Christoph Oelckers
9f90c64727
use FTranslationID in the high level parts of the hardware renderer.
2023-11-09 23:04:11 +01:00
Christoph Oelckers
c426094d54
use translation IDs in the software renderer.
2023-11-09 23:04:11 +01:00
Christoph Oelckers
8c5eb2c807
use FTranslationID in all places where strict type checking is needed.
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This means all properties in serializable classes now use this wrapper type. The backend hasn't been changed yet
2023-11-09 23:04:10 +01:00
Christoph Oelckers
bdee1f3d34
added per-sector sky UDMF properties.
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(Hardware rendering only, the SW renderer is not in a state where this is easily done.)
2023-10-29 17:49:59 +01:00
Christoph Oelckers
12bc9db609
hooked up the per-level colormaps with the hardware renderer.
2023-10-29 08:13:01 +01:00
Ricardo Luís Vaz Silva
e12f2ce0fe
Allow setting the colormap from mapinfo (dsda-doom)
2023-10-29 07:40:56 +01:00
Christoph Oelckers
89535b803a
Backend update from Raze.
2023-10-07 18:42:24 +02:00
Christoph Oelckers
1717ff47b2
add GetChars() accessors to many FString uses where const char* is wanted.
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By no means complete, it's just a start to get rid of that automatic type conversion operator.
2023-10-03 14:27:39 +02:00
Christoph Oelckers
139d1a7eb6
- use wrapping fixed point conversion for SW rendering coordinates.
2023-09-14 20:34:28 +02:00
Professor Hastig
fbf7d1025a
- fixed bad clamp in software renderer
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This one can have its upper bound below its lower bound which triggers the validation within std::clamp.
Fixes #2125
2023-09-14 05:11:02 -04:00
Cacodemon345
7c90ea6b84
- Convert the entire image backend infrastructure to be animation-friendly
2023-08-23 18:18:45 +02:00
alexey.lysiuk
bfefc12427
- fixed a bunch of Linux and macOS compilation errors
2023-08-23 12:34:33 +03:00
Christoph Oelckers
ebb71cebf1
- put the entire filesystem code into a namespace and created some subdirectories.
2023-08-22 22:54:54 +02:00
l2ksolkov
245dac814e
Add missing include guards
2023-05-29 07:35:26 +02:00
Magnus Norddahl
b0dfa06201
Add dynamic light support to true color slope drawer
2023-02-19 08:06:49 +01:00
Magnus Norddahl
99f2b5d891
Fix misc bugs for dynamic lights in the pal slope drawer
2023-02-19 08:06:49 +01:00
Magnus Norddahl
18bc384807
Add dynamic lights to pal slope drawer
2023-02-19 08:06:49 +01:00
Ricardo Luís Vaz Silva
b84bf176e1
Fix Software Slope Rendering for non-1.2 pixel ratios
2023-02-17 14:15:46 -05:00
Rachael Alexanderson
b082ad9cef
- fix colormap remapping when colormap entries may have fullbright entries which should not be considered duplicates
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- this should address the "fullbright teeth" issue with the imps in KDiKDiZD: https://forum.zdoom.org/viewtopic.php?t=76790
2022-11-18 07:42:09 +01:00
Christoph Oelckers
706d465781
- removed the unused BaseBlend* variables and the testblend CCMD.
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When this was still working it was software rendering only anyway so no real loss here.
2022-11-08 11:46:13 +01:00
Christoph Oelckers
500e2d6c5a
Revert software renderer parts of "- sprite lightlevel cleanup and fixes."
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This code had some issues which are not easily fixed, so it's better to just undo it all.
2022-11-05 09:55:25 +01:00
Christoph Oelckers
671b8696bb
- made CVar declarations type safe again.
2022-10-22 09:29:38 +02:00
Christoph Oelckers
453688ccc6
- reworked CVARs to not use a linked list and to be initialized manually.
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This solves two problems:
* The linked list is too slow, a map is better. A map cannot be used with statically allocated CVARs because order of initialization is undefined.
* The current CVAR system is an unordered mishmash of static variables and dynamically allocated ones and the means of identification are unsafe. With this everything is allocated on the heap so it can all be handled the same by the cleanup code.
2022-10-21 18:56:43 +02:00
Christoph Oelckers
8aaab153fa
- add a system interface for CheckCheatmode and moved some sound code to the backend.
2022-10-02 16:48:56 +02:00
Christoph Oelckers
4032576519
- blocked off direct access to TAngle’s internal storage.
2022-08-26 18:09:29 +02:00
Christoph Oelckers
f0fbdba593
- disable implicit conversions from float to TAngle
2022-08-26 18:01:26 +02:00
Christoph Oelckers
93e934c8d0
- removed the Softpoly backend.
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Its only relevant use case has been to use the software renderer on hardware not capable of OpenGL 3.3, but a large chunk of that can now be serviced with GLES.
In addition it has ceased further development and has not received any of the recent 2D render features which further reduces its viability.
2022-07-28 10:31:56 +02:00
Christoph Oelckers
595975fcc7
- did a test compile as C++20 and fixed all warnings that got emitted.
2022-07-15 09:17:50 +02:00
Sally Coolatta
67127e4cce
Bugfix for retro software mode mirrors not working
2022-06-23 07:47:04 +02:00
nashmuhandes
593627f049
Add +ONLYVISIBLEINMIRRORS and +INVISIBLEINMIRRORS actor flags. The former makes the actor only visible in reflections, while the latter makes the actor not cast reflections in mirrors.
2022-06-22 09:36:04 +02:00
RaveYard
f9bf6f9311
Implement FVector ZScript for Actor Scale
2022-06-12 17:57:44 +02:00
Christoph Oelckers
e266fb1c16
- removed all vid_fps offsetting.
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To compensate there is now also a "stat fps" which displays the FPS rate in the lower left corner. This had to go because unconditionally altering positions was causing problems with custom HUDs.
2022-06-05 12:16:56 +02:00
Christoph Oelckers
344c6348fd
- sprite lightlevel cleanup and fixes.
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* consolidated the getter functions on the game data side
* better handling of per-sprite lighting with fog
* allow negative values for additive per-sprite lighting.
* also fixed return type of UpdateWaterDepth.
2022-06-01 08:37:13 +02:00
Christoph Oelckers
21c60c931e
- warning fixes and cleanup from old startscreen branch.
2022-06-01 08:36:59 +02:00
Magnus Norddahl
6670bc09b9
Create a MainWindow class that manages the main win32 window of the application
2022-06-01 08:36:59 +02:00
Major Cooke
3d14cec191
Added ADDLIGHTLEVEL to add the sector light level to an actor's own defined light level, if desired.
2022-05-31 21:00:31 +02:00
Major Cooke
d5e448671d
Added LightLevel.
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- Setting it to any value > -1 will override the sector's light level.
2022-05-31 21:00:31 +02:00
Sally Cochenour
bb42e541e9
MASTERNOSEE flag ( #1601 )
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Makes it so that if an actor's master is invisible due to camera/mirror/portal shenanigans, then the actor will also be invisible. Name based off of an Unreal Engine flag that does the exact same thing.
Co-authored-by: Christoph Oelckers <coelckers@users.noreply.github.com>
2022-05-31 12:34:15 +02:00
Sally Coolatta
a98c1efc26
Add WorldOffset field
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Adjusts the thing's 3D position on render side. This allows for adjusting a thing's visual position without impacting their hitbox.
# Conflicts:
# src/playsim/p_mobj.cpp
2022-05-31 10:14:32 +02:00
Nikolay Ambartsumov
85d68b30bb
Fix 3d floor-related crash in software renderer
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3d floors can cause the software renderer to set incorrect
sprite clipping values that trigger a buffer overflow (and
a subsequent crash) when rendering sprites. This commit
keeps the clipping values within the view area.
2022-02-20 08:11:26 +01:00
Nikolay Ambartsumov
df976e218e
Add per-tier sidedef light levels to UDMF maps
2022-01-26 18:25:04 -05:00
Xaser Acheron
441b70022d
apply weaponscale relative to baseline
2021-11-15 01:52:49 -06:00
Xaser Acheron
0b93aef776
add WeaponScaleX/WeaponScaleY properties for applying global scaling to a weapon's PSprites
2021-11-14 23:21:07 -06:00
Christoph Oelckers
77d74a11d1
- removed most templates.h includes.
2021-10-30 10:49:12 +02:00
Christoph Oelckers
1d0aed219e
- replaced MIN/MAX in all non-common code.
2021-10-30 10:16:52 +02:00
Christoph Oelckers
226666ce7f
- replaced MIN/MAX with min/max from the C++ standard library in the software renderer
2021-10-30 10:08:11 +02:00
Christoph Oelckers
109069f718
- removed the unused palette parameter from the V_GetColor family of functions.
2021-08-14 09:57:23 +02:00
Jeroen de Baat
8ac8e31a61
Fix typo in sw renderer comment
2021-07-21 20:58:41 +02:00
drfrag
d9db8984af
- Fixed crash calling ChangeSky() with an invalid texture.
2021-05-29 15:07:45 -04:00
nashmuhandes
5446a1a355
Add sprite shadows for the software renderer
2021-04-24 22:40:54 -04:00