Christoph Oelckers
a781517780
- renamed PlanesAtPointf to PlanesAtPoint
...
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
8281374551
- do not use floor sprites for splitting geometry.
...
This is way too expensive on maps with lots of sprites. Instead, run them through the case for slope sprites which should be sufficient here
Also let rendered_* count the actual draw calls, not processed objects, because that is the most relevant metric for checking performance issues.
2022-01-14 00:49:57 +01:00
Christoph Oelckers
22afc25046
- fixed floor sprite normals.
2022-01-13 00:04:14 +01:00
Christoph Oelckers
f09bbb8b5e
- fixed the normals for sloped planes.
2022-01-12 16:02:45 +01:00
Christoph Oelckers
98c919fbe4
- g_visibility stuff
2022-01-11 00:12:32 +01:00
Christoph Oelckers
9f6d6a0e6d
- block y-flipping of slope sprites only if they are actually sloped.
...
This mirrors Polymost's (buggy) handling.
2022-01-05 09:20:54 +01:00
Christoph Oelckers
e2e3b4482d
- do some better sorting of slope sprites.
...
Splitting by translucent floor plane is essential, splitting by wall not that much - sorting by center point should be sufficient here.
2022-01-03 12:31:54 +01:00
Christoph Oelckers
daa07b9e55
- an attempt to render "reflection" floor sprites by lifting them up to the floor and drawing them with 33% alpha.
2022-01-01 20:01:36 +01:00
Christoph Oelckers
fcb3e43799
- fixed side check for sloped sprites.
2022-01-01 17:27:09 +01:00
Christoph Oelckers
9680ff1863
- ignore y-flipping when rendering slope sprites in the new renderer.
...
This is what Polymost, and apparently NBlood, do here.
2022-01-01 12:55:28 +01:00
Christoph Oelckers
a9b162b8e9
- moved the tsprite flags from cstat2 to clipdist which was already holding other ones.
...
cstat2 should only hold flags for game-side sprites.
2021-12-30 19:00:35 +01:00
Christoph Oelckers
e670cf2786
- re-tabified several files that got mangled by repeated merging
2021-12-30 09:58:47 +01:00
Mitchell Richters
baf78848eb
- Replace spritetypebase
z
with pos.Z
calls and eliminate spritetypebase
pos
union.
2021-12-30 09:57:06 +01:00
Mitchell Richters
118ceb18ca
- Capitalise vec2_t
y
variable.
2021-12-30 09:57:02 +01:00
Mitchell Richters
3c9cd926ba
- Capitalise vec2_t
x
variable.
2021-12-30 09:57:02 +01:00
Christoph Oelckers
beddf1e1ca
- add slope sprite support to the new renderer.
...
Some fudging was needed to avoid positioning problems as the renderer is more sensitive to this than Polymost.
2021-12-30 09:56:55 +01:00
Christoph Oelckers
11f41a97d5
- made gotpic a FixedBitArray.
...
gets rid of some inline garbage.
2021-12-30 09:53:56 +01:00
Christoph Oelckers
dddf48fd3e
- cleaned up and renamed buildtypes.h.
...
Content was reordered so that the file can contain the inlines belonging to the map data types that previously had to be stored elsewhere.
Also moved out of the Build folder because virtually everything in here can be traced to content available in Duke Nukem 3D's and Shadow Warrior's source releases.
2021-12-30 09:53:46 +01:00
Christoph Oelckers
fc41a2bd85
- renamed sections2 and sections2PerSector.
...
No more need for a '2'.
2021-12-30 09:53:10 +01:00
Christoph Oelckers
f6d852b5a0
- removed the old section builder
2021-12-30 09:53:09 +01:00
Christoph Oelckers
7a9596ae81
- use SectionGeometry for 3D rendering.
2021-12-30 09:53:09 +01:00
Christoph Oelckers
37e49ed775
After this any old mesh has become invalid and needs to be rebuilt.
...
- use only one Section type.
2021-12-30 09:53:09 +01:00
Christoph Oelckers
411e3e6f9c
- make SectionGeometry create some data.
2021-12-30 09:53:07 +01:00
Christoph Oelckers
ca19c265f8
- interface from Section2 to the flat processing.
2021-12-30 09:53:07 +01:00
Christoph Oelckers
eaff9e359f
- refactored the owner index in tspritetype.
...
This is now a separate type from spritetype which contains an actor pointer instead so that sprite display can be handled without requiring a static sprite array.
2021-12-26 23:09:53 +01:00
Christoph Oelckers
adf3133fdc
- use sectnum and wallnum to get an index from pointers instead of subtracting the array base.
2021-11-29 00:56:26 +01:00
Christoph Oelckers
83944a7191
- fixed uninitialized light index variable for floor sprites.
2021-10-11 22:28:26 +02:00
Christoph Oelckers
f96521a7f4
- fixed: Floor sprites must set their view orientation.
...
The translucent element sorter needs this to operate properly.
2021-06-02 20:32:35 +02:00
Christoph Oelckers
3c5ef9c8e6
- properly render geometry that's fully shrouded in fog.
2021-06-01 21:48:39 +02:00
Christoph Oelckers
5cfd810311
- new renderer: take fog properties for walls and ceilings from the proper elements.
2021-05-20 19:17:21 +02:00
Christoph Oelckers
845ce63348
- make sure that all objects rendered as shadow reset the object color after the draw call.
2021-05-15 10:40:25 +02:00
Christoph Oelckers
d097c8e635
- removed the non-functional and long abandoned level music alias feature.
...
With RMAPINFO such a hack is no longer needed for anything.
2021-05-12 21:48:40 +02:00
Christoph Oelckers
29b0106a96
- fixed yet another problem with the local 'sprite' variables in HWWall causing problems.
...
This variable and its companions in HWFlat and HWSprite have now been renamed to avoid these issues.
2021-05-07 00:09:30 +02:00
Christoph Oelckers
389340f97c
- use sections for rendering.
2021-05-03 00:15:09 +02:00
Christoph Oelckers
dc0df7d081
- don't clamp shade values in the setup pass.
...
We need their proper values when setting up the lighting.
2021-04-21 22:32:27 +02:00
Christoph Oelckers
2b1072eb91
- fixed bad sector addressing in flat sprites drawer.
2021-04-14 19:17:40 +02:00
Christoph Oelckers
ef95754e87
- fixed bad texture checks.
2021-04-11 18:38:26 +02:00
Christoph Oelckers
2e191f2742
- consolidated the SetLightAndFog code fragments.
2021-04-10 10:34:20 +02:00
Christoph Oelckers
c9483353ff
- some more translucency checks.
2021-04-08 19:56:18 +02:00
Christoph Oelckers
1362a7ebc5
- added extended translucency support and did a bit of code consolidation.
2021-04-08 19:45:18 +02:00
Christoph Oelckers
4bd44f9d62
- flat sprites use different visibility rules.
...
Hooray, Build engine, yet another totally nonsensical magic factor with absolutely no reason why...
2021-04-07 12:58:45 +02:00
Christoph Oelckers
6ad0089524
- fixed flat sprites using the sector bit names for checking for being flipped.
...
Thank you, autocompletion... :(
2021-04-07 12:39:12 +02:00
Christoph Oelckers
d71ebace97
- fixed fog density of the new renderer.
...
The actual value needs to be a lot lower than for Polymost due to the different projection.
2021-04-03 22:51:31 +02:00
Christoph Oelckers
dc234ea72d
- implemented RR's geometry effect.
...
The grossest of all gross render hack that were ever done with Build...
2021-04-02 22:52:46 +02:00
Christoph Oelckers
7446d0441b
- use LGPLv2 for all Raze specific render code.
2021-04-02 18:22:54 +02:00
Christoph Oelckers
7bea8ad6ba
- fixed texture overlays for SW's sector portals.
2021-03-30 23:27:11 +02:00
Christoph Oelckers
9cccd6f89b
- store plane meshes without height information.
...
This avoids retriangulation when just the plane's z changes.
2021-03-30 20:30:35 +02:00
Christoph Oelckers
6239734bdc
- always create geometry for flat sprites in the collection pass.
...
This still depends on Build's tsprite array which is global so its contents are too volatile for delayed geometry generation.
This needs to be refactored later but it can only be done when Polymost is gone.
2021-03-30 19:58:42 +02:00
Christoph Oelckers
ab9c7de147
- use texture clamping for all sprites.
2021-03-29 20:18:49 +02:00