISABLED; - + MPauseMenu[mpause_options].alphaKey = 64; MPauseMenu[mpause_title].alphaKey = 80; MPauseMenu[mpause_quit].alphaKey = 88; } - + if (splitscreen) { @@ -4716,6 +4753,7 @@ void M_Init(void) if (rendermode == render_soft) { OP_VideoOptionsMenu[op_video_ogl].status = IT_DISABLED; + OP_ExpOptionsMenu[op_exp_glscrtx].status = IT_DISABLED; #ifdef USE_FBO_OGL OP_ExpOptionsMenu[op_exp_fbo].status = IT_DISABLED; @@ -4730,16 +4768,24 @@ void M_Init(void) OP_ExpOptionsMenu[op_exp_fbo].status = IT_GRAYEDOUT; #endif if (!gl_shadersavailable) + { OP_OpenGLOptionsMenu[op_gl_shader].status = IT_GRAYEDOUT; + OP_OpenGLOptionsMenu[op_gl_lightdither].status = IT_GRAYEDOUT; + OP_OpenGLOptionsMenu[op_gl_secbright].status = IT_GRAYEDOUT; + OP_OpenGLOptionsMenu[op_gl_palrender].status = IT_GRAYEDOUT; + OP_OpenGLOptionsMenu[op_gl_flashpal].status = IT_GRAYEDOUT; + + OP_ExpOptionsMenu[op_exp_paldepth].status = IT_GRAYEDOUT; + } } #endif if (!xtra_speedo && !kartzspeedo && !achi_speedo) // why bother? OP_SaturnHudMenu[sh_speedometer].status = IT_GRAYEDOUT; - + //if (!xtra_speedo && kartzspeedo) //OP_SaturnMenu[sm_speedometer].text = "Speedometer (No Small)"; - + //if (xtra_speedo && !kartzspeedo) //OP_SaturnMenu[sm_speedometer].text = "Speedometer (No PMeter)"; // idk i dont wanna bother with this tbh lmao @@ -5075,7 +5121,7 @@ static void M_DrawSplitText(INT32 x, INT32 y, INT32 option, const char* str, INT yoffset = (((5*10 - num_lines*10))); // Draw BG first,,, - for (int i = 0; i < num_lines; i++) + for (int i = 0; i < num_lines; i++) { V_DrawFill(0, (y + yoffset - 6)+5, vid.width, 11, 239|V_SNAPTOBOTTOM|V_SNAPTOLEFT); yoffset += 11; @@ -5084,7 +5130,7 @@ static void M_DrawSplitText(INT32 x, INT32 y, INT32 option, const char* str, INT yoffset = (((5*10 - num_lines*10))); // THEN the text - for (int i = 0; i < num_lines; i++) + for (int i = 0; i < num_lines; i++) { V_DrawCenteredThinString(x, y + yoffset, option, clines[i]); V_DrawCenteredThinString(x, y + yoffset, option|V_YELLOWMAP|((9 - alpha) << V_ALPHASHIFT), clines[i]); @@ -5100,7 +5146,7 @@ static void M_DrawSplitText(INT32 x, INT32 y, INT32 option, const char* str, INT static void M_DrawGenericMenu(void) { INT32 x, y, w, i, cursory = 0; - + INT32 lowercase = !cv_menucaps.value ? V_ALLOWLOWERCASE : 0; // DRAW MENU @@ -5316,7 +5362,7 @@ static void M_DrawGenericScrollMenu(void) // draw title (or big pic) M_DrawMenuTitle(); - + INT32 lowercase = !cv_menucaps.value ? V_ALLOWLOWERCASE : 0; for (; i < max; i++) @@ -5438,7 +5484,7 @@ static void M_DrawCenteredMenu(void) // draw title (or big pic) M_DrawMenuTitle(); - + INT32 lowercase = !cv_menucaps.value ? V_ALLOWLOWERCASE : 0; for (i = 0; i < currentMenu->numitems; i++) @@ -6367,7 +6413,7 @@ static void M_AddonAutoLoad(INT32 ch) S_StartSound(NULL, sfx_s26d); return; } - + // first, find the file // path = va("%s"PATHSEP"%s", srb2home, AUTOLOADCONFIGFILENAME); autoloadconfigfile = fopen(path, "a"); @@ -6382,7 +6428,7 @@ static void M_AddonAutoLoad(INT32 ch) case EXT_CFG: CONS_Printf("Added the \x82%s\x80 console script to the autoload configuration list.\n", dirmenu[dir_on[menudepthleft]]+DIR_STRING); fprintf(autoloadconfigfile, "%s\n", dirmenu[dir_on[menudepthleft]]+DIR_STRING); - + S_StartSound(NULL, sfx_s221); break; case EXT_LUA: @@ -6395,7 +6441,7 @@ static void M_AddonAutoLoad(INT32 ch) { CONS_Printf("Added \x82%s\x80 to the autoload configuration list.\n", dirmenu[dir_on[menudepthleft]]+DIR_STRING); fprintf(autoloadconfigfile, "%s\n", dirmenu[dir_on[menudepthleft]]+DIR_STRING); - + S_StartSound(NULL, sfx_s221); } else @@ -6405,7 +6451,7 @@ static void M_AddonAutoLoad(INT32 ch) } break; } - + // lastly, do some last things and close the autoload config file // fclose(autoloadconfigfile); } @@ -6609,7 +6655,7 @@ static void M_HandleAddons(INT32 choice) || (strcmp(dirmenu[dir_on[menudepthleft]]+DIR_STRING, AUTOLOADCONFIGFILENAME) == 0) || (strcmp(dirmenu[dir_on[menudepthleft]]+DIR_STRING, "kartserv.cfg") == 0) || (strcmp(dirmenu[dir_on[menudepthleft]]+DIR_STRING, "kartexec.cfg") == 0)) - { + { M_StartMessage(va("%c%s\x80\nYou can't autoload this builds' base console scripts, silly!\n They're already autoloaded on startup! \n\n(Press a key)\n", ('\x80' + (highlightflags>>V_CHARCOLORSHIFT)), dirmenu[dir_on[menudepthleft]]+DIR_STRING),NULL,MM_NOTHING); S_StartSound(NULL, sfx_s26d); } @@ -7880,7 +7926,7 @@ static void M_Options(INT32 choice) OP_MainMenu[5].status = OP_MainMenu[6].status = (Playing() && !(server || IsPlayerAdmin(consoleplayer))) ? (IT_GRAYEDOUT) : (IT_STRING|IT_SUBMENU); OP_MainMenu[10].status = (Playing()) ? (IT_GRAYEDOUT) : (IT_STRING|IT_CALL); // Play credits - + OP_MainMenu[13].status = (!cv_showlocalskinmenus.value) ? (IT_DISABLED) : (IT_CALL|IT_STRING); #ifdef HAVE_DISCORDRPC @@ -8454,14 +8500,14 @@ static void M_DrawMusicTest(void) if (curplaying && curplaying->authors[0]) V_DrawRightAlignedThinString(BASEVIDWIDTH-16, 46, V_ALLOWLOWERCASE, curplaying->authors); - + if (curplaying) { if (!curplaying->usage[0]) V_DrawString(vid.dupx, vid.height - 10*vid.dupy, V_NOSCALESTART|V_ALLOWLOWERCASE, va("%.6s", curplaying->name)); else V_DrawSmallString(vid.dupx, vid.height - 5*vid.dupy, V_NOSCALESTART|V_ALLOWLOWERCASE, va("%.6s - %.255s\n", curplaying->name, curplaying->usage)); - + if (cv_showmusicfilename.value) V_DrawSmallString(0, 0, V_SNAPTOTOP|V_SNAPTOLEFT|V_ALLOWLOWERCASE, curplaying->filename); } @@ -8607,7 +8653,7 @@ static void M_HandleMusicTest(INT32 choice) case KEY_ENTER: S_StopSounds(); S_StopMusic(); - curplaying = soundtestdefs[st_sel]; + curplaying = soundtestdefs[st_sel]; S_ChangeMusicInternal(curplaying->name, true); break; @@ -9472,10 +9518,10 @@ static void M_Connect(INT32 choice) { // do not call menuexitfunc M_ClearMenus(false); - + CV_Set(&cv_lastserver, I_GetNodeAddress(serverlist[choice-FIRSTSERVERLINE + serverlistpage * SERVERS_PER_PAGE].node)); - - COM_BufAddText(va("connect node %d\n", serverlist[choice-FIRSTSERVERLINE + serverlistpage * SERVERS_PER_PAGE].node)); + + COM_BufAddText(va("connect node %d\n", serverlist[choice-FIRSTSERVERLINE + serverlistpage * SERVERS_PER_PAGE].node)); } static void M_Refresh(INT32 choice) @@ -9721,7 +9767,7 @@ void M_SortServerList(void) #ifndef NONET #ifdef UPDATE_ALERT -#ifdef MASTERSERVER +#ifdef MASTERSERVER static void M_CheckMODVersion(int id) { char updatestring[500]; @@ -10221,7 +10267,7 @@ static void M_DrawMPMainMenu(void) // use generic drawer for cursor, items and title M_DrawGenericMenu(); - + INT32 lowercase = !cv_menucaps.value ? V_ALLOWLOWERCASE : 0; #ifndef NONET @@ -10428,7 +10474,7 @@ static void M_ConnectLastServer(INT32 choice) } M_ClearMenus(true); - COM_BufAddText(va("connect \"%s\"\n", cv_lastserver.string)); + COM_BufAddText(va("connect \"%s\"\n", cv_lastserver.string)); } // Tails 11-19-2002 @@ -10599,11 +10645,11 @@ static void M_DrawSetupMultiPlayerMenu(void) statoffset = 0; tw = V_StringWidth("Character", 0);//V_StringWidth(GETSELECTEDSKINNAME, 0); st = V_StringWidth(GETSELECTEDSKINNAME, 0); - + INT32 selectedskin = (itemOn == 1 && setupm_skinselect < numskins ? skinsorted[setupm_skinselect] : setupm_fakeskin); speed = skins[selectedskin].kartspeed; - weight = skins[selectedskin].kartweight; - + weight = skins[selectedskin].kartweight; + V_DrawString((mx+(tw/2)) - (st/2), my + 37, ((MP_PlayerSetupMenu[2].status & IT_TYPE) == IT_SPACE ? V_TRANSLUCENT : 0) | highlightflags | V_ALLOWLOWERCASE, GETSELECTEDSKINNAME); @@ -10611,7 +10657,7 @@ static void M_DrawSetupMultiPlayerMenu(void) statoffset = 50; else statoffset = 113; - + V_DrawString(statx - statoffset, staty - 10, V_6WIDTHSPACE, va("\x84%dS \x87%dW", GETSELECTEDSPEED, GETSELECTEDWEIGHT)); #undef GETSELECTEDSKINNAME #undef GETSELECTEDSPEED @@ -10676,7 +10722,7 @@ static void M_DrawSetupMultiPlayerMenu(void) V_DrawCharacter(mx + 2 + st + (skullAnimCounter/5), my + 164, '\x1D' | highlightflags, false); // right arrow } - break; + break; case SKINMENUTYPE_GRID: case SKINMENUTYPE_2D: V_DrawString(mx, my + 152, highlightflags | V_ALLOWLOWERCASE, KartColor_Names[setupm_fakecolor]); // SRB2kart @@ -10720,8 +10766,8 @@ static void M_DrawSetupMultiPlayerMenu(void) { //Background V_DrawScaledPatch(statx - 50, staty + 4, 0, W_CachePatchName("K_STATNB", PU_CACHE)); - - //Speed + + //Speed for (i = 0; i < GETSELECTEDSPEED; i++) // draw the stat bars { if (i == 0) @@ -10731,11 +10777,11 @@ static void M_DrawSetupMultiPlayerMenu(void) else V_DrawScaledPatch(statx - 45, staty + 63 -(5 *i), 0, W_CachePatchName("K_STATN2", PU_CACHE)); } - + //Weight for (i = 0; i < GETSELECTEDWEIGHT; i++) // draw the stat bars { - + if (i == 0) V_DrawScaledPatch(statx - 30, staty + 63, 0, W_CachePatchName("K_STATN4", PU_CACHE)); else if (i == GETSELECTEDWEIGHT -1) @@ -11011,10 +11057,10 @@ static void M_DrawSetupMultiPlayerMenu(void) #define indexwidth 8 { INT32 colwidth = ((BASEVIDWIDTH-(2*mx))-charw)/(2*indexwidth); - + if (cv_skinselectmenu.value == SKINMENUTYPE_EXTENDED) colwidth = colwidth - 10; - + INT32 j = -colwidth; INT16 col = setupm_fakecolor - colwidth; INT32 x = mx; @@ -11148,7 +11194,7 @@ static void M_DrawSetupMultiPlayerMenu(void) frame = 0; // Try to use standing frame sprframe = &sprdef->spriteframes[frame]; - + //minenice's speen css, it's a piece of shit but hey //patch = W_CachePatchNum(sprframe->lumppat[1], PU_CACHE); speenframe = (I_GetTime()*cv_skinselectspin.value/TICRATE + 1)%8; @@ -11218,7 +11264,7 @@ static void M_HandleSetupMultiPlayer(INT32 choice) if (setupm_skinselect < ROUNDSKINSUPTO8 - SKINGRIDWIDTH) //if we arent at the bottom of the menu { setupm_skinselect += SKINGRIDWIDTH; - + if (cv_skinselectmenu.value == SKINMENUTYPE_GRID){ if (setupm_skinselect >= ((setupm_skinypos-1)+SKINGRIDHEIGHT)*8 && setupm_skinypos < (ROUNDSKINSUPTO8/8)-SKINGRIDHEIGHT) setupm_skinypos++; @@ -11291,9 +11337,9 @@ static void M_HandleSetupMultiPlayer(INT32 choice) else if (cv_skinselectmenu.value == SKINMENUTYPE_EXTENDED){ setupm_skinypos = (((numskins / SKINGRIDWIDTH) - (SKINGRIDHEIGHT-1)-2) > 0 ? ((numskins / SKINGRIDWIDTH) - (SKINGRIDHEIGHT-1)-2) : 0); M_PrevOpt(); - + } - + } else M_PrevOpt(); @@ -11754,7 +11800,7 @@ static boolean M_QuitMultiPlayerMenu(void) } // you know what? always putting these in the buffer won't hurt anything. COM_BufAddText (va("%s \"%s\"\n",setupm_cvskin->name,skins[setupm_fakeskin].name)); - COM_BufAddText (va("%s %d\n",setupm_cvcolor->name,setupm_fakecolor)); + COM_BufAddText (va("%s %d\n",setupm_cvcolor->name,setupm_fakecolor)); return true; } @@ -12579,7 +12625,7 @@ static void M_VideoModeMenu(INT32 choice) static void M_DrawVideoMenu(void) { M_DrawGenericMenu(); - + INT32 lowercase = !cv_menucaps.value ? V_ALLOWLOWERCASE : 0; V_DrawRightAlignedString(BASEVIDWIDTH - currentMenu->x, currentMenu->y + OP_VideoOptionsMenu[0].alphaKey, @@ -12672,7 +12718,7 @@ static void M_DrawLocalSkinMenu(void) else multi_tics += multi_state->tics * FRACUNIT; } - + // skin 0 is default player sprite if (R_AnySkinAvailable(cv_fakelocalskin.string) != -1) { @@ -12681,7 +12727,7 @@ static void M_DrawLocalSkinMenu(void) } else { - // ATTEMPT TO FIND REAL SKIN + // ATTEMPT TO FIND REAL SKIN if (R_AnySkinAvailable(cv_skin.string) != -1) { sprdef = &allskins[R_AnySkinAvailable(cv_skin.string)].spritedef; diff --git a/src/m_menu.h b/src/m_menu.h index 486b5b869..9806773b4 100644 --- a/src/m_menu.h +++ b/src/m_menu.h @@ -299,6 +299,10 @@ void Bird_menu_Onchange(void); // Saturn Hud menu updating void SaturnHud_menu_Onchange(void); +#ifdef HWRENDER +void M_UpdateOGLMenu(void); +#endif + void M_ReplayHut(INT32 choice); void M_SetPlaybackMenuPointer(void); -- 2.54.0 From 2824e5d8500868765747a780b1dbdb26913ab42a Mon Sep 17 00:00:00 2001 From: Alug Date: Mon, 28 Oct 2024 06:49:09 +0100 Subject: [PATCH 22/30] no need to update this witouth water ripples --- src/hardware/hw_main.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index fb9d6eb6e..77de37850 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -5262,7 +5262,7 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player) if (viewnumber == 0) // Only do it if it's the first screen being rendered HWD.pfnClearBuffer(true, false, false, &ClearColor); - if (HWR_UseShader()) + if (HWR_UseShader() && cv_ripplewater.value) HWD.pfnSetShaderInfo(HWD_SHADERINFO_LEVELTIME, (INT32)leveltime); // The water surface shader needs the leveltime. if (viewnumber > 3) -- 2.54.0 From 238ce98c44e7ea36aae120a984cc87293eacb193 Mon Sep 17 00:00:00 2001 From: Alug Date: Mon, 28 Oct 2024 07:21:03 +0100 Subject: [PATCH 23/30] dont always call HWR_Startup again --- src/hardware/hw_main.c | 6 ++++-- src/sdl/ogl_sdl.c | 9 ++++++--- 2 files changed, 10 insertions(+), 5 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 77de37850..fc1d2e7e7 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -262,7 +262,8 @@ static void CV_glframebuffer_OnChange(void) if (cv_glframebuffer.value != 0 && cv_glscreentextures.value != 2) // screen FBO needs screen textures CV_SetValue(&cv_glframebuffer, 0); - HWD.pfnSetSpecialState(HWD_SET_FRAMEBUFFER, cv_glframebuffer.value); + if (supportFBO) + HWD.pfnSetSpecialState(HWD_SET_FRAMEBUFFER, cv_glframebuffer.value); I_DownSample(); RefreshOGLSDLSurface(); M_UpdateOGLMenu(); @@ -5410,7 +5411,8 @@ void HWR_Startup(void) HWR_TogglePaletteRendering(); #ifdef USE_FBO_OGL - HWD.pfnSetSpecialState(HWD_SET_FRAMEBUFFER, cv_glframebuffer.value); + if (supportFBO) + HWD.pfnSetSpecialState(HWD_SET_FRAMEBUFFER, cv_glframebuffer.value); #endif if (msaa) diff --git a/src/sdl/ogl_sdl.c b/src/sdl/ogl_sdl.c index d3c04938b..7be64d8a8 100644 --- a/src/sdl/ogl_sdl.c +++ b/src/sdl/ogl_sdl.c @@ -112,10 +112,11 @@ boolean LoadGL(void) \return if true, changed video mode */ +static boolean first_init = false; + boolean OglSdlSurface(INT32 w, INT32 h) { INT32 cbpp = cv_scr_depth.value < 16 ? 16 : cv_scr_depth.value; - static boolean first_init = false; const char *gllogdir = NULL; oglflags = 0; @@ -180,7 +181,6 @@ boolean OglSdlSurface(INT32 w, INT32 h) #endif #endif } - first_init = true; SDL_GL_SetSwapInterval(cv_vidwait.value ? 1 : 0); @@ -214,9 +214,12 @@ boolean OglSdlSurface(INT32 w, INT32 h) GLFramebuffer_Disable(); #endif - HWR_Startup(); + if (!first_init) + HWR_Startup(); textureformatGL = cbpp > 16 ? GL_RGBA : GL_RGB5_A1; + first_init = true; + return true; } -- 2.54.0 From d3e5e236ac774de120098926c091231de0b9fa99 Mon Sep 17 00:00:00 2001 From: Alug Date: Mon, 28 Oct 2024 16:34:11 +0100 Subject: [PATCH 24/30] those do nothing --- src/hardware/hw_main.c | 44 +++++++++++------------------------------- 1 file changed, 11 insertions(+), 33 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index fc1d2e7e7..39d52fe90 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -76,16 +76,9 @@ boolean gl_drawing_stencil = false; static INT32 current_bsp_culling_distance = 0; // base values set at SetViewSize -static float gl_basecentery; -static float gl_basecenterx; - -float gl_baseviewwindowy, gl_basewindowcentery; -float gl_baseviewwindowx, gl_basewindowcenterx; -float gl_viewwidth, gl_viewheight; // viewport clipping boundaries (screen coords) - -static float gl_centery, gl_centerx; +float gl_baseviewwindowy, gl_baseviewwindowx; static float gl_viewwindowy, gl_viewwindowx; // top left corner of view window -static float gl_windowcentery, gl_windowcenterx; // center of view window, for projection +float gl_viewwidth, gl_viewheight; // viewport clipping boundaries (screen coords) FTransform atransform; @@ -95,8 +88,6 @@ float gl_viewsin, gl_viewcos; static float gl_viewludsin, gl_viewludcos; static angle_t gl_aimingangle; -static float gl_pspritexscale, gl_pspriteyscale; - seg_t *gl_curline; side_t *gl_sidedef; line_t *gl_linedef; @@ -4941,17 +4932,8 @@ void HWR_SetViewSize(void) if (splitscreen > 1) gl_viewwidth /= 2; - gl_basecenterx = gl_viewwidth / 2; - gl_basecentery = gl_viewheight / 2; - gl_baseviewwindowy = 0; - gl_basewindowcentery = (float)(gl_viewheight / 2); - gl_baseviewwindowx = 0; - gl_basewindowcenterx = (float)(gl_viewwidth / 2); - - gl_pspritexscale = ((vid.width*gl_pspriteyscale*BASEVIDHEIGHT)/BASEVIDWIDTH)/vid.height; - gl_pspriteyscale = ((vid.height*gl_pspritexscale*BASEVIDWIDTH)/BASEVIDHEIGHT)/vid.width; HWD.pfnFlushScreenTextures(); } @@ -5164,23 +5146,17 @@ static void HWR_RenderFrame(INT32 viewnumber, player_t *player, boolean skybox) const float fpov = FIXED_TO_FLOAT(cv_fov.value+player->fovadd); // set window position - gl_centerx = gl_basecenterx; gl_viewwindowx = gl_baseviewwindowx; - gl_windowcenterx = gl_basewindowcenterx; - gl_centery = gl_basecentery; gl_viewwindowy = gl_baseviewwindowy; - gl_windowcentery = gl_basewindowcentery; if ((splitscreen == 1 && viewnumber == 1) || (splitscreen > 1 && viewnumber > 1)) { gl_viewwindowy += gl_viewheight; - gl_windowcentery += gl_viewheight; } if (splitscreen > 1 && viewnumber & 1) { gl_viewwindowx += gl_viewwidth; - gl_windowcenterx += gl_viewwidth; } if (splitscreen == 2 && player == &players[displayplayers[2]]) @@ -5252,16 +5228,18 @@ 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 - FRGBAFloat ClearColor; - - ClearColor.red = 0.0f; - ClearColor.green = 0.0f; - ClearColor.blue = 0.0f; - ClearColor.alpha = 1.0f; - // 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, false, &ClearColor); + } if (HWR_UseShader() && cv_ripplewater.value) HWD.pfnSetShaderInfo(HWD_SHADERINFO_LEVELTIME, (INT32)leveltime); // The water surface shader needs the leveltime. -- 2.54.0 From 7cbac66935ebae8fa1d0cf5d7eb56f77174219e2 Mon Sep 17 00:00:00 2001 From: Alug Date: Mon, 28 Oct 2024 20:11:05 +0100 Subject: [PATCH 25/30] throw this into an inline func --- src/hardware/hw_main.c | 33 ++++++++++++++++++++++++++------- 1 file changed, 26 insertions(+), 7 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 39d52fe90..363dde89c 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -2753,6 +2753,29 @@ static boolean HWR_DoCulling(line_t *cullheight, line_t *viewcullheight, float v return false; } +static inline void HWR_PortalSubsector(seg_t *line, subsector_t *sub, INT16 count) +{ + if (line) + { + //Hurdler: at this point validcount must be the same, but is not because + // gl_frontsector doesn't point anymore to sub->sector due to + // the call gl_frontsector = R_FakeFlat(...) + // if it's not done, the sprite is drawn more than once, + // what looks really bad with translucency or dynamic light, + // without talking about the overdraw of course. + sub->sector->validcount = validcount;/// \todo fix that in a better way + + while (count--) + { + if (!line->polyseg) // ignore segs that belong to polyobjects + HWR_AddLine(line); + line++; + } + } + + sub->validcount = validcount; +} + // -----------------+ // HWR_Subsector : Determine floor/ceiling planes. // : Add sprites of things in sector. @@ -2772,7 +2795,6 @@ static void HWR_Subsector(size_t num) extracolormap_t *floorcolormap; extracolormap_t *ceilingcolormap; ffloor_t *rover; - boolean skipSprites = false; #ifdef PARANOIA //no risk while developing, enough debugging nights! if (num >= addsubsector) @@ -2806,8 +2828,8 @@ static void HWR_Subsector(size_t num) if (gl_portal_state == GLPORTAL_SEARCH) { - skipSprites = true; - goto skip_stuff_for_portals;// hopefully this goto is okay + HWR_PortalSubsector(line, sub, count); + return; } floorcolormap = ceilingcolormap = gl_frontsector->extra_colormap; @@ -3038,8 +3060,6 @@ static void HWR_Subsector(size_t num) } } -skip_stuff_for_portals: - // Hurdler: here interesting things are happening! // we have just drawn the floor and ceiling // we now draw the sprites first and then the walls @@ -3048,8 +3068,7 @@ skip_stuff_for_portals: { // draw sprites first, coz they are clipped to the solidsegs of // subsectors more 'in front' - if (!skipSprites) - HWR_AddSprites(gl_frontsector); + HWR_AddSprites(gl_frontsector); //Hurdler: at this point validcount must be the same, but is not because // gl_frontsector doesn't point anymore to sub->sector due to -- 2.54.0 From 878b7f4b43632fb70abb262b559e1252c8af0cfa Mon Sep 17 00:00:00 2001 From: Alug Date: Mon, 28 Oct 2024 20:24:46 +0100 Subject: [PATCH 26/30] fix portal culling --- src/hardware/hw_main.c | 4 +++- src/hardware/hw_portal.c | 1 - src/hardware/hw_portal.h | 6 ------ 3 files changed, 3 insertions(+), 8 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 363dde89c..e14bcac81 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -5043,10 +5043,12 @@ void HWR_SetStencilState(int state, int level) // Renders the current viewpoint, though takes portal arguments for recursive portals. void HWR_RenderViewpoint(gl_portal_t *rootportal, const float fpov, player_t *player, int stencil_level, boolean allow_portals) { + gl_portallist_t portallist; + const boolean skybox = (skyboxmo[0] && cv_skybox.value); const boolean useportals = cv_glportals.value && gl_maphasportals && allow_portals; - HWR_Portal_InitList(); + portallist.base = portallist.cap = NULL; if (useportals && stencil_level < cv_maxportals.value) // if recursion limit is not reached { diff --git a/src/hardware/hw_portal.c b/src/hardware/hw_portal.c index c7770c607..d53f2f411 100644 --- a/src/hardware/hw_portal.c +++ b/src/hardware/hw_portal.c @@ -30,7 +30,6 @@ SINT8 gl_portal_state = GLPORTAL_OFF; -gl_portallist_t portallist; gl_portallist_t *currentportallist; // Adds an entry to the clipper for portal rendering diff --git a/src/hardware/hw_portal.h b/src/hardware/hw_portal.h index 9b2349955..b3ca3bb6e 100644 --- a/src/hardware/hw_portal.h +++ b/src/hardware/hw_portal.h @@ -58,14 +58,8 @@ typedef struct gl_portallist_s extern SINT8 gl_portal_state; // new thing -extern gl_portallist_t portallist; extern gl_portallist_t *currentportallist; -static inline void HWR_Portal_InitList (void) -{ - portallist.base = portallist.cap = NULL; -} - static inline void HWR_SetPortalState (SINT8 state) { gl_portal_state = state; -- 2.54.0 From 1ac210c2fce522e3df2a7fd9ab33516773590905 Mon Sep 17 00:00:00 2001 From: Alug Date: Wed, 30 Oct 2024 13:05:20 +0100 Subject: [PATCH 27/30] improve ogl portal clipping --- src/hardware/hw_main.c | 2 ++ src/hardware/hw_portal.c | 35 ++++++----------------------------- src/hardware/hw_portal.h | 6 +++++- 3 files changed, 13 insertions(+), 30 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index e14bcac81..3e14256a7 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -3121,6 +3121,8 @@ static void HWR_RenderBSPNode(INT32 bspnum) // PORTAL CULLING if (portalclipline && portalcullsector) { + // skip all subsectors encountered before the portal + // destination's front sector if (portalcullsector != subsectors[bspnum & ~NF_SUBSECTOR].sector) return; else diff --git a/src/hardware/hw_portal.c b/src/hardware/hw_portal.c index d53f2f411..f6abc6bb1 100644 --- a/src/hardware/hw_portal.c +++ b/src/hardware/hw_portal.c @@ -32,18 +32,10 @@ SINT8 gl_portal_state = GLPORTAL_OFF; gl_portallist_t *currentportallist; -// Adds an entry to the clipper for portal rendering +// clip the area outside the portal destination window void HWR_PortalClipping(gl_portal_t *portal) { - angle_t angle1, angle2; - - line_t *line = &lines[portal->clipline]; - - angle1 = R_PointToAngle64(line->v1->x, line->v1->y); - angle2 = R_PointToAngle64(line->v2->x, line->v2->y); - - // clip things that are not inside the portal window from our viewpoint - gld_clipper_SafeAddClipRange(angle2, angle1); + gld_clipper_SafeAddClipRange(portal->angle1, portal->angle2); } static gl_portal_t* HWR_Portal_Add (seg_t *seg) @@ -117,6 +109,9 @@ void HWR_Portal_Add2Lines(const INT32 line1, const INT32 line2, seg_t *seg) portal->viewz = viewz + dest->frontsector->floorheight - start->frontsector->floorheight; portal->viewangle = viewangle + dangle; + portal->angle1 = R_PointToAngle64(seg->v1->x, seg->v1->y) + dangle; + portal->angle2 = R_PointToAngle64(seg->v2->x, seg->v2->y) + dangle; + portal->startline = line1; portal->clipline = line2; } @@ -146,7 +141,7 @@ void HWR_PortalFrame(gl_portal_t* portal) } // Renders a portal segment. -void HWR_RenderPortalSeg(gl_portal_t* portal, SINT8 state) +static void HWR_RenderPortalSeg(gl_portal_t* portal, SINT8 state) { gl_drawing_stencil = true; // do not draw outside of the stencil buffer, idiot. // set our portal state and prepare to render the seg @@ -197,24 +192,6 @@ void HWR_RenderPortal(gl_portal_t* portal, gl_portal_t* rootportal, const float HWR_RenderPortalSeg(portal, GLPORTAL_DEPTH); } -// idea for fixing fakery map: one portal pillar works, 2 pillars have left/right bug wall, 1 pillar has both sides bugged. -// bounding box is probably right on the edge, maybe could check for this with P_ClosestPointOnLine -// so: for each side check, if it passes then also check distance to line, -// if its zero (or very close?) then dont return true, instead continue to next side check -// it helped with center pillars! but other parts still have issues, probably because some of bounding box is on correct side. - -// idea for further clipping improvement: -// have a separate xyz coordinate for portal view side checking: one that is derived by moving the viewxyz forward -// the new coords would be at the intersection of line_a and line_b, where -// line_a = line of view, pointing forward from the center of the camera -// line_b = a line orthogonal to line_a, defined so that the nearest vertex of portalclipline lies within it -// maybe if the seg to be drawn has these new coords on one side and the normal viewxyz on the other side then it can be culled? - -// looks like P_Thrust in p_user.c has code for moving point forward towards a direction -// maybe P_InterceptVector could be used for intersect point -// use returned value as multiplier for the added values from p_thrust thing -// P_InterceptVector needs divlines which need dx and dy, dx=x2-x1 dy=y2-y1 - // returns true if the point is on the correct (viewable) side of the // portal destination line boolean HWR_PortalCheckPointSide(fixed_t x, fixed_t y) diff --git a/src/hardware/hw_portal.h b/src/hardware/hw_portal.h index b3ca3bb6e..b1276e15d 100644 --- a/src/hardware/hw_portal.h +++ b/src/hardware/hw_portal.h @@ -47,6 +47,11 @@ typedef struct gl_portal_s INT32 drawcount; /**< For OpenGL. */ seg_t *seg; + + // angles for the left and right edges of the portal + // relative to the viewpoint + angle_t angle1; + angle_t angle2; } gl_portal_t; typedef struct gl_portallist_s @@ -70,7 +75,6 @@ void HWR_PortalClipping(gl_portal_t *portal); void HWR_Portal_Add2Lines(const INT32 line1, const INT32 line2, seg_t *seg); void HWR_PortalFrame(gl_portal_t* portal); -void HWR_RenderPortalSeg(gl_portal_t* portal, SINT8 state); void HWR_RenderPortal(gl_portal_t* portal, gl_portal_t* rootportal, const float fpov, player_t *player, int stencil_level); void HWR_FreePortalList(gl_portallist_t portallist); -- 2.54.0 From d27ef85b9eb16d14119bce1a9ac32f56d879c1ac Mon Sep 17 00:00:00 2001 From: Alug Date: Wed, 30 Oct 2024 13:52:00 +0100 Subject: [PATCH 28/30] remove some unused stuff in portal struct --- src/hardware/hw_portal.c | 4 ---- src/hardware/hw_portal.h | 8 ++------ 2 files changed, 2 insertions(+), 10 deletions(-) diff --git a/src/hardware/hw_portal.c b/src/hardware/hw_portal.c index f6abc6bb1..96a1b300a 100644 --- a/src/hardware/hw_portal.c +++ b/src/hardware/hw_portal.c @@ -55,9 +55,6 @@ static gl_portal_t* HWR_Portal_Add (seg_t *seg) } portal->next = NULL; - // Increase recursion level. - portal->pass = portalrender+1; - portal->seg = seg; return portal; @@ -112,7 +109,6 @@ void HWR_Portal_Add2Lines(const INT32 line1, const INT32 line2, seg_t *seg) portal->angle1 = R_PointToAngle64(seg->v1->x, seg->v1->y) + dangle; portal->angle2 = R_PointToAngle64(seg->v2->x, seg->v2->y) + dangle; - portal->startline = line1; portal->clipline = line2; } diff --git a/src/hardware/hw_portal.h b/src/hardware/hw_portal.h index b1276e15d..f42d2f61c 100644 --- a/src/hardware/hw_portal.h +++ b/src/hardware/hw_portal.h @@ -41,12 +41,8 @@ typedef struct gl_portal_s fixed_t viewz; angle_t viewangle; - UINT8 pass; /**< Keeps track of the portal's recursion depth. */ - INT32 startline; - INT32 clipline; /**< Optional clipline for line-based portals. */ - INT32 drawcount; /**< For OpenGL. */ - - seg_t *seg; + seg_t *seg; // seg that is used for drawing to the stencil buffer + INT32 clipline; // Optional clipline for line-based portals // angles for the left and right edges of the portal // relative to the viewpoint -- 2.54.0 From 9c0dcac5c6eb8fcbb613eac192b20ffc7288fdef Mon Sep 17 00:00:00 2001 From: Indev Date: Wed, 30 Oct 2024 20:34:53 +0300 Subject: [PATCH 29/30] Fix mapmusname global in lua being renamed to (*mapmusname) --- src/dehacked.c | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/src/dehacked.c b/src/dehacked.c index e1f3adba2..dc4288be5 100644 --- a/src/dehacked.c +++ b/src/dehacked.c @@ -9149,7 +9149,6 @@ int LUA_EnumLib(lua_State *L) PUSHGETTER(globalweather, u8); PUSHGETTER(levelskynum, i32); PUSHGETTER(globallevelskynum, i32); - PUSHGETTER((*mapmusname), str); PUSHGETTER(mapmusflags, u16); PUSHGETTER(mapmusposition, u32); PUSHGETTER(gravity, fxp); @@ -9166,6 +9165,11 @@ int LUA_EnumLib(lua_State *L) PUSHGETTER(racecountdown, u32); PUSHGETTER(exitcountdown, u32); + lua_pushcfunction(L, lua_glib_new_getter); + lua_pushliteral(L, "mapmusname"); + lua_glib_push_str_getter(L, mapmusname); + lua_call(L, 2, 0); + lua_pushcfunction(L, lua_glib_new_getter); lua_pushliteral(L, "mariomode"); lua_pushcfunction(L, lua_enumlib_mariomode_get); -- 2.54.0 From f752da7d03b1e9bd1827c78eef4e9aa1f1b01024 Mon Sep 17 00:00:00 2001 From: Alug Date: Thu, 31 Oct 2024 12:02:48 +0100 Subject: [PATCH 30/30] formatting stuff lul --- src/hardware/hw_batching.c | 36 +++++++++++++++++++----------------- 1 file changed, 19 insertions(+), 17 deletions(-) diff --git a/src/hardware/hw_batching.c b/src/hardware/hw_batching.c index 43e81210e..75b29b697 100644 --- a/src/hardware/hw_batching.c +++ b/src/hardware/hw_batching.c @@ -46,12 +46,12 @@ int unsortedVertexArrayAllocSize = 65536; // Call HWR_RenderBatches to render all the collected geometry. void HWR_StartBatching(void) { - if (currently_batching) + if (currently_batching) { - I_Error("Repeat call to HWR_StartBatching without HWR_RenderBatches"); + I_Error("Repeat call to HWR_StartBatching without HWR_RenderBatches"); } - // init arrays if that has not been done yet + // init arrays if that has not been done yet if (!finalVertexArray) { finalVertexArray = malloc(finalVertexArrayAllocSize * sizeof(FOutVector)); @@ -61,7 +61,7 @@ void HWR_StartBatching(void) unsortedVertexArray = malloc(unsortedVertexArrayAllocSize * sizeof(FOutVector)); } - currently_batching = true; + currently_batching = true; } // This replaces the direct calls to pfnSetTexture in cases where batching is available. @@ -69,14 +69,14 @@ void HWR_StartBatching(void) // Doing this was easier than getting a texture pointer to HWR_ProcessPolygon. void HWR_SetCurrentTexture(GLMipmap_t *texture) { - if (currently_batching) - { - current_texture = texture; - } - else - { - HWD.pfnSetTexture(texture); - } + if (currently_batching) + { + current_texture = texture; + } + else + { + HWD.pfnSetTexture(texture); + } } // If batching is enabled, this function collects the polygon data and the chosen texture @@ -84,7 +84,7 @@ void HWR_SetCurrentTexture(GLMipmap_t *texture) // render the polygon immediately. void HWR_ProcessPolygon(FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPts, FBITFIELD PolyFlags, int shader_target, boolean horizonSpecial) { - if (currently_batching) + if (currently_batching) { if (!pSurf) I_Error("Got a null FSurfaceInfo in batching");// nulls should not come in the stuff that batching currently applies to @@ -220,7 +220,7 @@ static int comparePolygonsNoShaders(const void *p1, const void *p2) // the rendering backend to draw them. void HWR_RenderBatches(void) { - int finalVertexWritePos = 0;// position in finalVertexArray + int finalVertexWritePos = 0;// position in finalVertexArray int finalIndexWritePos = 0;// position in finalVertexIndexArray int polygonReadPos = 0;// position in polygonArraySorted @@ -236,7 +236,7 @@ void HWR_RenderBatches(void) int i; - if (!currently_batching) + if (!currently_batching) I_Error("HWR_RenderBatches called without starting batching"); nextSurfaceInfo.LightInfo.fade_end = 0; @@ -256,6 +256,7 @@ void HWR_RenderBatches(void) ps_hw_numcalls.value.i = ps_hw_numverts.value.i = 0; ps_hw_numshaders.value.i = ps_hw_numtextures.value.i = ps_hw_numpolyflags.value.i = ps_hw_numcolors.value.i = 1; + // init polygonArraySorted for (i = 0; i < polygonArraySize; i++) { @@ -269,6 +270,7 @@ void HWR_RenderBatches(void) else qs22j(polygonArraySorted, polygonArraySize, sizeof(PolygonArrayEntry *), comparePolygonsNoShaders); PS_STOP_TIMING(ps_hw_batchsorttime); + // sort order // 1. shader // 2. texture @@ -294,7 +296,7 @@ void HWR_RenderBatches(void) if (currentPolyFlags & PF_NoTexture) currentTexture = NULL; - else + else HWD.pfnSetTexture(currentTexture); while (1)// note: remember handling notexture polyflag as having texture number 0 (also in comparePolygons) @@ -457,6 +459,7 @@ void HWR_RenderBatches(void) ps_hw_numcolors.value.i++; } + // and that should be it? } } // reset the arrays (set sizes to 0) @@ -466,5 +469,4 @@ void HWR_RenderBatches(void) PS_STOP_TIMING(ps_hw_batchdrawtime); } - #endif // HWRENDER -- 2.54.0