Commit graph

583 commits

Author SHA1 Message Date
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
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
721b857e5e - minor FTexture cleanup. 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
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
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
603ad755ab - separated the button code from c_dispatch.
Two separate features justify two separate files.
2020-04-11 20:19:24 +02:00
Christoph Oelckers
e425615770 - moved the V_GetColor family of functions to the global palette utilities. 2020-04-11 14:00:22 +02:00
Christoph Oelckers
05d8856fe0 - moved file system implementation to 'common'. 2020-04-11 14:00:20 +02:00
Christoph Oelckers
80c6d5b276 - renamed more stuff and also moved the Strife teaser voice handling out of the file system. 2020-04-11 14:00:19 +02:00
Christoph Oelckers
c1bb7de23a - more file system refactoring.
* moved the sprite renaming out of the file system entirely into a caller-provided callback.
* renamed several functions to closer match the terms of a file system.
* moved the VM interface out of the implementation.
2020-04-11 14:00:19 +02:00
Christoph Oelckers
6bccde3b51 - renamed the file system related classes to actually use the term "FileSystem". 2020-04-11 14:00:18 +02:00
Christoph Oelckers
fdc14ca805 - renamed fullscreen CVar internally to vid_fullscreen to make searching for it easier.
The word 'fullscreen' appears a bit too frequently in the source.
2020-04-11 14:00:15 +02:00
Christoph Oelckers
fb1a7679ec - moved most basic utility code without any dependencies on the rest of the engine to 'common' directory.
Again the objective is easier sharing with Raze.
2020-04-11 14:00:13 +02:00
Christoph Oelckers
6996d54a23 - moved more code to 'common'.
This is all low level utilities with no dependencies on game logic. Having this in a separate directory makes sharing with Raze a lot easier.
2020-04-11 14:00:12 +02:00
Christoph Oelckers
cf757ba834 - made the translation container a class.
This also splits off some Doom-specific implementation details into higher level headers.
2020-04-11 14:00:11 +02:00
Christoph Oelckers
0a7344e432 - abstract the external translation interface.
The translation table array now only gets accessed from within r_translate.cpp.
2020-04-11 14:00:10 +02:00
Christoph Oelckers
b0ecb02d6b - move SuperFastHash to its own set of files, instead of having this tied to the console.
- replace swapvalues with std::swap globally.
- added some additions to utility code from Raze, mainly to reduce file content differences.
- reduced some unused utilities
2020-04-11 14:00:10 +02:00
Christoph Oelckers
1fe667c6a0 - cleaned up the includes in m_png.h, this file had far too many and far too broad dependencies. 2020-04-11 14:00:09 +02:00
Christoph Oelckers
c623b04170 - copied some fixes for overlong config entries from Raze.
- renamed basictypes.h to basics.h to keep the file name in line with Raze and make comparisons easier.
2020-04-11 14:00:08 +02:00
Lucy Phipps
2c1a42ae55
remove gl_texture_usehires since it's unused now
GLTEXMNU_ENABLEHIRES in language.csv is unused too
2020-04-05 13:22:32 +01:00
Christoph Oelckers
5490ffcd77 - removed the obsolete Doomsday 1.8-style texture pack support.
This poorly integrated into the texture system and wasn't compatible with modern texture packs anymore so its usefulness was questionable.
2020-04-04 12:55:24 +02:00
drfrag
8336e80f48 - Fixed sprites sunk into water on Carmack with HQ resize modes. 2020-04-01 14:25:10 +02:00
dondiego
4bfb0e937f
- Fixed tutti-frutti and crash with liquid warp effects on the Carmack renderer when texture resizing was disabled. (#1063) 2020-03-31 19:17:41 -04:00
dondiego
cc0594df2e
- Use g_sin for the SoftPoly warp effects as Graf suggested. (#1061) 2020-03-31 10:25:46 -04:00
Rachael Alexanderson
6049e806d1 - amend previous commit: add softpoly fix 2020-03-26 17:53:32 +01:00
Rachael Alexanderson
7c9d8a0b99 - fix nullptr crash in player.camera reference when player.camera is nullptr 2020-03-26 17:53:32 +01:00
Rachael Alexanderson
ecb3ff0977 - add warp2 shader to softpoly2 2020-03-24 14:05:39 -04:00
Magnus Norddahl
175b697ba2 Implement warp effect 2020-03-24 17:49:21 +01:00
Rachael Alexanderson
aa0df7479e - remove assumption in DFrameBuffer::FillBorder that ultrawide screens will stretch an image, since it is no longer the case. 2020-03-22 06:47:34 -04:00
Christoph Oelckers
828cba13a1 - changed translation management so that the fonts also use translation IDs. 2020-03-16 17:23:30 +01:00
Christoph Oelckers
16ae7e3124 - fixed typo. 2020-03-15 12:19:22 +01:00
Christoph Oelckers
db5efddf12 - implemented better aspect ratio control for fullscreen images.
Due to backwards compatibility needs and for flexibility this needs to be controlled by a gameinfo setting (fullscreenautoaspect):

0: Treat all images as having an aspect ratio of 4:3, this is the default for compatibility reasons
1: Scale all images to fit the screen, i.e. either pillarbox or letterbox them.
2: Scale all images to fill the screen.
3: Scale all images so that the center 4:3 area is always fully visible. This is the recommended mode for 16:9 images designed to be shown with the sides being cropped on narrower displays.

A new DTA_ tag - DTA_FullscreenEx also exists which allows specifying the scale mode directly
2020-03-15 09:27:02 +01:00
Magnus Norddahl
920b322d72 Add missing segment clipping clamps for decals, sprites and wall sprites 2020-03-11 02:18:43 +01:00
alexey.lysiuk
5d6a490846 - prohibit core shaders overriding for OpenGL renderer
https://forum.zdoom.org/viewtopic.php?t=67519
2020-02-25 15:57:50 +02:00
drfrag
68f338b134 - Fixed compilation with MinGW and did some cleanup. 2020-02-16 09:39:17 +02:00
Magnus Norddahl
08e86b5bcc - fix vulkan crash when there are no textures in player's view 2020-02-15 10:42:46 +01:00
Magnus Norddahl
dd2d9f4182 - Fix vk_hdr looking for the wrong colorspace 2020-02-15 09:46:24 +01:00
Christoph Oelckers
617b6cd987 - use floats for sprite depth sorting in the hardware renderer.
Fixed point is clearly insufficient here.
2020-02-15 09:22:30 +01:00
alexey.lysiuk
bf18eab54b - fixed sprite and particle colors when not affected by dynlights
When gl_light_sprites and/or gl_light_particles CVARs were unset, random values could be used their colors

https://forum.zdoom.org/viewtopic.php?t=67066
2020-01-23 17:20:20 +02:00
Magnus Norddahl
e43894213e Remove softpoly specific matrix and vector classes 2020-01-18 13:56:37 +01:00
Magnus Norddahl
43562c94d0 Seems the clamp was required 2020-01-18 12:55:36 +01:00
Magnus Norddahl
e68b46cb6a Implement special colormap support for softpoly 2020-01-17 21:58:33 +01:00
Magnus Norddahl
3b336a1476 Fix broken fixed camera light for walls 2020-01-17 01:15:44 +01:00
alexey.lysiuk
efd2f8a1a8 - implemented screenshots in softpoly backend 2020-01-14 12:14:03 +02:00
Kevin Caccamo
91589d9799 Attempt to optimize check for ML_DRAWFULLHEIGHT
It is less likely that a line will have the ML_DRAWFULLHEIGHT flag than its' ceiling will be above the neighbouring sector's ceiling and vice versa.
2020-01-11 13:24:02 +01:00
Kevin Caccamo
d73a5f5e16 Use != 0 after ANDing with the relevant flags
This is mostly a "just in case" measure, in case I did something wrong with the previous commits.
2020-01-11 13:24:02 +01:00