Commit graph

526 commits

Author SHA1 Message Date
Magnus Norddahl
643828f5fa - move 3d floor code into functions 2018-05-11 17:00:12 +02:00
Magnus Norddahl
e4d740e586 - more pointless complexity removal 2018-05-11 14:27:09 +02:00
Magnus Norddahl
acf9f55849 - remove pointless code 2018-05-11 13:29:24 +02:00
Magnus Norddahl
b0cc472e85 - fixed sloped drawer crash 2018-05-11 12:28:10 +02:00
Magnus Norddahl
459f748c4e - added r_debug_draw that shows how the software renderer composes its scene 2018-05-08 22:22:15 +02:00
Magnus Norddahl
b27655db70 - 3d floor clipping support for models 2018-05-08 01:36:18 +02:00
Magnus Norddahl
49c9de350f - GetTimeFloat is not renderer specific 2018-05-07 00:40:12 +02:00
Magnus Norddahl
bfe6bffd33 - fix hud model clipping 2018-05-07 00:33:16 +02:00
Magnus Norddahl
4642861501 - fixed missing depth for models 2018-05-06 03:23:07 +02:00
Magnus Norddahl
1d929dd79b - fix translucent walls when r_models is enabled 2018-05-06 02:54:03 +02:00
Christoph Oelckers
74b624002c - moved the software renderer's drawer to the swrenderer directory. 2018-05-05 11:44:42 +02:00
Christoph Oelckers
9bdb0f2e49 - renamed the flag bits for sector_t::MoreFlags, so that they are easier to distinguish from sector_t::Flags.
- precalculate if a sector's floor and ceiling plane overlap. This avoids rechecking this for each single call of hw_FakeFlat.
- vertices must be marked dirty every time they change after map setup. That means that ChangePlaneTexZ must do this as well, because it cannot rely on interpolation taking care of it.
- Having a 'dirty' argument for SetPlaneTexZ's ZScript version makes no sense. If the value changes from the script side the vertices must always be marked to be recalculated.
2018-05-01 11:29:29 +02:00
Christoph Oelckers
f49c6cbde2 - use sector_t::GetHeightSec consistently and optimize it.
This was all over the place, with half of it using the function and half doing incomplete checks on the underlying variables.
Also did some optimization on the IGNOREHEIGHTSEC flag: Putting it on the destination sector instead of the model sector makes the check even simpler and allows to precalculate the effect of 3D floors on the heightsec, which previously had to be run on every call and made the function too complex for inlining.
2018-05-01 09:47:09 +02:00
Magnus Norddahl
d10aa10889 - fix missing psprite when camera textures are in view 2018-04-15 17:16:13 +02:00
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
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
ee443b6fb6 - disable software models 2018-04-14 22:22:40 +02:00
Magnus Norddahl
c3bd93a85c Merge remote-tracking branch 'gzdoom/master' into swmodels 2018-04-14 21:20:05 +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
e6ce429ca5 - fixed alpha for hardware rendered weapon sprites in the software renderer. 2018-04-08 20:40:29 +02:00
Magnus Norddahl
c4768441b4 - Fix playersprite offset being wrong in softpoly
- Remove DFrameBuffer::GetCanvas as it always returned null
2018-04-08 15:49:06 +02:00
Magnus Norddahl
1a5f679d43 - Fix depth values when screenblocks less than 11 2018-04-08 13:45:23 +02:00
Magnus Norddahl
b1355d472c - Fix model projection matrix 2018-04-08 03:57:05 +02:00
Magnus Norddahl
7f25913b2d - Fix depth values written by sloped planes 2018-04-08 02:22:01 +02:00
Christoph Oelckers
df4f435952 - merged vid_renderer, swtruecolor and r_polyrender into one CVAR to reduce menu clutter.
- with renderers freely switchable, some shortcuts in the 3D floor code had to be removed, because now the hardware renderer can get FF_THISINSIDE-flagged 3D floors.
- changed handling of attenuated lights in the legacy renderer to be adjusted when being rendered instead of when being spawned. For the software renderer the light needs to retain its original values.
2018-04-07 23:30:28 +02:00
Christoph Oelckers
adbeb3f251 Merge remote-tracking branch 'remotes/origin/master' into 2D_Refactor 2018-04-07 18:50:24 +02:00
Magnus Norddahl
2d51fa5b43 - Clean up PolyTriangleDrawer API so that it can better support both softpoly and the swrenderer
- Slightly improve how softpoly processes portals
- Pass the vertex transform matrix via a command rather than being part of the drawer args
- Improve zbuffer drawers in the software renderer
- Misc model rendering fixes
2018-04-07 15:48:48 +02:00
Christoph Oelckers
b34d7f9e08 - added a software scene drawer to the GL renderer.
It still looks like shit and only works on the modern render path but at least the basics are working.
2018-04-07 10:20:59 +02:00
Magnus Norddahl
b1d33d1bba - Fix mid texture rendering for self-referencing sector lines 2018-04-05 01:40:58 +02:00
Christoph Oelckers
d474b849a5 - removed the remaining calls from the FRenderer interface from the main game code.
This does not work with a setup where the same backend is driving both renderers.
Most of this is now routed through 'screen', and the decision between renderers has to be made inside the actual render functions.
The software renderer is still driven by a thin opaque interface to keep it mostly an isolated module.
2018-04-04 00:21:25 +02:00
Christoph Oelckers
fcc33f0a09 - moved around more stuff from the FRenderer interface. 2018-04-03 22:50:47 +02:00
Christoph Oelckers
91813ec43d - moved part of the fade init for LEVEL_HASFADETABLE to the common colormap initialization to have all of it in one place.
Otherwise this is easily overlooked when changing things later and potentially causing problems.
2018-04-03 20:55:36 +02:00
Christoph Oelckers
9ba32cb994 - with the new order of things we need the software renderer to be always available. 2018-04-03 20:14:26 +02:00
Christoph Oelckers
51bf2eb9fa - took GetMaxViewPitch out of renderer interfaces.
With live switching and both renderers on the same backend the old approach will no longer work.
2018-04-03 19:18:16 +02:00
Christoph Oelckers
942460ba55 - changed voxel remapping to make a copy instead of destroying the original.
With live renderer switching both sets of data are needed.
2018-04-03 00:30:02 +02:00
Christoph Oelckers
d84554f093 - deleting some unused stuff 2018-04-02 00:28:25 +02:00
Christoph Oelckers
bc485a7f2c - moved a large portion of gl_textures.cpp into the main files for the implementing classes.
The old organization made sense when ZDoom still was a thing but now it'd be better if all pure data with no dependence on renderer implementation details was moved out.
A separation between GL2 and GL3+4 renderers looks to be inevitable and the more data is out of the renderer when that happens, the better.
2018-03-31 19:20:59 +02:00
Christoph Oelckers
6d6196388e - made SPROFS a more usable feature.
This was originally invented to fix the sprite offsets for the hardware renderer.
Changed it so that it doesn't override the original offsets but acts as a second set.
A new CVAR has been added to allow controlling the behavior per renderer.
2018-03-31 10:37:46 +02:00
Christoph Oelckers
5bdea6278c - removed RequireGLNodes from FRenderer interface.
It returned true for both renderers anyway.
2018-03-31 00:33:09 +02:00
Christoph Oelckers
1e5fbc1423 Merge remote-tracking branch 'remotes/origin/master' into 2D_Refactor
# Conflicts:
#	src/posix/cocoa/i_video.mm
2018-03-30 22:06:17 +02:00
alexey.lysiuk
709bbe3db0 Fixed crash on accessing player sprite's state in software renderer
https://forum.zdoom.org/viewtopic.php?t=60034
2018-03-30 16:40:31 +03:00
Christoph Oelckers
a40e085a46 - 2D drawer implementation complete for hardware renderer.
This also replaces DTA_ColormapStyle with proper implementations of its components. As implemented it was a very awkward mixture of various effects that already existed in a separate form. As a result of its implementation it required additional but completely redundant shader support which could be removed now. As a side effect of this change a new DTA_Desaturate option was added.
2018-03-29 16:21:21 +02:00
Christoph Oelckers
2ed744963c - Changed frame buffer locking mechanism so that the only place where a lock is needed is when the software renderer wants to access the render buffer, which is precisely for the duration of the RenderView function.
No more locking insanity! :)
There are no locking counters or other saveguards here that would complicate the implementation because there's precisely two places where this buffer must be locked - the RenderView functions of the regular and poly SW renderer which cannot be called recursively.
2018-03-27 20:02:44 +02:00
Christoph Oelckers
0c3635e22c - removed vid_hw2d CVar. 2018-03-27 17:58:25 +02:00
Christoph Oelckers
62f073ef60 - removed Accel2D variable and a little bit of locking cruft. 2018-03-27 17:13:10 +02:00
Christoph Oelckers
cff5f0e3c7 - removed DFrameBuffer's locking mechanism.
In its current form this is quite useless. What's really needed is to require a lock on the RenderBuffer for the 3D scene, but since this is not needed for the 2D stuff anymore it can be done far simpler.
2018-03-27 16:48:33 +02:00
Christoph Oelckers
c06ad5c59c - separated DFrameBuffer from DCanvas.
This was a bad idea from the start and really only made sense with DirectDraw.
These days a FrameBuffer represents an abstract hardware canvas that shares nothing with a software canvas so having these classes linked together makes things needlessly complicated.
The software render buffer is now a canvas object owned by the FrameBuffer.

Note that this commit deactivates a few things in the software renderer, but from the looks of it none of those will be needed anymore if we set OpenGL 2 as minimum target.
2018-03-27 14:14:46 +02:00