Commit graph

16518 commits

Author SHA1 Message Date
Christoph Oelckers
5d8adb90c4 - made 'supportRemap0' an image property so that later the handling for this can be taken out of the actual texture class by just providing a replacement texture for the skies. 2020-04-19 10:57:45 +02:00
Christoph Oelckers
9593cb56ae - decoupled the software renderer entirely from FTexture - it will only look at FSoftwareTexture now, all access to the texture manager has been wrapped. 2020-04-19 10:57:45 +02:00
Christoph Oelckers
73b4fbe861 - FGameTexture conversion in am_map.cpp 2020-04-19 10:57:44 +02:00
Christoph Oelckers
aeba304715 - texture code refactoring to consolidate multiple textures referencing the same backing image. 2020-04-19 10:57:44 +02:00
Christoph Oelckers
3a47c5c7f7 - fixed Vulkan's uTextureMode setup. Also only mask out the flags we really do not want to avoid surprises in the future. 2020-04-19 10:57:44 +02:00
Magnus Norddahl
9ef6d8fd53 Always null textures for all slots because the vulkan target is an OpenGL emulator ;) 2020-04-19 10:57:44 +02:00
Christoph Oelckers
7c46dace03 - this still doesn't work on Vulkan. :( 2020-04-19 10:57:44 +02:00
Christoph Oelckers
dd5de4ce51 - removed test code that forced all textures being warped. 2020-04-19 10:57:43 +02:00
Christoph Oelckers
8381092cce - major shader rework
* handle brightmaps in the main shader instead of keeping separate instances around.
* added detail and glow layers from Raze.
* fixed material setup which could not guarantee that everything was initialized correctly.
* for warped textures, warp all layers. With this brightmaps finally work on warped textures.

Note: Vulkan reports a "device lost" error with this which still needs to be investigated.
2020-04-19 10:57:43 +02:00
alexey.lysiuk
b5c88957f0 - fixed detection of standalone IWADs
https://forum.zdoom.org/viewtopic.php?t=68218
2020-04-17 12:29:46 +03:00
Rachael Alexanderson
c1421b70cf Revert "- fixed: player spawn code should now always use defaults for the currently selected player class, not current flags"
This reverts commit 8dda7c02c9.
2020-04-15 07:02:58 -04:00
Rachael Alexanderson
8dda7c02c9 - fixed: player spawn code should now always use defaults for the currently selected player class, not current flags 2020-04-15 06:58:27 -04:00
Christoph Oelckers
3e02121822 - fixed setup of content ID in CreateTexBuffer. 2020-04-13 14:55:16 +02:00
Christoph Oelckers
e92be97f33 - let FSkybox inherit from FImageTexture to simplify the redirection of the base image for the software renderer. 2020-04-13 14:23:57 +02:00
Christoph Oelckers
9a3b663e04 - fixed text size calculations in the status bar.
To avoid errors, all spacing calculations have been added to FFont::StringWidth which already performs proper escape filtering.
2020-04-13 12:11:14 +02:00
Christoph Oelckers
17df95d69e - fixed startup-time setup of serverinfo CVARs.
Looks I completely forgot this part when refactoring the interface - it must account for the callbacks not doing anything due to the network code not being operational yet.
2020-04-13 11:53:08 +02:00
Christoph Oelckers
6722b64ac0 - fixed: Setting 'noallies' on the level cleared the player's friendly flag.
The check was for mobj->player, which at this point wasn't set yet so the check failed.
2020-04-13 10:54:40 +02:00
Christoph Oelckers
4b5c74f856 - reactivated saving of sounds by name, not by index. 2020-04-13 10:32:46 +02:00
alexey.lysiuk
d29c6a55eb - fix autoseg registration by moving start/end files back to src directory
Link order was wrong when building via Xcode project because CMake generator sorts files by paths
This made most of classes missing from corresponding segments, and the game crashes right after launch
2020-04-13 10:14:07 +03:00
Major Cooke
a56177f178 Begin TICRATE conversion.
- Moved TICRATE from Thinker to Object in ZScript so status bars have access to it.
2020-04-12 22:43:33 +02:00
alexey.lysiuk
9c23c0ac59 - fixed compilation with GCC 5 2020-04-12 11:50:11 +03:00
alexey.lysiuk
5a56f209d3 - fixed conditions with SND_PlayerReserve flag
src/sound/s_advsound.cpp:953:9: warning: logical not is only applied to the left hand side of this bitwise operator [-Wlogical-not-parentheses]
src/sound/s_advsound.cpp:1264:20: warning: logical not is only applied to the left hand side of this bitwise operator [-Wlogical-not-parentheses]
src/sound/s_advsound.cpp:1426:6: warning: logical not is only applied to the left hand side of this bitwise operator [-Wlogical-not-parentheses]
2020-04-12 11:49:47 +03:00
alexey.lysiuk
72c8df530f - fixed compilation of optimized GCC and Clang targets 2020-04-12 11:03:25 +03:00
alexey.lysiuk
f0ca7fb213 - fixed compilation of Linux targets 2020-04-12 11:03:01 +03:00
alexey.lysiuk
91914b728b - fixed compilation of Cocoa backend 2020-04-12 11:02:28 +03:00
alexey.lysiuk
2b1ef5f4f2 - common fixes for compilation with GCC and Clang 2020-04-12 11:02:05 +03:00
alexey.lysiuk
f5a98ed7fa - fixed CMake configuration
CMake Error at src/CMakeLists.txt:1188 (add_executable): Cannot find source file: gamedata/textures/bitmap.cpp
2020-04-12 10:59:09 +03:00
Christoph Oelckers
ab8d2ef62d - fixed serializer.
All includes of RapidJSON *must*(!!!) have the same #defines, otherwise incompatible code will be generated without any hint of a warning.
2020-04-11 22:53:26 +02:00
Christoph Oelckers
07e303f99b - fixed compilation. 2020-04-11 22:23:09 +02:00
Christoph Oelckers
8f8aed5ee3 - moved bitmap.cpp to 'common' and remove the duplicate IceRemap. 2020-04-11 20:23:26 +02:00
Christoph Oelckers
9dce6d88fa - use 'override' qualifier. 2020-04-11 20:21:00 +02:00
Christoph Oelckers
0cb2a1b8e9 - moved gl_load to common. 2020-04-11 20:20:59 +02:00
Christoph Oelckers
295fa1e73f - header cleanup in gl_interface.cpp 2020-04-11 20:20:59 +02:00
Christoph Oelckers
1e40b745d5 - added some things from Raze to allow using the same code in both projects. 2020-04-11 20:20:59 +02:00
Christoph Oelckers
5fe22c70b5 - moved the 2D drawer to 'common'. 2020-04-11 20:20:59 +02:00
Christoph Oelckers
def123823b - cleanup of 2D code. 2020-04-11 20:20:58 +02:00
Christoph Oelckers
ce4c2be3c7 - use the 2d drawer's size where appropriate. 2020-04-11 20:20:58 +02:00
Christoph Oelckers
b18faacab0 - 2D drawer cleanup. 2020-04-11 20:20:58 +02:00
Christoph Oelckers
ac1f4b8f11 - initialize native functions before the first query. 2020-04-11 20:20:57 +02:00
Christoph Oelckers
932f5c64c2 - moved stats.cpp to common. 2020-04-11 20:20:57 +02:00
Christoph Oelckers
fa99fc5346 - added global variants of the main 2D-draw functions taking an F2DDrawer as their first parameter.
This is a preparation for refactoring the calls to these so that they no longer require a 'screen' parameter.
2020-04-11 20:20:57 +02:00
Christoph Oelckers
3bf7686cfb - moved v_text.cpp to 'common'. 2020-04-11 20:20:56 +02:00
Christoph Oelckers
2e5bc3e962 - moved compiler frontend to 'common'. 2020-04-11 20:20:56 +02:00
Christoph Oelckers
466ed4e8f2 - separated the Doom specific parts of the ZScript parser from the core into a subclass. 2020-04-11 20:20:56 +02:00
Christoph Oelckers
2838f5792c - moved all FString exports from vmthunks to stringformat.cpp. 2020-04-11 20:20:55 +02:00
Christoph Oelckers
a28182fe35 - moved the script compiler's backend to 'common'. 2020-04-11 20:20:55 +02:00
Christoph Oelckers
3454314bb1 - separated the Doom specific parts from the compiler backend into a separate file, these parts now get invoked via callback hooks. 2020-04-11 20:20:55 +02:00
Christoph Oelckers
64dc9ac456 - moved around some bits of code. 2020-04-11 20:20:54 +02:00
Christoph Oelckers
ef8b4c7d5e - put the state pointer serializer in a virtual function so that types.cpp can operate without any knowledge of Doom states. 2020-04-11 20:20:54 +02:00
Christoph Oelckers
1ce11ff02a - dictionary can also go to 'common'. 2020-04-11 20:20:54 +02:00
Christoph Oelckers
f6bd2e4f76 - moved serializer to 'common'. 2020-04-11 20:20:54 +02:00
Christoph Oelckers
7b292cca57 - split the serializer in two to keep the Doom specific parts out of the main file. 2020-04-11 20:20:53 +02:00
Christoph Oelckers
f74efcf721 - split the TObjPtr serializers into a separate file to avoid polluting everything that needs to use the serializer.
To use these it is necessary to include dobject.h and all its dependencies, so this should not be done unless necessary.
2020-04-11 20:20:53 +02:00
Christoph Oelckers
f02c5c0a56 - took InitializeDefaults out of PClass and moved it to PClassActor.
Like so many other parts, this created a hard dependency of the low level code on very invasive game content.
2020-04-11 20:20:53 +02:00
Christoph Oelckers
74c5f83658 - moved most of the root marking out of the garbage collector, replacing it with callbacks.
Yet another place where low level code was tied too tightly to the game instead of providing a proper interface.
2020-04-11 20:20:52 +02:00
Christoph Oelckers
933c1f6403 - moved dumpactors CCMD out of dobject.cpp. 2020-04-11 20:20:52 +02:00
Christoph Oelckers
cf51508ce6 - moved around some pieces of code to make sharing with Raze easier. 2020-04-11 20:20:52 +02:00
Christoph Oelckers
f8ac9a2662 - moved DObject and core parts of the VM to 'common'.
# Conflicts:
#	src/common/objects/dobject.h
2020-04-11 20:20:51 +02:00
Christoph Oelckers
1a0ace4f88 - palette related fixes. 2020-04-11 20:20:40 +02:00
Christoph Oelckers
940f1dc9a2 - move font code to 'common'.
- fix use of translation slot 0, used for internal translations.
2020-04-11 20:20:40 +02:00
Christoph Oelckers
32300f7d26 - use translation slot 0 for reserved content, like font translations. 2020-04-11 20:20:39 +02:00
Christoph Oelckers
2dcf63c57d - backport some fixes from Raze - mostly redundant includes. 2020-04-11 20:20:39 +02:00
Christoph Oelckers
d586ffa79c - const-ified the palette pointers in the texture creation code.
- fixed includes.
2020-04-11 20:20:39 +02:00
Christoph Oelckers
65f15e1147 - moved the material class to 'common' as well. 2020-04-11 20:20:38 +02:00
Christoph Oelckers
580e463498 - moved texture code to 'common'. 2020-04-11 20:20:38 +02:00
Christoph Oelckers
5bde737be9 - split buildtexture.cpp in two.
The texture itself is 'common', but the setup is not.
2020-04-11 20:20:38 +02:00
Christoph Oelckers
2ff93b4635 - added the missing blend modes to FRenderStyle. 2020-04-11 20:20:37 +02:00
Christoph Oelckers
3e285d2261 - moved renderstyle and colortables code to 'common'. 2020-04-11 20:20:37 +02:00
Christoph Oelckers
f8e9cb8fbc - major dependency reduction of the texture system. 2020-04-11 20:20:37 +02:00
Christoph Oelckers
ab77416ddc - set transparent color 0 in the proper place. 2020-04-11 20:20:36 +02:00
Christoph Oelckers
1ed170d955 - moved some data needed by the texture system into palettecontainer.cpp. 2020-04-11 20:20:36 +02:00
Christoph Oelckers
be24023722 - split animation management out of the texture manager into a separate class. 2020-04-11 20:20:36 +02:00
Christoph Oelckers
7d192decc7 - some cleanup of the texture code
* removed unneeded includes
* moved global brightmap to GPalette
* took Build tile init code out of the FTextureManager class, because this code is not compatible with how real Build games need to go about it, making the texture manager not shareable.
* removed dependency on higher level info from the Image class.
2020-04-11 20:20:35 +02:00
Christoph Oelckers
a13c7bd053 - moved sound code to "common". 2020-04-11 20:20:35 +02:00
Christoph Oelckers
018794f1dd - moved game specific data out of the sound backend.
In Raze I already had a user data array for that so this gets used here, too, now.
Also copied a few other fixes.
2020-04-11 20:20:35 +02:00
Christoph Oelckers
50e1efa965 - minor sound code cleanup
# Conflicts:
#	src/sound/backend/oalsound.cpp
2020-04-11 20:20:34 +02:00
Christoph Oelckers
cd9e2d3795 - moved music code to "common". 2020-04-11 20:19:55 +02:00
Christoph Oelckers
7d36af8840 - put things in their proper place. 2020-04-11 20:19:55 +02:00
Christoph Oelckers
00bbc48e70 - music.cpp include cleanup
- use a TMap to store music volume settings instead of using a homegrown linked list.
2020-04-11 20:19:54 +02:00
Christoph Oelckers
f0534afde6 - separated the game-dependent music lookup parts from the core player. 2020-04-11 20:19:54 +02:00
Christoph Oelckers
4af96bab47 - some cleanup on music code.
* change the license of the main file because there is no more id-based code here licensed under the GPL.
* moved VM interface definition out of the implementation.
* moved idmus CCMD out of implementation because it is dependent on Doom level definitions.
* moved s_music.cpp into the music folder with the rest of the music code.
2020-04-11 20:19:54 +02:00
Christoph Oelckers
56f2b2ac56 - reduce backend's dependency on game state by using callbacks. 2020-04-11 20:19:53 +02:00
Christoph Oelckers
721b857e5e - minor FTexture cleanup. 2020-04-11 20:19:53 +02:00
Christoph Oelckers
b4e9c3f20d - missed two things that need to be 'common'. 2020-04-11 20:19:53 +02:00
Christoph Oelckers
ac610d87e5 - merged FPalette and PaletteContainer. 2020-04-11 20:19:53 +02:00
Christoph Oelckers
f94e4a908c - m_png is common. 2020-04-11 20:19:52 +02:00
Christoph Oelckers
7243495b16 - moved special color maps to utilities.
The default tables are needed by the texture compositor which should be universal, so this needs to be, too.
2020-04-11 20:19:52 +02:00
Christoph Oelckers
db62aeb671 - c_cmds is not 'common'. 2020-04-11 20:19:52 +02:00
Christoph Oelckers
777f2ee7c6 - moved stringtable to 'common'. 2020-04-11 20:19:51 +02:00
Christoph Oelckers
b3c7b81893 - decoupled the string table from game implementation details.
Using callbacks now to query needed game state.
2020-04-11 20:19:51 +02:00
Christoph Oelckers
c3a381ed92 - moved most of the console code to 'common'.
The main console.cpp file cannot be done yet, but the rest is ready to go.
2020-04-11 20:19:51 +02:00
Christoph Oelckers
a712866219 - split out non-game specific CCMDs into their own file. 2020-04-11 20:19:51 +02:00
Christoph Oelckers
8dacdf2951 - use an array to store the buttons.
This puts a lot less knowledge about the game's features into the low level code.
2020-04-11 20:19:50 +02:00
Christoph Oelckers
0e7480b4ed - moved the file lookup functions to utilities.
# Conflicts:
#	src/common/utility/findfile.cpp
2020-04-11 20:19:50 +02:00
Christoph Oelckers
5dd89541fe - made console notification scrolling independent of the global game ticker variable. 2020-04-11 20:19:25 +02:00
Christoph Oelckers
d7a9bdc858 - moved key definitions to their own header.
- moved VM hooks to vmthunks.cpp.
- header cleanup for c_bind.h to avoid including high level game definitions.
2020-04-11 20:19:25 +02:00
Christoph Oelckers
756a743974 - uncouple console's cursor blinking from the game ticker.
This is now done in real time by the drawer.
2020-04-11 20:19:25 +02:00
Christoph Oelckers
31fbff85f4 - c_dispatch header cleanup and splitting of gamestate into a separate header, to avoid polluting low level code with game specific headers. 2020-04-11 20:19:25 +02:00
Christoph Oelckers
b7ff7302e5 - copied some CCMD improvements from Raze
* no longer uses copystring function.
* ability to dynamically register CCMDs.
2020-04-11 20:19:24 +02:00
Christoph Oelckers
d63a6baa5d - removed the 'caller' parameter from the CCMD dispatcher.
This can never be anything but players[consoleplayer].mo, so there is no need to pass it through the interface.
2020-04-11 20:19:24 +02:00