Commit graph

623 commits

Author SHA1 Message Date
Christoph Oelckers
d654e02dea - rewrote dynamic lights to not use actors for the internal representation and made DynamicLight a purely scripted class.
This should be less of a drag on the playsim than having each light a separate actor. A quick check with ZDCMP2 showed that the light processing time was reduced to 1/3rd from 0.5 ms to 0.17 ms per tic.
It's also one native actor class less.
2019-01-01 19:35:55 +01:00
Magnus Norddahl
c499c563a0 - remove WallSampler 2018-12-28 13:04:54 +01:00
Magnus Norddahl
45d3df9df1 - remove pointless duplication of FWallCoords member variables 2018-12-28 01:13:58 +01:00
Magnus Norddahl
4d3d4ea746 - simplify colormap selection to a single function 2018-12-28 00:55:44 +01:00
Magnus Norddahl
c0a4ba5e82 - Simplify ProjectedWallLight light step setup and positioning 2018-12-27 22:52:33 +01:00
Magnus Norddahl
ed094d0b2f - create a ProjectedWallLight class for the variables used to calculate light for columns 2018-12-27 22:03:02 +01:00
Magnus Norddahl
38cffa7646 - fix null pointer crash, replace DONT_DRAW with a boolean, make rw_pic a local variable 2018-12-23 05:01:50 +01:00
alexey.lysiuk
9446ddb318 - fixed default initialization of software warp textures
https://forum.zdoom.org/viewtopic.php?t=62979
2018-12-22 14:15:35 +02:00
Magnus Norddahl
b64dfb54a5 - fix decals looking blackened due to low lookup table precision when alpha is zero 2018-12-21 10:15:09 +01:00
Christoph Oelckers
e279214f5b - removed the hasglnodes variables.
Since the software renderer also requires GL nodes now this was always true.
2018-12-20 18:40:19 +01:00
Magnus Norddahl
8c52f20373 - fix MemcpyCommand not using the same lines for the threads as softpoly (visible as a race condition when screenblocks didn't start at top of screen) 2018-12-20 04:27:30 +01:00
Magnus Norddahl
ebfa61514e - remove InitSoftwareSky 2018-12-19 04:44:25 +01:00
Magnus Norddahl
db295fae3a - fix sky drawer issues when not using max screenblocks 2018-12-19 04:27:41 +01:00
Magnus Norddahl
64bfb1b905 - fix r_multithreaded 0 not working 2018-12-18 00:41:46 +01:00
Magnus Norddahl
efb8e39aa9 - move more of the light calculation code to the drawerargs 2018-12-18 00:37:50 +01:00
Christoph Oelckers
d68cd3aa80 - fixed: Alpha textures need to use a color's grayscale value, not their red channel. 2018-12-17 17:44:22 +01:00
Magnus Norddahl
2ce91ea62f - delay converting sprite lightlevels to a shade until we hit ColormapLight 2018-12-17 07:54:46 +01:00
Magnus Norddahl
66b5e6e2ee - delay converting wall lightlevels to a shade until we hit the drawer 2018-12-17 06:47:26 +01:00
Magnus Norddahl
946f657a37 - fix heretic light torch in software renderer and remove some code duplication 2018-12-17 06:13:00 +01:00
Magnus Norddahl
f35aeec6c3 - move visibility calculation to LightVisibility 2018-12-17 05:10:26 +01:00
Magnus Norddahl
9e15f26923 - fix decal upscaling 2018-12-17 01:32:15 +01:00
Magnus Norddahl
eaf1c4f1e2 - implement the physical texture scaling at the drawer transition level as the frontend of the software renderers do not even need to know the textures are scaled 2018-12-16 14:34:44 +01:00
Magnus Norddahl
57525f1505 Merge remote-tracking branch 'origin/master' into SoftwareScaling 2018-12-16 12:10:53 +01:00
Magnus Norddahl
88751a320c - fix sky drawers not staying within their numa node 2018-12-16 11:31:05 +01:00
Rachael Alexanderson
14e9e3ac56 - use software mipmaps for truecolor for scaled textures 2018-12-15 10:50:59 -05:00
Christoph Oelckers
74ea9143ee - added a 'forceworldpanning' map flag.
Since unfortunately this cannot be set as a general default, let's at least make it as easy as possible to disable that panning+scaling madness without having to edit the texture data.
2018-12-15 16:29:37 +01:00
Rachael Alexanderson
3fc9dd4144 Merge remote-tracking branch 'origin/Texture_Cleanup' into softwarescaling 2018-12-15 10:18:39 -05:00
Rachael Alexanderson
2e927c7026 - port texture upscaler code to truecolour 2018-12-15 10:13:28 -05:00
Christoph Oelckers
cd25b4be4f - use a TArray to store the particles and remove all 16 bit global variables.
This means one less exit function to deal with - and these days 16 bit variables are a pointless attempt at saving space.
2018-12-15 10:04:49 +01:00
Christoph Oelckers
4d8e8e7741 - enable the texture scalers in software mode.
Currently only implemented for 8 bit in the classic renderer.
2018-12-15 00:38:27 +01:00
Christoph Oelckers
fc5dd17d77 - fixed 3D floor texture setup.
This code really makes zero sense, it looks like the cases for upper and lower texture should never be entered ever.
2018-12-14 01:31:40 +01:00
Christoph Oelckers
7ffc2f1275 - fixed invalid texture accesses in the software renderer. 2018-12-13 23:25:55 +01:00
Christoph Oelckers
fb6ee5046c - add the hardware texture container to FTexture.
Currently it does not use the translated entries yet.

# Conflicts:
#	src/hwrenderer/textures/hw_material.cpp
2018-12-12 02:55:11 +01:00
Christoph Oelckers
5666e4c805 - made camera textures operational again.
Now with proper separation of software rendering logic from the main part of the class.
2018-12-11 00:01:45 +01:00
Christoph Oelckers
91a8f5cd04 Merge remote-tracking branch 'remotes/origin/master' into Texture_Cleanup
# Conflicts:
#	src/polyrenderer/poly_renderthread.cpp
#	src/swrenderer/r_renderthread.cpp
2018-12-10 18:47:21 +01:00
Christoph Oelckers
b32aa60760 Made SWPaletteTexture an ImageSource and let it be managed by the texture manager.
This is a lot easier to manage because the palette is just static data that can easily mimic an image.
2018-12-10 02:43:37 +01:00
Christoph Oelckers
4cd60fbe99 - added caching for true color images as well 2018-12-10 02:35:10 +01:00
Christoph Oelckers
2e7bcf9e41 - implemented a proper texture composition cache.
This will mostly ensure that each patch used for composition is only loaded once and automatically unloaded once no longer needed.
So far only for paletted rendering, but the same logic can be used for true color as well.
2018-12-10 01:17:39 +01:00
Christoph Oelckers
4cedbf6cc2 - split between textures and images is complete now.
* split up FMultiPatchTexture into a builder class and the actual image source.
* since images can now be referenced by multiple textures the old redirection mechanism has been removed. It can be done better and less intrusive now. Simple single patch textures already directly reference the underlying patch image now.
* allocate all image source related data from a memory arena. Since this is all static this makes it a lot easier to free this in bulk.
2018-12-09 15:25:56 +01:00
Christoph Oelckers
03626107eb - changed multipatch texture composition to always composite off full source images and not do it recursively.
Previously it tried to copy all patches of composite sub-images directly onto the main image.
This caused massive complications throughout the entire true color texture code and made any attempt of caching the source data for composition next to impossible because the entire composition process operated on the raw data read from the texture and not some cacheable image. While this may cause more pixel data to be processed, this will be easily offset by being able to reuse patches for multiple textures, once a caching system is in place, which even for the IWADs happens quite frequently.

Removing the now unneeded arguments from the implementation also makes things a lot easier to handle.
2018-12-08 17:23:15 +01:00
Christoph Oelckers
82bd742ea3 - reworked how the software renderer manages its textures.
* it's no longer the main texture objects managing the pixel buffer but FSoftwareTexture.
* create proper spans for true color textures. The paletted spans only match if the image does not have any translucent pixels.
* create proper warp textures instead of working off the paletted variants.

As a side effect, caching of pixel buffers for texture composition is temporarily disabled, as it management of texture redirections. These things will be reimplemented once things progress further. The existing methods here had their share of serious issues that should be fixed.
2018-12-08 12:42:35 +01:00
Christoph Oelckers
92b722e0ee - don't put mutexes into static local variables.
Their initialization semantics are not safe for synchronization objects.
2018-12-08 11:56:31 +01:00
Christoph Oelckers
69cc1f831c Renamed FTexture::GetPixels
This was needed to allow refactoring without letting all the other GetPixels get in the way.
2018-12-07 03:35:10 +01:00
Christoph Oelckers
9409843931 - replaced the last access operator, too
Now everything uses a function.
This really wasn't what operators are supposef to be used for.
2018-12-07 03:01:40 +01:00
Christoph Oelckers
79a0f76801 - replaced TexMan.operator() with two functions.
This was done to make reviewing easier, again because it is virtually impossible to search for the operators in the code.

Going through this revealed quite a few places where texture animations were on but shouldn't and even more places that did not check PASLVERS, although they were preparing some paletted rendering.
2018-12-07 02:53:18 +01:00
Christoph Oelckers
3491182ac3 - fixed compilation 2018-12-07 02:21:39 +01:00
Christoph Oelckers
bde3558dc2 - moved the bit size variables to FSoftwareTexture
They are only needed by the software rasterizer.
2018-12-07 02:13:11 +01:00
Christoph Oelckers
18c1a3abe5 - make the FWarpTexture class local to the software renderer.
This class has only meaning for software-based warping so it doesn't have to be a part of the FTexture hierarchy.
Making it a subclass of FSoftwareTexture is fully sufficient.
2018-12-07 00:58:37 +01:00
Christoph Oelckers
4c67785c40 - moved the span and swtruecolor creation code into FSoftwareTexture. 2018-12-07 00:04:39 +01:00
Christoph Oelckers
32e245f2b9 - moved the software rendering specific parts of the sky setup to r_skyplane.cpp. 2018-12-06 20:52:03 +01:00