Commit graph

119 commits

Author SHA1 Message Date
Christoph Oelckers
8dac678200 - added DAMAGE_NO_ARMOR flag for ACS's SectorDamage function. 2017-02-25 19:10:49 +01:00
Christoph Oelckers
8c780ab7ff - exported the drawer function of the colorpicker menu. 2017-02-10 13:21:35 +01:00
Christoph Oelckers
d90f2ba1fa - wrap the va_list that gets passed around by the Draw functions into a struct so that the templates can use reliable, identical semantics for both this and the VM's arg list. 2017-02-05 21:54:09 +01:00
Christoph Oelckers
9e038b75fa - exported DrawChar and DrawText. 2017-02-05 16:47:33 +01:00
Christoph Oelckers
470dc138c6 - got rid of all DTA_Translation uses. 2017-02-05 00:17:29 +01:00
Christoph Oelckers
dadc8e2ec2 - removed all uses of DTA_Translation except for the single one that passes a custom built table.
This means that with the exception of 3 pointers the DrawTexture interface only accepts numeric values now.
Still need to get rid of the last 3 to have this ready for scripting.
2017-02-04 23:26:28 +01:00
Christoph Oelckers
6dea3eef8e - exported DrawTexture to scripting.
This uses templates to avoid source duplication of ParseDrawTextureTags. Not tested yet.
2017-02-04 22:09:49 +01:00
alexey.lysiuk
e8c2444ddd Fixed compilation with GCC/Clang
error: use of undeclared identifier 'op'
error: no matching function for call to 'ListEnd'
error: no matching function for call to 'ListGetInt'
error: no matching function for call to 'ListGetDouble'
...
2017-02-04 18:10:30 +02:00
Christoph Oelckers
d3ed83942f - did some preparations to ParseDrawTextureTags to allow using the same code for parsing tag lists generated by the VM.
- removed the fixed point alpha tag from DrawTexture and replaced all uses with the floating point version.
2017-02-04 13:11:12 +01:00
Christoph Oelckers
ee22a9371b - use Doom64 colors on sectors and linedefs. 2017-01-28 20:44:46 +01:00
Rachael Alexanderson
5d85990d5f - Implementing RGB666-to-Palette colormatching for textures. 2016-12-19 13:46:08 +01:00
Christoph Oelckers
42346c58d3 - disabled assembly entirely to make the MT drawer submission compile.
This still requires a review of the two non-drawer functions that get 'lost'.
2016-12-07 12:31:43 +01:00
Christoph Oelckers
21e3aba1c7 - optionally allow passing a script position object to V_GetColor and subfunctions for better error output. Implemented this for all occurences where this info was available. 2016-12-03 16:27:53 +01:00
Marisa Heit
55ee78fc0b Add bottomclip parameter to FillSimplePoly() for the software implementation
- Polygons will be clipped to bottomclip. If this is zero or below, they
  will be clipped to the bottom of the screen instead. This keeps the
  polygons from overwriting the status bar border for sofware 2D. The
  hardware version ignores it, since it always draws the status bar border
  every frame.
2016-11-05 22:49:33 -05:00
Magnus Norddahl
48f491cfd1 Fix video mode selection bug 2016-09-15 07:52:53 +02:00
Magnus Norddahl
017d1cee29 Change canvas rendering to use the aspect ratio of the canvas and generalize 5:4 rendering as AspectTallerThanWide 2016-09-13 23:42:05 +02:00
Magnus Norddahl
172f58c165 Fix 5:4 aspect ratio gun and status bar 2016-09-13 23:42:05 +02:00
Magnus Norddahl
5b438d220f Switch from ratio enum to float 2016-09-12 15:51:50 +02:00
Magnus Norddahl
6d4e4dad25 BaseRatioSizes replacement functions 2016-09-12 14:37:10 +02:00
Magnus Norddahl
5720634045 Add ActiveRatio to be used where CheckRatio is used today 2016-09-12 13:59:01 +02:00
Magnus Norddahl
d3d8180f57 Resize framebuffer in windowed mode to match the client area 2016-09-12 13:04:36 +02:00
Magnus Norddahl
6414e01354 Add uiscale slider controlling what scale the On setting uses for hud_scale, hud_althudscale and con_scaletext 2016-09-08 00:39:51 +02:00
Christoph Oelckers
fd7b833ad5 - added some helper code mainly designed to help GZDoom maintain the vertex buffer for the textured automap. 2016-08-06 19:20:41 +02:00
Christoph Oelckers
65e1589543 - allow specifying actor classes whose graphics to precache through MAPINFO.
- some reorganization of texture precaching so that the renderer can decide what to do with actors.

Just marking the sprite textures loses too much info if more is needed than just loading the images into memory.
2016-05-01 22:47:36 +02:00
Christoph Oelckers
db86385cf6 - removed STACK_ARGS.
The only reason this even existed was that ZDoom's original VC projects used __fastcall. The CMake generated project do not, they stick to __cdecl.
Since no performance gain can be seen by using __fastcall the best course of action is to just remove all traces of it from the source and forget that it ever existed.
2016-04-11 10:46:30 +02:00
Christoph Oelckers
9a48adf81a - fixed: The software 2D drawer expected its translation pointer to be initialized by ParseDrawTextureTags. Removed the variable from DrawParms and made it and its initialization local to the software rendering code. 2016-04-09 22:56:12 +02:00
Christoph Oelckers
a827bab576 - refactored the use of tag lists so that they do not have to be passed around between functions.
This means that the varargs functions themselves are now responsible for parsing them into DrawParms.
This was done because DrawTextV made a blanket assumption that every single vararg has the size of a 32 bit integer and caused crashes when anything else was passed. It also failed to eliminate any tag that is incompatible with text display. These will now abort DrawText and trigger an assert.
2016-04-09 20:47:54 +02:00
Christoph Oelckers
e2ae7d8f5d - removed the unused x and y parameters from DrawTextureParms. 2016-04-09 12:59:50 +02:00
Christoph Oelckers
43dd759859 - changed DrawTexture so that the parameters get parsed in the varargs function directly and that the virtual function that is getting called gets the fully prepared data.
In order to avoid passing around tag lists, DrawTextV needs to parse everything itself and then pass a fully initialized structure to DrawTexture. This cannot be done if all variants require a varargs tag list.
Apparently the only reason for the old approach was the 'hw' parameter which was never used.
2016-04-09 12:55:12 +02:00
Christoph Oelckers
41387622f2 - changed angle parameter of FillSimplePoly. 2016-03-24 16:36:43 +01:00
Christoph Oelckers
1eb106e2c5 - floatification of some alpha parameters. 2016-03-22 13:35:16 +01:00
Christoph Oelckers
4e60ea0252 - made AActor::alpha a floating point value
- replaced some uses of FRACUNIT with OPAQUE when it was about translucency.
- simplified some overly complicated translucency multiplications in the SBARINFO code.
2016-03-21 12:18:46 +01:00
Christoph Oelckers
9843f16cc0 - some rework of vectors.h, mostly to remove all those silenced double->float conversions. 2016-03-10 22:36:28 +01:00
Michael Labbe
97821a3036 21:9 aspect ratio support
- vid_aspect 6 forces 21:9
2016-03-03 17:31:12 -06:00
Randy Heit
55142078d8 Normalize line endings 2016-03-01 09:47:10 -06:00
Randy Heit
03c3621bb4 Use a different var to track unset DTA_FillColor instead of a default value
- If palette index 255 happens to be white (e.g. as in Hexen), trying to
  use white with DTA_FillColor would treat it as if you had never passed
  it to DrawTexture().
2015-04-22 22:18:44 -05:00
Randy Heit
9b6756114b Scale mouse coordinates based on window size
- Fixed: If you enlarged the game window (in windowed mode) so that the
  window is bigger than the selected resolution, the menu would still take
  its inputs from the portion in the upper left that matched the
  resolution.
2015-04-16 17:45:57 -05:00
Randy Heit
e259087c19 Change RGB32k to a union of BYTE[32][32][32] and BYTE[32*32*32]
- Clang's optional runtime array bounds checking doesn't understand when we
  intentionally "overflow" by doing this:
    RGB32k[0][0][colorval]
  It will warn that it was accessed at an index will past the bounds
  of type 'BYTE [32]', which makes it less than useful for catching real
  array bounds overflows. So now do this:
    RGB32k.All[colorval]
  And if you want this:
    RGB32k[r][g][b]
  Now do this:
    RGB32k.RGB[r][g][b]
2015-03-08 18:05:02 -05:00
Braden Obrzut
d8ff4ec281 - Fixed: All clang 5.0 warnings.
- Renamed autostart/autozend since Xcode’s build process links in strictly alphabetical order.
2014-01-05 19:50:09 -05:00
Randy Heit
be0845acf1 - Moved all BorderNeedRefresh and SB_state updating code into separate functions that won't crash if screen is NULL.
SVN r4167 (trunk)
2013-02-27 03:10:25 +00:00
Randy Heit
6760a3bfe9 - Fixed: hud_scale is supposed use strictly integral scaling factors.
SVN r3776 (trunk)
2012-07-21 02:32:04 +00:00
Randy Heit
8673743139 - Do not set the mouse pointer if the display is 8 bit, since such displays don't support color cursors.
SVN r3734 (trunk)
2012-07-05 21:46:03 +00:00
Randy Heit
e4728ba6f0 - Fixed: DCanvas::DrawTextV needs to accept the entire tag list in one parameter. Otherwise, it
can't pass it to DrawTexture with a simple TAG_MORE. (Not sure why I thought the initial tag
  needed to be separate, though it did catch one case where it wasn't provided.)

SVN r3351 (trunk)
2012-02-11 00:15:03 +00:00
Randy Heit
68fbd75897 - Fixed compilation with FMOD 4.38+. The removal of hardware voices and EAX was a fairly
major change, so I'm making no provisions for using older FMOD DLLs when compiled with the
  4.38 API. However, sound positioning is still broken like in 4.28, so you are recommended
  to continue building with 4.26. Also, the Freeverb-based DSP unit is no longer present in
  FMOD, so the underwater effect is currently unavailable when using 4.38 until I can figure
  out how to make it work with the SFX Reverb unit instead. (And on that topic, the Freeverb
  DSP was officially only for stereo outputs, so I really shouldn't have been using it in the
  first place.)
- Since I would like to eventually figure out the sound positioning issues with the newer
  FMODs, the following have been added:
  * snd_drawoutput now labels its outputs with the speakers they represent.
  * DCanvas::DrawTextA was added as an alias for DrawText, since the Windows headers #define
    DrawText to a Unicode/non-Unicode variant.
  * The loopsound console command was added to spawn an actor at the player's location and
    have it loop a sound infinitely.
  Hopefully I can figure it out. FMOD's 3D example works, so I assume the problem lies with
  my code, though I don't really know where to begin looking for the problem.

SVN r3350 (trunk)
2012-02-10 00:53:50 +00:00
Christoph Oelckers
5bfcaab25c - separation of software renderer from the rest of the code complete. All external access to the renderer is routed through the FRenderer interface class now, with two exceptions (2D texture drawing to a canvas and polymost testing code) that are handled by #defines.
SVN r3263 (trunk)
2011-07-07 15:37:47 +00:00
Christoph Oelckers
5c6fd66ed5 - rename src/resources to src/r_data.
SVN r3254 (trunk)
2011-07-06 07:35:36 +00:00
Christoph Oelckers
5bf6398d85 - moved render style and border drawing code out of r_draw.cpp.
SVN r3251 (trunk)
2011-07-05 20:41:53 +00:00
Randy Heit
2add3fb381 - Merge voxels back into trunk. Even if it needs further tweaking, it should at least be stable now.
SVN r3086 (trunk)
2011-01-02 18:02:27 +00:00
Christoph Oelckers
419a998bdf - warning removal
SVN r3043 (trunk)
2010-12-15 18:57:39 +00:00
Christoph Oelckers
b42952b85c - added a 'restart' CCMD that allows restarting the engine with different WADs being loaded without quitting first
SVN r3042 (trunk)
2010-12-15 11:45:39 +00:00