Commit Graph

14574 Commits

Author SHA1 Message Date
alexey.lysiuk 3d1693558e Removed obsolete compatibility enumeration 2018-04-16 14:29:10 +03:00
Christoph Oelckers c1ce6c90ca Moved gl_dynlight to hwrenderer because it does not depend on any direct renderer info. 2018-04-16 09:02:48 +02:00
Christoph Oelckers 3e6f69f64a Renamed two functions 2018-04-16 08:55:13 +02:00
Christoph Oelckers 8a2e52d651 Removed gl_lights_checkside which essentially was just a pointless piece of cruft inherited from ZDoomGL. 2018-04-16 08:45:50 +02:00
Christoph Oelckers f57c804a5a store shadow map index in the light actor instead of a separate TMap
This frees another file of a direct renderer dependency and generally also should be faster
2018-04-16 08:42:37 +02:00
Magnus Norddahl 4a3f7e8dd5 - fix missing fuzz initialization in softpoly 2018-04-16 01:15:55 +02:00
Magnus Norddahl 5b60a29d35 Merge branch 'master' of https://github.com/coelckers/gzdoom into gzdoom 2018-04-16 01:08:38 +02:00
Magnus Norddahl f5c2ffabc9 - fix softpoly portal crash and blinking translucent objects 2018-04-16 01:08:29 +02:00
Christoph Oelckers 88f856d995 - fixed a y/Z mixup with the hardware renderer's vectors.
Why do they have to be different from what the game itself uses...? :(
2018-04-15 23:51:41 +02:00
Christoph Oelckers dcefa3cd12 - GLSprite done, too. 2018-04-15 19:57:28 +02:00
Christoph Oelckers ee1d1a29a6 - converted GLFLat list to use pointers as well.
- added copy constructors and assignement operators to GLFlat and GLWall so that they can use memcpy instead of field-by-field copy. This actually increases performance slightly.
2018-04-15 19:00:54 +02:00
Magnus Norddahl d10aa10889 - fix missing psprite when camera textures are in view 2018-04-15 17:16:13 +02:00
Christoph Oelckers d17216d7dd - fixed the translucent wall splitter, it forgot to copy the original wall before making adjustments to it and its copy. 2018-04-15 17:04:02 +02:00
Magnus Norddahl 21c2d38342 - fix softpoly canvas drawing not restoring all globals properly
- add null pointer check on camera
2018-04-15 16:05:29 +02:00
alexey.lysiuk bb037635a8 Fixed missing textures on Valhalla with hardware renderer
It works fine with software renderer regardless of this compatibility entry because of texture bleeding
https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/ma_val
-iwad doom2 -file ma_val.pk3 -nomonsters +map map01 "+warp -450 -2300"
2018-04-15 16:41:24 +03:00
Magnus Norddahl 25784c2e57 - always store 255 in alpha channel for opaque things as the alpha channel is no longer ignored by the framebuffer backend (software drawer) 2018-04-15 14:58:19 +02:00
Magnus Norddahl 11bb626ab6 - always store 255 in alpha channel for opaque things as the alpha channel is no longer ignored by the framebuffer backend (softpoly drawer) 2018-04-15 14:47:53 +02:00
Magnus Norddahl 61032cb6ae - fix softpoly portal crash 2018-04-15 14:40:52 +02:00
Christoph Oelckers e8eb8dd596 - store the wall render nodes as pointers, not as objects.
This is mainly for future-proofing because storing these as objects in an array not only has a negative impact when using multithreading due to longer blocking time for the threads but also makes it hard to cache this data for reuse.
2018-04-15 14:25:42 +02:00
Magnus Norddahl e15baa21cb - Remove dead code 2018-04-15 12:21:40 +02:00
Christoph Oelckers 8b4c74fad8 - the global portal data table also needs to be protected. 2018-04-15 12:16:46 +02:00
Christoph Oelckers cf8447d19c -protected critical portal data from getting written to by user code.
This data is game critical and may only be altered by code that knows what is allowed and what not. It must never be altered by any user code ever.
However, since the SkyViewpoint actors need to set up some relations between themselves and the default sky portals the previously purely internal 'internal' flag has been exported as a new keyword.
2018-04-15 12:13:02 +02:00
alexey.lysiuk 4ea16acef5 Fixed broken portals after loading saved game
Portals disabled initially and activated by scripting must be fully restored after loading of saved game

https://forum.zdoom.org/viewtopic.php?t=59999
2018-04-15 10:52:02 +02:00
Christoph Oelckers 35596dbbc4 - brighten the textured automap when in the hardware renderer with light modes 0, 1 and 4. 2018-04-15 08:53:38 +02:00
Christoph Oelckers 515323dcbd - fixed: Rendering a translucent mid texture did not unset the render style for the following bottom texture.
With additive translucency and non-black fog this caused visual errors.
2018-04-15 08:29:40 +02:00
Christoph Oelckers c03024e1b0 - fixed last commit 2018-04-14 22:34:25 +02:00
Magnus Norddahl 48b0fbcf4b - Remove r_swcanvas.cpp again. It got accidentally re-added somehow by the swmodels branch 2018-04-14 22:30:02 +02:00
Magnus Norddahl b62d05ae0e Merge branch 'swmodels' into gzdoom 2018-04-14 22:23:27 +02:00
Magnus Norddahl ee443b6fb6 - disable software models 2018-04-14 22:22:40 +02:00
Christoph Oelckers 71c8417578 - removed UniqueLineToLines because it wasn't used anywhere. 2018-04-14 21:24:48 +02:00
Magnus Norddahl c3bd93a85c Merge remote-tracking branch 'gzdoom/master' into swmodels 2018-04-14 21:20:05 +02:00
Christoph Oelckers 790182a2f4 - split GLWall::PutWall in two. 2018-04-14 20:20:43 +02:00
Christoph Oelckers 59a08ce0df - fixed a few warnings and changed the return type of FGLTexture::Bind, because no caller needs the hardware texture. 2018-04-14 12:24:04 +02:00
Christoph Oelckers 0affc119fd - moved hardware independent part of flat vertex data out of GL folder. 2018-04-14 12:05:31 +02:00
alexey.lysiuk ba4cc1a6ca Added activation type to WorldLine(Pre)Activated events
https://forum.zdoom.org/viewtopic.php?t=60232
2018-04-14 11:52:09 +03:00
alexey.lysiuk 83c513b6c9 Added names for arguments in DStaticEventHandler class definition 2018-04-14 11:52:09 +03:00
Christoph Oelckers e654a99d39 - changed GLDebug to receive char pointers instead of FStrings.
The most frequent call using this is the regular texture creation function where this results in a pointless allocation and destruction of a temporary string which is easily avoided.
2018-04-14 10:40:11 +02:00
Christoph Oelckers ad021cc374 - fixed: Hardware camera textures were given a dimension of (0, 0). 2018-04-14 10:26:56 +02:00
Christoph Oelckers 870890d8cf - r_clearcolor did not consider that the base palette's alpha is not set. 2018-04-14 09:33:45 +02:00
Christoph Oelckers cef6ddca6e - fixed: Rendering to a camera textures clobbered the main render target for the software renderer. 2018-04-14 08:09:40 +02:00
Magnus Norddahl 915f8862a7 - Remove code that seemingly doesn't do anything and really shouldn't be needed 2018-04-13 21:56:34 +02:00
Magnus Norddahl 7e544c66fe Merge remote-tracking branch 'gzdoom/master' into swmodels 2018-04-13 21:35:21 +02:00
Christoph Oelckers 13567f2505 - added a compatibility handler for Kama Sutra MAP01's ending area. 2018-04-13 20:27:21 +02:00
Christoph Oelckers ac98e5a4f8 - fixed last change of compatibility branch. 2018-04-13 19:28:35 +02:00
Christoph Oelckers 71a6cc4625 Merge branch '2D_Refactor' 2018-04-13 17:52:58 +02:00
Christoph Oelckers 81f72ca4dd Merge branch 'ZCompat2' 2018-04-13 17:52:02 +02:00
Rachael Alexanderson a23259f26a - remove TLS workaround and turn it into an actual error since it is required in order to even properly compile and not all systems properly detect this. 2018-04-13 09:10:33 -04:00
Christoph Oelckers 387827555f - added compatibility handler for Alien Vendetta MAP01 to properly display the deep water hack and avoid problems with a node rebuild. 2018-04-11 23:08:59 +02:00
Christoph Oelckers 3aea82797c - removed the parser for complex compatibility settings, now that this can be done via scripting. 2018-04-11 19:21:02 +02:00
Christoph Oelckers 3988e27059 - scriptified the last remaining definition (BTSX MAP12 beta)
- Changes to map geometry must force a node rebuild (SetVertex, SetLineSectorRef.)
- fixed incorrect use of scaling constant in SetWallYScale.
2018-04-11 19:10:15 +02:00