Commit graph

158 commits

Author SHA1 Message Date
Christoph Oelckers
4e60ea0252 - made AActor::alpha a floating point value
- replaced some uses of FRACUNIT with OPAQUE when it was about translucency.
- simplified some overly complicated translucency multiplications in the SBARINFO code.
2016-03-21 12:18:46 +01:00
Randy Heit
48b6b6e057 Clip portals to viewheight, not screen height
- Aside, but is this even neccessary? The arrays being copied from should
  already be clipped properly.
2016-03-08 19:53:37 -06:00
Randy Heit
55142078d8 Normalize line endings 2016-03-01 09:47:10 -06:00
Christoph Oelckers
7242a0ef94 - fixed: Rendering 2-sided walls with 3D floor light effects had the 'is3dfloor' flag of GetLightLevel inverted. 2016-02-29 10:26:07 +01:00
Christoph Oelckers
02d7572343 - some header dependency cleanup so that it is no longer needed to include portal.h to get the inline functions. Portal.h has been reduced of most dependencies now so that including it is cheap and can be done in other headers.
- some consolidation in p_map.cpp. PIT_CheckLine and PIT_FindFloorCeiling had quite a bit of redundancy which has been merged.
- Ĩontinued work on FMultiBlockLinesIterator. It's still not completely finished.
2016-02-19 14:08:41 +01:00
Randy Heit
3ad2e4191d Remove fudging from the end of (O)WallMost
- This might have been added in an effort to fix problems caused by mixing inclusive
  and exclusive right edges. It might not be needed anymore. Let's find out...
2016-02-05 16:08:20 -06:00
Christoph Oelckers
a85a8c1465 - changed mirror handling so that it works without attaching a portal to the mirror line and removed line_t::portal_mirror member.
- did some cleanup on the portal interface on linedefs: All checks should go through isLinePortal (gameplay related) and isVisualPortal (renderer related) which then can decide on the actual data what to return.
- removed portal_passive because it won't survive the upcoming refactoring.
- removed all direct access to portal members of line_t.
- always use the precise (and fast) version of P_PointOnLineSide inside the renderer.
2016-02-05 16:14:45 +01:00
Christoph Oelckers
00895c245e - mpved all software renderer specific code for the portals into the render sources. 2016-02-05 15:39:06 +01:00
Braden Obrzut
ba54d73e07 Merge branch 'portals2_visual' 2016-02-05 00:10:46 -05:00
Christoph Oelckers
0db679c90d - fixed clang compile error. 2016-02-02 10:53:56 +01:00
Randy Heit
6b6c1af0dc Add support for Y flipped non-vertically tiling masked midtextures 2016-02-01 21:07:09 -06:00
Randy Heit
03f0e1dc5c Remove something that looks like 3D floor development garbage 2016-02-01 21:07:08 -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
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
Christoph Oelckers
a41dc24086 - fixed: 3D lights should override the sidedef's regular light completely, that includes relative light added by UDMF's 'light' property.
- Renamed the 'noabsolute' parameter in side_t::GetLightLevel to 'is3dlight', what it actually is, to avoid the confusion that caused the abovementioned error.
- fixed: The Down2Up render path for sides of 3D floors had the 'is3dlight' check inverted.
2016-01-29 14:55:31 +01:00
Braden Obrzut
f3f77a1ba0 Merge branch 'master' into portals2_visual 2016-01-18 09:45:42 -05:00
Eevee (Alex Munroe)
15b97c1409 Fix scaling of 3D floor wall textures.
The scale factors are now taken from the same part of the sidedef that
provides the texture.
2015-06-06 18:26:13 -07:00
ZZYZX
29880026a6 Fixed sprite clipping with drawsegs (removed unnecessary portal check) 2015-06-07 04:19:21 +03:00
ZZYZX
cd39c4b8a6 Merged mirrors with portals; Render part of mirrors done, render part of portals needs further testing 2015-06-07 04:19:17 +03:00
Eevee (Alex Munroe)
8fa9aa2627 Use the correct sidedef's middle scaling when drawing 3D floors.
This wants `curline->sidedef`, which is the 3D sidedef currently being
drawn.  `sidedef` appears to be the last regular sidedef that happened
to be drawn?  The perils of globals.
2015-06-06 18:17:50 -07:00
Randy Heit
bf0856aef5 Remove DepthScale and DepthOrg from FWallTmapVals 2014-08-07 22:58:11 -05:00
Randy Heit
e1ee80661e Make FWallCoords' members lowercase
because they're kind of a pain to type when all uppercase.
- Also, make its sx1 and sx2 members shorts, so it takes less space, since
  it's getting crammed into a vissprite now.
2014-08-07 17:12:04 -05:00
Randy Heit
d0043bed78 Q&D port of decal code to draw generic wall sprites
- This still doesn't use all the sprite properties correctly. It also
  looks like they're going to need different code to build the clipping
  arrays. But at least wall sprites are drawn at the proper angle now!
2014-08-02 22:35:57 -05:00
Randy Heit
a600a816c3 Consolidate some common code for texture mapping setup
- R_AddLine() and R_RenderDecal() had nearly identical code for setting up
  texture mapping. These have now been spun off into methods of
  FWallCoords and FWallTmapVals.
2014-07-31 21:02:22 -05:00
Randy Heit
b0b9c57e85 Pass x1 and x2 to Prep(L)Wall as params 2014-07-31 20:32:21 -05:00
Randy Heit
fc63e9db3c Pass WallC as a parameter to (O)WallMost instead of referencing it globally 2014-07-31 20:23:04 -05:00
Randy Heit
bc450808b2 Consolidate wall texturing vars into two structs
- All transformation and clipping values go into FWallCoords.
- All texture mapping values go into FWallTMapVals.
2014-07-31 20:17:23 -05:00
Christoph Oelckers
c7a46492eb - fixed bad index variable in R_RenderFakeWallRange. 2013-08-11 12:41:14 +02:00
Randy Heit
63704a8b69 - Fixed: r4225 accidentally removed the sky texture check for markceiling disabling.
SVN r4247 (trunk)
2013-05-04 19:08:17 +00:00
Randy Heit
6921a3edc2 - Fixed: r4220 broke 3D floor rendering, because 3D floors have the floor and ceiling orientations
reversed compared to normal conventions.

SVN r4225 (trunk)
2013-04-23 03:51:51 +00:00
Randy Heit
a50e670c0c - Use tests less prone to overflow on very steep slopes when detecting which side of a plane
the camera is on. Mostly, this means testing the distance of the camera to the plane rather
  than computing the plane's Z at the camera and comparing that with the camera's Z.

SVN r4220 (trunk)
2013-04-17 01:32:40 +00:00
Randy Heit
94be9df246 - Changed the "notrelevant" checks in R_RenderMaskedSegRange() to not include equality in their
comparison operators. Fixes one map (http://forum.zdoom.org/viewtopic.php?f=2&t=34082); might
  break others. Maybe.

SVN r4133 (trunk)
2013-02-14 03:24:47 +00:00
Randy Heit
3a3e9c7063 - Fixed: Flipping textures horizontally also flipped the scrolling direction.
SVN r3976 (trunk)
2012-12-04 03:24:25 +00:00
Randy Heit
ea5d2346bf - Added a negative yrepeat case to wallscan_np2() for upside-down non-power-of-2 textures.
SVN r3975 (trunk)
2012-12-04 03:14:02 +00:00
Randy Heit
a57c22981e - Fix positioning of upside-down textures. Note that wallscan_np2() still needs to be modified
to understand negative yrepeats.

SVN r3974 (trunk)
2012-12-04 02:42:53 +00:00
Randy Heit
f8c1d5d520 - Fixed: Masked mid textures should get their light level from the frontsector they reference,
not from the sector they appear in.

SVN r3935 (trunk)
2012-11-03 02:50:33 +00:00
Randy Heit
980202a18f - Fixed: PrepWall() and PrepLWall() did not understand negative walxrepeats, which should cause
them to flip the texture horizontally.

SVN r3849 (trunk)
2012-08-23 01:34:19 +00:00
Randy Heit
5c7e04c539 - Fixed typo: Midtextures with world panning replaced rw_midtexturemid with the rowoffset instead of adding them together.
SVN r3778 (trunk)
2012-07-21 02:40:34 +00:00
Randy Heit
41f2337e7a - Fixed: Texture positioning for one-sided lines marked ML_DONTPEGBOTTOM was wrong.
SVN r3707 (trunk)
2012-06-22 04:07:53 +00:00
Randy Heit
a8507d58bd - Fixed: The "clip midtexture" flag did not work as expected for stacked sectors. This is
because it was an extension of the normal wall clipping process. Since a stacked sector
  above you doesn't draw a floor, it wouldn't clip any midtextures to the floor either.
  R_RenderMaskedSegRange() now checks this directly when rendering inside a stacked sector.

SVN r3647 (trunk)
2012-05-13 02:01:54 +00:00
Randy Heit
2f561abdea - Fixed: 3D floors partitioning the world into different "HeightLevels" could strip a midtexture
of its clipping information before it was drawn. (On the other hand, I have no idea what this
  ds->bkup and refreshing stuff is about, so I might have broken something somewhere else.)

SVN r3602 (trunk)
2012-04-28 02:32:33 +00:00
Randy Heit
ec84437212 - Extended wallscan_np2 to work with masked walls.
SVN r3592 (trunk)
2012-04-25 03:21:55 +00:00
Randy Heit
5e3a41e8f6 - Added a wrapper function to help wallscan() tile textures with heights that are not a power of 2.
SVN r3588 (trunk)
2012-04-23 02:38:09 +00:00
Randy Heit
d9f7a250ba - Fixed: Disable absolute wall lighting when in the shadow of a 3D floor.
SVN r3499 (trunk)
2012-04-01 02:31:57 +00:00
Randy Heit
9acf65b9a4 - Added support for a PALVERS lump. This specifies replacement textures to
be used when for walls and floors when the renderer is paletted. The format
  is very simple:
    rgbtex1 paltex1
    rgbtex2 paltex2
    ...
  The first texture is the one to be used normally, and the second is the one
  to be used in paletted modes.

  The vid_nopalsubstitutions cvar can be used to ignore this lump.



SVN r3311 (trunk)
2011-11-04 01:12:53 +00:00
Christoph Oelckers
5c6fd66ed5 - rename src/resources to src/r_data.
SVN r3254 (trunk)
2011-07-06 07:35:36 +00:00
Christoph Oelckers
0d43ecdd9d - moved side_t::GetLightLevel out of software rendering code.
SVN r3252 (trunk)
2011-07-05 21:30:17 +00:00
Christoph Oelckers
4626492f50 - separated all colormap related code from v_palette.cpp and r_data.cpp into its own file.
SVN r3245 (trunk)
2011-07-03 10:47:35 +00:00
Randy Heit
ee8ca0de87 Fixed: Light levels outside the range [0,255] really do matter.
SVN r3223 (trunk)
2011-06-11 23:58:33 +00:00
Randy Heit
29e486495b - Fixed: The sign in Eternall.wad, map25 on line 2236 rendered at the wrong height because Doom
ignored the Y locations of patches drawn on two-sided midtextures and always drew them at the
  top of the texture. Added a compatibility flag.

SVN r3205 (trunk)
2011-05-13 03:29:48 +00:00
Randy Heit
571210fe56 - Apply 3dfix2 and 3dfix3 (by hand, again).
SVN r3191 (trunk)
2011-04-29 03:50:33 +00:00
Randy Heit
0d39257eaf - Apply kgsws-CZ's fixes:
* Added new cvar, r_3dfloors for testing, so for example, you can see the FPS difference.
  * ds_p->bkup is not always allocated.
  * Fixed particles visible through 3D floors.
  * Fixed FAKE3D flag names.



SVN r3178 (trunk)
2011-04-13 02:34:48 +00:00
Randy Heit
d3b44a4172 - Fix errors/warnings from MinGW 4.5.0 (tdm-1).
- Disable the missing field initializers warnings that -Wextra produces from GCC.

SVN r3173 (trunk)
2011-03-29 05:20:33 +00:00
Randy Heit
060d740275 - Fixed: Fake floor's validcounts were not initialized.
- Fixed: When loading non-UDMF maps, things did not have their conversation field zero'ed.
- Added an assert for the FAKE3D_REFRESHCLIP case at the end of R_RenderMaskedSegRange(), because Valgrind indicates this is being run
  without ds->bkup being set to something valid. I do not immediately know how this should be fixed.



SVN r3130 (trunk)
2011-02-02 02:07:36 +00:00
Christoph Oelckers
fae8ed444c - merged 3dfloors2 branch into trunk.
SVN r3124 (trunk)
2011-01-29 11:09:38 +00:00
Christoph Oelckers
ef133dc682 - changed skybox code to use the alpha from the sector plane.
- removed alpha from skybox viewpoints.


SVN r2993 (trunk)
2010-11-07 17:05:21 +00:00
Randy Heit
3416a7fc47 - Fix compilation with MinGW + w32api and clean up warnings.
SVN r2505 (trunk)
2010-08-11 03:56:31 +00:00
Randy Heit
677d07f837 - Merge BSP-able polyobjects back into the trunk.
SVN r2480 (trunk)
2010-08-01 02:41:56 +00:00
Christoph Oelckers
545a892faa - added Firebrand's patch to rename 'swap' due to naming conflicts in newer MSVC compilers.
SVN r2449 (trunk)
2010-07-23 21:19:59 +00:00
Christoph Oelckers
69861688dc - expanded r_smoothlighting into a r_fakecontrast CVAR that allows to set all 3 options: off, standard and smooth.
SVN r2314 (trunk)
2010-05-12 06:52:03 +00:00
Randy Heit
344dda4a1a - Replaced toint/quickertoint with the portable routines from xs_Float.h. The
former used fistp, which is not portable across platforms, so cannot be
  used in the play simulation. They were only suitable for the renderer.
  xs_Float.h also has a very fast float->fixed conversion, so FLOAT2FIXED
  uses that now.
  (And I also learned that the FPU's round to nearest is not the rounding I
  learned in grade school but actually Banker's Rounding. I had no idea.)
  (Also, also, the only thing that could have made quickertoint faster than
  toint was that it stored a 32-bit int. I never timed them, and I doubt in
  practice there was any real difference between the two.)
- Changed atan2f to atan2. Using floats is not a win, because the result is
  returned as a double on the x87 stack, which the caller then needs to cast
  down to a float using fst/fld.

SVN r1990 (trunk)
2009-11-20 05:34:20 +00:00
Christoph Oelckers
a02e8c0b06 - GCC fix of r_segs.cpp - again...
SVN r1959 (trunk)
2009-11-02 17:02:12 +00:00
Randy Heit
358b2421ad - Fixed: Decals would not use the shading colormap anymore.
SVN r1958 (trunk)
2009-11-02 01:02:23 +00:00
Christoph Oelckers
adbc9771b7 - yet another GCC compile fix.
SVN r1957 (trunk)
2009-11-01 06:45:47 +00:00
Randy Heit
da3daa0721 - Fix incorrect fix from previous commit.
SVN r1953 (trunk)
2009-10-30 03:53:00 +00:00
Randy Heit
4252cd52ad - Fixed: Sprites and decals that are drawn with addition must fade to black.
SVN r1952 (trunk)
2009-10-30 03:46:51 +00:00
Christoph Oelckers
aea4e38241 - GCC compile fix.
SVN r1947 (trunk)
2009-10-29 06:32:50 +00:00
Randy Heit
be3bb0093a - Fixed: R_RenderDecal() must save various Wall globals, because the originals
may still be needed. In particular, when drawing a seg with a midtexture is
  split by foreground geometry, the first drawseg generated from it will have
  the correct WallSZ1,2 values, but subsequent ones will have whatever
  R_RenderDecal() left behind. These values are used to calculate the upper
  and lower bounds of the midtexture. (Ironically, my work to Build-ify things
  had done away with these globals, but that's gone now.)


SVN r1938 (trunk)
2009-10-27 01:53:47 +00:00
Randy Heit
b8eb530a0d - Fixed: Wall drawing handled fixed light levels improperly (but did not
completely ignore them, either).
- Separated light level fixing out of player_t's fixedcolormap parameter.
  Using a fixed light level (e.g. PowerTorch) will no longer wipe out
  colored lighting.
- Moved the blending rectangle drawing into a separate discrete stage, since
  doing it while copying the 3D view window to the display now blends
  underneath the weapon instead of on top of it.
- Consolidated the special colormaps into a single 2D table.
- Tweaked the special colormaps slightly to make the true color results more
  closely match the paletted approximations.
- fb_d3d9_shaders.h was getting unwieldy, so I moved the shaders out of the
  executable and into zdoom.pk3. Shaders are still precompiled so I don't need
  to pull in a dependancy on D3DX.
- Added a few more shaders to accomodate drawing weapons with all the in-game
  lighting models. These are accessed with the new DrawTexture tags
  DTA_SpecialColormap and DTA_ColormapStyle.
- Player weapon sprites are now drawn using Direct3D and receive all the
  benefits thereof.


SVN r1858 (trunk)
2009-09-20 03:50:05 +00:00
Christoph Oelckers
e6aadca409 - changed side_t's linenum into a linedef pointer.
SVN r1800 (trunk)
2009-09-06 18:19:28 +00:00
Randy Heit
bdc0950e01 - Fixed: The first lighting plane added to a light stack had the bOverlaps
flag set, causing it to be ignored during rendering. Why this didn't cause
  more trouble, I don't know.
- Fixed: The UDMF parser passed the wrong value for "default alpha" for
  TranslucentLine to P_FinishLoadingLineDef().


SVN r1775 (trunk)
2009-08-29 03:33:36 +00:00
Randy Heit
c66f237873 - Added per-tier texture scaling with these new UDMF sidedef properties:
* scalex_top
  * scaley_top
  * scalex_mid
  * scaley_mid
  * scalex_bottom
  * scalex_bottom
- Added sidedef versions of the linedef flags wrapmidtex and clipmidtex (via
  UDMF; names are the same). If the flag is set on the line, it applies to
  both sides. Otherwise, each side can control them individually.


SVN r1645 (trunk)
2009-06-07 01:14:14 +00:00
Christoph Oelckers
273758344f - Fixed: When setting up a deep water sector with Transfer_Heights the floorclip
information of all actors in the sector needs to be updated.


SVN r1600 (trunk)
2009-05-23 10:21:33 +00:00
Randy Heit
6a9acc2cf8 - Fixed: World panning was ignored for the X offset of masked midtextures.
SVN r1541 (trunk)
2009-04-11 04:28:06 +00:00
Randy Heit
37aa4c2c28 - Removed an early-out in wallscan_striped() that is invalid when drawing a
skybox.


SVN r1451 (trunk)
2009-02-27 03:45:14 +00:00
Randy Heit
0c9f735357 - Restored the old drawseg/sprite distance check from 2.0.63. The code that
replaced it did the check at the center of the area intersected by the
  sprite and the drawseg, whereas 2.0.63 only did the check at the location
  of the sprite on the map.


SVN r1411 (trunk)
2009-02-07 03:01:38 +00:00
Christoph Oelckers
4bcd3faef8 - moved all code related to global ACS variables to p_acs.cpp where it belongs.
- fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew.
- merged MAPINFO branch back into trunk.

SVN r1393 (trunk)
2009-02-03 19:11:43 +00:00
Christoph Oelckers
760f70d3f1 - Changed compilation for g_doom, g_heretic, g_hexen and g_strife folders
so that all files are included by a central one instead of compiling 
  each one separately. This speeds up the compilation process by 25%
  when doing a complete rebuild in Visual C.
- Cleaned up more header dependencies.

SVN r1226 (trunk)
2008-09-15 14:11:05 +00:00
Christoph Oelckers
db5723997c - Cleaned up some include dependencies.
SVN r1224 (trunk)
2008-09-14 23:54:38 +00:00
Christoph Oelckers
49565ccb84 - Fixed: Red blood particles used too dark colors.
- Fixed: The smoothlighting code in side_t::GetLightLevel relied on 
  the global 'linedef' variable for automatic fake contrast although
  this issue had already been fixed for the original code here.
- Replaced static string buffers with FString in FONTDEFS parser.

SVN r1194 (trunk)
2008-09-04 14:09:32 +00:00
Christoph Oelckers
76cb09d546 - Replaced WALLF_AUTOCONTRAST with WALLF_NOFAKECONTRAST so that the
default setting for the flags is 0.
- Added: doom2day's smoothlighting
- Added: dontincrement argument to A_CheckForReload.


SVN r1179 (trunk)
2008-08-21 08:04:21 +00:00
Christoph Oelckers
bc5d0c882b - Put more floor/ceiling properties in sector_t into a substructure and
added wrapper functions.


SVN r1174 (trunk)
2008-08-16 20:19:35 +00:00
Christoph Oelckers
8ca7c05e9d - Changed FImageCollection to return translated texture indices so
that animated icons can be done with it.
- Changed FImageCollection to use a TArray to hold its data.
- Fixed: SetChanHeadSettings did an assignment instead of comparing
  the channel ID witg CHAN_CEILING.
- Changed sound sequence names for animated doors to FNames.
- Automatically fixed: DCeiling didn't properly serialize its texture id.
- Replaced integers as texture ID representation with a specific new type
  to track down all potentially incorrect uses and remaining WORDs used
  for texture IDs so that more than 32767 or 65535 textures can be defined.


SVN r1036 (trunk)
2008-06-15 18:36:26 +00:00
Christoph Oelckers
0e6e1da970 - Fixed: The UDMF parser stored plane rotation angles as fixed_t, not angle_t.
- Grouped the sector plane texture transformation options into a separate
  structure and replaced all access to them with wrapper functions.


SVN r1033 (trunk)
2008-06-14 15:26:16 +00:00
Christoph Oelckers
acab6d9b30 - While doing the interpolation rewrite I noticed that DScroller and DPolyAction
were doing some things in their destructor that needed to be done in the
  Destroy method.
- Rewrote the interpolation code. Interpolations are no longer some objects
  that are separate from the rest of the engine. Instead, they are owned by
  the thinkers starting them. Also, polyobjects only spawn a single interpolation
  for each polyobject instead of a single one for each vertex.
  Also, different types of interpolation objects are used for different types
  of interpolation so that they can do some additional work if eventually needed.


SVN r1018 (trunk)
2008-06-04 17:53:15 +00:00
Christoph Oelckers
77b9c162e2 - Changed: The texture loader now looks for a TEXTURES lump for text based
texture definitions. HIRESTEX is still supported but deprecated.
- Removed all 16 bit values from texture manager.
- Changed: The texture manager now sorts all textures for a WAD by type
  to avoid priority issues with HIRESTEX defined textures.
- Changed sidedef flag WALLF_ADDTRANS into a linedef flag because it is
  always the same for both sides of a linedef. This also makes handling
  this in the UDMF parser easier because the linedef parsing function does
  not need to access the sidedef data.
- Added new ZDoom specific UDMF linedef and sidedef properties to map parser.
- Added new ZDoom specific UDMF sector properties to map parser.
- Added class definitions for new interpolators that are better 
  equipped to interact with the interpolated objects.
- Separated interpolation code into its own file r_interpolate.cpp.
- Added some simple customization options to the end game screens.
- Fixed: Polyobject detection in the internal node builder did not work 
  anymore due to some code rearrangement for UDMF map loading. To keep
  it compatible between all map formats the THINGS lump of binary format
  maps must be loaded before building the nodes. This also means that
  the spawning itself can be done in the same function for all map types
  (except Build) now.
- Changed 'Smooth mouse movement' menu option from m_filter to smooth_mouse
  which is more what would be expected from this option.
- Fixed: Weapons and ammo items that were modified by Dehacked gave full
  ammo when being dropped by monsters. To properly handle this the
  handling of spawning Dehacked modified pickups was changed to use
  the DECORATE replacement feature instead of hacking the spawn state
  of the original item and calling a spawn function from there.



SVN r1001 (trunk)
2008-05-30 06:56:50 +00:00
Christoph Oelckers
5574aaca15 - Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
  of manipulating the sides' light values individually. This allows changing
  the fake contrast at run time and also allows adding individual relative
  lighting on top of it which is a planned UDMF feature.


SVN r991 (trunk)
2008-05-23 07:54:09 +00:00
Randy Heit
a0d5463b49 - Added the C99 printf size specifiers 't' (ptrdiff_t) and 'z' (size_t) to
FString::Format() so that I can fix all the problem printf strings that a
  64-bit GCC compile finds.



SVN r968 (trunk)
2008-05-14 03:39:30 +00:00
Christoph Oelckers
9a410f864f - Separated the linedef activation types into a bit mask that allows combination
of all types on the same linedef. Also added a 'first side only' flag. This
  is not usable from Hexen or Doom format maps though but in preparation of
  the UDMF format discussed here:
  http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/
- Changed linedef's alpha property from a byte to fixed point after seeing that
  255 wasn't handled to be fully opaque.
- fixed a GCC warning in fmodsound.cpp 

SVN r954 (trunk)
2008-05-02 10:55:48 +00:00
Christoph Oelckers
9adf1d4ddc - Fixed: The serializer for side_t::part never read the texture information
from a savegame.
- Fixed: side_t::StopInterpolation called setinterpolation instead of
  stopinterpolation. Also moved the clearinterpolation call in 
  P_SetupLevel after the P_FreeLevelData to make absolutely sure that
  nothing in there can leave an interpolator behind by accident.
- Applied Linux fixes by Jim.
SBARINFO update by Blzut3:
- Fixed: the playerclass command needed a null pointer check to prevent
  crashing on respawn.
- Fixed: Mug Shot states were not reset on respawn.
- Removed keepoffsets flag since apparently it was keeping the offsets by
  default.  The means that the only thing not affected by the offsets was using
  nullimage as a background.  Since I wasn't able to get a result I liked I'm
  going to say that if you want a black background with high res positioning
  you will have to create your own bar image.  Maybe I'll fix it some other
  time.
- Added: monospacefonts variable which allows for all of the fonts to be
  monospaced by a specified character (from their fontset of corse).
- Made SBarInfo recognize the bar names for the Strife popups but they don't
  do anything beyond that.  The names are: popuplog, popupkeys, and popupstatus.
- Started converting the drawing routine to be more flexable towards high
  resolution status bars.  (Only did one call so far.)


SVN r835 (trunk)
2008-03-22 09:26:59 +00:00
Christoph Oelckers
e77f83fbf6 - Added new Scroll_Wall special to allow more control over wall scrolling.
Since it uses fixed point parameters it can only be used in scripts though.
- Added flags parameters to all wall scroller specials that didn't use
  all 5 args.
- Separated scrolling of the 3 different texture parts of a sidedef.
  While doing this I did some more restructuring of the sidedef structure
  and changed it so that all state changes to sidedefs that affect rendering 
  have to be made with access functions. This is not of much use to the
  software renderer but it allows far easier caching of rendering data
  for OpenGL because the only place I need to check is in the access functions.


SVN r832 (trunk)
2008-03-21 17:35:49 +00:00
Randy Heit
e5572a1c4e - Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
  loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
  support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
  with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
  on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
  scope than before. The skipped entry is assumed to always be at 248, and
  it is assumed that all Shader Model 1.4 cards suffer from this. That's
  because all SM1.4 cards are based on variants of the ATI R200 core, and the
  RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
  other flavors of the R200 are any different. (Interesting note: With the
  Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
  debug Direct3D 9 runtime, but it works perfectly fine with the retail
  Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
  math inside pixel shaders. That would explain perfectly why I can't use
  constants greater than 1 with PS1.4 and why it can't do an exact mapping to
  every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
  "color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
  completely setup, meaning that Shader Model 1.4 cards could not change
  resolution.
- I have decided to let remap palettes specify variable alpha values for
  their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
  reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
  when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
  (Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
  gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
  unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
  being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
  accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
  multiple script scanner states can be stored without being forced to do so
  recursively. I think I might be taking advantage of that in the near
  future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
  * Fixed: When using even length values in drawnumber it would cap to a 98
    value instead of a 99 as intended.
  * The SBarInfo parser can now accept negatives for coordinates. This
    doesn't allow much right now, but later I plan to add better fullscreen
    hud support in which the negatives will be more useful. This also cleans
    up the source a bit since all calls for (x, y) coordinates are with the
    function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
  software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
  space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
  STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
  gets blended with the background, since that seems like a good idea for
  reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
  Since the ERenderStyle enumeration was getting rather unwieldy, I converted
  it into a new FRenderStyle structure that lets each parameter of the
  blending equation be set separately. This simplified the set up for the
  blend quite a bit, and it means a number of new combinations are available
  by setting the parameters properly.


SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
Christoph Oelckers
e08da03a3d - Increased precision of texture scaling factors to full fixed point. In the process
I got rid of the old tx and ty CVARs because they made the texture scaling
  much more complicated than it was actually needed (and besides, they were completely
  useless except for testing purposes anyway.)


SVN r522 (trunk)
2007-04-29 12:07:27 +00:00
Randy Heit
3b2c2efcb1 - Version bump to 2.1.7.
- Fixed: Placing a /* */ comment at the very end of a file without a
  terminating newline would not parse reliably.
- Added a NULL WallSpriteTile check to R_RenderDecal().


SVN r365 (trunk)
2006-10-31 00:47:05 +00:00
Randy Heit
c412b42703 - Fixed: cycle_t was still a DWORD and not a QWORD under GCC.
- The stat meters now return an FString instead of sprintfing into a fixed
  output buffer.
- NOASM is now automatically defined when compiling for a non-x86 target.
- Some changes have been made to the integral types in doomtype.h:
  - For consistancy with the other integral types, byte is no longer a
    synonym for BYTE.
  - Most uses of BOOL have been change to the standard C++ bool type. Those
    that weren't were changed to INTBOOL to indicate they may contain values
    other than 0 or 1 but are still used as a boolean.
  - Compiler-provided types with explicit bit sizes are now used. In
    particular, DWORD is no longer a long so it will work with both 64-bit
    Windows and Linux.
  - Since some files need to include Windows headers, uint32 is a synonym
    for the non-Windows version of DWORD.
- Removed d_textur.h. The pic_t struct it defined was used nowhere, and that
  was all it contained.


SVN r326 (trunk)
2006-09-14 00:02:31 +00:00
Randy Heit
18af8a57cf - Restored the previous level flag values to avoid needlessly breaking some
savegames at this point in time.
- Fixed: R_ClearPlanes() did not clear skybox planes for a full clear.
- Streamlined zip file loading by delaying the processing of the local file
  header until it is actually needed.


SVN r247 (trunk)
2006-07-12 03:35:55 +00:00
Randy Heit
0b3730392c - Fixed closed doors between the front sector's floor and ceiling the right way.
I was just missing a non-null texture check.
- Removed references to texturewidthmask. What was that?


SVN r244 (trunk)
2006-07-11 04:48:10 +00:00
Christoph Oelckers
a42f98af15 - Added another set of ACS inventory functions which take a tid for the actor
and aren't limited to the script's activator.
- Added GetSectorLightLevel(tag), GetActorCeilingZ(tid) and
  SetActorPosition(tid, x, y, z, fog) ACS functions.
- Fixed: First initialization of camera textures should not mark the rendered
  lines as mapped.

SVN r198 (trunk)
2006-06-18 15:49:00 +00:00
Randy Heit
c808041337 - Fixed: Trying to play a 0-length song from a wad inside a zip caused a crash.
SVN r181 (trunk)
2006-06-09 00:26:07 +00:00
Randy Heit
cf63f2c28e - Added a check against rw_havelow in the "sky hack" part of R_NewWall().
This prevents the front ceiling from being moved up if there has been no
  texture defined to draw on the wall. This makes various parts of The
  Darkest Hour render properly again while still allowing the crosses in
  heroes2.wad and lamasery.wad to render correctly.

SVN r130 (trunk)
2006-05-19 06:22:36 +00:00