Commit graph

104 commits

Author SHA1 Message Date
mazmazz
e33ed45b7b Colormap overhaul in r_data.c
* Split R_CreateColormap to R_CreateLightTable
* Replace extra_colormaps array with next/prev pointer chain
* Remove foundcolormaps; instead store lumpnum in extracolormap_t
* Add properties to extracolormap_t for portability
2018-09-10 15:59:31 -04:00
mazmazz
fef38acc59 Merge remote-tracking branch 'public-gitlab/colormap-code-cleanup' into colormap-cleanup 2018-09-10 13:24:57 -04:00
Monster Iestyn
40ff436829 Remove commented out stuff, now I've confirmed everything works fine without them 2018-09-10 15:49:21 +01:00
Monster Iestyn
c0bf79ad8e R_CreateColormap2 and R_MakeColormaps have been made obsolete, it's just R_CreateColormap now, like it used to be!
With that, I moved R_CreateColormap2's exclusive software colormap malloc code to R_CreateColormap, and merged the two software-only blocks of code into one. I also disabled any unneeded variables and fixed a preprocessor-related goofup
2018-09-09 22:48:09 +01:00
Monster Iestyn
58a844d3cf Merge branch 'public_next'
# Conflicts:
#	src/r_things.c
#	src/v_video.c
2018-08-28 19:31:08 +01:00
toaster
973b3c3f5e Continuing my recent streak of making random lighting/colormap-related fixes to long-standing bugs:
* Fix that thing where ALL transparent FOF planes were continuously fullbright unless encased in a fog which disables sprite fullbrightness, which was long-hated by many people in the community!
	* For backwards compatibility, setting flag 1 in that fog field (which is probably the most common "in-the-wild" usage of this feature) will continue to make objects un-fullbright.
	* For situations where you desperately want the behaviour to be enabled, you can apply fog flag 2.
* Change the fadestart and fadeend range in which colormaps are generated.
	* The problem HERE was that the darkest light level reached by generated colormaps was actually slightly brighter than the darkest level reached by normal colormaps.
	* The typo I fixed does have SOME basis in fact - standard colormap lumps are 34 (33 in 0-indexing) long rather than 32 (31), but whoever wrote this didn't realise that the code for generating them didn't do it DooM style, just bright-to-dark with no extras on the end...
2018-08-25 16:46:45 +01:00
Monster Iestyn
bf88407d00 Make sure both software and OpenGL ignore patches that are completely out of a multi-patch texture's bounds.
This fixes OpenGL in particular crashing because of such a weird situation.
2018-02-09 17:23:35 +00:00
Alam Ed Arias
7f4424b4a0 whitespace cleanup 2017-11-02 23:13:34 -04:00
toasterbabe
efc4d2f81d * Make multiple ANIMDEFS lumps get loaded.
* Refactor the multiple TEXTURES lump code.
2017-10-28 17:12:08 +01:00
toasterbabe
50d6208913 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into FileManagement 2017-10-21 14:28:44 +01:00
wolfy852
b298c7a541 Fix p_spec.c and r_things.h, get the compiler to shut up
This compiles with no errors or warnings, but hasn't been tested yet. Please review/test when you can.
2017-10-07 17:18:25 -05:00
Monster Iestyn
302d0425e0 Incinerated WinCE 2017-09-29 23:25:34 +01:00
Nevur
b087c16eb1 Merge branch 'toastfixes' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into FileManagement
# Conflicts:
#	src/p_setup.c
#	src/p_spec.c
2017-09-04 21:13:29 +02:00
toasterbabe
a3767fedac Clean out code/update comments relating to TEXTUREn, TEXTURE (SOC), PNAMES, and ANIMATED. 2017-08-08 22:03:37 +01:00
Nevur
d5e38c087d Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into FileManagement
# Conflicts:
#	src/p_setup.c
2017-06-25 14:51:37 +02:00
Nevur
35189dc219 Fixed PK3s.
-Colormaps, palettes and other stuff are properly loaded now. It was a bug related to the generation of the lump name with files in the root of the PK3.

Known issues:
-Map WADs' REJECT and BLOCKMAP are still not loaded.
2017-06-25 14:02:39 +02:00
Nevur
16336dbe22 I'm pushing this because I'm having issues. Changes so far:
-Folders aren't loaded as lumps anymore
-Can now load an arbitrary number of TEXTURES lumps in PK3s. Name them textures.gfz, textures.thz, ..., for example.
2017-05-28 21:47:15 +02:00
Monster Iestyn
21d29c8550 Merge branch 'public_next' 2017-05-17 16:19:01 +01:00
Nevur
d4c324eb30 PK3 stuff again.
-Now can load map WAD files inside Maps/ directory, but they must only contain map data explicitly!

Known problems:
-There's an issue causing a crash with palettes and colormaps in PK3s.
-SS_START and SS_END don't work now. Will check later.
-Standalone lumps for maps in the Maps/ folder don't work anymore; perhaps I should keep that functionality?

Notes:
-It's now a mashup of something dumb that I wanted to do and yet piling hacks again.
-A lot of code duplicity with map lump loading functions.
2017-05-16 21:10:02 +02:00
Monster Iestyn
f8482421e5 Don't need to use WADFILENUM/LUMPNUM in this function, since W_CheckNumForNamePwad returns just the lump number, not a combined WAD + lump number frankenstein's monster
This is just in case someone actually tries to dump in C_START/C_END and "add" colormaps using them, not that they would ever be used currently anyway.
2017-05-15 14:38:55 +01:00
Monster Iestyn
222807c6f6 Fix R_InitExtraColormaps reporting 6 or more colormaps every time you loaded the game, even though we haven't used C_START/C_END in more than a decade now
Note to self: W_ functions are awfully confusing with returning with LUMPERROR or INT16_MAX. Should sort out what's going on there if necessary
2017-05-15 14:29:31 +01:00
Nevur
ea2846394e More PK3 work. Now we're getting somewhere.
-DEFLATE-compressed lumps work properly now.
-All "big" lumps are supported now with the exception of WAD maps.

Notes:
-Compiler spits out a shitload of warnings still.
-Individual lump reading clashes with folders of the same name (see TEXTURES lump, and the Textures/ folder).

Signed-off-by: Nevur <apophycens@gmail.com>
2017-05-07 12:30:06 +02:00
Nevur
8ef6d6fd9e A bit more work on PK3.
-Expanded folder recognition for PK3s. Some resources are still not loaded from them yet.
-Took a glimpse at how maps are loaded, since the flat recognition is rooted somewhere there; did nothing yet about it though.
-Working towards "generalizing" how new resources are handled. Some var and functionality redundancy is still present.
2017-05-06 16:52:53 +02:00
Nevur
2c614f8f2c More work on PK3 handling.
-Moved the MD5 check for added files up so it avoids unnecessary work when you mess up and re-add a file.
-Using compression enum for compressed lumps now.
-Vastly improved central directory seeking algorithm, big files are read fine now. Thanks a lot JTE!
-Improved remaining central directory navigation algorithm, we know and expect what data is coming from now on, after all.
-TX_ textures and sounds are replaced, but textures crash the game on mapload, and sounds are simply mute when replaced. Might have to do something with caching, I don't know yet.
2017-05-01 16:37:32 +02:00
toasterbabe
d669a4e84a Introducing pMasterPalette.
Used instead of pLocalPalette when attempting to determine objective truths, such as "the colours of this gif without color profile modification" and "what indicies should this colormap remap to".

Also, made f_wipe.c's paldiv only get calculated once.
2017-04-30 22:18:06 +01:00
Monster Iestyn
f0256c41be Be gone ye old texture hack 2017-04-19 20:00:19 +01:00
Monster Iestyn
5877cc40d9 You actually don't need to set ColumnDrawerPointer to &R_DrawColumnInCache etc, C allows you to set it directly to R_DrawColumnInCache etc. ColumnDrawerPointer can then be called without the (* ) stuff 2017-03-19 20:08:33 +00:00
Monster Iestyn
351a391e43 Fixed errors reported while compiling 2017-03-19 19:43:02 +00:00
Nevur
191623e246 Made tweaks suggested by toaster to make the code a bit less dumb. 2017-03-15 15:46:04 +01:00
Nevur
be9ca534d7 Whitespace indenting. 2017-03-12 20:26:45 +01:00
Nevur
144514247d Added exceptions to the transparent column drawers to avoid modifying pixels with the cyan color. 2017-03-12 20:02:29 +01:00
Nevur
13dbe7d3a3 Fixed issue with vertical offsets being broken.
Add a vertical flip variant for the translucent column drawer.
Translucency is now properly distributed: 0.00 leads to no render at all, 0.1 to TRANS10, ..., 0.9 to TRANS90, 1 to regular column drawer.
2017-03-05 18:53:34 +01:00
Nevur
829be5bd43 Changed how R_GenerateTexture picks the function to draw the columns so it checks once per patch.
Also had to set the same args for all of the three current column drawer functions.
2017-03-05 12:49:09 +01:00
Nevur
bf5a10e4b7 The translucency feature is now functional, but it doesn't exactly work as expected. Need to make it behave like FOF translucencies etc., I guess. 2017-03-05 00:29:10 +01:00
Nevur
bb49362577 Add rudimentary and non-working code for translucency on patches. 2017-03-04 20:59:43 +01:00
Monster Iestyn
12ae6bb22a Merge branch 'public_next'
# Conflicts:
#	src/d_clisrv.c
#	src/r_things.c
2017-01-07 15:03:59 +00:00
Monster Iestyn
c601a409e1 Merge branch 'texture-fixes' into 'next'
Some texture-related fixes

Bugs fixed in this branch:
* upper/lower/middle textures with non-existent texture ids being capable of crashing the game. For instance, RVZ1 has colormap codes on non-colormap linedefs, which causes them to wind up with invalid texture ids because of how the game tries to interpret lower/upper textures with "#" followed by characters on normal linedefs. Fortunately these "textures" are normally not visible anyway (since they're all in control sectors) unless they are swapped with in-level textures by some crazy Lua script of some sort...
* animated single-patch textures with holes displaying garbage on first viewing (see this thread: https://mb.srb2.org/showthread.php?t=42195)
* the heights of the lighting (shadows or colormapping) from water/translucent/shadowcasting/etc FOFs become messed up when displayed on repeated midtextures.

See merge request !144
2017-01-06 21:15:22 -05:00
Monster Iestyn
8e56582728 Created R_CheckTextureCache to make sure midtexture/FOF walls cache their textures before choosing colfunc_2s, for software mode 2016-12-17 19:59:54 +00:00
Monster Iestyn
a9cfd12e04 Created R_GetTextureNum to make sure top/bottom/midtexture texture ids are always valid in rendering code for both software and OpenGL (and also for the Solid Midtexture effect physics code) 2016-12-16 21:38:53 +00:00
Monster Iestyn
84f3102ad0 Added FLIPX support for single patch textures with holes
This completes FLIPX/FLIPY support for all textures
2016-12-01 22:37:33 +00:00
Monster Iestyn
52a84cf309 Fix negative y offsets for both normal and y-flipped patches 2016-12-01 21:43:27 +00:00
Monster Iestyn
410b55ebcd Work on FLIPX/FLIPX support:
*Added FLIPX/FLIPY support for multi-patch textures and single-patch textures without holes
*Added FLIPY support for single-patch textures with holes; I'll sort FLIPX support out later
2016-11-28 22:21:54 +00:00
Monster Iestyn
cc2612c2d8 Merge branch 'master' into TEXTURES-additions 2016-11-27 19:49:56 +00:00
Monster Iestyn
14cd274baa Change 0xF7 to 0xFF in R_GenerateTexture 2016-11-07 20:27:12 +00:00
Monster Iestyn
587c0079e2 Started work on FLIPX/FLIPY support for patches. Doesn't do anything yet, but the parser should know how to look for them now
Note: I had to create M_UnGetToken in order to avoid problems with looking for patch parameters (marked by { and }) but not finding anything
2016-10-22 23:19:24 +01:00
Yukita Mayako
cdb841ef54 Only P_InitPicAnims when wads are loaded.
Not in P_SetupLevel. That's just dumb.
2016-10-19 03:24:43 -04:00
Alam Ed Arias
f45feb77fc MSVC: kill level 3 warnings 2016-05-22 00:44:12 -04:00
Inuyasha
f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Monster Iestyn
70a72baabc Revert texturepresent size increase, check for negative top/mid/bottom texture values so as to not go out of bounds the other way 2016-05-10 20:19:42 +01:00
Alam Ed Arias
be0c062c5b Precache: fix off by one, making the precache code write into memory it should not be touching 2016-05-09 20:10:14 -04:00
Inuyasha
a9be5ba867 fixed memory issues Alam running valgrind found 2016-05-08 20:34:43 -07:00
Alam Ed Arias
73b3287b19 SRB2 2.1.14 release 2015-01-01 14:50:31 -05:00
Alam Ed Arias
c028c83235 SRB2 2.1.9 release 2014-08-03 23:49:33 -04:00
Alam Ed Arias
b93cb1b65a SRB2 2.1 release 2014-03-15 13:11:35 -04:00