Commit graph

14585 commits

Author SHA1 Message Date
ZippeyKeys12
c0cb8659b7 Make StatusScreen::End virtual
https://forum.zdoom.org/viewtopic.php?t=59419
2018-09-15 20:33:14 +02:00
ZippeyKeys12
b26aad2741 Add NewGame to EventHandler
https://forum.zdoom.org/viewtopic.php?t=61908
2018-09-15 20:33:13 +02:00
alexey.lysiuk
7736504a22 Fixed code generation of infinite for loop
https://forum.zdoom.org/viewtopic.php?t=62023
2018-09-15 20:33:10 +02:00
drfrag666
c320a92dcf - Fixed gcc warning. 2018-09-09 13:35:50 +02:00
Christoph Oelckers
f039fabfb8 - fixed the use of Doom-Legacy-style 3D floor lighting in light mode 8.
Legacy used some strange blending formula to calculate its colormaps for colored 3D floor lighting, this is not available in the software lighting mode, so for these the engine has to temporarily revert to light mode 2 to render them correctly.

# Conflicts:
#	src/gl/compatibility/gl_20.cpp
#	src/gl/renderer/gl_lightdata.cpp
#	src/gl/renderer/gl_renderstate.h
#	src/gl/scene/gl_sprite.cpp
#	src/hwrenderer/scene/hw_weapon.cpp
#	src/hwrenderer/utility/hw_lighting.cpp
#	src/hwrenderer/utility/hw_lighting.h
#	src/v_2ddrawer.cpp
2018-09-09 13:09:31 +02:00
Christoph Oelckers
7848bab7b3 - fixed math imprecisions in horizon vertex generation.
Floats are not precise enough to be used as a loop counter.
2018-09-09 11:29:19 +02:00
Christoph Oelckers
f557fa4296 - fixed incorrect trigger types in compatibility setter.
These were caused by some bogus comment in the original compatibility.txt which erroneously added a "SPAC_PCross" remark to a line which actually set "SPAC_Cross".
2018-09-04 01:30:14 +02:00
Christoph Oelckers
608e5f5bcf - fixed bad code for OP_SRL_KR. 2018-09-02 18:47:42 +02:00
Christoph Oelckers
1e487ee30a - added profiling for postprocessing code.
# Conflicts:
#	src/gl/scene/gl_scene.cpp
#	src/gl/utility/gl_clock.cpp
#	src/hwrenderer/utility/hw_clock.h
2018-09-02 13:07:02 +02:00
drfrag666
a2674eb4cf - Added fake DrawThickLine action function so mods using it don't crash. DrawLine will be called instead. 2018-09-02 00:29:11 +02:00
Kevin Caccamo
50327255ed Update usage of LastIndexOf
Now that LastIndexOf works properly, update the code that uses it to find OBJ models

Also, make UE1 model finder use LastIndexOf
2018-09-01 11:15:18 +02:00
Kevin Caccamo
639d68277e Fix OBJ rendering in software renderers, and other things
Pass surf->vbStart to SetupFrame instead of 0, and pass 0 to DrawArrays instead of surf->vbStart.

Use a potentially faster method of modifying the OBJ file text buffer by modifying it directly.

Add RealignVector and FixUV methods to begin work on re-aligning OBJ models to the same orientation as MD3 models.

Re-align OBJ models to match MD3 models

Fix normal calculation for re-aligned OBJs

Ensure AddSkins does not go out of bounds of surfaceskinIDs

Do not precache skins that were replaced by the user.

Fix OBJs with a large number of materials not being fully rendered

Print a warning message if a material referenced by the OBJ could not be found.

Free surface triangles once they are no longer needed

Also, use continue instead of return so that surfaces after those with missing materials are still rendered.

Fail if a face side has no vertex reference. Vertex references are required for a valid OBJ.

Clean up OBJ model code

Remove commented code, mainly Printf's that aren't used any more.

Add more documentation comments, and tweak existing documentation comments

Replace ParseVector2 and ParseVector3 with a template ParseVector function
2018-09-01 11:15:16 +02:00
Kevin Caccamo
f785886c4b Fix rendering and parsing of OBJ models
Create a new surface for each 'usemtl' statement in the OBJ file, and fix memory errors caused by TriangulateQuad.

Calculate missing normals, and fix incorrect UV coordinates

Fix construction of vertex buffer for objects with multiple surfaces

Localize curMtl, curSurface, aggSurfFaceCount, and curSurfFaceCount to FOBJModel::Load(), since they are not used anywhere else.

Fix parsing of OBJs without UV references

Internally, I replaced hashtag line comments with C-style line comments, and I replaced each forward slash with newSideSep.

If no UV coordinates are available, add a default vector of (0,0).

Also, remove "this->" from ResolveIndex to make the code a bit cleaner, and fix a minor garbage issue I failed to notice earlier (normref would pick up garbage if there was no normal reference).

Ensure usemtl statements remain intact

It may be a bit inefficient, but I tried modifying the buffer directly, and I got memory corruption errors. In this case, it's a lot better to be safe than sorry.
2018-09-01 11:15:15 +02:00
Kevin Caccamo
188d8704e1 Initial work on OBJ model support
What works:
- Parsing the model
- Constructing geometry (surfaces) for triangulated models

What doesn't:
- Rendering the model
- Building the vertex buffer
- Triangulating quads
2018-09-01 11:15:13 +02:00
Rachael Alexanderson
a1b6d6a280 - update french language translation from Tapwave 2018-09-01 11:13:53 +02:00
ZippeyKeys12
564d0af331 Moved FConfigFile over to FileReader/FileWriter
Don't use new operator, use value instead
2018-08-31 21:04:17 +02:00
alexey.lysiuk
a75cd861c2 - fixed: always initialize active colors in special font
https://forum.zdoom.org/viewtopic.php?t=61859
2018-08-31 11:11:57 +02:00
Rachael Alexanderson
94696c1c70 - add menu sliders for vr_ipd and vr_screendist 2018-08-30 11:02:09 +02:00
Braden Obrzut
870228c833 - Added paths for all games on Steam for Linux since they now offer the ability to download all games for Proton/Wine.
- Check ~/.steam on Linux for the config since either they moved it at some point or my setup changed and that's where it is for me now.
2018-08-29 19:28:43 +02:00
Christoph Oelckers
4efb5187c7 - defaulted constructors and assignment operators of several trivial types.
# Conflicts:
#	src/hwrenderer/textures/hw_material.cpp
2018-08-28 13:43:51 +02:00
drfrag666
9677ffe5b0 - Bumped ZScript version. 2018-08-26 14:04:33 +02:00
Rachael Alexanderson
342b476781 - fixed: sound from poly objects through portals will now propegate properly 2018-08-26 13:52:25 +02:00
Christoph Oelckers
80da2e74c5 - removed most of the old LastIndexOf methods in FString, only leaving one for ZScript and clearly giving it a name that says it all. RIndexOf has been made the proper version of LastIndexOf internally now. 2018-08-26 13:51:30 +02:00
Christoph Oelckers
23f2d9aaa0 - renamed RIndexOf to RightIndexOf 2018-08-26 13:51:28 +02:00
Kevin Caccamo
b57d2f11f3 Add the "RIndexOf" method to FString, which works like String.lastIndexOf from JavaScript
RIndexOf returns the index where the substring starts, instead of the index where the substring ends - 1.

Deprecate the LastIndexOf method of StringStruct
2018-08-26 13:51:27 +02:00
Magnus Norddahl
908f7d639d - only render visual portals if they are front facing 2018-08-23 20:54:31 +02:00
argv-minus-one
66933d6b91 Add ZScript method LevelLocals.SphericalCoords.
It computes spherical coordinates from one point in the world to another. Useful for checking whether one actor is inside another actor's view cone.
2018-08-22 12:14:19 +02:00
Christoph Oelckers
d729e31603 - made the MapSectionGenerator a class to remove a global array. 2018-08-22 12:02:16 +02:00
Christoph Oelckers
390c9117f1 - fixed bad comparators for std::sort 2018-08-22 02:16:19 +02:00
Christoph Oelckers
4ee0cc7841 - use std::sort to sort the draw lists to avoid having to go through global variables. 2018-08-22 01:53:55 +02:00
Christoph Oelckers
cad63e9b48 - removed access to deleted variable. 2018-08-22 01:49:53 +02:00
Christoph Oelckers
26a782031c - no, we do not want to use global variables to pass parameters around...
# Conflicts:
#	src/gl/models/gl_models.h
2018-08-22 01:49:33 +02:00
Christoph Oelckers
ec1c71feb1 - removed empty header gl_convert.h
# Conflicts:
#	src/gl/scene/gl_flats.cpp
#	src/gl/scene/gl_scene.cpp
2018-08-22 01:21:20 +02:00
Christoph Oelckers
542da7425c Fixed: DBaseStatusBar::Draw did not use its ticFrac parameter when being called from scripts
Instead it directly went to the global viewpoint again which would be inconsistent.
2018-08-22 01:01:47 +02:00
Christoph Oelckers
54e6922f28 Don't let DEarthquake depend on r_viewpoint.
The ticFrac value should be passed as a parameter, especially since this gets called from code that sets up r_viewpoint.
2018-08-22 00:51:59 +02:00
drfrag666
d79855d26b - disable any texture clamping for textures with a user shader.
This cannot be reliably determined so the least restrictive setting must be used.
(refactored patch by Graf)
2018-08-21 15:06:53 +02:00
Magnus Norddahl
a1c5194a25 - fix missing forward declaration when falling back to older user shaders 2018-08-20 20:11:36 +02:00
drfrag666
76dffaf658 - Fixed bad merge of "- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function". 2018-08-20 12:50:54 +02:00
Magnus Norddahl
fb31572ba3 - fix user defines and textures not working 2018-08-20 01:43:22 +02:00
Magnus Norddahl
e59859e34d - improve the gldefs syntax by allowing the shader to be specified in the material section
# Conflicts:
#	src/r_data/gldefs.cpp
2018-08-20 01:43:02 +02:00
Magnus Norddahl
9c74c9629a - rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
# Conflicts:
#	src/gl/shaders/gl_shader.cpp
#	src/hwrenderer/textures/hw_material.cpp
#	src/r_data/gldefs.cpp
#	wadsrc/static/shaders/glsl/main.fp
2018-08-20 01:22:34 +02:00
usernameak
8f509bf784 Added ability to set defines in custom HW shaders 2018-08-19 21:50:44 +02:00
usernameak
57d4536f76 Fix codestyle; add ability to name the textures 2018-08-19 21:50:29 +02:00
usernameak
5cddbe4a16 Made ability to define custom material shaders for ProcessMaterial function
# Conflicts:
#	src/r_data/gldefs.cpp
2018-08-19 21:50:14 +02:00
usernameak
4c106de5d7 Custom hardware shaders now can use custom texture units
# Conflicts:
#	src/gl/textures/gl_material.cpp
#	src/textures/textures.h
2018-08-19 21:47:32 +02:00
Christoph Oelckers
81de21af18 - added a 'lightsizefactor' command to gldefs.
This is for mitigating the recently discovered problem with attenuated lights getting reduced in size, even on OpenGL 3+. The intent of the shrinking was to account for higher brightness of non-attenuated lights on OpenGL 2 and was never meant to be active on more modern versions.
The factor will apply to any attenuated light defined after it and will be inherited by included sub-lumps, but it will only last for the lunp it is set in.

If you have a definition for the broken behavior, AddLightAssociation

'lightsizefactor 0.667' at the top of your GLDEFS.
2018-08-19 20:59:46 +02:00
Christoph Oelckers
b03c329ec6 - moved all GLDEFS parsing into a dedicated source file.
- split gl_postprocessshader.h in two so that the hardware independent part can be used by GLDEFS without pulling in all of OpenGL.

# Conflicts:
#	src/CMakeLists.txt
#	src/gl/dynlights/gl_glow.cpp
#	src/gl/renderer/gl_postprocess.cpp
#	src/gl/textures/gl_texture.cpp
2018-08-19 20:56:49 +02:00
drfrag666
1caf2cacbb Revert "- added a 'lightsizefactor' command to gldefs."
This reverts commit 538897430d.
2018-08-19 19:35:32 +02:00
Christoph Oelckers
0fd1909f2c - got rid of FNameNoInit and made the default constructor of FName non-initializing.
This setup has been a constant source of problems so now I reviewed all uses of FName to make sure that everything that needs to be initialized is done manually.
This also merges the player_t constructor into the class definition as default values.
2018-08-19 10:36:10 +02:00
alexey.lysiuk
7f864d563c - cleaned up inconsistent leading whitespaces
Bump copyright year as well
2018-08-18 19:46:05 +02:00