Magnus Norddahl
421cd2f403
Merge remote-tracking branch 'upstream/master' into truecolor
2016-07-17 23:36:35 +02:00
Christoph Oelckers
d4352dd1a7
- fixed slope calculation error.
2016-07-17 23:13:10 +02:00
Magnus Norddahl
19030b555f
Fix sky stretching on widescreen displays
2016-07-06 20:19:01 +02:00
Magnus Norddahl
b0e9adfc10
Fix single layer skies by using a cube box rather than a cylinder
2016-07-04 16:33:19 +02:00
Magnus Norddahl
698b5f3db1
Simplify drawer code by creating loop iterators
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Fixed blending bug
2016-06-24 11:37:51 +02:00
Magnus Norddahl
d15af1524c
Added mipmap support for floor and ceiling
2016-06-21 09:38:47 +02:00
Magnus Norddahl
77c4786b9d
Minor code cleanup
2016-06-14 23:05:20 +02:00
Magnus Norddahl
586d5cdf1e
Normalize naming convention a little
2016-06-13 23:33:52 +02:00
Magnus Norddahl
e31331bed2
Sloped plane adjustments
2016-06-13 19:09:48 +02:00
Magnus Norddahl
05b6fe6174
Added true color texture support for walls and floors
2016-06-10 13:50:34 +02:00
Magnus Norddahl
0c8c9e0aea
Added FDynamicColormap support to true color mode
2016-06-05 14:08:03 +02:00
Magnus Norddahl
47f32d03cd
Fixed some light and blending functions for the true color mode
2016-06-02 14:49:03 +02:00
Magnus Norddahl
e929eec80f
Make x86 asm aware of swtruecolor
2016-06-01 05:28:14 +02:00
Magnus Norddahl
045bad1b52
Removed the need for the pixel_canvas_t typedef
2016-05-31 05:31:32 +02:00
Magnus Norddahl
20b7743ec3
Added R_SetColorMapLight and R_SetDSColorMapLight
2016-05-31 01:49:39 +02:00
Magnus Norddahl
8aabc26cd9
Created standalone rgba drawing functions
2016-05-30 05:52:15 +02:00
Magnus Norddahl
6e53c1bd12
Change render target output from PAL8 to BGRA8
2016-05-28 20:40:33 +02:00
Randy Heit
09730bff73
Fix incorrect texture mapping vectors for slopes
2016-04-29 20:35:55 -05:00
Randy Heit
8f3921190f
Keep values in floats longer for visplane drawing
2016-04-28 21:21:49 -05:00
Christoph Oelckers
9f0c5d5909
-let's better be cautious about precision and use the CRT sin and cos functions for rotated plane textures.
2016-04-28 14:49:59 +02:00
Randy Heit
ae7d048057
Store FTransform in visplane_t, not just a pointer
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- The transform values passed to R_CheckPlane might live on the stack, so
it's not safe to only store a pointer to them.
2016-04-27 23:07:25 -05:00
Randy Heit
44adff459a
Remove halfviewwidth
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- Why I thought I needed this variable in addition to centerx has
long ago left my memory.
2016-04-27 22:49:36 -05:00
Randy Heit
31d842a894
Store FTransform in visplanes instead of converting to fixed_t
2016-04-27 22:17:33 -05:00
Christoph Oelckers
8bda356412
- fixed crash in slope drawing: Several overlooked occurences of fixed point math in R_CalcTiltedLighting. Slopes are still completely broken, though.
2016-04-27 04:08:06 +02:00
Christoph Oelckers
0f99d7d73f
- floatified the few remaining linedef and sector properties that still were fixed_t. The only fixed point things left in r_defs.h are the nodes and a fixed point setter function for vertex_t, which is still needed by the node builder.
2016-04-24 12:15:09 +02:00
Christoph Oelckers
04e614daec
- removed some fixed point functions that are no longer needed.
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- fixed: Visplane checks should only compare the plane flags that are relevant for rendering and mask out the rest.
- floatified FTransform and made the visplane checks a bit less verbose by moving the comparison as an operator into FTransform.
Note that this operator needs forceinline on Visual Studio so that it won't get called as a function.
2016-04-23 12:42:07 +02:00
Christoph Oelckers
35a6994d0a
- remove the 'F' prefix from the floating point access function to the sidedef texture info, now that the fixed point versions are gone.
2016-04-23 10:55:55 +02:00
Christoph Oelckers
4d4f31fd83
- floatified sidedef texture info and fixed two bugs involving this data.
2016-04-23 09:41:59 +02:00
Randy Heit
f1b3f59bcc
Renderer floatification: Use floating point for wall scale and yrepeat
2016-04-22 23:12:53 -05:00
Randy Heit
3ef5a678d5
Renderer floatification: Use floating point for texturemids and Y scales
2016-04-22 23:12:53 -05:00
Randy Heit
ec8d038c99
Renderer floatification: Use floats for lighting values
2016-04-22 23:10:34 -05:00
Randy Heit
4416d88eb2
Renderer floatification: Use floating point for visibility values
2016-04-22 23:10:02 -05:00
Randy Heit
ded3f92452
Commence renderer floatification
2016-04-22 23:09:13 -05:00
Christoph Oelckers
082042818b
- refactored sector portal data so that it does not rely on actors.
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This is necessary because otherwise the level data cannot be serialized before the actors.
2016-04-20 19:20:11 +02:00
Christoph Oelckers
d88a5ac353
- make distancecheck 3D and use the actual view position for calculation.
2016-04-13 10:48:39 +02:00
Christoph Oelckers
db86385cf6
- removed STACK_ARGS.
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The only reason this even existed was that ZDoom's original VC projects used __fastcall. The CMake generated project do not, they stick to __cdecl.
Since no performance gain can be seen by using __fastcall the best course of action is to just remove all traces of it from the source and forget that it ever existed.
2016-04-11 10:46:30 +02:00
Christoph Oelckers
fc5f98a0be
- floatified the sector planes.
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This should conclude the floating point conversions for now.
2016-04-03 19:28:53 +02:00
Christoph Oelckers
8680391e0b
- floatified the global view variables.
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The software renderer still uses internal copies of the fixed point version.
2016-04-01 12:22:16 +02:00
Christoph Oelckers
a5e14425aa
- fixed angular interpolation of skybox viewpoints.
2016-04-01 11:55:37 +02:00
Christoph Oelckers
8fd76f0c8a
- floatified bmaporgx and bmaporgy, allowing to remove the gross overflow prevention hacks present in the blockmap code.
2016-03-31 09:23:14 +02:00
Christoph Oelckers
66929cbaff
- floatified p_trace, p_slopes and p_udmf.cpp.
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- major cleanup of unused code.
2016-03-30 16:30:22 +02:00
Christoph Oelckers
25f5e8449a
- replaced all direct access to sector plane coefficients with wrapper functions.
2016-03-29 12:40:41 +02:00
Christoph Oelckers
0c39bdd04c
- floatified texture scale values.
2016-03-26 13:37:44 +01:00
Christoph Oelckers
fb8e03d5eb
- floatified FLineOpening.
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- some smaller fixes.
2016-03-25 18:43:37 +01:00
Christoph Oelckers
1125101b37
- floatified AActor::Prev plus the stuff using it.
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- rewrote some coordinate functions in AActor to use real float math instead of converting back and forth between float and fixed.
2016-03-25 16:25:25 +01:00
Christoph Oelckers
3a598d672e
- removed the angle_t type from the VM, now that nothing in the interface requires it anymore.
2016-03-25 14:55:01 +01:00
Christoph Oelckers
4e60ea0252
- made AActor::alpha a floating point value
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- replaced some uses of FRACUNIT with OPAQUE when it was about translucency.
- simplified some overly complicated translucency multiplications in the SBARINFO code.
2016-03-21 12:18:46 +01:00
Christoph Oelckers
51b05d331d
- replaced AActor::vel and player_t::Vel with a floating point version.
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- Converted P_MovePlayer and all associated variables to floating point because this wasn't working well with a mixture between float and fixed.
Like the angle commit this has just been patched up to compile, the bulk of work is yet to be done.
2016-03-20 00:54:18 +01:00
Christoph Oelckers
671291227e
- first stage of converting actor angles to float complete
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Patched up everything so that it compiles without errors again. This only addresses code related to some compile error. A large portion of the angle code still uses angle_t and converts back and forth.
2016-03-16 12:41:26 +01:00
Christoph Oelckers
e11a0986ce
- encountered a strange crash that after changing a map, InSubsector was not NULL and pointing to invalid data. So let's better NULL this variable explicitly each time a render loop is started.
2016-03-08 12:27:01 +01:00