Magnus Norddahl
e294906d69
Voxel support in true color mode
2016-06-22 00:22:06 +02:00
Magnus Norddahl
b322043724
Merge remote-tracking branch 'upstream/master' into truecolor
2016-06-19 23:13:16 +02:00
Christoph Oelckers
018615ca0d
- fixed weapon-based Psprite adjustment to always use the weapon this was called from and make non-weapon specific checks only exclude the targeter.
2016-06-17 14:14:35 +02:00
Magnus Norddahl
3369a2747c
Merge remote-tracking branch 'upstream/master' into truecolor
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# Conflicts:
# src/r_things.cpp
2016-06-17 08:23:42 +02:00
Christoph Oelckers
7ccdbf9b62
Merge branch 'PSprites'
2016-06-16 16:16:16 +02:00
Magnus Norddahl
77c4786b9d
Minor code cleanup
2016-06-14 23:05:20 +02:00
Magnus Norddahl
586d5cdf1e
Normalize naming convention a little
2016-06-13 23:33:52 +02:00
Magnus Norddahl
69b2fa72e8
Moved RGBA draw stuff to its own header file
2016-06-13 23:10:54 +02:00
Magnus Norddahl
0f0859b0b2
Special colormap support for when no hw accel is available
2016-06-12 22:54:23 +02:00
Magnus Norddahl
42efc7334e
Fix missing particles in true color mode
2016-06-12 00:50:43 +02:00
Magnus Norddahl
351874be30
Merge remote-tracking branch 'upstream/master'
2016-06-12 00:08:05 +02:00
Christoph Oelckers
db2cef96d6
- removed unnecessary FLOAT2FIXED call in particle code.
2016-06-11 23:43:07 +02:00
Magnus Norddahl
c5fcfb664f
Changed rgba renderer to use a command queue system for its drawers
2016-06-07 00:55:52 +02:00
Magnus Norddahl
0c8c9e0aea
Added FDynamicColormap support to true color mode
2016-06-05 14:08:03 +02:00
Leonard2
eeff17c550
Account for this on the renderer's side instead
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This fixes the weapon's layer behaving differently when called from
A_Overlay (the flag would be set in this case breaking the offsets)
2016-06-03 00:50:12 +02:00
Leonard2
e1f139ddcd
The targeter layers now use a proper Caller
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This will avoid having to check for certain stuff and also allow them to not be destroyed when the ReadyWeapon is null like before
2016-06-03 00:50:10 +02:00
Leonard2
f14a840777
The ReadyWeapon is now assumed to not be null
2016-06-03 00:37:54 +02:00
Leonard2
d933f77bf5
Fixed: the game could crash if some inventory items were destroyed in a
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certain way
2016-06-02 20:00:22 +02:00
Magnus Norddahl
672b80898b
Moved ColormapNum to visstyle_t and changed colormap to BaseColormap
2016-06-02 19:26:27 +02:00
Magnus Norddahl
41537a50ab
Fix true color light calculation bug for decals
2016-06-02 16:52:41 +02:00
Magnus Norddahl
47f32d03cd
Fixed some light and blending functions for the true color mode
2016-06-02 14:49:03 +02:00
Magnus Norddahl
05220a7133
Added IsBgra() to DCanvas
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Changed SWRender output format to be decided by IsBgra()
2016-05-31 09:36:18 +02:00
Magnus Norddahl
045bad1b52
Removed the need for the pixel_canvas_t typedef
2016-05-31 05:31:32 +02:00
Magnus Norddahl
20b7743ec3
Added R_SetColorMapLight and R_SetDSColorMapLight
2016-05-31 01:49:39 +02:00
Magnus Norddahl
8aabc26cd9
Created standalone rgba drawing functions
2016-05-30 05:52:15 +02:00
Magnus Norddahl
6e53c1bd12
Change render target output from PAL8 to BGRA8
2016-05-28 20:40:33 +02:00
Leonard2
2f5ae3b51e
Changed the default layer indices and renamed them
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Note that this doesn't compile yet
2016-05-28 01:19:41 +02:00
Leonard2
c82620129c
Added A_OverlayFlags
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Allows psprites to follow the weapon and/or the player's bobbing
2016-05-28 01:19:40 +02:00
Leonard2
1966b61b8f
Generalized the psprites implementation
2016-05-20 17:04:44 +02:00
Christoph Oelckers
8171637a57
- removed the last remaining uses of the finesine table from the rendering code.
2016-04-28 11:37:02 +02:00
Randy Heit
3cabd5f0ed
Fix compilation with GCC
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- GCC is pickier than Visual C++. GCC requires that structs with constructors, etc that are
used in a union must be defined outside the union. VC++ lets you do it inline.
2016-04-23 20:58:15 -05:00
Randy Heit
991f49e321
Avoid copying vissprite_t in R_DrawPSprites()
2016-04-23 20:42:14 -05:00
Randy Heit
f1b3f59bcc
Renderer floatification: Use floating point for wall scale and yrepeat
2016-04-22 23:12:53 -05:00
Randy Heit
1f97488945
Renderer floatification: Use floating point for decals
2016-04-22 23:12:53 -05:00
Randy Heit
b2b3e50c5c
Renderer floatification: Use floating point for geometry Zs
2016-04-22 23:12:53 -05:00
Randy Heit
3ef5a678d5
Renderer floatification: Use floating point for texturemids and Y scales
2016-04-22 23:12:53 -05:00
Randy Heit
4a1cc61822
Renderer floatification: Restore playersprite rendering
2016-04-22 23:12:27 -05:00
Randy Heit
ec8d038c99
Renderer floatification: Use floats for lighting values
2016-04-22 23:10:34 -05:00
Randy Heit
4416d88eb2
Renderer floatification: Use floating point for visibility values
2016-04-22 23:10:02 -05:00
Randy Heit
ded3f92452
Commence renderer floatification
2016-04-22 23:09:13 -05:00
Christoph Oelckers
082042818b
- refactored sector portal data so that it does not rely on actors.
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This is necessary because otherwise the level data cannot be serialized before the actors.
2016-04-20 19:20:11 +02:00
Randy Heit
c5c032911c
Let the temporary vissprite be stack local
2016-04-17 20:59:08 -05:00
Randy Heit
66c4bc1fee
Fixed various problems when drawing psprites in a camera texture
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- When the camera texture for a player view was rendered, its psprites
would overwrite the ones stored for hardware acceleration.
* Use a temporary vissprite in R_DrawPSprite() until it's known that it
will be accelerated.
* Do not write to any of the VisPSprites*[] arrays until it's known that
the sprite will be accelerated.
2016-04-17 20:55:07 -05:00
Christoph Oelckers
0f7fce8bbb
- removed portal offsetting from the sprite distance check.
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This isn't necessary. When rendering no actors from other groups may ever come into view directly - only when the respective part of the level is rendered through a portal. But at that point the camera is in a position where it's already correctly placed with relation to that actor.
2016-04-13 19:32:54 +02:00
Christoph Oelckers
d88a5ac353
- make distancecheck 3D and use the actual view position for calculation.
2016-04-13 10:48:39 +02:00
Christoph Oelckers
45cfea17f5
- removed unused variable.
2016-04-13 10:34:04 +02:00
Christoph Oelckers
3f0ed5d252
- added a distancecheck property to AActor that allows a given CVAR to be used as maximum display distance for actors of this type.
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This is for WolfenDoom: BOA, which has some scripted sprite distance checks that very negatively affected performance.
2016-04-12 19:44:12 +02:00
Christoph Oelckers
db86385cf6
- removed STACK_ARGS.
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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
7ebb961917
- added weapon bobbing interpolation.
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This was so ridiculously simple that I really fail to understand why the previous attempt was so overcomplicated that it just failed for that.
2016-04-07 11:48:23 +02:00
Christoph Oelckers
fede16ce68
- fixed PointOnSide checks.
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- optimized some ZatPoint calls for floating point planes.
2016-04-03 13:15:02 +02:00