Commit graph

150 commits

Author SHA1 Message Date
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
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
35221188db - inlined Clipper::PointToAngle 2021-04-10 10:56:11 +02:00
Christoph Oelckers
2e191f2742 - consolidated the SetLightAndFog code fragments. 2021-04-10 10:34:20 +02:00
Mitchell Richters
28fb752446 - Replace gethiq16angle() with bvectangbam() in renderer code. This addresses some observed clipping issues in the new renderer. 2021-04-10 09:23:02 +10:00
Christoph Oelckers
e0dc261dfd - fixed edge case in wall sorter when the camera is exactly on a line that's being checked. 2021-04-10 00:05:29 +02:00
Christoph Oelckers
345275db5d - better handling for portal lines having sloped back sectors.
This is a very ugly special case that probably needs a bit more work to get right, for now this should be enough as this combination is rather rare.
2021-04-09 22:48:16 +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
38ecfc8fa5 - added handling for cubemapped skyboxes. 2021-04-08 12:47:31 +02:00
Christoph Oelckers
b68512ef88 - on closer inspection, do not draw skies on intra-sky lines ever - the renderer already takes care of this elsewhere. 2021-04-08 10:10:15 +02:00
Christoph Oelckers
d348377bd8 - when drawing skies on walls where both sides are sky, use the backside's texture.
This fixes a sky anomaly in RR's E1L1.
2021-04-08 09:45:17 +02:00
Christoph Oelckers
7a03967ceb - fixed clipping info not properly reset when rendering the scene in two passes.
We need to reset the gotsector array for that, but since we also need the accumulate result of both passes there's now two such arrays.
2021-04-07 16:52:17 +02:00
Christoph Oelckers
caa8efd3d5 - fixed renderer to avoid bunches of walls that wrap around behind the camera's back. 2021-04-07 16:09:25 +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
59f18f5fa7 - ensure that all HWSprites are oriented with z1 > z2.
This is required by the sorting code to work as intended.
2021-04-07 12:31:47 +02:00
Christoph Oelckers
f9f1d591b3 - must set up fog before textures.
Otherwise the PickTexture callback won't get all needed info.
2021-04-07 10:30:49 +02:00
Christoph Oelckers
3d846f341a - fixed a major clipping issue with the new renderer.
* the bunch drawer can at most process an angular range of 180°. If this gets exceeded it can run into wraparound issues that may cause holes in the geometry.
* there was no clipping to the current field of view so it always checked the full 360°.
2021-04-07 00:02:36 +02:00
Christoph Oelckers
d823ae255e - fixed view clipping for portal sectors.
All lines within the portal must neither be added to the clipper nor checked for obstruction by other parts of the map.
2021-04-06 19:25:40 +02:00
Christoph Oelckers
d193e199f1 - reorganized hightile offset storage. 2021-04-06 15:55:33 +02:00
Christoph Oelckers
16ad5f0cc8 - fixed sky rendering in palette emulation mode.
The sky dome drawer cannot work with indexed textures, but since they are fullbright anyway we can just temporarily disable it.
2021-04-05 21:53:19 +02:00
Christoph Oelckers
7c4e9ea87e - moved palette manager for indexed textures out of glbackend 2021-04-05 20:00:21 +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
Christoph Oelckers
87efc84c84 - enable palette emulation for the new renderer. 2021-04-05 13:05:31 +02:00
Christoph Oelckers
de2df926e1 - fixed render timing. 2021-04-05 11:54:28 +02:00
Mitchell Richters
172e3996bb - HWSprite::Process(): Added x-off-by-one-fix for sprites similar to yspans from b7bad558da. 2021-04-05 19:37:00 +10:00
Christoph Oelckers
ba41bb4c61 - fixed the viewport setup.
There were two problems here - the math for calculating the rect was wrong and the initial aspect ratio was also not correct.
2021-04-05 10:34:03 +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
39c457bbf2 - removed a few unused CVARs carried over from GZDoom. 2021-04-04 19:35:12 +02:00
Christoph Oelckers
ea91b5ba5d - added a map patch for SW:WT's 'skyline' map.
This contains a badly tagged sky sector that makes the new renderer glitch out.
2021-04-04 18:57:03 +02:00
Christoph Oelckers
1201cc71ef - fixed voxel rendering.
No, that 'while' was even pointless in Polymost, much more here where it runs within another loop.
2021-04-04 13:45:43 +02:00
Christoph Oelckers
d76c2ccc34 - voxel rotation. 2021-04-04 13:24:33 +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
d7a13fc9f2 - same for the new renderer. 2021-04-03 21:40:32 +02:00
Christoph Oelckers
ab36b86a59 - sky tweaking
* Build skies need a different mesh for the dome - the one from GZDoom distorts them too much.
* made adjustment to the positioning math after redoing the mesh
* Exhumed abuses some strange effect of the original sky placement math which means the y-offsetting must be disabled for this game.
* RRRA sky initialization fixed. It must be done after setting up the tiles.
2021-04-03 21:06:02 +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
54eee347a6 - do y-flipping of wall textures correctly.
1.f - h is not correct for NPOT texures due to hpw they tile.
2021-04-02 22:50:53 +02:00
Christoph Oelckers
7446d0441b - use LGPLv2 for all Raze specific render code. 2021-04-02 18:22:54 +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
6afbb82e66 - fixed one-sided wall sprite checks. 2021-04-02 09:04:13 +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
85020b374a - use texture clamping on non-tiled walls. 2021-04-01 19:21:24 +02:00
Christoph Oelckers
e1df17964e - fixed handling of SW's shadows.
An out of range shade will only work without fog.
2021-04-01 19:10:43 +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
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
6fcb6fa1d5 - sky positioning tweaks.
It does not use the panning info of the wall and needs a texture height relative adjustment.
2021-03-29 22:34:46 +02:00