Commit graph

6557 commits

Author SHA1 Message Date
Christoph Oelckers
f11f86f05d - added light plane clipping for decals as well. 2016-02-01 21:45:26 +01:00
Christoph Oelckers
faa08410de - handle nocoloredspritelighting with 3D light splitter 2016-02-01 19:10:15 +01:00
Christoph Oelckers
7aeeb36560 Merge branch 'Clip3DLights' 2016-02-01 18:14:52 +01:00
Christoph Oelckers
5dba3b7017 Merge branch 'master' of https://github.com/rheit/zdoom 2016-02-01 18:14:39 +01:00
Christoph Oelckers
2c55dcca27 - use hardware clipping to apply 3D lights to sprites. This solves all the problems with properly lighting models and billboarded sprites.
- add some restrictions for the checks that exclude sprites which are too close to the camera. Most importantly, for clipping the first frame of a projectile, do not solely clip against the projectile's speed but use the player's radius as a limiting factor to avoid too large distances.
2016-02-01 18:14:00 +01:00
Christoph Oelckers
1ad310e69b - only draw visible 3D-lights. 2016-02-01 16:13:07 +01:00
Christoph Oelckers
ee045371a3 - On Windows, use LoadLibrary/GetProcAddress to load OpenAL function addresses.
The reason for this is that on my system, the static or delay loaded method always picks the (obsolete) system-installed OpenAL version (needed for some old games) which is not wanted here if there's another one in the local ZDoom directory.
This also removes the dependency on the broken import library that comes with OpenAL Soft which causes compile errors with more modern MSVC compilers on default settings.
2016-02-01 14:02:25 +01:00
Christoph Oelckers
e0608f50d1 - create a separate translation table for Heretic's rain pillar.
These objects are supposed to be bright, but the standard translations for player do not take this into account, creating dark and/or invisible projectiles depending on the color being used.
The new translation uses hue and saturation from the player color, but combines brightness from the original color with the one for the player in an 8:2 ratio, so that no matter for the player color, these always remain bright and visible.
2016-02-01 10:45:33 +01:00
Christoph Oelckers
58196f77ff Merge branch 'master' of https://github.com/rheit/zdoom 2016-02-01 10:00:39 +01:00
Christoph Oelckers
fd2828b1fe - fixed typo in monster movement code. 2016-02-01 10:00:19 +01:00
Randy Heit
2f4dc17954 Add support for face sprite Y flipping 2016-01-31 22:05:32 -06:00
Randy Heit
809a9d801c Got a flag backwards 2016-01-31 21:23:45 -06:00
Randy Heit
0b9aeb33e1 Fixed potential divide by 0 when drawing voxels
- Since voxels can have their origin behind the viewer and still have a
  portion visible in front of the viewer, they aren't clipped to MINZ like
  face sprites are. The 3D floor handling in R_DrawSprite() neglected to
  clamp it when recalculating the diminished light colormap.
  - Aside, but R_DrawSprite() probably shouldn't be messing with these
    properties at all. Why isn't this done in R_ProjectSprite() before it
    ever gets to the drawing part?
2016-01-31 20:52:56 -06:00
Randy Heit
1d0a3d19c8 Fix a part in maskwallscan that was missed for right-edge exclusivity 2016-01-31 20:45:37 -06:00
Christoph Oelckers
bddad29acb Merge branch 'Clip3DLights' 2016-02-01 01:50:56 +01:00
Christoph Oelckers
0d5386f923 Merge branch 'master' of https://github.com/rheit/zdoom 2016-02-01 01:50:41 +01:00
Christoph Oelckers
67fc35e738 - some cleanup of wall processing code.
* removed SplitWall function
 * split PutWall into PutWall and PutPortal because none of the portal cases needs the overhead for normal walls.
2016-02-01 01:49:49 +01:00
Christoph Oelckers
9305cd86a0 - remove the GLWallLightEntry type. Everything it contains can be retrieved from the existing lightlist just as easily, and this approach avoids a lot of memory allocations.
- removed the SplitWall profiling timer because all it measures now is an almost empty function.
2016-02-01 01:03:34 +01:00
Christoph Oelckers
71da7406bd - since we no longer split walls at 3D floor boundaries, those planes no longer need to be added to the vertex height lists. 2016-02-01 00:42:37 +01:00
coelckers
52a6f40eff Merge pull request #527 from edward-san/level_info_fix
- Fixed uninitialized variable in level info code.
2016-01-31 23:35:48 +01:00
Edoardo Prezioso
4cbf752b4d - Fixed uninitialized variable in level info code.
Found with Valgrind.
2016-01-31 23:19:34 +01:00
Christoph Oelckers
a1cd0401e4 - fixed: noclip2 should only set some minimal velocity if the player has none. 2016-01-31 22:38:08 +01:00
Christoph Oelckers
8068fca601 - fixed: player_t::Uncrouch should only reset the view height if the player is actually crouched. 2016-01-31 22:36:37 +01:00
Christoph Oelckers
53a389aafc - fixed: for untextured walls, the texture must be disabled before rendering.
- fixed: untextured walls should never be passed to SplitWall.
- fixed: untextured walls should not be affected by dynamic lights (it's either fog boundaries or outsides of 3D fog volumes.)
2016-01-31 22:24:48 +01:00
Christoph Oelckers
9ce6a7932c - implemented rendering of 3D lights with clip planes. 2016-01-31 22:04:20 +01:00
Christoph Oelckers
456e71ec4b Merge branch 'master' into Clip3DLights 2016-01-31 21:36:16 +01:00
Christoph Oelckers
e73e26c15a Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-31 21:11:21 +01:00
Christoph Oelckers
5448b335c6 - rewrote render loop for walls. Not working yet. 2016-01-31 21:10:59 +01:00
coelckers
c3cc98b5f3 Merge pull request #523 from alexey-lysiuk/osx_fullscreen
Final touches to fullscreen mode on OS X
2016-01-31 16:56:35 +01:00
coelckers
09e2f212a0 Merge pull request #524 from alexey-lysiuk/hexen_mac_beta
Added support for Hexen Mac beta
2016-01-31 16:55:23 +01:00
coelckers
e921a45894 Merge pull request #526 from MajorCooke/checkblockfix
A_CheckBlock CBF_DROPOFF
2016-01-31 16:50:43 +01:00
MajorCooke
eb2829ad5e - Added CBF_DROPOFF to A_CheckBlock. Checks for actors stuck in tall ledges or dropoffs. 2016-01-31 09:45:41 -06:00
Randy Heit
219b6f7c5d Fix R_DrawFogBoundary for right-edge exclusivity 2016-01-31 06:51:11 -06:00
alexey.lysiuk
1798fab973 Added support for Hexen Mac beta
It's very similar to Mac demo but also contains MAP41: Maze like DOS full version 1.0
2016-01-31 12:53:22 +02:00
Christoph Oelckers
4d7e7deea8 Merge branch 'master' into Clip3DLights 2016-01-31 10:10:32 +01:00
Christoph Oelckers
be2fcb4621 Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-31 10:09:57 +01:00
alexey.lysiuk
7b0f557514 Enabled zoom window button on OS X
Independently from OS version the game will enter fullscreen mode when zoom button is clicked
Window zooming behavior introduced in Yosemite is available on all supported versions of OS X
2016-01-31 10:42:16 +02:00
alexey.lysiuk
bb00c9b588 Added menu option to control fullscreen toggle shortcut on OS X 2016-01-31 10:34:17 +02:00
Randy Heit
240ca2af4c Use consistant right-edge rules in the renderer.
- The original Doom renderer was inclusive for all right edges. This was
  fine for the wonky projection it did. This was not fine for a standard
  perspective divide, so I had to change walls to be right-edge exclusive
  when I changed the projection. I only touched what was needed. Until
  now. The right edge is always exclusive now, which should prevent any
  more bugs related to mixing the two clusivities incorrectly.
2016-01-30 21:27:35 -06:00
Randy Heit
c1b2861362 Merge the boolean args to EV/P_Teleport into a single flags arg
- The flags use TELF_ since DECORATE has an A_Teleport with its
  own set of TF_ flags.
- TELF_KEEPVELOCITY is used instead of TELF_HALTVELOCITY, because
  there was only one call that ever set bHaltVelocity to false.
2016-01-30 21:27:34 -06:00
Christoph Oelckers
939989dc8c - fixed crash when trying to cache nodes for a map that has no two-sided walls and no minisegs.
Under these conditions there are no partner segs and the glsegextras array is NULL.
2016-01-31 01:05:31 +01:00
Christoph Oelckers
f86535407d - forgot this. 2016-01-31 00:52:50 +01:00
Christoph Oelckers
1d9ab5c632 - clean out GLWall::SplitWall and instead of actually splitting the wall just attach a list of lights to it.
Actual handling will be in the rendering function because this doesn't need multiple vertex transfers to the GPU. All slices can be drawn from the same buffer with different uniform info being set.
2016-01-31 00:45:29 +01:00
Christoph Oelckers
8bc7a0a24e Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-30 23:01:36 +01:00
Christoph Oelckers
fc57180d7e - added necessary state to implement 3D light splitting using hardware clipping planes. 2016-01-30 23:01:11 +01:00
coelckers
5c13b86ad1 Merge pull request #522 from j-palomo/dimoptions
Added dimamount and dimcolor to display options menu.
2016-01-30 22:50:42 +01:00
John Palomo Jr
d8f7785ad9 Added dimamount and dimcolor to display options menu. 2016-01-30 16:44:50 -05:00
Christoph Oelckers
46024398fe - fixed: Change FCheckPosition::LastRipped to a TMap so that it can track multiple overlapping actors being ripped during the same tic. 2016-01-30 22:06:04 +01:00
Christoph Oelckers
06fdb6ca45 - fixed: The reverb editor failed to open in fullscreen mode at desktop resolution.
According to Blzut3:

The issue happens when the fullscreen resolution is the same as the desktop resolution. In this case WM_DISPLAYCHANGE doesn't occur so the editor never appears. This appears to be fixable by also catching WM_STYLECHANGED since at the very least the window caption will appear/disappear.
2016-01-30 21:49:03 +01:00
coelckers
d826ef8be1 Merge pull request #521 from alexey-lysiuk/fix_corpse_scale
Scale of player's skin is now preserved on corpses after reborn
2016-01-30 17:37:19 +01:00