Christoph Oelckers
20edd800f9
- big texture system refactor.
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Finally that quickly slapped together BuildTiles class is gone and replaced with something that better integrates with the underlying texture manager
2022-12-18 13:05:58 +01:00
Christoph Oelckers
0bacb05c1b
- wrapped hiofs in a getter function.
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This makes it a lot easier later to refactor.
2022-12-11 19:45:01 +01:00
Christoph Oelckers
71ca2c4677
- eliminate the last remaining references to the tile manager in the core renderer files.
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The only thing left is the sky which needs more refactoring first and the tileUpdatePicnum call for sprites which cannot be resolved by the texture manager because Blood has a randomization factor included here.
2022-12-11 19:44:01 +01:00
Christoph Oelckers
028cf2daf5
- added access wrappers for getting texture IDs from the map and used that to rid a large chunk of the renderer of direct tilenum access.
2022-12-11 19:43:59 +01:00
Christoph Oelckers
49f87e6227
- got rid of gotpic.
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Now everything uses the 'seen' flag in the texture which indicates that the texture was actually used for hardware rendering since the last check.
It's also only the 3 places checking this flag which are responsible for clearing it.
2022-12-11 19:43:58 +01:00
Christoph Oelckers
ede5b017ab
- renamed walltype::picnum to wallpicnum for easier searching.
2022-12-11 19:43:58 +01:00
Christoph Oelckers
faeb19a485
- do the handling of 90° rotated wall textures in the renderer instead of duplicating the texture.
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Aside from less resource use this also works with hires replacement - which the old code was incapable of.
2022-12-11 19:43:58 +01:00
Mitchell Richters
2e0b9490e1
- Change spritetypebase::angle
to a DRotator named Angles
.
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* Major pre-requisite for the next steps I'm undertaking, let's get it into the branch now.
2022-12-11 18:41:52 +01:00
Christoph Oelckers
7d9a4ea70d
- eliminated wallsofsector.
2022-11-15 15:24:17 +01:00
Christoph Oelckers
b7a7584059
- renamed wallnum and sectnum functions.
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These were creating a lot of search noise because local variables had the same name.
2022-11-15 12:03:44 +01:00
Christoph Oelckers
3c6b64d621
- renamed everything back
2022-10-30 16:51:33 +01:00
Christoph Oelckers
51768439a9
- started removing wrappers. ScaleX() and ScaleY() done.
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No manual changes in here.
2022-10-30 16:51:31 +01:00
Christoph Oelckers
6a3a811a42
- repeats in the wall sprite renderer
2022-10-30 16:51:22 +01:00
Christoph Oelckers
91c318b708
- renamed most non-sprite xrepeat and yrepeat as refactpring aid.
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These will be renamed back later but now they create too much search noise.
A few local variables have been permanently renamed to scale*.
2022-10-30 16:51:20 +01:00
Christoph Oelckers
c678298141
- wrap repeats in the renderer.
2022-10-30 16:51:20 +01:00
Mitchell Richters
c00c8d196e
- Simple VecToAngle() > .Angle() replacements.
2022-10-27 16:55:52 +02:00
Christoph Oelckers
8e9ddf370c
- rewrote getzrange
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Not using any old Build code anymore. Aside from the trivial stuff this uses code from Doom and SW instead.
2022-10-27 16:55:28 +02:00
Christoph Oelckers
38998f36b5
- minor int_* replacements in the backend.
2022-10-23 18:47:17 +02:00
Christoph Oelckers
6dd7fac902
- eliminated the sine table and moved tilehasmodelorvoxel to a different file to delete engine.cpp.
2022-10-22 12:17:04 +02:00
Christoph Oelckers
f5e6503b26
- merge NearestPointLine into NearestPointOnWall
2022-10-22 12:16:57 +02:00
Christoph Oelckers
c87b4a581b
- got rid of the WallStart/End macros
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They never got much use and the places where they were used work just as well without them
2022-10-22 12:16:56 +02:00
Christoph Oelckers
5efc032a4c
- increase angular threshold for aligning wall sprites.
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With full precision angles the old threshold is simply too low.
2022-10-16 10:59:04 +02:00
Christoph Oelckers
9d1edf9cc5
- clean up angle math in wall drawer.
2022-10-16 10:59:04 +02:00
Christoph Oelckers
6ce01e24d2
- renamed walltype::delta and walltype::center
2022-10-13 22:54:42 +02:00
Christoph Oelckers
7a45738d7e
- avoid integer math for wall sprites.
2022-10-10 17:37:18 +02:00
Christoph Oelckers
209867e036
- cleaned out some unnecessary inlines.
2022-10-09 22:00:43 +02:00
Christoph Oelckers
7873fd7c3c
- int_floorz/int_ceilingz in the renderer.
2022-10-09 08:21:52 +02:00
Christoph Oelckers
91f305125e
- floatified GetWallSpritePosition and redirected get_wallspr_points to use it.
2022-10-05 18:29:04 +02:00
Christoph Oelckers
c2f4fa8bb5
- more angles
2022-10-04 23:56:44 +02:00
Christoph Oelckers
f54e4b8a9a
- more int_ang()
2022-10-04 23:56:43 +02:00
Christoph Oelckers
735b9a8fed
- renamed ang to __int_angle
2022-10-04 23:56:42 +02:00
Christoph Oelckers
06b8a9139e
- handle most int_pos calls in common code.
2022-10-04 18:44:17 +02:00
Christoph Oelckers
c84d75b8bf
- use inline access functions to read floorz/ceilingz.
2022-08-27 09:58:16 +02:00
Christoph Oelckers
0672572e63
- renamed sectortype::floorz and ceilingz as preparation for floatification
2022-08-27 09:47:48 +02:00
Christoph Oelckers
c15aeec9f7
- late __int_pos additions
2022-08-26 19:53:11 +02:00
Christoph Oelckers
170387ab26
- tspritetype::pos access wrappers, part 1.
2022-08-26 19:53:10 +02:00
Christoph Oelckers
dc94dedc6b
- renaming spritetype::pos
2022-08-26 19:53:10 +02:00
Christoph Oelckers
4f2170655c
- animateoffs cleanup and consolidation
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This was rewritten based on specs alone - it still doesn’t look that different due to its simplicity.
2022-08-05 23:32:16 +02:00
Christoph Oelckers
291726cc55
- removed the Polymost renderer.
2022-08-03 15:50:27 +02:00
Christoph Oelckers
7debab7ff4
- refined wall sprite check so that orthogonally aligned sprites are only aligned to orthogonal walls.
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Here even the slightest deviation can create problems.
2022-08-03 14:13:42 +02:00
Christoph Oelckers
bd023b0b1c
- fixed wall sprite clipping
2022-05-30 00:19:32 +02:00
Christoph Oelckers
4278f0113b
- function for checking wall sprites’ need for recalculation
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Preparation for overhauling their rendering
2022-05-24 00:10:36 +02:00
Christoph Oelckers
71943abed0
- changed math utilities to floating point coordinate system.
2022-02-15 22:18:26 +01:00
Christoph Oelckers
a781517780
- renamed PlanesAtPointf to PlanesAtPoint
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The old PlanesAtPoint is not needed anymore.
2022-02-15 22:18:24 +01:00
Christoph Oelckers
bd95da423a
- use PlanesAtPointf in most places where PlanesAtPoint was used.
2022-02-15 22:18:24 +01:00
Christoph Oelckers
f44736a5b6
-use an access function for reading wall positions so that we have a non-modifiable value wherever this is possible.
2022-02-15 22:18:23 +01:00
Christoph Oelckers
89ef81da55
- renamed walltype::pos as preparation for refactoring.
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no functional changes here
2022-02-15 22:18:22 +01:00
Christoph Oelckers
dab1f7fcec
- handle walls where a sloped floor intersects with the visible part.
2022-01-30 08:54:11 +01:00
Christoph Oelckers
11b21cce2c
- handle wall sprites on orthogonal walls better.
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This covers the case that a wall sprite may overlap two walls with a slight deviation in their position - always pick the closest one.
2022-01-30 08:28:52 +01:00
Christoph Oelckers
7b1d99373b
- fixed last commit and optimized wall lookup code a bit.
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No need to continue if a matching wall has been found.
2022-01-14 20:20:47 +01:00