Commit graph

2058 commits

Author SHA1 Message Date
Christoph Oelckers
9092b5c392 - removed some unused stuff from engine. 2021-04-21 22:32:27 +02:00
Mitchell Richters
98a9963bb5 - Fix release builds of project and remove old def_.cpp stub file. 2021-04-22 06:30:44 +10:00
Christoph Oelckers
ba5e7d419c - cleaned up the remains of the old def parser. 2021-04-21 18:15:55 +02:00
Christoph Oelckers
1ea25e5d0e - reworked the def parser's main loop. 2021-04-21 18:15:25 +02:00
Christoph Oelckers
8c854441bc - model command migrated 2021-04-21 18:15:12 +02:00
Christoph Oelckers
542e1b2ba7 - ported all simple model commands.
'model' is the last remaining one.
2021-04-21 18:15:12 +02:00
Christoph Oelckers
b49de68c86 - migrated highpalookup, basepalette and undefbasepaletterange. 2021-04-20 22:43:02 +02:00
Christoph Oelckers
512411d0fa - parseUndefTexture(Range) 2021-04-20 20:41:15 +02:00
Christoph Oelckers
1518156386 - parseUndefPalookupRange 2021-04-20 20:41:15 +02:00
Christoph Oelckers
276fd19462 - parseMakePalookup 2021-04-20 20:41:15 +02:00
Christoph Oelckers
6fb09f36c7 - fixed a few parsing errors. 2021-04-20 20:41:04 +02:00
Christoph Oelckers
aaad546729 - palookup. 2021-04-20 20:21:51 +02:00
Christoph Oelckers
bb119fa928 - parseNumAlphaTabs 2021-04-20 20:21:51 +02:00
Christoph Oelckers
82a0b0502b - parseBlendTable 2021-04-20 20:21:51 +02:00
Christoph Oelckers
01f93f4cca - several smaller texture (un)definition commands. 2021-04-20 20:05:35 +02:00
Christoph Oelckers
8c5a9c23c3 - tileimportfromtexture and copytile. 2021-04-20 20:04:44 +02:00
Christoph Oelckers
97637e4d2d - parseArtFile. 2021-04-20 20:03:19 +02:00
Christoph Oelckers
2761ced670 - handle 2 dead .def commands. 2021-04-20 20:02:19 +02:00
Christoph Oelckers
afb2cd3b82 - fixed NoFullbrightRange.
Ever since the texture system switchover this only set a dead bit, it has to explicitly mark the texture as not having a brightmap.
2021-04-20 20:02:08 +02:00
Christoph Oelckers
40a632a2ae - rffdefineid 2021-04-20 19:39:12 +02:00
Christoph Oelckers
82194bbf6b Merge branch 'master' into newrenderer
# Conflicts:
#	source/games/exhumed/src/2d.cpp
2021-04-17 13:22:30 +02:00
Christoph Oelckers
42b87362ee - When keeping around a dummy sprite, make sure that the engine's utilities cannot find it anymore.
This was causing issues with the master switch sprites in Duke that have to be kept for sound purposes.
Unfortunately, both hitscan and neartag are far too dumb to analyze sprites they may hit in any way and needed some help skipping such sprites.
2021-04-17 09:37:38 +02:00
Christoph Oelckers
f4ec9a1921 - 4 more .def commands ported 2021-04-13 18:14:46 +02:00
Christoph Oelckers
798cf2f973 Merge branch 'newrenderer2' of https://github.com/coelckers/Raze-private into newrenderer2 2021-04-12 20:25:56 +02:00
Christoph Oelckers
aebcc13c4a - migrated voxel parsing stuff. 2021-04-11 18:37:11 +02:00
Christoph Oelckers
c33eea2540 - migrating 'tint .def command. 2021-04-11 15:23:42 +02:00
Christoph Oelckers
42d02834b1 Merge branch 'master' into newrenderer2
# Conflicts:
#	source/build/include/build.h
#	source/build/src/polymost.cpp
#	source/build/src/voxmodel.cpp
#	source/core/gamecontrol.cpp
#	source/core/gamestruct.h
#	source/games/blood/src/animatesprite.cpp
#	source/games/blood/src/misc.h
#	source/games/blood/src/view.cpp
#	source/games/duke/src/render.cpp
#	source/games/sw/src/draw.cpp
#	source/games/sw/src/game.h
#	source/games/sw/src/jsector.cpp
#	source/glbackend/glbackend.cpp
2021-04-11 14:38:56 +02:00
Christoph Oelckers
0ee28fb45e - also handle SW's voxels. 2021-04-11 13:38:23 +02:00
Christoph Oelckers
9fd3ab6b5e - fixed texture precaching.
After the migration to GZDoom's full backend this never created any textureds when precaching things.
2021-04-11 09:59:55 +02:00
Mitchell Richters
e76f63e2c0 - Consolidate all game interpolation code into inline functions. 2021-04-11 16:45:35 +10:00
Christoph Oelckers
0bdbf0f1cb - fixed: alpha was never set for voxels.
Fixes #304
2021-04-11 08:26:36 +02:00
Christoph Oelckers
a5ed7ba8a3 - two more simple .def commands. 2021-04-10 16:35:29 +02:00
Christoph Oelckers
6b684e74ba - migrated 'texture' .def command. 2021-04-10 14:09:08 +02:00
Christoph Oelckers
057b8a7354 - cleanup of bvectan family of functions.
This can be greatly simplified to a single bvectangbam function using atan2 directly.
2021-04-10 12:54:29 +02:00
Christoph Oelckers
b4d89cbac3 - got rid of the remaining occurences of gethiq16angle and all related tables. 2021-04-10 12:10:28 +02:00
Christoph Oelckers
92697686cb - migrated a few more .def commands. 2021-04-09 19:59:03 +02:00
Christoph Oelckers
333581a084 Merge branch 'master' into newrenderer2
# Conflicts:
#	source/build/src/defs.cpp
2021-04-09 19:57:56 +02:00
alexey.lysiuk
57c7a85d9f - fixed compilation with Clang
source/build/src/defs.cpp:3198:56: error: cannot pass non-trivial object of type 'FString' to variadic function; expected type from format string was 'char *' [-Wnon-pod-varargs]
2021-04-09 15:55:30 +03:00
Christoph Oelckers
fb02b38279 - better .def loading logic.
To allow cumulative loading without interfering with other ports, Raze will now look for files called xxxx-raze.def, where xxxx is the default .def name (e.g. duke3d-raze.def for Duke3D.) and if that is found, cumulatively load all same-named files - it will fall back on the default name if no such thing is found.
-def still overrides both and will not cumulatively load.
2021-04-09 14:30:01 +02:00
Christoph Oelckers
778a75c097 - fixed rffdefineid handler passing a bad file name to the backend. 2021-04-08 21:36:52 +02:00
Christoph Oelckers
9f08f9786a - consolidated a bit of dead content in .def parser. 2021-04-08 20:03:50 +02:00
Christoph Oelckers
794cab2d54 - removed some dead code. 2021-04-08 18:54:39 +02:00
Christoph Oelckers
cecd34efc7 - moved a bit more script parsing functionality into the backend and tried it out on the 'skybox' command. 2021-04-08 14:00:08 +02:00
Christoph Oelckers
38ecfc8fa5 - added handling for cubemapped skyboxes. 2021-04-08 12:47:31 +02:00
Christoph Oelckers
5c2335bbeb - encapsulate setuptile(range) parsing in separate functions. 2021-04-06 16:22:24 +02:00
Christoph Oelckers
0b79649dc2 Merge branch 'master' into newrenderer2 2021-04-06 16:14:21 +02:00
Christoph Oelckers
d193e199f1 - reorganized hightile offset storage. 2021-04-06 15:55:33 +02:00
Christoph Oelckers
424c0ce3f4 - testing some script parser improvements. 2021-04-06 15:07:12 +02:00
Christoph Oelckers
7a9e58c31e - removed redundant cstat.h file.
Constants are already defined in buildtypes.h
2021-04-05 18:05:43 +02:00
Christoph Oelckers
e30dc82676 - Cleanup of the voxel code.
* moving polymost_voxdraw into polymost.cpp.
* consolidated all remaining voxel code in hw_voxels.cpp. All original Build voxel code is completely gone now, except for polymost_voxdraw, so this got moved out of the build/ folder.
* integrate Blood's voxel init code into the main function.
* some further cleanup was allowed as a result of this, so engineInit is gone now because these parts can now be done outside the games' app_init functions.
2021-04-05 18:05:43 +02:00
Mitchell Richters
be8df3488d - build.h: Remove function prototypes for now static functions within engine.cpp. 2021-04-05 20:28:57 +10:00
Christoph Oelckers
8e31c34b06 - fixed tileImportFromTexture.
* the parser read numbers with leading zeros as octal, which is not wanted here
* texture lookup by file name must be forced for root directory entries.
2021-04-04 21:02:04 +02:00
Christoph Oelckers
8055ff1d86 - fixed tileImportFromTexture.
* the parser read numbers with leading zeros as octal, which is not wanted here
* texture lookup by file name must be forced for root directory entries.
2021-04-04 21:00:41 +02:00
Christoph Oelckers
c303884274 - better handling for Duke's scrolling cloudy skies.
* Using the Doom-style dome here because it looks better.
* this necessitated changes to the backend to allow both types of sky domes at the same time
* do not clamp panning fields for cloudy sky with the new renderer because this makes the texture jump.
2021-04-04 20:35:38 +02:00
Christoph Oelckers
55ad51ee1f Merge branch 'master' into newrenderer2 2021-04-04 13:23:51 +02:00
Christoph Oelckers
97a0cb2a10 - handle voxel rotation in the backend to enable it for all games.
This was previously only present in the Blood module and missed in Exhumed from upstream so the entire option was rather pointless.
Fixes #290
2021-04-04 10:33:29 +02:00
Christoph Oelckers
952bccbf5f - added a check for game-side-defined voxels when discarding one-sided wall sprites viewed from the back. 2021-04-03 21:49:28 +02:00
Christoph Oelckers
9c95c902c7 - added a check for game-side-defined voxels when discarding one-sided wall sprites viewed from the back. 2021-04-03 21:40:16 +02:00
Christoph Oelckers
638f19172a - voxel rendering.
The stock voxels of Blood and SW seem to work so far, but not all edge cases have been tested.
2021-04-02 18:20:07 +02:00
Christoph Oelckers
c8a75a8664 - give each DrawInfo its own list of tsprites.
Since these do not fully get processed sequentially the contents need to be preserved until needed.
This required getting rid of the global tsprite array. Polymost still uses a static vatiable, though, but this is only accessed in polymost-exclusive code.
2021-04-02 10:28:40 +02:00
Christoph Oelckers
80e5cd0dc5 - fixed some automap issues:
* Blood's automap was not drawn at all.
* SW's automap always showed all sectors
* SW's player sprite was not rendered.
* Non-automap: Forward gotsector to the game code because there's still a few places in Blood that need it.
2021-04-01 20:47:05 +02:00
Christoph Oelckers
7bea8ad6ba - fixed texture overlays for SW's sector portals. 2021-03-30 23:27:11 +02:00
Christoph Oelckers
4647a0b2bc - fixed cases of small textures being used for the sky.
Case in Point: DukeDC uses a 64x64 texture with palette remap for the sky.
2021-03-29 23:25:43 +02:00
Christoph Oelckers
e7d73fd8e7 - fixed clipping code.
This seems to require the old code as-is - the latest refactoring broke some stuff again and had to be reverted.
2021-03-27 15:04:16 +01:00
Christoph Oelckers
1dfb2672a8 - flat sprite rendering! 2021-03-26 20:28:44 +01:00
Christoph Oelckers
fd0e9824b6 - call the game specific analyzesprites functions. 2021-03-26 15:06:14 +01:00
Christoph Oelckers
0b1e81023f - added sprite collection loop to ProcessSector and did a bit of cleanup on the TSprite code. 2021-03-25 23:16:32 +01:00
Christoph Oelckers
af54cf3a3c - made SW's sector portals operational.
Unlike the other games these are so poorly defined that the engine has to rely on the original fudging to pick the proper portal to link to. As a result they are just as limited as they always were.
In addition all the portal search code had to be reinstated.
2021-03-25 16:45:40 +01:00
Christoph Oelckers
168b0385cf - moved shadeToLight out of build.h. 2021-03-25 09:13:59 +01:00
Mitchell Richters
957f7e9487 - Accept binangle, fixedhoriz and lookangle classes in SetupViewpoint() vs. Q16.16 variables.
* Allows for more precision than Q16.16.
* Used as opportunity for `rollang` to be set using the `asdeg()` method, not `asbuildf()`.
2021-03-25 19:06:01 +11:00
Christoph Oelckers
463dbc4c4f - fixed issue with empty voxel slots. 2021-03-25 08:37:44 +01:00
Christoph Oelckers
368b2319f2 - replaced 'static FORCE_INLINE' globally with 'inline'.
I have no idea what kind of compiler needs such a construct, it's totally not how C++ should be written.
2021-03-24 21:43:36 +01:00
Christoph Oelckers
b7e8815133 - some further lightening of compat.h. 2021-03-24 21:13:36 +01:00
Christoph Oelckers
8993095bc0 - got rid of pow2char 2021-03-24 20:37:20 +01:00
Christoph Oelckers
d8627a2b3f - removed all remains of projection math weirdness from the automap code in the games plus a bit more cleanup of the engine code. 2021-03-24 20:28:58 +01:00
Christoph Oelckers
022edd2dc2 - cleaned engine.cpp off all code exclusive to the Polymost renderer. 2021-03-24 19:45:42 +01:00
Christoph Oelckers
0c7f05a416 - let the clipper work exclusively on Build coordinates. 2021-03-22 23:40:25 +01:00
Christoph Oelckers
63f057d93f - portal and sky WIP. 2021-03-21 22:48:01 +01:00
Christoph Oelckers
09a9e14feb - set up engine portals for SW.
Also moving more code to _polymost.cpp which is only needed for ad-hoc lookup of portals with a client side implementation of a two-layer renderer.
2021-03-21 17:04:06 +01:00
Christoph Oelckers
a36377111c - engine-side portal setup for Blood and RRRA. 2021-03-21 14:48:35 +01:00
Christoph Oelckers
b91441f849 - same render interface rework for Shadow Warrior. 2021-03-21 12:22:50 +01:00
Christoph Oelckers
d42ce0ee7e - WIP 2021-03-20 23:01:16 +01:00
Christoph Oelckers
f30a568858 - moved wallfront function into polymost.cpp.
This was one of the few functions left in engine.cpp that accesses the global scene state.
2021-03-20 19:10:46 +01:00
Christoph Oelckers
91957e40f1 - moved some original Raze code out if the Build folder. 2021-03-20 17:08:55 +01:00
Christoph Oelckers
fedfc2cfa4 - removed global variables that were only being used by the automap drawer plus a few other obsolete things. 2021-03-20 16:46:06 +01:00
Christoph Oelckers
30f4e2b29d - replaced the engine automap drawer with one leveraging the newly added sector geometry data.
This eliminates a lot of code depending on Build's projection math.
2021-03-20 16:20:48 +01:00
Christoph Oelckers
3df5c440f9 - added some helpers to make it easier to determine if a sector's geometry has been altered.
Walls had no sector reference so this was added for marking the sector as altered when a vertex gets dragged around.
2021-03-19 23:18:09 +01:00
Christoph Oelckers
a5b3a1dd3e - removed some unused things from engine.cpp. 2021-03-19 15:12:54 +01:00
Christoph Oelckers
76682c72e3 - removed krecipasm.
Analyzing the results, this is not needed as its precision is virtually the same as floating point math, so its one use got replaced.
2021-03-19 14:23:41 +01:00
Christoph Oelckers
547ed4e415 - route everything through the full backend, now completely bypassing the intermediate GLInstance layer. 2021-03-18 17:18:03 +01:00
Christoph Oelckers
4cf2493cfd set up the entry point for the renderer. 2021-03-18 14:49:36 +01:00
Christoph Oelckers
e9dd1c104b - started adding the draw list code from GZDoom. 2021-03-18 10:19:13 +01:00
Christoph Oelckers
2d958745b4 - fixed: Polymost must set the viewpoint if renderers are switched.
- fixed coordinate order in renderSetViewpoint
- fixed backwall checks accidentally testing wall 0 instead of the current wall.
2021-03-18 00:28:38 +01:00
Christoph Oelckers
65097c4098 - set proper visibility factor and viewport. 2021-03-17 19:07:00 +01:00
Christoph Oelckers
b492cbcebb - ported my old Build-style renderer for Doom from 2008 and the wall renderer from GZDoom to work with Build data.
It renders walls, but y-panning is still broken.
2021-03-17 16:54:36 +01:00
Christoph Oelckers
9ebd8fd4a5 - put all of Polymost in a namespace.
So that its static variables are properly separated from the rest.
2021-03-17 15:55:25 +01:00
Christoph Oelckers
a484e39e05 - removed integer square root code.
On modern systems using the sqrt function with a cast to int has no relevant performance disadvantage anymore so there's no need for all of this.
2021-03-15 19:02:08 +01:00
Christoph Oelckers
ac82838859 - removed unused 'wallvisible' function. 2021-03-15 18:58:14 +01:00
Christoph Oelckers
8aa59f2385 - use clamp instead of bit masking to handle out of range interpolation factors for models. 2021-03-15 11:35:39 +01:00
Christoph Oelckers
ad8654ed06 - fixed maphack loader.
The duplicate 'currentSprite' variable prevented it from doing anything.
Also cleaned up the interface a bit to avoid using a global variable for parameter passing.

Fixes #279
2021-03-07 09:39:16 +01:00
Christoph Oelckers
bbd5c0ac8b - transitioned voxel rendering to use the backend's implementation. 2021-03-02 17:10:34 +01:00
Christoph Oelckers
2094b6420f - use local screen size variables in automap code. 2021-02-27 12:30:20 +01:00
Christoph Oelckers
783328c5fa - removed some unused declarations. 2021-02-27 12:29:07 +01:00
Christoph Oelckers
99f1f0952a - little bit of engine cleanup. 2021-02-25 12:16:21 +01:00
Christoph Oelckers
cf672b508f - removed unused 'updatesectorexclude' function. 2021-02-02 23:13:40 +01:00
Christoph Oelckers
c342594691 - Exhumed: fixed wall scrollers. 2021-01-14 23:55:45 +01:00
Mitchell Richters
07a43c572e - Build: Extend spritetype struct with interpolation variables and numerous methods to do with pos, angle and interpolation of such. 2021-01-06 06:22:27 +11:00
Mitchell Richters
5124c0daec - Amalgamate ksgn and sgn into Sgn in cmdlib.h, and remove pragmas.h. 2021-01-05 07:31:37 +11:00
Mitchell Richters
b36bea7c69 - Replace scale() calls with Scale() from common. 2021-01-05 07:31:34 +11:00
Mitchell Richters
3c5d553456 - Move krecipasm() from pragmas.h into polymost.cpp. 2021-01-05 07:31:30 +11:00
Mitchell Richters
d460f048fa - Remove klabs() define and replace with abs(). 2021-01-05 07:31:28 +11:00
Mitchell Richters
b9c2af130a - Replace divscale() calls with DivScale() from common. 2021-01-05 07:31:26 +11:00
Mitchell Richters
868aa7f07a - Replace mulscale() calls with MulScale() from common. 2021-01-05 07:31:24 +11:00
Mitchell Richters
b5aac8723f - Replace dmulscale() calls with DMulScale() from common. 2021-01-05 07:31:22 +11:00
Mitchell Richters
aae175f287 - Replace divscale##() calls with MulScale() from common.
* Regex for reference: divscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:20 +11:00
Mitchell Richters
f20daa2595 - Replace divscale64() calls with DivScaleU() from common. 2021-01-05 07:31:17 +11:00
Mitchell Richters
2396179dfc - Replace mulscale##() calls with MulScale() from common.
* Regex for reference: mulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:15 +11:00
Mitchell Richters
8cf2588bad - Replace fmulscale##() calls with MulScaleF() from common.
* Regex for reference: fmulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:13 +11:00
Mitchell Richters
7d9f868e4c - Replace dmulscale##() calls with DMulScale() from common.
* Regex for reference: dmulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:10 +11:00
Mitchell Richters
8f75f06efd - Replace tmulscale##() calls with TMulScale() from common. 2021-01-05 07:31:08 +11:00
Mitchell Richters
b191a482d6 - Remove hw_detailmapping and hw_glowmapping since they're no longer relevant with GZDoom's backend (they're always in an on state). 2021-01-03 21:39:21 +11:00
Mitchell Richters
d3b95d4d70 - Build/Duke: Remove the only use case for drawrooms() inline wrapper and change getcamspriteang() to return binangle instead of a build angle. 2021-01-03 17:35:19 +11:00
Christoph Oelckers
0f8e73ce77 - inlined calc_globalshifts to get rid of two global variables. 2020-12-30 09:55:57 +01:00
Christoph Oelckers
1a2b93f402 - fixed sky panning in Duke.
This needs to take the composite texture into account because panning in Build is based on tile size, not map dimension.
It was also redone to use floating point to get rid of the horrible precision of the scrolling effect.
2020-12-06 20:49:32 +01:00
Mitchell Richters
1e8fe482f3 - Duke: Partially address excessively fast sky in E4L1 as reported in #217.
* Before d545eb7aa9, `moveclouds()` simply set `ceilingxpanning`/`ceilingypanning`. Afterwards, it was accumulating with every passing loop.
* Despite fixing this, still seems a bit fast.
2020-12-06 23:51:20 +11:00
Christoph Oelckers
d04013066c - build a composite texture of all the segments for sky rendering to reduce the seams between the single segments. 2020-12-04 22:29:25 +01:00
Christoph Oelckers
396e3cd524 - actually call the model animation timer somewhere.
Now models also animate properly. :)
2020-12-02 00:19:22 +01:00
Christoph Oelckers
25ef58f897 - re-enabled all model specific code in Duke's animatesprites function and removed some remaining software renderer-only code in the engine. 2020-12-01 23:57:39 +01:00
Christoph Oelckers
9a507e5d0a - fixed model rendering.
(What a stupid mistake... :?)

Model animations still do not work as intended, though.
2020-12-01 22:03:20 +01:00
Christoph Oelckers
2cd3927613 - use floats for wall panning offsets. 2020-11-26 18:32:35 +01:00
Christoph Oelckers
d545eb7aa9 - make sector panning variables floats and added some convenience wrappers. 2020-11-26 18:32:35 +01:00
Christoph Oelckers
9a4073508d - Blood: Savegame fully transitioned to JSON
not tested yet.
2020-11-23 09:53:58 +01:00
Christoph Oelckers
169d708547 - removed all remaining uses of tilesiz. 2020-11-23 08:55:02 +01:00
Christoph Oelckers
d60bc8be9f - replaced all remaining uses of tilesiz[].y 2020-11-23 08:39:49 +01:00
Christoph Oelckers
bbf1352db1 - replaced approx 1/3 of all accesses to the tilesiz wrapper class. 2020-11-23 00:18:30 +01:00
Mitchell Richters
0190a98a10 - Remove calcSinTableValue() inline function and clean up use of PI/fPI and BANG2RAD #defines. 2020-11-22 21:18:10 +01:00
Mitchell Richters
32a1796728 - buildutils: Replace sintable[] use within Build with bsin()/bcos(), using bsinf()/bcosf() where appropriate.
* Includes a few header include shuffles to make it all come together.
2020-11-22 21:18:02 +01:00
Christoph Oelckers
5f54eac297 - made palette loader part of the game interface.
This gets rid of the Blood 'replace' hook for thus.
2020-11-21 12:54:09 +01:00
Christoph Oelckers
b97f12a2eb - did some global search & replace to reduce the number of accesses to the tilesiz wrapper. 2020-11-20 08:18:26 +01:00
Christoph Oelckers
873f4d7c0c - link hires replacements to textures instead of tile numbers.
This is needed to connect them to fonts as well because its glyphs have no tile index.
2020-11-10 20:12:46 +01:00
Christoph Oelckers
ed599d0f05 - moved the hires texture replacement logic into a backend callback.
This way it can be handled transparently to the calling code.
Fonts do not work yet, though.
2020-11-10 16:22:02 +01:00
Christoph Oelckers
601680d08e - moved widthBits and heightBits into engine.
These functions will go away with the rest of the renderer when the time comes, so this is the right place.
2020-11-09 20:56:28 +01:00
Christoph Oelckers
7621d3e105 - removed redundant dosetaspect function.
This was software rendering only.
2020-11-04 22:30:11 +01:00
Christoph Oelckers
a5b3681630 - foundation for a better collision info management.
The way this is handled is the main reason why Build maps are size limited, but since it is extremely invasive it needs to be taken out of the game code piece by piece, this is the framework for doing this for Duke.
2020-10-24 09:31:15 +02:00
Christoph Oelckers
78afb67c7f - setup for Duke actor data transition to something more scripting friendly.
The main problem here is that there's two data arrays representing an actor - sprite and hittype and the engine only uses indices for reference.
By setting up hittype to contain a sprite reference, the function and iterator interface can be rewritten to use a single pointer instead to represent an actor.
The main objective is to reduce the number of accesses to the global arrays which constitute the biggest refactoring blocker.
2020-10-21 16:31:17 +02:00
Christoph Oelckers
08e29396e5 - split moveweapons_d further up into more smaller parts. 2020-10-18 09:45:41 +02:00
Christoph Oelckers
4f7c0b696c - and finally the iterators in the backend. 2020-10-15 20:22:40 +02:00
Christoph Oelckers
eb78b88598 - all Blood stat iterators ported. 2020-10-15 20:22:39 +02:00
Christoph Oelckers
0a0a995cbd - some cleanup of build.h 2020-10-15 20:22:38 +02:00
Christoph Oelckers
be3292d29b - removed the mostly unused macros for sprite iteration. 2020-10-15 20:22:38 +02:00
Christoph Oelckers
760a557f73 - converted the remaining sector iterators in Duke. 2020-10-15 01:34:27 +02:00
Christoph Oelckers
91fdf160b6 - fixed clearing of actorinfo.
It overwrote memory beyond its end.
2020-10-15 01:34:24 +02:00
Christoph Oelckers
d368d734d3 - prototyping some refactoring helpers. 2020-10-14 00:58:21 +02:00
Christoph Oelckers
b6149f88f7 - added sprite iterator classes.
The code base currently contains roughly 600 iterator loops directly referencing Build's global variables.
That state of things is not refactorable - these iterator wrappers are supposed to get rid of these explicit references.
2020-10-14 00:05:25 +02:00
Christoph Oelckers
99b4a64a67 - removed the PSPTwoDSetter
This is no longer needed because all weapon drawing is using the proper interface now.
2020-10-13 21:38:24 +02:00
Christoph Oelckers
817fa8aba3 - save the entire engine state as JSON.
The sprite lists may still need optimization. Due to different handling between Blood and the core engine they need to be written out completely which is quite wasteful.
2020-10-13 20:18:08 +02:00
Christoph Oelckers
b4a011300a - implemented proper delta serialization for sectors and walls. 2020-10-11 21:11:38 +02:00
Christoph Oelckers
f12c6b0319 - removed wallext because its only member 'blend' is not used by anything.
This is a feature not worth preserving, render style + alpha should be done directly, not via indirect lookup tables.
2020-10-11 18:44:16 +02:00
Christoph Oelckers
fd31da3115 - save sectors and walls as JSON
This is not optimized yet so saves are a bit larger than necessary.
2020-10-11 18:10:52 +02:00
Christoph Oelckers
fe2e96d3a6 Merge branch 'master' into InputContinuation
# Conflicts:
#	source/games/duke/src/duke3d.h
2020-10-10 21:39:27 +02:00
Christoph Oelckers
e95fea1056 - fixed: Toggling palette emulation should reset the texture filter in the samplers. 2020-10-10 18:57:16 +02:00
Mitchell Richters
90e711464a - clamp(): Remove definition in compat.h and uplift definition in templates.h. 2020-10-07 13:29:00 +11:00
Mitchell Richters
09a05f354c - Re-standardise horizon around 0 and not 100.
* Blood had this right. It makes sense that the horizon be based around as it's easier to work with.
* Removed all associated game math to deduct default horizon of 100 when doing weapon zvel etc, meaning actual horizon can just be used.
* Re-did return to center function to work on the already converted pitch. Return speed should be 1:1 with previous code.
2020-10-07 13:28:45 +11:00
Christoph Oelckers
82612a1330 - it compiles again (with lots of code commented out.) 2020-10-04 20:11:02 +02:00
Christoph Oelckers
7661720585 - fixed Blood map loading
Whoever designed that map format with its idiotic encryption should burn in Hell >)
It's a needless complication and open invitation for errors.
To avoid follow up problems it now uses its own local struct for loading in the sprites and the global spritetype no longer depends on any map format and can be changed as the need arises.

Fixes #101
2020-10-03 18:35:47 +02:00
Christoph Oelckers
89d5d18b9e - these parts were missed somehow. 2020-10-02 22:42:54 +02:00
Christoph Oelckers
4e67197838 - added back the hijacked 'detail' member to spritetype.
This changes the Blood map loader to not use the in-game sprite structure for loading a level and moves the qsprite_filler array back into the sprite.
2020-10-02 22:18:08 +02:00
Christoph Oelckers
1e63341c4d - fixed inverted checks for texture clamping. 2020-09-25 23:42:53 +02:00
Christoph Oelckers
3344e73fed - fixed some crashes in the .def parser and texture initialization code. 2020-09-25 20:51:02 +02:00
Christoph Oelckers
5a76dce5f8 - reinstated setuptile.
Apparently this is needed by some hires packs to fudge the sprite offsets.
Fortunately, setting sprite offsets is the only thing this was ever used for so it's relatively uninvasive.
2020-09-23 18:18:22 +02:00
Christoph Oelckers
5e6317b8b9 Merge remote-tracking branch 'remotes/Github_private/Blood_InputReworking' 2020-09-22 23:32:28 +02:00
Christoph Oelckers
2a2209b085 - cleanup and minor fixes. 2020-09-22 23:07:11 +02:00
Christoph Oelckers
d6bf4306eb - simplified the parser for blend modes 2020-09-22 23:05:43 +02:00
Christoph Oelckers
ec0e2be607 - better error message 2020-09-22 23:05:00 +02:00
Christoph Oelckers
880b811e0d - rewrote map loader to work independently of data structure sizes.
This is needed to extend a few fields that are too narrow - e.g. the texture offset fields have no room for interpolating scrolling textures.
Blood not done yet, will also need to be changed to get rid of the limits.
2020-09-22 22:40:53 +02:00
Christoph Oelckers
43a9be0ad0 - removed Blood's loadboard replacement hook.
It never calls engineLoadBoard but always its own map loading function directly.
2020-09-22 22:38:08 +02:00
Mitchell Richters
fdbc4d0e67 - Build: Fix precision loss when calculating an angle in renderPrepareMirror(). 2020-09-22 23:12:31 +10:00
Mitchell Richters
7bb3ab8188 - Build: Remove unused inline function in-case it accidentally gets used... 2020-09-22 23:01:45 +10:00
Mitchell Richters
d40a2d3e95 Merge branch 'back_to_basics2' into Blood_InputReworking
# Conflicts:
#	source/blood/src/hudsprites.cpp
#	source/exhumed/src/status.cpp
#	source/games/duke/src/game_misc.cpp
#	source/sw/src/draw.cpp
2020-09-22 07:34:39 +10:00
Mitchell Richters
bdc53ed7b0 - Exhumed: Standardise horizon on 100 and remove backend extern'd polymostcenterhoriz variable. 2020-09-21 18:41:56 +10:00
Christoph Oelckers
78be8f866b - always use the containing sector's fog when rendering sprites.
This is for consistency, otherwise sprites with a palette translation would stand out. Also use shade dependent fog density instead of a single global value.
Currently this only has an effect in true color rendering mode.
2020-09-20 20:39:11 +02:00
Christoph Oelckers
6776508239 - widescreen asset setup and consolidation of .def file loading. 2020-09-16 19:13:06 +02:00
Christoph Oelckers
5c777eeb38 - moved implementation of 'animtilerange' into buildtiles.cpp. 2020-09-16 19:13:05 +02:00
Christoph Oelckers
616838dd0a - little bit of cleanup on tileImport. 2020-09-16 19:13:05 +02:00
Christoph Oelckers
bc5d3eea88 - split the worker part for tileImportTexture out of the parser. 2020-09-15 01:21:17 +02:00
Christoph Oelckers
09a6534270 - redid scriptfile as a wrapper around FScanner
Another piece of Build licensed code gone, yay!
This will also allow gradual conversion of the DEF parser to our own code, unencumbered by the Build license. :)
2020-09-15 00:11:08 +02:00
Christoph Oelckers
e382690f9c - migrated defs error reporting to FScriptPosition
This not only prints better formatted texts, it also takes a lot of script maintenance out of the code.
2020-09-14 22:55:21 +02:00
Christoph Oelckers
8a7502c00d - I wish, MSVC flagged struct params to variadic functions properly…
XCode reported these as errors.
2020-09-14 22:44:21 +02:00
Christoph Oelckers
7395110ae9 - replaced brace loop condition in def parser with an inline 2020-09-14 00:19:20 +02:00
Christoph Oelckers
fe329b0870 - fixed voxel rendering in palette emulation mode. 2020-09-13 21:08:10 +02:00
Christoph Oelckers
aeeec61f39 - fixed light level setup in palette emulation mode. 2020-09-13 20:48:54 +02:00
Christoph Oelckers
0e58203d92 - fixed rintersect and removed some unused bits from engine.cpp. 2020-09-13 20:15:46 +02:00
Christoph Oelckers
a4754d7f34 - rewrote the map hack parser using sc_man.
This unexpectedly turned out a complete rewrite so now it is under my own license.
Also moved the remaining parts of map hack loading into the engine.

Overall I have to say that the feature is not what I expected, it's merely used to fudge the positioning of model sprites and for adding Polymer lights.
2020-09-13 13:01:44 +02:00
Christoph Oelckers
8ca0e9b97a - avoid using naked pointer for script positioning. 2020-09-13 11:28:32 +02:00
Christoph Oelckers
57a9419f8e - use FString for returning strings from the script parser.
This is mainly a preparation for merging the parser into sc_man, because sc_man does not keep token texts in a static variable.
This commit also fixes a handful of places that were flagged by the stricter conversion rules of FString.
2020-09-13 10:29:57 +02:00
Christoph Oelckers
aac87fc2cf - another unused function. 2020-09-13 09:45:37 +02:00
Christoph Oelckers
19a26f7959 - removed some unused code from engine.cpp.
Looks like editor utilities.
2020-09-13 08:30:03 +02:00
Christoph Oelckers
adf4a25b38 ... 2020-09-12 12:42:08 +02:00
Christoph Oelckers
16deb64e32 - fixed bad file checks in defs parser. 2020-09-12 12:39:18 +02:00
Christoph Oelckers
89316aea33 - demoted the SWCustom parser to the primitive Hexen interface after finding out that this is all the Build parser can do.
This also meant I had to add symbol support to the old style number parsers.
2020-09-12 10:23:47 +02:00
Christoph Oelckers
c4d7e68b4a - removed a bit more useless cruft from compat.h. 2020-09-11 19:45:17 +02:00
Christoph Oelckers
b2105f28e1 - replaced swapptr with std::swap. 2020-09-11 19:28:19 +02:00
Christoph Oelckers
d5b9a9ee43 Merge remote-tracking branch 'remotes/Github_private/InputStuffs' into back_to_basics2 2020-09-10 23:25:43 +02:00
Christoph Oelckers
9ce8202eb1 - Duke: Added a file check for the map to be entered when ending a level.
World Tour contains a map definition for E5L9 but no map for it.
2020-09-10 21:39:52 +02:00
Christoph Oelckers
41a2a63efd - moved the VP8 decoding loop into the movie player class and got rid of animvpx.
This allowed significant simplification of code data and many of the error checks could also be simplified because this player doesn't really need it all.
Also use nanoseconds to count frame delays, not milliseconds, as milliseconds can cause timing anomalies with common frame rates very easily.
2020-09-10 17:54:27 +02:00
Christoph Oelckers
83eba019b8 - added support for Megaton's widescreen assets.
Fixes #386
2020-09-10 00:05:10 +02:00
Christoph Oelckers
1a647e8104 - globally search and replaced TRUE and FALSE in SW.
There were a handful of warnings afterward which were also addressed.
The SWBOOL type has not been handled yet.
2020-09-09 19:52:52 +02:00
Christoph Oelckers
298949ceb8 - more compat.h cleanup
Its elimination is getting closer. :)
2020-09-08 18:48:18 +02:00
Christoph Oelckers
ec1c42b04a - got rid of common.h
All still relevant content was moved to places closer to its use.
2020-09-08 18:39:47 +02:00
Christoph Oelckers
18b39fd952 - first stage of generic automap code.
Lines and textures get rendered, not all colors are correct - sprites yet to do...
2020-09-06 20:49:43 +02:00
Christoph Oelckers
2395749192 - restored the automap texture drawer in the backend.
While ultimately this needs to be tossed into the deepest bowels of hell for being one gargantuan piece of bad code, it is still needed and does not really work when placed in a separate source file, due to its endless list of global dependencies.
2020-09-06 17:35:08 +02:00
Christoph Oelckers
809f8b5d4b - hooked up the new automap framework. 2020-09-06 12:44:58 +02:00
Christoph Oelckers
a6c92aec64 - removed all automap code from SW and the flat drawer from the backend.
This should have been the last parts of automap code.
Now on to rebuild this thing in a cleaner fashion...
2020-09-06 12:14:08 +02:00
Mitchell Richters
72771aeb40 - Fix broken krand() follow changes in 1354d52c05 due to truncation occuring from FixedToInt() inline function.
Very very sorry... :'(
Fixes #321.
2020-09-06 16:37:04 +10:00
Christoph Oelckers
d6b80bda52 - force the renderer to use radial fog.
Plane-distance based fog does not work with Polymost's projection settings - the distance value appears to be completely off and useless.
Fixes #243
2020-09-06 00:19:38 +02:00
Christoph Oelckers
b23424485a - re-implemented VP8 support.
Since the decoder cannot handle sound, there's two options:

1: Use the same sounds as the video it replaces.
2: If an identifiable streamable sound with the same base name is found, it will be played along with the video.
Fixes #133
2020-09-05 11:58:19 +02:00
Christoph Oelckers
8114309e89 - compat.h cleanup.
* use static_assert directly. Raze is C++17, no need for that macro shit.
* removed CONSTEXPR - I seriously fail to see the use here, many of the functions marked as CONSTEXPR cannot possibly even be constant evaluated so the declaration makes no sense. Removed most of these and replaced the valid ones with the official constexpr keyword.
* got rid of EDUKE_PREDICT_FALSE - this makes zero sense in script parsing code, at best it will save a few microseconds. Clean code wins.
* replaced Blrintf with xs_CRoundToInt. Shitty name is shitty name, even if derived from POSIX.
* replaced Bstr*casecmp with str*icmp. As these get defined in the CMake project based on actual compiler checks they are preferable here.
* removed lots of other stuff that is not needed with a minimum compiler requirement of C++17.
2020-09-04 21:24:48 +02:00
Christoph Oelckers
e5e8c02f1d - WIP level transition refactored to a game independent event system. 2020-09-04 19:43:35 +02:00
Mitchell Richters
1354d52c05 - Major cleanup of Q16.16 utilisation within games and engine.
* Remove fix16.h/cpp and utilise library from m_fixed.h.
* Extend m_fixed.h with two inline functions for int to/from float operations.
* Replace fix16_floor operations with those from xs_Float.h
* Replace multiple Q16.16 conversions from 0 to just be 0.
* Replaced all found in-game bit-shifts and multiplications/divisions with inline functions from m_fixed.h
* Replaced many casts of FRACUNIT as double in SW's panel.cpp as it is converted to double by way of type promotion.
* Fixed missed precision fixes in SW's panel.cpp where some types weren't declared correctly.
* Replaced 100+ `Cos()/Sin() >> 16` operations for Blood with inline functions `CosScale16()/SinScale16()`.
2020-09-01 23:00:47 +10:00
Christoph Oelckers
2f05a93547 Merge branch 'Packet' into back_to_basics2
# Conflicts:
#	source/core/gamestruct.h
#	source/games/duke/src/gameloop.cpp
#	source/games/duke/src/player_d.cpp
2020-08-31 00:09:56 +02:00
Christoph Oelckers
b8258da997 - cleaning out some trash from compat.h.
The header from hell...
2020-08-30 23:34:40 +02:00
Christoph Oelckers
c3fa9b76c4 - fixed: The render style must be set to a defined value at the start of rendering a scene. 2020-08-30 17:40:04 +02:00
Christoph Oelckers
0c455acaa2 - more work to switch over to the new loop.
Mainly separation of ticker and render calls
2020-08-30 10:42:44 +02:00
Mitchell Richters
c47b60e193 - Fix compile regression from 847fa48724.
Fixes #283.
2020-08-29 08:16:05 +10:00
Christoph Oelckers
847fa48724 - cleaned out the remaining parts of baselayer.h
In particular this means to remove the option to disable widescreen aspect ratios. The way this was handled makes no sense with the current render backend.

The aspect ratio code will have to be redone entirely to properly obey the backend's settings.
2020-08-28 09:06:49 +02:00
Christoph Oelckers
536e7455f2 - moved I_StartFrame to the top of the loop and cleaned up baselayer.hj 2020-08-28 08:44:44 +02:00
Christoph Oelckers
d73bf62465 Revert "- Set frame-time as close to the buffer swap as possible, and calculate smoothratio for Duke/SW as late as possible."
This reverts commit 97feb483ab.
2020-08-28 08:25:51 +02:00
Mitchell Richters
97feb483ab - Set frame-time as close to the buffer swap as possible, and calculate smoothratio for Duke/SW as late as possible.
* Micro-optimisation, but was getting a very occasional jitter in Duke 3D that seems to have gone with this.
2020-08-28 15:27:16 +10:00
Christoph Oelckers
4e846f8d66 - do not print game init messages to the notify display. 2020-08-26 20:19:54 +02:00
Mitchell Richters
76776d24d7 - All Games: Remove use of ClockTicks and replace with int. 2020-08-26 09:49:42 +10:00
Mitchell Richters
1c8b0a20fb - Build: Remove all timer code. 2020-08-26 09:49:40 +10:00
Mitchell Richters
2bf11ad378 - All Games: Remove use of timerGetTicks(). 2020-08-26 09:49:38 +10:00
Mitchell Richters
aba5c4c134 - All Games: Remove use of timerGetHiTicks(). 2020-08-26 09:49:36 +10:00
Mitchell Richters
b883204f6a - All Games: Remove remaining use of totalclock and associated timing code. 2020-08-26 09:49:34 +10:00
Mitchell Richters
76b05dbcd6 - Build (and games): Remove totalclocklock. 2020-08-26 09:48:56 +10:00
Mitchell Richters
576b13248e - Build: Use I_GetBuildTime() in place of totalclocklock in animateoffs(). This makes the SW menu work pre-game. 2020-08-26 09:48:54 +10:00
Christoph Oelckers
70cac1db54 - removed unused parts from timer.cpp. 2020-08-25 21:47:03 +02:00
Christoph Oelckers
e97fb2ab7f - reduce message spam in the notification display. 2020-08-25 20:21:18 +02:00
Mitchell Richters
d3b506eb2b - Duke (and Engine): Eliminate use of totalclock for game.
* Breaks every other game except Duke unless/until they get migrated. Done for the purpose of demonstrating PR #244.

# Conflicts:
#	source/build/src/timer.cpp
#	source/games/duke/src/game.cpp
2020-08-25 19:51:12 +02:00
Christoph Oelckers
435e13dfa4 cleanup of the timer interface.
* rewrote all uses of timerSetCallback. Most were unnecessary or long obsolete, the sound updates need to run per frame, not per tic and the UI tickers need to be handled in the main loop anyway.
* Use a more precise timer to animate the menu transition.
* uncouple other menu animations from the game timer.
2020-08-25 19:42:11 +02:00
Christoph Oelckers
8b8f048393 - moved parts of videoNextPage to app_loop. 2020-08-23 18:08:08 +02:00
Christoph Oelckers
7fe7b9b8e0 - be gone, rotatesprite. 2020-08-23 14:59:34 +02:00
Christoph Oelckers
0843f5f04a - ported the final level's text screen and exported its text to the string table. 2020-08-22 18:12:19 +02:00
Christoph Oelckers
d645674c1c - consolidated the DEF parser parts in the backend.
Only Blood had some special handling - better implement callbacks here instead of requiring a second parsing pass.
2020-08-19 20:29:37 +02:00
Christoph Oelckers
e22d9b21e4 - changed SW's cheat prefix from 'sw' to 'lw' (i.e. Lo Wang) so that the cheats do not start with two movement keys. 2020-08-19 16:51:15 +02:00
Christoph Oelckers
60275c9b6b - started with SW's new main loop.
Intro and menu are done, the game loop is quite a mess, unfortunately.
2020-08-16 20:10:26 +02:00
Christoph Oelckers
fbdc6c7a6c - removed dead Polymer handling in model code. 2020-08-16 09:36:32 +02:00
Christoph Oelckers
3f9cc1412c - transitioning helper for screen jobs. 2020-08-15 10:55:21 +02:00
Christoph Oelckers
3455610031 - base palette cleanup.
Avoid passing this anywhere in the client code. It should only be set right before rendering the 3D view and the only code using the base palette should be the 3D renderer and hud_drawsprite.
Also make the palette override CVARs 3D view only in debug mode.
2020-08-14 21:18:14 +02:00
Christoph Oelckers
249c5b5734 - removed some dead code. 2020-08-14 21:12:32 +02:00
Christoph Oelckers
66cb7f61a4 - fixed rendering on narrow screens with an aspect ratio less than 4:3 and removed some parts that are no longer needed. 2020-08-14 21:01:27 +02:00
Christoph Oelckers
9c40c2f6af - don't draw screenblends when not in a 3D view.
Fixed #174.
2020-08-12 22:52:41 +02:00
Christoph Oelckers
4fef66c78a - SW script parser cleanup 2020-08-05 22:36:37 +02:00
Mitchell Richters
8817914744 - add printcoords as an ADD_STAT() define and move string code into static function for shared use between CCMD and ADD_STAT. 2020-08-04 21:56:32 +10:00
Mitchell Richters
38fa10326d - create engine CCMD printcoords. 2020-08-04 17:53:31 +10:00
Christoph Oelckers
8acc4101be - simplified calcSinTableValue and inlined it.
There's no need for all this magic voodoo - the sin function already returns the proper values all by itself.
2020-08-02 22:03:22 +02:00
Christoph Oelckers
6a305748ff - removed some C cruft from compat.h. 2020-08-02 21:25:03 +02:00
Mitchell Richters
3d165ee182 - extend mulscale/divscale pragmas with double versions of each. 2020-08-02 21:20:54 +02:00
Mitchell Richters
9c8593018b - define new function calcSinTableValue() to calculate an equivalent sintable[] entry.
* Returns a true double result.
* Also supports fractional input for fractional input. That is, if `sintable[1]` = 50 and `sintable[2]` = 100, `calcSinTableValue(1.5)` = 75.
* Increased precision of `BANG2RAD` define to use double and not float.
* As such, revert addition of `sintablef[]`.
2020-08-02 21:20:54 +02:00
Mitchell Richters
4301706e00 - promote fclamp() and fclamp2() to double. 2020-08-02 21:20:06 +02:00
Mitchell Richters
7b8e40c7e1 - create sintable sintablef[2048] as sintables of doubles.
* Also change BANG2RAD define to be a double and not a float.
2020-08-02 21:20:06 +02:00
Christoph Oelckers
18c3d9b240 - get the frame time right at the start of the frame, not when performing interpolations.
This is to factor think time out of the time span between frames and to avoid changes if the smoothratio gets calculated multiple times.
2020-08-02 21:16:01 +02:00
Mitchell Richters
4830989d32 - remove all code used to get current display's refresh rate.
* Serves no purpose in Raze or GZDoom and appears to only have been added to the backend to facilitate the older interpolation code that was excised in 893686709b.
2020-08-02 20:57:09 +02:00
Christoph Oelckers
b6cb0ce1a1 - consolidated shade to light conversion 2020-07-31 20:58:55 +02:00
Christoph Oelckers
3bcef7d587 - disable transparency testing, unless explicitly requested.
Fixes #60
2020-07-28 21:28:10 +02:00
Christoph Oelckers
74c4bbc0e0 - preparations for refactoring Blood's HUD drawer, mainly to pass the palette explicitly to the drawers. 2020-07-27 23:29:10 +02:00
Christoph Oelckers
b2f794bde5 - cache QAVs outside the file system as well.
- delete some voxel code that's software rendering only.
- apply Big Endian byte swapping for SFXs, as well, now that this no longer involves hacking the file system cache.
2020-07-27 19:37:02 +02:00
Christoph Oelckers
be9094cb97 Silenced lots of warnings pointed out by XCode. 2020-07-23 17:02:59 +02:00
Christoph Oelckers
368298d02d - enable the menu and console everywhere, except on the intro logos. 2020-07-22 00:42:50 +02:00
Christoph Oelckers
2dcaf25fea - put the entire CON parser into a class to make its state local to the caller 2020-07-20 18:43:49 +02:00
Christoph Oelckers
55feadd11c - render the weapons with the DrawTexture interface and properly handle rotatesprite's alignment modes 2020-07-16 13:23:26 +02:00
Christoph Oelckers
866be28da0 - clear the input state when starting a new map or loading a savegame. 2020-07-15 09:21:47 +02:00
Christoph Oelckers
2fd2ad2212 - sky code cleanup and transitioning of Duke's. 2020-07-15 00:06:19 +02:00
Christoph Oelckers
1e9679aceb - removed faketimerhandler and the last static remains of EDuke's netcode. 2020-07-14 21:15:37 +02:00
Christoph Oelckers
af225abf80 ... 2020-07-14 21:05:26 +02:00
Christoph Oelckers
05abc262ba - removed libdivide for good and the unused C++ wrapper for fix16 along with it. 2020-07-14 20:57:42 +02:00
Christoph Oelckers
3cd475570c - fixing problems. 2020-07-14 20:39:48 +02:00
Christoph Oelckers
424716bb88 - say goodbye to libdivide! 2020-07-14 20:21:16 +02:00
Christoph Oelckers
2f3d405f8b - moved getatoken to scriptfile.cpp so common.cpp could be removed. 2020-07-14 19:51:54 +02:00
Christoph Oelckers
f9c03760a3 - removed setuptile DEF command due to the hacky implementation and general uselessness of what can be done with it. 2020-07-14 17:47:11 +02:00
Christoph Oelckers
fedeec73c7 - cleaned out some unused parts of engine.cpp 2020-07-14 17:35:19 +02:00
Christoph Oelckers
5655015691 - YAX is also gone now. 2020-07-14 16:06:14 +02:00
Christoph Oelckers
1d9d1396ac - got rid of print.h (a.k.a. 'how not do design a text formatting library'.) 2020-07-14 15:41:19 +02:00
Christoph Oelckers
117e78cb3b - removed clipshape feature as it is a feature of modern EDuke32 maps only. 2020-07-14 15:36:25 +02:00
Christoph Oelckers
aa01adb2f1 - removed osd.h as it was merely a minimal wrapper around c_dispatch, giving some alias names.
Nothing that's needed when cutting ties to upstream.
2020-07-14 14:00:27 +02:00
Christoph Oelckers
2e05ff532b - got rid of the struct trackers.
They were only used for handling an undefined case in the renderer but the overhead and side effects were too severe.
2020-07-14 13:51:03 +02:00
Christoph Oelckers
7e261425bb - time to get rid of clockticks.hpp.
Aside from its non-existent license it was also not the correct way to handle more precise view interpolation.
2020-07-14 13:00:52 +02:00
Christoph Oelckers
481ac965cf - reverted ClockTicks to an integer so that interpolation can be reimplemented without it affecting the global game timer.
The entire method at use here is essentially not correct. Interpolation should be handled independently of the game timer directly based on the underlying clock, like in ZDoom.
There's interpolation bugs in the Build games that cannot be fixed if totalclock is used for it, but if we use something else we do not need a fractional totalclock.
2020-07-14 11:52:38 +02:00
Christoph Oelckers
6b86d7606f - safety commit - does not compile! 2020-07-07 13:19:09 +02:00
Christoph Oelckers
f2380f8829 - constant cleanup. 2020-07-06 13:26:26 +02:00
Christoph Oelckers
cfe1e531c5 - activated the newly added render code and deleted the old one. 2020-07-05 21:21:39 +02:00
Christoph Oelckers
8a1206edbc Merge remote-tracking branch 'remotes/origin/master' into back_to_basics2 2020-07-05 11:55:41 +02:00
Mitchell Richters
bbacc9e816 - factor in xdimenscale and viewingrangerecip when calculating renderSetVisibility().
* Changes performed in 0bd460d9e3 didn't take into account xdimenscale and viewingrangerecip like the days of old and this wasn't picked up in d80a32d379 or d80a32d379, where the applied fixes only appeared to work because they worked for me at 2560x1440p.
2020-07-03 14:42:41 +02:00
Christoph Oelckers
c09b4896a6 - made RR summary screens work. 2020-07-01 22:14:11 +02:00
Christoph Oelckers
fc017f5868 - removed unused editwall variable. 2020-06-26 20:28:57 +02:00
Christoph Oelckers
e146e73345 - consolidated the 'music' parsing in Defs (pending a refactor of the MAPINFO system.)
- removed the remaining parts of the game Defs parser because we do not want anything EDuke in here.
2020-06-24 00:40:22 +02:00
Mitchell Richters
291475eeb5 - simplify visibility calculation from changes performed in d80a32d379.
* Achieves the exact same result in a cleaner fashion.
2020-06-23 14:16:42 +02:00
Christoph Oelckers
56834dee6b - 2D animation fix. 2020-06-22 00:27:11 +02:00
Christoph Oelckers
4c00e4cf7c - got rid of the old precaching code.
# Conflicts:
#	source/games/duke/src/zz_premap.cpp
2020-06-22 00:07:25 +02:00
Christoph Oelckers
ed9b418db7 - deleted a bit more unused code.
# Conflicts:
#	source/games/duke/src/zz_config.cpp
2020-06-22 00:06:34 +02:00
Christoph Oelckers
e3153f143d hudweapon
# Conflicts:
#	source/build/src/engine.cpp
2020-06-22 00:05:07 +02:00
Christoph Oelckers
990cb2acb8 -'shoot' replaced.
# Conflicts:
#	source/build/src/palette.cpp
2020-06-21 23:24:49 +02:00
Christoph Oelckers
f56a8360b0 - spawnglass functions and fta_sounds. 2020-06-21 23:23:21 +02:00
Christoph Oelckers
18d6a8e65d - another safety commit.
# Conflicts:
#	source/games/duke/src/zz_actors.cpp
2020-06-21 23:07:42 +02:00
Christoph Oelckers
e007b9bceb - safety commit 2020-06-21 23:07:41 +02:00
Christoph Oelckers
15c744f3da - movement code of the VM transitioned 2020-06-21 23:07:41 +02:00
Christoph Oelckers
577a800843 - the rest of sector.cpp, except for the input function. 2020-06-21 22:40:12 +02:00
Christoph Oelckers
92f5236b24 - more sector stuff. 2020-06-21 22:40:12 +02:00
Christoph Oelckers
c8cb0e4efd - the beginning of sector.cpp
The math backend functions have been moved out of Build because they originally have a good license.

# Conflicts:
#	source/build/src/mdsprite.cpp
#	source/build/src/polymost.cpp
2020-06-21 22:39:05 +02:00
Christoph Oelckers
8cc273955d - moveeffectors, actors.c complete. 2020-06-21 22:38:04 +02:00
Christoph Oelckers
7b75a0683a moveactors plus backing code. 2020-06-21 22:37:29 +02:00
Christoph Oelckers
89e555761d - guts and moves 2020-06-21 22:36:09 +02:00
Christoph Oelckers
c11963b41a - movesprite 2020-06-21 22:36:08 +02:00
Mitchell Richters
d80a32d379 - fix render visibility calculation following changes in 0bd460d9e3.
* Output from PrintVis() in 9dfd3ddd02 showed resulting global visibility as 0.078125.
* Following 0bd460d9e3, resulting global visibility shown as 0.041667.
* Scaling g_visibility by (8.f / 15.f) (0.533333) restores resulting global visibility to 0.078125.
2020-06-21 10:12:54 +02:00
Mitchell Richters
3325ef272e - make r_ambientlight work globally for all games by performing adjustment engine-side. 2020-06-21 10:12:54 +02:00
Christoph Oelckers
1bb7da173a - removed a few more dependencies on Build includes. 2020-06-20 18:17:49 +02:00
Christoph Oelckers
686999381b - moved non-Build definitions out of baselayer.h. 2020-06-20 17:52:10 +02:00
Christoph Oelckers
15d869ccde -moved scancodes.h out of Build folder.
This file is from the Duke source and available under a good license so it can be moved to a better place.
2020-06-20 12:54:33 +02:00
Christoph Oelckers
198ed45357 - clean up redundancy 2020-06-20 10:58:47 +02:00
Richard C. Gobeille
d28929c437 engine: add klabs() back into ksqrtasm_old() 2020-06-17 17:10:11 +02:00
Richard C. Gobeille
4128fd62c7 engine: set g_loadedMapVersion in engineLoadBoardV5V6()
# Conflicts:
#	source/build/src/engine.cpp
2020-06-17 12:26:05 +02:00
Richard C. Gobeille
1cab7b9765 engine: add divideu64()/divideu64_noinline() 2020-06-17 12:26:03 +02:00
Dino Bollinger
9c2c1cc765 Fix 3D model animation depending on the number of sprites present on the map.
Fixes terminx/eduke32#64.
2020-06-17 12:26:03 +02:00
Christoph Oelckers
2a29dbf793 - use backend independent code to render the camera textures. 2020-06-14 21:57:21 +02:00
Christoph Oelckers
946da7d622 - moved the textures used for the animations into the texture manager.
This is to allow giving them a texture ID so that they can be used from ZScript which has no access to naked textures.
This also consolidates AnimTexture and VpxTexture.
2020-06-14 20:27:13 +02:00
Christoph Oelckers
67b1963e7c - fixed render state management.
There are effectively two states - the one in the backend and a local one in the drawer for the render list which is supposed to eliminate some of the more costly repeated calls.
This higher level state was cached globally, which did not work anymore because the real render state could be changed elsewhere without this code realizing it.
All this means that the render list drawer must create a new state cache for each call and also must apply its current pending render state before leaving to ensure that everything is properly reset.
2020-06-12 22:32:49 +02:00
Christoph Oelckers
a419181c36 - simplified screenshot code. 2020-06-12 00:39:06 +02:00
Christoph Oelckers
f2d075e0d0 - code cleanup. 2020-06-12 00:37:40 +02:00
Christoph Oelckers
6a9f1e9da1 - removed the old OpenGL interface. 2020-06-12 00:25:52 +02:00
Christoph Oelckers
ba397f5ca1 - always draw floors opaque 2020-06-11 23:55:23 +02:00
Christoph Oelckers
22aad4999c - use the engine backend to render the scene 2020-06-11 22:26:46 +02:00
Christoph Oelckers
a6545788a6 - do RR's lightning flash as a postprocessing effect. 2020-06-07 22:06:47 +02:00
Christoph Oelckers
4c6abe1bb9 - pass the shade through the 2D drawer, so that palette emulation can still use it. 2020-06-07 14:50:12 +02:00
Christoph Oelckers
b6d204a88b - fixed: Weapons are part of the scene and always need to be rendered with the global base palette. 2020-06-07 13:50:41 +02:00
Christoph Oelckers
f2a637418d - moved palette.cpp out of Build folder. 2020-06-07 13:06:18 +02:00
Christoph Oelckers
3fe4dbed01 - fixed fog translation table generation. 2020-06-07 12:51:26 +02:00
NY00123
ec11d22caf Use static instead of LUNATIC_EXTERN
# Conflicts:
#	source/build/include/build.h
#	source/duke3d/src/gamedef.cpp
2020-06-07 10:36:43 +02:00
NY00123
6a70389f1d Let's just use __fastcall instead of LUNATIC_FASTCALL
# Conflicts:
#	source/build/include/build.h
2020-06-07 10:36:04 +02:00
NY00123
cca922f023 Engine: Adjust krand for removal of LUNATIC
# Conflicts:
#	source/build/include/build.h
#	source/build/src/engine.cpp
2020-06-07 10:35:23 +02:00
NY00123
dba06d9601 Engine: Remove the LUNATIC-specific definitions
of engine_main_arrays_are_static, engine_v8 and Mulscale.

# Conflicts:
#	source/build/src/engine.cpp
2020-06-07 10:34:33 +02:00
Richard C. Gobeille
a0876223ab Assignments
# Conflicts:
#	source/build/src/clip.cpp
2020-06-07 10:17:33 +02:00
Christoph Oelckers
09e31fd5f4 - disabled sky texture clamping because it never really worked. 2020-06-07 10:14:32 +02:00
Christoph Oelckers
60d7f4f7c2 - got rid of the RF_NPOTEmulation flag.
This can easily be controlled with the 2 main variables alone.
2020-06-07 09:30:55 +02:00
Christoph Oelckers
f159496f6e - moved the ShadeDiv array into the lookup table and took the numshades-2 divisor out of the stored value.
The value was changed to allow easier reuse in scenarios where the size of the shade table does not matter anymore.
2020-06-05 23:18:21 +02:00
Christoph Oelckers
0bd460d9e3 - split up the visibility factor into a scene specific and an element specific part.
The main reason here is that the scene specific part contains a projection dependent component which would be a problem when transitioning to GZDoom's code. The global viewpoint data already has a field for such a factor so now that gets used.
This also means a significant simplification of the visibility code in Polymost and the removal of several global variables.
2020-06-05 19:06:31 +02:00
Christoph Oelckers
9dfd3ddd02 - migration of texture tinting to GZDoom's version.
- start of visibility migration - removing unused globvis variable.
2020-06-05 17:02:21 +02:00
Christoph Oelckers
d812c2997c - start renaming uniforms to match GZDoom.
Needed to allow using the same shader with the backend.
2020-06-04 21:34:27 +02:00
Christoph Oelckers
cf6855904d - took projection and view matrix out of the render state.
This is a preparation to migrate to GZDoom's HWViewpointUniforms buffer.
2020-06-04 18:46:44 +02:00
Christoph Oelckers
7638ead1c8 - simplified the texture sampler setup.
DAMETH_CLAMPED was redundant and only causig problems.
2020-06-02 16:55:02 +02:00
Christoph Oelckers
080333311c - removed polymost_dorotatespritemodel.
Models are inoperable right now anyway so this would never get called, but it does a few things that would cause problems with refactoring the backend code.
2020-06-01 11:28:07 +02:00
Christoph Oelckers
350acd2ac3 - scale the vertex coordinates that get output to the hardware by 1024.
This is needed to get a coordinate system that is compatible with GZDoom's so that its lighting code can be reused more easily.
2020-06-01 09:55:28 +02:00
Christoph Oelckers
ab2686db34 - camtex transition 2020-05-31 21:43:32 +02:00
Christoph Oelckers
c26b6cdf59 - backend sync with GZDoom. 2020-05-31 21:25:52 +02:00
Christoph Oelckers
611dad7f69 - added the softpoly and Vulkan backend code fron GZDoom.
Not hooked up yet.
2020-05-31 10:53:11 +02:00
Christoph Oelckers
1d15fe63a6 - another backend update, pulling in the sky renderer. 2020-05-31 10:32:10 +02:00
Christoph Oelckers
1e2a3da5fd - video base code unified.
# Conflicts:
#	source/core/rendering/v_video.cpp
2020-05-31 09:18:43 +02:00
nukeykt
714ed1ecdd Engine: fix sprite sorting issue that caused broken voxel rendering in polymost 2020-05-30 23:28:41 +02:00
Christoph Oelckers
5728241c1c - updated backend from GZDoom. 2020-05-30 23:10:17 +02:00
Christoph Oelckers
ea08fa0a4e - updated common code.
Most of what got added is still unused.

# Conflicts:
#	source/build/src/palette.cpp

# Conflicts:
#	source/build/src/palette.cpp

# Conflicts:
#	source/common/engine/i_interface.h
2020-05-30 22:28:24 +02:00
Christoph Oelckers
423f758314 - texture code restructuring. 2020-05-30 21:42:35 +02:00
Christoph Oelckers
cdcb25bc1f - use high level textures to render voxels. 2020-05-30 00:30:56 +02:00
Christoph Oelckers
cca4fc609f - texture code cleanup, mainly cppying layer data into the textures at startup to be able to use a real material system. 2020-05-29 23:33:26 +02:00
Christoph Oelckers
2c94b2bb6d - split texture selection from binding. 2020-05-29 21:53:28 +02:00
Christoph Oelckers
1bc744b77b - moved hictinting data into the lookup tables. 2020-05-29 20:15:42 +02:00
Christoph Oelckers
66809ca9f4 - fixed indexed display of 2D content. 2020-05-29 16:46:36 +02:00
Christoph Oelckers
87a87c155d - moved to GZDoom's gl_hwtexture.cpp. 2020-05-29 01:03:01 +02:00
Christoph Oelckers
381e53017d - some hackery to make the camera textures in DN3D work again.
They depend on a deleted texture not writing to the depth buffer, but other parts in the engine like ROR surfaces depend on them writing a proper depth buffer value, so for now there is a global variable that allows to exclude a single tile from ever getting rendered.
2020-05-29 00:44:13 +02:00
Christoph Oelckers
72889540a5 - use GZDoom's gl_samplers.cpp 2020-05-28 23:48:50 +02:00
Christoph Oelckers
362be65060 - removed FHardwareTexture's mSampler member.
This was a mostly unused relic of early development, the few places using it were static sampler settings.
2020-05-28 21:45:33 +02:00
Christoph Oelckers
5e93b8f3e7 - fixed transparent color. 2020-05-28 08:31:08 +02:00
Christoph Oelckers
a3e6829817 - fixed Exhumed menu by adding a proper layout mode to the drawer instead of hacking the broken tile offsets. 2020-05-27 23:30:36 +02:00
Christoph Oelckers
193b940eef - palette code cleanup. 2020-05-27 22:19:02 +02:00
Christoph Oelckers
7109ce4e30 - made some changes to the font and texture system to allow late loading of the palette.
The base palette can be set via .def files so that the engine has no access to it until the entire game state is set up.
This means that font translations and PNG palette remap tables cannot be built when the owning objects are created.
For PNGs this has the added advantage that they only get done when really required and not unconditionally - most of the time the remap table isn't even needed here.

Thid fixes the slider graphics in the option menus.

# Conflicts:
#	source/core/gamecontrol.cpp

# Conflicts:
#	source/core/gamecontrol.cpp
2020-05-26 21:43:32 +02:00
Christoph Oelckers
29db3febb8 - updated the platform code to be mostly identical with GZDoom 2020-05-26 00:08:26 +02:00
Christoph Oelckers
c4017de12f - updated to GZDoom's new texture management system. 2020-05-25 23:59:07 +02:00
Christoph Oelckers
55a3c62b59 - use GZDoom's 2D drawer.
Console and menu font colors are not ok yet, aside from that it works.
2020-05-25 17:11:32 +02:00
Christoph Oelckers
1d065085d4 - fixed some palette issues 2020-05-25 00:46:46 +02:00
Christoph Oelckers
94cb36ae53 - removed helper #ifdefs. 2020-05-25 00:33:25 +02:00
Christoph Oelckers
758e4ad7cb - stripped down the palette manager in the GL backend and let it use the data that's managed elsewhere.
This class is only needed to manage the palette textures used by the indexed render mode, all the rest is available globally.
2020-05-25 00:31:55 +02:00
Christoph Oelckers
6bd4f77c5b - fix compilation. 2020-05-25 00:31:55 +02:00
Christoph Oelckers
531c68edfe - use GZDoom's font code to fix the crash issues and moved around some files in the PK3.
This pulls in a lot of Doom specific font setup, this can be sorted out later as it won't get into the way.

# Conflicts:
#	source/CMakeLists.txt

# Conflicts:
#	source/glbackend/hw_draw2d.cpp

# Conflicts:
#	source/CMakeLists.txt

# Conflicts:
#	source/glbackend/gl_texture.cpp

# Conflicts:
#	source/CMakeLists.txt

# Conflicts:
#	source/build/src/palette.cpp
#	source/core/gamecontrol.cpp
2020-05-24 23:28:44 +02:00
Christoph Oelckers
a70b7fa698 - use the texture manager to handle texture data. 2020-05-24 23:26:47 +02:00
Christoph Oelckers
6bffdf80a1 - finally managed to merge in the original texture system commit.
Game compiles and runs but transparency doesn't work yet.

# Conflicts:
#	source/CMakeLists.txt
#	source/core/menu/menu.cpp
#	source/core/textures/buildtiles.cpp
2020-05-24 22:53:14 +02:00
Christoph Oelckers
53891004a0 - fixed compilation 2020-05-24 22:37:50 +02:00
Christoph Oelckers
7a84887fc4 - transitioned FTexture.
Mostly working. Note: Brightmaps must be per-translation!
2020-05-24 19:12:22 +02:00
Christoph Oelckers
e6b94d35ff - reorganized how BuildTiles stores its data.
Arrays of struct are better than struct of arrays.
2020-05-24 15:02:20 +02:00
Christoph Oelckers
266364fc2e - properly implement texture offsets 2020-05-24 13:26:45 +02:00
Christoph Oelckers
db4850a028 - added a reverse tile map so that the tile manager can retrieve special info even when a tile texture is passed by object to the render code and not by index. 2020-05-24 10:30:09 +02:00
Christoph Oelckers
0c029750b6 - moved hightile replacements out of the texture class. 2020-05-24 08:47:45 +02:00
Christoph Oelckers
498b19873d - split up textures.h. 2020-05-24 07:58:56 +02:00
Christoph Oelckers
da26d1cec4 - more trivial adjustments. 2020-05-24 00:38:10 +02:00
Christoph Oelckers
00e7b2fa25 - simple stuff from the texture manager inclusion commit.
To get this out of the way first...
2020-05-24 00:27:24 +02:00
Christoph Oelckers
ab6e87b5f8 - workaround for Ion Fury display glitches on the first map.
I have no idea why this needs to be different than in EDuke32, but without always clearing the depth buffer before rendering a scene viewpoint the game will glitch like crazy.
2020-05-23 22:43:06 +02:00
Christoph Oelckers
2703823ac4 - fixed palette setup. 2020-05-23 22:43:05 +02:00
Christoph Oelckers
2d29d130c0 - fixed Blood startup. 2020-05-23 22:43:05 +02:00
Christoph Oelckers
b8a289bf61 - move brightmap handling to the common code.
# Conflicts:
#	source/common/utility/basics.h

# Conflicts:
#	source/build/src/palette.cpp
2020-05-23 22:43:05 +02:00
Christoph Oelckers
ae6403a205 - added a level of abstraction to the lookup table code to ease later refactoring. 2020-05-23 22:43:05 +02:00
Christoph Oelckers
f929419a0a - refactoring of the lookup tables. 2020-05-23 22:43:04 +02:00
Christoph Oelckers
daf77e55f7 - fixed compilation.
Much of this commit will have to be undone later, once the texture manager becomes available.
2020-05-23 22:43:04 +02:00
Christoph Oelckers
b971bc2717 - avoid using global palette settings when drawing 2D content with a custom palette.
Instead pass the palette info with the render call to avoid stale global state.
2020-05-23 22:43:01 +02:00