Christoph Oelckers
89ef81da55
- renamed walltype::pos as preparation for refactoring.
...
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.
...
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.
...
No need to continue if a matching wall has been found.
2022-01-14 20:20:47 +01:00
Christoph Oelckers
ef711f0b2d
- allow a bit of tolerance for attached orthogonal wall sprites.
...
We have to account for mappers adding some 'safe' distance (which isn't really safe!)
2022-01-14 16:27:24 +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
37e7f92182
- made a few changes to the timer calls for renderer profiling.
...
A few items were counted double, other were in the wrong slot.
2022-01-14 00:15:33 +01:00
Christoph Oelckers
8976813fe1
- removed some overlooked debug code.
2022-01-13 13:14:00 +01:00
Christoph Oelckers
fcf04a7df1
- delete unused variable.
2022-01-13 12:27:40 +01:00
Christoph Oelckers
e5dad53f6d
- menu entries for light modes, plus handling of overbright shades.
2022-01-11 00:19:15 +01:00
Christoph Oelckers
98c919fbe4
- g_visibility stuff
2022-01-11 00:12:32 +01:00
Christoph Oelckers
227ac0fca6
- RR: address a missing texture in E1L2.
...
The current texture on this wall is suboptimal but it's still better than glitchy HOM.
2022-01-04 17:18:25 +01:00
Christoph Oelckers
6807086f3c
- relaxed the FindWall check for wall sprites a bit so that slightly out-of-sector sprites can find a wall to attach to.
2022-01-01 18:55:42 +01:00
Mitchell Richters
733b6a7367
- Fix GCC warning warning: ‘vec.TVector2<double>::X’ may be used uninitialized [-Wmaybe-uninitialized]
.
2022-01-01 20:50:58 +11:00
Christoph Oelckers
f679b61a30
- fixed issue with wall sprite angle check.
...
The resulting value had no sign, so 'abs' did not work. It now uses some bit shifting magic to get a proper sign.
2021-12-30 22:56:33 +01:00
Christoph Oelckers
6c381d4392
- removed sector() method from low level sprite type.
2021-12-30 16:58:48 +01:00
Mitchell Richters
9bbb54fe2e
- Replace every line that just contains spaces or tabs with an empty line feed in all files except 3rd party libraries.
2021-12-30 20:30:21 +11:00
Christoph Oelckers
d46a7abb0e
- better wall sprite handling.
...
When they are directly on a wall, project their coordinates onto the wall to eliminate the imprecisions from Build's ad-hoc setup.
2021-12-30 09:58:46 +01:00
Christoph Oelckers
1a2b9d43f7
- fixed check for wallsprites on walls.
...
This completely ignored the case where a wall was flagged as one-sided which was the main reason with that sneaky sign in E2L1.
The problem is not entirely fixed with this but now it will detect that it's on a wall.
2021-12-30 09:58:46 +01:00
Christoph Oelckers
b1d8f92ded
- added wall edge splitting for gl_seamless.
2021-12-30 09:58:44 +01:00
Christoph Oelckers
f7e7476010
- hooking up the vertex map with the rest of the engine.
2021-12-30 09:58:44 +01:00
Christoph Oelckers
40a307650d
- the really final parts of the shared code using s() cleaned up.
2021-12-30 09:57:15 +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
cecb8dc48e
- Replace spritetypebase
y
with pos.Y
calls.
2021-12-30 09:57:05 +01:00
Mitchell Richters
33ca55023f
- Replace spritetypebase
x
with pos.X
calls.
2021-12-30 09:57:05 +01:00
Mitchell Richters
09e00a69fe
- Replace walltype
y
with pos.Y
calls and eliminate walltype
pos
union.
2021-12-30 09:57:04 +01:00
Mitchell Richters
51b647da87
- Replace walltype
x
with pos.X
calls.
2021-12-30 09:57:04 +01:00
Mitchell Richters
b2ab64bb62
- Capitalise vec3_t
z
variable.
2021-12-30 09:57:03 +01:00
Mitchell Richters
68e2691be7
- Capitalise vec3_t
y
variable.
2021-12-30 09:57:03 +01:00
Mitchell Richters
c549cc5276
- Capitalise vec3_t
x
variable.
2021-12-30 09:57:02 +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
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
a2e280e188
- use wallsofsector in 4 more places.
...
# Conflicts:
# source/build/src/polymost.cpp
2021-12-26 23:09:57 +01:00
Christoph Oelckers
e79cd8d87f
- don't store sprite indices in walltype::portalnum
2021-12-26 23:09:54 +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
12f6b05cbe
- use access functions, all done by search & replace.
2021-12-26 23:09:44 +01:00
Christoph Oelckers
2aefe4398b
- sector[tspr->sectnum] globally replaced.
2021-12-26 23:09:43 +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
01abe7b2ac
- addressed most unused/uninitialized variable warnings from MSVC.
2021-11-29 00:55:30 +01:00
Mitch Richters
b02a6a3ec9
- Replace MIN()
from templates.h
with version provided in STL.
2021-10-30 10:36:15 +02:00
Mitch Richters
9894729fc2
- Replace MAX()
from templates.h
with version provided in STL.
...
# Conflicts:
# source/common/textures/hw_ihwtexture.cpp
# source/common/utility/templates.h
2021-10-30 10:36:02 +02:00
Christoph Oelckers
9d36e61d3f
- depth bias fixes.
2021-06-09 00:47:13 +02:00
Christoph Oelckers
a32489be31
- wall sprite positioning tweaks.
...
Turns out that a distance of one Build unit from a wall alone is not enough to render them glitch-free, some depth bias is still needed.
2021-06-09 00:31:54 +02:00
Christoph Oelckers
3c5ef9c8e6
- properly render geometry that's fully shrouded in fog.
2021-06-01 21:48:39 +02:00
Christoph Oelckers
264d42179e
- optimized the wall drawer a bit to avoid repeated calls to the render API's deoth bias function.
...
The setters in FRenderState should check if the value actually changes and the wall drawer should only call it for non-translucent wall sprites.
2021-05-21 19:07:22 +02:00
Christoph Oelckers
f7a424cd06
- fixed precision issues with GetClosestPointOnWall for orthogonal lines.
...
The math failed for some large wall sprites (e.g. Blood E2M4, sprite #181 ), and in orthogonal cases it is better anyway to perform direct checks of the coordinates
2021-05-21 18:25:30 +02:00
Christoph Oelckers
079a95a0a3
- use a higher depth bias for non-orthogonal wall sprites.
...
Due to minor angular inaccuracies they are more sensitive to z-ordering than orthogonal ones when things are closely stacked.
2021-05-21 14:32:01 +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