Commit graph

500 commits

Author SHA1 Message Date
Marisa Kirisame
1afcd9b7c7 Mirroring should be flipped on HUD models since the view to world space transform already inverts one axis
(cherry picked from commit f74e74ac4b)
2018-06-03 19:51:45 +02:00
Marisa Kirisame
5a76623993 Swap front face culling for GL model drawer (CCW should be the default).
Added mirroring handling to software models.

(cherry picked from commit dea1d0259d)
2018-06-03 19:49:48 +02:00
Magnus Norddahl
d086c3d4dc - removed the 8x8 block drawing code from softpoly
(cherry picked from commit a186677092)
2018-06-03 19:46:38 +02:00
Christoph Oelckers
ff5c488a0f - pass mirroring info to model drawers.
Actual evaluation only implemented in OpenGL. Not tested yet because the bug report had no testable example.

(cherry picked from commit 94d1a73ae8)
2018-06-02 21:31:23 +02:00
Magnus Norddahl
60929f353f - replace softpoly block drawers with span drawers and make them use blending rules directly from render styles
- add dynlights to softpoly pal mode

(cherry picked from commit 4e6226fc2d)
2018-05-30 11:56:15 +02:00
Magnus Norddahl
1055e45566 - Modify TriBlendMode enum to match the render styles
(cherry picked from commit 190b673890)
2018-05-30 11:55:53 +02:00
Magnus Norddahl
77071dedcf - add two-sided culling support in software and poly
(cherry picked from commit 8098657cf4)
2018-05-24 10:30:12 +02:00
Magnus Norddahl
8de520e9e1 - 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

(cherry picked from commit 31abe3df7e)

# Conflicts:
#	src/gl/models/gl_models.h
#	src/gl/scene/gl_scene.cpp
#	src/hwrenderer/scene/hw_sprites.cpp
#	src/hwrenderer/scene/hw_weapon.cpp
#	src/hwrenderer/textures/hw_precache.cpp
2018-05-24 10:25:05 +02:00
drfrag666
9416219ea5 - Fixed bad merge of "- Clean up PolyTriangleDrawer API" 2018-05-13 19:11:29 +02:00
Magnus Norddahl
5ade87d974 - move 3d floor code into functions
(cherry picked from commit 643828f5fa)
2018-05-12 11:41:00 +02:00
Magnus Norddahl
4a390a1c27 - more pointless complexity removal
(cherry picked from commit e4d740e586)
2018-05-12 11:40:59 +02:00
Magnus Norddahl
ba6c4e4c4a - remove pointless code
(cherry picked from commit acf9f55849)
2018-05-12 11:40:57 +02:00
Magnus Norddahl
ee5db9963b - fixed sloped drawer crash
(cherry picked from commit b0cc472e85)
2018-05-11 12:40:27 +02:00
Magnus Norddahl
14f9c63cd7 - added r_debug_draw that shows how the software renderer composes its scene
(cherry picked from commit 459f748c4e)
2018-05-10 21:57:12 +02:00
Magnus Norddahl
8014b97c3d - 3d floor clipping support for models
(cherry picked from commit b27655db70)
2018-05-10 21:53:46 +02:00
Magnus Norddahl
07b067c218 - GetTimeFloat is not renderer specific
(cherry picked from commit 49c9de350f)
2018-05-10 21:53:31 +02:00
Magnus Norddahl
216ecd7e07 - fix hud model clipping
(cherry picked from commit bfe6bffd33)
2018-05-10 21:53:07 +02:00
Magnus Norddahl
5a6eb48690 - fixed missing depth for models
(cherry picked from commit 4642861501)
2018-05-10 21:29:37 +02:00
Magnus Norddahl
2f1c5ee5d2 - fix translucent walls when r_models is enabled
(cherry picked from commit 1d929dd79b)
2018-05-10 21:21:51 +02:00
Christoph Oelckers
7b822807de - renamed the flag bits for sector_t::MoreFlags, so that they are easier to distinguish from sector_t::Flags.
- precalculate if a sector's floor and ceiling plane overlap. This avoids rechecking this for each single call of hw_FakeFlat.
- vertices must be marked dirty every time they change after map setup. That means that ChangePlaneTexZ must do this as well, because it cannot rely on interpolation taking care of it.
- Having a 'dirty' argument for SetPlaneTexZ's ZScript version makes no sense. If the value changes from the script side the vertices must always be marked to be recalculated.

(cherry picked from commit 9bdb0f2e49)
2018-05-10 19:49:02 +02:00
Christoph Oelckers
8a3a293bf8 - use sector_t::GetHeightSec consistently and optimize it.
This was all over the place, with half of it using the function and half doing incomplete checks on the underlying variables.
Also did some optimization on the IGNOREHEIGHTSEC flag: Putting it on the destination sector instead of the model sector makes the check even simpler and allows to precalculate the effect of 3D floors on the heightsec, which previously had to be run on every call and made the function too complex for inlining.

(cherry picked from commit f49c6cbde2)

# Conflicts:
#	src/gl/renderer/gl_renderer.cpp
#	src/hwrenderer/scene/hw_sprites.cpp
2018-05-10 19:20:11 +02:00
Magnus Norddahl
7a3433bb71 - disable software models
(cherry picked from commit ee443b6fb6)

# Conflicts:
#	src/polyrenderer/scene/poly_playersprite.cpp
2018-05-09 11:27:15 +02:00
Magnus Norddahl
8f930ee571 - Fix depth values when screenblocks less than 11
(cherry picked from commit 1a5f679d43)
2018-05-09 11:16:51 +02:00
Magnus Norddahl
8296b6ae81 - Fix model projection matrix
(cherry picked from commit b1355d472c)
2018-05-09 11:10:38 +02:00
Magnus Norddahl
1101253fc6 - Fix depth values written by sloped planes
(cherry picked from commit 7f25913b2d)
2018-05-09 11:10:37 +02:00
Magnus Norddahl
e519605c7d - Clean up PolyTriangleDrawer API so that it can better support both softpoly and the swrenderer
- Slightly improve how softpoly processes portals
- Pass the vertex transform matrix via a command rather than being part of the drawer args
- Improve zbuffer drawers in the software renderer
- Misc model rendering fixes

(cherry picked from commit 2d51fa5b43)
2018-05-09 10:47:22 +02:00
Magnus Norddahl
b1d33d1bba - Fix mid texture rendering for self-referencing sector lines 2018-04-05 01:40:58 +02:00
alexey.lysiuk
709bbe3db0 Fixed crash on accessing player sprite's state in software renderer
https://forum.zdoom.org/viewtopic.php?t=60034
2018-03-30 16:40:31 +03:00
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
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
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
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
Magnus Norddahl
2589447d0e - fixed midtex nowrap clipping bug when 3d floors are in view
- made sure no code uses sclipTop or sclipBottom as a working variable
2018-03-09 01:30:47 +01:00
Magnus Norddahl
6ab58e56ad - fix simplify code slightly 2018-03-08 04:25:27 +01:00
Magnus Norddahl
71623198d2 - remove fake3D with structs and localize their usage instead of sharing global state 2018-03-08 04:05:35 +01:00
Magnus Norddahl
7cb4deabdd - get rid of FAKE3D_REFRESHCLIP and fix holes in 3d floors with wrapped midtextures 2018-03-08 01:28:23 +01:00
Magnus Norddahl
a55be25a9d - add const qualifier on top/bottom clip arrays usage 2018-03-08 00:55:37 +01:00
Rachael Alexanderson
07f168a58b - additional check for tween-tic particle rendering, prevents jitter with timefreeze powerup 2018-02-24 16:04:20 -05:00
Rachael Alexanderson
a441cea350 - interpolate particles 2017-12-28 11:36:36 -05:00
alexey.lysiuk
5162e7162e Fixed overbright screenshots with hardware gamma off
When render buffers are used to apply gamma/brightness/contrast screenshots should not use PNG gamma correction
2017-12-06 11:24:10 +02:00
Magnus Norddahl
a8b79a28c8 - Disable model rendering in the software renderer 2017-11-29 22:18:21 +01:00
Magnus Norddahl
8cad912db1 - Add r_model_distance_cull to control when models turn into sprites 2017-11-29 01:09:26 +01:00
Magnus Norddahl
b621dccb9c - Improve weapon hud model in the software renderer 2017-11-29 00:33:37 +01:00
Magnus Norddahl
d43ac8b9ae - Add model rendering to the software renderer 2017-11-27 23:47:26 +01:00
Rachael Alexanderson
fd5b8cdbf7 Merge remote-tracking branch 'origin/master' into newtimercode4
# Conflicts:
#	src/gl/models/gl_models.cpp
2017-11-23 21:08:09 -05:00
Magnus Norddahl
4e4f94db2f - Implement newer scaled fuzz in softpoly's truecolor non-sse drawer 2017-11-22 06:32:55 +01:00
Rachael Alexanderson
495fc79fe9 - added dpJudas's drawer fix for the upscaled fuzz drawing 2017-11-21 05:26:46 -05:00
Christoph Oelckers
2c65f08011 - more timer cleanup
* store the frame time in the current screen buffer from where all render code can access it.
* replace some uses of I_MSTime with I_FPSTime, because they should not use a per-frame timer. The only one left is the wipe code but even this doesn't look like it needs either a per-frame timer or a timer counting from the start of the playsim.
2017-11-13 00:28:43 +01:00
Christoph Oelckers
e94109f1c3 - Inside the renderer, use only the time value being passed to RenderView.
The voxel rotation code of the software renderer and R_SetupFrame still called I_FPSTime directly.
2017-11-12 23:53:46 +01:00
Christoph Oelckers
93e9c383fa - get the timer used for animation only once at the very beginning of the frame and pass it on to the renderer to avoid any dependencies on the timer's implementation. 2017-11-12 18:51:11 +01:00