Re-enable corona support
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parent
342d495c08
commit
eac73d9eba
10 changed files with 9 additions and 17 deletions
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@ -24,11 +24,9 @@
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#include "a_corona.h"
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#include "a_dynlight.h"
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#if 0
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IMPLEMENT_CLASS(ACorona, false, false)
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void ACorona::Tick()
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{
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Super::Tick();
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}
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#endif
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@ -27,7 +27,6 @@ EXTERN_CVAR(Bool, gl_coronas)
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class AActor;
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#if 0
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class ACorona : public AActor
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{
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DECLARE_CLASS(ACorona, AActor)
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@ -37,4 +36,3 @@ public:
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float CoronaFade = 0.0f;
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};
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#endif
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@ -726,7 +726,7 @@ public:
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const double MinVel = EQUAL_EPSILON;
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// Map Object definition.
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class AActor final : public DThinker
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class AActor : public DThinker
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{
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DECLARE_CLASS_WITH_META (AActor, DThinker, PClassActor)
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HAS_OBJECT_POINTERS
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@ -582,7 +582,6 @@ void HWDrawInfo::RenderPortal(HWPortal *p, FRenderState &state, bool usestencil)
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void HWDrawInfo::DrawCorona(FRenderState& state, ACorona* corona, double dist)
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{
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#if 0
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spriteframe_t* sprframe = &SpriteFrames[sprites[corona->sprite].spriteframes + (size_t)corona->SpawnState->GetFrame()];
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FTextureID patch = sprframe->Texture[0];
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if (!patch.isValid()) return;
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@ -644,7 +643,6 @@ void HWDrawInfo::DrawCorona(FRenderState& state, ACorona* corona, double dist)
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vp[3].Set(x1, y1, 1.0f, u1, v1);
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state.Draw(DT_TriangleStrip, vertexindex, 4);
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#endif
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}
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static ETraceStatus CheckForViewpointActor(FTraceResults& res, void* userdata)
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@ -672,7 +670,6 @@ void HWDrawInfo::DrawCoronas(FRenderState& state)
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float timeElapsed = (screen->FrameTime - LastFrameTime) / 1000.0f;
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LastFrameTime = screen->FrameTime;
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#if 0
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for (ACorona* corona : Coronas)
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{
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auto cPos = corona->Vec3Offset(0., 0., corona->Height * 0.5);
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@ -699,7 +696,6 @@ void HWDrawInfo::DrawCoronas(FRenderState& state)
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if (corona->CoronaFade > 0.0f)
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DrawCorona(state, corona, dist);
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}
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#endif
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state.SetTextureMode(TM_NORMAL);
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screen->mViewpoints->Bind(state, vpIndex);
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@ -719,10 +715,10 @@ void HWDrawInfo::EndDrawScene(sector_t * viewsector, FRenderState &state)
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{
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state.EnableFog(false);
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/*if (gl_coronas && Coronas.Size() > 0)
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if (gl_coronas && Coronas.Size() > 0)
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{
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DrawCoronas(state);
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}*/
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}
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// [BB] HUD models need to be rendered here.
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const bool renderHUDModel = IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
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@ -151,7 +151,7 @@ struct HWDrawInfo
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TArray<HWPortal *> Portals;
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TArray<HWDecal *> Decals[2]; // the second slot is for mirrors which get rendered in a separate pass.
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TArray<HUDSprite> hudsprites; // These may just be stored by value.
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//TArray<ACorona*> Coronas;
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TArray<ACorona*> Coronas;
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uint64_t LastFrameTime = 0;
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TArray<MissingTextureInfo> MissingUpperTextures;
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@ -707,13 +707,11 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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return;
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}
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#if 0
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if (thing->IsKindOf(NAME_Corona))
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{
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di->Coronas.Push(static_cast<ACorona*>(thing));
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return;
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}
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#endif
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const auto &vp = di->Viewpoint;
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AActor *camera = vp.camera;
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@ -819,6 +819,7 @@ Only modified,OPTVAL_ONLYMODIFIED,,,,Pouze upravené,Kun ændret,Nur modfizierte
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Line alpha,AUTOMAPMNU_LINEALPHA,,,,Průhlednost čar,Linje alfa,Alpha für Linien,,Travidebleca de linio,Transparencia de línea,,Viivan alpha,Translucidité des lignes,Vonal áttetszóség,Traslucenza delle linee,,,Doorschijnendheid van lijnen,Przezroczystość Linii,Transparência da linha,,Transparență linii,Прозрачность линий,Транслуценција линија,
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Line thickness,AUTOMAPMNU_LINETHICKNESS,,,,Tloušťka čar,Linjetykkelse,Dicke der Linien,,Dikeca de linio,Grosor de línea,,Viivan paksuus,Épaisseur des lignes,Vonal vastagság,Spessore delle linee,,,Dikte van lijnen,Grubość Linii,Espessura da linha,,Grosime linii,Толщина линий,Дебљина линија,
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Rendering quality,GLPREFMNU_RENDERQUALITY,,,,Kvalita vykreslování,Renderingskvalitet,Renderqualität,,Kvalito de bildigado,Calidad de renderizado,,Hahmonnuslaatu,Qualité du rendu,Renderelés minősége,Qualità resa grafica,レンダリング品質,렌더링 품질,Het teruggeven van kwaliteit,Jakość Renderowania,Qualidade de renderização,,Calitate video,Качество отображения,Квалитет рендовања,
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Coronas,GLPREFMNU_CORONAS,,,,,,,,,,,,,,,,,,,,,,,,
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Speed,OPTVAL_SPEED,,,,Rychlost,Hastighed,Geschwindigkeit,Ταχύτητα,Rapido,Velocidad,,Nopeus,Vitesse,Sebesség,Prestazioni,速度寄り,성능,Snelheid,Szybkość,Velocidade,,Viteză,Скорость,Брзина,
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Quality,OPTVAL_QUALITY,,,,Kvalita,Kvalitet,Qualität,Ποιότητα,Kvalito,Calidad,,Laatu,Qualité,Minőség,Qualità,品質寄り,고품질,Kwaliteit,Jakość,Qualidade,,Calitate,Качество,Квалитет,
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Sector light mode,GLPREFMNU_SECLIGHTMODE,,,,Režim osvětlení sektorů,Sektorlystilstand,Sektorlichtmodus,,Reĝimo de sektorlumo,Modo de luz de sector,,Sektorivalojen tila,Mode de lumière Secteur,Szektor fény mód,Modalità luce di settore,セクターライトモード,섹터 조명 모드,Sector lichte wijze,Tryb oświetlenia sektorów,Modo de luz de setor,,Mod iluminare sectorială,Режим освещения секторов,Секторско светло мод,
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@ -3064,6 +3064,7 @@ Sprite billboard,GLPREFMNU_SPRBILLBOARD,,,,Orientace spritů,,Spriteausrichtung,
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Sprites face camera,GLPREFMNU_SPRBILLFACECAMERA,,,,Sprity čelí kameře,Sprites vender mod kameraet,Sprites zur Kamera ausrichten,,Spritoj alfronti kameraon,Los sprites miran a la cámara,,Spritet suuntaavat kameraan,Sprites font face à la caméra,Sprite alapú kamera,Gli sprite sono rivolti alla telecamera.,スプライトのフェイスカメラ,카메라를 향한 스프라이트,Sprites gezicht camera,Sprite'y skierowane w kamerę,Sprites de frente pra câmera,,Sprite-urile privesc înspre cameră,Спрайты направлены к камере,Спрајт камера фаце
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Particle style,GLPREFMNU_PARTICLESTYLE,,,,Styl částic,Partikelstil,Partikelstil,,Partikla stilo,Estilo de partículas,,Hiukkastyyli,Style de particules,Részecske stílusa,Stile particelle,パーティクル スタイル,입자 스타일,Deeltjes stijl,Styl Cząsteczek,Tipo de partícula,,Stil particule,Тип частиц,Честице стајл
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Rendering quality,GLPREFMNU_RENDERQUALITY,,,,Kvalita vykreslování,Renderingskvalitet,Renderqualität,,Kvalito de bildigado,Calidad de Renderizado,,Hahmonnuslaatu,Qualité du rendu,Renderelés minősége,Qualità resa grafica,レンダリング品質,렌더링 품질,Het teruggeven van kwaliteit,Jakość Renderowania,Qualidade de renderização,,Calitate video,Качество рендеринга,Квалитет рендовања
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Coronas,GLPREFMNU_CORONAS,,,,,,,,,,,,,,,,,,,,,,,,
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Stereo 3D VR,GLPREFMNU_VRMODE,,,,,,,,Duvida 3D VR,Modo Stereo 3D VR,,,3D VR Stéréo,,,ステレオ3DのVR,VR 입체 스테레오 사용,,,3D Estéreo (VR),,Mod VR,VR-режим,Стереотоно 3D VR
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Enable Quad Stereo,GLPREFMNU_VRQUADSTEREO,,,,Povolit Quad Stereo,Aktiver Quad Stereo,Quad Stereo aktivieren,,Ŝalti Kvaroblo-Stereon,Activar Quad Stereo,,Ota käyttöön Quad Stereo,Activer Quad Stereo,Quad Sztereó bekapcsolása,Abilita il Quad Stereo,クァッドステレオを有効,쿼드 스테레오 사용,Quad Stereo inschakelen,Włącz Poczwórne Stereo,Habilitar Quad Stereo,Permitir Quad Stereo,Activare Quad Stereo,Четырёхкратный стереорежим,Омогући четвороструки стерео
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Banded SW Lightmode,GLPREFMNU_SWLMBANDED,,,,Režim pruhovaného SW osvětlení,Båndede SW-lystilstand,Gebänderter SW-Lichtmodus,,Reĝimo de Bendiga Lumo de Programbildigo,Modo de luz por bandas de SW,,Kaistoitettu ohjelmistoväritila,Lumière bandées en Software,,Lightmode software bandata,バンデドSWライトモード,단결된 SW 라이트 모드,SW-lichtmodus met banden,Naznaczony Tryb Oświetlenia Oprogramowania,Modo de luz por bandas em software,,Mod limitat de iluminare Software,Ограниченный программный режим освещения,Повезани SW режим осветљења
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Can't render this file because it is too large.
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@ -2640,7 +2640,7 @@ OptionMenu "OpenGLOptions" protected
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Option "$GLPREFMNU_SPRBILLFACECAMERA", gl_billboard_faces_camera, "OnOff"
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Option "$GLPREFMNU_PARTICLESTYLE", gl_particles_style, "Particles"
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Option "$GLPREFMNU_RENDERQUALITY", gl_seamless, "Precision"
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//Option "$GLPREFMNU_CORONAS", gl_coronas, "OnOff"
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Option "$GLPREFMNU_CORONAS", gl_coronas, "OnOff"
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StaticText " "
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Slider "$GLPREFMNU_MENUBLUR", gl_menu_blur, 0, 5.0, 0.5, 2
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StaticText " "
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@ -1,4 +1,4 @@
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/*class Corona : Actor native
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class Corona : Actor native
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{
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Default
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{
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@ -7,4 +7,4 @@
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+NOINTERACTION
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+FORCEXYBILLBOARD
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}
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}*/
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}
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