Christoph Oelckers
7cd89fe07b
- fixed: FxUnaryNotBitwise modified the source operand instead of allocating a new one.
2018-11-16 11:21:51 +01:00
Christoph Oelckers
1250eb5323
- fixed: AActor' friction field was not saved
2018-11-16 08:06:01 +01:00
Magnus Norddahl
ac28f0d34f
- remove unused argument
2018-11-16 01:33:41 +01:00
Magnus Norddahl
34b037c9db
- avoid calling VMFillParams for simple stack frames
...
- split Setup into more functions
2018-11-16 01:13:25 +01:00
Player701
c569029b1d
- Readonly pointer casting now works in ZScript.
2018-11-15 23:28:37 +01:00
Magnus Norddahl
6c31d2e965
- add dword store to memset code
2018-11-15 23:04:11 +01:00
Magnus Norddahl
00d41432d8
- disable jit in 32-bit builds
2018-11-15 22:47:44 +01:00
Magnus Norddahl
5ef2175c38
- fix wrong offsets
2018-11-15 22:40:12 +01:00
Magnus Norddahl
0394dc56b7
- generate a memset for the allocated stack memory because that's what the VM does
...
(this really shouldn't be done by the VM either - the compiler backend should clear its registers if it wants them to be zero!)
2018-11-15 22:33:13 +01:00
Magnus Norddahl
f3e0db913c
- fix operand size mismatch error
2018-11-15 22:07:27 +01:00
Magnus Norddahl
3b2faf5397
Merge remote-tracking branch 'origin/master' into asmjit
2018-11-15 22:02:11 +01:00
Christoph Oelckers
47138b748a
Make BounceFlags 32 bit wide.
2018-11-15 16:53:19 +01:00
Cacodemon345
07838f4c2a
BOUNCEONUNRIPPABLES flag; makes actors bounce on actors with DONTRIP flag
2018-11-15 12:47:57 +01:00
alexey.lysiuk
39a3527396
- fixed compilation of targets with optimization
2018-11-15 10:59:37 +02:00
Christoph Oelckers
aa4de71e6d
Merge branch 'master' into asmjit
2018-11-15 09:25:27 +01:00
Christoph Oelckers
cf590d73e4
- extended state caller check to work on CustomInventory items as well
...
Since CallStateChain is a public member in CustomInventory we cannot really be sure that the given state is valid so it needs checking as well.
2018-11-15 09:24:17 +01:00
Christoph Oelckers
0a21d19723
Added a run time check for calling a state action from the wrong actor type.
...
This can happen if a state that's retrieved with FindState gets used with a different actor type and can lead to hard to trace problems if not checked.
2018-11-15 09:04:38 +01:00
Chronos Ouroboros
96b8f12a30
Fix the code for MODF_RK in the JIT compiler.
2018-11-14 21:05:24 -02:00
Christoph Oelckers
9f6091519f
- changed the stencil cap drawer to only cover the area which is actually used by the portal.
...
This will now both exclude floor caps when only ceiling elements are used and everything outside the bounding box of active portal lines.
Hopefully this is enough to fix the issues with portal caps but of course it is not foolproof if someone just makes the right setup.
2018-11-14 23:30:46 +01:00
Christoph Oelckers
a23d1c2d25
- went back to the original portal stencil setup from 3.4.0.
...
The main reason is to unify the portal hierarchy again. The split into a hardware independent and a hardware dependent part turned out to be unnecessary and complicated matters.
Another issue was that the new stencil setup code was having a few subtle problems, so this recreates the original ones with indirect API calls.
2018-11-14 21:03:54 +01:00
Chronos Ouroboros
566eb58000
Fixed the Vector2/3 != operator.
2018-11-14 20:01:13 +01:00
Chronos Ouroboros
5375a99cf6
Added support for CMP_APPROX to EQV_R and moved the code to a template.
2018-11-14 10:29:48 -02:00
Magnus Norddahl
8429fc8124
- fix missing type check when using Push or Insert for typed arrays
2018-11-14 10:08:04 +01:00
Magnus Norddahl
99849bc0c5
Merge remote-tracking branch 'origin/master' into asmjit
2018-11-14 01:23:17 +01:00
Christoph Oelckers
a6b44b02b7
- fixed incompletely initialized secplanes in sprite splitting code.
...
The recent optimization of the shader setup needs the negiC value properly set.
2018-11-13 20:36:23 +01:00
Major Cooke
55f17fa90c
Changed A_RaiseActor to just RaiseActor.
2018-11-13 19:01:56 +01:00
Major Cooke
f47210df4e
Fixed inconsistency.
...
- P_Thing_Raise returned true while P_Thing_CanRaise returned false for the condition of having no raise state. P_Thing_Raise now returns false.
2018-11-13 19:01:56 +01:00
Major Cooke
71d2b39d92
Added A_RaiseActor(Actor other, int flags = 0)
2018-11-13 19:01:56 +01:00
Major Cooke
b553be153d
Added CanResurrect(Actor other, bool passive)
...
- Works similarly to CanCollideWith.
- Passive means the caller is trying to be resurrected by 'other'.
- Non-passive means the caller is trying to resurrect 'other'.
2018-11-13 19:01:56 +01:00
Christoph Oelckers
33f2f9f34e
- fixed: ZScript's finalization code used the last parsed lump for of one translation unit as reference, not the base lump.
...
This resulted in incorrect messages but also could produce some more subtle errors.
2018-11-12 00:22:50 +01:00
Christoph Oelckers
ca2defa6a2
- added ZScript export for side_t::SetSpecialColor.
2018-11-12 00:13:14 +01:00
Christoph Oelckers
65a6866a1b
- fixed typo in ceiling render hack code.
2018-11-11 22:22:29 +01:00
Christoph Oelckers
59790302ec
- fixed rendering of lower untextured linedef parts.
2018-11-11 22:17:44 +01:00
Christoph Oelckers
a0a2230b92
- removed test code that was accidentally left in.
2018-11-11 21:50:33 +01:00
Christoph Oelckers
f2dcff4386
- more options for Doom 64 style gradients on walls:
...
* Colors can npw be defined per sidedef, not only per sector.
* Gradients can be selectively disabled or vertically flipped per wall tier.
* Gradients can be clamped to their respective tier, i.e top and bottom of the tier, not the front sector defines where it starts.
The per-wall colors are implemented for hardware and softpoly renderer only, but not for the classic software renderer, because its code is far too scattered to do this efficiently.
2018-11-11 16:04:36 +01:00
Player701
d37192c1e8
- Fixed: Decal generator should be taken from the current weapon instance instead of the default instance.
2018-11-11 15:07:57 +01:00
Christoph Oelckers
d3aa9c6af1
- do not abort on unclosed sections.
...
Apparently they can indeed happen with broken map setups like isolated linedefs somewhere in the wild (see Strife MAP08.)
Although they are a problem for triangulation, this isn't what sections get used for currently so it's of no real concern.
In case this is needed later their work data gets marked as 'bad' for the time being.
2018-11-11 10:08:13 +01:00
Christoph Oelckers
094afdfd5f
- fixed: It may happen that a degenerate subsector ends up without any section or sector. Try to assign the best fit in such a case so that the relevant pointers are not null.
2018-11-11 09:33:40 +01:00
Christoph Oelckers
c946edd9bf
- instead of copying the sector planes to GLWall, just store pointers to the front and back sector for later use.
...
Until now this wasn't doable because these could have come from hw_FakeFlat which only were local copies on the stack.
With the recent change these faked sectors live long enough so that they can be passed around here.
2018-11-10 23:19:08 +01:00
Magnus Norddahl
e6023c55a8
- modify exception checks to jump ahead if the exception is to be thrown as it limits static misprediction
2018-11-10 22:48:20 +01:00
alexey.lysiuk
67e012e445
- fixed compilation on POSIX-like platforms
...
src/p_udmf.cpp:2052:6: error: no matching member function for call to 'OpenMem'
src/sc_man.h:24:7: note: candidate function not viable: expects an l-value for 2nd argument
src/sc_man.h:23:7: note: candidate function not viable: requires 3 arguments, but 2 were provided
src/resourcefiles/file_directory.cpp:198:32: error: use of undeclared identifier 'Filename'; did you mean 'FileName'?
2018-11-10 22:32:09 +02:00
Christoph Oelckers
a90655b295
- cache the results of hw_FakeFlat for the remainder of the current scene instead of storing this in local variables.
...
An exception is made for the sprite drawer which needs to call this in the worker thread on some occasions for as-yet unprocessed sectors.
This case may not alter the cache to avoid having to add thread synchronization to it.
The main reason for this change is that pointers to such manipulated sectors can now be considered static in the renderer.
Due to them being short lived local buffers it was not possible to carry them along with the render data for information retrieval.
2018-11-10 20:07:00 +01:00
Magnus Norddahl
a7ef178284
- fix a typo
2018-11-10 19:56:54 +01:00
Magnus Norddahl
173fe94736
- fix the throw messages
2018-11-10 19:52:41 +01:00
Major Cooke
9a7f570b19
Added DMG_NO_ENHANCE for DamageMobj.
...
- Disables PowerDamage's effect, similar to DMG_NO_PROTECT disabling PowerProtect.
2018-11-10 16:18:33 +01:00
Christoph Oelckers
191f2d9d76
- use TArray and FString in resource file management.
2018-11-10 14:19:55 +01:00
Christoph Oelckers
4d06c17a44
- a few more buffers converted.
2018-11-10 14:18:34 +01:00
Christoph Oelckers
6894912f44
- use TArray for most buffers in p_glnodes.cpp.
2018-11-10 14:15:39 +01:00
Christoph Oelckers
3448749de6
- replaced a few temporary allocations with TArray and added a few convenience loader functions for this.
...
Amazingly with today's optimizers this creates code which is just as good as doing it all manually with the added benefit of being safer.
2018-11-10 11:56:18 +01:00
Christoph Oelckers
602ea8f723
- made some minor changes to TArray after finding out that "new int()" is not the same as "new int".
...
With parentheses this initializes to 0 which created needless initialization code in a few places.
2018-11-10 10:43:35 +01:00
Christoph Oelckers
cfe51f0c30
- hole filling subsectors must also be explicitly triangulated for the automap because they may be non-convex.
2018-11-10 08:04:03 +01:00
Christoph Oelckers
fb7345e470
Merge branch 'master' into asmjit
2018-11-09 22:36:16 +01:00
Christoph Oelckers
3c5609537a
- fixed vector math instructions to use the same order of operations as the VM.
2018-11-09 22:36:08 +01:00
Christoph Oelckers
0caabbe355
- clear spechit before leaving P_CheckPosition.
...
Otherwise this may contain residual data from the last call.
One can only hope that this doesn't cause other side effects - this entire code is one horrendous mess of bad ideas.
2018-11-09 19:06:54 +01:00
Christoph Oelckers
f6af50fc74
- restored portal code that shouldn't have been deleted.
2018-11-08 20:39:44 +01:00
Major Cooke
cdd60b1431
Changed IsPointInMap to use P_PointOnDivlineSide.
2018-11-08 14:50:04 +01:00
alexey.lysiuk
ed72843dec
- fixed undefined behavior when grouping sections
...
The current group should not be accessed by reference because its container can be reallocated during iteration
https://forum.zdoom.org/viewtopic.php?t=62487
2018-11-07 23:04:42 +02:00
Major Cooke
9ff7f338fd
Added IsPointInMap(Vector3 p).
...
- Checks if a point is inside the map geometry or not.
2018-11-07 15:16:45 -05:00
Christoph Oelckers
4eecaada67
- added copyright header to p_destructible.cpp
2018-11-07 19:27:35 +01:00
Christoph Oelckers
9661c3b53c
- moved hw_Sections to r_data, because this is an essential component of the dynamic light system now so it is needed for all renderers.
2018-11-07 00:53:44 +01:00
Christoph Oelckers
bad2a7c49b
- silenced debug message in standard mode.
2018-11-07 00:43:11 +01:00
ZZYZX
a276ebfb08
Exported destructible geometry to ZScript
2018-11-07 00:12:37 +01:00
ZZYZX
ed3355acc6
Explode bouncing projectiles if hit damageable geometry
2018-11-07 00:12:37 +01:00
ZZYZX
d85e5afdfb
Destructible geometry - minor fixes and 3D floor support
2018-11-07 00:12:37 +01:00
Christoph Oelckers
752a64c840
- fixed typo in sight checking code.
2018-11-07 00:12:03 +01:00
Christoph Oelckers
c28f001cb2
Merge branch 'sections'
2018-11-06 23:50:16 +01:00
Christoph Oelckers
f2e593f8bf
- disabled the hack for fixing the original design of the portal in KDiZD's Z1M1.
...
This portal got fixed in a later re-release of KDiZD and no other portal needs this runtime fix to my knowledge.
The main problem here is that this runtime fix requires some manipulation of the render data that does not work anymore.
Should other maps need this fix as well they are probably best served with a compatibility entry.
2018-11-06 21:41:16 +01:00
Christoph Oelckers
085bf0d33f
- fixed Transfer_Heights and 3D floors.
2018-11-06 20:53:45 +01:00
Christoph Oelckers
ddc75f7ba5
- made the common render hacks functional again as separate render items.
2018-11-06 20:31:44 +01:00
Christoph Oelckers
a6e77ae094
Refactored the render hack storage so that it can be decoupled from the regular GLFlat render items.
...
Having these in there makes it impossible to change render techniques so these are better done as separate items.
2018-11-06 18:20:59 +01:00
Christoph Oelckers
aee47d23bd
- fixed validcount for real and added a side check for intra-section sides to light code.
2018-11-06 11:53:03 +01:00
Christoph Oelckers
df52a71475
- fixed validcount.
2018-11-06 01:01:59 +01:00
Christoph Oelckers
87973ff504
- added handling for intra-sector lines to lighting code.
2018-11-06 00:47:43 +01:00
Christoph Oelckers
ba66c0c889
- changed dynamic light traversal to use sections instead of the subsectors.
...
This is mostly complete, except for handling intra-section sidedefs.
2018-11-06 00:13:23 +01:00
Christoph Oelckers
9ddca3c3a9
- removed the subsector light lists as a preparation step to move over the light traversal code to use sections instead of subsectors.
2018-11-05 22:35:24 +01:00
Christoph Oelckers
375dd7e28f
- the sections are now being used as the smallest element to draw flat planes.
...
This also removes one piece of code that was used to cope with the missing clip planes on old ATI cards, so support for those will most likely have to be dropped in the near future.
2018-11-05 22:14:18 +01:00
Christoph Oelckers
50bd9c3594
- flatvertex generation is working again.
2018-11-05 21:29:57 +01:00
Christoph Oelckers
625eb1e76a
- FVertexBuilder's output looks correct now.
2018-11-05 21:11:54 +01:00
Christoph Oelckers
950ed07ae6
WIP
2018-11-05 15:30:50 +01:00
Christoph Oelckers
d7db00d92e
- sector rendering refactoring for sections - work in progress.
2018-11-05 01:01:48 +01:00
Christoph Oelckers
0deb388a75
- automatically create sections and store them with the level data.
...
- added subsector indexing to sections.
This is needed for finding a section from a point.
2018-11-04 22:19:11 +01:00
Christoph Oelckers
705c87c6cc
- fixed bad case in #include.
2018-11-04 21:33:35 +01:00
Christoph Oelckers
c847180bdc
- reinstated the sector light clamping threshold from before version 3.3.
...
It turned out that without the clamping the feature does not work well, thanks to a poorly chosen scale of the original arguments.
2018-11-04 20:57:18 +01:00
Christoph Oelckers
49bfdbef9f
- create an intermediate structure between sectors and subsectors.
...
A section is a continuous part of a sector or in some case of several nearby continuous parts. For sectors with far away parts multiple sections will be created, especially when they lie in disjoint parts of the map.
This is mainly supposed to cut down on time for linking dynamic lights. Since they need to traverse subsectors to find all touching sidedefs a more coarse data structure that only contains the info needed for this is more suitable. In particular, this does not contain any intra-sector lines, i.e. those with both sides in the same sector.
2018-11-04 20:10:51 +01:00
Player701
9b7114a96d
- undid the save version bump
2018-11-04 19:58:57 +01:00
Player701
56f76a141e
- Added a function to get the actor's age in ticks.
2018-11-04 19:58:57 +01:00
Player701
a6dbfcf9c2
- Added a new field to the Actor class which stores the amount of ticks passed since the game started on the moment the actor was spawned.
...
- Added a function to the Actor class to get its spawn time relative to the current level.
- Added spawn time information to the output of the "info" console command.
2018-11-04 19:58:57 +01:00
Cacodemon345
b1d35eb0b3
Extend SKYEXPLODE flag for LineAttack
2018-11-03 15:24:30 +01:00
alexey.lysiuk
53bf598aee
- restored screen clear in Cocoa backend when setting video mode
...
This still doesn't work well in windowed mode
In fullscreen the effect is quite noticeable thought
2018-11-03 13:09:30 +02:00
Christoph Oelckers
1ccbbcb81d
- added a method to FileReader to read the contents into an array and used it on the MIDI sources for testing.
2018-11-02 10:20:12 +01:00
Christoph Oelckers
c07aeb7498
- use a single TArray to allocate the memory for the lump manager's hash lists.
2018-11-02 09:51:44 +01:00
Magnus Norddahl
534606f4ce
- add vm_jit cvar to control JIT compilation
2018-11-01 21:39:30 +01:00
Magnus Norddahl
369dcfd57f
Merge remote-tracking branch 'origin/master' into asmjit
2018-11-01 21:23:26 +01:00
alexey.lysiuk
8597c9e326
- added warning for constant conditional expression
...
ZScript code like `if (x = 0) // ...` no longer causes assertion failure in Debug but produces a warning regadless of configuration
https://forum.zdoom.org/viewtopic.php?t=62422
2018-11-01 16:05:27 +02:00
alexey.lysiuk
d99aeb0895
- fixed potential crash when drawing status bar log
...
src/g_statusbar/shared_sbar.cpp:1133:34: warning: comparison of integers of different signs: 'unsigned int' and 'int'
[-Wsign-compare]
2018-11-01 13:37:11 +02:00
alexey.lysiuk
504a7f00b6
- fixed two potentially dangerous compilation warnings
...
src/hwrenderer/dynlights/hw_lightbuffer.h:51:29: warning: comparison between signed and unsigned integer expressions
[-Wsign-compare]
src/hwrenderer/scene/hw_renderstate.h:196:44: warning: operation on '((FRenderState*)this)->FRenderState::mVertexOffsets[0]' may
be undefined [-Wsequence-point]
2018-11-01 12:51:22 +02:00
Christoph Oelckers
b9f2cce8de
- versioned the return mismatch check to demote it to a warning for older versions than 3.7.
2018-11-01 11:30:53 +01:00
alexey.lysiuk
d3461be40c
- made 'return void' case a compilation error
2018-11-01 11:18:22 +01:00
Christoph Oelckers
b79622bcba
- added far stronger restrictions for when the Boom-Texture-Y-offset compatibility flag may trigger.
...
This had absolutely no sanity checks and unconditionally picked the source texture if one existed.
It should only be done for wall textures, only for those defined in TEXTUREx and only for those where the scale is identical with the underlying texture.
2018-11-01 10:51:57 +01:00
Christoph Oelckers
c5153ca095
- fixed: Do not pass Sysex messages to Windows's GS Wavetable synth.
...
This will totally refuse to play a MIDI if that happens.
Duke Nukem's Alienz.mid, which did not play before works after this change.
2018-11-01 10:22:21 +01:00
Christoph Oelckers
f7ce4dd2da
- added fake vid_renderer CVAR so that mods that checked for it to determine the renderer will get 1 returned instead of 0.
...
The majority of mods which did such a thing checked for the hardware renderer so this should be the default.
2018-11-01 09:43:11 +01:00
Christoph Oelckers
9df7ce1f9a
- fixed: P_DamageMobj should clear reactiontime only for non-players.
...
For players this variable has an entirely different meaning which does not agree with being modified here.
2018-11-01 09:27:38 +01:00
Christoph Oelckers
aa69d63a65
- made DBrokenLines serializable.
2018-11-01 09:02:20 +01:00
Christoph Oelckers
23aff98e90
- fixed handling of wrapped midtextures to be actually useful when used in sky sectors.
2018-11-01 08:02:11 +01:00
ZippeyKeys12
77c5c1eb19
Export AllClasses
2018-11-01 00:20:46 +01:00
Cacodemon345
eaaf0cb8f6
Fix bounce state not entering when hit from top.
2018-11-01 00:11:57 +01:00
Jonathan Russell
f39a389e99
- changed the way alpha works on DrawLine and DrawThickLine so they're consistent
2018-11-01 00:10:47 +01:00
Major Cooke
6a8b0df4ba
Added VelIntercept.
...
- Uses the same code as Thing_ProjectileIntercept to aim and move the projectile.
- targ: The actor the caller will aim at.
- speed: Used for calculating the new angle/pitch and adjusts the speed accordingly. Default is -1 (current speed).
- aimpitch: If true, aims the pitch in the travelling direction. Default is true.
- oldvel: If true, does not replace the velocity with the specified speed. Default is false.
- Split the code from Thing_ProjectileIntercept and have that function call VelIntercept.
2018-11-01 00:10:08 +01:00
ZZYZX
849d110f10
Fixed sector floor/ceiling actions not triggering in P_XYMovement
2018-11-01 00:05:43 +01:00
Christoph Oelckers
a388b6c8ab
- added missing nullptr check.
2018-10-31 23:23:02 +01:00
ZZYZX
a6cdcab128
Implemented loading/saving of line/sector health and health groups in savegames
2018-10-31 22:14:40 +01:00
Tommy Nguyen
40c56bad09
- fix _mm_pause() compiler error and zero initialize atomics
2018-10-31 22:35:56 +02:00
Christoph Oelckers
98b8a2b1f4
- missed one place where FBrokenLines was used.
2018-10-31 20:36:23 +01:00
Christoph Oelckers
4343d0b9c5
- fixed: An exception inside DestroyAllThinkers could send the engine into an endless loop of failed destructions.
2018-10-31 20:07:24 +01:00
Christoph Oelckers
0d54d335c4
- use a saner data structure to store the BrokenLines.
...
Calling the old method with a pointer to an array of unspecified length 'dirty' would be an understatement.
Now it uses a TArray to store the single elements
2018-10-31 19:13:54 +01:00
ZZYZX
b911bbc424
Single commit - destructible geometry feature
2018-10-31 17:22:09 +01:00
Christoph Oelckers
a33cc13054
- make GCC happy... :(
2018-10-31 17:20:04 +01:00
Player701
3e609f2b87
- Introduced an enum named EventHandlerType and changed the bool argument in E_NewGame to this type.
2018-10-31 17:19:21 +01:00
player701
04ae32f6f9
- Static NewGame events now fire before loading a map, and normal NewGame events fire after registering per-map handlers and before all other events.
...
- Static event handlers now unregister after per-map handlers.
- All event handlers now unregister in reverse order.
2018-10-31 17:19:21 +01:00
Christoph Oelckers
2dec7bb1e5
- added a non-multithreaded option for the renderer and fixed a few places where the wrong sector was used
...
The render_sector is only relevant for flats, but never for walls or sprites!
2018-10-31 17:13:22 +01:00
Christoph Oelckers
91df3f8c73
- added option to disable alpha testing for user shaders.
2018-10-31 15:56:20 +01:00
Christoph Oelckers
37166b5faf
- fixed missing binding of the light buffer.
...
I thought this wasn't needed but apparently the buffer refactoring caused this not to be done automatically anymore.
Best have it once at the start of each frame where the cost is negligible.
2018-10-31 12:48:09 +01:00
Christoph Oelckers
41fd34e424
- use standard sprite lighting for voxels.
...
Per-pixel lighting requires normals which voxels do not have.
2018-10-31 12:28:10 +01:00
Christoph Oelckers
3a6f186aa0
- removed memcpy workarounds from GLWall, GLFlat and GLSprite after making sure that all 3 are trivially copyable.
2018-10-31 11:51:52 +01:00
Christoph Oelckers
fdf324cce5
- fixed error message for old OpenGL versions. There was still a mention of "with framebuffer support" which is core in 3.3.
2018-10-31 10:50:45 +01:00
Christoph Oelckers
533ded8d1e
Merge branch 'master' into mt
2018-10-31 10:20:29 +01:00
Christoph Oelckers
790b121195
- added a bit of profiling code to the multithreaded parts of the renderer.
2018-10-31 10:20:06 +01:00
Christoph Oelckers
01a0af8ad1
- simplified the render job interface.
...
Since the job nodes were already taken from a static array, the added linked list isn't really needed. All we need is a read and a write pointer into the array, This can even be done without a spinlock as long as we assume that the list never overflows.
2018-10-31 09:49:07 +01:00
Christoph Oelckers
e9c2247ff4
- added missing file.
2018-10-31 09:22:38 +01:00
Christoph Oelckers
e4d2ec8cb2
- added a few comments to the renderstate to document where certain functions are used.
2018-10-31 08:16:44 +01:00
Christoph Oelckers
aafa445aac
- fixed stencil marking for SSAO.
2018-10-30 23:33:45 +01:00
Christoph Oelckers
e2e34f5245
- cleanup of the buffer binding interface.
...
Some stuff is not really needed and the vertex buffers no longer need to insert themselves into the render state.
2018-10-30 22:43:58 +01:00
Christoph Oelckers
1be1470d47
- cleanup of hw_bsp.cpp.
2018-10-30 22:19:55 +01:00
Marrub
0b460ccb03
Squashed commit of the following:
...
commit 767e3a64f0d5fd27ef56de6e93221e9b2016a0c7
Author: Marrub <marrub.xz@gmail.com>
Date: Tue Oct 30 04:01:09 2018 -0400
ProMessage -> PronounMessage
commit 305477f63fb669f8cf2d9f6d609ed3988f437664
Author: Marrub <marrub.xz@gmail.com>
Date: Mon Oct 29 23:56:58 2018 -0400
improve variable naming
commit f3f0245d0cdcc1b0a8a9b74806bc8954be747f40
Author: Marrub <marrub.xz@gmail.com>
Date: Mon Oct 29 19:52:32 2018 -0400
add "neutral" gender option and better obit formatting
2018-10-30 21:42:09 +01:00
Christoph Oelckers
48bc5550d7
- removed the Bind function from FFlatVertexBuffer.
...
This is not flexible enough. There was already one place where this was not supposed to go through the render state.
The new interface allows more general use of the contained buffer objects.
2018-10-30 19:28:47 +01:00
Christoph Oelckers
fa498611f8
- uncoupled texture precaching from regular binding for rendering.
...
The precaching should not depend on code that may be subject to change.
2018-10-30 19:27:10 +01:00
Christoph Oelckers
55df324d16
- basic multithreading for the render data generation.
2018-10-30 14:58:43 +01:00
Rachael Alexanderson
94688a3700
- do a texture check when drawing fog borders in the software renderer. this does not fix the crash issue, but mitigates it enough with a check that likely should be in place, anyhow.
2018-10-30 01:13:00 -04:00
alexey.lysiuk
0c686e6f92
- more fixes for GCC
...
error: ‘size_t’ does not name a type
error: ‘assert’ was not declared in this scope
2018-10-29 22:57:45 +02:00
Christoph Oelckers
b56e80a556
- disabled the buffer reallocation option for the light buffer.
...
The entire idea with CPU side buffering simply can not work since the buffer is being used live. To compensate the buffer's size was doubled.
2018-10-29 21:53:43 +01:00
alexey.lysiuk
2e02b7e555
- fixed compilation of SDL backend
...
error: unknown type name 'OpenGLFrameBuffer'
2018-10-29 22:41:24 +02:00
alexey.lysiuk
d2c7ffb2ca
- fixed crash with Cocoa backend on startup
2018-10-29 22:33:27 +02:00
alexey.lysiuk
2aac222d35
- fixed compilation on macOS
...
error: non-constant-expression cannot be narrowed from type 'unsigned long' to 'int' in initializer list
error: unknown type name 'OpenGLFrameBuffer'
2018-10-29 22:32:36 +02:00
Christoph Oelckers
47ae42d636
- fixed: for sectors that have to be drawn per subsector the render state was not applied. resulting in random garbage.
2018-10-29 17:52:44 +01:00
Christoph Oelckers
f7446160bb
Merge branch 'master' into renderstate_abstraction
2018-10-29 14:00:43 +01:00
Christoph Oelckers
118bc78fe3
- moved the entire OpenGL backend into a separate namespace.
2018-10-29 13:56:17 +01:00
Christoph Oelckers
0c8b36e121
- moved the texture resizer to hwrenderer.
...
This is pure math and will be shareable with Vulkan.
2018-10-29 13:18:48 +01:00
Christoph Oelckers
190a225301
- minor cleanup.
2018-10-29 13:00:12 +01:00
Christoph Oelckers
893e08df70
- moved DrawScene to GLRenderer and call it through std::function.
...
This was the last remaining virtual override of HWDrawInfo.
With it removed this type is now fully API independent.
2018-10-29 12:54:10 +01:00
Christoph Oelckers
325d2126ec
- moved ProcessScene to hwrenderer
2018-10-29 12:25:41 +01:00
Christoph Oelckers
8991537e57
- moved the 2D drawer tp hwrenderer.
2018-10-29 12:14:36 +01:00
Christoph Oelckers
8a0596893b
- fixed dynamic light profiling counters.
...
The draw counters were never incremented and this should be reset only once per scene, not once per viewpoint.
2018-10-29 10:36:48 +01:00
Christoph Oelckers
361bb688c8
- moved Set3DViewport to hwrenderer.
2018-10-29 10:21:52 +01:00
Christoph Oelckers
362ecacd52
- moved the End*Scene functions to hwrenderer.
2018-10-29 09:58:37 +01:00
Christoph Oelckers
1bbc9f6730
- removed two of the state flags in SetStencil and handle them explicitly.
2018-10-29 09:53:07 +01:00
Christoph Oelckers
163d6be0d7
- added a few more GL state wrappers to the render state.
...
Not used yet.
2018-10-29 09:41:26 +01:00
Christoph Oelckers
f6d9592a45
- moved calls to renderstate from buffer implementation into a subfunction so that it's easier to change if needed.
2018-10-29 09:40:03 +01:00
Christoph Oelckers
90982285ac
- moved the mSceneClearColor variable to main DFrameBuffer class.
2018-10-29 09:34:30 +01:00
Christoph Oelckers
98e111eba0
- merged the nearly identical wrapper texture classes for the software render and the wiper.
2018-10-29 07:39:33 +01:00
Christoph Oelckers
6dc47ff328
- the last commit was incomplete.
2018-10-29 07:06:29 +01:00
Christoph Oelckers
5528981a77
- CreateScene, too.
2018-10-28 23:32:13 +01:00
Christoph Oelckers
70f9507f16
- moved RenderPortal, too.
2018-10-28 23:18:19 +01:00
Christoph Oelckers
24d6b23042
- moved RenderScene and RenderTranslucent to hwrenderer.
2018-10-28 22:58:35 +01:00
Christoph Oelckers
9b56f407dd
- moved all 'present' functions into FGLRenderer.
...
This list of functions contained half of the existing references to the global GLRenderer variable.
2018-10-28 22:36:52 +01:00
Christoph Oelckers
9f9d747a6b
- moved all methods that would involve command buffer manipulation in Vulkan to FRenderState, because that's the object that would serve as command buffer builder.
2018-10-28 22:20:51 +01:00
Christoph Oelckers
2ee2766812
- moved more code from FDrawInfo to HWDrawInfo.
...
The entire setup/takedown code did not reference any API specific data. The only thing needed is a global virtual creation function.
2018-10-28 19:39:31 +01:00
Christoph Oelckers
1ca811d4a8
- moved more code out of FDrawInfo.
2018-10-28 19:19:46 +01:00
Christoph Oelckers
cb4ffbf053
- moved the draw lists back to the API independent side.
...
The original idea was to let Vulkan do this completely differently, but if that comes to pass it should be done without having generic data maintenance code on the API side.
2018-10-28 19:06:29 +01:00
Christoph Oelckers
df15f00a21
- moved more code out of 'gl'.
2018-10-28 18:49:29 +01:00
Christoph Oelckers
e6efee61b1
- moved the last remaining function from gl_shadowmap.cpp elsewhere so that the file can be deleted.
2018-10-28 17:09:22 +01:00
Christoph Oelckers
54f46fdfee
- moved most of FShadowMap to IShadowMap, except the main Update function.
2018-10-28 16:11:04 +01:00
Christoph Oelckers
cc058f98a5
- use IDataBuffer for the shadow map generator's buffers.
2018-10-28 15:59:20 +01:00
Christoph Oelckers
926a918e0c
- moved the light buffer pointer to globally visible state.
2018-10-28 15:22:48 +01:00
Christoph Oelckers
b2776c9351
- moved lightbuffer files to hwrenderer.
2018-10-28 15:09:33 +01:00
Christoph Oelckers
bd7df13200
- let the light buffer use IDataBuffer as well.
2018-10-28 15:04:57 +01:00
alexey.lysiuk
49c3ec6a87
- fixed compilation warnings reported by GCC and Clang
...
src/gl/data/gl_viewpointbuffer.cpp:142:12: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
src/gl/data/gl_viewpointbuffer.cpp:142:34: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
2018-10-28 15:59:28 +02:00
Christoph Oelckers
54de0bf59f
- changed a bit more stuff that doesn't need to be routed through the OpenGL interface anymore.
2018-10-28 14:25:29 +01:00
Christoph Oelckers
f7c7c8d1c5
- moved some buffer variables out of GLRenderer into common parts of the code so that they can be accessed from hwrenderer as well.
...
This will allow more code to be moved out of the API dependent parts.
2018-10-28 13:56:24 +01:00
Christoph Oelckers
c5b3b9e107
- moved the viewpoint buffer to hwrenderer.
2018-10-28 13:26:47 +01:00
Christoph Oelckers
b51cc8b115
- base the viewpoint buffer on IDataBuffer.
2018-10-28 13:18:13 +01:00
Christoph Oelckers
3b26e64404
- renamed the 'vertexbuffer' files to 'buffers' because it's now generic for all buffer types.
2018-10-28 12:04:20 +01:00
Christoph Oelckers
a1fb1f60f4
- replaced IUniformBuffer with IDataBuffer, which reuses the code for the other buffer types and is more flexible.
2018-10-28 11:54:26 +01:00
Christoph Oelckers
8abf09afe2
- consolidated buffer implementations.
...
Since this is nearly identical for different buffer types they should share the same code wherever possible.
2018-10-28 09:45:51 +01:00
Christoph Oelckers
9e109995cd
- moved model renderer to hwrenderer after removing the remaining traces of OpenGL.
2018-10-28 00:40:41 +02:00
Christoph Oelckers
51acf3053c
- fixed model vertex buffer setup.
...
Setting the buffer and its attribute bindings must be one step, not twp. With Vulkan this is a single API call.
This removes the now obsolete SetVertexBuffer method from the model renderer's interface.
2018-10-27 23:33:22 +02:00
Christoph Oelckers
a62cd64138
- removed all direct OpenGL dependencies from gl_models.cpp.
2018-10-27 22:55:33 +02:00
Christoph Oelckers
ac37ff422a
- removed unneeded Apply call.
...
This had a problem with being called before some data was going to be deleted so its applied buffer state got lost.
2018-10-27 22:30:50 +02:00
Christoph Oelckers
83e706afe7
- - removed the remains of the old FVertexBuffer class.
2018-10-27 22:04:13 +02:00
Christoph Oelckers
067716cefb
- made sky vertex buffer backend independent.
2018-10-27 21:31:27 +02:00
Christoph Oelckers
b92b7ca0a7
- fixed a few more places where unwanted dynamic lights were still active.
2018-10-27 19:25:51 +02:00
Christoph Oelckers
537faa16dc
- fixed: Before rendering a portal the dynamic light index must be reset.
...
Otherwise the portal may 'inherit' some light of the last rendered item.
This is important for non-scene portals which have no dynamic lighting.
2018-10-27 19:16:56 +02:00
Christoph Oelckers
cd8c7a17eb
- model vertex buffer converted.
2018-10-27 16:59:13 +02:00
Christoph Oelckers
5201501534
- added lock/unlock methods to the buffer implementations.
...
These are not interchangeable with Map/Unmap!
Map/Unmap is for mapping a buffer for updating on old hardware, Lock/Unlock are for manually copying some initialization data directly into a static buffer.
2018-10-27 16:04:28 +02:00
Christoph Oelckers
5a4e5a8038
- moved the remaining parts of the main vertex buffer to hwrenderer.
2018-10-27 14:42:24 +02:00
Christoph Oelckers
dad3c50ebd
- renamed classes before continuing.
2018-10-27 14:27:43 +02:00
Christoph Oelckers
72bc7693bd
- refactored main vertex buffer (but didn't merge with hwrender class yet.
2018-10-27 14:24:47 +02:00
Christoph Oelckers
332ab220ad
- hooked low level buffers into render state.
...
It still needs to support the old interface so the code isn't really clean
2018-10-27 10:55:35 +02:00
Christoph Oelckers
3db26a3a1b
- added an abstract index buffer implementation as well.
2018-10-27 10:26:51 +02:00
Christoph Oelckers
bb09f5488f
- added an abstract base vertex buffer class.
2018-10-27 09:07:26 +02:00
Christoph Oelckers
5cce310f11
- fixed line portal setups in one-subsector maps.
2018-10-27 00:47:24 +02:00
Christoph Oelckers
fa85717155
- a bit of code reordering.
2018-10-25 22:50:45 +02:00
Christoph Oelckers
4f4bcd2d7d
- moved DrawSorted back to HWDrawList.
2018-10-25 22:45:55 +02:00
Christoph Oelckers
21b658d34f
Merge branch 'master' into renderstate_abstraction
2018-10-25 22:30:26 +02:00
Christoph Oelckers
c98474d1c7
- portal refactoring complete.
2018-10-25 22:30:03 +02:00
Magnus Norddahl
952ffb289c
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-10-25 12:41:08 +02:00
Magnus Norddahl
2404634d5d
- fix softpoly bug where sprites and translucent walls in front of models would disappear
2018-10-25 12:40:56 +02:00
Christoph Oelckers
bc97e585ba
- removed some leftover GL2 code.
2018-10-25 01:02:16 +02:00
Christoph Oelckers
cead0194bd
- safety commit. To finalize we need a better vertex buffer interface.
2018-10-25 00:49:39 +02:00
Christoph Oelckers
3940f17980
- portals are now completely on the hwrenderer side.
...
The only thing that still needs to be on the backend side is the one function that manages the rendering.
2018-10-25 00:25:55 +02:00
Christoph Oelckers
e6b5eba469
- moved GLScenePortal to the hardware independent code.
2018-10-24 07:57:32 +02:00
Christoph Oelckers
c76c4b77ec
- merged GLPortal into HWPortal after all direct OpenGL dependencies have been removed.
2018-10-24 07:49:06 +02:00
Christoph Oelckers
d757efde96
- renamed IPortal to HWPortal
2018-10-24 07:35:22 +02:00
Christoph Oelckers
3e4dcbe2b4
- groundwork for separating the portal data from the renderer.
...
With GLPortal being responsible for all the setup a lot of code was tied to the backend.
Now FDrawInfo will manage the setup and only call pure data generation functions in the actual portal object.
2018-10-24 00:19:07 +02:00
Christoph Oelckers
93dac4e4d8
- some reorganization of portal code.
2018-10-23 22:32:00 +02:00
Tommy Nguyen
75bd1b00b4
- use value initialization for secspecial_t
2018-10-23 20:30:27 +02:00
Magnus Norddahl
43c30ff485
- fix null pointer crash
2018-10-23 09:17:55 +02:00
Magnus Norddahl
22422635a0
- portal check is overridden by a different inverted check in the software renderer
2018-10-23 09:08:41 +02:00
Magnus Norddahl
af9757abaf
- Cull two-sided lines using the same rules as the software renderer is using (as suspicious as they may be)
2018-10-23 07:42:14 +02:00
Christoph Oelckers
93599e483f
- moved weapon drawing to hwrenderer.
2018-10-22 23:40:44 +02:00
alexey.lysiuk
2ba6148834
- fixed default values for S_ChangeMusic
...
https://forum.zdoom.org/viewtopic.php?t=62323#p1076849
2018-10-22 08:19:56 +03:00
Christoph Oelckers
08e1b49988
- removed include
2018-10-21 20:21:16 +02:00
Christoph Oelckers
3775c4756e
- moved sprite drawer to hwrenderer as well.
2018-10-21 17:50:01 +02:00
Christoph Oelckers
346a9ce149
- fixed initialization.
2018-10-21 14:45:03 +02:00
Christoph Oelckers
0af65a8fa0
- removed the direct setters for the blend mode state.
...
This will now always have to go through the render state.
2018-10-21 14:26:14 +02:00
Christoph Oelckers
a3aaa5cc8b
- removed old RenderStyle management.
2018-10-21 14:18:08 +02:00
Christoph Oelckers
8ffeb7812f
- made wall draw code API independent.
2018-10-21 13:53:50 +02:00
Christoph Oelckers
7897f26abf
- started reworking the wall drawer.
2018-10-21 13:11:36 +02:00
Christoph Oelckers
acad8315d0
- move stencil recursion counter to render state.
2018-10-21 10:58:11 +02:00
Christoph Oelckers
a97d71a3c3
- draw decals in hardware independent code.
2018-10-21 10:51:26 +02:00
Christoph Oelckers
1768508c80
- first adjustments to decal code.
...
- moved texture mode constants to a global header and consolidated with the variants of the 2D drawer.
2018-10-21 08:14:48 +02:00
Christoph Oelckers
3b7a5da83e
- moved AddFlat to gl_drawinfo.cpp and deleted gl_flats.cpp.
2018-10-21 00:38:56 +02:00
Christoph Oelckers
d45f6b9bea
- moved the flat drawer to hwrenderer.
2018-10-21 00:35:39 +02:00
Christoph Oelckers
e8f48e7535
- moved the color/fog setters to hwrenderer.
2018-10-20 23:33:07 +02:00
Christoph Oelckers
fac7c7a31c
- abstraction of render style in render state.
2018-10-20 23:14:57 +02:00
Christoph Oelckers
9ef5e00cdf
- some cleanup and preparation on RenderState interface.
2018-10-20 21:36:50 +02:00
Christoph Oelckers
3c3be0d349
- started with an abstract render interface, most importantly handle the stencil for plane flooding through the render state object instead of changing GL state directly.
2018-10-20 21:08:24 +02:00
Rachael Alexanderson
e2f6fa95d4
- fixed: attaching a new status bar to a player now calls 'setsizeneeded' - fixes an issue where the screen geometry is out of sync with the characteristics of the new status bar.
2018-10-20 13:22:11 -04:00
Christoph Oelckers
510aa600dd
- moved hw_renderstate.h to hwrenderer folder and renamed one GL constant it was using.
2018-10-20 18:37:12 +02:00
Christoph Oelckers
a4f7fd2e46
- started splitting the render state struct.
...
Reusable parts should be in hwrenderer later.
2018-10-20 13:34:29 +02:00
Christoph Oelckers
4603d01ba1
- removed some unused content from FGLRenderState.
2018-10-20 13:11:03 +02:00
Christoph Oelckers
9a03ba3cc5
- renamed FRenderState to FGLRenderState.
2018-10-20 13:05:36 +02:00
Christoph Oelckers
5f838d52b9
- some cleanup on the OpenGL interface and its flags.
...
Most importantly, the separate command line options for switching on the legacy buffer handling have been removed.
There's really no need for them anymore, because unlike in earlier versions many of the implementation differences no longer exist - with the exception of where the light and vertex buffer contents are generated.
For testing this, -glversion 3 is sufficient.
2018-10-20 12:55:25 +02:00
Christoph Oelckers
9253118bdc
- removed the quad drawer class
...
This isn't needed anymore.
2018-10-20 11:59:12 +02:00
Christoph Oelckers
74ba142eae
- allow vertex creation for sprites in the setup pass.
...
Currently only used by legacy hardware.
2018-10-20 11:53:20 +02:00
Christoph Oelckers
d37cd63fda
- use setter methods for glow initialization of sectors.
2018-10-20 11:28:51 +02:00
Christoph Oelckers
00c8c6e3b2
- generate vertices for skybox sectors in the processing pass.
...
Aside from the sprites this was the only other remaining use of FQuadDrawer.
2018-10-20 11:22:55 +02:00
Christoph Oelckers
e5ff500c5a
- rewrote render hacks to prepare their vertex data in the processing pass.
...
This eliminates 3 of the 5 remaining occurences of FQuadDrawer and gets a large section of code out of the GL backend into the common hardware rendering code.
# Conflicts:
# src/gl/scene/gl_scene.cpp
2018-10-20 10:56:12 +02:00
Christoph Oelckers
c5d1b884dd
- fixed incorrect block size calculation.
2018-10-20 10:50:22 +02:00
Christoph Oelckers
6f81310fa7
Reinstate light buffer resizing, using the same method as for the model matrix buffer
2018-10-20 10:50:02 +02:00
Christoph Oelckers
ad80efd6be
Prepared light buffer for multithreaded use
...
This necessitated removing the reallocator because that cannot be done in a multithreaded context in OpenGL. The buffer should be large enough anyway, it it all gets used, slowdowns would be unavoidable.
There was also some simplification of the buffer alignment math for uniform buffers
2018-10-20 10:49:06 +02:00
Christoph Oelckers
84a55667d9
- removed more old code from flat renderer.
...
VBOHeightCheck was from early development when interpolation was not reflected by the vertex buffer.
# Conflicts:
# src/gl/scene/gl_flats.cpp
2018-10-20 10:39:28 +02:00
Christoph Oelckers
07649fd31a
- removed some leftover code for handling dynamic lights in the render pass.
...
# Conflicts:
# src/gl/scene/gl_flats.cpp
2018-10-20 10:36:39 +02:00
Christoph Oelckers
acb9505606
- fixed cherry-picked commit so that modern OpenGL can still do the light setup in the render pass.
2018-10-20 10:33:26 +02:00
Christoph Oelckers
a9c8546ba3
- changed dynamic light setup so that it is completely in the processing pass, not the render pass.
...
# Conflicts:
# src/gl/scene/gl_flats.cpp
# src/hwrenderer/scene/hw_flats.cpp
2018-10-20 09:46:53 +02:00
Magnus Norddahl
6a327ff898
Merge remote-tracking branch 'origin/master' into asmjit
2018-10-17 08:55:21 +02:00
Magnus Norddahl
295fc7d7f7
Revert "- the build tests are using some ancient dino 7.1 Windows SDK where UnwindInfoAddress isn't part of the struct yet."
...
This reverts commit 20516e1c0b
.
2018-10-17 08:54:41 +02:00
Marisa Kirisame
1e6454598c
Preserve line locknumber in savegames.
2018-10-16 08:58:37 -04:00
Magnus Norddahl
20516e1c0b
- the build tests are using some ancient dino 7.1 Windows SDK where UnwindInfoAddress isn't part of the struct yet.
2018-10-15 03:06:40 +02:00
Magnus Norddahl
1f0add9067
- update JIT PARAM handling to match the VM instruction change
2018-10-14 23:13:30 +02:00
Magnus Norddahl
70f18f87b9
Merge remote-tracking branch 'origin/master' into asmjit
2018-10-14 22:55:57 +02:00
Magnus Norddahl
1a2e5b12d0
- RUNTIME_FUNCTION only exists in 64-bit Windows
2018-10-14 22:54:30 +02:00
Rachael Alexanderson
239b57b41c
- fixed: use 'setsizeneeded' more often in the scaling code. recalculating screen geometry for 2D elements when it changes never really hurts.
2018-10-14 16:27:08 -04:00
Christoph Oelckers
dd719f0f14
- extended the register limit for 'param'.
...
The instruction one free instruction byte so it's now using that to extend its argument's register range to 65535.
For param this is needed because it passes strings by reference and creating an implicit temporary copy for string constants does not work here.
2018-10-14 09:13:26 +02:00
Magnus Norddahl
cd211da2d8
- fix wrong shift direction
2018-10-14 08:53:18 +02:00
Magnus Norddahl
a3f6950a4f
- build enough of the unwind opcodes for visual studio's debugger to produce the correct call stack
2018-10-14 08:27:27 +02:00
player701
6dc026895c
- Exported PickNewWeapon function from PlayerPawn to ZScript.
2018-10-14 00:52:00 +02:00
Magnus Norddahl
cf9bae67a8
- construct our own runtime as the one provided by asmjit is too primitive
2018-10-14 00:46:54 +02:00
Magnus Norddahl
300553a21f
- add more names to asmjit objects
2018-10-12 08:02:35 +02:00
Magnus Norddahl
7ca598de2d
- remove the frameX registers as they were just constant offsets to vmframe that could be merged into other constant offsets
2018-10-12 07:41:16 +02:00
Magnus Norddahl
b15ca09486
- give the remaining virtual registers names
2018-10-12 07:05:42 +02:00
Magnus Norddahl
c86e4480b6
- give temp registers names and reuse the FString object for formatting names
2018-10-12 06:59:03 +02:00
Magnus Norddahl
0bb4a159e5
- skip RESULT opcodes when outputting assembly
2018-10-12 06:25:51 +02:00
Magnus Norddahl
44294a051a
- clean up assembly output slightly by only generating labels for the opcodes jumped to
2018-10-12 06:14:27 +02:00
Magnus Norddahl
c099b2d3c8
Merge remote-tracking branch 'origin/master' into asmjit
2018-10-12 05:38:33 +02:00
Magnus Norddahl
ade6ae24e9
- fix CASTB opcode implementation
2018-10-11 04:32:49 +02:00
Magnus Norddahl
fc870fce87
- fix missing convert from float to double in LSP and LSP_R opcodes
...
- fix missing convert from double to float in SSP and SSP_R opcodes
2018-10-11 03:53:11 +02:00
Magnus Norddahl
aa6e09f7e8
- fix debug build compile error
2018-10-11 03:14:42 +02:00
Magnus Norddahl
0120ea190c
- remove the need to do any VARF_Native runtime checks by making native functions use the same calling convention as the script version
2018-10-10 23:47:56 +02:00
Magnus Norddahl
b6bc06e568
- do script calls directly from asmjit without using a lambda wrapper
...
- do VARF_Native check at compile time when possible
2018-10-10 22:08:26 +02:00
Rachael Alexanderson
ec7e855a56
- g3.7pre
2018-10-10 02:25:32 -04:00
Magnus Norddahl
01825231ec
- add -dumpjit command line parameter that dumps the JIT log for all functions to dumpjit.txt
2018-10-10 06:17:35 +02:00
Magnus Norddahl
452c6fd158
- fix return warning
2018-10-10 04:57:35 +02:00
Christoph Oelckers
0dc7f6be19
- fixed: MD3s with a skin-less surface left the renderer in an undefined state.
...
The frame interpolation factor wasn't reset and rendering prematurely aborted with no chance to recover.
2018-10-09 19:16:15 +02:00
Magnus Norddahl
884e185db0
- switch to using setjmp/longjmp for exception handling
2018-10-09 16:30:55 +02:00
Magnus Norddahl
2b05e75656
Merge branch 'asmjit' of https://github.com/coelckers/gzdoom into asmjit
2018-10-09 14:46:40 +02:00
Magnus Norddahl
3f4638ca31
- add disabled code that attempts to load registers directly from function arguments
2018-10-09 14:46:27 +02:00
Rachael Alexanderson
e223a25863
- fixed: smooth teleporters could fudge the player over an adjacent line, causing the player to appear on top of a cliff that is much higher than the original teleport.
2018-10-09 06:55:56 -04:00
Magnus Norddahl
9c3b8507af
- add missing include statement
2018-10-09 07:15:46 +02:00
Magnus Norddahl
f0d9b49099
- allocate VMFrame on the stack for simple functions with no strings
2018-10-09 05:19:29 +02:00
Magnus Norddahl
bee3a964ae
- remove argument not used anymore
2018-10-09 05:18:44 +02:00
Magnus Norddahl
b7c0cd5d05
- move VM creation into the jitted function. this will allow the jit compiler to skip vm frame creation when possible
2018-10-09 03:37:11 +02:00
Magnus Norddahl
e930dfaae7
- create ScriptCall function pointer on VMScriptFunction
2018-10-09 02:52:07 +02:00
Magnus Norddahl
137ef034d1
- modify the VM calling convention so that the callee sets up its own VM frame
2018-10-09 02:08:15 +02:00
Magnus Norddahl
367b60d88c
- fix wrong registers getting saved when passing parameters by reference
2018-10-08 23:44:54 +02:00
alexey.lysiuk
77b8eb6547
- reverted macOS dark mode support with old SDKs
...
This feature causes several issues with NSOpenGLView:
* Mouse event coordinates are wrong in non-retina mode on HiDPI screen
* In retina mode only 1/4 of picture is visible and its scaling is incorrect
* Some sort of filtering is applied to frontbuffer picture
* Noticeable increase in CPU load because of that filtering
Linking with macOS 10.14 SDK leads to all these issues regardless of .plist option presence and its value
2018-10-08 15:50:56 +03:00
Magnus Norddahl
d643fbd077
- removed CanJit as all opcodes are now implemented
...
- fix some store bugs
2018-10-07 22:21:48 +02:00
Magnus Norddahl
47bcf318a5
- fix 32 bit compile errors
2018-10-07 20:55:06 +02:00
Magnus Norddahl
f321f64a05
- catch and rethrow c++ exceptions
2018-10-07 20:38:08 +02:00
alexey.lysiuk
4d14642cad
- enabled macOS dark mode support with pre-10.14 SDKs
...
https://developer.apple.com/documentation/appkit/nsappearancecustomization/choosing_a_specific_appearance_for_your_app
2018-10-07 11:10:29 +03:00
Magnus Norddahl
47485194f4
- reuse temp virtual registers
2018-10-07 09:02:28 +02:00
Magnus Norddahl
c5a5265e40
Merge remote-tracking branch 'origin/master' into asmjit
2018-10-07 06:32:13 +02:00
Magnus Norddahl
d47988202a
- workaround bug in asmjit's register allocator for calls where the return register is already allocated in a physical register needed by one of the call arguments
2018-10-07 06:29:54 +02:00
Magnus Norddahl
d4a64284ea
Merge pull request #586 from Talon1024/feature/objSmoothCalc
...
Calculate normals for OBJ models with smooth groups
2018-10-05 21:40:16 +02:00
Rachael Alexanderson
e7f19b01cb
- added normal5x and normal6x
2018-10-04 22:09:18 -04:00
Marisa Kirisame
25ac526936
Computed facet normals for UE1 models were not normalized when they were supposed to.
2018-10-04 23:16:43 +02:00
Marisa Kirisame
c3894ee348
Exports various resurrection-related functions to ZScript.
2018-10-04 08:59:37 -04:00
Vitaly Novichkov
59c8d8ff64
Upgrade libADLMIDI and libOPNMIDI
...
Added full-panning stereo, improvement of channel management, and many other things.
Also, I have implemented an ability to use custom WOPL (for libADLMIDI) and WOPN (for libOPNMIDI) banks from the same path as "soundfonts", but also, in the same environment, the "fm_banks" folder was added for WOPL/WOPN storing purposes.
To toggle usage of embedded or custom bank, I have added togglable booleans. When bank fails to be loaded, the default embedded bank is getting to be used as fallback.
ADLMIDI 1.4.0 2018-10-01
* Implemented a full support for Portamento! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* Added support for SysEx event handling! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* Added support for GS way of custom drum channels (through SysEx events)
* Ignore some NRPN events and lsb bank number when using GS standard (after catching of GS Reset SysEx call)
* Added support for CC66-Sostenuto controller (Pedal hold of currently-pressed notes only while CC64 holds also all next notes)
* Added support for CC67-SoftPedal controller (SoftPedal lowers the volume of notes played)
* Fixed correctness of CMF files playing
* Fixed unnecessary overuse of chip channels by blank notes
* Added API to disable specific MIDI tracks or play one of MIDI tracks solo
* Added support for more complex loop (loopStart=XX, loopEnd=0). Where XX - count of loops, or 0 - infinite. Nested loops are supported without of any limits.
* Added working implementation of TMB's velocity offset
* Added support for full-panning stereo option (Thanks to [Christopher Snowhill](https://github.com/kode54 ) for a work!)
* Fixed inability to play high notes due physical tone frequency out of range on the OPL3 chip
OPNMIDI 1.4.0 2018-10-01
* Implemented a full support for Portamento! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* Added support for SysEx event handling! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* Added support for GS way of custom drum channels (through SysEx events)
* Ignore some NRPN events and lsb bank number when using GS standard (after catching of GS Reset SysEx call)
* Added support for CC66-Sostenuto controller (Pedal hold of currently-pressed notes only while CC64 holds also all next notes)
* Added support for CC67-SoftPedal controller (SoftPedal lowers the volume of notes played)
* Resolved a trouble which sometimes makes a junk noise sound and unnecessary overuse of chip channels
* Volume models support taken from libADLMIDI has been adapted to OPN2's chip speficis
* Fixed inability to play high notes due physical tone frequency out of range on the OPN2 chip
* Added support for full-panning stereo option
ADL&OPN Hotfix: re-calculated default banks
The fix on side of measurer of OPL3-BE and OPN2-BE where some instruments getting zero releasing time.
2018-10-04 08:58:47 -04:00
Rachael Alexanderson
b6bcc1b0f5
Add 'normalNx' texture scaling
2018-10-04 08:43:02 -04:00
alexey.lysiuk
778a7c370d
- added 5x and 6x upscaling with xBRZ
2018-10-04 08:43:02 -04:00
alexey.lysiuk
e111e2251c
- cleaned up old xBRZ 1.0 upscaler
...
Removed obsolete header comments and support for C++98
Disabled Windows only debug features
2018-10-04 08:43:02 -04:00
alexey.lysiuk
30c3f4f597
- update xBRZ upscaler to version 1.6
...
Fixed build with all suported toolchains thanks to incomplete implementation of C++14 in MSVC 2015 and GCC 4.9
Removed obsolete header comments and support for C++98
Disabled Windows only debug features
https://sourceforge.net/projects/xbrz/
https://sourceforge.net/projects/xbrz/files/xBRZ/xBRZ_1.6.zip
2018-10-04 08:43:02 -04:00
Rachael Alexanderson
51dfc82153
- fix missing curly brace
2018-10-03 09:39:32 -04:00
Christoph Oelckers
797f88a6c8
- some tweaking of shadowmap filter setting to allow changing the PCF filter's number of samplings.
2018-10-03 13:45:54 +02:00
Christoph Oelckers
c8852b8fea
- enabled the linear shadowmap filter.
...
Although this doesn't look as good as the PCF version it is a lot less calculation intensive and therefore more suitable for weaker hardware.
It also tends to bleed through walls a lot less.
2018-09-29 13:23:40 +02:00
Christoph Oelckers
86c7e87767
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-09-29 12:59:11 +02:00
Marisa Kirisame
670c86cd47
Fix a major oversight that caused UE1 models to use the normals of the first frame for all frames.
2018-09-25 21:00:04 +02:00
Marisa Kirisame
a9b25242cd
Hotfix: The output from CheckReplacement no longer permanently overrides an actor's replacement.
2018-09-23 23:40:58 +02:00
Kevin Caccamo
525ab8eda3
Attempt to fix warnings from VS2017 Win64 compiler
2018-09-22 12:49:54 -04:00
Kevin Caccamo
7d4895d9df
Calculate normals for OBJ models with smooth groups
...
Add smoothGroup member to OBJFace struct, and assign the current smooth group number to it
Move face normal calculation code to CalculateNormalFlat
Add AddVertFaces method, which initializes and populates the vertFaces array of arrays, which holds references to triangle references per vertex
Only initialize and populate vertFaces if the model has missing normals and smooth groups
Assign smooth groups to triangle data
Add CalculateNormalSmooth method, which calculates the normals for each face the vertex is attached to, depending on whether or not the faces are part of the given smooth group, and averages them out
Add OBJTriRef struct, which holds references to triangles on OBJ surfaces
Make {agg,cur}SurfFaceCount unsigned ints
Change nvec to a value instead of a pointer
2018-09-22 10:24:01 -04:00
Magnus Norddahl
5bf76523d6
- switch ToMemAddress to imm_ptr where allowed
2018-09-18 18:13:53 +02:00
Magnus Norddahl
05ac219ba6
- switch from ASMJIT_ARCH_X64 to ASMJIT_ARCH_64BIT when checking if we need to use 64-bit pointers
2018-09-18 18:05:53 +02:00
Magnus Norddahl
ad260aa971
- create a very basic OP_IJMP implementation
2018-09-17 21:52:21 +02:00
Magnus Norddahl
61735ddd8b
- create CreateCall helper to get rid of a lot of the cc.call boilerplate
2018-09-17 12:00:25 +02:00
Magnus Norddahl
f61df60240
- implement OP_TAIL and OP_TAIL_K
2018-09-17 09:02:23 +02:00
Magnus Norddahl
d032914c3d
- use the ParamOpcodes array for finding the OP_PARAM's used by a call
2018-09-17 00:31:25 +02:00
Magnus Norddahl
da040e818c
- implement string version of OP_CAST
2018-09-17 00:17:32 +02:00
Magnus Norddahl
102c00ce13
- implement string part of OP_CASTB
2018-09-16 22:39:48 +02:00
Christoph Oelckers
bc1e659c7b
Revert "- reworked fog uniforms to move the global fog mode setting to the viewpoint buffer."
...
This reverts commit 8b26b6dd1e
.
This was causing problems with light mode 2 because some edge cases were no longer handled properly.
2018-09-16 22:38:20 +02:00
Marisa Kirisame
38c8f0d585
Adds OnDrop virtual to inventory items. Called on the dropped item at the end of AActor::DropInventory.
2018-09-16 17:58:57 +02:00
Christoph Oelckers
4c13a8df6e
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-09-16 13:52:13 +02:00
Christoph Oelckers
e13d1e4d0d
- do not render lights from uninitialized data.
2018-09-16 13:52:02 +02:00
David Carlier
58c6614c03
silent few warnings
2018-09-16 09:09:47 +02:00
Magnus Norddahl
c8e4bf089c
- implement OP_LFP
2018-09-16 03:39:54 +02:00
Magnus Norddahl
ba4606c1d5
- read the parameters and registers directly off the stack
2018-09-16 03:20:56 +02:00
Jonathan Russell
69bc39914b
- changed a bunch of manual address additions in string opcodes to leas
2018-09-15 21:09:43 +01:00
Magnus Norddahl
3477b22714
- more load fixes
2018-09-15 18:08:01 +02:00
Magnus Norddahl
4364feea9a
- fix truncated load addresses due to a bug in asmjit
...
- change ToMemAddress to use uint64_t
2018-09-15 15:38:16 +02:00
Magnus Norddahl
06b54d3aaa
- avoid certain x86::ptr overloads as the last argument is not always an offset
2018-09-15 15:05:52 +02:00
Rachael Alexanderson
74d939c0d2
- archive 'multiplayer' flag in savegames. https://forum.zdoom.org/viewtopic.php?f=2&t=61980
2018-09-15 08:16:02 -04:00
Major Cooke
1210e1a951
Added DMG_EXPLOSION flag.
...
- This allows modders to determine if damage is caused by an actual explosion, assigned by P_RadiusAttack and BlastActor for +TOUCHY actors.
2018-09-15 13:23:11 +02:00
Major Cooke
c988a0b3a4
Allow LineAttack's LAF_NOINTERACT to fill FTranslatedLineTarget's information.
...
- Originally when the flag was made, LineAttack was not yet exported. This can now be benefitted directly from ZScript.
2018-09-15 13:22:26 +02:00
ZippeyKeys12
7885a22cad
Add NewGame to EventHandler
...
https://forum.zdoom.org/viewtopic.php?t=61908
2018-09-15 13:20:41 +02:00
alexey.lysiuk
7d1af25b46
Fixed code generation of infinite for loop
...
https://forum.zdoom.org/viewtopic.php?t=62023
2018-09-15 13:19:28 +02:00
Christoph Oelckers
3046a7dd81
- be more thorough with 'in menu' checks for certain protected functions.
...
They would also pass the test if a menu just was open but not the actual invoker.
Also error out if this happens so that modders can see that they are doing unsupported things. Silent failure is not a good idea here.
2018-09-15 12:30:05 +02:00
Christoph Oelckers
53ee7cfc7b
- fixed some warnings in OBJ model code.
...
(This clearly shows that using 'long' as parameters in any interface must be stopped. It is fundamentally unsafe to have a type whose size is not reliable - it's either an int-sized nor a pointer sized value, depending on the platform, and essentially worthless.)
2018-09-15 12:27:14 +02:00
Jonathan Russell
407418a92e
- fixed typo in last commit
2018-09-15 00:26:14 +01:00
Jonathan Russell
b83f4f48d6
- implemented SS_R, LCS_R, and LKS_R
2018-09-15 00:25:13 +01:00
Magnus Norddahl
ce9925d257
- fix bug in LKF_R
2018-09-15 01:06:48 +02:00
Magnus Norddahl
7e7bce4965
- fixed OP_VTBL bug
2018-09-15 00:28:34 +02:00
Magnus Norddahl
266f838de7
- fix crash in OP_RET handling
2018-09-15 00:12:12 +02:00
Magnus Norddahl
663e61a4fb
- simplify some code
2018-09-14 23:38:57 +02:00
Magnus Norddahl
90d8d4af24
Merge pull request #573 from Gutawer/asmjit
...
Added string PARAM and RET
2018-09-14 20:07:47 +02:00
Jonathan Russell
11fbd9a0a4
- added string PARAM and RET
2018-09-14 18:20:31 +01:00
Magnus Norddahl
4e85134d8e
Merge remote-tracking branch 'gzdoom/master' into asmjit
2018-09-14 02:09:17 +02:00
Magnus Norddahl
d09a377f12
- fix clang errors and warnings
2018-09-14 01:07:05 +02:00
Jonathan Russell
0b6c514067
- added OP_MOVES, OP_CONCAT, OP_LENS, OP_CMPS
2018-09-13 20:31:06 +01:00
Magnus Norddahl
c359601737
- fix opcodes not being listed in jit debug assembly
2018-09-13 19:03:30 +02:00
Magnus Norddahl
b92e5fbf2a
- move EmitRESULT to jit_call
2018-09-13 02:56:02 +02:00
Magnus Norddahl
fad8c9c7b4
- minor cleanups in header file
2018-09-13 02:38:51 +02:00
Magnus Norddahl
ef170883ef
- split JitCompiler into multiple files
2018-09-13 02:29:04 +02:00
Jonathan Russell
b8bdc3b4c8
- added strings and a few string opcodes
2018-09-12 23:56:04 +01:00
Magnus Norddahl
afc3c6b562
- fix CALL_K and disable CALL
2018-09-12 21:58:31 +02:00
Magnus Norddahl
ced793b791
- implement OP_CALL and OP_CALL_K
2018-09-12 01:37:30 +02:00
Magnus Norddahl
981950fef0
- fix misc integer opcodes and remove mov statements when they have no effect
2018-09-11 23:31:32 +02:00
Jonathan Russell
4d3c496121
- changed the way EmitComparisonOpcode works to get rid of the temporary register that was used previously
2018-09-11 21:48:02 +01:00
Magnus Norddahl
4d1cb258d6
- implement PARAM and PARAMI
2018-09-11 17:08:51 +02:00
Magnus Norddahl
6f55c76f05
- fix missing zero extend
2018-09-09 23:21:47 +02:00
Magnus Norddahl
4076ce791b
- fix that the code for META and CLSS was swapped
2018-09-09 22:42:59 +02:00
Magnus Norddahl
19442732d4
- some jump fixes
2018-09-09 22:03:57 +02:00
Magnus Norddahl
b40cbfb22e
- fix jump direction in EmitComparisonOpcode
2018-09-09 20:35:37 +02:00
Christoph Oelckers
2d53ad6f10
- fixed misplaced parenthesis.
2018-09-09 19:18:22 +02:00
Christoph Oelckers
1eb1d8d280
- fixed math imprecisions in horizon vertex generation.
...
Floats are not precise enough to be used as a loop counter.
2018-09-09 08:57:50 +02:00
Christoph Oelckers
1c3d4b46c6
- 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.
2018-09-08 13:08:04 +02:00
Christoph Oelckers
3dcaa509ef
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-09-08 12:10:34 +02:00
Christoph Oelckers
dd971805af
- fixed: The viewpoint buffer was mapped write only but read from. On old hardware it wasn't even mapped.
...
Changed to cache the needed value in a CPU-side array so that the buffer access is not needed.
2018-09-08 10:16:31 +02:00
Christoph Oelckers
8b26b6dd1e
- reworked fog uniforms to move the global fog mode setting to the viewpoint buffer.
2018-09-06 19:14:30 +02:00
alexey.lysiuk
0e6af71376
- improved SDL_GetWindowBordersSize() pointer loading
...
https://forum.zdoom.org/viewtopic.php?t=61913
2018-09-04 18:19:01 +03:00
Jonathan Russell
eeb4419bc4
- more spelling mistakes...
2018-09-02 23:47:22 +01:00
Jonathan Russell
fdf17a5d8e
- fix minor spelling error
2018-09-02 23:45:32 +01:00
Jonathan Russell
28f2311108
- add vector comparison opcodes
2018-09-02 23:44:25 +01:00
Christoph Oelckers
f007473a9f
- fixed memory leak with wipes set to pff.
...
In this case the start screen's texture wasn't destroyed.
2018-09-02 21:13:58 +02:00
Christoph Oelckers
22e8c57a59
- reset the viewpoint buffer only once per scene, not per viewpoint.
...
This doesn't work for camera textures because they are a separate viewpoint.
2018-09-02 20:05:36 +02:00
Christoph Oelckers
5e39890118
- use a uniform buffer for per-scene data like rotation matrices.
2018-09-02 18:40:36 +02:00
Christoph Oelckers
4571aa52f0
- fixed bad code for OP_SRL_KR.
2018-09-02 18:20:38 +02:00
Magnus Norddahl
168c274601
- remove some macros and add functions checking if a register needs to be copied
2018-09-02 15:36:39 +02:00
alexey.lysiuk
207988bb1b
- fixed crash when wipe type is set to none
2018-09-02 15:15:38 +03:00
Christoph Oelckers
b570f28597
- restored block of code that got deleted by a bad merge of a cherry-picked commit.
2018-09-02 12:43:13 +02:00
Christoph Oelckers
bec1825e8c
- fixed: The wipe textures need to be rendered with DTA_Masked set to false because they contain bogus alpha values where a stencil got rendered.
2018-09-02 12:30:40 +02:00
Christoph Oelckers
bec588eaf4
- moved the two remaining functions from gl_wipe.cpp to gl_framebuffer.cpp and deleted the file.
...
The single most hideous thing in the GL renderer is finally gone. :)
2018-09-02 12:03:18 +02:00
Christoph Oelckers
775ddfa0a8
- fixed the melt wipe.
2018-09-02 12:03:18 +02:00
Christoph Oelckers
6e0ed3e930
- crossfade wipe is working again.
...
The other two types still need work.
2018-09-02 12:03:17 +02:00
Christoph Oelckers
29a54c33b2
- temporarily disabled wipe code and removed old function stubs.
...
This still needs work.
# Conflicts:
# src/gl/data/gl_attributebuffer.cpp
2018-09-02 12:02:59 +02:00
Christoph Oelckers
e4a40c98ce
- wasn't saved
2018-09-02 12:02:36 +02:00
Christoph Oelckers
9af01c4667
- Untested wipe refactor
...
# Conflicts:
# src/gl/renderer/gl_renderer.cpp
# src/gl/system/gl_wipe.cpp
# src/hwrenderer/scene/hw_attributebuffer.cpp
2018-09-02 12:02:36 +02:00
Christoph Oelckers
ecf6e3f620
Sanitized the Being/End2D interface so that it can be used to keep the attribute buffer mapped while processing 2D commands.
...
For this to work the 2D mode has to be properly set and unset at the right places so that no double mapping occurs and no render operation can happen while in 2D mode.
# Conflicts:
# src/d_main.cpp
# src/v_video.h
2018-09-02 11:59:01 +02:00
Christoph Oelckers
2d1043d1d3
- added profiling for postprocessing code.
2018-09-02 11:35:02 +02:00
Magnus Norddahl
55955b9c22
Merge remote-tracking branch 'gzdoom/master' into asmjit
2018-09-02 03:46:06 +02:00
Magnus Norddahl
323d290c99
- implemented LBIT, SBIT, VTBL, SCOPE, NEW, NEW_K, THROW, EQA_R and EQA_K
2018-09-02 03:39:02 +02:00
Kevin Caccamo
55d1613ea4
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 07:28:26 +02:00
Kevin Caccamo
a38b0813cf
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 07:28:26 +02:00
Kevin Caccamo
bb8c66b3a0
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 07:28:26 +02:00
Kevin Caccamo
1c15fb2408
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 07:28:26 +02:00
ZippeyKeys12
c8e55fed46
Moved FConfigFile over to FileReader/FileWriter
...
Don't use new operator, use value instead
2018-08-31 14:29:37 +02:00
alexey.lysiuk
050d72724f
- fixed: always initialize active colors in special font
...
https://forum.zdoom.org/viewtopic.php?t=61859
2018-08-31 10:42:53 +03:00
Magnus Norddahl
ccd2f58fb4
- implement emitter functions for LKP_R, META, CLSS, LO, LO_R, LP, LP_R, SO, SO_R, SP, SP_R
...
- add emit code for throwing exceptions on null pointers
2018-08-31 06:57:30 +02:00
Magnus Norddahl
999b3833ff
- improve jit debug output slightly
2018-08-30 19:55:00 +02:00
Magnus Norddahl
bba422ffcc
- fix offsetting bug when loading address registers
2018-08-30 19:47:38 +02:00
Jonathan Russell
ea81ab4097
- added Screen.DrawThickLine for drawing lines with thickness
2018-08-30 19:21:57 +02:00
Magnus Norddahl
c7e14e63bc
- fix swapped operands in EmitSUBF_KR
2018-08-30 18:47:25 +02:00
Braden Obrzut
aaee655eba
- 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 19:08:54 +02:00
Magnus Norddahl
4b22fa7bc8
- implement MODF_RR, MODF_RK and MODF_KR
2018-08-29 01:27:37 +02:00
Magnus Norddahl
a5719e73eb
- fix mul using wrong instruction
2018-08-29 01:07:36 +02:00
Magnus Norddahl
25e7042bc5
- implement BOUND opcodes and add logging the resulting assembly code if asmjit throws an exception
2018-08-26 14:27:46 +02:00
Rachael Alexanderson
4d3249496a
- fixed: sound from poly objects through portals will now propegate properly
2018-08-25 18:23:59 -04:00
Christoph Oelckers
5b7d3c91f9
- defaulted constructors and assignment operators of several trivial types.
2018-08-25 23:51:36 +02:00
Rachael Alexanderson
0c4e6f88a6
- bump ZScript version number to 3.6.0, since GZDoom 3.5.1 updated it and that's not yet reflected in the master.
2018-08-25 16:46:09 -04:00
Christoph Oelckers
d263f7bcc8
- 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.
2018-08-25 20:54:16 +02:00
Christoph Oelckers
c04c48d157
- renamed RIndexOf to RightIndexOf
2018-08-25 20:39:58 +02:00
Kevin Caccamo
884de51b70
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
2018-08-25 20:37:40 +02:00
Magnus Norddahl
7b886cc434
- implement a few more opcodes and fix some bugs
2018-08-25 13:38:45 +02:00
Magnus Norddahl
f84028eeae
- implemented pow, min, max
2018-08-24 23:17:35 +02:00
Magnus Norddahl
53943c4dd2
Merge remote-tracking branch 'gzdoom/master' into asmjit
2018-08-24 23:16:50 +02:00
Rachael Alexanderson
a99b71e19a
- disable survey code, 3.5.0's is over
2018-08-23 15:09:40 -04:00
Magnus Norddahl
eb9d2b54f3
Merge remote-tracking branch 'gzdoom/master' into asmjit
2018-08-23 18:20:23 +02:00
Magnus Norddahl
01ea329cd4
- only render visual portals if they are front facing
2018-08-23 18:19:53 +02:00
argv-minus-one
1d930b45cf
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.
2018-08-21 08:22:16 +02:00
Magnus Norddahl
17813e4b3e
- implement ATAN2 and FLOP
2018-08-20 01:40:37 +02:00
Christopher Bruns
03fa1a12cb
Avoid overriding vr eye-specific buffer binding during 2D rendering.
2018-08-20 00:59:52 +02:00
Magnus Norddahl
38fa25d0c5
- implement DYNCAST*, TEST, TESTN and JMP opcodes
2018-08-20 00:44:48 +02:00
Christoph Oelckers
fad406c4c9
- 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 08:19:19 +02:00
Magnus Norddahl
302d753d17
- convert JitCompile's switch into a class to enable easier code reuse
2018-08-19 01:46:56 +02:00
Magnus Norddahl
c17be9eb21
- fix clang compile error
2018-08-18 22:46:18 +02:00
Magnus Norddahl
3453f05f06
- implement throwing by storing exception information in a struct, then return from the jitted function and throw from c++
2018-08-18 22:41:18 +02:00
Jonathan Russell
d983ae66c7
- removed the ability to use printf-like formatting in emitAbortExceptionCall, it barely worked
2018-08-18 20:37:55 +01:00
Jonathan Russell
6424190cbf
- add first draft of abort exceptions
2018-08-18 18:03:18 +01:00
Magnus Norddahl
c89d8bb9bb
- call play sqrt when calculating lengths
2018-08-18 18:41:35 +02:00
Magnus Norddahl
b159b5667a
- fix 8 and 16 bit store
2018-08-18 18:21:52 +02:00
Magnus Norddahl
e557e8fac0
- destroy the jit runtime when all script functions are destroyed
2018-08-18 17:50:47 +02:00
alexey.lysiuk
34f2d8f310
- fixed typo in error message
2018-08-18 17:45:26 +03:00
alexey.lysiuk
12b8510574
- cleaned up inconsistent leading whitespaces
...
Bump copyright year as well
2018-08-18 16:05:33 +03:00
alexey.lysiuk
31bd7cfc04
- prohibit assignment of dynamic arrays
...
https://forum.zdoom.org/viewtopic.php?t=61682
2018-08-18 15:20:38 +03:00
Magnus Norddahl
9d68d43ce7
- disable all unimplemented opcodes in the switch to ensure 'Unknown VM opcode' fatal error is generated if CanJit has a bug
2018-08-18 13:18:52 +02:00
Magnus Norddahl
68b2cd58d8
Fix compile errors on macOS
2018-08-18 12:37:33 +02:00
alexey.lysiuk
d965c9aa76
- support static const arrays inside structs
...
https://forum.zdoom.org/viewtopic.php?t=61677
2018-08-18 13:00:33 +03:00
Jonathan Russell
6a40e092fe
- added remaining int arithmetic opcodes (and fixed float loading offset issue)
2018-08-17 22:06:12 +01:00
Marisa Kirisame
20b6db30d7
Added missing check for HITOWNER on bouncers with 0 damage.
2018-08-17 21:39:41 +02:00
Jonathan Russell
758ee5cbfb
- forgot to turn off debug switch in last commit
2018-08-17 19:15:27 +01:00
Jonathan Russell
08c0ac541f
- made absMaskInt const
2018-08-17 19:14:31 +01:00
Jonathan Russell
d137b3c94e
- implemented CMP_APPROX for OP_EQF_*, making ~== work for doubles
2018-08-17 19:08:19 +01:00
Marisa Kirisame
155afebb65
Add HITOWNER flag, when set, allows a projectile to collide with its shooter.
2018-08-17 19:47:12 +02:00
Chronos Ouroboros
079391e5ac
Updated CanJit's supported opcodes list.
2018-08-16 21:45:04 +02:00
Chronos Ouroboros
a8ce626708
Pointer addition opcodes must leave NULL pointers as they are.
2018-08-16 21:45:04 +02:00
Marisa Kirisame
02926a5567
Add "IsFinal" parameter for CheckReplacement.
...
If set to true it guarantees that the replacement is final and will not go through the rest of the replacement chain.
2018-08-16 21:44:21 +02:00
Marisa Kirisame
4e690b1f60
Fix SDL window "sticking" to the center of the screen after using vid_setsize.
2018-08-15 21:03:07 +02:00
Marisa Kirisame
e18b17217f
Added CheckReplacement to event handlers, a function inspired by its namesake in Unreal's Mutator class.
...
Performs runtime replacement of actor classes.
Takes priority over the "replaces" keyword in both DECORATE and ZScript.
2018-08-15 19:31:09 +02:00
Chronos Ouroboros
591783087d
Changed binary int ops to use a temporary register, fixed some opcodes.
...
For some reason, binary ops might reuse one of the input registers as the output register.
This is a problem for very obvious reasons.
2018-08-14 20:08:04 -03:00
Jonathan Russell
dc03cb7a80
- made CMP_CHECK checking compile time
2018-08-14 20:50:32 +01:00
Christoph Oelckers
96ec6b1dc6
- fixed FS camera for real.
2018-08-14 21:12:50 +02:00
Jonathan Russell
740415246e
- added exact floating point comparison opcodes
2018-08-14 18:32:17 +01:00
Jonathan Russell
167693f102
- implemented all integer comparison operators
2018-08-14 15:07:09 +01:00
Jonathan Russell
b30df47499
- adds OP_EQ_R, the first instruction using jumps
2018-08-14 13:02:56 +01:00
Magnus Norddahl
0ced612d2c
- add misc float opcodes
2018-08-14 01:07:30 +02:00
Jonathan Russell
cdb5a9d91e
- added most vector maths opcodes
2018-08-13 21:36:55 +01:00
Christoph Oelckers
57ed4df85e
- fixed FraggleScript's moving camera.
...
The logic here was a bit more complicated than I assumed but it was all buried in a heap of code that tried to deal with angular wraparounds in the BAM format.
2018-08-13 20:48:27 +02:00
Christoph Oelckers
c33f358894
- clear GLWF_TRANSLUCENT at the end of PutWall.
2018-08-13 20:48:27 +02:00
Chronos Ouroboros
cb28bbc72e
Fix floats and implement some more opcodes.
2018-08-13 13:07:36 -03:00
Magnus Norddahl
83d769f55c
- copy initial register values from the VM frame
2018-08-13 00:15:42 +02:00
argv-minus-one
a10f9526bc
Bump ZScript version to 3.5.0.
...
When GZDoom 3.5.0 was released, the ZScript version in the release commit was set to 3.5.0, but on master it was left at 3.4.0.
In the future, I suggest setting the ZScript version *before* making a release commit. Then master will remain up to date.
2018-08-12 10:01:27 +02:00
alexey.lysiuk
b6ff468aaf
- creation of dither texture no longer affects active unit
...
Red checkerboard was rendered upon startup instead of
* the first saved game's thumbnail
* the first game frame
2018-08-12 10:55:24 +03:00
Magnus Norddahl
7108fd6228
- implement most of the integer math opcodes
2018-08-12 04:34:57 +02:00
Magnus Norddahl
cbb945d8a7
- embed and use asmjit to JIT ZScript VM functions
2018-08-12 02:11:13 +02:00
Christoph Oelckers
19a5a2fd2b
- fixed dither math.
2018-08-11 09:27:35 +02:00
Rachael Alexanderson
ecdc485e05
- Allow specifying monitor bits-per-channel for dithering output. Not all displays are created equal, so this option is actually important for specifying the exact amount for your display.
2018-08-09 15:13:26 -04:00
Magnus Norddahl
d121fa21bf
- add gl_dither for toggling dithered output on and off
2018-08-08 21:58:23 +02:00
Christoph Oelckers
863b9fff8a
Make dither texture data constant
2018-08-08 08:43:46 +02:00
Rachael Alexanderson
24e2c3a611
- replace dither texture with a hand pre-calculated table)
2018-08-07 20:47:17 -04:00
Magnus Norddahl
31addbc859
- use a texture for the dither matrix
2018-08-08 00:54:12 +02:00
Marisa Kirisame
51b57cebb1
Additional blocking-related flags for Actor.LineTrace()
2018-08-05 09:42:40 -04:00
Marisa Kirisame
a2f7d36dc3
Fix model rendering only using interpolated yaw. Pitch and roll are now also interpolated.
2018-08-05 09:40:01 -04:00
Magnus Norddahl
48c83d36b5
- add post processing support to the software renderer and softpoly
2018-08-04 14:58:55 +02:00
David Carlier
1e11ce3bee
Texture data overlap occuring here, using memmove instead.
2018-08-04 09:21:55 +03:00
alexey.lysiuk
9d2b7e560b
- fixed compilation warning reported by MSVC
...
src\r_data\models\models_ue1.cpp(103): warning C4244: 'argument': conversion from 'int' to 'float', possible loss of data
2018-08-03 16:29:13 +03:00
alexey.lysiuk
eeec943cc0
- bump version number
2018-08-03 16:27:37 +03:00
Rachael Alexanderson
bd1e484c1e
- redo the menu a bit, add in some C++ support code to make it a little bit more flexible
...
- further tweaks. reduce clutter in custom resolution submenu by moving it to another
- add 'prevmenu' ccmd
2018-08-02 07:37:07 -04:00
Magnus Norddahl
00ada6cf56
fix: softpoly TEXTURES sprites with scale of 2 are tiled
2018-07-30 22:09:40 +02:00
Magnus Norddahl
5b8a016cad
- add vid_hdr cvar that enables higher than 8bpc output for monitors that support it
2018-07-30 22:01:05 +02:00
Christoph Oelckers
a516210b18
- always retrieve uniform buffer properties.
...
They are sometimes needed even if shader storage buffers are available.
2018-07-29 21:31:16 +02:00
Christoph Oelckers
6634416b89
- allow skipping optional arguments of the parent function in a virtual override definition.
...
This is mainly to allow retroactive addition to existing virtual functions without breaking existing content.
The MeansOfDeath fix for Actor.Die would not be possible without such handling.
2018-07-29 17:00:05 +02:00
Christoph Oelckers
ff69d945e1
- fixed: A global variable was used to pass MeansOfDeath to ClientObituary.
...
The problem here is that this affects the public scripting interface so it cannot be committed to master without further adjustments.
# Conflicts:
# src/p_interaction.cpp
2018-07-29 17:00:05 +02:00
alexey.lysiuk
269ca3155a
- fixed buffer overflow in saved game comment
...
https://forum.zdoom.org/viewtopic.php?t=61465
2018-07-29 11:29:29 +03:00
alexey.lysiuk
e9041c0697
- fixed potential garbage collection of still referenced objects
...
Objects from dynamic array stored in items of array of structures were incorrectly treated as unreachable
https://forum.zdoom.org/viewtopic.php?t=61354
2018-07-28 19:34:20 +02:00
Christoph Oelckers
7e69cd862e
- restore the viewport after the SSAO pass.
...
This runs through the generic postprocessing code which restores the screen's viewport but since this is run in the middle of the scene it needs to restore the scene's viewport (i.e. the window controlled by screenblocks.)
2018-07-28 19:01:34 +02:00
Marisa Kirisame
66f616dc1a
Set default window size to 80% of current display in SDL.
...
Make vid_setsize center window on current display in SDL.
2018-07-28 17:45:19 +02:00
alexey.lysiuk
477d2d0389
- center Cocoa window on vid_setsize CCMD
2018-07-28 18:17:25 +03:00
Christoph Oelckers
7c39773f98
- somehow the fullscreen default got reset...
2018-07-28 14:28:48 +02:00
alexey.lysiuk
8fab9f8c13
- set default window size to 80% of screen in Cocoa backend
2018-07-28 15:05:06 +03:00
Christoph Oelckers
9768698eda
- do not use SSBOs for dynamic lights on Intel graphics hardware for performance reasons.
...
This was already disabled for GL 4.4 and lower but also needs to be done for Intel's GL 4.5 drivers.
Unlike before this is now exclusive to the light buffer, the shadowmap feature is not affected anymore, although that should be impossible to use anyway on all affected hardware due to lack of computing power.
2018-07-28 12:43:35 +02:00
Christoph Oelckers
843e9e950f
- make the non-fullscreen window default to 80% of the current display size on Windows.
2018-07-28 11:57:51 +02:00
alexey.lysiuk
d58fe1f78a
- fixed compilation of Cocoa backend
...
src/posix/cocoa/i_main.mm:262:2: error: use of undeclared identifier 'fullscreen'
2018-07-28 12:24:23 +03:00
Christoph Oelckers
0d8d860c93
- moved the win_* CVARs to a single platform independent location.
2018-07-28 10:27:41 +02:00
Christoph Oelckers
3b53f31da3
- default to fullscreen display.
2018-07-28 10:05:50 +02:00
Magnus Norddahl
990f02d7c5
- add support for specifying the exact thread count to r_multithreaded and r_scene_multithreaded
2018-07-28 04:57:23 +02:00
Christoph Oelckers
c60b4239ed
- more parentheses.
2018-07-27 20:55:57 +02:00
Christoph Oelckers
bb5dc92225
- added information about full OpenGL features support to survey code.
2018-07-27 20:47:23 +02:00
Marisa Kirisame
79f0deaff4
Implement vid_setsize on SDL backend.
2018-07-25 10:34:52 +03:00
Christoph Oelckers
96bb8a779c
- fixed incomplete reordering of code.
2018-07-23 21:17:57 +02:00
Christoph Oelckers
6076f0a69d
- disable any texture clamping for textures with a user shader.
...
This cannot be reliably determined so the least restrictive setting must be used.
2018-07-23 17:53:35 +02:00
alexey.lysiuk
3a6e05710a
- fixed missing decals on 3D floors with hardware renderer
...
https://forum.zdoom.org/viewtopic.php?t=61404
2018-07-23 16:46:51 +03:00
Rachael Alexanderson
63393e8f1a
- fixed: use templates.h
function for minimal value check
...
- fixed: it was `MAX` all along, not `min` :P
2018-07-22 18:08:54 -04:00
Magnus Norddahl
b1468d9dcc
- somehow visual studio 2015 miscompiles this so badly it triggers an out of bounds assert in STL!
2018-07-22 22:51:08 +02:00
Christoph Oelckers
2382b9a238
- fixed: GLScenePortal did not forward IsSky to its backing object.
2018-07-22 21:18:00 +02:00
Rachael Alexanderson
fccb0b76c6
- fixed: correct the functionality of the 'min' function in the scaling code
2018-07-22 12:34:33 -04:00
Rachael Alexanderson
8cb281bf42
- fixed: I misnamed the function in my last commit, it should've been called 'min' not 'max'
2018-07-22 12:07:46 -04:00
Rachael Alexanderson
682b0ebf48
- enforce 320x200 minimum in actual scaling code
2018-07-22 12:05:16 -04:00
Christoph Oelckers
d84497c85a
- don't let the video scale let the screen end up with a client size less than 320x200, which may cause undefined behavior and trigger asserts in debug builds.
2018-07-22 11:40:12 +02:00
Christoph Oelckers
6d0b172762
- added MF8_DONTFACETALKER flag which prevents NPCs from facing the player in conversations.
2018-07-22 11:32:45 +02:00
alexey.lysiuk
051521a898
- set minimum size for Cocoa window
2018-07-22 12:10:06 +03:00
alexey.lysiuk
43d472328c
- implemented vid_setsize CCMD in Cocoa backend
2018-07-22 11:16:48 +03:00
alexey.lysiuk
4bb125d76c
- removed obsolete list of video modes
2018-07-22 11:04:38 +03:00
Rachael Alexanderson
f71b5154c7
- fix vid_showcurrentscaling so that it works even when vid_scalemode is 2 or greater.
2018-07-21 22:27:43 -04:00
Rachael Alexanderson
e4fd6ee03f
- the error checking on the previous commit should've been done slightly differently
2018-07-21 21:51:37 -04:00
Rachael Alexanderson
d7b7ae06e7
- implement a new vid_scalemode: 5 - this allows the usage of custom absolute scaling modes
...
- new ccmd: vid_setscale <x> <y> [linear] [fake-mcga-4:3] - sets vid_scalemode to 5 with the absolute scaling parameters. example: vid_scalemode 800 600 allows you to see the screen (stretched) as if it were 800x600. Linear specifies whether to force the scaling to be linear in this mode, and "fake-mcga-4:3" is meant for 320x200-like modes that mimic mode13h scaling.
2018-07-21 21:39:35 -04:00
Christoph Oelckers
156ed5790e
- added vid_setsize CCMD and fixed some issues with window restoration when switching from fullscreen.
...
Windows apparently cannot both undo borderless fullscreen and resize the window at the same time, so this must delay the resizing one frame.
2018-07-21 21:32:02 +02:00
Christoph Oelckers
369267bbe9
- adjusted stat code for the new survey.
2018-07-21 19:14:11 +02:00
Rachael Alexanderson
21575bc3df
- re-enable stats sending
...
- re-direct stats sending to new stats script
2018-07-21 07:21:37 -04:00
Christoph Oelckers
6ca2b3fce1
- fixed display for smaller screeblocks value.
...
When refactoring the screen scaling one line too many was altered by accident.
2018-07-21 12:13:17 +02:00
Christoph Oelckers
57f65a9379
- fixed: The 2D drawer did not restore the blend mode after finishing.
2018-07-20 19:46:53 +02:00
Christoph Oelckers
18213f377c
- fixed: Inventory items that have been modified with Dehacked to be monsters should not be killed by P_Massacre when being owned.
2018-07-20 11:43:49 +02:00
Christoph Oelckers
2a0c3e63a3
- allow temporary strings to be used as self pointer for String's member functions.
...
Due to how function calls get resolved by the code generator there were some incorrect flags on the self pointer which triggered an assert and caused incorrect code generation.
Fortunately this was a mostly contained special case for which a workaround was possible.
2018-07-20 10:38:55 +02:00
Christoph Oelckers
4a7b1aada7
Merge remote-tracking branch 'remotes/origin/modern'
...
# Conflicts:
# wadsrc/static/shaders/glsl/main.fp
2018-07-20 10:19:07 +02:00
Magnus Norddahl
a841602d70
- change the software renderer to render to a DSimpleCanvas like the old D3D9 target did. Then use the drawer threads to memcpy the result to the PBO
2018-07-20 05:48:15 +02:00
alexey.lysiuk
4d35b12808
- fixed crash on accessing state owner during VM abort
...
https://forum.zdoom.org/viewtopic.php?t=61338
2018-07-19 13:38:49 +03:00
Magnus Norddahl
7da61ddfee
- fix missing forward declaration when falling back to older user shaders
2018-07-19 02:34:45 +02:00
Magnus Norddahl
a0a7fd53e8
- change software renderer back to writing directly into the pixel buffer object, but change the creation and mapping so that hopefully all vendors put it in system memory
2018-07-18 17:47:09 +02:00
Magnus Norddahl
23c0f8f6ac
- fix buffer usage warning caused by using the wrong flag for glMapBuffer after switching to doing a plain memcpy
2018-07-18 16:04:35 +02:00
Magnus Norddahl
e93d1e3ebc
- change software renderer upload code to use GL_STREAM_DRAW and a memcpy from system memory
2018-07-18 06:46:30 +02:00
alexey.lysiuk
4e2385e912
- load common conversation lumps regardless of map naming scheme
...
https://forum.zdoom.org/viewtopic.php?t=61313
2018-07-17 12:56:23 +03:00
alexey.lysiuk
b2697a99f8
- added missing null pointer checks to VM ops
2018-07-16 17:10:47 +03:00
Magnus Norddahl
1ef9938320
- fix user defines and textures not working
2018-07-15 23:34:58 +02:00
Magnus Norddahl
fcb14494d7
- improve the gldefs syntax by allowing the shader to be specified in the material section
2018-07-15 23:21:06 +02:00
Magnus Norddahl
8a500a25f5
- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
2018-07-15 23:01:40 +02:00
Christoph Oelckers
79b3c41677
- fixed titlepic animation.
...
It needed more than using the animated accessor. The code here nearly went out of its way to circumvent the texture manager's built in logic.
2018-07-15 22:51:25 +02:00
Christoph Oelckers
f62e2f9ba3
- fixed: The stencil cap may never write to the depth buffer.
...
Due to the way nested portals work this will block rendering of the nested cap entriely and cause some visual glitches when looking straight up or down in such a sector.
2018-07-15 19:16:12 +02:00
alexey.lysiuk
f554120086
- output Mac model identifier to startup window
2018-07-15 14:28:21 +03:00
alexey.lysiuk
5c7dd28f7d
- replaced deprecated macOS functions in paths handling
2018-07-15 13:20:36 +03:00
alexey.lysiuk
fc7af31cb9
- replaced usage of deprecated APIs to get macOS version
2018-07-15 13:20:36 +03:00
alexey.lysiuk
ccf056a888
- increased minimum macOS version to 10.9 in .plist
2018-07-15 13:20:36 +03:00
alexey.lysiuk
e2ac5cdf57
- removed unused macOS specific #include
2018-07-15 13:20:36 +03:00
Christoph Oelckers
7c527de374
- call P_PlayerStartStomp only when the map is played directly from the loaded data and only when it has been fully loaded.
...
The old code did this right in the middle of map initialization where not everything had been set up yet.
2018-07-15 10:57:10 +02:00
Christoph Oelckers
2c86c4e942
- fixed: When deleting a camera texture's depth buffer, the corresponding variable must also be cleared.
...
Thanks to OpenGL's messed up state system this didn't cause some clear failure but just reused the last bound buffer instead which may not have had a matching size.
2018-07-15 10:55:34 +02:00