Commit graph

16743 commits

Author SHA1 Message Date
alexey.lysiuk
3f9b9314a0 - added #include to fix compilation with MSVC 16.6.0
https://forum.zdoom.org/viewtopic.php?t=68641
2020-05-21 10:06:50 +03:00
Rachael Alexanderson
58b3cb0971 Merge branch 'master' of https://github.com/coelckers/gzdoom into texture_rework 2020-05-18 23:13:37 -04:00
Alexander Kromm
53ea19c6a8 fix "'ictionary' is freed outside the GC process" warning 2020-05-18 18:32:53 +02:00
alexey.lysiuk
dd40778c75 - fixed map things erroneously treated as polyobject anchors/spots
https://forum.zdoom.org/viewtopic.php?t=68601
2020-05-18 17:48:10 +03:00
Rachael Alexanderson
6e3ec96250 - export common formulae to functions instead of copy-pasting them
- screen bevel now enlarges also when screenblocks <= 11

- make intermission and status bar scaling game-specific in the config

- add scaling customization for classic ui flat scaling

- make screen border flat scale up

- inter_classic_scaling now defaults to true
- fixed: last commit I accidentally left hardcoded testing values and did not change them back to check for the texture's original size

- implement cvar 'inter_classic_scaling' to render the intermission flat as if it were 320x200
2020-05-07 04:34:17 -04:00
Rachael Alexanderson
0f0768652a - force player respawn to call up the player's default class settings before determining where to respawn the player 2020-05-07 04:33:28 -04:00
Rachael Alexanderson
192882f63a Merge branch 'master' of https://github.com/coelckers/gzdoom into texture_rework 2020-05-07 04:32:46 -04:00
Mekboss
4807f4240b Fix MSVS compile bug and add offset parameter for SprayDecal 2020-05-07 09:35:48 +02:00
Mekboss
0e9ca3c850 Replace function variables to DVector3 2020-05-07 09:35:48 +02:00
Mekboss
ba43244764 Add optional direction parameters for SprayDecal and its A_SprayDecal zscript counterpart 2020-05-07 09:35:48 +02:00
Christoph Oelckers
0cf967dc06 - fixed wrong order of actions on shadow map updater. 2020-05-04 22:15:18 +02:00
Christoph Oelckers
c6cc763907 - fixed: screen resolution changes did not notify the 2D drawer. 2020-05-04 22:14:50 +02:00
Christoph Oelckers
192ea40634 - fixed order of multipatch texture initialization.
This didn't play well with hires replacements - the texture size needs to be set as early as possible.
2020-05-04 21:24:36 +02:00
Christoph Oelckers
3fd4d08004 - fixed startup and font init crashes. 2020-05-04 20:06:54 +02:00
PaulyB
a528290b5c Fix single top level filter folder not being read
I have no idea why the missing comma broke it in this particular way...
2020-05-03 11:26:57 +03:00
alexey.lysiuk
028cc6a828 - fixed compilation of SDL backend 2020-04-30 11:28:35 +03:00
Cacodemon345
4b4ff8dd0e
Fix bouncing missiles not dealing damage when hitting top/bottom (#1068)
* Fix bouncing missiles not dealing damage when hitting top/bottom
2020-04-30 08:55:09 +02:00
arookas
6b70cad6e1 Add option to invert mouse x 2020-04-30 08:54:10 +02:00
Christoph Oelckers
3eecb6b3b6 - fixed creation of multipatch textures using other multipatch textures as their source. 2020-04-30 00:12:28 +02:00
Christoph Oelckers
d71ef66957 - fixes copied from Raze. 2020-04-29 23:58:50 +02:00
Christoph Oelckers
652712d970 - moved Vulkan and Softpoly backends to 'common'. 2020-04-29 22:17:35 +02:00
Christoph Oelckers
bc8335de3b - Vulkan backend dependency cleanup. 2020-04-29 18:52:08 +02:00
Christoph Oelckers
68630d6782 - sanitized dependencies of the softpoly render backend.
This included half the game state and lots of unneeded parts of the software renderer.
The two modules that are shared between softpoly and the classic software renderer have been moved to a neutral place.
2020-04-29 18:48:15 +02:00
Christoph Oelckers
8cce6207c7 - sanitized includes in a few files. 2020-04-29 18:15:56 +02:00
Christoph Oelckers
e3fdf2194e - moved a few leftover utility classes to 'common'. 2020-04-29 17:51:04 +02:00
Christoph Oelckers
808a7d28cf - moved benchmark fps output to the custom part of it because it depends on game data. 2020-04-29 17:44:43 +02:00
Christoph Oelckers
5d10d6c448 - directory structure cleanup.
The hwrenderer folder did not contain sufficient files anymore for such extensive subgrouping.
2020-04-29 17:36:58 +02:00
Christoph Oelckers
6cf91d3941 - moved the remaining core parts of the GL renderer to 'common'. 2020-04-29 17:19:17 +02:00
Christoph Oelckers
9be63a5093 Merge branch 'master' into texture_rework 2020-04-29 08:04:15 +02:00
Christoph Oelckers
c996600de7 - gl_renderer.cpp include cleanup 2020-04-29 08:01:29 +02:00
Christoph Oelckers
2adf1c6a6b - fixed ZScript compiler crash with dereferencing null pointers 2020-04-29 07:59:06 +02:00
Christoph Oelckers
64e301130b - moved low level sky rendering to 'common' 2020-04-29 00:21:30 +02:00
Christoph Oelckers
4b8fb7d48b - moved around some sky rendering code so that the game independent parts are grouped together. 2020-04-29 00:14:42 +02:00
Christoph Oelckers
b1dd1eff50 - moved video files to 'common'. 2020-04-28 23:08:27 +02:00
Christoph Oelckers
ddef3f7b98 - made video base code game independent 2020-04-28 22:54:53 +02:00
Christoph Oelckers
2196b4fb04 - moved the frame rate drawer out of DFrameBuffer.
Too much of this is not shareable and all it consists of are drawing operations on the 2D drawer.
2020-04-27 23:53:26 +02:00
Christoph Oelckers
5f3e4a5d0e - did a bit of cleanup on DFrameBuffer, most notably taking GetCaps out of it.
With the old softpoly renderer and OpenGL 2.x being gone there is no more need for such complex handling, it is now a single function in d_main.cpp.
2020-04-27 22:24:41 +02:00
Christoph Oelckers
3ee1aa76c3 - moved model code to 'common'. 2020-04-27 20:50:46 +02:00
PaulyB
66bac45615 Properly namespaced UDMF flag 2020-04-27 20:30:37 +02:00
PaulyB
8d1451689b Exposed MTF_NOCOUNT to UDMF 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
Christoph Oelckers
ea30707c41 - added missing include. 2020-04-22 23:48:20 +02:00
Christoph Oelckers
d19ac5b260 - separated the game specific Steam code from the pure backend. 2020-04-22 22:56:15 +02:00
Christoph Oelckers
8473be2a0c - some final cleanup. 2020-04-22 22:35:28 +02:00
Christoph Oelckers
3961f708fe - moved refreshfreq variable to a common place. 2020-04-22 22:32:24 +02:00
Christoph Oelckers
6934aebbe6 - fixed typo in HAVE_SOFTPOLY. 2020-04-22 21:57:59 +02:00
Christoph Oelckers
7f83b190cc - a few more fixes. 2020-04-22 21:46:22 +02:00
Christoph Oelckers
4da2351671 - fixed compile errors in POSIX platform code. 2020-04-22 20:42:13 +02:00
Christoph Oelckers
12e69adec3 - system backend cleanup.
This is mainly for running CI on Linux and macOS. Windws is already working.
2020-04-22 19:57:14 +02:00
Christoph Oelckers
a40578a0a4 - changed more license headers to BSD. 2020-04-21 22:11:59 +02:00
Christoph Oelckers
f17617706d - moved the scale overrider to v_draw.h. 2020-04-21 21:23:04 +02:00
Christoph Oelckers
ce95d7379f - swapped out the license in two files.
BSD is preferred over LGPL
2020-04-21 21:06:11 +02:00
Rachael Alexanderson
8c1db978b8 - fixed: hwrenderer materials were nullptr checked but the pointers were not always properly initialized 2020-04-21 09:41:33 -04:00
alexey.lysiuk
62d4bbbe65 - restored Wads.GetNumLumps() scripted function
https://forum.zdoom.org/viewtopic.php?t=68300
2020-04-21 10:07:24 +03:00
alexey.lysiuk
426f40dd52 - fixed crash when loading saved game that has no music 2020-04-20 15:08:33 +03:00
alexey.lysiuk
c37dcc6eb4 - added validation of game skill when changing a level 2020-04-20 13:32:02 +03:00
alexey.lysiuk
a9c0765fe1 - fixed potential crash on intermission cast screen 2020-04-20 12:49:18 +03:00
Christoph Oelckers
5d49faf190 Merge branch 'master' into texture_rework 2020-04-19 21:15:28 +02:00
Christoph Oelckers
f296660266 - set all texture IDs after finishing the initial texture manager initialization.
As it turned out, not all textures have a valid ID at that point so it needs to be redone.
2020-04-19 21:15:01 +02:00
Christoph Oelckers
4fb6b7c7d4 - block off the Substitute function by making it private to the 3 classes that really need it. 2020-04-19 21:08:24 +02:00
Christoph Oelckers
bd3f4e7347 - relax pointer substitution restriction for morphed monsters. 2020-04-19 21:08:23 +02:00
Christoph Oelckers
b7ea483323 - fixed checkForHacks placement. 2020-04-19 19:52:03 +02:00
Christoph Oelckers
8dbc727178 - fixed compile errors pointed out by CI 2020-04-19 19:05:50 +02:00
Christoph Oelckers
88d5bf6877 - relax pointer substitution restriction for morphed monsters. 2020-04-19 19:03:25 +02:00
Christoph Oelckers
0eb68177ca Merge branch 'master' into texture_rework 2020-04-19 18:07:16 +02:00
Christoph Oelckers
052172b9ee - let TeleportSpecial universally map to Teleport when checking action special names. 2020-04-19 18:00:27 +02:00
Christoph Oelckers
db6a284253 - apply aspect ratio compensation for all fullscreen images with a height of 200 and 400, and not just to 320x200 and 640x400. 2020-04-19 13:49:10 +02:00
Christoph Oelckers
a21d3ae106 - fixed incorrect value range for particle's depth value, used for sorting. 2020-04-19 13:46:00 +02:00
Christoph Oelckers
e63871d6f5 - made 3D floor damage transfers optional by adding a new flag bit (2048) and made that mode automatic for the old ZDoom-based light only transfer special. 2020-04-19 13:40:21 +02:00
Christoph Oelckers
5228a67ff5 - fixed keybinding reader - before trying to load DEFBINDS the lump index wasn't reset. 2020-04-19 13:23:02 +02:00
Christoph Oelckers
90f3b49bc3 - removed the "no IWAD definitions found" error message because the condition it checks for is not an error. 2020-04-19 13:17:20 +02:00
Christoph Oelckers
6dfc416b51 - fixed setup of IPK3's where all content is in a subdirectory.
These never received the file name list that was needed to eliminate this directory from internal paths.
2020-04-19 13:04:29 +02:00
Christoph Oelckers
d4cc217d42 - fixed a few things that slipped through 2020-04-19 12:40:30 +02:00
Christoph Oelckers
14ce0f4605 - deleted unused variable. 2020-04-19 12:37:50 +02:00
Christoph Oelckers
1c99e0917e - do not treat the ':' as a path separator.
The cases where it really is needed have special handling for it, in all others it causes more problems than it solves.
2020-04-19 12:24:12 +02:00
Christoph Oelckers
b2281c38e1 - fixed texture layer management so that each material layer can decide for itself if it wants to allow upscaling.
- rewrote the hardware texture precacher to use the new texture management to properly track the data to delete.
2020-04-19 10:57:56 +02:00
Christoph Oelckers
cedc95c2a5 - split out FGameTexture into its own files. 2020-04-19 10:57:56 +02:00
Christoph Oelckers
5a2a72fc95 - store the Vulkan descriptor sets in the material - where they belong!
Having them in the base texture object was a major maintenance issue.
2020-04-19 10:57:56 +02:00
Christoph Oelckers
46e75e8107 - fixed crash with particles checking a non-existent actor. 2020-04-19 10:57:56 +02:00
Christoph Oelckers
c836dd3dbf - initialize bNoRemap0 2020-04-19 10:57:55 +02:00
Christoph Oelckers
ef8e7a4944 - reworked the multipatch texture builder to reuse the FImageTexture objects. 2020-04-19 10:57:55 +02:00
Christoph Oelckers
59cd049b77 - added missing handling for Rotations to the hardware renderer.
Untested due to lack of material.
2020-04-19 10:57:55 +02:00
Christoph Oelckers
389892a079 - moved SkyOffset and Rotations. 2020-04-19 10:57:55 +02:00
Christoph Oelckers
f7dd16ba16 - test skyboxes with dynamic_cast and scale them properly. 2020-04-19 10:57:55 +02:00
Christoph Oelckers
217b80b1fb - moved the brightmap check flag out of FTexture. 2020-04-19 10:57:54 +02:00
Christoph Oelckers
0a1bd458db - moved most material flags out of FTexture. 2020-04-19 10:57:54 +02:00
Christoph Oelckers
d812801707 - moved the shader properties to FGameTexture. 2020-04-19 10:57:54 +02:00
Christoph Oelckers
e60d758287 - made all member variables of FTexture protected. Also temorarily disabled the CleanUnused call of the precacher - this needs some reworking, now that the texture system is better equipped for it. 2020-04-19 10:57:54 +02:00
Christoph Oelckers
718949f74d - moved the texture name to FGameTexture. 2020-04-19 10:57:53 +02:00
Christoph Oelckers
7dd108c960 - removed FTexture's Scale variable. 2020-04-19 10:57:53 +02:00
Christoph Oelckers
eb369dbf41 - initialize texture offsets for images on construction. 2020-04-19 10:57:53 +02:00
Christoph Oelckers
61380fc505 - moved the offsets to FGameTexture.
# Conflicts:
#	src/common/textures/textures.h
2020-04-19 10:57:53 +02:00
Christoph Oelckers
8843761bf8 - moved most of the texture size maintenance to the FGameTexture class. 2020-04-19 10:57:53 +02:00
Christoph Oelckers
9bc1d4f38f - restored null texture setup. 2020-04-19 10:57:52 +02:00
Christoph Oelckers
c563f4993f - took the sky cap color getter out of the texture system.
# Conflicts:
#	src/common/textures/textures.h
2020-04-19 10:57:52 +02:00
Christoph Oelckers
d1da26895b - moved the texture ID up one level. 2020-04-19 10:57:52 +02:00
Christoph Oelckers
7641da8b7b - moved several members from FTexture to FGameTexture. 2020-04-19 10:57:52 +02:00
Christoph Oelckers
42304d9680 - store the material layers in reference counted pointers in the FGameTexture object.
Reference counting is used because a texture image may be shared by more than one game texture.
2020-04-19 10:57:51 +02:00
Christoph Oelckers
70ec20c137 - optimization of texture scaling checks.
The texture dimension checks can be performed up front when the texture is inserted into the texture manager.
2020-04-19 10:57:51 +02:00
Christoph Oelckers
09898ef6c3 - cache the upscaling check's result in the texture, as this will be queried quite frequently. 2020-04-19 10:57:51 +02:00
Christoph Oelckers
8505c7ee7d - major refactor of texture upscaling control.
All decisions were done deep inside the texture creation code, leaving zero options to the higher level code for controlling the feature.
Changed this so that the option to upscale must be passed as a parameter to FRenderState::SetMaterial and extended all needed variables to manage the added texture variants.
Still not solved: Material layers need explicit control, not only for scaling but also for filtering.
2020-04-19 10:57:51 +02:00
Christoph Oelckers
0b990f0dcb - moved the decision whether to upscale textures up one level in the function chain. Still not the perfect place, this should be decided before creating the texture, not in the middle of the process.
- disabled the selective texture cleaning in the precacher. The logic here turned out to be a serious blocker and needs to be rethought.
2020-04-19 10:57:50 +02:00
Christoph Oelckers
a81bb2a136 - make FGameTexture a separate object owning an FTexture instead of merely using a type cast to access it. 2020-04-19 10:57:50 +02:00