Commit graph

354 commits

Author SHA1 Message Date
Christoph Oelckers
65f3fec283 - copied a few more map information CCMDs to g_ccmd. 2019-01-31 03:03:56 +01:00
Christoph Oelckers
12351ae9bb - made dumpportals CCMD multi-level aware. 2019-01-29 20:23:18 +01:00
Christoph Oelckers
4af5ea25c1 - change per-level attenuation of dynamic lights for each viewpoint.
To avoid unnecessary work, the current state is tracked.
2019-01-29 20:09:06 +01:00
Christoph Oelckers
473892dede - changed all model related references to level. 2019-01-29 02:18:19 +01:00
Christoph Oelckers
259ae41774 - sanitized the 'frozen level' code.
This had two different flags that were checked totally inconsistently, and one was not even saved.
Moved everything into a few subfunctions so that these checks do not have to be scattered all over the code.
2019-01-28 20:15:48 +01:00
Christoph Oelckers
3364988680 - moved the interpolator into FLevelLocals and refactored its use to happen outside the renderers.
There is no need to do this deep inside the renderer where it required code duplication and made it problematic to execute on multiple levels.
This is now being done before and after the top level call into the renderer in d_main.cpp.
This also serializes the interpolator itself to avoid problems with the Serialize functions adding the interpolations into the list which can only work with a single global instance.
2019-01-28 18:26:14 +01:00
Christoph Oelckers
d941dea005 - added a level iterator for operations that need to make changes to all open levels.
Since currently there is only one level, this will obvciously only run once on that level for the time being.

This is mainly used for CCMDs and CVARs which either print some diagnostics or change some user-settable configuration.
2019-01-28 02:41:29 +01:00
Christoph Oelckers
a7746278a8 - a few remaining simple ones
This also removes a few pointless comments that popped up and consolidates setting a level's music into a subfuntion.
2019-01-28 01:25:52 +01:00
Christoph Oelckers
b4acb857ad - the final batch of easy level replacements.
What's left will require a bit more work...
2019-01-27 21:59:19 +01:00
alexey.lysiuk
11958b713e - fixed many compilation errors with GCC and Clang 2019-01-23 20:45:01 +01:00
Christoph Oelckers
a11eea98b5 - replaced some NULLs with nullptr. 2019-01-06 09:39:35 +01:00
Christoph Oelckers
9521b6cd1f - removed all remaining native parts of APlayerPawn.
Unlike the other classes, the places where variables from this class were accessed were quite scattered so there isn't much scriptified code. Instead, most of these places are now using the script variable access methods.
This was the last remaining subclass of AActor, meaning that class Actor can now be opened for user-side extensions.
2019-01-03 22:05:49 +01:00
Christoph Oelckers
9e5c5b68c5 - did some more lightening on the PlayerPawn class. 4 more properties and one native member function have been handled. 2019-01-03 10:06:45 +01:00
Christoph Oelckers
8da1b5c1b0 - properly handle passing of the light flags.
Since these can be changed on the placed light actor they have to be read from there, so this is now a pointer in FDynamicLight, just like the other properties that can be user-changed.
Also did some cleanup on the interface so that external code doesn't need to dereference the lightflags pointer but can use utility functions for all flags.
2019-01-03 09:24:22 +01:00
Christoph Oelckers
6eb8ded471 - made ColorRangeStart and ColorRangeEnd meta properties of APlayerPawn.
These are only used during initialization and they should have been readonly from the start.
2019-01-02 22:13:57 +01:00
Christoph Oelckers
d654e02dea - rewrote dynamic lights to not use actors for the internal representation and made DynamicLight a purely scripted class.
This should be less of a drag on the playsim than having each light a separate actor. A quick check with ZDCMP2 showed that the light processing time was reduced to 1/3rd from 0.5 ms to 0.17 ms per tic.
It's also one native actor class less.
2019-01-01 19:35:55 +01:00
Christoph Oelckers
65b01bd16d - fixed incomplete commit.
I have no idea where the rest of this stuff went...
2018-12-30 08:22:34 +01:00
Christoph Oelckers
4d34e5997b - pass level as an argument to some code being used by the map loader. 2018-12-29 16:20:06 +01:00
Christoph Oelckers
0aeaed4207 - use a TArray to store the sprite model hash to get rid of one atterm call. 2018-12-29 13:28:22 +01:00
Christoph Oelckers
0e904286e8 - moved renderinfo.cpp entriely into the map loader. 2018-12-28 15:51:32 +01:00
Christoph Oelckers
326e4d8559 - store the master pointer for the subsector lists in sector_t and the seg lists in side_t in FLevelLocals as a TArray instead of relying on the first element's pointer for this.
This simply way bad style.
2018-12-28 14:24:22 +01:00
Christoph Oelckers
ebaabcfb4f - a few more explicit local buffer allocations removed. 2018-12-21 12:40:05 +01:00
Christoph Oelckers
c597b16f30 - fixed: 'frame' in GLDEFS light definitions was case sensitive. 2018-12-18 19:36:50 +01:00
Christoph Oelckers
a73c065811 - replaced several explicit allocations with TArrays. 2018-12-17 18:28:04 +01:00
Christoph Oelckers
e776dbce55 - use TArrays for MD3 storage. 2018-12-16 13:33:42 +01:00
Christoph Oelckers
1422a95aa8 Merge branch 'Texture_Cleanup'
# Conflicts:
#	src/textures/formats/multipatchtexture.cpp
2018-12-16 10:19:58 +01:00
Christoph Oelckers
a38e75db00 - improved error reporting for badly defined translations.
This needs to be handled by the caller for all use cases because the translation parser lacks the context to do a proper error report.
2018-12-16 09:56:53 +01:00
Christoph Oelckers
1aba33122b - fixed: The light defaults were not fully deleted on an engine restart. 2018-12-15 15:36:43 +01:00
Christoph Oelckers
2cf6d213e2 - fixed compile bugs 2018-12-12 01:27:04 +01:00
Christoph Oelckers
5666e4c805 - made camera textures operational again.
Now with proper separation of software rendering logic from the main part of the class.
2018-12-11 00:01:45 +01:00
Christoph Oelckers
91bb7c0641 Let FSkyboxTexture map to the last defined regular texture of the same name instead of its first face
This is normally a better fallback for the software renderer.
2018-12-10 02:56:49 +01:00
Christoph Oelckers
2e7bcf9e41 - implemented a proper texture composition cache.
This will mostly ensure that each patch used for composition is only loaded once and automatically unloaded once no longer needed.
So far only for paletted rendering, but the same logic can be used for true color as well.
2018-12-10 01:17:39 +01:00
Christoph Oelckers
91f7121452 - made some changes to the FImageSource interface that allows forwarding the bRemap0 flag, but do it so that it doesn't permanently alter how the image looks.
In ZDoom this would affect everything using a patch that got used in a front sky layer, even if the texture was totally unrelated. It is only owed to the low usability of such patches for other purposes that this hasn't caused problems.
2018-12-09 08:15:05 +01:00
Christoph Oelckers
583a740441 - separated the image converters from the texture offsets.
Mostly done, except for FMultiPatchTexture and FFontChar1 + 2.
Note that this commit leaks those image objects!
2018-12-09 07:39:05 +01:00
Christoph Oelckers
03626107eb - changed multipatch texture composition to always composite off full source images and not do it recursively.
Previously it tried to copy all patches of composite sub-images directly onto the main image.
This caused massive complications throughout the entire true color texture code and made any attempt of caching the source data for composition next to impossible because the entire composition process operated on the raw data read from the texture and not some cacheable image. While this may cause more pixel data to be processed, this will be easily offset by being able to reuse patches for multiple textures, once a caching system is in place, which even for the IWADs happens quite frequently.

Removing the now unneeded arguments from the implementation also makes things a lot easier to handle.
2018-12-08 17:23:15 +01:00
Christoph Oelckers
82bd742ea3 - reworked how the software renderer manages its textures.
* it's no longer the main texture objects managing the pixel buffer but FSoftwareTexture.
* create proper spans for true color textures. The paletted spans only match if the image does not have any translucent pixels.
* create proper warp textures instead of working off the paletted variants.

As a side effect, caching of pixel buffers for texture composition is temporarily disabled, as it management of texture redirections. These things will be reimplemented once things progress further. The existing methods here had their share of serious issues that should be fixed.
2018-12-08 12:42:35 +01:00
Christoph Oelckers
9409843931 - replaced the last access operator, too
Now everything uses a function.
This really wasn't what operators are supposef to be used for.
2018-12-07 03:01:40 +01:00
Christoph Oelckers
79a0f76801 - replaced TexMan.operator() with two functions.
This was done to make reviewing easier, again because it is virtually impossible to search for the operators in the code.

Going through this revealed quite a few places where texture animations were on but shouldn't and even more places that did not check PASLVERS, although they were preparing some paletted rendering.
2018-12-07 02:53:18 +01:00
Christoph Oelckers
9fedecbe60 Renamed FTextureManager::GetTexture to GetTextureID
It doesn't return a texture after all and I want to repurpose the name for something else.
2018-12-07 02:31:30 +01:00
Christoph Oelckers
bde3558dc2 - moved the bit size variables to FSoftwareTexture
They are only needed by the software rasterizer.
2018-12-07 02:13:11 +01:00
Christoph Oelckers
6eab4a882c - narrowing down the public interface of the texture class
Cannot refactor if the entire class is this wide open to everything.
Not complete yet, doesn't fully compile!
2018-12-06 01:11:04 +01:00
Christoph Oelckers
8e46cb3a21 Merge remote-tracking branch 'remotes/origin/master' into asmjit 2018-11-30 18:49:28 +01:00
Christoph Oelckers
a3df67bdd4 - let FOBJModel::ParseVector actually use its templated size parameter
In this setup the array can be statically updated because the size is always constant per instantiation
2018-11-30 17:12:36 +01:00
Christoph Oelckers
5e4e9e2c2b Merge branch 'master' into asmjit 2018-11-27 19:53:22 +01:00
Christoph Oelckers
59b4e297c0 - fixed the mapping of additive translucency to color-based translucency.
The destination mode sould be 'One', not 'InvSrcColor'.
Now both of these are available as explicit modes, not just through the optional mapping.
2018-11-27 19:43:10 +01:00
Christoph Oelckers
ad04001135 - fixed some issues with the bodyque and moved this variable into FLevelLocals
* it was never saved in savegames, leaving the state of dead bodies undefined
* it shouldn't be subjected to pointer substitution because all it contains is old dead bodies, not live ones.
2018-11-19 18:13:23 +01:00
Christoph Oelckers
02de10f657 - cleaned up the PointerSubstitution code
Since the only thing it gets used for is swapping out PlayerPawns it can safely skip all global variables that never point to a live player, which allowed to remove quite a bit of code here that stood in the way of scriptifying more content
2018-11-19 17:05:00 +01:00
Christoph Oelckers
33fb76698b Avoid using argument count for any kind of decision making in native VM functions.
This allows retaining the functionality, even if for the JIT compiler's benefit all default arguments are pushed onto the stack instead of reading them from the defaults array.
2018-11-16 15:25:37 +01:00
Christoph Oelckers
9f6091519f - changed the stencil cap drawer to only cover the area which is actually used by the portal.
This will now both exclude floor caps when only ceiling elements are used and everything outside the bounding box of active portal lines.
Hopefully this is enough to fix the issues with portal caps but of course it is not foolproof if someone just makes the right setup.
2018-11-14 23:30:46 +01:00
Christoph Oelckers
d3aa9c6af1 - do not abort on unclosed sections.
Apparently they can indeed happen with broken map setups like isolated linedefs somewhere in the wild (see Strife MAP08.)
Although they are a problem for triangulation, this isn't what sections get used for currently so it's of no real concern.
In case this is needed later their work data gets marked as 'bad' for the time being.
2018-11-11 10:08:13 +01:00