diff --git a/docs/licenses/README.TXT b/docs/licenses/README.TXT new file mode 100644 index 000000000..f60796436 --- /dev/null +++ b/docs/licenses/README.TXT @@ -0,0 +1,27 @@ +The original Doom source code was released by id Software under the +Doom Source Code License. See doomlic.txt. + +Parts of the renderer use code from the BUILD engine by Ken Silverman. +See buildlic.txt. + +The majority of original code uses a BSD-like lincese. See bsd.txt. + +This software is based in part on the work of the Independent JPEG Group. + +This software uses the 'zlib' general purpose compression library by +Jean-loup Gailly and Mark Adler. + +This software uses the gdtoa package, see gdtoa.txt. + +This software uses the snes_spc library, which is covered by the GNU Lesser +General Public License. See lgpl.txt. + +This software uses the "Dynamic Universal Music Bibliotheque" library for +MOD music playback. See dumb.txt for original license. The version used, +however, has been heavily modified from its original form and is the same +version used by the foobar2000 component foo_dumb as of mid-2008, found at +http://kode54.foobar2000.org/. + +This software uses the OPL emulator from MAME 0.95. Playback of MUS files +on the OPL emulation is accomplished with some help from Vladimir Arnost's +MUS File Player Library, with fixes to make it more accurate. diff --git a/docs/licenses/bsd.txt b/docs/licenses/bsd.txt new file mode 100644 index 000000000..aa48716a9 --- /dev/null +++ b/docs/licenses/bsd.txt @@ -0,0 +1,27 @@ +**--------------------------------------------------------------------------- +** Copyright 1998-2009 Randy Heit, Christoph Oelckers, et al. +** All rights reserved. +** +** Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions +** are met: +** +** 1. Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** 2. Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in the +** documentation and/or other materials provided with the distribution. +** 3. The name of the author may not be used to endorse or promote products +** derived from this software without specific prior written permission. +** +** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR +** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES +** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. +** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, +** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT +** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF +** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +**--------------------------------------------------------------------------- \ No newline at end of file diff --git a/docs/licenses/buildlic.txt b/docs/licenses/buildlic.txt new file mode 100644 index 000000000..a0cec1251 --- /dev/null +++ b/docs/licenses/buildlic.txt @@ -0,0 +1,71 @@ +BUILD SOURCE CODE LICENSE TERMS: 06/20/2000 + +[1] I give you permission to make modifications to my Build source and + distribute it, BUT: + +[2] Any derivative works based on my Build source may be distributed ONLY + through the INTERNET. + +[3] Distribution of any derivative works MUST be done completely FREE of + charge - no commercial exploitation whatsoever. + +[4] Anything you distribute which uses a part of my Build Engine source + code MUST include: + + [A] The following message somewhere in the archive: + + // "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman + // Ken Silverman's official web site: "http://www.advsys.net/ken" + // See the included license file "BUILDLIC.TXT" for license info. + + [B] This text file "BUILDLIC.TXT" along with it. + + [C] Any source files that you modify must include this message as well: + + // This file has been modified from Ken Silverman's original release + +[5] The use of the Build Engine for commercial purposes will require an + appropriate license arrangement with me. Contact information is + on my web site. + +[6] I take no responsibility for damage to your system. + +[7] Technical support: Before contacting me with questions, please read + and do ALL of the following! + + [A] Look though ALL of my text files. There are 7 of them (including this + one). I like to think that I wrote them for a reason. You will find + many of your answers in the history section of BUILD.TXT and + BUILD2.TXT (they're located inside SRC.ZIP). + + [B] If that doesn't satisfy you, then try going to: + + "http://www.advsys.net/ken/buildsrc" + + where I will maintain a Build Source Code FAQ (or perhaps I might + just provide a link to a good FAQ). + + [C] I am willing to respond to questions, but ONLY if they come at a rate + that I can handle. + + PLEASE TRY TO AVOID ASKING DUPLICATE QUESTIONS! + + As my line of defense, I will post my current policy about + answering Build source questions (right below the E-mail address + on my web site.) You can check there to see if I'm getting + overloaded with questions or not. + + If I'm too busy, it might say something like this: + + I'm too busy to answer Build source questions right now. + Sorry, but don't expect a reply from me any time soon. + + If I'm open for Build source questions, please state your question + clearly and don't include any unsolicited attachments unless + they're really small (like less than 50k). Assume that I have + a 28.8k modem. Also, don't leave out important details just + to make your question appear shorter - making me guess what + you're asking doesn't save me time! + +---------------------------------------------------------------------------- +-Ken S. (official web site: http://www.advsys.net/ken) diff --git a/docs/licenses/cephes.txt b/docs/licenses/cephes.txt new file mode 100644 index 000000000..cb4e3f9d6 --- /dev/null +++ b/docs/licenses/cephes.txt @@ -0,0 +1,10 @@ + Some software in this archive may be from the book _Methods and +Programs for Mathematical Functions_ (Prentice-Hall or Simon & Schuster +International, 1989) or from the Cephes Mathematical Library, a +commercial product. In either event, it is copyrighted by the author. +What you see here may be used freely but it comes with no support or +guarantee. + + Stephen L. Moshier + moshier@na-net.ornl.gov + \ No newline at end of file diff --git a/docs/licenses/doomlic.txt b/docs/licenses/doomlic.txt new file mode 100644 index 000000000..2b2252ee2 --- /dev/null +++ b/docs/licenses/doomlic.txt @@ -0,0 +1,112 @@ + + + LIMITED USE SOFTWARE LICENSE AGREEMENT + + This Limited Use Software License Agreement (the "Agreement") +is a legal agreement between you, the end-user, and Id Software, Inc. +("ID"). By downloading or purchasing the software material, which +includes source code (the "Source Code"), artwork data, music and +software tools (collectively, the "Software"), you are agreeing to +be bound by the terms of this Agreement. If you do not agree to the +terms of this Agreement, promptly destroy the Software you may have +downloaded or copied. + +ID SOFTWARE LICENSE + +1. Grant of License. ID grants to you the right to use the +Software. You have no ownership or proprietary rights in or to the +Software, or the Trademark. For purposes of this section, "use" means +loading the Software into RAM, as well as installation on a hard disk +or other storage device. The Software, together with any archive copy +thereof, shall be destroyed when no longer used in accordance with +this Agreement, or when the right to use the Software is terminated. +You agree that the Software will not be shipped, transferred or +exported into any country in violation of the U.S. Export +Administration Act (or any other law governing such matters) and that +you will not utilize, in any other manner, the Software in violation +of any applicable law. + +2. Permitted Uses. For educational purposes only, you, the +end-user, may use portions of the Source Code, such as particular +routines, to develop your own software, but may not duplicate the +Source Code, except as noted in paragraph 4. The limited right +referenced in the preceding sentence is hereinafter referred to as +"Educational Use." By so exercising the Educational Use right you +shall not obtain any ownership, copyright, proprietary or other +interest in or to the Source Code, or any portion of the Source +Code. You may dispose of your own software in your sole discretion. +With the exception of the Educational Use right, you may not +otherwise use the Software, or an portion of the Software, which +includes the Source Code, for commercial gain. + +3. Prohibited Uses: Under no circumstances shall you, the +end-user, be permitted, allowed or authorized to commercially exploit +the Software. Neither you nor anyone at your direction shall do any +of the following acts with regard to the Software, or any portion +thereof: + + Rent; + + Sell; + + Lease; + + Offer on a pay-per-play basis; + + Distribute for money or any other consideration; or + + In any other manner and through any medium whatsoever +commercially exploit or use for any commercial purpose. + +Notwithstanding the foregoing prohibitions, you may commercially +exploit the software you develop by exercising the Educational Use +right, referenced in paragraph 2. hereinabove. + +4. Copyright. The Software and all copyrights related thereto +(including all characters and other images generated by the Software +or depicted in the Software) are owned by ID and is protected by +United States copyright laws and international treaty provisions. +Id shall retain exclusive ownership and copyright in and to the +Software and all portions of the Software and you shall have no +ownership or other proprietary interest in such materials. You must +treat the Software like any other copyrighted material. You may not +otherwise reproduce, copy or disclose to others, in whole or in any +part, the Software. You may not copy the written materials +accompanying the Software. You agree to use your best efforts to +see that any user of the Software licensed hereunder complies with +this Agreement. + +5. NO WARRANTIES. ID DISCLAIMS ALL WARRANTIES, BOTH EXPRESS +IMPLIED, INCLUDING BUT NOT LIMITED TO, IMPLIED WARRANTIES OF +MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE WITH RESPECT +TO THE SOFTWARE. THIS LIMITED WARRANTY GIVES YOU SPECIFIC LEGAL +RIGHTS. YOU MAY HAVE OTHER RIGHTS WHICH VARY FROM JURISDICTION TO +JURISDICTION. ID DOES NOT WARRANT THAT THE OPERATION OF THE SOFTWARE +WILL BE UNINTERRUPTED, ERROR FREE OR MEET YOUR SPECIFIC REQUIREMENTS. +THE WARRANTY SET FORTH ABOVE IS IN LIEU OF ALL OTHER EXPRESS +WARRANTIES WHETHER ORAL OR WRITTEN. THE AGENTS, EMPLOYEES, +DISTRIBUTORS, AND DEALERS OF ID ARE NOT AUTHORIZED TO MAKE +MODIFICATIONS TO THIS WARRANTY, OR ADDITIONAL WARRANTIES ON BEHALF +OF ID. + + Exclusive Remedies. The Software is being offered to you +free of any charge. You agree that you have no remedy against ID, its +affiliates, contractors, suppliers, and agents for loss or damage +caused by any defect or failure in the Software regardless of the form +of action, whether in contract, tort, includinegligence, strict +liability or otherwise, with regard to the Software. This Agreement +shall be construed in accordance with and governed by the laws of the +State of Texas. Copyright and other proprietary matters will be +governed by United States laws and international treaties. IN ANY +CASE, ID SHALL NOT BE LIABLE FOR LOSS OF DATA, LOSS OF PROFITS, LOST +SAVINGS, SPECIAL, INCIDENTAL, CONSEQUENTIAL, INDIRECT OR OTHER +SIMILAR DAMAGES ARISING FROM BREACH OF WARRANTY, BREACH OF CONTRACT, +NEGLIGENCE, OR OTHER LEGAL THEORY EVEN IF ID OR ITS AGENT HAS BEEN +ADVISED OF THE POSSIBILITY OF SUCH DAMAGES, OR FOR ANY CLAIM BY ANY +OTHER PARTY. Some jurisdictions do not allow the exclusion or +limitation of incidental or consequential damages, so the above +limitation or exclusion may not apply to you. + + + + diff --git a/docs/licenses/dumb.txt b/docs/licenses/dumb.txt new file mode 100644 index 000000000..231bfa7f1 --- /dev/null +++ b/docs/licenses/dumb.txt @@ -0,0 +1,54 @@ +/* _______ ____ __ ___ ___ + * \ _ \ \ / \ / \ \ / / ' ' ' + * | | \ \ | | || | \/ | . . + * | | | | | | || ||\ /| | + * | | | | | | || || \/ | | ' ' ' + * | | | | | | || || | | . . + * | |_/ / \ \__// || | | + * /_______/ynamic \____/niversal /__\ /____\usic /| . . ibliotheque + * / \ + * / . \ + * licence.txt - Conditions for use of DUMB. / / \ \ + * | < / \_ + * If you do not agree to these terms, please | \/ /\ / + * do not use DUMB. \_ / > / + * | \ / / + * Information in [brackets] is provided to aid | ' / + * interpretation of the licence. \__/ + */ + + +Dynamic Universal Music Bibliotheque + +Copyright (C) 2001-2003 Ben Davis, Robert J Ohannessian and Julien Cugniere + +This software is provided 'as-is', without any express or implied warranty. +In no event shall the authors be held liable for any damages arising from the +use of this software. + +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute it +freely, subject to the following restrictions: + +1. The origin of this software must not be misrepresented; you must not claim + that you wrote the original software. If you use this software in a + product, you are requested to acknowledge its use in the product + documentation, along with details on where to get an unmodified version of + this software, but this is not a strict requirement. + + [Note that the above point asks for a link to DUMB, not just a mention. + Googling for DUMB doesn't help much! The URL is "http://dumb.sf.net/".] + + [The only reason why the link is not strictly required is that such a + requirement prevents DUMB from being used in projects with certain other + licences, notably the GPL. See http://www.gnu.org/philosophy/bsd.html .] + +2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + +3. This notice may not be removed from or altered in any source distribution. + +4. If you are using the Program in someone else's bedroom at any Monday + 3:05 PM, you are not allowed to modify the Program for ten minutes. [This + clause provided by Inphernic; every licence should contain at least one + clause, the reasoning behind which is far from obvious.] diff --git a/docs/licenses/gdtoa.txt b/docs/licenses/gdtoa.txt new file mode 100644 index 000000000..13c0d4140 --- /dev/null +++ b/docs/licenses/gdtoa.txt @@ -0,0 +1,27 @@ +/**************************************************************** + +The author of this software is David M. Gay. + +Copyright (C) 1998 by Lucent Technologies +All Rights Reserved + +Permission to use, copy, modify, and distribute this software and +its documentation for any purpose and without fee is hereby +granted, provided that the above copyright notice appear in all +copies and that both that the copyright notice and this +permission notice and warranty disclaimer appear in supporting +documentation, and that the name of Lucent or any of its entities +not be used in advertising or publicity pertaining to +distribution of the software without specific, written prior +permission. + +LUCENT DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE, +INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. +IN NO EVENT SHALL LUCENT OR ANY OF ITS ENTITIES BE LIABLE FOR ANY +SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES +WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER +IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, +ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF +THIS SOFTWARE. + +****************************************************************/ diff --git a/docs/licenses/lgpl.txt b/docs/licenses/lgpl.txt new file mode 100644 index 000000000..5ab7695ab --- /dev/null +++ b/docs/licenses/lgpl.txt @@ -0,0 +1,504 @@ + GNU LESSER GENERAL PUBLIC LICENSE + Version 2.1, February 1999 + + Copyright (C) 1991, 1999 Free Software Foundation, Inc. + 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + +[This is the first released version of the Lesser GPL. It also counts + as the successor of the GNU Library Public License, version 2, hence + the version number 2.1.] + + Preamble + + The licenses for most software are designed to take away your +freedom to share and change it. By contrast, the GNU General Public +Licenses are intended to guarantee your freedom to share and change +free software--to make sure the software is free for all its users. + + This license, the Lesser General Public License, applies to some +specially designated software packages--typically libraries--of the +Free Software Foundation and other authors who decide to use it. You +can use it too, but we suggest you first think carefully about whether +this license or the ordinary General Public License is the better +strategy to use in any particular case, based on the explanations below. + + When we speak of free software, we are referring to freedom of use, +not price. Our General Public Licenses are designed to make sure that +you have the freedom to distribute copies of free software (and charge +for this service if you wish); that you receive source code or can get +it if you want it; that you can change the software and use pieces of +it in new free programs; and that you are informed that you can do +these things. + + To protect your rights, we need to make restrictions that forbid +distributors to deny you these rights or to ask you to surrender these +rights. These restrictions translate to certain responsibilities for +you if you distribute copies of the library or if you modify it. + + For example, if you distribute copies of the library, whether gratis +or for a fee, you must give the recipients all the rights that we gave +you. You must make sure that they, too, receive or can get the source +code. If you link other code with the library, you must provide +complete object files to the recipients, so that they can relink them +with the library after making changes to the library and recompiling +it. And you must show them these terms so they know their rights. + + We protect your rights with a two-step method: (1) we copyright the +library, and (2) we offer you this license, which gives you legal +permission to copy, distribute and/or modify the library. + + To protect each distributor, we want to make it very clear that +there is no warranty for the free library. Also, if the library is +modified by someone else and passed on, the recipients should know +that what they have is not the original version, so that the original +author's reputation will not be affected by problems that might be +introduced by others. + + Finally, software patents pose a constant threat to the existence of +any free program. We wish to make sure that a company cannot +effectively restrict the users of a free program by obtaining a +restrictive license from a patent holder. Therefore, we insist that +any patent license obtained for a version of the library must be +consistent with the full freedom of use specified in this license. + + Most GNU software, including some libraries, is covered by the +ordinary GNU General Public License. This license, the GNU Lesser +General Public License, applies to certain designated libraries, and +is quite different from the ordinary General Public License. We use +this license for certain libraries in order to permit linking those +libraries into non-free programs. + + When a program is linked with a library, whether statically or using +a shared library, the combination of the two is legally speaking a +combined work, a derivative of the original library. The ordinary +General Public License therefore permits such linking only if the +entire combination fits its criteria of freedom. The Lesser General +Public License permits more lax criteria for linking other code with +the library. + + We call this license the "Lesser" General Public License because it +does Less to protect the user's freedom than the ordinary General +Public License. It also provides other free software developers Less +of an advantage over competing non-free programs. These disadvantages +are the reason we use the ordinary General Public License for many +libraries. However, the Lesser license provides advantages in certain +special circumstances. + + For example, on rare occasions, there may be a special need to +encourage the widest possible use of a certain library, so that it becomes +a de-facto standard. To achieve this, non-free programs must be +allowed to use the library. A more frequent case is that a free +library does the same job as widely used non-free libraries. In this +case, there is little to gain by limiting the free library to free +software only, so we use the Lesser General Public License. + + In other cases, permission to use a particular library in non-free +programs enables a greater number of people to use a large body of +free software. For example, permission to use the GNU C Library in +non-free programs enables many more people to use the whole GNU +operating system, as well as its variant, the GNU/Linux operating +system. + + Although the Lesser General Public License is Less protective of the +users' freedom, it does ensure that the user of a program that is +linked with the Library has the freedom and the wherewithal to run +that program using a modified version of the Library. + + The precise terms and conditions for copying, distribution and +modification follow. Pay close attention to the difference between a +"work based on the library" and a "work that uses the library". The +former contains code derived from the library, whereas the latter must +be combined with the library in order to run. + + GNU LESSER GENERAL PUBLIC LICENSE + TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION + + 0. This License Agreement applies to any software library or other +program which contains a notice placed by the copyright holder or +other authorized party saying it may be distributed under the terms of +this Lesser General Public License (also called "this License"). +Each licensee is addressed as "you". + + A "library" means a collection of software functions and/or data +prepared so as to be conveniently linked with application programs +(which use some of those functions and data) to form executables. + + The "Library", below, refers to any such software library or work +which has been distributed under these terms. A "work based on the +Library" means either the Library or any derivative work under +copyright law: that is to say, a work containing the Library or a +portion of it, either verbatim or with modifications and/or translated +straightforwardly into another language. (Hereinafter, translation is +included without limitation in the term "modification".) + + "Source code" for a work means the preferred form of the work for +making modifications to it. For a library, complete source code means +all the source code for all modules it contains, plus any associated +interface definition files, plus the scripts used to control compilation +and installation of the library. + + Activities other than copying, distribution and modification are not +covered by this License; they are outside its scope. The act of +running a program using the Library is not restricted, and output from +such a program is covered only if its contents constitute a work based +on the Library (independent of the use of the Library in a tool for +writing it). Whether that is true depends on what the Library does +and what the program that uses the Library does. + + 1. You may copy and distribute verbatim copies of the Library's +complete source code as you receive it, in any medium, provided that +you conspicuously and appropriately publish on each copy an +appropriate copyright notice and disclaimer of warranty; keep intact +all the notices that refer to this License and to the absence of any +warranty; and distribute a copy of this License along with the +Library. + + You may charge a fee for the physical act of transferring a copy, +and you may at your option offer warranty protection in exchange for a +fee. + + 2. You may modify your copy or copies of the Library or any portion +of it, thus forming a work based on the Library, and copy and +distribute such modifications or work under the terms of Section 1 +above, provided that you also meet all of these conditions: + + a) The modified work must itself be a software library. + + b) You must cause the files modified to carry prominent notices + stating that you changed the files and the date of any change. + + c) You must cause the whole of the work to be licensed at no + charge to all third parties under the terms of this License. + + d) If a facility in the modified Library refers to a function or a + table of data to be supplied by an application program that uses + the facility, other than as an argument passed when the facility + is invoked, then you must make a good faith effort to ensure that, + in the event an application does not supply such function or + table, the facility still operates, and performs whatever part of + its purpose remains meaningful. + + (For example, a function in a library to compute square roots has + a purpose that is entirely well-defined independent of the + application. Therefore, Subsection 2d requires that any + application-supplied function or table used by this function must + be optional: if the application does not supply it, the square + root function must still compute square roots.) + +These requirements apply to the modified work as a whole. If +identifiable sections of that work are not derived from the Library, +and can be reasonably considered independent and separate works in +themselves, then this License, and its terms, do not apply to those +sections when you distribute them as separate works. But when you +distribute the same sections as part of a whole which is a work based +on the Library, the distribution of the whole must be on the terms of +this License, whose permissions for other licensees extend to the +entire whole, and thus to each and every part regardless of who wrote +it. + +Thus, it is not the intent of this section to claim rights or contest +your rights to work written entirely by you; rather, the intent is to +exercise the right to control the distribution of derivative or +collective works based on the Library. + +In addition, mere aggregation of another work not based on the Library +with the Library (or with a work based on the Library) on a volume of +a storage or distribution medium does not bring the other work under +the scope of this License. + + 3. You may opt to apply the terms of the ordinary GNU General Public +License instead of this License to a given copy of the Library. To do +this, you must alter all the notices that refer to this License, so +that they refer to the ordinary GNU General Public License, version 2, +instead of to this License. (If a newer version than version 2 of the +ordinary GNU General Public License has appeared, then you can specify +that version instead if you wish.) Do not make any other change in +these notices. + + Once this change is made in a given copy, it is irreversible for +that copy, so the ordinary GNU General Public License applies to all +subsequent copies and derivative works made from that copy. + + This option is useful when you wish to copy part of the code of +the Library into a program that is not a library. + + 4. You may copy and distribute the Library (or a portion or +derivative of it, under Section 2) in object code or executable form +under the terms of Sections 1 and 2 above provided that you accompany +it with the complete corresponding machine-readable source code, which +must be distributed under the terms of Sections 1 and 2 above on a +medium customarily used for software interchange. + + If distribution of object code is made by offering access to copy +from a designated place, then offering equivalent access to copy the +source code from the same place satisfies the requirement to +distribute the source code, even though third parties are not +compelled to copy the source along with the object code. + + 5. A program that contains no derivative of any portion of the +Library, but is designed to work with the Library by being compiled or +linked with it, is called a "work that uses the Library". Such a +work, in isolation, is not a derivative work of the Library, and +therefore falls outside the scope of this License. + + However, linking a "work that uses the Library" with the Library +creates an executable that is a derivative of the Library (because it +contains portions of the Library), rather than a "work that uses the +library". The executable is therefore covered by this License. +Section 6 states terms for distribution of such executables. + + When a "work that uses the Library" uses material from a header file +that is part of the Library, the object code for the work may be a +derivative work of the Library even though the source code is not. +Whether this is true is especially significant if the work can be +linked without the Library, or if the work is itself a library. The +threshold for this to be true is not precisely defined by law. + + If such an object file uses only numerical parameters, data +structure layouts and accessors, and small macros and small inline +functions (ten lines or less in length), then the use of the object +file is unrestricted, regardless of whether it is legally a derivative +work. (Executables containing this object code plus portions of the +Library will still fall under Section 6.) + + Otherwise, if the work is a derivative of the Library, you may +distribute the object code for the work under the terms of Section 6. +Any executables containing that work also fall under Section 6, +whether or not they are linked directly with the Library itself. + + 6. As an exception to the Sections above, you may also combine or +link a "work that uses the Library" with the Library to produce a +work containing portions of the Library, and distribute that work +under terms of your choice, provided that the terms permit +modification of the work for the customer's own use and reverse +engineering for debugging such modifications. + + You must give prominent notice with each copy of the work that the +Library is used in it and that the Library and its use are covered by +this License. You must supply a copy of this License. If the work +during execution displays copyright notices, you must include the +copyright notice for the Library among them, as well as a reference +directing the user to the copy of this License. Also, you must do one +of these things: + + a) Accompany the work with the complete corresponding + machine-readable source code for the Library including whatever + changes were used in the work (which must be distributed under + Sections 1 and 2 above); and, if the work is an executable linked + with the Library, with the complete machine-readable "work that + uses the Library", as object code and/or source code, so that the + user can modify the Library and then relink to produce a modified + executable containing the modified Library. (It is understood + that the user who changes the contents of definitions files in the + Library will not necessarily be able to recompile the application + to use the modified definitions.) + + b) Use a suitable shared library mechanism for linking with the + Library. A suitable mechanism is one that (1) uses at run time a + copy of the library already present on the user's computer system, + rather than copying library functions into the executable, and (2) + will operate properly with a modified version of the library, if + the user installs one, as long as the modified version is + interface-compatible with the version that the work was made with. + + c) Accompany the work with a written offer, valid for at + least three years, to give the same user the materials + specified in Subsection 6a, above, for a charge no more + than the cost of performing this distribution. + + d) If distribution of the work is made by offering access to copy + from a designated place, offer equivalent access to copy the above + specified materials from the same place. + + e) Verify that the user has already received a copy of these + materials or that you have already sent this user a copy. + + For an executable, the required form of the "work that uses the +Library" must include any data and utility programs needed for +reproducing the executable from it. However, as a special exception, +the materials to be distributed need not include anything that is +normally distributed (in either source or binary form) with the major +components (compiler, kernel, and so on) of the operating system on +which the executable runs, unless that component itself accompanies +the executable. + + It may happen that this requirement contradicts the license +restrictions of other proprietary libraries that do not normally +accompany the operating system. Such a contradiction means you cannot +use both them and the Library together in an executable that you +distribute. + + 7. You may place library facilities that are a work based on the +Library side-by-side in a single library together with other library +facilities not covered by this License, and distribute such a combined +library, provided that the separate distribution of the work based on +the Library and of the other library facilities is otherwise +permitted, and provided that you do these two things: + + a) Accompany the combined library with a copy of the same work + based on the Library, uncombined with any other library + facilities. This must be distributed under the terms of the + Sections above. + + b) Give prominent notice with the combined library of the fact + that part of it is a work based on the Library, and explaining + where to find the accompanying uncombined form of the same work. + + 8. You may not copy, modify, sublicense, link with, or distribute +the Library except as expressly provided under this License. Any +attempt otherwise to copy, modify, sublicense, link with, or +distribute the Library is void, and will automatically terminate your +rights under this License. However, parties who have received copies, +or rights, from you under this License will not have their licenses +terminated so long as such parties remain in full compliance. + + 9. You are not required to accept this License, since you have not +signed it. However, nothing else grants you permission to modify or +distribute the Library or its derivative works. These actions are +prohibited by law if you do not accept this License. Therefore, by +modifying or distributing the Library (or any work based on the +Library), you indicate your acceptance of this License to do so, and +all its terms and conditions for copying, distributing or modifying +the Library or works based on it. + + 10. Each time you redistribute the Library (or any work based on the +Library), the recipient automatically receives a license from the +original licensor to copy, distribute, link with or modify the Library +subject to these terms and conditions. You may not impose any further +restrictions on the recipients' exercise of the rights granted herein. +You are not responsible for enforcing compliance by third parties with +this License. + + 11. If, as a consequence of a court judgment or allegation of patent +infringement or for any other reason (not limited to patent issues), +conditions are imposed on you (whether by court order, agreement or +otherwise) that contradict the conditions of this License, they do not +excuse you from the conditions of this License. If you cannot +distribute so as to satisfy simultaneously your obligations under this +License and any other pertinent obligations, then as a consequence you +may not distribute the Library at all. For example, if a patent +license would not permit royalty-free redistribution of the Library by +all those who receive copies directly or indirectly through you, then +the only way you could satisfy both it and this License would be to +refrain entirely from distribution of the Library. + +If any portion of this section is held invalid or unenforceable under any +particular circumstance, the balance of the section is intended to apply, +and the section as a whole is intended to apply in other circumstances. + +It is not the purpose of this section to induce you to infringe any +patents or other property right claims or to contest validity of any +such claims; this section has the sole purpose of protecting the +integrity of the free software distribution system which is +implemented by public license practices. Many people have made +generous contributions to the wide range of software distributed +through that system in reliance on consistent application of that +system; it is up to the author/donor to decide if he or she is willing +to distribute software through any other system and a licensee cannot +impose that choice. + +This section is intended to make thoroughly clear what is believed to +be a consequence of the rest of this License. + + 12. If the distribution and/or use of the Library is restricted in +certain countries either by patents or by copyrighted interfaces, the +original copyright holder who places the Library under this License may add +an explicit geographical distribution limitation excluding those countries, +so that distribution is permitted only in or among countries not thus +excluded. In such case, this License incorporates the limitation as if +written in the body of this License. + + 13. The Free Software Foundation may publish revised and/or new +versions of the Lesser General Public License from time to time. +Such new versions will be similar in spirit to the present version, +but may differ in detail to address new problems or concerns. + +Each version is given a distinguishing version number. If the Library +specifies a version number of this License which applies to it and +"any later version", you have the option of following the terms and +conditions either of that version or of any later version published by +the Free Software Foundation. If the Library does not specify a +license version number, you may choose any version ever published by +the Free Software Foundation. + + 14. If you wish to incorporate parts of the Library into other free +programs whose distribution conditions are incompatible with these, +write to the author to ask for permission. For software which is +copyrighted by the Free Software Foundation, write to the Free +Software Foundation; we sometimes make exceptions for this. Our +decision will be guided by the two goals of preserving the free status +of all derivatives of our free software and of promoting the sharing +and reuse of software generally. + + NO WARRANTY + + 15. BECAUSE THE LIBRARY IS LICENSED FREE OF CHARGE, THERE IS NO +WARRANTY FOR THE LIBRARY, TO THE EXTENT PERMITTED BY APPLICABLE LAW. +EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR +OTHER PARTIES PROVIDE THE LIBRARY "AS IS" WITHOUT WARRANTY OF ANY +KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE +IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR +PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE +LIBRARY IS WITH YOU. SHOULD THE LIBRARY PROVE DEFECTIVE, YOU ASSUME +THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION. + + 16. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN +WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY +AND/OR REDISTRIBUTE THE LIBRARY AS PERMITTED ABOVE, BE LIABLE TO YOU +FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR +CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE +LIBRARY (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING +RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A +FAILURE OF THE LIBRARY TO OPERATE WITH ANY OTHER SOFTWARE), EVEN IF +SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGES. + + END OF TERMS AND CONDITIONS + + How to Apply These Terms to Your New Libraries + + If you develop a new library, and you want it to be of the greatest +possible use to the public, we recommend making it free software that +everyone can redistribute and change. You can do so by permitting +redistribution under these terms (or, alternatively, under the terms of the +ordinary General Public License). + + To apply these terms, attach the following notices to the library. It is +safest to attach them to the start of each source file to most effectively +convey the exclusion of warranty; and each file should have at least the +"copyright" line and a pointer to where the full notice is found. + + + Copyright (C) + + This library is free software; you can redistribute it and/or + modify it under the terms of the GNU Lesser General Public + License as published by the Free Software Foundation; either + version 2.1 of the License, or (at your option) any later version. + + This library is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + Lesser General Public License for more details. + + You should have received a copy of the GNU Lesser General Public + License along with this library; if not, write to the Free Software + Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + +Also add information on how to contact you by electronic and paper mail. + +You should also get your employer (if you work as a programmer) or your +school, if any, to sign a "copyright disclaimer" for the library, if +necessary. Here is a sample; alter the names: + + Yoyodyne, Inc., hereby disclaims all copyright interest in the + library `Frob' (a library for tweaking knobs) written by James Random Hacker. + + , 1 April 1990 + Ty Coon, President of Vice + +That's all there is to it! + + diff --git a/src/actor.h b/src/actor.h index d1acd9ea7..60a00582f 100644 --- a/src/actor.h +++ b/src/actor.h @@ -1057,6 +1057,7 @@ public: int skillrespawncount; int TIDtoHate; // TID of things to hate (0 if none) FNameNoInit Species; // For monster families + TObjPtr alternative; // (Un)Morphed actors stored here. Those with the MF_UNMORPHED flag are the originals. TObjPtr tracer; // Thing being chased/attacked for tracers TObjPtr master; // Thing which spawned this one (prevents mutual attacks) double Floorclip; // value to use for floor clipping diff --git a/src/g_shared/a_morph.cpp b/src/g_shared/a_morph.cpp index 98af9ff25..57271f768 100644 --- a/src/g_shared/a_morph.cpp +++ b/src/g_shared/a_morph.cpp @@ -38,7 +38,7 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp APlayerPawn *actor; actor = p->mo; - if (actor == NULL) + if (actor == nullptr) { return false; } @@ -55,7 +55,7 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp if ((p->mo->GetClass() == spawntype) && (p->mo->PlayerFlags & PPF_CANSUPERMORPH) && (p->morphTics < (((duration) ? duration : MORPHTICS) - TICRATE)) - && (p->mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true) == NULL)) + && (p->mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true) == nullptr)) { // Make a super chicken p->mo->GiveInventoryType (RUNTIME_CLASS(APowerWeaponLevel2)); } @@ -65,7 +65,7 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp { // Dead players cannot morph return false; } - if (spawntype == NULL) + if (spawntype == nullptr) { return false; } @@ -94,7 +94,8 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp } morphed->Angles.Yaw = actor->Angles.Yaw; morphed->target = actor->target; - morphed->tracer = actor; + morphed->tracer = actor->tracer; + morphed->alternative = actor; morphed->FriendPlayer = actor->FriendPlayer; morphed->DesignatedTeam = actor->DesignatedTeam; morphed->Score = actor->Score; @@ -113,7 +114,8 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp morphed->flags2 |= actor->flags2 & MF2_FLY; morphed->flags3 |= actor->flags3 & MF3_GHOST; AActor *eflash = Spawn(((enter_flash) ? enter_flash : RUNTIME_CLASS(ATeleportFog)), actor->PosPlusZ(TELEFOGHEIGHT), ALLOW_REPLACE); - actor->player = NULL; + actor->player = nullptr; + actor->alternative = morphed; actor->flags &= ~(MF_SOLID|MF_SHOOTABLE); actor->flags |= MF_UNMORPHED; actor->renderflags |= RF_INVISIBLE; @@ -129,7 +131,7 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp p->Vel.X = p->Vel.Y = 0; morphed->ObtainInventory (actor); // Remove all armor - for (item = morphed->Inventory; item != NULL; ) + for (item = morphed->Inventory; item != nullptr; ) { AInventory *next = item->Inventory; if (item->IsKindOf (RUNTIME_CLASS(AArmor))) @@ -182,7 +184,7 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag, // because the level or game is ended while morphed, // by the time it gets executed the morphed player // pawn instance may have already been destroyed. - if (pmo == NULL || pmo->tracer == NULL) + if (pmo == nullptr || pmo->alternative == nullptr) { return false; } @@ -197,7 +199,7 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag, return false; } - mo = barrier_cast(pmo->tracer); + mo = barrier_cast(pmo->alternative); mo->SetOrigin (pmo->Pos(), false); mo->flags |= MF_SOLID; pmo->flags &= ~MF_SOLID; @@ -208,10 +210,14 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag, player->morphTics = 2*TICRATE; return false; } - pmo->player = NULL; + // No longer using tracer as morph storage. That is what 'alternative' is for. + // If the tracer has changed on the morph, change the original too. + mo->target = pmo->target; + mo->tracer = pmo->tracer; + pmo->player = nullptr; // Remove the morph power if the morph is being undone prematurely. - for (AInventory *item = pmo->Inventory, *next = NULL; item != NULL; item = next) + for (AInventory *item = pmo->Inventory, *next = nullptr; item != nullptr; item = next) { next = item->Inventory; if (item->IsKindOf(RUNTIME_CLASS(APowerMorph))) @@ -252,10 +258,10 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag, player->morphTics = 0; player->MorphedPlayerClass = 0; player->MorphStyle = 0; - player->MorphExitFlash = NULL; + player->MorphExitFlash = nullptr; player->viewheight = mo->ViewHeight; AInventory *level2 = mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true); - if (level2 != NULL) + if (level2 != nullptr) { level2->Destroy (); } @@ -310,31 +316,31 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag, } } - AActor *eflash = NULL; - if (exit_flash != NULL) + AActor *eflash = nullptr; + if (exit_flash != nullptr) { eflash = Spawn(exit_flash, pmo->Vec3Angle(20., mo->Angles.Yaw, TELEFOGHEIGHT), ALLOW_REPLACE); if (eflash) eflash->target = mo; } mo->SetupWeaponSlots(); // Use original class's weapon slots. beastweap = player->ReadyWeapon; - if (player->PremorphWeapon != NULL) + if (player->PremorphWeapon != nullptr) { player->PremorphWeapon->PostMorphWeapon (); } else { - player->ReadyWeapon = player->PendingWeapon = NULL; + player->ReadyWeapon = player->PendingWeapon = nullptr; } if (correctweapon) { // Better "lose morphed weapon" semantics PClassActor *morphweapon = PClass::FindActor(pmo->MorphWeapon); - if (morphweapon != NULL && morphweapon->IsDescendantOf(RUNTIME_CLASS(AWeapon))) + if (morphweapon != nullptr && morphweapon->IsDescendantOf(RUNTIME_CLASS(AWeapon))) { AWeapon *OriginalMorphWeapon = static_cast(mo->FindInventory (morphweapon)); - if ((OriginalMorphWeapon != NULL) && (OriginalMorphWeapon->GivenAsMorphWeapon)) + if ((OriginalMorphWeapon != nullptr) && (OriginalMorphWeapon->GivenAsMorphWeapon)) { // You don't get to keep your morphed weapon. - if (OriginalMorphWeapon->SisterWeapon != NULL) + if (OriginalMorphWeapon->SisterWeapon != nullptr) { OriginalMorphWeapon->SisterWeapon->Destroy (); } @@ -344,20 +350,21 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag, } else // old behaviour (not really useful now) { // Assumptions made here are no longer valid - if (beastweap != NULL) + if (beastweap != nullptr) { // You don't get to keep your morphed weapon. - if (beastweap->SisterWeapon != NULL) + if (beastweap->SisterWeapon != nullptr) { beastweap->SisterWeapon->Destroy (); } beastweap->Destroy (); } } - pmo->tracer = NULL; + mo->alternative = nullptr; + pmo->alternative = nullptr; pmo->Destroy (); // Restore playerclass armor to its normal amount. AHexenArmor *hxarmor = mo->FindInventory(); - if (hxarmor != NULL) + if (hxarmor != nullptr) { hxarmor->Slots[4] = mo->GetClass()->HexenArmor[0]; } @@ -517,9 +524,9 @@ bool P_MorphedDeath(AActor *actor, AActor **morphed, int *morphedstyle, int *mor (actor->player->morphTics) && (actor->player->MorphStyle & MORPH_UNDOBYDEATH) && (actor->player->mo) && - (actor->player->mo->tracer)) + (actor->player->mo->alternative)) { - AActor *realme = actor->player->mo->tracer; + AActor *realme = actor->player->mo->alternative; int realstyle = actor->player->MorphStyle; int realhealth = actor->health; if (P_UndoPlayerMorph(actor->player, actor->player, 0, !!(actor->player->MorphStyle & MORPH_UNDOBYDEATHFORCED))) diff --git a/src/gl/hqnx/common.h b/src/gl/hqnx/common.h index 3388651bf..c3e700571 100644 --- a/src/gl/hqnx/common.h +++ b/src/gl/hqnx/common.h @@ -23,7 +23,7 @@ #define __HQX_COMMON_H_ #include -#include "mystdint.h" +#include #define MASK_2 0x0000FF00 #define MASK_13 0x00FF00FF diff --git a/src/gl/hqnx/hq2x.cpp b/src/gl/hqnx/hq2x.cpp index 679a8c2b6..637d1fb78 100644 --- a/src/gl/hqnx/hq2x.cpp +++ b/src/gl/hqnx/hq2x.cpp @@ -18,7 +18,6 @@ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ -#include "mystdint.h" #include "common.h" #include "hqx.h" diff --git a/src/gl/hqnx/hq3x.cpp b/src/gl/hqnx/hq3x.cpp index cbc7fab39..3768f9c92 100644 --- a/src/gl/hqnx/hq3x.cpp +++ b/src/gl/hqnx/hq3x.cpp @@ -18,7 +18,6 @@ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ -#include "mystdint.h" #include "common.h" #include "hqx.h" diff --git a/src/gl/hqnx/hq4x.cpp b/src/gl/hqnx/hq4x.cpp index 7ad6e06c3..5af8193cb 100644 --- a/src/gl/hqnx/hq4x.cpp +++ b/src/gl/hqnx/hq4x.cpp @@ -18,7 +18,6 @@ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ -#include "mystdint.h" #include "common.h" #include "hqx.h" diff --git a/src/gl/hqnx/hqx.h b/src/gl/hqnx/hqx.h index ee968a561..089b5a0bc 100644 --- a/src/gl/hqnx/hqx.h +++ b/src/gl/hqnx/hqx.h @@ -21,7 +21,7 @@ #ifndef __HQX_H_ #define __HQX_H_ -#include "mystdint.h" +#include #if defined( __GNUC__ ) #ifdef __MINGW32__ diff --git a/src/gl/hqnx/init.cpp b/src/gl/hqnx/init.cpp index f27d45a65..0e8c2db1c 100644 --- a/src/gl/hqnx/init.cpp +++ b/src/gl/hqnx/init.cpp @@ -16,7 +16,6 @@ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ -#include "mystdint.h" #include "hqx.h" uint32_t *RGBtoYUV; diff --git a/src/gl/hqnx/mystdint.h b/src/gl/hqnx/mystdint.h deleted file mode 100644 index b2da9df8c..000000000 --- a/src/gl/hqnx/mystdint.h +++ /dev/null @@ -1,19 +0,0 @@ -#ifndef __MYSTDINT_H -#define __MYSTDINT_H - -#ifndef _MSC_VER -#include -#else -typedef unsigned __int64 uint64_t; -typedef signed __int64 int64_t; -typedef unsigned __int32 uint32_t; -typedef signed __int32 int32_t; -typedef unsigned __int16 uint16_t; -typedef signed __int16 int16_t; -typedef unsigned __int8 uint8_t; -typedef signed __int8 int8_t; -#endif - - - -#endif \ No newline at end of file diff --git a/src/gl/renderer/gl_renderbuffers.cpp b/src/gl/renderer/gl_renderbuffers.cpp index 9eb7c6f39..f66ea1354 100644 --- a/src/gl/renderer/gl_renderbuffers.cpp +++ b/src/gl/renderer/gl_renderbuffers.cpp @@ -53,17 +53,9 @@ #include "w_wad.h" #include "i_system.h" #include "doomerrors.h" -#include CVAR(Int, gl_multisample, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG); -CUSTOM_CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL) -{ - // this CVAR alters some fixed colormap related settings - if (GLRenderer != nullptr && GLRenderer->mShaderManager != nullptr) - { - //GLRenderer->mShaderManager->ResetFixedColormap(); - } -} +CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL) //========================================================================== // @@ -94,15 +86,15 @@ FGLRenderBuffers::~FGLRenderBuffers() ClearScene(); ClearPipeline(); ClearBloom(); - ClearAmbientOcclusion(); } void FGLRenderBuffers::ClearScene() { DeleteFrameBuffer(mSceneFB); - DeleteRenderBuffer(mSceneMSColor); - DeleteRenderBuffer(mSceneMSDepthStencil); - DeleteRenderBuffer(mSceneMSStencil); + DeleteRenderBuffer(mSceneMultisample); + DeleteRenderBuffer(mSceneDepthStencil); + DeleteRenderBuffer(mSceneDepth); + DeleteRenderBuffer(mSceneStencil); } void FGLRenderBuffers::ClearPipeline() @@ -112,8 +104,6 @@ void FGLRenderBuffers::ClearPipeline() DeleteFrameBuffer(mPipelineFB[i]); DeleteTexture(mPipelineTexture[i]); } - DeleteTexture(mPipelineDepthStencil); - DeleteTexture(mPipelineStencil); } void FGLRenderBuffers::ClearBloom() @@ -129,15 +119,6 @@ void FGLRenderBuffers::ClearBloom() } } -void FGLRenderBuffers::ClearAmbientOcclusion() -{ - DeleteFrameBuffer(AmbientFB0); - DeleteFrameBuffer(AmbientFB1); - DeleteTexture(AmbientTexture0); - DeleteTexture(AmbientTexture1); - DeleteTexture(AmbientRandomTexture); -} - void FGLRenderBuffers::DeleteTexture(GLuint &handle) { if (handle != 0) @@ -168,6 +149,14 @@ void FGLRenderBuffers::DeleteFrameBuffer(GLuint &handle) bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHeight) { + if (gl_renderbuffers != BuffersActive) + { + if (BuffersActive) + glBindFramebuffer(GL_FRAMEBUFFER, mOutputFB); + BuffersActive = gl_renderbuffers; + GLRenderer->mShaderManager->ResetFixedColormap(); + } + if (!IsEnabled()) return false; @@ -197,12 +186,11 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei } // Bloom bluring buffers need to match the scene to avoid bloom bleeding artifacts - if (mSceneWidth != sceneWidth || mSceneHeight != sceneHeight) + if (mBloomWidth != sceneWidth || mBloomHeight != sceneHeight) { CreateBloom(sceneWidth, sceneHeight); - CreateAmbientOcclusion(sceneWidth, sceneHeight); - mSceneWidth = sceneWidth; - mSceneHeight = sceneHeight; + mBloomWidth = sceneWidth; + mBloomHeight = sceneHeight; } glBindTexture(GL_TEXTURE_2D, textureBinding); @@ -218,8 +206,8 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei mWidth = 0; mHeight = 0; mSamples = 0; - mSceneWidth = 0; - mSceneHeight = 0; + mBloomWidth = 0; + mBloomHeight = 0; } return !FailedCreate; @@ -236,15 +224,10 @@ void FGLRenderBuffers::CreateScene(int width, int height, int samples) ClearScene(); if (samples > 1) - { - mSceneMSColor = CreateRenderBuffer("SceneMSColor", GetHdrFormat(), samples, width, height); - mSceneMSDepthStencil = CreateRenderBuffer("SceneMSDepthStencil", GL_DEPTH24_STENCIL8, samples, width, height); - mSceneFB = CreateFrameBuffer("SceneFB", mSceneMSColor, mSceneMSDepthStencil, true); - } - else - { - mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], mPipelineDepthStencil, false); - } + mSceneMultisample = CreateRenderBuffer("SceneMultisample", GL_RGBA16F, samples, width, height); + + mSceneDepthStencil = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, samples, width, height); + mSceneFB = CreateFrameBuffer("SceneFB", samples > 1 ? mSceneMultisample : mPipelineTexture[0], mSceneDepthStencil, samples > 1); } //========================================================================== @@ -257,12 +240,10 @@ void FGLRenderBuffers::CreatePipeline(int width, int height) { ClearPipeline(); - mPipelineDepthStencil = Create2DTexture("PipelineDepthStencil", GL_DEPTH24_STENCIL8, width, height); - for (int i = 0; i < NumPipelineTextures; i++) { - mPipelineTexture[i] = Create2DTexture("PipelineTexture", GetHdrFormat(), width, height); - mPipelineFB[i] = CreateFrameBuffer("PipelineFB", mPipelineTexture[i], mPipelineDepthStencil, false); + mPipelineTexture[i] = Create2DTexture("PipelineTexture", GL_RGBA16F, width, height); + mPipelineFB[i] = CreateFrameBuffer("PipelineFB", mPipelineTexture[i]); } } @@ -288,8 +269,8 @@ void FGLRenderBuffers::CreateBloom(int width, int height) level.Width = MAX(bloomWidth / 2, 1); level.Height = MAX(bloomHeight / 2, 1); - level.VTexture = Create2DTexture("Bloom.VTexture", GetHdrFormat(), level.Width, level.Height); - level.HTexture = Create2DTexture("Bloom.HTexture", GetHdrFormat(), level.Width, level.Height); + level.VTexture = Create2DTexture("Bloom.VTexture", GL_RGBA16F, level.Width, level.Height); + level.HTexture = Create2DTexture("Bloom.HTexture", GL_RGBA16F, level.Width, level.Height); level.VFramebuffer = CreateFrameBuffer("Bloom.VFramebuffer", level.VTexture); level.HFramebuffer = CreateFrameBuffer("Bloom.HFramebuffer", level.HTexture); @@ -298,88 +279,20 @@ void FGLRenderBuffers::CreateBloom(int width, int height) } } -//========================================================================== -// -// Creates ambient occlusion working buffers -// -//========================================================================== - -void FGLRenderBuffers::CreateAmbientOcclusion(int width, int height) -{ - ClearAmbientOcclusion(); - - if (width <= 0 || height <= 0) - return; - - AmbientWidth = width / 2; - AmbientHeight = height / 2; - AmbientTexture0 = Create2DTexture("AmbientTexture0", GL_RG32F, AmbientWidth, AmbientHeight); - AmbientTexture1 = Create2DTexture("AmbientTexture1", GL_RG32F, AmbientWidth, AmbientHeight); - AmbientFB0 = CreateFrameBuffer("AmbientFB0", AmbientTexture0); - AmbientFB1 = CreateFrameBuffer("AmbientFB1", AmbientTexture1); - - int16_t randomValues[16 * 4]; - std::mt19937 generator(1337); - std::uniform_real_distribution distribution(-1.0, 1.0); - for (int i = 0; i < 16; i++) - { - double num_directions = 8.0; // Must be same as the define in ssao.fp - double angle = 2.0 * M_PI * distribution(generator) / num_directions; - double x = cos(angle); - double y = sin(angle); - double z = distribution(generator); - double w = distribution(generator); - - randomValues[i * 4 + 0] = (int16_t)clamp(x * 32768.0, -32767.0, 32768.0); - randomValues[i * 4 + 1] = (int16_t)clamp(y * 32768.0, -32767.0, 32768.0); - randomValues[i * 4 + 2] = (int16_t)clamp(z * 32768.0, -32767.0, 32768.0); - randomValues[i * 4 + 3] = (int16_t)clamp(w * 32768.0, -32767.0, 32768.0); - } - - AmbientRandomTexture = Create2DTexture("AmbientRandomTexture", GL_RGBA16_SNORM, 4, 4, randomValues); -} - -//========================================================================== -// -// Fallback support for older OpenGL where RGBA16F might not be available -// -//========================================================================== - -GLuint FGLRenderBuffers::GetHdrFormat() -{ - return GL_RGBA16F; -} - //========================================================================== // // Creates a 2D texture defaulting to linear filtering and clamp to edge // //========================================================================== -GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int width, int height, const void *data) +GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int width, int height) { + GLuint type = (format == GL_RGBA16F) ? GL_FLOAT : GL_UNSIGNED_BYTE; GLuint handle = 0; glGenTextures(1, &handle); glBindTexture(GL_TEXTURE_2D, handle); FGLDebug::LabelObject(GL_TEXTURE, handle, name); - - GLenum dataformat, datatype; - switch (format) // Special thanks to the designers of OpenGL.. - { - case GL_RGBA8: dataformat = GL_RGBA; datatype = GL_UNSIGNED_BYTE; break; - case GL_RGBA16: dataformat = GL_RGBA; datatype = GL_UNSIGNED_SHORT; break; - case GL_RGBA16F: dataformat = GL_RGBA; datatype = GL_FLOAT; break; - case GL_RGBA32F: dataformat = GL_RGBA; datatype = GL_FLOAT; break; - case GL_R32F: dataformat = GL_RED; datatype = GL_FLOAT; break; - case GL_RG32F: dataformat = GL_RG; datatype = GL_FLOAT; break; - case GL_DEPTH_COMPONENT24: dataformat = GL_DEPTH_COMPONENT; datatype = GL_FLOAT; break; - case GL_STENCIL_INDEX8: dataformat = GL_STENCIL_INDEX; datatype = GL_INT; break; - case GL_DEPTH24_STENCIL8: dataformat = GL_DEPTH_STENCIL; datatype = GL_UNSIGNED_INT_24_8; break; - case GL_RGBA16_SNORM: dataformat = GL_RGBA; datatype = GL_SHORT; break; - default: I_FatalError("Unknown format passed to FGLRenderBuffers.Create2DTexture"); - } - - glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, dataformat, datatype, data); + glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, GL_RGBA, type, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); @@ -434,45 +347,34 @@ GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuff return handle; } -GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool fromRenderBuffers) +GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer) { GLuint handle = 0; glGenFramebuffers(1, &handle); glBindFramebuffer(GL_FRAMEBUFFER, handle); FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name); - if (fromRenderBuffers) - { + if (colorIsARenderBuffer) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil); - } else - { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthstencil, 0); - } + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil); if (CheckFrameBufferCompleteness()) ClearFrameBuffer(true, true); return handle; } -GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depth, GLuint stencil, bool fromRenderBuffers) +GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depth, GLuint stencil, bool colorIsARenderBuffer) { GLuint handle = 0; glGenFramebuffers(1, &handle); glBindFramebuffer(GL_FRAMEBUFFER, handle); FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name); - if (fromRenderBuffers) - { + if (colorIsARenderBuffer) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil); - } else - { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, stencil, 0); - } + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil); if (CheckFrameBufferCompleteness()) ClearFrameBuffer(true, true); return handle; @@ -527,7 +429,7 @@ void FGLRenderBuffers::ClearFrameBuffer(bool stencil, bool depth) glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &stencilValue); glGetDoublev(GL_DEPTH_CLEAR_VALUE, &depthValue); glDisable(GL_SCISSOR_TEST); - glClearColor(1.0, 0.0, 0.0, 0.0); + glClearColor(0.0, 0.0, 0.0, 0.0); glClearDepth(0.0); glClearStencil(0); GLenum flags = GL_COLOR_BUFFER_BIT; @@ -557,7 +459,7 @@ void FGLRenderBuffers::BlitSceneToTexture() glBindFramebuffer(GL_READ_FRAMEBUFFER, mSceneFB); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture]); - glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); + glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0) { @@ -580,18 +482,6 @@ void FGLRenderBuffers::BindSceneFB() glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB); } -//========================================================================== -// -// Binds the depth texture to the specified texture unit -// -//========================================================================== - -void FGLRenderBuffers::BindSceneDepthTexture(int index) -{ - glActiveTexture(GL_TEXTURE0 + index); - glBindTexture(GL_TEXTURE_2D, mPipelineDepthStencil); -} - //========================================================================== // // Binds the current scene/effect/hud texture to the specified texture unit @@ -657,7 +547,8 @@ void FGLRenderBuffers::BindOutputFB() bool FGLRenderBuffers::IsEnabled() { - return gl_renderbuffers && !gl.legacyMode && !FailedCreate; + return BuffersActive && !gl.legacyMode && !FailedCreate; } bool FGLRenderBuffers::FailedCreate = false; +bool FGLRenderBuffers::BuffersActive = false; diff --git a/src/gl/renderer/gl_renderbuffers.h b/src/gl/renderer/gl_renderbuffers.h index 87e20117d..08303a912 100644 --- a/src/gl/renderer/gl_renderbuffers.h +++ b/src/gl/renderer/gl_renderbuffers.h @@ -23,7 +23,6 @@ public: bool Setup(int width, int height, int sceneWidth, int sceneHeight); void BindSceneFB(); - void BindSceneDepthTexture(int index); void BlitSceneToTexture(); void BindCurrentTexture(int index); @@ -36,72 +35,56 @@ public: enum { NumBloomLevels = 4 }; FGLBloomTextureLevel BloomLevels[NumBloomLevels]; - // Ambient occlusion buffers - GLuint AmbientTexture0 = 0; - GLuint AmbientTexture1 = 0; - GLuint AmbientFB0 = 0; - GLuint AmbientFB1 = 0; - int AmbientWidth = 0; - int AmbientHeight = 0; - GLuint AmbientRandomTexture = 0; - static bool IsEnabled(); int GetWidth() const { return mWidth; } int GetHeight() const { return mHeight; } - int GetSceneWidth() const { return mSceneWidth; } - int GetSceneHeight() const { return mSceneHeight; } - private: void ClearScene(); void ClearPipeline(); void ClearBloom(); - void ClearAmbientOcclusion(); void CreateScene(int width, int height, int samples); void CreatePipeline(int width, int height); void CreateBloom(int width, int height); - void CreateAmbientOcclusion(int width, int height); - GLuint Create2DTexture(const FString &name, GLuint format, int width, int height, const void *data = nullptr); + GLuint Create2DTexture(const FString &name, GLuint format, int width, int height); GLuint CreateRenderBuffer(const FString &name, GLuint format, int width, int height); GLuint CreateRenderBuffer(const FString &name, GLuint format, int samples, int width, int height); GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer); - GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool fromRenderBuffers); - GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depth, GLuint stencil, bool fromRenderBuffers); + GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer); + GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depth, GLuint stencil, bool colorIsARenderBuffer); bool CheckFrameBufferCompleteness(); void ClearFrameBuffer(bool stencil, bool depth); void DeleteTexture(GLuint &handle); void DeleteRenderBuffer(GLuint &handle); void DeleteFrameBuffer(GLuint &handle); - GLuint GetHdrFormat(); - int mWidth = 0; int mHeight = 0; int mSamples = 0; int mMaxSamples = 0; - int mSceneWidth = 0; - int mSceneHeight = 0; + int mBloomWidth = 0; + int mBloomHeight = 0; static const int NumPipelineTextures = 2; int mCurrentPipelineTexture = 0; // Buffers for the scene - GLuint mSceneMSColor = 0; - GLuint mSceneMSDepthStencil = 0; - GLuint mSceneMSStencil = 0; + GLuint mSceneMultisample = 0; + GLuint mSceneDepthStencil = 0; + GLuint mSceneDepth = 0; + GLuint mSceneStencil = 0; GLuint mSceneFB = 0; // Effect/HUD buffers GLuint mPipelineTexture[NumPipelineTextures]; GLuint mPipelineFB[NumPipelineTextures]; - GLuint mPipelineDepthStencil = 0; - GLuint mPipelineStencil = 0; // Back buffer frame buffer GLuint mOutputFB = 0; static bool FailedCreate; + static bool BuffersActive; }; #endif \ No newline at end of file diff --git a/src/gl/scene/gl_scene.cpp b/src/gl/scene/gl_scene.cpp index 109b5fdbe..d5df31784 100644 --- a/src/gl/scene/gl_scene.cpp +++ b/src/gl/scene/gl_scene.cpp @@ -688,7 +688,7 @@ void FGLRenderer::EndDrawScene(sector_t * viewsector) gl_RenderState.SetFixedColormap(CM_DEFAULT); gl_RenderState.SetSoftLightLevel(-1); DrawTargeterSprites(); - if (FGLRenderBuffers::IsEnabled()) + if (!FGLRenderBuffers::IsEnabled()) { DrawBlend(viewsector); } @@ -966,7 +966,10 @@ void FGLRenderer::WriteSavePic (player_t *player, FILE *file, int width, int hei gl_RenderState.SetFixedColormap(CM_DEFAULT); gl_RenderState.SetSoftLightLevel(-1); screen->Begin2D(false); - DrawBlend(viewsector); + if (!FGLRenderBuffers::IsEnabled()) + { + DrawBlend(viewsector); + } CopyToBackbuffer(&bounds, false); glFlush(); diff --git a/src/p_acs.cpp b/src/p_acs.cpp index 5f08f0152..a2b5275cb 100644 --- a/src/p_acs.cpp +++ b/src/p_acs.cpp @@ -4449,6 +4449,8 @@ enum EACSFunctions -106 : KickFromGame(2), */ + ACSF_CheckClass = 200, + // ZDaemon ACSF_GetTeamScore = 19620, // (int team) ACSF_SetTeamScore, // (int team, int value) @@ -6028,6 +6030,12 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) return false; } + case ACSF_CheckClass: + { + const char *clsname = FBehavior::StaticLookupString(args[0]); + return !!PClass::FindActor(clsname); + } + default: break; } diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index 8971efe25..6d8ce4418 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -389,6 +389,11 @@ void AActor::Serialize(FArchive &arc) arc << SpriteRotation; } + if (SaveVersion >= 4550) + { + arc << alternative; + } + { FString tagstr; if (arc.IsStoring() && Tag != NULL && Tag->Len() > 0) tagstr = *Tag; @@ -1806,6 +1811,11 @@ double P_XYMovement (AActor *mo, DVector2 scroll) mo->Vel.X *= fac; mo->Vel.Y *= fac; } + const double VELOCITY_THRESHOLD = 5000; // don't let it move faster than this. Fixed point overflowed at 32768 but that's too much to make this safe. + if (mo->Vel.LengthSquared() >= VELOCITY_THRESHOLD*VELOCITY_THRESHOLD) + { + mo->Vel.MakeResize(VELOCITY_THRESHOLD); + } move = mo->Vel; // [RH] Carrying sectors didn't work with low speeds in BOOM. This is // because BOOM relied on the speed being fast enough to accumulate diff --git a/src/version.h b/src/version.h index 8859cbe7d..0b2fa22e7 100644 --- a/src/version.h +++ b/src/version.h @@ -76,7 +76,7 @@ const char *GetVersionString(); // Use 4500 as the base git save version, since it's higher than the // SVN revision ever got. -#define SAVEVER 4549 +#define SAVEVER 4550 #define SAVEVERSTRINGIFY2(x) #x #define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)