Commit graph

85 commits

Author SHA1 Message Date
Christoph Oelckers
7e87216878 - fixed: r_visibility values >= 205 appear to cause fixed point overflows at least on 5:4 aspect ratio so they should be blocked. 2015-11-27 10:44:37 +01:00
Teemu Piippo
ca012bc9be - adapted AActor to use TFlags 2015-04-04 19:40:43 +03:00
Randy Heit
891b3da103 Remove extra magnitude from magic texture mapping values
- These used to be fixed point, but now they're floating point, so the
  excess magnitude is unneeded.
2014-08-07 22:43:23 -05:00
Randy Heit
bbc3b69a7c Remove polymost stuff
- Maybe it will be back someday, but it's been essentially dead for nearly
  10 years, so don't hold your breath.
2014-07-31 19:44:41 -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
Christoph Oelckers
50c5dc62aa - fixed typo in USDF spec.
- comment fixes taken from GZDoom.
- division by zero check in R_SetVisibility from GZDoom.
2013-06-23 10:28:12 +02:00
Randy Heit
2919bdf4fe - Fixed: Skyboxes never cleared planes when a 3D floor was in view.
SVN r4164 (trunk)
2013-02-23 05:15:32 +00:00
Randy Heit
b5a731f3a6 - Move player prediction calls into D_Display().
SVN r3636 (trunk)
2012-05-10 03:48:36 +00:00
Randy Heit
118e513d03 - Fixed: The player's position was only predicted during the duration of R_SetupFrame().
Consequently, if somebody used the chasecam while predicting, they would appear to lag
  behind the camera, because their actor would be at its unpredicted position by the time
  sprites were processed.

SVN r3603 (trunk)
2012-04-28 03:04:21 +00:00
Christoph Oelckers
4ef68ded5d - fixed some leftover references to the software renderer.
SVN r3264 (trunk)
2011-07-07 19:53:42 +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
463c276014 - removed more r_ header dependencies from the rest of the code.
SVN r3260 (trunk)
2011-07-06 15:31:05 +00:00
Christoph Oelckers
163301dcd5 - took all includes of farchive.h out of headers. This file will have to be included explicitly in each source file that needs it.
SVN r3259 (trunk)
2011-07-06 14:20:54 +00:00
Christoph Oelckers
03177090c0 - removed some unnecessary r_ header #includes.
SVN r3257 (trunk)
2011-07-06 10:55:04 +00:00
Christoph Oelckers
f8ba5af858 - separated sprite and skin maintenance code from r_things.cpp into a separate file.
SVN r3256 (trunk)
2011-07-06 10:24:40 +00:00
Christoph Oelckers
fbff5ca932 - moved r_interpolate.cpp and r_translate.cpp to r_data.
- merged r_jpeg.h into jpegtexture.cpp because that's the only place where it's ever used.


SVN r3255 (trunk)
2011-07-06 08:50:15 +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
Christoph Oelckers
17ed7aaabd - moved the code from r_data.cpp to some better fitting places and deleted this file and r_data.h because the remaining parts of it were just a random collection of unrelated functions.
SVN r3248 (trunk)
2011-07-05 10:02:38 +00:00
Christoph Oelckers
4626492f50 - separated all colormap related code from v_palette.cpp and r_data.cpp into its own file.
SVN r3245 (trunk)
2011-07-03 10:47:35 +00:00
Randy Heit
8ccf552d09 - Added r_shadercolormaps cvar. Set it to false to disable shaders for fixed colormap effects
(e.g. invulnerability). This should only be necessary for SM1.4 cards with buggy drivers. I
  doubt the problem is very widespread. The one piece of SM1.4 hardware I obtained specifically
  for testing purposes has no problems using shaders for these effects.

SVN r3200 (trunk)
2011-05-11 04:16:45 +00:00
Randy Heit
65977c2d0c - Restore the original Doom algorithm for calculating xtoviewangle[] for the inner 90 degrees
of the field of vision, since it reduces the chances of duplicate sky columns output next to
  each other compared to a straight tangent-to-angle calculation.

SVN r3189 (trunk)
2011-04-24 17:05:50 +00:00
Christoph Oelckers
1993e969b7 - GCC warning fixes (GCC stupidity for the most part.)
SVN r3154 (trunk)
2011-02-19 08:59:43 +00:00
Christoph Oelckers
fae8ed444c - merged 3dfloors2 branch into trunk.
SVN r3124 (trunk)
2011-01-29 11:09:38 +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
6309d90be0 - moved texture counting code into FTextureManager.
- moved all code and data for Build tile management into FTextureManager.
- moved texture animation management into FTextureManager.
- changed: Animate textures only once per frame, not per view. Otherwise with animations that have sub-frame accuracy camera textures of the same area can show different animation frames if the frame changes falls between the rendering of the different views.


SVN r3026 (trunk)
2010-12-11 12:00:40 +00:00
Randy Heit
f5a1aa994b - pr_hom shouldn't have a name, since we don't care about it for save games or network sync.
SVN r2494 (trunk)
2010-08-08 00:59:40 +00:00
Randy Heit
cb6e9b90fb - Added r_clearbuffer cvar. Valid values are:
* 0. Do not clear. This is the standard behavior.
  * 1. Clear to black.
  * 2. Clear to white.
  * 3. Alternate between black and white every 128 ms.
  * 4. Step through the palette one color at a time every 32 ms.
  * 5. Epileptic seizure inducing random colors every frame.

SVN r2491 (trunk)
2010-08-07 03:57:22 +00:00
Randy Heit
9a025fbb23 - Changed xtoviewangle[] calculation so that when it mirrors the array to the left half, it
does not include xtoviewangle[centerx] in the mirroring so that the two columns at the center
  of the screen do not map to the same angle. (BTW, this array is only used for the sky drawing.)

SVN r2487 (trunk)
2010-08-01 20:21:04 +00:00
Christoph Oelckers
545a892faa - added Firebrand's patch to rename 'swap' due to naming conflicts in newer MSVC compilers.
SVN r2449 (trunk)
2010-07-23 21:19:59 +00:00
Christoph Oelckers
4ac64b6df7 - merged polyobject branch into trunk and made some adjustments for savegame compatibility.
SVN r2448 (trunk)
2010-07-23 05:56:25 +00:00
Randy Heit
178587fff2 - Merged SetState and SetStateNF into a single function.
- Added new sprite #### and frame character # to specify the behavior of sprite ---- on a
  per-sprite and per-frame basis respectively.

SVN r2291 (trunk)
2010-04-19 02:46:50 +00:00
Randy Heit
7f96531dc0 - Use I_FPSTime() instead of I_MSTime() to drive R_UpdateAnimations().
SVN r2253 (trunk)
2010-03-28 04:04:44 +00:00
Randy Heit
344dda4a1a - Replaced toint/quickertoint with the portable routines from xs_Float.h. The
former used fistp, which is not portable across platforms, so cannot be
  used in the play simulation. They were only suitable for the renderer.
  xs_Float.h also has a very fast float->fixed conversion, so FLOAT2FIXED
  uses that now.
  (And I also learned that the FPU's round to nearest is not the rounding I
  learned in grade school but actually Banker's Rounding. I had no idea.)
  (Also, also, the only thing that could have made quickertoint faster than
  toint was that it stored a 32-bit int. I never timed them, and I doubt in
  practice there was any real difference between the two.)
- Changed atan2f to atan2. Using floats is not a win, because the result is
  returned as a double on the x87 stack, which the caller then needs to cast
  down to a float using fst/fld.

SVN r1990 (trunk)
2009-11-20 05:34:20 +00:00
Christoph Oelckers
eca9b4981b - fixed the R_PointToAngle fix from r1985.
SVN r1989 (trunk)
2009-11-19 07:21:10 +00:00
Christoph Oelckers
23d0d70ea6 - fixed: R_PointToAngle could overflow with very long vectors passed to
it. This caused rendering bugs on some maps. (Interestingly the only
  other port having a safeguard for this in place was PrBoom.)


SVN r1985 (trunk)
2009-11-17 13:50:46 +00:00
Christoph Oelckers
cc2b0b0dcf - made max. view pitch a property of the renderer so that it's overridable without
changing game code.
- made SpawningMapThing an argument of AActor::StaticSpawn instead of a global
  variable.
- added a stub to the DECORATE parser for defining dynamic lights directly
  in DECORATE. This is needed so that ZDoom remains compatible with any DECORATE 
  which uses this GZDoom feature in the future.


SVN r1935 (trunk)
2009-10-25 15:26:19 +00:00
Randy Heit
d502655866 - For hardware 2D, apply fixed colormaps when copying to video memory instead
of doing it directly during the rendering, in order to improve visual
  fidelity for colormaps that aren't grayscale.


SVN r1866 (trunk)
2009-09-22 04:21:27 +00:00
Christoph Oelckers
c285f38a02 - Fixed: When drawing with a special colormap the quad's flags weren't cleared
which could cause crashes.
- Added custom special colormaps to DECORATE.
- Cleaned up special colormap code and removed lots of dependencies on the
  knowledge of the tables' contents.



SVN r1860 (trunk)
2009-09-21 13:15:36 +00:00
Randy Heit
b8eb530a0d - Fixed: Wall drawing handled fixed light levels improperly (but did not
completely ignore them, either).
- Separated light level fixing out of player_t's fixedcolormap parameter.
  Using a fixed light level (e.g. PowerTorch) will no longer wipe out
  colored lighting.
- Moved the blending rectangle drawing into a separate discrete stage, since
  doing it while copying the 3D view window to the display now blends
  underneath the weapon instead of on top of it.
- Consolidated the special colormaps into a single 2D table.
- Tweaked the special colormaps slightly to make the true color results more
  closely match the paletted approximations.
- fb_d3d9_shaders.h was getting unwieldy, so I moved the shaders out of the
  executable and into zdoom.pk3. Shaders are still precompiled so I don't need
  to pull in a dependancy on D3DX.
- Added a few more shaders to accomodate drawing weapons with all the in-game
  lighting models. These are accessed with the new DrawTexture tags
  DTA_SpecialColormap and DTA_ColormapStyle.
- Player weapon sprites are now drawn using Direct3D and receive all the
  benefits thereof.


SVN r1858 (trunk)
2009-09-20 03:50:05 +00:00
Randy Heit
12576d2eb5 - Because entryway timed it, here is a new version of R_PointToAngle2 that is
closer to the original. The old code was shorter but a little slower. The
  new code is a bit faster than the original with VC++ and about the same
  with GCC. Interestingly, GCC produces code for Killough's version that
  performs about the same as the original, but when compiled with VC++,
  Killough's is notably worse.


SVN r1813 (trunk)
2009-09-08 23:48:34 +00:00
Randy Heit
720747baef - Added a "BlueMap" for powerup colors.
- Add the missing CF_WEAPONREADYALT and CF_WEAPONSWITCHOK flags.

SVN r1723 (trunk)
2009-07-17 01:17:06 +00:00
Christoph Oelckers
d30e304a7f - Added MF6_FORCEPAIN flag that forces the target to go into the pain state
regardless of pain chance.
- Changed screenblocks CVAR to be settable per game.
- Added SpawnSpotForced and SpawnSpotFacingForced ACS functions.
- Added pushfactor actor property.


SVN r1638 (trunk)
2009-06-05 21:44:34 +00:00
Christoph Oelckers
273758344f - Fixed: When setting up a deep water sector with Transfer_Heights the floorclip
information of all actors in the sector needs to be updated.


SVN r1600 (trunk)
2009-05-23 10:21:33 +00:00
Christoph Oelckers
402d0e5fa1 - Fixed: Cheats in demos must not access the weapon slots.
- Fixed: S_ChannelEnded didn't check for a NULL SfxInfo.
- Fixed: R_InitTables did a typecast to angle_t instead of fixed_t.
- Fixed: PowerProtection and PowerDamage applied their defaults incorrectly.
- Fixed: The damage type property didn't properly read its factor.


SVN r1257 (trunk)
2008-10-07 18:21:03 +00:00
Christoph Oelckers
760f70d3f1 - Changed compilation for g_doom, g_heretic, g_hexen and g_strife folders
so that all files are included by a central one instead of compiling 
  each one separately. This speeds up the compilation process by 25%
  when doing a complete rebuild in Visual C.
- Cleaned up more header dependencies.

SVN r1226 (trunk)
2008-09-15 14:11:05 +00:00
Christoph Oelckers
db5723997c - Cleaned up some include dependencies.
SVN r1224 (trunk)
2008-09-14 23:54:38 +00:00
Christoph Oelckers
5ea4b37373 - Added an Active and Inactive state for monsters.
- Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted
  GetRaiseSpeed and GetSinkSpeed.
- Added some remaining DECORATE conversions for Hexen by Karate Chris.


SVN r1144 (trunk)
2008-08-10 11:29:19 +00:00
Randy Heit
ad96225213 - Changed Linux to use clock_gettime for profiling instead of rdtsc. This
avoids potential erroneous results on multicore and variable speed
  processors. Windows will need to be updated accordingly.



SVN r1142 (trunk)
2008-08-10 03:25:08 +00:00
Randy Heit
dda5ddd3c2 - Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
  modifying code for maximum performance. The additional registers do allow
  for further optimization over the x86 version by allowing all four pixels
  to be in flight at the same time. The end result is that AMD64 ASM is about
  2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
  (For further comparison, AMD64 C and x86 C are practically the same for
  this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
  most likely candidate, but it's not used enough at this point to bother.
  Also, this may or may not work with Linux at the moment, since it doesn't
  have the eh_handler metadata. Win64 is easier, since I just need to
  structure the function prologue and epilogue properly and use some
  assembler directives/macros to automatically generate the metadata. And
  that brings up another point: You need YASM to assemble the AMD64 code,
  because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
  VC++ still throws around unneccessary register moves. GCC seems to be
  pretty close to optimal, requiring only about 2 cycles/color. They're
  both faster than my hand-written MMX routine, so I don't need to feel
  bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
  instructions, and unrolled it once, shaving off about 80 cycles from the
  time required to blend 256 palette entries. Why? Because I tried writing
  a C version of the routine using compiler intrinsics and was appalled by
  all the extra movq's VC++ added to the code. GCC was better, but still
  generated extra instructions. I only wanted a C version because I can't
  use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
  of a pain. (It's a pain because Linux and Windows have different calling
  conventions, and you need to maintain extra metadata for functions.) So,
  the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
  were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
  only for AMD processors, so we must not use it on other architectures, or
  we end up overwriting the L1 cache line size with 0 or some other number
  we don't actually understand.


SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00