Commit graph

304 commits

Author SHA1 Message Date
Magnus Norddahl
771931db9f - forgot to remove the remarked comment 2018-05-24 01:00:31 +02:00
Magnus Norddahl
fb9cf33af6 - enable #include support in modeldef files 2018-05-24 00:59:45 +02:00
alexey.lysiuk
26ebb938c1 - fixed compilation with GCC/Clang
https://forum.zdoom.org/viewtopic.php?f=2&t=60657
2018-05-22 21:48:31 +03:00
Magnus Norddahl
91aec1689e - move modeldef parsing to its own function (ParseModelDefLump)
- rename gl_InitModels to InitModels
- add commented out support for #include in modeldefs (blocked by gene tech having broken #include statements in its modeldef files)
2018-05-22 01:28:57 +02:00
Magnus Norddahl
31abe3df7e - avoid reusing the same mVBuf pointer for the different renderers as that causes too many problems when switching between them
- remove gl_ prefix for model functions that are no longer GL specific
2018-05-21 17:52:03 +02:00
Magnus Norddahl
cc4a09a3d2 - fix model interpolation bug 2018-05-21 14:23:30 +02:00
Marisa Kirisame
0c4a08460f Cleaned UE1 math by using FVector classes.
Reversed winding order on vertex buffer creation as UE1 uses CCW.
2018-05-19 17:09:06 +02:00
alexey.lysiuk
9257c9cc0c - fixed compilation warnings reported by GCC/Clang
src/r_data/models/models.cpp:418:33: warning: comparison of integers of different signs: 'long' and 'unsigned long' [-Wsign-compare]
src/r_data/models/models.cpp:427:38: warning: comparison of integers of different signs: 'long' and 'unsigned long' [-Wsign-compare]
src/r_data/models/models_ue1.cpp:49:37: warning: comparison of integers of different signs: 'long' and 'unsigned long' [-Wsign-compare]
2018-05-19 13:28:53 +03:00
Christoph Oelckers
2962fe9f08 - silence some warnings. 2018-05-18 00:12:58 +02:00
Christoph Oelckers
46a57fdfa1 - moved the postprocessing CVARs to hwrenderer. 2018-05-17 20:51:42 +02:00
Christoph Oelckers
ea98fe3c4d - moved the hardware independent part of custom postprocessing shaders from gl to hwrenderer. 2018-05-17 20:23:01 +02:00
Christoph Oelckers
c0837f42bd - gl_system.h as well, in particular this has no place in hw_* files. 2018-05-16 23:34:52 +02:00
Christoph Oelckers
fb876852bb - fix warnings. 2018-05-16 22:56:02 +02:00
Marisa Kirisame
1bb00ed4f0 Fix for Unreal meshes that don't have sequential texture numbers 2018-05-16 22:11:24 +02:00
Marisa Kirisame
98f279b651 Remove unnecessary checks. 2018-05-16 20:47:11 +02:00
Marisa Kirisame
ffc12eec29 Discarded "UMSH" packed format, now loads _d.3d + _a.3d pairs 2018-05-16 20:47:11 +02:00
Marisa Kirisame
f285e550d6 Add support for packed Unreal Engine 1 vertex mesh format.
(concatenated "UMSH" signature + datafile + anivfile)
This is pretty much 100% functional by now.
Hasn't been tested on platforms other than Linux yet, though.
Code definitely deserves some cleaning.
2018-05-16 20:47:11 +02:00
Magnus Norddahl
49c9de350f - GetTimeFloat is not renderer specific 2018-05-07 00:40:12 +02:00
Christoph Oelckers
7aea010892 - added a sector index to the subsector struct.
This will be used to process dynamic lights for flats in the processing pass, allowing to remove the lights-only pass entirely.
2018-04-30 23:48:16 +02:00
Christoph Oelckers
fbcf2033c6 Corrected render style definition 2018-04-27 09:34:02 +02:00
Christoph Oelckers
dd524b046e - GLWall is mostly clean, except some smaller things in gl_sky.cpp 2018-04-27 00:22:00 +02:00
alexey.lysiuk
2ae8d39441 Removed all superfluous #include's
Automatically optimized by CLion IDE with manual corrections
2018-04-24 14:30:35 +03:00
alexey.lysiuk
3212da8fcf Cleaned up #include's in dynamic lights code 2018-04-19 11:12:29 +03:00
Christoph Oelckers
e77cba1fd8 - added a 'lightsizefactor' command to gldefs.
This is for mitigating the recently discovered problem with attenuated lights getting reduced in size, even on OpenGL 3+. The intent of the shrinking was to account for higher brightness of non-attenuated lights on OpenGL 2 and was never meant to be active on more modern versions.
The factor will apply to any attenuated light defined after it and will be inherited by included sub-lumps, but it will only last for the lunp it is set in.

If you have a definition for the broken behavior, AddLightAssociation

'lightsizefactor 0.667' at the top of your GLDEFS.
2018-04-18 22:15:06 +02:00
Christoph Oelckers
df4f435952 - merged vid_renderer, swtruecolor and r_polyrender into one CVAR to reduce menu clutter.
- with renderers freely switchable, some shortcuts in the 3D floor code had to be removed, because now the hardware renderer can get FF_THISINSIDE-flagged 3D floors.
- changed handling of attenuated lights in the legacy renderer to be adjusted when being rendered instead of when being spawned. For the software renderer the light needs to retain its original values.
2018-04-07 23:30:28 +02:00
Christoph Oelckers
211a7f2569 - made the screen blend work for the software renderer.
It may use the same calculations as the hardware renderer but must use the 2D drawer for display.
It should be investigated if the hardware renderer can do this as well.
2018-04-07 10:53:20 +02:00
Christoph Oelckers
942460ba55 - changed voxel remapping to make a copy instead of destroying the original.
With live renderer switching both sets of data are needed.
2018-04-03 00:30:02 +02:00
Christoph Oelckers
d01bc452ba - moved all variables not related to the hardware renderer's texture state out of gl_info. 2018-04-02 13:00:33 +02:00
Christoph Oelckers
1fc4c9801b - moved all GLDEFS parsing into a dedicated source file.
- split gl_postprocessshader.h in two so that the hardware independent part can be used by GLDEFS without pulling in all of OpenGL.
2018-04-02 12:28:20 +02:00
Christoph Oelckers
7083103a0e - moved dynlightdata to r_data 2018-04-02 09:51:51 +02:00
Christoph Oelckers
8080e039e0 - moved most of gl_setup.cpp to r_data as this is only some data setup in the main map data structures.
- made currentmapsections array something nicer to look at and made it a member of the scene drawer class.
2018-04-02 09:27:40 +02:00
Christoph Oelckers
524df21d81 - moved portal grouping code out of GL and into r_data. 2018-04-02 00:39:04 +02:00
Christoph Oelckers
a9d5533603 - integrated GL parts of translation handling into the main module.
Now that this doesn't have to share assets with HW2D it could be simplified a lot.
2018-04-01 00:59:49 +02:00
Christoph Oelckers
e89a598b31 - renamed FTexture's UseType flags and gave them a dedicated type.
This was done mainly to reduce the amount of occurences of the word FTexture but it immediately helped detect two small and mostly harmless bugs that were found due to the stricter type checks.
2018-03-25 20:26:16 +02:00
Christoph Oelckers
b473838627 - adjustments and fixes for alphatextures:
* Instead of using the red channel it now uses the grayscale value. While slower in a few situations, it is also more precise and makes the feature more useful.
* For paletted textures do not use the index as alpha anymore but the actual grayscaled color. This is again to make the feature more consistent and useful.
* To compensate for the above there is now a list of hashes for known alpha textures in patch format, so that they don't get broken.
* IMGZ is now considered a grayscale format. There's only two known textures that use IMGZ for something else than crosshairs and those are explicitly handled.
* several smaller fixes.
* the actual color conversion functions for paletted output are now consolidated in a small number of inlines so that future changes are easier to do.

Note: This hasn't been tested yet and will need further changes in the hardware rendering code. As it is it is not production-ready.
2018-03-22 00:29:01 +01:00
Christoph Oelckers
f4d9ad1123 - extended FTexture::GetPixels and FTexture::GetColumn by a RenderStyle parameter.
Now it is no longer necessary to provide specially set up textures for rendering shaded decals, they can use any PNG texture now that contains a proper red channel.
Handling of the alPh chunk has been removed as a result as it in no longer needed.
2018-03-18 21:33:44 +01:00
Christoph Oelckers
94eadb1a8c - made it compile again. 2018-03-18 13:47:40 +01:00
Christoph Oelckers
494504229f - fixed the BarShader texture.
Even though unlikely, this should work as a regular texture because it can be used as such.
As a result of the above, true color generation needs to be done explicitly now.
2018-03-18 12:54:40 +01:00
Christoph Oelckers
7e169eb76f - split out the span generation from most texture classes
Until now each subclass of FTexture had to implement the entire span generation itself, presumably so that a few classes can use simpler structures.
This does not work if a texture can have more than one pixel buffer as is needed for alpha textures.
Even though it means that some classes will allocate more data now, it's the only way to do it properly.
In addition this removes a significant amount of mostly redundant code from the texture classes.

- added alpha texture processing to all converted classes

As of now this is not active and not tested.
Note that as part of the conversion even those textures that were working as alphatextures will not look correct until the higher level code gets adjusted.
2018-03-18 12:36:14 +01:00
Christoph Oelckers
5fccdd9acd - added missing return to translation code.
- a bit of header cleanup.

* moved <zlib.h> and <bzlib.h> from files.h to files_decompress.cpp because they are no longer needed for defining the interface.
* added <functional> to the precompiled header
2018-03-12 21:18:11 +01:00
Christoph Oelckers
5d436cd3ed - forward the error state of the translation parser to the calling code so that it can print a message pointing to the problem content. 2018-03-12 19:14:56 +01:00
Christoph Oelckers
5fa63c396d - sound code and most of texture code converted to FileRdr.
This allowed to remove a lot of bad pointer voodoo in the music loader, because the new class does not allow duplication of the reader object
2018-03-10 18:45:11 +01:00
alexey.lysiuk
53a9819283 Disabled GCC loop vectorization for R_LoadKVX() function
This prevents crash (unaligned memory access by SSE instruction) on loading voxels in Release (-O3) builds
https://forum.zdoom.org/viewtopic.php?t=59656
2018-03-08 12:24:33 +02:00
InsanityBringer
bba3027d37 Add option to use Rotation-Center for an actor's normal pitch/angle/roll rotation. 2018-03-01 08:43:59 +01:00
alexey.lysiuk
8c60c3c532 Added bounds checks for color translation indices
ACS scripts could pass arbitrary values as palette indices leading to undefined behavior
2017-12-17 15:13:41 +02:00
alexey.lysiuk
6db8e71b14 Fixed inconsistent color remapping via translation ranges
https://forum.zdoom.org/viewtopic.php?t=58537
2017-12-17 15:13:41 +02:00
Christoph Oelckers
cea89ba3ae - fix backslashes in MD3 skin names. 2017-12-03 20:03:33 +01:00
Christoph Oelckers
e43a9aa5b5 - don't let models.cpp include gl_system.h. 2017-11-25 13:56:17 +01:00
Christoph Oelckers
836970f012 - moved the matrix code out of 'gl' because the model code also needs it. 2017-11-25 13:51:09 +01:00
Magnus Norddahl
637a9dff9b - Rename voxels.cpp to models_voxel.cpp to avoid having two source files with the same name (confuses debuggers and some build tools) 2017-11-25 13:22:59 +01:00
Magnus Norddahl
7bb92812b8 - Move models into r_data 2017-11-25 13:19:00 +01:00
Christoph Oelckers
5a761dd3c3 - fixed alpha of palette index 0 for ice and alpha translations. 2017-07-01 16:19:41 +02:00
Christoph Oelckers
f909b82074 - fixed: Blood translations did not properly treat color 0 as transparent. 2017-06-20 09:10:19 +02:00
Christoph Oelckers
cf1d94c9bb - fixed blood translation's alpha so that CreateTexBuffer can assume that all palette entries in translations are correct. 2017-06-18 09:23:56 +02:00
Christoph Oelckers
1cb3514b05 - use 0 as the default for r_vanillatrans.
As nice as the automatic is, this will trigger far too many cases where it will disable translucency for mods that only change some texts. Dehacked is very often only used for non-actor related modifications.
If the automatic is supposed to be the default it needs to do a lot more thorough checks to avoid bug reports due to misunderstanding the feature.
2017-06-04 12:39:39 +02:00
Rachael Alexanderson
c18134dbd3 - r_vanillatrans: Cache the cache! Transform the function into a global variable and recheck at the start of D_Display 2017-06-04 12:30:35 +02:00
Rachael Alexanderson
4686ba78a0 - Add licenses to r_vanillatrans files 2017-06-04 12:30:35 +02:00
Rachael Alexanderson
68b6f922f7 - Added auto-detection scheme for r_vanillatrans
It now works the following way:
(0) - Force off (ZDoom defaults)
(1) - Force on (Doom defaults)
(2) - Auto off (Prefer ZDoom defaults - if DEHACKED is detected with no ZSCRIPT it will turn on) (default)
(3) - Auto on (Prefer Doom defaults - if DECORATE is detected with no ZSCRIPT it will turn off)
2017-06-04 12:30:35 +02:00
Rachael Alexanderson
89b372cb01 - Changed MF7_SPRITEFLIP, MF8_ZDOOMTRANS to RenderFlags
- Added RF_ZDOOMADD
- renamed r_canontrans to r_vanillatrans
- this developer's insanity level has increased by 231%.
2017-06-04 12:30:35 +02:00
Rachael Alexanderson
01f88cfb16 - Added 'canonical transparency' cvar r_canontrans - this simply turns off transparency for Doom objects that were marked as transparent sometime in ZDoom's development cycle 2017-06-04 12:30:35 +02:00
Rachael Alexanderson
2acb485121 - Added +SPRITEFLIP which reverses a sprite's left-rightness. 2017-05-03 21:13:31 +02:00
Christoph Oelckers
57d703236b - changed Doom source license to GPL in all subdirectories and fixed missing licenses in a few other files. 2017-04-17 12:27:19 +02:00
Christoph Oelckers
1ee9256842 - did a complete workover of the weapon sprite translucency code that got inherited from QZDoom.
This was very poorly done without ever addressing the issues a composite render style can bring, it merely dealt with the known legacy render styles.
The same, identical code was also present in two different places.
The oversight that AlterWeaponSprite overrode even forced styles was also fixed.

OpenGL is not implemented yet but with the problems eliminated should be doable now.
2017-04-15 16:41:00 +02:00
Christoph Oelckers
d03c33f393 - added Translation.GetID. 2017-04-14 17:40:05 +02:00
Christoph Oelckers
cd180d29c7 - block direct use of 'new' for DObjects.
This is to ensure that the Class pointer can be set right on creation. ZDoom had always depended on handling this lazily which poses some problems for the VM.
So now there is a variadic Create<classtype> function taking care of that, but to ensure that it gets used, direct access to the new operator has been blocked.

This also neccessitated making DArgs a regular object because they get created before the type system is up. Since the few uses of DArgs are easily controllable this wasn't a big issue.

- did a bit of optimization on the bots' decision making whether to pick up a health item or not.
2017-04-14 13:31:58 +02:00
Christoph Oelckers
6599e2c425 - moved the VM types into their own file and only include it where really needed. 2017-04-13 01:12:04 +02:00
alexey.lysiuk
bb9cd1b159 Removed special initialization of legacy render styles
Workaround for Apple's GCC 4.0.1 is now completely pointless
2017-04-02 11:41:04 +03:00
Christoph Oelckers
b529b1e3a7 - removed several unneeded GL headers from the software renderer's sources.
- consolidated the code to calculate a sprite's display angle for all 3 renderers.

As it turned out, they all differed in their feature support because they had always been updated independently by different people.
2017-03-16 13:49:34 +01:00
Christoph Oelckers
3aa7687d91 - made 'nocoloredspritelighting' a global option and also implemented it in the software renderer. 2017-03-16 00:56:03 +01:00
Christoph Oelckers
921bc763fb - separated the software-renderer-specific parts of colormap processing from the common parts.
- moved testcolor and test fades into SWRenderer files.

These CCMDs work by hacking the default colormap and were never implemented for hardware rendering because they require many checks throughout the code.
2017-03-15 22:04:59 +01:00
Christoph Oelckers
cd015f9340 - make the colormap comparison against NormalLight inline because this is by far the most frequent case and any cycle being saved here counts. 2017-03-15 22:04:59 +01:00
Christoph Oelckers
9a24771a7d - refactored FDynamicColormap out of sector_t.
This has increasingly become an obstacle with the hardware renderer, so now the values are being stored as plain data in the sector, with the software renderer getting the actual color tables when needed. While this is a bit slower than storing the pregenerated colormap, in realistic situations the added time is mostly negligible in the microseconds range.
2017-03-15 22:04:59 +01:00
Magnus Norddahl
fea2361815 - fix broken voxel palette colors when using the game palette 2017-03-15 04:33:01 +01:00
Magnus Norddahl
77a388e908 Fix default palette for voxel BGRA slab data and support translated 8-bit slab data in true color mode 2017-03-11 18:31:53 +01:00
Christoph Oelckers
72da1fed7e - removed many 'extern "C"' declarations, now that assembly is no longer a concern.
- some concepts about building a RenderViewpoint struct. No actual work yet.
2017-03-11 11:31:09 +01:00
Christoph Oelckers
56986ba843 - removed debug output from recent translation additions. 2017-03-11 09:56:05 +01:00
Christoph Oelckers
bd7476fb8d - untangled r_defs.h from actor.h
Both files can now be included independently without causing problems.
This also required moving some inline functions into separate files and splitting off the GC definitions from dobject.h to ensure that r_defs does not need to pull in any part of the object hierarchy.
2017-03-10 02:22:42 +01:00
Christoph Oelckers
a4710bcdb0 - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
Christoph Oelckers
9b87a167d7 - replaced a large batch of DWORDs.
Most of those which still rely on ZDoom's own definition should be gone, unfortunately the code in files that include Windows headers is a gigantic mess with DWORDs being longs there intead of ints, so this needs to be done with care. DWORD should only remain where the Windows type is actually wanted.
2017-03-09 20:19:55 +01:00
Christoph Oelckers
d2beacfc5f - except for DWORD, all homegrown integer types are gone - a handful were left where they represent genuine Windows types. 2017-03-09 19:54:41 +01:00
Christoph Oelckers
c008ddaf66 - replaced homegrown SWORD, SBYTE and uint32_t types. 2017-03-09 19:31:45 +01:00
Rachael Alexanderson
cc9a2e5121 Merge https://github.com/coelckers/gzdoom 2017-03-08 21:25:24 -05:00
Christoph Oelckers
ba0f5a3f94 - most WORD and SWORD are gone. 2017-03-08 18:55:55 +01:00
Christoph Oelckers
8ab562ef13 - the fourth. 2017-03-08 18:55:54 +01:00
Christoph Oelckers
b8f7e305db - changed TObjPtr to take a pointer as its template argument and not the class it points to.
This addresses the main issue with TObjPtr, namely that using it required pulling in the entire class hierarchy in basic headers like r_defs which polluted nearly every single source file in the project.
2017-03-08 13:35:21 +01:00
Rachael Alexanderson
7ef8ed5867 Merge https://github.com/coelckers/gzdoom 2017-03-05 18:40:44 -05:00
Gaerzi
ad89d3eea0 Added SLADE3's colourise and tint translations.
Includes support for ACS.
Added tokens for '#' and '@' in sc_man_scanner.re.
2017-03-05 22:50:35 +01:00
Magnus Norddahl
42a7dbe33a Merge remote-tracking branch 'gzdoom/master' into qzdoom
# Conflicts:
#	src/v_video.cpp
2017-02-19 03:49:13 +01:00
alexey.lysiuk
0ffd475d8c Fixed compilation with GCC/Clang
src/r_data/sprites.cpp:805:79: error: cannot pass non-trivial object of type 'FString' to variadic function; expected type from format string was 'char *' [-Wnon-pod-varargs]
2017-02-18 10:34:27 +02:00
Rachael Alexanderson
65122ed19e Merge https://github.com/coelckers/gzdoom 2017-02-18 00:18:45 -05:00
Christoph Oelckers
97eed1e6df - scriptified UpdateSkins. 2017-02-17 22:12:56 +01:00
Christoph Oelckers
498da825a5 - made the Skins array scripting friendly and exported it. 2017-02-17 21:51:23 +01:00
Rachael Alexanderson
8c176575c8 Merge https://github.com/coelckers/gzdoom 2017-02-12 21:39:20 -05:00
Christoph Oelckers
2e9c1ec3f3 - fixed translation setup for player backdrop.
- fixed return value of GetAction method of menu controls.
2017-02-12 16:48:29 +01:00
Magnus Norddahl
5a85fabfa6 Add true color support to voxel renderer 2017-02-12 01:27:26 +01:00
Christoph Oelckers
947b625c50 - all menu items scriptified, but not yet active. 2017-02-11 16:11:48 +01:00
Rachael Alexanderson
5948c7b0da Merge https://github.com/coelckers/gzdoom 2017-02-08 18:42:24 -05:00
Christoph Oelckers
17a2666bd4 - moved DisplayName, the last remaining PlayerPawn meta property, to PClassActor so that PClassPlayerPawn could be removed.
Now all actors have the same metaclass and therefore it will always be the same size which will finally allow some needed changes to the type system which couldn't be done because it was occasionally necessary to replace tentatively created classes due to size mismatches.
2017-02-08 19:42:24 +01:00
Christoph Oelckers
2ca0e34785 - turned many of PClassPlayerPawn's strings into names and moved all scalar properties into APlayerPawn.
The goal is to get rid of PClassPlayerPawn and PClassInventory so that the old assumption that all actor class descriptors have the same size can be restored
This is important to remove some code that seriously blocks optimization of the type table because that can only be done if types do not need to be replaced.
2017-02-08 16:42:13 +01:00
Rachael Alexanderson
c76c65d3f7 Merge https://github.com/coelckers/gzdoom
# Conflicts:
#	src/r_draw.cpp
2017-02-07 17:09:13 -05:00