Commit graph

18777 commits

Author SHA1 Message Date
PaulyB
8d1451689b Exposed MTF_NOCOUNT to UDMF 2020-04-27 20:30:37 +02:00
Skepticist
3377486b8e Added a number of maps that can make use of the MTF_NOCOUNT flag
All but the Hell Revealed case are thanks to Skepticist from Doomworld
2020-04-27 20:30:37 +02:00
PaulyB
573b2958c6 Added MTF_NOCOUNT to spawn flags 2020-04-27 20:30:37 +02:00
Christoph Oelckers
d434ce32c8 - split voxels.cpp into a backend and a game dependent part. 2020-04-27 19:46:27 +02:00
Christoph Oelckers
b79230da9b - added missing include to macOS code. 2020-04-27 19:46:13 +02:00
Christoph Oelckers
d6dca40cb7 - separated models.cpp as well into engine and game parts. 2020-04-27 01:29:25 +02:00
Christoph Oelckers
46d263b5a8 - header separation of model code. 2020-04-27 01:16:17 +02:00
Christoph Oelckers
8ea0a0c5f8 - took the game dependent model render functions out of the FModelRenderer class.
This makes FModelRenderer game independent - the 3 functions in question may just be global functions instead.
2020-04-27 00:25:53 +02:00
Christoph Oelckers
6afa73bdcd - moved m_bbox to 'common' 2020-04-27 00:07:17 +02:00
Christoph Oelckers
67a50d084a - started cleanup of model code.
* refactored FBoundingBox so that the game dependent members are global functions now.
* changed some methods of the model renderer to take a render style parameter instead of a full actor.
2020-04-27 00:03:23 +02:00
Christoph Oelckers
b58e3172fc - need hw_viewpointuniforms.h as well in 'common', after decoupling it from game data. 2020-04-26 23:02:16 +02:00
Christoph Oelckers
cb1e8a177f - moved gl_shader.cpp to 'common'. 2020-04-26 22:24:27 +02:00
Christoph Oelckers
1346787e29 - moved 2 more modules to 'common'. 2020-04-26 21:38:34 +02:00
Christoph Oelckers
f8dcb09ff0 - moved postprocessing shaders to their own folder. 2020-04-26 21:22:57 +02:00
Christoph Oelckers
fde9172ea3 - moved shadowmap to 'common'. 2020-04-26 20:28:43 +02:00
Christoph Oelckers
c30165db0d - removed the remaining dependencies of the shadowmap code on game data.
Everything is handled with callbacks now.
2020-04-26 19:58:17 +02:00
Christoph Oelckers
ba0b42465d - changed shadowmap setup so that the AABB tree is owned and controlled by the map, not the renderer.
Needed to properly separate game logic from backend implementation, the shadowmap had both in the same object thanks to the old setup.
2020-04-26 18:54:43 +02:00
Christoph Oelckers
0a3e9a49f8 - changed the light parameter of ShadowTest to a position vector.
This was one of two places where game state leaked into the shadowmap implementation.
2020-04-26 14:53:26 +02:00
Christoph Oelckers
02832297ff - moved most of the OpenGL backend to 'common'.
A few things are yet to do, because they still need some changes.
2020-04-26 14:44:19 +02:00
Christoph Oelckers
763e9e0f35 - fixed texture scaling setup in a few places. 2020-04-26 13:48:51 +02:00
Christoph Oelckers
5611fe0f41 - cleaned up the dependencies in the model rendering code and separated it into game-independent and game-dependent parts. 2020-04-26 13:19:57 +02:00
Christoph Oelckers
69d724ae73 - moved lightbuffers and flatvertices to 'common'. 2020-04-26 12:41:13 +02:00
Christoph Oelckers
c5dca89e66 - clean separation of vertex creation from map data and the buffer object.
This was yet another object with too broad scope, the vertex creation has been offloaded into out-of-class functions now.
2020-04-26 12:12:07 +02:00
Christoph Oelckers
cf41a0b1fb - moved hw_cvars to 'common'. 2020-04-26 11:38:38 +02:00
Christoph Oelckers
61c94c25ed - more hw_cvars cleanup.
Copied several range checks from Raze, moved vid_gamma to hw_cvars.cpp and removed some old and no longer necessary gamma setup code.
2020-04-26 10:58:44 +02:00
Christoph Oelckers
1ad2f30e0d - moved sprite CVARs out of the global CVAR storage file.
They are local to hw_sprites.cpp now, as they aren't used anywhere else.
2020-04-26 10:47:57 +02:00
Christoph Oelckers
686aa9779d - moved VR code and IntRect to 'common' 2020-04-26 10:26:29 +02:00
Christoph Oelckers
4b56714199 - made hw_postprocess.cpp compatible.
The shadowmap is not universal, it depends on Doom's map format.
2020-04-26 00:03:08 +02:00
Christoph Oelckers
0c63f5c832 - moved FRenderState to 'common' and removed some game-dependent parts from it. 2020-04-25 23:29:38 +02:00
Christoph Oelckers
21f32834b2 - moved the postprocessing code to 'common', except for the game-dependent script exports. 2020-04-25 22:37:27 +02:00
Christoph Oelckers
b6cc31eb0d - moved around a few more files. 2020-04-25 22:17:41 +02:00
Christoph Oelckers
b9e3c9681b - moved a few files from 'rendering' to 'common'. 2020-04-25 21:52:21 +02:00
Christoph Oelckers
59360f2d77 - started cleanup of dependencies of the framebuffer class.
* made the portal state global, outside the framebuffer, because it is pure logic state without dependencies on the backend.
* took the setup functions out of FDynLightData - there is no need to have them as members and they age game dependent.
2020-04-25 21:08:07 +02:00
Christoph Oelckers
9872065fc6 - moved file to its proper place. 2020-04-25 18:38:17 +02:00
Christoph Oelckers
10bc37b37e - moved RenderView out of the framebuffer classes to complete the consolidation of the renderer's entry points. 2020-04-25 17:58:26 +02:00
Christoph Oelckers
9dceedd3b0 - cleanup 2020-04-25 14:15:15 +02:00
Christoph Oelckers
730d07fbf7 - reworked canvas texture updater to avoid passing game data to the render backends.
These are now handled one level above using a callback to perform the actual rendering.
2020-04-25 14:13:36 +02:00
Christoph Oelckers
44d39ef63e - consolidated the savegame picture code. 2020-04-25 13:18:57 +02:00
Christoph Oelckers
6177ed153d - consolidated the 3 RenderViewpoint variants and took the function out of the framebuffer class. 2020-04-25 10:51:45 +02:00
Christoph Oelckers
c203df5edb - consolidated the 3 virtually identical instances of DrawScene and moved the function to HWDrawInfo.
The only backend dependent call in there, ambient occlusion, has been made a virtual of DFrameBuffer.
2020-04-24 21:47:18 +02:00
Christoph Oelckers
90585c4931 - added a RenderState virtual to the FrameBuffer class. 2020-04-24 16:15:18 +02:00
Christoph Oelckers
70d30feb4c - moved the render interface functions out of FGLRenderer into OpenGLFrameBuffer.
These need some consolidation among the backends, and the additional indirection in the OpenGL backend made it harder than necessary.
2020-04-24 15:52:31 +02:00
Magnus Norddahl
ab16cbe298 Fix missing texture update 2020-04-24 13:08:22 +02:00
SanyaWaffles
994550fb00 Add the check to the other loop per Graf's request. 2020-04-24 10:01:36 +02:00
SanyaWaffles
6a604f35cb A much smarter DEFBINDS fix. Check if the lump is in the range of an IWAD, if so, override the settings... if not, don't override the settings.
https://forum.zdoom.org/viewtopic.php?f=2&t=68292
2020-04-24 10:01:36 +02:00
SanyaWaffles
1cf8c2f63e Fix keybinds part 1 of whatever 2020-04-24 08:10:09 +02:00
Christoph Oelckers
72533e2f8a - redirect ST_Sound to a callback because the sound code is game specific 2020-04-23 22:33:43 +02:00
Christoph Oelckers
f8e23500c7 - moved Windows platform code as well. 2020-04-23 22:26:30 +02:00
Christoph Oelckers
0b544f2956 - moved the Posix platform files to 'common' after making sure that Raze can compiled with them as-is.
No content changes.
2020-04-23 21:48:50 +02:00
Christoph Oelckers
612bf20809 - moved game state connections of the startup screen out of the backend code. 2020-04-23 00:02:34 +02:00