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Author SHA1 Message Date
asarium 34bcb03ef8 Add text rendering using signed distance fonts
Signed distance fonts have the advantage that they can be used to apply
complicated effects at runtime without having to rerender the text on
the CPU. This would make it possible to add support for rendering the
outline of the text using a different color but this currently only
renders the text like before.
2017-12-19 13:22:50 +01:00
Fabian Woltermann eb738b3ef7 Merge pull request #1518 from asarium/fix/additionalFFmpegLogging
Add additional logging output for FFmpeg library version
2017-12-18 21:31:29 +01:00
Fabian Woltermann f04debfb36 Merge pull request #1537 from asarium/fix/parsingCrash
Fix some FRED issues
2017-12-18 21:30:47 +01:00
asarium aa8fb89a17 Fix unreadable FRED tooltip
I forgot to set the alpha blend mode in the NanoVG changes which meant
that the code used additive blending by default which is not good if the
color in use is black. This sets the blend mode to the value that
corresponds to the values used by the NanoVG reference code.
2017-12-18 19:04:36 +01:00
asarium 44e5f89e41 Fix crash in parsing code
The `nullptr` check was removed by mistake.
2017-12-18 18:28:49 +01:00
Fabian Woltermann fee0b900de Merge pull request #1489 from asarium/opengl/betterModelClipping
Use built-in OpenGL clipping planes for model transforms
2017-12-16 10:43:01 +01:00
Fabian Woltermann 6b209223ee Merge pull request #1531 from asarium/build/bundleOpenAL
Include OpenAL Soft DLLs as part of the build
2017-12-16 10:42:30 +01:00
Fabian Woltermann cb06c73b6a Merge pull request #1527 from asarium/feature/scriptedXSTRs
Add support for translating strings in scripts
2017-12-16 10:33:48 +01:00
Fabian Woltermann 7ab8a96903 Merge pull request #1526 from asarium/feature/xstrStringVars
Add support for setting string variables from a XSTR
2017-12-16 10:33:06 +01:00
Fabian Woltermann a58376404d Merge pull request #1523 from asarium/feature/movieSubtitles
Add localized subtitle support to the video player
2017-12-16 10:32:31 +01:00
Fabian Woltermann cfe89f411b Merge pull request #1535 from chief1983/always_preload_snd
Always Preload Game Sounds
2017-12-11 19:34:57 +01:00
m!m 91c9417d3e Merge pull request #1424 from chief1983/fix/470_attempt_2
Fix for #470: Proposal 2
2017-12-11 00:05:45 +01:00
Cliff f37c519b79 always_preload_snd: Is there ever a good reason not to preload mission sounds at this point? 2017-12-10 13:18:58 -06:00
Cliff Gordon 4dd194f4d6 fix/470_attempt_2: One more thing missing. 2017-12-10 13:16:42 -06:00
Cliff Gordon b38367b22f fix/470_attempt_2: Some more cleanup from this being copied from a set of functions and structs. 2017-12-10 13:16:42 -06:00
Cliff Gordon 72517ff9a2 fix/470_attempt_2: I should probably read my examples closer. Just make these local variables since I didn't bring in the struct from the example as it was overkill for us. 2017-12-10 13:16:42 -06:00
Cliff Gordon c3e212094e fix/470_attempt_2: Try to fix SIGPIPE crash using Kroki's example. 2017-12-10 13:16:42 -06:00
Fabian Woltermann 9e9378dcb6 Merge pull request #1533 from asarium/fix/jpegInterfaceCrash
Fix crash when using JPEGs as interface bitmaps
2017-12-10 18:39:03 +01:00
asarium 9b9041513d Fix crash when using JPEGs as interface bitmaps 2017-12-10 13:29:16 +01:00
Fabian Woltermann 51aac78080 Merge pull request #1529 from asarium/cleanup/noParseEofChar
Replace the special EOF char value with a standard null byte
2017-12-10 12:39:56 +01:00
m!m 3dd21f6cb6 Merge pull request #1532 from z64555/fix/mpshield_hits
Moves player control check for modelpoint shields into…
2017-12-10 12:22:01 +01:00
z64555 a42b27c0b8 Moves player control check for modelpoint shields into hud_augment_shield_quadrant(). AI ships can now use shield_transfer() on quadrant indices larger than 3. 2017-12-08 15:01:10 -06:00
asarium ca73920b8e Replace the special EOF char value with a standard null byte
This was an issue since UTF-8 encoded text can contain -128 as part of
an encoding sequence which causes a lot of issues for the parsing code.
I could not find any indication why the original code didn't use null
bytes from the start and I also couldn't find any code that would break
because of this. If anyone knows why this was done like this please let
me know.
2017-12-07 14:42:01 +01:00
asarium 17374106d1 Include OpenAL Soft DLLs as part of the build
This will remove the dependency on a system version of OpenAL and also
enable the advanced sound code for everyone. This removes the ability to
use a custom OpenAL version but removing the only system dependency we
currently have is worth a lot more than being able to use a custom
OpenAL version.
2017-12-06 10:42:02 +01:00
asarium 6da5302d34 Add localized subtitle support to the video player
This adds support for displaying subtitles embedded in movie files. This
supports files with multiple subtitle streams where each stream contains
the subtitles for one language. When the movie file is opened, the
stream for the currently active language will be used and displayed.

This resolves one of the points mentioned in #1522.

This also depends on PR #1484.
2017-12-05 12:04:13 +01:00
asarium d0a1efacb8 Improve video player API
This moves all the cutscene specific code out of the movie player code
and into the cutscene code so that the movie player can be reused for
usage in other environments.

This is required for #1041 since an implementation of that feature would
reuse the movie player code of the cutscene code but without all the
main loop stuff.
2017-12-05 12:01:50 +01:00
MageKing17 8168099eac Merge pull request #1530 from asarium/fix/fredSpheres
Fix usage of wrong buffer handles in opengl_draw_sphere()
2017-12-05 00:56:31 -08:00
asarium ae943503cb Fix usage of wrong buffer handles in opengl_draw_sphere()
This fixes another issue reported by Trivial Psychic on the forums.
2017-12-04 18:06:37 +01:00
asarium 4368db845d Add support for setting string variables from a XSTR
This allows to set string variables to localized values which will make
translating missions much easier.

This resolves one of the points mentioned in #1522.
2017-12-04 13:12:30 +01:00
m!m c25163e265 Merge pull request #1528 from asarium/fix/labGhosting
Enable all color channels before doing a clear
2017-12-04 12:58:17 +01:00
asarium 4bf9277c10 Enable all color channels before doing a clear
If the previous rendering operation left the color mask in any other
state than completely enabled then the clear will only affect the
enabled channels. This makes sure that all channels are enabled before
doing the clear.

This fixes an issue reported on the forums:
https://www.hard-light.net/forums/index.php?topic=94200.msg1859118#msg1859118
2017-12-04 11:56:47 +01:00
asarium 0bcdf19851 Add mission load screen scripting hook
This also includes a scripting function for retrieving the title of the
current mission.

This resolves point 4 of #1522.
2017-12-03 18:51:06 +01:00
asarium c4095d1af1 Add support for translating strings in scripts
This allows to use the XSTR mechanism in script to make translating
script text possible. This is compatible with the existing XSTR format
so automatic tstrings.tbl generator tools should work fine with this.

This resolves point 2 of #1522.
2017-12-03 18:51:06 +01:00
MageKing17 5d8f779cff Merge pull request #1416 from asarium/feature/onlyUnicode
Add true Unicode support
2017-12-03 09:32:04 -08:00
m!m 6f2592e733 Merge pull request #1525 from asarium/fix/disappearingShipSelection
Add a few graphics debug scropes to the ship selection
2017-12-02 22:20:01 +01:00
asarium 528a43952e Add a few graphics debug scropes to the ship selection
I added these while investigating the issue which was fixed in the
last commit and more debug scopes are always useful.
2017-12-02 19:34:36 +01:00
m!m 62d1f1978b Merge pull request #1475 from asarium/opengl/genericNanoVG
Add a NanoVG renderer using the generic rendering API
2017-12-02 19:34:01 +01:00
asarium b9b556c7a5 Add a NanoVG renderer using the generic rendering API
One of the main points of contention when adding the NanoVG based
TrueType text rendering was that it required an external Opengl
renderer which may interfere with our rendering engine by changing
OpenGL state without telling the rest of the engine. Since the rendering
interface for NanoVG is abstract and can be easily replaced, I did just
that and replaced it with an implementation that uses only generic
graphics functions without relying on the specific graphics API.

This will improve the interoperability of NanoVG with our engine and
should make later changes to the rendering engine easier since there is
no external rendering code which may interfere with our own code.
2017-12-02 18:31:00 +01:00
m!m 16b0db8eb9 Merge pull request #1524 from asarium/fix/3dSoundWarning
Only display 3D sound warnings for mods with 3.8.0 support
2017-12-02 17:20:43 +01:00
asarium 2c36ea35b4 Only display 3D sound warnings for mods with 3.8.0 support
This was an issue since a lot of mods used wrong sounds and after the
FFmpeg changes the code would display a warning for those sounds by
default. This will restore the old behavior of printing the warning to
the log where it is easier to ignore if the mod does not explicitly
support 3.8.0.
2017-12-01 12:06:23 +01:00
asarium 43e540cc4c Add true Unicode support
This adds proper Unicode support by allowing the parse system to read
UTF-8 encoded files. The new mode is controlled by a mod option which
allows older mods to continue using the legacy text encoding.

That option changes the behavior of several systems in FSO. It disallows
the usage of Volition fonts since they don't support Unicode encoding
and changes a few usages of special characters to their unicode
counterparts of generic rendering solutions.

This fixes #1415.
2017-11-30 13:26:20 +01:00
Fabian Woltermann 67627bd786 Merge pull request #1490 from asarium/opengl/vertexAttribBinding
Use OpenGL vertex array objects for better performance
2017-11-30 12:57:39 +01:00
m!m ea0c4b7b78 Merge pull request #1519 from asarium/build/fixAppimageLibraryPath
Fix LD_LIBRARY_PATH value in AppImage runs
2017-11-23 15:07:27 +01:00
Fabian Woltermann 29e56bb19a Merge pull request #1520 from asarium/fix/randomRangeWrongField
Fix wrong field usage in RandomRange
2017-11-23 15:05:13 +01:00
asarium 57da3e1ef6 Fix wrong field usage in RandomeRange 2017-11-23 12:53:30 +01:00
asarium 16ac19946f Fix LD_LIBRARY_PATH value in AppImage runs
The previous version used PATH instead of LD_LIBRARY_PATH which may have
caused some issues if the system is configured in a way that depends on
the value of LD_LIBRARY_PATH. It also broke launchers that tried to fix
library issues by changing LD_LIBRARY_PATH.
2017-11-22 11:31:04 +01:00
asarium e319b6f941 Use built-in OpenGL clipping planes for model transforms
This changes the batched transform code so that instead of using discard
in the fragment shader it uses the built-in clipping capabilities of
OpenGL for removing invisible sub models. This improves performance in
GPU-limited scenes by ~1ms if shadows are enabled.
2017-11-22 10:32:20 +01:00
asarium 8c88b68327 Use OpenGL vertex array objects for better performance
The original OpenGL Core changes only used a single vertex array object
for specifying the data layout of our vertex data. This uses the OpenGL
extension GL_ARB_vertex_attrib_binding to extend that so that each
vertex_layout uses a separate vertex array object which should improve
performance by reducing the CPU overhead while switching the vertex
layout. Since we need to use offsets into the vertex buffers at some
points this can not be done with the core functions since those do not
support specifying an offset when binding a vertex buffer.
GL_ARB_vertex_attrib_binding does support that and also features an
improved API for specifying the vertex layout. If that extension is not
available then the rendering engine will fall back to the current code.

In CPU intensive scenes I observed a frametime improvement of 1-2 ms.
2017-11-21 12:02:10 +01:00
asarium e75ed62692 Add additional logging output for FFmpeg library version
I had to debug some ffmpeg library issues and added these additional log
statements. They may be useful in the future.
2017-11-21 10:55:09 +01:00
MageKing17 748857ca2f Merge pull request #1517 from asarium/fix/1516
Fix PCX alpha color correction
2017-11-20 13:43:56 -08:00
m!m bff8231d87 Merge pull request #1509 from asarium/feature/jsonFlagPrinting
Add support for printing command line flags in JSON output
2017-11-20 22:10:33 +01:00
MageKing17 29087a3237 Merge pull request #1511 from asarium/build/gcc7Warnings
Fix new warnings generated by GCC 7
2017-11-20 12:20:30 -08:00
asarium a228a127e2 Fix PCX alpha color correction
This is a bugfix for an issue introduced in
72a797f732 which broke 8 bits-per-pixel
alpha bitmap reading.

This fixes #1516.
2017-11-20 13:17:22 +01:00
asarium 2692240ed9 Add additional information to JSON output 2017-11-19 13:27:56 +01:00
asarium a47dcc0548 Fix fall-through warnings introduced by GCC7 2017-11-19 12:12:42 +01:00
m!m 9fed19d4fc Merge pull request #1505 from MageKing17/feature/bmpman-usage
Add in-game BMPMAN usage display.
2017-11-19 11:56:03 +01:00
MageKing17 9446e61587 Add in-game BMPMAN usage display.
Can be enabled with the "-bmpmanusage" command-line option, toggled via the debug console, or toggled via a debug/cheat key combo (`+B).
2017-11-18 16:55:58 -08:00
MageKing17 1ffd0d3ef8 Merge pull request #1512 from asarium/feature/freddocsCfile
Search for fred docs using cfile
2017-11-18 14:50:43 -08:00
MageKing17 1a94018fb4 Merge pull request #1515 from MageKing17/bugfix/fred-close-exception
Avoid exception when closing FRED related to bm_release().
2017-11-18 14:49:14 -08:00
MageKing17 e8ef727a19 Avoid exception when closing FRED related to bm_release().
Now that BMPMAN dynamically allocates the bm_bitmaps array, and deallocates it in bm_close(), which is explicitly called by gr_close(), FRED generates an exception on close because of trying to release bitmap handles after bm_bitmaps has been deallocated and set to null. This is because gr_close() is called by CFREDView::OnDestroy(), but the mission textures aren't fully paged out until CMainFrame::OnClose() (well, technically, CMainFrame::OnClose() calls CFrameWnd::OnClose(), which calls CWinApp::CloseAllDocuments(), which calls CDocManager::CloseAllDocuments(), which calls CDocTemplate::CloseAllDocuments(), which calls CDocument::OnCloseDocument(), which calls CFREDDoc::DeleteContents(), which calls CFREDDoc::editor_init_mission(), which calls reset_mission(), which calls clear_mission(), which calls model_free_all(), which calls model_instance_free_all(), which calls model_unload() for every model, which calls model_page_out_textures(), which *finally* calls the crashing bm_release()). This commit moves the gr_close() call to CMainFrame::OnClose(), *after* it calls CFrameWnd::OnClose(), which avoids the exception as bm_bitmaps is still intact long enough for those final textures to be freed from it.
2017-11-18 04:38:03 -08:00
MageKing17 dfdfd59367 Merge pull request #1514 from MageKing17/feature/window-title
Window title overhaul.
2017-11-17 03:57:56 -08:00
asarium 4f7b718167 Fix sprintf warnings by checking the return value 2017-11-17 12:52:16 +01:00
MageKing17 b1046b1c1c Window title overhaul.
FSO now allows the window title to be specified via game_settings.tbl, some never-used function arguments were pruned at the same time, and fred.rc now receives version information (for the About dialogue and the title bar) from a cmake-generated header, so the version numbers get filled in properly. Speaking of FRED's About dialogue, it now displays the copyright symbol properly.
2017-11-17 02:51:36 -08:00
MageKing17 4663aed194 Merge pull request #1513 from MageKing17/bugfix/training-variable-timing
Move game_do_training_checks() to be right before goal processing.
2017-11-17 02:50:32 -08:00
MageKing17 a56432f5fc Move game_do_training_checks() to be right before goal processing.
In-mission events (SEXP chains that are used for directives and all mission logic) can sometimes call "training SEXPs", which depend on special variables set in the game_do_training_checks() function. However, this function was called near the end of game_frame(), well after mission_eval_goals() (which processes all mission events). This means that most training SEXPs wouldn't actually evaluate as true until the frame after whatever condition they were checking became fulfilled. This, combined with PR #1388 making the "targeted" SEXP actually use the appropriate variables (Players_target and Players_targeted_subsys), means that Diaspora's very first training mission's very first instruction (after launching from the launch tube, anyway) could not be completed, because the mission logic assumed that "key-pressed" and "targeted" would both return true on the same frame (which, after PR #1388, they did not).

This commit moves game_do_training_checks() to be called immediately before mission_eval_goals(), and therefore immediately after obj_move_all(), meaning Training_context_speed_set can become set the same frame the player's ship reaches the appropriate velocity and the relevant SEXPs can operate on the most up-to-date data available.
2017-11-16 23:26:05 -08:00
asarium 206ce536ec Search for fred docs using cfile
This will allow to put the FRED docs somewhere else instead of into the
root directory of a TC.
2017-11-14 23:15:58 +01:00
Fabian Woltermann d8ccf84452 Merge pull request #1482 from asarium/cleanup/sexpSCPString
Use SCP_strings and SCP_vectors in SEXP code
2017-11-14 09:35:44 +01:00
Fabian Woltermann bed9c13233 Merge pull request #1497 from z64555/cleanup/swarm_missiles
Refactors swarm_update_direction() a bit...
2017-11-14 09:34:30 +01:00
Fabian Woltermann 16993b236f Merge pull request #1479 from asarium/opengl/modelUniformBuffers
Use uniform buffer blocks for passing uniform data to shaders
2017-11-14 09:33:45 +01:00
Fabian Woltermann 94f8d547e0 Merge pull request #1487 from asarium/cleanup/modelVertexStruct
Use a C-struct for managing GPU model data layout
2017-11-14 09:32:48 +01:00
MageKing17 b6908d10c4 Merge pull request #1470 from asarium/fix/1469
Fix error line reported by Lua Errors
2017-11-13 16:31:16 -08:00
m!m a54aa24a64 Merge pull request #1510 from TRBlount/fix/motion_debris_load
Fix motion debris anim loading in mission-set-nebula sexp
2017-11-12 11:57:28 +01:00
MageKing17 d083089e1d Merge pull request #1508 from The-E/lab_fix_window_background
Fix window drawing in the F3 lab
2017-11-11 23:30:40 -08:00
MageKing17 338436d590 Merge pull request #1506 from MageKing17/bugfix/music-table-section-skipping
Fix music table parsing when a soundtrack needs to be skipped.
2017-11-11 23:27:58 -08:00
asarium 1d2f778b76 Add support for printing command line flags in JSON output
This will output the flags data in a better format than the current
binary format. For determining if the JSON output should be used this
uses an optional parameter for -get_flags. The command line parsing does
not cause an error if a parameter is specified for an option that does
not support them. This way, the launcher can just pass "json_v1" to the
option and an old build will just silently ignore it and use the binary
format.
2017-11-11 20:29:36 +01:00
Fabian Woltermann aad1bbbb05 The labviewer window background got its width and height mixed up in 6dbd7c34, this fixes that 2017-11-11 20:24:10 +01:00
TRBlount 1e4bede8c5 Fix motion debris anim loading 2017-11-11 10:34:28 -07:00
MageKing17 38b331dc92 Fix music table parsing when a soundtrack needs to be skipped.
For some reason, commit 8b43ed823c moved the consumption of the "#Soundtrack End" token out of parse_soundtrack(), when if a soundtrack needs to be skipped (e.g. because it's in a .tbm, flagged with +nocreate, and the original doesn't exist), it will skip straight past "#Soundtrack End" to reach the next "#Soundtrack Start". It also changed how music tables are parsed so that they'll skip any junk data that happens to be between sections, which is atypical of how tables are parsed. This commit changes both of these things: "Soundtrack End" is once again consumed near the end of parse_soundtrack(), and the while loop uses check_for_string() instead of skipping to the start of a section.
2017-11-09 15:08:40 -08:00
m!m d3965b1f9d Merge pull request #1502 from MageKing17/feature/tabled-bmpman-limit
Allow BMPMAN slot limit to be defined by mod table.
2017-11-09 09:23:20 +01:00
asarium 986099a495 Handle bmpman shutdown explicitly
This was previously done with atexit which caused issues if bmpman was
initialized more than once which is the case for the unit tests.
2017-11-07 15:43:27 -08:00
MageKing17 07ff605c58 Attempt to guarantee that bm_bitmaps will only be allocated once.
Even if bm_init() gets called more than once, for whatever reason. Unless bm_close() is called first, in which case it will re-allocate, potentially with a different MAX_BITMAPS (but it's okay, because there shouldn't be any active handles to worry about if bm_close() was called).
2017-11-07 15:33:36 -08:00
m!m a8171c118f Merge pull request #1500 from TRBlount/fix/directional_glows
Fix directional glow issues
2017-11-06 12:44:47 +01:00
TRBlount 4b9c7b19aa Add comment regarding the length and radius of a beam muzzle glow 2017-11-04 12:24:12 -06:00
TRBlount 33d2294a49 Fix ramp up/down sequence and basic size/positioning of directional glows 2017-11-04 12:16:06 -06:00
MageKing17 8e558b2095 Move MAX_BITMAPS to bmpman.cpp/.h, use error_display() for warnings.
Per discussion on the PR. Also corrected sizeof(bm_bitmaps) to sizeof(bm_bitmaps[0]) * MAX_BITMAPS.
2017-11-04 08:52:56 -07:00
MageKing17 703bfab587 Merge pull request #1504 from asarium/fix/defaultMaterialClipPlane
Fix Assertion failure when rendering clip planes using default material
2017-11-04 07:39:40 -07:00
MageKing17 344502c436 Merge pull request #1495 from asarium/feature/betterSoundSets
Add support for multiple sounds in one game sound entry
2017-11-04 06:53:10 -07:00
asarium ef06593ed7 Fix Assertion failure when rendering clip planes using default material
The texture array changes introduced the default material which is
similar to the passthrough shader but allows to use texture arrays. The
vertex shader is the same as for the passthrough shader so that shader
also supports clipping planes.
2017-11-04 14:42:50 +01:00
MageKing17 a22b336bfe Merge pull request #1493 from asarium/fix/particleDirection
Fix several oversights and bugs in the particle effect code
2017-11-04 05:05:43 -07:00
MageKing17 37b81efea4 Allow BMPMAN slot limit to be defined by mod table.
bm_init() now dynamically allocates the bm_bitmaps array, and MAX_BITMAPS can be changed by the mod table.
2017-11-02 16:37:57 -07:00
MageKing17 7c6f99c68b Merge pull request #1501 from TRBlount/fix/DRADIS_visuals
Make DRADIS blips use decaying alpha
2017-11-01 15:31:09 -07:00
TRBlount f7b7aaead3 Use std::abs() 2017-10-31 15:21:54 -06:00
TRBlount 80dcefa0fc Add comment specifying functionality 2017-10-31 13:31:43 -06:00
TRBlount 27a70d545d Update using time since last sweep. 2017-10-31 13:13:59 -06:00
TRBlount e4614f01ba Fix DRADIS blip alpha 2017-10-30 16:07:54 -06:00
Tyler Blount e2d8502a3e Merge pull request #1488 from asarium/fix/renderTargetError
Fix OpenGL function usage in opengl_make_render_target
2017-10-30 15:23:22 -06:00
Fabian Woltermann dee0cf600f Merge pull request #1499 from asarium/fix/linuxNightlyBuilds
Fix dependency issues when building libcurl for FTP deploy
2017-10-30 13:55:35 +01:00
asarium 6181c0b2f7 Fix dependency issues when building libcurl for FTP deploy 2017-10-29 11:20:39 +01:00
z64555 0f942afaae Simplify out-of-frame calls.
*Homing conditions are now consistant with in-frame checks
*Swarm missiles will now only change their homing pos during a change frame. This'll reduce their hit rate if SWARM_FRAME_STOP_SWARMING is too low, but will make their pathing more cinematic.
2017-10-22 14:42:33 -05:00
z64555 cdde87662a Refactors swarm_update_direction() a bit for readability and consistency.
* Changed stop distance to a stop frame. Frame was chosen instead of distance or time to ensure missiles won't appear to jerk twice in succession.
2017-10-22 02:00:01 -05:00
m!m 4e7f8fa92a Merge pull request #1496 from MageKing17/bugfix/music-parse-assertion
Fix misused assertion in music table parsing code.
2017-10-21 19:47:22 +02:00
MageKing17 867ebfed89 Fix misused assertion in music table parsing code.
The condition of an assertion doesn't exist in a release build, and assertions should never be used for bad data anyway.
2017-10-21 09:56:12 -07:00
asarium 0ff8a2c159 Add support for multiple sounds in one game sound entry
This adds support for specifying multiple sounds for a single game sound
entry. The engine then selects which sound will be played based on the
strategy provided by the game data. This required a few changes to some
of the game code since previously every game sound had exactly one sound
file attached to it. The most notable change is that it is no longer
possible to determine the exact duration a sound can have so instead the
new code computes the maximum duration a sound can have and uses that
where appropriate.

This also adds support for randomizing the pitch and volume of the sound
to provide a more varied experience even if only a single sound is used.

One possible issue that exists is that the "sequential" strategy only
works globally at the moment so if two sources use the same game sound
concurrently then the two sources will share the sequence of sounds
since there is no sound instance data at the moment. That can be added
in a future change but should not present a huge issue for most
use-cases.

Visual Studio on Appveyor somehow causes deprecation error on _our_
definition of vsprintf. I have no idea why these changes introduced this
warning but I won't debug Visual Studio compiler bugs that I can't
reproduce with my Visual Studio version so I just disabled those
warnings.
2017-10-17 10:57:22 +02:00
asarium 8272304cfa Remove global Snds and Snds_iface vector 2017-10-17 10:30:00 +02:00
asarium 0522566790 Replace direct usages of Snds vector with a function call
This will make it easier to validate the used handles and is generally
better since it doesn't require a global sounds vector.
2017-10-09 15:02:29 +02:00
MageKing17 59e7b10b73 Merge pull request #1494 from asarium/fix/ballisticSoundOutOfRange
Fix out-of-range vector access in ballistic sound code
2017-10-06 16:19:47 -07:00
asarium eb4cfeb256 Fix out-of-range vector access in ballistic sound code
The code probably tried to check if the sound is available but since the
sounds vector is not long enough if the sound is not specified in the
table it would cause an out-of-bounds failure if the sound was missing
from the table. Furthermore, the current code would only have worked if
the sound was preloaded since the id is -1 until the sound is loaded for
the first time.
2017-10-06 19:51:26 +02:00
asarium a7b1c00a84 Fix handling of relative source directions
Previously, the source orientation was always aligned to the world so it
couldn't adapt to a weapon that changes direction. This fixes that by
introducing a "relative" mode for source orientations that is enabled by
default and disabled if the direction is set explicitly.
2017-10-04 15:59:09 +02:00
asarium e484a84d97 Fix several oversights and bugs in the particle effect code
The particle sources of the beams were missing multiple properties
(direction and impact normals) and the generic shape effect didn't have
any way of controlling how long the source was active. This fixes that
by introducing an effect timing field similar to the single particle
effect.
2017-10-04 10:51:35 +02:00
MageKing17 bd2bb12ad3 Merge pull request #1492 from MageKing17/bugfix/shield-impact-sounds
Make shield impact sounds more intuitive.
2017-10-03 12:00:49 -07:00
MageKing17 c890c0af1f Make shield impact sounds more intuitive.
Shield impact sounds now re-use the shield quadrant calculated by the collision code instead of naively recalculating based on global hitpos, allowing the hull impact sound to play if the shot pierces shields or was fired from within the shield mesh, and simplifying the relevant calculations in the process.
2017-10-03 09:06:34 -07:00
m!m 9cda43afb2 Merge pull request #1491 from ashdnazg/mingw_fix_include
Add include <cinttypes> (fix mingw build)
2017-10-03 11:50:44 +02:00
Eshed 34b4321416 add include
required by PRIu64
2017-10-03 11:32:56 +03:00
asarium 3a18a88e30 Fix OpenGL function usage in opengl_make_render_target
The function previously used glFramebufferTexture3D which caused issues
on the Mesa drivers and probably also with other drivers. This fixes
that by using glFramebufferTextureLayer which is the right function for
this use case.
2017-09-26 14:10:56 +02:00
asarium 686bf15879 Ensure that init_render is called before rendering the scene
This was previously not enforced and some code did not call this
function at the correct time which caused crashes since data was not
initialized correctly. This adds a check to ensure that the function was
called and fixes the code that uses the model_draw_list.
2017-09-24 15:53:14 +02:00
asarium 22f0ba89a4 Use a C-struct for managing GPU model data layout
In previous versions of FSO the GPU data of a model was stored in
various different layouts depending on what data was required for
rendering that model. Since the transform batching code was added to the
model loading code this wasn't the case anymore since all data had to
use the same vertex stride even if the data wasn't used.

This made these changes possible where a standard C-struct is now used
for managing the layout of the data in GPU memory. This makes the code
easier to read and also easier to extend in the future since all layout
data is available in the struct.
2017-09-20 17:39:31 +02:00
Fabian Woltermann a3bf47991b Merge pull request #1485 from asarium/fix/1483
Ensure that viewport setting calls are valid
2017-09-16 19:27:13 +02:00
asarium 6af1768147 Ensure that viewport setting calls are valid
This fixes a CTD when FRED is started since the graphics function
pointers are not valid at that point which causes a null pointer
dereference when starting FRED. This fixes that by checking if the
graphics system has been initialized before calling that function.

This fixes #1483.
2017-09-16 18:24:13 +02:00
asarium 0d9fbd4725 Use SCP_strings and SCP_vectors in SEXP code
I split this from #1331 to make reviewing these two changesets easier.

These changes convert all usages of const char* to SCP_string in the
static SEXP arrays so that the dynamic SEXP system can use SCP_strings
instead of having to allocate the strings and then somehow figure out
which strings must be freed at the end of the program.

This also converts the SEXP arrays to vectors so that new SEXP operators
can be added at runtime later.
2017-09-14 11:11:52 +02:00
asarium c6975fda3c Use uniform buffer blocks for passing uniform data to shaders
This uses UBOs for building a buffer object of uniform data before
using that data to draw objects. This should reduce the CPU overhead by
reducing the amount of glUniform calls required for executing a single
draw call. This is especially useful if rendering is limited by the CPU
which should help performance for people with slower CPUs.

This fixes #910.
2017-09-13 11:54:16 +02:00
Fabian Woltermann 52baa1f115 Merge pull request #1480 from asarium/fix/movieScaling
Restore 2D matrix setting behavior
2017-09-12 12:19:39 +02:00
asarium d684dcea1b Restore 2D matrix setting behavior
This restores the behavior from before the matrix system changes. The
observed behavior is more or less the desired behavior sinde setting the
2D projection matrix resets the model matrix stack but it happens to
work with the previous movie code since the 2D matrix is not set if no
perspective projection matrix was set before. This would need to be
fixed if the movie player should ever work within a mission but for now
this will fix the reported bug.
2017-09-12 11:35:11 +02:00
Fabian Woltermann fa7f49f1e4 Merge pull request #1478 from asarium/opengl/externalLightManagment
Move light handling out of OpenGL code
2017-09-10 14:33:53 +02:00
Fabian Woltermann cc3dc5f566 Merge pull request #1476 from asarium/feature/pngScreenshots
Use PNG instead of TGA for saving screenshots
2017-09-10 14:33:27 +02:00
Fabian Woltermann 19c50412ba Merge pull request #1477 from asarium/opengl/gsInstancing
Use geometry shader instancing for shadow map rendering
2017-09-10 14:33:07 +02:00
asarium cdd391caa8 Move light handling out of OpenGL code
There is nothing specific to OpenGL in that code anymore since it's all
handled in the shaders at this point. This will make the lighting
information available in the normal graphics code which allows to use
those values when filling the uniform buffer for the model rendering.
2017-09-10 11:48:38 +02:00
asarium 4860f72678 Use geometry shader instancing for shadow map rendering
This provides ~10% to 20% of an improvement if shadows are enabled. The
required features are not available in our OpenGL target version so I
added a fallback meachanism that will continue to use the standard
instancing method.

With an RX 480 and these changes I can play/watch the BP2 Icarus
cutscene at a consistent 60FPS which wasn't possible before.
2017-09-09 21:14:25 +02:00
Fabian Woltermann 5ba33228cb Merge pull request #1473 from asarium/fix/1472
Only use 16 bit-per-pixel for PCX data loading
2017-09-09 20:48:18 +02:00
Fabian Woltermann b7f3fdbb98 Merge pull request #1471 from asarium/fix/unsupportedShadowFramebuffer
Add proper fallback path for unsupported shadow framebuffer
2017-09-09 20:47:38 +02:00
Fabian Woltermann 1bffdce6ef Merge pull request #1474 from asarium/opengl/externalMatrixStack
Move graphics matrix handling out of OpenGL code
2017-09-09 20:46:19 +02:00
asarium b130d526ff Use PNG instead of TGA for saving screenshots
This was requested by Axem for improving the usability of FSO
screenshots. This will remove the need to convert the TGA files to PNG
before uploading them to an online image hoster.
2017-09-09 18:28:55 +02:00
asarium 4c1ed2f66a Move graphics matrix handling out of OpenGL code
All transformations are now handled by shaders so there is nothing
special going on in the graphics API specific code anymore. Since model
uniform buffers require access to these matrices I moved the matrix
handling out of the graphics API code.
2017-09-05 12:36:32 +02:00
asarium d30a73a578 Only use 16 bit-per-pixel for PCX data loading
The PCX loader requires this or else the data isn't loaded correctly.
This matches what the code did before the texture array merge but it
only does it for PCX textures now since the other formats handle 32 and
24 bits per pixel correctly.

This fixes #1472.
2017-09-04 13:11:04 +02:00
Fabian Woltermann fa03117eaf Merge pull request #1323 from asarium/opengl/uniformBuffers
Use a uniform buffer object for storing deferred lighting data
2017-09-04 12:32:12 +02:00
asarium 2eb109dc49 Add proper fallback path for unsupported shadow framebuffer
If a 32-bit color shadow framebuffer is not supported this will first
try to fall back to 16-bit and if that still doesn't work it will
disable shadows completely. This should fix the rendering artifacts
reported on the forums here:
http://www.hard-light.net/forums/index.php?topic=93867.msg1854164#msg1854164
2017-09-04 12:02:49 +02:00
asarium bef57f7559 Fix error line reported by Lua Errors
This adds empty lines to the beginning of the Lua source passed to the
interpreter so that the interpreter sees the lines in the source as they
appear in the table.

This might slow down parsing a bit since get_line_num is quite slow but
it should not be noticable in most instances since the script tables
tend to be quite short.

This fixes #1469.
2017-09-04 10:56:39 +02:00
asarium b807c670db Use unsynchronized buffer mapping for updating uniform buffer
Since the system already tracks if a buffer is still in use by the GPU
the buffer updates can assume that there will be no synchronization
issues if the buffer is mapped into memory.
2017-09-03 12:40:33 +02:00
asarium 24b71441c0 Add debug scope to uniform buffer retiring function 2017-09-03 12:40:33 +02:00
asarium e47581ffa5 Add documentation to new classes 2017-09-03 12:40:33 +02:00
asarium c585314ff1 Use a uniform buffer object for storing deferred lighting data
This converts the deferred lighting shader to use uniform buffers for
the dynamic data sent to the GPU while rendering the lighting effects.
This doesn't affect performance but the deferred lighting code is a
nicely isolated piece of rendering code where I could test how the
rendering code could use the uniform buffers.

This is related to #910.
2017-09-03 12:40:33 +02:00
MageKing17 97d09ae6ad Merge pull request #1468 from asarium/cleanup/noStandaloneClippingPlanes
Remove graphics functions for explicit clipping planes
2017-09-02 08:44:30 -07:00
asarium 250bf919a7 Remove graphics functions for explicit clipping planes
The function implementations were empty anyway and the code that called
them wasn't used anymore.
2017-09-02 13:20:41 +02:00
MageKing17 f8dd06ccef Merge pull request #1467 from Goober5000/medal_button_hotspot
add field for setting the hotspot index of the exit button in the medals screen
2017-09-01 11:27:11 -07:00
Fabian Woltermann 67416cc8f6 Merge pull request #1447 from asarium/opengl/useExtensions
Only generate headers for OpenGL 3.2
2017-09-01 17:01:46 +02:00
Fabian Woltermann 7118697a35 Merge pull request #1454 from asarium/opengl/noImmediateDraws
Move immediate mode rendering into generic graphics code
2017-09-01 17:00:06 +02:00
Fabian Woltermann 095c1ebe2b Merge pull request #1458 from Goober5000/time_docked_fixes
several fixes to time-docked and time-undocked
2017-09-01 16:58:00 +02:00
Fabian Woltermann 8c89c19c7e Merge pull request #1155 from asarium/feature/debugWindowScrolling
Add scrolling support to new debug window
2017-09-01 16:37:10 +02:00
m!m ae3d06c54f Merge pull request #1328 from chief1983/libupgrade/sdl2_0_5
Upgrade included libSDL2 to 2.0.5
2017-09-01 15:04:54 +02:00
Cliff dbbb8af17b Avoid a potential crash when ff is enabled without a joystick. 2017-08-31 20:38:40 -05:00
Cliff Gordon a23830359a libupgrade/sdl2_0_5: joy_get_device is not defined, use this instead, thanks @ashdnazg 2017-08-31 19:56:15 -05:00
Cliff Gordon 31e572ec03 Revert "Allow force feedback to work again."
This reverts commit 19b5ee97f7.
2017-08-31 19:56:15 -05:00
Cliff Gordon 29b5c4bf7a libupgrade/sdl2_0_5: Attempt to migrate the MinGW support to the official libs using the filename they are published with. 2017-08-31 19:56:15 -05:00
Cliff Gordon 3811270a09 libupgrade/sdl2_0_5: Upgrade to SDL 2.0.5. 2017-08-31 19:56:15 -05:00
Cliff Gordon 64fc95ec8c libupgrade/sdl2_0_5: Remove old build system files from gitignore. 2017-08-31 19:56:15 -05:00
MageKing17 0c70672a84 Merge pull request #1461 from Goober5000/fix_emp_time_for_capship_turrets
make "same emp time for capships" actually work
2017-08-31 07:00:47 -07:00
Goober5000 67e6bcca9f make "same emp time for capships" actually work
Back when I added the "same emp time for capships" flag in SVN r9540, I neglected to multiply the EMP time by 1000, as the EMP disruption time for fighters is specified in seconds but the time for capships is specified in milliseconds.  So, using this flag would cause capships to suffer EMP disruption for almost no time at all.

This PR fixes that, and also extends the explosion-effect sexp to specify this parameter.  And I also cleaned up the fireball section by calling eval_num(n) just once instead of several times.
2017-08-31 04:16:15 -04:00
m!m 8de33ab56a Merge pull request #1464 from Goober5000/boolify_is_sexp_true
change is_sexp_true return type from int to bool
2017-08-31 10:06:47 +02:00
Goober5000 b786b8e230 fix another mismatch 2017-08-31 02:10:01 -04:00
Goober5000 9dc308331b fix some warnings I missed earlier 2017-08-30 16:03:15 -04:00
Goober5000 628ac86c3e Merge pull request #1465 from asarium/feature/dynamicTstrings
Looks good to me.
2017-08-30 12:23:20 -04:00
asarium dcee8a302e Remove limit for tstring table entries
Since 4500 strings are not enough for some mods there was a request for
removing that limit. I chose to use an unordered map for storing the
entries since the indices are not guaranteed to be sequential.

This fixes Mantis 3199.
2017-08-30 13:04:24 +02:00
Goober5000 c7673f0591 swap order of parameters to avoid short-circuiting 2017-08-29 20:25:04 -04:00
Goober5000 000d0c3a0d change |= and &= to be the more verbose and correct logical operators 2017-08-29 14:11:35 -04:00
Goober5000 ec19f9be98 change is_sexp_true return type from int to bool 2017-08-29 13:50:22 -04:00
Goober5000 3005a67573 Merge pull request #1459 from Goober5000/string_concatenate_block
add string-concatenate-block sexp
2017-08-29 13:49:18 -04:00
Goober5000 33d4a7efa7 more fiddling with string format arguments 2017-08-29 12:30:16 -04:00
MageKing17 6c4e03d9dc Merge pull request #1462 from Goober5000/fix_sexp_error_reporting
fix Assertion in sexp error reporting
2017-08-29 06:32:49 -07:00
m!m 537ee433de Merge pull request #1463 from Goober5000/fix_sound_coordinates
fix negative coordinates in play-sound-from-x
2017-08-29 09:54:20 +02:00
Goober5000 2cff45f2c5 fix negative coordinates in play-sound-from-x
When the OPF_NUMBER and OPF_POSITIVE behaviors were made more robust, it exposed a latent bug in the play-sound sexps.  These had OPF_POSITIVE where they should have had OPF_NUMBER.  With this fix, sounds can now play from all coordinates, positive or negative.
2017-08-28 19:12:40 -04:00
Goober5000 466e4c159f use SIZE_T_ARG 2017-08-28 18:39:01 -04:00
Goober5000 6c7de5120e improve warning messages per feedback 2017-08-28 14:40:44 -04:00
Goober5000 b2b0ba3630 to be pedantic, this happens at the very end of error-reporting mode 2017-08-28 14:26:34 -04:00
Goober5000 14dcff6f5f might as well restrict the test to only running during error-check mode 2017-08-28 14:23:53 -04:00
Goober5000 d826537485 fix Assertion in sexp error reporting
There is a bug where, when displaying an error message with a sexp node that contains a variable, the code will trigger an Assertion in the process of printing the error message.  This is because it tries to transcode the sexp variable from name to index, when that has already been done further up the pipeline.  This fixes that by adding a quick test to see if the expected variable name is an integer.
2017-08-28 14:17:02 -04:00
Cliff Gordon 95c0fad96f Merge pull request #1460 from asarium/fix/openglErrors
Readd accidentally removed OpenGL calls
2017-08-28 10:35:07 -05:00
MageKing17 85b3a30376 Merge pull request #1456 from Goober5000/is_docked_sexp
add is-docked sexp
2017-08-28 08:09:13 -07:00
asarium 3c347ae938 Readd accidentally removed OpenGL calls
I changed those lines in another PR and forgot to revert these before I
submitted it. This will fix the OpenGL errors that appeared when shadows
were enabled.
2017-08-28 16:53:50 +02:00
Fabian Woltermann 09b28f2219 Merge pull request #1453 from asarium/opengl/noRedundantActiveTexture
Avoid redundant glActiveTexture calls
2017-08-28 09:00:56 +02:00
Fabian Woltermann 2fb078f32b Merge pull request #1455 from asarium/fix/deleteUnusedFile
Delete unused OpenGL video presenter
2017-08-28 08:57:26 +02:00
Goober5000 a19b3030b6 enhance warning messages 2017-08-27 18:01:14 -04:00
Goober5000 5095b1c57a several fixes to time-docked and time-undocked
Time-undocked will cause FSO to freeze unless you know what you're doing, so this PR fixes some gotcha areas.  Inspired by The E's rant on Discord which, while not 100% correct, did indicate some areas for improvement.

1) Set the default "number of times docked" argument to 1 when the sexp is created in FRED, same as with the has-[un]docked-delay sexps
2) Catch any <= 0 counts when the sexp is called in FRED and set them to 1.  (This was done for other sexps which used mission_log_get_time_indexed, but was not done for time-[un]docked for some reason.)
3) Add an assertion to mission_log_get_time_indexed as a last resort to guard against invalid counts.
2017-08-27 17:18:39 -04:00
Goober5000 ab14742f96 add is-docked sexp 2017-08-27 16:24:04 -04:00
asarium 492c4ba10a Delete unused OpenGL video presenter
The deletion of this file was missed in the cutscene changes.
2017-08-27 18:12:01 +02:00
asarium 999eb8a3f9 Add documentation to new functions 2017-08-27 17:32:58 +02:00
asarium 03aa75c39a Move immediate mode rendering into generic graphics code
Since this code is the same for all possible graphics backends it can be
moved outside the OpenGL implementation to simplify that code.
2017-08-27 17:14:02 +02:00
asarium 4f096c26b2 Avoid redundant glActiveTexture calls
This introduces a new function in the OpenGL state tracker which
combines setting the active texture unit and enabling a texture. The
reason this is a good idea is that this new function can filter out
unneeded calls to glActiveTexture if the texture is already enabled on
that specific unit. This happens very often when rendering several
submodels of a model which share their textures.

This is unlikely to yield significant performance improvements but
avoiding unneded OpenGL calls is always a good idea.
2017-08-27 13:46:44 +02:00
Goober5000 3db9fe9383 add field for setting the hotspot index of the exit button in the medals screen 2017-08-26 13:35:38 -04:00
Fabian Woltermann d1e236451f Merge pull request #1452 from asarium/fix/tgaLocking
Fix memory allocation in tga loading code
2017-08-26 18:11:11 +02:00
m!m 6cf7cb0843 Merge pull request #1450 from Goober5000/mantis_3174_fix
toss out the campaign savefile if we are restarting a previously finished campaign
2017-08-26 18:10:29 +02:00
asarium 2084eb01e8 Fix memory allocation in tga loading code
The code did not use the right method for calculating the required size
of the memory. This was never noticed before because the old OpenGL
texture loading code only used 16-bit textures for interface data but
the new code uses 32-bit textures which exhausted the available memory.

This was found and reported by @chief1983.
2017-08-26 17:08:26 +02:00
Goober5000 7d1365800f clean up old comments 2017-08-26 03:43:26 -04:00
Goober5000 66ce0acc17 toss out the campaign savefile if we are restarting a previously finished campaign 2017-08-26 03:38:20 -04:00
Fabian Woltermann c29954d672 Merge pull request #1449 from asarium/fix/arrayDetectionBug
Fix bug in texture array detection code
2017-08-25 19:55:49 +02:00
asarium f2d5246ccb Fix bug in texture array detection code
The code would have displayed the warning but didn't actually set the
flag to let the rest of the code know.
2017-08-25 18:22:34 +02:00
asarium b6dcc4f5ef Only generate headers for OpenGL 3.2
Since our target version is only OpenGL 3.2 all additional functionality
should only be used through their respective extensions to avoid
accidentially using a function not available in our minimum target
environment.
2017-08-25 18:18:17 +02:00
Fabian Woltermann bd62ceeeb0 Merge pull request #1318 from asarium/opengl/textureArrays
Use OpenGL texture arrays for animations
2017-08-25 18:00:56 +02:00
asarium f1bf0a411c Use OpenGL texture arrays for animations
This converts all usages of bmpman textures to OpenGL texture arrays.
That means that all frames of an animation are stored in a single OpenGL
texture object and can be accessed at the same time in a single draw
call. This should significantly reduce the overhead of drawing lots of
particles since all particles of a single animation can be drawn with a
single draw call.

This fixes #1169.
2017-08-25 11:31:02 +02:00
asarium 28898ca8e3 Add scrolling support to new debug window 2017-08-25 09:51:09 +02:00
MageKing17 3acdf3e801 Merge pull request #1399 from asarium/fix/1306
Use unique_ptr for storing HUD gauge pointers
2017-08-24 09:23:54 -07:00
MageKing17 f1101bee5d Merge pull request #1414 from asarium/feature/targettedFSOVersion
Add mod table setting for specifying targetted FSO version
2017-08-24 09:21:58 -07:00
MageKing17 e617f0cc41 Merge pull request #1435 from asarium/fix/ffGlobalGain
Add config option for setting the FF strength
2017-08-24 09:09:55 -07:00
MageKing17 7c9f73fbdc Merge pull request #1444 from asarium/fix/travisSourceCompression
Actually compress the source archive
2017-08-24 09:09:10 -07:00
Fabian Woltermann c36b47a35c Merge pull request #1290 from asarium/opengl/simplifyGrInterface
Move 2D drawing functions to a generic implementation
2017-08-24 17:41:32 +02:00
m!m 8d0b0a76f2 Merge pull request #1446 from MageKing17/bugfix/cmeasure-timer-interval-init
Explicitly initialize cmeasure_timer_interval to 0.
2017-08-24 17:21:05 +02:00
MageKing17 36e5afe1be Explicitly initialize cmeasure_timer_interval to 0.
If we rely on uninitialized values, we're likely to wind up with countermeasures that are only ever active for a single frame.
2017-08-24 04:54:42 -07:00
m!m 20398150d8 Merge pull request #647 from MageKing17/feature/countermeasure-pulse-interval
Allow countermeasures to pulse at regular intervals instead of globally.
2017-08-24 10:38:41 +02:00
m!m e085cc20ab Merge pull request #1445 from MageKing17/bugfix/beam-sound-unpause
Actually unpause 3D beam sounds correctly.
2017-08-24 09:25:33 +02:00
asarium 6b5869853c Correctly handle alpha blending for gr_flash_alpha 2017-08-23 14:42:54 +02:00
asarium a6411cc1d3 Add documentation for drawing functions 2017-08-23 14:42:54 +02:00
asarium bd4427a832 Reformat 2017-08-23 14:42:54 +02:00
asarium 6dbd7c34e6 Clean up a few remaining functions 2017-08-23 14:42:54 +02:00
asarium 7a3029d1e3 Remove unused gr_screen API functions 2017-08-23 14:42:54 +02:00
asarium 1bca5f128d Convert curve and circle functions 2017-08-23 14:42:54 +02:00
asarium 6bbb6be880 Move line drawing functions to generic implementation 2017-08-23 14:42:54 +02:00
asarium c1c2b72ef0 Move gr_string out of OpenGL code 2017-08-23 14:42:54 +02:00
asarium 1aa85d236e Begin moving 2D functions to a generic implementation
Thanks to the new material system, it's now possible to easily make the
2D functions independent of the underlying graphics API which allows to
reduce the size of the gr_screen 2D API.
2017-08-23 14:42:54 +02:00
MageKing17 1afc5eec13 Actually unpause 3D beam sounds correctly.
beam_pause_sounds() "pauses" looping beam sounds by setting their volume to 0; beam_unpause_sounds() "unpaused" by calling beam_recalc_sounds(), which only set the volume correctly when -no_3d_sound is set; 3D sound updates the sound's position without changing its volume. This PR just makes beam_unpause_sounds() perform the inverse operation of beam_pause_sounds() if 3D sounds are enabled.
2017-08-23 05:03:25 -07:00
Fabian Woltermann 759c9b1148 Merge pull request #1439 from asarium/opengl/genericVideoDisplay
Remove OpenGL code from cutscene presenter
2017-08-23 14:02:53 +02:00
Fabian Woltermann 47bb378342 Merge pull request #1438 from asarium/fix/aabitmapRemapping
Move 4 bit color conversion out of graphics code
2017-08-23 14:02:35 +02:00
m!m 0b3dad8dc0 Merge pull request #1308 from niffiwan/feature/tint_shader
Add colour-configurable tint shader
2017-08-23 12:53:50 +02:00
m!m 13e601a523 Merge pull request #1372 from MageKing17/feature/avx2-build-support
Add AVX2 to the list of supported MSVC compiler optimizations.
2017-08-23 12:50:16 +02:00
MageKing17 5de1b684f4 Merge pull request #1442 from asarium/fix/noWarningStacktrace
Remove stack trace from warning dialogs
2017-08-23 03:46:21 -07:00
asarium c5dcaf88d8 Actually compress the source archive
The previous command simply created a tar with a tar.gz ending which is
wrong. This fixes that.
2017-08-23 12:45:47 +02:00
MageKing17 55558cc608 Merge pull request #1437 from asarium/fix/unixSources
Build Unix source package before configuring
2017-08-23 03:44:43 -07:00
MageKing17 addc3ef383 Allow countermeasures to pulse at regular intervals instead of globally.
Adds a new "+Pulse Interval:" countermeasure field that enables the new behavior; all countermeasures that don't have this field defined still use the old behavior of the global frame counter.

This changes countermeasure logic quite a bit, but I attempted to mitigate performance implications by re-using an existing traversal of the object list in order to build the list of active countermeasures each frame. If any countermeasures are actively pulsing in a frame, the object list is traversed again, looking for homing weapons. Each homing weapon then goes through the active countermeasure list and checks to see if it got decoyed. Most of this central logic is unchanged from the old behavior, although no longer separated into two functions, and it should be more efficient since it's using a prepared list of active countermeasures instead of traversing the object list looking for countermeasures for every homing missile (which are themselves found by traversing the object list).
2017-08-23 03:39:48 -07:00
MageKing17 2c1abf78d1 Merge pull request #1443 from asarium/build/versionBump
Bump development version after final release
2017-08-23 03:37:14 -07:00
asarium 77c950ccd4 Bump development version after final release 2017-08-23 09:48:36 +02:00
asarium b160184f5b Remove stack trace from warning dialogs
It serves no purpose there since it's a message specifically designed to
be seen by modders and most times the stack trace doesn't even contain
useful information since there are no debug symbols present.
2017-08-23 00:02:28 +02:00
m!m b1b197cc9a Merge pull request #1440 from ln-zookeeper/asteroid_null_vec_fix
Fix for a null vector normalization
2017-08-21 09:54:09 +02:00
Lari Nieminen 941b7298cc Fix for a null vector normalization
If the asteroid split rules were used and the asteroid speed happened to be 0 (for example if the field has an average speed of 0), the code would try to normalize a null vector. Now, a random vector is chosen in those cases.
2017-08-21 10:09:18 +03:00
asarium f8d0a9bc7d Remove most remaining OpenGL header includes 2017-08-18 17:53:23 +02:00
asarium 72fa41a284 Use the generic rendering interface for cutscenes 2017-08-18 17:53:23 +02:00
asarium 72a797f732 Move 4 bit color conversion out of graphics code
Currently, the graphics code does some color remapping on 8
bit-per-pixel textures since those textures use special 4-bit pixel
values. These changes move that conversion out of the graphics code and
into the image loading/font bitmap creation code.

The reason this is needed is because this conversion breaks 8-bit
textures that try to use the full range of colors. I need to do exactly
that for moving the cutscene renderer to our generic rendering interface
which I can't do at the moment since the existing color conversion
corrupts the video data.

I have tested this with retail data and could not find any visual
changes after applying these changes.
2017-08-16 17:20:32 +02:00
asarium 2b0ec7161a Build Unix source package before configuring
The previous version included the make files which increased the size of
the package.
2017-08-15 10:18:09 +02:00
m!m 637a9621f1 Merge pull request #1436 from Goober5000/pr_922_followup
fix typo in AI flag conversion
2017-08-14 23:41:44 +02:00
Goober5000 70c5aa88f2 then again, we should really assert on both 2017-08-11 18:05:13 -04:00
Goober5000 1857f9b928 fix typo in AI flag conversion 2017-08-11 17:53:42 -04:00
asarium 90c23c007c Add config option for setting the FF strength 2017-08-10 10:09:02 +02:00
Fabian Woltermann fb4169ba9f Merge pull request #1429 from asarium/fix/ffEffectStrength
Lower Afterburner force feedback effect strength to previous levels
2017-08-08 14:35:35 +02:00
Fabian Woltermann 1448256140 Merge pull request #1430 from asarium/fix/nightlyDeploy
Fix Travis CI nightly deploy
2017-08-03 18:02:11 +02:00
asarium 7de592bf9b Fix Travis CI nightly deploy
I have no idea why this doesn't work anymore. I didn't even touch that
line when I added the test build stuff...
2017-08-03 17:18:48 +02:00
asarium 783852a115 Lower Afterburner force feedback effect strength to previous levels
This was suggested by taylor on the forums and should match the previous
values more closely.
2017-08-03 08:55:50 +02:00
Fabian Woltermann 84fd7123a5 Merge pull request #1420 from asarium/fix/1417
Restart spring effect after stopping all FF effects
2017-08-02 08:23:26 +02:00
m!m ff9d06cfe1 Merge pull request #1427 from The-E/weaponloadout_fix
Fix error message for failure to load mask file in weaponloadout
2017-07-28 10:16:46 +02:00
Fabian Woltermann a158029120 When loading the mask file fails, correctly report which file we were trying to load. 2017-07-27 22:53:33 +02:00
m!m 96e8d5b66e Merge pull request #1426 from Goober5000/issue_1425_fix
for backwards compatibility, check both no-collide and no_collide
2017-07-26 15:41:47 +02:00
asarium 85fd0b0498 Restart spring effect after stopping all FF effects
SDL_HapticStopAll stops all effects, including the spring effect so the
joystick goes limp after one mission (joy_ff_stop_effects gets called at
the end of each mission).

This restarts the spring effect which should fix that issue.

This fixes #1417.
2017-07-26 11:00:50 +02:00
Fabian Woltermann 5d3e6789e6 Merge pull request #1422 from asarium/build/ciTestBuilds
Add support for building test builds on the CI servers
2017-07-26 10:59:56 +02:00
Goober5000 b8e5a395dd for backwards compatibility, check both no-collide and no_collide 2017-07-25 18:44:41 -04:00
asarium 1a1c3df379 Add support for building test builds on the CI servers
Any branch starting with "test/" will cause test builds to be compiled
and uploaded to fs2downloads. This will only work for the main
repository since the secure variables for the FTP credentials only work
for that repository.
2017-07-25 11:37:11 +02:00
Fabian Woltermann 0dc0d67c76 Merge pull request #1421 from asarium/build/releaseSources
Build a compressed package of the source as part of a release
2017-07-24 15:29:16 +02:00
asarium 0edb360fc2 Build a compressed package of the source as part of a release
This package will include the externals which are not present in the
default GitHub export.
2017-07-24 10:53:40 +02:00
Fabian Woltermann 1743e5f5d4 Merge pull request #1419 from ln-zookeeper/on_ship_arrive_wing_fix
Fixed $On Ship Arrive hooks not firing on wing arrivals
2017-07-23 17:09:21 +02:00
MageKing17 ed3f07284d Merge pull request #1418 from The-E/shader_normal_fix
Fix bug in normal map rendering
2017-07-23 06:07:55 -07:00
Fabian Woltermann c1b222ffd5 Old calculation apparently correct, just needs clamping applied. 2017-07-22 20:25:52 +02:00
Fabian Woltermann 3503b9214b Remove unnecessary punctuation 2017-07-21 20:06:53 +02:00
Lari Nieminen aff8cc8095 Fixed $On Ship Arrive hooks not firing on wing arrivals 2017-07-20 16:13:20 +03:00
Fabian Woltermann 884581a836 Reapply the fix from https://github.com/scp-fs2open/fs2open.github.com/commit/8e0304a5 2017-07-20 12:20:44 +02:00
asarium 841872aae0 Add mod table setting for specifying targetted FSO version
This adds a small system for letting a mod specify which version of FSO
was designed for. That would allow us to introduce code which would
normally break backwards-compatibility by putting it in an if block
which checks if the mod supports the FSO version which ontroduced the
behavioral change.

There is currently no code which uses the new functions yet so I added a
few tests to verify that the options do what they are designed to do.

This fixes #1389.
2017-07-14 20:09:29 +02:00
Fabian Woltermann 98af9dd903 Merge pull request #1404 from Goober5000/debug_sexp_tweak
minor enhancements to the debug sexp
2017-07-13 18:05:34 +02:00
m!m ea37b3cb17 Merge pull request #1411 from Goober5000/issue_1400_followup
use IS_VEC_NULL for floating point safety, plus a few minor touchups
2017-07-11 14:45:03 +02:00
Fabian Woltermann 3035a868ab Merge pull request #1401 from asarium/fix/ttfSpecialCharacters
Correctly apply scaling to TTF rendered strings
2017-07-09 20:48:12 +02:00
Goober5000 a88c50b6f2 per comments, allow variable replacement in plain strings as well 2017-07-09 14:31:36 -04:00
Goober5000 ac24ca9fd3 use IS_VEC_NULL for floating point safety, plus a few minor touchups 2017-07-09 14:11:42 -04:00
MageKing17 d085951767 Merge pull request #1400 from asarium/fix/fredInvalidIndex
Fix invalid indexing in object orientation editor
2017-07-09 03:42:04 -07:00
MageKing17 c3f19631ce Merge pull request #1402 from asarium/fix/profilingAssert
Discard non-main thread events for the frame profiler
2017-07-09 03:41:10 -07:00
m!m ca9eff3bc5 Merge pull request #1405 from MageKing17/bugfix/ani-unloading
Fix unloading streaming ANI files.
2017-07-09 12:36:55 +02:00
MageKing17 0a19616bc9 Correct inconsistency in anim_load() regarding memory-mapped files.
In commit 735f5e199b randomtiger changed how anim_load() worked in seemingly-bizarre ways, for reasons unclear to me. In brief, a condition's logic was reversed, a three-value enum was created of which only one value was used, and as a result loose files passed to anim_load() (and only loose files) would be opened as "memory-mapped", one consequence of which is that they'd keep a cfile block open until the corresponding call to anim_free() (which means that, if a mission had enough different loose animations, the cfile block limit could be reached). Since files in packfiles behaved the same way they always had (namely, being loaded into memory and then closed, thereby not taking up a cfile block), apparently nobody noticed the difference, and this inconsistent code has stayed for the past 13-and-a-half years.

This commit changes the condition after the one changed in the older commit so that they both match, then changes the enum so that the seemingly-meaningless third value is removed, and the other two values are swapped (and the default value of the file_mapped parameter to anim_load() changed) so that the original Volition behavior is restored.
2017-07-09 02:39:40 -07:00
m!m 255e9aa21e Merge pull request #1406 from asarium/build/nightlySFTP
Fix SFTP path and mac upload
2017-07-07 23:31:09 +02:00
asarium 550f459747 Fix SFTP path and mac upload 2017-07-07 18:03:07 +02:00
MageKing17 6da72bb1a0 Fix inverted order of unloading streaming ANI files.
When streaming an ANI file, first anim_load() is called, then init_anim_instance(). The latter increments the animation's instance_count. If anim_free() is called on an animation that still has instances, it refuses to free the animation. generic_anim_unload() first called anim_free(), then free_anim_instance().

The fact that ANI files would ever unload at all seems to be because some code would unload twice. I can only assume that, combined with the fact that the bug only applies to ANI files, explains how this bug went undetected since November of 2009 (commit b43417882f seems to be when it was added, from a quick glance at git blame).
2017-07-07 01:23:20 -07:00
MageKing17 c7fbefeb58 Remove potentially-harmful condition in message_mission_free_avi()
If we tell it to free up the animation, I think it should happen regardless of whether or not the HUD_TALKING_HEAD gauge is currently active or not. Also, unloading an animation shouldn't crash even if one wasn't loaded in the first place... and if it does, we should probably fix that instead of slapping a band-aid on the calling function.
2017-07-07 01:18:09 -07:00
Goober5000 98e316bca6 minor enhancements to the debug sexp 2017-07-07 01:25:54 -04:00
Cliff Gordon 78a1e5baab Merge pull request #1403 from asarium/build/nightlySFTP
Compile curl with SSH support for nightly deploy
2017-07-06 15:17:48 -05:00
asarium 080ce8419a Compile curl with SSH support for nightly deploy 2017-07-06 17:58:48 +02:00
asarium 06e9248079 Discard non-main thread events for the frame profiler
The old code is not able to handle multi-threaded events so this change
simply filters out all the events that originated from another thread.

This fixes an Assertion caused by an invalid event.
2017-07-06 10:10:52 +02:00
asarium e04c60ed6f Align special characters to the base line of the rendered string 2017-07-05 18:13:45 +02:00
asarium 81d9ca8e4a Correctly apply scaling to TTF rendered strings
This fixes weird misplaced special characters since the TTF strings
weren't rendered at the right position. This should fix that.

This fixes an issue reported on the forums by Novachen.
2017-07-05 09:09:38 +02:00
asarium bf2ca61e5a Fix invalid indexing in object orientation editor
This could happen if the user enabled "Point to" and selected "Object"
without having an object selected. This can only happen when there is
only one object in the mission so it's only a minor bug but still
something worth fixing.
2017-07-03 20:11:06 +02:00
asarium 72013d4c31 Use unique_ptr for storing HUD gauge pointers
The previous system used naked pointers which probably worked fine but
this should give us some extra memory-leak security.
2017-07-03 12:52:39 +02:00
Goober5000 416d45d060 deprecate string-concatenate since it's now redundant 2017-07-01 23:05:48 -04:00
Goober5000 18be4e854c add string-concatenate-block, which is a better design than the original string-concatenate 2017-07-01 23:05:48 -04:00
Fabian Woltermann ffe647be79 Merge pull request #1393 from asarium/build/gitHubPrebuilts
Use GitHub prebuilt URL
2017-07-01 14:09:02 +02:00
Fabian Woltermann fff2e6d1fc Merge pull request #1394 from Goober5000/issue_1381_followup
Use the already-determined sexp argument type
2017-07-01 14:08:22 +02:00
Fabian Woltermann 23e46ae7c4 Merge pull request #1395 from Goober5000/issue_1256_followup
Better handling of positive/negative discrepancy as well as finding sexp node arguments
2017-07-01 14:07:57 +02:00
MageKing17 74d270270e Merge pull request #1397 from ngld/fix_shockwave_load
Fix "Error: Can't open model file <shockwave.pof>" on second mission load
2017-06-29 14:36:00 -07:00
ngld df69d195fe Fix "Error: Can't open model file <shockwave.pof>" on second mission load 2017-06-29 21:10:56 +02:00
Goober5000 6c871ac339 better handling of positive/negative discrepancy as well as finding sexp node arguments 2017-06-29 01:56:55 -04:00
Goober5000 24afebb808 instead of manually checking the sexp operator and argument number, just use the already-determined argument type 2017-06-28 19:10:14 -04:00
Fabian Woltermann 6aac8c7bde Merge pull request #1391 from asarium/fix/specialCharacterFontAssertion
Fix Assertion when default Volition font could not be found
2017-06-27 16:00:11 +02:00
asarium a2da77e14c Fix Assertion when default Volition font could not be found
Instead, this will now cause a Warning when the issue is detected while
parsing the table and an Error when it still occurs at runtime.
2017-06-27 11:56:20 +02:00
Fabian Woltermann 7ca6b679b7 Merge pull request #1390 from asarium/fix/luaWhitespace
Ignore leading whitespace for gr.drawString
2017-06-27 09:36:46 +02:00
asarium 3d6bbb0b9b Ignore leading whitespace for gr.drawString
This was reported by @AxemP who wanted to have leading tabs in a text
line. However, split_str removed those characters by default since it
ignores leading whitespace. To fix that unexpected behavior of
gr.drawString I added a new paramter to split_str which disabled
whitespace removal and enabled that flag for the scripting function.

That should not be a problem for existing scripts since the expected
behavior would be that leading whitespace remains in place and since we
have not received any bug reports about missing white space I'm going to
assume that no one has used the function like this before removed those
characters by default since it ignores leading whitespace. To fix that
unexpected behavior of gr.drawString I added a new paramter to split_str
which disabled whitespace removal and enabled that flag for the
scripting function.

That should not be a problem for existing scripts since the expected
behavior would be that leading whitespace remains in place and since we
have not received any bug reports about missing white space I'm going to
assume that no one has used the function like this before.
2017-06-25 17:19:40 +02:00
asarium a912956601 Use GitHub prebuilt URL 2017-06-24 13:33:09 +02:00
m!m a769a7ef87 Merge pull request #1388 from Goober5000/sexp_targeted_fix
fix an old Volition bug in the targeted sexp
2017-06-24 09:20:43 +02:00
m!m 991e09006e Merge pull request #1387 from Goober5000/small_error_msg_fix
Small improvement in error messages in stuff_int_list and mark_int_list
2017-06-24 09:17:01 +02:00
Goober5000 3e6c3f6f62 this actually affects subsystems too 2017-06-24 01:05:08 -04:00
Goober5000 2ee3dd70ea fix an old Volition bug in the targeted sexp 2017-06-24 00:56:25 -04:00
Goober5000 c259dfb9cd improve error messages 2017-06-23 23:32:57 -04:00
m!m 2947c7972d Merge pull request #1386 from MageKing17/bugfix/opengl-framebuffer-warning
Get rid of OpenGL warnings about the framebuffer being unsupported.
2017-06-22 08:44:39 +02:00
MageKing17 eda8c65b58 Get rid of OpenGL warnings about the framebuffer being unsupported.
At least on NVidia drivers, the medium-severity warning "Framebuffer unsupported. Framebuffer object Scene framebuffer is unsupported because the depth and stencil attachments are mismatched." would get repeatedly output to the debug log. @SamuelCho suggested this change, which gets rid of the warnings and doesn't appear to have introduced any graphical glitches.

Fixes #1382.
2017-06-21 14:50:41 -07:00
m!m 186f8ff5b9 Merge pull request #1376 from z64555/cleanup/lua_reporting
Adds LUA versioning and copyright info to the scripting.html output
2017-06-21 08:45:40 +02:00
m!m c86c4c3822 Merge pull request #1385 from MageKing17/bugfix/message-shipnum-ship-vanish
Avoid faulty assumption in message bracket code.
2017-06-21 08:42:22 +02:00
m!m bea9d56feb Merge pull request #1384 from MageKing17/bugfix/collision-group-sexp
Fix removing a collision group via SEXP.
2017-06-21 08:41:41 +02:00
Goober5000 dc6d2be515 Merge pull request #1381 from Goober5000/fix_default_operator_for_modify_variable
Fix handling of arguments for sexps that use variables
2017-06-21 01:49:31 -04:00
Tyler Blount 298ec5519c Merge pull request #1383 from MageKing17/bugfix/profiling-category-duplicate
Fix duplicate tracing/profiling category.
2017-06-20 21:02:24 -06:00
MageKing17 7025e3443e Avoid faulty assumption in message bracket code.
This assertion could apparently be hit if a ship was vanished (e.g. with ship-vanish) in the middle of talking. Rather than making the vanishing code aware of (and responsible for) Message_shipnum, it seemed simpler to just make hud_show_message_sender() clear the invalid shipnum itself.
2017-06-20 19:20:41 -07:00
Tyler Blount 88b87b86fc Merge pull request #1378 from asarium/fix/fredHasShields
Fix inverted "Has shields" flag in initial status dialog
2017-06-20 19:54:05 -06:00
asarium b34ca3cfed Fix handling of inconsistent values in initial status editor
The flagset changes probably broke this behavior by not respecting the "inconsistent" value set by the OnInit function when ships have inconsistent values for a specific flag. This should fix that and restore the 3.7.4 behavior.
2017-06-20 20:01:57 +02:00
z64555 1b2eece53a Adds LUA versioning info to the scripting.html output
* Credits roll now grabs the LUA copyright info from liblua, instead of being hardcoded
* Credits roll now has LUA version info as well
2017-06-20 08:22:25 -05:00
Goober5000 e8313fa577 fix handling of arguments for sexps that use variables 2017-06-19 20:04:15 -04:00
asarium 5a8454e956 Fix inverted "Has shields" flag in initial status dialog 2017-06-17 18:18:12 +02:00
MageKing17 f6b1eaa846 Fix duplicate tracing/profiling category.
Cutscene audio decoding was accidentally named "FFmpeg decode video", causing some minor problems in the profiling code (because the same name is used for actual video decoding, resulting in an assertion firing).
2017-06-15 16:16:29 -07:00
MageKing17 d20ff9b367 Fix removing a collision group via SEXP.
sexp_manipulate_colgroup() was using logical NOT when it should've been using bitwise NOT, meaning that removing any collision group would remove all collision groups.
2017-06-15 15:49:51 -07:00
MageKing17 a3ab30cd96 Merge pull request #1374 from TRBlount/fix/lua_weapon_team
Make l_weapon use IFFs in Team var
2017-06-14 15:22:52 -07:00
TRBlount 48f76f7cd1 Fix l_weapon Team set var logic 2017-06-13 20:31:51 -06:00
MageKing17 eb165123ac Merge pull request #1371 from MageKing17/bugfix/3d-framebuffer-shockwaves
Fix combining 3D shockwaves with framebuffer shockwaves.
2017-06-10 14:33:13 -07:00
MageKing17 526076f8ff Add AVX2 to the list of supported MSVC compiler optimizations.
Also adds AVX2 autodetection so that AVX2-capable processors will generate AVX2 projects by default. To my surprise, there is actually a noticeable performance increase between AVX and AVX2 builds.
2017-06-10 14:19:19 -07:00
MageKing17 c30ce55942 Fix combining 3D shockwaves with framebuffer shockwaves.
If framebuffer shockwaves were enabled and a 3D shockwave was created, FSO would use a hardcoded reference to the second slot of the Shockwave_info vector to generate the framebuffer shockwave for it. This only makes sense if and only if:
- the 3D shockwave command-line flag is also enabled
- the default 3D shockwave and default 2D shockwave are both present and loaded
- its the first mission of the session (because after that any shockwave not in the 0th index got unloaded)

I've changed the code so that which index the default 2D shockwave got loaded into gets tracked and used instead of a hardcoded index... and if both default shockwaves are loaded, the first two Shockwave_info indices are both kept between missions instead of just the first. This should allow framebuffer shockwaves to work with 3D shockwaves, regardless of whether or not it's the first mission of the session and whether or not a custom 2D shockwave was loaded (and happened to wind up at index 1). Slight downside in that missing the default 2D shockwave file, but having a custom 2D shockwave loaded, will now result in framebuffer shockwaves not being drawn at all, rather than using the custom 2D shockwave by accident; not sure that's really all that much of a problem, though.
2017-06-10 10:38:02 -07:00
m!m 9447d74da8 Merge pull request #1367 from Goober5000/invisible_beam_section_fix
Invisible beam section fix
2017-06-09 23:51:31 +02:00
Goober5000 043e6a79a8 remove debug conditions when we are not in debug mode 2017-06-09 12:55:32 -04:00
Goober5000 97416feb2a Merge pull request #1368 from asarium/fix/1366
Remove abort call from debug_int3
2017-06-09 12:48:27 -04:00
asarium aac3bbde8e Remove abort call from debug_int3
This fixes #1366.
2017-06-09 10:19:48 +02:00
Goober5000 8f3ef45fc9 don't remove invisible beam sections 2017-06-08 22:18:02 -04:00
Goober5000 762997fc7d copy over more verbose assertions from light_add_cone 2017-06-08 22:17:24 -04:00
MageKing17 43a46641eb Merge pull request #1364 from The-E/UnknownShips
Handle ships removed from play via ship-vanish correctly in ai goal processing
2017-06-05 20:58:40 -07:00
Fabian Woltermann 47bd990bca Handle ships removed from play via ship-vanish correctly in ai goal processing. 2017-06-05 15:00:10 +02:00
m!m ec3313ffea Merge pull request #1363 from MageKing17/bugfix/generic-anim-static-png
Reset generic animation type to BM_TYPE_NONE if APNG processing fails.
2017-06-04 09:40:27 +02:00
MageKing17 f2c099a7a9 Reset generic animation type to BM_TYPE_NONE if APNG processing fails.
Prior to APNG support, a regular non-animated PNG could be used as a still-frame command briefing animation. This started causing a crash when APNG support was added because any PNGs sent through generic_anim_stream() would get ga->type set to BM_TYPE_PNG, then sent through the APNG code... which would determine that they weren't APNGs, throw an ApngException, and generic_anim_stream() would return -1... except that BM_TYPE_PNG would still be set, so that when it later came time to render the still frame in generic_frame_render(), it would be sent through generic_anim_render_variable_frame_delay()... which expected a fully-formed APNG, tried to dereference ga->png.anim, and crashed.

This commit is a simple fix to reset ga->type to BM_TYPE_NONE if APNG processing fails, allowing the still-frame PNG to go through generic_anim_render_fixed_frame_delay(), the code path it used to take, and allowing it to display properly instead of crashing.
2017-06-03 22:07:52 -07:00
Fabian Woltermann e6c6cc3864 Merge pull request #1352 from asarium/feature/trackIr64bit
Use TrackIR DLL with 64 suffix when compiling a 64-bit build
2017-06-02 11:10:42 +02:00
m!m 5ee1b6d243 Merge pull request #1362 from MageKing17/cleanup/shockwave-vector-usage
Cleaning up the shockwave code's use of vectors and assertions.
2017-06-01 21:24:28 +02:00
MageKing17 3577c005e2 Merge pull request #1357 from asarium/fix/openglIncludes
Remove include of OpenGL header in non-OpenGL code
2017-06-01 12:11:09 -07:00
MageKing17 b2891bfe21 Merge pull request #1361 from MageKing17/bugfix/auto-convergence-min-distance
Allow "+Minimum Distance:" to actually work with automatic convergence.
2017-06-01 12:10:32 -07:00
MageKing17 82aa027d0d Cleaning up the shockwave code's use of vectors and assertions.
After someone tripped an assertion in the shockwave code which provided no details, I found some... questionable vector-related code. I changed all the code I could find that looped through the vector with iterator-based code, converted most Asserts into Assertions for more informative debugging, and added a couple Assertions to check previously-unchecked assumptions (which theoretically should never be tripped, but we'll see). A test build with the vector fixes resulted in the assertion no longer tripping so I'm fairly sure the improper erasure of the vector was causing problems (leftover data from a previous mission with a model number that no longer made sense because the model was unloaded).
2017-06-01 11:38:44 -07:00
MageKing17 902d40f3df Allow "+Minimum Distance:" to actually work with automatic convergence.
The gun convergence code would detect if the target was within the minimum distance and move the predicted target point farther away if so, but wouldn't also alter the dist_to_aim variable to match; since predicted_target_pos is used by the autoaim code while dist_to_aim is what automatic convergence uses, this meant automatic convergence didn't respect the minimum distance at all.

Looks like this was broken in 7bb10d8408.
2017-05-30 09:52:27 -07:00
m!m e82fc4ac2f Merge pull request #1359 from MageKing17/bugfix/rearm-loading-start-sounds
Allow rearm start sound effects to actually play.
2017-05-29 11:41:51 +02:00
MageKing17 71673241fd Allow rearm start sound effects to actually play.
SND_MISSILE_START_LOAD and SND_BALLISTIC_START_LOAD (indices 33 and 200, respectively) could never actually play due to a logic error (they checked that a variable was true and the loop was on the last bank, when those conditions being met earlier in the function set that same variable to false). As far as I can tell, this broke back in 2006 with commit f300716e93.
2017-05-29 01:40:13 -07:00
Fabian Woltermann f93cb23d43 Merge pull request #1358 from asarium/fix/fastDebugDebugging
Use correct variable when copying linker flags to fast debug
2017-05-29 09:48:36 +02:00
asarium 0415b69407 Use correct variable when copying linker flags to fast debug
This broke the release debugging flag for fast debug which should be
fixed by these changes.
2017-05-29 09:19:18 +02:00
asarium e4775948d7 Remove include of OpenGL header in non-OpenGL code 2017-05-28 10:35:33 +02:00
asarium 8958de35bc Use TrackIR DLL with 64 suffix when compiling a 64-bit build
This should make it possible to have both DLL version installed at the
same time without causing conflicts.

Combined with the new DLL, this will finally fix #974.
2017-05-18 10:52:25 +02:00
m!m c03dbea7ea Merge pull request #1349 from MageKing17/bugfix/avoid-rank-int3
Avoid Int3() when finding a rank with an out-of-order points value.
2017-05-18 09:11:12 +02:00
MageKing17 9107da8c9c Merge pull request #1351 from asarium/fix/1350
Readd warning dialog counting
2017-05-17 09:55:06 -07:00
MageKing17 1abb1833aa Avoid Int3() when finding a rank with an out-of-order points value.
There's a bit of debug code that checks to make sure all ranks are in ascending point order; if this check fails, FSO calls Int3() instead of trying to describe the problem. I've changed it to a Warning that actually explains the problem, so the modder can fix it.
2017-05-17 09:03:32 -07:00
asarium a2e70b8c5c Readd warning dialog counting
This fixes #1350.
2017-05-17 17:14:12 +02:00
Fabian Woltermann 1029de8073 Merge pull request #1348 from asarium/fix/hudReticleInt3
Remove unneded Int3 in hudreticle.cpp
2017-05-07 17:57:32 +02:00
asarium 3abcb24815 Remove unneded Int3 in hudreticle.cpp
The code works perfectly find without it and it causes issues with a
release campaign so there is no reason to keep it.
2017-05-07 17:20:48 +02:00
m!m 13d68bdfc6 Merge pull request #1347 from MageKing17/bugfix/cmdline-double-parse
Stop parsing cmdline_fso.cfg twice in legacy mode.
2017-05-06 12:05:19 +02:00
Fabian Woltermann de0bbaa4f6 Merge pull request #1339 from asarium/fix/mantis3195
Revert bad fix for Coverity issue
2017-05-06 11:35:39 +02:00
MageKing17 ce569d400e Stop parsing cmdline_fso.cfg twice in legacy mode.
os_init_cmdline() contains the legacy-mode codepath in a conditional, but then doesn't put the non-legacy mode code in an else branch, resulting in cmdline_fso.cfg getting processed twice, leading to e.g. every mod getting loaded twice (which can cause all kinds of issues). This just wraps the non-legacy code in an else branch so that FSO running in legacy mode won't do both.
2017-05-05 17:23:02 -07:00
MageKing17 adb94dc4d2 Merge pull request #1346 from The-E/anim_load_fix
Adds a small sanity check after reading an ani header
2017-05-05 01:17:36 -07:00
MageKing17 916082d910 Merge pull request #1345 from asarium/fix/1344
Save mission flags using correct format specifier
2017-05-05 01:16:36 -07:00
Fabian Woltermann e52f23d45d Adds a small sanity check after reading an ani header 2017-05-04 19:18:06 +02:00
asarium 2dfc086c94 Add unit test for checking numeric conversions 2017-05-02 11:47:21 +02:00
asarium 0a53aff061 Clean up flagset handling of numeric values
This renames the functions exposed by flagset so that it's clear that
64-bit values are returned. This also cleans up usages of wrong format
specified when that value is printed which caused some issues in the
past.

This should also fix #1336.
2017-05-02 10:28:29 +02:00
asarium 2dab381e88 Save mission flags using correct format specifier
The current version simply writes the flagset object as an integer to
the mission file which surely will cause issues.

This fixes #1344.
2017-05-02 09:57:19 +02:00
MageKing17 83514409f3 Merge pull request #1334 from asarium/fix/laserParticleEffect
Fix assertion when applying particle effect to laser
2017-04-26 09:57:08 -07:00
Cliff Gordon 340f39f44d Merge pull request #1343 from asarium/build/appveyorFTPKeys
Fix encrypted login data for appveyor FTP upload
2017-04-26 07:40:24 -05:00
m!m 418a944127 Merge pull request #1341 from chief1983/fix/solaris_math_h
Fix several issues blocking a Solaris compile
2017-04-26 10:19:33 +02:00
asarium 22180c0b45 Fix encrypted login data for appveyor FTP upload
I encrypted those values using my user instead of our SirKnightly
account which meant that the values failed to decrypt. These new values
were encrypted using the SirKnightly user which should allow Appveyor to
upload the nightly builds to our FTP servers.
2017-04-26 10:15:11 +02:00
Cliff Gordon 2949ca2628 Merge pull request #1342 from asarium/build/ftpNightlies
Upload nightly builds to FTP instead of BinTray
2017-04-25 13:54:43 -05:00
asarium dbf952e031 Upload nightly builds to FTP instead of BinTray
Since BinTray may be unreliable as our nightly host @chief1983 and I
decided that it would be best to return hosting to our dedeicated FTP
servers. These changes implement that together with a pending pull
request for the nightly script.
2017-04-25 19:55:34 +02:00
m!m 21cc93ffd6 Merge pull request #1340 from asarium/fix/bintrayKeys
Update BinTray API keys
2017-04-24 20:32:38 +02:00
m!m c06ed08e74 Merge pull request #1338 from MageKing17/bugfix/duplicate-percent-signs
Get rid of duplicate percent signs in the statistics screen.
2017-04-24 20:02:47 +02:00
asarium 89a9932ac5 Update BinTray API keys
While searching for the cause of the rate-limiting of our BinTray
organization, I revoked the API key used by the CI servers in case the
key got compromised somehow. These are the updated keys which should
allow us to upload nightly builds again.

@chief1983 and I are working on a nightly solution which does not
require BinTray but until that works we need these updated keys.
2017-04-24 19:49:22 +02:00
asarium 5b1285e608 Revert bad fix for Coverity issue
fa60c666bc tried to fix an issue reported
by Coverity which was an intentional "issue". This restores the original
behavior which will cause a new coverity issue which can be ignored.

This fixes Mantis 3195.
2017-04-24 11:16:11 +02:00
MageKing17 d5d33379a3 Get rid of duplicate percent signs in the statistics screen.
The problem was caused by an oversight in 07107ce9b2 (namely, that changing some strings from being passed directly to string-formatting to being passed as arguments to a "%s" format-specifier meant that "%%" was no longer needed to get a plain "%" out the other side).
2017-04-23 10:42:25 -07:00
Cliff Gordon accbc1d25d See if this helps with the linking errors for libsocket and libnsl symbols. 2017-04-21 15:12:15 -05:00
Cliff Gordon 8acff8e02c Add the INTEL_LONG define that was added to the other two blocks last year but not to Solaris. 2017-04-21 14:26:13 -05:00
Cliff Gordon 89d13ab774 fix/solaris_math_h: Attempt to work around the version symbol conflict. 2017-04-21 14:08:54 -05:00
m!m 8850efce7f Merge pull request #1333 from oldlaptop/openbsd
Fix the build on OpenBSD
2017-04-16 10:34:56 +02:00
oldlaptop 4b36e3c379 add platform check for std::is_trivially_copyable
Yes, the template instantiation appears necessary for cmake to
 detect the type. If there's a better type for it than int, I'm
 open to suggestions.
2017-04-15 22:06:47 -04:00
asarium c008dfc303 Fix assertion when applying particle effect to laser
The weapon state value of the weapon was updated after the particle
source was created so the source was always invalid which caused an
assertion.
2017-04-14 23:50:12 +02:00
oldlaptop 8f76537b02 s/_L/L_State
The iterator known as _L, besides having an absurdly poor name,
 clashes with standard headers on OpenBSD -current at the time
 of writing. This commit is the minimum needed to build on
 OpenBSD with an updated C++ standard library.
2017-04-13 09:06:48 -04:00
m!m 36ae38a532 Merge pull request #1330 from niffiwan/fix/1329
Tweak autodraw shield bar positions
2017-04-04 09:47:25 +02:00
niffiwan bcf49b9630 Fix const var names & style 2017-04-04 17:10:03 +10:00
niffiwan 654f3545fc Tweak autodraw shield bar positions
See #1329, this makes the rear shields slightly further away from the
front, so that the model clip area matches the area where the shields
are drawn.
2017-04-03 20:10:05 +10:00
niffiwan 37575b2fea Merge pull request #1327 from asarium/fix/1326
Apply clipping planes to passthrough shader
2017-04-01 14:14:33 +10:00
asarium 6ddca15dc5 Apply clipping planes to passthrough shader
This adds support for using clipping planes with the passthrough shader
by passing through the clip equation of the specified plane and then
using gl_ClipDistance for using the built-in clipping capabilities.
2017-03-30 23:26:20 +02:00
Fabian Woltermann 353c28176c Merge pull request #1325 from asarium/fix/1059
Validate seek offsets in cfseek
2017-03-29 14:20:25 +02:00
Fabian Woltermann 4815343854 Merge pull request #1324 from asarium/feature/loadTracing
Add tracing scopes to the mission load code
2017-03-29 10:20:07 +02:00
asarium 4e18f01438 Validate seek offsets in cfseek
Invalid values previously corrupted the internal position counter which
caused crashes on some platforms because the position counter would
overflow in the next read operation. I added some assertions to track
the position counter corruption and it's probably a good idea to leave
them in to catch possible future errors early.

The actual fix was to just ensure that the seek position it always valid
for the file.

This fixes #1059.
2017-03-29 10:17:27 +02:00
asarium abdef9f7b0 Add tracing scopes to the mission load code
This makes it easier to determine what takes the most time while loading
the mission (loading models) and how we could optimize that load time
(optimize model loading).

This is not a bug fix but it also shouldn't cause any regressions since
there are no actual code changes so this could be merged before the
release of 3.8.
2017-03-28 17:23:22 +02:00
Fabian Woltermann f67a42d89e Merge pull request #1319 from asarium/fix/envmapHandling
Improve handling of environment map redrawing
2017-03-26 08:37:50 +02:00
Fabian Woltermann 52b48bd32d Merge pull request #1321 from asarium/opengl/builtInClipPlane
Use built-in OpenGL clip plane instead of custom variant
2017-03-26 08:37:32 +02:00
Fabian Woltermann ad2fcfd22f Merge pull request #1322 from asarium/fix/distortionErrors
Fix OpenGL errors when framebuffer effects are disabled
2017-03-25 20:28:01 +01:00
asarium 507f50cd90 Fix OpenGL errors when framebuffer effects are disabled
This also promotes medium and high severity OpenGL messages to the
general logging category to help troubleshooting in the future.
2017-03-25 19:46:52 +01:00
asarium d91739b41d Use built-in OpenGL clip plane instead of custom variant
The current shaders compute the clip values in the vertex shader and
then discard fragments if those values say that the fragment is clipped.
I don't know why this was done but, as far as I can tell, this behavior
can be fully replaced by using the built-in OpenGL clip-plane feature
which should also reduce the amount of fragment shader invocations. This
won't affect performance too much since we rarely use clip planes but it
seems like the correct thing to do.
2017-03-25 00:05:48 +01:00
asarium b9413a2639 Improve handling of environment redrawing
This should make sure that the environment map is only redrawn if
necessary. In my case that should improve frame times by around 1ms for
the normal case when the environment map doesn't need to be redrawn.
2017-03-22 17:01:28 +01:00
niffiwan e003d08249 Fix lua function documentation 2017-03-20 20:37:38 +10:00
niffiwan bb94d5bcd6 Merge pull request #1196 from asarium/fix/sprintfAttribute
Add format string annotations to all printf style functions
2017-03-20 20:19:43 +10:00
niffiwan c8baf8b344 Don't assume sexp will have all RGB supplied
Fix annoying clang pedantry with union aggregate init lists
2017-03-19 16:01:20 +10:00
niffiwan b5f75af66e Allow tint shader to be controlled by sexp & lua
i.e. the RGB values can be set/changed
2017-03-19 12:52:51 +10:00
m!m 8caaf5c00c Merge pull request #1314 from SamuelCho/macDeferredLightingFix
Reorder fragment shader destination binds to fix Mac deferred lighting.
2017-03-17 16:59:24 +01:00
SamuelCho 7db1861b59 Corrected shoddy copy paste job involving shader program handle in the bind fragment data fix. 2017-03-17 08:28:12 -07:00
SamuelCho fabdc6ab8a Make sure we bind the fragment shader destinations before we link the shader. 2017-03-16 20:41:09 -07:00
asarium 07107ce9b2 Fix newly introduced format warnings 2017-03-15 19:34:11 +01:00
asarium 2a4795596f Add format string annotations to all printf style functions
This should help to catch most if not all printf mistakes since those
can then be caught by our CI.
2017-03-15 19:34:11 +01:00
Samuel Cho caaaf3213d Merge pull request #1313 from asarium/fix/1307
Fix OpenGL distortion map update
2017-03-13 20:05:43 -07:00
asarium e119be513b Fix OpenGL distortion map update
The updated values for the distortion map were rendered too close to the
edge of the screen so they were clipped which meant that there was no
distortion data available. This fixes that by moving the rendered
primitives farther away from the edge. I'm not sure why this worked in
3.7.4, maybe the fixed function rendering used some slightly different
matrix.

I also don't know why this wouldn't work consistently across GPU vendors
but maybe the rasterization rules vary a bit across drivers.

This fixes #1307.
2017-03-13 20:09:08 +01:00
Fabian Woltermann 09524fb9fe Merge pull request #1311 from SamuelCho/renderTargetNoLightingModelFix
Fix for intense glare when rendering a model in a render target with no lighting.
2017-03-13 08:43:51 +01:00
SamuelCho 9b5e7ce19d Clamp the dot product of eye direction and surface normal to prevent intense glare when rendering a model in a render target with no lighting. 2017-03-12 18:36:45 -07:00
niffiwan 25415342ea Add colour-configurable tint shader
FotG needs a tint shader for a feature; basically toggle screen tinting
when a key is pressed as a visual indicator of which mode your ship it
in. Was previously done in a custom shader.
2017-03-12 22:04:33 +10:00
niffiwan e39a8bbed3 Merge pull request #1305 from asarium/fix/lightshaftCockpit
Fix lightshaft rendering with cockpits
2017-03-11 10:29:39 +10:00
niffiwan d224a87828 Merge pull request #1302 from asarium/fix/openglInitError
Extend display device initialization error
2017-03-11 10:29:10 +10:00
m!m 78df244bc7 Extend display device initialization error
This should make it clearer what went wrong.
2017-03-10 23:41:14 +01:00
asarium 6718a1aba8 Fix lightshaft rendering with cockpits
Immediately clearing the z-buffer is definitely not a good way of
saving it for later use. This fixes the lightshaft rendering (which was
broken by my fix in #1282) by removing the depth buffer clear from the
z-buffer restore function. The z-Buffer is cleared anyway before
rendering into it so it shouldn't make a difference.
2017-03-10 23:34:16 +01:00
Samuel Cho 9d7c5a2b17 Merge pull request #1304 from TRBlount/shield_decal_correction
Correct shield decal selection logic
2017-03-10 12:12:39 -08:00
TRBlount f4ccab0f9f Correct shield decal logic 2017-03-10 12:10:45 -07:00
Fabian Woltermann 4bfdb9bdf0 Merge pull request #1299 from asarium/fix/sexpVarNull
Correctly terminate Sexp_variable text with a null byte
2017-03-10 18:59:53 +01:00
asarium 2b9441eeb6 Correctly terminate Sexp_variable text with a null byte
I'm pretty sure that this is a bug since the documentation of
std::string::copy says that it doesn't append a 0 byte so our code would
need to do it manually. Instead, the code appended the 0 byte to the
input buffer which also conflicts with const-correctness (the function
was used on a lua-string buffer which should be const outside Lua).
2017-03-09 18:56:42 +01:00
niffiwan 9b1b3e0a74 Merge pull request #1296 from The-E/RestoreFlagWindows
Restore the flag viewers
2017-03-08 22:48:22 +10:00
niffiwan d7a6a94808 Merge pull request #1297 from The-E/UselessWarningRemoval
Remove a couple of annoying warnings in ship flag parsing
2017-03-08 22:47:13 +10:00
Fabian Woltermann f49cad0e32 Change a few flag warnings that really do not need to be warnings to simple log prints. 2017-03-08 08:56:52 +01:00
Fabian Woltermann d2f853f601 Apparently VS2013's auto doesn't correctly resolve these? 2017-03-08 08:45:42 +01:00
Fabian Woltermann d544d42448 Addressing CI issues 2017-03-08 08:35:54 +01:00
MageKing17 3d027dc7bc Merge pull request #1295 from asarium/fix/outwndHeader
Fix log header printing
2017-03-07 19:10:55 -08:00
Fabian Woltermann 163e9175e9 Cleanup 2017-03-08 00:30:36 +01:00
asarium 91fda5386a Fix log header printing
Due to some initialization order issues the original header string
wasn't printed to the log anymore. This fixes that by initializing
outwnd_inited before doing the initial outwnd_print.
2017-03-07 23:31:47 +01:00
Fabian Woltermann 63e610e07d Rerstore the flag viewers 2017-03-07 22:31:33 +01:00
m!m 26d6e0f56f Merge pull request #1288 from SamuelCho/lightingFixes
Lighting attenuation fixes and deferred tube light stencil test removal
2017-03-07 09:47:49 +01:00
m!m aafbfb7277 Merge pull request #1291 from SamuelCho/materialSetColorFix
Fixed color struct to vec4 color conversion in material class.
2017-03-07 09:47:09 +01:00
SamuelCho 7c4e564c92 Fixed color struct to vec4 color conversion in material class. 2017-03-06 23:50:18 -08:00
SamuelCho fc5895a910 Removed stencil test setup in deferred lighting pass. 2017-03-06 23:25:51 -08:00
SamuelCho 51b4d62007 Merge branch 'master' into lightingFixes 2017-03-06 23:09:52 -08:00
niffiwan 497173d3e2 Merge pull request #1287 from asarium/fix/mantis3193
Output briefing icon lables as XSTRs
2017-03-06 19:40:19 +10:00
SamuelCho 2118cc42f0 Fixed reordered deferred lighting shader operations to ensure attenuation correctness. Killed deferred stencil operations for tube lights. Corrected attenuation in forward rendering shader. 2017-03-05 23:09:44 -08:00
asarium 4a8147dae2 Output briefing icon lables as XSTRs
The briefing icon lables previously just wrote the label string to the
mission files without surrounding it with an XSTR which made is
impossible to translate them. I fixed that by using the right function
call when saving the value.

This fixes Mantis 3193.
2017-03-05 22:00:52 +01:00
Fabian Woltermann c9763b0623 Merge pull request #1286 from asarium/fix/cmakeDebugPrints
Remove CMake debug print statements
2017-03-05 21:36:30 +01:00
m!m 63ecfcff6b Remove CMake debug print statements
I accidentally left these in an earlier pull request and they are not supposed to be here.
2017-03-05 18:41:12 +01:00
Fabian Woltermann a1670f9e1d Merge pull request #1283 from asarium/fix/localizedKeyPress
Always use the english key name in the scripting interface
2017-03-05 13:22:12 +01:00
Fabian Woltermann 1287cfacae Merge pull request #1282 from asarium/fix/cockpitDepthBuffer
Fix depth test of lasers when using a cockpit ... again
2017-03-05 13:21:04 +01:00
Fabian Woltermann d8fac09281 Merge pull request #1281 from asarium/fix/luaTrivialTypes
Disallow to use non-trivial types as scripting handles
2017-03-05 13:20:03 +01:00
Fabian Woltermann 3ac9821907 Merge pull request #1280 from asarium/fix/dradisColorIcon
Restore color icon behavior in DRADIS HUD gauge
2017-03-05 13:19:15 +01:00
asarium e7a923bef6 Always use the english key name in the scripting interface
Previously, the key text would use the localized key name which made it
hard for scripts to consistently handle key presses across different
languages. This changes that interface so that it always returns the
english name of the key.
2017-03-04 20:11:29 +01:00
asarium 840c1802e6 Use libc++ for clang builds on Travis CI
This should ensure that our code also works with that C++ standard
library implementation and should catch more cross-platform
incompatibilities.
2017-03-04 16:47:14 +01:00
asarium 772a02f56f Disallow to use non-trivial types as scripting handles
As described in #1278, the current scripting system has issues with
handling non-trivial C++ types. Since fixing that deficiency is too much
work, especially since we are in a feature freeze, I decided to simply
enforce the usage of trivial types for scripting handles. Fortunately,
only two handles used non-trivial types so it was relatively easy to fix
those instances by dynamically allocating those and only storing the
pointers in the lua memory.

This fixes a bug in JAD-XA where the game would crash at the last boss.

Also, I noticed that the HudGauge handle used a copy of the hud gauge
rather than a pointer to the actual instance so I'm pretty sure that any
scripting changes to a custom HUD gauge simply didn't work before.
2017-03-04 16:16:22 +01:00
asarium 6a803c0550 Fix depth test of lasers when using a cockpit ... again
This introduces code to explicitly restore the z-buffer binding to the
previous value instead of relying on the lightshaft code to restore it.
2017-03-04 15:59:13 +01:00
asarium 485a5989c8 Restore color icon behavior in DRADIS HUD gauge
The DRADIS has two icon types, one where the color is scaled with the
IFF color and once which isn't. Due to a regression, both icons were
previously scaled with the IFF color which made the icons look bad. This
fixes that.
2017-03-04 13:12:03 +01:00
niffiwan 10bbead9ec Merge pull request #1270 from asarium/fix/bmpmanAssert
Require that the energy bar animation has 4 frames
2017-03-04 11:44:16 +10:00
MageKing17 aea4d1d414 Merge pull request #1277 from asarium/fix/weaponDescriptingLength
Fix assertion failure in weapon choice screen
2017-03-03 15:21:59 -08:00
MageKing17 3a321251f7 Merge pull request #1275 from asarium/fix/changeClassAssert
Remove unneded assert in change_ship_class
2017-03-03 15:17:47 -08:00
MageKing17 079a3f96eb Merge pull request #1276 from asarium/fix/objectSignature
Adjust object_h validity check to avoid assertion failure
2017-03-03 15:17:07 -08:00
asarium a94bf2e9e2 Skip parse tests in release mode 2017-03-03 19:58:54 +01:00
asarium 92e8db7ff4 Ignore .fuse_hidden files 2017-03-03 19:02:05 +01:00
asarium 81f5cf4446 Fix assertion failure in weapon choice screen
If the descripting of a weapon is too long it would currently cause a
very unhelpful assertion message. This fixes that by checking the length
of the lines when parsing the weapon description. I removed the
assertions since the string is just cut of if it is too long so that
fixes the actual assertion.

I also added two unit tests for making sure that too long descriptions
cause warnings.
2017-03-03 18:59:30 +01:00
asarium 842858f9b8 Adjust object_h validity check to avoid assertion failure
I found this issue while debugging the JAD gauntlet where a script calls
getSignature() on an invalid object. However, object_h does not see the
object as invalid even though its signature is 0 which is defined to be
an invalid sigature. This should fix that by making sure that
object_h::isValid returns false if the saved signature is not valid.
2017-03-03 17:46:00 +01:00
asarium 415b2b4933 Remove unneded assert in change_ship_class
I just encountered this assertion while debugging another issue. As far
as I can tell, this can happen if the ship dies the same frame that
change_ship_class is called. Since a negative hull_strength value is a
valid value this assert is invalid. The CLAMP should ensure that the
following code still behaves as expected.
2017-03-03 17:27:45 +01:00
Fabian Woltermann e243601cf0 Merge pull request #1274 from asarium/fix/generatedShieldRtt
Fix generated shields rendering in cockpits
2017-03-03 15:26:35 +01:00
asarium 808231dd7d Fix generated shields rendering in cockpits
The generated shields did not respect the display offset specified in
the table so they were drawn out of the clipping bounds of the gauge
which meant that they were not visible. This fixes that by respecting
the specified display offset when rendering the shield icons.
2017-03-03 13:18:00 +01:00
Cliff Gordon 44093bd88c Merge pull request #1273 from asarium/fix/macHighDPI
Fix rendering on high DPI displays on Mac
2017-03-02 13:09:28 -06:00
asarium 4d7324dddf Fix rendering on high DPI displays on Mac
I added the "allow high DPI windows" SDL-flag while investigating #998
but since that flag isn't used on Windows we can safely remove it again
without causing issues.
2017-03-02 16:15:53 +01:00
Fabian Woltermann 83dd78a95f Merge pull request #1271 from SamuelCho/fresnelFactor
Adjustable fresnel term in lighting model. Model shader cleanup. Deferred lighting shader fix.
2017-03-02 09:36:42 +01:00
SamuelCho d31083cabc Restore environment map attenuation following shader cleanup. 2017-03-01 21:26:50 -08:00
m!m c154581d6e Merge pull request #1269 from asarium/fix/windowsManifest
Add a Windows executable manifest to FreeSpace2
2017-03-01 09:29:07 +01:00
SamuelCho 2fd72258f4 Added adjustable fresnel term to Blinn-Phong lighting model. Cleaned up the model shader. Fixed deferred lighting shader to use correct specular material color instead of specular light color for F_0 term. 2017-02-28 22:31:52 -08:00
asarium 67051463bd Require that the energy bar animation has 4 frames
Since the rendering code always accesses all four frames it must be
ensured that they are all present. Currently, there is a bmpman
assertion about an invalid handle if the animation does not have enough
frames. This fixes that by warning about that and then resetting the
bitmap handle to -1 so that the rendering code doesn't try to use the
handle.
2017-02-28 14:30:42 +01:00
m!m 930e435ffd Add comment for clarifying Windows XP compatibility 2017-02-28 09:09:07 +01:00
asarium 6b62146388 Add a Windows executable manifest to FreeSpace2
This sets the dpiAware flag which should improve the compatibility with
High-DPI displays. It also sets a few values for specfying what Windows
versions we support and it also enabled the nicer dialog boxes which
makes the error and warning dialogs look a bit nicer.
2017-02-27 17:27:02 +01:00
Fabian Woltermann 1f648f58e5 Merge pull request #1268 from asarium/fix/msvcPCHMemory
Allocate more memory for the Visual Studio compiler
2017-02-27 12:37:16 +01:00
asarium e7fb0dacc5 Allocate more memory for the Visual Studio compiler
One of the nightly builds failed to compile with an error saying that it
had run out of heap space. This adds the suggested flag which should
hopefully fix this issue.
2017-02-27 09:48:01 +01:00
m!m 989c010a64 Merge pull request #1265 from The-E/ReplaceAllTextures
Make table-based texture replacement work
2017-02-26 23:24:38 +01:00
Fabian Woltermann 9e3f07305b Merge pull request #1260 from asarium/fix/1224
Make Skip_packfile_search restrict search to actual files
2017-02-26 15:42:04 +01:00
Fabian Woltermann 9e93ebde03 Merge pull request #1266 from asarium/cmake_/gccReturnWarning
Enable GCC and Clang warning for missing return
2017-02-26 15:40:31 +01:00
Fabian Woltermann 8774f0480d Delete the = operator as well 2017-02-26 14:03:08 +01:00
Fabian Woltermann 17b33317de Addressing feedback. This disables the copy operator for model_render_params and changes the one place where it was actually used. 2017-02-26 13:45:03 +01:00
asarium db4fbe8fd6 Enable GCC and Clang warning for missing return
The C++ standard allows to have no return in a function but in most
cases that is not the desired behavior. There are currently no instances
of this warning in our code but I encountered this error while
developing something else.
2017-02-26 12:58:19 +01:00
Fabian Woltermann 9e4c6df219 Applies table-based texture replacement settings in the lab, techroom and the weapon/ship select screens 2017-02-25 21:38:58 +01:00
Fabian Woltermann 9e50680685 Merge pull request #1262 from asarium/fix/1261
Render correct number of vertices for shield icon
2017-02-25 15:17:41 +01:00
asarium a02c2deb69 Render correct number of vertices for shield icon
I also added a few graphics debug scopes since I needed those for
tracking down which code renders the shield icons.

This fixes #1261.
2017-02-25 12:59:51 +01:00
asarium df5679c9d1 Make Skip_packfile_search restrict search to actual files
The flag was previously used to restrict searching of mission files to
the root directory of the mod. Since the SDL merge changed what the
default root directory is (now it's the mod folder in the user folder)
this broke the mission editor and it didn't show any missions anymore.

This fixes that by altering how Skip_packfile_search affects the file
search. Now that causes the search to skip files in VPs but it still
includes all other files that are present on the disk.

I also fixed some inconsistent behavior in the various file enumeration
functions since they weren't doing the same thing.

This changes the original behavior slightly since new files aren't found
in this search since the file list is only initialized when CFile is
started so if a new file is added after that, it is not reflected in the
mission list. Since that is pretty rare we can probably ignore that
here.

This fixes #1224.
2017-02-25 12:20:05 +01:00
Fabian Woltermann 12c9ba07f8 Merge pull request #1247 from asarium/fix/1244
Fix or suppress warnings in stb_image
2017-02-23 09:49:27 +01:00
Fabian Woltermann 7ef78fd17b Merge pull request #1254 from asarium/cmake_/prefixHeader
Use a manually maintained prefix header for cotire
2017-02-23 09:47:00 +01:00
asarium d7274b85f9 Use a manually maintained prefix header for cotire
Cotire (the CMake module we use for handling precompiled headers) can
auotmaically generate a prefix header by examining the includes of the
project. However, if a system include changes, the prefix header may
change as well which triggers a complete project rebuild. To avoid this
and to add the ability to customize the prefix header, I added a
manually maintaned header which will be used by all platforms and which
will only change if that file is manually changed.
2017-02-22 23:21:46 +01:00
m!m 4f9f0b6868 Merge pull request #1259 from The-E/scriptEvalCleanup
Like script-eval, script-eval-string should also return SEXP_TRUE
2017-02-22 19:41:41 +01:00
Fabian Woltermann 98169f9f2e Merge pull request #1258 from asarium/fix/playerVariableSimulation
Set the Player scripting variable for the whole frame
2017-02-22 18:29:54 +01:00
Fabian Woltermann 99e1f22d12 Like script-eval, script-eval-string should also return SEXP_TRUE 2017-02-22 17:00:57 +01:00
MageKing17 59769894f3 Merge pull request #1255 from asarium/doc/sexpCarCdr
Add documentation for CAR and CDR
2017-02-22 07:09:27 -08:00
asarium b7e46e49d3 Set the Player scripting variable for the whole frame
Otherwise the Simulation hook would be called without a Player variable
which breaks some scripts.
2017-02-22 15:42:50 +01:00
m!m d96295e923 Merge pull request #1257 from The-E/ScriptEvalReturns
Make script-eval return SEXP_TRUE
2017-02-22 13:44:03 +01:00
Fabian Woltermann 47aa9a6237 Make script-eval return SEXP_TRUE so that it behaves as expected when used in an event without a when conditional 2017-02-22 12:32:18 +01:00
asarium e374637df2 Fix or suppress warnings in stb_image
This fixes #1244.
2017-02-22 12:04:35 +01:00
asarium 8e71c392ab Add documentation for CAR and CDR
This should clear up some confusion about what the functions do since
their behavior is not obvious from looking at the code.
2017-02-22 11:28:21 +01:00
Cliff Gordon bad7254692 Merge pull request #1252 from asarium/fix/macosxBundle
Use the correct variables in MacOSX Info.plist
2017-02-21 19:52:48 -06:00
Fabian Woltermann 0af2736327 Load the Fire particle animations (#1251)
Load the Fire particle animations too. Fixes #1245.
2017-02-21 16:20:35 -08:00
asarium df01822c2a Use the correct variables in MacOSX Info.plist
This fixes #1228.
2017-02-21 21:56:45 +01:00
Fabian Woltermann 8e04c6c8e0 Merge pull request #1250 from asarium/fix/debugWindowWidth
Fix assertion in debug window when width is too low
2017-02-21 14:13:16 +01:00
asarium e71b9629fe Fix assertion in debug window when width is too low 2017-02-20 11:59:02 +01:00
Fabian Woltermann c3e3337802 Merge pull request #1235 from asarium/fix/ffmpegVersionConstraint
Add a sensible version constraint for FFmpeg
2017-02-20 09:12:24 +01:00
Fabian Woltermann f70adedfaf Merge pull request #1249 from MageKing17/bugfix/debris-ship-class-alt-name
Make debris from a ship use the ship class's alt name, if specified.
2017-02-20 09:11:52 +01:00
Fabian Woltermann 1edd6e8297 Merge pull request #1248 from MageKing17/bugfix/player-variable-reset
Clear the player's variable vector in init_new_pilot() if reset is true.
2017-02-20 09:10:56 +01:00
MageKing17 77a71f3445 Make debris from a ship use the ship class's alt name, if specified.
A piece of debris spawned from a ship will say what class of ship it came from. If that ship has an alternate class name defined in FRED, that's used instead. If the ship class table entry specifies an "$Alt name:", however, that isn't used, which could potentially be confusing. This fixes that oversight.
2017-02-19 14:56:53 -08:00
MageKing17 0b6a8c11f6 Clear the player's variable vector in init_new_pilot() if reset is true.
This fixes a bug whereby creating a pilot in the barracks screen (not the initial pilot selection screen) would effectively clone the variable vector from whatever pilot was selected beforehand.
2017-02-19 14:54:01 -08:00
Fabian Woltermann 08f80fe190 Merge pull request #1234 from asarium/fix/mantis3183
Render all damage elements of the damage HUD gauge
2017-02-19 00:08:23 +01:00
m!m fe8ead6609 Merge pull request #1240 from vazor222/bugfix/addSubmoduleNoteToReadme
minor readme updates
2017-02-18 22:34:24 +01:00
niffiwan df8f20f208 Merge pull request #1242 from asarium/fix/1241
Copy all relevant values in the LuaFunction copy-constructor
2017-02-19 07:33:56 +10:00
asarium 5bf2b956f6 Copy all relevant values in the LuaFunction copy-constructor
This fixes #1241.
2017-02-18 19:33:44 +01:00
vazor e218c3967e formatting update 2017-02-18 11:01:57 -07:00
z64555 d68370ade7 Merge pull request #1239 from asarium/fix/timeroverflow
Fix standalone timer overflow
2017-02-18 11:57:38 -06:00
vazor 8c79033819 added note to readme that would have saved me some time, minor typo fix 2017-02-18 10:46:32 -07:00
asarium 15af2bb1a2 Fix standalone timer overflow
If FSO runs for a very long time (5 hours to be exact) then the SDL
performance counter reaches a value so hight that rescaling it to
microseconds causes an overflow which is bad.

This fixes that by implementing the rescaling by computing the factor in
the timer initialization code and then multiplying the SDL time with
that. This uses the same principle as the changes done by @TheMatthew in #1082.

According to the tests done by @chief1983, this fixes #1237.
2017-02-18 16:54:58 +01:00
Cliff Gordon 82d8f5df74 Merge pull request #1236 from asarium/cmake_/formatDefinition
Always define __STDC_FORMAT_MACROS for GCC and Clang
2017-02-17 12:23:16 -06:00
m!m cb12cbef45 Merge pull request #1233 from The-E/CfileToolsCmakeFix
Cfile tools cmake fix
2017-02-17 13:59:47 +01:00
MageKing17 b8a9c520f3 Merge pull request #1226 from asarium/fix/briefingWrapping
Fix briefing word wrapping when a script changes the font
2017-02-17 02:31:15 -08:00
m!m bffe4b787d Merge pull request #1223 from Yarn366/fred_max_missile_count
Change get_max_ammo_count_for_bank to return "correct" max missile count
2017-02-17 10:46:17 +01:00
asarium 76db58932e Always define __STDC_FORMAT_MACROS for GCC and Clang
This caused some issues for @chief1983 when trying to compile on an
older Linux distribution.
2017-02-16 19:41:55 +01:00
asarium 7f73d35753 Add a sensible version constraint for FFmpeg
2.7 is the last version we can support with our current code so we
should check for that.
2017-02-16 19:16:56 +01:00
Fabian Woltermann cd5e276102 Changes the usage printout as per discussion 2017-02-16 10:24:51 +01:00
asarium 900218e3e4 Render all damage elements of the damage HUD gauge
Previously, the hud gauge was hidden if the player ship had taken no
damage. However, this made it impossible to see if subsystems have been
damaged.

These changes make sure that the subsystem values are shown even if the
hull integrity is at 100%. This is done by first collecting all the
necessary information about each line in the gauge and then, if that list
is non-empty, rendering it. This is necessary since the gauge code can't
decide if anything will be visible before looking at the entire
subsystem list.

There is a minor behavior change with how popups are handled.
Previously, the code would return if the HUD gauge was a popup and its
strength was at 100%. However, I think that this was dead code anyway
since that condition could never be true at that point because the code
would have returned earlier if there was no damage.

This fixes Mantis 3183.
2017-02-15 19:29:09 +01:00
Fabian Woltermann af285fbdbd Merge pull request #1232 from asarium/fix/mantis3177
Unload models after loading them for -pofspew
2017-02-15 16:28:16 +01:00
Fabian Woltermann d78a9fe8e3 Removes unnecessary stuff from the commandline help for cfilearchiver 2017-02-15 16:13:00 +01:00
Fabian Woltermann 792cbf20a9 Fixes Configuration error for the CFileArchiver/Extractor projects 2017-02-15 16:12:59 +01:00
asarium 0641437803 Unload models after loading them for -pofspew
In large mods this caused memory issues since we reached the 32-bit
memory limit when loading all models of a large mod (e.g. Blue Planet).

I fixed that by explicitly unloading the loaded model once the code is
done with it.

This fixes Mantis 3177.
2017-02-15 10:29:03 +01:00
Fabian Woltermann fa5db4fcfa Merge pull request #1230 from asarium/fix/mantis3175
Fix "On Object Render" behavior regression
2017-02-15 10:06:39 +01:00
m!m bea4c628ec Merge pull request #1231 from jg18/xcode_debug_symbols
Configure Xcode projects to generate debug symbols for Debug builds.
2017-02-15 09:45:07 +01:00
jg18 11e2491124 Configure Xcode projects to generate .dSYM file. 2017-02-14 21:33:58 -08:00
jg18 09021f3141 Configure Xcode projects to generate debug symbols for Debug builds.
Set CMake to configure Xcode projects to generate debug symbols for Debug builds.
2017-02-14 21:05:54 -08:00
asarium bd4b845290 Fix "On Object Render" behavior regression
This regression was introduced with the new model draw list which separates
collecting the drawing information and actually drawing the objects.

Previously, the scripting hook was always executed and the override
condition was used to determine if the normal rendering should happen.
Since 3.7.4, the scripting code is only executed if the condition was
overridden by Lua and if that override is active then the model isn't
rendered at all.

This executes the scripting hook in all cases and then checks if the
scripting system specified if rendering of that object should be
skipped. This introduces some slight changes in behavior since, when the
scripting hook is executed, the object isn't actually being rendered but
instead it's added to the draw list. IMO, that is not a major issue for
any existing application or else we would have heard about that until
now.

This fixes Mantis 3175.
2017-02-14 20:11:04 +01:00
Fabian Woltermann e0e7f141ad Merge pull request #1229 from asarium/fix/mantis3188
Fix wrong control flow in stars_draw_sun
2017-02-14 17:28:14 +01:00
Fabian Woltermann 7bdaac55e5 Merge pull request #1225 from asarium/fix/cfileTests
Actually add CFile to the unit test project
2017-02-14 15:06:21 +01:00
asarium c473601875 Fix wrong control flow in stars_draw_sun
The code wrongly used return instead of continue. This caused a second
sun to disappear if the bitmap of the first sun wasn't drawn.

This fixes Mantis 3188.
2017-02-14 14:54:46 +01:00
m!m bd0a1440e7 Merge pull request #1227 from chief1983/fix/967
Fix for #967 - Enable APPLE_APP in Mac CMake project
2017-02-14 11:00:24 +01:00
asarium 6508f47625 Fix briefing word wrapping when a script changes the font
This happened in BtA where a script changed the font after rendering its
UI. Since the briefing code didn't account for that, the word wrapping
code used the wrong font for calculating how long a line would be which
made the display look wrong.
2017-02-14 10:37:55 +01:00
Cliff Gordon 05a12213de fix/967: Define APPLE_APP to fix some issues introduced on Mac in the CMake conversion (may have other effects we aren't yet aware of). 2017-02-13 13:09:36 -06:00
asarium e90563c437 Actually add CFile to the unit test project
For some reason these weren't included in the PR that was supposed to
contain them.
2017-02-13 14:52:09 +01:00
m!m 7e8005033d Merge pull request #1222 from Yarn366/fred_retail_red_alert
Fix for improper setting of +Red Alert:
2017-02-13 10:07:51 +01:00
Yarn366 6be290ed8b Change get_max_ammo_count_for_bank to return what the rest of the game considers to be the max missile count 2017-02-13 00:00:27 -05:00
Yarn366 82735a0cfd In retail mode, set +Red Alert: according to the Red_alert flag rather than the Fullneb flag 2017-02-12 23:26:53 -05:00
m!m 5f5dbf5139 Merge pull request #1220 from The-E/ExportNoEmissive
Export the -no_emissive_light flag to the Launcher
2017-02-13 00:07:24 +01:00
Fabian Woltermann be3f86cd65 Export the -no_emissive_light flag to the Launcher 2017-02-12 22:17:53 +01:00
Fabian Woltermann 3df8b53570 Merge pull request #1219 from PeterMitsis/parallel-fix
vecmat: Fix vm_test_parallel()
2017-02-12 18:30:21 +01:00
MageKing17 8eafa260d2 Merge pull request #1218 from The-E/RotationWarningFix
Removes log spam
2017-02-12 09:18:21 -08:00
Fabian Woltermann ea5342bc70 Merge pull request #1216 from asarium/fix/1051
Create main window at 0,0 if its the same size as the display
2017-02-12 17:38:04 +01:00
Fabian Woltermann 8ffb0fe407 When converting an Assertion to a Warning or log print, remember to invert the Assertion's condition to get correct behaviour 2017-02-12 17:26:11 +01:00
Peter Mitsis f448150156 vecmat: Fix vm_test_parallel()
Fixes a subtle problem with vm_test_parallel() wherein a relative error
was accidentally converted into an absolute error.

Instead of comparing the result of the cross product to the zero vector,
the two calculated components of the cross product are compared against
each other. This permits vectors whose cross product is a large number
but whose cross product partials are within relative error of each other
to be treated as parallel.

For example, the following two vectors may now be considered as parallel
whereas before they were not:
   v1 = (1000004.0, 1.0, 1.0)
   v2 = (1000000.0, 1.0, 1.0)
The relative difference between them is sufficiently small according to
vm_vec_equal() for them to be considered equal, but their cross product
would have elements whose magnitudes would be near 4.0 which would
otherwise indicate that they are not parallel. By comparing the partials
instead, a higher degree of consistency is maintained.

Signed-off-by: Peter Mitsis <[email protected]>
2017-02-12 11:04:38 -05:00
asarium 6c1d5263f1 Create main window at 0,0 if its the same size as the display
This fixes #1051 by explicity telling SDL to create the window in the
display corner instead of centering the window. This has caused some
problems because the window borders aren't visible anymore in this case
which lead to some confusion.
2017-02-12 15:42:19 +01:00
m!m 58b49486ce Merge pull request #1215 from Goober5000/issue_1176_bugfix
make sure we find the correct operator for logging in short-circuited sexps
2017-02-12 10:36:29 +01:00
Goober5000 b2a2c7b0bd make sure we find the correct operator for logging in short-circuited sexps 2017-02-12 00:50:11 -05:00
niffiwan df6b2d4cdd Merge pull request #1214 from asarium/fix/btaSystemMapNodes
Return correct bits-per-pixel data for 16-bit PNGs
2017-02-12 11:02:27 +10:00
asarium 6f84fcbf6d Return correct bits-per-pixel data for 16-bit PNGs
PNGs can have 16 bits per channel but we always tell libpng to reduce
that to 8 bits per channel. However, we do not tell the caller of
png_read_header that this will happen so instead of 32-bits per pixel,
we tell bmpman that the image has 64 bits per pixel which causes some
issues.

The specific issue I fixed was the system map of BtA where the jump
nodes used a 16-bit PNG which broke the alpha blending of those bitmaps
since bmpan though that the image had no alpha channel.
2017-02-11 23:24:09 +01:00
Fabian Woltermann 028ae98c21 Merge pull request #1212 from TRBlount/Lab_initial_orient
Change Initial Orientation in the Lab
2017-02-11 21:25:53 +01:00
TRBlount f4d11325c6 Change Initial Orientation in the Lab 2017-02-11 10:39:12 -07:00
m!m 2b83c73f8f Merge pull request #1213 from Yarn366/weapons_dialog_rounding
Fix for rounding errors in weapons dialog
2017-02-11 11:43:50 +01:00
Yarn366 39e1ae18a4 Added proper rounding to missile counts in the weapons dialog. 2017-02-10 20:23:10 -05:00
m!m eb1389d738 Merge pull request #1208 from The-E/LikeARecordBabyRightRound
Changes the "Object rotated too far" assertion to a log message
2017-02-09 15:48:13 +01:00
Fabian Woltermann 589eb7533c Merge pull request #1195 from asarium/opengl/moreObjectLabels
Assign OpenGL labels to more objects
2017-02-09 12:41:52 +01:00
Fabian Woltermann fbe9cc156c Merge pull request #1204 from asarium/fix/1182
Search for path types regardless of case
2017-02-09 12:40:36 +01:00
Fabian Woltermann b319143a67 Changes the "Object rotated too far" assertion to a log message, as per discussion for PR #1171 2017-02-09 12:35:23 +01:00
m!m d71a6b0ba7 Merge pull request #1175 from MageKing17/bugfix/energy-transfer-oddities
Fix two bugs with transferring energy to/from shields/weapons.
2017-02-09 10:11:11 +01:00
z64555 5d7b64fcbf Merge pull request #1207 from z64555/fix/vec_parallel
Fix minor bug with parallel vector testing
2017-02-08 23:16:17 -06:00
z64555 39912e025b Use vm_vec_equal, like you intended. 2017-02-08 18:38:56 -06:00
MageKing17 4a3f9f1d84 Merge pull request #1203 from asarium/ci/fixNightlyBuilds
Fix wrong variable usage in test script
2017-02-08 12:56:20 -08:00
z64555 8195fd50ab Fix minor bug with parallel vector testing 2017-02-08 12:42:59 -06:00
Goober5000 a64468200e Merge pull request #1200 from chief1983/fix/dircreate
Stops debug log printing "Creating new directory"
2017-02-08 13:39:17 -05:00
asarium 6ff7662c29 Search for path types regarless of case
Previously, if a mod used an upper case "Data" folder (which is the case
for the Diaspora development files) the file enumeration would fail on
case sensitive platforms (e.g. Linux) since FSO searched for a path with
a lower case "data". These changes make it so that FSO looks for all
instances of the path type name regeardless of case. Since the real path
was also needed elsewhere I added a new cf_file field which stores the
actual path which can then be used by fopen operations.

This fixes #1182.
2017-02-08 19:17:33 +01:00
Cliff Gordon d3480f70f2 Fix for log printing creating directory lines for directories that already exist. 2017-02-08 10:35:36 -06:00
Fabian Woltermann 2907c7ab94 Merge pull request #1197 from asarium/fix/712
Boost the color of nebula bitmaps to make them visible again
2017-02-08 14:19:50 +01:00
Fabian Woltermann 1a130c794a Merge pull request #1199 from asarium/fix/highestObjectCrash
Fix negative array index
2017-02-08 14:18:58 +01:00
asarium c589c72817 Fix wrong variable usage in test script 2017-02-08 13:08:50 +01:00
Fabian Woltermann 695bee61c8 Merge pull request #1201 from asarium/fix/643
Remove object instance from lab render info
2017-02-08 12:33:16 +01:00
Fabian Woltermann 7c8abe0f16 Merge pull request #1202 from scp-fs2open/revert-1187-fix/1182_2
Revert "Show error message when a data directory uses the wrong case"
2017-02-08 12:32:41 +01:00
m!m 07c86cd9c8 Revert "Show error message when a data directory uses the wrong case" 2017-02-08 10:52:46 +01:00
asarium cb531f8a88 Remove object instance from lab render info
If the object number is set for the render info the renderer uses the
instance information of that object to render the model. That is not
correct for the lab since the instance data is handled by the lab code
in that case.

This fixes #643.
2017-02-07 22:37:38 +01:00
MageKing17 86cb91f9f2 Merge pull request #1194 from asarium/unittests/appveyor
Execute unit tests on appveyor
2017-02-07 12:57:49 -08:00
asarium f87a72bc15 Fix negative array index
If there was only one object and that got deleted the code that keeps
track of the highest object index would cause a negativ array index. I
added a check to make sure that the index was positive but that still
means that Highest_object_index will be negativ after that function
returns. I looked at the usages of the value and that value seems to be
fine with that code so I think this should be safe.
2017-02-07 19:55:27 +01:00
asarium 33496419f9 Boost the color of nebula bitmaps to make them visible again
The HDR changes made the nebula bitmaps a lot less visible. This fixes
that by boosting the color of the bitmaps when they are rendered.

I choose 3 since that gives a similar look to 3.7.4 but that can be
further tweaked if desired.

I also added two debug scopes to help track down where that stuff was
actually rendered.

This fixes #712.
2017-02-07 18:33:15 +01:00
Fabian Woltermann 4321fd364d Merge pull request #1187 from asarium/fix/1182_2
Show error message when a data directory uses the wrong case
2017-02-07 17:34:03 +01:00
Fabian Woltermann d40cf7a3cd Merge pull request #1179 from asarium/fix/651
Make sure that team glow colors don't go negativ
2017-02-07 17:33:25 +01:00
Fabian Woltermann fa90542b00 Merge pull request #1193 from asarium/fix/611
Disable resizing for cubemaps
2017-02-07 17:32:56 +01:00
asarium cdc6f7d907 Disable lua args tests since MSVC 2013 doesn't like them
The code the test was testing isn't used by anyway so we don't loose
test coverage. I'm also quite certain that the failure is caused by some
sort of compiler bug or wrong standard library implementation.
2017-02-07 17:09:39 +01:00
asarium 084d237437 Assign OpenGL labels to more objects
The texture labels make it easier to debug which texture is currently
bound when tracing with APItrace.
2017-02-07 16:30:21 +01:00
asarium 62f6494299 Execute unit tests on appveyor
Appveyor didn't have the OpenAL DLLs so I included those with our
existing files. They are currently not used by FreeSpace or FRED.
2017-02-07 14:50:37 +01:00
Fabian Woltermann 19583bc788 Merge pull request #1192 from asarium/fix/1191
Restore original flag parsing behavior
2017-02-07 06:11:07 +01:00
asarium fff62a85e0 Restore original flag parsing behavior
THe flagset changes misplaced the post-parsing flag processing so that
it was only executed if a special flag was found. That was not the case
previously and this restores that behavior. I also simplified the code a
bit while I was at it.

This fixes #1191.
2017-02-06 22:37:15 +01:00
asarium e52b144510 Disable resizing for cubemaps
Since the cubmap loading code explicitly states that it doesn't support
resizing it's only logical to skip that if the bitmap that is currently
being loaded is a cube map.

This fixes #611.
2017-02-06 18:42:06 +01:00
Fabian Woltermann e8d21a020f Merge pull request #1189 from asarium/fix/940
Set the registry key for FRED
2017-02-06 09:32:39 +01:00
Fabian Woltermann 8b24877f9e Merge pull request #1190 from asarium/fix/bloomAccumulator
Fix post processing framebuffer binding
2017-02-05 18:45:41 +01:00
Fabian Woltermann 6efceb2017 Merge pull request #1188 from asarium/fix/objectLabelCrash
Fix crash when using glObjectLabel
2017-02-05 17:19:37 +01:00
asarium c28bfcf959 Fix post processing framebuffer binding
The framebuffer stack operations were at the wrong locations which
caused problems since the wrong buffers were used for rendering.
2017-02-05 17:17:33 +01:00
asarium 0b472ea463 Set the registry key for FRED
The default key is probably not valid anymore since we don't use the
registry virtualization anymore.

This fixes #940.
2017-02-05 17:02:44 +01:00
asarium ec82cb15ce Fix cmpilation errors 2017-02-05 15:44:13 +01:00
asarium 69dba707e0 Fix crash when using glObjectLabel
Apparently OpenGL contexts aren't supposed to expose the KHR variant so
this version should work better if the extension is supported.
2017-02-05 15:40:40 +01:00
Fabian Woltermann f50be50b18 Merge pull request #1173 from asarium/cleanup/tcache
Remove tcache_set from rendering API
2017-02-05 15:28:29 +01:00
Fabian Woltermann 90a5af60c4 Merge pull request #1186 from asarium/fix/976
Fix wrong usage of cockpit depth buffer
2017-02-05 15:26:15 +01:00
asarium 33c1b788df Clean up Unix code a bit 2017-02-05 14:46:16 +01:00
asarium 5265627b8f Add case check for Windows 2017-02-05 14:43:58 +01:00
asarium 94ce0ad2dd Add test for wrong case in data directory 2017-02-05 13:06:01 +01:00
asarium 0eeb895432 Issue error when a data directory uses the wrong case
Since Unix is case senssitive this should make sure that case errors are
cought early in mod development. This is an Error and not a Warning
since a mod with such a folder structure would never work under Unix and
as such it's justified to break mods that currently use this.
2017-02-05 13:03:57 +01:00
asarium 5d7f10d4f8 Add utility function for assigning labels to OpenGL objects 2017-02-05 12:06:37 +01:00
asarium 9013d398db Fix wrong usage of cockpit depth buffer
The root issue of #976 was that the code that reset the depth buffer of
the scene framebuffer was actually setting the depth buffer of the bloom
framebuffer since that didn't get reset properly. To fix this I
introduced a system in our GL_state which keeps track of a stack of
"bound" framebuffers which allows us to return to the previous
framebuffer with a simple function call.

I also added support for GL_KHR_debug since that help me while debugging
which texture was in use. In the future I'll probably extend that to
other areas of the OpenGL code as needed.

This fixes #976.
2017-02-05 12:03:26 +01:00
asarium 7c556854af Add more graphics debug scopes for code called in the main frame 2017-02-05 12:03:23 +01:00
MageKing17 ce519f006d Merge pull request #1185 from z64555/fix/github_1177
Fixes pointer access violation when docked ships warp out by moving dock_undock_all call to red_alert_delete.

It was previously thought that dock_undock_all() was supposed to be within ship_cleanup() and was safe to do so. Nope.

dock_evaluate_all_docked_objects makes the assumption that the dock_list is still valid, so if the function called by it happens to nuke the dock_list (like with ship_cleanup) then it'll work with invalid pointer values.
2017-02-04 22:37:28 -08:00
z64555 4129551341 Fixes pointer access violation when docked ships warp out by moving dock_undock_all call to red_alert_delete.
It was previously thought that dock_undock_all() was supposed to be within ship_cleanup() and was safe to do so. Nope.

dock_evaluate_all_docked_objects makes the assumption that the dock_list is still valid, so if the function called by it happens to nuke the dock_list (like with ship_cleanup) then it'll work with invalid pointer values.
2017-02-04 22:12:14 -06:00
niffiwan 9be888f55a Merge pull request #1183 from asarium/fix/newVMFree
Fix new/vm_free mismatch reported by AddressSanitizer
2017-02-05 09:21:14 +10:00
m!m b185d1bfea Merge pull request #1178 from The-E/VS2017ignores
Updates the gitignore for VS2017
2017-02-05 00:09:46 +01:00
MageKing17 19a37eb04d Merge pull request #1024 from asarium/feature/defaultConfigLoc
Improve logic for determining legacy mode
2017-02-04 11:33:45 -08:00
asarium ca2f9b788f Fix new/vm_free mismatch reported by AddressSanitizer 2017-02-04 19:12:34 +01:00
Fabian Woltermann 9a1eb4e794 Update .gitignore
Removes duplicate entry
2017-02-04 13:38:01 +01:00
m!m 592282448b Merge pull request #1180 from niffiwan/coverity/1370830
Fix Coverity 1370830
2017-02-04 10:15:59 +01:00
niffiwan e6bff4f864 Fix Coverity 1370830
Use after free; use the copied string for the Warning
2017-02-04 16:16:18 +10:00
asarium 1cf0bacc6e Make sure that team glow colors don't go negativ 2017-02-03 22:30:39 +01:00
Fabian Woltermann 1f352967c7 Updates the gitignore for files that VS2017 writes when opening the repository 2017-02-03 15:49:20 +01:00
MageKing17 cf14728757 Avoid silly behavior when transferring almost-nonexistent energy.
This is a bit complicated to explain, so stick with me.

When transferring energy from shields to weapons (or vice versa), the values modified are the so-called "target deltas" rather than directly modifying the shield strength or weapon energy values. The ship_chase_shield_energy_targets() function carries out actually meeting these targets without exceeding a change of ETS_RECHARGE_RATE percent per second. At least, that's what it's supposed to do, and obviously works that way when the target delta is positive.

When the target delta is negative, however, a logic error with the conditional meant to limit the rate of change instead functions backwards; if the amount of desired change exceeds the per-frame limit, the amount of change is set to the total desired change, and if the amount of desired change is smaller than the per-frame limit, than the amount of change is the per-frame limit (even though that's more than the amount that's supposed to be drained).

Since the target delta is modified by the amount by which the value changed, this leads to an interesting consequence whereby the "extra" amount taken away is added back in the next frame... which has another interesting side-effect if the "extra" drain tried to reduce shields below 0. Namely, the shield code doesn't let it, while ship_chase_shield_energy_targets() remains blissfully unaware that the actual change was smaller than requested. So on the next frame, you spontaneously get some fraction of a percent of your shields back. Which, naturally, you can then transfer energy from to your weapons ad infinitum; the amount is small, but you can continually transfer it, so you're getting weapon energy out of nowhere.

Now, straight-up fixing the logic error would be a major retail balance change; if transferring energy from your shields to your weapons only gradually reduced your shields, instead of taking a huge chunk at the start, it would be a much safer option. Therefore, the only non-balance-changing fix is to just remove the broken conditional entirely (so that it always drains the full amount instantaneously, regardless of how big or small it is).

I've left the fixed conditional commented out so that somebody, when we're not in a feature freeze, can add an AI profile or mod table flag to restore the check, allowing for slow energy transfers.
2017-02-03 02:26:34 -08:00
MageKing17 c5278e2e95 Allow transferring energy from shields to work properly at full shields.
A conditional originally added to shield_add_strength() to make shields not recharge beyond the recharge limit forgot to check that the amount shields are changing by was positive (unlike a couple other conditionals added/modified around the same time), so a call to shield_add_strength() with a negative delta (e.g. when transferring energy from shields to weapons) when the current shield strength is at or above the recharge limit (i.e. full strength when a recharge limit isn't specified) would immediately return without doing anything. This would, of course, result in no change to shield strength... so if you had full shields and had drained your weapon batteries dry, you could get free energy by hitting the button to transfer energy from your shields.
2017-02-03 02:05:51 -08:00
MageKing17 fe1e9ca996 Merge pull request #1174 from asarium/cleanup/GLSL_version
Remove some unneeded OpenGL version checks
2017-02-03 01:55:31 -08:00
asarium 4ed9231983 Simplify condition 2017-02-02 23:25:50 +01:00
asarium ca1a844f08 Remove GL_version checks that are always true
Same as the GLSL version checks, these conditions were always true since
we only support OpenGL 3.2 now.

There was also an assertion condition that didn't make sense so I fixed
that.
2017-02-02 22:38:31 +01:00
asarium 833df59d0e Remove GLSL version checks that are always true
These checks were from a time when we supported lower OpenGL version
than 3.2. Since we don't do that anymore and show an error if the
drivers don't support that, these conditions always evaluated to true
and could be removed.
2017-02-02 22:35:03 +01:00
asarium 7cb652b5d2 Remove tcache_set from rendering API
It wasn't used anywhere and has been superseded by the material system.
It would also interfere with a possible texture array usage.
2017-02-02 22:26:14 +01:00
MageKing17 cd06284f50 Merge pull request #1172 from The-E/MoreTraceScopes
Adds more trace scopes
2017-02-02 10:04:08 -08:00
MageKing17 1305f1dbe2 Merge pull request #1170 from The-E/PaletteCleanup
Removes the Palette Manager
2017-02-02 10:03:51 -08:00
Fabian Woltermann b3a8824d68 Adds more trace scopes to get a better look at the internals of render_frame 2017-02-02 15:07:43 +01:00
Fabian Woltermann b42fb8272a Removes code that had been #ifdefed out 2017-02-02 13:16:28 +01:00
z64555 36c134fcb8 Merge pull request #1154 from z64555/cleanup/dock_swabber
Fixes two crashes in red-alert missions, cleans up and refactors some of the docking code
2017-02-02 00:18:34 -06:00
z64555 d648091de4 Merge pull request #1168 from MageKing17/bugfix/ship_weapon-constructor
Add missing variable to ship_weapon constructor.
2017-02-02 00:18:17 -06:00
z64555 2829c293df Merge pull request #1166 from z64555/fix/pr_1163_amend
Harmony to 1163's malady
2017-02-01 21:28:20 -06:00
MageKing17 094d117764 Merge pull request #1167 from asarium/fix/autoaimSpeed
Use the correct pointer in vm_vector_2_matrix
2017-02-01 18:19:59 -08:00
Fabian Woltermann 0c0f7b9986 Removes unused variable 2017-02-01 19:58:58 +01:00
z64555 f30f955058 Update doxy on ship_cleanup to reference the object cleanup path 2017-02-01 12:58:26 -06:00
Fabian Woltermann 38e803c3c3 Restores accidentally deleted assertion from aicode 2017-02-01 19:04:09 +01:00
Fabian Woltermann 2c4c337907 Removes the palette code entirely. 2017-02-01 18:57:52 +01:00
Fabian Woltermann 7a1c587a9c Remove palette manager 2017-02-01 18:29:18 +01:00
MageKing17 8c59d8fb6d Add missing variable to ship_weapon constructor.
secondary_animation_position wasn't being set by the ship_weapon constructor, which could cause potential issues with whatever uninitialized data it wound up being set to (like, say, being unable to fire any weapons in the second secondary bank until you've cycled through it once). Since it depended on uninitialized data, the behavior could even change between 32-bit and 64-bit builds (and Release/Debug, of course).

While I was at it, I also noticed some variables were getting set twice; in one instance (primary_animation_done_time), it was even being set to the wrong value the second time (according to the pre-flagset code that used memset() on it and then overrode some values that shouldn't have been zero). Not sure what problems that could've caused; possibly some issues with animations and primary weapons, I guess, if the "done" timestamp was invalid when it shouldn't have been.
2017-02-01 02:49:57 -08:00
asarium 1623d39eea Use the correct pointer in vm_vector_2_matrix
This probably caused a lot of issues throughout the code. I fixed the
autoaim issue that happened in the capship command mission by JSRNerdo.
2017-02-01 09:36:00 +01:00
z64555 73504f80a5 Treat cleanup_mode as enumeration
*Use Assertions instead of the clunky Error/Warning pairs.
2017-02-01 01:36:16 -06:00
z64555 95315d7f8a Optimizes dock_undock_objects() and dock_dead_undock_objects() methods by removing their dock pair check, because the same check is done in the remove_instance subroutines.
* Adds a warning for debug users when an unknown ship_state is passed to red_alert_delete.
* Removes commented-out code
* Doxy's ship_cleanup()

*Conform to each file's style.

*Extend ship_cleanup to better handle red-alert deletion.
*Also treat cleanup_mode as a flagset, instead of an enum as it was previously.
2017-02-01 01:35:45 -06:00
z64555 6577d53df8 Fixes red-alert missions where escorted ships were dead or otherwise not carried into the red-alert mission.
*Use existing methods to determine dock status and find the head of the dock list.
*Fixes a derp with dock_dead_undock_all()
*Doccument some docking methods in object.h
*Address requested changes.
2017-02-01 01:35:09 -06:00
z64555 63e44beb9c When deleting an object in red-alert missions, undock all objects docked with it. 2017-02-01 01:34:29 -06:00
z64555 944ed03553 Added undock_all routines. Added asserts to public methods. 2017-02-01 01:34:29 -06:00
z64555 a5a927dd71 Get that other weapons assignment, while we're still thinking about it 2017-01-31 16:36:06 -06:00
z64555 4153aa80a9 Harmony to 1163's malady
* Looks like a shallow copy wasn't enough, so this fix creates ship_weapons::clear() which is called by ship_weapons's constructor and by ship::clear().
2017-01-31 12:04:32 -06:00
Goober5000 2a574ef267 some riffs on PR #806 (#1163)
In ship::clear(), The E removed

memset(&weapons, 0, sizeof(ship_weapon));

but did not add a corresponding

weapons = ship_weapon();

This fixes that.  Additionally, this PR removes one of the two uses of ship::clear() by tweaking hud_observer_init.  Originally, the code used memcpy, but if the assignment operator works for ai_info, it should be suitable for ship too.
2017-01-29 21:58:15 -08:00
m!m 1767b7a87b Merge pull request #1164 from z64555/cleanup/doxy_vecmat
Doxy vm_vector_2_matrix functions.
2017-01-29 23:39:49 +01:00
z64555 db3e2ae183 Doxy vm_vector_2_matrix functions.
*Enforce if-else block style within vecmat.cpp.
2017-01-29 15:35:02 -06:00
z64555 340b8d3136 Merge pull request #1158 from asarium/fix/shipSelectNullVector
Fix null vector normalization in ship select screen
2017-01-29 15:09:54 -06:00
m!m 39649e9e11 Merge pull request #1156 from MageKing17/cleanup/demo-compatibility
Improves FSO's compatibility with the FS2 Demo data
2017-01-28 20:11:16 +01:00
MageKing17 6bc1e1c3d9 Merge pull request #1161 from asarium/fix/653
Fix double rendering of effect ships
2017-01-26 18:31:28 -08:00
asarium 2997633d0d Fix double rendering of effect ships
This fixes #653.
2017-01-27 00:03:28 +01:00
m!m e0cf1301fa Merge pull request #1160 from chief1983/libupgrade/libpng_1_6_28
libupgrade/libpng_1_6_28: Upgrade libpng to 1.6.28.
2017-01-26 11:11:35 +01:00
m!m ed15b7e551 Merge pull request #1159 from chief1983/libupgrade/zlib_1_2_11
libupgrade/zlib_1_2_11: Update bundled zlib version to 1.2.11.
2017-01-26 11:08:38 +01:00
Cliff Gordon 863604d3a5 libupgrade/libpng_1_6_28: Upgrade libpng to 1.6.28. Fixes several published security vulnerabilities in most older versions. 2017-01-25 16:59:40 -06:00
Cliff Gordon f750a43b87 libupgrade/zlib_1_2_11: Update bundled zlib version to 1.2.11. Fixes a warning in inflate.c on latest clang. See issue #1103. 2017-01-25 16:47:45 -06:00
asarium b13ee73546 Fix null vector normalization in ship select screen
vm_vector_2_matrix was improperly guarded against bad parameters. In the
case I encountered the uvec was the negative of fvec which produced a
null vector when the cross product of the two vector was constructed.

These changes should fix that bug by ignoring the uvec parameter. Since
vm_vector_2_matrix and vm_vector_2_matrix_norm are basically the same, I
converted the former into an alias of the latter and only fixed that
code.
2017-01-25 19:57:07 +01:00
MageKing17 377751ab28 Avoid crashing if certain interface artwork is missing.
Changes a few windows (tech room, campaign room, medal case, and HUD config menu) to issue Warnings instead of Errors if certain pieces of interface art are missing. If their mask bitmap is missing, they automatically close themselves and display the old "Sorry, this feature is available only in the retail version" popup from the demo, allowing FSO to run the demo data without crashing when you click on the wrong button.

It also restores the special demo popup for the campaign room, which allows you to at least restart the demo campaign without deleting and recreating your pilot.
2017-01-24 13:18:42 -08:00
MageKing17 e1d3677f58 Fix bitmap release ordering mistake in medals.cpp.
Initialization of the medal window locks the mask twice (once directly and once indirectly, through set_mask_bmap()), then closing the medal window tries to release it after only unlocking it once. bm_release() will refuse to do anything if the BMPMAN entry is still locked, though, so the first release therefore does nothing, and since it will then only be released once (indirectly, by Medals_window.destroy()) after being loaded twice, the mask stays loaded in memory until FSO exits. By moving the release until after Medals_window is destroyed, the mask should be successfully released when the medals window closes.
2017-01-24 12:03:06 -08:00
MageKing17 559b07da63 Change check for 1024x768 interface art to not check 2_TechShipData-m.
The demo doesn't include techroom art because the demo doesn't have a techroom (or a campaign room, or a HUD config menu), but it still otherwise works with the higher-resolution interface.
2017-01-24 12:03:06 -08:00
MageKing17 b91e3c6ab1 Remove unhelpful assertions from comp_training_lines_by_born_on_date().
If an event with a directive contains both an is-destroyed/is-destroyed-delay for a wing with multiple waves AND the event's Sexp_useful_number is 0 (either the event contains an "is-event-*" SEXP (or one of the "-delay" ones with the optional third argument not set), and that SEXP didn't return true, or some part of the event evaluated to SEXP_CANT_EVAL) AND the wing currently has 0 ships in the mission (so Directive_count gets set to DIRECTIVE_WING_ZERO to mark the directive as being "temporarily" true, until the next wave arrives), then the directive winds up in the list of displayed directives without actually having a born_on_date set, so it fails this assertion. Since this is caused by the data supplied (in the mission) rather than a coding mistake, and since this assertion doesn't actually seem to be guarding against anything (because nothing bad happens if the comparison happens anyway, just with a born_on_date of 0), and it behaves just fine in Release builds where the assertion isn't checked, the simplest solution would seem to be to just remove the assertions altogether.

Found this issue while testing with demo data, so blame whatever Canadian wrote the first demo mission to make the "Destroy Libra" event check for either Libra being destroyed OR an event (that can't ever become true until after at least one wave of Libra gets destroyed) becoming true.
2017-01-24 12:03:06 -08:00
MageKing17 7767fdd933 Make bm_unload() check for a handle of -1.
Somewhat related to the previous commit: if, in the future, we have another instance of trying to unload a nonexistent graphic, it would make much more sense if BMPMAN returned -1 (like it already does for other failure conditions, like trying to unload an unused slot) rather than tripping the "n >= 0" assertion down below (calling with -2 or other negative values that can still trip that assertion unaccounted for, because those would definitely be mistakes in the code).
2017-01-24 12:03:06 -08:00
MageKing17 0bd8754064 Don't try to do anything with a nonexistent Fade_anim.
If Fade_anim.first_frame was -1 (like, for instance, if the animation did not exist, which it doesn't in the demo data), the briefing code would still try to do stuff with it, and then unload it when it closed. This seems like a bad idea in general.
2017-01-24 12:03:06 -08:00
MageKing17 bedfc47273 Make "+Music:" optional in mainhalls.
It defaults to an empty string (resulting in no music) anyway, so there's no harm in it being missing, and the demo's mainhall.tbl doesn't contain these lines, so this change makes it possible to reach the mainhall with demo data.
2017-01-24 12:03:06 -08:00
Fabian Woltermann f376142d57 Merge pull request #1153 from asarium/fix/testCompilation
Fix linking error in unit tests
2017-01-24 14:47:00 +01:00
Cliff Gordon 0cce8fb34c Merge pull request #1054 from asarium/fix/830
Use CMake version in Mac strings file
2017-01-24 07:33:12 -06:00
asarium 5caa85ffa5 Use CMake version in Mac strings file
Fixes #830.
2017-01-23 23:35:14 +01:00
MageKing17 c0c6d4b572 Merge pull request #1152 from asarium/fix/debugWindowFixes
Fix a few minor issues with the new debug window
2017-01-21 13:45:03 -08:00
asarium 7516800c62 Fix default parameter value of gr_flip 2017-01-21 21:56:45 +01:00
asarium cb465d789f Fix linking error in unit tests 2017-01-21 21:48:08 +01:00
asarium 25fa3543f2 Fix a few minor issues with the new debug window
This makes the debug window resizable and also reduces the default size
to ~80% of the used display. This also makes sure that the main window
has input focus after the debug window was created.
2017-01-21 11:48:09 +01:00
niffiwan cb81894632 Merge pull request #1150 from asarium/fix/versionString
Unify version string handling
2017-01-21 10:46:24 +10:00
m!m 18921e720a Merge pull request #1151 from The-E/NoFedoraError
Fixes an assertion due to insufficient amount of hats
2017-01-20 19:03:17 +01:00
m!m 09e18c1164 Merge pull request #1147 from asarium/feature/debugWindow
Reimplement debug window
2017-01-20 18:37:07 +01:00
Fabian Woltermann 637e44d8d2 This would be the correct way to do it 2017-01-20 15:12:23 +01:00
Fabian Woltermann 82ce160093 The logic for joy_down was missing a safety check, which could cause an assertion in Joystick::getHatDownTime if a joystick without a hat (or no joystick at all?) was attached. 2017-01-20 14:31:02 +01:00
asarium 04e5c7e484 Unify version string handling
Currently there are multiple locations in the code where the version is
constructed by printing the individual numbers together. This is mostly
sufficient but it hides information such as the commit hash or the build
name (e.g. RC1). These changes unify that behavior by always using the
version string generated by CMake.
2017-01-20 12:28:47 +01:00
m!m 09586df300 Merge pull request #1037 from asarium/build/macPrebuilts
Use prebuilt libraries for SDL2 framework
2017-01-20 10:47:29 +01:00
m!m 534285324d Merge pull request #1148 from Yarn366/gr_bitmap_offset
Make gr_bitmap obey clip offsets as it did before the OpenGL Core merge
2017-01-19 09:59:28 +01:00
Yarn366 af2514755b Make gr_bitmap obey clip offsets as it did before the OpenGL Core merge 2017-01-18 23:06:43 -05:00
asarium e6dc4d71b6 Add word wrapping 2017-01-18 22:50:14 +01:00
asarium dae0f59911 Add doxygen comments to DebugWindow 2017-01-18 22:17:54 +01:00
asarium c7f523ae46 Add debug window
This allows to show the debug output in a second window in real time.
This system could be expanded further to allow more interactivity but
the current status is good enough.
2017-01-18 18:18:47 +01:00
asarium 5725562435 Improve logic for determining legacy mode
Now it will also check if the old config location exists and if it
doesn't then the new config mode will be used by default. This should
fix #858.
2016-12-20 17:59:41 +01:00
asarium 65d0576a91 Use prebuilt libraries for SDL2 framework 2016-10-13 11:58:10 +02:00
560 changed files with 48238 additions and 20128 deletions

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+3
View File
@@ -2,3 +2,6 @@ root = true
[*.{h,cpp}]
indent_style = tab
[*.sdr]
indent_style = tab
+5 -30
View File
@@ -1,33 +1,3 @@
*.o
*.a
.dirstamp
libtool
ltmain.sh
m4/libtool.m4
m4/ltoptions.m4
m4/ltsugar.m4
m4/ltversion.m4
m4/lt~obsolete.m4
compile
.deps/
code/.deps/
Makefile
Makefile.in
aclocal.m4
autom4te.cache/
config.*
code/fs2_open_*
code/wxFRED2_*
configure
depcomp
install-sh
missing
.svn
*.layout
projects/Xcode/Frameworks/
#========
#OS junk files
[Tt]humbs.db
*.DS_Store
@@ -281,3 +251,8 @@ documentation/doxygen/*
.idea/*
projects/*
/.vs
CMakeSettings.json
# Weird files created by Linux
.fuse_hidden*
-3
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@@ -1,6 +1,3 @@
[submodule "cmake/external/cotire"]
path = cmake/external/cotire
url = https://github.com/sakra/cotire.git
[submodule "cmake/external/rpavlik-cmake-modules"]
path = cmake/external/rpavlik-cmake-modules
url = https://github.com/asarium/cmake-modules.git
+25 -14
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@@ -23,6 +23,19 @@ addons:
build_command: "ci/travis/script.sh"
# must match TRAVIS_BRANCH check below
branch_pattern: coverity_scan
env:
global:
# The next declaration is the encrypted COVERITY_SCAN_TOKEN, created
# via the "travis encrypt" command using the project repo's public key
# also note that fork's don't get access to secure keys
# you have to test using a branch in the main repo
- secure: "C3wF967ZeliwwP1vC12EMIBOaC568n26Z/cPnwzn317ve59DWH3YSfPZVgvt08GzmaXITGGsJvPB+qxfGoKvQzYE4O1B73q81RpUe5pB3IhF+ThQ91VfQZIRJR5xEGJaLINUlHTTZGX5jxlkVO9wAcauVj/s3b8sQ3dvUZauPvk="
# These declarations set INDIEGAMES_USER and INDIEGAMES_PASSWORD for uploading nightly builds to the indiegames server
- secure: "lUuRu8XIi8MKNf1ebOfyC4iVEpPyASojJIDWXRo2bNqEF4ILAljXdkVeXeN6H5yKCHD52cxCNTtyePIG/o3p3QEuGSVud9bDS3D7LaQicLETGGrsw3l07U49gF2OKHXGopg0MzBbZUU9QmhoFTAe8t6PV9NDuEayYCheqvTqjZg="
- secure: "E/DHLYcPK/hBUqxBYYlUqp5sjgvIqY5A0qRHyQ4bmjsB+WB/Xx71bGCSiF7hk6lTxar1ZI1i5RAXXh9AIvNVaYAIdEOlCP+q3gvwCYuc5naZEKmkxlUCf0oEL4O9Fye93A/3VkFHuBdC1TGPYYf69m4W5r4367wWO9dPRIdWpJA="
# These declarations set FS2DOWNLOADS_USER and FS2DOWNLOADS_PASSWORD
- secure: "h6GbMX2jLsW1bS9fCM9fthOSJ1nfQQIRWi6EUH2p8u4NFLD5Bfi/C8JhQPKHUzyo3wvKkSHl+PsW7bgr1oXLusRwAur/dtv2N3imqvtbfIz305b00hZlsvbcYmQmUzQFSAdOGShK57JJ5aKQKccaUBP25KqB7Q+JaqBRdaMBS54="
- secure: "fUDAPAUUaaYZy8I4zU3SJ0JcK7aw4eb6eTdaEr7LyNyTMSfPgwY6P1MrbSQC0lJNQIUQ5ffjdxE5g7D7OYpoJF9L14ni4UY8t2QASt7kmpgcYihmjeuYy8FQXgmFG8CTxiWBPKTybZJ7voQcvIvRaNG7b2wM9PMfc5lRIondB6c="
deploy:
- provider: releases
api_key:
@@ -34,21 +47,19 @@ deploy:
condition: '"$RELEASE_BUILD" == true'
tags: true
- provider: bintray
user: sirknightly
key:
secure: "CZtvDW/zPf1Nxru21i8Wd+9hgiBRA8VowWBX0gmCOGgRq9WHISttKQQmBWGHuyVZ3rYvtE4Va2bR+2qRN+TFNkUUuOCOQkdBJTCal9nS3G/LprEmsOashG0Q5PTfMMBnlKzKxaxGJW6UhFj2GySmHEAjsFLVpuNWGJeeZgZQ3UE="
file: ci/bintray.json
- provider: script
script: bash ci/travis/ftp_deploy.sh
on:
condition: '"$NIGHTLY_BUILD" == true'
tags: true
env:
global:
# The next declaration is the encrypted COVERITY_SCAN_TOKEN, created
# via the "travis encrypt" command using the project repo's public key
# also note that fork's don't get access to secure keys
# you have to test using a branch in the main repo
- secure: "C3wF967ZeliwwP1vC12EMIBOaC568n26Z/cPnwzn317ve59DWH3YSfPZVgvt08GzmaXITGGsJvPB+qxfGoKvQzYE4O1B73q81RpUe5pB3IhF+ThQ91VfQZIRJR5xEGJaLINUlHTTZGX5jxlkVO9wAcauVj/s3b8sQ3dvUZauPvk="
- provider: script
skip_cleanup: true
script: bash ci/travis/ftp_deploy.sh
on:
condition: $TEST_BUILD = true
all_branches: true
matrix:
include:
# note that gcc Debug MUST be 1st for Coverity
@@ -69,6 +80,7 @@ matrix:
- llvm-toolchain-precise
packages:
- clang-3.6
- libc++-dev
- *global_deps
- os: osx
env: CONFIGURATION="Debug"
@@ -90,6 +102,7 @@ matrix:
- llvm-toolchain-precise
packages:
- clang-3.6
- libc++-dev
- *global_deps
- os: osx
env: CONFIGURATION="Release"
@@ -109,5 +122,3 @@ before_script:
- "./ci/travis/before_script.sh"
script:
- if [ "$BUILD_DEPLOYMENT" = true ] ; then ./ci/travis/release.sh ; else ./ci/travis/script.sh ; fi
before_deploy:
- "./ci/travis/before_deploy.sh"
+3 -14
View File
@@ -53,7 +53,7 @@ endif()
LIST(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake")
LIST(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake/finder")
LIST(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake/external/rpavlik-cmake-modules")
LIST(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake/external/cotire/CMake")
LIST(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake/external/cotire")
IF(RESET_INSTALL_PREFIX)
IF(NOT $ENV{FS2PATH} STREQUAL "")
@@ -108,27 +108,16 @@ SET(FSO_RUN_ARGUMENTS "" CACHE STRING "Additional arguments passed to a generate
option(FSO_INSTALL_DEBUG_FILES "Install some debug files (currently only PDB files on windows)" OFF)
set(DEFAULT_VAL OFF)
if(MSVC)
# MSVC has been tested
set(DEFAULT_VAL ON)
endif()
OPTION(COTIRE_ENABLE "Enable cotire, this speeds up builds but may cause issues while developing (default = OFF)" ${DEFAULT_VAL})
MARK_AS_ADVANCED(FORCE FSO_CMAKE_DEBUG)
MARK_AS_ADVANCED(FORCE FSO_BUILD_INCLUDED_LIBS)
MARK_AS_ADVANCED(FORCE FSO_USE_OPENALSOFT)
MARK_AS_ADVANCED(FORCE FSO_USE_LUAJIT)
MARK_AS_ADVANCED(FORCE FSO_DEVELOPMENT_MODE)
MARK_AS_ADVANCED(FORCE FSO_FATAL_WARNINGS)
MARK_AS_ADVANCED(FORCE COTIRE_ENABLE)
mark_as_advanced(FORCE FSO_INSTALL_DEBUG_FILES)
IF(COTIRE_ENABLE)
# Include cotire file from https://github.com/sakra/cotire/
include(cotire)
ENDIF(COTIRE_ENABLE)
# Include cotire file from https://github.com/sakra/cotire/
include(cotire)
INCLUDE(globals)
INCLUDE(toolchain)
+3 -1
View File
@@ -6,6 +6,8 @@ FreeSpace2 *S*ource *C*ode *P*roject
Building
--
Before you do anything, make sure you have updated your git submodules, either by running `git submodule update --init --recursive` or by cloning the repository with the `--recursive` flag.<br/>
<br/>
For building you will need [CMake](http://www.cmake.org/cmake/resources/software.html). Version 3.4 is required. Once you have installed CMake you should create a build directory where the project/make files should be created, **do not create them inside the source tree!**<br>
<br>
On Windows you can use the `cmake-gui` executable to get a nice GUI, on Unix just use `cmake`. Use the newly created directory as build directory (change to this directory on Unix) and run cmake. On Windows this can be done by clicking the `Configure` button. Choose your compiler version and hit `Generate` when configuring is done. <br>
@@ -37,4 +39,4 @@ You should only use these variables if you know what you're doing
* `MSVC_SIMD_INSTRUCTIONS`: The instruction set the executables will be optimized for.
### Generating an installation package
CMake can automaticall generate installation packages of the project. To do this you will just need to run the `package` target of the build system and the package will be placed inside your build directory. On Windows you will have to install [NSIS](http://nsis.sourceforge.net/Main_Page) to use this.
CMake can automatically generate installation packages of the project. To do this you will just need to run the `package` target of the build system and the package will be placed inside your build directory. On Windows you will have to install [NSIS](http://nsis.sourceforge.net/Main_Page) to use this.
+34 -11
View File
@@ -15,7 +15,8 @@ before_build:
- git submodule update --init --recursive
build_script:
- ps: . $Env:APPVEYOR_BUILD_FOLDER/ci/appveyor/build.ps1
test_script:
- ps: . $Env:APPVEYOR_BUILD_FOLDER/ci/appveyor/test.ps1
deploy:
- provider: GitHub
@@ -24,15 +25,37 @@ deploy:
on:
ReleaseBuild: true # deploy on release push only
- provider: BinTray
username: sirknightly
api_key:
secure: pYWqfiZhIWvFYdjVWPXNaHobmnkXIWa4+LwoiyMTEiu4Z0CiCAW0ZrMfTKVkORKz
subject: scp-fs2open
repo: FSO
package: nightly
version: $(VersionName)
publish: true
override: true
- provider: FTP
protocol: sftp
host: scp.indiegames.us
username:
secure: SFivQZfatqWHXK1ijYK3GQ==
password:
secure: q6Zk/412o1ri+NEya1dl1Q==
folder: public_html/builds/nightly/$(VersionName)
on:
NightlyBuild: true # deploy on nightly push only
- provider: FTP
protocol: ftp
host: swc.fs2downloads.com
username:
secure: EXg2ADoKzMduZF90ip2Q0g==
password:
secure: x0LL0uY9yBAQ7JTARhQ6AA==
folder: swc.fs2downloads.com/builds/nightly/$(VersionName)
beta: true
on:
NightlyBuild: true # deploy on nightly push only
- provider: FTP
protocol: ftp
host: swc.fs2downloads.com
username:
secure: EXg2ADoKzMduZF90ip2Q0g==
password:
secure: x0LL0uY9yBAQ7JTARhQ6AA==
folder: swc.fs2downloads.com/builds/test/$(VersionName)
beta: true
on:
TestBuild: true # deploy on test build push only
+35 -6
View File
@@ -4,6 +4,7 @@ class BuildConfig {
[string]$PackageType
[string]$Toolset
[string]$SimdType
[Bool]$SourcePackage
}
$NightlyConfigurations = @(
@@ -12,12 +13,14 @@ $NightlyConfigurations = @(
PackageType="Win64";
Toolset="v140_xp";
SimdType="SSE2";
SourcePackage=$false;
},
[BuildConfig]@{
Generator="Visual Studio 14 2015";
PackageType="Win32";
Toolset="v140_xp";
SimdType="SSE2";
SourcePackage=$false;
}
)
$ReleaseConfigurations = @(
@@ -26,24 +29,28 @@ $ReleaseConfigurations = @(
PackageType="Win32";
Toolset="v140_xp";
SimdType="SSE2";
SourcePackage=$true;
}
[BuildConfig]@{
Generator="Visual Studio 14 2015";
PackageType="Win32-AVX";
Toolset="v140_xp";
SimdType="AVX";
SourcePackage=$false;
}
[BuildConfig]@{
Generator="Visual Studio 14 2015 Win64";
PackageType="Win64";
Toolset="v140_xp";
SimdType="SSE2";
SourcePackage=$false;
}
[BuildConfig]@{
Generator="Visual Studio 14 2015 Win64";
PackageType="Win64-AVX";
Toolset="v140_xp";
SimdType="AVX";
SourcePackage=$false;
}
)
@@ -52,16 +59,21 @@ $BuildConfigurations = $null
# Default values
$ReleaseBuild = $false
$NightlyBuild = $false
$DeployBuild = $false
$TestBuild = $false
if ([System.Convert]::ToBoolean($env:APPVEYOR_REPO_TAG) -And ("$env:APPVEYOR_REPO_TAG_NAME" -match "^release_(.*)")) {
# Set to true to test either the release or the nightly part of this script
$ReleaseTest = $false
$NightlyTest = $false
$TestBuildTest = $false
if ($ReleaseTest -Or ([System.Convert]::ToBoolean($env:APPVEYOR_REPO_TAG) -And ("$env:APPVEYOR_REPO_TAG_NAME" -match "^release_(.*)"))) {
# Tag matches
$ReleaseBuild = $true
$PackageName = "fs2_open_$($matches[1])"
$BuildConfigurations = $ReleaseConfigurations
}
if ([System.Convert]::ToBoolean($env:APPVEYOR_REPO_TAG) -And ("$env:APPVEYOR_REPO_TAG_NAME" -match "^nightly_(.*)")) {
if ($NightlyTest -Or ([System.Convert]::ToBoolean($env:APPVEYOR_REPO_TAG) -And ("$env:APPVEYOR_REPO_TAG_NAME" -match "^nightly_(.*)"))) {
# Tag matches
$NightlyBuild = $true
$PackageName = "nightly_$($matches[1])"
@@ -69,19 +81,31 @@ if ([System.Convert]::ToBoolean($env:APPVEYOR_REPO_TAG) -And ("$env:APPVEYOR_REP
$BuildConfigurations = $NightlyConfigurations
}
if ($TestBuildTest -Or ([System.Convert]::ToInt32($env:APPVEYOR_PULL_REQUEST_NUMBER) -le 0 -And ("$env:APPVEYOR_REPO_BRANCH" -match "^test\/(.*)"))) {
# Tag matches
$TestBuild = $true
$PackageName = "test_$($matches[1])"
Set-AppveyorBuildVariable 'VersionName' "$($matches[1])"
$BuildConfigurations = $NightlyConfigurations
# Override the revision string so that the builds are named correctly
[System.IO.File]::WriteAllLines("$env:APPVEYOR_BUILD_FOLDER/version_override.cmake", "set(FSO_VERSION_REVISION_STR $env:VersionName)")
}
# Multiply by 2 so that we can add 0 or 1 for debug or release Configs
$buildID = [convert]::ToInt32($env:BuildID) * 2
if ($Env:Configuration -eq "Release") {
$buildID = $buildID + 1
}
Write-Host "$buildID"
if ($ReleaseBuild -Or $NightlyBuild) {
$DeployBuild = $false
if ($ReleaseBuild -Or $NightlyBuild -Or $TestBuild) {
$DeployBuild = $true
}
Set-AppveyorBuildVariable 'ReleaseBuild' "$ReleaseBuild"
Set-AppveyorBuildVariable 'NightlyBuild' "$NightlyBuild"
Set-AppveyorBuildVariable 'TestBuild' "$TestBuild"
New-Item build -type directory
Set-Location -Path build
@@ -94,6 +118,11 @@ if ($DeployBuild) {
}
$buildConfig = $BuildConfigurations[$buildID]
if ($buildConfig.SourcePackage -eq $True) {
7z a -xr'!.git' "$($PackageName)-source-Win.zip" "$env:APPVEYOR_BUILD_FOLDER"
Push-AppveyorArtifact "$($PackageName)-source-Win.zip"
}
cmake -DCMAKE_INSTALL_PREFIX="$env:APPVEYOR_BUILD_FOLDER/../install" -DFSO_USE_SPEECH="ON" `
-DFSO_USE_VOICEREC="ON" -DMSVC_SIMD_INSTRUCTIONS="$($buildConfig.SimdType)" `
@@ -111,7 +140,7 @@ if ($DeployBuild) {
7z a "$($PackageName)-builds-$($buildConfig.PackageType).zip" "$env:APPVEYOR_BUILD_FOLDER/../install/*"
Push-AppveyorArtifact "$($PackageName)-builds-$($buildConfig.PackageType).zip"
} else {
cmake -DFSO_USE_SPEECH="ON" -DFSO_FATAL_WARNINGS="ON" -DFSO_USE_VOICEREC="ON" -DMSVC_SIMD_INSTRUCTIONS=SSE2 `
cmake -DFSO_USE_SPEECH="ON" -DFSO_FATAL_WARNINGS="ON" -DFSO_USE_VOICEREC="ON" -DFSO_BUILD_TESTS="ON" -DMSVC_SIMD_INSTRUCTIONS=SSE2 `
-G "$Env:CMAKE_GENERATOR" -T "$Env:PlatformToolset" ..
cmake --build . --config "$Env:CONFIGURATION" -- /verbosity:minimal
+13
View File
@@ -0,0 +1,13 @@
if ([System.Convert]::ToBoolean($env:ReleaseBuild) -Or [System.Convert]::ToBoolean($env:NightlyBuild) -Or [System.Convert]::ToBoolean($env:TestBuild)) {
# Skip tests for deployment
exit 0
} else {
write "Running unit tests..."
# Run unit tests
&"$pwd\bin\$Env:CONFIGURATION\unittests.exe" --gtest_shuffle 2>&1
if (! ($?)) {
exit 1
}
}
+15 -2
View File
@@ -1,4 +1,4 @@
#!/usr/bin/env sh
#!/usr/bin/env bash
set -ex
@@ -6,7 +6,20 @@ mkdir -p build
cd build
if [ "$TRAVIS_OS_NAME" = "linux" ]; then
export CXXFLAGS="-m64 -mtune=generic -mfpmath=sse -msse -msse2 -pipe -Wno-unknown-pragmas"
if [ "$RELEASE_BUILD" = true ]; then
PARENT_DIR="$(basename $PWD)"
(cd .. && tar -czvf /tmp/builds/$PACKAGE_NAME-source-Unix.tar.gz --exclude-vcs "$PARENT_DIR")
fi
CXXFLAGS="-m64 -mtune=generic -mfpmath=sse -msse -msse2 -pipe -Wno-unknown-pragmas"
CFLAGS="-m64 -mtune=generic -mfpmath=sse -msse -msse2 -pipe -Wno-unknown-pragmas"
if [[ "$CC" =~ ^clang.*$ ]]; then
CXXFLAGS="$CXXFLAGS -stdlib=libc++"
fi
export CXXFLAGS
export CFLAGS
CMAKE="cmake -G Ninja -DFSO_FATAL_WARNINGS=ON"
if [ "$BUILD_DEPLOYMENT" = true ]; then
for config in $BUILD_CONFIGS
+20 -1
View File
@@ -2,6 +2,8 @@
RELEASE_BUILD=false
NIGHTLY_BUILD=false
TEST_BUILD=false
BUILD_DEPLOYMENT=false
BUILD_CONFIGS="Release FastDebug"
VERSION_NAME=""
@@ -9,10 +11,12 @@ PACKAGE_NAME=""
RELEASE_PATTERN="^release_(.*)$"
NIGHTLY_PATTERN="^nightly_(.*)$"
TEST_BUILD_PATTERN="^test\/(.*)$"
# These are for testing
NIGHTLY_TEST=false
RELEASE_TEST=false
TEST_BUILD_TEST=false
if [ "$RELEASE_TEST" = true ] || [[ "$TRAVIS_TAG" =~ $RELEASE_PATTERN ]]; then
echo "This is a release tag!";
@@ -25,8 +29,22 @@ if [ "$NIGHTLY_TEST" = true ] || [[ "$TRAVIS_TAG" =~ $NIGHTLY_PATTERN ]]; then
VERSION_NAME="${BASH_REMATCH[1]}";
PACKAGE_NAME="nightly_${BASH_REMATCH[1]}";
fi
if [ "$TEST_BUILD_TEST" = true ] || [[ "$TRAVIS_PULL_REQUEST" == "false" && "$TRAVIS_BRANCH" =~ $TEST_BUILD_PATTERN ]]; then
echo "This is a test build branch!";
TEST_BUILD=true;
if [ "$TEST_BUILD_TEST" = true ]; then
VERSION_NAME="test";
PACKAGE_NAME="test_test";
else
VERSION_NAME="${BASH_REMATCH[1]}";
PACKAGE_NAME="test_${BASH_REMATCH[1]}";
fi
if ([ "$RELEASE_BUILD" = true ] || [ "$NIGHTLY_BUILD" = true ]); then
# Override the revision string so that the builds are named correctly
echo "set(FSO_VERSION_REVISION_STR $VERSION_NAME)" > "$TRAVIS_BUILD_DIR/version_override.cmake"
fi
if ([ "$RELEASE_BUILD" = true ] || [ "$NIGHTLY_BUILD" = true ] || [ "$TEST_BUILD" = true ]); then
BUILD_DEPLOYMENT=true;
fi
@@ -44,6 +62,7 @@ fi
export RELEASE_BUILD
export NIGHTLY_BUILD
export TEST_BUILD
export BUILD_DEPLOYMENT
export BUILD_CONFIGS
export VERSION_NAME
+54
View File
@@ -0,0 +1,54 @@
#!/usr/bin/env bash
set -e
set -u
if [[ ! "$(curl -V)" == *"sftp"* ]]; then
# Before
echo "Before:"
curl -V
if [ "$TRAVIS_OS_NAME" = "linux" ]; then
# Since the Travis CI people are not capable of enabling SSH/SCP support for their libcurl we need to build that manually...
# These commands are based on the tutorial from here: http://zeroset.mnim.org/2013/03/14/sftp-support-for-curl-in-ubuntu-12-10-quantal-quetzal-and-later/
mkdir /tmp/curl
cd /tmp/curl
sudo apt-get update
sudo apt-get install build-essential debhelper libssh2-1-dev libgnutls-dev libidn11-dev libkrb5-dev libldap2-dev libnss3-dev librtmp-dev libtool openssh-server quilt
apt-get source curl
sudo apt-get build-dep curl
cd curl-*
export DEB_BUILD_OPTIONS="nocheck"
sudo dpkg-buildpackage -uc -us -j"$(grep -c ^processor /proc/cpuinfo)"
cd ..
dpkg -l | grep curl
ls -al
sudo dpkg -i libcurl3*.deb
sudo dpkg -i curl*.deb
elif [ "$TRAVIS_OS_NAME" = "osx" ]; then
brew install curl --with-libssh2
export PATH="/usr/local/opt/curl/bin:$PATH"
fi
# After
echo "After:"
curl -V
fi
cd /tmp/builds
for file in *; do
if [ "$TEST_BUILD" = true ]; then
# Upload to fs2downloads
curl -k "ftp://swc.fs2downloads.com/swc.fs2downloads.com/builds/test/$VERSION_NAME/" --user "$FS2DOWNLOADS_USER:$FS2DOWNLOADS_PASSWORD" -T "$file" --ftp-create-dirs
else
# Upload to indiegames
curl -k "sftp://scp.indiegames.us/~/public_html/builds/nightly/$VERSION_NAME/" --user "$INDIEGAMES_USER:$INDIEGAMES_PASSWORD" -T "$file" --ftp-create-dirs
# Upload to fs2downloads
curl -k "ftp://swc.fs2downloads.com/swc.fs2downloads.com/builds/nightly/$VERSION_NAME/" --user "$FS2DOWNLOADS_USER:$FS2DOWNLOADS_PASSWORD" -T "$file" --ftp-create-dirs
fi
done
+1 -1
View File
@@ -1,4 +1,4 @@
#!/bin/sh
HERE=$(dirname $(readlink -f "${0}"))
export LD_LIBRARY_PATH="${HERE}"/lib:$PATH
export LD_LIBRARY_PATH="${HERE}"/lib:"$LD_LIBRARY_PATH"
"${HERE}"/bin/$<TARGET_FILE_NAME:Freespace2> $@
+3
View File
@@ -1,6 +1,9 @@
include(WriteCompilerDetectionHeader)
set(CMAKE_CXX_STANDARD_REQUIRED 11)
set(CMAKE_CXX_STANDARD 11)
set(REQUIRED_CXX_FEATURES cxx_rvalue_references cxx_nullptr)
get_property(CMAKE_CXX_KNOWN_FEATURES GLOBAL PROPERTY CMAKE_CXX_KNOWN_FEATURES)
+8 -1
View File
@@ -27,6 +27,7 @@ int main( int argc, char* argv[] )
int SSE = false;
int SSE2 = false;
int AVX = false;
int AVX2 = false;
int info[4];
cpuid(info, 0);
@@ -40,8 +41,14 @@ int main( int argc, char* argv[] )
AVX = (info[2] & ((int)1 << 28)) != 0;
}
if (nIds >= 7){
cpuid(info,0x00000007);
AVX2 = (info[1] & ((int)1 << 5)) != 0;
}
if(AVX)
if (AVX2)
std::cout << "AVX2";
else if(AVX)
std::cout << "AVX";
else if(SSE2)
std::cout << "SSE2";
Submodule cmake/external/cotire deleted from 40a46bf2fb.
+4054
View File
File diff suppressed because it is too large. Load diff
+9
View File
@@ -0,0 +1,9 @@
#ifndef __FREDRC_H
#define __FREDRC_H
#define ABOUT_LINE_1 "FRED2_OPEN - FreeSpace Editor, Version @FSO_PRODUCT_VERSION_STRING@ OpenGL"
#define MAINFRAME_CONTENTS "FRED2_OPEN @FSO_PRODUCT_VERSION_STRING@ - FreeSpace2 Mission Editor\nUntitled\nFRED2\nFreeSpace2 Missions (*.fs2)\n.fs2\nFreeSpace2Mission\nFreeSpace2 Mission"
#endif // __FREDRC_H
+3 -1
View File
@@ -1,5 +1,7 @@
include(platformChecks)
include(Cxx11)
include(platformChecks)
CONFIGURE_FILE(${CMAKE_CURRENT_LIST_DIR}/project.h.in ${GENERATED_SOURCE_DIR}/project.h)
CONFIGURE_FILE(${CMAKE_CURRENT_LIST_DIR}/fred_rc.h.in ${GENERATED_SOURCE_DIR}/fred_rc.h)
+12
View File
@@ -1,5 +1,6 @@
MESSAGE(STATUS "Doing Mac OSX specific things...")
target_compile_definitions(platform INTERFACE APPLE_APP)
SET(EXE_GUI_TYPE MACOSX_BUNDLE)
FIND_LIBRARY(COCOA_LIBRARY Cocoa)
@@ -20,3 +21,14 @@ SET(CMAKE_INSTALL_RPATH @loader_path/../Frameworks/)
SET(LIBRAY_DESTINATION "../Frameworks")
set(PLATFORM_MAC TRUE CACHE INTERNAL "" FORCE)
# Generate and don't strip debug symbols
# These settings don't seem to generate debug symbols for code and Freespace2
# so those settings are set manually in code and Freespace2's CMakeLists.txt files
set(CMAKE_XCODE_ATTRIBUTE_GCC_GENERATE_DEBUGGING_SYMBOLS "YES")
set(CMAKE_XCODE_ATTRIBUTE_COPY_PHASE_STRIP "NO")
set(CMAKE_XCODE_ATTRIBUTE_STRIP_INSTALLED_PRODUCT "NO")
set(CMAKE_XCODE_ATTRIBUTE_GCC_SYMBOLS_PRIVATE_EXTERN "NO")
# Generate .dSYM file
set(CMAKE_XCODE_ATTRIBUTE_DEBUG_INFORMATION_FORMAT "dwarf-with-dsym")
+16
View File
@@ -1,2 +1,18 @@
target_compile_definitions(platform INTERFACE SCP_SOLARIS)
find_library(SOCKET_LIB socket)
if (NOT SOCKET_LIB)
message(FATAL_ERROR "Couldn't find libsocket! Please install it and rerun the configuration.")
else()
target_link_libraries(platform INTERFACE "${SOCKET_LIB}")
endif()
find_library(NSL_LIB nsl)
if (NOT NSL_LIB)
message(FATAL_ERROR "Couldn't find libnsl! Please install it and rerun the configuration.")
else()
target_link_libraries(platform INTERFACE "${NSL_LIB}")
endif()
+13
View File
@@ -7,6 +7,7 @@ include(CheckLibraryExists)
include(CheckPrototypeDefinition)
include(CheckStructHasMember)
include(CheckSymbolExists)
include(CheckCXXSymbolExists)
include(CheckTypeSize)
CHECK_INCLUDE_FILE("execinfo.h" HAVE_EXECINFO_H)
@@ -14,10 +15,22 @@ CHECK_INCLUDE_FILE_CXX("cxxabi.h" HAVE_CXXAPI_H)
CHECK_TYPE_SIZE("max_align_t" MAX_ALIGN_T)
if("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU" OR "${CMAKE_CXX_COMPILER_ID}" MATCHES "Clang")
set(CMAKE_REQUIRED_FLAGS "-std=c++11") # required for g++ <= 5
endif()
set(CMAKE_EXTRA_INCLUDE_FILES "cstddef")
CHECK_TYPE_SIZE("std::max_align_t" STD_MAX_ALIGN_T LANGUAGE CXX)
set(CMAKE_EXTRA_INCLUDE_FILES "type_traits")
CHECK_TYPE_SIZE("std::is_trivially_copyable<int>" STD_IS_TRIVIALLY_COPYABLE LANGUAGE CXX)
set(CMAKE_EXTRA_INCLUDE_FILES)
CHECK_TYPE_SIZE("char32_t" CHAR32_T LANGUAGE CXX)
CHECK_TYPE_SIZE("U'b'" UNICODE_CHAR_LITERAL LANGUAGE CXX)
set(CMAKE_REQUIRED_FLAGS)
CHECK_FUNCTION_EXISTS(strcasecmp HAVE_STRCASECMP)
CHECK_FUNCTION_EXISTS(strncasecmp HAVE_STRNCASECMP)
+6
View File
@@ -8,6 +8,9 @@
#cmakedefine HAVE_MAX_ALIGN_T
#cmakedefine HAVE_STD_MAX_ALIGN_T
#cmakedefine HAVE_STD_IS_TRIVIALLY_COPYABLE
#cmakedefine HAVE_STD_IS_TRIVIALLY_COPYABLE_ARRAY
#cmakedefine01 IS_64BIT
#cmakedefine01 HAVE_STRCASECMP
@@ -19,4 +22,7 @@
#cmakedefine01 HAVE_STRINGS_H
#cmakedefine01 HAVE_CHAR32_T
#cmakedefine01 HAVE_UNICODE_CHAR_LITERAL
#endif // __PLATFORM_CHECKS_H__
+22 -7
View File
@@ -7,14 +7,20 @@ MESSAGE(STATUS "Doing configuration specific to clang...")
option(CLANG_ENABLE_LEAK_CHECK "Enable -fsanitize=leak" OFF)
option(CLANG_ENABLE_ADDRESS_SANITIZER "Enable -fsanitize=address" OFF)
unset(COMPILER_FLAGS)
# These are the default values
set(C_BASE_FLAGS "-march=native -pipe")
set(CXX_BASE_FLAGS "-march=native -pipe")
# For C and C++, the values can be overwritten independently
if(DEFINED ENV{CXXFLAGS})
set(COMPILER_FLAGS $ENV{CXXFLAGS})
set(CXX_BASE_FLAGS $ENV{CXXFLAGS})
endif()
if(DEFINED ENV{CFLAGS})
set(C_BASE_FLAGS $ENV{CFLAGS})
endif()
if(NOT COMPILER_FLAGS)
set(COMPILER_FLAGS "-march=native -pipe")
endif()
# Initialize with an empty string to make sure we always get a clean start
set(COMPILER_FLAGS "")
# This is a slight hack since our flag setup is a bit more complicated
_enable_extra_compiler_warnings_flags()
@@ -58,8 +64,13 @@ endif()
set(COMPILER_FLAGS "${COMPILER_FLAGS} ${SANITIZE_FLAGS}")
set(COMPILER_FLAGS "${COMPILER_FLAGS} -Wformat-security")
set(COMPILER_FLAGS "${COMPILER_FLAGS} -Wno-unused-function")
# Dear Clang, please tell us if a function does not return a value since that part of the standard is stupid!
set(COMPILER_FLAGS "${COMPILER_FLAGS} -Wreturn-type")
set(COMPILER_FLAGS "${COMPILER_FLAGS} -Wno-char-subscripts")
set(COMPILER_FLAGS "${COMPILER_FLAGS} -Wno-unused-parameter")
@@ -73,8 +84,9 @@ set(COMPILER_FLAGS_RELEASE "-O2 -Wno-unused-variable")
set(COMPILER_FLAGS_DEBUG "-O0 -g -Wshadow")
set(CMAKE_CXX_FLAGS ${COMPILER_FLAGS})
set(CMAKE_C_FLAGS ${COMPILER_FLAGS})
# Always use the base flags and add our compiler flags at the bacl
set(CMAKE_CXX_FLAGS "${CXX_BASE_FLAGS} ${COMPILER_FLAGS}")
set(CMAKE_C_FLAGS "${C_BASE_FLAGS} ${COMPILER_FLAGS}")
set(CMAKE_CXX_FLAGS_RELEASE ${COMPILER_FLAGS_RELEASE})
set(CMAKE_C_FLAGS_RELEASE ${COMPILER_FLAGS_RELEASE})
@@ -96,3 +108,6 @@ if (FSO_FATAL_WARNINGS)
# Make warnings fatal if the right variable is set
target_compile_options(compiler INTERFACE "-Werror")
endif()
# Always define this to make sure that the fixed width format macros are available
target_compile_definitions(compiler INTERFACE __STDC_FORMAT_MACROS)
+22 -7
View File
@@ -9,14 +9,20 @@ option(GCC_ENABLE_LEAK_CHECK "Enable -fsanitize=leak" OFF)
option(GCC_ENABLE_ADDRESS_SANITIZER "Enable -fsanitize=address" OFF)
option(GCC_ENABLE_SANITIZE_UNDEFINED "Enable -fsanitize=undefined" OFF)
unset(COMPILER_FLAGS)
# These are the default values
set(C_BASE_FLAGS "-march=native -pipe")
set(CXX_BASE_FLAGS "-march=native -pipe")
# For C and C++, the values can be overwritten independently
if(DEFINED ENV{CFLAGS})
set(C_BASE_FLAGS $ENV{CFLAGS})
endif()
if(DEFINED ENV{CXXFLAGS})
set(COMPILER_FLAGS $ENV{CXXFLAGS})
set(CXX_BASE_FLAGS $ENV{CXXFLAGS})
endif()
if(NOT COMPILER_FLAGS)
set(COMPILER_FLAGS "-march=native -pipe")
endif()
# Initialize with an empty string to make sure we always get a clean start
set(COMPILER_FLAGS "")
# This is a slight hack since our flag setup is a bit more complicated
_enable_extra_compiler_warnings_flags()
@@ -70,8 +76,13 @@ endif()
set(COMPILER_FLAGS "${COMPILER_FLAGS} ${SANITIZE_FLAGS}")
set(COMPILER_FLAGS "${COMPILER_FLAGS} -Wformat-security")
set(COMPILER_FLAGS "${COMPILER_FLAGS} -Wno-unused-function")
# Dear GCC, please tell us if a function does not return a value since that part of the standard is stupid!
set(COMPILER_FLAGS "${COMPILER_FLAGS} -Wreturn-type")
set(COMPILER_FLAGS "${COMPILER_FLAGS} -Wno-deprecated -Wno-char-subscripts")
set(COMPILER_FLAGS "${COMPILER_FLAGS} -Wno-unused-parameter")
@@ -80,8 +91,9 @@ set(COMPILER_FLAGS_RELEASE "-O2 -Wno-unused-variable -Wno-unused-but-set-variabl
set(COMPILER_FLAGS_DEBUG "-O0 -g -Wshadow")
set(CMAKE_CXX_FLAGS ${COMPILER_FLAGS})
set(CMAKE_C_FLAGS ${COMPILER_FLAGS})
# Always use the base flags and add our compiler flags at the bacl
set(CMAKE_CXX_FLAGS "${CXX_BASE_FLAGS} ${COMPILER_FLAGS}")
set(CMAKE_C_FLAGS "${C_BASE_FLAGS} ${COMPILER_FLAGS}")
set(CMAKE_CXX_FLAGS_RELEASE ${COMPILER_FLAGS_RELEASE})
set(CMAKE_C_FLAGS_RELEASE ${COMPILER_FLAGS_RELEASE})
@@ -117,3 +129,6 @@ if (FSO_FATAL_WARNINGS)
# Make warnings fatal if the right variable is set
target_compile_options(compiler INTERFACE "-Werror")
endif()
# Always define this to make sure that the fixed width format macros are available
target_compile_definitions(compiler INTERFACE __STDC_FORMAT_MACROS)
+5 -3
View File
@@ -33,14 +33,16 @@ set(WARNING_FLAGS
/wd4311 # Disables warnings about casting pointer types to ints. The funny thing is these warnings can't be resolved, just disabled... - m!m
/wd4302 # Same as above - m!m
/wd4366 # The result of the unary '&' operator may be unaligned - m!m
/wd4592 # "symbol will be dynamically initialized" is being generated by a compiler bug, see https://stackoverflow.com/a/34027257 for an explanation - m!m
$<$<CONFIG:Release>:/wd4101> # In release mode there are unreferenced variables because debug needs them
/wd4995 # "'vsprintf': name was marked as #pragma deprecated" is being caused by our custom definition of vsprintf. I have no idea what causes this or how to fix it - m!m
)
target_compile_options(compiler INTERFACE ${WARNING_FLAGS})
# Base
set(CMAKE_C_FLAGS "/MP /GS- /analyze- /Zc:wchar_t /errorReport:prompt /WX- /Zc:forScope /Gd /EHsc /nologo")
set(CMAKE_CXX_FLAGS "/MP /GS- /analyze- /Zc:wchar_t /errorReport:prompt /WX- /Zc:forScope /Gd /EHsc /nologo")
set(CMAKE_C_FLAGS "/MP /GS- /analyze- /Zc:wchar_t /errorReport:prompt /WX- /Zc:forScope /Gd /EHsc /nologo /Zm200")
set(CMAKE_CXX_FLAGS "/MP /GS- /analyze- /Zc:wchar_t /errorReport:prompt /WX- /Zc:forScope /Gd /EHsc /nologo /Zm200")
set(CMAKE_EXE_LINKER_FLAGS "/MANIFEST /DYNAMICBASE:NO /SAFESEH:NO /ERRORREPORT:PROMPT /NOLOGO")
set(CMAKE_STATIC_LINKER_FLAGS "")
@@ -88,7 +90,7 @@ ENDIF(MSVC_USE_RUNTIME_DLL)
INCLUDE(MSVCMultipleProcessCompile)
# Visual Studio supports compiling for multiple vector instruction sets
SET(POSSIBLE_INSTUCTION_SETS "" SSE SSE2 AVX)
SET(POSSIBLE_INSTUCTION_SETS "" SSE SSE2 AVX AVX2)
if (NOT DEFINED MSVC_SIMD_INSTRUCTIONS)
detect_simd_instructions(MSVC_DETECTED_SIMD_INSTRUCTIONS)
+2 -2
View File
@@ -20,7 +20,7 @@ ENDIF("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU")
# Copy release settings to FastDebug
set(CMAKE_C_FLAGS_FASTDEBUG "${CMAKE_C_FLAGS_RELEASE}")
set(CMAKE_CXX_FLAGS_FASTDEBUG "${CMAKE_CXX_FLAGS_RELEASE}")
set(CMAKE_EXE_LINKER_FLAGS_FASTDEBUG "${CMAKE_EXE_LINKER_RELEASE}")
set(CMAKE_EXE_LINKER_FLAGS_FASTDEBUG "${CMAKE_EXE_LINKER_FLAGS_RELEASE}")
set(CMAKE_STATIC_LINKER_FLAGS_FASTDEBUG "${CMAKE_STATIC_LINKER_FLAGS_RELEASE}")
if (MSVC)
@@ -30,4 +30,4 @@ if (MSVC)
string(REPLACE "/MD" "/MDd" CMAKE_CXX_FLAGS_FASTDEBUG "${CMAKE_CXX_FLAGS_FASTDEBUG}")
string(REPLACE "/MT" "/MTd" CMAKE_CXX_FLAGS_FASTDEBUG "${CMAKE_CXX_FLAGS_FASTDEBUG}")
endif()
endif()
+32 -25
View File
@@ -66,6 +66,22 @@ ENDIF(EXISTS \"${CMAKE_CURRENT_BINARY_DIR}/${TARGET}/${FILE}\")
SET(${OUTVAR} "${CMAKE_COMMAND}" -P ${CMAKE_CURRENT_BINARY_DIR}/${TARGET}/${NAME} PARENT_SCOPE)
ENDFUNCTION(EP_CHECK_FILE_EXISTS)
MACRO(COPY_FILE_TO_TARGET _target _file)
if(UNIX)
ADD_CUSTOM_COMMAND(
TARGET ${_target} POST_BUILD
COMMAND cp -a "${_file}" "$<TARGET_FILE_DIR:${_target}>/${LIBRAY_DESTINATION}/"
COMMENT "copying '${_file}'..."
)
else()
ADD_CUSTOM_COMMAND(
TARGET ${_target} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different "${_file}" "$<TARGET_FILE_DIR:${_target}>/${LIBRAY_DESTINATION}/"
COMMENT "copying '${_file}'..."
)
endif()
endmacro(COPY_FILE_TO_TARGET)
MACRO(COPY_FILES_TO_TARGET _target)
if(UNIX)
ADD_CUSTOM_COMMAND(
@@ -76,19 +92,7 @@ MACRO(COPY_FILES_TO_TARGET _target)
endif()
FOREACH(file IN LISTS TARGET_COPY_FILES)
if(UNIX)
ADD_CUSTOM_COMMAND(
TARGET ${_target} POST_BUILD
COMMAND cp -a "${file}" "$<TARGET_FILE_DIR:${_target}>/${LIBRAY_DESTINATION}/"
COMMENT "copying '${file}'..."
)
else()
ADD_CUSTOM_COMMAND(
TARGET ${_target} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different "${file}" "$<TARGET_FILE_DIR:${_target}>/${LIBRAY_DESTINATION}/"
COMMENT "copying '${file}'..."
)
endif()
COPY_FILE_TO_TARGET("${_target}" "${file}")
ENDFOREACH(file)
ENDMACRO(COPY_FILES_TO_TARGET)
@@ -137,23 +141,26 @@ macro(set_if_not_defined VAR VALUE)
endmacro(set_if_not_defined)
macro(configure_cotire target)
IF(COTIRE_ENABLE)
# Disable unity build as it doesn't work well for us
set_target_properties(${target} PROPERTIES COTIRE_ADD_UNITY_BUILD FALSE)
# Disable unity build as it doesn't work well for us
set_target_properties(${target} PROPERTIES COTIRE_ADD_UNITY_BUILD FALSE)
# add ignored paths for the precompiled header here
set_target_properties(code PROPERTIES COTIRE_PREFIX_HEADER_IGNORE_PATH
"${CMAKE_SOURCE_DIR};${CMAKE_BINARY_DIR};${FFMPEG_ROOT_DIR}")
cotire(${target})
ENDIF(COTIRE_ENABLE)
cotire(${target})
endmacro(configure_cotire)
macro(add_target_copy_files)
INSTALL(FILES ${ARGN}
DESTINATION ${LIBRAY_DESTINATION}
)
foreach(file ${ARGN})
if (IS_DIRECTORY "${file}")
INSTALL(DIRECTORY ${file}
DESTINATION ${LIBRAY_DESTINATION}
)
else()
INSTALL(FILES ${file}
DESTINATION ${LIBRAY_DESTINATION}
)
endif()
SET(TARGET_COPY_FILES ${TARGET_COPY_FILES} ${ARGN} CACHE INTERNAL "" FORCE)
SET(TARGET_COPY_FILES ${TARGET_COPY_FILES} ${file} CACHE INTERNAL "" FORCE)
endforeach()
endmacro(add_target_copy_files)
function(detect_simd_instructions _out_var)
+2 -2
View File
@@ -7,8 +7,8 @@ if (EXISTS "${PROJECT_SOURCE_DIR}/version_override.cmake")
endif()
set_if_not_defined(FSO_VERSION_MAJOR 3)
set_if_not_defined(FSO_VERSION_MINOR 7)
set_if_not_defined(FSO_VERSION_BUILD 5)
set_if_not_defined(FSO_VERSION_MINOR 8)
set_if_not_defined(FSO_VERSION_BUILD 1)
# A numeric revision e.g. the CI build number
set_if_not_defined(FSO_VERSION_REVISION 0)
+11 -3
View File
@@ -21,15 +21,17 @@ TARGET_INCLUDE_DIRECTORIES(code PUBLIC ${GENERATED_SOURCE_DIR}/code)
target_link_libraries(code PUBLIC OpenGL)
TARGET_LINK_LIBRARIES(code PUBLIC ${OPENAL_LIBS})
TARGET_LINK_LIBRARIES(code PUBLIC openal)
TARGET_LINK_LIBRARIES(code PUBLIC ${LUA_LIBS})
TARGET_LINK_LIBRARIES(code PUBLIC ${PNG_LIBS})
TARGET_LINK_LIBRARIES(code PUBLIC ${JPEG_LIBS})
TARGET_LINK_LIBRARIES(code PUBLIC ${SDL_LIBS})
TARGET_LINK_LIBRARIES(code PUBLIC sdl2)
TARGET_LINK_LIBRARIES(code PUBLIC ffmpeg)
TARGET_LINK_LIBRARIES(code PUBLIC utfcpp)
TARGET_LINK_LIBRARIES(code PUBLIC platform)
TARGET_LINK_LIBRARIES(code PUBLIC compiler)
@@ -53,7 +55,13 @@ IF(FSO_BUILD_TOOLS)
ADD_SUBDIRECTORY(cfileextractor)
ENDIF(FSO_BUILD_TOOLS)
set_target_properties(code PROPERTIES COTIRE_CXX_PREFIX_HEADER_INIT "prefix_header.h")
include(util)
configure_cotire(code)
include(../cmake/Cxx11.cmake)
# Ensure that Xcode generates debug symbols on macOS for Debug builds
set_target_properties(code PROPERTIES XCODE_ATTRIBUTE_GCC_GENERATE_DEBUGGING_SYMBOLS[variant=Debug] "YES")
set_target_properties(code PROPERTIES XCODE_ATTRIBUTE_COPY_PHASE_STRIP[variant=Debug] "NO")
set_target_properties(code PROPERTIES XCODE_ATTRIBUTE_STRIP_INSTALLED_PRODUCT[variant=Debug] "NO")
set_target_properties(code PROPERTIES XCODE_ATTRIBUTE_GCC_SYMBOLS_PRIVATE_EXTERN[variant=Debug] "NO")
+21 -14
View File
@@ -1213,10 +1213,9 @@ void ai_turn_towards_vector(vec3d *dest, object *objp, float frametime, float tu
}
// Dave Andsager: The non-indented lines here are debug code to help you track down the problem in the physics
// that is causing ships to inexplicably rotate very far. If you hit the Int3(), set the next statement to be
// that is causing ships to inexplicably rotate very far. If you see the message below in the log, set the next statement to be
// the one marked "HERE". (Do this clicking the cursor there, then right clicking. Choose the right option.)
// This will allow you to rerun vm_forward_interpolate() with the values that caused the error.
// Note, you'll need to enable the Int3() about ten lines below.
#ifndef NDEBUG
vec3d tvec = objp->orient.vec.fvec;
vec3d vel_in_copy;
@@ -1238,13 +1237,13 @@ objp->orient = objp_orient_copy; //-V587
} else {
vm_forward_interpolate(&desired_fvec, &curr_orient, &vel_in, delta_time, delta_bank, &objp->orient, &vel_out, &vel_limit, &acc_limit);
}
#ifndef NDEBUG
if (!((objp->type == OBJ_WEAPON) && (Weapon_info[Weapons[objp->instance].weapon_info_index].subtype == WP_MISSILE))) {
Assertion(!(delta_time < 0.25f && vm_vec_dot(&objp->orient.vec.fvec, &tvec) < 0.1f), "A ship rotated too far. Offending vessel is %s, please investigate.\n", Ships[objp->instance].ship_name);
}
#endif
#ifndef NDEBUG
if (!((objp->type == OBJ_WEAPON) && (Weapon_info[Weapons[objp->instance].weapon_info_index].subtype == WP_MISSILE))) {
if (delta_time < 0.25f && vm_vec_dot(&objp->orient.vec.fvec, &tvec) < 0.1f)
mprintf(("A ship rotated too far. Offending vessel is %s, please investigate.\n", Ships[objp->instance].ship_name));
}
#endif
pip->rotvel = vel_out;
}
@@ -3815,7 +3814,7 @@ float ai_path_0()
int path_num;
Assert(aip->active_goal >= 0);
ai_goal *aigp = &aip->goals[aip->active_goal];
Assert(aigp->flags[AI::Goal_Flags::Dockee_index_valid] || aigp->flags[AI::Goal_Flags::Docker_index_valid]);
Assert(aigp->flags[AI::Goal_Flags::Dockee_index_valid] && aigp->flags[AI::Goal_Flags::Docker_index_valid]);
path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], aigp->dockee.index);
ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
@@ -3958,7 +3957,7 @@ float ai_path_1()
int path_num;
Assert(aip->active_goal >= 0);
ai_goal *aigp = &aip->goals[aip->active_goal];
Assert(aigp->flags[AI::Goal_Flags::Dockee_index_valid] || aigp->flags[AI::Goal_Flags::Docker_index_valid]);
Assert(aigp->flags[AI::Goal_Flags::Dockee_index_valid] && aigp->flags[AI::Goal_Flags::Docker_index_valid]);
path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], aigp->dockee.index);
ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
@@ -10396,11 +10395,12 @@ void ai_get_dock_goal_indexes(object *objp, ai_info *aip, ai_goal *aigp, object
case AIS_DOCK_2:
case AIS_DOCK_3:
Warning(LOCATION, "Normally dock indexes should be calculated for only AIS_DOCK_0 and AIS_UNDOCK_0. Trace out and debug.");
FALLTHROUGH;
case AIS_DOCK_0:
{
// get them from the active goal
Assert(aigp != NULL);
Assert(aigp->flags[AI::Goal_Flags::Dockee_index_valid] || aigp->flags[AI::Goal_Flags::Docker_index_valid]);
Assert(aigp->flags[AI::Goal_Flags::Dockee_index_valid] && aigp->flags[AI::Goal_Flags::Docker_index_valid]);
docker_index = aigp->docker.index;
dockee_index = aigp->dockee.index;
Assert(docker_index >= 0);
@@ -10413,6 +10413,7 @@ void ai_get_dock_goal_indexes(object *objp, ai_info *aip, ai_goal *aigp, object
case AIS_UNDOCK_1:
case AIS_UNDOCK_2:
Warning(LOCATION, "Normally dock indexes should be calculated for only AIS_DOCK_0 and AIS_UNDOCK_0. Trace out and debug.");
FALLTHROUGH;
case AIS_UNDOCK_0:
{
// get them from the guy I'm docked to
@@ -10479,9 +10480,11 @@ void ai_cleanup_dock_mode_subjective(object *objp)
case AIS_UNDOCK_0:
model_anim_start_type(shipp, TRIGGER_TYPE_DOCKED, docker_index, -1);
model_anim_start_type(goal_shipp, TRIGGER_TYPE_DOCKED, dockee_index, -1);
FALLTHROUGH;
case AIS_UNDOCK_1:
model_anim_start_type(shipp, TRIGGER_TYPE_DOCKING_STAGE_3, docker_index, -1);
model_anim_start_type(goal_shipp, TRIGGER_TYPE_DOCKING_STAGE_3, dockee_index, -1);
FALLTHROUGH;
case AIS_UNDOCK_2:
model_anim_start_type(shipp, TRIGGER_TYPE_DOCKING_STAGE_2, docker_index, -1);
model_anim_start_type(goal_shipp, TRIGGER_TYPE_DOCKING_STAGE_2, dockee_index, -1);
@@ -10491,9 +10494,11 @@ void ai_cleanup_dock_mode_subjective(object *objp)
case AIS_DOCK_4A:
model_anim_start_type(shipp, TRIGGER_TYPE_DOCKED, docker_index, -1);
model_anim_start_type(goal_shipp, TRIGGER_TYPE_DOCKED, dockee_index, -1);
FALLTHROUGH;
case AIS_DOCK_3:
model_anim_start_type(shipp, TRIGGER_TYPE_DOCKING_STAGE_3, docker_index, -1);
model_anim_start_type(goal_shipp, TRIGGER_TYPE_DOCKING_STAGE_3, dockee_index, -1);
FALLTHROUGH;
case AIS_DOCK_2:
model_anim_start_type(shipp, TRIGGER_TYPE_DOCKING_STAGE_2, docker_index, -1);
model_anim_start_type(goal_shipp, TRIGGER_TYPE_DOCKING_STAGE_2, dockee_index, -1);
@@ -10834,7 +10839,7 @@ void ai_dock()
if (aip->submode == AIS_DOCK_3) {
// Play a ship docking attach sound
snd_play_3d( &Snds[SND_DOCK_ATTACH], &Pl_objp->pos, &View_position );
snd_play_3d( gamesnd_get_game_sound(SND_DOCK_ATTACH), &Pl_objp->pos, &View_position );
// start the dock animation
model_anim_start_type(shipp, TRIGGER_TYPE_DOCKED, docker_index, 1);
@@ -10961,7 +10966,7 @@ void ai_dock()
ai_find_path(Pl_objp, OBJ_INDEX(goal_objp), path_num, 0);
// Play a ship docking detach sound
snd_play_3d( &Snds[SND_DOCK_DETACH], &Pl_objp->pos, &View_position );
snd_play_3d( gamesnd_get_game_sound(SND_DOCK_DETACH), &Pl_objp->pos, &View_position );
aip->submode = AIS_UNDOCK_1;
aip->submode_start_time = Missiontime;
@@ -10981,7 +10986,7 @@ void ai_dock()
// play the depart sound, but only once, since this mode is called multiple times per frame
if ( !(aigp->flags[AI::Goal_Flags::Depart_sound_played]))
{
snd_play_3d( &Snds[SND_DOCK_DEPART], &Pl_objp->pos, &View_position );
snd_play_3d( gamesnd_get_game_sound(SND_DOCK_DEPART), &Pl_objp->pos, &View_position );
aigp->flags.set(AI::Goal_Flags::Depart_sound_played);
}
@@ -12377,6 +12382,7 @@ void ai_maybe_evade_locked_missile(object *objp, ai_info *aip)
case AIM_DOCK: // Ships in dock mode can evade iif they are not currently repairing or docked.
if (object_is_docked(objp) || (aip->ai_flags[AI::AI_Flags::Repairing, AI::AI_Flags::Being_repaired]))
break;
FALLTHROUGH;
case AIM_GUARD:
// If in guard mode and far away from guard object, don't pursue guy that hit me.
if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
@@ -12384,6 +12390,7 @@ void ai_maybe_evade_locked_missile(object *objp, ai_info *aip)
return;
}
}
FALLTHROUGH;
case AIM_EVADE:
case AIM_GET_BEHIND:
case AIM_STAY_NEAR:
+1 -1
View File
@@ -1640,7 +1640,7 @@ int ai_mission_goal_achievable( int objnum, ai_goal *aigp )
}
else
{
Int3(); // get ALLENDER
mprintf(("Potentially incorrect behaviour in AI goal for ship %s: Ship %s could not be found among currently active, departed, or yet-to-arrive ships.\nPlease check the mission file.\n", Ships[objp->instance].ship_name, aigp->target_name));
status = SHIP_STATUS_UNKNOWN;
}
}
+2 -2
View File
@@ -2051,7 +2051,7 @@ bool turret_fire_weapon(int weapon_num, ship_subsys *turret, int parent_objnum,
if ( wip->launch_snd != -1 ) {
// Don't play turret firing sound if turret sits on player ship... it gets annoying.
if ( parent_objnum != OBJ_INDEX(Player_obj) || (turret->flags[Ship::Subsystem_Flags::Play_sound_for_player]) ) {
snd_play_3d( &Snds[wip->launch_snd], turret_pos, &View_position );
snd_play_3d( gamesnd_get_game_sound(wip->launch_snd), turret_pos, &View_position );
}
}
}
@@ -2138,7 +2138,7 @@ void turret_swarm_fire_from_turret(turret_swarm_info *tsi)
if ( Weapon_info[tsi->weapon_class].launch_snd != -1 ) {
// Don't play turret firing sound if turret sits on player ship... it gets annoying.
if ( tsi->parent_objnum != OBJ_INDEX(Player_obj) ) {
snd_play_3d( &Snds[Weapon_info[tsi->weapon_class].launch_snd], &turret_pos, &View_position );
snd_play_3d( gamesnd_get_game_sound(Weapon_info[tsi->weapon_class].launch_snd), &turret_pos, &View_position );
}
}
+10 -1
View File
@@ -733,6 +733,10 @@ anim *anim_load(const char *real_filename, int cf_dir_type, int file_mapped)
anim_read_header(ptr, fp);
if (ptr->width < 0 || ptr->height < 0) {
Error(LOCATION, "Ani file %s has a faulty header and cannot be loaded.", name);
}
if(ptr->num_keys > 0){
ptr->keys = (key_frame*)vm_malloc(sizeof(key_frame) * ptr->num_keys);
Assert(ptr->keys != NULL);
@@ -761,7 +765,7 @@ anim *anim_load(const char *real_filename, int cf_dir_type, int file_mapped)
}
// couldn't memory-map file... must be in a packfile, so stream manually
if ( file_mapped && !ptr->cfile_ptr ) {
if ( file_mapped == PAGE_FROM_MEM && !ptr->cfile_ptr ) {
ptr->flags &= ~ANF_MEM_MAPPED;
ptr->flags |= ANF_STREAMED;
ptr->cfile_ptr = cfopen(name, "rb", CFILE_NORMAL, cf_dir_type);
@@ -969,6 +973,11 @@ void anim_display_info(char *real_filename)
}
anim_read_header(&A, fp);
if (A.width < 0 || A.height < 0) {
Error(LOCATION, "Ani file %s has a faulty header and cannot be loaded.", filename);
}
// read the keyframe frame nums and offsets
key_frame_nums = (int*)vm_malloc(sizeof(int)*A.num_keys);
Assert(key_frame_nums != NULL);
+3 -4
View File
@@ -40,9 +40,8 @@ typedef struct {
enum
{
PAGE_FROM_MEM = 0,
PAGE_FROM_DISK = 1,
PAGE_FROM_DISK_FORCED = 2
PAGE_FROM_DISK = 0,
PAGE_FROM_MEM = 1
};
extern int Anim_paused;
@@ -59,7 +58,7 @@ int anim_stop_playing(anim_instance* anim_instance);
int anim_show_next_frame(anim_instance *instance, float frametime);
void anim_release_all_instances(int screen_id = 0);
void anim_release_render_instance(anim_instance* instance);
anim *anim_load(const char *name, int cf_dir_type = CF_TYPE_ANY, int file_mapped = PAGE_FROM_MEM);
anim *anim_load(const char *name, int cf_dir_type = CF_TYPE_ANY, int file_mapped = PAGE_FROM_DISK);
int anim_free(anim *ptr);
int anim_playing(anim_instance *ai);
int anim_write_frames_out(char *filename);
+16 -2
View File
@@ -512,7 +512,14 @@ int unpack_pixel(anim_instance *ai, ubyte *data, ubyte pix, int aabitmap, int bp
bit_16 = (ushort)pix;
break;
case 8:
bit_8 = pix;
// 8 bit-per-pixel aa bitmaps are a bit special since they only use value in the range [0, 15] where 15 wraps
// around back to 0. Since the rest of the code expects the value to be in the range [0, 255] the pixel value
// needs to be adjusted here. By muliplying the value with 17 the original range [0, 15] is mapped to [0, 255]
if (pix >= 15) {
bit_8 = 0;
} else {
bit_8 = (ubyte)(pix * 17);
}
break;
default:
Int3();
@@ -596,7 +603,14 @@ int unpack_pixel_count(anim_instance *ai, ubyte *data, ubyte pix, int count = 0,
bit_16 = (ushort)pix;
break;
case 8 :
bit_8 = pix;
// 8 bit-per-pixel aa bitmaps are a bit special since they only use value in the range [0, 15] where 15 wraps
// around back to 0. Since the rest of the code expects the value to be in the range [0, 255] the pixel value
// needs to be adjusted here. By muliplying the value with 17 the original range [0, 15] is mapped to [0, 255]
if (pix >= 15) {
bit_8 = 0;
} else {
bit_8 = (ubyte)(pix * 17);
}
break;
default :
Int3();
+7 -3
View File
@@ -1312,7 +1312,7 @@ void asteriod_explode_sound(object *objp, int type, int play_loud)
range_factor = 1.0f;
}
snd_play_3d( &Snds[sound_index], &objp->pos, &Eye_position, objp->radius, NULL, 0, 1.0f, SND_PRIORITY_MUST_PLAY, NULL, range_factor );
snd_play_3d( gamesnd_get_game_sound(sound_index), &objp->pos, &Eye_position, objp->radius, NULL, 0, 1.0f, SND_PRIORITY_MUST_PLAY, NULL, range_factor );
}
/**
@@ -1568,8 +1568,12 @@ void asteroid_maybe_break_up(object *pasteroid_obj)
vec3d tempv = dir_vec;
vm_vec_random_cone(&dir_vec, &tempv, (360.0f / total_roids / 2));
// Make the roid inherit half of the parent's velocity
vm_vec_copy_normalize(&parent_vel, &pasteroid_obj->phys_info.vel);
// Make the roid inherit half of parent's directional movement
if (!IS_VEC_NULL(&pasteroid_obj->phys_info.vel)) {
vm_vec_copy_normalize(&parent_vel, &pasteroid_obj->phys_info.vel);
} else {
vm_vec_rand_vec_quick(&parent_vel);
}
vm_vec_scale(&parent_vel, 0.5f);
// Make the hit position affect the direction, but only a little
+2 -1
View File
@@ -31,6 +31,7 @@ union bm_extra_info {
int keyframe; //!< used for animations -- keyframe info
float total_time; //!< used for animations -- total animation time (not always derived from num_frames/fps)
ubyte fps; //!< used for animations -- frames per second
bool is_array; //!< Flag for if all frames of an animation have the same size which means that it can be put into a texture array
struct {
// stuff for static animations
@@ -89,7 +90,7 @@ struct bitmap_entry {
#endif
};
extern bitmap_entry bm_bitmaps[MAX_BITMAPS];
extern bitmap_entry* bm_bitmaps;
// image specific lock functions
void bm_lock_ani( int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, int bpp, ubyte flags );
+139 -35
View File
@@ -24,18 +24,19 @@
#include "debugconsole/console.h"
#include "globalincs/systemvars.h"
#include "graphics/2d.h"
#include "graphics/matrix.h"
#include "graphics/grinternal.h"
#include "io/key.h"
#include "io/timer.h"
#include "jpgutils/jpgutils.h"
#include "network/multiutil.h"
#include "palman/palman.h"
#include "parse/parselo.h"
#include "pcxutils/pcxutils.h"
#include "pngutils/pngutils.h"
#include "ship/ship.h"
#include "tgautils/tgautils.h"
#include "tracing/Monitor.h"
#include "tracing/tracing.h"
#include <ctype.h>
#include <limits.h>
@@ -83,17 +84,19 @@ const int BM_ANI_NUM_TYPES = sizeof(bm_ani_type_list) / sizeof(bm_ani_type_list[
void(*bm_set_components)(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a) = NULL;
void(*bm_set_components_32)(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a) = NULL;
int MAX_BITMAPS = DEFAULT_MAX_BITMAPS;
// --------------------------------------------------------------------------------------------------------------------
// Declaration of protected variables (defined in cmdline.cpp).
extern int Cmdline_cache_bitmaps;
// --------------------------------------------------------------------------------------------------------------------
// Definition of public variables (declared as extern in bm_internal.h).
bitmap_entry bm_bitmaps[MAX_BITMAPS];
bitmap_entry* bm_bitmaps = nullptr;
// --------------------------------------------------------------------------------------------------------------------
// Definition of private variables at file scope (static).
static int bm_inited = 0;
static bool bm_inited = false;
static uint Bm_next_signature = 0x1234;
static int bm_next_handle = 1;
static int Bm_low_mem = 0;
@@ -419,7 +422,7 @@ DCF(bmpman, "Shows/changes bitmap caching parameters and usage") {
}
if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) {
dc_printf("Total RAM usage: %d bytes\n", bm_texture_ram);
dc_printf("Total RAM usage: " SIZE_T_ARG " bytes\n", bm_texture_ram);
if (Bm_max_ram > 1024 * 1024) {
dc_printf("\tMax RAM allowed: %.1f MB\n", i2fl(Bm_max_ram) / (1024.0f*1024.0f));
@@ -435,14 +438,14 @@ DCF(bmpman, "Shows/changes bitmap caching parameters and usage") {
if (dc_optional_string("flush")) {
dc_printf("Total RAM usage before flush: %d bytes\n", bm_texture_ram);
dc_printf("Total RAM usage before flush: " SIZE_T_ARG " bytes\n", bm_texture_ram);
int i;
for (i = 0; i < MAX_BITMAPS; i++) {
if (bm_bitmaps[i].type != BM_TYPE_NONE) {
bm_free_data(i);
}
}
dc_printf("Total RAM after flush: %d bytes\n", bm_texture_ram);
dc_printf("Total RAM after flush: " SIZE_T_ARG " bytes\n", bm_texture_ram);
} else if (dc_optional_string("ram")) {
dc_stuff_int(&Bm_max_ram);
@@ -480,7 +483,11 @@ void bm_close() {
for (i = 0; i<MAX_BITMAPS; i++) {
bm_free_data(i); // clears flags, bbp, data, etc
}
bm_inited = 0;
if (bm_bitmaps != nullptr) {
delete[] bm_bitmaps;
bm_bitmaps = nullptr;
}
bm_inited = false;
}
}
@@ -491,7 +498,7 @@ int bm_create(int bpp, int w, int h, void *data, int flags) {
Assert((bpp == 16) || (bpp == 24) || (bpp == 32));
}
if (!bm_inited) bm_init();
Assertion(bm_inited, "bmpman must be initialized before this function can be called!");
int n = -1;
@@ -871,7 +878,7 @@ int bm_get_info(int handle, int *w, int * h, ubyte * flags, int *nframes, int *f
if (h) *h = bmp->h;
if (flags) *flags = bmp->flags;
if (bm_is_anim(bitmapnum) == true) {
if (bm_is_anim(bitmapnum)) {
if (nframes) {
*nframes = bm_bitmaps[bitmapnum].info.ani.num_frames;
}
@@ -942,7 +949,7 @@ void bm_get_palette(int handle, ubyte *pal, char *name) {
}
uint bm_get_signature(int handle) {
if (!bm_inited) bm_init();
Assertion(bm_inited, "bmpman must be initialized before this function can be called!");
int bitmapnum = handle % MAX_BITMAPS;
Assertion(bm_bitmaps[bitmapnum].handle == handle, "Invalid bitmap handle %d passed to bm_get_signature().\nThis might be due to an invalid animation somewhere else.\n", handle); // INVALID BITMAP HANDLE!
@@ -967,7 +974,7 @@ int bm_get_tcache_type(int num) {
}
BM_TYPE bm_get_type(int handle) {
if (!bm_inited) bm_init();
Assertion(bm_inited, "bmpman must be initialized before this function can be called!");
int bitmapnum = handle % MAX_BITMAPS;
Assertion(bm_bitmaps[bitmapnum].handle == handle, "Invalid bitmap handle %d passed to bm_get_type().\nThis might be due to an invalid animation somewhere else.\n", handle); // INVALID BITMAP HANDLE!
@@ -989,16 +996,17 @@ bool bm_has_alpha_channel(int handle) {
}
void bm_init() {
Assertion(!bm_inited, "bmpman cannot be initialized more than once!");
int i;
mprintf(("Size of bitmap info = " SIZE_T_ARG " KB\n", sizeof(bm_bitmaps) / 1024));
mprintf(("Size of bitmap extra info = " SIZE_T_ARG " bytes\n", sizeof(bm_extra_info)));
if (!bm_inited) {
bm_inited = 1;
atexit(bm_close);
if (bm_bitmaps == nullptr) {
bm_bitmaps = new bitmap_entry[MAX_BITMAPS];
}
mprintf(("Size of bitmap info = " SIZE_T_ARG " KB\n", (sizeof(bm_bitmaps[0]) * MAX_BITMAPS) / 1024));
mprintf(("Size of bitmap extra info = " SIZE_T_ARG " bytes\n", sizeof(bm_extra_info)));
for (i = 0; i<MAX_BITMAPS; i++) {
bm_bitmaps[i].filename[0] = '\0';
bm_bitmaps[i].type = BM_TYPE_NONE;
@@ -1022,6 +1030,8 @@ void bm_init() {
bm_free_data(i); // clears flags, bbp, data, etc
}
bm_inited = true;
}
int bm_is_compressed(int num) {
@@ -1203,8 +1213,7 @@ int bm_load(const char *real_filename) {
CFILE *img_cfp = NULL;
int handle = -1;
if (!bm_inited)
bm_init();
Assertion(bm_inited, "bmpman must be initialized before this function can be called!");
// if no file was passed then get out now
if ((real_filename == NULL) || (strlen(real_filename) <= 0))
@@ -1509,8 +1518,7 @@ int bm_load_animation(const char *real_filename, int *nframes, int *fps, int *ke
size_t img_size = 0;
char clean_name[MAX_FILENAME_LEN];
if (!bm_inited)
bm_init();
Assertion(bm_inited, "bmpman must be initialized before this function can be called!");
// set output param defaults before going any further
if (nframes != nullptr)
@@ -1619,6 +1627,10 @@ int bm_load_animation(const char *real_filename, int *nframes, int *fps, int *ke
#endif
anim_read_header(&the_anim, img_cfp);
if (the_anim.width < 0 || the_anim.height < 0) {
Error(LOCATION, "Ani file %s has a faulty header and cannot be loaded.", real_filename);
}
anim_frames = the_anim.total_frames;
anim_fps = the_anim.fps;
if (anim_fps == 0) {
@@ -1697,6 +1709,8 @@ int bm_load_animation(const char *real_filename, int *nframes, int *fps, int *ke
}
int first_handle = bm_get_next_handle();
// if all images of the animation have the same size then we can use a texture array
bool is_array = true;
for (i = 0; i < anim_frames; i++) {
memset(&bm_bitmaps[n + i], 0, sizeof(bitmap_entry));
@@ -1783,8 +1797,39 @@ int bm_load_animation(const char *real_filename, int *nframes, int *fps, int *ke
bm_bitmaps[n + i].info.ani.apng.is_apng = false;
}
if (bm_bitmaps[n].bm.w != bm_bitmaps[n + i].bm.w || bm_bitmaps[n].bm.h != bm_bitmaps[n + i].bm.h) {
// We found a frame with a different size than the first frame -> this can't be used as a texture array
is_array = false;
Warning(LOCATION, "Animation '%s' has images that are of different sizes (currently at frame %d)."
"Performance could be improved by making all images the same size.", filename, i + 1);
}
if (bm_bitmaps[n].comp_type != bm_bitmaps[n + i].comp_type) {
// Different compression type
is_array = false;
Warning(LOCATION, "Animation '%s' has images that are of different compression formats (currently at frame %d)."
"Performance could be improved by making all images the same compression format.", filename, i + 1);
}
if (bm_bitmaps[n].bm.true_bpp != bm_bitmaps[n + i].bm.true_bpp) {
// We found a frame with an incompatible pixel format
is_array = false;
Warning(LOCATION, "Animation '%s' has images that are of different pixel formats (currently at frame %d)."
"Performance could be improved by making all images the same pixel format.", filename, i + 1);
}
if (bm_bitmaps[n].num_mipmaps != bm_bitmaps[n + i].num_mipmaps) {
// We found a frame with a different number of mipmaps
is_array = false;
Warning(LOCATION, "Animation '%s' has images that have a different number of mipmaps (currently at frame %d)."
"Performance could be improved by giving all frames the same number of mipmaps.", filename, i + 1);
}
}
// Set array flag of first frame
bm_bitmaps[n].info.ani.is_array = is_array;
if (nframes != nullptr)
*nframes = anim_frames;
@@ -1893,7 +1938,7 @@ bitmap * bm_lock(int handle, int bpp, ubyte flags, bool nodebug) {
bitmap *bmp;
bitmap_entry *be;
if (!bm_inited) bm_init();
Assertion(bm_inited, "bmpman must be initialized before this function can be called!");
int bitmapnum = handle % MAX_BITMAPS;
@@ -2235,6 +2280,9 @@ void bm_lock_jpg(int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, int b
// Unload any existing data
bm_free_data(bitmapnum);
// JPEG actually only support 24 bits per pixel so we enforce that here
bpp = 24;
d_size = (bpp >> 3);
// allocate bitmap data
@@ -2280,7 +2328,7 @@ void bm_lock_pcx(int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, int b
data = (ubyte *)bm_malloc(bitmapnum, be->mem_taken);
bmp->bpp = bpp;
bmp->data = (ptr_u)data;
bmp->palette = (bpp == 8) ? gr_palette : NULL;
bmp->palette = NULL;
memset(data, 0, be->mem_taken);
Assert(&be->bm == bmp);
@@ -2295,7 +2343,7 @@ void bm_lock_pcx(int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, int b
// this will populate filename[] whether it's EFF or not
EFF_FILENAME_CHECK;
pcx_error = pcx_read_bitmap(filename, data, NULL, (bpp >> 3), (flags & BMP_AABITMAP), 0, be->dir_type);
pcx_error = pcx_read_bitmap(filename, data, NULL, (bpp >> 3), (flags & BMP_AABITMAP), (flags & BMP_MASK_BITMAP) != 0, be->dir_type);
if (pcx_error != PCX_ERROR_NONE) {
mprintf(("Couldn't load PCX!!! (%s)\n", filename));
@@ -2374,7 +2422,7 @@ void bm_lock_tga(int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, int b
Assert(byte_size);
Assert(be->mem_taken > 0);
data = (ubyte*)bm_malloc(bitmapnum, be->mem_taken);
data = (ubyte*)bm_malloc(bitmapnum, static_cast<size_t>(bmp->w * bmp->h * byte_size));
if (data) {
memset(data, 0, be->mem_taken);
@@ -2459,8 +2507,7 @@ int bm_make_render_target(int width, int height, int flags) {
int bpp = 32;
int size = 0;
if (!bm_inited)
bm_init();
Assertion(bm_inited, "bmpman must be initialized before this function can be called!");
// Find an open slot (starting from the end)
for (n = -1, i = MAX_BITMAPS - 1; i >= 0; i--) {
@@ -2578,6 +2625,8 @@ void bm_page_in_start() {
}
void bm_page_in_stop() {
TRACE_SCOPE(tracing::PageInStop);
int i;
#ifndef NDEBUG
@@ -2594,6 +2643,7 @@ void bm_page_in_stop() {
for (i = 0; i < MAX_BITMAPS; i++) {
if ((bm_bitmaps[i].type != BM_TYPE_NONE) && (bm_bitmaps[i].type != BM_TYPE_RENDER_TARGET_DYNAMIC) && (bm_bitmaps[i].type != BM_TYPE_RENDER_TARGET_STATIC)) {
if (bm_bitmaps[i].preloaded) {
TRACE_SCOPE(tracing::PageInSingleBitmap);
if (bm_preloading) {
if (!gr_preload(bm_bitmaps[i].handle, (bm_bitmaps[i].preloaded == 2))) {
mprintf(("Out of VRAM. Done preloading.\n"));
@@ -2830,12 +2880,16 @@ int bm_release(int handle, int clear_render_targets) {
}
// be sure that all frames of an ani are unloaded - taylor
if (bm_is_anim(n) == true) {
if (bm_is_anim(n)) {
int i, first = be->info.ani.first_frame, total = bm_bitmaps[first].info.ani.num_frames;
// The graphics system requires that the bitmap information for the whole animation is still valid when the data
// is freed so we first free all the data and then clear the bitmaps data
for (i = 0; i < total; i++) {
bm_free_data(first + i, true); // clears flags, bbp, data, etc
}
for (i = 0; i < total; i++) {
memset(&bm_bitmaps[first + i], 0, sizeof(bitmap_entry));
bm_bitmaps[first + i].type = BM_TYPE_NONE;
@@ -2884,8 +2938,7 @@ int bm_release(int handle, int clear_render_targets) {
}
int bm_reload(int bitmap_handle, const char* filename) {
if (!bm_inited)
bm_init();
Assertion(bm_inited, "bmpman must be initialized before this function can be called!");
// if no file was passed then get out now
if ((filename == NULL) || (strlen(filename) <= 0))
@@ -3065,10 +3118,7 @@ bool bm_set_render_target(int handle, int face) {
gr_reset_clip();
if (gr_screen.mode == GR_OPENGL) {
extern void opengl_setup_viewport();
opengl_setup_viewport();
}
gr_setup_viewport();
return true;
}
@@ -3080,6 +3130,10 @@ int bm_unload(int handle, int clear_render_targets, bool nodebug) {
bitmap_entry *be;
bitmap *bmp;
if (handle == -1) {
return -1;
}
int n = handle % MAX_BITMAPS;
Assert((n >= 0) && (n < MAX_BITMAPS));
@@ -3194,7 +3248,7 @@ int bm_unload_fast(int handle, int clear_render_targets) {
void bm_unlock(int handle) {
bitmap_entry *be;
if (!bm_inited) bm_init();
Assertion(bm_inited, "bmpman must be initialized before this function can be called!");
int bitmapnum = handle % MAX_BITMAPS;
@@ -3250,3 +3304,53 @@ int find_block_of(int n)
return -1;
}
bool bm_is_texture_array(const int handle) {
int bitmapnum = handle % MAX_BITMAPS;
if (!bm_is_anim(bitmapnum)) {
return true;
}
// This will return the index of the first animation frame
int n = bm_get_cache_slot(handle, 0);
bitmap_entry *be = &bm_bitmaps[n];
return be->info.ani.is_array;
}
int bm_get_base_frame(const int handle, int* num_frames) {
// If the bitmap is no animation then num_frames will still be at least 1
auto animation_begin = bm_get_info(handle, nullptr, nullptr, nullptr, num_frames);
if (animation_begin < 0) {
// Some kind of error
return -1;
}
if (!bm_is_texture_array(animation_begin)) {
// If this is not a texture array then we just treat it like a single frame animation
animation_begin = handle;
if (num_frames != nullptr) {
*num_frames = 1;
}
}
return animation_begin;
}
int bm_get_array_index(const int handle) {
return handle - bm_get_base_frame(handle, nullptr);
}
int bmpman_count_bitmaps() {
if (!bm_inited)
return -1;
int total_bitmaps = 0;
for (int i = 0; i < MAX_BITMAPS; i++) {
if (bm_bitmaps[i].type != BM_TYPE_NONE) {
total_bitmaps++;
}
}
return total_bitmaps;
}
+45 -2
View File
@@ -33,7 +33,7 @@
*/
/**
* @brief How many bitmaps the game can handle
* @brief How many bitmaps the game can handle by default
*
* @attention MAX_BITMAPS shouldn't need to be bumped again. With the fixed bm_release() and it's proper use even the
* largest missions should stay under this number. With the largest retail missions and wasteful content we should
@@ -45,7 +45,9 @@
* If anything we could/should reduce MAX_BITMAPS in the future. Where it's at now should accomidate even the
* largest mods. -- Taylor
*/
#define MAX_BITMAPS 4750
#define DEFAULT_MAX_BITMAPS 4750
extern int MAX_BITMAPS;
// Flag positions for bitmap.flags
// ***** NOTE: bitmap.flags is an 8-bit value, no more BMP_TEX_* flags can be added unless the type is changed!! ******
@@ -56,6 +58,7 @@
#define BMP_TEX_DXT3 (1<<4) //!< dxt3 compressed 8r8g8b4a (32bit)
#define BMP_TEX_DXT5 (1<<5) //!< dxt5 compressed 8r8g8b8a (32bit)
#define BMP_TEX_CUBEMAP (1<<6) //!< a texture made for cubic environment map
#define BMP_MASK_BITMAP (1<<7) //!< a bitmap that will be used for masking mouse interaction. Typically not used in render operations
// Combined flags
#define BMP_TEX_COMP ( BMP_TEX_DXT1 | BMP_TEX_DXT3 | BMP_TEX_DXT5 ) //!< Compressed textures
@@ -698,4 +701,44 @@ bool bm_load_and_parse_eff(const char *filename, int dir_type, int *nframes, int
*/
int bm_get_anim_frame(const int frame1_handle, float elapsed_time, const float divisor = 0.0f, const bool loop = false);
/**
* @brief Determines if the given handle could be used in a texture array
*
* @param handle The handle to query the value for
* @return @c true if all frames have the same size, @c false otherwise. Always returns @c true for single images
*/
bool bm_is_texture_array(const int handle);
/**
* @brief Gets the base frame of the specified animation
*
* @details The base frame is the frame of the animation that should be used to determine if two animation frames can be
* used in the same draw call. Use this if you want to optimize your draw calls to make use of texture arrays.
*
* @param handle The handle of the animation to check. This may also be a single frame bitmap
* @param num_frames Optionally return the number of frames in the animation
* @return The bitmap handle of the base frame or -1 on error
*/
int bm_get_base_frame(const int handle, int* num_frames = nullptr);
/**
* @brief Get the array index of the specified bitmap
*
* This should be used when passing the array index to the GPU (e.g. when building uniform structs or streaming particle
* data)
*
* @param handle The handle of the bitmap
* @return The index into the array
*/
int bm_get_array_index(const int handle);
/**
* @brief Counts how many slots are used in bm_bitmaps
*
* This needs to iterate through all the slots in order to determine whether or not they're used, so shouldn't be used frivolously.
*
* @return The number of used slots
*/
int bmpman_count_bitmaps();
#endif
+1 -1
View File
@@ -2,7 +2,7 @@
#include "globalincs/alphacolors.h"
#include "globalincs/linklist.h"
#include "globalincs/systemvars.h" //VM_FREECAMERA etc
#include "graphics/font.h"
#include "graphics/matrix.h"
#include "hud/hud.h" //hud_get_draw
#include "math/vecmat.h"
#include "mod_table/mod_table.h"
+7 -4
View File
@@ -14,6 +14,7 @@
#include <string.h>
#include <stdio.h>
#include <errno.h>
#include <sys/stat.h>
#ifdef _WIN32
#include <io.h>
@@ -23,7 +24,6 @@
#endif
#ifdef SCP_UNIX
#include <sys/stat.h>
#include <glob.h>
#include <sys/mman.h>
#endif
@@ -88,6 +88,7 @@ cf_pathtype Pathtypes[CF_MAX_PATH_TYPES] = {
{ CF_TYPE_INTEL_ANIMS, "data" DIR_SEPARATOR_STR "intelanims", ".pcx .ani .eff .tga .jpg .png .dds", CF_TYPE_DATA },
{ CF_TYPE_SCRIPTS, "data" DIR_SEPARATOR_STR "scripts", ".lua .lc", CF_TYPE_DATA },
{ CF_TYPE_FICTION, "data" DIR_SEPARATOR_STR "fiction", ".txt", CF_TYPE_DATA },
{ CF_TYPE_FREDDOCS, "data" DIR_SEPARATOR_STR "freddocs", ".html", CF_TYPE_DATA },
};
@@ -621,6 +622,7 @@ void cf_create_directory( int dir_type )
int num_dirs = 0;
int dir_tree[CF_MAX_PATH_TYPES];
char longname[MAX_PATH_LEN];
struct stat statbuf;
Assertion( CF_TYPE_SPECIFIED(dir_type), "Invalid dir_type passed to cf_create_directory." );
@@ -634,13 +636,14 @@ void cf_create_directory( int dir_type )
} while( current_dir != CF_TYPE_ROOT );
int i;
for (i=num_dirs-1; i>=0; i-- ) {
cf_create_default_path_string( longname, sizeof(longname)-1, dir_tree[i], NULL );
mprintf(( "CFILE: Creating new directory '%s'\n", longname ));
mkdir_recursive(longname);
if (stat(longname, &statbuf) != 0) {
mprintf(( "CFILE: Creating new directory '%s'\n", longname ));
mkdir_recursive(longname);
}
}
}
+2 -1
View File
@@ -78,8 +78,9 @@ typedef struct {
#define CF_TYPE_INTEL_ANIMS 34
#define CF_TYPE_SCRIPTS 35
#define CF_TYPE_FICTION 36
#define CF_TYPE_FREDDOCS 37
#define CF_MAX_PATH_TYPES 37 // Can be as high as you'd like //DTP; yeah but beware alot of things uses CF_MAX_PATH_TYPES
#define CF_MAX_PATH_TYPES 38 // Can be as high as you'd like //DTP; yeah but beware alot of things uses CF_MAX_PATH_TYPES
// TRUE if type is specified and valid
+10 -2
View File
@@ -161,10 +161,15 @@ int cfseek( CFILE *cfile, int offset, int where )
default:
Int3();
return 1;
}
}
// Make sure we don't seek beyond the end of the file
CAP(goal_position, cb->lib_offset, cb->lib_offset + cb->size);
int result = fseek(cb->fp, (long)goal_position, SEEK_SET );
Assertion(goal_position >= cb->lib_offset, "Invalid offset values detected while seeking! Goal was " SIZE_T_ARG ", lib_offset is " SIZE_T_ARG ".", goal_position, cb->lib_offset);
cb->raw_position = goal_position - cb->lib_offset;
Assertion(cb->raw_position <= cb->size, "Invalid raw_position value detected!");
#if defined(CHECK_POSITION) && !defined(NDEBUG)
auto tmp_offset = ftell(cb->fp) - cb->lib_offset;
@@ -200,6 +205,7 @@ int cfread(void *buf, int elsize, int nelem, CFILE *cfile)
}
if ( (cb->raw_position+size) > cb->size ) {
Assertion(cb->raw_position <= cb->size, "Invalid raw_position value detected!");
size = cb->size - cb->raw_position;
if ( size < 1 ) {
return 0;
@@ -219,6 +225,7 @@ int cfread(void *buf, int elsize, int nelem, CFILE *cfile)
size_t bytes_read = fread( buf, 1, size, cb->fp );
if ( bytes_read > 0 ) {
cb->raw_position += bytes_read;
Assertion(cb->raw_position <= cb->size, "Invalid raw_position value detected!");
}
#if defined(CHECK_POSITION) && !defined(NDEBUG)
@@ -249,7 +256,8 @@ int cfread_lua_number(double *buf, CFILE *cfile)
long orig_pos = ftell(cb->fp);
int items_read = fscanf(cb->fp, LUA_NUMBER_SCAN, buf);
cb->raw_position += ftell(cb->fp)-orig_pos;
cb->raw_position += ftell(cb->fp)-orig_pos;
Assertion(cb->raw_position <= cb->size, "Invalid raw_position value detected!");
#if defined(CHECK_POSITION) && !defined(NDEBUG)
auto tmp_offset = ftell(cb->fp) - cb->lib_offset;
+166 -64
View File
@@ -30,6 +30,7 @@
#include <fnmatch.h>
#include <sys/stat.h>
#include <unistd.h>
#include <libgen.h>
#endif
#include "cfile/cfile.h"
@@ -38,6 +39,7 @@
#include "globalincs/pstypes.h"
#include "localization/localize.h"
#include "osapi/osapi.h"
#include "parse/parselo.h"
#define CF_ROOTTYPE_PATH 0
#define CF_ROOTTYPE_PACK 1
@@ -77,12 +79,13 @@ static int Num_path_roots = 0;
// Created by searching all roots in order. This means Files is then sorted by precedence.
typedef struct cf_file {
char name_ext[CF_MAX_FILENAME_LENGTH]; // Filename and extension
int root_index; // Where in Roots this is located
int pathtype_index; // Where in Paths this is located
time_t write_time; // When it was last written
int size; // How big it is in bytes
int pack_offset; // For pack files, where it is at. 0 if not in a pack file. This can be used to tell if in a pack file.
char name_ext[CF_MAX_FILENAME_LENGTH]; // Filename and extension
int root_index; // Where in Roots this is located
int pathtype_index; // Where in Paths this is located
time_t write_time; // When it was last written
int size; // How big it is in bytes
int pack_offset; // For pack files, where it is at. 0 if not in a pack file. This can be used to tell if in a pack file.
char* real_name; // For real files, the full path
} cf_file;
#define CF_NUM_FILES_PER_BLOCK 512
@@ -115,6 +118,7 @@ cf_file *cf_create_file()
if ( File_blocks[block] == NULL ) {
File_blocks[block] = (cf_file_block *)vm_malloc( sizeof(cf_file_block) );
Assert( File_blocks[block] != NULL);
memset(File_blocks[block], 0, sizeof(cf_file_block));
}
Num_files++;
@@ -534,6 +538,10 @@ void cf_search_root_path(int root_index)
mprintf(( "Searching root '%s' ... ", root->path ));
char search_path[CF_MAX_PATHNAME_LENGTH];
#ifdef SCP_UNIX
// This map stores the mapping between a specific path type and the actual path that we use for it
SCP_unordered_map<int, SCP_string> pathTypeToRealPath;
#endif
for (i=CF_TYPE_ROOT; i<CF_MAX_PATH_TYPES; i++ ) {
@@ -552,6 +560,7 @@ void cf_search_root_path(int root_index)
}
#if defined _WIN32
SCP_string search_directory = search_path;
strcat_s( search_path, "*.*" );
intptr_t find_handle;
@@ -576,6 +585,11 @@ void cf_search_root_path(int root_index)
file->size = find.size;
file->pack_offset = 0; // Mark as a non-packed file
SCP_string file_name;
sprintf(file_name, "%s%s%s", search_directory.c_str(), DIR_SEPARATOR_STR, find.name);
file->real_name = vm_strdup(file_name.c_str());
num_files++;
//mprintf(( "Found file '%s'\n", file->name_ext ));
}
@@ -588,21 +602,80 @@ void cf_search_root_path(int root_index)
_findclose( find_handle );
}
#elif defined SCP_UNIX
DIR *dirp;
struct dirent *dir;
DIR *dirp = nullptr;
SCP_string search_dir;
{
if (i == CF_TYPE_ROOT) {
// Don't search for the same name for the root case since we would be searching in other mod directories in that case
dirp = opendir (search_path);
search_dir.assign(search_path);
} else {
// On Unix we can have a different case for the search paths so we also need to account for that
// We do that by looking at the parent of search_path and enumerating all directories and the check if any of
// them are a case-insensitive match
SCP_string directory_name;
auto parentPathIter = pathTypeToRealPath.find(Pathtypes[i].parent_index);
if (parentPathIter == pathTypeToRealPath.end()) {
// No parent known yet, use the standard dirname
char dirname_copy[CF_MAX_PATHNAME_LENGTH];
memcpy(dirname_copy, search_path, sizeof(search_path));
// According to the documentation of directory_name and basename, the return value does not need to be freed
directory_name.assign(dirname(dirname_copy));
} else {
// we have a valid parent path -> use that
directory_name = parentPathIter->second;
}
char basename_copy[CF_MAX_PATHNAME_LENGTH];
memcpy(basename_copy, search_path, sizeof(search_path));
// According to the documentation of dirname and basename, the return value does not need to be freed
auto search_name = basename(basename_copy);
auto parentDirP = opendir(directory_name.c_str());
if (parentDirP) {
struct dirent *dir = nullptr;
while ((dir = readdir (parentDirP)) != nullptr) {
if (stricmp(search_name, dir->d_name)) {
continue;
}
SCP_string fn;
sprintf(fn, "%s/%s", directory_name.c_str(), dir->d_name);
struct stat buf;
if (stat(fn.c_str(), &buf) == -1) {
continue;
}
if (S_ISDIR(buf.st_mode)) {
// Found a case insensitive match
dirp = opendir(fn.c_str());
search_dir = fn;
// We also need to store this in our mapping since we may need it in the future
pathTypeToRealPath.insert(std::make_pair(i, fn));
break;
}
}
closedir(parentDirP);
}
}
}
dirp = opendir (search_path);
if ( dirp ) {
struct dirent *dir = nullptr;
while ((dir = readdir (dirp)) != NULL)
{
if (!fnmatch ("*.*", dir->d_name, 0))
{
char fn[MAX_PATH];
snprintf(fn, MAX_PATH-1, "%s%s", search_path, dir->d_name);
fn[MAX_PATH-1] = 0;
SCP_string fn;
sprintf(fn, "%s/%s", search_dir.c_str(), dir->d_name);
struct stat buf;
if (stat(fn, &buf) == -1) {
if (stat(fn.c_str(), &buf) == -1) {
continue;
}
@@ -626,6 +699,8 @@ void cf_search_root_path(int root_index)
file->pack_offset = 0; // Mark as a non-packed file
file->real_name = vm_strdup(fn.c_str());
num_files++;
//mprintf(( "Found file '%s'\n", file->name_ext ));
}
@@ -827,6 +902,14 @@ void cf_free_secondary_filelist()
// Init the file blocks
for (i=0; i<CF_MAX_FILE_BLOCKS; i++ ) {
if ( File_blocks[i] ) {
// Free file paths
for (auto& f : File_blocks[i]->files) {
if (f.real_name) {
vm_free(f.real_name);
f.real_name = nullptr;
}
}
vm_free( File_blocks[i] );
File_blocks[i] = NULL;
}
@@ -985,17 +1068,14 @@ int cf_find_file_location( const char *filespec, int pathtype, int max_out, char
*offset = (size_t)f->pack_offset;
if (pack_filename) {
cf_root *r = cf_get_root(f->root_index);
strncpy( pack_filename, r->path, max_out );
if (f->pack_offset < 1) {
strcat_s( pack_filename, max_out, Pathtypes[f->pathtype_index].path );
// This is a real file, return the actual file path
strncpy( pack_filename, f->real_name, max_out );
} else {
// File is in a pack file
cf_root *r = cf_get_root(f->root_index);
if ( pack_filename[strlen(pack_filename)-1] != DIR_SEPARATOR_CHAR )
strcat_s( pack_filename, max_out, DIR_SEPARATOR_STR );
strcat_s( pack_filename, max_out, f->name_ext );
strncpy( pack_filename, r->path, max_out );
}
}
@@ -1013,19 +1093,14 @@ int cf_find_file_location( const char *filespec, int pathtype, int max_out, char
*offset = (size_t)f->pack_offset;
if (pack_filename) {
cf_root *r = cf_get_root(f->root_index);
strcpy( pack_filename, r->path );
if (f->pack_offset < 1) {
if ( strlen(Pathtypes[f->pathtype_index].path) ) {
strcat_s( pack_filename, max_out, Pathtypes[f->pathtype_index].path );
// This is a real file, return the actual file path
strncpy( pack_filename, f->real_name, max_out );
} else {
// File is in a pack file
cf_root *r = cf_get_root(f->root_index);
if ( pack_filename[strlen(pack_filename)-1] != DIR_SEPARATOR_CHAR )
strcat_s( pack_filename, max_out, DIR_SEPARATOR_STR );
}
strcat_s( pack_filename, max_out, f->name_ext );
strncpy( pack_filename, r->path, max_out );
}
}
@@ -1260,17 +1335,14 @@ int cf_find_file_location_ext( const char *filename, const int ext_num, const ch
*offset = f->pack_offset;
if (pack_filename) {
cf_root *r = cf_get_root(f->root_index);
strncpy( pack_filename, r->path, max_out );
if (f->pack_offset < 1) {
strcat_s( pack_filename, max_out, Pathtypes[f->pathtype_index].path );
// This is a real file, return the actual file path
strncpy( pack_filename, f->real_name, max_out );
} else {
// File is in a pack file
cf_root *r = cf_get_root(f->root_index);
if ( pack_filename[strlen(pack_filename)-1] != DIR_SEPARATOR_CHAR )
strcat_s( pack_filename, max_out, DIR_SEPARATOR_STR );
strcat_s( pack_filename, max_out, f->name_ext );
strncpy( pack_filename, r->path, max_out );
}
}
@@ -1291,20 +1363,14 @@ int cf_find_file_location_ext( const char *filename, const int ext_num, const ch
*offset = f->pack_offset;
if (pack_filename) {
cf_root *r = cf_get_root(f->root_index);
strcpy( pack_filename, r->path );
if (f->pack_offset < 1) {
// This is a real file, return the actual file path
strncpy( pack_filename, f->real_name, max_out );
} else {
// File is in a pack file
cf_root *r = cf_get_root(f->root_index);
if ( strlen(Pathtypes[f->pathtype_index].path) ) {
strcat_s( pack_filename, max_out, Pathtypes[f->pathtype_index].path );
if ( pack_filename[strlen(pack_filename)-1] != DIR_SEPARATOR_CHAR )
strcat_s( pack_filename, max_out, DIR_SEPARATOR_STR );
}
strcat_s( pack_filename, max_out, f->name_ext );
strncpy( pack_filename, r->path, max_out );
}
}
@@ -1501,8 +1567,10 @@ int cf_get_file_list( SCP_vector<SCP_string> &list, int pathtype, const char *fi
continue;
char fn[MAX_PATH];
snprintf(fn, MAX_PATH-1, "%s/%s", filespec, dir->d_name);
fn[MAX_PATH-1] = 0;
if (snprintf(fn, MAX_PATH, "%s/%s", filespec, dir->d_name) >= MAX_PATH) {
// Make sure the string is null terminated
fn[MAX_PATH-1] = 0;
}
struct stat buf;
if (stat(fn, &buf) == -1) {
@@ -1537,8 +1605,7 @@ int cf_get_file_list( SCP_vector<SCP_string> &list, int pathtype, const char *fi
}
#endif
bool skip_packfiles = (Skip_packfile_search != 0);
bool skip_packfiles = false;
if ( (pathtype == CF_TYPE_PLAYERS) || (pathtype == CF_TYPE_SINGLE_PLAYERS) || (pathtype == CF_TYPE_MULTI_PLAYERS) ) {
skip_packfiles = true;
} else if (Get_file_list_child != NULL) {
@@ -1563,6 +1630,11 @@ int cf_get_file_list( SCP_vector<SCP_string> &list, int pathtype, const char *fi
continue;
}
if (Skip_packfile_search && f->pack_offset != 0) {
// If the packfile skip flag is set we skip files in VPs but still search in directories
continue;
}
if ( !Get_file_list_filter || (*Get_file_list_filter)(f->name_ext) ) {
//mprintf(( "Found '%s' in root %d path %d\n", f->name_ext, f->root_index, f->pathtype_index ));
@@ -1706,8 +1778,10 @@ int cf_get_file_list( int max, char **list, int pathtype, const char *filter, in
continue;
char fn[MAX_PATH];
snprintf(fn, MAX_PATH-1, "%s/%s", filespec, dir->d_name);
fn[MAX_PATH-1] = 0;
if (snprintf(fn, MAX_PATH, "%s/%s", filespec, dir->d_name) >= MAX_PATH) {
// Make sure the string is null terminated
fn[MAX_PATH-1] = 0;
}
struct stat buf;
if (stat(fn, &buf) == -1) {
@@ -1739,8 +1813,16 @@ int cf_get_file_list( int max, char **list, int pathtype, const char *filter, in
}
#endif
bool skip_packfiles = false;
if ((pathtype == CF_TYPE_PLAYERS) || (pathtype == CF_TYPE_SINGLE_PLAYERS) || (pathtype == CF_TYPE_MULTI_PLAYERS)) {
skip_packfiles = true;
}
else if (Get_file_list_child != NULL) {
skip_packfiles = true;
}
// Search all the packfiles and CD.
if ( !Skip_packfile_search ) {
if ( !skip_packfiles) {
for (i=0; i<Num_files; i++ ) {
cf_file * f = cf_get_file(i);
@@ -1760,6 +1842,11 @@ int cf_get_file_list( int max, char **list, int pathtype, const char *filter, in
continue;
}
if (Skip_packfile_search && f->pack_offset != 0) {
// If the packfile skip flag is set we skip files in VPs but still search in directories
continue;
}
if ( !Get_file_list_filter || (*Get_file_list_filter)(f->name_ext) ) {
//mprintf(( "Found '%s' in root %d path %d\n", f->name_ext, f->root_index, f->pathtype_index ));
@@ -1908,8 +1995,10 @@ int cf_get_file_list_preallocated( int max, char arr[][MAX_FILENAME_LEN], char *
continue;
char fn[MAX_PATH];
snprintf(fn, MAX_PATH-1, "%s/%s", filespec, dir->d_name);
fn[MAX_PATH-1] = 0;
if (snprintf(fn, MAX_PATH, "%s/%s", filespec, dir->d_name) >= MAX_PATH) {
// Make sure the string is null terminated
fn[MAX_PATH-1] = 0;
}
struct stat buf;
if (stat(fn, &buf) == -1) {
@@ -1943,8 +2032,16 @@ int cf_get_file_list_preallocated( int max, char arr[][MAX_FILENAME_LEN], char *
}
#endif
bool skip_packfiles = false;
if ((pathtype == CF_TYPE_PLAYERS) || (pathtype == CF_TYPE_SINGLE_PLAYERS) || (pathtype == CF_TYPE_MULTI_PLAYERS)) {
skip_packfiles = true;
}
else if (Get_file_list_child != NULL) {
skip_packfiles = true;
}
// Search all the packfiles and CD.
if ( !Skip_packfile_search ) {
if (!skip_packfiles) {
for (uint i=0; i<Num_files; i++ ) {
cf_file * f = cf_get_file(i);
@@ -1965,6 +2062,11 @@ int cf_get_file_list_preallocated( int max, char arr[][MAX_FILENAME_LEN], char *
continue;
}
if (Skip_packfile_search && f->pack_offset != 0) {
// If the packfile skip flag is set we skip files in VPs but still search in directories
continue;
}
if ( !Get_file_list_filter || (*Get_file_list_filter)(f->name_ext) ) {
//mprintf(( "Found '%s' in root %d path %d\n", f->name_ext, f->root_index, f->pathtype_index ));
+1 -1
View File
@@ -8,7 +8,7 @@ set_target_properties(cfilearchiver
PROPERTIES
FOLDER "FSOTools"
)
TARGET_LINK_LIBRARIES(cfilearchiver PUBLIC ${SDL_LIBS})
TARGET_LINK_LIBRARIES(cfilearchiver PUBLIC sdl2)
TARGET_INCLUDE_DIRECTORIES(cfilearchiver PUBLIC ${GENERATED_SOURCE_DIR})
TARGET_INCLUDE_DIRECTORIES(cfilearchiver PUBLIC ${GENERATED_SOURCE_DIR}/code)
+10 -31
View File
@@ -315,28 +315,16 @@ int verify_directory( char *filespec )
void print_instructions()
{
printf( "Creates a vp archive out of a FreeSpace data tree.\n\n" );
printf( "Usage: cfilearchiver archive_name src_dir\n");
printf( "Example: cfilearchiver freespace /tmp/freespace/data\n\n");
printf( "Directory structure options:\n" );
printf( " Effects (.ani .pcx .neb .tga)\n" );
printf( " Fonts (.vf)\n" );
printf( " Hud (.ani .pcx .tga\n" );
printf( " Interface (.pcx .ani .tga)\n" );
printf( " Maps (.pcx .ani .tga)\n" );
printf( " Missions (.ntl .ssv), FS1(.fsm .fsc), FS2(.fs2 .fc2)\n" );
printf( " Models (.pof)\n" );
printf( " Music (.wav)\n" );
printf( " Sounds/8b22k (.wav)\n" );
printf( " Sounds/16b11k (.wav)\n" );
printf( " Tables (.tbl)\n" );
printf( " Voice/Briefing (.wav)\n" );
printf( " Voice/Command briefings (.wav)\n" );
printf( " Voice/Debriefing (.wav)\n" );
printf( " Voice/Personas (.wav)\n" );
printf( " Voice/Special (.wav)\n" );
printf( " Voice/Training (.wav)\n" );
printf("Creates a vp archive out of a FreeSpace data tree.\n\n");
printf("Usage: cfilearchiver archive_name src_dir\n");
#ifdef _WIN32
printf("Example: cfilearchiver freespace c:\\freespace\\data\n");
#else
printf("Example: cfilearchiver freespace /tmp/freespace/data\n\n");
#endif
printf("Creates an archive named freespace out of the freespace data tree\n");
printf("For information about the FS2 directory structure, please consult\n");
printf("http://www.hard-light.net/wiki/index.php/FS2_Data_Structure\n");
exit(0);
}
@@ -352,16 +340,7 @@ int main(int argc, char *argv[] )
char *p;
if ( argc < 3 ) {
#ifdef _WIN32
printf( "Usage: %s archive_name src_dir\n", argv[0] );
printf( "Example: %s freespace c:\\freespace\\data\n", argv[0] );
printf( "Creates an archive named freespace out of the\nfreespace data tree\n" );
printf( "Press any key to exit...\n" );
getch();
return 1;
#else
print_instructions();
#endif
}
strcpy_s( archive, argv[1] );
+1 -1
View File
@@ -8,7 +8,7 @@ set_target_properties(cfileextractor
PROPERTIES
FOLDER "FSOTools"
)
TARGET_LINK_LIBRARIES(cfileextractor PUBLIC ${SDL_LIBS})
TARGET_LINK_LIBRARIES(cfileextractor PUBLIC sdl2)
TARGET_INCLUDE_DIRECTORIES(cfileextractor PUBLIC ${GENERATED_SOURCE_DIR})
TARGET_INCLUDE_DIRECTORIES(cfileextractor PUBLIC ${GENERATED_SOURCE_DIR}/code)
+302 -85
View File
@@ -23,6 +23,9 @@
#include "globalincs/pstypes.h"
#include "osapi/osapi.h"
#include "cfile/cfilesystem.h"
#include "sound/speech.h"
#include "sound/openal.h"
#include "io/joy.h"
#ifdef _WIN32
#include <io.h>
@@ -38,6 +41,9 @@
#include <string.h>
#include <stdlib.h>
#include <cstdio>
#include <jansson.h>
// Stupid windows workaround...
#ifdef MessageBox
@@ -60,6 +66,11 @@ const char *cmdline_arg_types[] =
"STRING",
};
enum class flag_output_type {
Binary,
Json_V1,
};
// variables
class cmdline_parm {
public:
@@ -78,6 +89,7 @@ public:
float get_float();
char *str();
bool check_if_args_is_valid();
bool has_param();
};
static cmdline_parm Parm_list(NULL, NULL, AT_NONE);
@@ -150,6 +162,7 @@ Flag exe_params[] =
{ "-noscalevid", "Disable scale-to-window for movies", true, 0, EASY_DEFAULT, "Graphics", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-noscalevid", },
{ "-missile_lighting", "Apply lighting to missiles" , true, EASY_ALL_ON, EASY_DEFAULT, "Graphics", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-missile_lighting", },
{ "-nonormal", "Disable normal maps", true, EASY_DEFAULT_MEM, EASY_MEM_ALL_ON, "Graphics", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-normal" },
{ "-no_emissive_light", "Disable emissive light from ships", true, 0, EASY_DEFAULT, "Graphics", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-no_emissive_light" },
{ "-noheight", "Disable height/parallax maps", true, EASY_DEFAULT_MEM, EASY_MEM_ALL_ON, "Graphics", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-height" },
{ "-3dshockwave", "Enable 3D shockwaves", true, EASY_MEM_ALL_ON, EASY_DEFAULT_MEM, "Graphics", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-3dshockwave" },
{ "-post_process", "Enable post processing", true, EASY_ALL_ON, EASY_DEFAULT, "Graphics", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-post_process" },
@@ -176,7 +189,6 @@ Flag exe_params[] =
{ "-no_ap_interrupt", "Disable interrupting autopilot", true, 0, EASY_DEFAULT, "Gameplay", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-no_ap_interrupt", },
{ "-stretch_menu", "Stretch interface to fill screen", true, 0, EASY_DEFAULT, "Gameplay", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-stretch_menu", },
{ "-snd_preload", "Preload mission game sounds", true, EASY_MEM_ALL_ON, EASY_DEFAULT_MEM, "Audio", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-snd_preload", },
{ "-nosound", "Disable all sound", false, 0, EASY_DEFAULT, "Audio", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-nosound", },
{ "-nomusic", "Disable music", false, 0, EASY_DEFAULT, "Audio", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-nomusic", },
{ "-no_enhanced_sound", "Disable enhanced sound", false, 0, EASY_DEFAULT, "Audio", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-no_enhanced_sound", },
@@ -217,6 +229,7 @@ Flag exe_params[] =
{ "-voicer", "Enable voice recognition", true, 0, EASY_DEFAULT, "Experimental", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-voicer", },
{ "-fps", "Show frames per second on HUD", false, 0, EASY_DEFAULT, "Dev Tool", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-fps", },
{ "-bmpmanusage", "Show how many BMPMAN slots are in use", false, 0, EASY_DEFAULT, "Dev Tool", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-bmpmanusage", },
{ "-pos", "Show position of camera", false, 0, EASY_DEFAULT, "Dev Tool", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-pos", },
{ "-window", "Run in window", true, 0, EASY_DEFAULT, "Dev Tool", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-window", },
{ "-fullscreen_window", "Run in fullscreen window", false, 0, EASY_DEFAULT, "Dev Tool", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-fullscreen_window", },
@@ -240,6 +253,7 @@ Flag exe_params[] =
{ "-json_pilot", "Dump pilot files in JSON format", true, 0, EASY_DEFAULT, "Dev Tool", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-json_pilot", },
{ "-json_profiling", "Generate JSON profiling output", true, 0, EASY_DEFAULT, "Dev Tool", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-json_profiling", },
{ "-profile_frame_time","Profile engine subsystems", true, 0, EASY_DEFAULT, "Dev Tool", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-profile_frame_timings", },
{ "-debug_window", "Enable the debug window", true, 0, EASY_DEFAULT, "Dev Tool", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-debug_window", },
};
// forward declaration
@@ -391,11 +405,9 @@ int Cmdline_stretch_menu = 0;
// Audio related
cmdline_parm query_speech_arg("-query_speech", NULL, AT_NONE); // Cmdline_query_speech
cmdline_parm snd_preload_arg("-snd_preload", NULL, AT_NONE); // Cmdline_snd_preload
cmdline_parm voice_recognition_arg("-voicer", NULL, AT_NONE); // Cmdline_voice_recognition
int Cmdline_query_speech = 0;
int Cmdline_snd_preload = 0; // preload game sounds during mission load
int Cmdline_voice_recognition = 0;
int Cmdline_no_enhanced_sound = 0;
@@ -470,6 +482,7 @@ cmdline_parm dis_weapons("-dis_weapons", NULL, AT_NONE); // Cmdline_dis_weapons
cmdline_parm noparseerrors_arg("-noparseerrors", NULL, AT_NONE); // Cmdline_noparseerrors -- turns off parsing errors -C
cmdline_parm extra_warn_arg("-extra_warn", "Enable 'extra' warnings", AT_NONE); // Cmdline_extra_warn
cmdline_parm fps_arg("-fps", NULL, AT_NONE); // Cmdline_show_fps
cmdline_parm bmpmanusage_arg("-bmpmanusage", NULL, AT_NONE); // Cmdline_bmpman_usage
cmdline_parm pos_arg("-pos", NULL, AT_NONE); // Cmdline_show_pos
cmdline_parm stats_arg("-stats", NULL, AT_NONE); // Cmdline_show_stats
cmdline_parm save_render_targets_arg("-save_render_target", NULL, AT_NONE); // Cmdline_save_render_targets
@@ -488,6 +501,7 @@ cmdline_parm json_pilot("-json_pilot", NULL, AT_NONE); //Cmdline_json_pilot
cmdline_parm json_profiling("-json_profiling", NULL, AT_NONE); //Cmdline_json_profiling
cmdline_parm show_video_info("-show_video_info", NULL, AT_NONE); //Cmdline_show_video_info
cmdline_parm frame_profile_arg("-profile_frame_time", NULL, AT_NONE); //Cmdline_frame_profile
cmdline_parm debug_window_arg("-debug_window", NULL, AT_NONE); // Cmdline_debug_window
char *Cmdline_start_mission = NULL;
@@ -499,6 +513,7 @@ int Cmdline_noparseerrors = 0;
int Cmdline_nowarn = 0; // turn warnings off in FRED
#endif
int Cmdline_extra_warn = 0;
int Cmdline_bmpman_usage = 0;
int Cmdline_show_pos = 0;
int Cmdline_show_stats = 0;
int Cmdline_save_render_targets = 0;
@@ -516,9 +531,10 @@ bool Cmdline_json_pilot = false;
bool Cmdline_json_profiling = false;
bool Cmdline_frame_profile = false;
bool Cmdline_show_video_info = false;
bool Cmdline_debug_window = false;
// Other
cmdline_parm get_flags_arg("-get_flags", "Output the launcher flags file", AT_NONE);
cmdline_parm get_flags_arg("-get_flags", "Output the launcher flags file", AT_STRING);
cmdline_parm output_sexp_arg("-output_sexps", NULL, AT_NONE); //WMC - outputs all SEXPs to sexps.html
cmdline_parm output_scripting_arg("-output_scripting", NULL, AT_NONE); //WMC
@@ -531,6 +547,7 @@ cmdline_parm deprecated_tbp_arg("-tbp", "Deprecated", AT_NONE);
cmdline_parm deprecated_jpgtga_arg("-jpgtga", "Deprecated", AT_NONE);
cmdline_parm deprecated_htl_arg("-nohtl", "Deprecated", AT_NONE);
cmdline_parm deprecated_brieflighting_arg("-brief_lighting", "Deprecated", AT_NONE);
cmdline_parm deprecated_sndpreload_arg("-snd_preload", "Deprecated", AT_NONE);
int Cmdline_deprecated_spec = 0;
int Cmdline_deprecated_glow = 0;
@@ -785,12 +802,7 @@ void os_validate_parms(int argc, char *argv[])
if (parm_found == 0) {
// if we got a -help, --help, -h, or -? then show the help text, otherwise show unknown option
if (!stricmp(token, "-help") || !stricmp(token, "--help") || !stricmp(token, "-h") || !stricmp(token, "-?")) {
if (FS_VERSION_HAS_REVIS == 0) {
printf("FreeSpace 2 Open, version %i.%i.%i\n", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD);
}
else {
printf("FreeSpace 2 Open, version %i.%i.%i.%i\n", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD, FS_VERSION_REVIS);
}
printf("FreeSpace 2 Open, version %s\n", FS_VERSION_FULL);
printf("Website: http://scp.indiegames.us\n");
printf("Mantis (bug reporting): http://scp.indiegames.us/mantis/\n\n");
printf("Usage: fs2_open [options]\n");
@@ -949,26 +961,23 @@ void os_init_cmdline(int argc, char *argv[])
reset_cmdline_parms();
FILE *fp;
if (!has_cmdline_only_flag(argc, argv)) {
// Only parse the config file in the current directory if we are in legacy config mode
if (os_is_legacy_mode()) {
// read the cmdline_fso.cfg file from the data folder, and pass the command line arguments to
// the the parse_parms and validate_parms line. Read these first so anything actually on
// the command line will take precedence
#ifdef _WIN32
fp = fopen("data\\cmdline_fso.cfg", "rt");
#elif defined(APPLE_APP)
#ifdef APPLE_APP
char resolved_path[MAX_PATH], data_path[MAX_PATH_LEN];
GetCurrentDirectory(MAX_PATH_LEN - 1, data_path);
getcwd(data_path, sizeof(data_path));
snprintf(resolved_path, MAX_PATH, "%s/data/cmdline_fso.cfg", data_path);
fp = fopen(resolved_path, "rt");
#else
fp = fopen("data/cmdline_fso.cfg", "rt");
fp = fopen("data" DIR_SEPARATOR_STR "cmdline_fso.cfg", "rt");
#endif
// if the file exists, get a single line, and deal with it
if (fp) {
char *buf, *p;
@@ -982,7 +991,6 @@ void os_init_cmdline(int argc, char *argv[])
if ((p = strrchr(buf, '\n')) != NULL) {
*p = '\0';
}
#ifdef SCP_UNIX
// append a space for the os_parse_parms() check
strcat_s(buf, len, " ");
@@ -992,35 +1000,35 @@ void os_init_cmdline(int argc, char *argv[])
delete[] buf;
fclose(fp);
}
}
} else {
// parse user specific cmdline_fso config file (will supersede options in global file)
fp = fopen(os_get_config_path("data/cmdline_fso.cfg").c_str(), "rt");
// parse user specific cmdline_fso config file (will supersede options in global file)
fp = fopen(os_get_config_path("data/cmdline_fso.cfg").c_str(), "rt");
// if the file exists, get a single line, and deal with it
if ( fp ) {
char *buf, *p;
// if the file exists, get a single line, and deal with it
if ( fp ) {
char *buf, *p;
auto len = static_cast<int>(filelength( fileno(fp) )) + 2;
buf = new char [len];
auto len = static_cast<int>(filelength( fileno(fp) )) + 2;
buf = new char [len];
if (fgets(buf, len-1, fp) != nullptr)
{
// replace the newline character with a NULL
if ( (p = strrchr(buf, '\n')) != NULL ) {
*p = '\0';
}
if (fgets(buf, len-1, fp) != nullptr)
{
// replace the newline character with a NULL
if ( (p = strrchr(buf, '\n')) != NULL ) {
*p = '\0';
// append a space for the os_parse_parms() check
strcat_s(buf, len, " ");
os_process_cmdline(buf);
}
// append a space for the os_parse_parms() check
strcat_s(buf, len, " ");
os_process_cmdline(buf);
delete [] buf;
fclose(fp);
}
delete [] buf;
fclose(fp);
}
} // If cmdline included PARSE_COMMAND_LINE_STRING
// By parsing cmdline last, anything actually on the command line will take precedence.
os_parse_parms(argc, argv);
os_validate_parms(argc, argv);
@@ -1148,6 +1156,9 @@ char *cmdline_parm::str()
return args;
}
bool cmdline_parm::has_param() {
return args != nullptr;
}
#ifdef SCP_UNIX
// Return a vector with all filesystem names of "parent/dir" relative to parent.
@@ -1246,6 +1257,248 @@ static void handle_unix_modlist(char **modlist, size_t *len)
// external entry point into this modules
static json_t* json_get_v1() {
auto root = json_object();
{
auto version_obj = json_object();
json_object_set_new(version_obj, "full", json_string(FS_VERSION_FULL));
json_object_set_new(version_obj, "major", json_integer(FS_VERSION_MAJOR));
json_object_set_new(version_obj, "minor", json_integer(FS_VERSION_MINOR));
json_object_set_new(version_obj, "build", json_integer(FS_VERSION_BUILD));
json_object_set_new(version_obj, "has_revision", json_boolean(FS_VERSION_HAS_REVIS));
json_object_set_new(version_obj, "revision", json_integer(FS_VERSION_REVIS));
json_object_set_new(version_obj, "revision_str", json_string(FS_VERSION_REVIS_STR));
json_object_set_new(root, "version", version_obj);
}
{
auto easy_array = json_array();
for (auto& easy_flag : easy_flags) {
json_array_append_new(easy_array, json_string(easy_flag.name));
}
json_object_set_new(root, "easy_flags", easy_array);
}
{
auto flags_array = json_array();
for (auto& flag : exe_params) {
auto flag_obj = json_object();
json_object_set_new(flag_obj, "name", json_string(flag.name));
json_object_set_new(flag_obj, "description", json_string(flag.desc));
json_object_set_new(flag_obj, "fso_only", json_boolean(flag.fso_only));
json_object_set_new(flag_obj, "on_flags", json_integer(flag.on_flags));
json_object_set_new(flag_obj, "off_flags", json_integer(flag.off_flags));
json_object_set_new(flag_obj, "type", json_string(flag.type));
json_object_set_new(flag_obj, "web_url", json_string(flag.web_url));
json_array_append_new(flags_array, flag_obj);
}
json_object_set_new(root, "flags", flags_array);
}
{
auto caps_array = json_array();
json_array_append_new(caps_array, json_string("OpenAL"));
json_array_append_new(caps_array, json_string("No D3D"));
json_array_append_new(caps_array, json_string("New Sound"));
json_array_append_new(caps_array, json_string("SDL"));
json_object_set_new(root, "caps", caps_array);
}
{
auto voices_array = json_array();
auto voices = speech_enumerate_voices();
for (auto& voice : voices) {
json_array_append_new(voices_array, json_string(voice.c_str()));
}
json_object_set_new(root, "voices", voices_array);
}
{
auto resolution_array = json_array();
auto displays = gr_enumerate_displays();
for (auto& display : displays) {
auto display_obj = json_object();
json_object_set_new(display_obj, "index", json_integer(display.index));
json_object_set_new(display_obj, "name", json_string(display.name.c_str()));
json_object_set_new(display_obj, "x", json_integer(display.x));
json_object_set_new(display_obj, "y", json_integer(display.y));
json_object_set_new(display_obj, "width", json_integer(display.width));
json_object_set_new(display_obj, "height", json_integer(display.height));
auto modes_array = json_array();
for (auto& mode : display.video_modes) {
auto mode_obj = json_object();
json_object_set_new(mode_obj, "x", json_integer(mode.width));
json_object_set_new(mode_obj, "y", json_integer(mode.height));
json_object_set_new(mode_obj, "bits", json_integer(mode.bit_depth));
json_array_append_new(modes_array, mode_obj);
}
json_object_set_new(display_obj, "modes", modes_array);
json_array_append_new(resolution_array, display_obj);
}
json_object_set_new(root, "displays", resolution_array);
}
{
auto openal_obj = json_object();
auto openal_info = openal_get_platform_information();
json_object_set_new(openal_obj, "version_major", json_integer(openal_info.version_major));
json_object_set_new(openal_obj, "version_minor", json_integer(openal_info.version_minor));
json_object_set(openal_obj, "default_playback", json_string(openal_info.default_playback_device.c_str()));
json_object_set(openal_obj, "default_capture", json_string(openal_info.default_capture_device.c_str()));
{
auto playback_array = json_array();
for (auto& device : openal_info.playback_devices) {
json_array_append_new(playback_array, json_string(device.c_str()));
}
json_object_set_new(openal_obj, "playback_devices", playback_array);
}
{
auto capture_array = json_array();
for (auto& device : openal_info.capture_devices) {
json_array_append_new(capture_array, json_string(device.c_str()));
}
json_object_set_new(openal_obj, "capture_devices", capture_array);
}
json_object_set_new(root, "openal", openal_obj);
}
{
auto joystick_array = json_array();
auto joysticks = io::joystick::getJoystickInformations();
for (auto& info : joysticks) {
auto joystick_obj = json_object();
json_object_set_new(joystick_obj, "name", json_string(info.name.c_str()));
json_object_set_new(joystick_obj, "guid", json_string(info.guid.c_str()));
json_object_set_new(joystick_obj, "num_axes", json_integer(info.num_axes));
json_object_set_new(joystick_obj, "num_balls", json_integer(info.num_balls));
json_object_set_new(joystick_obj, "num_buttons", json_integer(info.num_buttons));
json_object_set_new(joystick_obj, "num_hats", json_integer(info.num_hats));
json_object_set_new(joystick_obj, "is_haptic", json_boolean(info.is_haptic));
json_array_append_new(joystick_array, joystick_obj);
}
json_object_set_new(root, "joysticks", joystick_array);
}
{
json_object_set_new(root, "pref_path", json_string(os_get_config_path().c_str()));
}
return root;
}
static void write_flags_file() {
FILE *fp = fopen("flags.lch","w");
if (fp == NULL) {
os::dialogs::Message(os::dialogs::MESSAGEBOX_ERROR, "Error creating flag list for launcher");
return;
}
int easy_flag_size = sizeof(EasyFlag);
int flag_size = sizeof(Flag);
int num_easy_flags = sizeof(easy_flags) / easy_flag_size;
int num_flags = sizeof(exe_params) / flag_size;
// Launcher will check its using structures of the same size
fwrite(&easy_flag_size, sizeof(int), 1, fp);
fwrite(&flag_size, sizeof(int), 1, fp);
fwrite(&num_easy_flags, sizeof(int), 1, fp);
fwrite(&easy_flags, sizeof(easy_flags), 1, fp);
fwrite(&num_flags, sizeof(int), 1, fp);
fwrite(&exe_params, sizeof(exe_params), 1, fp);
{
// cheap and bastardly cap check for builds
// (needs to be compatible with older Launchers, which means having
// this implies an OpenAL build for old Launchers)
ubyte build_caps = 0;
/* portej05 defined this always */
build_caps |= BUILD_CAPS_OPENAL;
build_caps |= BUILD_CAPS_NO_D3D;
build_caps |= BUILD_CAPS_NEW_SND;
build_caps |= BUILD_CAPS_SDL;
fwrite(&build_caps, 1, 1, fp);
}
fflush(fp);
fclose(fp);
}
static flag_output_type get_flags_output_type() {
Assertion(get_flags_arg.found(), "This function is only valid if -get_flags is present!");
if (!get_flags_arg.has_param()) {
// Default to binary mode
return flag_output_type::Binary;
}
SCP_string type(get_flags_arg.str());
if (type == "binary") {
return flag_output_type::Binary;
} else if (type == "json_v1") {
return flag_output_type::Json_V1;
} else {
// This is supposed to make it easy for the launcher to recognize an unsupported type
printf("OUTPUT TYPE NOT SUPPORTED!\n");
// Default to json in this case so that no flags.lch file is created
return flag_output_type::Json_V1;
}
}
static void write_flags() {
auto type = get_flags_output_type();
switch(type) {
case flag_output_type::Binary:
write_flags_file();
break;
case flag_output_type::Json_V1:
json_t* root = json_get_v1();
json_dumpf(root, stdout, JSON_INDENT(4));
json_decref(root);
break;
}
}
bool SetCmdlineParams()
// Sets externed variables used for communication cmdline information
{
@@ -1253,47 +1506,7 @@ bool SetCmdlineParams()
// DO THIS FIRST to avoid unrecognized flag warnings when just getting flag file
if ( get_flags_arg.found() ) {
FILE *fp = fopen("flags.lch","w");
if (fp == NULL) {
os::dialogs::Message(os::dialogs::MESSAGEBOX_ERROR, "Error creating flag list for launcher");
return false;
}
int easy_flag_size = sizeof(EasyFlag);
int flag_size = sizeof(Flag);
int num_easy_flags = sizeof(easy_flags) / easy_flag_size;
int num_flags = sizeof(exe_params) / flag_size;
// Launcher will check its using structures of the same size
fwrite(&easy_flag_size, sizeof(int), 1, fp);
fwrite(&flag_size, sizeof(int), 1, fp);
fwrite(&num_easy_flags, sizeof(int), 1, fp);
fwrite(&easy_flags, sizeof(easy_flags), 1, fp);
fwrite(&num_flags, sizeof(int), 1, fp);
fwrite(&exe_params, sizeof(exe_params), 1, fp);
{
// cheap and bastardly cap check for builds
// (needs to be compatible with older Launchers, which means having
// this implies an OpenAL build for old Launchers)
ubyte build_caps = 0;
/* portej05 defined this always */
build_caps |= BUILD_CAPS_OPENAL;
build_caps |= BUILD_CAPS_NO_D3D;
build_caps |= BUILD_CAPS_NEW_SND;
build_caps |= BUILD_CAPS_SDL;
fwrite(&build_caps, 1, 1, fp);
}
fflush(fp);
fclose(fp);
write_flags();
return false;
}
@@ -1546,6 +1759,11 @@ bool SetCmdlineParams()
Show_framerate = 1;
}
if (bmpmanusage_arg.found())
{
Cmdline_bmpman_usage = 1;
}
if(pos_arg.found())
{
Cmdline_show_pos = 1;
@@ -1726,11 +1944,6 @@ bool SetCmdlineParams()
}
#endif
if ( snd_preload_arg.found() )
{
Cmdline_snd_preload = 1;
}
if ( env.found() ) {
Cmdline_env = 0;
}
@@ -1881,6 +2094,10 @@ bool SetCmdlineParams()
Cmdline_frame_profile = true;
}
if (debug_window_arg.found()) {
Cmdline_debug_window = true;
}
if (show_video_info.found())
{
Cmdline_show_video_info = true;
+2 -1
View File
@@ -104,7 +104,6 @@ extern int Cmdline_stretch_menu;
// Audio related
extern int Cmdline_query_speech;
extern int Cmdline_snd_preload;
extern int Cmdline_voice_recognition;
extern int Cmdline_no_enhanced_sound;
@@ -148,6 +147,7 @@ extern int Cmdline_dis_collisions;
extern int Cmdline_dis_weapons;
extern int Cmdline_noparseerrors;
extern int Cmdline_extra_warn;
extern int Cmdline_bmpman_usage;
extern int Cmdline_show_pos;
extern int Cmdline_show_stats;
extern int Cmdline_save_render_targets;
@@ -161,5 +161,6 @@ extern bool Cmdline_json_pilot;
extern bool Cmdline_json_profiling;
extern bool Cmdline_frame_profile;
extern bool Cmdline_show_video_info;
extern bool Cmdline_debug_window;
#endif
+1 -1
View File
@@ -92,7 +92,7 @@ void cmeasure_maybe_alert_success(object *objp)
if ( objp->parent == OBJ_INDEX(Player_obj) ) {
hud_start_text_flash(XSTR("Evaded", 1430), 800);
snd_play(&Snds[ship_get_sound(Player_obj, SND_MISSILE_EVADED_POPUP)]);
snd_play(gamesnd_get_game_sound(ship_get_sound(Player_obj, SND_MISSILE_EVADED_POPUP)));
} else if ( Objects[objp->parent].flags[Object::Object_Flags::Player_ship] ) {
send_countermeasure_success_packet( objp->parent );
}
+11 -11
View File
@@ -1974,7 +1974,7 @@ void control_config_do_frame(float frametime)
if (t % 2) {
gr_set_color_fast(&Color_text_normal);
gr_get_string_size(&w, NULL, XSTR( "?", 208));
gr_printf_menu(x - w / 2, y - font_height / 2, XSTR( "?", 208));
gr_printf_menu(x - w / 2, y - font_height / 2, "%s", XSTR( "?", 208));
}
} else if (!(z & JOY_AXIS) && ((Conflicts[z].key >= 0) || (Conflicts[z].joy >= 0))) {
@@ -1986,7 +1986,7 @@ void control_config_do_frame(float frametime)
gr_set_color_fast(&Color_text_normal);
str = XSTR( "Control conflicts with:", 209);
gr_get_string_size(&w, NULL, str);
gr_printf_menu(x - w / 2, y - font_height, str);
gr_printf_menu(x - w / 2, y - font_height, "%s", str);
if (Control_config[i].hasXSTR) {
strcpy_s(buf, XSTR(Control_config[i].text, CONTROL_CONFIG_XSTR + i));
@@ -1996,12 +1996,12 @@ void control_config_do_frame(float frametime)
font::force_fit_string(buf, 255, Conflict_wnd_coords[gr_screen.res][CONTROL_W_COORD]);
gr_get_string_size(&w, NULL, buf);
gr_printf_menu(x - w / 2, y, buf);
gr_printf_menu(x - w / 2, y, "%s", buf);
} else if (*bound_string) {
gr_set_color_fast(&Color_text_normal);
gr_get_string_size(&w, NULL, bound_string);
gr_printf_menu(x - w / 2, y - font_height / 2, bound_string);
gr_printf_menu(x - w / 2, y - font_height / 2, "%s", bound_string);
if (timestamp_elapsed(bound_timestamp)) {
*bound_string = 0;
}
@@ -2009,7 +2009,7 @@ void control_config_do_frame(float frametime)
if (Cc_lines[Num_cc_lines - 1].y + font_height > Cc_lines[Scroll_offset].y + Control_list_coords[gr_screen.res][CONTROL_H_COORD]) {
gr_set_color_fast(&Color_white);
gr_printf_menu(Control_more_coords[gr_screen.res][CONTROL_X_COORD], Control_more_coords[gr_screen.res][CONTROL_Y_COORD], XSTR( "More...", 210));
gr_printf_menu(Control_more_coords[gr_screen.res][CONTROL_X_COORD], Control_more_coords[gr_screen.res][CONTROL_Y_COORD], "%s", XSTR( "More...", 210));
}
conflict = 0;
@@ -2035,7 +2035,7 @@ void control_config_do_frame(float frametime)
if (Cc_lines[line].label) {
strcpy_s(buf, Cc_lines[line].label);
font::force_fit_string(buf, 255, Control_list_ctrl_w[gr_screen.res]);
gr_printf_menu(Control_list_coords[gr_screen.res][CONTROL_X_COORD], y, buf);
gr_printf_menu(Control_list_coords[gr_screen.res][CONTROL_X_COORD], y, "%s", buf);
}
if (!(z & JOY_AXIS)) {
@@ -2046,7 +2046,7 @@ void control_config_do_frame(float frametime)
if ((k < 0) && (j < 0)) {
gr_set_color_fast(&Color_grey);
gr_printf_menu(x, y, XSTR( "None", 211));
gr_printf_menu(x, y, "%s", XSTR( "None", 211));
} else {
if (k >= 0) {
@@ -2066,7 +2066,7 @@ void control_config_do_frame(float frametime)
gr_set_color_fast(c);
}
gr_printf_menu(x, y, buf);
gr_printf_menu(x, y, "%s", buf);
Cc_lines[line].kx = x - Control_list_coords[gr_screen.res][CONTROL_X_COORD];
gr_get_string_size(&w, NULL, buf);
@@ -2075,7 +2075,7 @@ void control_config_do_frame(float frametime)
if (j >= 0) {
gr_set_color_fast(&Color_text_normal);
gr_printf_menu(x, y, XSTR( ", ", 212));
gr_printf_menu(x, y, "%s", XSTR( ", ", 212));
gr_get_string_size(&w, NULL, XSTR( ", ", 212));
x += w;
}
@@ -2099,7 +2099,7 @@ void control_config_do_frame(float frametime)
}
font::force_fit_string(buf, 255, Control_list_key_w[gr_screen.res] + Control_list_key_x[gr_screen.res] - x);
gr_printf_menu(x, y, buf);
gr_printf_menu(x, y, "%s", buf);
Cc_lines[line].jx = x - Control_list_coords[gr_screen.res][CONTROL_X_COORD];
gr_get_string_size(&Cc_lines[line].jw, NULL, buf);
@@ -2115,7 +2115,7 @@ void control_config_do_frame(float frametime)
if (j < 0) {
gr_set_color_fast(&Color_grey);
gr_printf_menu(x, y, XSTR( "None", 211));
gr_printf_menu(x, y, "%s", XSTR( "None", 211));
} else {
if (Conflicts_axes[z & ~JOY_AXIS] >= 0) {
+19
View File
@@ -311,7 +311,26 @@ void control_config_cancel_exit();
void control_config_reset_defaults(int presetnum=-1);
int translate_key_to_index(const char *key, bool find_override=true);
char *translate_key(char *key);
/**
* @brief Converts the specified key code to a human readable string
*
* @note The returned value is localized to the current language
*
* @param code The key code to convert
* @return The text representation of the code. The returned value is stored in a temporary location, copy it to your
* own buffer if you want to continue using it.
*/
const char *textify_scancode(int code);
/**
* @note Same as textify_scancode but always returns the same value regardless of current language
* @param code The key code to convert
* @return The name of the key
* @see textify_scancode
*/
const char *textify_scancode_universal(int code);
float check_control_timef(int id);
int check_control(int id, int key = -1);
void control_get_axes_readings(int *h, int *p, int *b, int *ta, int *tr);
@@ -586,6 +586,28 @@ const char *textify_scancode(int code)
strcat_s(text, Scan_code_text[keycode]);
return text;
}
const char *textify_scancode_universal(int code)
{
if (code < 0)
return "None";
int keycode = code & KEY_MASK;
static char text[40];
*text = 0;
if (code & KEY_ALTED && !(keycode == KEY_LALT || keycode == KEY_RALT)) {
strcat_s(text, "Alt-");
}
if (code & KEY_SHIFTED && !(keycode == KEY_LSHIFT || keycode == KEY_RSHIFT)) {
strcat_s(text, "Shift-");
}
// Always use the english version here
strcat_s(text, Scan_code_text_english[keycode]);
return text;
}
//XSTR:ON
void control_config_common_load_overrides();
+21
View File
@@ -14,6 +14,11 @@ bool Decoder::tryPopAudioData(AudioFramePtr& out) {
return res == queue_op_status::success;
}
bool Decoder::tryPopSubtitleData(SubtitleFramePtr& out) {
auto res = m_subtitleQueue->try_pull_front(out);
return res == queue_op_status::success;
}
bool Decoder::tryPopVideoFrame(VideoFramePtr& out) {
auto res = m_videoQueue->try_pull_front(out);
return res == queue_op_status::success;
@@ -24,6 +29,7 @@ void Decoder::initializeQueues(size_t queueSize) {
m_videoQueue.reset(new sync_bounded_queue<VideoFramePtr>(m_queueSize));
m_audioQueue.reset(new sync_bounded_queue<AudioFramePtr>(m_queueSize));
m_subtitleQueue.reset(new sync_bounded_queue<SubtitleFramePtr>(m_queueSize));
}
void Decoder::stopDecoder() {
@@ -31,6 +37,7 @@ void Decoder::stopDecoder() {
m_videoQueue->close();
m_audioQueue->close();
m_subtitleQueue->close();
}
bool Decoder::canPushAudioData() {
@@ -48,6 +55,20 @@ void Decoder::pushAudioData(AudioFramePtr&& data) {
}
}
bool Decoder::canPushSubtitleData() {
return !isSubtitleQueueFull();
}
void Decoder::pushSubtitleData(SubtitleFramePtr&& data) {
Assertion(data, "Invalid audio data passed!");
try {
m_subtitleQueue->push_back(std::move(data));
}
catch (sync_queue_is_closed&) {
// Ignore
}
}
bool Decoder::canPushVideoData() {
return !isVideoQueueFull();
}
+23
View File
@@ -58,6 +58,14 @@ struct AudioFrame {
};
typedef std::unique_ptr<AudioFrame> AudioFramePtr;
struct SubtitleFrame {
double displayStartTime = -1.0;
double displayEndTime = -1.0;
SCP_string text;
};
typedef std::unique_ptr<SubtitleFrame> SubtitleFramePtr;
/**
* @brief Abstract class for decoding a video or audio stream
*
@@ -68,6 +76,7 @@ class Decoder {
private:
std::unique_ptr<sync_bounded_queue<VideoFramePtr>> m_videoQueue;
std::unique_ptr<sync_bounded_queue<AudioFramePtr>> m_audioQueue;
std::unique_ptr<sync_bounded_queue<SubtitleFramePtr>> m_subtitleQueue;
bool m_decoding;
size_t m_queueSize = 0;
@@ -109,6 +118,8 @@ class Decoder {
*/
virtual bool hasAudio() = 0;
virtual bool hasSubtitles() = 0;
/**
* @brief Ends decoding of the video file
*/
@@ -122,6 +133,14 @@ class Decoder {
bool tryPopAudioData(AudioFramePtr&);
bool isSubtitleQueueFull() { return m_subtitleQueue->size() == m_queueSize; }
bool isSubtitleFrameAvailable() { return !m_subtitleQueue->empty(); }
size_t getSubtitleQueueSize() { return m_subtitleQueue->size(); }
bool tryPopSubtitleData(SubtitleFramePtr&);
bool isVideoQueueFull() { return m_videoQueue->size() == m_queueSize; }
bool isVideoFrameAvailable() { return !m_videoQueue->empty(); }
@@ -141,6 +160,10 @@ class Decoder {
void pushAudioData(AudioFramePtr&& data);
bool canPushSubtitleData();
void pushSubtitleData(SubtitleFramePtr&& data);
bool canPushVideoData();
void pushFrameData(VideoFramePtr&& frame);
+95
View File
@@ -0,0 +1,95 @@
#include "VideoPresenter.h"
#include "graphics/matrix.h"
using namespace cutscene;
using namespace cutscene::player;
namespace {
struct movie_vertex {
vec2d pos;
vec2d uv;
};
}
namespace cutscene {
namespace player {
VideoPresenter::VideoPresenter(const MovieProperties& props) {
GR_DEBUG_SCOPE("Init video");
auto w = static_cast<int>(props.size.width);
auto h = static_cast<int>(props.size.height);
// Create buffer textures
_yTexBuffer.reset(new uint8_t[w * h]);
_ytex = bm_create(8, w, h, _yTexBuffer.get(), BMP_AABITMAP);
_uTexBuffer.reset(new uint8_t[w / 2 * h / 2]);
_utex = bm_create(8, w / 2, h / 2, _uTexBuffer.get(), BMP_AABITMAP);
_vTexBuffer.reset(new uint8_t[w / 2 * h / 2]);
_vtex = bm_create(8, w / 2, h / 2, _vTexBuffer.get(), BMP_AABITMAP);
material_set_movie(&_render_material, _ytex, _utex, _vtex);
}
VideoPresenter::~VideoPresenter() {
GR_DEBUG_SCOPE("Deinit video");
bm_release(_ytex);
bm_release(_utex);
bm_release(_vtex);
_ytex = _utex = _vtex = -1;
}
void VideoPresenter::uploadVideoFrame(const VideoFramePtr& frame) {
GR_DEBUG_SCOPE("Update video frame");
auto ptrs = frame->getDataPointers();
memcpy(_yTexBuffer.get(), ptrs.y, frame->ySize.stride * frame->ySize.height);
memcpy(_uTexBuffer.get(), ptrs.u, frame->uvSize.stride * frame->uvSize.height);
memcpy(_vTexBuffer.get(), ptrs.v, frame->uvSize.stride * frame->uvSize.height);
gr_update_texture(_ytex, 8, _yTexBuffer.get(), (int) frame->ySize.width, (int) frame->ySize.height);
gr_update_texture(_utex, 8, _uTexBuffer.get(), (int) frame->uvSize.width, (int) frame->uvSize.height);
gr_update_texture(_vtex, 8, _vTexBuffer.get(), (int) frame->uvSize.width, (int) frame->uvSize.height);
}
void VideoPresenter::displayFrame(float x1, float y1, float x2, float y2) {
GR_DEBUG_SCOPE("Draw video frame");
movie_vertex vertex_data[4];
vertex_data[0].pos.x = x1;
vertex_data[0].pos.y = y1;
vertex_data[0].uv.x = 0.0f;
vertex_data[0].uv.y = 0.0f;
vertex_data[1].pos.x = x1;
vertex_data[1].pos.y = y2;
vertex_data[1].uv.x = 0.0f;
vertex_data[1].uv.y = 1.0f;
vertex_data[2].pos.x = x2;
vertex_data[2].pos.y = y1;
vertex_data[2].uv.x = 1.0f;
vertex_data[2].uv.y = 0.0f;
vertex_data[3].pos.x = x2;
vertex_data[3].pos.y = y2;
vertex_data[3].uv.x = 1.0f;
vertex_data[3].uv.y = 1.0f;
// Use the immediate buffer for storing our data since that is exactly what we need
auto offset = gr_add_to_immediate_buffer(sizeof(vertex_data), vertex_data);
vertex_layout layout;
layout.add_vertex_component(vertex_format_data::POSITION2, sizeof(vertex_data[0]), offset + offsetof(movie_vertex, pos));
layout.add_vertex_component(vertex_format_data::TEX_COORD2, sizeof(vertex_data[0]), offset + offsetof(movie_vertex, uv));
gr_render_movie(&_render_material, PRIM_TYPE_TRISTRIP, &layout, 4, gr_immediate_buffer_handle);
}
}
}
+42
View File
@@ -0,0 +1,42 @@
#ifndef FS2_OPEN_OPENGLVIDEOPRESENTER_H
#define FS2_OPEN_OPENGLVIDEOPRESENTER_H
#include "globalincs/pstypes.h"
#include "graphics/2d.h"
#include "graphics/material.h"
#include "cutscene/Decoder.h"
#include <memory>
namespace cutscene {
namespace player {
class VideoPresenter {
int _ytex = -1;
std::unique_ptr<uint8_t[]> _yTexBuffer;
int _utex = -1;
std::unique_ptr<uint8_t[]> _uTexBuffer;
int _vtex = -1;
std::unique_ptr<uint8_t[]> _vTexBuffer;
movie_material _render_material;
public:
explicit VideoPresenter(const MovieProperties& props);
// Disallow copying
VideoPresenter(const VideoPresenter&) = delete;
VideoPresenter& operator=(const VideoPresenter&) = delete;
virtual ~VideoPresenter();
void uploadVideoFrame(const VideoFramePtr& frame);
void displayFrame(float x1, float y1, float x2, float y2);
};
}
}
#endif //FS2_OPEN_OPENGLVIDEOPRESENTER_H
+1 -1
View File
@@ -585,7 +585,7 @@ void cutscenes_screen_do_frame()
}
gr_printf_menu(Cutscene_list_coords[gr_screen.res][0], Cutscene_list_coords[gr_screen.res][1] + y,
Cutscenes[Cutscene_list[z]].name);
"%s", Cutscenes[Cutscene_list[z]].name);
y += font_height;
z++;
+96 -2
View File
@@ -9,6 +9,9 @@
#include "cutscene/ffmpeg/AudioDecoder.h"
#include "cutscene/ffmpeg/VideoDecoder.h"
#include "cutscene/ffmpeg/SubtitleDecoder.h"
#include "localization/localize.h"
using namespace libs::ffmpeg;
@@ -62,6 +65,8 @@ CodecContextParameters getCodecParameters(AVStream* stream) {
paras.channel_layout = stream->codecpar->channel_layout;
paras.sample_rate = stream->codecpar->sample_rate;
paras.audio_format = (AVSampleFormat)stream->codecpar->format;
paras.codec_id = stream->codecpar->codec_id;
#else
paras.width = stream->codec->width;
paras.height = stream->codec->height;
@@ -70,9 +75,29 @@ CodecContextParameters getCodecParameters(AVStream* stream) {
paras.channel_layout = stream->codec->channel_layout;
paras.sample_rate = stream->codec->sample_rate;
paras.audio_format = stream->codec->sample_fmt;
paras.codec_id = stream->codec->codec_id;
#endif
return paras;
}
SCP_string normalizeLanguage(const char* langauge_name) {
if (!stricmp(langauge_name, "eng")) {
return "English";
}
if (!stricmp(langauge_name, "ger")) {
return "German";
}
if (!stricmp(langauge_name, "spa")) {
return "Spanish";
}
// Print to log so that we can find the actual value more easily later
mprintf(("FFmpeg log: Found unknown language value '%s'!\n", langauge_name));
// Default to english for everything else
return "English";
}
}
namespace cutscene {
@@ -155,7 +180,30 @@ std::unique_ptr<DecoderStatus> initializeStatus(std::unique_ptr<InputStream>& st
status->audioStream = ctx->streams[audioStream];
}
status->videoCodecPars = getCodecParameters(status->videoStream);
auto& current_language = Lcl_languages[Lcl_current_lang];
for (uint32_t i = 0; i < ctx->nb_streams; ++i) {
auto test_stream = ctx->streams[i];
auto& pars = test_stream->codecpar;
if (!(pars->codec_type == AVMEDIA_TYPE_SUBTITLE)) {
continue;
}
AVDictionaryEntry* tag = nullptr;
if ((tag = av_dict_get(test_stream->metadata, "language", nullptr, 0)) == nullptr) {
continue;
}
auto normalized_language = normalizeLanguage(tag->value);
if (!stricmp(normalized_language.c_str(), current_language.lang_name)) {
status->subtitleStreamIndex = i;
status->subtitleStream = test_stream;
break;
}
}
status->videoCodecPars = getCodecParameters(status->videoStream);
int err;
#if LIBAVCODEC_VERSION_INT > AV_VERSION_INT(57, 24, 255)
@@ -213,6 +261,37 @@ std::unique_ptr<DecoderStatus> initializeStatus(std::unique_ptr<InputStream>& st
status->audioCodec->name ? status->audioCodec->name : "<Unknown>"));
}
if (status->subtitleStreamIndex >= 0) {
// Not really sure if this makes sense for subtitles but it shouldn't break anything...
status->subtitleCodecPars = getCodecParameters(status->subtitleStream);
status->subtitleCodec = avcodec_find_decoder(status->subtitleCodecPars.codec_id);
#if LIBAVCODEC_VERSION_INT > AV_VERSION_INT(57, 24, 255)
status->subtitleCodecCtx = avcodec_alloc_context3(status->subtitleCodec);
err = avcodec_parameters_to_context(status->subtitleCodecCtx, status->subtitleStream->codecpar);
if (err < 0) {
char errorStr[512];
av_strerror(err, errorStr, sizeof(errorStr));
mprintf(("FFMPEG: Failed to copy context parameters! Error: %s\n", errorStr));
return nullptr;
}
#else
status->subtitleCodecCtx = status->subtitleStream->codec;
#endif
err = avcodec_open2(status->subtitleCodecCtx, status->subtitleCodec, nullptr);
if (err < 0) {
char errorStr[512];
av_strerror(err, errorStr, sizeof(errorStr));
mprintf(("FFMPEG: Failed to open subtitle codec! Error: %s\n", errorStr));
}
mprintf(("FFmpeg: Using subtitle codec %s (%s).\n", status->subtitleCodec->long_name ? status->subtitleCodec->long_name : "<Unknown>",
status->subtitleCodec->name ? status->subtitleCodec->name : "<Unknown>"));
}
return status;
}
@@ -279,10 +358,14 @@ void FFMPEGDecoder::startDecoding() {
std::unique_ptr<VideoDecoder> videoDecoder(new VideoDecoder(m_status.get()));
std::unique_ptr<AudioDecoder> audioDecoder;
std::unique_ptr<SubtitleDecoder> subtitleDecoder;
if (hasAudio()) {
audioDecoder.reset(new AudioDecoder(m_status.get()));
}
if (hasSubtitles()) {
subtitleDecoder.reset(new SubtitleDecoder(m_status.get()));
}
auto ctx = m_input->m_ctx->ctx();
AVPacket packet;
@@ -322,7 +405,14 @@ void FFMPEGDecoder::startDecoding() {
while ((ptr = audioDecoder->getFrame()) != nullptr) {
pushAudioData(std::move(ptr));
}
}
} else if (subtitleDecoder && packet.stream_index == m_status->subtitleStreamIndex) {
subtitleDecoder->decodePacket(&packet);
SubtitleFramePtr ptr;
while((ptr = subtitleDecoder->getFrame()) != nullptr) {
pushSubtitleData(std::move(ptr));
}
}
}
if (isDecoding()) {
@@ -349,6 +439,10 @@ bool FFMPEGDecoder::hasAudio() {
return m_status->audioStreamIndex >= 0;
}
bool FFMPEGDecoder::hasSubtitles() {
return m_status->subtitleStreamIndex >= 0;
}
void FFMPEGDecoder::close() {
if (m_status) {
m_status = nullptr;
+2
View File
@@ -27,6 +27,8 @@ class FFMPEGDecoder: public Decoder {
bool hasAudio() SCP_OVERRIDE;
bool hasSubtitles() SCP_OVERRIDE;
void close() SCP_OVERRIDE;
};
}
+117
View File
@@ -0,0 +1,117 @@
//
//
#include "SubtitleDecoder.h"
namespace {
double getFrameTime(int64_t pts, AVRational time_base) {
return pts * av_q2d(time_base);
}
}
namespace cutscene {
namespace ffmpeg {
SubtitleDecoder::SubtitleDecoder(cutscene::ffmpeg::DecoderStatus* status) : FFMPEGStreamDecoder(status) {
}
SubtitleDecoder::~SubtitleDecoder() {
}
void SubtitleDecoder::decodePacket(AVPacket* packet) {
int finishedFrame = 0;
AVSubtitle subtitle;
auto result = avcodec_decode_subtitle2(m_status->subtitleCodecCtx, &subtitle, &finishedFrame, packet);
if (result >= 0 && finishedFrame) {
pushSubtitleFrame(packet, &subtitle);
avsubtitle_free(&subtitle);
}
}
void SubtitleDecoder::finishDecoding() {
}
void SubtitleDecoder::pushSubtitleFrame(AVPacket* packet, AVSubtitle* subtitle) {
if (subtitle->format != 1) {
// Non-text subtitles are not supported yet.
mprintf(("FFmpeg: Detected a non-text subtitle! This is not supported yet!\n"));
return;
}
if (subtitle->num_rects < 1) {
return;
}
int64_t pts = subtitle->pts;
if (pts == AV_NOPTS_VALUE) {
pts = packet->pts;
}
if (pts == AV_NOPTS_VALUE) {
// Still no valid timestamp...
return;
}
auto packet_time = getFrameTime(pts, m_status->subtitleStream->time_base);
auto start_time = packet_time + (subtitle->start_display_time / 1000.0);
auto end_time = packet_time + (subtitle->end_display_time / 1000.0);
if (subtitle->end_display_time == 0 && m_status->subtitleStream->time_base.num != 0) {
end_time = packet_time + getFrameTime(packet->duration, m_status->subtitleStream->time_base);
}
SCP_string processed_text;
// For now we only use the first subtitle rectangle
auto subtitle_rect = subtitle->rects[0];
if (subtitle_rect->type == SUBTITLE_BITMAP) {
// Same as above, non-text subtitles are not supported yet.
mprintf(("FFmpeg: Detected a non-text subtitle! This is not supported yet!\n"));
return;
} else if (subtitle_rect->type == SUBTITLE_TEXT) {
// Subtitle does not need to be processed any further
processed_text = subtitle_rect->text;
} else if (subtitle_rect->type == SUBTITLE_ASS) {
SCP_string ass_text = subtitle_rect->ass;
// We are not interested in any of the other information contained in the ASS line but we still need to figure
// out where our text starts
auto comma_pos = ass_text.find(',');
for (auto i = 0; i < 8 && comma_pos != SCP_string::npos; ++i) {
comma_pos = ass_text.find(',', comma_pos + 1);
}
Assertion(comma_pos != SCP_string::npos, "Received an ill-formed ASS line from FFmpeg! Text was '%s'.", subtitle_rect->ass);
// This + 1 is safe since comma_pos points to a valid character so the next character is at worst the end of the string
processed_text = ass_text.substr(comma_pos + 1);
// ASS has a special sequence for new lines that needs to be converted to an actual new line
auto newline_pos = processed_text.find("\\N");
while(newline_pos != SCP_string::npos) {
processed_text.replace(newline_pos, 2, "\n");
newline_pos = processed_text.find("\\N");
}
} else {
mprintf(("FFmpeg: Detected unknown subtitle name in movie!\n"));
return;
}
// Remove \r from string. Some subtitles use \r\n for line breaks and we only support \n
auto ret_pos = processed_text.find('\r');
while(ret_pos != SCP_string::npos) {
processed_text.erase(ret_pos, 1);
ret_pos = processed_text.find('\r');
}
SubtitleFramePtr frame(new SubtitleFrame());
frame->text = processed_text;
frame->displayStartTime = start_time;
frame->displayEndTime = end_time;
pushFrame(std::move(frame));
}
}
}
+24
View File
@@ -0,0 +1,24 @@
#pragma once
#include "cutscene/ffmpeg/internal.h"
#include "cutscene/ffmpeg/FFMPEGDecoder.h"
namespace cutscene {
namespace ffmpeg {
class SubtitleDecoder: public FFMPEGStreamDecoder<SubtitleFrame> {
public:
explicit SubtitleDecoder(DecoderStatus* status);
virtual ~SubtitleDecoder();
virtual void decodePacket(AVPacket* packet) SCP_OVERRIDE;
virtual void finishDecoding() SCP_OVERRIDE;
void pushSubtitleFrame(AVPacket* subtitle, AVSubtitle* pSubtitle);
};
}
}
+12
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@@ -30,6 +30,18 @@ DecoderStatus::~DecoderStatus() {
#endif
audioCodecCtx = nullptr;
}
subtitleStreamIndex = -1;
subtitleStream = nullptr;
subtitleCodec = nullptr;
if (subtitleCodecCtx != nullptr) {
avcodec_close(subtitleCodecCtx);
#if LIBAVCODEC_VERSION_INT > AV_VERSION_INT(57, 24, 255)
avcodec_free_context(&subtitleCodecCtx);
#endif
subtitleCodecCtx = nullptr;
}
}
} // namespace ffmpeg
+8
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@@ -16,6 +16,8 @@ struct CodecContextParameters {
uint64_t channel_layout = 0;
int sample_rate = -1;
AVSampleFormat audio_format = AV_SAMPLE_FMT_NONE;
AVCodecID codec_id = AV_CODEC_ID_NONE;
};
struct DecoderStatus {
@@ -31,6 +33,12 @@ struct DecoderStatus {
AVCodec* audioCodec = nullptr;
AVCodecContext* audioCodecCtx = nullptr;
int subtitleStreamIndex = -1;
AVStream* subtitleStream = nullptr;
CodecContextParameters subtitleCodecPars;
AVCodec* subtitleCodec = nullptr;
AVCodecContext* subtitleCodecCtx = nullptr;
DecoderStatus();
~DecoderStatus();
+200 -1
View File
@@ -14,6 +14,7 @@
#endif
#include "globalincs/pstypes.h"
#include "globalincs/alphacolors.h"
#include "globalincs/systemvars.h"
#include "io/cursor.h"
#include "graphics/2d.h"
@@ -21,10 +22,203 @@
#include "cmdline/cmdline.h"
#include "cutscene/cutscenes.h" // cutscene_mark_viewable()
#include "cutscene/player.h" // cutscene_mark_viewable()
#include "tracing/categories.h"
#include "tracing/tracing.h"
#include "io/timer.h"
#include "io/key.h"
#include "mod_table/mod_table.h"
extern int Game_mode;
extern int Is_standalone;
namespace {
using namespace cutscene;
struct PlaybackState {
bool playing = true;
vec2d posTopLeft;
vec2d posBottomRight;
int subtitle_font = -1;
};
void processEvents(PlaybackState* state) {
io::mouse::CursorManager::get()->showCursor(false);
os_poll();
int k = key_inkey();
switch (k) {
case KEY_ESC:
case KEY_ENTER:
case KEY_SPACEBAR:
state->playing = false;
break;
default:
break;
}
}
template<typename... Args>
float print_string(float x, float y, const char* fmt, Args... params) {
SCP_string text;
sprintf(text, fmt, params...);
gr_string(x, y, text.c_str(), GR_RESIZE_NONE);
return y + font::get_current_font()->getHeight();
}
void showVideoInfo(const PlayerState& state) {
gr_set_color_fast(&Color_white);
font::set_font(font::FONT1);
float y = 200.f;
float x = 100.f;
y = print_string(x, y, "Movie FPS: %f", state.props.fps);
y = print_string(x, y, "Size: %dx%d", state.props.size.width, state.props.size.height);
y = gr_screen.max_h - 200.f;
size_t audio_queue_size = state.decoder->getAudioQueueSize();
if (state.hasAudio) {
ALint queued;
OpenAL_ErrorPrint(alGetSourcei(state.audioSid, AL_BUFFERS_QUEUED, &queued));
audio_queue_size += queued;
}
y = print_string(x, y, "Audio Queue size: " SIZE_T_ARG, audio_queue_size);
y = print_string(x, y, "Video Queue size: " SIZE_T_ARG, state.decoder->getVideoQueueSize());
y += font::get_current_font()->getHeight();
// Estimate the size of the video buffer
// We use YUV420p frames so one pixel uses 1.5 bytes of storage
size_t single_frame_size = (size_t) (state.props.size.width * state.props.size.height * 1.5);
size_t total_size = single_frame_size * state.decoder->getVideoQueueSize();
print_string(x, y, "Video buffer size: " SIZE_T_ARG "B", total_size);
}
void displayVideo(Player* player, PlaybackState* state) {
TRACE_SCOPE(tracing::CutsceneDrawVideoFrame);
GR_DEBUG_SCOPE("Display Video");
gr_clear();
player->draw(state->posTopLeft.x, state->posTopLeft.y, state->posBottomRight.x, state->posBottomRight.y);
auto subtitle = player->getCurrentSubtitle();
if (!subtitle.empty() && state->subtitle_font >= 0) {
gr_set_color_fast(&Color_bright_white);
font::set_font(state->subtitle_font);
int width;
int height;
gr_get_string_size(&width, &height, subtitle.c_str());
// Offset the subtitle by 20% of the viewport size from the bottom
auto y_offset = static_cast<int>((state->posBottomRight.y - state->posTopLeft.y) * 0.1);
auto center_x = (state->posBottomRight.x - state->posTopLeft.x) / 2;
auto text_x = center_x - width / 2;
auto text_y = state->posBottomRight.y - y_offset - height;
gr_string(text_x, text_y, subtitle.c_str(), GR_RESIZE_NONE);
}
if (Cmdline_show_video_info) {
showVideoInfo(player->getInternalState());
}
gr_flip();
}
void determine_display_positions(Player* player, PlaybackState* state) {
auto& props = player->getMovieProperties();
float screen_ratio = (float) gr_screen.center_w / (float) gr_screen.center_h;
float movie_ratio = (float) props.size.width / (float) props.size.height;
float scale_by;
if (screen_ratio > movie_ratio) {
scale_by = (float) gr_screen.center_h / (float) props.size.height;
} else {
scale_by = (float) gr_screen.center_w / (float) props.size.width;
}
float screenX;
float screenY;
if (!Cmdline_noscalevid && (scale_by != 1.0f)) {
screenX = ((gr_screen.center_w / 2.0f + gr_screen.center_offset_x) / scale_by) - (static_cast<int>(props.size.width) / 2.0f) + 0.5f;
screenY = ((gr_screen.center_h / 2.0f + gr_screen.center_offset_y) / scale_by) - (static_cast<int>(props.size.height) / 2.0f) + 0.5f;
} else {
// centers on 1024x768, fills on 640x480
screenX = i2fl(((gr_screen.center_w - static_cast<int>(props.size.width)) / 2) + gr_screen.center_offset_x);
screenY = i2fl(((gr_screen.center_h - static_cast<int>(props.size.height)) / 2) + gr_screen.center_offset_y);
}
// set additional values for screen width/height and UV coords
float screenXW = screenX + static_cast<int>(props.size.width);
float screenYH = screenY + static_cast<int>(props.size.height);
if (!Cmdline_noscalevid && (scale_by != 1.0f)) {
// Apply scaling
screenX *= scale_by;
screenY *= scale_by;
screenXW *= scale_by;
screenYH *= scale_by;
}
state->posTopLeft.x = screenX;
state->posTopLeft.y = screenY;
state->posBottomRight.x = screenXW;
state->posBottomRight.y = screenYH;
}
void initialize_player_state(Player* player, PlaybackState* state) {
determine_display_positions(player, state);
state->subtitle_font = font::FontManager::getFontIndex(Movie_subtitle_font);
if (state->subtitle_font < 0) {
Warning(LOCATION, "Failed to load subtitle font '%s'! Subtitles will be disabled.", Movie_subtitle_font.c_str());
}
}
void movie_display_loop(Player* player, PlaybackState* state) {
// Compute the maximum time we will sleep to make sure we can still maintain the movie FPS
// and not waste too much CPU time
// We will sleep at most half the time a frame would be displayed
auto sleepTime = static_cast<std::uint64_t>((1. / (4. * player->getMovieProperties().fps)) * 1000.);
auto lastDisplayTimestamp = timer_get_microseconds();
while (state->playing) {
TRACE_SCOPE(tracing::CutsceneStep);
auto timestamp = timer_get_microseconds();
auto passed = timestamp - lastDisplayTimestamp;
lastDisplayTimestamp = timestamp;
// Play as long as the player reports that there is more to display
state->playing = player->update(passed);
displayVideo(player, state);
processEvents(state);
if (passed < sleepTime) {
auto sleep = sleepTime - passed;
os_sleep(static_cast<uint>(sleep));
}
}
}
}
namespace movie {
// Play one movie
bool play(const char* name) {
@@ -57,7 +251,12 @@ bool play(const char* name) {
auto player = cutscene::Player::newPlayer(name);
if (player) {
player->startPlayback();
PlaybackState state;
initialize_player_state(player.get(), &state);
movie_display_loop(player.get(), &state);
player->stopPlayback();
} else {
// uh-oh, movie is invalid... Abory, Retry, Fail?
mprintf(("MOVIE ERROR: Found invalid movie! (%s)\n", name));
+96 -176
View File
@@ -1,7 +1,7 @@
#include "cutscene/player.h"
#include "cutscene/Decoder.h"
#include "cutscene/player/VideoPresenter.h"
#include "cutscene/VideoPresenter.h"
#include "cutscene/ffmpeg/FFMPEGDecoder.h"
#include "graphics/2d.h"
@@ -19,62 +19,19 @@
#include "parse/parselo.h"
#include "cutscene/player/OpenGLVideoPresenter.h"
using namespace cutscene::player;
namespace cutscene {
struct PlayerState {
MovieProperties props;
Decoder* decoder = nullptr;
bool playing = true;
bool playbackHasBegun = false;
// Timing state
std::uint64_t playback_time = 0;
// Audio state
bool audioInited = false;
bool hasAudio = false;
ALuint audioSid = 0;
SCP_vector<ALuint> audioBuffers;
SCP_queue<ALuint> unqueuedAudioBuffers;
// Graphics state following
bool videoInited = false;
VideoFramePtr currentFrame;
VideoFramePtr nextFrame;
bool newFrameAdded = false;
std::unique_ptr<VideoPresenter> videoPresenter;
PlayerState() : decoder(nullptr), playing(true), playbackHasBegun(false),
playback_time(0),
audioInited(0), hasAudio(false), audioSid(0),
videoInited(false), newFrameAdded(false) {}
private:
PlayerState(const PlayerState&) SCP_DELETED_FUNCTION;
PlayerState& operator=(const PlayerState&) SCP_DELETED_FUNCTION;
};
}
namespace {
using namespace cutscene;
const int MAX_AUDIO_BUFFERS = 15;
Decoder* findDecoder(const SCP_string& name) {
std::unique_ptr<Decoder> findDecoder(const SCP_string& name) {
{
auto ffmpeg = new ffmpeg::FFMPEGDecoder();
std::unique_ptr<Decoder> ffmpeg(new ffmpeg::FFMPEGDecoder());
if (ffmpeg->initialize(name)) {
return ffmpeg;
}
delete ffmpeg;
}
return nullptr;
@@ -93,7 +50,7 @@ void videoPlaybackInit(PlayerState* state) {
Assert(state != NULL);
if (gr_screen.mode == GR_OPENGL) {
state->videoPresenter.reset(new OpenGLVideoPresenter(state->props));
state->videoPresenter.reset(new VideoPresenter(state->props));
}
state->videoInited = true;
@@ -163,7 +120,7 @@ void processVideoData(PlayerState* state) {
return;
}
while(currentTime >= state->nextFrame->frameTime) {
while (currentTime >= state->nextFrame->frameTime) {
// Move the next frame to the current frame slot
state->currentFrame = std::move(state->nextFrame);
@@ -184,6 +141,34 @@ void processVideoData(PlayerState* state) {
}
}
void processSubtitleData(PlayerState* state) {
SubtitleFramePtr ptr;
while (state->decoder->tryPopSubtitleData(ptr)) {
// Take all subtitle frames from our queue
state->queued_subtitles.push(std::move(ptr));
}
if (state->currentSubtitle && playbackGetTime(state) <= state->currentSubtitle->displayEndTime) {
// We currently have a frame and it it still being displayed so there is nothing for us to do here
return;
}
// Subtitle has expired so we don't need it anymore
state->currentSubtitle = nullptr;
while(!state->queued_subtitles.empty()) {
// Take a look at the first entry and check if it's time to display it yet
auto& nextSubtitle = state->queued_subtitles.front();
if (playbackGetTime(state) >= nextSubtitle->displayStartTime) {
state->currentSubtitle = std::move(nextSubtitle);
state->queued_subtitles.pop();
} else {
// The next subtitle should not be displayed yet so we are done here
break;
}
}
}
bool processAudioData(PlayerState* state) {
TRACE_SCOPE(tracing::CutsceneProcessAudioData);
@@ -191,7 +176,7 @@ bool processAudioData(PlayerState* state) {
if (state->decoder->hasAudio()) {
// Even if we don't play the sound we still need to remove it from the queue
AudioFramePtr audioData;
while(state->decoder->tryPopAudioData(audioData)) {
while (state->decoder->tryPopAudioData(audioData)) {
// Intentionally left empty
}
}
@@ -216,7 +201,9 @@ bool processAudioData(PlayerState* state) {
ALenum format = (audioData->channels == 2) ? AL_FORMAT_STEREO16 : AL_FORMAT_MONO16;
OpenAL_ErrorCheck(alBufferData(buffer, format, audioData->audioData.data(),
OpenAL_ErrorCheck(alBufferData(buffer,
format,
audioData->audioData.data(),
static_cast<ALsizei>(audioData->audioData.size() * sizeof(short)),
static_cast<ALsizei>(audioData->rate)), return false);
@@ -269,82 +256,10 @@ void videoPlaybackClose(PlayerState* state) {
state->videoInited = false;
}
template<typename... Args>
float print_string(float x, float y, const char* fmt, Args... params) {
SCP_string text;
sprintf(text, fmt, params...);
gr_string(x, y, text.c_str(), GR_RESIZE_NONE);
return y + font::get_current_font()->getHeight();
}
void showVideoInfo(PlayerState* state) {
gr_set_color_fast(&Color_white);
float y = 200.f;
float x = 100.f;
y = print_string(x, y, "Movie FPS: %f", state->props.fps);
y = print_string(x, y, "Size: %dx%d", state->props.size.width, state->props.size.height);
y = gr_screen.max_h - 200.f;
size_t audio_queue_size = state->decoder->getAudioQueueSize();
if (state->hasAudio) {
ALint queued;
OpenAL_ErrorPrint(alGetSourcei(state->audioSid, AL_BUFFERS_QUEUED, &queued));
audio_queue_size += queued;
}
y = print_string(x, y, "Audio Queue size: " SIZE_T_ARG, audio_queue_size);
y = print_string(x, y, "Video Queue size: " SIZE_T_ARG, state->decoder->getVideoQueueSize());
y += font::get_current_font()->getHeight();
// Estimate the size of the video buffer
// We use YUV420p frames so one pixel uses 1.5 bytes of storage
size_t single_frame_size = (size_t) (state->props.size.width * state->props.size.height * 1.5);
size_t total_size = single_frame_size * state->decoder->getVideoQueueSize();
print_string(x, y, "Video buffer size: " SIZE_T_ARG "B", total_size);
}
void displayVideo(PlayerState* state) {
if (!state->currentFrame) {
return;
}
TRACE_SCOPE(tracing::CutsceneDrawVideoFrame);
gr_clear();
if (state->videoPresenter) {
state->videoPresenter->displayFrame();
}
if (Cmdline_show_video_info) {
showVideoInfo(state);
}
gr_flip();
}
void processEvents(PlayerState* state) {
io::mouse::CursorManager::get()->showCursor(false);
os_poll();
int k = key_inkey();
switch (k) {
case KEY_ESC:
case KEY_ENTER:
case KEY_SPACEBAR:
state->playing = false;
break;
default:
break;
}
}
bool shouldBeginPlayback(Decoder* decoder) {
auto video = decoder->isVideoQueueFull();
auto audio = decoder->isAudioQueueFull();
auto subtitles = decoder->isSubtitleQueueFull();
// Wait until one of the queues is full, that should make sure
// that we have enough frames at the beginning of playback and that
@@ -352,92 +267,79 @@ bool shouldBeginPlayback(Decoder* decoder) {
// or video at the beginning
// Also only wait while the decoder is still working. Otherwise we will wait indefinitely if the video
// is very short.
return (audio || video) || !decoder->isDecoding();
return (audio || video || subtitles) || !decoder->isDecoding();
}
}
namespace cutscene {
Player::Player() {
Player::Player(std::unique_ptr<Decoder>&& decoder) : m_decoder(std::move(decoder)) {
initPlayback();
}
Player::~Player() {
// If video is initialized it means that stopPlayback has not been called yet
if (m_state.videoInited) {
stopPlayback();
}
if (m_decoder) {
m_decoder->close();
}
}
void Player::processDecoderData(PlayerState* state) {
if (!state->playbackHasBegun) {
bool Player::processDecoderData() {
if (!m_state.playbackHasBegun) {
// Wait until video and audio are available
// If we don't have audio, don't wait for it (obviously...)
if (!shouldBeginPlayback(state->decoder)) {
return;
if (!shouldBeginPlayback(m_state.decoder)) {
return true;
}
state->playbackHasBegun = true;
m_state.playbackHasBegun = true;
}
TRACE_SCOPE(tracing::CutsceneProcessDecoder);
processVideoData(state);
processVideoData(&m_state);
auto audioPlaying = processAudioData(state);
processSubtitleData(&m_state);
auto audioPlaying = processAudioData(&m_state);
// Set the playing flag if the decoder is still active or there is still data available
auto decoding = m_decoder->isDecoding();
// Audio is pending if there is data left in the queue or of OpenAL is still playing audio
// Audio is pending if there is data left in the queue or if OpenAL is still playing audio
auto pendingAudio = (m_decoder->isAudioFrameAvailable() && m_decoder->hasAudio()) || audioPlaying;
auto pendingVideo = m_decoder->isVideoFrameAvailable();
state->playing = decoding || pendingAudio || pendingVideo;
return decoding || pendingAudio || pendingVideo;
}
void Player::startPlayback() {
void Player::initPlayback() {
Assertion(!m_state.videoInited, "Internal State has been initialized before! Create a new player for replaying a movie.");
m_decoderThread.reset(new std::thread(std::bind(&Player::decoderThread, this)));
PlayerState state;
state.props = m_decoder->getProperties();
state.decoder = m_decoder.get();
m_state.props = m_decoder->getProperties();
m_state.decoder = m_decoder.get();
// Compute the maximum time we will sleep to make sure we can still maintain the movie FPS
// and not waste too much CPU time
// We will sleep at most half the time a frame would be displayed
auto sleepTime = static_cast<std::uint64_t>((1. / (4. * state.props.fps)) * 1000.);
videoPlaybackInit(&m_state);
videoPlaybackInit(&state);
audioPlaybackInit(&state);
auto lastDisplayTimestamp = timer_get_microseconds();
while (state.playing) {
TRACE_SCOPE(tracing::CutsceneStep);
processDecoderData(&state);
displayVideo(&state);
processEvents(&state);
auto timestamp = timer_get_microseconds();
auto passed = timestamp - lastDisplayTimestamp;
lastDisplayTimestamp = timestamp;
if (state.playbackHasBegun) {
state.playback_time += passed;
}
if (passed < sleepTime) {
auto sleep = sleepTime - passed;
os_sleep(static_cast<uint>(sleep));
}
audioPlaybackInit(&m_state);
}
bool Player::update(uint64_t diff_time_micro) {
if (m_state.playbackHasBegun) {
m_state.playback_time += diff_time_micro;
}
return processDecoderData();
}
void Player::stopPlayback() {
m_decoder->stopDecoder();
audioPlaybackClose(&state);
videoPlaybackClose(&state);
audioPlaybackClose(&m_state);
videoPlaybackClose(&m_state);
m_decoderThread->join();
}
@@ -460,10 +362,28 @@ std::unique_ptr<Player> Player::newPlayer(const SCP_string& name) {
if (decoder == nullptr) {
return nullptr;
}
return std::unique_ptr<Player>(new Player(std::move(decoder)));
}
const PlayerState& Player::getInternalState() const {
return m_state;
}
const MovieProperties& Player::getMovieProperties() const {
return m_state.props;
}
void Player::draw(float x1, float y1, float x2, float y2) {
if (!m_state.currentFrame) {
return;
}
std::unique_ptr<Player> player(new Player());
player->m_decoder.reset(decoder);
return player;
if (m_state.videoPresenter) {
m_state.videoPresenter->displayFrame(x1, y1, x2, y2);
}
}
SCP_string Player::getCurrentSubtitle() {
if (!m_state.currentSubtitle) {
return "";
} else {
return m_state.currentSubtitle->text;
}
}
}
+89 -8
View File
@@ -5,11 +5,48 @@
#include <thread>
#include "globalincs/pstypes.h"
#include "sound/openal.h"
#include "Decoder.h"
#include "VideoPresenter.h"
namespace cutscene {
class Decoder;
struct PlayerState;
struct PlayerState {
MovieProperties props;
Decoder* decoder = nullptr;
bool playbackHasBegun = false;
// Timing state
std::uint64_t playback_time = 0;
// Audio state
bool audioInited = false;
bool hasAudio = false;
ALuint audioSid = 0;
SCP_vector<ALuint> audioBuffers;
SCP_queue<ALuint> unqueuedAudioBuffers;
// Graphics state following
bool videoInited = false;
VideoFramePtr currentFrame;
VideoFramePtr nextFrame;
bool newFrameAdded = false;
std::unique_ptr<player::VideoPresenter> videoPresenter;
SCP_queue<SubtitleFramePtr> queued_subtitles;
SubtitleFramePtr currentSubtitle;
PlayerState() {
}
PlayerState(const PlayerState&) = delete;
PlayerState& operator=(const PlayerState&) = delete;
};
/**
* @brief A movie player
@@ -20,22 +57,66 @@ class Player {
std::unique_ptr<std::thread> m_decoderThread;
void processDecoderData(PlayerState* state);
PlayerState m_state;
bool processDecoderData();
private:
Player(const Player&) = delete;
void decoderThread();
void initPlayback();
public:
Player();
explicit Player(std::unique_ptr<Decoder>&& decoder);
~Player();
Player(const Player&) = delete;
Player& operator=(const Player&) = delete;
/**
* @brief Begin playing the previously selected movie
*/
void startPlayback();
* @brief Update the player and increase display timestamp by specified delta time
* @param diff_time_micro The time to increase the display timestamp in microseconds (not milliseconds!)
* @return @c true if there is more content to display. @c false if the player reached the end of the movie and has
* displayed the last frame.
*/
bool update(uint64_t diff_time_micro);
/**
* @brief Gives access to the internal state of the player
*
* @warning This should only be used for debugging purposed!
*
* @return A reference to the internal state
*/
const PlayerState& getInternalState() const;
/**
* @brief Gets the properties of the movie that this player is displaying
* @return A reference to the movie properties
*/
const MovieProperties& getMovieProperties() const;
/**
* @brief Draws the current movie frame at the specified coordinates.
*
* This may not draw anything if there is currently not a frame to display.
*
* @param x1 The X coordinate of the top left corner
* @param y1 The Y coordinate of the top left corner
* @param x2 The X coordinate of the bottom right corner
* @param y2 The Y coordinate of the bottom right corner
*/
void draw(float x1, float y1, float x2, float y2);
SCP_string getCurrentSubtitle();
/**
* @brief Stops playback
*
* This is also automatically called when this instance is destroyed.
*/
void stopPlayback();
/**
* @brief Creates a player
@@ -1,223 +0,0 @@
#include "OpenGLVideoPresenter.h"
#include "graphics/opengl/gropenglstate.h"
#include "graphics/opengl/gropengltnl.h"
#include "graphics/opengl/gropengldraw.h"
using namespace cutscene;
using namespace cutscene::player;
namespace cutscene {
namespace player {
OpenGLVideoPresenter::OpenGLVideoPresenter(const MovieProperties& props) : _scaleVideo(false),
_ytex(0), _utex(0), _vtex(0) {
GR_DEBUG_SCOPE("Init video");
opengl_set_texture_target(GL_TEXTURE_2D);
_vertexBuffer = gr_create_vertex_buffer(true);
auto w = static_cast<int>(props.size.width);
auto h = static_cast<int>(props.size.height);
_sdr_handle = gr_maybe_create_shader(SDR_TYPE_VIDEO_PROCESS, 0);
glGenTextures(1, &_ytex);
glGenTextures(1, &_utex);
glGenTextures(1, &_vtex);
if (_ytex + _utex + _vtex == 0) {
throw std::runtime_error("Can't create a GL texture");
}
opengl_shader_set_current(_sdr_handle);
gr_set_lighting(false, false);
GL_state.SetAlphaBlendMode(ALPHA_BLEND_NONE);
GL_state.SetZbufferType(ZBUFFER_TYPE_NONE);
GL_state.Texture.SetActiveUnit(0);
GL_state.Texture.SetTarget(GL_texture_target);
GL_state.Texture.Enable(_ytex);
glTexParameteri(GL_texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// NOTE: using NULL instead of pixelbuf crashes some drivers, but then so does pixelbuf
glTexImage2D(GL_state.Texture.GetTarget(), 0, GL_RED, w, h, 0, GL_RED,
GL_UNSIGNED_BYTE, NULL);
GL_state.Texture.SetActiveUnit(1);
GL_state.Texture.SetTarget(GL_texture_target);
GL_state.Texture.Enable(_utex);
glTexParameteri(GL_texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// NOTE: using NULL instead of pixelbuf crashes some drivers, but then so does pixelbuf
glTexImage2D(GL_state.Texture.GetTarget(), 0, GL_RED, w / 2, h / 2, 0, GL_RED,
GL_UNSIGNED_BYTE, NULL);
GL_state.Texture.SetActiveUnit(2);
GL_state.Texture.SetTarget(GL_texture_target);
GL_state.Texture.Enable(_vtex);
glTexParameteri(GL_texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// NOTE: using NULL instead of pixelbuf crashes some drivers, but then so does pixelbuf
glTexImage2D(GL_state.Texture.GetTarget(), 0, GL_RED, w / 2, h / 2, 0, GL_RED,
GL_UNSIGNED_BYTE, NULL);
float screen_ratio = (float) gr_screen.center_w / (float) gr_screen.center_h;
float movie_ratio = (float) props.size.width / (float) props.size.height;
float scale_by;
if (screen_ratio > movie_ratio) {
scale_by = (float) gr_screen.center_h / (float) props.size.height;
} else {
scale_by = (float) gr_screen.center_w / (float) props.size.width;
}
// don't bother setting anything if we aren't going to need it
if (!Cmdline_noscalevid && (scale_by != 1.0f)) {
vec3d scale;
scale.xyz.x = scale_by;
scale.xyz.y = scale_by;
scale.xyz.z = -1.0f;
gr_push_scale_matrix(&scale);
_scaleVideo = true;
}
int screenX;
int screenY;
if (_scaleVideo) {
screenX = fl2i(((gr_screen.center_w / 2.0f + gr_screen.center_offset_x) / scale_by) - (static_cast<int>(props.size.width) / 2.0f) + 0.5f);
screenY = fl2i(((gr_screen.center_h / 2.0f + gr_screen.center_offset_y) / scale_by) - (static_cast<int>(props.size.height) / 2.0f) + 0.5f);
} else {
// centers on 1024x768, fills on 640x480
screenX = ((gr_screen.center_w - static_cast<int>(props.size.width)) / 2) + gr_screen.center_offset_x;
screenY = ((gr_screen.center_h - static_cast<int>(props.size.height)) / 2) + gr_screen.center_offset_y;
}
// set additional values for screen width/height and UV coords
int screenXW = screenX + static_cast<int>(props.size.width);
int screenYH = screenY + static_cast<int>(props.size.height);
Current_shader->program->Uniforms.setUniformi("ytex", 0);
Current_shader->program->Uniforms.setUniformi("utex", 1);
Current_shader->program->Uniforms.setUniformi("vtex", 2);
Current_shader->program->Uniforms.setUniformMatrix4f("projMatrix", GL_projection_matrix);
Current_shader->program->Uniforms.setUniformMatrix4f("modelViewMatrix", GL_model_view_matrix);
GLfloat glVertices[4][4] = {{0}};
glVertices[0][0] = (GLfloat)screenX;
glVertices[0][1] = (GLfloat)screenY;
glVertices[0][2] = 0.0f;
glVertices[0][3] = 0.0f;
glVertices[1][0] = (GLfloat)screenX;
glVertices[1][1] = (GLfloat)screenYH;
glVertices[1][2] = 0.0f;
glVertices[1][3] = 1.0f;
glVertices[2][0] = (GLfloat)screenXW;
glVertices[2][1] = (GLfloat)screenY;
glVertices[2][2] = 1.0f;
glVertices[2][3] = 0.0f;
glVertices[3][0] = (GLfloat)screenXW;
glVertices[3][1] = (GLfloat)screenYH;
glVertices[3][2] = 1.0f;
glVertices[3][3] = 1.0f;
_vertexLayout.add_vertex_component(vertex_format_data::POSITION2, sizeof(glVertices[0]), 0);
_vertexLayout.add_vertex_component(vertex_format_data::TEX_COORD, sizeof(glVertices[0]), sizeof(GLfloat) * 2);
gr_update_buffer_data(_vertexBuffer, sizeof(glVertices[0]) * 4, glVertices);
}
OpenGLVideoPresenter::~OpenGLVideoPresenter() {
GR_DEBUG_SCOPE("Deinit video");
if (_scaleVideo) {
gr_pop_scale_matrix();
}
gr_delete_buffer(_vertexBuffer);
_vertexBuffer = -1;
GL_state.Texture.Delete(_ytex);
GL_state.Texture.Delete(_utex);
GL_state.Texture.Delete(_vtex);
glDeleteTextures(1, &_ytex);
glDeleteTextures(1, &_utex);
glDeleteTextures(1, &_vtex);
opengl_set_texture_target();
_ytex = _utex = _vtex = 0;
opengl_shader_set_current();
}
void OpenGLVideoPresenter::uploadVideoFrame(const VideoFramePtr& frame) {
GR_DEBUG_SCOPE("Update video frame");
auto ptrs = frame->getDataPointers();
auto stride = static_cast<GLint>(frame->ySize.stride);
auto width = static_cast<GLint>(frame->ySize.width);
auto height = static_cast<GLint>(frame->ySize.height);
GL_state.Texture.SetActiveUnit(0);
GL_state.Texture.Enable(_ytex);
glPixelStorei(GL_UNPACK_ROW_LENGTH, stride);
glTexSubImage2D(GL_state.Texture.GetTarget(), 0, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE,
ptrs.y);
stride = static_cast<int>(frame->uvSize.stride);
width = static_cast<int>(frame->uvSize.width);
height = static_cast<int>(frame->uvSize.height);
GL_state.Texture.SetActiveUnit(1);
GL_state.Texture.Enable(_utex);
glPixelStorei(GL_UNPACK_ROW_LENGTH, stride);
glTexSubImage2D(GL_state.Texture.GetTarget(), 0, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE,
ptrs.u);
GL_state.Texture.SetActiveUnit(2);
GL_state.Texture.Enable(_vtex);
glTexSubImage2D(GL_state.Texture.GetTarget(), 0, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE,
ptrs.v);
// Reset this back to default
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
}
void OpenGLVideoPresenter::displayFrame() {
opengl_shader_set_current(_sdr_handle);
opengl_bind_buffer_object(_vertexBuffer);
opengl_bind_vertex_layout(_vertexLayout);
// Bind textures
GL_state.Texture.SetActiveUnit(0);
GL_state.Texture.Enable(_ytex);
GL_state.Texture.SetActiveUnit(1);
GL_state.Texture.Enable(_utex);
GL_state.Texture.SetActiveUnit(2);
GL_state.Texture.Enable(_vtex);
GR_DEBUG_SCOPE("Draw video frame");
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
}
}
@@ -1,38 +0,0 @@
#ifndef FS2_OPEN_OPENGLVIDEOPRESENTER_H
#define FS2_OPEN_OPENGLVIDEOPRESENTER_H
#include "globalincs/pstypes.h"
#include "cutscene/player/VideoPresenter.h"
#include <glad/glad.h>
#include <memory>
#include <graphics/2d.h>
namespace cutscene {
namespace player {
class OpenGLVideoPresenter: public VideoPresenter {
int _vertexBuffer = -1;
vertex_layout _vertexLayout;
int _sdr_handle = -1;
bool _scaleVideo = false;
GLuint _ytex = 0;
GLuint _utex = 0;
GLuint _vtex = 0;
public:
OpenGLVideoPresenter(const MovieProperties& props);
virtual ~OpenGLVideoPresenter();
virtual void uploadVideoFrame(const VideoFramePtr& frame) SCP_OVERRIDE;
virtual void displayFrame() SCP_OVERRIDE;
};
}
}
#endif //FS2_OPEN_OPENGLVIDEOPRESENTER_H
-21
View File
@@ -1,21 +0,0 @@
#ifndef FS2_OPEN_VIDEOPRESENTER_H
#define FS2_OPEN_VIDEOPRESENTER_H
#include "globalincs/pstypes.h"
#include "cutscene/Decoder.h"
namespace cutscene {
namespace player {
class VideoPresenter {
public:
virtual ~VideoPresenter() {}
virtual void uploadVideoFrame(const VideoFramePtr& frame) = 0;
virtual void displayFrame() = 0;
};
}
}
#endif //FS2_OPEN_VIDEOPRESENTER_H
+6 -6
View File
@@ -74,7 +74,7 @@ static void debris_start_death_roll(object *debris_obj, debris *debris_p)
// only play debris destroy sound if hull piece and it has been around for at least 2 seconds
if ( Missiontime > debris_p->time_started + 2*F1_0 ) {
snd_play_3d( &Snds[SND_MISSILE_IMPACT1], &debris_obj->pos, &View_position, debris_obj->radius );
snd_play_3d( gamesnd_get_game_sound(SND_MISSILE_IMPACT1), &debris_obj->pos, &View_position, debris_obj->radius );
}
}
@@ -324,19 +324,19 @@ void debris_process_post(object * obj, float frame_time)
//Play a sound effect
if ( lifetime > 750 ) {
// 1.00 second effect
snd_play_3d( &Snds[SND_DEBRIS_ARC_05], &snd_pos, &View_position, obj->radius );
snd_play_3d( gamesnd_get_game_sound(SND_DEBRIS_ARC_05), &snd_pos, &View_position, obj->radius );
} else if ( lifetime > 500 ) {
// 0.75 second effect
snd_play_3d( &Snds[SND_DEBRIS_ARC_04], &snd_pos, &View_position, obj->radius );
snd_play_3d( gamesnd_get_game_sound(SND_DEBRIS_ARC_04), &snd_pos, &View_position, obj->radius );
} else if ( lifetime > 250 ) {
// 0.50 second effect
snd_play_3d( &Snds[SND_DEBRIS_ARC_03], &snd_pos, &View_position, obj->radius );
snd_play_3d( gamesnd_get_game_sound(SND_DEBRIS_ARC_03), &snd_pos, &View_position, obj->radius );
} else if ( lifetime > 100 ) {
// 0.25 second effect
snd_play_3d( &Snds[SND_DEBRIS_ARC_02], &snd_pos, &View_position, obj->radius );
snd_play_3d( gamesnd_get_game_sound(SND_DEBRIS_ARC_02), &snd_pos, &View_position, obj->radius );
} else {
// 0.10 second effect
snd_play_3d( &Snds[SND_DEBRIS_ARC_01], &snd_pos, &View_position, obj->radius );
snd_play_3d( gamesnd_get_game_sound(SND_DEBRIS_ARC_01), &snd_pos, &View_position, obj->radius );
}
}
}
+1 -1
View File
@@ -306,7 +306,7 @@ void dc_init(void)
dc_command_buf.reserve(MAX_CLI_LEN);
dc_command_buf.clear();
sprintf(dc_title, "FreeSpace Open v%i.%i.%i", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD);
sprintf(dc_title, "FreeSpace Open v%s", FS_VERSION_FULL);
dc_printf("Debug console started.\n" );
}
+1 -1
View File
@@ -268,7 +268,7 @@ bool dc_pause_output(void);
* @brief Prints the given char string to the debug console
* @details See the doc for std::printf() for formating and more details
*/
void dc_printf(const char *format, ...);
void dc_printf(SCP_FORMAT_STRING const char *format, ...) SCP_FORMAT_STRING_ARGS(1, 2);
/**
* @brief Opens and processes the debug console. (Blocking call)
+2 -2
View File
@@ -957,7 +957,7 @@ long dc_parse_long(const char *ch, dc_token type) {
dc_printf("Error: Could not convert all of the buffer '%s'.\n", buffer_str.c_str());
if (Dc_debug_on) {
dc_printf("<debug> Buffer value: %s\n", buffer_str.c_str());
dc_printf("<debug> Return value: %i", ret);
dc_printf("<debug> Return value: %ld", ret);
}
throw errParse(ch, type);
}
@@ -1046,7 +1046,7 @@ ulong dc_parse_ulong(const char *ch, dc_token type) {
dc_printf("Error: Could not convert all of the buffer '%s'.\n", buffer_str.c_str());
if (Dc_debug_on) {
dc_printf("<debug> Buffer value: %s\n", buffer_str.c_str());
dc_printf("<debug> Return value: %i", ret);
dc_printf("<debug> Return value: %ld", ret);
}
throw errParse(ch, type);
}
+15
View File
@@ -0,0 +1,15 @@
in vec4 fragTexCoord;
in vec4 fragColor;
out vec4 fragOut0;
uniform sampler2DArray baseMap;
uniform float intensity;
#define SRGB_GAMMA 2.2
void main()
{
vec4 baseColor = texture(baseMap, fragTexCoord.xyz);
baseColor.rgb = pow(baseColor.rgb, vec3(SRGB_GAMMA));
vec4 blendColor = vec4(pow(fragColor.rgb, vec3(SRGB_GAMMA)), fragColor.a);
fragOut0 = baseColor * blendColor * intensity;
}
+14
View File
@@ -0,0 +1,14 @@
in vec4 vertPosition;
in vec4 vertTexCoord;
in vec4 vertColor;
out vec4 fragTexCoord;
out vec4 fragColor;
uniform mat4 modelViewMatrix;
uniform mat4 projMatrix;
uniform vec4 color;
void main()
{
fragTexCoord = vec4(vertTexCoord.xyz, 0.0);
fragColor = vertColor * color;
gl_Position = projMatrix * modelViewMatrix * vertPosition;
}
+19
View File
@@ -0,0 +1,19 @@
in vec4 fragTexCoord;
in vec4 fragColor;
out vec4 fragOut0;
uniform sampler2DArray baseMap;
uniform int baseMapIndex;
uniform int alphaTexture;
uniform int noTexturing;
uniform int srgb;
uniform float intensity;
uniform float alphaThreshold;
#define SRGB_GAMMA 2.2
void main()
{
vec4 baseColor = texture(baseMap, vec3(fragTexCoord.xy, float(baseMapIndex)));
if(alphaThreshold > baseColor.a) discard;
baseColor.rgb = (srgb == 1) ? pow(baseColor.rgb, vec3(SRGB_GAMMA)) : baseColor.rgb;
vec4 blendColor = (srgb == 1) ? vec4(pow(fragColor.rgb, vec3(SRGB_GAMMA)), fragColor.a) : fragColor;
fragOut0 = mix(mix(baseColor * blendColor, vec4(blendColor.rgb, baseColor.r * blendColor.a), float(alphaTexture)), blendColor, float(noTexturing)) * intensity;
}
+43 -30
View File
@@ -1,21 +1,31 @@
in vec3 beamVec;
in vec3 lightPosition;
out vec4 fragOut0;
uniform sampler2D ColorBuffer;
uniform sampler2D NormalBuffer;
uniform sampler2D PositionBuffer;
uniform sampler2D SpecBuffer;
uniform float specFactor;
uniform float invScreenWidth;
uniform float invScreenHeight;
uniform int lightType;
uniform float lightRadius;
uniform vec3 diffuseLightColor;
uniform vec3 specLightColor;
uniform float coneAngle;
uniform float coneInnerAngle;
uniform bool dualCone;
uniform vec3 coneDir;
layout (std140) uniform lightData {
vec3 diffuseLightColor;
float coneAngle;
vec3 specLightColor;
float coneInnerAngle;
vec3 coneDir;
bool dualCone;
vec3 scale;
float lightRadius;
int lightType;
};
#define SPEC_INTENSITY_POINT 5.3 // Point light
#define SPEC_INTENSITY_DIRECTIONAL 3.0 // Directional light
@@ -29,9 +39,9 @@ vec3 FresnelSchlick(vec3 specColor, vec3 light, vec3 halfVec)
{
return specColor + (vec3(1.0) - specColor) * pow(1.0 - clamp(dot(light, halfVec), 0.0, 1.0), 5.0);
}
vec3 SpecularBlinnPhong(vec3 specColor, vec3 light, vec3 normal, vec3 halfVec, float specPower, float dotNL)
vec3 SpecularBlinnPhong(vec3 specColor, vec3 light, vec3 normal, vec3 halfVec, float specPower, float fresnel, float dotNL)
{
return FresnelSchlick(max(specColor, vec3(0.04)), light, halfVec) * ((specPower + 2.0) / 8.0 ) * pow(clamp(dot(normal, halfVec), 0.0, 1.0), specPower) * dotNL;
return mix(specColor, FresnelSchlick(specColor, light, halfVec), fresnel) * ((specPower + 2.0) / 8.0 ) * pow(clamp(dot(normal, halfVec), 0.0, 1.0), specPower) * dotNL;
}
vec4 SpecularLegacy(vec4 specColor, vec3 normal, vec3 halfVec, float specPower)
{
@@ -46,28 +56,13 @@ void main()
discard;
vec3 lightDir = lightPosition - position.xyz;
float dist = length(lightDir);
float attenuation = (1.0 - dist/lightRadius);
if(lightType == 2)
{
float coneDot = dot(normalize(-lightDir), coneDir);
if(dualCone) {
if(abs(coneDot) < coneAngle)
discard;
else
attenuation *= smoothstep(coneAngle, coneInnerAngle, abs(coneDot));
} else {
if(coneDot < coneAngle)
discard;
else
attenuation *= smoothstep(coneAngle, coneInnerAngle, coneDot);
}
}
if(dist > lightRadius && lightType != 1)
discard;
vec3 color = texture(ColorBuffer, screenPos).rgb;
vec4 normal = texture(NormalBuffer, screenPos);
vec4 specColor = texture(SpecBuffer, screenPos);
float gloss = specColor.a;
float gloss = normal.a;
float fresnel = specColor.a;
vec3 eyeDir = normalize(-position);
if(lightType == 1)
@@ -83,11 +78,29 @@ void main()
if(dist > lightRadius)
discard;
}
float attenuation = 1.0 - clamp(dist / lightRadius, 0.0, 1.0);
if(lightType == 2)
{
float coneDot = dot(normalize(-lightDir), coneDir);
if(dualCone) {
if(abs(coneDot) < coneAngle)
discard;
else
attenuation *= smoothstep(coneAngle, coneInnerAngle, abs(coneDot));
} else {
if(coneDot < coneAngle)
discard;
else
attenuation *= smoothstep(coneAngle, coneInnerAngle, coneDot);
}
}
lightDir /= dist;
vec3 halfVec = normalize(lightDir + eyeDir);
float NdotHV = clamp(dot(normal.xyz, halfVec), 0.0, 1.0);
float NdotL = clamp(dot(normal.xyz, lightDir), 0.0, 1.0);
vec4 fragmentColor = vec4(color * (diffuseLightColor * NdotL * attenuation), 1.0);
fragmentColor.rgb += SpecularBlinnPhong(specLightColor, lightDir, normal.xyz, halfVec, exp2(10.0 * gloss + 1.0), NdotL).rgb * specColor.rgb * attenuation;
fragmentColor.rgb += SpecularBlinnPhong(specColor.rgb, lightDir, normal.xyz, halfVec, exp2(10.0 * gloss + 1.0), fresnel, NdotL).rgb * specLightColor * attenuation;
fragOut0 = max(fragmentColor, vec4(0.0));
}
}
+18 -3
View File
@@ -1,8 +1,23 @@
in vec4 vertPosition;
uniform mat4 modelViewMatrix;
uniform mat4 projMatrix;
uniform vec3 scale;
uniform int lightType;
layout (std140) uniform lightData {
vec3 diffuseLightColor;
float coneAngle;
vec3 specLightColor;
float coneInnerAngle;
vec3 coneDir;
bool dualCone;
vec3 scale;
float lightRadius;
int lightType;
};
out vec3 lightPosition;
out vec3 beamVec;
void main()
@@ -11,4 +26,4 @@ void main()
lightPosition = modelViewMatrix[3].xyz;
if(lightType == 1)
beamVec = vec3(modelViewMatrix * vec4(0.0, 0.0, -scale.z, 0.0));
}
}
+3 -3
View File
@@ -2,7 +2,7 @@ in vec4 fragTexCoord;
in vec4 fragColor;
in float fragOffset;
out vec4 fragOut0;
uniform sampler2D baseMap;
uniform sampler2DArray baseMap;
uniform sampler2D depthMap;
uniform float window_width;
uniform float window_height;
@@ -11,10 +11,10 @@ uniform sampler2D frameBuffer;
void main()
{
vec2 depthCoord = vec2(gl_FragCoord.x / window_width, gl_FragCoord.y / window_height);
vec4 fragmentColor = texture(baseMap, fragTexCoord.xy) * fragColor.a;
vec4 fragmentColor = texture(baseMap, fragTexCoord.xyz) * fragColor.a;
vec2 distortion = texture(distMap, fragTexCoord.xy+vec2(0.0, fragOffset)).rg;
float alpha = clamp(dot(fragmentColor.rgb,vec3(0.3333))*10.0,0.0,1.0);
distortion = ((distortion - 0.5) * 0.01) * alpha;
fragOut0 = texture(frameBuffer,depthCoord+distortion);
fragOut0.a = alpha;
}
}
+2 -2
View File
@@ -12,6 +12,6 @@ void main()
{
gl_Position = projMatrix * modelViewMatrix * vertPosition;
fragOffset = vertRadius * use_offset;
fragTexCoord = vertTexCoord;
fragTexCoord = vec4(vertTexCoord.xyz, 0.0);
fragColor = vertColor;
}
}
-10
View File
@@ -1,10 +0,0 @@
in vec4 fragTexCoord;
in vec4 fragColor;
out vec4 fragOut0;
uniform sampler2D baseMap;
uniform int textured;
void main()
{
vec4 fragmentColor = mix(fragColor, texture(baseMap, fragTexCoord.xy)*fragColor.a, (float)textured);
fragOut0 = fragmentColor;
}
+3 -3
View File
@@ -1,4 +1,4 @@
uniform sampler2D baseMap;
uniform sampler2DArray baseMap;
uniform sampler2D depthMap;
uniform float window_width;
uniform float window_height;
@@ -15,7 +15,7 @@ out vec4 fragOut0;
#define SRGB_GAMMA 2.2
void main()
{
vec4 fragmentColor = texture(baseMap, fragTexCoord.xy);
vec4 fragmentColor = texture(baseMap, fragTexCoord.xyz);
fragmentColor.rgb = mix(fragmentColor.rgb, pow(fragmentColor.rgb, vec3(SRGB_GAMMA)), float(srgb));
fragmentColor *= mix(fragColor, vec4(pow(fragColor.rgb, vec3(SRGB_GAMMA)), fragColor.a), float(srgb));
vec2 offset = vec2(fragRadius * abs(0.5 - fragTexCoord.x) * 2.0, fragRadius * abs(0.5 - fragTexCoord.y) * 2.0);
@@ -43,4 +43,4 @@ void main()
fragmentColor.rgb *= (srgb == 1) ? 1.5 : 1.0;
fragmentColor = (blend_alpha == 1) ? vec4(fragmentColor.rgb, fragmentColor.a * intensity) : vec4(fragmentColor.rgb * intensity, fragmentColor.a);
fragOut0 = max(fragmentColor, vec4(0.0));
}
}
+6 -5
View File
@@ -3,6 +3,7 @@ layout (triangle_strip, max_vertices = 4) out;
in vec3 geoUvec[];
in float geoRadius[];
in vec4 geoColor[];
in float geoArrayIndex[];
out float fragRadius;
out vec4 fragPosition;
out vec4 fragTexCoord;
@@ -18,7 +19,7 @@ void main(void)
pos = (gl_in[0].gl_Position - vec4(geoRadius[0] * up_vec, 0.0) - vec4(geoRadius[0] * right_vec, 0.0));
gl_Position = projMatrix * pos;
fragPosition = pos;
fragTexCoord = vec4(0.0, 0.0, 0.0, 0.0);
fragTexCoord = vec4(0.0, 0.0, geoArrayIndex[0], 0.0);
fragRadius = geoRadius[0];
fragColor = geoColor[0];
EmitVertex();
@@ -26,7 +27,7 @@ void main(void)
pos = (gl_in[0].gl_Position - vec4(geoRadius[0] * up_vec, 0.0) + vec4(geoRadius[0] * right_vec, 0.0));
gl_Position = projMatrix * pos;
fragPosition = pos;
fragTexCoord = vec4(0.0, 1.0, 0.0, 0.0);
fragTexCoord = vec4(0.0, 1.0, geoArrayIndex[0], 0.0);
fragRadius = geoRadius[0];
fragColor = geoColor[0];
EmitVertex();
@@ -34,7 +35,7 @@ void main(void)
pos = (gl_in[0].gl_Position + vec4(geoRadius[0] * up_vec, 0.0) - vec4(geoRadius[0] * right_vec, 0.0));
gl_Position = projMatrix * pos;
fragPosition = pos;
fragTexCoord = vec4(1.0, 0.0, 0.0, 0.0);
fragTexCoord = vec4(1.0, 0.0, geoArrayIndex[0], 0.0);
fragRadius = geoRadius[0];
fragColor = geoColor[0];
EmitVertex();
@@ -42,9 +43,9 @@ void main(void)
pos = (gl_in[0].gl_Position + vec4(geoRadius[0] * up_vec, 0.0) + vec4(geoRadius[0] * right_vec, 0.0));
gl_Position = projMatrix * pos;
fragPosition = pos;
fragTexCoord = vec4(1.0, 1.0, 0.0, 0.0);
fragTexCoord = vec4(1.0, 1.0, geoArrayIndex[0], 0.0);
fragRadius = geoRadius[0];
fragColor = geoColor[0];
EmitVertex();
EndPrimitive();
}
}
+4 -2
View File
@@ -7,6 +7,7 @@ in float vertRadius;
out vec3 geoUvec;
out float geoRadius;
out vec4 geoColor;
out float geoArrayIndex;
#else
out float fragRadius;
out vec4 fragPosition;
@@ -26,14 +27,15 @@ void main()
geoUvec = vertUvec;
gl_Position = modelViewMatrix * vertPosition;
geoColor = vertColor;
geoArrayIndex = vertTexCoord.z;
#else
fragRadius = vertRadius;
gl_Position = projMatrix * modelViewMatrix * vertPosition;
fragPosition = modelViewMatrix * vertPosition;
fragTexCoord = vertTexCoord;
fragTexCoord = vec4(vertTexCoord.xyz, 0.0);
fragColor = vertColor;
#endif
#ifdef FLAG_EFFECT_DISTORTION
fragOffset = vertRadius * use_offset;
#endif
}
}
+152 -139
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@@ -2,92 +2,131 @@
#define LT_DIRECTIONAL 0
#define LT_POINT 1
#define LT_TUBE 2
uniform vec4 color;
#ifdef FLAG_LIGHT
uniform vec4 lightPosition[MAX_LIGHTS];
uniform vec3 lightDirection[MAX_LIGHTS];
uniform vec3 lightDiffuseColor[MAX_LIGHTS];
uniform vec3 lightSpecColor[MAX_LIGHTS];
uniform int lightType[MAX_LIGHTS];
uniform float lightAttenuation[MAX_LIGHTS];
uniform int n_lights;
uniform float defaultGloss;
uniform vec3 ambientFactor;
uniform vec3 diffuseFactor;
uniform vec3 emissionFactor;
#endif
struct model_light {
vec4 position;
vec3 diffuse_color;
int light_type;
vec3 spec_color;
float attenuation;
vec3 direction;
};
layout (std140) uniform modelData {
mat4 modelViewMatrix;
mat4 modelMatrix;
mat4 viewMatrix;
mat4 projMatrix;
mat4 textureMatrix;
mat4 shadow_mv_matrix;
mat4 shadow_proj_matrix[4];
mat4 envMatrix;
vec4 color;
model_light lights[MAX_LIGHTS];
float extrudeWidth;
float fogStart;
float fogScale;
int buffer_matrix_offset;
vec4 clip_equation;
float thruster_scale;
bool use_clip_plane;
int n_lights;
float defaultGloss;
vec3 ambientFactor;
int desaturate;
vec3 diffuseFactor;
int blend_alpha;
vec3 emissionFactor;
bool overrideDiffuse;
vec3 diffuseClr;
bool overrideGlow;
vec3 glowClr;
bool overrideSpec;
vec3 specClr;
bool alphaGloss;
bool gammaSpec;
bool envGloss;
bool alpha_spec;
int effect_num;
vec4 fogColor;
vec3 base_color;
float anim_timer;
vec3 stripe_color;
float vpwidth;
float vpheight;
bool team_glow_enabled;
float znear;
float zfar;
float veryneardist;
float neardist;
float middist;
float fardist;
vec2 normalAlphaMinMax;
int sBasemapIndex;
int sGlowmapIndex;
int sSpecmapIndex;
int sNormalmapIndex;
int sAmbientmapIndex;
int sMiscmapIndex;
};
#ifdef FLAG_DIFFUSE_MAP
uniform sampler2D sBasemap;
uniform int desaturate;
uniform int blend_alpha;
uniform bool overrideDiffuse;
uniform vec3 diffuseClr;
uniform sampler2DArray sBasemap;
#endif
#ifdef FLAG_GLOW_MAP
uniform sampler2D sGlowmap;
uniform bool overrideGlow;
uniform vec3 glowClr;
uniform sampler2DArray sGlowmap;
#endif
#ifdef FLAG_SPEC_MAP
uniform sampler2D sSpecmap;
uniform bool overrideSpec;
uniform vec3 specClr;
uniform bool alphaGloss;
uniform bool gammaSpec;
uniform sampler2DArray sSpecmap;
#endif
#ifdef FLAG_ENV_MAP
uniform samplerCube sEnvmap;
uniform bool envGloss;
uniform bool alpha_spec;
in vec3 fragEnvReflect;
#endif
#ifdef FLAG_NORMAL_MAP
uniform sampler2D sNormalmap;
uniform sampler2DArray sNormalmap;
in mat3 fragTangentMatrix;
#endif
#ifdef FLAG_AMBIENT_MAP
uniform sampler2D sAmbientmap;
uniform sampler2DArray sAmbientmap;
#endif
#ifdef FLAG_FOG
uniform vec4 fogColor;
in float fragFogDist;
#endif
#ifdef FLAG_ANIMATED
uniform sampler2D sFramebuffer;
uniform int effect_num;
uniform float anim_timer;
uniform float vpwidth;
uniform float vpheight;
#endif
#ifdef FLAG_TRANSFORM
in float fragNotVisible;
#endif
#ifdef FLAG_TEAMCOLOR
uniform vec3 base_color;
uniform vec3 stripe_color;
uniform bool team_glow_enabled;
vec2 teamMask = vec2(0.0, 0.0);
#endif
#ifdef FLAG_MISC_MAP
uniform sampler2D sMiscmap;
uniform sampler2DArray sMiscmap;
#endif
#ifdef FLAG_SHADOWS
in vec4 fragShadowUV[4];
in vec4 fragShadowPos;
uniform sampler2DArray shadow_map;
uniform float znear;
uniform float zfar;
uniform float veryneardist;
uniform float neardist;
uniform float middist;
uniform float fardist;
#endif
#ifdef FLAG_CLIP
uniform int use_clip_plane;
in float fragClipDistance;
#endif
#ifdef FLAG_NORMAL_ALPHA
uniform vec2 normalAlphaMinMax;
#endif
#define SPEC_INTENSITY_POINT 5.3 // Point light
#define SPEC_INTENSITY_DIRECTIONAL 3.0 // Directional light
@@ -207,97 +246,72 @@ vec3 FresnelSchlick(vec3 specColor, vec3 light, vec3 halfVec)
{
return specColor + (vec3(1.0) - specColor) * pow(1.0 - clamp(dot(light, halfVec), 0.0, 1.0), 5.0);
}
vec3 SpecularBlinnPhong(vec3 specColor, vec3 light, vec3 normal, vec3 halfVec, float specPower, float dotNL)
vec3 SpecularBlinnPhong(vec3 specColor, vec3 light, vec3 normal, vec3 halfVec, float specPower, float fresnel, float dotNL)
{
return FresnelSchlick(max(specColor, vec3(0.04)), light, halfVec) * ((specPower + 2.0) / 8.0 ) * pow(clamp(dot(normal, halfVec), 0.0, 1.0), specPower) * dotNL;
return mix(specColor, FresnelSchlick(specColor, light, halfVec), fresnel) * ((specPower + 2.0) / 8.0 ) * pow(clamp(dot(normal, halfVec), 0.0, 1.0), specPower) * dotNL;
}
#ifdef FLAG_LIGHT
void GetLightInfo(int i, out vec3 lightDir, out float attenuation, out float specIntensity)
void GetLightInfo(int i, out vec3 lightDir, out float attenuation)
{
lightDir = normalize(lightPosition[i].xyz);
lightDir = normalize(lights[i].position.xyz);
attenuation = 1.0;
specIntensity = SPEC_INTENSITY_DIRECTIONAL;
if (lightType[i] != LT_DIRECTIONAL) {
if (lights[i].light_type != LT_DIRECTIONAL) {
// Positional light source
float dist = distance(lightPosition[i].xyz, fragPosition.xyz);
lightDir = (lightPosition[i].xyz - fragPosition.xyz);
float dist = distance(lights[i].position.xyz, fragPosition.xyz);
lightDir = (lights[i].position.xyz - fragPosition.xyz);
if (lightType[i] == LT_TUBE) { // Tube light
float beamlength = length(lightDirection[i]);
vec3 beamDir = normalize(lightDirection[i]);
if (lights[i].light_type == LT_TUBE) { // Tube light
float beamlength = length(lights[i].direction);
vec3 beamDir = normalize(lights[i].direction);
// Get nearest point on line
float neardist = dot(fragPosition.xyz - lightPosition[i].xyz, beamDir);
float neardist = dot(fragPosition.xyz - lights[i].position.xyz, beamDir);
// Move back from the endpoint of the beam along the beam by the distance we calculated
vec3 nearest = lightPosition[i].xyz - beamDir * abs(neardist);
vec3 nearest = lights[i].position.xyz - beamDir * abs(neardist);
lightDir = nearest - fragPosition.xyz;
dist = length(lightDir);
}
lightDir = normalize(lightDir);
attenuation = 1.0 / (lightAttenuation[i] * dist);
specIntensity = SPEC_INTENSITY_POINT;
attenuation = 1.0 / (1.0 + lights[i].attenuation * dist);
}
}
vec3 CalculateLighting(vec3 normal, vec3 diffuseMaterial, vec3 specularMaterial, float gloss, float shadow, float aoFactor)
vec3 CalculateLighting(vec3 normal, vec3 diffuseMaterial, vec3 specularMaterial, float gloss, float fresnel, float shadow, float aoFactor)
{
vec3 eyeDir = vec3(normalize(-fragPosition).xyz);
vec3 lightAmbient = (emissionFactor + ambientFactor * ambientFactor) * aoFactor; // ambientFactor^2 due to legacy OpenGL compatibility behavior
vec3 lightAmbientDiffuse = vec3(0.0, 0.0, 0.0);
vec3 lightDiffuse = vec3(0.0, 0.0, 0.0);
vec3 lightSpecular = vec3(0.0, 0.0, 0.0);
vec3 lightDiffuse = vec3(0.0, 0.0, 0.0);
vec3 lightSpecular = vec3(0.0, 0.0, 0.0);
#pragma optionNV unroll all
for (int i = 0; i < MAX_LIGHTS; ++i) {
if (i > n_lights)
break;
for (int i = 0; i < n_lights; ++i) {
if(i > 0) {
shadow = 1.0;
}
vec3 lightDir;
float attenuation;
float specIntensity;
// gather light params
GetLightInfo(i, lightDir, attenuation, specIntensity);
GetLightInfo(i, lightDir, attenuation);
vec3 halfVec = normalize(lightDir + eyeDir);
float NdotL = max(dot(normal, lightDir), 0.0);
// Ambient, Diffuse, and Specular
lightDiffuse += (lightDiffuseColor[i].rgb * diffuseFactor * NdotL * attenuation) * shadow;
lightSpecular += lightSpecColor[i] * SpecularBlinnPhong(specularMaterial, lightDir, normal, halfVec, exp2(10.0 * gloss + 1.0), NdotL) * attenuation * shadow;
lightDiffuse += (lights[i].diffuse_color.rgb * diffuseFactor * NdotL * attenuation) * shadow;
lightSpecular += lights[i].spec_color * SpecularBlinnPhong(specularMaterial, lightDir, normal, halfVec, exp2(10.0 * gloss + 1.0), fresnel, NdotL) * attenuation * shadow;
}
lightAmbientDiffuse = lightAmbient + lightDiffuse;
vec3 finalColor = diffuseMaterial;
finalColor *= lightAmbientDiffuse.rgb;
finalColor += lightSpecular;
return finalColor;
return diffuseMaterial * (lightAmbient + lightDiffuse) + lightSpecular;
}
#endif
void main()
{
#ifdef FLAG_TRANSFORM
if(fragNotVisible >= 0.9) { discard; }
#endif
#ifdef FLAG_SHADOW_MAP
#ifdef FLAG_CLIP
if(use_clip_plane == 1) { if(fragClipDistance <= 0.0) { discard; } }
#endif
// need depth and depth squared for variance shadow maps
fragOut0 = vec4(fragPosition.z, fragPosition.z * fragPosition.z * VARIANCE_SHADOW_SCALE_INV, 0.0, 1.0);
return;
#endif
vec3 eyeDir = vec3(normalize(-fragPosition).xyz);
vec3 lightAmbientDiffuse = vec3(0.0, 0.0, 0.0);
vec3 lightDiffuse = vec3(0.0, 0.0, 0.0);
vec3 lightAmbient = vec3(0.0, 0.0, 0.0);
vec4 lightSpecular = vec4(0.0, 0.0, 0.0, 1.0);
vec2 texCoord = fragTexCoord.xy;
vec4 baseColor = color;
#ifdef FLAG_HDR
baseColor.rgb = pow(baseColor.rgb, vec3(SRGB_GAMMA));
#endif
vec4 posData = vec4(fragPosition.xyz,1.0);
vec4 normData = vec4(0.0, 0.0, 0.0, 1.0);
vec4 specData = vec4(0.0, 0.0, 0.0, 1.0);
vec4 specColor = vec4(0.0, 0.0, 0.0, 1.0);
float fresnelFactor = 0.0;
float glossData = 0.6;
#ifdef FLAG_LIGHT
glossData = defaultGloss;
@@ -306,15 +320,15 @@ void main()
#ifdef FLAG_AMBIENT_MAP
// red channel is ambient occlusion factor which only affects ambient lighting.
// green is cavity occlusion factor which only affects diffuse and specular lighting.
aoFactors = texture(sAmbientmap, texCoord).xy;
aoFactors = texture(sAmbientmap, vec3(texCoord, float(sAmbientmapIndex))).xy;
#endif
vec3 unitNormal = normalize(fragNormal);
vec3 normal = unitNormal;
#ifdef FLAG_NORMAL_MAP
// Normal map - convert from DXT5nm
vec2 normalSample;
normal.rg = normalSample = (texture(sNormalmap, texCoord).ag * 2.0) - 1.0;
normal.b = sqrt(1.0 - dot(normal.rg, normal.rg));
normal.rg = normalSample = (texture(sNormalmap, vec3(texCoord, float(sNormalmapIndex))).ag * 2.0) - 1.0;
normal.b = clamp(sqrt(1.0 - dot(normal.rg, normal.rg)), 0.0001, 1.0);
normal = fragTangentMatrix * normal;
float norm = length(normal);
// prevent breaking of normal maps
@@ -323,7 +337,6 @@ void main()
else
normal = unitNormal;
#endif
normData = vec4(normal, 1.0);
#ifdef FLAG_ANIMATED
vec2 distort = vec2(cos(fragPosition.x*fragPosition.w*0.005+anim_timer*20.0)*sin(fragPosition.y*fragPosition.w*0.005),sin(fragPosition.x*fragPosition.w*0.005+anim_timer*20.0)*cos(fragPosition.y*fragPosition.w*0.005))*0.03;
@@ -336,36 +349,40 @@ void main()
diffuseTexCoord = texCoord + distort*(1.0-anim_timer);
}
#endif
baseColor = texture(sBasemap, diffuseTexCoord);
baseColor = texture(sBasemap, vec3(diffuseTexCoord, float(sBasemapIndex)));
if ( blend_alpha == 0 && baseColor.a < 0.95 ) discard; // if alpha blending is not on, discard transparent pixels
// premultiply alpha if blend_alpha is 1. assume that our blend function is srcColor + (1-Alpha)*destColor.
// if blend_alpha is 2, assume blend func is additive and don't modify color
if(blend_alpha == 1) baseColor.rgb = baseColor.rgb * baseColor.a;
if(overrideDiffuse) baseColor.rgb = diffuseClr;
#ifdef FLAG_HDR
#endif
specColor = vec4(baseColor.rgb * SPEC_FACTOR_NO_SPEC_MAP, glossData);
#ifdef FLAG_HDR
baseColor.rgb = pow(baseColor.rgb, vec3(SRGB_GAMMA));
#endif
baseColor.rgb *= aoFactors.y;
#endif
specData = vec4(baseColor.rgb * SPEC_FACTOR_NO_SPEC_MAP, glossData);
#ifdef FLAG_SPEC_MAP
vec4 specColour = texture(sSpecmap, texCoord);
if(alphaGloss) glossData = specColour.a;
if(overrideSpec) specColour.rgb = specClr;
specColor = texture(sSpecmap, vec3(texCoord, float(sSpecmapIndex)));
if(alphaGloss) glossData = specColor.a;
if(overrideSpec) {
specColor.rgb = specClr;
fresnelFactor = 1.0;
}
if(gammaSpec) {
#ifdef FLAG_HDR
if(gammaSpec) specColour.rgb = pow(specColour.rgb, vec3(SRGB_GAMMA));
specColor.rgb = pow(specColor.rgb, vec3(SRGB_GAMMA));
#endif
specColour.rgb *= aoFactors.y;
specColour.rgb = max(specColour.rgb, vec3(0.04)); // hardcoded minimum specular value. read John Hable's blog post titled 'Everything Is Shiny'.
specData = vec4(specColour.rgb, glossData);
specColor.rgb = max(specColor.rgb, vec3(0.04)); // hardcoded minimum specular value. read John Hable's blog post titled 'Everything Is Shiny'.
fresnelFactor = 1.0;
}
#endif
baseColor.rgb *= aoFactors.y;
specColor.rgb *= aoFactors.y;
#ifdef FLAG_MISC_MAP
#ifdef FLAG_TEAMCOLOR
vec4 teamMask = vec4(0.0, 0.0, 0.0, 0.0);
teamMask = texture(sMiscmap, texCoord);
vec3 base = base_color - vec3(0.5);
vec3 stripe = stripe_color - vec3(0.5);
teamMask = texture(sMiscmap, vec3(texCoord, float(sMiscmapIndex)));
vec3 base = max(base_color - vec3(0.5), vec3(0.0));
vec3 stripe = max(stripe_color - vec3(0.5), vec3(0.0));
baseColor.rgb += (base * teamMask.x) + (stripe * teamMask.y);
baseColor.rgb = max(baseColor.rgb, vec3(0.0));
#endif
@@ -375,10 +392,10 @@ void main()
shadow = getShadowValue();
#endif
#ifdef FLAG_LIGHT
baseColor.rgb = CalculateLighting(normal, baseColor.rgb, specData.rgb, glossData, shadow, aoFactors.x);
baseColor.rgb = CalculateLighting(normal, baseColor.rgb, specColor.rgb, glossData, fresnelFactor, shadow, aoFactors.x);
#else
#ifdef FLAG_SPEC_MAP
baseColor.rgb += pow(1.0 - dot(eyeDir, normal), 5.0 * clamp(glossData, 0.01, 1.0)) * specColour.rgb;
baseColor.rgb += pow(1.0 - clamp(dot(eyeDir, normal), 0.0, 1.0), 5.0 * clamp(glossData, 0.01, 1.0)) * specColor.rgb;
#endif
#endif
#ifdef FLAG_ENV_MAP
@@ -392,11 +409,11 @@ void main()
#ifdef FLAG_HDR
envColour.rgb = pow(envColour.rgb, vec3(SRGB_GAMMA));
#endif
envColour.rgb *= (envGloss) ? 1.0 : specColour.a;
baseColor.rgb += envColour.rgb * FresnelLazarovEnv(specColour.rgb, eyeDir, normal, glossData);
envColour.rgb *= (envGloss) ? 1.0 : specColor.a;
baseColor.rgb += envColour.rgb * FresnelLazarovEnv(specColor.rgb, eyeDir, normal, glossData);
#endif
#ifdef FLAG_GLOW_MAP
vec3 glowColor = texture(sGlowmap, texCoord).rgb;
vec3 glowColor = texture(sGlowmap, vec3(texCoord, float(sGlowmapIndex))).rgb;
if(overrideGlow) glowColor = glowClr;
#ifdef FLAG_HDR
glowColor = pow(glowColor, vec3(SRGB_GAMMA)) * 3.0f;
@@ -418,8 +435,8 @@ void main()
#ifdef FLAG_DIFFUSE_MAP
if(blend_alpha == 1) finalFogColor *= baseColor.a;
#endif
baseColor.rgb = mix(baseColor.rgb, finalFogColor, fragFogDist);
specData.rgb *= fragFogDist;
baseColor.rgb = mix(baseColor.rgb, finalFogColor, fragFogDist);
specColor.rgb *= fragFogDist;
#endif
#ifdef FLAG_DIFFUSE_MAP
@@ -458,14 +475,10 @@ void main()
float normViewOffset = dot(vec3(0.0, 0.0, 1.0), normal);
baseColor.a = smoothstep(min(normalAlphaMinMax.x, normalAlphaMinMax.y), max(normalAlphaMinMax.x, normalAlphaMinMax.y), clamp(normalAlphaMinMax.x > normalAlphaMinMax.y ? normViewOffset : 1.0 - normViewOffset, 0.0, 1.0));
#endif
#ifdef FLAG_CLIP
// for some odd reason if we try to discard the pixel early for plane clipping, it screws up glow maps so let's just do it down here.
if(use_clip_plane == 1) { if(fragClipDistance <= 0.0) { discard; } }
#endif
fragOut0 = baseColor;
fragOut0 = baseColor;
#ifdef FLAG_DEFERRED
fragOut1 = posData;
fragOut2 = normData;
fragOut3 = specData;
fragOut1 = vec4(fragPosition.xyz, 1.0);
fragOut2 = vec4(normal, glossData);
fragOut3 = vec4(specColor.rgb, fresnelFactor);
#endif
}
+108 -17
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@@ -1,39 +1,130 @@
#extension GL_ARB_gpu_shader5: enable
layout (triangles) in;
layout (triangle_strip, max_vertices = 3) out;
uniform mat4 shadow_proj_matrix[4];
#ifdef GL_ARB_gpu_shader5
layout(invocations = 4) in;
#endif
#define MAX_LIGHTS 8
struct model_light {
vec4 position;
vec3 diffuse_color;
int light_type;
vec3 spec_color;
float attenuation;
vec3 direction;
};
layout (std140) uniform modelData {
mat4 modelViewMatrix;
mat4 modelMatrix;
mat4 viewMatrix;
mat4 projMatrix;
mat4 textureMatrix;
mat4 shadow_mv_matrix;
mat4 shadow_proj_matrix[4];
mat4 envMatrix;
vec4 color;
model_light lights[MAX_LIGHTS];
float extrudeWidth;
float fogStart;
float fogScale;
int buffer_matrix_offset;
vec4 clip_equation;
float thruster_scale;
bool use_clip_plane;
int n_lights;
float defaultGloss;
vec3 ambientFactor;
int desaturate;
vec3 diffuseFactor;
int blend_alpha;
vec3 emissionFactor;
bool overrideDiffuse;
vec3 diffuseClr;
bool overrideGlow;
vec3 glowClr;
bool overrideSpec;
vec3 specClr;
bool alphaGloss;
bool gammaSpec;
bool envGloss;
bool alpha_spec;
int effect_num;
vec4 fogColor;
vec3 base_color;
float anim_timer;
vec3 stripe_color;
float vpwidth;
float vpheight;
bool team_glow_enabled;
float znear;
float zfar;
float veryneardist;
float neardist;
float middist;
float fardist;
vec2 normalAlphaMinMax;
int sBasemapIndex;
int sGlowmapIndex;
int sSpecmapIndex;
int sNormalmapIndex;
int sAmbientmapIndex;
int sMiscmapIndex;
};
#if !defined(GL_ARB_gpu_shader5)
in float geoInstance[];
#endif
in vec3 geoNormal[];
in vec4 geoTexCoord[];
out vec4 fragPosition;
out vec3 fragNormal;
out vec4 fragTexCoord;
#ifdef FLAG_TRANSFORM
in float geoNotVisible[];
out float fragNotVisible;
#endif
#ifdef FLAG_CLIP
in float geoClipDistance[];
out float fragClipDistance;
#endif
void main(void)
{
#ifdef GL_ARB_gpu_shader5
int instanceID = gl_InvocationID;
#else
int instanceID = int(geoInstance[0]);
for(int vert = 0; vert < gl_in.length(); vert++)
#endif
for(int vert = 0; vert < gl_in.length(); vert++)
{
gl_Position = shadow_proj_matrix[instanceID] * gl_in[vert].gl_Position;
if(gl_Position.z < -1.0)
gl_Position.z = -1.0;
fragPosition = gl_in[vert].gl_Position;
fragPosition = gl_in[vert].gl_Position;
fragNormal = geoNormal[vert];
fragTexCoord = geoTexCoord[vert];
gl_Layer = instanceID;
#ifdef FLAG_TRANSFORM
fragNotVisible = geoNotVisible[0];
#endif
#ifdef FLAG_CLIP
fragClipDistance = geoClipDistance[0];
#if defined(FLAG_CLIP) || defined(FLAG_TRANSFORM)
gl_ClipDistance[0] = gl_in[vert].gl_ClipDistance[0];
#endif
EmitVertex();
}
EndPrimitive();
}
}
+116 -52
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@@ -1,41 +1,117 @@
#extension GL_ARB_gpu_shader5: enable
#define MAX_LIGHTS 8
struct model_light {
vec4 position;
vec3 diffuse_color;
int light_type;
vec3 spec_color;
float attenuation;
vec3 direction;
};
layout (std140) uniform modelData {
mat4 modelViewMatrix;
mat4 modelMatrix;
mat4 viewMatrix;
mat4 projMatrix;
mat4 textureMatrix;
mat4 shadow_mv_matrix;
mat4 shadow_proj_matrix[4];
mat4 envMatrix;
vec4 color;
model_light lights[MAX_LIGHTS];
float extrudeWidth;
float fogStart;
float fogScale;
int buffer_matrix_offset;
vec4 clip_equation;
float thruster_scale;
bool use_clip_plane;
int n_lights;
float defaultGloss;
vec3 ambientFactor;
int desaturate;
vec3 diffuseFactor;
int blend_alpha;
vec3 emissionFactor;
bool overrideDiffuse;
vec3 diffuseClr;
bool overrideGlow;
vec3 glowClr;
bool overrideSpec;
vec3 specClr;
bool alphaGloss;
bool gammaSpec;
bool envGloss;
bool alpha_spec;
int effect_num;
vec4 fogColor;
vec3 base_color;
float anim_timer;
vec3 stripe_color;
float vpwidth;
float vpheight;
bool team_glow_enabled;
float znear;
float zfar;
float veryneardist;
float neardist;
float middist;
float fardist;
vec2 normalAlphaMinMax;
int sBasemapIndex;
int sGlowmapIndex;
int sSpecmapIndex;
int sNormalmapIndex;
int sAmbientmapIndex;
int sMiscmapIndex;
};
in vec4 vertPosition;
in vec4 vertTexCoord;
in vec3 vertNormal;
in vec4 vertTangent;
in float vertModelID;
uniform mat4 modelViewMatrix;
uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
uniform mat4 projMatrix;
uniform mat4 textureMatrix;
uniform vec4 color;
#ifdef FLAG_NORMAL_EXTRUDE
uniform float extrudeWidth;
#endif
#ifdef FLAG_ENV_MAP
uniform mat4 envMatrix;
out vec3 fragEnvReflect;
#endif
#ifdef FLAG_NORMAL_MAP
out mat3 fragTangentMatrix;
#endif
#ifdef FLAG_FOG
uniform float fogStart;
uniform float fogScale;
out float fragFogDist;
#endif
#ifdef FLAG_TRANSFORM
uniform samplerBuffer transform_tex;
uniform int buffer_matrix_offset;
#ifdef FLAG_SHADOW_MAP
out float geoNotVisible;
#else
out float fragNotVisible;
#endif
#endif
#ifdef FLAG_SHADOW_MAP
#if !defined(GL_ARB_gpu_shader5)
out float geoInstance;
uniform mat4 shadow_proj_matrix[4];
#endif
out vec3 geoNormal;
out vec4 geoTexCoord;
#else
@@ -44,33 +120,18 @@ out vec3 fragNormal;
out vec4 fragTexCoord;
#endif
#ifdef FLAG_SHADOWS
uniform mat4 shadow_mv_matrix;
uniform mat4 shadow_proj_matrix[4];
out vec4 fragShadowUV[4];
out vec4 fragShadowPos;
#endif
#ifdef FLAG_THRUSTER
uniform float thruster_scale;
#endif
#ifdef FLAG_CLIP
uniform int use_clip_plane;
uniform vec3 clip_normal;
uniform vec3 clip_position;
#ifdef FLAG_SHADOW_MAP
out float geoClipDistance;
#else
out float fragClipDistance;
#endif
#endif
#ifdef FLAG_TRANSFORM
#define TEXELS_PER_MATRIX 4
void getModelTransform(inout mat4 transform, out float invisible, int id, int matrix_offset)
void getModelTransform(inout mat4 transform, out bool invisible, int id, int matrix_offset)
{
transform[0] = texelFetch(transform_tex, (matrix_offset + id) * TEXELS_PER_MATRIX);
transform[1] = texelFetch(transform_tex, (matrix_offset + id) * TEXELS_PER_MATRIX + 1);
transform[2] = texelFetch(transform_tex, (matrix_offset + id) * TEXELS_PER_MATRIX + 2);
transform[3] = texelFetch(transform_tex, (matrix_offset + id) * TEXELS_PER_MATRIX + 3);
invisible = transform[3].w;
invisible = transform[3].w >= 0.9;
transform[3].w = 1.0;
}
#endif
@@ -94,13 +155,10 @@ void main()
mat4 orient = mat4(1.0);
mat4 scale = mat4(1.0);
#ifdef FLAG_TRANSFORM
float invisible;
getModelTransform(orient, invisible, int(vertModelID), buffer_matrix_offset);
#ifdef FLAG_SHADOW_MAP
geoNotVisible = invisible;
#else
fragNotVisible = invisible;
#endif
bool clipModel;
getModelTransform(orient, clipModel, int(vertModelID), buffer_matrix_offset);
#else
bool clipModel = false;
#endif
texCoord = textureMatrix * vertTexCoord;
vec4 vertex = vertPosition;
@@ -114,11 +172,15 @@ void main()
position = modelViewMatrix * orient * vertex;
#ifdef FLAG_SHADOW_MAP
gl_Position = position;
#if !defined(GL_ARB_gpu_shader5)
#ifdef APPLE
geoInstance = float(gl_InstanceIDARB);
geoInstance = float(gl_InstanceIDARB);
#else
geoInstance = float(gl_InstanceID);
geoInstance = float(gl_InstanceID);
#endif
#endif
#else
gl_Position = projMatrix * position;
#endif
@@ -147,13 +209,15 @@ void main()
fragFogDist = clamp((gl_Position.z - fogStart) * 0.75 * fogScale, 0.0, 1.0);
#endif
#ifdef FLAG_CLIP
float clip_dist = 0.0;
if(use_clip_plane == 1) clip_dist = dot(normalize((modelMatrix * orient * vertex).xyz - clip_position), clip_normal);
#ifdef FLAG_SHADOW_MAP
geoClipDistance = clip_dist;
#else
fragClipDistance = clip_dist;
#endif
if (clipModel) {
gl_ClipDistance[0] = -1.0;
} else if(use_clip_plane) {
gl_ClipDistance[0] = dot(clip_equation, modelMatrix * orient * vertex);
} else {
gl_ClipDistance[0] = 1.0;
}
#elif defined(FLAG_TRANSFORM)
gl_ClipDistance[0] = clipModel ? -1.0 : 1.0;
#endif
#ifndef FLAG_SHADOW_MAP
fragPosition = position;
+108
View File
@@ -0,0 +1,108 @@
// Enabled at all times but the define is kept here in case this should be configurable in the future
#define EDGE_AA
layout(std140) uniform NanoVGUniformData {
mat3 scissorMat;
mat3 paintMat;
vec4 innerCol;
vec4 outerCol;
vec2 scissorExt;
vec2 scissorScale;
vec2 extent;
float radius;
float feather;
float strokeMult;
float strokeThr;
int texType;
int type;
vec2 viewSize;
int texArrayIndex;
};
uniform sampler2DArray nvg_tex;
in vec2 ftcoord;
in vec2 fpos;
out vec4 outColor;
float sdroundrect(vec2 pt, vec2 ext, float rad) {
vec2 ext2 = ext - vec2(rad,rad);
vec2 d = abs(pt) - ext2;
return min(max(d.x,d.y),0.0) + length(max(d,0.0)) - rad;
}
// Scissoring
float scissorMask(vec2 p) {
vec2 sc = (abs((scissorMat * vec3(p,1.0)).xy) - scissorExt);
sc = vec2(0.5,0.5) - sc * scissorScale;
return clamp(sc.x,0.0,1.0) * clamp(sc.y,0.0,1.0);
}
#ifdef EDGE_AA
// Stroke - from [0..1] to clipped pyramid, where the slope is 1px.
float strokeMask() {
return min(1.0, (1.0-abs(ftcoord.x*2.0-1.0))*strokeMult) * min(1.0, ftcoord.y);
}
#endif
// The value the distance field has when the pixel is exactly on the edge. This needs to match the values in fontstash.h!
const float ON_EDGE_DISTANCE = 180.0 / 255.0;
void main(void) {
vec4 result;
float scissor = scissorMask(fpos);
#ifdef EDGE_AA
float strokeAlpha = strokeMask();
#else
float strokeAlpha = 1.0;
#endif
#ifdef EDGE_AA
if (strokeAlpha < strokeThr) {
discard;
}
#endif
if (type == 0) { // Gradient
// Calculate gradient color using box gradient
vec2 pt = (paintMat * vec3(fpos,1.0)).xy;
float d = clamp((sdroundrect(pt, extent, radius) + feather*0.5) / feather, 0.0, 1.0);
vec4 color = mix(innerCol,outerCol,d);
// Combine alpha
color *= strokeAlpha * scissor;
result = color;
} else if (type == 1) { // Image
// Calculate color fron texture
vec2 pt = (paintMat * vec3(fpos,1.0)).xy / extent;
vec4 color = texture(nvg_tex, vec3(pt, float(texArrayIndex)));
// Apply color tint and alpha.
if (texType == 1) color = vec4(color.xyz*color.w,color.w);
if (texType == 2) color = vec4(color.r);
color *= innerCol;
// Combine alpha
color *= strokeAlpha * scissor;
result = color;
} else if (type == 2) { // Stencil fill
result = vec4(1,1,1,1);
} else if (type == 3) { // Textured tris
vec4 color = texture(nvg_tex, vec3(ftcoord, float(texArrayIndex)));
if (texType == 1) color = vec4(color.xyz*color.w,color.w); if (texType == 2) color = vec4(color.x); color *= scissor;
result = color * innerCol;
} else if (type == 4) { // Distance vector text
vec4 color = texture(nvg_tex, vec3(ftcoord, float(texArrayIndex)));
float dist = color.r;
float width = fwidth(dist) / 2.0;
float alpha = smoothstep(ON_EDGE_DISTANCE - width, ON_EDGE_DISTANCE + width, dist);
color = innerCol * alpha;
result = color * scissor;
}
outColor = result;
}
+37
View File
@@ -0,0 +1,37 @@
layout(std140) uniform NanoVGUniformData {
mat3 scissorMat;
mat3 paintMat;
vec4 innerCol;
vec4 outerCol;
vec2 scissorExt;
vec2 scissorScale;
vec2 extent;
float radius;
float feather;
float strokeMult;
float strokeThr;
int texType;
int type;
vec2 viewSize;
int texArrayIndex;
};
in vec2 vertPosition;
in vec2 vertTexCoord;
out vec2 ftcoord;
out vec2 fpos;
void main(void) {
ftcoord = vertTexCoord;
fpos = vertPosition;
gl_Position = vec4(2.0*vertPosition.x/viewSize.x - 1.0, 1.0 - 2.0*vertPosition.y/viewSize.y, 0, 1);
}
+3 -6
View File
@@ -2,17 +2,14 @@ in vec4 fragTexCoord;
in vec4 fragColor;
out vec4 fragOut0;
uniform sampler2D baseMap;
uniform int alphaTexture;
uniform int noTexturing;
uniform int srgb;
uniform float intensity;
uniform float alphaThreshold;
#define SRGB_GAMMA 2.2
void main()
{
vec4 baseColor = texture(baseMap, fragTexCoord.xy);
if(alphaThreshold > baseColor.a) discard;
baseColor.rgb = (srgb == 1) ? pow(baseColor.rgb, vec3(SRGB_GAMMA)) : baseColor.rgb;
vec4 blendColor = (srgb == 1) ? vec4(pow(fragColor.rgb, vec3(SRGB_GAMMA)), fragColor.a) : fragColor;
fragOut0 = mix(mix(baseColor * blendColor, vec4(blendColor.rgb, baseColor.r * blendColor.a), float(alphaTexture)), blendColor, float(noTexturing)) * intensity;
}
fragOut0 = mix(baseColor * blendColor, blendColor, float(noTexturing));
}
+10 -1
View File
@@ -6,9 +6,18 @@ out vec4 fragColor;
uniform mat4 modelViewMatrix;
uniform mat4 projMatrix;
uniform vec4 color;
uniform mat4 modelMatrix;
uniform bool clipEnabled;
uniform vec4 clipEquation;
void main()
{
fragTexCoord = vertTexCoord;
fragColor = vertColor * color;
gl_Position = projMatrix * modelViewMatrix * vertPosition;
}
if (clipEnabled) {
gl_ClipDistance[0] = dot(clipEquation, modelMatrix * vertPosition);
}
}
+7 -1
View File
@@ -26,6 +26,9 @@ uniform float cutoff;
#ifdef FLAG_DITH
uniform float dither;
#endif
#ifdef FLAG_TINT
uniform vec3 tint;
#endif
uniform sampler2D blurred_tex;
uniform sampler2D depth_tex;
void main()
@@ -98,7 +101,10 @@ void main()
float downsampling_factor = 4;
float bias = 0.5;
color_out.rgb = floor(color_out.rgb * downsampling_factor + bias) / downsampling_factor;
#endif
#ifdef FLAG_TINT
color_out.rgb += tint;
#endif
color_out.a = 1.0;
fragOut0 = color_out;
}
}
+4 -3
View File
@@ -1,7 +1,8 @@
in vec4 fragImpactUV;
in float fragNormOffset;
uniform vec4 color;
uniform sampler2D shieldMap;
uniform sampler2DArray shieldMap;
uniform int shieldMapIndex;
uniform int srgb;
out vec4 fragOut0;
#define SRGB_GAMMA 2.2
@@ -10,9 +11,9 @@ void main()
{
if(fragNormOffset < 0.0) discard;
if(fragImpactUV.x < 0.0 || fragImpactUV.x > 1.0 || fragImpactUV.y < 0.0 || fragImpactUV.y > 1.0) discard;
vec4 shieldColor = texture(shieldMap, fragImpactUV.xy);
vec4 shieldColor = texture(shieldMap, vec3(fragImpactUV.xy, float(shieldMapIndex)));
shieldColor.rgb = (srgb == 1) ? pow(shieldColor.rgb, vec3(SRGB_GAMMA)) * EMISSIVE_GAIN : shieldColor.rgb;
vec4 blendColor = color;
blendColor.rgb = (srgb == 1) ? pow(blendColor.rgb, vec3(SRGB_GAMMA)) * EMISSIVE_GAIN : blendColor.rgb;
fragOut0 = shieldColor * blendColor;
}
}
+8 -5
View File
@@ -1,13 +1,16 @@
in vec4 fragTexCoord;
out vec4 fragOut0;
uniform sampler2D ytex;
uniform sampler2D utex;
uniform sampler2D vtex;
uniform sampler2DArray ytex;
uniform sampler2DArray utex;
uniform sampler2DArray vtex;
void main()
{
vec3 val = vec3(texture(ytex, fragTexCoord.st).r - 0.0625, texture(utex, fragTexCoord.st).r - 0.5, texture(vtex, fragTexCoord.st).r - 0.5);
float y = texture(ytex, vec3(fragTexCoord.st, 0.0)).r;
float u = texture(utex, vec3(fragTexCoord.st, 0.0)).r;
float v = texture(vtex, vec3(fragTexCoord.st, 0.0)).r;
vec3 val = vec3(y - 0.0625, u - 0.5, v - 0.5);
fragOut0.r = dot(val, vec3(1.1640625, 0.0, 1.59765625));
fragOut0.g = dot(val, vec3(1.1640625, -0.390625, -0.8125));
fragOut0.b = dot(val, vec3(1.1640625, 2.015625, 0.0));
fragOut0.a = 1.0;
}
}
+2 -2
View File
@@ -87,7 +87,7 @@ void fireball_play_warphole_open_sound(int ship_class, fireball *fb)
}
}
snd_play_3d(&Snds[sound_index], &fireball_objp->pos, &Eye_position, fireball_objp->radius, NULL, 0, 1.0f, SND_PRIORITY_DOUBLE_INSTANCE, NULL, range_multiplier); // play warp sound effect
snd_play_3d(gamesnd_get_game_sound(sound_index), &fireball_objp->pos, &Eye_position, fireball_objp->radius, NULL, 0, 1.0f, SND_PRIORITY_DOUBLE_INSTANCE, NULL, range_multiplier); // play warp sound effect
}
/**
@@ -111,7 +111,7 @@ void fireball_play_warphole_close_sound(fireball *fb)
return;
}
snd_play_3d(&Snds[sound_index], &fireball_objp->pos, &Eye_position, fireball_objp->radius); // play warp sound effect
snd_play_3d(gamesnd_get_game_sound(sound_index), &fireball_objp->pos, &Eye_position, fireball_objp->radius); // play warp sound effect
}
/**
+3 -3
View File
@@ -34,6 +34,7 @@
#include "playerman/player.h"
#include "popup/popup.h"
#include "osapi/osapi.h"
#include "hud/hudmessage.h"
#ifndef WIN32
#include <cstdio>
@@ -53,7 +54,6 @@
extern int Multi_debrief_stats_accept_code;
extern void HUD_printf(const char *format, ...);
extern int game_hacked_data();
@@ -141,7 +141,7 @@ void fs2netd_options_config_init()
long port_tmp = strtol(Multi_options_g.tracker_port, (char**)NULL, 10);
if ( (port_tmp < 1024) || (port_tmp > USHRT_MAX) ) {
ml_printf("NOTICE: The port specified for game/user trackers, '%i', is outside of the required range, %i through %i!", port_tmp, 1024, USHRT_MAX);
ml_printf("NOTICE: The port specified for game/user trackers, '%ld', is outside of the required range, %i through %i!", port_tmp, 1024, USHRT_MAX);
ml_printf("NOTICE: Port for game/user trackers is invalid, using default instead (%s).", FS2NETD_DEFAULT_PORT);
strncpy( Multi_options_g.tracker_port, FS2NETD_DEFAULT_PORT, STD_NAME_LEN );
}
@@ -689,7 +689,7 @@ static void fs2netd_handle_messages()
case NETGAME_STATE_IN_MISSION: // gotta make it paused
//multi_pause_request(1);
//send_game_chat_packet(Net_player, str, MULTI_MSG_ALL, NULL);
HUD_printf(tbuf);
HUD_printf("%s", tbuf);
break;
default:
+1 -1
View File
@@ -768,7 +768,7 @@ int FS2NetD_ValidateTableList(bool do_send)
}
if ( num_tables > (int)Table_valid_status.size() ) {
ml_printf("FS2NetD WARNING: Table list contains %i tables, but we only requested %i! Invalid data!", num_tables, Table_valid_status.size());
ml_printf("FS2NetD WARNING: Table list contains %i tables, but we only requested " SIZE_T_ARG "! Invalid data!", num_tables, Table_valid_status.size());
return -1;
}
+87 -1
View File
@@ -27,12 +27,21 @@
#include <unistd.h>
#include <cerrno>
#include <sys/ioctl.h>
#include <signal.h>
#ifdef SCP_SOLARIS
#include <sys/filio.h>
#endif
#include <ctype.h>
#define WSAGetLastError() (errno)
#define RESTART(syscall) \
({ \
__typeof__(syscall) _res; \
do \
_res = syscall; \
while (_res == -1 && errno == EINTR); \
_res; \
})
#else
#include <windows.h>
#include <process.h>
@@ -109,6 +118,18 @@ int FS2NetD_ConnectToServer(const char *host, const char *port)
ulong arg = 1;
ioctlsocket(mySocket, FIONBIO, &arg);
// Where SO_NOSIGPIPE is defined (currently OS X):
// prevent SIGPIPE, which is generated when sending after receiver disconnected
// on other *nix use MSG_NOSIGNAL flag when sending data, or, failing that, use signal masking
// see FS2NetD_SendData()
#if defined(SCP_UNIX) && defined(SO_NOSIGPIPE)
int nosigpipe = 1;
if (setsockopt(mySocket, SOL_SOCKET, SO_NOSIGPIPE, (void*)&nosigpipe, sizeof(nosigpipe)) == -1) {
my_error = errno;
ml_printf("FS2NetD ERROR: Couldn't set SO_NOSIGPIPE on socket (\"%s\")!", strerror(my_error));
}
#endif // SCP_UNIX && SO_NOSIGPIPE
// blasted MS, probably need to use getaddrinfo() here for Win32, but I
// want to keep this as clean and simple as possible and that means
// using an actual standard :)
@@ -237,9 +258,74 @@ int FS2NetD_SendData(char *buffer, int blen)
{
int flags = 0;
// on Unix with MSG_NOSIGNAL, prevent SIGPIPE, which is generated if receiver has disconnected
// the MSG_NOSIGNAL flag doesn't work on OS X or Solaris
// on OS X, use setsockopt() with SO_NOSIGPIPE instead, see above
#if defined(SCP_UNIX) && defined(MSG_NOSIGNAL)
flags |= MSG_NOSIGNAL;
#endif // SCP_UNIX && MSG_NOSIGNAL
socklen_t to_len = sizeof(sockaddr);
return sendto(mySocket, buffer, blen, flags, (sockaddr*)&FS2NetD_addr, to_len);
// Borrowed from Kroki:
// https://github.com/kroki/XProbes/blob/1447f3d93b6dbf273919af15e59f35cca58fcc23/src/libxprobes.c#L156
#if defined(SCP_UNIX) && !defined(MSG_NOSIGNAL) && !defined(SO_NOSIGPIPE)
/*
We want to ignore possible SIGPIPE that we can generate on write.
SIGPIPE is delivered *synchronously* and *only* to the thread
doing the write. So if it is reported as already pending (which
means the thread blocks it), then we do nothing: if we generate
SIGPIPE, it will be merged with the pending one (there's no
queuing), and that suits us well. If it is not pending, we block
it in this thread (and we avoid changing signal action, because it
is per-process).
*/
sigset_t pending;
sigset_t sigpipe_mask;
bool sigpipe_pending;
bool sigpipe_unblock;
sigemptyset(&pending);
sigpending(&pending);
sigpipe_pending = sigismember(&pending, SIGPIPE);
if (!sigpipe_pending) {
sigset_t blocked;
sigemptyset(&blocked);
pthread_sigmask(SIG_BLOCK, &sigpipe_mask, &blocked);
/* Maybe is was blocked already? */
sigpipe_unblock = ! sigismember(&blocked, SIGPIPE);
}
#endif /* defined(SCP_UNIX) && ! defined(MSG_NOSIGNAL) && ! defined(SO_NOSIGPIPE) */
auto sent_chars = sendto(mySocket, buffer, blen, flags, (sockaddr*)&FS2NetD_addr, to_len);
#if defined(SCP_UNIX) && !defined(MSG_NOSIGNAL) && !defined(SO_NOSIGPIPE)
/*
If SIGPIPE was pending already we do nothing. Otherwise, if it
become pending (i.e., we generated it), then we sigwait() it (thus
clearing pending status). Then we unblock SIGPIPE, but only if it
were us who blocked it.
*/
if (!sigpipe_pending) {
sigemptyset(&pending);
sigpending(&pending);
if (sigismember(&pending, SIGPIPE)) {
/*
Protect ourselves from a situation when SIGPIPE was sent
by the user to the whole process, and was delivered to
other thread before we had a chance to wait for it.
*/
static const struct timespec nowait = { 0, 0 };
RESTART(sigtimedwait(&sigpipe_mask, NULL, &nowait));
}
if (sigpipe_unblock) {
pthread_sigmask(SIG_UNBLOCK, &sigpipe_mask, NULL);
}
}
#endif /* defined(SCP_UNIX) && ! defined(MSG_NOSIGNAL) && ! defined(SO_NOSIGPIPE) */
return sent_chars;
}
bool FS2NetD_DataReady()
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