PaulyB
8d1451689b
Exposed MTF_NOCOUNT to UDMF
2020-04-27 20:30:37 +02:00
Skepticist
3377486b8e
Added a number of maps that can make use of the MTF_NOCOUNT flag
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All but the Hell Revealed case are thanks to Skepticist from Doomworld
2020-04-27 20:30:37 +02:00
PaulyB
573b2958c6
Added MTF_NOCOUNT to spawn flags
2020-04-27 20:30:37 +02:00
Christoph Oelckers
d434ce32c8
- split voxels.cpp into a backend and a game dependent part.
2020-04-27 19:46:27 +02:00
Christoph Oelckers
b79230da9b
- added missing include to macOS code.
2020-04-27 19:46:13 +02:00
Christoph Oelckers
d6dca40cb7
- separated models.cpp as well into engine and game parts.
2020-04-27 01:29:25 +02:00
Christoph Oelckers
46d263b5a8
- header separation of model code.
2020-04-27 01:16:17 +02:00
Christoph Oelckers
8ea0a0c5f8
- took the game dependent model render functions out of the FModelRenderer class.
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This makes FModelRenderer game independent - the 3 functions in question may just be global functions instead.
2020-04-27 00:25:53 +02:00
Christoph Oelckers
6afa73bdcd
- moved m_bbox to 'common'
2020-04-27 00:07:17 +02:00
Christoph Oelckers
67a50d084a
- started cleanup of model code.
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* refactored FBoundingBox so that the game dependent members are global functions now.
* changed some methods of the model renderer to take a render style parameter instead of a full actor.
2020-04-27 00:03:23 +02:00
Christoph Oelckers
b58e3172fc
- need hw_viewpointuniforms.h as well in 'common', after decoupling it from game data.
2020-04-26 23:02:16 +02:00
Christoph Oelckers
cb1e8a177f
- moved gl_shader.cpp to 'common'.
2020-04-26 22:24:27 +02:00
Christoph Oelckers
1346787e29
- moved 2 more modules to 'common'.
2020-04-26 21:38:34 +02:00
Christoph Oelckers
f8dcb09ff0
- moved postprocessing shaders to their own folder.
2020-04-26 21:22:57 +02:00
Christoph Oelckers
fde9172ea3
- moved shadowmap to 'common'.
2020-04-26 20:28:43 +02:00
Christoph Oelckers
c30165db0d
- removed the remaining dependencies of the shadowmap code on game data.
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Everything is handled with callbacks now.
2020-04-26 19:58:17 +02:00
Christoph Oelckers
ba0b42465d
- changed shadowmap setup so that the AABB tree is owned and controlled by the map, not the renderer.
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Needed to properly separate game logic from backend implementation, the shadowmap had both in the same object thanks to the old setup.
2020-04-26 18:54:43 +02:00
Christoph Oelckers
0a3e9a49f8
- changed the light parameter of ShadowTest to a position vector.
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This was one of two places where game state leaked into the shadowmap implementation.
2020-04-26 14:53:26 +02:00
Christoph Oelckers
02832297ff
- moved most of the OpenGL backend to 'common'.
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A few things are yet to do, because they still need some changes.
2020-04-26 14:44:19 +02:00
Christoph Oelckers
763e9e0f35
- fixed texture scaling setup in a few places.
2020-04-26 13:48:51 +02:00
Christoph Oelckers
5611fe0f41
- cleaned up the dependencies in the model rendering code and separated it into game-independent and game-dependent parts.
2020-04-26 13:19:57 +02:00
Christoph Oelckers
69d724ae73
- moved lightbuffers and flatvertices to 'common'.
2020-04-26 12:41:13 +02:00
Christoph Oelckers
c5dca89e66
- clean separation of vertex creation from map data and the buffer object.
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This was yet another object with too broad scope, the vertex creation has been offloaded into out-of-class functions now.
2020-04-26 12:12:07 +02:00
Christoph Oelckers
cf41a0b1fb
- moved hw_cvars to 'common'.
2020-04-26 11:38:38 +02:00
Christoph Oelckers
61c94c25ed
- more hw_cvars cleanup.
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Copied several range checks from Raze, moved vid_gamma to hw_cvars.cpp and removed some old and no longer necessary gamma setup code.
2020-04-26 10:58:44 +02:00
Christoph Oelckers
1ad2f30e0d
- moved sprite CVARs out of the global CVAR storage file.
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They are local to hw_sprites.cpp now, as they aren't used anywhere else.
2020-04-26 10:47:57 +02:00
Christoph Oelckers
686aa9779d
- moved VR code and IntRect to 'common'
2020-04-26 10:26:29 +02:00
Christoph Oelckers
4b56714199
- made hw_postprocess.cpp compatible.
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The shadowmap is not universal, it depends on Doom's map format.
2020-04-26 00:03:08 +02:00
Christoph Oelckers
0c63f5c832
- moved FRenderState to 'common' and removed some game-dependent parts from it.
2020-04-25 23:29:38 +02:00
Christoph Oelckers
21f32834b2
- moved the postprocessing code to 'common', except for the game-dependent script exports.
2020-04-25 22:37:27 +02:00
Christoph Oelckers
b6cc31eb0d
- moved around a few more files.
2020-04-25 22:17:41 +02:00
Christoph Oelckers
b9e3c9681b
- moved a few files from 'rendering' to 'common'.
2020-04-25 21:52:21 +02:00
Christoph Oelckers
59360f2d77
- started cleanup of dependencies of the framebuffer class.
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* made the portal state global, outside the framebuffer, because it is pure logic state without dependencies on the backend.
* took the setup functions out of FDynLightData - there is no need to have them as members and they age game dependent.
2020-04-25 21:08:07 +02:00
Christoph Oelckers
9872065fc6
- moved file to its proper place.
2020-04-25 18:38:17 +02:00
Christoph Oelckers
10bc37b37e
- moved RenderView out of the framebuffer classes to complete the consolidation of the renderer's entry points.
2020-04-25 17:58:26 +02:00
Christoph Oelckers
9dceedd3b0
- cleanup
2020-04-25 14:15:15 +02:00
Christoph Oelckers
730d07fbf7
- reworked canvas texture updater to avoid passing game data to the render backends.
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These are now handled one level above using a callback to perform the actual rendering.
2020-04-25 14:13:36 +02:00
Christoph Oelckers
44d39ef63e
- consolidated the savegame picture code.
2020-04-25 13:18:57 +02:00
Christoph Oelckers
6177ed153d
- consolidated the 3 RenderViewpoint variants and took the function out of the framebuffer class.
2020-04-25 10:51:45 +02:00
Christoph Oelckers
c203df5edb
- consolidated the 3 virtually identical instances of DrawScene and moved the function to HWDrawInfo.
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The only backend dependent call in there, ambient occlusion, has been made a virtual of DFrameBuffer.
2020-04-24 21:47:18 +02:00
Christoph Oelckers
90585c4931
- added a RenderState virtual to the FrameBuffer class.
2020-04-24 16:15:18 +02:00
Christoph Oelckers
70d30feb4c
- moved the render interface functions out of FGLRenderer into OpenGLFrameBuffer.
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These need some consolidation among the backends, and the additional indirection in the OpenGL backend made it harder than necessary.
2020-04-24 15:52:31 +02:00
Magnus Norddahl
ab16cbe298
Fix missing texture update
2020-04-24 13:08:22 +02:00
SanyaWaffles
994550fb00
Add the check to the other loop per Graf's request.
2020-04-24 10:01:36 +02:00
SanyaWaffles
6a604f35cb
A much smarter DEFBINDS fix. Check if the lump is in the range of an IWAD, if so, override the settings... if not, don't override the settings.
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https://forum.zdoom.org/viewtopic.php?f=2&t=68292
2020-04-24 10:01:36 +02:00
SanyaWaffles
1cf8c2f63e
Fix keybinds part 1 of whatever
2020-04-24 08:10:09 +02:00
Christoph Oelckers
72533e2f8a
- redirect ST_Sound to a callback because the sound code is game specific
2020-04-23 22:33:43 +02:00
Christoph Oelckers
f8e23500c7
- moved Windows platform code as well.
2020-04-23 22:26:30 +02:00
Christoph Oelckers
0b544f2956
- moved the Posix platform files to 'common' after making sure that Raze can compiled with them as-is.
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No content changes.
2020-04-23 21:48:50 +02:00
Christoph Oelckers
612bf20809
- moved game state connections of the startup screen out of the backend code.
2020-04-23 00:02:34 +02:00