Commit graph

104 commits

Author SHA1 Message Date
Randy Heit
4a3438499e - Use floating point instead of the distrecip() function for slightly less precision loss.
- Tweak voxel sizes and vertical positioning further.

SVN r3716 (trunk)
2012-06-29 03:58:26 +00:00
Randy Heit
a2b51665ac - Try to keep voxels from shifting up and down depending on how far you are above or below them.
SVN r3714 (trunk)
2012-06-28 05:22:40 +00:00
Randy Heit
a3dc2149d4 - Adjust voxel scale further, under Enjay's tutelage.
SVN r3713 (trunk)
2012-06-28 04:55:44 +00:00
Randy Heit
687b371dbd - Whoops. That doesn't work right if it needs to actually draw more than one column segment from each voxel strip.
SVN r3712 (trunk)
2012-06-28 04:33:49 +00:00
Randy Heit
1fc138400b - Allow voxels to be further off the side of the screen than regular sprites, since they can stick out more.
- Clip each column of voxel strips individual, rather than clipping them all the same as the first one.

SVN r3711 (trunk)
2012-06-28 04:24:29 +00:00
Randy Heit
f897b1a1a2 - Make voxels slightly larger so that the size of one 3D "texel" is the same as one 2D texel at the same location.
SVN r3708 (trunk)
2012-06-24 03:56:53 +00:00
Randy Heit
61742ee3a9 - Fixed: Heightsecs with SECF_FAKEFLOORONLY set should not clip sprites to the fake ceiling (since
it doesn't really exist).

SVN r3695 (trunk)
2012-06-17 03:28:04 +00:00
Randy Heit
bf48b7620c - Changed the direction of positive rotation for voxels to match GZDoom's counterclockwise spin.
SVN r3579 (trunk)
2012-04-22 02:34:57 +00:00
Christoph Oelckers
34820aacd2 - added Xaser's modified version of kgsws's railgun enhancements patch.
SVN r3529 (trunk)
2012-04-07 12:57:44 +00:00
Randy Heit
308f6cab9d - Fixed: Sprites drawn with the shaded render style were always fullbright.
SVN r3480 (trunk)
2012-03-24 00:52:15 +00:00
Christoph Oelckers
893455ef61 - sync source with latest GZDoom:
Includes:
- Made the move tried from checking missile spawns ignore drop off height. This solves the Voodoo Gun ghostly civilian issue.
- Fixed: the NOTELEPORT flag is removed from Dehacked missiles which lose the MISSILE flag. This caused problems with certain special effects based on dehacked spawn cubes.
- Fixed: all Boom silent teleporters preserve relative height.
- support for palette independent particle colors if the renderer can handle them.


SVN r3329 (trunk)
2011-12-06 08:36:28 +00:00
Braden Obrzut
c013e72caa - Backported VisibleToTeam and VisibleToPlayerClass from Skulltag with some modifications.
SVN r3290 (trunk)
2011-09-08 01:28:26 +00:00
Christoph Oelckers
4ef68ded5d - fixed some leftover references to the software renderer.
SVN r3264 (trunk)
2011-07-07 19:53:42 +00:00
Christoph Oelckers
463c276014 - removed more r_ header dependencies from the rest of the code.
SVN r3260 (trunk)
2011-07-06 15:31:05 +00:00
Christoph Oelckers
42091b1bb3 - changed AlterWeaponSprite so that it doesn't take a full vissprite as parameter.
- FCoverageBuffer is only used in r_things.cpp, so its declaration does not need to be in a global header that's included everywhere.


SVN r3258 (trunk)
2011-07-06 13:00:51 +00:00
Christoph Oelckers
f8ba5af858 - separated sprite and skin maintenance code from r_things.cpp into a separate file.
SVN r3256 (trunk)
2011-07-06 10:24:40 +00:00
Christoph Oelckers
fbff5ca932 - moved r_interpolate.cpp and r_translate.cpp to r_data.
- merged r_jpeg.h into jpegtexture.cpp because that's the only place where it's ever used.


SVN r3255 (trunk)
2011-07-06 08:50:15 +00:00
Christoph Oelckers
5c6fd66ed5 - rename src/resources to src/r_data.
SVN r3254 (trunk)
2011-07-06 07:35:36 +00:00
Christoph Oelckers
5bf6398d85 - moved render style and border drawing code out of r_draw.cpp.
SVN r3251 (trunk)
2011-07-05 20:41:53 +00:00
Christoph Oelckers
7308e05ed0 - separated all voxel related resource maintenance code from r_things.cpp and r_data.cpp into its own file.
SVN r3246 (trunk)
2011-07-04 20:22:55 +00:00
Christoph Oelckers
4626492f50 - separated all colormap related code from v_palette.cpp and r_data.cpp into its own file.
SVN r3245 (trunk)
2011-07-03 10:47:35 +00:00
Christoph Oelckers
817368abc2 - changed R_InstallSpriteLump so that it doesn't abort for every seemingly misnamed lump in the sprites namespace. A warning is fully sufficient here.
SVN r3239 (trunk)
2011-06-16 13:10:03 +00:00
Randy Heit
8ccf552d09 - Added r_shadercolormaps cvar. Set it to false to disable shaders for fixed colormap effects
(e.g. invulnerability). This should only be necessary for SM1.4 cards with buggy drivers. I
  doubt the problem is very widespread. The one piece of SM1.4 hardware I obtained specifically
  for testing purposes has no problems using shaders for these effects.

SVN r3200 (trunk)
2011-05-11 04:16:45 +00:00
Randy Heit
0d39257eaf - Apply kgsws-CZ's fixes:
* Added new cvar, r_3dfloors for testing, so for example, you can see the FPS difference.
  * ds_p->bkup is not always allocated.
  * Fixed particles visible through 3D floors.
  * Fixed FAKE3D flag names.



SVN r3178 (trunk)
2011-04-13 02:34:48 +00:00
Randy Heit
d3b44a4172 - Fix errors/warnings from MinGW 4.5.0 (tdm-1).
- Disable the missing field initializers warnings that -Wextra produces from GCC.

SVN r3173 (trunk)
2011-03-29 05:20:33 +00:00
Randy Heit
3344fa9f30 - Fixed: COLORMAP tricks to produce bright lights do not work with the hardware renderer, so do
not hardware accelerate weapon sprites that use them. (see Harmony)

SVN r3170 (trunk)
2011-03-19 04:45:59 +00:00
Christoph Oelckers
1993e969b7 - GCC warning fixes (GCC stupidity for the most part.)
SVN r3154 (trunk)
2011-02-19 08:59:43 +00:00
Christoph Oelckers
fae8ed444c - merged 3dfloors2 branch into trunk.
SVN r3124 (trunk)
2011-01-29 11:09:38 +00:00
Christoph Oelckers
17ab63a39f - fixed: The Skin initialization code did not NULL the Voxel pointer in its sprite definitions.
SVN r3103 (trunk)
2011-01-14 09:43:03 +00:00
Randy Heit
2add3fb381 - Merge voxels back into trunk. Even if it needs further tweaking, it should at least be stable now.
SVN r3086 (trunk)
2011-01-02 18:02:27 +00:00
Christoph Oelckers
231e7a1c6d - added a new render style 'Shadow'. Essentially it's just a black translucent stencil with an alpha of 0.3. The purpose of this style is to be used as a software renderer approximation of GZDoom's spectre effect.
- allow setting 'Shadow' as default fuzz effect
- changed CVAR conversion that strings 'false' and 'true' get evaluated as integers 0 and 1 respectively so that changing boolean CVARs to int does not destroy their values.


SVN r3076 (trunk)
2010-12-25 23:27:26 +00:00
Christoph Oelckers
770a879f6a - fixed: The TouchedActors array in the Dehacked parser was not freed after parsing was done.
- Initialize the alt HUD explicitly in D_DoomMain.
- don't let S_UnloadReverbDef leave a broken list of sound environments behind.
- Added more code to explicitly delete data before initializing it.

SVN r3039 (trunk)
2010-12-15 00:09:31 +00:00
Christoph Oelckers
f0f17e531c - move static AM color initialization into the AM_StaticInit function.
- move D_LoadWadSettings to keysections.cpp.
- made some more data reloadable.
- data structures filled by P_SetupLevel should be cleared before loading the level. They can remain non-empty in case of an error. There's probably more to fix here...
- fixed: MidiDevices and MusicAliases were not cleared before reloading local SNDINFOs.
- fixed signed/unsigned warnings in AddSwitchPair for real (GCC really allows -1u? MSVC prints a warning for that.)


SVN r3036 (trunk)
2010-12-14 00:50:02 +00:00
Randy Heit
54163bc81c - Changed sprite-on-drawseg calculations to use untransformed coordinates. Build does it like
this. I don't recall what Doom did.

SVN r3009 (trunk)
2010-11-19 04:01:15 +00:00
Christoph Oelckers
545a892faa - added Firebrand's patch to rename 'swap' due to naming conflicts in newer MSVC compilers.
SVN r2449 (trunk)
2010-07-23 21:19:59 +00:00
Randy Heit
f6cd776e2d - Extended state sprite/frame repetition to psprites.
SVN r2295 (trunk)
2010-04-21 01:40:03 +00:00
Randy Heit
5da2885d88 - Changed DArgs to use a TArray of FStrings instead of doing its own string vector management
in preparation for doing GatherFiles the "right" way.

SVN r2183 (trunk)
2010-03-02 04:51:16 +00:00
Christoph Oelckers
51e158d7dc - added all known maps requiring inverted sprite sorting to compatibility.txt.
- added compatibility option to invert sprite sorting. Apparently Doom.exe
  originally sorted them differently than most source port and on some maps
  which depends on this it doesn't look right (e.g. Strain MAP13)


SVN r2031 (trunk)
2009-12-18 08:19:34 +00:00
Randy Heit
0e3c1dc33e - Add a swap overload to make GCC happy.
SVN r2029 (trunk)
2009-12-18 04:58:20 +00:00
Randy Heit
f6428e1cbb - Replaced sprite sorting with a stable sort. Performance at the start of
nuts.wad seems the same.


SVN r2028 (trunk)
2009-12-18 03:05:38 +00:00
Randy Heit
ddf1afb82b - Shift player sprites down half a pixel. Interestingly, this makes vertical
scaling much closer between software and hardware.

SVN r1956 (trunk)
2009-11-01 01:35:11 +00:00
Randy Heit
4ebfdac887 - Changed all coordinates for DrawTexture() to floating point so that the
player sprites will retain the same precision they had when they were
  rendered as part of the 3D view. (needed for propery alignment of flashes
  on top of weapon sprites) It worked just fine for D3D, but software
  rendering was another matter. I consequently did battle with imprecisions
  in the whole masked texture drawing routines that had previously been
  partially masked by only drawing on whole pixel boundaries. Particularly,
  the tops of posts are calculated by multiplying by spryscale, and the
  texture mapping coordinates are calculated by multiplying by dc_iscale
  (where dc_iscale = 1 / spryscale). Since these are both 16.16 fixed point
  values, there is a significant variance. For best results, the drawing
  routines should only use one of these values, but that would mean
  introducing division into the inner loop. If the division removed the
  necessity for the fudge code in R_DrawMaskedColumn(), would it be worth it?
  Or would the divide be slower than the fudging? Or would I be better off
  doing it like Build and using transparent pixel checks instead, not
  bothering with skipping transparent areas? For now, I chop off the
  fractional part of the top coordinate for software drawing, since it was
  the easiest thing to do (even if it wasn't the most correct thing to do).


SVN r1955 (trunk)
2009-11-01 01:27:33 +00:00
Randy Heit
da3daa0721 - Fix incorrect fix from previous commit.
SVN r1953 (trunk)
2009-10-30 03:53:00 +00:00
Randy Heit
4252cd52ad - Fixed: Sprites and decals that are drawn with addition must fade to black.
SVN r1952 (trunk)
2009-10-30 03:46:51 +00:00
Christoph Oelckers
4add2809a3 - fixed: Savegames stored the global fixed light levels when saving a player.
SVN r1893 (trunk)
2009-10-02 09:21:37 +00:00
Randy Heit
1eb4241663 - Fixed: R_DrawPSprite() did not initialize the colormap for the targeter
vissprites.


SVN r1883 (trunk)
2009-09-27 02:31:03 +00:00
Randy Heit
d502655866 - For hardware 2D, apply fixed colormaps when copying to video memory instead
of doing it directly during the rendering, in order to improve visual
  fidelity for colormaps that aren't grayscale.


SVN r1866 (trunk)
2009-09-22 04:21:27 +00:00
Randy Heit
84a018f05a - Added support for defining the full color range of a special colormap.
SVN r1865 (trunk)
2009-09-22 02:54:19 +00:00
Christoph Oelckers
c285f38a02 - Fixed: When drawing with a special colormap the quad's flags weren't cleared
which could cause crashes.
- Added custom special colormaps to DECORATE.
- Cleaned up special colormap code and removed lots of dependencies on the
  knowledge of the tables' contents.



SVN r1860 (trunk)
2009-09-21 13:15:36 +00:00
Randy Heit
b8eb530a0d - Fixed: Wall drawing handled fixed light levels improperly (but did not
completely ignore them, either).
- Separated light level fixing out of player_t's fixedcolormap parameter.
  Using a fixed light level (e.g. PowerTorch) will no longer wipe out
  colored lighting.
- Moved the blending rectangle drawing into a separate discrete stage, since
  doing it while copying the 3D view window to the display now blends
  underneath the weapon instead of on top of it.
- Consolidated the special colormaps into a single 2D table.
- Tweaked the special colormaps slightly to make the true color results more
  closely match the paletted approximations.
- fb_d3d9_shaders.h was getting unwieldy, so I moved the shaders out of the
  executable and into zdoom.pk3. Shaders are still precompiled so I don't need
  to pull in a dependancy on D3DX.
- Added a few more shaders to accomodate drawing weapons with all the in-game
  lighting models. These are accessed with the new DrawTexture tags
  DTA_SpecialColormap and DTA_ColormapStyle.
- Player weapon sprites are now drawn using Direct3D and receive all the
  benefits thereof.


SVN r1858 (trunk)
2009-09-20 03:50:05 +00:00