Christoph Oelckers
200188b3a4
- FHardwareTextureContainer.
...
This is essentially a stripped down version of FHardwareTexture, which can exist on the API independent size, and which stores pointers to hardware textures instead of OpenGL texture handles.
2018-12-12 00:34:37 +01:00
Christoph Oelckers
07f87e2542
- changed CreateTexBuffer to return its info in a structure and not as a naked pointer.
2018-12-11 21:06:34 +01:00
Christoph Oelckers
ab624c8c5a
Merge branch 'master' into Texture_Cleanup
...
# Conflicts:
# src/textures/hires/hqresize.cpp
2018-12-11 20:27:24 +01:00
Christoph Oelckers
f01d1ec072
- must merge before continuing...
2018-12-11 20:26:33 +01:00
Christoph Oelckers
86d851bc5c
- minor cleanup and allow FHardwareTexture to restore the old bindings after creating a texture.
2018-12-11 19:56:23 +01:00
alexey.lysiuk
8b46be7686
- print VM stack trace on startup abort exception
...
https://forum.zdoom.org/viewtopic.php?t=62650
2018-12-11 10:46:56 +02:00
Christoph Oelckers
abd6729d39
- fixed deprecation warnings for member functions not checking the version.
2018-12-11 00:35:22 +01:00
Christoph Oelckers
ad8f484836
- fixed: The JIT compiler crashed on missing ArgFlags.
...
For ad-hoc Dehacked state functions no ArgFlags are created, in this case they can just be assumed to not be relevant here, because none of these function produces reference arguments.
2018-12-11 00:22:54 +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
Rachael Alexanderson
28516c2def
- split gl_texture_hqresize into two variables - one for mode, one for multiplier.
2018-12-10 14:25:29 -05:00
Christoph Oelckers
91a8f5cd04
Merge remote-tracking branch 'remotes/origin/master' into Texture_Cleanup
...
# Conflicts:
# src/polyrenderer/poly_renderthread.cpp
# src/swrenderer/r_renderthread.cpp
2018-12-10 18:47:21 +01:00
drfrag666
cbb5f8a0dc
- Fixed: the vid_rendermode CVAR could get wrong values.
2018-12-10 07:08:48 -05:00
alexey.lysiuk
6362415054
- fixed return value of native call to dynamic array's Reserve()
...
https://forum.zdoom.org/viewtopic.php?t=62841
2018-12-10 11:26:46 +02:00
alexey.lysiuk
8a4b8cc2ca
- server CVARs can be changed only by settings controller
...
Initially, settings controller flag was false by default
It was not touched during construction and destruction of player_t instances though
Now, with all members initialized in class definition, this flag must be saved and restored manually
https://forum.zdoom.org/viewtopic.php?t=62830
2018-12-10 10:36:40 +02:00
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
0d07fb2550
Use FImageTexture for thre null texture
...
FDummyTexture had a big problem: Whenever it was accessed by accident it crashed the app because it wasn't fully implemented.
What it should do is return empty pixels of the given size, and an unextended FImageTexture is doing just that.
2018-12-10 02:50:22 +01:00
Christoph Oelckers
b32aa60760
Made SWPaletteTexture an ImageSource and let it be managed by the texture manager.
...
This is a lot easier to manage because the palette is just static data that can easily mimic an image.
2018-12-10 02:43:37 +01:00
Christoph Oelckers
4cd60fbe99
- added caching for true color images as well
2018-12-10 02:35:10 +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
796c0fe931
- fixed precaching to consider animations and switches
2018-12-10 01:13:44 +01:00
Magnus Norddahl
f0ce453d47
- workaround pointer truncation bug in asmjit
2018-12-09 17:36:43 +01:00
Christoph Oelckers
5448874c6e
- moved image format detection logic from FTexture to FImageSource.
2018-12-09 17:10:51 +01:00
Christoph Oelckers
34884e2756
- base FFontChar1 and FFontChar2 on FImageSource as well.
...
Now the only textures not being backed by an image source that are actually getting used during normal rendering are the canvas textures.
2018-12-09 16:00:27 +01:00
Christoph Oelckers
9e25025315
- missed this new file.
2018-12-09 15:41:02 +01:00
Christoph Oelckers
4cedbf6cc2
- split between textures and images is complete now.
...
* split up FMultiPatchTexture into a builder class and the actual image source.
* since images can now be referenced by multiple textures the old redirection mechanism has been removed. It can be done better and less intrusive now. Simple single patch textures already directly reference the underlying patch image now.
* allocate all image source related data from a memory arena. Since this is all static this makes it a lot easier to free this in bulk.
2018-12-09 15:25:56 +01:00
alexey.lysiuk
40f77e5dac
- removed erroneous assertion
...
https://forum.zdoom.org/viewtopic.php?t=62815
2018-12-09 13:00:36 +02:00
alexey.lysiuk
f6bb33787b
- fixed Actor.A_StopSound() native call
...
Wrong function overload was selected by compiler
https://forum.zdoom.org/viewtopic.php?t=62820
2018-12-09 10:13:43 +02:00
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
Magnus Norddahl
670d975a33
- moved argsCache out of JitCompiler::CreateFuncSignature
2018-12-08 23:31:55 +01:00
Christoph Oelckers
5eab944157
- started separating the texture class from the image format handlers.
2018-12-08 23:28:35 +01:00
Christoph Oelckers
e35d88e039
- moved some utility code out of FTexture.
2018-12-08 20:44:28 +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
1e070d27bd
- replaced FTexture::FillBuffer
2018-12-08 14:06:16 +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
92b722e0ee
- don't put mutexes into static local variables.
...
Their initialization semantics are not safe for synchronization objects.
2018-12-08 11:56:31 +01:00
Christoph Oelckers
e70138a266
- fixed crash with FraggleScript in Nimrod MAP02.
2018-12-07 20:15:02 +01:00
alexey.lysiuk
0dfb0d8427
- fixed broken Z coordinate in Actor.Vec3Angle() native call
2018-12-07 10:20:18 +02:00
Christoph Oelckers
69cc1f831c
Renamed FTexture::GetPixels
...
This was needed to allow refactoring without letting all the other GetPixels get in the way.
2018-12-07 03:35:10 +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
42b18e6dfb
- Disable PALVERS substitution when true color rendering is active.
2018-12-07 02:53:50 +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
3dc9eab743
Renamed the operator() and [] methods in FTextureManager which take a name
...
The operators cannot be easily searched for so this makes it hard to do any evaluations on the use of this method.
2018-12-07 02:43:27 +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
3491182ac3
- fixed compilation
2018-12-07 02:21:39 +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
18c1a3abe5
- make the FWarpTexture class local to the software renderer.
...
This class has only meaning for software-based warping so it doesn't have to be a part of the FTexture hierarchy.
Making it a subclass of FSoftwareTexture is fully sufficient.
2018-12-07 00:58:37 +01:00
Christoph Oelckers
4c67785c40
- moved the span and swtruecolor creation code into FSoftwareTexture.
2018-12-07 00:04:39 +01:00
Christoph Oelckers
32e245f2b9
- moved the software rendering specific parts of the sky setup to r_skyplane.cpp.
2018-12-06 20:52:03 +01:00
Christoph Oelckers
a4d61e6fb1
- everything compiles again.
...
As a bonus this already fixes several bugs caused by the botched texture scaling implementation the original texture manager came with.
System cursors are currently disabled because they rely on functionality that needs to be moved to different classes.
2018-12-06 20:12:15 +01:00
alexey.lysiuk
f6561ca23b
- fixed native calls to LevelLocals.GetUDMF*() functions
...
https://forum.zdoom.org/viewtopic.php?t=62774
2018-12-06 17:04:41 +02:00
Rachael Alexanderson
9c023c78a4
- changing vid_scalefactor now always shows current scaling data unless it gets set to "1"
...
- vid_scaletoheight/width now works in all scaling modes, and can now also scale on custom resolutions directly
2018-12-06 09:20:01 -05:00
Magnus Norddahl
e83af15907
- remove some redundant variables
2018-12-06 04:34:19 +01:00
Magnus Norddahl
2aefeb6401
- Use static ifs (C++11 version of them, anyhow) for the triangle draw function
2018-12-06 03:10:14 +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
e22e249287
- this "genuine hack" was totally redundant...
2018-12-06 00:34:17 +01:00
Christoph Oelckers
aef882c137
- more direct native stuff, this is a week old but was almost forgotten.
2018-12-06 00:28:05 +01:00
Christoph Oelckers
e01306d403
- missed one definition for adding a direct native call.
2018-12-06 00:17:07 +01:00
Christoph Oelckers
494a113920
- more direct native entry points.
...
- disallow bool as a return value for direct native calls because it only sets the lowest 8 bits of the return register.
- changed return type for several functions from bool to int where the return type was the only thing blocking use as direct native call.
2018-12-05 20:10:44 +01:00
Christoph Oelckers
2e7e6cba9d
- scriptified P_CheckMeleeRange2.
2018-12-05 18:58:15 +01:00
Christoph Oelckers
e4e86dd4f8
- fixed: Direct native functions for the JIT compiler may not return bool.
...
A bool will only set the al register on x64, but the entire eax needs to be set for the JIT code to deal with it.
2018-12-05 18:41:19 +01:00
Christoph Oelckers
de5ab0b4b6
- deprecated a few functions that depend on AAPTR_* to be useful.
2018-12-05 18:33:59 +01:00
alexey.lysiuk
b8c4a506a7
- fixed linking of optimized targets
...
CMakeFiles/zdoom.dir/r_utility.cpp.o: In function `R_SetupFrame(FRenderViewpoint&, FViewWindow&, AActor*)':
/home/travis/build/coelckers/gzdoom/src/r_utility.cpp:832: undefined reference to `AActor::GetCameraHeight() const'
CMakeFiles/zdoom.dir/g_shared/a_action.cpp.o: In function `A_Unblock(AActor*, bool)':
/home/travis/build/coelckers/gzdoom/src/g_shared/a_action.cpp:64: undefined reference to `AActor::GetDropItems() const'
2018-12-05 18:10:22 +02:00
Christoph Oelckers
148d75251f
- fix it
2018-12-05 17:41:25 +01:00
Christoph Oelckers
eb282c0d11
Merge branch 'master' of https://github.com/coelckers/gzdoom
...
# Conflicts:
# src/scripting/vmthunks_actors.cpp
2018-12-05 17:34:53 +01:00
Christoph Oelckers
6c9d0b166a
Added direct native entry points to a larger number of functions.
2018-12-05 17:34:11 +01:00
alexey.lysiuk
101ebe1731
- fixed linking of optimized POSIX targets
...
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_Distance2DSquared(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0x6ab): undefined reference to `AActor::PosRelative(AActor const*) const'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_Distance3DSquared(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0x75f): undefined reference to `AActor::PosRelative(AActor const*) const'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_Vec3To(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0x850): undefined reference to `AActor::PosRelative(AActor const*) const'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_Vec2To(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0x930): undefined reference to `AActor::PosRelative(AActor const*) const'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_DistanceBySpeed(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0xa00): undefined reference to `AActor::PosRelative(AActor const*) const'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o:vmthunks_actors.cpp:(.text+0xad3): more undefined references to `AActor::PosRelative(AActor const*) const' follow
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_PosRelative(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0x1200): undefined reference to `AActor::PosRelative(sector_t*) const'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_ClearInterpolation(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0x127d): undefined reference to `AActor::ClearInterpolation()'
vmthunks_actors.cpp:(.text+0x1298): undefined reference to `AActor::ClearInterpolation()'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_GetBobOffset(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0x135a): undefined reference to `AActor::GetBobOffset(double) const'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_Distance2D(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0x222b): undefined reference to `AActor::PosRelative(AActor const*) const'
2018-12-05 10:25:07 +02:00
Christoph Oelckers
a846ed391e
- fixed: ST_FormatMapName did not clear the string it wrote to before appending text.
2018-12-05 08:29:39 +01:00
Christoph Oelckers
5e1fc45816
fixed missing include.
2018-12-05 08:22:24 +01:00
Christoph Oelckers
2f2ce8126b
- fixed definition of GetUDMFString export.
2018-12-05 08:18:07 +01:00
Rachael Alexanderson
0d891b6289
- Enforce CheckCheatmode() for cheat-enforced CVARs, allowing them to be changed in normal single player games
2018-12-05 00:21:39 +01:00
Christoph Oelckers
33db5792b4
- moved a large part of the VM thunks out of p_mobj.cpp.
2018-12-05 00:21:16 +01:00
Christoph Oelckers
a3265c2963
- more direct native entry points.
2018-12-04 23:12:16 +01:00
Christoph Oelckers
3b5ce4ecca
- fixed: SBar_SetClipRect had a superfluous argument resulting in incorrect behavior
2018-12-04 19:14:14 +01:00
Christoph Oelckers
e928b94ab2
- missed the header...
2018-12-04 18:53:12 +01:00
Christoph Oelckers
d0f037d14f
- the native APlayerPawn::PlayAttacking2 function is not needed anymore.
2018-12-04 18:51:03 +01:00
Christoph Oelckers
8025f02935
- fix bad return type.
2018-12-04 18:47:03 +01:00
Christoph Oelckers
d7da2d838f
- handle JIT errors in a more user-friendly fashion than aborting.
...
* use I_Error instead of I_FatalError to abort. I_FatalError is only for things that are not recoverable and should not be handled outside of error cleanup and rethrowing.
* only catch CRecoverableError in JitCompile. Everything else should fall through to the outermost catch block.
* Do not I_FatalError out after handling the exception locally. Just print an error and return null, indicating failure.
2018-12-04 18:45:07 +01:00
Christoph Oelckers
45d7e5a038
- scriptified ASpecialSpot.
...
This only had two simple native methods so the class is not fully scripted.
2018-12-04 18:21:48 +01:00
Christoph Oelckers
de9805d5c7
- treat REGT_STRING | REGT_ADDROF just like REGT_STRING for direct native functions.
...
Both pass a reference so there's no need to treat them differently.
2018-12-04 18:21:00 +01:00
Christoph Oelckers
062528e0e2
- more direct native function calls.
2018-12-04 18:16:01 +01:00
Christoph Oelckers
5e4b366724
Removed all native components from AInventory.
2018-12-04 18:06:09 +01:00
Christoph Oelckers
d66516ec82
- scriptified A_SpawnSingleItem, which was the last piece of native code still referencing AInventory
2018-12-04 17:55:45 +01:00
Christoph Oelckers
2459b27895
- scriptified A_SelectWeapon and inlined the last remaining use of APlayerPawn::SelectWeapon.
2018-12-04 17:41:55 +01:00
Christoph Oelckers
44e43c48b5
- scriptified A_SelectWeapon
2018-12-04 17:31:25 +01:00
Christoph Oelckers
9348baeeb1
Removed all remaining references to AInventory
...
What remains is the class definition and one single reference that will be scriptified.
2018-12-04 17:11:36 +01:00
Christoph Oelckers
cd563cc4db
Removed more literal references to AInventory.
2018-12-04 17:00:48 +01:00
Christoph Oelckers
3d28006eda
- started removing literal references of AInventory, so far only simple stuff.
2018-12-04 00:41:39 +01:00
Christoph Oelckers
a573c63f60
- removed all direct access to AInventory's members.
...
We are getting closer to make class Inventory fully scripted.
2018-12-04 00:22:26 +01:00
Magnus Norddahl
14919f49ec
- gcc/clang didn't like having this in a class
2018-12-03 23:39:03 +01:00
Magnus Norddahl
ae44b936eb
- add bool and unsigned int to the allowed types
...
- fix one case where floats were used (the JIT always calls with doubles)
2018-12-03 23:09:23 +01:00
Magnus Norddahl
ba0c7652eb
- perform compile time validation of direct native function signatures
2018-12-03 22:59:56 +01:00
Magnus Norddahl
5d9784f215
- fix VM native calls containing strings and enable them again
2018-12-03 21:58:01 +01:00
Magnus Norddahl
4f078dfcb3
- fix compile error
2018-12-03 21:57:07 +01:00
Magnus Norddahl
3ac2e74f1c
- GetInventoryIcon must return an integer for it to work for VM native calls
2018-12-03 21:56:06 +01:00
Christoph Oelckers
7df8245102
- added missing min/max unsigned instructions for the VM.
2018-12-03 21:12:39 +01:00
Rachael Alexanderson
493ff5f089
- always apply vid_scalefactor now, even when vid_scalemode is not 0 or 1.
2018-12-03 13:38:18 -05:00
Christoph Oelckers
b6d0492478
- fixed crash with weapons which remove themselves from the inventory but continue calling action functions.
...
This is still an error, so now this throws a meaningful exception.
2018-12-03 18:51:24 +01:00
Christoph Oelckers
6faeadaceb
- hardened the seg integrity checks against extremely broken mods.
...
Temple of the Lizardmen 3 has segs lumps in every level that seem to use a different data format and are completely unusable, up to triggering undefined behavior.
2018-12-03 18:10:36 +01:00
Christoph Oelckers
1b07bded47
- fixed: The static variant of PClass::FindFunction may only be used for actual static variables.
2018-12-03 17:41:05 +01:00
Christoph Oelckers
0e095b0c05
- removed all direct references of AInventory::Owner and AInventory::Amount from the C++ code.
2018-12-03 17:41:05 +01:00
Christoph Oelckers
53291b0abf
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-12-03 15:54:09 +01:00
Christoph Oelckers
40a67b8c9a
- fixed issues with Dehacked's ad-hoc script code generation
...
* The functions had no prototype and caused crashes.
* even after creating a prototype it didn't work because CreateAnonymousFunction was set up incorrectly for the case where a known return type was given.
2018-12-03 12:24:55 +01:00
Magnus Norddahl
1e30bc72fe
- compare against the thing renderstyle since the local copy has been modified
2018-12-03 11:10:40 +01:00
Magnus Norddahl
4604c9379c
- disable alpha test on models if the renderstyle isn't STYLE_Normal
2018-12-03 10:46:28 +01:00
Christoph Oelckers
39d90d022b
- made the BUddha checks readable again.
2018-12-03 09:48:05 +01:00
Christoph Oelckers
d7bb1726ab
- fixed compile warning
2018-12-03 09:14:11 +01:00
Christoph Oelckers
099b278f18
- removed assert that got triggered in an edge case that must pass here.
2018-12-02 23:35:18 +01:00
Christoph Oelckers
d222e82bbc
- implemented missing 'exact' parameter for ThinkerIterator.Next.
2018-12-02 23:15:34 +01:00
Christoph Oelckers
bfcd714186
- started replacing direct references to class AInventory.
...
The easiest part was the type checks which could be changed to the name variant with a global search and replace.
2018-12-02 21:35:55 +01:00
Major Cooke
6fd3bea38c
- fixed: P_PoisonPlayer and P_PoisonDamage did not check for NODAMAGE.
...
- fixed: P_PoisonDamage's check for Buddha2 and the Buddha powerup were inverted.
- fixed: P_PoisonDamage checked the modified damage instead of the raw, allowing amplifiers to boost the damage beyond telefrag and circumventing regular buddha.
2018-12-02 21:14:22 +01:00
Christoph Oelckers
807df33e1a
- scriptified AInventory::Tick.
...
This was the last bit of code standing in the way of making AInventory a fully scripted class.
All that's left to sort out is some variable accesses - the vast majority of them in SBARINFO.
2018-12-02 20:58:15 +01:00
Magnus Norddahl
d88d173b38
- ptest is a SSE 4.1 instruction
2018-12-02 20:44:36 +01:00
Christoph Oelckers
2e383073e8
- scriptified the AutoUseHealth feature.
...
This again is a piece of code that reads and even writes to inventory items' properties, so better have it on the script side.
2018-12-02 19:45:45 +01:00
Christoph Oelckers
3182569fb8
- scriptified the decision making of the invuseall CCMD.
...
Custom items had no way to adjust to this - and it also was the last native access to ItemFlags.
2018-12-02 18:43:38 +01:00
Christoph Oelckers
93f91d1039
- scriptified P_DropItem.
2018-12-02 18:31:18 +01:00
Christoph Oelckers
a5fc26b37c
- scriptified the no-spawn flag check for armor and health items.
2018-12-02 18:04:44 +01:00
Christoph Oelckers
319f8743db
- consolidated the check for "is actor an owned inventory item" into a subfunction.
...
This check occured 9 times in the source, better have it only once.
2018-12-02 16:53:12 +01:00
Christoph Oelckers
ee08412e49
- scriptified G_PlayerFinishLevel.
...
Outside of SBARINFO this was the biggest remaining piece of code that referenced AInventory internals.
2018-12-02 16:26:02 +01:00
Christoph Oelckers
719598aae4
- scriptified AActor::ClearInventory
2018-12-02 15:24:44 +01:00
Christoph Oelckers
2cb0b2db87
- took the last methods aside from Tick and Serialize out of AInventory.
2018-12-02 14:56:10 +01:00
Christoph Oelckers
db814dc333
- properly hook up the alt HUD with the status bar.
2018-12-02 14:34:10 +01:00
Christoph Oelckers
d11b33e8fd
- scriptified the last components of the alternative HUD.
...
- moved the ALTHUDCF parser PClass::StaticInit, so that it gets done right after creating the actor definitions.
All left to do is not to reallocate the AltHud object for each frame but store it in a better suited place.
2018-12-02 14:34:10 +01:00
Christoph Oelckers
ba905321b0
- scriptified the main drawer for the in-game HUD and removed all intermediate VM calls from the native source.
2018-12-02 14:34:09 +01:00
Christoph Oelckers
fe39236ee1
- scriptified the AltHUD'S powerup drawer.
2018-12-02 14:34:09 +01:00
Christoph Oelckers
ddaab4d2ab
- scriptified and cleaned up the AltHUD's DrawCoordinates, DrawTime and DrawLatency functions.
...
Some backing functionality was moved elsewhere because scripting should not have access to low level system information.
2018-12-02 14:34:09 +01:00
Christoph Oelckers
4431ec06fd
- scriptified the AltHUD's inventory drawer and fixed the InvPrev CCMD.
2018-12-02 14:34:09 +01:00
Christoph Oelckers
714ca9b2ce
- scriptified the AltHUD's weapon drawer.
2018-12-02 14:34:08 +01:00
Christoph Oelckers
1406c11f8e
- added the missing TNT1A0 check for icon-less keys.
...
Since it tries to get the icon from the spawn state it also has to check if that actually has a valid sprite.
2018-12-02 14:34:08 +01:00
Christoph Oelckers
fbc441673a
- AltHUD ammo drawer scriptified.
2018-12-02 14:34:08 +01:00
Christoph Oelckers
0cd93c14af
- allow %*d etc. format specifiers in ZScript, but only for numeric types.
2018-12-02 14:34:08 +01:00
Christoph Oelckers
4a1f011dc1
- Alt HUD scriptification, part 1.
2018-12-02 14:34:08 +01:00
Magnus Norddahl
edc05111cd
- don't use SSE for integer min/max
2018-12-02 09:58:08 +01:00
Magnus Norddahl
706a923884
- Use SSE2 for min/max instead
2018-12-02 07:35:02 +01:00
Christoph Oelckers
c66dae9f2c
- this was wrong...
2018-12-02 00:08:19 +01:00
Christoph Oelckers
117537339d
- fixed script call in PickNewWeapon.
2018-12-01 23:36:48 +01:00
Christoph Oelckers
2d0b90deb1
- fixed: P_Massacre without a class restriction no longer worked.
2018-12-01 22:44:06 +01:00
Christoph Oelckers
577af8860c
- scriptified invnext and invprev CCMDs.
2018-12-01 22:37:12 +01:00
Christoph Oelckers
5c647de70c
- moved ValidateInvFirst to the script side because this was one of the major functions that directly reference AInventory.
2018-12-01 17:46:20 +01:00
Christoph Oelckers
bc1990b6d7
- moved AInventory::DoRespawn fully to the script side.
2018-12-01 17:29:37 +01:00
Christoph Oelckers
3922f817fb
- made CallTryPickup a global function.
...
This one still gets called in too many places but stands in the way of moving Inventory fully to the script side.
2018-12-01 17:21:40 +01:00
Christoph Oelckers
7b63e088e1
- moved the GetBlend script call to the one single place where it is needed to get rid of one native AInventory method.
2018-12-01 17:21:20 +01:00
Christoph Oelckers
a14b0c58bf
- re-fixed the massacre fix for Dehacked-modified inventory items.
...
Instead of overriding the Massacre method it is preferable to clear the flags causing the bad behavior, most notably ISMONSTER.
# Conflicts:
# src/g_inventory/a_pickups.cpp
# src/g_inventory/a_pickups.h
2018-12-01 17:20:52 +01:00
Christoph Oelckers
7301bbc58e
- scriptified GiveAmmo and the one remaining piece of native code still using it.
2018-12-01 17:20:23 +01:00
Christoph Oelckers
2c59172c42
- scriptified DropInventory.
2018-12-01 17:18:26 +01:00
Christoph Oelckers
09129e0113
- scriptified UseInventory and several functions using the already scriptified ones,
2018-12-01 17:17:08 +01:00
Christoph Oelckers
588ddd185b
- scriptified TakeInventory, including the ACS/FS interfaces.
2018-12-01 17:11:09 +01:00
Christoph Oelckers
e7d309cb96
- code consolidation in invnext and invprev.
2018-12-01 17:09:43 +01:00
Christoph Oelckers
023efc7685
- scriptified RemoveInventory and Inventory.OnDestroy.
2018-12-01 17:09:23 +01:00
Christoph Oelckers
eb47fb9adc
- scriptified GiveInventory and made the interface a bit more configurable by mods.
...
Now a child type can decide for itself how to treat 'amount'.
The scripting interfaces to this function in ACS and FraggleScript have been consolidated and also scriptified.
2018-12-01 17:07:09 +01:00
Christoph Oelckers
a426655d61
- scriptified AddInventory.
2018-12-01 17:03:58 +01:00
Christoph Oelckers
d812b94d57
- disabled direct native functions for now until the problems with string arguments are fixed.
2018-12-01 16:56:55 +01:00
Christoph Oelckers
691652042c
- added direct native variants to nearly all status bar function.
...
I skipped ValidateInvFirst because that one will have to be scriptified soon.
2018-12-01 16:54:31 +01:00
Magnus Norddahl
5169a5b119
- minor code cleanup now that it is working
2018-12-01 14:35:21 +01:00
Christoph Oelckers
85a3edf583
- removed the no longer needed exception prevention hack.
...
# Conflicts:
# src/scripting/vm/vmframe.cpp
2018-12-01 14:27:18 +01:00
Christoph Oelckers
067e9de00a
- fixed: V_FindFontColor is not suitable for direct calls from JIT code, thanks to its FName parameter.
2018-12-01 14:26:53 +01:00
Christoph Oelckers
aa32acae25
- a bit of code reordering for adding direct native entry points.
...
- offloaded key list generation for alternative HUD to non-UI parts.
This change also revealed a problem with handling empty sprites in the key list so this got fixed, too.
2018-12-01 14:18:28 +01:00
Magnus Norddahl
83c011740c
- fix augmentation length bug
2018-12-01 14:14:28 +01:00
Magnus Norddahl
b428136866
- unwind data is now working on macOS
2018-12-01 12:46:35 +01:00
Christoph Oelckers
a7e472b4b3
- moved all exports from class Font to vmthunks.cpp and gave them direct native entrypoints.
...
- changed PARAM_STRING to use the passed string by reference instead of by value. The 3 instances where passing by value was needed now use PARAM_STRING_VAL.
2018-12-01 10:30:50 +01:00
Christoph Oelckers
ea3d26aafd
- fixed character to int conversion for UTF8-characters.
2018-12-01 10:30:50 +01:00
alexey.lysiuk
8d9b4f5a17
- previous fix attempts done right
2018-12-01 09:44:14 +02:00
SanyaWaffles
6dd73e43fd
Attempts to fix errors introduced by merging of asmjit branch and wea… ( #649 )
...
* Attempts to fix errors introduced by merging of asmjit branch and weapons scripting branch
* This didn't work. The others should work though.
* fix scriptutil.cpp:(.text+0x18d): undefined reference to `PClass::FindActor(FName)'
* Attempt to fix compilation on macOS
2018-12-01 07:31:25 +01:00
Magnus Norddahl
c41603c171
- implemented unwind data on Unix - does it work? no idea, there's no easy way to tell when the debugger doesn't support the interface..
2018-12-01 01:14:15 +01:00
Christoph Oelckers
42b9a41421
- removed the longjmp based exception catch/rethrow mechanism and instead force-terminate in case a user exception is thrown while the VM is executing JITed code on a non-Windows system
...
On Windows none of this is needed, because we can generate a proper unwind frame for the JITed functions, but even on Linux, it would require manual additions to each single piece of native code that ever gets called from inside a JIT compiled function.
This is an utterly prohibitive proposition because it makes direct native calls a virtual impossibility
So, in order to get the thrown error properly presented both I_Error and ThrowAbortException will now forward to I_FatalError if it is called from inside a JIT context.
2018-11-30 21:30:14 +01:00
Christoph Oelckers
b26b16e4b7
Merge remote-tracking branch 'remotes/origin/master' into asmjit
2018-11-30 21:29:12 +01:00
Christoph Oelckers
a0c0e8bdfe
Merge remote-tracking branch 'remotes/origin/weapon_scriptification' into asmjit
...
# Conflicts:
# src/g_inventory/a_pickups.cpp
2018-11-30 21:28:44 +01:00
Christoph Oelckers
32f7e9a9ea
-add a dummy definition for vm_jit in 32 bit.
2018-11-30 20:50:31 +01:00
Christoph Oelckers
62f649b4f6
- fixed: the direct native GetTextureSize used the wrong calling convention.
2018-11-30 19:28:24 +01:00
Player701
b79e3f8904
- Added a flag to make bouncing objects disappear when hitting sky surfaces
2018-11-30 18:53:57 +01:00
Christoph Oelckers
8e46cb3a21
Merge remote-tracking branch 'remotes/origin/master' into asmjit
2018-11-30 18:49:28 +01:00
Christoph Oelckers
00d97197db
- removed deprecated method to retrieve OpenGL extensions
...
Since we force a core profile and this was explicitly disabled for core profiles, this code has no use anymore
2018-11-30 17:16:21 +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
25ad71a113
- Changed a few allocations into usin TArrays
...
S_SoundCurve in particular looked like a candidate for leaking memory.
2018-11-30 17:07:42 +01:00
Christoph Oelckers
024870ba11
- merged DCanvas and DSimpleCanvas and use a TArray to hold its memory.
2018-11-30 17:02:39 +01:00
Magnus Norddahl
cb1153272a
- fix native call crash and assertion error
2018-11-30 16:55:22 +01:00
Magnus Norddahl
6e598274f7
- hook up unix unwind info (still not working)
2018-11-30 02:06:40 +01:00
Player701
927d333063
- Exported AActor::Grind to ZScript.
2018-11-29 23:46:47 +01:00
Magnus Norddahl
b1bb82fe01
- fix WriteSLEB128
2018-11-29 19:44:26 +01:00
Magnus Norddahl
5d052fc565
- fix compile errors
2018-11-29 19:32:08 +01:00
Magnus Norddahl
37e33c6609
- implemented unwind info for Linux and macOS - now to fix the bugs that cannot be fixed when the documentation is as useless as it is for those platforms..
2018-11-29 18:45:55 +01:00
Christoph Oelckers
19df662348
- fixed code generation for dummy results.
2018-11-29 20:15:53 +01:00
Christoph Oelckers
b8394b2f16
- fixed compilation warnings.
2018-11-29 20:11:28 +01:00
Christoph Oelckers
717912c88c
- direct native methods for dynamic arrays.
2018-11-29 20:09:41 +01:00
Christoph Oelckers
3ecda35379
Add direct native calls to TexMan's native methods.
2018-11-29 19:41:03 +01:00
Christoph Oelckers
3acd9c8116
Made all virtual base functions for the event handler scripted
...
This was by far the largest block of native virtuals, and they were only native to be able to allow checking if the event was implemented for the current handler. This can easily be done by looking at the byte code, just like VMCall also does but in turn it removes more than half of the existing native virtuals from the interface.
2018-11-29 18:46:28 +01:00
Magnus Norddahl
110b982031
- fix compile error on systems with no SSE support
2018-11-29 13:08:46 +01:00
Christoph Oelckers
762a100d60
Direct native functions for SBarInfo
...
Mostly pointless because they all get used only once and aren't even virtual overrides, but I only realized this after everything was complete…
2018-11-29 12:20:24 +01:00
Christoph Oelckers
53d59559cd
Added direct native functions to the remaining content of vmthunks.cpp
2018-11-29 17:55:56 +01:00
Christoph Oelckers
62efe11a85
- more direct native functions for sector utilities.
2018-11-29 17:38:58 +01:00
Magnus Norddahl
e3c13fe193
- Emit DW_CFA_advance_loc and DW_CFA_def_cfa_offset codes
2018-11-29 02:37:58 +01:00
Christoph Oelckers
f43f0b9bd4
- added a few more direct native entry points.
2018-11-29 00:27:09 +01:00
Magnus Norddahl
fa185693d2
- _mm_rcp_ps may be faster but its precision is too poor
2018-11-29 00:17:40 +01:00
Magnus Norddahl
4ee7cf2de1
- forgot to set the light level
2018-11-29 00:03:50 +01:00
Magnus Norddahl
d62a26a177
- use psprite renderstyle on HUD models
2018-11-29 00:01:16 +01:00
Christoph Oelckers
d3ff657231
- added a direct native function for NextHighestCeilingAt to test multiple return values.
2018-11-28 21:40:56 +01:00
Magnus Norddahl
5ae456d059
- fix typo in macro
2018-11-28 19:59:35 +01:00
Christoph Oelckers
a5a9ab07af
Merge branch 'master' into asmjit
2018-11-28 18:44:42 +01:00
Christoph Oelckers
9c398cd343
- fixed: P_Recalculate3DFloors may not be called before the vertex buffer has been set up.
...
Since this function creates dynamic copies for 3D floors that need to be split it requires the vertex buffer index to be set up.
In older versions this did not produce errors because there was a fallback render path that was less efficient.
Now with that fallback removed this resulted in temporary 3D floors being created without valid vertex data.
2018-11-28 18:42:37 +01:00
Magnus Norddahl
232c24e4de
- add .eh_frame generation code except for building the actual CIE and FDE instructions
2018-11-28 13:10:31 +01:00
Christoph Oelckers
fc7ca39927
- allocate storage for all of a function's return values
2018-11-28 00:24:50 +01:00
Christoph Oelckers
6a9696e525
- moved the remaining exports from p_sectors.cpp to vmthunks.cpp
2018-11-28 00:24:50 +01:00
Magnus Norddahl
8860517bbd
- pass additional return values as the last args to a direct native call
2018-11-27 20:43:35 +01:00
Magnus Norddahl
3202c86ea7
- use the OP_PARAM and OP_RESULT opcodes to build the function signature
2018-11-27 19:56:39 +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
3d3a00fd0d
- fixed: The flat drawer did not check for full brightness before processing dynamic lights.
2018-11-27 17:49:10 +01:00
Magnus Norddahl
d5b9b8e57a
- fixed missing setRet call for REGT_POINTER return types
2018-11-27 17:10:20 +01:00
Magnus Norddahl
9dbb1d77ce
- fix compile error
2018-11-27 17:02:51 +01:00
Magnus Norddahl
73819d45b7
- annotate which function we are calling for better dumpjit info
2018-11-27 17:00:29 +01:00
Magnus Norddahl
d195efc431
Merge remote-tracking branch 'origin/master' into asmjit
2018-11-27 15:38:10 +01:00
Magnus Norddahl
5e01a874be
- merge the span step code used by both the 8 bit and 32 bit drawers
2018-11-26 17:02:01 +01:00
Magnus Norddahl
dbb7df998d
- step with SSE
2018-11-26 14:32:56 +01:00
Magnus Norddahl
2db433e68f
- only do shade clamps if needed
2018-11-26 12:18:07 +01:00
Magnus Norddahl
8b852ce4d8
- move the jit runtime to its own file
2018-11-26 10:46:09 +01:00
Magnus Norddahl
52b7a77771
- use SSE for the dynlights
2018-11-26 00:49:07 +01:00
Christoph Oelckers
47b1fa774d
Merge branch 'asmjit' into weapon_scriptification
...
# Conflicts:
# src/gi.cpp
# wadsrc/static/zscript/base.txt
2018-11-26 00:14:44 +01:00
Christoph Oelckers
90d79865a5
Merge branch 'master' into asmjit
2018-11-25 23:33:23 +01:00
Christoph Oelckers
182d43ae70
- fixed: Any direct native function may not use struct values as parameters, not even something as simple as an FName.
2018-11-25 23:33:15 +01:00
Christoph Oelckers
bef5b953b2
- free everything.
2018-11-25 23:33:15 +01:00
Christoph Oelckers
34a1c8e545
- delete JIT data when shutting down.
2018-11-25 23:33:14 +01:00
Magnus Norddahl
c164b3c3b0
- fix: float constants got their move instructions inserted after the call instruction
2018-11-25 22:26:38 +01:00
Christoph Oelckers
d79ef939e9
- fixed: The serializer must treat object that were already destroyed or are declared transient like a null pointer and not ignore them.
...
This caused FraggleScript's SpawnedThings array to go out of sync.
2018-11-25 22:13:14 +01:00
Christoph Oelckers
9475bfe4f1
- declare builtins as static.
2018-11-25 21:47:28 +01:00
Christoph Oelckers
176da5de68
- added a direct native variant for A_PlaySound because this function is relatively easy to test.
2018-11-25 18:41:27 +01:00
Magnus Norddahl
61b91f9814
- fix macro expansion error on gcc and clang
2018-11-25 18:37:26 +01:00
Magnus Norddahl
d30bf44dcc
- use SSE for the normal walls
2018-11-25 17:11:05 +01:00
Christoph Oelckers
2b960aa28f
- finished adding direct native functions to vmthunks.cpp.
2018-11-25 16:12:15 +01:00
Magnus Norddahl
53175c49a7
- change DrawSpanOpt32 to render a scanline in multiple steps as the speed is about the same and it will make it easier to use SSE for each of the steps
2018-11-25 15:49:15 +01:00
Christoph Oelckers
03364a8c3e
- all sector exports done.
2018-11-25 15:14:48 +01:00
Christoph Oelckers
8e8ee732f4
- another batch of direct native functions.
2018-11-25 14:19:19 +01:00
Christoph Oelckers
6628b34f4a
- continued work on adding direct native support.
2018-11-25 13:35:32 +01:00
Christoph Oelckers
dc16c1d44e
- moved VM thunks from p_sectors.cpp to a separate file and started adding direct native implementations.
...
For a few larger functions I took them out of sector_t and made them global functions to avoid creating more unnecessary stubs.
2018-11-25 11:34:50 +01:00
Christoph Oelckers
a501a22b28
- define the built-in functions defined in codegen.cpp through the regular interface instead uf just hacking them into the symbol table with incompletely set up data.
...
- added direct native variants to these builtins and fixed problems with builtin processing.
2018-11-25 11:41:29 +01:00
Christoph Oelckers
43d434b071
- removed AStateProvider from native code.
...
The only place still referencing it was CallStateChain, so this has been made a static function now instead of a class method.
2018-11-25 10:09:06 +01:00
Christoph Oelckers
f4789bdefc
- fixed handling of dummy flags.
2018-11-25 10:06:00 +01:00
Christoph Oelckers
d6b781312c
- removed all remaining native components of the weapon class.
2018-11-25 10:00:55 +01:00
Christoph Oelckers
70d3c31551
- allow defining flags in the script declaration of a class and do that for Weapon.
2018-11-25 09:29:12 +01:00
Christoph Oelckers
b5c4ab8c47
- removed all direct access to AWeapon's members to prepare moving this class fully to the script side.
...
Disregarding UI-side and setup-related calls there's unfortunately still 6 places in the native game code which require direct access.
2018-11-25 08:17:37 +01:00
Christoph Oelckers
00a48b09e5
- moved the 'Finalize' methods back into a single function in the parser code.
...
It has been like this initially but was changed when ZDoom gained an overly complicated polymorphic class descriptor object that required a lot of support code. All these complications have long been removed but these methods remained. Since they prevent a class from being moved to the script side entirely they had to be removed.
This was the last major blocker to make Weapon a purely scripted class, the only remaining native method is Serialize which is of no concern for the coming work.
2018-11-25 08:16:18 +01:00
Christoph Oelckers
7012179904
- moved MarkPrecacheSounds completely to the script side and added native support to make this a usable feature.
2018-11-25 07:43:05 +01:00
Christoph Oelckers
8fa16b6c30
- some cleanup on the weapon slot interface.
...
This really shouldn't make any decisions from directly reading weapon class defaults.
2018-11-25 07:21:02 +01:00
Christoph Oelckers
f218e95c4d
- scriptified cht_Takeweaps.
2018-11-25 01:26:19 +01:00
Christoph Oelckers
bc86ec4c51
- removed the less-parameters versions of P_SpawnPlayerMissile, because there was only one native call left to them.
2018-11-25 01:14:50 +01:00
Christoph Oelckers
460c400315
- scriptified ApplyKickback.
2018-11-25 01:12:45 +01:00
Christoph Oelckers
e856e3c830
- moved the kickback code in P_DamageMobj into a subfunction.
...
This is a first attempt to reduce the complexity of that 600+ lines monstrosity, and also a good first target for scriptification.
2018-11-25 01:01:34 +01:00
Christoph Oelckers
ae27acb944
- scriptified A_WeaponReady and its subfunctions.
2018-11-25 00:54:13 +01:00
Christoph Oelckers
5fcc96a0f2
- fixed: When extracting a MiniBSP for polyobject rendering, the parent subsector must copy all its relevant properties to the children.
...
The sections pointer was not copied here.
2018-11-25 00:38:04 +01:00
Christoph Oelckers
34b7e5f435
- scriptified P_BobWeapon as a virtual function on PlayerPawn.
2018-11-25 00:23:03 +01:00
Christoph Oelckers
b75ee1027a
- a little bit of cleanup on some code that repeatedly accessed some fields in AWeapon and produced far too many search results when looking for this.
2018-11-24 23:51:09 +01:00
Christoph Oelckers
8eb4697fbd
- removed the bot related properties from AWeapon.
...
This stuff is now kept locally in the bot code so that it doesn't infest the rest of the engine.
And please don't read the new botsupp.txt file as some new means to configure bots! This was merely done to get this data out of the way.
The bots are still broken beyond repair and virtually unusable, even if proper data is provided for all weapons.
2018-11-24 23:48:23 +01:00
Christoph Oelckers
ead28db007
- consolidated the 3 nearly identical code fragments handling the weapon's YAdjust for the different renderers into a utility function in DPSprite.
2018-11-24 22:40:14 +01:00
Christoph Oelckers
4392b4e96d
- exported the blood spawning part of P_LineAttack as a virtual ZScript function.
2018-11-24 22:35:50 +01:00
Christoph Oelckers
f260709e73
- moved the weapon selection logic to PlayerPawn as overridable virtual functions.
2018-11-24 22:22:36 +01:00
Christoph Oelckers
51ee623b3b
- took the weapon selection logic out of the WeaponSlots data and blocked all direct access to the weapon slots internals
...
This seriously needs to be independent from the data store and better abstracted. More work to come to move this to its proper place.
2018-11-24 22:03:56 +01:00
Christoph Oelckers
b6d0d5008e
- change teleport freeze handling to a player property plus virtual override on PlayerPawn for increased configurability.
2018-11-24 21:37:00 +01:00
Christoph Oelckers
337750b874
- scriptified BecomeItem and BecomePickup
2018-11-24 21:25:26 +01:00
Christoph Oelckers
3d892d3970
- scriptified FilterCoopRespawnInventory.
2018-11-24 20:58:33 +01:00
Christoph Oelckers
c14b7f58d3
- scriptified some simple sound functions.
2018-11-24 20:33:00 +01:00
Christoph Oelckers
fb91982da2
- scriptified APlayerPawn::Die and fixed a few things I encountered while doing it.
2018-11-24 20:32:12 +01:00
Christoph Oelckers
cf9cd58310
- scriptified ModifyDropAmount as a virtual function hierarchy for Inventory and children.
2018-11-24 19:59:24 +01:00
Christoph Oelckers
652606f70b
- scriptified A_Explode and relatives.
2018-11-24 19:29:52 +01:00
Christoph Oelckers
44d51a6de9
- scriptified GetDefaultInventory.
2018-11-24 19:03:33 +01:00
Christoph Oelckers
be100fa5d3
- removed MeleeWeapon flag from the tomed PhoenixRod and the fighterhammer.
...
In both cases, having this flag on will render the monster-backing-off-check for melee attacks ineffective because it would misinterpret these weapons as close range only - which they aren't. Even for the PhoenixRod the range is longer than what gets checked here.
As a consequence, the bot's check for missile shooting melee weapons has also become pointless because no such weapon is defined anymore.
2018-11-24 18:42:10 +01:00
Christoph Oelckers
814af66864
- exported one FraggleScript function for testing.
2018-11-24 18:33:42 +01:00
Christoph Oelckers
595208f2fd
- exported a few more weapon handling functions so that the native GetDownState stub could be removed.
2018-11-24 18:21:40 +01:00
Christoph Oelckers
d8aa39e03e
- let player_t::Resurrect use P_BringUpWeapon to raise the weapon again instead of doing it directly.
...
This seems a bit safer.
2018-11-24 17:24:08 +01:00
Christoph Oelckers
9584e3bc53
- scriptified P_BringUpWeapon because this was the only native function still referencing AWeapon::GetReadyState.
2018-11-24 17:22:59 +01:00
Christoph Oelckers
b4c272ddff
- scriptified A_SpawnItem(Ex) and A_ThrowGrenade.
...
These were the last native functions referencing AWeapon::DepleteAmmo, so that function is now exclusively on the scripting side.
2018-11-24 17:01:12 +01:00
Christoph Oelckers
6be7fc33f3
- scriptified 3 more functions in stateprovider.
2018-11-24 15:42:43 +01:00
Christoph Oelckers
4c1b3f81ab
- scriptified A_RailAttack.
2018-11-24 15:12:30 +01:00
Christoph Oelckers
5c130737c4
- scriptified A_CustomPunch
2018-11-24 14:48:30 +01:00
Christoph Oelckers
7bb3855439
- scriptified A_FireProjectile
2018-11-24 14:16:08 +01:00
Christoph Oelckers
e071be8371
- scriptified A_FireBullets and A_CustomBulletAttack.
2018-11-24 13:50:27 +01:00
Christoph Oelckers
4440bff83a
- deleted redundant native ActivateMorphWeapon method.
2018-11-24 13:08:44 +01:00
Christoph Oelckers
6fc63b9b78
- started with a ScriptUtil class which will allow moving function implementations for ACS and FraggleScript to zscript.txt
...
So far 3 functions for testing implemented.
2018-11-24 13:06:01 +01:00
Christoph Oelckers
ac77ca6474
- scriptified Weapon.CheckAmmo and Weapon.DepleteAmmo
2018-11-24 11:29:57 +01:00
Christoph Oelckers
bd84a60663
- scriptified the rest of the morph code.
2018-11-24 10:47:42 +01:00
Christoph Oelckers
b267252a09
- fixed: Since out types cannot be marked as such in a function prototype (as it'd cause parameter mismatches in the resolving pass) it is necessary to check the argflags as well when determining the register type.
2018-11-24 09:34:53 +01:00
Christoph Oelckers
ac1bffc51b
- scriptified P_MorphMonster.
2018-11-24 09:33:03 +01:00
Christoph Oelckers
3ed7f4066d
- fixed message output.
2018-11-24 08:41:07 +01:00
Christoph Oelckers
cce1bad042
- testing and cleanup of scripted morph code.
2018-11-24 08:39:35 +01:00
Christoph Oelckers
78d6832d14
- P_UndoPlayerMorph scriptified.
...
Not tested yet and still missing a new native interface.
2018-11-24 08:17:30 +01:00
Christoph Oelckers
192104aea2
- scriptified P_MorphPlayer and dependencies.
...
It still needs its counterpart scriptified as well before it can work.
2018-11-24 07:45:49 +01:00
Marrub
2e2fe87445
Fix null pointer access in p_terrain.cpp
2018-11-24 07:29:26 +01:00
Magnus Norddahl
31ed1da4e5
Merge remote-tracking branch 'origin/master' into asmjit
2018-11-23 22:57:11 +01:00
Marisa Kirisame
ee91cf77e4
expose defaultbloodcolor to ZScript.
2018-11-23 22:15:15 +01:00
alexey.lysiuk
dc6ba6bd52
- fixed compilation of POSIX targets
...
src/doomerrors.h:74:14: error: exception specification of overriding function is more lax than base version
src/posix/sdl/i_main.cpp:272:28: error: 'class std::exception' has no member named 'GetMessage'
2018-11-23 15:14:15 +02:00
Magnus Norddahl
4e2cc1f144
- fix missing include statement
2018-11-23 12:13:53 +01:00
Magnus Norddahl
ac62088690
- fix wrong attribute count passed to SetFormat
...
- fix missing include statement
2018-11-23 12:09:36 +01:00
Magnus Norddahl
e02367dd09
- use std::runtime_error instead as the constructor on std::exception is a MSVC extension
2018-11-23 12:06:44 +01:00
Christoph Oelckers
ce46f5165a
Merge branch 'master' into asmjit
2018-11-23 11:12:52 +01:00
Christoph Oelckers
bced30d1e3
- made CDoomError inherit from std::exception so that the main catch block can also deal with exceptions thrown by the STL.
...
- Also do not ignore empty exception messages as irrelevant. The only irrelevant exception type is CNoRunExit.
2018-11-23 10:18:52 +01:00
Christoph Oelckers
80c6505eee
- fixed initialization of default parameters in dynamically created function calls like in the MENUDEF parser
2018-11-23 09:34:38 +01:00
Magnus Norddahl
6f397854d0
- inline VBTL opcode
...
- remove old META and CLSS implementations
2018-11-23 05:37:26 +01:00
Magnus Norddahl
9ef7212f54
- add return type to CreateFuncSignature
2018-11-23 05:20:12 +01:00
Magnus Norddahl
be4b217608
- fix typo
2018-11-23 04:50:01 +01:00
Magnus Norddahl
3ba6290419
- add support in the jit compiler to do direct native calls using the x64 calling convention
2018-11-23 04:47:18 +01:00
Magnus Norddahl
d4e630c127
- fix a rendering glitch when changing resolution
2018-11-23 03:00:11 +01:00
Magnus Norddahl
3e9f531b5f
- add NUMA awareness to drawer threads
2018-11-22 14:48:09 +01:00
Rachael Alexanderson
4859c3d301
- fix inverted logic of Intel check
2018-11-22 02:02:37 -05:00
Magnus Norddahl
b4aa4bf0ac
- only use shader cache on Intel
2018-11-22 05:31:10 +01:00
Magnus Norddahl
48fd91227c
- fix compile error
2018-11-21 10:46:13 +01:00
Magnus Norddahl
dd42557e69
- implement a shader cache
2018-11-20 23:12:20 +01:00
Magnus Norddahl
216191c86d
- interpolate the normal for models
2018-11-20 13:41:27 +01:00
Christoph Oelckers
a5ee673c91
- exported ADecal to ZScript as a non-native class.
...
Its one function is still native but this was by far the easiest of the remaining actor classes to export.
2018-11-19 17:54:38 +01:00
Christoph Oelckers
e90ed0a01c
removed the quite redundant GetStateForButtonName function
...
Since it forwards directly to FindState and has no script bindings there is no need to keep it, it'd only complicate the full scriptification of the weapon class if it stuck around.
2018-11-19 18:26:23 +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
108874f379
- fixed the reginfo checks for the Draw... functions.
...
They need to be offset by the same amount as the arguments so that the values are properly matched.
2018-11-18 21:18:15 +01:00
Christoph Oelckers
8bc2d50ad2
Merge branch 'master' into asmjit
...
# Conflicts:
# src/p_actionfunctions.cpp
2018-11-18 21:08:16 +01:00
Christoph Oelckers
426ee2b78e
- fixed: Ceiling render hack segments were inserted into the floor list and incorrectly rendered.
2018-11-18 20:03:06 +01:00
Christoph Oelckers
3aef8418d9
- fixed the type checks for object arrays.
...
Null pointers must be allowed and non-object pointers which are not null must be explicitly checked for because the code could crash on them when performing a static_cast on an incorrect type.
2018-11-18 19:48:09 +01:00
Christoph Oelckers
a9ec819557
- moved the type infomation entirely out of VMValue.
...
For the varargs functions that used the Type field to validate their parameters, now a hidden additional argument is passed which contains a byte array with the type info for the current call's arguments. Since this is static per call location it can be better prepared once when the code is being compiled instead of being put in a runtime created array for each invocation. Everything else uses the per-function instance of the same data.
The only thing that still needed the type field with a VMValue is the defaults array, so this uses a different struct type now to store its data.
2018-11-18 19:31:13 +01:00
Christoph Oelckers
a981737855
- generate register type info for the parameter lists of all functions.
...
Currently used for loading parameters into registers.
For checking parameters of native functions some more work is needed to get the info to the function. Currently it doesn't receive the function descriptor.
2018-11-18 17:10:55 +01:00
Major Cooke
a8d4d45e89
P_Thing_Raise fixes & cleanup
...
- Transfer flags directly into the function and process inside instead of the action functions
- Pass in raiser for all function calls
2018-11-18 15:28:05 +01:00
Magnus Norddahl
1ef772d017
- add missing CheckVMFrame call
2018-11-18 14:02:39 +01:00
Magnus Norddahl
a8a9ec98f3
- only allocate stack space for vmframe and call returns when we need them
2018-11-18 13:49:19 +01:00
Magnus Norddahl
748dbec77a
- improve dumpjit output slightly
2018-11-18 13:14:41 +01:00
Magnus Norddahl
e778f05b12
- don't emit VMValue.Type information when we know the receiver isn't going to read it anyway
2018-11-18 12:59:53 +01:00
Magnus Norddahl
486b7e0f3c
- delay emitting PARAM and VTBL instructions until CALL/CALL_K
2018-11-18 12:38:55 +01:00
alexey.lysiuk
4624c6e6a3
- use custom offsetof() macro
...
src/scripting/vm/jit_call.cpp:164:38: warning: offset of on non-standard-layout type 'VMScriptFunction' [-Winvalid-offsetof]
src/scripting/vm/jit_load.cpp:87:50: warning: offset of on non-standard-layout type 'DObject' [-Winvalid-offsetof]
src/scripting/vm/jit_load.cpp:96:50: warning: offset of on non-standard-layout type 'DObject' [-Winvalid-offsetof]
src/scripting/vm/jit_load.cpp:257:53: warning: offset of on non-standard-layout type 'DObject' [-Winvalid-offsetof]
2018-11-18 12:48:50 +02:00
alexey.lysiuk
e4c238b6c7
- fixed compilation of POSIX targets
...
src/scripting/backend/vmbuilder.h:169:19: error: no member named 'function' in namespace 'std'
2018-11-18 12:37:07 +02:00
Christoph Oelckers
28db04b501
- missed one OP_RESULT.
2018-11-18 10:09:29 +01:00
Christoph Oelckers
fe0a341e0c
- moved all code related to function calls into the helper class so that all future work on the calling convention is in one place only.
2018-11-18 10:02:31 +01:00
Christoph Oelckers
cbedcff559
- moved all handling for the simple calls into EmitterArray to have it in one place only.
...
The main case of FxVmFunctionCall is not done yet, though.
2018-11-18 08:29:41 +01:00
Christoph Oelckers
629d329f22
- removed OP_TAIL.
...
The amount of support code for this minor optimization was quite large and this stood in the way of streamlining the VM's calling convention, so it was preferable to remove it before moving on.
2018-11-18 07:43:03 +01:00
Magnus Norddahl
4e0c5cf16c
- fix compile errors
2018-11-18 03:28:57 +01:00
Christoph Oelckers
292cf93fa7
- fixed TArray's Append methods.
...
I mistakenly assumed that Grow would incease the array's reserved space.
2018-11-18 01:23:14 +01:00
Christoph Oelckers
983c0c56b1
- changed OP_PARAM handling so that all registers remain allocated until the call instruction and reordered instruction emission so that the param instructions all directly precede the call instruction.
2018-11-18 01:06:04 +01:00
Christoph Oelckers
b2c07e731f
- completed the Dehacked fix.
...
I missed some arguments that were specified but set to 'not given'.
2018-11-17 21:33:21 +01:00
Christoph Oelckers
5180265ab1
- fixed: The Dehacked function wrappers now need full parameter lists.
2018-11-17 21:21:23 +01:00
Christoph Oelckers
533f66396d
Merge branch 'master' into asmjit
2018-11-17 20:16:03 +01:00
Christoph Oelckers
45ef7bca4f
- fixed: FTexture::SmoothEdges must forward its result to the base texture in case a redirection is in effect.
...
Both need the bMasked flag, or some code will think that the texture is not fully opaque if no holes were found.
2018-11-17 18:55:44 +01:00
Christoph Oelckers
08fe9c375b
- use the same formula for calculating 3DMidTex offsets as the renderer when per-sidedef scaling is used.
...
This reuses the FTexCoordInfo class the hardware renderer had been using to calculate wall texture offsetting.
The software renderers still need this sorted out to bring them in line with the rest of the code, though, but they do not have this code sufficiently well organized to make this a straightforward task.
2018-11-17 18:24:14 +01:00
Magnus Norddahl
7e0dacdb1d
- disabled code that shows how a thunk function and native setup would look like
2018-11-17 16:26:54 +01:00
Christoph Oelckers
701b793f24
- fixed parameter mixup with P_CanResurrect.
2018-11-17 16:21:08 +01:00
Christoph Oelckers
160f17a907
- fixed stencil cap generation for old hardware and changed it so that it only gets done once for each stencil setup, not for each stencil pass.
2018-11-17 15:34:23 +01:00
Christoph Oelckers
bb4007f16a
- fixed: CVar.ResetToDefault was missing a check for use outside of menus.
2018-11-17 15:23:57 +01:00
Christoph Oelckers
89cec539fa
- fixed IJMP code generation for the JIT compiler.
...
With a proper count value available this can be done properly. The only relevant targets are the jumps immediately succeeding the IJMP instructions, nothing else.
2018-11-17 13:39:14 +01:00
Christoph Oelckers
fcb5684607
- do not use instructions from too recent instruction set extensions.
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andn is part of BMI1 which was introduced in 2012, which is far too recent to be used unchecked.
2018-11-17 13:10:18 +01:00
Christoph Oelckers
adde0510fe
- deconstruct A_Jump with multiple labels into A_Jump(chance, RandomPick(label1, label2, label3,...)) to remove this ugly special case from the VM calling convention.
...
This also adds the number of available choices to OP_IJMP.
2018-11-17 12:35:03 +01:00
Magnus Norddahl
68afc419af
- inline ReadBarrier, GetClass and GetClassMeta
2018-11-17 10:54:16 +01:00
Christoph Oelckers
6398c27646
- fixed RNG setup in FxRandom.
2018-11-17 10:06:01 +01:00
Christoph Oelckers
94ed30e782
- removed the default parameter handling from all native script functions because it is no longer needed.
2018-11-17 10:03:40 +01:00
Christoph Oelckers
e643582957
- fixed FxFRandom setup which used a path in FxRandom that is no longer supported.
2018-11-17 08:06:23 +01:00
Magnus Norddahl
f99bba48dc
- stop using lambda functions for CreateCall because MSVC lambas use a different calling convention and "converts" them to the right one by generating a thunk function
2018-11-17 05:12:47 +01:00
Magnus Norddahl
f082a8af98
- removed the SetupSimpleFrameMissingArgs logic as the number of args are now guaranteed
2018-11-17 00:49:22 +01:00
Magnus Norddahl
8ec85cb0ee
- add warning text when falling back to the VM
2018-11-17 00:36:40 +01:00
Christoph Oelckers
6423902c63
- removed the unused 'no arguments' cases from the BuiltinRandom functions and split off BuiltinRandom2 into its own function.
...
This removes the last non-vararg cases where a native VM function checks 'numparam'. As of this commit all function calls will pass the complete list of arguments.
2018-11-17 00:14:39 +01:00
Magnus Norddahl
ea26bf6b2f
- make functions using too many registers (more than 200) fall back to the VM
2018-11-17 00:04:15 +01:00
Christoph Oelckers
95ab1da6a0
- always pass complete argument lists in the VM.
2018-11-16 22:43:12 +01:00
Christoph Oelckers
16053c7cdb
- build full argument lists for action function calls.
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This uses one static global array to avoid frequent reallocations.
2018-11-16 20:38:52 +01:00
Christoph Oelckers
97573a0452
- implemented VMCallWithDefaults and used it for all calls with variable arguments.
...
This isn't used for the 3 action function calls because it requires an array allocation which would be a bit too costly for something as frequently called as action functions.
They will need a different approach.
2018-11-16 19:18:33 +01:00
Christoph Oelckers
6d7710165c
- fixed last commit.
2018-11-16 18:50:34 +01:00
Christoph Oelckers
c24da62cdd
- marked all places where an incomplete parameter list may be passed to the VM by a native call by redirecting VMCall to an intermediate VMCallWithDefaults. This function must later fill in the missing arguments from the default.
2018-11-16 18:41:27 +01:00
Christoph Oelckers
acbdfddb26
Merge remote-tracking branch 'remotes/origin/master' into asmjit
2018-11-16 17:20:12 +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
8c57447108
- Restricted argument count check to the void return case.
...
There were some issues here:
* a check for mismatching count is too strict because it is legal to omit return values
* it failed to detect returning multiple values in a single expression.
2018-11-16 12:28:24 +01:00
Christoph Oelckers
358001c306
fixed right shift operator for unsigned values
...
This is version protected to avoid breaking old code.
2018-11-16 11:32:24 +01:00
Christoph Oelckers
7cd89fe07b
- fixed: FxUnaryNotBitwise modified the source operand instead of allocating a new one.
2018-11-16 11:21:51 +01:00
Christoph Oelckers
1250eb5323
- fixed: AActor' friction field was not saved
2018-11-16 08:06:01 +01:00
Magnus Norddahl
ac28f0d34f
- remove unused argument
2018-11-16 01:33:41 +01:00
Magnus Norddahl
34b037c9db
- avoid calling VMFillParams for simple stack frames
...
- split Setup into more functions
2018-11-16 01:13:25 +01:00
Player701
c569029b1d
- Readonly pointer casting now works in ZScript.
2018-11-15 23:28:37 +01:00
Magnus Norddahl
6c31d2e965
- add dword store to memset code
2018-11-15 23:04:11 +01:00
Magnus Norddahl
00d41432d8
- disable jit in 32-bit builds
2018-11-15 22:47:44 +01:00
Magnus Norddahl
5ef2175c38
- fix wrong offsets
2018-11-15 22:40:12 +01:00
Magnus Norddahl
0394dc56b7
- generate a memset for the allocated stack memory because that's what the VM does
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(this really shouldn't be done by the VM either - the compiler backend should clear its registers if it wants them to be zero!)
2018-11-15 22:33:13 +01:00
Magnus Norddahl
f3e0db913c
- fix operand size mismatch error
2018-11-15 22:07:27 +01:00
Magnus Norddahl
3b2faf5397
Merge remote-tracking branch 'origin/master' into asmjit
2018-11-15 22:02:11 +01:00
Christoph Oelckers
47138b748a
Make BounceFlags 32 bit wide.
2018-11-15 16:53:19 +01:00
Cacodemon345
07838f4c2a
BOUNCEONUNRIPPABLES flag; makes actors bounce on actors with DONTRIP flag
2018-11-15 12:47:57 +01:00
alexey.lysiuk
39a3527396
- fixed compilation of targets with optimization
2018-11-15 10:59:37 +02:00
Christoph Oelckers
aa4de71e6d
Merge branch 'master' into asmjit
2018-11-15 09:25:27 +01:00
Christoph Oelckers
cf590d73e4
- extended state caller check to work on CustomInventory items as well
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Since CallStateChain is a public member in CustomInventory we cannot really be sure that the given state is valid so it needs checking as well.
2018-11-15 09:24:17 +01:00
Christoph Oelckers
0a21d19723
Added a run time check for calling a state action from the wrong actor type.
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This can happen if a state that's retrieved with FindState gets used with a different actor type and can lead to hard to trace problems if not checked.
2018-11-15 09:04:38 +01:00
Chronos Ouroboros
96b8f12a30
Fix the code for MODF_RK in the JIT compiler.
2018-11-14 21:05:24 -02:00
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
a23d1c2d25
- went back to the original portal stencil setup from 3.4.0.
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The main reason is to unify the portal hierarchy again. The split into a hardware independent and a hardware dependent part turned out to be unnecessary and complicated matters.
Another issue was that the new stencil setup code was having a few subtle problems, so this recreates the original ones with indirect API calls.
2018-11-14 21:03:54 +01:00
Chronos Ouroboros
566eb58000
Fixed the Vector2/3 != operator.
2018-11-14 20:01:13 +01:00
Chronos Ouroboros
5375a99cf6
Added support for CMP_APPROX to EQV_R and moved the code to a template.
2018-11-14 10:29:48 -02:00
Magnus Norddahl
8429fc8124
- fix missing type check when using Push or Insert for typed arrays
2018-11-14 10:08:04 +01:00
Magnus Norddahl
99849bc0c5
Merge remote-tracking branch 'origin/master' into asmjit
2018-11-14 01:23:17 +01:00
Christoph Oelckers
a6b44b02b7
- fixed incompletely initialized secplanes in sprite splitting code.
...
The recent optimization of the shader setup needs the negiC value properly set.
2018-11-13 20:36:23 +01:00
Major Cooke
55f17fa90c
Changed A_RaiseActor to just RaiseActor.
2018-11-13 19:01:56 +01:00
Major Cooke
f47210df4e
Fixed inconsistency.
...
- P_Thing_Raise returned true while P_Thing_CanRaise returned false for the condition of having no raise state. P_Thing_Raise now returns false.
2018-11-13 19:01:56 +01:00
Major Cooke
71d2b39d92
Added A_RaiseActor(Actor other, int flags = 0)
2018-11-13 19:01:56 +01:00
Major Cooke
b553be153d
Added CanResurrect(Actor other, bool passive)
...
- Works similarly to CanCollideWith.
- Passive means the caller is trying to be resurrected by 'other'.
- Non-passive means the caller is trying to resurrect 'other'.
2018-11-13 19:01:56 +01:00
Christoph Oelckers
33f2f9f34e
- fixed: ZScript's finalization code used the last parsed lump for of one translation unit as reference, not the base lump.
...
This resulted in incorrect messages but also could produce some more subtle errors.
2018-11-12 00:22:50 +01:00
Christoph Oelckers
ca2defa6a2
- added ZScript export for side_t::SetSpecialColor.
2018-11-12 00:13:14 +01:00
Christoph Oelckers
65a6866a1b
- fixed typo in ceiling render hack code.
2018-11-11 22:22:29 +01:00
Christoph Oelckers
59790302ec
- fixed rendering of lower untextured linedef parts.
2018-11-11 22:17:44 +01:00
Christoph Oelckers
a0a2230b92
- removed test code that was accidentally left in.
2018-11-11 21:50:33 +01:00
Christoph Oelckers
f2dcff4386
- more options for Doom 64 style gradients on walls:
...
* Colors can npw be defined per sidedef, not only per sector.
* Gradients can be selectively disabled or vertically flipped per wall tier.
* Gradients can be clamped to their respective tier, i.e top and bottom of the tier, not the front sector defines where it starts.
The per-wall colors are implemented for hardware and softpoly renderer only, but not for the classic software renderer, because its code is far too scattered to do this efficiently.
2018-11-11 16:04:36 +01:00
Player701
d37192c1e8
- Fixed: Decal generator should be taken from the current weapon instance instead of the default instance.
2018-11-11 15:07:57 +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
Christoph Oelckers
094afdfd5f
- fixed: It may happen that a degenerate subsector ends up without any section or sector. Try to assign the best fit in such a case so that the relevant pointers are not null.
2018-11-11 09:33:40 +01:00
Christoph Oelckers
c946edd9bf
- instead of copying the sector planes to GLWall, just store pointers to the front and back sector for later use.
...
Until now this wasn't doable because these could have come from hw_FakeFlat which only were local copies on the stack.
With the recent change these faked sectors live long enough so that they can be passed around here.
2018-11-10 23:19:08 +01:00
Magnus Norddahl
e6023c55a8
- modify exception checks to jump ahead if the exception is to be thrown as it limits static misprediction
2018-11-10 22:48:20 +01:00
alexey.lysiuk
67e012e445
- fixed compilation on POSIX-like platforms
...
src/p_udmf.cpp:2052:6: error: no matching member function for call to 'OpenMem'
src/sc_man.h:24:7: note: candidate function not viable: expects an l-value for 2nd argument
src/sc_man.h:23:7: note: candidate function not viable: requires 3 arguments, but 2 were provided
src/resourcefiles/file_directory.cpp:198:32: error: use of undeclared identifier 'Filename'; did you mean 'FileName'?
2018-11-10 22:32:09 +02:00
Christoph Oelckers
a90655b295
- cache the results of hw_FakeFlat for the remainder of the current scene instead of storing this in local variables.
...
An exception is made for the sprite drawer which needs to call this in the worker thread on some occasions for as-yet unprocessed sectors.
This case may not alter the cache to avoid having to add thread synchronization to it.
The main reason for this change is that pointers to such manipulated sectors can now be considered static in the renderer.
Due to them being short lived local buffers it was not possible to carry them along with the render data for information retrieval.
2018-11-10 20:07:00 +01:00
Magnus Norddahl
a7ef178284
- fix a typo
2018-11-10 19:56:54 +01:00
Magnus Norddahl
173fe94736
- fix the throw messages
2018-11-10 19:52:41 +01:00
Major Cooke
9a7f570b19
Added DMG_NO_ENHANCE for DamageMobj.
...
- Disables PowerDamage's effect, similar to DMG_NO_PROTECT disabling PowerProtect.
2018-11-10 16:18:33 +01:00
Christoph Oelckers
191f2d9d76
- use TArray and FString in resource file management.
2018-11-10 14:19:55 +01:00
Christoph Oelckers
4d06c17a44
- a few more buffers converted.
2018-11-10 14:18:34 +01:00
Christoph Oelckers
6894912f44
- use TArray for most buffers in p_glnodes.cpp.
2018-11-10 14:15:39 +01:00
Christoph Oelckers
3448749de6
- replaced a few temporary allocations with TArray and added a few convenience loader functions for this.
...
Amazingly with today's optimizers this creates code which is just as good as doing it all manually with the added benefit of being safer.
2018-11-10 11:56:18 +01:00
Christoph Oelckers
602ea8f723
- made some minor changes to TArray after finding out that "new int()" is not the same as "new int".
...
With parentheses this initializes to 0 which created needless initialization code in a few places.
2018-11-10 10:43:35 +01:00
Christoph Oelckers
cfe51f0c30
- hole filling subsectors must also be explicitly triangulated for the automap because they may be non-convex.
2018-11-10 08:04:03 +01:00
Christoph Oelckers
fb7345e470
Merge branch 'master' into asmjit
2018-11-09 22:36:16 +01:00
Christoph Oelckers
3c5609537a
- fixed vector math instructions to use the same order of operations as the VM.
2018-11-09 22:36:08 +01:00
Christoph Oelckers
0caabbe355
- clear spechit before leaving P_CheckPosition.
...
Otherwise this may contain residual data from the last call.
One can only hope that this doesn't cause other side effects - this entire code is one horrendous mess of bad ideas.
2018-11-09 19:06:54 +01:00
Christoph Oelckers
f6af50fc74
- restored portal code that shouldn't have been deleted.
2018-11-08 20:39:44 +01:00
Major Cooke
cdd60b1431
Changed IsPointInMap to use P_PointOnDivlineSide.
2018-11-08 14:50:04 +01:00
alexey.lysiuk
ed72843dec
- fixed undefined behavior when grouping sections
...
The current group should not be accessed by reference because its container can be reallocated during iteration
https://forum.zdoom.org/viewtopic.php?t=62487
2018-11-07 23:04:42 +02:00
Major Cooke
9ff7f338fd
Added IsPointInMap(Vector3 p).
...
- Checks if a point is inside the map geometry or not.
2018-11-07 15:16:45 -05:00
Christoph Oelckers
4eecaada67
- added copyright header to p_destructible.cpp
2018-11-07 19:27:35 +01:00
Christoph Oelckers
9661c3b53c
- moved hw_Sections to r_data, because this is an essential component of the dynamic light system now so it is needed for all renderers.
2018-11-07 00:53:44 +01:00
Christoph Oelckers
bad2a7c49b
- silenced debug message in standard mode.
2018-11-07 00:43:11 +01:00
ZZYZX
a276ebfb08
Exported destructible geometry to ZScript
2018-11-07 00:12:37 +01:00
ZZYZX
ed3355acc6
Explode bouncing projectiles if hit damageable geometry
2018-11-07 00:12:37 +01:00
ZZYZX
d85e5afdfb
Destructible geometry - minor fixes and 3D floor support
2018-11-07 00:12:37 +01:00
Christoph Oelckers
752a64c840
- fixed typo in sight checking code.
2018-11-07 00:12:03 +01:00
Christoph Oelckers
c28f001cb2
Merge branch 'sections'
2018-11-06 23:50:16 +01:00
Christoph Oelckers
f2e593f8bf
- disabled the hack for fixing the original design of the portal in KDiZD's Z1M1.
...
This portal got fixed in a later re-release of KDiZD and no other portal needs this runtime fix to my knowledge.
The main problem here is that this runtime fix requires some manipulation of the render data that does not work anymore.
Should other maps need this fix as well they are probably best served with a compatibility entry.
2018-11-06 21:41:16 +01:00
Christoph Oelckers
085bf0d33f
- fixed Transfer_Heights and 3D floors.
2018-11-06 20:53:45 +01:00
Christoph Oelckers
ddc75f7ba5
- made the common render hacks functional again as separate render items.
2018-11-06 20:31:44 +01:00
Christoph Oelckers
a6e77ae094
Refactored the render hack storage so that it can be decoupled from the regular GLFlat render items.
...
Having these in there makes it impossible to change render techniques so these are better done as separate items.
2018-11-06 18:20:59 +01:00
Christoph Oelckers
aee47d23bd
- fixed validcount for real and added a side check for intra-section sides to light code.
2018-11-06 11:53:03 +01:00
Christoph Oelckers
df52a71475
- fixed validcount.
2018-11-06 01:01:59 +01:00
Christoph Oelckers
87973ff504
- added handling for intra-sector lines to lighting code.
2018-11-06 00:47:43 +01:00
Christoph Oelckers
ba66c0c889
- changed dynamic light traversal to use sections instead of the subsectors.
...
This is mostly complete, except for handling intra-section sidedefs.
2018-11-06 00:13:23 +01:00
Christoph Oelckers
9ddca3c3a9
- removed the subsector light lists as a preparation step to move over the light traversal code to use sections instead of subsectors.
2018-11-05 22:35:24 +01:00
Christoph Oelckers
375dd7e28f
- the sections are now being used as the smallest element to draw flat planes.
...
This also removes one piece of code that was used to cope with the missing clip planes on old ATI cards, so support for those will most likely have to be dropped in the near future.
2018-11-05 22:14:18 +01:00
Christoph Oelckers
50bd9c3594
- flatvertex generation is working again.
2018-11-05 21:29:57 +01:00
Christoph Oelckers
625eb1e76a
- FVertexBuilder's output looks correct now.
2018-11-05 21:11:54 +01:00
Christoph Oelckers
950ed07ae6
WIP
2018-11-05 15:30:50 +01:00
Christoph Oelckers
d7db00d92e
- sector rendering refactoring for sections - work in progress.
2018-11-05 01:01:48 +01:00
Christoph Oelckers
0deb388a75
- automatically create sections and store them with the level data.
...
- added subsector indexing to sections.
This is needed for finding a section from a point.
2018-11-04 22:19:11 +01:00
Christoph Oelckers
705c87c6cc
- fixed bad case in #include.
2018-11-04 21:33:35 +01:00
Christoph Oelckers
c847180bdc
- reinstated the sector light clamping threshold from before version 3.3.
...
It turned out that without the clamping the feature does not work well, thanks to a poorly chosen scale of the original arguments.
2018-11-04 20:57:18 +01:00
Christoph Oelckers
49bfdbef9f
- create an intermediate structure between sectors and subsectors.
...
A section is a continuous part of a sector or in some case of several nearby continuous parts. For sectors with far away parts multiple sections will be created, especially when they lie in disjoint parts of the map.
This is mainly supposed to cut down on time for linking dynamic lights. Since they need to traverse subsectors to find all touching sidedefs a more coarse data structure that only contains the info needed for this is more suitable. In particular, this does not contain any intra-sector lines, i.e. those with both sides in the same sector.
2018-11-04 20:10:51 +01:00
Player701
9b7114a96d
- undid the save version bump
2018-11-04 19:58:57 +01:00
Player701
56f76a141e
- Added a function to get the actor's age in ticks.
2018-11-04 19:58:57 +01:00
Player701
a6dbfcf9c2
- Added a new field to the Actor class which stores the amount of ticks passed since the game started on the moment the actor was spawned.
...
- Added a function to the Actor class to get its spawn time relative to the current level.
- Added spawn time information to the output of the "info" console command.
2018-11-04 19:58:57 +01:00
Cacodemon345
b1d35eb0b3
Extend SKYEXPLODE flag for LineAttack
2018-11-03 15:24:30 +01:00
alexey.lysiuk
53bf598aee
- restored screen clear in Cocoa backend when setting video mode
...
This still doesn't work well in windowed mode
In fullscreen the effect is quite noticeable thought
2018-11-03 13:09:30 +02:00
Christoph Oelckers
1ccbbcb81d
- added a method to FileReader to read the contents into an array and used it on the MIDI sources for testing.
2018-11-02 10:20:12 +01:00
Christoph Oelckers
c07aeb7498
- use a single TArray to allocate the memory for the lump manager's hash lists.
2018-11-02 09:51:44 +01:00
Magnus Norddahl
534606f4ce
- add vm_jit cvar to control JIT compilation
2018-11-01 21:39:30 +01:00
Magnus Norddahl
369dcfd57f
Merge remote-tracking branch 'origin/master' into asmjit
2018-11-01 21:23:26 +01:00
alexey.lysiuk
8597c9e326
- added warning for constant conditional expression
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ZScript code like `if (x = 0) // ...` no longer causes assertion failure in Debug but produces a warning regadless of configuration
https://forum.zdoom.org/viewtopic.php?t=62422
2018-11-01 16:05:27 +02:00
alexey.lysiuk
d99aeb0895
- fixed potential crash when drawing status bar log
...
src/g_statusbar/shared_sbar.cpp:1133:34: warning: comparison of integers of different signs: 'unsigned int' and 'int'
[-Wsign-compare]
2018-11-01 13:37:11 +02:00
alexey.lysiuk
504a7f00b6
- fixed two potentially dangerous compilation warnings
...
src/hwrenderer/dynlights/hw_lightbuffer.h:51:29: warning: comparison between signed and unsigned integer expressions
[-Wsign-compare]
src/hwrenderer/scene/hw_renderstate.h:196:44: warning: operation on '((FRenderState*)this)->FRenderState::mVertexOffsets[0]' may
be undefined [-Wsequence-point]
2018-11-01 12:51:22 +02:00
Christoph Oelckers
b9f2cce8de
- versioned the return mismatch check to demote it to a warning for older versions than 3.7.
2018-11-01 11:30:53 +01:00
alexey.lysiuk
d3461be40c
- made 'return void' case a compilation error
2018-11-01 11:18:22 +01:00
Christoph Oelckers
b79622bcba
- added far stronger restrictions for when the Boom-Texture-Y-offset compatibility flag may trigger.
...
This had absolutely no sanity checks and unconditionally picked the source texture if one existed.
It should only be done for wall textures, only for those defined in TEXTUREx and only for those where the scale is identical with the underlying texture.
2018-11-01 10:51:57 +01:00
Christoph Oelckers
c5153ca095
- fixed: Do not pass Sysex messages to Windows's GS Wavetable synth.
...
This will totally refuse to play a MIDI if that happens.
Duke Nukem's Alienz.mid, which did not play before works after this change.
2018-11-01 10:22:21 +01:00
Christoph Oelckers
f7ce4dd2da
- added fake vid_renderer CVAR so that mods that checked for it to determine the renderer will get 1 returned instead of 0.
...
The majority of mods which did such a thing checked for the hardware renderer so this should be the default.
2018-11-01 09:43:11 +01:00
Christoph Oelckers
9df7ce1f9a
- fixed: P_DamageMobj should clear reactiontime only for non-players.
...
For players this variable has an entirely different meaning which does not agree with being modified here.
2018-11-01 09:27:38 +01:00
Christoph Oelckers
aa69d63a65
- made DBrokenLines serializable.
2018-11-01 09:02:20 +01:00
Christoph Oelckers
23aff98e90
- fixed handling of wrapped midtextures to be actually useful when used in sky sectors.
2018-11-01 08:02:11 +01:00
ZippeyKeys12
77c5c1eb19
Export AllClasses
2018-11-01 00:20:46 +01:00
Cacodemon345
eaaf0cb8f6
Fix bounce state not entering when hit from top.
2018-11-01 00:11:57 +01:00
Jonathan Russell
f39a389e99
- changed the way alpha works on DrawLine and DrawThickLine so they're consistent
2018-11-01 00:10:47 +01:00
Major Cooke
6a8b0df4ba
Added VelIntercept.
...
- Uses the same code as Thing_ProjectileIntercept to aim and move the projectile.
- targ: The actor the caller will aim at.
- speed: Used for calculating the new angle/pitch and adjusts the speed accordingly. Default is -1 (current speed).
- aimpitch: If true, aims the pitch in the travelling direction. Default is true.
- oldvel: If true, does not replace the velocity with the specified speed. Default is false.
- Split the code from Thing_ProjectileIntercept and have that function call VelIntercept.
2018-11-01 00:10:08 +01:00
ZZYZX
849d110f10
Fixed sector floor/ceiling actions not triggering in P_XYMovement
2018-11-01 00:05:43 +01:00
Christoph Oelckers
a388b6c8ab
- added missing nullptr check.
2018-10-31 23:23:02 +01:00
ZZYZX
a6cdcab128
Implemented loading/saving of line/sector health and health groups in savegames
2018-10-31 22:14:40 +01:00
Tommy Nguyen
40c56bad09
- fix _mm_pause() compiler error and zero initialize atomics
2018-10-31 22:35:56 +02:00
Christoph Oelckers
98b8a2b1f4
- missed one place where FBrokenLines was used.
2018-10-31 20:36:23 +01:00
Christoph Oelckers
4343d0b9c5
- fixed: An exception inside DestroyAllThinkers could send the engine into an endless loop of failed destructions.
2018-10-31 20:07:24 +01:00
Christoph Oelckers
0d54d335c4
- use a saner data structure to store the BrokenLines.
...
Calling the old method with a pointer to an array of unspecified length 'dirty' would be an understatement.
Now it uses a TArray to store the single elements
2018-10-31 19:13:54 +01:00
ZZYZX
b911bbc424
Single commit - destructible geometry feature
2018-10-31 17:22:09 +01:00
Christoph Oelckers
a33cc13054
- make GCC happy... :(
2018-10-31 17:20:04 +01:00
Player701
3e609f2b87
- Introduced an enum named EventHandlerType and changed the bool argument in E_NewGame to this type.
2018-10-31 17:19:21 +01:00
player701
04ae32f6f9
- Static NewGame events now fire before loading a map, and normal NewGame events fire after registering per-map handlers and before all other events.
...
- Static event handlers now unregister after per-map handlers.
- All event handlers now unregister in reverse order.
2018-10-31 17:19:21 +01:00
Christoph Oelckers
2dec7bb1e5
- added a non-multithreaded option for the renderer and fixed a few places where the wrong sector was used
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The render_sector is only relevant for flats, but never for walls or sprites!
2018-10-31 17:13:22 +01:00
Christoph Oelckers
91df3f8c73
- added option to disable alpha testing for user shaders.
2018-10-31 15:56:20 +01:00
Christoph Oelckers
37166b5faf
- fixed missing binding of the light buffer.
...
I thought this wasn't needed but apparently the buffer refactoring caused this not to be done automatically anymore.
Best have it once at the start of each frame where the cost is negligible.
2018-10-31 12:48:09 +01:00
Christoph Oelckers
41fd34e424
- use standard sprite lighting for voxels.
...
Per-pixel lighting requires normals which voxels do not have.
2018-10-31 12:28:10 +01:00
Christoph Oelckers
3a6f186aa0
- removed memcpy workarounds from GLWall, GLFlat and GLSprite after making sure that all 3 are trivially copyable.
2018-10-31 11:51:52 +01:00
Christoph Oelckers
fdf324cce5
- fixed error message for old OpenGL versions. There was still a mention of "with framebuffer support" which is core in 3.3.
2018-10-31 10:50:45 +01:00
Christoph Oelckers
533ded8d1e
Merge branch 'master' into mt
2018-10-31 10:20:29 +01:00
Christoph Oelckers
790b121195
- added a bit of profiling code to the multithreaded parts of the renderer.
2018-10-31 10:20:06 +01:00
Christoph Oelckers
01a0af8ad1
- simplified the render job interface.
...
Since the job nodes were already taken from a static array, the added linked list isn't really needed. All we need is a read and a write pointer into the array, This can even be done without a spinlock as long as we assume that the list never overflows.
2018-10-31 09:49:07 +01:00
Christoph Oelckers
e9c2247ff4
- added missing file.
2018-10-31 09:22:38 +01:00
Christoph Oelckers
e4d2ec8cb2
- added a few comments to the renderstate to document where certain functions are used.
2018-10-31 08:16:44 +01:00
Christoph Oelckers
aafa445aac
- fixed stencil marking for SSAO.
2018-10-30 23:33:45 +01:00
Christoph Oelckers
e2e34f5245
- cleanup of the buffer binding interface.
...
Some stuff is not really needed and the vertex buffers no longer need to insert themselves into the render state.
2018-10-30 22:43:58 +01:00
Christoph Oelckers
1be1470d47
- cleanup of hw_bsp.cpp.
2018-10-30 22:19:55 +01:00
Marrub
0b460ccb03
Squashed commit of the following:
...
commit 767e3a64f0d5fd27ef56de6e93221e9b2016a0c7
Author: Marrub <marrub.xz@gmail.com>
Date: Tue Oct 30 04:01:09 2018 -0400
ProMessage -> PronounMessage
commit 305477f63fb669f8cf2d9f6d609ed3988f437664
Author: Marrub <marrub.xz@gmail.com>
Date: Mon Oct 29 23:56:58 2018 -0400
improve variable naming
commit f3f0245d0cdcc1b0a8a9b74806bc8954be747f40
Author: Marrub <marrub.xz@gmail.com>
Date: Mon Oct 29 19:52:32 2018 -0400
add "neutral" gender option and better obit formatting
2018-10-30 21:42:09 +01:00
Christoph Oelckers
48bc5550d7
- removed the Bind function from FFlatVertexBuffer.
...
This is not flexible enough. There was already one place where this was not supposed to go through the render state.
The new interface allows more general use of the contained buffer objects.
2018-10-30 19:28:47 +01:00
Christoph Oelckers
fa498611f8
- uncoupled texture precaching from regular binding for rendering.
...
The precaching should not depend on code that may be subject to change.
2018-10-30 19:27:10 +01:00
Christoph Oelckers
55df324d16
- basic multithreading for the render data generation.
2018-10-30 14:58:43 +01:00
Rachael Alexanderson
94688a3700
- do a texture check when drawing fog borders in the software renderer. this does not fix the crash issue, but mitigates it enough with a check that likely should be in place, anyhow.
2018-10-30 01:13:00 -04:00
alexey.lysiuk
0c686e6f92
- more fixes for GCC
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error: ‘size_t’ does not name a type
error: ‘assert’ was not declared in this scope
2018-10-29 22:57:45 +02:00
Christoph Oelckers
b56e80a556
- disabled the buffer reallocation option for the light buffer.
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The entire idea with CPU side buffering simply can not work since the buffer is being used live. To compensate the buffer's size was doubled.
2018-10-29 21:53:43 +01:00
alexey.lysiuk
2e02b7e555
- fixed compilation of SDL backend
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error: unknown type name 'OpenGLFrameBuffer'
2018-10-29 22:41:24 +02:00
alexey.lysiuk
d2c7ffb2ca
- fixed crash with Cocoa backend on startup
2018-10-29 22:33:27 +02:00
alexey.lysiuk
2aac222d35
- fixed compilation on macOS
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error: non-constant-expression cannot be narrowed from type 'unsigned long' to 'int' in initializer list
error: unknown type name 'OpenGLFrameBuffer'
2018-10-29 22:32:36 +02:00
Christoph Oelckers
47ae42d636
- fixed: for sectors that have to be drawn per subsector the render state was not applied. resulting in random garbage.
2018-10-29 17:52:44 +01:00
Christoph Oelckers
f7446160bb
Merge branch 'master' into renderstate_abstraction
2018-10-29 14:00:43 +01:00
Christoph Oelckers
118bc78fe3
- moved the entire OpenGL backend into a separate namespace.
2018-10-29 13:56:17 +01:00
Christoph Oelckers
0c8b36e121
- moved the texture resizer to hwrenderer.
...
This is pure math and will be shareable with Vulkan.
2018-10-29 13:18:48 +01:00
Christoph Oelckers
190a225301
- minor cleanup.
2018-10-29 13:00:12 +01:00
Christoph Oelckers
893e08df70
- moved DrawScene to GLRenderer and call it through std::function.
...
This was the last remaining virtual override of HWDrawInfo.
With it removed this type is now fully API independent.
2018-10-29 12:54:10 +01:00
Christoph Oelckers
325d2126ec
- moved ProcessScene to hwrenderer
2018-10-29 12:25:41 +01:00
Christoph Oelckers
8991537e57
- moved the 2D drawer tp hwrenderer.
2018-10-29 12:14:36 +01:00
Christoph Oelckers
8a0596893b
- fixed dynamic light profiling counters.
...
The draw counters were never incremented and this should be reset only once per scene, not once per viewpoint.
2018-10-29 10:36:48 +01:00
Christoph Oelckers
361bb688c8
- moved Set3DViewport to hwrenderer.
2018-10-29 10:21:52 +01:00
Christoph Oelckers
362ecacd52
- moved the End*Scene functions to hwrenderer.
2018-10-29 09:58:37 +01:00
Christoph Oelckers
1bbc9f6730
- removed two of the state flags in SetStencil and handle them explicitly.
2018-10-29 09:53:07 +01:00
Christoph Oelckers
163d6be0d7
- added a few more GL state wrappers to the render state.
...
Not used yet.
2018-10-29 09:41:26 +01:00
Christoph Oelckers
f6d9592a45
- moved calls to renderstate from buffer implementation into a subfunction so that it's easier to change if needed.
2018-10-29 09:40:03 +01:00
Christoph Oelckers
90982285ac
- moved the mSceneClearColor variable to main DFrameBuffer class.
2018-10-29 09:34:30 +01:00
Christoph Oelckers
98e111eba0
- merged the nearly identical wrapper texture classes for the software render and the wiper.
2018-10-29 07:39:33 +01:00
Christoph Oelckers
6dc47ff328
- the last commit was incomplete.
2018-10-29 07:06:29 +01:00
Christoph Oelckers
5528981a77
- CreateScene, too.
2018-10-28 23:32:13 +01:00
Christoph Oelckers
70f9507f16
- moved RenderPortal, too.
2018-10-28 23:18:19 +01:00
Christoph Oelckers
24d6b23042
- moved RenderScene and RenderTranslucent to hwrenderer.
2018-10-28 22:58:35 +01:00
Christoph Oelckers
9b56f407dd
- moved all 'present' functions into FGLRenderer.
...
This list of functions contained half of the existing references to the global GLRenderer variable.
2018-10-28 22:36:52 +01:00
Christoph Oelckers
9f9d747a6b
- moved all methods that would involve command buffer manipulation in Vulkan to FRenderState, because that's the object that would serve as command buffer builder.
2018-10-28 22:20:51 +01:00
Christoph Oelckers
2ee2766812
- moved more code from FDrawInfo to HWDrawInfo.
...
The entire setup/takedown code did not reference any API specific data. The only thing needed is a global virtual creation function.
2018-10-28 19:39:31 +01:00
Christoph Oelckers
1ca811d4a8
- moved more code out of FDrawInfo.
2018-10-28 19:19:46 +01:00
Christoph Oelckers
cb4ffbf053
- moved the draw lists back to the API independent side.
...
The original idea was to let Vulkan do this completely differently, but if that comes to pass it should be done without having generic data maintenance code on the API side.
2018-10-28 19:06:29 +01:00
Christoph Oelckers
df15f00a21
- moved more code out of 'gl'.
2018-10-28 18:49:29 +01:00
Christoph Oelckers
e6efee61b1
- moved the last remaining function from gl_shadowmap.cpp elsewhere so that the file can be deleted.
2018-10-28 17:09:22 +01:00
Christoph Oelckers
54f46fdfee
- moved most of FShadowMap to IShadowMap, except the main Update function.
2018-10-28 16:11:04 +01:00
Christoph Oelckers
cc058f98a5
- use IDataBuffer for the shadow map generator's buffers.
2018-10-28 15:59:20 +01:00
Christoph Oelckers
926a918e0c
- moved the light buffer pointer to globally visible state.
2018-10-28 15:22:48 +01:00
Christoph Oelckers
b2776c9351
- moved lightbuffer files to hwrenderer.
2018-10-28 15:09:33 +01:00
Christoph Oelckers
bd7df13200
- let the light buffer use IDataBuffer as well.
2018-10-28 15:04:57 +01:00
alexey.lysiuk
49c3ec6a87
- fixed compilation warnings reported by GCC and Clang
...
src/gl/data/gl_viewpointbuffer.cpp:142:12: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
src/gl/data/gl_viewpointbuffer.cpp:142:34: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
2018-10-28 15:59:28 +02:00
Christoph Oelckers
54de0bf59f
- changed a bit more stuff that doesn't need to be routed through the OpenGL interface anymore.
2018-10-28 14:25:29 +01:00
Christoph Oelckers
f7c7c8d1c5
- moved some buffer variables out of GLRenderer into common parts of the code so that they can be accessed from hwrenderer as well.
...
This will allow more code to be moved out of the API dependent parts.
2018-10-28 13:56:24 +01:00
Christoph Oelckers
c5b3b9e107
- moved the viewpoint buffer to hwrenderer.
2018-10-28 13:26:47 +01:00
Christoph Oelckers
b51cc8b115
- base the viewpoint buffer on IDataBuffer.
2018-10-28 13:18:13 +01:00
Christoph Oelckers
3b26e64404
- renamed the 'vertexbuffer' files to 'buffers' because it's now generic for all buffer types.
2018-10-28 12:04:20 +01:00
Christoph Oelckers
a1fb1f60f4
- replaced IUniformBuffer with IDataBuffer, which reuses the code for the other buffer types and is more flexible.
2018-10-28 11:54:26 +01:00
Christoph Oelckers
8abf09afe2
- consolidated buffer implementations.
...
Since this is nearly identical for different buffer types they should share the same code wherever possible.
2018-10-28 09:45:51 +01:00
Christoph Oelckers
9e109995cd
- moved model renderer to hwrenderer after removing the remaining traces of OpenGL.
2018-10-28 00:40:41 +02:00
Christoph Oelckers
51acf3053c
- fixed model vertex buffer setup.
...
Setting the buffer and its attribute bindings must be one step, not twp. With Vulkan this is a single API call.
This removes the now obsolete SetVertexBuffer method from the model renderer's interface.
2018-10-27 23:33:22 +02:00
Christoph Oelckers
a62cd64138
- removed all direct OpenGL dependencies from gl_models.cpp.
2018-10-27 22:55:33 +02:00
Christoph Oelckers
ac37ff422a
- removed unneeded Apply call.
...
This had a problem with being called before some data was going to be deleted so its applied buffer state got lost.
2018-10-27 22:30:50 +02:00
Christoph Oelckers
83e706afe7
- - removed the remains of the old FVertexBuffer class.
2018-10-27 22:04:13 +02:00
Christoph Oelckers
067716cefb
- made sky vertex buffer backend independent.
2018-10-27 21:31:27 +02:00
Christoph Oelckers
b92b7ca0a7
- fixed a few more places where unwanted dynamic lights were still active.
2018-10-27 19:25:51 +02:00
Christoph Oelckers
537faa16dc
- fixed: Before rendering a portal the dynamic light index must be reset.
...
Otherwise the portal may 'inherit' some light of the last rendered item.
This is important for non-scene portals which have no dynamic lighting.
2018-10-27 19:16:56 +02:00
Christoph Oelckers
cd8c7a17eb
- model vertex buffer converted.
2018-10-27 16:59:13 +02:00
Christoph Oelckers
5201501534
- added lock/unlock methods to the buffer implementations.
...
These are not interchangeable with Map/Unmap!
Map/Unmap is for mapping a buffer for updating on old hardware, Lock/Unlock are for manually copying some initialization data directly into a static buffer.
2018-10-27 16:04:28 +02:00
Christoph Oelckers
5a4e5a8038
- moved the remaining parts of the main vertex buffer to hwrenderer.
2018-10-27 14:42:24 +02:00
Christoph Oelckers
dad3c50ebd
- renamed classes before continuing.
2018-10-27 14:27:43 +02:00
Christoph Oelckers
72bc7693bd
- refactored main vertex buffer (but didn't merge with hwrender class yet.
2018-10-27 14:24:47 +02:00
Christoph Oelckers
332ab220ad
- hooked low level buffers into render state.
...
It still needs to support the old interface so the code isn't really clean
2018-10-27 10:55:35 +02:00
Christoph Oelckers
3db26a3a1b
- added an abstract index buffer implementation as well.
2018-10-27 10:26:51 +02:00
Christoph Oelckers
bb09f5488f
- added an abstract base vertex buffer class.
2018-10-27 09:07:26 +02:00
Christoph Oelckers
5cce310f11
- fixed line portal setups in one-subsector maps.
2018-10-27 00:47:24 +02:00
Christoph Oelckers
fa85717155
- a bit of code reordering.
2018-10-25 22:50:45 +02:00
Christoph Oelckers
4f4bcd2d7d
- moved DrawSorted back to HWDrawList.
2018-10-25 22:45:55 +02:00
Christoph Oelckers
21b658d34f
Merge branch 'master' into renderstate_abstraction
2018-10-25 22:30:26 +02:00
Christoph Oelckers
c98474d1c7
- portal refactoring complete.
2018-10-25 22:30:03 +02:00
Magnus Norddahl
952ffb289c
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-10-25 12:41:08 +02:00
Magnus Norddahl
2404634d5d
- fix softpoly bug where sprites and translucent walls in front of models would disappear
2018-10-25 12:40:56 +02:00
Christoph Oelckers
bc97e585ba
- removed some leftover GL2 code.
2018-10-25 01:02:16 +02:00
Christoph Oelckers
cead0194bd
- safety commit. To finalize we need a better vertex buffer interface.
2018-10-25 00:49:39 +02:00
Christoph Oelckers
3940f17980
- portals are now completely on the hwrenderer side.
...
The only thing that still needs to be on the backend side is the one function that manages the rendering.
2018-10-25 00:25:55 +02:00
Christoph Oelckers
e6b5eba469
- moved GLScenePortal to the hardware independent code.
2018-10-24 07:57:32 +02:00
Christoph Oelckers
c76c4b77ec
- merged GLPortal into HWPortal after all direct OpenGL dependencies have been removed.
2018-10-24 07:49:06 +02:00
Christoph Oelckers
d757efde96
- renamed IPortal to HWPortal
2018-10-24 07:35:22 +02:00
Christoph Oelckers
3e4dcbe2b4
- groundwork for separating the portal data from the renderer.
...
With GLPortal being responsible for all the setup a lot of code was tied to the backend.
Now FDrawInfo will manage the setup and only call pure data generation functions in the actual portal object.
2018-10-24 00:19:07 +02:00
Christoph Oelckers
93dac4e4d8
- some reorganization of portal code.
2018-10-23 22:32:00 +02:00
Tommy Nguyen
75bd1b00b4
- use value initialization for secspecial_t
2018-10-23 20:30:27 +02:00
Magnus Norddahl
43c30ff485
- fix null pointer crash
2018-10-23 09:17:55 +02:00
Magnus Norddahl
22422635a0
- portal check is overridden by a different inverted check in the software renderer
2018-10-23 09:08:41 +02:00
Magnus Norddahl
af9757abaf
- Cull two-sided lines using the same rules as the software renderer is using (as suspicious as they may be)
2018-10-23 07:42:14 +02:00
Christoph Oelckers
93599e483f
- moved weapon drawing to hwrenderer.
2018-10-22 23:40:44 +02:00
alexey.lysiuk
2ba6148834
- fixed default values for S_ChangeMusic
...
https://forum.zdoom.org/viewtopic.php?t=62323#p1076849
2018-10-22 08:19:56 +03:00
Christoph Oelckers
08e1b49988
- removed include
2018-10-21 20:21:16 +02:00
Christoph Oelckers
3775c4756e
- moved sprite drawer to hwrenderer as well.
2018-10-21 17:50:01 +02:00
Christoph Oelckers
346a9ce149
- fixed initialization.
2018-10-21 14:45:03 +02:00
Christoph Oelckers
0af65a8fa0
- removed the direct setters for the blend mode state.
...
This will now always have to go through the render state.
2018-10-21 14:26:14 +02:00
Christoph Oelckers
a3aaa5cc8b
- removed old RenderStyle management.
2018-10-21 14:18:08 +02:00
Christoph Oelckers
8ffeb7812f
- made wall draw code API independent.
2018-10-21 13:53:50 +02:00
Christoph Oelckers
7897f26abf
- started reworking the wall drawer.
2018-10-21 13:11:36 +02:00
Christoph Oelckers
acad8315d0
- move stencil recursion counter to render state.
2018-10-21 10:58:11 +02:00
Christoph Oelckers
a97d71a3c3
- draw decals in hardware independent code.
2018-10-21 10:51:26 +02:00
Christoph Oelckers
1768508c80
- first adjustments to decal code.
...
- moved texture mode constants to a global header and consolidated with the variants of the 2D drawer.
2018-10-21 08:14:48 +02:00
Christoph Oelckers
3b7a5da83e
- moved AddFlat to gl_drawinfo.cpp and deleted gl_flats.cpp.
2018-10-21 00:38:56 +02:00
Christoph Oelckers
d45f6b9bea
- moved the flat drawer to hwrenderer.
2018-10-21 00:35:39 +02:00
Christoph Oelckers
e8f48e7535
- moved the color/fog setters to hwrenderer.
2018-10-20 23:33:07 +02:00
Christoph Oelckers
fac7c7a31c
- abstraction of render style in render state.
2018-10-20 23:14:57 +02:00
Christoph Oelckers
9ef5e00cdf
- some cleanup and preparation on RenderState interface.
2018-10-20 21:36:50 +02:00
Christoph Oelckers
3c3be0d349
- started with an abstract render interface, most importantly handle the stencil for plane flooding through the render state object instead of changing GL state directly.
2018-10-20 21:08:24 +02:00
Rachael Alexanderson
e2f6fa95d4
- fixed: attaching a new status bar to a player now calls 'setsizeneeded' - fixes an issue where the screen geometry is out of sync with the characteristics of the new status bar.
2018-10-20 13:22:11 -04:00
Christoph Oelckers
510aa600dd
- moved hw_renderstate.h to hwrenderer folder and renamed one GL constant it was using.
2018-10-20 18:37:12 +02:00
Christoph Oelckers
a4f7fd2e46
- started splitting the render state struct.
...
Reusable parts should be in hwrenderer later.
2018-10-20 13:34:29 +02:00
Christoph Oelckers
4603d01ba1
- removed some unused content from FGLRenderState.
2018-10-20 13:11:03 +02:00
Christoph Oelckers
9a03ba3cc5
- renamed FRenderState to FGLRenderState.
2018-10-20 13:05:36 +02:00
Christoph Oelckers
5f838d52b9
- some cleanup on the OpenGL interface and its flags.
...
Most importantly, the separate command line options for switching on the legacy buffer handling have been removed.
There's really no need for them anymore, because unlike in earlier versions many of the implementation differences no longer exist - with the exception of where the light and vertex buffer contents are generated.
For testing this, -glversion 3 is sufficient.
2018-10-20 12:55:25 +02:00
Christoph Oelckers
9253118bdc
- removed the quad drawer class
...
This isn't needed anymore.
2018-10-20 11:59:12 +02:00
Christoph Oelckers
74ba142eae
- allow vertex creation for sprites in the setup pass.
...
Currently only used by legacy hardware.
2018-10-20 11:53:20 +02:00
Christoph Oelckers
d37cd63fda
- use setter methods for glow initialization of sectors.
2018-10-20 11:28:51 +02:00
Christoph Oelckers
00c8c6e3b2
- generate vertices for skybox sectors in the processing pass.
...
Aside from the sprites this was the only other remaining use of FQuadDrawer.
2018-10-20 11:22:55 +02:00
Christoph Oelckers
e5ff500c5a
- rewrote render hacks to prepare their vertex data in the processing pass.
...
This eliminates 3 of the 5 remaining occurences of FQuadDrawer and gets a large section of code out of the GL backend into the common hardware rendering code.
# Conflicts:
# src/gl/scene/gl_scene.cpp
2018-10-20 10:56:12 +02:00
Christoph Oelckers
c5d1b884dd
- fixed incorrect block size calculation.
2018-10-20 10:50:22 +02:00
Christoph Oelckers
6f81310fa7
Reinstate light buffer resizing, using the same method as for the model matrix buffer
2018-10-20 10:50:02 +02:00
Christoph Oelckers
ad80efd6be
Prepared light buffer for multithreaded use
...
This necessitated removing the reallocator because that cannot be done in a multithreaded context in OpenGL. The buffer should be large enough anyway, it it all gets used, slowdowns would be unavoidable.
There was also some simplification of the buffer alignment math for uniform buffers
2018-10-20 10:49:06 +02:00
Christoph Oelckers
84a55667d9
- removed more old code from flat renderer.
...
VBOHeightCheck was from early development when interpolation was not reflected by the vertex buffer.
# Conflicts:
# src/gl/scene/gl_flats.cpp
2018-10-20 10:39:28 +02:00
Christoph Oelckers
07649fd31a
- removed some leftover code for handling dynamic lights in the render pass.
...
# Conflicts:
# src/gl/scene/gl_flats.cpp
2018-10-20 10:36:39 +02:00
Christoph Oelckers
acb9505606
- fixed cherry-picked commit so that modern OpenGL can still do the light setup in the render pass.
2018-10-20 10:33:26 +02:00
Christoph Oelckers
a9c8546ba3
- changed dynamic light setup so that it is completely in the processing pass, not the render pass.
...
# Conflicts:
# src/gl/scene/gl_flats.cpp
# src/hwrenderer/scene/hw_flats.cpp
2018-10-20 09:46:53 +02:00
Magnus Norddahl
6a327ff898
Merge remote-tracking branch 'origin/master' into asmjit
2018-10-17 08:55:21 +02:00
Magnus Norddahl
295fc7d7f7
Revert "- the build tests are using some ancient dino 7.1 Windows SDK where UnwindInfoAddress isn't part of the struct yet."
...
This reverts commit 20516e1c0b
.
2018-10-17 08:54:41 +02:00
Marisa Kirisame
1e6454598c
Preserve line locknumber in savegames.
2018-10-16 08:58:37 -04:00
Magnus Norddahl
20516e1c0b
- the build tests are using some ancient dino 7.1 Windows SDK where UnwindInfoAddress isn't part of the struct yet.
2018-10-15 03:06:40 +02:00
Magnus Norddahl
1f0add9067
- update JIT PARAM handling to match the VM instruction change
2018-10-14 23:13:30 +02:00
Magnus Norddahl
70f18f87b9
Merge remote-tracking branch 'origin/master' into asmjit
2018-10-14 22:55:57 +02:00
Magnus Norddahl
1a2e5b12d0
- RUNTIME_FUNCTION only exists in 64-bit Windows
2018-10-14 22:54:30 +02:00
Rachael Alexanderson
239b57b41c
- fixed: use 'setsizeneeded' more often in the scaling code. recalculating screen geometry for 2D elements when it changes never really hurts.
2018-10-14 16:27:08 -04:00
Christoph Oelckers
dd719f0f14
- extended the register limit for 'param'.
...
The instruction one free instruction byte so it's now using that to extend its argument's register range to 65535.
For param this is needed because it passes strings by reference and creating an implicit temporary copy for string constants does not work here.
2018-10-14 09:13:26 +02:00
Magnus Norddahl
cd211da2d8
- fix wrong shift direction
2018-10-14 08:53:18 +02:00
Magnus Norddahl
a3f6950a4f
- build enough of the unwind opcodes for visual studio's debugger to produce the correct call stack
2018-10-14 08:27:27 +02:00
player701
6dc026895c
- Exported PickNewWeapon function from PlayerPawn to ZScript.
2018-10-14 00:52:00 +02:00
Magnus Norddahl
cf9bae67a8
- construct our own runtime as the one provided by asmjit is too primitive
2018-10-14 00:46:54 +02:00
Magnus Norddahl
300553a21f
- add more names to asmjit objects
2018-10-12 08:02:35 +02:00
Magnus Norddahl
7ca598de2d
- remove the frameX registers as they were just constant offsets to vmframe that could be merged into other constant offsets
2018-10-12 07:41:16 +02:00
Magnus Norddahl
b15ca09486
- give the remaining virtual registers names
2018-10-12 07:05:42 +02:00
Magnus Norddahl
c86e4480b6
- give temp registers names and reuse the FString object for formatting names
2018-10-12 06:59:03 +02:00
Magnus Norddahl
0bb4a159e5
- skip RESULT opcodes when outputting assembly
2018-10-12 06:25:51 +02:00
Magnus Norddahl
44294a051a
- clean up assembly output slightly by only generating labels for the opcodes jumped to
2018-10-12 06:14:27 +02:00
Magnus Norddahl
c099b2d3c8
Merge remote-tracking branch 'origin/master' into asmjit
2018-10-12 05:38:33 +02:00
Magnus Norddahl
ade6ae24e9
- fix CASTB opcode implementation
2018-10-11 04:32:49 +02:00
Magnus Norddahl
fc870fce87
- fix missing convert from float to double in LSP and LSP_R opcodes
...
- fix missing convert from double to float in SSP and SSP_R opcodes
2018-10-11 03:53:11 +02:00
Magnus Norddahl
aa6e09f7e8
- fix debug build compile error
2018-10-11 03:14:42 +02:00
Magnus Norddahl
0120ea190c
- remove the need to do any VARF_Native runtime checks by making native functions use the same calling convention as the script version
2018-10-10 23:47:56 +02:00
Magnus Norddahl
b6bc06e568
- do script calls directly from asmjit without using a lambda wrapper
...
- do VARF_Native check at compile time when possible
2018-10-10 22:08:26 +02:00
Rachael Alexanderson
ec7e855a56
- g3.7pre
2018-10-10 02:25:32 -04:00
Magnus Norddahl
01825231ec
- add -dumpjit command line parameter that dumps the JIT log for all functions to dumpjit.txt
2018-10-10 06:17:35 +02:00
Magnus Norddahl
452c6fd158
- fix return warning
2018-10-10 04:57:35 +02:00
Christoph Oelckers
0dc7f6be19
- fixed: MD3s with a skin-less surface left the renderer in an undefined state.
...
The frame interpolation factor wasn't reset and rendering prematurely aborted with no chance to recover.
2018-10-09 19:16:15 +02:00
Magnus Norddahl
884e185db0
- switch to using setjmp/longjmp for exception handling
2018-10-09 16:30:55 +02:00
Magnus Norddahl
2b05e75656
Merge branch 'asmjit' of https://github.com/coelckers/gzdoom into asmjit
2018-10-09 14:46:40 +02:00
Magnus Norddahl
3f4638ca31
- add disabled code that attempts to load registers directly from function arguments
2018-10-09 14:46:27 +02:00
Rachael Alexanderson
e223a25863
- fixed: smooth teleporters could fudge the player over an adjacent line, causing the player to appear on top of a cliff that is much higher than the original teleport.
2018-10-09 06:55:56 -04:00
Magnus Norddahl
9c3b8507af
- add missing include statement
2018-10-09 07:15:46 +02:00
Magnus Norddahl
f0d9b49099
- allocate VMFrame on the stack for simple functions with no strings
2018-10-09 05:19:29 +02:00
Magnus Norddahl
bee3a964ae
- remove argument not used anymore
2018-10-09 05:18:44 +02:00
Magnus Norddahl
b7c0cd5d05
- move VM creation into the jitted function. this will allow the jit compiler to skip vm frame creation when possible
2018-10-09 03:37:11 +02:00
Magnus Norddahl
e930dfaae7
- create ScriptCall function pointer on VMScriptFunction
2018-10-09 02:52:07 +02:00
Magnus Norddahl
137ef034d1
- modify the VM calling convention so that the callee sets up its own VM frame
2018-10-09 02:08:15 +02:00
Magnus Norddahl
367b60d88c
- fix wrong registers getting saved when passing parameters by reference
2018-10-08 23:44:54 +02:00
alexey.lysiuk
77b8eb6547
- reverted macOS dark mode support with old SDKs
...
This feature causes several issues with NSOpenGLView:
* Mouse event coordinates are wrong in non-retina mode on HiDPI screen
* In retina mode only 1/4 of picture is visible and its scaling is incorrect
* Some sort of filtering is applied to frontbuffer picture
* Noticeable increase in CPU load because of that filtering
Linking with macOS 10.14 SDK leads to all these issues regardless of .plist option presence and its value
2018-10-08 15:50:56 +03:00
Magnus Norddahl
d643fbd077
- removed CanJit as all opcodes are now implemented
...
- fix some store bugs
2018-10-07 22:21:48 +02:00
Magnus Norddahl
47bcf318a5
- fix 32 bit compile errors
2018-10-07 20:55:06 +02:00
Magnus Norddahl
f321f64a05
- catch and rethrow c++ exceptions
2018-10-07 20:38:08 +02:00
alexey.lysiuk
4d14642cad
- enabled macOS dark mode support with pre-10.14 SDKs
...
https://developer.apple.com/documentation/appkit/nsappearancecustomization/choosing_a_specific_appearance_for_your_app
2018-10-07 11:10:29 +03:00
Magnus Norddahl
47485194f4
- reuse temp virtual registers
2018-10-07 09:02:28 +02:00
Magnus Norddahl
c5a5265e40
Merge remote-tracking branch 'origin/master' into asmjit
2018-10-07 06:32:13 +02:00
Magnus Norddahl
d47988202a
- workaround bug in asmjit's register allocator for calls where the return register is already allocated in a physical register needed by one of the call arguments
2018-10-07 06:29:54 +02:00
Magnus Norddahl
d4a64284ea
Merge pull request #586 from Talon1024/feature/objSmoothCalc
...
Calculate normals for OBJ models with smooth groups
2018-10-05 21:40:16 +02:00
Rachael Alexanderson
e7f19b01cb
- added normal5x and normal6x
2018-10-04 22:09:18 -04:00
Marisa Kirisame
25ac526936
Computed facet normals for UE1 models were not normalized when they were supposed to.
2018-10-04 23:16:43 +02:00
Marisa Kirisame
c3894ee348
Exports various resurrection-related functions to ZScript.
2018-10-04 08:59:37 -04:00
Vitaly Novichkov
59c8d8ff64
Upgrade libADLMIDI and libOPNMIDI
...
Added full-panning stereo, improvement of channel management, and many other things.
Also, I have implemented an ability to use custom WOPL (for libADLMIDI) and WOPN (for libOPNMIDI) banks from the same path as "soundfonts", but also, in the same environment, the "fm_banks" folder was added for WOPL/WOPN storing purposes.
To toggle usage of embedded or custom bank, I have added togglable booleans. When bank fails to be loaded, the default embedded bank is getting to be used as fallback.
ADLMIDI 1.4.0 2018-10-01
* Implemented a full support for Portamento! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* Added support for SysEx event handling! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* Added support for GS way of custom drum channels (through SysEx events)
* Ignore some NRPN events and lsb bank number when using GS standard (after catching of GS Reset SysEx call)
* Added support for CC66-Sostenuto controller (Pedal hold of currently-pressed notes only while CC64 holds also all next notes)
* Added support for CC67-SoftPedal controller (SoftPedal lowers the volume of notes played)
* Fixed correctness of CMF files playing
* Fixed unnecessary overuse of chip channels by blank notes
* Added API to disable specific MIDI tracks or play one of MIDI tracks solo
* Added support for more complex loop (loopStart=XX, loopEnd=0). Where XX - count of loops, or 0 - infinite. Nested loops are supported without of any limits.
* Added working implementation of TMB's velocity offset
* Added support for full-panning stereo option (Thanks to [Christopher Snowhill](https://github.com/kode54 ) for a work!)
* Fixed inability to play high notes due physical tone frequency out of range on the OPL3 chip
OPNMIDI 1.4.0 2018-10-01
* Implemented a full support for Portamento! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* Added support for SysEx event handling! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* Added support for GS way of custom drum channels (through SysEx events)
* Ignore some NRPN events and lsb bank number when using GS standard (after catching of GS Reset SysEx call)
* Added support for CC66-Sostenuto controller (Pedal hold of currently-pressed notes only while CC64 holds also all next notes)
* Added support for CC67-SoftPedal controller (SoftPedal lowers the volume of notes played)
* Resolved a trouble which sometimes makes a junk noise sound and unnecessary overuse of chip channels
* Volume models support taken from libADLMIDI has been adapted to OPN2's chip speficis
* Fixed inability to play high notes due physical tone frequency out of range on the OPN2 chip
* Added support for full-panning stereo option
ADL&OPN Hotfix: re-calculated default banks
The fix on side of measurer of OPL3-BE and OPN2-BE where some instruments getting zero releasing time.
2018-10-04 08:58:47 -04:00
Rachael Alexanderson
b6bcc1b0f5
Add 'normalNx' texture scaling
2018-10-04 08:43:02 -04:00
alexey.lysiuk
778a7c370d
- added 5x and 6x upscaling with xBRZ
2018-10-04 08:43:02 -04:00
alexey.lysiuk
e111e2251c
- cleaned up old xBRZ 1.0 upscaler
...
Removed obsolete header comments and support for C++98
Disabled Windows only debug features
2018-10-04 08:43:02 -04:00
alexey.lysiuk
30c3f4f597
- update xBRZ upscaler to version 1.6
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Fixed build with all suported toolchains thanks to incomplete implementation of C++14 in MSVC 2015 and GCC 4.9
Removed obsolete header comments and support for C++98
Disabled Windows only debug features
https://sourceforge.net/projects/xbrz/
https://sourceforge.net/projects/xbrz/files/xBRZ/xBRZ_1.6.zip
2018-10-04 08:43:02 -04:00
Rachael Alexanderson
51dfc82153
- fix missing curly brace
2018-10-03 09:39:32 -04:00
Christoph Oelckers
797f88a6c8
- some tweaking of shadowmap filter setting to allow changing the PCF filter's number of samplings.
2018-10-03 13:45:54 +02:00
Christoph Oelckers
c8852b8fea
- enabled the linear shadowmap filter.
...
Although this doesn't look as good as the PCF version it is a lot less calculation intensive and therefore more suitable for weaker hardware.
It also tends to bleed through walls a lot less.
2018-09-29 13:23:40 +02:00
Christoph Oelckers
86c7e87767
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-09-29 12:59:11 +02:00
Marisa Kirisame
670c86cd47
Fix a major oversight that caused UE1 models to use the normals of the first frame for all frames.
2018-09-25 21:00:04 +02:00
Marisa Kirisame
a9b25242cd
Hotfix: The output from CheckReplacement no longer permanently overrides an actor's replacement.
2018-09-23 23:40:58 +02:00
Kevin Caccamo
525ab8eda3
Attempt to fix warnings from VS2017 Win64 compiler
2018-09-22 12:49:54 -04:00
Kevin Caccamo
7d4895d9df
Calculate normals for OBJ models with smooth groups
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Add smoothGroup member to OBJFace struct, and assign the current smooth group number to it
Move face normal calculation code to CalculateNormalFlat
Add AddVertFaces method, which initializes and populates the vertFaces array of arrays, which holds references to triangle references per vertex
Only initialize and populate vertFaces if the model has missing normals and smooth groups
Assign smooth groups to triangle data
Add CalculateNormalSmooth method, which calculates the normals for each face the vertex is attached to, depending on whether or not the faces are part of the given smooth group, and averages them out
Add OBJTriRef struct, which holds references to triangles on OBJ surfaces
Make {agg,cur}SurfFaceCount unsigned ints
Change nvec to a value instead of a pointer
2018-09-22 10:24:01 -04:00
Magnus Norddahl
5bf76523d6
- switch ToMemAddress to imm_ptr where allowed
2018-09-18 18:13:53 +02:00
Magnus Norddahl
05ac219ba6
- switch from ASMJIT_ARCH_X64 to ASMJIT_ARCH_64BIT when checking if we need to use 64-bit pointers
2018-09-18 18:05:53 +02:00
Magnus Norddahl
ad260aa971
- create a very basic OP_IJMP implementation
2018-09-17 21:52:21 +02:00
Magnus Norddahl
61735ddd8b
- create CreateCall helper to get rid of a lot of the cc.call boilerplate
2018-09-17 12:00:25 +02:00
Magnus Norddahl
f61df60240
- implement OP_TAIL and OP_TAIL_K
2018-09-17 09:02:23 +02:00
Magnus Norddahl
d032914c3d
- use the ParamOpcodes array for finding the OP_PARAM's used by a call
2018-09-17 00:31:25 +02:00
Magnus Norddahl
da040e818c
- implement string version of OP_CAST
2018-09-17 00:17:32 +02:00
Magnus Norddahl
102c00ce13
- implement string part of OP_CASTB
2018-09-16 22:39:48 +02:00
Christoph Oelckers
bc1e659c7b
Revert "- reworked fog uniforms to move the global fog mode setting to the viewpoint buffer."
...
This reverts commit 8b26b6dd1e
.
This was causing problems with light mode 2 because some edge cases were no longer handled properly.
2018-09-16 22:38:20 +02:00
Marisa Kirisame
38c8f0d585
Adds OnDrop virtual to inventory items. Called on the dropped item at the end of AActor::DropInventory.
2018-09-16 17:58:57 +02:00
Christoph Oelckers
4c13a8df6e
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-09-16 13:52:13 +02:00
Christoph Oelckers
e13d1e4d0d
- do not render lights from uninitialized data.
2018-09-16 13:52:02 +02:00
David Carlier
58c6614c03
silent few warnings
2018-09-16 09:09:47 +02:00
Magnus Norddahl
c8e4bf089c
- implement OP_LFP
2018-09-16 03:39:54 +02:00
Magnus Norddahl
ba4606c1d5
- read the parameters and registers directly off the stack
2018-09-16 03:20:56 +02:00
Jonathan Russell
69bc39914b
- changed a bunch of manual address additions in string opcodes to leas
2018-09-15 21:09:43 +01:00
Magnus Norddahl
3477b22714
- more load fixes
2018-09-15 18:08:01 +02:00
Magnus Norddahl
4364feea9a
- fix truncated load addresses due to a bug in asmjit
...
- change ToMemAddress to use uint64_t
2018-09-15 15:38:16 +02:00
Magnus Norddahl
06b54d3aaa
- avoid certain x86::ptr overloads as the last argument is not always an offset
2018-09-15 15:05:52 +02:00
Rachael Alexanderson
74d939c0d2
- archive 'multiplayer' flag in savegames. https://forum.zdoom.org/viewtopic.php?f=2&t=61980
2018-09-15 08:16:02 -04:00
Major Cooke
1210e1a951
Added DMG_EXPLOSION flag.
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- This allows modders to determine if damage is caused by an actual explosion, assigned by P_RadiusAttack and BlastActor for +TOUCHY actors.
2018-09-15 13:23:11 +02:00
Major Cooke
c988a0b3a4
Allow LineAttack's LAF_NOINTERACT to fill FTranslatedLineTarget's information.
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- Originally when the flag was made, LineAttack was not yet exported. This can now be benefitted directly from ZScript.
2018-09-15 13:22:26 +02:00
ZippeyKeys12
7885a22cad
Add NewGame to EventHandler
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https://forum.zdoom.org/viewtopic.php?t=61908
2018-09-15 13:20:41 +02:00
alexey.lysiuk
7d1af25b46
Fixed code generation of infinite for loop
...
https://forum.zdoom.org/viewtopic.php?t=62023
2018-09-15 13:19:28 +02:00
Christoph Oelckers
3046a7dd81
- be more thorough with 'in menu' checks for certain protected functions.
...
They would also pass the test if a menu just was open but not the actual invoker.
Also error out if this happens so that modders can see that they are doing unsupported things. Silent failure is not a good idea here.
2018-09-15 12:30:05 +02:00
Christoph Oelckers
53ee7cfc7b
- fixed some warnings in OBJ model code.
...
(This clearly shows that using 'long' as parameters in any interface must be stopped. It is fundamentally unsafe to have a type whose size is not reliable - it's either an int-sized nor a pointer sized value, depending on the platform, and essentially worthless.)
2018-09-15 12:27:14 +02:00
Jonathan Russell
407418a92e
- fixed typo in last commit
2018-09-15 00:26:14 +01:00
Jonathan Russell
b83f4f48d6
- implemented SS_R, LCS_R, and LKS_R
2018-09-15 00:25:13 +01:00
Magnus Norddahl
ce9925d257
- fix bug in LKF_R
2018-09-15 01:06:48 +02:00
Magnus Norddahl
7e7bce4965
- fixed OP_VTBL bug
2018-09-15 00:28:34 +02:00
Magnus Norddahl
266f838de7
- fix crash in OP_RET handling
2018-09-15 00:12:12 +02:00
Magnus Norddahl
663e61a4fb
- simplify some code
2018-09-14 23:38:57 +02:00
Magnus Norddahl
90d8d4af24
Merge pull request #573 from Gutawer/asmjit
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Added string PARAM and RET
2018-09-14 20:07:47 +02:00
Jonathan Russell
11fbd9a0a4
- added string PARAM and RET
2018-09-14 18:20:31 +01:00
Magnus Norddahl
4e85134d8e
Merge remote-tracking branch 'gzdoom/master' into asmjit
2018-09-14 02:09:17 +02:00
Magnus Norddahl
d09a377f12
- fix clang errors and warnings
2018-09-14 01:07:05 +02:00
Jonathan Russell
0b6c514067
- added OP_MOVES, OP_CONCAT, OP_LENS, OP_CMPS
2018-09-13 20:31:06 +01:00
Magnus Norddahl
c359601737
- fix opcodes not being listed in jit debug assembly
2018-09-13 19:03:30 +02:00
Magnus Norddahl
b92e5fbf2a
- move EmitRESULT to jit_call
2018-09-13 02:56:02 +02:00
Magnus Norddahl
fad8c9c7b4
- minor cleanups in header file
2018-09-13 02:38:51 +02:00
Magnus Norddahl
ef170883ef
- split JitCompiler into multiple files
2018-09-13 02:29:04 +02:00
Jonathan Russell
b8bdc3b4c8
- added strings and a few string opcodes
2018-09-12 23:56:04 +01:00
Magnus Norddahl
afc3c6b562
- fix CALL_K and disable CALL
2018-09-12 21:58:31 +02:00
Magnus Norddahl
ced793b791
- implement OP_CALL and OP_CALL_K
2018-09-12 01:37:30 +02:00
Magnus Norddahl
981950fef0
- fix misc integer opcodes and remove mov statements when they have no effect
2018-09-11 23:31:32 +02:00
Jonathan Russell
4d3c496121
- changed the way EmitComparisonOpcode works to get rid of the temporary register that was used previously
2018-09-11 21:48:02 +01:00
Magnus Norddahl
4d1cb258d6
- implement PARAM and PARAMI
2018-09-11 17:08:51 +02:00
Magnus Norddahl
6f55c76f05
- fix missing zero extend
2018-09-09 23:21:47 +02:00
Magnus Norddahl
4076ce791b
- fix that the code for META and CLSS was swapped
2018-09-09 22:42:59 +02:00
Magnus Norddahl
19442732d4
- some jump fixes
2018-09-09 22:03:57 +02:00
Magnus Norddahl
b40cbfb22e
- fix jump direction in EmitComparisonOpcode
2018-09-09 20:35:37 +02:00
Christoph Oelckers
2d53ad6f10
- fixed misplaced parenthesis.
2018-09-09 19:18:22 +02:00
Christoph Oelckers
1eb1d8d280
- fixed math imprecisions in horizon vertex generation.
...
Floats are not precise enough to be used as a loop counter.
2018-09-09 08:57:50 +02:00
Christoph Oelckers
1c3d4b46c6
- fixed the use of Doom-Legacy-style 3D floor lighting in light mode 8.
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Legacy used some strange blending formula to calculate its colormaps for colored 3D floor lighting, this is not available in the software lighting mode, so for these the engine has to temporarily revert to light mode 2 to render them correctly.
2018-09-08 13:08:04 +02:00
Christoph Oelckers
3dcaa509ef
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-09-08 12:10:34 +02:00
Christoph Oelckers
dd971805af
- fixed: The viewpoint buffer was mapped write only but read from. On old hardware it wasn't even mapped.
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Changed to cache the needed value in a CPU-side array so that the buffer access is not needed.
2018-09-08 10:16:31 +02:00
Christoph Oelckers
8b26b6dd1e
- reworked fog uniforms to move the global fog mode setting to the viewpoint buffer.
2018-09-06 19:14:30 +02:00
alexey.lysiuk
0e6af71376
- improved SDL_GetWindowBordersSize() pointer loading
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https://forum.zdoom.org/viewtopic.php?t=61913
2018-09-04 18:19:01 +03:00
Jonathan Russell
eeb4419bc4
- more spelling mistakes...
2018-09-02 23:47:22 +01:00
Jonathan Russell
fdf17a5d8e
- fix minor spelling error
2018-09-02 23:45:32 +01:00
Jonathan Russell
28f2311108
- add vector comparison opcodes
2018-09-02 23:44:25 +01:00
Christoph Oelckers
f007473a9f
- fixed memory leak with wipes set to pff.
...
In this case the start screen's texture wasn't destroyed.
2018-09-02 21:13:58 +02:00
Christoph Oelckers
22e8c57a59
- reset the viewpoint buffer only once per scene, not per viewpoint.
...
This doesn't work for camera textures because they are a separate viewpoint.
2018-09-02 20:05:36 +02:00
Christoph Oelckers
5e39890118
- use a uniform buffer for per-scene data like rotation matrices.
2018-09-02 18:40:36 +02:00
Christoph Oelckers
4571aa52f0
- fixed bad code for OP_SRL_KR.
2018-09-02 18:20:38 +02:00
Magnus Norddahl
168c274601
- remove some macros and add functions checking if a register needs to be copied
2018-09-02 15:36:39 +02:00
alexey.lysiuk
207988bb1b
- fixed crash when wipe type is set to none
2018-09-02 15:15:38 +03:00
Christoph Oelckers
b570f28597
- restored block of code that got deleted by a bad merge of a cherry-picked commit.
2018-09-02 12:43:13 +02:00
Christoph Oelckers
bec1825e8c
- fixed: The wipe textures need to be rendered with DTA_Masked set to false because they contain bogus alpha values where a stencil got rendered.
2018-09-02 12:30:40 +02:00
Christoph Oelckers
bec588eaf4
- moved the two remaining functions from gl_wipe.cpp to gl_framebuffer.cpp and deleted the file.
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The single most hideous thing in the GL renderer is finally gone. :)
2018-09-02 12:03:18 +02:00
Christoph Oelckers
775ddfa0a8
- fixed the melt wipe.
2018-09-02 12:03:18 +02:00
Christoph Oelckers
6e0ed3e930
- crossfade wipe is working again.
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The other two types still need work.
2018-09-02 12:03:17 +02:00
Christoph Oelckers
29a54c33b2
- temporarily disabled wipe code and removed old function stubs.
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This still needs work.
# Conflicts:
# src/gl/data/gl_attributebuffer.cpp
2018-09-02 12:02:59 +02:00
Christoph Oelckers
e4a40c98ce
- wasn't saved
2018-09-02 12:02:36 +02:00
Christoph Oelckers
9af01c4667
- Untested wipe refactor
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# Conflicts:
# src/gl/renderer/gl_renderer.cpp
# src/gl/system/gl_wipe.cpp
# src/hwrenderer/scene/hw_attributebuffer.cpp
2018-09-02 12:02:36 +02:00
Christoph Oelckers
ecf6e3f620
Sanitized the Being/End2D interface so that it can be used to keep the attribute buffer mapped while processing 2D commands.
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For this to work the 2D mode has to be properly set and unset at the right places so that no double mapping occurs and no render operation can happen while in 2D mode.
# Conflicts:
# src/d_main.cpp
# src/v_video.h
2018-09-02 11:59:01 +02:00
Christoph Oelckers
2d1043d1d3
- added profiling for postprocessing code.
2018-09-02 11:35:02 +02:00
Magnus Norddahl
55955b9c22
Merge remote-tracking branch 'gzdoom/master' into asmjit
2018-09-02 03:46:06 +02:00
Magnus Norddahl
323d290c99
- implemented LBIT, SBIT, VTBL, SCOPE, NEW, NEW_K, THROW, EQA_R and EQA_K
2018-09-02 03:39:02 +02:00
Kevin Caccamo
55d1613ea4
Update usage of LastIndexOf
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Now that LastIndexOf works properly, update the code that uses it to find OBJ models
Also, make UE1 model finder use LastIndexOf
2018-09-01 07:28:26 +02:00
Kevin Caccamo
a38b0813cf
Fix OBJ rendering in software renderers, and other things
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Pass surf->vbStart to SetupFrame instead of 0, and pass 0 to DrawArrays instead of surf->vbStart.
Use a potentially faster method of modifying the OBJ file text buffer by modifying it directly.
Add RealignVector and FixUV methods to begin work on re-aligning OBJ models to the same orientation as MD3 models.
Re-align OBJ models to match MD3 models
Fix normal calculation for re-aligned OBJs
Ensure AddSkins does not go out of bounds of surfaceskinIDs
Do not precache skins that were replaced by the user.
Fix OBJs with a large number of materials not being fully rendered
Print a warning message if a material referenced by the OBJ could not be found.
Free surface triangles once they are no longer needed
Also, use continue instead of return so that surfaces after those with missing materials are still rendered.
Fail if a face side has no vertex reference. Vertex references are required for a valid OBJ.
Clean up OBJ model code
Remove commented code, mainly Printf's that aren't used any more.
Add more documentation comments, and tweak existing documentation comments
Replace ParseVector2 and ParseVector3 with a template ParseVector function
2018-09-01 07:28:26 +02:00
Kevin Caccamo
bb8c66b3a0
Fix rendering and parsing of OBJ models
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Create a new surface for each 'usemtl' statement in the OBJ file, and fix memory errors caused by TriangulateQuad.
Calculate missing normals, and fix incorrect UV coordinates
Fix construction of vertex buffer for objects with multiple surfaces
Localize curMtl, curSurface, aggSurfFaceCount, and curSurfFaceCount to FOBJModel::Load(), since they are not used anywhere else.
Fix parsing of OBJs without UV references
Internally, I replaced hashtag line comments with C-style line comments, and I replaced each forward slash with newSideSep.
If no UV coordinates are available, add a default vector of (0,0).
Also, remove "this->" from ResolveIndex to make the code a bit cleaner, and fix a minor garbage issue I failed to notice earlier (normref would pick up garbage if there was no normal reference).
Ensure usemtl statements remain intact
It may be a bit inefficient, but I tried modifying the buffer directly, and I got memory corruption errors. In this case, it's a lot better to be safe than sorry.
2018-09-01 07:28:26 +02:00
Kevin Caccamo
1c15fb2408
Initial work on OBJ model support
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What works:
- Parsing the model
- Constructing geometry (surfaces) for triangulated models
What doesn't:
- Rendering the model
- Building the vertex buffer
- Triangulating quads
2018-09-01 07:28:26 +02:00
ZippeyKeys12
c8e55fed46
Moved FConfigFile over to FileReader/FileWriter
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Don't use new operator, use value instead
2018-08-31 14:29:37 +02:00
alexey.lysiuk
050d72724f
- fixed: always initialize active colors in special font
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https://forum.zdoom.org/viewtopic.php?t=61859
2018-08-31 10:42:53 +03:00
Magnus Norddahl
ccd2f58fb4
- implement emitter functions for LKP_R, META, CLSS, LO, LO_R, LP, LP_R, SO, SO_R, SP, SP_R
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- add emit code for throwing exceptions on null pointers
2018-08-31 06:57:30 +02:00
Magnus Norddahl
999b3833ff
- improve jit debug output slightly
2018-08-30 19:55:00 +02:00
Magnus Norddahl
bba422ffcc
- fix offsetting bug when loading address registers
2018-08-30 19:47:38 +02:00
Jonathan Russell
ea81ab4097
- added Screen.DrawThickLine for drawing lines with thickness
2018-08-30 19:21:57 +02:00
Magnus Norddahl
c7e14e63bc
- fix swapped operands in EmitSUBF_KR
2018-08-30 18:47:25 +02:00
Braden Obrzut
aaee655eba
- Added paths for all games on Steam for Linux since they now offer the ability to download all games for Proton/Wine.
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- Check ~/.steam on Linux for the config since either they moved it at some point or my setup changed and that's where it is for me now.
2018-08-29 19:08:54 +02:00
Magnus Norddahl
4b22fa7bc8
- implement MODF_RR, MODF_RK and MODF_KR
2018-08-29 01:27:37 +02:00
Magnus Norddahl
a5719e73eb
- fix mul using wrong instruction
2018-08-29 01:07:36 +02:00
Magnus Norddahl
25e7042bc5
- implement BOUND opcodes and add logging the resulting assembly code if asmjit throws an exception
2018-08-26 14:27:46 +02:00
Rachael Alexanderson
4d3249496a
- fixed: sound from poly objects through portals will now propegate properly
2018-08-25 18:23:59 -04:00
Christoph Oelckers
5b7d3c91f9
- defaulted constructors and assignment operators of several trivial types.
2018-08-25 23:51:36 +02:00
Rachael Alexanderson
0c4e6f88a6
- bump ZScript version number to 3.6.0, since GZDoom 3.5.1 updated it and that's not yet reflected in the master.
2018-08-25 16:46:09 -04:00
Christoph Oelckers
d263f7bcc8
- removed most of the old LastIndexOf methods in FString, only leaving one for ZScript and clearly giving it a name that says it all. RIndexOf has been made the proper version of LastIndexOf internally now.
2018-08-25 20:54:16 +02:00
Christoph Oelckers
c04c48d157
- renamed RIndexOf to RightIndexOf
2018-08-25 20:39:58 +02:00
Kevin Caccamo
884de51b70
Add the "RIndexOf" method to FString, which works like String.lastIndexOf from JavaScript
...
RIndexOf returns the index where the substring starts, instead of the index where the substring ends - 1.
Deprecate the LastIndexOf method of StringStruct
2018-08-25 20:37:40 +02:00
Magnus Norddahl
7b886cc434
- implement a few more opcodes and fix some bugs
2018-08-25 13:38:45 +02:00
Magnus Norddahl
f84028eeae
- implemented pow, min, max
2018-08-24 23:17:35 +02:00
Magnus Norddahl
53943c4dd2
Merge remote-tracking branch 'gzdoom/master' into asmjit
2018-08-24 23:16:50 +02:00
Rachael Alexanderson
a99b71e19a
- disable survey code, 3.5.0's is over
2018-08-23 15:09:40 -04:00
Magnus Norddahl
eb9d2b54f3
Merge remote-tracking branch 'gzdoom/master' into asmjit
2018-08-23 18:20:23 +02:00
Magnus Norddahl
01ea329cd4
- only render visual portals if they are front facing
2018-08-23 18:19:53 +02:00
argv-minus-one
1d930b45cf
Add ZScript method LevelLocals.SphericalCoords
.
...
It computes spherical coordinates from one point in the world to another. Useful for checking whether one actor is inside another actor's view cone.
2018-08-21 08:22:16 +02:00
Magnus Norddahl
17813e4b3e
- implement ATAN2 and FLOP
2018-08-20 01:40:37 +02:00
Christopher Bruns
03fa1a12cb
Avoid overriding vr eye-specific buffer binding during 2D rendering.
2018-08-20 00:59:52 +02:00
Magnus Norddahl
38fa25d0c5
- implement DYNCAST*, TEST, TESTN and JMP opcodes
2018-08-20 00:44:48 +02:00
Christoph Oelckers
fad406c4c9
- got rid of FNameNoInit and made the default constructor of FName non-initializing.
...
This setup has been a constant source of problems so now I reviewed all uses of FName to make sure that everything that needs to be initialized is done manually.
This also merges the player_t constructor into the class definition as default values.
2018-08-19 08:19:19 +02:00
Magnus Norddahl
302d753d17
- convert JitCompile's switch into a class to enable easier code reuse
2018-08-19 01:46:56 +02:00
Magnus Norddahl
c17be9eb21
- fix clang compile error
2018-08-18 22:46:18 +02:00
Magnus Norddahl
3453f05f06
- implement throwing by storing exception information in a struct, then return from the jitted function and throw from c++
2018-08-18 22:41:18 +02:00
Jonathan Russell
d983ae66c7
- removed the ability to use printf-like formatting in emitAbortExceptionCall, it barely worked
2018-08-18 20:37:55 +01:00
Jonathan Russell
6424190cbf
- add first draft of abort exceptions
2018-08-18 18:03:18 +01:00
Magnus Norddahl
c89d8bb9bb
- call play sqrt when calculating lengths
2018-08-18 18:41:35 +02:00
Magnus Norddahl
b159b5667a
- fix 8 and 16 bit store
2018-08-18 18:21:52 +02:00
Magnus Norddahl
e557e8fac0
- destroy the jit runtime when all script functions are destroyed
2018-08-18 17:50:47 +02:00
alexey.lysiuk
34f2d8f310
- fixed typo in error message
2018-08-18 17:45:26 +03:00
alexey.lysiuk
12b8510574
- cleaned up inconsistent leading whitespaces
...
Bump copyright year as well
2018-08-18 16:05:33 +03:00
alexey.lysiuk
31bd7cfc04
- prohibit assignment of dynamic arrays
...
https://forum.zdoom.org/viewtopic.php?t=61682
2018-08-18 15:20:38 +03:00
Magnus Norddahl
9d68d43ce7
- disable all unimplemented opcodes in the switch to ensure 'Unknown VM opcode' fatal error is generated if CanJit has a bug
2018-08-18 13:18:52 +02:00
Magnus Norddahl
68b2cd58d8
Fix compile errors on macOS
2018-08-18 12:37:33 +02:00
alexey.lysiuk
d965c9aa76
- support static const arrays inside structs
...
https://forum.zdoom.org/viewtopic.php?t=61677
2018-08-18 13:00:33 +03:00
Jonathan Russell
6a40e092fe
- added remaining int arithmetic opcodes (and fixed float loading offset issue)
2018-08-17 22:06:12 +01:00
Marisa Kirisame
20b6db30d7
Added missing check for HITOWNER on bouncers with 0 damage.
2018-08-17 21:39:41 +02:00
Jonathan Russell
758ee5cbfb
- forgot to turn off debug switch in last commit
2018-08-17 19:15:27 +01:00
Jonathan Russell
08c0ac541f
- made absMaskInt const
2018-08-17 19:14:31 +01:00
Jonathan Russell
d137b3c94e
- implemented CMP_APPROX for OP_EQF_*, making ~== work for doubles
2018-08-17 19:08:19 +01:00
Marisa Kirisame
155afebb65
Add HITOWNER flag, when set, allows a projectile to collide with its shooter.
2018-08-17 19:47:12 +02:00
Chronos Ouroboros
079391e5ac
Updated CanJit's supported opcodes list.
2018-08-16 21:45:04 +02:00
Chronos Ouroboros
a8ce626708
Pointer addition opcodes must leave NULL pointers as they are.
2018-08-16 21:45:04 +02:00
Marisa Kirisame
02926a5567
Add "IsFinal" parameter for CheckReplacement.
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If set to true it guarantees that the replacement is final and will not go through the rest of the replacement chain.
2018-08-16 21:44:21 +02:00
Marisa Kirisame
4e690b1f60
Fix SDL window "sticking" to the center of the screen after using vid_setsize.
2018-08-15 21:03:07 +02:00
Marisa Kirisame
e18b17217f
Added CheckReplacement to event handlers, a function inspired by its namesake in Unreal's Mutator class.
...
Performs runtime replacement of actor classes.
Takes priority over the "replaces" keyword in both DECORATE and ZScript.
2018-08-15 19:31:09 +02:00
Chronos Ouroboros
591783087d
Changed binary int ops to use a temporary register, fixed some opcodes.
...
For some reason, binary ops might reuse one of the input registers as the output register.
This is a problem for very obvious reasons.
2018-08-14 20:08:04 -03:00
Jonathan Russell
dc03cb7a80
- made CMP_CHECK checking compile time
2018-08-14 20:50:32 +01:00
Christoph Oelckers
96ec6b1dc6
- fixed FS camera for real.
2018-08-14 21:12:50 +02:00
Jonathan Russell
740415246e
- added exact floating point comparison opcodes
2018-08-14 18:32:17 +01:00
Jonathan Russell
167693f102
- implemented all integer comparison operators
2018-08-14 15:07:09 +01:00
Jonathan Russell
b30df47499
- adds OP_EQ_R, the first instruction using jumps
2018-08-14 13:02:56 +01:00
Magnus Norddahl
0ced612d2c
- add misc float opcodes
2018-08-14 01:07:30 +02:00
Jonathan Russell
cdb5a9d91e
- added most vector maths opcodes
2018-08-13 21:36:55 +01:00
Christoph Oelckers
57ed4df85e
- fixed FraggleScript's moving camera.
...
The logic here was a bit more complicated than I assumed but it was all buried in a heap of code that tried to deal with angular wraparounds in the BAM format.
2018-08-13 20:48:27 +02:00
Christoph Oelckers
c33f358894
- clear GLWF_TRANSLUCENT at the end of PutWall.
2018-08-13 20:48:27 +02:00
Chronos Ouroboros
cb28bbc72e
Fix floats and implement some more opcodes.
2018-08-13 13:07:36 -03:00
Magnus Norddahl
83d769f55c
- copy initial register values from the VM frame
2018-08-13 00:15:42 +02:00
argv-minus-one
a10f9526bc
Bump ZScript version to 3.5.0.
...
When GZDoom 3.5.0 was released, the ZScript version in the release commit was set to 3.5.0, but on master it was left at 3.4.0.
In the future, I suggest setting the ZScript version *before* making a release commit. Then master will remain up to date.
2018-08-12 10:01:27 +02:00
alexey.lysiuk
b6ff468aaf
- creation of dither texture no longer affects active unit
...
Red checkerboard was rendered upon startup instead of
* the first saved game's thumbnail
* the first game frame
2018-08-12 10:55:24 +03:00
Magnus Norddahl
7108fd6228
- implement most of the integer math opcodes
2018-08-12 04:34:57 +02:00
Magnus Norddahl
cbb945d8a7
- embed and use asmjit to JIT ZScript VM functions
2018-08-12 02:11:13 +02:00
Christoph Oelckers
19a5a2fd2b
- fixed dither math.
2018-08-11 09:27:35 +02:00
Rachael Alexanderson
ecdc485e05
- Allow specifying monitor bits-per-channel for dithering output. Not all displays are created equal, so this option is actually important for specifying the exact amount for your display.
2018-08-09 15:13:26 -04:00
Magnus Norddahl
d121fa21bf
- add gl_dither for toggling dithered output on and off
2018-08-08 21:58:23 +02:00
Christoph Oelckers
863b9fff8a
Make dither texture data constant
2018-08-08 08:43:46 +02:00
Rachael Alexanderson
24e2c3a611
- replace dither texture with a hand pre-calculated table)
2018-08-07 20:47:17 -04:00
Magnus Norddahl
31addbc859
- use a texture for the dither matrix
2018-08-08 00:54:12 +02:00
Marisa Kirisame
51b57cebb1
Additional blocking-related flags for Actor.LineTrace()
2018-08-05 09:42:40 -04:00
Marisa Kirisame
a2f7d36dc3
Fix model rendering only using interpolated yaw. Pitch and roll are now also interpolated.
2018-08-05 09:40:01 -04:00
Magnus Norddahl
48c83d36b5
- add post processing support to the software renderer and softpoly
2018-08-04 14:58:55 +02:00
David Carlier
1e11ce3bee
Texture data overlap occuring here, using memmove instead.
2018-08-04 09:21:55 +03:00
alexey.lysiuk
9d2b7e560b
- fixed compilation warning reported by MSVC
...
src\r_data\models\models_ue1.cpp(103): warning C4244: 'argument': conversion from 'int' to 'float', possible loss of data
2018-08-03 16:29:13 +03:00
alexey.lysiuk
eeec943cc0
- bump version number
2018-08-03 16:27:37 +03:00
Rachael Alexanderson
bd1e484c1e
- redo the menu a bit, add in some C++ support code to make it a little bit more flexible
...
- further tweaks. reduce clutter in custom resolution submenu by moving it to another
- add 'prevmenu' ccmd
2018-08-02 07:37:07 -04:00
Magnus Norddahl
00ada6cf56
fix: softpoly TEXTURES sprites with scale of 2 are tiled
2018-07-30 22:09:40 +02:00
Magnus Norddahl
5b8a016cad
- add vid_hdr cvar that enables higher than 8bpc output for monitors that support it
2018-07-30 22:01:05 +02:00
Christoph Oelckers
a516210b18
- always retrieve uniform buffer properties.
...
They are sometimes needed even if shader storage buffers are available.
2018-07-29 21:31:16 +02:00
Christoph Oelckers
6634416b89
- allow skipping optional arguments of the parent function in a virtual override definition.
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This is mainly to allow retroactive addition to existing virtual functions without breaking existing content.
The MeansOfDeath fix for Actor.Die would not be possible without such handling.
2018-07-29 17:00:05 +02:00
Christoph Oelckers
ff69d945e1
- fixed: A global variable was used to pass MeansOfDeath to ClientObituary.
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The problem here is that this affects the public scripting interface so it cannot be committed to master without further adjustments.
# Conflicts:
# src/p_interaction.cpp
2018-07-29 17:00:05 +02:00
alexey.lysiuk
269ca3155a
- fixed buffer overflow in saved game comment
...
https://forum.zdoom.org/viewtopic.php?t=61465
2018-07-29 11:29:29 +03:00
alexey.lysiuk
e9041c0697
- fixed potential garbage collection of still referenced objects
...
Objects from dynamic array stored in items of array of structures were incorrectly treated as unreachable
https://forum.zdoom.org/viewtopic.php?t=61354
2018-07-28 19:34:20 +02:00
Christoph Oelckers
7e69cd862e
- restore the viewport after the SSAO pass.
...
This runs through the generic postprocessing code which restores the screen's viewport but since this is run in the middle of the scene it needs to restore the scene's viewport (i.e. the window controlled by screenblocks.)
2018-07-28 19:01:34 +02:00
Marisa Kirisame
66f616dc1a
Set default window size to 80% of current display in SDL.
...
Make vid_setsize center window on current display in SDL.
2018-07-28 17:45:19 +02:00
alexey.lysiuk
477d2d0389
- center Cocoa window on vid_setsize CCMD
2018-07-28 18:17:25 +03:00
Christoph Oelckers
7c39773f98
- somehow the fullscreen default got reset...
2018-07-28 14:28:48 +02:00
alexey.lysiuk
8fab9f8c13
- set default window size to 80% of screen in Cocoa backend
2018-07-28 15:05:06 +03:00
Christoph Oelckers
9768698eda
- do not use SSBOs for dynamic lights on Intel graphics hardware for performance reasons.
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This was already disabled for GL 4.4 and lower but also needs to be done for Intel's GL 4.5 drivers.
Unlike before this is now exclusive to the light buffer, the shadowmap feature is not affected anymore, although that should be impossible to use anyway on all affected hardware due to lack of computing power.
2018-07-28 12:43:35 +02:00
Christoph Oelckers
843e9e950f
- make the non-fullscreen window default to 80% of the current display size on Windows.
2018-07-28 11:57:51 +02:00
alexey.lysiuk
d58fe1f78a
- fixed compilation of Cocoa backend
...
src/posix/cocoa/i_main.mm:262:2: error: use of undeclared identifier 'fullscreen'
2018-07-28 12:24:23 +03:00
Christoph Oelckers
0d8d860c93
- moved the win_* CVARs to a single platform independent location.
2018-07-28 10:27:41 +02:00
Christoph Oelckers
3b53f31da3
- default to fullscreen display.
2018-07-28 10:05:50 +02:00
Magnus Norddahl
990f02d7c5
- add support for specifying the exact thread count to r_multithreaded and r_scene_multithreaded
2018-07-28 04:57:23 +02:00
Christoph Oelckers
c60b4239ed
- more parentheses.
2018-07-27 20:55:57 +02:00
Christoph Oelckers
bb5dc92225
- added information about full OpenGL features support to survey code.
2018-07-27 20:47:23 +02:00
Marisa Kirisame
79f0deaff4
Implement vid_setsize on SDL backend.
2018-07-25 10:34:52 +03:00
Christoph Oelckers
96bb8a779c
- fixed incomplete reordering of code.
2018-07-23 21:17:57 +02:00
Christoph Oelckers
6076f0a69d
- disable any texture clamping for textures with a user shader.
...
This cannot be reliably determined so the least restrictive setting must be used.
2018-07-23 17:53:35 +02:00
alexey.lysiuk
3a6e05710a
- fixed missing decals on 3D floors with hardware renderer
...
https://forum.zdoom.org/viewtopic.php?t=61404
2018-07-23 16:46:51 +03:00
Rachael Alexanderson
63393e8f1a
- fixed: use templates.h
function for minimal value check
...
- fixed: it was `MAX` all along, not `min` :P
2018-07-22 18:08:54 -04:00
Magnus Norddahl
b1468d9dcc
- somehow visual studio 2015 miscompiles this so badly it triggers an out of bounds assert in STL!
2018-07-22 22:51:08 +02:00
Christoph Oelckers
2382b9a238
- fixed: GLScenePortal did not forward IsSky to its backing object.
2018-07-22 21:18:00 +02:00
Rachael Alexanderson
fccb0b76c6
- fixed: correct the functionality of the 'min' function in the scaling code
2018-07-22 12:34:33 -04:00
Rachael Alexanderson
8cb281bf42
- fixed: I misnamed the function in my last commit, it should've been called 'min' not 'max'
2018-07-22 12:07:46 -04:00
Rachael Alexanderson
682b0ebf48
- enforce 320x200 minimum in actual scaling code
2018-07-22 12:05:16 -04:00
Christoph Oelckers
d84497c85a
- don't let the video scale let the screen end up with a client size less than 320x200, which may cause undefined behavior and trigger asserts in debug builds.
2018-07-22 11:40:12 +02:00
Christoph Oelckers
6d0b172762
- added MF8_DONTFACETALKER flag which prevents NPCs from facing the player in conversations.
2018-07-22 11:32:45 +02:00
alexey.lysiuk
051521a898
- set minimum size for Cocoa window
2018-07-22 12:10:06 +03:00
alexey.lysiuk
43d472328c
- implemented vid_setsize CCMD in Cocoa backend
2018-07-22 11:16:48 +03:00
alexey.lysiuk
4bb125d76c
- removed obsolete list of video modes
2018-07-22 11:04:38 +03:00
Rachael Alexanderson
f71b5154c7
- fix vid_showcurrentscaling so that it works even when vid_scalemode is 2 or greater.
2018-07-21 22:27:43 -04:00
Rachael Alexanderson
e4fd6ee03f
- the error checking on the previous commit should've been done slightly differently
2018-07-21 21:51:37 -04:00
Rachael Alexanderson
d7b7ae06e7
- implement a new vid_scalemode: 5 - this allows the usage of custom absolute scaling modes
...
- new ccmd: vid_setscale <x> <y> [linear] [fake-mcga-4:3] - sets vid_scalemode to 5 with the absolute scaling parameters. example: vid_scalemode 800 600 allows you to see the screen (stretched) as if it were 800x600. Linear specifies whether to force the scaling to be linear in this mode, and "fake-mcga-4:3" is meant for 320x200-like modes that mimic mode13h scaling.
2018-07-21 21:39:35 -04:00
Christoph Oelckers
156ed5790e
- added vid_setsize CCMD and fixed some issues with window restoration when switching from fullscreen.
...
Windows apparently cannot both undo borderless fullscreen and resize the window at the same time, so this must delay the resizing one frame.
2018-07-21 21:32:02 +02:00
Christoph Oelckers
369267bbe9
- adjusted stat code for the new survey.
2018-07-21 19:14:11 +02:00
Rachael Alexanderson
21575bc3df
- re-enable stats sending
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- re-direct stats sending to new stats script
2018-07-21 07:21:37 -04:00
Christoph Oelckers
6ca2b3fce1
- fixed display for smaller screeblocks value.
...
When refactoring the screen scaling one line too many was altered by accident.
2018-07-21 12:13:17 +02:00
Christoph Oelckers
57f65a9379
- fixed: The 2D drawer did not restore the blend mode after finishing.
2018-07-20 19:46:53 +02:00
Christoph Oelckers
18213f377c
- fixed: Inventory items that have been modified with Dehacked to be monsters should not be killed by P_Massacre when being owned.
2018-07-20 11:43:49 +02:00
Christoph Oelckers
2a0c3e63a3
- allow temporary strings to be used as self pointer for String's member functions.
...
Due to how function calls get resolved by the code generator there were some incorrect flags on the self pointer which triggered an assert and caused incorrect code generation.
Fortunately this was a mostly contained special case for which a workaround was possible.
2018-07-20 10:38:55 +02:00
Christoph Oelckers
4a7b1aada7
Merge remote-tracking branch 'remotes/origin/modern'
...
# Conflicts:
# wadsrc/static/shaders/glsl/main.fp
2018-07-20 10:19:07 +02:00
Magnus Norddahl
a841602d70
- change the software renderer to render to a DSimpleCanvas like the old D3D9 target did. Then use the drawer threads to memcpy the result to the PBO
2018-07-20 05:48:15 +02:00
alexey.lysiuk
4d35b12808
- fixed crash on accessing state owner during VM abort
...
https://forum.zdoom.org/viewtopic.php?t=61338
2018-07-19 13:38:49 +03:00
Magnus Norddahl
7da61ddfee
- fix missing forward declaration when falling back to older user shaders
2018-07-19 02:34:45 +02:00
Magnus Norddahl
a0a7fd53e8
- change software renderer back to writing directly into the pixel buffer object, but change the creation and mapping so that hopefully all vendors put it in system memory
2018-07-18 17:47:09 +02:00
Magnus Norddahl
23c0f8f6ac
- fix buffer usage warning caused by using the wrong flag for glMapBuffer after switching to doing a plain memcpy
2018-07-18 16:04:35 +02:00
Magnus Norddahl
e93d1e3ebc
- change software renderer upload code to use GL_STREAM_DRAW and a memcpy from system memory
2018-07-18 06:46:30 +02:00
alexey.lysiuk
4e2385e912
- load common conversation lumps regardless of map naming scheme
...
https://forum.zdoom.org/viewtopic.php?t=61313
2018-07-17 12:56:23 +03:00
alexey.lysiuk
b2697a99f8
- added missing null pointer checks to VM ops
2018-07-16 17:10:47 +03:00
Magnus Norddahl
1ef9938320
- fix user defines and textures not working
2018-07-15 23:34:58 +02:00
Magnus Norddahl
fcb14494d7
- improve the gldefs syntax by allowing the shader to be specified in the material section
2018-07-15 23:21:06 +02:00
Magnus Norddahl
8a500a25f5
- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
2018-07-15 23:01:40 +02:00
Christoph Oelckers
79b3c41677
- fixed titlepic animation.
...
It needed more than using the animated accessor. The code here nearly went out of its way to circumvent the texture manager's built in logic.
2018-07-15 22:51:25 +02:00
Christoph Oelckers
f62e2f9ba3
- fixed: The stencil cap may never write to the depth buffer.
...
Due to the way nested portals work this will block rendering of the nested cap entriely and cause some visual glitches when looking straight up or down in such a sector.
2018-07-15 19:16:12 +02:00
alexey.lysiuk
f554120086
- output Mac model identifier to startup window
2018-07-15 14:28:21 +03:00
alexey.lysiuk
5c7dd28f7d
- replaced deprecated macOS functions in paths handling
2018-07-15 13:20:36 +03:00
alexey.lysiuk
fc7af31cb9
- replaced usage of deprecated APIs to get macOS version
2018-07-15 13:20:36 +03:00
alexey.lysiuk
ccf056a888
- increased minimum macOS version to 10.9 in .plist
2018-07-15 13:20:36 +03:00
alexey.lysiuk
e2ac5cdf57
- removed unused macOS specific #include
2018-07-15 13:20:36 +03:00
Christoph Oelckers
7c527de374
- call P_PlayerStartStomp only when the map is played directly from the loaded data and only when it has been fully loaded.
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The old code did this right in the middle of map initialization where not everything had been set up yet.
2018-07-15 10:57:10 +02:00
Christoph Oelckers
2c86c4e942
- fixed: When deleting a camera texture's depth buffer, the corresponding variable must also be cleared.
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Thanks to OpenGL's messed up state system this didn't cause some clear failure but just reused the last bound buffer instead which may not have had a matching size.
2018-07-15 10:55:34 +02:00
Christoph Oelckers
d58d1e21d0
- removed the texture invalidation check from FHardwareTexture.
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This is not needed anymore because only warp and camera textures still implement CheckModified and both are excluded here.
2018-07-15 00:28:16 +02:00
Christoph Oelckers
1294f3df64
- replaced the procedural backdrop texture with some warped noise texture.
...
This was done because the backdrop as implemented was the only texture in the entire game that had to be deleted and recreated each frame.
However, with Vulkan this would have necessitated quite a bit of synchronization with the render pipeline which wasn't really feasible just for this one single texture.
Now the texture manager can assume that once a texture was created it will be immutable and never has to change.
2018-07-15 00:00:00 +02:00
Christoph Oelckers
7a692b1557
- added DTA_LegacyRenderStyle so that STYLE_* constants can be passed directly to the Draw functions.
...
- fixed the optional parameter in Shape2D.Clear.
2018-07-14 22:58:24 +02:00
Christoph Oelckers
ed856085f4
- use the Dim function to draw the palette tester.
...
This looks better, consumes less resources and removes one ugly special texture from the engine.
2018-07-14 18:28:12 +02:00
Christoph Oelckers
33ee0f3c27
Merge branch 'master' into modern
...
# Conflicts:
# src/gl/renderer/gl_renderer.cpp
# src/gl/renderer/gl_renderer.h
# src/gl/renderer/gl_renderstate.h
# src/gl/system/gl_framebuffer.cpp
# src/gl/system/gl_framebuffer.h
2018-07-14 13:18:34 +02:00
Christoph Oelckers
7817e6a7b2
- moved the texture binding code back to the OpenGL specific parts.
...
turns out that this cannot be consolidated with Vulkan because the semantics are far too different here.
2018-07-14 13:05:49 +02:00
Christoph Oelckers
69a3271440
- removed the unused feature to allow animated material layers.
...
This was a relic from trying to support ZDoomGL's texture shader system but would make texture management with Vulkan significantly more complicated because it would require dynamic descriptor set management for textures which can cause a lot of overhead.
2018-07-14 12:10:41 +02:00
usernameak
7de9e1f097
Added ability to set defines in custom HW shaders
2018-07-14 12:01:54 +02:00
usernameak
e306d4ee04
Fix codestyle; add ability to name the textures
2018-07-14 12:01:54 +02:00
usernameak
fa51a54042
Made ability to define custom material shaders for ProcessMaterial function
2018-07-14 12:01:54 +02:00
usernameak
292458ee2d
Custom hardware shaders now can use custom texture units
2018-07-14 12:01:54 +02:00
Christoph Oelckers
124fe63d00
Merge branch 'master' into modern
2018-07-14 10:24:41 +02:00
Marisa Kirisame
2d0fb4ed2e
Adds 2D shape (triangle array) drawer, usable from ZScript. Handles most drawtexture parameters excluding those related to scaling, at the moment.
2018-07-13 20:24:06 +02:00
alexey.lysiuk
23a4daac23
- skipped owned items in proximity test
...
https://forum.zdoom.org/viewtopic.php?t=61224
2018-07-11 17:49:30 +02:00
alexey.lysiuk
55ae431c02
- fixed crash on setting particular CVARs
...
Game crashed when any of gl_brightfog, gl_lightadditivesurfaces, gl_notexturefill CVARs is set with no level loaded
There was impossible to reset settings to defaults because of this
2018-07-07 12:04:41 +03:00
David Carlier
2a59327aeb
foo being allocated with metadata based allocator needs to
...
be freed similarly.
2018-07-06 10:59:23 +03:00
Marisa Kirisame
e5249f302a
UE1: Clean up and restructure model class.
...
UE1: Add support for Deus Ex format vertex data.
UE1: Group triangles by skin index AND type/flags (preparation for per-surface render style support).
UE1: Add handling of Weapon Triangle (preparation for model attachment support).
UE1: Support flat shaded triangle flag.
2018-07-04 21:31:48 +02:00
Magnus Norddahl
ebae12e74b
- Make members private that are not used outside FGLRenderBuffers
2018-07-03 23:35:34 +02:00
Magnus Norddahl
092b2953ea
- add GL to OpenGL specific postprocess classes to make it more clear which belongs to the generic hw interface and which belong to the OpenGL implementation
2018-07-03 23:31:40 +02:00
Magnus Norddahl
2128b99117
- fix ssao not working when multisample was off
2018-07-03 23:21:54 +02:00
Magnus Norddahl
128c8d8318
- improve the bloom blur quality slightly
2018-07-03 23:12:47 +02:00
Magnus Norddahl
fcee021753
Fix frame buffer binding bug that caused PP textures to end up with bad data
2018-07-03 21:44:49 +02:00
Christoph Oelckers
158890e0ce
- fixed : Decals used the wrong texture variant.
2018-07-02 19:12:48 +02:00
Magnus Norddahl
2e5b7a7d8b
- softpoly: fix sprites still lit when dynlights off
2018-07-01 20:53:50 +02:00
Magnus Norddahl
6d6ee1281e
- softpoly: fix normal walls not getting rendered for subsectors with poly objects in them
2018-07-01 14:41:35 +02:00
Magnus Norddahl
4482ad2b78
- fix saved texture bindings to work for any number of binds
2018-07-01 14:31:30 +02:00
alexey.lysiuk
0a139e90fb
- restored initial clamping for blend colors
...
https://forum.zdoom.org/viewtopic.php?t=61134
2018-06-30 20:27:04 +03:00
Magnus Norddahl
5b3212df13
Merge remote-tracking branch 'gzdoom/modern' into hw_postprocess
2018-06-30 16:47:06 +02:00
Magnus Norddahl
c0c7573788
- fix black ssao bug
2018-06-30 16:46:33 +02:00
Magnus Norddahl
8eb825e25a
- fix some postprocess bugs
2018-06-30 16:44:09 +02:00
Magnus Norddahl
ba09af7cbb
- add GL debug group for the 2D drawer
...
- remove pointless opengl calls from effects that are doing nothing
2018-06-30 15:41:12 +02:00
Magnus Norddahl
723b18f2cd
Merge branch 'hw_postprocess' of https://github.com/coelckers/gzdoom into hw_postprocess
2018-06-30 15:24:25 +02:00
Magnus Norddahl
35c13763db
- convert the SSAO pass to use hw_postprocess
2018-06-30 15:24:13 +02:00
alexey.lysiuk
43b94d829e
- fixed crash when actor is destroyed during spawning
...
This only applies to spawning via summon... CCMDs
Now 'summon decal 0' no longer crashes the game
2018-06-30 15:11:21 +03:00
alexey.lysiuk
5d27c16f30
- disabled default values for out parameters
...
https://forum.zdoom.org/viewtopic.php?t=61128
2018-06-30 11:44:22 +03:00
alexey.lysiuk
1d937b9f3c
- removed Class identifier workaround from Cocoa backend
2018-06-30 11:43:30 +03:00
alexey.lysiuk
49f2e75ee4
- removed support of legacy OpenGL profile in Cocoa backend
...
Minimum OpenGL version is now 3.3 and so, the given legacy fallback doesn't make any sense
This increases required macOS version to 10.9 as on previous versions nothing but a black screen was rendered
2018-06-30 11:13:12 +03:00
alexey.lysiuk
a1d5833c8a
- reset framebuffer pointer on destruction in Cocoa backend
...
Added debug validation of framebuffer pointer as well
2018-06-30 11:06:41 +03:00
alexey.lysiuk
da005fa7fc
Fixed compilation warnings reported by Clang
...
hwrenderer/postprocessing/hw_postprocess.cpp:22:3: warning: delete called on non-final 'PPEffectManager' that has virtual functions but non-virtual destructor [-Wdelete-non-virtual-dtor]
hwrenderer/postprocessing/hw_postprocess.h:64:5: warning: cannot delete expression with pointer-to-'void' type 'void *' [-Wdelete-incomplete]
hwrenderer/postprocessing/hw_postprocess.h:75:3: warning: cannot delete expression with pointer-to-'void' type 'void *' [-Wdelete-incomplete]
hwrenderer/postprocessing/hw_postprocess.h:85:4: warning: cannot delete expression with pointer-to-'void' type 'void *' [-Wdelete-incomplete]
2018-06-30 10:51:47 +03:00
Magnus Norddahl
ecb5d69ae3
- Simplify FGLRenderer::PostProcessScene
2018-06-29 21:55:46 +02:00
Magnus Norddahl
a7529ce3b4
Merge remote-tracking branch 'gzdoom/modern' into hw_postprocess
2018-06-29 20:24:32 +02:00
alexey.lysiuk
651e735246
Merge branch 'master' into modern
2018-06-29 17:51:10 +03:00
alexey.lysiuk
ecb5bfec13
- removed obsolete code from POSIX backends
2018-06-29 17:50:19 +03:00
alexey.lysiuk
1ebc169d56
- fixed potential crash on fatal error in Cocoa backend
...
Early fatal error can be triggered when native OpenGL frame buffer is not created yet and DDummyFrameBuffer is still used
2018-06-29 17:50:19 +03:00
alexey.lysiuk
907ce777a3
- added extra validation for status bar classes
...
Print a message when status bar class defined in GAMEINFO is missing or when it's not derived from BaseStatusBar
Validate internal status bar classes for basic consistency in Debug configuration
2018-06-29 13:47:06 +03:00
alexey.lysiuk
0703030be3
- simplified key repeat detection in SDL backend
2018-06-29 12:26:30 +03:00
alexey.lysiuk
0342bf532d
- fixed excess keyboard events in SDL backend
...
https://forum.zdoom.org/viewtopic.php?t=61104
2018-06-29 12:20:49 +03:00
alexey.lysiuk
6e4c0fc416
- disabled annoying macOS spaces in SDL backend
2018-06-29 12:20:49 +03:00
alexey.lysiuk
c30505d02a
- fixed excess keyboard events in Cocoa backend
...
https://forum.zdoom.org/viewtopic.php?t=61104
2018-06-29 12:20:49 +03:00
alexey.lysiuk
a968aeba8a
- added detection of macOS Mojave
2018-06-28 11:06:19 +03:00
Christoph Oelckers
cbe4c9c5c1
Added lump size validation to the WAD loader
2018-06-27 08:51:45 +02:00
Christoph Oelckers
8ac864b007
Merge branch 'master' into modern
2018-06-26 09:28:23 +02:00
Christoph Oelckers
446be98f37
- fixed light application logic for flats.
...
The light mode check wasn't done properly anymore after merging GLPASS_ALL and GLPASS_PLAIN.
2018-06-26 09:28:10 +02:00
Christoph Oelckers
0ed1077f29
- correct checks for HasDynamicLights
2018-06-26 08:51:21 +02:00
Christoph Oelckers
e402babfc0
Fixed: Software rendered models checked the wrong CVAR for enabled dynamic lights.
2018-06-26 08:23:07 +02:00
Magnus Norddahl
f8272287d2
- make softpoly use the r_dynlights cvar
2018-06-26 02:19:47 +02:00
Magnus Norddahl
1c5f73727e
- fix missing include
2018-06-26 02:14:08 +02:00
Magnus Norddahl
61d69f5561
Merge remote-tracking branch 'gzdoom/modern' into hw_postprocess
2018-06-26 02:12:49 +02:00
Christoph Oelckers
ff1eb7f3f2
- calculate a proper opening range when encountering a sector portal on a one-sided line in the sight checking code
2018-06-25 10:27:02 +02:00
Christoph Oelckers
5d14ae68a6
- missed two added files.
2018-06-24 23:54:25 +02:00
Christoph Oelckers
daf8703fc9
- split up Win32's SystemGLFrameBuffer as well to get the shareable parts between OpenGL and Vulkan into a base class.
2018-06-24 21:26:32 +02:00
Christoph Oelckers
66d13b6e80
- renamed another file.
2018-06-24 20:55:05 +02:00
Christoph Oelckers
1519514dd7
- split Win32GLVideo in two so that the OpenGL independent part can be used for Vulkan as well.
2018-06-24 20:47:00 +02:00
Christoph Oelckers
c2d24e1dd3
- renamed a file.
2018-06-24 20:31:35 +02:00
Christoph Oelckers
e7365be0d1
- renamed SystemFrameBuffer to SystemGLFrameBuffer.
...
... because with Vulkan there needs to be some hint what API this is for.
2018-06-24 20:16:30 +02:00
Christoph Oelckers
52102f3d4a
- moved the Win32GLVideo class to its own file.
...
This and SystemFrameBuffer need splitting up to support both Vulkan and OpenGL
2018-06-24 20:11:08 +02:00
Magnus Norddahl
32d837cdf1
Merge remote-tracking branch 'gzdoom/modern' into hw_postprocess
2018-06-24 17:57:02 +02:00
Christoph Oelckers
491898fe2c
- fixed calculation of projection matrix for weapon sprites.
...
- fixed color mask for green/magenta.
- fixed crash when initializing video, because it was accessing 'screen' before it was set from within the framebuffer's constructor.
2018-06-24 17:16:07 +02:00
Christoph Oelckers
c3d5b960ee
- refactored the entire Stereo3D system to get rid of the class hierarchy and all its ugly implications.
...
Ultimately all this needs is a small data table describing the geometric properties of each mode and a single Present function that calls the mode specific variants.
Code size got reduced from 50kb to less than 20kb with proper separation of the generic parts from the OpenGL parts.
2018-06-24 17:16:07 +02:00
alexey.lysiuk
036307927a
- refactored video part of Cocoa backend
...
Window related functionality is moved to framebuffer class
Video settings are now applied properly on startup
2018-06-24 14:20:20 +03:00
Christoph Oelckers
4ef7b66c4b
- partial consolidation of the EyePose classes.
...
The SBS versions can just as easily be handled with an additional parameter.
2018-06-24 11:45:40 +02:00
Christoph Oelckers
840c2c8958
- fixed warning in ADLMidi.
2018-06-24 10:48:04 +02:00
Christoph Oelckers
532fba5c26
- moved the Stereo3D EyePose to their own file in hwrenderer/.
2018-06-24 10:47:42 +02:00
Christoph Oelckers
65849441e5
- disable the wipe code entirely when a stereo3D mode is active.
...
This simply cannot work right so let's better outright disable it.
2018-06-24 09:32:46 +02:00
Christoph Oelckers
a4622e70d0
Merge remote-tracking branch 'remotes/origin/master' into modern
2018-06-23 23:03:51 +02:00
Christoph Oelckers
e7a0ccf879
- fixed remaining issues with portal refactoring.
2018-06-23 23:03:34 +02:00
Christoph Oelckers
6ebec37baf
- moved all portal code that sets up a scene to be rendered into API independent code and let it be handled by a common wrapper class.
2018-06-23 23:03:34 +02:00
Magnus Norddahl
b2fad453fa
- change tonemaps to steps
2018-06-23 19:25:49 +02:00
alexey.lysiuk
3936e3018d
- added window position and size restoration to SDL backend
2018-06-23 16:22:29 +03:00
alexey.lysiuk
663ac919bd
- removed unused header file
2018-06-23 16:21:35 +03:00
Christoph Oelckers
1cf3af9c41
- moved the current portal pointer to HWDrawInfo so that the portal managed does not need to save and restore a global variable for each portal.
2018-06-23 13:51:19 +02:00
Christoph Oelckers
282fdac660
- made the static portal state a struct inside the Renderer object
2018-06-23 13:25:59 +02:00
alexey.lysiuk
009acf3fb2
- added window position and size restoration to Cocoa backend
2018-06-23 12:45:44 +03:00
alexey.lysiuk
573758bc55
- removed obsolete code from Cocoa backend
2018-06-23 12:44:48 +03:00
Christoph Oelckers
82d7e5970f
- moved the clipline uniform to the viewpoint buffer.
...
This was the final one of the per-scene values that could be taken out of the render state.
2018-06-22 23:49:39 +02:00
Christoph Oelckers
7f0e29db48
- fixed clip plane setup.
...
This had to be reordered so that the clip plane gets set before applying the uniforms.
2018-06-22 22:50:33 +02:00
Christoph Oelckers
80a9028938
- mirror clip planes moved - not working yet.
2018-06-22 22:45:05 +02:00
Christoph Oelckers
e7531bb579
- fixed camerapos setup.
2018-06-22 21:44:53 +02:00
Christoph Oelckers
d5af939119
- more uniforms moved.
...
(not working yet.)
2018-06-22 21:32:38 +02:00
Christoph Oelckers
43e1a2d249
- moved uViewHeight and uCameraPos to the viewpoint uniform struct.
2018-06-22 21:05:36 +02:00
Vitaly Novichkov
a5b4d9d9a9
ADLMIDI: Fix one small MSVC Win64 warning
2018-06-22 17:30:51 +02:00
Vitaly Novichkov
ceec12056a
Upgrade libADLMIDI and libOPNMIDI
...
Added ability to switch emulator and it's accuracy level ("enabling of 'run at PCM rate' reduces accuracy, and also reduces CPU usage")
Added draft code for future external banks support (WOPL format for ADLMIDI and WOPN format for OPNMIDI)
ADLMIDI 1.3.3 2018-06-19
* Fixed an inability to load another custom bank without of library re-initialization
* Optimizing the MIDI banks management system for MultiBanks (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* Fixed incorrect 4-op counter which is still catch 4-op instruments on 2-op banks
* Fixed an incorrect processing of auto-flags
* Fixed incorrect initial MIDI tempo when MIDI file doesn't includes the tempo event
* Channel and Note Aftertouch features are now supported correctly! Aftertouch is the tremolo / vibrato, NOT A VOLUME!
* Updated DosBox OPL3 emulator up to r4111 of official DosBox trunk (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* The automatical choosing of 4 operator channels count has been improved (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* Added optional HQ resampler for Nuked OPL3 emulators which does usage of Zita-Resampler library (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
ADLMIDI 1.3.2 2018-04-24
* Added ability to disable MUS and XMI converters
* Added ability to disable embedded MIDI sequencer to use library as RealTime synthesizer only or use any custom MIDI sequencer plugins.
* Fixed blank instruments fallback in multi-bank support. When using non-zero bank, if instrument is blank, then, instrument will be taken from a root (I.e. zero bank).
* Added support for real-time switching the emulator
* Added support for CC-120 - "All sound off" on the MIDI channel
* Changed logic of CC-74 Brightness to affect sound only between 0 and 64 like real XG synthesizers. Ability to turn on a full-ranged brightness (to use full 0...127 range) is kept.
* Added support for different output sample formats (PCM8, PCM8U, PCM16, PCM16U, PCM32, PCM32U, Float32, and Float64) (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* Reworked MIDI channels management to avoid any memory reallocations while music processing for a hard real time. (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
OPNMIDI 1.3.0 2018-06-19
* Optimizing the MIDI banks management system for MultiBanks (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* Fixed incorrect initial MIDI tempo when MIDI file doesn't includes the tempo event
* Fixed an incorrect processing of auto-flags
* MAME YM2612 now results a more accurate sound as internal using of native sample rate makes more correct sound generation
* Channel and Note Aftertouch features are now supported correctly! Aftertouch is the tremolo / vibrato, NOT A VOLUME!
* Added optional HQ resampler for Nuked OPL3 emulators which does usage of Zita-Resampler library (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
OPNMIDI 1.2.0 2018-04-24
* Added ability to disable MUS and XMI converters
* Added ability to disable embedded MIDI sequencer to use library as RealTime synthesizer only or use any custom MIDI sequencer plugins.
* Fixed blank instruments fallback in multi-bank support. When using non-zero bank, if instrument is blank, then, instrument will be taken from a root (I.e. zero bank).
* Added support for real-time switching the emulator
* Added support for MAME YM2612 Emulator
* Added support for CC-120 - "All sound off" on the MIDI channel
* Changed logic of CC-74 Brightness to affect sound only between 0 and 64 like real XG synthesizers. Ability to turn on a full-ranged brightness (to use full 0...127 range) is kept.
* Added support for different output sample formats (PCM8, PCM8U, PCM16, PCM16U, PCM32, PCM32U, Float32, and Float64) (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* Reworked MIDI channels management to avoid any memory reallocations while music processing for a hard real time. (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
2018-06-22 17:30:51 +02:00
alexey.lysiuk
9b4e8efcb9
- fixed potential access to freed memory on map loading
...
MapData could destruct FResourceLump objects before accessing them
Loading of map .wad from .pk3 file is example of this case
https://forum.zdoom.org/viewtopic.php?t=60972
2018-06-22 15:42:00 +03:00
Magnus Norddahl
ebf0cef283
- convert colormap shader to postprocess steps
2018-06-22 00:51:58 +02:00
Magnus Norddahl
83f50f5808
- port bloom, blur and camera exposure to postprocess steps and remove the old implementation
2018-06-22 00:29:50 +02:00
Christoph Oelckers
9486180843
- simplify the interface.
2018-06-21 21:36:12 +02:00
Christoph Oelckers
1967165633
- move view and projection matrices to DrawInfo.
2018-06-21 21:02:14 +02:00
Christoph Oelckers
b106f72741
- don't route calls to FMaterial::FlushAll through the framebuffer interface.
2018-06-20 22:18:31 +02:00
Magnus Norddahl
fd2037bd6c
- removed the rest of the old lens and fxaa code
2018-06-20 20:09:37 +02:00
Magnus Norddahl
151ed22967
- write OpenGL backend for hw_postprocess (FGLRenderBuffers::RenderEffect)
...
- remove old fxaa and lens shader classes
- render the fxaa and lens effects
2018-06-20 19:56:30 +02:00
Christoph Oelckers
eb277cc101
- calculate the normal view matrix at a higher level.
2018-06-20 13:49:06 +02:00
Christoph Oelckers
7f5272c23f
Deleted GLSceneDrawer
...
Since it didn't contain any data anymore it was relatively pointless. Code has been moved to FDrawInfo and GLRenderer, depending on its scope.
2018-06-20 13:14:50 +02:00
Christoph Oelckers
f229b05675
- Took more functions out of GLSceneDrawer
2018-06-20 12:57:41 +02:00
Christoph Oelckers
469c9241eb
Moved WriteSavePic implementation to FGLRenderer
2018-06-20 12:29:52 +02:00
Christoph Oelckers
64ce4d5072
- The Teardown virtuals aren't implemented anywhere so they can go away
2018-06-20 11:46:25 +02:00
Christoph Oelckers
f7d8f32114
- removed some unused code from RenderViewpoint
2018-06-20 11:43:10 +02:00
Christoph Oelckers
3a80160ca0
More code from GLSceneDrawer to FDrawInfo
2018-06-20 11:38:45 +02:00
Christoph Oelckers
b244fa2c8b
Took the main render function out of GLSceneDrawer and moved them into FDrawInfo
...
First step of eliminating the intermediate SceneDrawer class which has become mostly redundant.
2018-06-20 11:17:38 +02:00
Christoph Oelckers
677eba3392
- fix the header
2018-06-20 10:48:24 +02:00
Christoph Oelckers
2060402671
Moved the viewpoint setup code in RenderViewpoint to R_SetupFrame
2018-06-20 10:47:03 +02:00
Christoph Oelckers
9bdb5f1a5d
Moved ProcessLowerMinisegs back toAPI independent code.
2018-06-20 10:10:30 +02:00
Magnus Norddahl
e3997d5f11
- convert FXAA and Lens Distort
2018-06-20 01:12:59 +02:00
Magnus Norddahl
684a97f300
- add some helper functions
2018-06-20 00:40:11 +02:00
Christoph Oelckers
922c3a8d75
- moved the basic methofs of HWDrawInfo to a dedicated file instead of storing them somewhere else.
2018-06-19 23:52:01 +02:00
Christoph Oelckers
54970b60e8
- use locally stored viewpoint variables in the hardware renderer.
...
- move a few variables from SceneDrawer to FRenderViewpoint.
The global r_viewpoint variable is left alone now to always represent the current viewpoint to the play code.
The main reason behind this change is to reduce the amount of global variables being used by the hardware renderer's scene processing code.
2018-06-19 23:45:17 +02:00
Magnus Norddahl
da5ecf1e5b
- create bloom pass in declarative postprocess form
2018-06-19 22:16:50 +02:00
Christoph Oelckers
d2309af3d5
Merge remote-tracking branch 'remotes/origin/master' into modern
...
# Conflicts:
# src/d_main.cpp
# src/hwrenderer/scene/hw_weapon.cpp
2018-06-19 19:40:52 +02:00
Christoph Oelckers
eddb179e36
- moved ViewActor variable into FRenderViewpoint.
2018-06-19 18:51:46 +02:00
Christoph Oelckers
87dfa34f1f
- save r_viewpoint as a whole when processing portals.
2018-06-19 17:55:42 +02:00
Christoph Oelckers
753cd0aede
- made R_SetViewAngle a member of r_viewpoint
2018-06-19 17:44:11 +02:00
Christoph Oelckers
2c655322c3
… and in gl_sprites.cpp
2018-06-19 11:21:32 +02:00
Christoph Oelckers
22b8d0a8d7
- r_viewpoint reduction in hwrenderer
2018-06-19 11:21:13 +02:00
Christoph Oelckers
548ccb1df4
- removed some references to r_viewpoint in game code
...
Mainly to reduce number of search results.
2018-06-19 11:20:36 +02:00
Christoph Oelckers
86975a71e8
- don't use r_viewpoint directly when sorting translucent geometry.
...
Better store the view Z in a member variable and use that.
2018-06-19 10:50:48 +02:00
Christoph Oelckers
ae7053ee98
- another small optimization
2018-06-19 10:40:50 +02:00
Christoph Oelckers
12ad0caec0
- small optimization
2018-06-19 10:33:59 +02:00
Christoph Oelckers
fba5b872be
- reduced number of references to r_viewpoint in hw_flats
2018-06-19 10:31:25 +02:00
Christoph Oelckers
3eb4b137f3
- reduced number of references to r_viewpoint in hw_fakeflat.cpp
2018-06-19 10:30:18 +02:00
Christoph Oelckers
18f43dea1e
- reduced number of references to r_viewpoint in hw_sprites.cpp
2018-06-19 10:29:09 +02:00
Christoph Oelckers
cf1641d0f6
- reduce number of places in weapon code which access r_viewpoint directly.
2018-06-19 10:25:11 +02:00
Christoph Oelckers
f857d14e76
-Code shortening
2018-06-19 10:22:27 +02:00
Christoph Oelckers
74d8c929cc
Give the clipper a reference to the current viewpoint
...
This is both for efficiency and encapsulation. At last on MSVC in 64 bit, accessing global variables is very inefficient and the clipper was doing it repeatedly in its worker functions.
It is also one less place where the global viewpoint gets checked.
2018-06-19 09:37:49 +02:00
Christoph Oelckers
46d73e7b4b
Pass ticFrac to the model renderer as a parameter
...
This also removes the rather pointless gl_RenderModel functions because with their two lines of content they can just be placed inline.
2018-06-19 09:18:27 +02:00
Christoph Oelckers
8787905fed
Fixed: DBaseStatusBar::Draw did not use its ticFrac parameter when being called from scripts
...
Instead it directly went to the global viewpoint again which would be inconsistent.
2018-06-19 09:00:50 +02:00
Christoph Oelckers
d73d89762d
Don't let DEarthquake depend on r_viewpoint.
...
The ticFrac value should be passed as a parameter, especially since this gets called from code that sets up r_viewpoint.
2018-06-19 08:32:25 +02:00
Christoph Oelckers
f2aecd47a5
Merge branch 'master' into modern
2018-06-19 08:16:48 +02:00
Christoph Oelckers
c8db149c06
Merge branch 'master' into modern
2018-06-19 00:11:59 +02:00
Magnus Norddahl
01bda6348e
- change swrender mapping to use two buffers/textures and glTexSubImage2D for uploads
2018-06-19 00:09:39 +02:00
alexey.lysiuk
c6e4d6a333
- implemented fullscreen toggle in SDL backend
...
Made window resizable but its size and position are not saved yet
2018-06-18 22:53:19 +03:00
alexey.lysiuk
37a0c1d6c1
- implemented fullscreen toggle in Cocoa backend
...
Window size and position are not saved yet
2018-06-18 22:52:37 +03:00
Magnus Norddahl
67733ed6e6
- change swrender mapping to use two buffers/textures and glTexSubImage2D for uploads
2018-06-18 21:15:52 +02:00
drfrag666
42bb9b7e59
- Fixed zdoom.rc for MinGW.
2018-06-18 20:57:52 +02:00
drfrag666
8afd331275
- Fixed -iwad parameter working only with VS on Windows.
2018-06-18 20:57:52 +02:00
drfrag666
958b3c303a
- Fixed missing manifest for MinGW.
2018-06-18 20:57:52 +02:00
drfrag666
aef4003de2
- Restored dependency on dxguid library for MinGW.
2018-06-18 20:57:52 +02:00
drfrag666
b38e67a53d
- Applied Blzut3's patch to compile with MinGW.
2018-06-18 20:57:52 +02:00
drfrag666
9a4ae6eb80
- Missing include again due to the VS preprocessor.
2018-06-18 20:57:52 +02:00
drfrag666
d8a1d1b89c
- Missing formatting macro definitions for MinGW.
2018-06-18 20:57:52 +02:00
drfrag666
703d2bc0cd
- Fixed missing include due to non conformant preprocessor in VS.
2018-06-18 20:57:52 +02:00
Christoph Oelckers
6b92b95068
- moved vertex creation for skybox sector to backend independent code.
2018-06-18 18:41:59 +02:00
Christoph Oelckers
34ee04f2ce
- moved the matrix math for the sky dome into backend independent code.
2018-06-18 18:18:28 +02:00
Christoph Oelckers
211bd0b1b0
Remove unnecessary check for the ending brace.
2018-06-18 08:51:33 +02:00
Christoph Oelckers
243787d19a
Fixed: End of file detection in MAPINFO parser was not correct
...
It should check for the special "End" flag instead of trusting that if the last token was a closing brace, all was correct. This can fail if the last token in a multiline string is a brace.
2018-06-18 08:26:14 +02:00
Christoph Oelckers
bac435333b
Merge remote-tracking branch 'remotes/origin/master' into modern
2018-06-18 00:24:49 +02:00
Erick Tenorio
c91d4750f3
Save item statistics
...
Items are now saved into save games and are displayed on the statfile
2018-06-18 00:24:23 +02:00
Christoph Oelckers
af0e11f377
- implemented fullscreen toggle for Windows and fixed the window position saver so that it can save and restore the window size as well.
...
This code was written when the window wasn't resizable and didn't actually manage to restore it before. With today's changes this design flaw caused totally incorrect results.
2018-06-17 23:33:22 +02:00
Christoph Oelckers
babe55819e
- fullscreen toggle and some cleanup. Not fully working yet.
2018-06-17 22:11:35 +02:00
alexey.lysiuk
89ce74443b
- adapted SDL backend to new video mode handling
2018-06-17 22:41:05 +03:00
alexey.lysiuk
42587761c7
- adapted Cocoa backend to new video mode handling
2018-06-17 22:35:50 +03:00
Christoph Oelckers
b65b83edb3
- removed the hard screen resolution switch that still was present on Windows and cleaned up the entire video backend code from the remaining support code for this.
...
Like Linux and macOS this will only support borderless fullscreen in the active desktop resolution now, which is what modern systems need.
The list of discrete resolutions has been removed as it makes no sense anymore with a fixed video mode - all the other scaling options remain active, though.
2018-06-17 20:08:35 +02:00
Christoph Oelckers
322488d1d1
- fixed: Horizon portals must be drawn in the context of their containing drawinfo.
...
This data, however, was not passed along to the portal processor and resulted in null pointers when trying to access it.
2018-06-17 18:33:59 +02:00
alexey.lysiuk
33753955ac
- initialized view width and height explicitly
...
It was just a black screen and no menu on startup otherwise
2018-06-17 18:16:04 +02:00
Magnus Norddahl
bce49ad7c8
- fix Software models don't display over nonexistent sprites
2018-06-17 14:56:34 +02:00
alexey.lysiuk
5cf3dbfd5b
- fixed compilation of SDL backend
...
src/posix/sdl/sdlglvideo.cpp:200:4: error: use of undeclared identifier 'I_ClosestResolution'
2018-06-17 14:51:04 +03:00
alexey.lysiuk
832de42c24
- prevented crashes caused by inconsistent status bar
...
Incorrectly initialized or deliberately broken status bar could lead to integer division by zero and null pointer dereference
class BuggyStatusBar : DoomStatusBar
{
override void Init()
{
// No super.Init()
}
}
2018-06-17 14:39:42 +03:00
alexey.lysiuk
f2918b748f
- deleted leftover declaration in Cocoa backend
2018-06-17 14:39:05 +03:00
Christoph Oelckers
dc2a5b0cc9
- consolidated the 3 identical versions of I_CheckResolution and I_ClosestResolution.
2018-06-17 12:30:01 +02:00
Christoph Oelckers
e9e1911fa5
- made the scene scale and offset calculations inline functions of DFrameBuffer.
...
These got repeated quite often.
2018-06-17 12:23:29 +02:00
Christoph Oelckers
1fdf6a20d1
- fixed incomplete null pointer check.
2018-06-17 10:53:55 +02:00
Christoph Oelckers
acdb7e391f
- fixed bad pointer use in stereo3d code.
2018-06-17 10:53:33 +02:00
Christoph Oelckers
684dd8f716
- moved the palette tester to its own file.
2018-06-17 09:55:30 +02:00
Christoph Oelckers
6adff55b5d
- fixed typo in screen blend rendering.
2018-06-17 07:57:29 +02:00
Magnus Norddahl
b4351e538f
- fix weapon missing when bloom was off (scene was already copied to post processing, but nothing had bound the PP frame buffer)
2018-06-17 01:45:20 +02:00
Christoph Oelckers
523104b2a8
- simplify some code.
2018-06-16 23:35:12 +02:00
Christoph Oelckers
4937848123
- refactoring of fixed colormap stuff to have it better organized and to reduce the number of uniforms in the main shader.
...
This removes 3 uniforms, consisting of 9 floats. Those were merged into other values that never get used at the same time.
It also moves the costly setup of the fixed colormap out of the render state into the 2D processing code.
Since 3D forces use of render buffers now, it is no longer necessary to draw the entire scene with the colormap active, meaning it can be handled more efficiently.
2018-06-16 22:40:44 +02:00
Christoph Oelckers
9ff7e5a4ef
- force render buffers to be active.
...
For modern hardware the fallback path really makes no sense and this allows to simplify some things quite a bit.
2018-06-16 09:37:01 +02:00
Christoph Oelckers
8ab68264c1
- removal of all code to handle OpenGL 2. From this commit on the main build of GZDoom will be OpenGL 3.3 or higher.
...
# Conflicts:
# src/gl/renderer/gl_renderer.cpp
# src/gl/shaders/gl_shader.cpp
# src/gl/system/gl_framebuffer.cpp
# src/gl_load/gl_interface.cpp
2018-06-15 21:45:05 +02:00
Christoph Oelckers
1455111ddc
- removed unused declarations.
2018-06-14 22:57:08 +02:00
Christoph Oelckers
612fb40f3a
- don't use uniforms related to fixed colormaps for other things.
...
The fixed colormap is a per-scene global setting that normally does not need to change ever during rendering of a scene so it's easily shoved aside into a static uniform buffer.
Having to change this buffer for inconsequential stuff should be avoided, especially when there's other uniforms that are just as good to hold these values.
2018-06-14 21:28:03 +02:00
alexey.lysiuk
0643b2b1aa
- updated list of headers for CMake generated projects
2018-06-14 15:11:36 +03:00
alexey.lysiuk
19ca416d09
- fixed compilation with GCC and Clang
...
error: no template named 'unique_ptr' in namespace 'std'
2018-06-14 15:10:49 +03:00
Christoph Oelckers
2f4c2e0425
- fixed some includes which did not cause VC++ to error out.
2018-06-13 23:32:43 +02:00
Christoph Oelckers
9a7f9bdb4c
- moved postprocessing shader classes to hwrenderer after removing all dependencies on OpenGL.
2018-06-13 22:37:01 +02:00
Christoph Oelckers
3401876476
- use FShaderProgram through an abstract interface and remove all dependencies on the GL renderer from the shader definition source files.
2018-06-13 22:08:55 +02:00
Christoph Oelckers
8bf009bd89
- added a RenderQueue parameter to all Bind functions of the postprocessing shaders. This is unused for now. All places calling these pass a dummy NOQUEUE value which is just a nullptr.
...
This is for Vulkan preparation where all of this needs to run in a user-specified context so that this code can be moved out of the GL folder without depending on OpenGL's global state model.
2018-06-13 20:30:51 +02:00
Christoph Oelckers
0b9eaac5e1
- fixed SSAO shader texture assignments.
2018-06-13 19:04:19 +02:00
Christoph Oelckers
ce50b0e46b
- read sampler bindings from the shader instead of tagging along a large amount of support data.
...
Works for most shaders, except SSAO.
2018-06-13 17:44:49 +02:00
Christoph Oelckers
59827cd601
- use layout binding qualifiers on uniform buffers when GLSL version >= 4.2
...
This has no performance benefits but allows checking shader generation correctness without having to implement Vulkan first.
2018-06-13 13:16:07 +02:00
Christoph Oelckers
d2dea17e81
- specify vertex attributes in the shader source for Vulkan compatibility.
2018-06-13 08:40:04 +02:00
Christoph Oelckers
ad7aaa8f2a
- specify fragment output locations in the shader source.
...
OpenGL has been supporting this since version 3.3 and Vulkan requires it so it's the way to go.
2018-06-12 23:52:33 +02:00
Magnus Norddahl
832e7818c8
- rewrote the blur shader so that it works the same way as the rest
2018-06-12 22:14:44 +02:00
Christoph Oelckers
cb5caa757b
- moved ShaderUniforms to hwrenderer/ .
2018-06-12 22:08:31 +02:00
Christoph Oelckers
f166624eb2
- some fixes to the PP shader interface.
...
The binding point needs to be part of the ShaderUniforms class because Vulkan will need this value to generate the declaration in the shader source.
There's still one issue here: Since OpenGL has no local render state, the buffer must be bound every time it is used. Once the code is better abstracted this should be moved to a higher level class that knows all associated data and how to set it up.
2018-06-12 21:43:35 +02:00
Christoph Oelckers
4ddd9dde79
Use IUniformBuffer
2018-06-12 17:55:34 +02:00
Christoph Oelckers
20e84fff5a
- fixed crash with GL 3.x and fixed colormap active.
...
This must skip all light processing. On GL 4.5 it will only collect useless data but on GL 3.x it will run into an unmapped buffer situation.
2018-06-12 17:55:20 +02:00
Christoph Oelckers
6fced1865f
Moved ScopedViewShifter to hwrenderer/ .
2018-06-12 14:47:05 +02:00
Christoph Oelckers
f33ddd8cce
Made the ScopedViewShifter fully inline
2018-06-12 14:44:58 +02:00
Christoph Oelckers
5a20de829b
fixed compiler warning
2018-06-12 10:59:17 +02:00
Christoph Oelckers
3385e28611
Make it compile
2018-06-12 10:58:32 +02:00
Christoph Oelckers
b8b5802599
Added a uniform buffer abstraction class
...
May get some more methods later, this is just a start to get going.
2018-06-12 10:42:03 +02:00
Magnus Norddahl
9155b773cc
- change ShaderUniforms so that it just contains the uniform block and not the binding point
2018-06-11 22:33:55 +02:00
Magnus Norddahl
49073489e5
- uniform buffers for the fxaa, blur and bloom shaders
2018-06-11 22:06:46 +02:00
Magnus Norddahl
48f753061a
- uniform buffers for the present and shadowmap shaders
2018-06-11 21:42:09 +02:00
Magnus Norddahl
6fcc79d72a
- uniform buffers for the tonemap shaders
2018-06-11 21:18:20 +02:00
Magnus Norddahl
2bde741a7e
- Uniform buffer for colormap shader
2018-06-11 21:03:55 +02:00
Magnus Norddahl
d22fb24e28
- Uniform buffers for lens shader
2018-06-11 20:58:20 +02:00
Magnus Norddahl
763c5c9769
- change ssao pass to use an uniform block
2018-06-11 20:48:43 +02:00
alexey.lysiuk
29d2e77840
- fixed portal restoration on revisiting level in hub
...
Added function to FLevelLocals to test if map is being reentered
https://forum.zdoom.org/viewtopic.php?t=60455
2018-06-11 11:55:49 +03:00
Christoph Oelckers
bd1525eb9d
- fixed: ADynamicLight's shadowmap index must be reset when loading a savegame.
2018-06-10 22:57:34 +02:00
Magnus Norddahl
a91147a3a5
- move DrawArray and DrawElements to PolyTriangleDrawer
2018-06-10 15:58:01 +02:00
Magnus Norddahl
9ba26a5ece
- add support for using FModelVertex as input to the softpoly vertex shader
2018-06-10 15:29:31 +02:00
Magnus Norddahl
c9fd52340e
- add GroupMemoryBarrierCommand
2018-06-10 13:35:15 +02:00
Magnus Norddahl
efa434d47b
- remove unused VectoredTryCatch
2018-06-10 13:15:31 +02:00
Magnus Norddahl
628f6c32d9
- remove unused DrawerCommand::DebugInfo
2018-06-10 12:54:37 +02:00
Magnus Norddahl
de67393b4e
- use the worker threads to clear the stencil buffer
2018-06-10 12:42:19 +02:00
Christoph Oelckers
8486cd2c0e
- fixed generation of brightmaps for sprites.
...
This forgot to take the added empty border for filtering improvement into account.
2018-06-10 08:22:07 +02:00
Rachael Alexanderson
77956fc485
- remove ARM specific gl_es definition since it's not even really much different from the main line definition, anyhow
2018-06-09 13:40:39 -04:00
Christoph Oelckers
ae1fe041ee
- ZScript used the wrong variable for compatflags2.
...
ii_* is merely the storage for info from the compatibility.txt lump.
2018-06-09 17:59:21 +02:00
alexey.lysiuk
4a1f36623b
- fixed: flag CVars in ZScript referenced wrong addresses
2018-06-09 17:21:55 +03:00
Magnus Norddahl
85f5f897d7
- enable model rendering in the software renderer
2018-06-09 12:29:33 +02:00
Christoph Oelckers
1fdcacc337
- redirect script access to the compatflags CVARs to their internal shadow variables.
...
This is needed so that MAPINFO settings for these flags don't get ignored.
2018-06-08 22:55:44 +02:00
Christoph Oelckers
a312f5a7c1
- update version info.
2018-06-07 00:04:53 +02:00
Magnus Norddahl
2abf700c29
- fix missing include
2018-06-06 00:30:59 +02:00
Magnus Norddahl
5464d2a577
- add dynamic lights to softpoly and software renderer models
2018-06-05 22:43:11 +02:00
Magnus Norddahl
61f379c88f
- fix null pointer crash in softpoly
2018-06-05 22:42:21 +02:00
Christoph Oelckers
2baed338f7
- flat rendering must check for missing vertex buffer data.
2018-06-05 21:44:38 +02:00
Christoph Oelckers
60b6dbadb2
- fixed autoaiming for unranged attacks.
...
The abort condition for the extended checks must completely stop any further processing but the check for this was missing.
2018-06-05 20:35:01 +02:00
Magnus Norddahl
f5386a706f
- fix software renderer dynamic lights not working properly in mirrors
2018-06-05 20:09:02 +02:00
Magnus Norddahl
b74a9965b8
- draw models in mirrors and portals at the right location in the software renderer
2018-06-05 19:36:57 +02:00
Marisa Kirisame
477cf23fd2
Adds "OnGiveSecret" virtual function on Actor for customizing behavior of secret finding.
2018-06-05 10:06:53 -04:00
Magnus Norddahl
674b6ee85c
- avoid using global variables in the inner fuzz drawer loop
2018-06-05 15:43:03 +02:00
Magnus Norddahl
51fd715404
- fix dynlight color not being applied on sprites
2018-06-05 15:32:27 +02:00
Magnus Norddahl
9cd751ae7a
- fix softpoly colored fog bug in the new drawers
2018-06-05 15:16:04 +02:00
alexey.lysiuk
7009755c52
- fix crash on dying when player class has no death states
...
https://forum.zdoom.org/viewtopic.php?t=60815
2018-06-05 11:06:31 +03:00
Marisa Kirisame
fae514f30d
BLOCKASPLAYER flag: treat non-player actors as blockable by "block players" lines
2018-06-04 22:18:51 +02:00
Christoph Oelckers
2f6dc46f14
- fixed FMemArena to always return 16 byte aligned pointers.
...
Unfortunately this turned out harder than expected because of FSharedStringArena making some strong assumptions about the underlying implementation.
2018-06-04 21:51:16 +02:00
Christoph Oelckers
af3d17af8b
Revert "- fix memory arena allocation alignment for 32 bit systems."
...
This reverts commit 23fce56b5e
.
This did not do what it was supposed to because of how the block header was created.
2018-06-04 21:51:16 +02:00
Rachael Alexanderson
780ddd21bd
- fixed - sector sounds were not translated through portal groups properly
2018-06-04 13:10:58 -04:00
Magnus Norddahl
e3c78ab838
- use a light array to simplify inner light math
2018-06-04 00:36:14 +02:00
Magnus Norddahl
97f4cc1951
- use affine dynlights in softpoly
2018-06-03 22:24:44 +02:00
Christoph Oelckers
d18f5eecb4
- Fixed: Dehacked must not validate parameters for MBF special functions.
...
These won't match the conditions.
Additionally this adds disassembly output for the synthesized replacement functions for diagnostics purposes.
2018-06-03 19:28:16 +02:00
Magnus Norddahl
d425fb2d4a
- replace the old rect drawers with new ones based on render styles
2018-06-03 18:36:37 +02:00
Christoph Oelckers
23fce56b5e
- fix memory arena allocation alignment for 32 bit systems.
2018-06-03 18:20:50 +02:00
Christoph Oelckers
a851a5d151
- fixed: For melee attacks with a short attack range P_AimLineAttack must check for hits from above and below.
...
This is necessary to be in line with P_LineAttack which does check for those.
2018-06-03 17:49:00 +02:00
alexey.lysiuk
352f93c066
- deleted now useless code from Cocoa backend
...
Let's rely on cross-platform code to manage window dimensions and screen resolution
2018-06-03 17:48:58 +03:00
alexey.lysiuk
f8f1148c59
- fixed mouse cursor positioning in menu for Cocoa backend
...
With video resolution scaling enabled engine coordinates of mouse cursor were wrong
2018-06-03 17:48:58 +03:00
alexey.lysiuk
b5274534d7
- fixed linking with sanitizer(s) enabled
...
no more unresolved references to various functions
2018-06-03 16:05:14 +03:00
Marisa Kirisame
f74e74ac4b
Mirroring should be flipped on HUD models since the view to world space transform already inverts one axis
2018-06-03 14:20:42 +02:00
Magnus Norddahl
f03c02df43
- fix gamepic render buffer issues
2018-06-03 13:59:40 +02:00
Marisa Kirisame
dea1d0259d
Swap front face culling for GL model drawer (CCW should be the default).
...
Added mirroring handling to software models.
2018-06-03 07:26:55 +02:00
Magnus Norddahl
a186677092
- removed the 8x8 block drawing code from softpoly
2018-06-03 01:44:56 +02:00
Christoph Oelckers
d0aacd3ba8
- fixed: The translucent border draw list must be rendered with depth writing active.
...
This gets exclusively used by portal borders which means that for walls the setting is irrelevant but for flats it is needed to cover the portal surface so that translucent parts of the outer scene do not bleed through.
2018-06-02 23:09:51 +02:00
Magnus Norddahl
0dbcdc8a9c
- fix negative rotation speed not working
2018-06-02 20:35:51 +02:00
Christoph Oelckers
94d1a73ae8
- pass mirroring info to model drawers.
...
Actual evaluation only implemented in OpenGL. Not tested yet because the bug report had no testable example.
2018-06-02 13:07:47 +02:00
Christoph Oelckers
decea97a34
- use a linear light ramp on the textured automap for light modes 0 and 1.
2018-06-02 12:34:21 +02:00
Christoph Oelckers
0c5a47ac90
- fixed: MF3_DONTSPLASH disabled all terrain effects, not just the splash.
...
Untested for now because the report came without any example to check it with.
2018-06-02 12:10:44 +02:00
Marisa Kirisame
58f4af6ded
Transform UE1 vertex coords to GZDoom's when importing, rather than leaving it up to the end user.
2018-06-02 10:00:31 +02:00
alexey.lysiuk
81f042f08b
- fixed compilation with Clang and GCC
...
src/gl/scene/gl_flats.cpp:215:3: error: cannot jump from this goto statement to its label
src/r_data/models/models.cpp💯 18: error: no member named 'floor' in namespace 'std'
2018-06-02 09:43:33 +03:00
Christoph Oelckers
7d515e72c2
- fixed: FxFloatCast must transfer the outer expression's value type to the inner expression if it performs a float->float cast.
...
This violated an important rule that a cast may not alter the expression's type and led to failed asserts elsewhere.
2018-06-02 07:50:23 +02:00
Christoph Oelckers
058c5426cd
- fixed: OpenGL2 should not use the precalculated vertex buffer data for flat rendering.
...
This wasn't set up properly anymore because the new index-based buffer code is not efficient on GL2, but the render function forgot to skip the buffer checks and jump right to the fallback path.
2018-06-02 07:25:41 +02:00
Magnus Norddahl
359b13b783
- fix rotationSpeed being ignored after the model interpolation fix
2018-06-01 20:48:24 +02:00
alexey.lysiuk
7b619bc78c
- fixed crash with legacy render path
...
https://forum.zdoom.org/viewtopic.php?t=60727
2018-06-01 12:28:27 +03:00
alexey.lysiuk
edabe43bca
- fixed typo in previous commit
...
https://forum.zdoom.org/viewtopic.php?t=60739
2018-06-01 12:24:29 +03:00
Christoph Oelckers
2d50f535ff
- fixed and simplified the vertex counter for wall polygons.
...
This is now allowed to overestimate the number of vertices to reduce computation time for a rarely occuring special case that was eating most of the time and was causing errors with some walls.
2018-05-31 22:14:57 +02:00
alexey.lysiuk
bff2c8cf74
- limited length of server CVAR name to 63 characters
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Due to limitation of network protocol server CVARs with longer names cannot propogate changes of their values properly
https://forum.zdoom.org/viewtopic.php?t=60729
2018-05-31 10:29:58 +03:00
alexey.lysiuk
0546c86716
- fixed Windows XP compatibility for MSVC 2017 targets
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Workaround initially implemented for MSVC 2015 is enabled with all Windows XP compatible toolsets regardless of Visual Studio version
https://forum.zdoom.org/viewtopic.php?t=60675
2018-05-31 10:24:16 +03:00
alexey.lysiuk
4f5911da21
- fixed rendering of environment map on mirrors
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With temporarily mapped buffer this feature seems to never work correctly
With persistently mapped buffer it was broken in 9a1603b246
2018-05-30 15:46:53 +03:00
Magnus Norddahl
4e6226fc2d
- replace softpoly block drawers with span drawers and make them use blending rules directly from render styles
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- add dynlights to softpoly pal mode
2018-05-29 23:32:57 +02:00
Magnus Norddahl
ac207cce85
Merge branch 'master' of https://github.com/coelckers/gzdoom into gzdoom
2018-05-29 23:30:38 +02:00
Christoph Oelckers
ad343892f3
- fixed: When deserializing the object list, the array must be nulled before using it so that a premature abort does not end up working on random data.
2018-05-29 19:00:41 +02:00
alexey.lysiuk
f06ee10495
- use proper map section for wall mirror portal
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https://forum.zdoom.org/viewtopic.php?t=60671
2018-05-29 12:16:20 +03:00
alexey.lysiuk
a0695cbb48
- fixed blinking frame after saving a game
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Viewport was not reseted after creation of saved game thumbnail, so one junk frame was rendered right after saving a game
https://forum.zdoom.org/viewtopic.php?t=60412
2018-05-29 12:07:45 +03:00
alexey.lysiuk
0187b0aa5b
- fixed mirrors and reflections in hardware renderer
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https://forum.zdoom.org/viewtopic.php?t=60671
2018-05-28 11:51:43 +03:00
alexey.lysiuk
36779cf88c
- restore startup game state on restart
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At least values of custom server CVARs were not restored because of this
https://forum.zdoom.org/viewtopic.php?t=60711
2018-05-27 16:42:48 +03:00
alexey.lysiuk
e085a8d58a
- garbage collect static event handlers on restart
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Remaining object(s) led to a potential crash on the next garbage collection cycle
Assertion failure was triggered during restarting in Debug configuration
2018-05-27 16:42:48 +03:00
Magnus Norddahl
190b673890
- Modify TriBlendMode enum to match the render styles
2018-05-26 23:06:23 +02:00
Magnus Norddahl
9fb34fd8e6
- add SSE2 version of softpoly span drawer
2018-05-26 16:15:14 +02:00
Magnus Norddahl
7f908ce75d
- implement render styles for the softpoly span drawers
2018-05-26 14:27:54 +02:00
alexey.lysiuk
91f440378e
- fixed minor issues with new line specials
2018-05-26 10:37:01 +03:00
Cacodemon345
b02736c705
Add missing line specials.
2018-05-26 10:36:16 +03:00
Magnus Norddahl
31f29bbe8a
- force model light to be attenuated
2018-05-25 19:23:47 +02:00
alexey.lysiuk
1634b78280
- fixed typo in error message
2018-05-25 11:05:30 +03:00
alexey.lysiuk
a936592cfd
- fixed compilation warning reported by MSVC
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src\r_videoscale.cpp(105): warning C4244: 'initializing': conversion from 'float' to 'int', possible loss of data
2018-05-25 10:59:48 +03:00
Raccoon
475d3f0829
Adds line specials
2018-05-24 21:46:32 +02:00
Magnus Norddahl
cadc4f2a30
- add #include support to TEXTURES lump
2018-05-24 21:18:20 +02:00
alexey.lysiuk
7576068202
- fixed compilation warning with MSVC 2015
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src\polyrenderer\scene/poly_portal.cpp(142): warning C4800: 'line_t *': forcing value to bool 'true' or 'false' (performance warning)
2018-05-24 11:58:51 +03:00
Magnus Norddahl
8098657cf4
- add two-sided culling support in software and poly
2018-05-24 01:39:36 +02:00
Magnus Norddahl
771931db9f
- forgot to remove the remarked comment
2018-05-24 01:00:31 +02:00
Magnus Norddahl
fb9cf33af6
- enable #include support in modeldef files
2018-05-24 00:59:45 +02:00
Christoph Oelckers
496e6e2e8f
- fixed: The vertex height updater was using the index buffer offsets to access the vertex buffer.
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I missed this part when repurposing the vboindex members to store the index buffer offsets.
However, since both indices are needed, they need another set of variables.
2018-05-24 00:01:56 +02:00
Christoph Oelckers
23909d109f
fixed: Generating light data for single subsectors should not use the light list of the entire sector but only the one for the current subsector
2018-05-23 08:46:26 +02:00
Christoph Oelckers
044c8a2034
- removed gl_render_subsectors test CVAR and disabled vertex buffer generation for legacy mode
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To reduce the performance impact, legacy mode will now always create flat vertex data on the fly instead of relying on the vertex buffer. This makes the CVAR mostly redundant as on anything more modern rendering per subsector will always be slower.
2018-05-23 08:43:52 +02:00
Christoph Oelckers
b612e182b4
Merge branch 'indexbuffer'
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# Conflicts:
# src/gl/data/gl_vertexbuffer.h
# src/gl/scene/gl_flats.cpp
# src/hwrenderer/data/flatvertices.h
2018-05-22 22:10:21 +02:00
Christoph Oelckers
df6a50872d
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-05-22 21:36:52 +02:00
Christoph Oelckers
3f6789ecac
- moved gl_bsp.cpp to its proper place.
2018-05-22 21:36:42 +02:00
Christoph Oelckers
8987aba4a4
- restored accidentally deleted line of code.
2018-05-22 21:08:00 +02:00
alexey.lysiuk
26ebb938c1
- fixed compilation with GCC/Clang
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https://forum.zdoom.org/viewtopic.php?f=2&t=60657
2018-05-22 21:48:31 +03:00
Christoph Oelckers
2514753afb
- make the vertex buffer accessible from the hwrenderer code.
2018-05-22 18:48:10 +02:00
Magnus Norddahl
91aec1689e
- move modeldef parsing to its own function (ParseModelDefLump)
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- rename gl_InitModels to InitModels
- add commented out support for #include in modeldefs (blocked by gene tech having broken #include statements in its modeldef files)
2018-05-22 01:28:57 +02:00
Christoph Oelckers
226e8f84da
- most of gl_bsp.cpp moved to HWDrawInfo.
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Only the vertex buffer update check needs to be done yet.
2018-05-22 00:27:39 +02:00
Christoph Oelckers
df0b1e8dae
- moved the clipper out of GLSceneDrawer and let it be handled by HWDrawInfo.
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The precise way the clipper needs to be maintained may differ between APIs, so it is no longer owned by any render structure but instead HWDrawInfo only contains a reference.
For OpenGL there is still only one static clipper because without multithreaded BSP traversal there is no need for more.
2018-05-21 22:54:04 +02:00
Christoph Oelckers
5f87e81b6a
- moved CurrentMapSections and in_area from GLSceneDrawer to HWDrawInfo.
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Not only are they better placed in the common code, but they are also both per-viewpoint and not per-scene, so this is a far more suitable place and avoids saving and restoring them in the portal code.
2018-05-21 22:04:29 +02:00
Christoph Oelckers
e6a447eb6f
- removed more occurences of gl_drawinfo.
2018-05-21 20:28:12 +02:00
Magnus Norddahl
31abe3df7e
- avoid reusing the same mVBuf pointer for the different renderers as that causes too many problems when switching between them
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- remove gl_ prefix for model functions that are no longer GL specific
2018-05-21 17:52:03 +02:00
Magnus Norddahl
cc4a09a3d2
- fix model interpolation bug
2018-05-21 14:23:30 +02:00
Christoph Oelckers
31263eeac2
- removed gl_drawinfo-> from FDrawInfo member functions and pass it to some other functions as a parameter.
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This really shouldn't be handled as a global variable. The mere fact that several member functions used it incorrectly is ample proof of that.
2018-05-21 11:36:07 +02:00
alexey.lysiuk
2cdc9f9dda
- fixed applying of alpha to weapon sprites
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https://forum.zdoom.org/viewtopic.php?t=60638
https://forum.zdoom.org/viewtopic.php?t=60642
2018-05-21 10:53:02 +03:00
Christoph Oelckers
2d4b8549c6
- per-sector plane rendering needs to be disabled when processing a line portal with hardware that has no working clip plane support.
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In this case there are no means to discard the parts of the rendered sectors that lie behind the portal so it should only render the parts that are flagged as visible.
2018-05-20 08:56:29 +02:00
Christoph Oelckers
3069b53804
- disable shader storage blocks if none get reported for vertex shaders.
2018-05-20 00:16:06 +02:00
Christoph Oelckers
5cffa8873a
- added a CVAR to disable per-plane rendering.
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This will require some comparisons on older hardware. On my Geforce 1060 rendering the full plane with one draw call is clearly faster in all cases I tested.
2018-05-19 19:19:48 +02:00
Christoph Oelckers
cc65490062
- added CVAR to disable WGL_EXT_swap_control_tear.
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At least on faster NVidia hardware, setting this to false and gl_finishbeforeswap to true gives a better experience because it reduces screen tearing - but the same setting will reduce frame rate quite dramatically on Intel and can cause bad stalls on some older GPUs when rendering camera textures.
2018-05-19 19:18:38 +02:00
alexey.lysiuk
c6f7d92c76
- added forced automap style to linedef, UDMF only
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https://forum.zdoom.org/viewtopic.php?t=59808
2018-05-19 17:09:26 +02:00
RockstarRaccoon
90cb0b3215
- added 'revealed on automap' linedef flag, UDMF only
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https://forum.zdoom.org/viewtopic.php?t=59808
2018-05-19 17:09:26 +02:00
Marisa Kirisame
0c4a08460f
Cleaned UE1 math by using FVector classes.
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Reversed winding order on vertex buffer creation as UE1 uses CCW.
2018-05-19 17:09:06 +02:00
Christoph Oelckers
f54cf561ab
- missed this.
2018-05-19 15:40:33 +02:00
Christoph Oelckers
3e204080ae
- render sector planes in one draw call.
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On a fast and modern graphics card this is a lot faster than doing it per subsector but it may not be without drawbacks on older hardware so it will require some testing on older hardware.
For me Frozen Time's view over the bridge went from 46 fps to 51 fps with this change, the time saved was roughly 2 ms.
2018-05-19 15:20:46 +02:00
Christoph Oelckers
352279a52f
- removed the non-indexed flat setup.
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This won't be needed any longer.
2018-05-19 14:44:16 +02:00
Christoph Oelckers
2125f8b9d1
- use triangles instead of triangle fans to render flats.
2018-05-19 14:42:25 +02:00
Christoph Oelckers
fd3681dae2
- use an indexed vertex buffer to render the flats.
...
Right now this has no advantage but it allows optimizing the data, e.g. rendering an entire sector in one go instead of per subsector.
2018-05-19 13:33:28 +02:00
alexey.lysiuk
9257c9cc0c
- fixed compilation warnings reported by GCC/Clang
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src/r_data/models/models.cpp:418:33: warning: comparison of integers of different signs: 'long' and 'unsigned long' [-Wsign-compare]
src/r_data/models/models.cpp:427:38: warning: comparison of integers of different signs: 'long' and 'unsigned long' [-Wsign-compare]
src/r_data/models/models_ue1.cpp:49:37: warning: comparison of integers of different signs: 'long' and 'unsigned long' [-Wsign-compare]
2018-05-19 13:28:53 +03:00
alexey.lysiuk
ace5ee3c41
- fixed crash after saving a screenshot
...
https://forum.zdoom.org/viewtopic.php?t=60616
2018-05-19 13:19:24 +03:00
Christoph Oelckers
5ec47d8b4f
- removed some leftover data in sector_t.
2018-05-19 08:25:26 +02:00
Christoph Oelckers
ab3bacdaf5
- added missing files to project.
2018-05-18 23:00:10 +02:00
Christoph Oelckers
ebbe52082a
- fixed vr_enable_quadbuffered for real
...
I did not consider that this is an init-only option. So changing the CVAR may not affect game behavior at all. Instead its value must be moved to some globally accessible variable on startup that never gets changed again.
2018-05-18 08:44:32 +02:00
Rachael Alexanderson
f2e6ca4ced
- add 'vid_showcurrentscaling' ccmd, expanded output for 'vid_scaletowidth' and 'vid_scaletoheight' commands
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- made the vid_scaleto____ commands less hacky - after finding out I could route the calls through screen->, found the correct screen-> commands, and do scaling based on the real screen dimensions
2018-05-17 19:25:32 -04:00
Christoph Oelckers
1656bbf9ec
- route the BlurScene call in the menu through DFrameBuffer.
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Game code should never ever call the renderer directly. This must be done through the video interface so that it can also work with other framebuffers later.
2018-05-18 00:22:57 +02:00
Christoph Oelckers
2962fe9f08
- silence some warnings.
2018-05-18 00:12:58 +02:00
Christoph Oelckers
b197bfc964
- avoid checking for vr_enable_quadbuffered directly.
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This option only exists on Windows, so on the other platforms it should not be in the menu and not affect the setup of the VR mode.
2018-05-18 00:12:45 +02:00
Christoph Oelckers
3f56e02352
Revert "- fix compile on non-Windows targets"
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This reverts commit 781cc62f89
.
This gets in the way of a real fix.
2018-05-18 00:03:58 +02:00
Rachael Alexanderson
781cc62f89
- fix compile on non-Windows targets
2018-05-17 17:47:42 -04:00
Rachael Alexanderson
872cd529c7
- define zdoom.rc as a proper Windows text file, stop Git from mismanaging it
2018-05-17 17:39:18 -04:00
Christoph Oelckers
46a57fdfa1
- moved the postprocessing CVARs to hwrenderer.
2018-05-17 20:51:42 +02:00
Christoph Oelckers
ea98fe3c4d
- moved the hardware independent part of custom postprocessing shaders from gl to hwrenderer.
2018-05-17 20:23:01 +02:00
Christoph Oelckers
da1cdf65c3
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-05-17 20:12:44 +02:00
Rachael Alexanderson
bcadd2bf04
- also remove unused forward declarations
2018-05-17 06:30:36 -04:00
Rachael Alexanderson
0f36b9d63f
- cleaned up vid_scaleto____ code a bit, also set a sane lower limit for vid_scalefactor, removed some code redundancy
2018-05-17 06:24:21 -04:00
alexey.lysiuk
42668c6a5a
- fixed seeking end of file in memory reader
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https://forum.zdoom.org/viewtopic.php?t=60611
2018-05-17 10:19:29 +03:00
Christoph Oelckers
c0837f42bd
- gl_system.h as well, in particular this has no place in hw_* files.
2018-05-16 23:34:52 +02:00
Christoph Oelckers
401c9ab8ca
- moved gl_interface.cpp/h to gl_load folder.
...
These files are not part of the actual renderer but part of the system code.
This means, for separated modern and legacy GL renderers, there still will only be one set of this, unlike everything else.
2018-05-16 23:21:21 +02:00
Christoph Oelckers
6e20ece3f4
- moved vr_enable_quadbuffered definition to win32gliface.cpp because this is where it gets used.
2018-05-16 23:14:30 +02:00
Christoph Oelckers
fb876852bb
- fix warnings.
2018-05-16 22:56:02 +02:00
Marisa Kirisame
1bb00ed4f0
Fix for Unreal meshes that don't have sequential texture numbers
2018-05-16 22:11:24 +02:00
Christoph Oelckers
44dd48c7fa
- moved the palette stuff and some remaining scaling code from OpenGLFrameBuffer to DFrameBuffer and fixed GetFlashedPalette
2018-05-16 22:10:24 +02:00
alexey.lysiuk
fc91827900
- trigger WorldThingDamaged event before WorldThingDied
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https://forum.zdoom.org/viewtopic.php?t=60597
2018-05-16 20:48:59 +02:00
Jonathan Russell
e9050a38b3
- added LevelLocals vec2/3Offset(Z) functions for portal-aware offsetting without needing actors
2018-05-16 20:47:43 +02:00
Marisa Kirisame
98f279b651
Remove unnecessary checks.
2018-05-16 20:47:11 +02:00
Marisa Kirisame
ffc12eec29
Discarded "UMSH" packed format, now loads _d.3d + _a.3d pairs
2018-05-16 20:47:11 +02:00
Marisa Kirisame
f285e550d6
Add support for packed Unreal Engine 1 vertex mesh format.
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(concatenated "UMSH" signature + datafile + anivfile)
This is pretty much 100% functional by now.
Hasn't been tested on platforms other than Linux yet, though.
Code definitely deserves some cleaning.
2018-05-16 20:47:11 +02:00
Rachael Alexanderson
0fae13bab4
- added vid_scaletowidth and vid_scaletoheight to calculate vid_scalefactor to reach a certain value on screen dynamics
2018-05-16 11:54:35 -04:00
alexey.lysiuk
e1e441091d
- fixed potential crash on startup, Windows only
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At least one version of Windows SDK (10.0.17134.0) has broken _pgmptr/_get_pgmptr()
It points to an empty string for multi-byte character set applications
GetModuleFileName() is now used instead regardless of compiler/toolchain
Added extra guard against unexpected program paths to avoid crashes
https://forum.zdoom.org/viewtopic.php?t=60598
2018-05-16 11:44:49 +03:00
alexey.lysiuk
751e318c4e
- fixed wrong line number in error message
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Parser of MAPINFO editor number definitions didn't assign line numbers, so 'Unknown actor class' fatal error displayed some garbage
2018-05-14 14:42:31 +03:00
alexey.lysiuk
fa5f936371
- fixed missing saved game picture in software modes
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https://forum.zdoom.org/viewtopic.php?t=60574
2018-05-13 16:11:05 +03:00
Christoph Oelckers
8f96729e06
- fixed portal benchmarking and added separate output for 2D and finishing the main scene.
2018-05-13 09:48:19 +02:00
alexey.lysiuk
8a6ae503be
- use map axes in bad sound position/velocity warning
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https://forum.zdoom.org/viewtopic.php?t=60578
2018-05-13 10:13:59 +03:00
Christoph Oelckers
142368d958
- fixed alpha of weapon sprite.
2018-05-12 18:45:12 +02:00
Christoph Oelckers
c2a7a4bf30
- moved viewport code to DFrameBuffer.
2018-05-12 17:23:56 +02:00
alexey.lysiuk
f17f8c9359
- added end line to various messages
...
so they don't screw up further output anymore
2018-05-11 18:03:57 +03:00
Magnus Norddahl
643828f5fa
- move 3d floor code into functions
2018-05-11 17:00:12 +02:00
Magnus Norddahl
e4d740e586
- more pointless complexity removal
2018-05-11 14:27:09 +02:00
Magnus Norddahl
acf9f55849
- remove pointless code
2018-05-11 13:29:24 +02:00
Magnus Norddahl
b0cc472e85
- fixed sloped drawer crash
2018-05-11 12:28:10 +02:00
alexey.lysiuk
2c2b19bb7f
- fixed crash during autoloading of material textures
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https://forum.zdoom.org/viewtopic.php?t=60546
2018-05-10 18:01:29 +03:00
alexey.lysiuk
a7e7db1fe9
- fixed calculation of glow color
...
Width and pitch were mixed up for RGB format texture, pixel data were read outside of designated buffer
https://forum.zdoom.org/viewtopic.php?t=60538
2018-05-10 15:45:29 +03:00
Magnus Norddahl
46e2e0b57c
- reduce the number of direct OpenGL calls done by the post processing steps
2018-05-10 14:43:34 +02:00
landfillbaby
ba9a340c1f
fix highlighting in snd_listmididevices
2018-05-10 11:51:23 +03:00
alexey.lysiuk
ef536e7b00
- fixed crash in DECORATE parsing
...
The case with forward declared class used as a parent must be handled explicitly
actor MyWeapon : Weapon { Weapon.AmmoType "MyBaseAmmo" }
actor MyAmmo : MyBaseAmmo { }
actor MyBaseAmmo : Ammo { }
2018-05-10 11:47:16 +03:00
alexey.lysiuk
821cc2a140
- added end line to recursive sound warning
2018-05-10 11:43:27 +03:00
Christoph Oelckers
e1ad4b618d
- fixed: The targeter drawer did not check the return value of its setup function.
...
This caused invalid items to be passed to the renderer.
2018-05-10 09:09:24 +02:00
Christoph Oelckers
50cdcc79c8
- fixed OpenGL2.0 may not call the modern light setup code.
2018-05-10 09:05:26 +02:00
alexey.lysiuk
fd5df6e8d1
- Cocoa: ability to use drag and drop with custom IWADs
2018-05-09 12:47:11 +03:00
alexey.lysiuk
23dcc27542
- Cocoa: proper defaults in .plist
2018-05-09 12:33:19 +03:00
Magnus Norddahl
459f748c4e
- added r_debug_draw that shows how the software renderer composes its scene
2018-05-08 22:22:15 +02:00
David Carlier
1b68b69ed8
Needed headers for time and WIF*
2018-05-08 22:04:20 +03:00
Magnus Norddahl
b27655db70
- 3d floor clipping support for models
2018-05-08 01:36:18 +02:00
Magnus Norddahl
49c9de350f
- GetTimeFloat is not renderer specific
2018-05-07 00:40:12 +02:00
Magnus Norddahl
bfe6bffd33
- fix hud model clipping
2018-05-07 00:33:16 +02:00
alexey.lysiuk
78c06554af
- proper handle pixel format creation errors in Cocoa backend
2018-05-06 17:53:53 +03:00
alexey.lysiuk
7fcefa2ed1
- SDL: clear button state when switching from/to GUI input
...
https://forum.zdoom.org/viewtopic.php?t=60451
2018-05-06 14:37:04 +03:00
alexey.lysiuk
ce18ff1df3
- use libc++ for all targets on macOS
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clang: warning: libstdc++ is deprecated; move to libc++ with a minimum deployment target of OS X 10.9
2018-05-06 09:44:13 +03:00
Magnus Norddahl
4642861501
- fixed missing depth for models
2018-05-06 03:23:07 +02:00
Magnus Norddahl
1d929dd79b
- fix translucent walls when r_models is enabled
2018-05-06 02:54:03 +02:00
Magnus Norddahl
d667a0192a
- fix null pointer crash
2018-05-06 02:31:58 +02:00
Christoph Oelckers
099057b142
- moved the vertex and light data generation back to the render pass for modern OpenGL with persistently mapped buffers.
...
Having this extra CPU time in there allows for better parallelization with the graphics driver and GPU.
2018-05-05 23:32:55 +02:00
alexey.lysiuk
437b44bafb
- serialize 'spawned' object flag, WorldThingDestroyed event relies on it
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https://forum.zdoom.org/viewtopic.php?t=60435
2018-05-05 17:55:44 +03:00
Christoph Oelckers
74b624002c
- moved the software renderer's drawer to the swrenderer directory.
2018-05-05 11:44:42 +02:00
Christoph Oelckers
de15b589c0
- moved the screen blending code out of the renderer.
...
This is better be made part of the 2D interface.
That would have been done long ago if it hadn't been for the totally incompatible way this was handled by the purely paletted software renderer.
Now with that out of the way there is no point keeping this code this deeply embedded in the renderer.
2018-05-05 11:20:37 +02:00
Christoph Oelckers
52d73eabbf
- weapon drawing code refactor complete.
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Setup and drawing are now done separately, this also no longer needs the Quad drawer.
2018-05-04 23:11:37 +02:00
alexey.lysiuk
2be84dc636
- skip rendering when application is not active
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Use vid_activeinbackground CVAR to override this behavior
2018-05-04 11:24:37 +03:00
Christoph Oelckers
e0833d5005
- prepared the weapon sprite drawer for full separation.
2018-05-03 23:49:16 +02:00
Christoph Oelckers
e309fd1f3d
- moved a bit more of the wall setup to the API independent side.
2018-05-03 22:14:25 +02:00
Christoph Oelckers
6285a309ce
- added UploadLights to the DrawInfo interface.
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- removed GLPASS_PLAIN because it was the same as GLPASS_ALL.
2018-05-03 21:47:58 +02:00
Christoph Oelckers
96ac1fa363
- changed GLDecal to work without a pointer to the generating GLWall.
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Although this is currently safe there is no guarantee that future refactorings will keep the current draw lists, so it's better if GLDecal used its own copy of the data.
2018-05-03 21:42:34 +02:00
Christoph Oelckers
43b491ea33
- moved the global 'no dynamic lights' variable to FLevelLocals so that it is outside renderer specific data.
2018-05-03 21:27:45 +02:00
Hisymak
583da7f6cf
OPL Synth fix: Double-voice instruments randomly don't play second voice
2018-05-03 21:10:17 +02:00
alexey.lysiuk
e87cdd3658
- fixed missing geometry with render precision set to quality
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https://forum.zdoom.org/viewtopic.php?t=60423
2018-05-03 21:10:05 +02:00
Christoph Oelckers
14410ae526
- fixed: FDrawInfo must be kept around until DrawEndScene2D finishes.
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Otherwise some code crashes on invalid data.
2018-05-01 19:01:01 +02:00
Christoph Oelckers
9bdb0f2e49
- renamed the flag bits for sector_t::MoreFlags, so that they are easier to distinguish from sector_t::Flags.
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- precalculate if a sector's floor and ceiling plane overlap. This avoids rechecking this for each single call of hw_FakeFlat.
- vertices must be marked dirty every time they change after map setup. That means that ChangePlaneTexZ must do this as well, because it cannot rely on interpolation taking care of it.
- Having a 'dirty' argument for SetPlaneTexZ's ZScript version makes no sense. If the value changes from the script side the vertices must always be marked to be recalculated.
2018-05-01 11:29:29 +02:00
Christoph Oelckers
f49c6cbde2
- use sector_t::GetHeightSec consistently and optimize it.
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This was all over the place, with half of it using the function and half doing incomplete checks on the underlying variables.
Also did some optimization on the IGNOREHEIGHTSEC flag: Putting it on the destination sector instead of the model sector makes the check even simpler and allows to precalculate the effect of 3D floors on the heightsec, which previously had to be run on every call and made the function too complex for inlining.
2018-05-01 09:47:09 +02:00
Christoph Oelckers
3c49804c6c
- some Transfer_Heights related optimizations.
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* only call hw_CheckViewArea if the result is not known yet.
* check the map up front if it even contains heightsecs. This allows to shortcut the above check entirely for maps without sector transfers and will allow further optimizations.
2018-05-01 09:02:24 +02:00
Christoph Oelckers
b35213741f
- don't force the renderer to remain active in windowed mode when in the background.
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It's ok to have this as an option, but not as an unconditional forced feature.
2018-05-01 07:48:59 +02:00
Christoph Oelckers
af76e9a9c4
- allow animated title pics.
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This also applies to all other images shown in the title loop as well.
2018-04-30 23:48:59 +02:00
Christoph Oelckers
7aea010892
- added a sector index to the subsector struct.
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This will be used to process dynamic lights for flats in the processing pass, allowing to remove the lights-only pass entirely.
2018-04-30 23:48:16 +02:00
Christoph Oelckers
ecb1578a7a
- changed model lighting setup to be done in the processing pass.
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This eliminates the different code paths for GL3 and GL4.5.
2018-04-30 23:06:48 +02:00
Christoph Oelckers
fbbf2f8346
- fixed a few things in the weapon drawer.
2018-04-30 21:42:36 +02:00
Christoph Oelckers
2b5019ea6e
- fix for rendering a brightmapped 2D texture with ColorIsFixed render style.
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This must disable the brightmap.
2018-04-30 21:28:06 +02:00
Hisymak
07586af6d1
Fix OPL Synth note cutoffs and issues after removal of MusLib
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This should fix bug reported in https://forum.zdoom.org/viewtopic.php ?
f=104&t=56682.
There were two problems:
1. Algorithm to select a free voice was not appropriate. Changed to a
simple "least-recently-freed voice" algorithm.
2. Sustained voices were treated as used voices and never got replaced.
Now sustained voices are preferentially replaced when there are no free
voices.
2018-04-30 18:21:30 +02:00
alexey.lysiuk
76ed80fe56
Fixed randomly colored weapons
2018-04-30 10:35:18 +03:00
Christoph Oelckers
ebc1c5741b
- some more weapon code extracted.
2018-04-30 00:09:42 +02:00
Christoph Oelckers
c2ac985357
- split off the utility functions from gl_weapon.cpp.
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Meaning there's only half as much code left to clean up.
2018-04-29 23:38:26 +02:00
Christoph Oelckers
d904fba05b
- trying to clean up the weapon renderer.
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Some of the data generation has been offloaded to subfunctions to get the main function down to something manageable for refactoring.
2018-04-29 22:30:52 +02:00
Christoph Oelckers
67cb6e63b5
- cleanup of the 2D interface.
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Lots of this was still laid out for DirectDraw. This removes most of Begin2D so that it can be done more cleanlz.
Note that this commit renders weapon sprites and screen blends incorrectly. Those will be fixed in an upcoming commit.
2018-04-29 20:15:19 +02:00
Christoph Oelckers
1345c8e7b4
- fixed: NewDecal should not be called unless it is guaranteed that the decal will be rendered.
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This left partially initialized items in the render list.
2018-04-29 19:28:13 +02:00
Christoph Oelckers
4d72214fd5
- fixed a memory leak in the FileReader.
2018-04-29 19:09:51 +02:00
Christoph Oelckers
852c42bbd4
- fixed dynamic lights in legacy mode.
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Since they mess around with the texture coordinates, these need to be backed up and restored afterward.
There was also an issue with the ValidNormal check that was suffering from imprecisions that cause walls to be skipped, so the check was removed because it was mostly pointless.
2018-04-29 19:00:17 +02:00
Christoph Oelckers
6cd8b1b3eb
- With dynamic light data creation being done in the preparation pass, the light buffer must be mapped while this is running for it to work on older hardware.
2018-04-29 17:36:51 +02:00
Christoph Oelckers
f91511bd84
- removed the leftover code for running walls through GLPASS_LIGHTSONLY.
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Unless in legacy mode, all dynamic light setup is now being done in the preparation pass, for both LM_DEFERRED and LM_DIRECT.
2018-04-29 17:27:28 +02:00
alexey.lysiuk
e9d84b8820
Fixed compilation of non-Windows targets
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src/hwrenderer/dynlights/hw_aabbtree.h:45:2: error: no template named 'TArray'
src/hwrenderer/dynlights/hw_aabbtree.h:48:2: error: no template named 'TArray'
2018-04-29 16:12:33 +03:00
Christoph Oelckers
06d20e13b8
- cleaned up the gamma correction code.
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This had accumulated quite a bit of cruft by now and parts of it should be in non OpenGL code.
2018-04-29 13:45:53 +02:00
Christoph Oelckers
9e6f3787c6
- moved PTM_BestColor to v_palette.cpp and removed its dependencies on CVARs.
2018-04-29 13:10:30 +02:00
Christoph Oelckers
9350eee0c0
- GLDrawList moved to hwrenderer/.
2018-04-29 12:56:06 +02:00
Christoph Oelckers
77b301612a
- some refactoring of GLDrawList to remove implementation-specific parts from this class.
2018-04-29 12:32:21 +02:00
Christoph Oelckers
ec13b77717
- removed empty gl_wall.h.
2018-04-29 11:40:47 +02:00
Christoph Oelckers
634b3cf413
- moved gl_spritelight out of gl/. This required a few more changes:
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* split gl_shadowmap.cpp into a GL dependent and an API independent part.
* gl_drawinfo must be kept around for the HUD sprite because it connects the renderer with the hardware indpendent part of the engine.
2018-04-29 11:00:34 +02:00
Christoph Oelckers
819ea8f937
- reduced gl_spritelight.cpp to pure data setup so that it can be moved out of gl/.
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- added thread_local to some static arrays being used for setting up dynamic lights.
Right now it's of little consequence but these will have to be maintained per thread if the render data setup is done by worker tasks.
2018-04-29 09:33:36 +02:00
Christoph Oelckers
64b108ff44
- hw_sprites extracted
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- moved the variables for OpenGL's special textures to the texture manager because it is far better suited as a container than the GLRenderer.
2018-04-29 00:09:44 +02:00
Christoph Oelckers
d1720ad790
- GLSprite rework.
2018-04-28 20:02:17 +02:00
alexey.lysiuk
6d308ca67e
Fixed walkthrough blocker in Sin City 2 via compatibility entry
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It was impossible to complete Sin City 2 The Satan Complex without cheating since ZDoom 2.6.0
Change in applying of DeHackEd patches from 77a4b9a29b
broke triggering of important linedef that pushes friendly marine to exit switch
https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/satanx
2018-04-28 17:45:15 +02:00
Christoph Oelckers
243e12bd8f
- split gl_flats.cpp
2018-04-28 13:24:45 +02:00
Magnus Norddahl
5cdea39b35
- add the missing header files in the vs solution explorer
2018-04-28 13:11:55 +02:00
Christoph Oelckers
c5641a0e72
- GLFlat split into API-dependent and -independent data.
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No resorting of the files yet.
2018-04-28 12:34:09 +02:00
Christoph Oelckers
d694e19f01
- split off the data generation parts of gl_skydome.cpp
2018-04-28 00:50:42 +02:00
Christoph Oelckers
785a6c2ce5
- moved gl_sky.cpp
2018-04-28 00:22:25 +02:00
Christoph Oelckers
cc926dec1e
- removed gl dependencies from gl_sky.cpp by moving some data into other places.
2018-04-28 00:18:49 +02:00
Christoph Oelckers
59477362d9
Merge branch 'wallwork'
2018-04-27 20:37:54 +02:00
Christoph Oelckers
c2333db725
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-04-27 20:37:44 +02:00
Christoph Oelckers
fe2bfc6f11
- moved the API-independent parts of the decal code to hwrenderer/.
2018-04-27 20:34:20 +02:00
Christoph Oelckers
678ac40b72
- cleaned up includes for gl_decal.cpp
2018-04-27 20:28:59 +02:00
Christoph Oelckers
383ff0d8b8
- moved code around.
2018-04-27 20:21:22 +02:00
Christoph Oelckers
0d7c2527f2
- finished decal render refactoring.
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Decals will now be processed into a list in the processing pass, allowing to use the vertex buffer even on GL3 hardware and to offload this part of the work to a multithreaded worker task.
2018-04-27 20:18:52 +02:00
Christoph Oelckers
1ae2f06161
Merge branch 'wallwork' of https://github.com/coelckers/gzdoom into wallwork
2018-04-27 18:53:08 +02:00
Christoph Oelckers
58c0431396
- copied gl_SetupLights to hw_walls.cpp.
2018-04-27 18:53:01 +02:00
alexey.lysiuk
2ae8b0c093
Added startup song definition for custom IWADs
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https://forum.zdoom.org/viewtopic.php?t=60314
2018-04-27 13:32:38 +03:00
Christoph Oelckers
200848a487
Decal work. Not finished yet.
2018-04-27 11:40:23 +02:00
alexey.lysiuk
8dfd1e6490
Removed unsupported versions of macOS from detection list
2018-04-27 11:04:19 +03:00
Christoph Oelckers
bbea6e7e3c
Begin2D doesn't need a return type anymore
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This was to tell the caller that software 2D was in use, but that doesn't exist anymore
2018-04-27 09:58:19 +02:00
Christoph Oelckers
90a1614ac8
The intermission drawer doesn't need to check the return of Begin2D anymore
2018-04-27 09:34:43 +02:00
Christoph Oelckers
fbcf2033c6
Corrected render style definition
2018-04-27 09:34:02 +02:00
Christoph Oelckers
0dc82fe755
- header cleanup for gl_swscene.
2018-04-27 00:53:58 +02:00
Christoph Oelckers
9d13e6b7ec
- gl_colormap.h is no longer needed.
2018-04-27 00:31:00 +02:00
Christoph Oelckers
fc0d673935
- moved the files
2018-04-27 00:28:30 +02:00
Christoph Oelckers
dd524b046e
- GLWall is mostly clean, except some smaller things in gl_sky.cpp
2018-04-27 00:22:00 +02:00
Christoph Oelckers
937a2cf69f
- abstracted the vertex allocator.
2018-04-26 20:07:56 +02:00
Christoph Oelckers
9a1603b246
- made GLWall ready for multithreaded processing.
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* to do this efficiently the amount of required vertices needs to be calculated up-front
* always create the vertices in the data generation pass, not the render pass.
* added synchronisation code to the vertex buffer allocator.
Without multithreading this causes a slight slowdown, due to added processing cost. (Frozen Time bridge scene drops from 47 fps to 44 fps on my test machine.
2018-04-26 19:25:11 +02:00
alexey.lysiuk
3111ec97bb
Fixed crash during line tracing when enter sector is null
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https://forum.zdoom.org/viewtopic.php?t=60371
2018-04-26 17:33:05 +02:00
alexey.lysiuk
86232df5ee
Fixed rendering of walls and flats
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With high resolution textures enabled (gl_texture_usehires CVAR set to true) and without hires textures loaded walls and flats were black
2018-04-26 10:37:27 +03:00
Christoph Oelckers
6e58f72329
- continued reorganization of GLWall.
2018-04-26 07:07:46 +02:00
Christoph Oelckers
1ae6ad2a82
- moved the legacy member functions of GLWall to FDrawInfo.
2018-04-25 22:58:56 +02:00
Christoph Oelckers
41d5bd76d4
- moved decal rendering from GLWall to FDrawInfo.
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First step of turning GLWall into a pure data container.
2018-04-25 22:09:12 +02:00
Christoph Oelckers
306b630de2
- merged the remains of gl_texture.cpp into hw_cvars.cpp.
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- eliminated hqresize.cpp's dependency on GL headers.
- cleaned up the logic for CreateTexBuffer so that hqresize.cpp does not need to check for software warped textures anymore.
2018-04-25 21:02:50 +02:00
Christoph Oelckers
ceeb479261
- moved the CVAR definitions from gl/ to hwrenderer/.
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- disabled gl_texture_format because in its existing form it is mostly a useless feature.
2018-04-25 20:33:55 +02:00
ZZYZX
3129840a04
Only call additional LineCheck if there are 3D floors
2018-04-25 19:38:29 +02:00
ZZYZX
3eef3d7845
Implemented workaround for ZScript LineTrace with 3D floors
2018-04-25 19:38:29 +02:00
Christoph Oelckers
85300993af
- replaced gl_PatchMenu with an MMX 'ifoption' check.
2018-04-25 19:36:48 +02:00
Christoph Oelckers
cf8ee3130b
- gl_clock moved to hwrenderer.
2018-04-25 18:39:54 +02:00
Christoph Oelckers
982776d48d
- removed dependencies on GL-API related classes from gl_walls.cpp and gl_sky.cpp
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Not complete yet, but at least the GLWall memberes no longer reference GLSceneDrawer and the implementation dependent parts of FDrawInfo.
2018-04-25 14:58:13 +02:00
Christoph Oelckers
bf81799701
- typo
2018-04-25 13:59:27 +02:00
Christoph Oelckers
81341ac6c5
- Moved all static variables in hw_renderhacks into HWDrawInfo
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- removed the profiling code from hw_renderhacks because it was broken in its current state and if still needed needs to be redone differently.
2018-04-25 13:59:14 +02:00
Christoph Oelckers
1648fc6a07
Fixed initialization issues with dynamic lights.
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Actors get initialized from their defaults so anything done in the constructor or some explicit member initialization will be overwritten.
They must use their properties for setting up configurable fields and do the rest in BeginPlay.
2018-04-25 09:14:01 +02:00
Christoph Oelckers
f4e139485a
- fixed return value of hw_CheckViewArea.
2018-04-25 00:30:35 +02:00
Christoph Oelckers
bc8f47444f
- texture precaching also moved to hwrenderer/.
2018-04-25 00:07:46 +02:00
Christoph Oelckers
e24b597ae4
- got rid of the gl_info substructure in FTexture and moved all elements into the main class.
2018-04-24 23:51:19 +02:00
Christoph Oelckers
1a024a9f54
- moved gl_material into hwrenderer/.
2018-04-24 23:39:58 +02:00
Christoph Oelckers
0675315b41
- made FHardwareTexture inherit from an abstract interface to remove all GL dependencies from gl_material.cpp.
2018-04-24 23:06:34 +02:00
Christoph Oelckers
f9a82e66e4
- removed all GL dependencies from gl_material.h.
2018-04-24 22:37:52 +02:00
Christoph Oelckers
5e8a4b96fe
- make sure that warping textures never create a warped true color image.
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This replaces the old redirection hackery that had to work differently for the legacy render path.
Overriding CopyTrueColorTranslated is far more robust and ensures that no edge cases can reach the GetPixels function, which wasn't the case before.
2018-04-24 21:58:26 +02:00
Christoph Oelckers
c37ff22a05
- removed the intermediate FGLTexture class.
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This wasn't serving any real purpose anymore, and all its remaining functionality could be moved to FHardwareTexture
2018-04-24 20:41:52 +02:00
Christoph Oelckers
8d62ebd2f4
- renamed the functions in hw_fakeflat.cpp
2018-04-24 17:52:35 +02:00
Christoph Oelckers
0dcc6ec6d3
Merge branch 'master' of https://github.com/coelckers/gzdoom
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# Conflicts:
# src/CMakeLists.txt
# src/gl/renderer/gl_renderer.h
# src/gl/scene/gl_portal.cpp
# src/gl/scene/gl_scene.cpp
2018-04-24 17:39:03 +02:00
alexey.lysiuk
2ae8d39441
Removed all superfluous #include's
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Automatically optimized by CLion IDE with manual corrections
2018-04-24 14:30:35 +03:00
Christoph Oelckers
e55b52f356
Moving the files to hwrenderer/
2018-04-24 11:58:04 +02:00
Christoph Oelckers
dbb1492bf9
Fully separated HWDrawInfo from GL dependencies.
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This also required temoporarily moving one small function because in the current state this cannot be done in the API independent part.
2018-04-24 11:52:15 +02:00
Christoph Oelckers
a803b3d393
Split FDrawInfo in two
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Done so that the entire gl_renderhacks.cpp file can be moved out of the GL folder.
Not cleaned up yet
2018-04-24 10:30:26 +02:00
Magnus Norddahl
45625399dc
- fix softpoly line portals
2018-04-23 23:09:11 +02:00
Christoph Oelckers
a93799b21f
- moved the "unused" folder to the repo's top level.
2018-04-23 22:25:29 +02:00
Christoph Oelckers
5ca1fca8d1
- moved gl_clipper and gl_fakeflat to the hwrenderer folder because both files do not contain anything API specific.
2018-04-23 22:18:13 +02:00
Christoph Oelckers
60567f207c
- made CheckViewArea a global function.
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This can be put into the common hwrenderer folder but for that it shouldn't be part of the scene drawer.
2018-04-23 22:10:11 +02:00
alexey.lysiuk
c264ff05da
All platform-specific headers are referenced by generated projects
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This was already the case on Windows anyway
2018-04-23 22:15:11 +03:00
alexey.lysiuk
6ac0c2f569
Excluded unused .cpp file from compilation
2018-04-23 18:42:59 +03:00
Magnus Norddahl
2aee68d215
- slightly improve sector portal handling in softpoly
2018-04-23 01:03:37 +02:00
Magnus Norddahl
6e77cb4906
- fix softpoly mirrors
2018-04-22 23:29:39 +02:00
Magnus Norddahl
16a8d71caf
- Simplify the portal code in softpoly somewhat
2018-04-21 15:19:28 +02:00
alexey.lysiuk
b0261d9545
Actor's Activation property is now stored in saved game
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https://forum.zdoom.org/viewtopic.php?t=60295
2018-04-21 13:12:12 +03:00
alexey.lysiuk
9398d602f8
Fixed applying of dymanic lights to models
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https://forum.zdoom.org/viewtopic.php?t=60301
2018-04-19 12:50:07 +03:00
alexey.lysiuk
75129f54b4
Deleted remnants of old software backend
2018-04-19 12:44:20 +03:00
alexey.lysiuk
3212da8fcf
Cleaned up #include's in dynamic lights code
2018-04-19 11:12:29 +03:00
alexey.lysiuk
671736ecdc
Disabled annoying MSVC 2015 warnings in ADL and OPN files
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src\sound\adlmidi\adlmidi_private.hpp(457): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning) (compiling source file src\sound\adlmidi\adlmidi.cpp)
src\sound\opnmidi\opnmidi_private.hpp(404): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning) (compiling source file src\sound\opnmidi\opnmidi.cpp)
src\sound\adlmidi\adlmidi_private.hpp(457): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning) (compiling source file src\sound\adlmidi\adlmidi_midiplay.cpp)
src\sound\adlmidi\adlmidi_private.hpp(457): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning) (compiling source file src\sound\adlmidi\adlmidi_load.cpp)
src\sound\adlmidi\adlmidi_private.hpp(457): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning) (compiling source file src\sound\adlmidi\adlmidi_private.cpp)
src\sound\adlmidi\adlmidi_private.hpp(457): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning) (compiling source file src\sound\adlmidi\adlmidi_opl3.cpp)
src\sound\opnmidi\opnmidi.cpp(132): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
src\sound\opnmidi\opnmidi.cpp(147): warning C4800: 'unsigned int': forcing value to bool 'true' or 'false' (performance warning)
src\sound\adlmidi\adlmidi.cpp(168): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
src\sound\adlmidi\adlmidi.cpp(177): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
src\sound\adlmidi\adlmidi.cpp(186): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
src\sound\adlmidi\adlmidi.cpp(195): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
src\sound\adlmidi\adlmidi.cpp(209): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
src\sound\adlmidi\adlmidi_midiplay.cpp(740): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
src\sound\adlmidi\adlmidi_midiplay.cpp(741): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
src\sound\adlmidi\adlmidi_midiplay.cpp(742): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
src\sound\adlmidi\adlmidi_midiplay.cpp(743): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
src\sound\opnmidi\opnmidi_private.hpp(404): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning) (compiling source file src\sound\opnmidi\opnmidi_midiplay.cpp)
src\sound\opnmidi\opnmidi_private.hpp(404): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning) (compiling source file src\sound\opnmidi\opnmidi_load.cpp)
src\sound\opnmidi\opnmidi_midiplay.cpp(697): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
src\sound\opnmidi\opnmidi_midiplay.cpp(698): warning C4800: 'unsigned int': forcing value to bool 'true' or 'false' (performance warning)
src\sound\opnmidi\opnmidi_private.hpp(404): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning) (compiling source file src\sound\opnmidi\opnmidi_opn2.cpp)
src\sound\opnmidi\opnmidi_private.hpp(404): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning) (compiling source file src\sound\opnmidi\opnmidi_private.cpp)
2018-04-19 11:12:20 +03:00
Christoph Oelckers
e77cba1fd8
- added a 'lightsizefactor' command to gldefs.
...
This is for mitigating the recently discovered problem with attenuated lights getting reduced in size, even on OpenGL 3+. The intent of the shrinking was to account for higher brightness of non-attenuated lights on OpenGL 2 and was never meant to be active on more modern versions.
The factor will apply to any attenuated light defined after it and will be inherited by included sub-lumps, but it will only last for the lunp it is set in.
If you have a definition for the broken behavior, AddLightAssociation
'lightsizefactor 0.667' at the top of your GLDEFS.
2018-04-18 22:15:06 +02:00
alexey.lysiuk
4ab6034a36
Cleaned up Windows backend from remains of Direct3D
...
Removed obsolete CMake settings, useless #include's, dead code
2018-04-18 17:05:25 +03:00
alexey.lysiuk
c241f34f15
Updated headers' paths for main project
...
Now all headers should be added to a project generated by CMake
2018-04-18 17:01:35 +03:00
alexey.lysiuk
a4a4abe896
Fixed usage of wrong drawlist for lit flats in legacy renderer
...
https://forum.zdoom.org/viewtopic.php?t=60279
2018-04-17 17:06:58 +03:00
Magnus Norddahl
4870cc73e2
- fix true color software crash in square and other maps
2018-04-17 09:01:34 +02:00
alexey.lysiuk
7a11be8615
Fixed dangling links to garbage collected HUD message objects
...
https://forum.zdoom.org/viewtopic.php?t=60262
2018-04-16 14:45:31 +03:00
alexey.lysiuk
87d164ee59
Added ability to set thing position in compatibility layer
2018-04-16 14:30:21 +03:00
alexey.lysiuk
3d1693558e
Removed obsolete compatibility enumeration
2018-04-16 14:29:10 +03:00
Christoph Oelckers
c1ce6c90ca
Moved gl_dynlight to hwrenderer because it does not depend on any direct renderer info.
2018-04-16 09:02:48 +02:00
Christoph Oelckers
3e6f69f64a
Renamed two functions
2018-04-16 08:55:13 +02:00
Christoph Oelckers
8a2e52d651
Removed gl_lights_checkside which essentially was just a pointless piece of cruft inherited from ZDoomGL.
2018-04-16 08:45:50 +02:00
Christoph Oelckers
f57c804a5a
store shadow map index in the light actor instead of a separate TMap
...
This frees another file of a direct renderer dependency and generally also should be faster
2018-04-16 08:42:37 +02:00
Magnus Norddahl
4a3f7e8dd5
- fix missing fuzz initialization in softpoly
2018-04-16 01:15:55 +02:00
Magnus Norddahl
5b60a29d35
Merge branch 'master' of https://github.com/coelckers/gzdoom into gzdoom
2018-04-16 01:08:38 +02:00
Magnus Norddahl
f5c2ffabc9
- fix softpoly portal crash and blinking translucent objects
2018-04-16 01:08:29 +02:00
Christoph Oelckers
88f856d995
- fixed a y/Z mixup with the hardware renderer's vectors.
...
Why do they have to be different from what the game itself uses...? :(
2018-04-15 23:51:41 +02:00
Christoph Oelckers
dcefa3cd12
- GLSprite done, too.
2018-04-15 19:57:28 +02:00
Christoph Oelckers
ee1d1a29a6
- converted GLFLat list to use pointers as well.
...
- added copy constructors and assignement operators to GLFlat and GLWall so that they can use memcpy instead of field-by-field copy. This actually increases performance slightly.
2018-04-15 19:00:54 +02:00
Magnus Norddahl
d10aa10889
- fix missing psprite when camera textures are in view
2018-04-15 17:16:13 +02:00
Christoph Oelckers
d17216d7dd
- fixed the translucent wall splitter, it forgot to copy the original wall before making adjustments to it and its copy.
2018-04-15 17:04:02 +02:00
Magnus Norddahl
21c2d38342
- fix softpoly canvas drawing not restoring all globals properly
...
- add null pointer check on camera
2018-04-15 16:05:29 +02:00
Magnus Norddahl
25784c2e57
- always store 255 in alpha channel for opaque things as the alpha channel is no longer ignored by the framebuffer backend (software drawer)
2018-04-15 14:58:19 +02:00
Magnus Norddahl
11bb626ab6
- always store 255 in alpha channel for opaque things as the alpha channel is no longer ignored by the framebuffer backend (softpoly drawer)
2018-04-15 14:47:53 +02:00
Magnus Norddahl
61032cb6ae
- fix softpoly portal crash
2018-04-15 14:40:52 +02:00
Christoph Oelckers
e8eb8dd596
- store the wall render nodes as pointers, not as objects.
...
This is mainly for future-proofing because storing these as objects in an array not only has a negative impact when using multithreading due to longer blocking time for the threads but also makes it hard to cache this data for reuse.
2018-04-15 14:25:42 +02:00
Magnus Norddahl
e15baa21cb
- Remove dead code
2018-04-15 12:21:40 +02:00
Christoph Oelckers
cf8447d19c
-protected critical portal data from getting written to by user code.
...
This data is game critical and may only be altered by code that knows what is allowed and what not. It must never be altered by any user code ever.
However, since the SkyViewpoint actors need to set up some relations between themselves and the default sky portals the previously purely internal 'internal' flag has been exported as a new keyword.
2018-04-15 12:13:02 +02:00
alexey.lysiuk
4ea16acef5
Fixed broken portals after loading saved game
...
Portals disabled initially and activated by scripting must be fully restored after loading of saved game
https://forum.zdoom.org/viewtopic.php?t=59999
2018-04-15 10:52:02 +02:00
Christoph Oelckers
35596dbbc4
- brighten the textured automap when in the hardware renderer with light modes 0, 1 and 4.
2018-04-15 08:53:38 +02:00
Christoph Oelckers
515323dcbd
- fixed: Rendering a translucent mid texture did not unset the render style for the following bottom texture.
...
With additive translucency and non-black fog this caused visual errors.
2018-04-15 08:29:40 +02:00
Christoph Oelckers
c03024e1b0
- fixed last commit
2018-04-14 22:34:25 +02:00
Magnus Norddahl
48b0fbcf4b
- Remove r_swcanvas.cpp again. It got accidentally re-added somehow by the swmodels branch
2018-04-14 22:30:02 +02:00
Magnus Norddahl
b62d05ae0e
Merge branch 'swmodels' into gzdoom
2018-04-14 22:23:27 +02:00
Magnus Norddahl
ee443b6fb6
- disable software models
2018-04-14 22:22:40 +02:00
Christoph Oelckers
71c8417578
- removed UniqueLineToLines because it wasn't used anywhere.
2018-04-14 21:24:48 +02:00
Magnus Norddahl
c3bd93a85c
Merge remote-tracking branch 'gzdoom/master' into swmodels
2018-04-14 21:20:05 +02:00
Christoph Oelckers
790182a2f4
- split GLWall::PutWall in two.
2018-04-14 20:20:43 +02:00
Christoph Oelckers
59a08ce0df
- fixed a few warnings and changed the return type of FGLTexture::Bind, because no caller needs the hardware texture.
2018-04-14 12:24:04 +02:00
Christoph Oelckers
0affc119fd
- moved hardware independent part of flat vertex data out of GL folder.
2018-04-14 12:05:31 +02:00
alexey.lysiuk
ba4cc1a6ca
Added activation type to WorldLine(Pre)Activated events
...
https://forum.zdoom.org/viewtopic.php?t=60232
2018-04-14 11:52:09 +03:00
alexey.lysiuk
83c513b6c9
Added names for arguments in DStaticEventHandler class definition
2018-04-14 11:52:09 +03:00
Christoph Oelckers
e654a99d39
- changed GLDebug to receive char pointers instead of FStrings.
...
The most frequent call using this is the regular texture creation function where this results in a pointless allocation and destruction of a temporary string which is easily avoided.
2018-04-14 10:40:11 +02:00
Christoph Oelckers
ad021cc374
- fixed: Hardware camera textures were given a dimension of (0, 0).
2018-04-14 10:26:56 +02:00
Christoph Oelckers
870890d8cf
- r_clearcolor did not consider that the base palette's alpha is not set.
2018-04-14 09:33:45 +02:00
Christoph Oelckers
cef6ddca6e
- fixed: Rendering to a camera textures clobbered the main render target for the software renderer.
2018-04-14 08:09:40 +02:00
Magnus Norddahl
915f8862a7
- Remove code that seemingly doesn't do anything and really shouldn't be needed
2018-04-13 21:56:34 +02:00
Magnus Norddahl
7e544c66fe
Merge remote-tracking branch 'gzdoom/master' into swmodels
2018-04-13 21:35:21 +02:00
Christoph Oelckers
71a6cc4625
Merge branch '2D_Refactor'
2018-04-13 17:52:58 +02:00
Christoph Oelckers
81f72ca4dd
Merge branch 'ZCompat2'
2018-04-13 17:52:02 +02:00
Rachael Alexanderson
a23259f26a
- remove TLS workaround and turn it into an actual error since it is required in order to even properly compile and not all systems properly detect this.
2018-04-13 09:10:33 -04:00
Christoph Oelckers
387827555f
- added compatibility handler for Alien Vendetta MAP01 to properly display the deep water hack and avoid problems with a node rebuild.
2018-04-11 23:08:59 +02:00
Christoph Oelckers
3aea82797c
- removed the parser for complex compatibility settings, now that this can be done via scripting.
2018-04-11 19:21:02 +02:00
Christoph Oelckers
3988e27059
- scriptified the last remaining definition (BTSX MAP12 beta)
...
- Changes to map geometry must force a node rebuild (SetVertex, SetLineSectorRef.)
- fixed incorrect use of scaling constant in SetWallYScale.
2018-04-11 19:10:15 +02:00
alexey.lysiuk
6631f208b1
Scriptified remaining compatibility entries
2018-04-11 17:01:57 +03:00
alexey.lysiuk
950443683b
Scriptified compatibility of more Heretic levels
2018-04-11 12:35:45 +03:00
Christoph Oelckers
0ecbf07769
-ported a large part of compatibility.txt
2018-04-10 23:19:22 +02:00
Christoph Oelckers
9daad477c3
- some improvements to compatibility scripts:
...
* use names, not strings, to allow use of switch/case.
* avoid creating the checksum a second time per level.
* do an early-out check for maps that do not have scripted compatibility.
2018-04-09 22:09:28 +02:00
alexey.lysiuk
03ffb30c39
Enabled custom window title in SDL backend
2018-04-09 20:47:49 +02:00
alexey.lysiuk
e6e2b11167
Set common name for system-specific framebuffer class
...
Implementation details are hidden as much as possible in platform-specific source files
Reduced number of included header files
2018-04-09 20:47:49 +02:00
alexey.lysiuk
640948703f
Level compatibility via ZScript -- PoC
2018-04-09 17:54:12 +03:00
Christoph Oelckers
e50d09ceb2
- removed the render mode settings from the launch popup.
...
They were already deactivated because with 5 render modes present this was destructive, having only 2 options available.
Since the render mode can now be changed on the fly this isn't as critical anymore as it once was.
2018-04-08 22:03:38 +02:00
drfrag666
80f57dfaf0
- Increased size of the savegame comment area.
2018-04-08 21:56:35 +02:00
Marisa Kirisame
8ff81c93e8
Fix building on GCC7.
2018-04-08 21:53:20 +02:00
Marisa Kirisame
08f3afab0b
Separated P_ActivateLine ZScript export into two functions, one with and one without a vector parameter.
2018-04-08 21:53:20 +02:00
Marisa Kirisame
5d0ff4c8ba
Exports P_ActivateLine to ZScript (along with constants for activation type)
2018-04-08 21:53:20 +02:00
Christoph Oelckers
551691f42a
- made FTexture::GetPixels and FTexture::GetColumn non-pure-virtual.
...
With the software renderer not being used for 2D anymore it would be quite annoying if every texture class had to implement these.
If done properly, the SW renderer should actually be forced to dynamic_cast any texture to a FWorldTexture before using this stuff, but that'd be some pointless overhead better saved.
2018-04-08 21:19:57 +02:00
Christoph Oelckers
3dc670a0cc
- missed this.
2018-04-08 21:02:15 +02:00
Christoph Oelckers
3dcd7d310f
Merge remote-tracking branch 'remotes/origin/master' into 2D_Refactor
2018-04-08 20:52:30 +02:00
Christoph Oelckers
7c70e0971c
- disabled the survey code.
...
This survey is now closed and new input no longer needed.
2018-04-08 20:51:19 +02:00
Christoph Oelckers
e6ce429ca5
- fixed alpha for hardware rendered weapon sprites in the software renderer.
2018-04-08 20:40:29 +02:00
Christoph Oelckers
a40d85fd41
- fixed: Before aqcuiring the WipeEndScreen, the renderer must be flushed.
...
Apparently this got previously done implicitly by code that got lost in the refactoring.
2018-04-08 19:54:17 +02:00
Christoph Oelckers
17c18f3367
- fixed typo in texture search function. This caused the crosshairs not to be found.
2018-04-08 19:16:46 +02:00
Magnus Norddahl
c4768441b4
- Fix playersprite offset being wrong in softpoly
...
- Remove DFrameBuffer::GetCanvas as it always returned null
2018-04-08 15:49:06 +02:00
Magnus Norddahl
4a730f6dd5
- Fix softpoly ignores status bar displacement
2018-04-08 14:28:48 +02:00
Magnus Norddahl
1a5f679d43
- Fix depth values when screenblocks less than 11
2018-04-08 13:45:23 +02:00
Christoph Oelckers
94e8d59dde
- implemented shader support for rendering the SW renderer canvas with legacy OpenGL.
2018-04-08 13:05:20 +02:00
alexey.lysiuk
8cd3cf04e7
Fixed a few compilation warnings
...
src/gl/renderer/gl_renderer.cpp:775:39: warning: comparison of two values with different enumeration types ('F2DDrawer::ETextureDrawMode' and 'TexMode') [-Wenum-compare]
src/gl/renderer/gl_renderer.cpp:776:39: warning: comparison of two values with different enumeration types ('F2DDrawer::ETextureDrawMode' and 'TexMode') [-Wenum-compare]
src/gl/renderer/gl_renderer.cpp:777:39: warning: comparison of two values with different enumeration types ('F2DDrawer::ETextureDrawMode' and 'TexMode') [-Wenum-compare]
src/gl/renderer/gl_renderer.cpp:778:45: warning: comparison of two values with different enumeration types ('F2DDrawer::ETextureDrawMode' and 'TexMode') [-Wenum-compare]
src/gl/renderer/gl_renderer.cpp:779:40: warning: comparison of two values with different enumeration types ('F2DDrawer::ETextureDrawMode' and 'TexMode') [-Wenum-compare]
src/gl/renderer/gl_renderer.cpp:780:45: warning: comparison of two values with different enumeration types ('F2DDrawer::ETextureDrawMode' and 'TexMode') [-Wenum-compare]
src/v_draw.cpp:1144:51: warning: '&' within '|' [-Wbitwise-op-parentheses]
src/textures/texture.cpp:1050:20: warning: comparison of integers of different signs: 'int' and 'unsigned long' [-Wsign-compare]
src\intermission\intermission.cpp(80): warning C4101: 'lumpnum': unreferenced local variable
2018-04-08 13:55:46 +03:00
alexey.lysiuk
018f5b8d05
Removed deleted virtual functions
...
They led to link errors with the current Apple's toolchain
2018-04-08 13:55:46 +03:00
alexey.lysiuk
5a4307160e
Fixed compilation of SDL backend
2018-04-08 13:55:46 +03:00
alexey.lysiuk
1c89de25dd
Fixed compilation of Cocoa backend
2018-04-08 13:55:46 +03:00
alexey.lysiuk
a434f9bc91
Added missing _access() macro for POSIX targets
...
src/textures/hires/hirestex.cpp:338:8: error: use of undeclared identifier '_access'
2018-04-08 13:55:46 +03:00
alexey.lysiuk
472fdb26ad
Removed erroneous function declarations
...
src/r_data/gldefs.cpp:69:13: error: static declaration of 'ParseVavoomSkybox' follows non-static declaration
2018-04-08 13:55:46 +03:00
alexey.lysiuk
b8ee9d88ba
Fixed non-constant condition for static assertion
...
GCC 7:
src/gl/renderer/gl_renderer.cpp:702:2: error: non-constant condition for static assertion
src/gl/renderer/gl_renderer.cpp:702:2: error: value ‘12’ of type ‘float*’ is not a constant expression
src/gl/renderer/gl_renderer.cpp:703:2: error: non-constant condition for static assertion
src/gl/renderer/gl_renderer.cpp:703:2: error: value ‘20’ of type ‘PalEntry*’ is not a constant expression
Clang:
src/gl/renderer/gl_renderer.cpp:701:16: error: static_assert expression is not an integral constant expression
src/gl/renderer/gl_renderer.cpp:701:23: note: cannot access field of null pointer
2018-04-08 13:55:46 +03:00
alexey.lysiuk
6144ca930d
Fixed POSIX definition of rdtsc() function
...
src/stats.h:121:24: error: expected ';' after top level declarator
2018-04-08 13:55:46 +03:00
Christoph Oelckers
b12a6fded9
- added the code for legacy shaders.
...
- force texture filtering for 2D to off when in software rendering.
2018-04-08 12:11:51 +02:00
Christoph Oelckers
5eb898107f
- now that all 2D is guaranteed to be drawn in true color, the Heretic E2 end pic can be handled with less hacks.
...
This removes the entire palette switch and all the special checks to ensure that no menu can be drawn over this image.
Instead it gives this texture its special palette in the texture manager so that the proper image is created right away.
I decided against exposing this as an editing feature because it is far too specific to this particular image and the raw page format it uses.
A quick check of /idgames shows no project ever replacing it - especially no ZDoom-based project - so no extended handling is needed to make this work with other texture formats.
2018-04-08 10:10:26 +02:00
Christoph Oelckers
1897073b60
-fixed: When performing a restart the SW scene drawer's resources should be reset because they are outside the control of higher level containers.
2018-04-08 08:03:46 +02:00
Magnus Norddahl
b1355d472c
- Fix model projection matrix
2018-04-08 03:57:05 +02:00
Magnus Norddahl
7f25913b2d
- Fix depth values written by sloped planes
2018-04-08 02:22:01 +02:00
Christoph Oelckers
0a2c415dbe
- deleted some copypasted but ultimately unused definitions.
2018-04-07 23:52:46 +02:00
Christoph Oelckers
df4f435952
- merged vid_renderer, swtruecolor and r_polyrender into one CVAR to reduce menu clutter.
...
- with renderers freely switchable, some shortcuts in the 3D floor code had to be removed, because now the hardware renderer can get FF_THISINSIDE-flagged 3D floors.
- changed handling of attenuated lights in the legacy renderer to be adjusted when being rendered instead of when being spawned. For the software renderer the light needs to retain its original values.
2018-04-07 23:30:28 +02:00
Magnus Norddahl
fde87c40d2
- fix crash when in software truecolor mode - the pitch is in pixels, not bytes
2018-04-07 19:56:54 +02:00
Christoph Oelckers
1fc1fac2c2
- added missing header.
2018-04-07 19:41:21 +02:00
Magnus Norddahl
c15328de2f
- Remove include that shouldn't be there (also caused macOS builds to fail)
2018-04-07 19:35:32 +02:00
Christoph Oelckers
adbeb3f251
Merge remote-tracking branch 'remotes/origin/master' into 2D_Refactor
2018-04-07 18:50:24 +02:00
Christoph Oelckers
cd00f1fb45
- fixed incorrect check for SW texture recreation.
2018-04-07 18:41:25 +02:00
Magnus Norddahl
2d51fa5b43
- Clean up PolyTriangleDrawer API so that it can better support both softpoly and the swrenderer
...
- Slightly improve how softpoly processes portals
- Pass the vertex transform matrix via a command rather than being part of the drawer args
- Improve zbuffer drawers in the software renderer
- Misc model rendering fixes
2018-04-07 15:48:48 +02:00
Christoph Oelckers
5fbc723842
- live switching of the renderer works.
2018-04-07 12:59:04 +02:00
Christoph Oelckers
221beec979
- added palette shader and fixed a few things.
2018-04-07 12:17:23 +02:00
alexey.lysiuk
cb3650ed9e
Added message for absent explicitly referenced dialog file
2018-04-07 12:52:38 +03:00
alexey.lysiuk
3239a9eaa6
Added loading of ZSDF lumps by full paths
...
https://forum.zdoom.org/viewtopic.php?t=60139
2018-04-07 12:43:10 +03:00
Christoph Oelckers
211a7f2569
- made the screen blend work for the software renderer.
...
It may use the same calculations as the hardware renderer but must use the 2D drawer for display.
It should be investigated if the hardware renderer can do this as well.
2018-04-07 10:53:20 +02:00
Christoph Oelckers
b34d7f9e08
- added a software scene drawer to the GL renderer.
...
It still looks like shit and only works on the modern render path but at least the basics are working.
2018-04-07 10:20:59 +02:00
alexey.lysiuk
7bd281ddc9
Added zero initialization of implicit dynamic array items
...
https://forum.zdoom.org/viewtopic.php?t=60111
2018-04-05 12:22:41 +03:00
Magnus Norddahl
b1d33d1bba
- Fix mid texture rendering for self-referencing sector lines
2018-04-05 01:40:58 +02:00
alexey.lysiuk
b6f184491b
Restored vanilla behavior of lightning for original Hexen
...
https://forum.zdoom.org/viewtopic.php?t=60103
2018-04-04 16:46:01 +03:00
alexey.lysiuk
2e7d196f8b
Fixed crash when vid_setmode CCMD is used from command line
...
It's impossible to validate video mode at such early stage of initialization
Added sanity check for mode's width and height as well
https://forum.zdoom.org/viewtopic.php?t=59990
2018-04-04 11:46:14 +03:00
Christoph Oelckers
d474b849a5
- removed the remaining calls from the FRenderer interface from the main game code.
...
This does not work with a setup where the same backend is driving both renderers.
Most of this is now routed through 'screen', and the decision between renderers has to be made inside the actual render functions.
The software renderer is still driven by a thin opaque interface to keep it mostly an isolated module.
2018-04-04 00:21:25 +02:00
Christoph Oelckers
927b351174
- added missing validation to SetCameraToTexture ZScript function.
2018-04-03 23:01:15 +02:00
Christoph Oelckers
fcc33f0a09
- moved around more stuff from the FRenderer interface.
2018-04-03 22:50:47 +02:00
Christoph Oelckers
91813ec43d
- moved part of the fade init for LEVEL_HASFADETABLE to the common colormap initialization to have all of it in one place.
...
Otherwise this is easily overlooked when changing things later and potentially causing problems.
2018-04-03 20:55:36 +02:00
Christoph Oelckers
9ba32cb994
- with the new order of things we need the software renderer to be always available.
2018-04-03 20:14:26 +02:00
Christoph Oelckers
51bf2eb9fa
- took GetMaxViewPitch out of renderer interfaces.
...
With live switching and both renderers on the same backend the old approach will no longer work.
2018-04-03 19:18:16 +02:00
Christoph Oelckers
9a919960c9
- fixd bad comparators for std::sort
2018-04-03 01:01:10 +02:00
Christoph Oelckers
7589dfda25
- removed test and debug code.
2018-04-03 00:53:45 +02:00
Christoph Oelckers
853903bb7e
- removed the border refresh counter.
...
This was just a relic of DirectDraw as main backend and is no longer needed.
2018-04-03 00:50:40 +02:00
Christoph Oelckers
942460ba55
- changed voxel remapping to make a copy instead of destroying the original.
...
With live renderer switching both sets of data are needed.
2018-04-03 00:30:02 +02:00
Christoph Oelckers
2f96d3c61a
- moved global variable definitions to the top of a few files.
...
Most of these are not critical because they only get used in non-multithreaded contexts but it's definitely easier to look them up this way.
2018-04-02 23:42:45 +02:00
Christoph Oelckers
821c2ec4c7
- removed access to deleted variable.
2018-04-02 20:38:12 +02:00
Christoph Oelckers
b0460eee19
- regenerated gl_load with full OpenGL 4.5 declarations, mostly to get the direct state access functions.
2018-04-02 20:37:31 +02:00
Christoph Oelckers
6641d65237
- use std::sort to sort the draw lists to avoid having to go through global variables.
2018-04-02 20:10:51 +02:00
Christoph Oelckers
5d94af913a
- no, we do not want to use global variables to pass parameters around...
2018-04-02 18:13:18 +02:00
Christoph Oelckers
60aebff4a1
- starting separation of hardware dependent and hardware independent code, starting with aabbtree, because it was easy.
2018-04-02 15:58:28 +02:00
alexey.lysiuk
c70f9cf833
Reintroduced discarding of custom IWAD duplicates
...
Detection of duplicated IWADs now works the same for embedded and custom IWADINFO definitions
https://forum.zdoom.org/viewtopic.php?t=58333
2018-04-02 16:16:47 +03:00
alexey.lysiuk
4de9597006
Fixed detection of .ipk7 custom IWADs
2018-04-02 15:32:00 +03:00
alexey.lysiuk
ac7e5def32
Forbade dynamic array as the return type of a function
...
Compiler ignored this case silently but it crashed during code generation
2018-04-02 15:18:30 +03:00
Christoph Oelckers
52c5328412
- made the glow getter functions members of sector_t.
2018-04-02 13:36:28 +02:00
Christoph Oelckers
d01bc452ba
- moved all variables not related to the hardware renderer's texture state out of gl_info.
2018-04-02 13:00:33 +02:00
Christoph Oelckers
1fc4c9801b
- moved all GLDEFS parsing into a dedicated source file.
...
- split gl_postprocessshader.h in two so that the hardware independent part can be used by GLDEFS without pulling in all of OpenGL.
2018-04-02 12:28:20 +02:00
Christoph Oelckers
fd6fbc76c6
- moved the ZDoomGL texshader files to 'unused', where they belong. It is very unlikely that this code will ever be revisited.
2018-04-02 10:24:27 +02:00
Christoph Oelckers
7083103a0e
- moved dynlightdata to r_data
2018-04-02 09:51:51 +02:00
Christoph Oelckers
8080e039e0
- moved most of gl_setup.cpp to r_data as this is only some data setup in the main map data structures.
...
- made currentmapsections array something nicer to look at and made it a member of the scene drawer class.
2018-04-02 09:27:40 +02:00
Christoph Oelckers
202d209eb8
- made the MapSectionGenerator a class to remove a global array.
2018-04-02 08:25:07 +02:00
Christoph Oelckers
4357f0dc40
- removed translation hack for alpha textures.
...
This will cause incorrectly generated textures and the reason for this no longer exists because CreateTexBuffer is doing this as a postprocessing step now.
2018-04-02 03:38:25 +02:00
Christoph Oelckers
524df21d81
- moved portal grouping code out of GL and into r_data.
2018-04-02 00:39:04 +02:00
Christoph Oelckers
d84554f093
- deleting some unused stuff
2018-04-02 00:28:25 +02:00
Christoph Oelckers
64b504ee7f
- fixed last commit. This was missing an init call for the portal data.
2018-04-02 00:14:53 +02:00
Christoph Oelckers
248a29bf06
- resorted portal render data.
...
Compiles but does not work...
2018-04-01 22:26:57 +02:00
Christoph Oelckers
8be788a9b3
- moved portal data into FLevelLocals.
2018-04-01 20:17:39 +02:00
Christoph Oelckers
65e7b6dfaa
- moved the code in gl_data.cpp to better fitting places
...
* the MAPINFO options now get handled in g_mapinfo.cpp and g_level.cpp, just like the rest of them as members of level_info_t and FLevelLocals.
* RecalcVertexHeights has been made a member of vertex_t and been moved to p_sectors.cpp.
* the dumpgeometry CCMD has been moved to p_setup.cpp
2018-04-01 18:45:27 +02:00
Christoph Oelckers
0127a71974
- fixed last commit.
2018-04-01 17:16:53 +02:00
Christoph Oelckers
0ae371f3ce
- moved gl_use_hires check back into material class and cleaned up the interface a bit.
...
The function is supposed to be a worker, nothing more and its result should only depend on its arguments.
2018-04-01 16:32:37 +02:00
Christoph Oelckers
c60c025554
- moved gl_load headers out of the gl folder.
...
This is mainly to get them out of the way. The place is not optimal but will have to do as long as this remains a separate branch.
2018-04-01 16:30:34 +02:00
alexey.lysiuk
5df5e2abe7
Fixed excessive growth of ACS string pool
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This fixes usage of uninitialized variable in ACSStringPool::PoolEntry objects
The initial version (before 66d15dc
) increased pool size by one entry and assign all its members right after that
The improved version reserved MIN_GC_SIZE entries but didn't initialize anything except the first one
ACSStringPool::FindFirstFreeEntry() cannot find the proper entry as it uses PoolEntry::Next member for list traversal
It's enough to initialize Next member with FREE_ENTRY value because other fields will be assigned anyway inside ACSStringPool::InsertString()
https://forum.zdoom.org/viewtopic.php?t=60049
2018-04-01 16:27:08 +03:00
Christoph Oelckers
8b79eedfea
- moved CreateTexBuffer out of the GL code.
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This is merely a buffer creation function with no dependencies on the renderer.
2018-04-01 14:38:48 +02:00
Christoph Oelckers
711a88bab3
- consolidated cycle_t and glcycle_t because aside from glcycle_t's ability to be deactivated when no profiling takes place they did exactly the same thing.
2018-04-01 13:24:03 +02:00
Christoph Oelckers
d6fedd36b1
- moved the Plane class to vectors.h and deleted gl_geometric.h
2018-04-01 12:43:23 +02:00
Christoph Oelckers
cd64655f97
- removed empty header gl_convert.h
2018-04-01 12:00:51 +02:00
Christoph Oelckers
1461059dae
- moved contents of gl_templates.h to files outside of gl/
2018-04-01 11:59:12 +02:00
Christoph Oelckers
e49cd2cb83
- moved the hires replacement and upscaling code out of the GL classes into FTexture.
...
This theoretically means that the software renderer could access this data as well - if it just had been written with a more flexible texture interface.
However, as things stand, this may require quite a bit of work to achieve.
2018-04-01 10:41:04 +02:00
Christoph Oelckers
3671fd7f97
Merge branch 'master' into 2D_Refactor
2018-04-01 08:44:39 +02:00
Christoph Oelckers
0f12fb9d6d
- moved the texture file format handlers to a subdirectory for clarity.
2018-04-01 08:25:38 +02:00
Christoph Oelckers
a9d5533603
- integrated GL parts of translation handling into the main module.
...
Now that this doesn't have to share assets with HW2D it could be simplified a lot.
2018-04-01 00:59:49 +02:00
alexey.lysiuk
ff96980dda
Fixed handling of default values in String.Mid()
...
https://forum.zdoom.org/viewtopic.php?t=60047
2018-03-31 21:45:20 +03:00
Christoph Oelckers
bc485a7f2c
- moved a large portion of gl_textures.cpp into the main files for the implementing classes.
...
The old organization made sense when ZDoom still was a thing but now it'd be better if all pure data with no dependence on renderer implementation details was moved out.
A separation between GL2 and GL3+4 renderers looks to be inevitable and the more data is out of the renderer when that happens, the better.
2018-03-31 19:20:59 +02:00
alexey.lysiuk
b36fc82fff
Removed check for duplicate IWADs
...
Skipping of duplicate IWADs seems to serve a cosmetic purpose only but it caused troubles with custom IWADs
https://forum.zdoom.org/viewtopic.php?t=58333
2018-03-31 15:34:55 +03:00
alexey.lysiuk
ca0e39cd0c
Added ability to load any IWAD without extension
...
Previously, only .wad files can specified without file extension for -iwad command line option
For example, -iwad square1 will load square1.pk3 as IWAD
2018-03-31 15:32:28 +03:00
Christoph Oelckers
410d6817b2
- minor cleanup on the texture layer data in FTexture.
2018-03-31 12:27:41 +02:00
alexey.lysiuk
17bc9c3f69
Fixed handling of default value in Actor.Vec3Angle()
2018-03-31 11:46:06 +03:00
Christoph Oelckers
6d6196388e
- made SPROFS a more usable feature.
...
This was originally invented to fix the sprite offsets for the hardware renderer.
Changed it so that it doesn't override the original offsets but acts as a second set.
A new CVAR has been added to allow controlling the behavior per renderer.
2018-03-31 10:37:46 +02:00
ZippeyKeys12
0441994106
Default newradius in A_SetSize
2018-03-30 18:06:46 -05:00
Christoph Oelckers
5bdea6278c
- removed RequireGLNodes from FRenderer interface.
...
It returned true for both renderers anyway.
2018-03-31 00:33:09 +02:00
Christoph Oelckers
6cd26dec01
- remove some dead code.
2018-03-31 00:25:15 +02:00
Christoph Oelckers
a001a5304d
- removed the old software renderer framebuffers for Windows
...
This cannot be refactored with the old code still present and done properly both renderers should share what they can.
2018-03-30 23:18:25 +02:00
Christoph Oelckers
1e5fbc1423
Merge remote-tracking branch 'remotes/origin/master' into 2D_Refactor
...
# Conflicts:
# src/posix/cocoa/i_video.mm
2018-03-30 22:06:17 +02:00
Christoph Oelckers
ec8804cfd8
- added missing virtual destructor to DFrameBuffer.
...
Previously it inherited this from DCanvas but now both classes are no longer related.
2018-03-30 22:03:50 +02:00
Christoph Oelckers
ff19627251
- fixed legacy version of color overlay to use the correct blend settings.
2018-03-30 21:34:04 +02:00
Christoph Oelckers
00c66f42d3
- made DTA_SpecialColormap work, both for GL3+ and GL2 render paths.
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This will only be used for HUD sprites. At the moment it will ignore sprite translations, though, when running in OpenGL 2 legacy mode.
2018-03-30 21:14:49 +02:00
Christoph Oelckers
832df6d43a
- implemented desaturation for the legacy GL renderer's 2D.
...
A lot of work that's only needed to be able to use the hardware renderer's 2D code with the software renderer.
2018-03-30 18:14:42 +02:00
alexey.lysiuk
709bbe3db0
Fixed crash on accessing player sprite's state in software renderer
...
https://forum.zdoom.org/viewtopic.php?t=60034
2018-03-30 16:40:31 +03:00
alexey.lysiuk
408a2f6dab
Fixed uninitialized members in DPSprite class
...
https://forum.zdoom.org/viewtopic.php?t=60034
2018-03-30 16:38:51 +03:00
alexey.lysiuk
140ad241c4
Adjusted validation limit for sound velocity again :(
...
https://forum.zdoom.org/viewtopic.php?t=59979
2018-03-30 10:42:22 +03:00
Vitaly Novichkov
74c5bab075
Attempt to fix a blank banks list of ADLMIDI
...
That happen because of silly dependency on soundfonts list which is totally unneeded to ADLMIDI as it uses embedded banks or external banks in a different format.
https://forum.zdoom.org/viewtopic.php?f=104&t=59997&p=1047184
2018-03-29 23:39:15 -04:00
Christoph Oelckers
811d96e07e
D3D 2D code refactored but not tested yet.
2018-03-29 23:21:25 +02:00
alexey.lysiuk
b952653303
Set more suitable limit for sound velocity validation
...
https://forum.zdoom.org/viewtopic.php?t=59979
2018-03-29 17:37:36 +03:00
Christoph Oelckers
a40e085a46
- 2D drawer implementation complete for hardware renderer.
...
This also replaces DTA_ColormapStyle with proper implementations of its components. As implemented it was a very awkward mixture of various effects that already existed in a separate form. As a result of its implementation it required additional but completely redundant shader support which could be removed now. As a side effect of this change a new DTA_Desaturate option was added.
2018-03-29 16:21:21 +02:00
alexey.lysiuk
cbad9ac219
Fixed crash when event handler class isn't derived from StaticEventHandler
2018-03-29 16:41:29 +03:00
Christoph Oelckers
077df87704
- 2D code works in GL legacy mode.
...
Not tested yet with shaders.
2018-03-29 11:58:28 +02:00
Christoph Oelckers
0ff1426b23
- fixed: The index info for the 2D lists was not set.
2018-03-29 07:55:35 +02:00
Christoph Oelckers
fa6ba84094
- fixed untextured vertex order and removed some test code.
2018-03-29 00:38:31 +02:00
Christoph Oelckers
a253b15334
- more fixes.
2018-03-28 23:57:50 +02:00
Christoph Oelckers
3ca3193379
- fixed a few things, but still not working.
2018-03-28 23:42:06 +02:00
Christoph Oelckers
b194f2c466
- game starts, but no 2D visible yet.
2018-03-28 22:04:28 +02:00
Christoph Oelckers
70b6754299
- implemented the 2D drawer for the hardware renderer. Not tested yet.
2018-03-28 21:38:00 +02:00
Wohlstand
2d79d187d5
OPNMIDI: Remove std:: from all snprintf calls
2018-03-28 20:37:55 +03:00
Wohlstand
6a497a0b92
ADLMIDI: Update latest update of DMXOPL3 bank by @sneakernets
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And a small polishing of bank names to keep the informative, but much shorter
2018-03-28 20:34:28 +03:00
Wohlstand
99e24efc2c
ADLMIDI: Remove std:: from all snprintf-s
2018-03-28 20:33:02 +03:00
Christoph Oelckers
25999c1c6a
- looks like the 2D drawer sources did not get committed...
...
- This also adds the missing draw modes to the GLSL shader.
2018-03-28 19:07:43 +02:00
Christoph Oelckers
16480a3f4b
- it compiles again.
...
This won't work, though, because no backend for the new 2D code exists yet.
2018-03-28 16:40:09 +02:00
alexey.lysiuk
fdd93d704d
Merged list of video modes for Cocoa and SDL backends
...
https://forum.zdoom.org/viewtopic.php?t=59990
2018-03-28 15:12:07 +03:00
Christoph Oelckers
33289ade49
- renamed the 2D drawer in the GL renderer so that the same name can be used for the device-independent replacement.
2018-03-27 21:44:58 +02:00
Christoph Oelckers
29ad081368
- removed remaining DirectDraw code and a few other things that are no longer being used.
2018-03-27 21:04:01 +02:00
Christoph Oelckers
2ed744963c
- Changed frame buffer locking mechanism so that the only place where a lock is needed is when the software renderer wants to access the render buffer, which is precisely for the duration of the RenderView function.
...
No more locking insanity! :)
There are no locking counters or other saveguards here that would complicate the implementation because there's precisely two places where this buffer must be locked - the RenderView functions of the regular and poly SW renderer which cannot be called recursively.
2018-03-27 20:02:44 +02:00
Christoph Oelckers
0c3635e22c
- removed vid_hw2d CVar.
2018-03-27 17:58:25 +02:00
Christoph Oelckers
62f073ef60
- removed Accel2D variable and a little bit of locking cruft.
2018-03-27 17:13:10 +02:00
Christoph Oelckers
cff5f0e3c7
- removed DFrameBuffer's locking mechanism.
...
In its current form this is quite useless. What's really needed is to require a lock on the RenderBuffer for the 3D scene, but since this is not needed for the 2D stuff anymore it can be done far simpler.
2018-03-27 16:48:33 +02:00
Christoph Oelckers
c06ad5c59c
- separated DFrameBuffer from DCanvas.
...
This was a bad idea from the start and really only made sense with DirectDraw.
These days a FrameBuffer represents an abstract hardware canvas that shares nothing with a software canvas so having these classes linked together makes things needlessly complicated.
The software render buffer is now a canvas object owned by the FrameBuffer.
Note that this commit deactivates a few things in the software renderer, but from the looks of it none of those will be needed anymore if we set OpenGL 2 as minimum target.
2018-03-27 14:14:46 +02:00
Christoph Oelckers
bb9283a9af
- work on separating DFrameBuffer from DCanvas.
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2D works in D3D backend, but 3D crashes because not all pointers have been rerouted yet.
2018-03-27 13:50:31 +02:00
Christoph Oelckers
377aa95e34
- removed empty header.
2018-03-27 12:01:15 +02:00
Christoph Oelckers
e0f1abdf81
- removed SDLFB and cleaned things up a bit.
2018-03-27 11:59:43 +02:00
Christoph Oelckers
1a28644d83
- cleaned out unused stuff from DCanvas.
...
- removed CocoaFrameBuffer because it is a software fallback which is no longer supported.
2018-03-27 11:25:06 +02:00
Christoph Oelckers
ba799aebbd
- moved locking logic from DCanvas to DFrameBuffer.
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The software canvases used for rendering camera textures and save pictures in the software renderer do not need this.
2018-03-27 11:12:13 +02:00
Christoph Oelckers
dd491d6558
- removed support for paletted Windows display modes.
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This was only relevant for DirectDraw which has been removed.
2018-03-27 10:41:38 +02:00
Christoph Oelckers
ded21cba8e
- moved more code from DCanvas to DFrameBuffer.
2018-03-27 10:34:21 +02:00
Vitaly Novichkov
38156b9243
ADL&OPL: Added a fallback for a blank instruments in GS/XG banks
2018-03-27 07:36:07 +02:00
Christoph Oelckers
d650e37497
- stripped out the entire software 2D renderer and moved all 2D drawing functions to DFrameBuffer so that they cannot be used with software DSimpleCanvas anymore.
2018-03-26 23:16:27 +02:00
Christoph Oelckers
e0039179cb
- merge error fixed.
2018-03-26 22:11:13 +02:00
Christoph Oelckers
a350c43c87
. removed the texture atlases from the OpenGLSWFrameBuffer.
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# Conflicts:
# src/gl/system/gl_swframebuffer.cpp
2018-03-26 22:05:45 +02:00
Christoph Oelckers
41a0e6af4a
- removed the D3D texture atlas implementation.
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This is a necessary first step for simplifying the texture handling in order to refactor it.
# Conflicts:
# src/gl/system/gl_swframebuffer.cpp
# src/textures/textures.h
# src/win32/fb_d3d9.cpp
2018-03-26 22:05:35 +02:00
Christoph Oelckers
d9f6546c16
- removed Shader Model 1.4 support.
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The only hardware ever to support this is ATI's R200 which has been deprecated by ATI before Vista got released, and is no longer a relevant target.
2018-03-26 22:03:33 +02:00
Christoph Oelckers
40bbe5cd8a
- removed DirectDraw backend.
2018-03-26 22:03:32 +02:00
Marisa Kirisame
19b701728d
Typo fix in linetrace flags checking.
2018-03-26 22:00:17 +02:00
Christoph Oelckers
3c3c2f03e8
The missing parts of last commit.
2018-03-26 20:44:25 +02:00
Christoph Oelckers
7c333b1fd1
- changed the default settings for fluid_patchset, timidity_config and midi_config to point to the default sound font.
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wildmidi_config has not been changed because it cannot read .sf2 files.
2018-03-26 20:43:44 +02:00
Christoph Oelckers
d166ab95a9
Revert "- fixed: 3D floor that extend into the real sector's floor were not clipped properly."
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This reverts commit a33ad3c99e
.
Turns out that this breaks legitimate maps. So I'd rather let that one broken map glitch than the good ones.
2018-03-26 19:44:41 +02:00
Christoph Oelckers
f8019637cf
- fixed: FBuildTexture::CopyTrueColorPixels returned incorrect transparency information
2018-03-26 11:46:33 +02:00
Christoph Oelckers
755cbd341b
- fixed: A sprite having a picnum was not animating its image in the hardware renderer.
2018-03-25 22:01:18 +02:00
alexey.lysiuk
75a65873e7
Fixed applying of unsafe context in waiting command
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https://forum.zdoom.org/viewtopic.php?t=59947
2018-03-25 22:38:38 +03:00
Christoph Oelckers
e89a598b31
- renamed FTexture's UseType flags and gave them a dedicated type.
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This was done mainly to reduce the amount of occurences of the word FTexture but it immediately helped detect two small and mostly harmless bugs that were found due to the stricter type checks.
2018-03-25 20:26:16 +02:00
Christoph Oelckers
5c7f2e0217
- removed some dumb CMake script that messed around with Visual Studio's user settings.
2018-03-25 17:51:23 +02:00
Christoph Oelckers
c0893027da
- added a band-aid fix in case Timidity has both chorus and reverb active.
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This merely addresses the crashing issue, it does nothing about the faulty initialization logic here that causes the chorus not to get initialized properly if reverb is active.
The issue needs more in-detail investigation but for now this has to suffice.
2018-03-25 12:12:14 +02:00
Christoph Oelckers
4c4f8288a4
- disable XP toolset warning for 64 bit builds.
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- fixed an error with assigning a string constant to a non-const char * variable that was pointed out by compiling with /permissive-.
2018-03-25 10:50:14 +02:00
Vitaly Novichkov
27b9b67d68
ADL&OPN: More setup: Chips count and Volume model!
...
Notes:
* ADL: The DMX volume model was set as default to unify volumes on all bank. Otherwise, if you will use 'Generic' or 'Win9x', the sound will became too loud than wanted. Each bank has own default volume model which is used when 'Auto' is set.
* ADL: 6 chips is optimal to work with default banks
* OPN: 8 chips are set to provide 48 polyphony channels. (each OPN2 chip has 6 channels only)
* Text files: junk spaces from end of lines are was auto-removed.
2018-03-25 08:14:35 +02:00
Vitaly Novichkov
f7e45b06b7
Fixed double-increment and use a safer way to fetch a bank names
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(in case of new bank will be added (or removed) on ADLMIDI side, no need to change the count of banks in "some deep place" of code)
2018-03-25 08:14:35 +02:00
Vitaly Novichkov
79d7067f07
Fixed typo in the error message: it's YM2612 is OPN2 which is not OPL
2018-03-25 08:14:35 +02:00
Rachael Alexanderson
3e31b89929
- corrected 2 spelling errors and added a linebreak with a really long line for the stats prompt
2018-03-25 00:35:57 -04:00
Vitaly Novichkov
a60dc64e71
ADL&OPN: Fix long
vs int64
conflict in 'CalcChGoodness'
2018-03-25 01:37:44 +03:00
Vitaly Novichkov
6e6d1b5e97
Merge branch 'master' of git@github.com:coelckers/gzdoom.git
2018-03-25 01:20:31 +03:00
Christoph Oelckers
95d7101e26
- stats sending message.
2018-03-24 23:16:21 +01:00
Christoph Oelckers
a33ad3c99e
- fixed: 3D floor that extend into the real sector's floor were not clipped properly.
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The only check being done on this was done after processing for the renderer which simply is too late.
2018-03-24 22:42:10 +01:00
Vitaly Novichkov
d202ef9e68
Merge branch 'master' of git@github.com:coelckers/gzdoom.git
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# Conflicts:
# src/sound/opnmidi/opnmidi_private.hpp
2018-03-25 00:41:11 +03:00
Vitaly Novichkov
15e133afb9
ADLMIDI & OPNMIDI: Little clean and MSVC warnings muting
2018-03-25 00:38:26 +03:00
Christoph Oelckers
73f9300c2b
- disable MSVC warnings in OPNMidi.
2018-03-24 21:53:37 +01:00
Vitaly Novichkov
5acffa693f
Merge branch 'master' of git@github.com:coelckers/gzdoom.git
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# Conflicts:
# src/sound/adlmidi/adlmidi.cpp
2018-03-24 23:51:36 +03:00
Vitaly Novichkov
be1b884a04
OPNMIDI: Natively disable embedded MUS and XMI, and MIDI sequencer
2018-03-24 23:46:05 +03:00
Vitaly Novichkov
0816018d36
ADLMIDI: Another warning fix
2018-03-24 23:33:39 +03:00
Christoph Oelckers
77a2101c06
- re-applied my changes to ADLMIDI code:
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* disable sstream. No point pulling in such a large piece of code for two error messages.
* disable MSVC warnings which get emitted by the code.
2018-03-24 21:30:59 +01:00
Vitaly Novichkov
e31830e8be
ADLMIDI: Tiny warning fix
2018-03-24 21:26:30 +01:00
Vitaly Novichkov
be81e00722
ADLMIDI: Added built-in ability to disable unneeded MUS and XMI converters
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Also embedded MIDI sequencer has been disabled too as it is not needed in GZDoom
I made that to allow easier updates of ADLMIDI into newer versions without of any future troubles and conflicts
2018-03-24 21:26:30 +01:00
Vitaly Novichkov
c65a004e08
ADLMIDI: Tiny warning fix
2018-03-24 23:19:50 +03:00
Christoph Oelckers
4e012e3765
- fill in the ADL bank menu from the internal table. Some of the names had to be shortened to prevent it from getting too confusing.
2018-03-24 21:19:10 +01:00
Vitaly Novichkov
b6302f5fc9
ADLMIDI: Added built-in ability to disable unneeded MUS and XMI converters
...
Also embedded MIDI sequencer has been disabled too as it is not needed in GZDoom
I made that to allow easier updates of ADLMIDI into newer versions without of any future troubles and conflicts
2018-03-24 22:45:54 +03:00
Christoph Oelckers
49ab99a383
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-03-24 19:40:52 +01:00
Christoph Oelckers
b8f2d1fc06
- better CVAR control for Timidity++ reverb.
2018-03-24 19:40:39 +01:00
Christoph Oelckers
4978d979e8
- fixed Windows version of snd_mididevice.
...
- removed mus2mis and xmi2mid converters from OPNMidi, because they are not needed.
- moved the data file for OPNMidi into gzdoom.pk3.
2018-03-24 18:29:12 +01:00
Christoph Oelckers
8aeb6531be
Merge branch 'opnMIDI' of https://github.com/Wohlstand/gzdoom into opnmidi
2018-03-24 17:10:50 +01:00
Marisa Kirisame
0656916bf2
Add WorldLinePreActivated to override line activation, as a counterpart to WorldLineActivated.
2018-03-24 16:30:49 +01:00
Vitaly Novichkov
6308fb311b
Added support for libOPNMIDI Playing device
2018-03-24 17:58:47 +03:00
Vitaly Novichkov
46942cb27f
Added libOPNMIDI sources
2018-03-24 17:52:52 +03:00
alexey.lysiuk
a4bee610b4
Added runtime warning about usage of unsupported OpenAL implementation
...
https://forum.zdoom.org/viewtopic.php?t=59920
2018-03-24 15:00:36 +02:00
alexey.lysiuk
c4b3dcf266
Fixed indent of OpenAL initialization messages
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Tab characters should not be used for indenting messages in console
2018-03-24 14:53:47 +02:00
alexey.lysiuk
4f6a853bfb
Added validation of sound position and velocity
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https://forum.zdoom.org/viewtopic.php?t=57632
2018-03-24 13:09:55 +01:00
Christoph Oelckers
da74b9df95
- serialize the temporary music volume that can be set through ACS.
2018-03-24 13:07:18 +01:00
alexey.lysiuk
40bf8a421e
User's OpenAL library has precedence over Apple's framework
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https://forum.zdoom.org/viewtopic.php?t=59920
2018-03-24 12:09:23 +02:00
Marisa Kirisame
3072c9bf7c
Add PostUiTick(). Happens after all other tickers. Useful for handling changes in the play side within the same tic.
2018-03-24 10:24:13 +01:00
Marisa Kirisame
69c6e95b08
Add worldlineactivated event, triggered after successful line activation.
2018-03-24 10:23:31 +01:00
Jason Francis
bd7791ad9c
Allow setting string user variables in ACS
2018-03-24 10:20:39 +01:00
Jason Francis
4494b18e8a
Enable string & float user_ properties in UDMF things
2018-03-24 10:20:39 +01:00
alexey.lysiuk
2951476ce0
Fixed compilation with GCC and Clang
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src/v_video.h:56:6: error: ISO C++ forbids forward references to 'enum' types
src/v_video.h:342:17: error: field has incomplete type 'FTextureFormat'
src/v_video.h:344:47: error: variable has incomplete type 'FTextureFormat'
2018-03-24 09:53:55 +02:00
Marisa Kirisame
634a10db52
Adds "DI_MIRROR" flag to statusbar image drawing. Useful for rearview mirror camera textures, for example.
2018-03-24 00:29:50 +01:00
Christoph Oelckers
7301001a3f
- made the necessary adjustments to the HW2D interfaces to handle alpha textures properly.
...
These cannot be done with the regular textures so there needs to be an option to create more than one native texture per FTexture. For completeness' sake there is also the option now to create a paletted version of a texture if the regular one is true color. This fixes a long standing problem that translations were not applied to non-paletted textures.
2018-03-23 23:04:30 +01:00
Christoph Oelckers
3c6b09b3a1
Merge remote-tracking branch 'remotes/origin/adlMIDI' into alphatex2
2018-03-23 19:53:06 +01:00
Christoph Oelckers
1c9b08dd44
Merge remote-tracking branch 'remotes/origin/master' into alphatex2
2018-03-23 19:52:48 +01:00
Christoph Oelckers
4c781a8f65
- finished verification of proper texture generation and fixed a few remaining issues.
...
Aside from PCX 4 bit, uncompressed PCX and TGA grayscale for which I was unable to obtain test images, all others now produce proper textures in both 8 and 32 bit mode.
2018-03-23 19:52:08 +01:00
alexey.lysiuk
836b09c933
Added third-party sound headers to CMake generated project
2018-03-23 12:47:37 +02:00
Vitaly Novichkov
4f104b0da9
Fixed incorrect pitch processing in the ADLMIDI
2018-03-23 00:35:20 +01:00
Christoph Oelckers
0a07f4c144
- fixed alpha texture generation for OpenGL rendering.
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The old logic used a translation table that does not work with color images, it was designed to handle 8 bit grayscale images.
So now, it creates a true color buffer and then turns it into a texture with R,G,B = 255 and the alpha channel set to the grayscale value.
This was also the reason why crosshairs made from 32 bit PNGs did not show correctly.
2018-03-22 23:57:14 +01:00
Christoph Oelckers
5466e2c7c5
- fixed what looks like a wrongly braced 'for' loop in 4 bit PCX.
...
The code looks wrong, unfortunately I cannot test it due to lack of an image in that format
2018-03-22 23:14:43 +01:00
Christoph Oelckers
6fcf1e0149
- fixed incorrect translation table that was used to process grayscale patch and IMGZ textures.
...
- fixed: The MD5 check for patches deleted the buffer too early.
2018-03-22 22:49:42 +01:00
Christoph Oelckers
c869df9bf7
- added missing checksum file.
...
- fixed decoding of uncompressed DDS textures.
Apparently this was never tested and nobody ever used this format as a texture in ZDoom.
2018-03-22 22:30:09 +01:00
Christoph Oelckers
702e948000
Merge remote-tracking branch 'remotes/origin/adlMIDI' into alphatex2
2018-03-22 20:44:32 +01:00
Christoph Oelckers
d586d774cf
- adjusted GL renderer to the new rules for alpha textures. This means that the translation fallback is only needed for the legacy renderer now. Modern GL can use the regular texture and will apply a grayscale mapping instead of merely using the red channel.
2018-03-22 20:42:17 +01:00
Rachael Alexanderson
0893f0c01e
Merge remote-tracking branch 'origin/master' into adlMIDI
2018-03-22 14:28:54 -04:00
Vitaly Novichkov
4481ebbdd2
Fixed an incorrect ADLMIDI playback
...
As DMX uses both 10'th and 16'th channels for percussions, I'll turn a 16'th channel into percussive by XG way on every init/reset.
2018-03-22 04:30:10 -04:00
Christoph Oelckers
1756035594
- fixes in DDS decoder.
...
- let FPatchTexture use the inline color getters.
2018-03-22 00:54:03 +01:00
Christoph Oelckers
b473838627
- adjustments and fixes for alphatextures:
...
* Instead of using the red channel it now uses the grayscale value. While slower in a few situations, it is also more precise and makes the feature more useful.
* For paletted textures do not use the index as alpha anymore but the actual grayscaled color. This is again to make the feature more consistent and useful.
* To compensate for the above there is now a list of hashes for known alpha textures in patch format, so that they don't get broken.
* IMGZ is now considered a grayscale format. There's only two known textures that use IMGZ for something else than crosshairs and those are explicitly handled.
* several smaller fixes.
* the actual color conversion functions for paletted output are now consolidated in a small number of inlines so that future changes are easier to do.
Note: This hasn't been tested yet and will need further changes in the hardware rendering code. As it is it is not production-ready.
2018-03-22 00:29:01 +01:00
alexey.lysiuk
de0a815215
Fixed error reporting on loading malformed DeHackEd patches
2018-03-21 13:08:16 +02:00
alexey.lysiuk
92f10febe8
Fixed crash on loading malformed DeHackEd patches
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Lump that contains only "Patch File for DeHackEd v3.0" (without line break at the end) caused a crash
2018-03-21 13:03:44 +02:00
drfrag
88bebaec39
- Fixed not getting the 'old and unsupported DeHackEd patch' error message for some old patch versions.
2018-03-21 12:48:46 +02:00
alexey.lysiuk
d58169f1b0
Fixed crash with very short music loop
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https://forum.zdoom.org/viewtopic.php?t=59883
2018-03-21 12:28:12 +02:00
Rachael Alexanderson
fae6f22a2b
- fix botched merge
2018-03-21 03:50:47 -04:00
Rachael Alexanderson
d829e53bc0
Merge branch 'stats_native_ui' of https://github.com/coelckers/gzdoom
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# Conflicts:
# src/d_stats.cpp
2018-03-21 02:28:52 -04:00
Rachael Alexanderson
4ad769572f
- bump stats version string, send stats to new stats script instead
2018-03-20 22:02:18 -04:00
Rachael Alexanderson
def0ea0103
Merge branch 'stats_native_ui'
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# Conflicts:
# src/d_stats.cpp
2018-03-20 22:00:30 -04:00
alexey.lysiuk
568d439c24
Removed deleted virtual functions
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This solves linking errors on macOS with missing ___cxa_deleted_virtual symbol
2018-03-20 22:12:43 +02:00
Christoph Oelckers
b0c96ac43d
- fixed uninitialized variables in files.h.
2018-03-20 18:29:54 +01:00
alexey.lysiuk
f242f0631b
Fixed crash in when MP3 length guesstimation failed
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https://forum.zdoom.org/viewtopic.php?t=59881
2018-03-20 18:01:35 +02:00
alexey.lysiuk
6f68b6c352
Fixed JPEG errors reporting
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GCC/Clang reported these warnings:
src/textures/jpegtexture.cpp:305:29: warning: data argument not used by format string [-Wformat-extra-args]
src/textures/jpegtexture.cpp:388:28: warning: data argument not used by format string [-Wformat-extra-args]
src/textures/jpegtexture.cpp:432:29: warning: data argument not used by format string [-Wformat-extra-args]
src/textures/jpegtexture.cpp:481:28: warning: data argument not used by format string [-Wformat-extra-args]
2018-03-20 10:29:28 +02:00
Magnus Norddahl
09c0bed74f
- Oops, last commit had its check inverted
2018-03-20 01:29:43 +01:00
Magnus Norddahl
5f4e4d859e
- Fix netgame freeze situation
2018-03-20 01:28:25 +01:00
Christoph Oelckers
cf67883e6a
- changed copyright notice.
2018-03-19 21:01:32 +01:00
Christoph Oelckers
16f6a88680
- fixed Build tiles and removed test code.
2018-03-19 20:56:04 +01:00
Christoph Oelckers
bf2003fe6a
- fixed pixel address.
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Colors still need work.
2018-03-19 20:09:32 +01:00
Christoph Oelckers
04b8a12ca4
- Build texture work. Currently broken.
2018-03-19 20:02:38 +01:00
Christoph Oelckers
f4d9ad1123
- extended FTexture::GetPixels and FTexture::GetColumn by a RenderStyle parameter.
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Now it is no longer necessary to provide specially set up textures for rendering shaded decals, they can use any PNG texture now that contains a proper red channel.
Handling of the alPh chunk has been removed as a result as it in no longer needed.
2018-03-18 21:33:44 +01:00
Christoph Oelckers
a399d79f8a
- minor reformatting.
2018-03-18 14:18:42 +01:00
Christoph Oelckers
47bfbb5e08
- Make BuildTexture inherit from worldtexture.
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- handle WorldTextures that can change their content automatically.
2018-03-18 14:18:19 +01:00
Christoph Oelckers
94eadb1a8c
- made it compile again.
2018-03-18 13:47:40 +01:00
Christoph Oelckers
de8db297a6
- made the backdrop texture also inherit from FWorldTexture.
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In this case the only benefit is one less piece of GetColumn duplication - this texture is simply not usable in-game, unlike the BarShader.
2018-03-18 13:12:25 +01:00
Christoph Oelckers
494504229f
- fixed the BarShader texture.
...
Even though unlikely, this should work as a regular texture because it can be used as such.
As a result of the above, true color generation needs to be done explicitly now.
2018-03-18 12:54:40 +01:00
Christoph Oelckers
1d59a53cd4
- added worldtexture.cpp
2018-03-18 12:54:14 +01:00
Christoph Oelckers
7e169eb76f
- split out the span generation from most texture classes
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Until now each subclass of FTexture had to implement the entire span generation itself, presumably so that a few classes can use simpler structures.
This does not work if a texture can have more than one pixel buffer as is needed for alpha textures.
Even though it means that some classes will allocate more data now, it's the only way to do it properly.
In addition this removes a significant amount of mostly redundant code from the texture classes.
- added alpha texture processing to all converted classes
As of now this is not active and not tested.
Note that as part of the conversion even those textures that were working as alphatextures will not look correct until the higher level code gets adjusted.
2018-03-18 12:36:14 +01:00
alexey.lysiuk
832fc42e07
Added native UI dialog to confirm stats collection
2018-03-18 13:26:04 +02:00
Christoph Oelckers
102d2647d3
- removed support for loading Build palettes as the main game palette.
...
This was implemented in a way that made it entirely impossible to load Build resources and make them usable for modding.
ZDoom had Build texture support for many years but the limitations the palette handling imposed made it impossible to use them.
It wasn't usable for anything more than to load Build maps and have them display properly - a feature that had to be removed because it was irreparably broken already.
With the forced palette override out of the way it should now be possible to implement loading of Build ART files as actually usable resources.
2018-03-18 11:57:41 +01:00
alexey.lysiuk
341a9bcf91
Added target and last enemy to linetarget CCMD output
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https://forum.zdoom.org/viewtopic.php?t=59716
2018-03-18 11:23:24 +02:00
alexey.lysiuk
75782e6b34
Exported Inventory.AltHUDIcon field to ZScript
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https://forum.zdoom.org/viewtopic.php?t=59842
2018-03-18 11:02:21 +02:00
alexey.lysiuk
ecff13ac2e
Fixed crash on attempt to send stats without network connection
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https://forum.zdoom.org/viewtopic.php?t=59844
2018-03-17 22:38:41 +02:00
Magnus Norddahl
a2b9a70835
- Fix crash when reloading a map
2018-03-17 00:09:43 +01:00
alexey.lysiuk
9a737a0622
Added ability to turn off sending of stats in CMake configuration
2018-03-16 16:04:43 +02:00
alexey.lysiuk
a9802f82f4
Replaced usages of sprintf() in stats sender
2018-03-14 22:19:33 +02:00
Christoph Oelckers
f1bfc3514d
- fixed: For proper recognition of optional function arguments, the argflags must also be copied from the parent function to ensure they are itdentical on the override.
2018-03-14 19:52:30 +01:00
Rachael Alexanderson
549a290a2f
- add 'renderconfig' for the stats script to easily differentiate between OpenGL and software
2018-03-14 11:40:47 -04:00
alexey.lysiuk
bdeae23a56
Added native UI dialog to confirm stats collection
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Implemented only for Windows so far
Need good message to explain purpose of this feature
2018-03-14 10:20:46 +02:00
Christoph Oelckers
49f590c797
- Use the Windows system function to determine the number of physical CPU cores.
...
The generic version does not appear to work as intended.
2018-03-13 20:04:41 +01:00
Rachael Alexanderson
d83456e9cc
- fixed: stats checker was not actually checking if it was being run in WOW64 mode
2018-03-13 09:34:38 -04:00
raa-eruanna
251f0c8459
- add one more missing include to make GCC happy
2018-03-12 22:39:50 -04:00
Marisa Kirisame
fb5eae8aaa
Added some missing zlib.h and stdint.h includes
2018-03-12 21:06:03 -04:00
Christoph Oelckers
fed7286442
- p_glnodes.cpp must include zlib.h
2018-03-12 22:45:49 +01:00
Christoph Oelckers
5fccdd9acd
- added missing return to translation code.
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- a bit of header cleanup.
* moved <zlib.h> and <bzlib.h> from files.h to files_decompress.cpp because they are no longer needed for defining the interface.
* added <functional> to the precompiled header
2018-03-12 21:18:11 +01:00
Christoph Oelckers
5a4e9decd9
- added missing #include
2018-03-12 19:33:49 +01:00
Rachael Alexanderson
fbc4831072
- remove empty Mac I_HTTPRequest prototype since it's not used
2018-03-12 19:33:49 +01:00
Christoph Oelckers
f2f649bf77
- put all stats related code into one file.
2018-03-12 19:33:48 +01:00
Rachael Alexanderson
033a11a028
- fix compile on clang
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- implement TCP connections in Linux
- fix passing of request string to a thread
- implement OS stats for ARM and PPC on Linux
2018-03-12 19:33:48 +01:00
Christoph Oelckers
d2fa4d0ff9
- most stat stuff done.
2018-03-12 19:33:48 +01:00
Rachael Alexanderson
c15e868b0f
- implemented anonymous stats collector
2018-03-12 19:33:48 +01:00
Christoph Oelckers
5d436cd3ed
- forward the error state of the translation parser to the calling code so that it can print a message pointing to the problem content.
2018-03-12 19:14:56 +01:00
Christoph Oelckers
73248e7f86
- added a missing nullptr check in Instruments::free_soundfonts()
2018-03-12 18:55:05 +01:00
Christoph Oelckers
13ef97c4ac
- removed debug message.
2018-03-12 18:47:49 +01:00
Major Cooke
4851c5bfde
Insert an extra line after printing the warnings.
2018-03-12 18:17:08 +01:00
Christoph Oelckers
c85389c976
Re-fixed 95d74614
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This should be dealt with at the source, not one level up, so that it also works properly if the GetReader function of the ResourceFile object is called directly and not through the resource manager.
2018-03-12 10:26:36 +01:00
Christoph Oelckers
3cf1959070
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-03-12 10:19:23 +01:00
Christoph Oelckers
def5e1d61b
Added proper handling for default parameter values of virtual overrides
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Due to how the VM handles default parameters, these must always be identical to the parent to prevent undefined behavior.
So now, if such parameters are encountered, the compiler will either abort (for script version >= 3.3) or print a warning (for older versions.)
Any defaults being specified for older versions will be ignored, though, and the defaults of the parent function be copied to the override.
2018-03-12 10:19:16 +01:00
alexey.lysiuk
e0f7c99496
Fixed crash on loading directories
2018-03-12 11:00:40 +02:00
Christoph Oelckers
c01554c6c8
- feeding another one to Travis CI...
2018-03-11 23:32:40 +01:00
Christoph Oelckers
54061ad50c
- another one.
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This would be easier if Travis CI didn't abort compilation after each single error...
2018-03-11 23:25:30 +01:00
Christoph Oelckers
011bf9d9aa
- another one...
2018-03-11 22:44:05 +01:00
Christoph Oelckers
b72ccba5f5
- missed one bit.
2018-03-11 22:17:50 +01:00
Christoph Oelckers
8c0925dd5d
- fixed some compile errors which were only reported on GCC/Clang.
2018-03-11 22:05:28 +01:00
Christoph Oelckers
b445347aca
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-03-11 19:30:06 +01:00
Christoph Oelckers
b939836846
- renamed FileRdr back to FileReader.
2018-03-11 19:29:37 +01:00
Christoph Oelckers
0be1ed252b
- rewrote the operator>> methods of FileReader as normal functions for clarity.
2018-03-11 18:20:49 +01:00
Christoph Oelckers
833dbee167
- fixed some issues with m_swap's design.
...
The native byte order converters were defined as macros which hid some issues due to lack of type checks.
Additionally the ???Long variants taking 'long' variables were removed, because longs are not always 32 bits so this could be destructive.
As a result of this, removed several DWORDs from struct definitions in i_crash.cpp.
2018-03-11 14:35:36 +01:00
Christoph Oelckers
8bbfd39f42
- fixed some remaining issues:
...
* initial positioning in a subsection of a file failed. This mainly affected music playback.
* made the FileRdr constructor which takes a FileReaderInterface private so that everything that needs it must be explicitly declared as friend.
* removed a few redundant construction initializers for FileRdrs.
* loading compressed nodes needs to check the validity of its reader.
* use GetLength to detemine the size of a Zip file instead of doing another seek to the end.
* removed duplicate Length variables.
2018-03-11 13:26:30 +01:00
Christoph Oelckers
b14ee50d0d
- transition to new FileReader interface complete, but untested.
2018-03-11 12:33:46 +01:00
Christoph Oelckers
247785bca2
- converted map loader to FileRdr and took the opportunity to clean up its interface.
2018-03-10 21:48:33 +01:00
Christoph Oelckers
6f8ca2eace
- fixed a few issues from implicit FileReader conversion.
2018-03-10 20:47:17 +01:00
Christoph Oelckers
b315bc3be0
- added a few more FileRdr replacements
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- fixed: The streaming music player must return the file reader if it fails to open, so that the next player can still use it.
- fixed: Timidity++'s Instruments class did not delete the sound font when it was destroyed.
..-
2018-03-10 20:33:49 +01:00
Christoph Oelckers
56991a9ace
- Removed FileReader from SoundFont manager.
...
- renamed close_file to tf_close for consistency.
2018-03-10 20:10:17 +01:00
Christoph Oelckers
c4387459bb
- use FileRdr in the PNG code, in particular to sanitize the savepic handling.
2018-03-10 19:22:26 +01:00
Christoph Oelckers
5fa63c396d
- sound code and most of texture code converted to FileRdr.
...
This allowed to remove a lot of bad pointer voodoo in the music loader, because the new class does not allow duplication of the reader object
2018-03-10 18:45:11 +01:00
Rachael Alexanderson
37fa3fa25e
- add variables 'am_unexploredsecretcolor' and 'am_ovunexploredsecretcolor' to mark undiscovered secrets differently in the automap
2018-03-10 10:36:43 -05:00
Christoph Oelckers
26e948357e
- added an abstract FileReader wrapper.
...
The idea here is to decouple the actual reader creation from the code using them so that, for example, the Open function can decide if it wants to open the file regularly or memory mapped and return different readers as deemed useful. For that to work the exposed object needs to be an abstract wrapper so that this can be done without having to use pointers and all the drawbacks coming from that.
So far put to use in a few parts of the music code so the general functionality could be tested.
2018-03-10 13:46:35 +01:00
alexey.lysiuk
9cd5b415c1
Improved profilethinkers in various ways
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Added features:
* Formatted table
* Average time per one actor
* Sorting column highlight
* Rows limit
* Usage help
2018-03-10 11:04:31 +02:00
alexey.lysiuk
fc981bf5d4
Extended profilethinkers CVAR with sorting ability
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Sorting modes are
1 - by name, from A to Z
2 - by name, from Z to A
3 - number of calls, ascending
4 - number of calls, descending
5 - total time, ascending
anything else - total time, descending
2018-03-09 18:13:16 +02:00
alexey.lysiuk
f5d5430804
Added ability to build without thread_local support
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https://forum.zdoom.org/viewtopic.php?t=58043
2018-03-09 12:53:41 +02:00
Magnus Norddahl
2589447d0e
- fixed midtex nowrap clipping bug when 3d floors are in view
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- made sure no code uses sclipTop or sclipBottom as a working variable
2018-03-09 01:30:47 +01:00
alexey.lysiuk
53a9819283
Disabled GCC loop vectorization for R_LoadKVX() function
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This prevents crash (unaligned memory access by SSE instruction) on loading voxels in Release (-O3) builds
https://forum.zdoom.org/viewtopic.php?t=59656
2018-03-08 12:24:33 +02:00
alexey.lysiuk
7f17121df8
Fixed crash in MIDI to wave writer
2018-03-08 11:38:02 +02:00
alexey.lysiuk
cea64ea092
Moved old Nuked and Java OPL3 to own namespaces
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This helps to avoid clashing of OPL3 classes
2018-03-08 10:18:49 +02:00
alexey.lysiuk
114e56b334
Moved old NukedOPL to own namespace
...
This fixes linking issues on non-MSVC targets and improves code navigation
2018-03-08 09:51:37 +02:00
alexey.lysiuk
15138c38ca
Improved organization of ADLMIDI files in CMake generated projects
2018-03-08 09:49:51 +02:00
Magnus Norddahl
6ab58e56ad
- fix simplify code slightly
2018-03-08 04:25:27 +01:00
Magnus Norddahl
71623198d2
- remove fake3D with structs and localize their usage instead of sharing global state
2018-03-08 04:05:35 +01:00
Magnus Norddahl
7cb4deabdd
- get rid of FAKE3D_REFRESHCLIP and fix holes in 3d floors with wrapped midtextures
2018-03-08 01:28:23 +01:00
Magnus Norddahl
a55be25a9d
- add const qualifier on top/bottom clip arrays usage
2018-03-08 00:55:37 +01:00
Christoph Oelckers
2d2d44baad
- integrated ADL as a proper device in the MIDI device list.
...
- resorted the MIDI device menu option by device types (i.e. all SW synths first, FM synths second)
- allow setting the ADL bank.
2018-03-07 21:20:25 +01:00
Christoph Oelckers
fd801b8b94
Merge branch 'adlMIDI'
...
# Conflicts:
# src/sound/musicformats/music_midistream.cpp
2018-03-07 20:31:32 +01:00
alexey.lysiuk
e51a1867df
Added default values for BaseStatusBar.AttachMessage() arguments
2018-03-07 16:00:08 +02:00
alexey.lysiuk
81bc05b7c5
Added support for default values of arguments with uint type
2018-03-07 15:58:06 +02:00
Christoph Oelckers
9b61ee9618
- fixed: The MIDI wave writer set the sample rate to save at too late.
...
This was done after the players had already been created. To ensure that everything gets set properly it is necessary to pass the desired sample rate to the device's constructor and let it make sure that a proper sample rate gets set.
2018-03-06 22:41:27 +01:00
alexey.lysiuk
72831c9db7
Fixed archiving of CVARs with default values
...
https://forum.zdoom.org/viewtopic.php?t=59701
2018-03-06 22:46:18 +02:00
Christoph Oelckers
4d4edcfbfb
- fixed setup for Timidity++ playback frequency.
2018-03-06 19:52:29 +01:00
alexey.lysiuk
4b7e57b007
Fixed selection of soundfont with spaces in its name
2018-03-06 13:05:38 +02:00
Christoph Oelckers
774a7773a4
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-03-05 20:39:34 +01:00
alexey.lysiuk
adae6c19b8
Made left button down event available to UI event handler
...
Main menu is no longer triggered in game on left mouse button press when handler is processing UI events
https://forum.zdoom.org/viewtopic.php?t=59673
2018-03-05 16:53:17 +02:00
alexey.lysiuk
3e9de3788d
Fixed spelling of MissileShootersActivateImpactLines MAPINFO property
...
https://forum.zdoom.org/viewtopic.php?t=59686
2018-03-05 15:02:39 +02:00
alexey.lysiuk
77e1a1d289
Replaced usages of fluid_settings_getstr() function
...
This function is deprecated since FluidSynth 1.1.9 and removed in upcoming 2.x
2018-03-05 12:31:50 +02:00
alexey.lysiuk
ac47166894
Fixed freeze after saving game when cl_waitforsave CVAR set to false
...
Restored assertions that help to spot incorrect usage of I_FreezeTime() function
https://forum.zdoom.org/viewtopic.php?t=59672
2018-03-04 15:11:45 +02:00
alexey.lysiuk
d0ec6ef1d4
TiMidity++ now loads SF2 soundfont with spaces in path
2018-03-04 13:09:29 +02:00
alexey.lysiuk
d802abec5b
Fixed initialization of search paths on macOS
...
IWAD directories previously set in user configuration file led to inconsistent file and soundfont search paths
2018-03-04 11:06:11 +02:00
alexey.lysiuk
8145b52037
Added explicit fallback to default soundfont
...
With no soundfonts found the game crashed on startup
Local UNIX build had the same issue because $PROGDIR/soundfonts is not in search path
2018-03-03 15:17:30 +02:00
alexey.lysiuk
4053e18835
Allowed CVARs to be set in unsafe context
...
CVAR values set in unsafe context are not written to user configuration file
This does not affect mod's CVARs
https://forum.zdoom.org/viewtopic.php?t=59484
2018-03-03 10:26:28 +01:00
Christoph Oelckers
2541bd93fc
- made DHUDMessageBase non-abstract.
2018-03-03 09:52:34 +01:00
Marisa Kirisame
069c5aa90a
Fix accidentally removed SectorPlane assignment. Added missing HitVector support.
2018-03-03 09:30:06 +01:00
Marisa Kirisame
bc4a8190bf
Fix incorrect HitTexture reassignment in LineTrace.
2018-03-03 09:30:06 +01:00
Marisa Kirisame
4cc8ba3399
Export GetSector() again, removed lightingdata assignment.
2018-03-03 09:26:11 +01:00
Marisa Kirisame
f55bad472c
Removed some garbage changes
2018-03-03 09:26:11 +01:00
Marisa Kirisame
053d9f4a44
Export sector effect pointers, fix missing pointer assignment on Lighting effect creation.
2018-03-03 09:26:11 +01:00
Christoph Oelckers
4f68b78c3b
- removed an unchecked fixed size buffer in the KEYCONF parser.
2018-03-03 09:14:33 +01:00
Christoph Oelckers
b327aa737a
Merge remote-tracking branch 'remotes/origin/materials'
2018-03-03 08:54:04 +01:00
Christoph Oelckers
e1bb14803e
- print an error message if the requested MIDI device cannot be started.
...
This will only be done the first time a given setup fails. Repeated messages will be muted.
2018-03-03 08:52:25 +01:00
Christoph Oelckers
4c0f68bcd4
Merge branch 'master' into timidity++
...
# Conflicts:
# src/sound/musicformats/music_midistream.cpp
2018-03-02 00:08:12 +01:00
Christoph Oelckers
bc25ad4136
- fixed a small logic error introduced by fixing the translucent particle sorting.
...
Due to an unintended swap of two values a few equal comparisons led to incorrect sorting.
2018-03-01 17:10:21 +01:00
Christoph Oelckers
bcc8972356
- fixed: A preincrement of a local variable generated wrong code if passed as a function parameter.
...
Due to the special nature of this expression the code generator got stuck in 'address' mode and passed the address of the variable instead of its value.
2018-03-01 15:00:18 +01:00
Christoph Oelckers
685e5c1e95
- fixed: Camera textures must always be drawn with texture mode opaque, because the contents of their alpha channels are undefined.
2018-03-01 13:52:23 +01:00
Christoph Oelckers
b39cb4f095
- fixed translucemt sorting for particles.
...
At least on any semi-modern hardware. On old legacy hardware which lacks some important features this will still glitch.
2018-03-01 13:01:26 +01:00
Christoph Oelckers
bb16e34bf4
- exposed the HUD message interface to ZScript.
...
Note that this is just the bare abstract interface. It is up to content makers to define usable HUD message classes and optionally contribute them to the engine.
2018-03-01 11:45:19 +01:00
Christoph Oelckers
dd893b6a0c
- split off the interface part of DHUDMessage into an abstract base class.
...
The purpose is to allow creating custom message types in ZScript.
2018-03-01 10:33:03 +01:00
alexey.lysiuk
711471e9dd
Fixed potential crash during state validation
...
https://forum.zdoom.org/viewtopic.php?t=57116
The problem was caused by missing state label in conjunction with incomplete class
actor A : ArmorBonus
{
Inventory.ForbiddenTo "Missing"
}
actor B : Pistol
{
states
{
TNT1 A 0
Loop
}
}
2018-03-01 11:08:38 +02:00
InsanityBringer
bba3027d37
Add option to use Rotation-Center for an actor's normal pitch/angle/roll rotation.
2018-03-01 08:43:59 +01:00
Magnus Norddahl
48e534bf19
- Add per-pixel model light to the OpenGL 3.3 render path
2018-03-01 01:27:12 +01:00
Magnus Norddahl
6652df40c1
Merge remote-tracking branch 'gzdoom/master' into materials
2018-02-28 22:12:12 +01:00
Christoph Oelckers
425f1408f7
- fixed skip_super application fro ZScript.
...
The order of processing is different here so when the property gets parsed there are no states to delete.
To fix this the property just flags the class and lets the ZScript state compiler deal with this as needed.
2018-02-28 18:10:04 +01:00
alexey.lysiuk
56df88c792
Use 64-bit fixed point for node builder's vertex map
...
https://forum.zdoom.org/viewtopic.php?t=59368
2018-02-28 16:36:14 +01:00
Christoph Oelckers
e70250425a
- fixed: For two-sided midtextures the light lists were always taken from the sector referenced by the rendered sidedef, not the sector in which the line gets renderered.
...
For polyobjects these two are not identical.
2018-02-28 13:15:04 +01:00
Christoph Oelckers
910a3062c7
- fixed some problems with the stepping up through a portal logic:
...
* this has to be disabled for missiles which should explode instead of stepping up.
* interpolation adjustment was not correct
* it could crash because the target portal group could be retrieved from a non-portal sector.
2018-02-28 10:12:10 +01:00
Christoph Oelckers
e55bbd7ba3
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-02-28 09:46:59 +01:00
Christoph Oelckers
4ccbc4ea9e
- Send a GM reset SYSEX event when music playback is started.
2018-02-28 09:46:28 +01:00
Major Cooke
7ac8b496f1
Added Distance(2/3)DSquared functions.
2018-02-28 09:28:11 +01:00
Christoph Oelckers
af14609de7
- don't skip empty arrays which are themselves array elements in the ZScript serializer.
2018-02-27 15:42:22 +01:00
Christoph Oelckers
aaaf9aa108
Added 'TeleportSpecial' as an alias for 'Teleport' in ZScript to deconflict from the Actor.Teleport function.
2018-02-27 12:44:00 +01:00
Christoph Oelckers
d873ae75ab
- silence all error messages in the state map parser for DEHSUPP when re-reading the data.
...
The state map will just be skipped and the parser only needs to run to get over the data.
However, due to changes from a previous patch the data cannot be validated so aside from not using the data it may also not abort on errors.
2018-02-27 11:34:44 +01:00
Christoph Oelckers
fd27b22857
- use iswspace to classify whitespace in V_BreakLines.
...
isspace does not work because it is limited to 8-bit character sets.
2018-02-27 11:10:47 +01:00
Christoph Oelckers
9a8e724761
- added a compatibility setting for Perdition's Gate MAP31 which was having render issues with an unsupported vanilla effect.
2018-02-27 09:53:15 +01:00
Christoph Oelckers
eb124f6160
- made the sound font loading a bit more error resistant.
...
- implemented a fallback both for sound font lookup and for MIDI device selection so that if some non-working combination is set up, the player will fall back to something that works.
2018-02-26 16:36:30 +01:00
alexey.lysiuk
d45a50b0db
Put soundfont to appropriate folder so it can be found by default
2018-02-26 16:45:01 +02:00
alexey.lysiuk
6bc2be1ca4
Fixed GCC 6+ compilation error
...
In file included from /usr/include/c++/6/math.h:36:0,
from src/vectors.h:43,
from src/sound/i_soundinternal.h:7,
from src/sound/i_sound.h:39,
from src/sound/i_musicinterns.h:5,
from src/sound/timidity/timidity.cpp:36:
/usr/include/c++/6/cmath:407:11: error: ‘::pow’ has not been declared
2018-02-26 14:46:24 +02:00
alexey.lysiuk
22819e640a
Fixed GCC 4.9 compilation error
...
src/sound/timiditypp/instrum.cpp:45:26: error: array used as initializer
2018-02-26 14:00:29 +02:00
alexey.lysiuk
4fdf488960
Fixed MSVC compilation warning
...
VC\include\type_traits(1468): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
src\sound\musicformats\music_midistream.cpp(832): note: see reference to function template instantiation 'std::function<bool (int)>::function<MIDIStreamer::SetMIDISource::<lambda_...>,int,void>(_Fx)' being compiled
2018-02-26 13:22:36 +02:00
alexey.lysiuk
14802c0547
Fixed GCC compilation error
...
src/sound/timiditypp/reverb.h:467:6: error: declaration of ‘TimidityPlus::lfo TimidityPlus::<anonymous struct>::lfo’ [-fpermissive]
src/sound/timiditypp/reverb.h:61:8: error: changes meaning of ‘lfo’ from ‘struct TimidityPlus::lfo’ [-fpermissive]
2018-02-26 13:10:32 +02:00
Christoph Oelckers
64354df3c6
- another 'variadic argument' error due to MSVC letting it slip through.
2018-02-26 10:57:35 +01:00
Christoph Oelckers
f405d630df
- Redid CVar synchronization for Timidity++.
2018-02-26 09:55:04 +01:00
Christoph Oelckers
47dbbeb65a
Revert "- don't let the Timidity++ player directly access the CVARs."
...
This reverts commit 8f7a503561
.
# Conflicts:
# src/sound/timiditypp/playmidi.cpp
Something in here wasn't working as intended, and since it needs better synchronization let's redo it entirely.
2018-02-26 09:19:10 +01:00
Christoph Oelckers
36e8358763
- use submenus for soundfont selection both for better overview and avoiding a music restart for each selection change.
2018-02-26 08:52:40 +01:00
Christoph Oelckers
918d188263
- This shouldn't have been committed.
2018-02-25 16:15:24 +01:00
Christoph Oelckers
67a6ec01e1
- added a separate section for soundfont search paths.
2018-02-25 09:32:05 +01:00
Christoph Oelckers
2ac101fa51
- removed tmpfileplus, which was only used by the old Timidity++ player.
2018-02-24 23:01:55 +01:00
Rachael Alexanderson
07f168a58b
- additional check for tween-tic particle rendering, prevents jitter with timefreeze powerup
2018-02-24 16:04:20 -05:00
Christoph Oelckers
8f7a503561
- don't let the Timidity++ player directly access the CVARs.
...
This may cause problems because the player runs in a different thread than the input code.
Instead the play thread will now copy their values to local variables when it starts generating output.
2018-02-24 19:36:09 +01:00
Christoph Oelckers
27f9330c81
- reimplemented thr OPL dumoer for MIDI.
2018-02-24 18:55:42 +01:00
Christoph Oelckers
a5316c211d
- Moved the MIDI WAVE writer device to its own source file.
2018-02-24 18:25:04 +01:00
Christoph Oelckers
2202a52840
- made the MIDI to WAVE dumper functional again, including the option of choosing the MIDI synth and sound font with which it should be rendered.
2018-02-24 18:19:27 +01:00
alexey.lysiuk
3436b80232
Added SHARE_DIR search path back
...
https://github.com/coelckers/gzdoom/pull/377#issuecomment-368235506
2018-02-24 17:50:13 +02:00
alexey.lysiuk
76ff1adb28
Disabled reverb editor's test environment by default
...
https://forum.zdoom.org/viewtopic.php?t=59583
2018-02-24 17:46:04 +02:00
Christoph Oelckers
786f1b34be
- did not save everything.
2018-02-24 13:33:28 +01:00
Christoph Oelckers
6e913bb032
- Timidity CVAR cleanup and removal of the more obscure options.
2018-02-24 13:06:17 +01:00
Christoph Oelckers
b1313d533a
- changing reverb mode must reallocate the buffers because they are mode-dependent.
2018-02-24 12:41:16 +01:00
Christoph Oelckers
fa8cfa65c0
- fixed incomplete initialization of the chorus data.
2018-02-24 12:30:19 +01:00
Christoph Oelckers
88328b056d
- removed 'register' keyword from reverb.cpp.
2018-02-23 22:01:00 +01:00
Christoph Oelckers
7a851fd3f1
libADL MIDI test. It sounds awful so obviously there's still something wrong here. Definitely not usable yet.
2018-02-23 21:56:34 +01:00
Christoph Oelckers
39f26028aa
- reworked the advanced sound menu to take advantage of the new soundfont handling.
...
The text input field for the configs have been removed. Instead it will now present a list of soundfonts that are found in specific locations.
For that it will look in the 'soundfont' directories of the FileSearch.Directories entry of the config.
Acceptable file formats here are SF2 and zipped GUS patch sets. These zipped patch sets need to have a timidity.cfg at the root and refer to all containing data by relative path. References to outside files are not allowed here.
It is still possible to refer to sound fonts elsewhere on the hard drive by manually entering a path at the console - but these won't show in the menu and will get lost if one cycles through the list of available options.
Of the available softsynths, FluidSynth will only list SF", Wildmidi will only list GUS patch sets and Timidity++ and GUS will list both.
Please note that although the GUS synth can read SF2, the output appears to be broken die to some old bug.
2018-02-23 19:23:39 +01:00
Christoph Oelckers
5da1433c57
- fixed a memory leak and removed debug output.
2018-02-23 18:57:30 +01:00
Christoph Oelckers
88f9f0982c
- fixed Timidity++ playback.
2018-02-23 18:33:54 +01:00
Christoph Oelckers
4a179954b1
- removed Timidity_mastervolume CVAR. The reason why this was added got addressed at a lower level with the new code (i.e. the EXE's output was far too loud) and if there need to be adjustments to evening out the volume of the different MIDI synths it should be done in the data generation step, not as an added factor to the system volume of the track.
2018-02-23 17:27:36 +01:00
Christoph Oelckers
d25cc1baa0
- Fixed today's work now that I'm able to hear some sound again. Also some reorganization
2018-02-23 17:01:17 +01:00
Christoph Oelckers
ddedcd9fc2
Removed all conditional checks on HAVE_FLUIDSYNTH
...
With the current setup it makes zero sense to exclude it. This was all a remnant of its introduction when it couldn't be taken for granted.
2018-02-23 14:36:26 +01:00
Christoph Oelckers
adebd644f2
Rewroter 'writemidi' CCMD to work independently of the currently playing song's data.
...
The first benefit of separating the MIDI data sources from the playback classes. :)
2018-02-23 14:26:29 +01:00
Christoph Oelckers
16f17deb0f
We no longer have a sound system that can handle music playback, so the code for it can go away.
2018-02-23 13:23:03 +01:00
Christoph Oelckers
9a1479ab08
Separate MIDI streamer and source creation in the high level code.
2018-02-23 13:20:07 +01:00
Christoph Oelckers
9aa1199902
Split the different MIDI format implementations into a separate 'Source' class.
...
This is necessary to write a universal, device independent wave dumper for MIDIs.
With each format inheriting from the main player class it is not possible to create a generic dumper player.
2018-02-23 12:40:43 +01:00
Christoph Oelckers
8734511e80
Removed PathExpander and PseudoMidiDevice which are no longer being used
...
PathExpander has been integrated into the sound font manager and PseudoMidiDevice was only used as the base class for the old Timidity++ device with the external executable.
2018-02-23 09:21:42 +01:00
Christoph Oelckers
aae832386f
Fixed warnings in Timidity++ code emitted by XCode, except one which cannot be eliminatet without compromising the code.
2018-02-23 09:07:42 +01:00
Christoph Oelckers
6618656e7c
Adjusted Timidity++ to soundfint manager
2018-02-23 08:54:01 +01:00
Christoph Oelckers
f9893a700a
- fixed some warnings.
2018-02-23 01:01:18 +01:00
Christoph Oelckers
d6fe1fb39f
- simplified the sound font manager a bit.
...
- allow the GUS to change sound fonts at run time.
- implemented sound font manager support in the GUS synth. This works but also made me realize that the SF2 support of this synth has been rather broken, apparently forever.
2018-02-23 00:48:03 +01:00
Christoph Oelckers
c12c068355
- WildMidi now uses the soundfont manager.
...
- added the missing handler for reading Timidity configs from the lump directory.
- fixed incomplete init of the GUS synth when no soundfont can be located.
- fixed bad initialization of WildMidi sampling frequency. It would default to 11.025 kHz if no valid rate was set. Now it will use the sound device's native frequency.
2018-02-22 22:35:49 +01:00
Christoph Oelckers
1361956072
- Soundfont manager works for FluidSynth.
2018-02-22 18:03:22 +01:00
Christoph Oelckers
8b8a7e5e45
- sfmanager gets initialized
2018-02-22 14:30:43 +01:00
Christoph Oelckers
aaedae6972
- do not abort if FScanner cannot open a file.
2018-02-22 14:10:25 +01:00
Christoph Oelckers
504d68e2f8
All compile errors on Mac fixed.
2018-02-22 13:50:41 +01:00
Christoph Oelckers
2c138d703d
Move function out of header due to compile errors on macOS
2018-02-22 13:46:29 +01:00
Christoph Oelckers
04344505c0
Soundfont header
2018-02-22 13:42:12 +01:00
Christoph Oelckers
a6fa906764
Framework for context independent sounffont management
...
Not tested yet!
2018-02-22 12:51:45 +01:00
Christoph Oelckers
3d08c1fbc7
Merge branch 'master' into timidity++
...
# Conflicts:
# src/sound/mididevices/music_timiditypp_mididevice.cpp
2018-02-22 09:10:42 +01:00
Christoph Oelckers
542d3431ff
- Start of soundfont refactoring. This does not compile yet!
2018-02-22 07:21:19 +01:00
Christoph Oelckers
0688d53ea8
- allow reloading the sound font for the GUS device.
2018-02-21 23:38:04 +01:00
Magnus Norddahl
57e66555da
- Change the search paths for auto folders
2018-02-21 23:20:31 +01:00
Magnus Norddahl
05827ffcda
- Implement auto textures for materials
2018-02-21 23:12:46 +01:00
Christoph Oelckers
e84ec2978a
- plugged the pending memory leaks.
2018-02-21 21:33:56 +01:00
Christoph Oelckers
5219916de5
- there's no need to drag the event time around, this really was just an artifact of Timidity's original implementation which is no longer in use.
...
- plugged a few memory leaks.
2018-02-21 21:11:31 +01:00
Christoph Oelckers
af705d1c59
- silenced a few pointless console messages generated by Timidity++.
2018-02-21 20:44:51 +01:00
Christoph Oelckers
af1de8ddc9
- removed volume testing output.
...
- final tweak to volume adjustment: Do this upon extraction for better results.
If this is done via the synth's parameters it will affect channel balance.
The given factor of 5 is necessary to roughly match the output of FluidSynth.
2018-02-21 20:12:37 +01:00
Christoph Oelckers
59352af486
- Volume tweaking.
2018-02-21 19:05:14 +01:00
Christoph Oelckers
e6bae25423
- Timidity++ is now fully integrated into the softsynth interface.
...
The only thing left to do is tweaking the volume of the output to match the one from the EXE.
2018-02-21 17:35:44 +01:00
alexey.lysiuk
74357ced0c
Fixed read of potentially junk values in ZScript parser
...
The following ill-formed ZScript code might crash targets with sizeof(int) != sizeof(void*) like 64-bit Intel
class test { void func() { if (true) ( return; ) } }
2018-02-21 16:26:04 +02:00
Christoph Oelckers
445e9451cb
- Added the long event handler for Timidity++.
...
This will be hard to test because there's basically no material out there using the features this implements.
2018-02-21 02:02:29 +01:00
Christoph Oelckers
4813eeeb85
- Timidity++ now plays ZDoom's event stream, although still through the Windows output module.
...
This also means that readmidi.cpp is no longer needed.
2018-02-21 01:29:39 +01:00
Christoph Oelckers
57967a1033
- safety commit.
2018-02-20 23:36:59 +01:00
Christoph Oelckers
cbcfea99cb
- use the intended interface to pass some data to the player.
2018-02-20 21:52:45 +01:00
Christoph Oelckers
a8283ffdd6
- something can be heard.
...
This doesn't pipe the audio through OpenAL yet but the fundamentals for further progress are done.
2018-02-20 20:50:01 +01:00
Christoph Oelckers
5ce3b00b90
- commented out the noisy debug messages in Timidity++ so that they do not waste execution time and memory for nothing - there are almost 300 of them.
2018-02-20 19:45:37 +01:00
Rachael Alexanderson
420602e154
- check for deathmatch starts before forcing an unfriendly player to use them.
2018-02-20 05:35:40 -05:00
alexey.lysiuk
ff897997d6
Fixed hang when TiMidity++ executable failed to launch
...
https://forum.zdoom.org/viewtopic.php?t=59539
2018-02-20 12:20:18 +02:00
Rachael Alexanderson
117b796c6b
- fixed: Phobia: The Age (or any mod with DEHACKED overriding player bits) overwrote the player's Friendly flag
2018-02-20 04:45:15 -05:00
Christoph Oelckers
d72b87f469
- skeleton of new player class for Timidity++ - not tested yet.
2018-02-20 01:23:56 +01:00
Magnus Norddahl
4e7ca68bd6
Merge remote-tracking branch 'gzdoom/master' into materials
2018-02-20 00:22:06 +01:00
Magnus Norddahl
07fa310f23
- move material light modes to their own subshader lumps
2018-02-20 00:13:05 +01:00
Christoph Oelckers
803369fb8d
- make CMake happy
2018-02-19 23:33:42 +01:00
Christoph Oelckers
06a1730b8a
- hooking in the PathExpander.
2018-02-19 22:48:13 +01:00
Christoph Oelckers
576932c47f
- Timidity++ sources added. This compiles but isn't hooked into the engine yet.
...
This source has been heavily edited to remove the deep integration with the provided UI modules and to eliminate use of global variables and puts everything into a small number of C++ classes.
2018-02-19 22:14:22 +01:00
alexey.lysiuk
a3236aa7ef
Set target for blood actor with PUFFGETSOWNER flag spawned by crusher
...
https://forum.zdoom.org/viewtopic.php?t=59447
2018-02-19 16:57:52 +02:00
alexey.lysiuk
05538f2de8
Fixed compilation warnings reported by MSVC
...
src\sound\musicformats\music_libsndfile.cpp(119): warning C4267: 'argument': conversion from 'size_t' to 'long', possible loss of data
src\sound\musicformats\music_libsndfile.cpp(139): warning C4267: 'argument': conversion from 'size_t' to 'long', possible loss of data
src\sound\musicformats\music_libsndfile.cpp(145): warning C4267: 'argument': conversion from 'size_t' to 'long', possible loss of data
src\sound\musicformats\music_libsndfile.cpp(167): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
src\sound\musicformats\music_libsndfile.cpp(178): warning C4267: 'argument': conversion from 'size_t' to 'long', possible loss of data
src\sound\musicformats\music_libsndfile.cpp(240): warning C4267: 'argument': conversion from 'size_t' to 'long', possible loss of data
2018-02-19 12:28:24 +02:00
alexey.lysiuk
1e41c042d4
Fixed codegen crash with non-numeric random seed
...
The following code crashed ZScript code generator if my_seed is not convertible to numeric type
SetRandomSeed[my_random_id](my_seed);
2018-02-19 11:46:36 +02:00
Christoph Oelckers
6a02eaa595
- second part of texture fix.
2018-02-15 18:40:23 +01:00
Christoph Oelckers
ef55386d9f
- let the texture manager handle the special OpenGL textures so that they get deleted and recreated when needed.
2018-02-15 17:56:04 +01:00
Christoph Oelckers
80a0d15bc7
The fallback path in DepleteAmmo was calling the wrong function
2018-02-12 21:06:38 +01:00
Chris Robinson
e566cb9184
Properly parse FLAC and Ogg Vorbis files for their comments
2018-02-12 17:33:20 +01:00
alexey.lysiuk
61979f63c1
Removed last remnants of PowerPC Mac support
2018-02-11 16:35:34 +02:00
Marrub
66d15dc215
Make the ACS string pool reserve more strings
...
Due to only reserving a single new string when growing the string pool, any ACS code that generates lots of strings will eventually cause massive amounts of lag, to the point where ACSStringPool takes up *most of the execution time*. The proposed change fixes this issue.
2018-02-10 20:18:26 +01:00
Magnus Norddahl
e2cab652d0
- Improve the "#line 1" directive insertion so that errors in all the shaders use line numbers relative to the lump they are referring to
2018-02-10 14:46:43 +01:00
Magnus Norddahl
5528d4157b
- Make uniform removal a little bit more robust by only searching for known legacy uniforms
2018-02-10 14:06:17 +01:00
Rachael Alexanderson
5dd98669e4
- FreeBSD compile fix
2018-02-10 07:56:33 -05:00
Magnus Norddahl
f01ef3d7a7
- Remove uniforms from user shader code
2018-02-10 12:52:59 +01:00
Magnus Norddahl
94fbcacf22
Merge branch 'gzdoom' into materials
2018-02-10 00:08:17 +01:00
Magnus Norddahl
7cbe8669b6
- fix decals not getting lit by lights not having a target while still having the LF_DONTLIGHTSELF flag
...
- fix decal light not being calculated from the center of the decal
2018-02-10 00:06:47 +01:00
Magnus Norddahl
3207d8aef7
- generate uniform declarations from c++
2018-02-09 23:29:31 +01:00
alexey.lysiuk
ed23008069
Fixed crash in stereoscopic modes caused by camera without player
...
https://forum.zdoom.org/viewtopic.php?t=55039&start=381#p1039251
2018-02-07 11:37:02 +02:00
ZZYZX
ef867c3415
Fixed arg0str for dynamic light actors
2018-02-04 03:37:41 -05:00
alexey.lysiuk
af7648a151
Made PlayerRespawn skill definition consistent
...
Now it works the same as AllowRespawn map definition in MAPINFO
2018-02-03 16:26:49 +02:00
alexey.lysiuk
d5bc0a1fa9
Uniform way to guard ACS stack and variables
...
ACS VM stack and map/world/global variables arrays are now checked for out of bounds access
2018-02-03 14:39:01 +02:00
alexey.lysiuk
9a9c90a504
Fixed crash on exit caused by undefined class
...
Referenced but undefined optional class does not abort loading with fatal error
For example, incorrect MorphProjectile's PlayerClass or MonsterClass caused crash during shutdown
2018-01-31 18:40:48 +02:00
Kevin Caccamo
1608e11f0d
Fix typo that made DepleteAmmo always use Secondary Ammo
...
https://forum.zdoom.org/viewtopic.php?f=2&p=1038209
2018-01-30 23:52:48 -05:00
Christoph Oelckers
8e90386567
- made Weapon.CheckAmmo and Weapon.DepleteAmmo virtual on the script side.
2018-01-30 22:04:31 +01:00
alexey.lysiuk
35508bc8fb
Fixed resetting CVARs via internal menu CCMDs
...
This restores functionality of reset to defaults/saved menu options
2018-01-30 16:32:16 +02:00
alexey.lysiuk
d9323b9740
Marked internal menu commands as safe
...
This fixes soundfont/patchset/config selection menus in advanced sound options
2018-01-30 16:02:30 +02:00
alexey.lysiuk
c8b6e5719e
Restore unsafe execution context to its previous value
2018-01-30 15:56:45 +02:00
alexey.lysiuk
f4191f27cf
Marked two more CCMDs as unsafe
2018-01-30 15:42:03 +02:00
Christoph Oelckers
93686638b0
- let fluid_reverb and fluid_chorus default to 'off'.
2018-01-29 18:54:06 +01:00
Christoph Oelckers
2bb80e3d0b
- fixed: Upon resurrection, a monster must check if the current setting of the link flags (NOBLOCKMAP and NOSECTOR) match the defaults.
2018-01-29 18:18:31 +01:00
Christoph Oelckers
6107f36ad2
- iterating through portal groups must check for situations where badly constructed maps let items end up in another portal group.
2018-01-29 18:00:55 +01:00
alexey.lysiuk
1e9fdca755
Made unsafe execution context check for CVARs more strict
...
This prevents changing of non-mod CVARs from unsafe context for various code paths including set and toggle CCMDs
2018-01-29 15:20:35 +02:00
alexey.lysiuk
c7eea9b480
Marked a few more CCMDs as unsafe
2018-01-29 13:30:36 +02:00
Christoph Oelckers
64921ea968
- use a more consistent setting for rendering fuzzy sprites with enhanced nightvision on.
2018-01-28 20:46:16 +01:00
Alexander Wilms
55c6a14059
Added simple fatal error window for Linux
...
There are three variants: KDE dialog, GTK+ window, SDL message box
https://forum.zdoom.org/viewtopic.php?t=57880
2018-01-28 17:03:10 +02:00
Christoph Oelckers
c1d2b54820
- let TexMan.GetName return the actual name for a texture that was created from a full path name.
2018-01-28 11:54:24 +01:00
alexey.lysiuk
6003625721
Silenced quad stereo message during startup
2018-01-28 11:41:00 +02:00
Christoph Oelckers
d207f426c1
Typo.
2018-01-27 12:49:52 +01:00
Christoph Oelckers
1794774f22
- ScriptedMarine already exists as a name so most literal occurences in the source could be replaced with more efficient direct use of the name.
2018-01-27 09:54:33 +01:00
Christoph Oelckers
7ceb70bcc1
- renamed 'Tracer' class to 'LineTracer', because 'Tracer' is a too common name that had been used by some mods.
2018-01-27 09:32:26 +01:00
Marisa Kirisame
92547028f3
Exports sky textures to ZScript (readonly, needs setter function due to the setup required) and speeds, along with a ChangeSky function for setting the textures.
2018-01-26 21:00:44 +01:00
alexey.lysiuk
a77b253cba
Fixed Sector.SetYScale() function in ZScript
...
https://forum.zdoom.org/viewtopic.php?t=59224
2018-01-26 10:29:37 +02:00
alexey.lysiuk
577c6b033e
Changed quad stereo mode restart notification
...
Restart requirement for quad stereo mode should be output to console because CVAR can be toggled directly from it
Long option names break menu layout on some aspect ratios like 16:10
2018-01-26 10:10:51 +02:00
Magnus Norddahl
30af6d38b3
- fix automap render bug
2018-01-25 20:22:51 +01:00
Magnus Norddahl
2c9a2e7170
- fix specular defaults to be a little more sane
2018-01-25 19:59:57 +01:00
Magnus Norddahl
7a59bcde4c
- move glossiness and specular level to GLDEFS
2018-01-25 19:53:55 +01:00
Magnus Norddahl
0855418475
Merge branch 'gzdoom' into materials
...
# Conflicts:
# src/gl/shaders/gl_shader.cpp
# src/gl/shaders/gl_shader.h
2018-01-25 19:21:19 +01:00
Magnus Norddahl
a46bbc81a0
Merge branch 'bloom_psprite_fix' into gzdoom
2018-01-25 19:01:46 +01:00
Magnus Norddahl
4c0dce875f
Merge branch 'fuzz_software' into gzdoom
2018-01-25 19:00:14 +01:00
alexey.lysiuk
1b4e3d3f94
Added overloaded Little...() functions for big endian targets
...
https://forum.zdoom.org/viewtopic.php?t=59197
2018-01-25 13:35:34 +02:00
alexey.lysiuk
e728634497
Use dummy Get...() functions for all Intel targets
...
64-bit Intel targets built with GCC/Clang were using strict memory alignment versions of GetShort(), GetInt(), GetBigInt() functions
2018-01-25 13:23:12 +02:00
Magnus Norddahl
81c6808d2a
- Add specular and normal map handling to main.fp
2018-01-23 23:10:28 +01:00
Magnus Norddahl
c7ec489846
Merge remote-tracking branch 'origin/master' into materials
2018-01-23 20:16:32 +01:00
alexey.lysiuk
47b276024e
Fixed compilation warnings reported by MSVC
...
src\p_map.cpp(4857): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
src\p_map.cpp(4858): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
2018-01-22 12:29:16 +02:00
Christoph Oelckers
76d594f952
- reverted the hard offset for transferred skies.
...
This is not the correct way to apply it.
2018-01-21 19:25:21 +01:00
Christoph Oelckers
09f1859c83
- allow retrieving the length of a string constant.
2018-01-21 18:49:46 +01:00
Christoph Oelckers
6438416adb
- fixed: The culling mode for translucent models must be inverted when rendering a mirror.
2018-01-21 16:29:40 +01:00
Christoph Oelckers
e1d6f6f3b3
- fixed: precise rendering did not work anymore due to a missing reference operator in the setup function for the needed data.
2018-01-21 16:17:49 +01:00
Christoph Oelckers
884db96cbb
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-01-21 10:54:34 +01:00
ZZYZX
ee1a8f71bb
Disable TRACE_PCross and TRACE_Impact on ZScript side
2018-01-21 10:54:23 +01:00
ZZYZX
74b937620e
Added texture detection for walls and 3D floors; renamed some fields to more intuitive names
2018-01-21 10:54:23 +01:00
ZZYZX
a7ff62316d
Exported Trace() interface to ZScript
2018-01-21 10:54:23 +01:00
Marisa Kirisame
15e7d9daba
Gave the user data struct for CheckLineTrace a more unique name to avoid confusion with FLineTraceData
2018-01-21 10:54:02 +01:00
Marisa Kirisame
69e8c9ec6e
A more "general purpose" line trace function. Far from a complete ZScript interface with Trace(), though.
2018-01-21 10:54:02 +01:00
Jan Engelhardt
3f45f938d6
Update LZMA SDK to version 17.01
2018-01-21 10:53:40 +01:00
Neil McPhail
ded0c7805d
Fix failure to write under ~/ in confinement
...
When running in a confined environment (such as a snap) it may not be
possible to write to directories such as ~/.config. By using the $HOME
variable instead of the '~' shortcut, the confined environment can pass
an alternative 'home' directory with write privelges.
I have only changed this for posix/unix and haven't touched code for
MacOS, as I don't know if that behaves differently
2018-01-21 10:52:42 +01:00
Christoph Oelckers
56e2db38fd
- Use FName instead of FString to store arg0str in FMapThing.
...
This is because FMapThing gets memset to 0 and changing that would cause more work than it is worth to keep the string. The only thing it is used for is the color for dynamic lights and those do not need case sensitivity so a name will just do as well, but require less adjustments elsewhere.
2018-01-21 09:10:04 +01:00
Christoph Oelckers
c93d025088
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-01-21 08:57:29 +01:00
Rachael Alexanderson
8b3cc6a617
- remove redundant vm.h include in events.cpp
2018-01-21 01:02:00 -05:00
Magnus Norddahl
0f69778e23
- Add new material shader entries for specular and PBR light modes
2018-01-21 01:53:44 +01:00
Magnus Norddahl
4dd2d789f4
- Rename mTextureEffects to mMaterialShaders to help distinguish between those and effect shaders (mEffectShaders)
...
- Add MaterialShaderIndex enum
2018-01-21 01:19:16 +01:00
Christoph Oelckers
9b40097e48
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-01-20 22:41:41 +01:00
Christoph Oelckers
6aaf5df617
- reworked spot lights to receive all relevant information through the args.
...
As a bonus, arg0str can now be used for all dynamic lights to pass a color in textual form, including X11R6RGB-names.
2018-01-20 22:41:28 +01:00
Jonathan Russell
708d24aba7
- added Screen.getViewWindow function
2018-01-20 21:56:34 +01:00
Christoph Oelckers
dbf0a68b02
Merge commit '67e3106254e987f5acb9534e725d4f5c3eaa82b2'
...
# Conflicts:
# src/doomdata.h
# src/namedef.h
# src/p_udmf.cpp
2018-01-20 19:07:54 +01:00
Rachael Alexanderson
6df936e0a0
- remove A_IsPlayingSound
2018-01-20 19:01:47 +01:00
Marisa Kirisame
a01ca4c3a1
Exported S_IsActorPlayingSomething and S_GetMSLength to ZScript.
...
Added missing vm.h include, moved A_IsPlayingSound to p_actionfunctions.cpp.
- make A_IsPlayingSound ui only
2018-01-20 19:01:47 +01:00
Major Cooke
d5d393aaf2
- Added GetRadiusDamage. Returns the raw calculated explosion damage falloff by distance only.
...
- Split off both explosion damage calculations into P_Get(Old)RadiusDamage functions for ease of maintenance.
2018-01-20 18:45:01 +02:00
Magnus Norddahl
f3c55c01c8
Add material definition to GLDEFS
2018-01-20 16:28:24 +01:00
alexey.lysiuk
c840368446
Fixed compilation warnings reported by GCC/Clang
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src/s_environment.cpp:908:6: warning: variable 'v' is used uninitialized whenever 'if' condition is false [-Wsometimes-uninitialized]
src/s_environment.cpp:908:26: warning: comparison of integers of different signs: 'int' and 'unsigned long' [-Wsign-compare]
src/s_environment.cpp:934:26: warning: comparison of integers of different signs: 'int' and 'unsigned long' [-Wsign-compare]
2018-01-20 14:59:29 +02:00
Christoph Oelckers
16461e0d59
Merge branch 'reverbedit'
2018-01-20 13:06:26 +01:00
alexey.lysiuk
7a1ec9ab9d
Applied values to latched CVARs in correct order
...
https://forum.zdoom.org/viewtopic.php?t=59159
2018-01-20 13:53:13 +02:00
Christoph Oelckers
2d8e394529
Merge branch 'master' into reverbedit
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# Conflicts:
# wadsrc/static/zscript/menu/optionmenuitems.txt
2018-01-20 11:44:42 +01:00
Christoph Oelckers
2fddea7bed
Merge branch 'unsafe_context'
2018-01-20 11:21:52 +01:00
alexey.lysiuk
b5006bbee4
Fixed potential compilation error in ACS loader
...
https://forum.zdoom.org/viewtopic.php?t=59164
2018-01-20 10:34:07 +02:00
Christoph Oelckers
2720e36a2c
- marked a few more CCMDs unsafe.
2018-01-20 09:11:28 +01:00
Christoph Oelckers
4cf5977b56
Merge branch 'master' into unsafe_context
2018-01-20 08:53:00 +01:00
Christoph Oelckers
19cf887ad1
- fixed: Dynamic arrays for object pointers need different treatment than arrays for regular pointers, because they require GC::WriteBarrier to be called.
2018-01-19 19:49:42 +01:00
alexey.lysiuk
f629678320
Fixed const correctness for secplane structure
...
https://forum.zdoom.org/viewtopic.php?t=59151
2018-01-18 15:34:56 +02:00
alexey.lysiuk
6d20da8ab5
Fixed nust -> must typos
2018-01-18 11:43:32 +02:00
alexey.lysiuk
56f656516d
Fixed rare crash when menu is closed from Ticker() function
...
https://forum.zdoom.org/viewtopic.php?t=59112
2018-01-16 11:00:48 +02:00
Christoph Oelckers
13c4e58c3d
- simplified IgnoreMIDIVolume.
...
The XP related check had already been deactivated but not removed.
2018-01-14 10:48:26 +01:00
alexey.lysiuk
f28914d1b6
Simplified handling of command line arguments in Cocoa backend
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Empty arguments are no longer ignored
2018-01-14 11:29:45 +02:00
alexey.lysiuk
09e2326c63
Use dummy uallong() function for all Intel targets
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64-bit Intel targets built with GCC/Clang were using strict memory alignment version of this function
2018-01-14 10:13:18 +02:00
alexey.lysiuk
72f181be08
Revert "Added partial bounds check for instruction pointer in ACS VM"
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This reverts commit 83cd53c9b1
.
2018-01-14 10:04:13 +02:00
alexey.lysiuk
9b52c18ef6
Improved layout of FMultiPatchTexture::TexPart structure
...
Removed "gaps" between members (for 64-bit targets) and initialized them in place
2018-01-13 12:44:23 +02:00
alexey.lysiuk
d95ac93376
Fixed crash when resolving multipatches with missing textures
...
https://forum.zdoom.org/viewtopic.php?t=59088
2018-01-13 12:41:19 +02:00
alexey.lysiuk
337bbfc88c
Custom submenus are no longer removed from altered protected menu
...
https://forum.zdoom.org/viewtopic.php?t=59081
2018-01-12 10:51:14 +02:00
Rachael Alexanderson
ee9736fbb3
- print out FriendlySeeBlocks on 'info' ccmd
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- not setting FriendlySeeBlocks on UDMF now causes the actor to use its ZScript default
2018-01-09 15:48:19 -05:00
Rachael Alexanderson
9c189e5d4b
- expose a monster's 'friendlyseeblocks' to UDMF
2018-01-09 15:30:45 -05:00
Rachael Alexanderson
68cd0fad76
- fixed crash when entering 'finishgame' in the console outside of a level.
2018-01-09 20:24:25 +01:00
Rachael Alexanderson
36b6253c3d
Merge branch 'FriendlySeeBlocks' into zmd5
2018-01-09 13:55:09 -05:00
Rachael Alexanderson
7416f42b47
- add 'FriendlySeeBlocks' actor property that allows a modder to expand the maximum radius that a friendly monster can see enemies.
2018-01-09 12:34:12 -05:00
Christoph Oelckers
8667987cd6
- DWaitingCommand needs to serialize its unsafe state.
2018-01-08 18:13:02 +01:00
alexey.lysiuk
6370594e17
Fixed crash on finishgame CCMD before starting new game
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https://forum.zdoom.org/viewtopic.php?t=59045
2018-01-08 17:16:03 +02:00
alexey.lysiuk
b008426ed7
Added propagation of unsafe execution context to waiting command
...
Thanks Edward-san for pointing this out
2018-01-08 10:41:31 +02:00
Jameson Ernst
e8a7f00b9b
Adjust FNF enum to fix FILLZEROS
2018-01-07 23:44:03 +01:00
alexey.lysiuk
059e40e2d5
Prohibited setting of non-mod CVARs from unsafe alias
2018-01-07 15:04:50 +02:00
alexey.lysiuk
f25a5ea2bc
Marked a few commands as unsafe
...
This process of finding unsafe commands is not complete!
2018-01-07 15:03:49 +02:00
alexey.lysiuk
6d37a67027
Added unsafe execution context for console commands
...
Some console commands are insecure because they access user's file system
Such commands cannot be executed from MENUDEF and KEYCONF aliases
2018-01-07 15:02:22 +02:00
Magnus Norddahl
a23e5f49f6
- Add "fuzz software" to GL that renders fuzz like the scaled fuzz mode in the software renderer
2018-01-07 02:29:55 +01:00
Rachael Alexanderson
9fd78e90ad
- export 'GetChecksum' as part of FLevelLocals in ZScript
2018-01-06 19:59:49 -05:00
Magnus Norddahl
56db2b02cc
- Fix psprite not appearing when invulnerability effect is active with bloom turned on
2018-01-06 17:21:02 +01:00
alexey.lysiuk
83cd53c9b1
Added partial bounds check for instruction pointer in ACS VM
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This change adds verification of instruction pointer for indirect usages only, i.e. via NEXT...() macros
2018-01-06 13:26:51 +02:00
alexey.lysiuk
44f01e1dc6
Added bounds check for local variables in ACS VM
2018-01-06 12:13:15 +02:00
Magnus Norddahl
f88d9a02df
Remove bloom effect on psprites
2018-01-06 05:11:12 +01:00
alexey.lysiuk
df0cddb35d
Do not output empty conversation replies to console
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https://forum.zdoom.org/viewtopic.php?t=58992
2018-01-05 16:26:31 +02:00
Jonathan Russell
67e3106254
- add the default spotlight apertures in FMapThing
2018-01-04 23:31:10 +00:00
Jonathan Russell
e754fe04ef
- removed the 0 check on the UDMF property, so 0 can be a valid aperture
2018-01-04 23:22:45 +00:00
Jonathan Russell
254501d3e8
- fixing last commit, which didn't seem to work correctly
2018-01-04 23:09:48 +00:00
Jonathan Russell
7f7c720883
- added UDMF properties for spotlights (args have all been used up for dynlights)
2018-01-04 22:41:57 +00:00
Magnus Norddahl
79440d7014
- Fix sprite spot light calculation
2018-01-04 19:42:52 +01:00
Magnus Norddahl
bae3620540
- Added spot light support to gl_SetDynSpriteLight
2018-01-04 19:27:03 +01:00
Magnus Norddahl
f398286162
- Fix wrong spot direction
2018-01-04 19:09:12 +01:00
Magnus Norddahl
5f36b86013
- Add dynamic spot lights
2018-01-04 17:58:11 +01:00
alexey.lysiuk
4b044e30d7
- ACS stack checking (proxy commit by Rachael)
2018-01-03 23:35:57 -05:00
Rachael Alexanderson
6aa724a9b4
- add 'gl_riskymodernpath' for computers that worked before the GL >= 3.3 modern path enforcement, since some did, but they seemed to be the exception rather than the rule.
2018-01-03 21:46:04 -05:00
alexey.lysiuk
549a9d3cf0
Extended Actor.CheckMove() with optional position information
...
https://forum.zdoom.org/viewtopic.php?t=58964
2018-01-03 10:48:10 +02:00
Major Cooke
c3c1e76e8a
Added vector diff functions to ZScript LevelLocals class
...
Vec2Diff() and Vec3Diff() work like Actor’s Vec2To() and Vec3To() but use arbitrary points
2018-01-02 14:18:59 +02:00
alexey.lysiuk
c4648a2b1c
Added CheckMove() function to ZScript Actor class
...
https://forum.zdoom.org/viewtopic.php?t=58964
2018-01-02 13:04:28 +02:00
Rachael Alexanderson
d8aa53f5b1
- whitelisted openmenu
2018-01-01 14:51:32 -05:00
alexey.lysiuk
be8147406e
Fixed initialization of BlockThingsIterator objects
...
https://forum.zdoom.org/viewtopic.php?t=58945
2018-01-01 11:11:21 +02:00
alexey.lysiuk
2c4eae7487
Applied vertical offset to transferred sky in OpenGL renderer
...
https://forum.zdoom.org/viewtopic.php?t=58934
2017-12-31 21:29:27 +02:00
alexey.lysiuk
8f70d70dd6
Generalized maximum amount for give cheat
...
https://forum.zdoom.org/viewtopic.php?t=58930
2017-12-31 15:25:51 +02:00
alexey.lysiuk
294bf6ed53
Simplified base class checks in AActor::GiveInventory()
2017-12-31 15:23:54 +02:00
alexey.lysiuk
de4fc97ac6
Fixed ammo limit for give cheat
...
https://forum.zdoom.org/viewtopic.php?t=58930
2017-12-31 13:30:30 +02:00
alexey.lysiuk
40fd816d54
Improved compatibility of blocking lines handling
...
Only the first blocking line changes contact state during line iteration
This reverts 3b818171d5
https://forum.zdoom.org/viewtopic.php?t=57870
2017-12-31 11:34:12 +02:00
Rachael Alexanderson
a5ded11994
- load translator from gameinfo instead of Doom for UMAPINFO
2017-12-30 16:36:29 -05:00
Rachael Alexanderson
340f1fce30
- load Doom translations when parsing UMAPINFO in order to activate the correct boss specials
...
- one typo (only on a comment) change
2017-12-30 16:21:02 -05:00
alexey.lysiuk
8f7ca00d19
Added optional angles to player's coordinates display
...
Set hud_showangles CVAR to display pitch, yaw, roll below player's coordinates
2017-12-30 12:10:39 +02:00
alexey.lysiuk
a3d1efc8d6
Better angle selection for rotated automap sprites
...
https://forum.zdoom.org/viewtopic.php?t=58348
2017-12-30 12:08:32 +02:00
alexey.lysiuk
33213f5d5d
Fixed rendering of wrapped midtex with sky ceiling
...
https://forum.zdoom.org/viewtopic.php?t=58311
2017-12-29 14:37:09 +02:00
alexey.lysiuk
a670e79b8a
Applied texture offsets and scales on animated doors
...
https://forum.zdoom.org/viewtopic.php?t=58892
2017-12-29 11:47:30 +02:00
alexey.lysiuk
996bddd602
Exposed pixel stretch to ZScript as member variable instead of function
...
https://forum.zdoom.org/viewtopic.php?t=58539
2017-12-29 09:42:03 +02:00
alexey.lysiuk
25d53ecd2c
Enabled position independent executable for generic GCC/Clang
...
This affects mostly Linux (and probably MinGW) as default toolchains for Windows and macOS have the corresponding option turned on by default
2017-12-29 09:39:01 +02:00
Magnus Norddahl
b8415199c9
Fix culling bug
2017-12-28 11:43:52 -05:00
Rachael Alexanderson
a441cea350
- interpolate particles
2017-12-28 11:36:36 -05:00
alexey.lysiuk
8ca3427850
Fixed applying of Doom 64 lighting to horizon portals
...
https://forum.zdoom.org/viewtopic.php?t=58878
2017-12-28 18:32:26 +02:00
Rachael Alexanderson
5c602b1ec0
- fixed: FSkillInfo operator "=" did not set PlayerRespawn value
2017-12-28 01:41:56 -05:00
Rachael Alexanderson
45531090a7
- add 'playerrespawn' skill flag to allow gameplay mods to retroactively enable player respawns in single player on all maps
2017-12-28 00:53:30 -05:00
Major Cooke
10465c1d27
- Fade cancelling should only always be active for A_SetBlend fades, not always for everything else (such as ACS fades).
2017-12-27 23:34:44 -05:00
Major Cooke
fa0082aef6
Added ability to perform reverse fades with A_SetBlend
2017-12-27 20:51:13 -05:00
Christopher Bruns
a3399c1af2
Fix: Bind the default framebuffer before testing whether hardware stereo 3D is supported. This allows Nvidia 3D vision glasses to function correctly when gl_light_shadowmap is ON.
...
Doc: Add "requires restart" to "enable quad stereo" option menu label, to help folks trying to setup 3D.
2017-12-27 17:50:53 -05:00
Major Cooke
1e7df5505e
Added GetPixelStretch to LevelLocals struct.
2017-12-27 17:50:39 -05:00
alexey.lysiuk
2eb51e5f79
Disabled modifier keys processing in UI by Cocoa backend
...
Modifier keys no longer trigger bound actions in menu/console/chat
2017-12-25 18:14:56 +02:00
Rachael Alexanderson
205c64d4b1
- prevent level from exiting if no deathmatch starts are available in multiplayer
2017-12-24 20:48:51 -05:00
Rachael Alexanderson
000037dbf6
- implemented 'i_soundinbackground' to continue playing sounds and music while in the background.
...
- OpenGL rendering continues now even when losing focus while in windowed mode.
2017-12-24 18:01:45 -05:00
Rachael Alexanderson
d10304ea4e
Merge commit 'refs/pull/355/head' of https://github.com/coelckers/gzdoom
2017-12-24 07:48:11 -05:00
alexey.lysiuk
a11e9ca4dc
Apply compatibility flags to all map format
...
UDMF maps were no affected by settings in compatibility.txt
2017-12-24 10:33:29 +02:00
alexey.lysiuk
bfaa09c429
Fixed crash after restart CCMD
2017-12-23 15:48:28 +02:00
alexey.lysiuk
d50ba4954a
Fixed potential crash when calling undefined function in ZScript
...
The following code which uses explicit class specifier led to a crash:
class C
{
void F()
{
Object.Undefined();
}
}
2017-12-23 15:27:32 +02:00
Rachael Alexanderson
b9a2398935
- added 'undocolorpic' to c_dispatch whitelist
2017-12-21 18:00:13 -05:00
Rachael Alexanderson
0e2aee7d5e
- whitelist reset2saved in menudef
2017-12-20 03:21:50 -05:00
alexey.lysiuk
90c734a39f
Fixed VM abort when drawing from ZScript happens during 0 game tic
...
https://forum.zdoom.org/viewtopic.php?t=58523
https://forum.zdoom.org/viewtopic.php?t=58780
2017-12-19 18:07:29 +02:00
alexey.lysiuk
8c60c3c532
Added bounds checks for color translation indices
...
ACS scripts could pass arbitrary values as palette indices leading to undefined behavior
2017-12-17 15:13:41 +02:00
alexey.lysiuk
6db8e71b14
Fixed inconsistent color remapping via translation ranges
...
https://forum.zdoom.org/viewtopic.php?t=58537
2017-12-17 15:13:41 +02:00
Major Cooke
ceffe1ba5f
Consistent style.
2017-12-16 12:17:55 -05:00
Major Cooke
0d841ab4df
- Added DMG_NO_PAIN for DamageMobj.
2017-12-16 12:17:55 -05:00
alexey.lysiuk
0afc09678f
Fixed bright sprites in sectors with Doom 64 lighting
...
https://forum.zdoom.org/viewtopic.php?t=58703
2017-12-16 17:37:03 +02:00
alexey.lysiuk
c387574c02
Stop demo recording after ending game with menu_endgame CCMD
...
https://forum.zdoom.org/viewtopic.php?t=58735
2017-12-15 12:34:56 +02:00
Rachael Alexanderson
dee5d064e9
- revise last script a bit: allow certain cheats/scripts/events to be called from the menu.
2017-12-14 16:39:33 -05:00
Rachael Alexanderson
f77ba14948
- use a whitelist for DoCommand zscript command
2017-12-14 15:55:45 -05:00
alexey.lysiuk
de12902d77
Increased limit for automap empty space margin to 90%
...
https://forum.zdoom.org/viewtopic.php?t=58653
2017-12-14 16:18:27 +02:00
Christoph Oelckers
6b42036eb6
- fixed: AActor::UnlinkFromWorld must also destroy all portal link nodes for the calling actor.
2017-12-10 21:26:52 +01:00
alexey.lysiuk
724c997695
Fixed error check when saving GL nodes
2017-12-10 15:10:32 +02:00
alexey.lysiuk
a89bc23789
Fixed crash when loading saved game with missing ACS module
2017-12-10 13:24:16 +02:00
Rachael Alexanderson
1559d74c2c
- repaired the video scaling code
2017-12-10 04:22:28 -05:00
alexey.lysiuk
ebb926e7b0
Added free space margin aka safe frame for automap
...
am_freespacemargin CVAR and corresponding menu options can set empty space margin for automap in percentage of zoomed out size
https://forum.zdoom.org/viewtopic.php?t=58653
2017-12-09 17:38:34 +02:00
Rachael Alexanderson
eb5da3e641
- fixed: if the level is started before the first timer call, pass an earlier timestamp to screen->FrameTime
2017-12-09 06:09:48 -05:00
alexey.lysiuk
0bd9437a96
Fixed loading of external DeHackEd patches
...
https://forum.zdoom.org/viewtopic.php?t=58685
2017-12-09 11:37:25 +02:00
Rachael Alexanderson
a3a350e6e8
- fixed: make level.ShaderStartTime use the same values as what screen->FrameTime normally gets.
2017-12-07 16:31:27 -05:00
Rachael Alexanderson
938cd3cabe
- implemented win_borderless for fake fullscreen in Windows
2017-12-07 06:32:51 -05:00
Rachael Alexanderson
a29d9e157c
- fixed: screen->FrameTime should use an adjusted frame start time
2017-12-07 03:01:57 -05:00
Rachael Alexanderson
29d2d8b3f8
- changed ttl in particle_t from short to int32_t for longer lifespan.
2017-12-07 01:54:30 -05:00
alexey.lysiuk
5162e7162e
Fixed overbright screenshots with hardware gamma off
...
When render buffers are used to apply gamma/brightness/contrast screenshots should not use PNG gamma correction
2017-12-06 11:24:10 +02:00
Rachael Alexanderson
505c99b0a8
- fixed: doublize more internal structures, even if they still get converted to float later
2017-12-04 17:39:57 -05:00
Christoph Oelckers
6403f64a93
- use documents path to store reverbs.
2017-12-03 21:06:27 +01:00
Christoph Oelckers
4c799af293
Merge branch 'master' into reverbedit
2017-12-03 21:04:14 +01:00
Christoph Oelckers
a945418ba6
- added M_GetDocumentsPath function.
2017-12-03 21:03:44 +01:00
Christoph Oelckers
cea89ba3ae
- fix backslashes in MD3 skin names.
2017-12-03 20:03:33 +01:00
Christoph Oelckers
d5445d7953
- reverb editor complete except for localization and saving to a proper place.
2017-12-03 19:56:03 +01:00
Rachael Alexanderson
0fa74220c9
- fixed: doublize sky float, in order to make it more smooth
2017-12-03 12:39:24 -05:00
Christoph Oelckers
5e1100096e
- work on reverb save menu.
2017-12-03 17:04:10 +01:00
alexey.lysiuk
31b0fdc9fe
Fixed directory creation for POSIX targets
...
Warning was reported by GCC 7 only:
cmdlib.cpp:550:13: warning: ‘info.stat::st_mode’ may be used uninitialized in this function [-Wmaybe-uninitialized]
2017-12-03 14:57:35 +02:00
alexey.lysiuk
5f50d60eff
Restored handling of tmpfileplus() keep argument for POSIX targets
2017-12-03 14:57:35 +02:00
alexey.lysiuk
31d1018b9a
Fixed compilation warnings reported by GCC/Clang
...
b_game.cpp:537:27: warning: more '%' conversions than data arguments [-Wformat]
g_game.cpp:2982:40: warning: comparison of integers of different signs: 'size_t' (aka 'unsigned long') and 'long' [-Wsign-compare]
2017-12-03 14:57:34 +02:00
alexey.lysiuk
f25c7ef2d5
Unified implementation of ’directory as resource file' for POSIX targets
2017-12-03 14:57:34 +02:00
Christoph Oelckers
7e45535669
Merge branch 'master' into reverbedit
2017-12-03 12:46:08 +01:00
alexey.lysiuk
8129afdd1f
Fixed compilation of non-Windows targets
...
These are quick hacks to be improved later
2017-12-03 10:11:54 +02:00
Magnus Norddahl
52be9895b7
- Disable softpoly models
2017-12-03 00:23:28 +01:00
Christoph Oelckers
cc54db6e6d
- let the 3 relevant text functions handle UTF-8 strings
...
These functions are: DCanvas::DrawTextCommon, V_BreakLines and FFont::StringWidth.
This will allow strings from UTF-8 encoded assets to display properly, but also handle the OpenAL device name on international systems, as this will be returned as an UTF-8 string.
Due to backwards compatibility needs the decoding function is rather lax to allow both UTF-8 and ISO 8859-1 to pass through correctly - and this also implies that it will allow mixed encodings which may happen if strings from different sources get concatenated.
2017-12-02 21:21:57 +01:00
Christoph Oelckers
7cbcbe66c0
- sanitization of temporary file stuff for Timidity++.
...
* do not use the global temp directory. Instead create one in the AppData folder.
* removed lots of unneeded code from tmpfileplus.
* use C++ strings in there.
2017-12-02 17:33:43 +01:00
Christoph Oelckers
f6f17fbfb4
- give tmpfileplus its own RNG.
...
This should not interfere with the global one which can be explicitly seeded.
It also seems a bit pointless to constantly re-seed the RNG for something this inconsequential.
2017-12-02 17:05:39 +01:00
Christoph Oelckers
e78503b770
- removed some debug stuff from tmpfileplus.
2017-12-02 16:54:24 +01:00
Christoph Oelckers
4ca3acb0e3
- made tmpfileplus a .cpp file so that it can access ZDoom's own utility code.
2017-12-02 16:51:53 +01:00
Christoph Oelckers
8627a48b34
- consolidation of 'stat' calls.
...
Since this is a non-standard function it's better kept to as few places as possible, so now DirEntryExists returns an additional flag to say what type an entry is and is being used nearly everywhere where stat was used, excluding a few low level parts in the POSIX code.
2017-12-02 16:07:09 +01:00
Christoph Oelckers
1afc3b48a1
- removed Q_filelength which is no longer being used.
2017-12-02 14:27:49 +01:00
Christoph Oelckers
7d0759e2fa
- handled all other uses of fopen that could reasonably converted to FileReader or FileWriter.
2017-12-02 14:24:28 +01:00
Christoph Oelckers
4003e7ca11
- use FileReader for savegame loading in the menu.
...
- simplify the check for existing files here, since a function for doing just that already existed.
2017-12-02 14:10:42 +01:00
Christoph Oelckers
2ba029ec8d
- fixed potential memory leak in M_VerifyPNG.
...
If the 'takereader' parameter is true, the function must delete the reader if it fails before creating the PNGHandle.
2017-12-02 14:02:51 +01:00
Christoph Oelckers
690e7d8a84
- got rid of M_WriteFile as well for the same reasons as M_ReadFile.
2017-12-02 13:18:20 +01:00
Christoph Oelckers
838e52001c
- got rid of M_ReadFile(Malloc) which werew each used only once in the entire code. These were still using the low level POSIX-style file interface which shouldn't really be used anymore.
...
- let FScanner::OpenFile return an error instead of throwing an exception. The exception was never used anyway aside from being caught right away to be ignored.
2017-12-02 13:09:59 +01:00
Christoph Oelckers
e15b23f132
- use FileWriter for writing zip files (i.e. savegames.)
2017-12-02 12:46:25 +01:00
Christoph Oelckers
14af7818b8
- use FileReader for all operations on external lumps.
2017-12-02 12:38:38 +01:00
Christoph Oelckers
8d26760671
- use FileWriter for 'writemidi' CCMD.
2017-12-02 12:33:58 +01:00
Christoph Oelckers
1af42b3d50
- use FileWriter for the OPL dumper.
2017-12-02 12:31:21 +01:00
Christoph Oelckers
ebf5c5763e
- removed the unused bitmap loading and saving features from hqnx_asm/hqnx_asm_Image.
2017-12-02 12:15:26 +01:00
Christoph Oelckers
623f35073c
- use FileReader consistently for loading cached nodes.
2017-12-02 12:08:28 +01:00
Christoph Oelckers
37dc3211f7
- use FileReader for reading the play list.
2017-12-02 12:02:36 +01:00
Christoph Oelckers
ab58e4acb0
- use FileWriter for the AST dump.
2017-12-02 12:01:55 +01:00
Christoph Oelckers
5e7dfa7cce
- use FileWriter for the Timidity MIDI dumper
2017-12-02 12:01:19 +01:00
Christoph Oelckers
e8735e2782
- use FileWriter to save the statistics file.
2017-12-02 11:59:31 +01:00
Christoph Oelckers
20b8c1ef70
- moved buildtexture.cpp from using stdio-based file IO to FileReader.
2017-12-02 11:57:32 +01:00
Christoph Oelckers
e1edb46bbb
- - let FWadLump use the newly added fdopen function.
2017-12-02 11:56:26 +01:00
Christoph Oelckers
9cc8bab102
- only have one fopen call in the entire FileReader hierarchy
...
This is for an eventual implementation of UTF-8 handling. On Windows this will require replacement of fopen with _wfopen so let's try to keep the number of fopen calls low.
2017-12-02 11:55:50 +01:00
Christoph Oelckers
cbd2fd34a0
- added seeking capabilities to FileWriter class.
2017-12-02 11:51:37 +01:00
alexey.lysiuk
0d05b41f22
Fixed incomplete ACS string pool state after loading of saved game
...
https://forum.zdoom.org/viewtopic.php?t=58571
2017-12-02 11:51:52 +02:00
Magnus Norddahl
a8b79a28c8
- Disable model rendering in the software renderer
2017-11-29 22:18:21 +01:00
Rachael Alexanderson
6c4f6f94f4
- fixed: prevent i_timescale from freezing the game if set to too low a value
2017-11-29 08:41:09 -05:00
Rachael Alexanderson
12a44f5bc9
- prevent nanosecond timer from ever casting into a double
2017-11-29 07:43:17 -05:00
Magnus Norddahl
8cad912db1
- Add r_model_distance_cull to control when models turn into sprites
2017-11-29 01:09:26 +01:00
Magnus Norddahl
b621dccb9c
- Improve weapon hud model in the software renderer
2017-11-29 00:33:37 +01:00
Magnus Norddahl
f9fb4a0a17
- Cull back facing triangles for the span drawers
2017-11-29 00:12:15 +01:00
Magnus Norddahl
fae514923a
- Move depth testing out of span drawers
2017-11-28 23:08:28 +01:00
Magnus Norddahl
01fd404133
- Fix palette drawer crash
2017-11-28 22:03:51 +01:00
Magnus Norddahl
e0defb060d
- Add a slightly faster truecolor model drawer
2017-11-28 21:38:02 +01:00
Magnus Norddahl
d43ac8b9ae
- Add model rendering to the software renderer
2017-11-27 23:47:26 +01:00
Christoph Oelckers
a069949482
- connected reverb menu with its backing data
...
- added an entry to the main options menu to open the reverb editor.
2017-11-26 20:11:14 +01:00
Christoph Oelckers
57058ef727
- removed all remains of the old EAX editor.
2017-11-26 15:23:07 +01:00
Christoph Oelckers
1ed1b42c21
Safety commit.
2017-11-26 14:13:56 +01:00
Christoph Oelckers
78184ad6b5
- more work on reverb menu.
2017-11-26 10:16:21 +01:00
alexey.lysiuk
0667f2ec55
Fixed string format issues reported by GCC/Clang
...
d_net.cpp:2874:25: warning: format specifies type 'int' but the argument has type 'unsigned long long' [-Wformat]
gl/utility/gl_clock.cpp:240:38: warning: format specifies type 'int' but the argument has type 'uint64_t' (aka 'unsigned long long') [-Wformat]
v_video.cpp:883:71: warning: format specifies type 'unsigned int' but the argument has type 'uint64_t' (aka 'unsigned long long') [-Wformat]
v_video.cpp:883:80: warning: format specifies type 'unsigned int' but the argument has type 'uint64_t' (aka 'unsigned long long') [-Wformat]
2017-11-26 09:59:28 +02:00
Christoph Oelckers
3ae5f8c09f
- initial work on a reverb editor based on the menu system.
...
This is to get rid of some ugly Windows code and make this platform independent.
2017-11-25 22:03:18 +01:00
alexey.lysiuk
eeba7a7cdf
Fixed tics to seconds conversion
...
Correct time values are now displayed in HUD
2017-11-25 16:32:53 +02:00
Christoph Oelckers
e43a9aa5b5
- don't let models.cpp include gl_system.h.
2017-11-25 13:56:17 +01:00
Christoph Oelckers
836970f012
- moved the matrix code out of 'gl' because the model code also needs it.
2017-11-25 13:51:09 +01:00
Magnus Norddahl
637a9dff9b
- Rename voxels.cpp to models_voxel.cpp to avoid having two source files with the same name (confuses debuggers and some build tools)
2017-11-25 13:22:59 +01:00
Magnus Norddahl
7bb92812b8
- Move models into r_data
2017-11-25 13:19:00 +01:00
Magnus Norddahl
679f42db78
- Remove model GL dependencies except for the matrix classes
2017-11-25 13:00:44 +01:00
Magnus Norddahl
56477c8f89
- Fix 'Requested invalid render buffer sizes' when executing the reverbedit command from fullscreen
2017-11-25 12:20:00 +01:00
Magnus Norddahl
b25f191e85
- Move shared model code out of the GL renderer
2017-11-25 12:11:57 +01:00
Christoph Oelckers
430ed532ef
Merge branch 'master' of https://github.com/coelckers/gzdoom
2017-11-25 11:37:46 +01:00
Christoph Oelckers
87816f811f
- removed windows.h include from a few files which do not need it anymore.
2017-11-25 10:58:33 +01:00
alexey.lysiuk
074a8e4895
Fixed issue with endless waiting for next tic
...
https://forum.zdoom.org/viewtopic.php?t=58426&p=1028622#p1028547
2017-11-25 11:48:38 +02:00
alexey.lysiuk
0f5ff5a5de
Removed obsolete files after timer code refactoring
2017-11-25 11:48:22 +02:00
Magnus Norddahl
a120a4657e
- Apply viewpoint roll
2017-11-24 22:03:46 +01:00
Rachael Alexanderson
6d43c5cdc6
Merge remote-tracking branch 'origin/friendly_window_title'
2017-11-24 14:41:25 -05:00
Rachael Alexanderson
5e29b1c89c
Merge branch 'newtimercode4'
2017-11-24 14:39:58 -05:00
Rachael Alexanderson
c80c2ba635
- added 100% CPU fix provided by Leonard2: https://forum.zdoom.org/viewtopic.php?p=1028500#p1028500
2017-11-24 14:38:55 -05:00
Christoph Oelckers
ed871c3bf8
Merge remote-tracking branch 'remotes/origin/texman_models'
2017-11-24 19:14:08 +01:00
Rachael Alexanderson
297f00aa4b
- fix model rotation some more
...
- a couple compiler warning fixes
2017-11-23 22:37:07 -05:00
Rachael Alexanderson
5181e3ebb2
- rewound time from 2917 to 2017. At least, at this point, we know ZDoom's future is secure.
2017-11-23 22:04:42 -05:00
Rachael Alexanderson
3842071b23
- implemented i_timescale to control the flow of time.
2017-11-23 21:54:04 -05:00
Rachael Alexanderson
1f00810f40
- re-doubled the model rotation code
2017-11-23 21:27:16 -05:00
Rachael Alexanderson
16e6fbf5bf
- commit fix - todo: need to re-double/floatify the model timers again
2017-11-23 21:12:50 -05:00
Rachael Alexanderson
fd5b8cdbf7
Merge remote-tracking branch 'origin/master' into newtimercode4
...
# Conflicts:
# src/gl/models/gl_models.cpp
2017-11-23 21:08:09 -05:00
Magnus Norddahl
00d7dd0c64
- Implement model rendering in softpoly
2017-11-24 00:39:10 +01:00
Magnus Norddahl
f1e7df542f
- Create model renderer abstraction to share more model drawing between renderers
2017-11-24 00:38:52 +01:00
Christoph Oelckers
734f5104dd
Merge branch 'master' of https://github.com/coelckers/gzdoom
2017-11-22 21:43:01 +01:00
Christoph Oelckers
978fdfb273
- tested and fixed UMAPINFO parser.
...
Although this looks like it's working with the test file I used it still needs some stress testing!
2017-11-22 21:42:48 +01:00
Magnus Norddahl
e7e9d1a942
- Fixed bug introduced by removing a little bit too much from the rect drawers
2017-11-22 19:02:25 +01:00
Magnus Norddahl
9052ee6bc8
- Added scaled fuzz to softpoly pal drawer
2017-11-22 18:54:49 +01:00
Magnus Norddahl
f04fca75f7
- Add scaled fuzz to softpoly sse2 drawer
2017-11-22 18:46:45 +01:00
Magnus Norddahl
4e4f94db2f
- Implement newer scaled fuzz in softpoly's truecolor non-sse drawer
2017-11-22 06:32:55 +01:00
Magnus Norddahl
0ef8105e6b
- Add missing r_draw.cpp in CMakeLists.txt
2017-11-21 18:57:44 +01:00
Rachael Alexanderson
495fc79fe9
- added dpJudas's drawer fix for the upscaled fuzz drawing
2017-11-21 05:26:46 -05:00
Rachael Alexanderson
505da5bf4f
Merge branch 'master' of https://github.com/coelckers/gzdoom into newtimercode4
2017-11-21 05:23:00 -05:00
Rachael Alexanderson
47e9975e90
- fixed a couple of fixes from the previous commit
2017-11-21 05:20:02 -05:00
Rachael Alexanderson
2bc86b52c8
- fixed a few of the more obvious logic errors
2017-11-21 04:06:24 -05:00
Magnus Norddahl
5532266b14
- Fix softpoly sprite positioning bug
2017-11-20 22:43:44 +01:00
Christoph Oelckers
6389b6b914
- UMAPINFO parser, including some convenience additions to FScanner.
...
Not tested yet!
2017-11-19 23:04:15 +01:00
alexey.lysiuk
cf9a364f71
textures for models
2017-11-19 18:02:14 +02:00
Christoph Oelckers
f0dc619b5b
- fixed bad use of FScanner::GetNumber and GetFloat in code inherited from ZDoomGL.
...
This could lead to bad error messages if some malformed definitions were used.
2017-11-19 15:30:45 +01:00
Rachael Alexanderson
de19efa79d
- trying again: fix shader targets being case sensitive
2017-11-19 04:48:30 -05:00
Rachael Alexanderson
351de94311
- fixed: Accidentally committed in-progress work... again
...
Partial Revert "- fixed: Made shader targets not case sensitive"
This reverts commit 2c24d2e047
.
2017-11-19 04:46:52 -05:00
Rachael Alexanderson
2c24d2e047
- fixed: Made shader targets not case sensitive
2017-11-19 04:41:07 -05:00
Rachael Alexanderson
f1405f68a7
Merge remote-tracking branch 'origin/master' into friendly_window_title
2017-11-18 14:08:33 -05:00
alexey.lysiuk
c2b4efbea0
Fixed applying of brightmaps to overridden textures
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https://forum.zdoom.org/viewtopic.php?t=58444
2017-11-18 17:07:42 +02:00
raa-eruanna
28d47d463f
- fix linux compile
...
# Conflicts:
# src/posix/sdl/sdlvideo.cpp
2017-11-18 08:20:58 -05:00
alexey.lysiuk
35bb9ba9d3
Implemented setting of window title in Cocoa backend
...
# Conflicts:
# src/posix/cocoa/i_video.mm
2017-11-18 08:19:15 -05:00
Rachael Alexanderson
c3c637a0cc
- set i_friendlywindowtitle to true by default
2017-11-18 08:17:18 -05:00
alexey.lysiuk
80b47cafb4
Fixed detection of the first entry from internal IWADINFO
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https://forum.zdoom.org/viewtopic.php?t=58333
2017-11-18 14:37:12 +02:00
Rachael Alexanderson
e867d75712
Merge remote-tracking branch 'origin/master' into newtimercode4
2017-11-15 22:33:27 -05:00
Rachael Alexanderson
e418663a26
- fixed: Reverted an accident in a previous commit where I_StartTic() was moved inappropriately. The new location fixed a mouse stutter, however, it causes net desyncs so it cannot be used here.
2017-11-15 22:20:55 -05:00
Rachael Alexanderson
909daadd75
- update more millisecond-storing data structures to u/int64_t to fix possible rollover bugs
2017-11-15 20:33:08 -05:00
Christoph Oelckers
16fa0cba21
- fixed comparison.
...
The timer reset must also occur when the values are equal, meaning they got set during the same millisecond.
2017-11-15 18:02:41 +01:00
Rachael Alexanderson
ab32cb4c88
- track level start time for the shader system, reset the shaders.
2017-11-15 11:06:21 -05:00
Rachael Alexanderson
d2bc24737b
- put in timer resets for the shader system, so that they can continue being passed as floats
2017-11-14 22:46:28 -05:00
Rachael Alexanderson
763222b571
- fixed: high uptime was causing overloads in uint32_t and float structures (float losing loss of precision) - this caused any computer online for more than a few days to experience jankiness with internal animations such as rotations and shader timers. Unfortunately, this sounds the death knell for 32-bit platforms, since uint64_t is now required in time-critical structures, which will hurt performance tremendeously, but 64-bit systems will be unaffected.
2017-11-14 16:15:25 -05:00
Christoph Oelckers
5935e14c09
- exported P_Thing_Warp to ZScript.
2017-11-13 21:00:17 +01:00
Christoph Oelckers
0323f54384
- rename I_FPSTime function.
...
- now that the frame buffer stores its render time, the 'ms' return from I_GetTimeFrac is not needed anymore, we may just as well use the globally stored value instead.
The only feature this value was ever used for was texture warping.
2017-11-13 00:54:32 +01:00
Christoph Oelckers
96e9eadd97
- removed I_MSTime entirely after checking how the wipe code actually works.
...
Since this calls I_WaitVBL, which resets the frame time, it was essentially just like calling a real-time timer anyway and nothing in it required a specific 0-timepoint.
The same applies to the ZScript interface. All it needs is a millisecond-precise timer with no semantics attached.
2017-11-13 00:38:04 +01:00
Christoph Oelckers
2c65f08011
- more timer cleanup
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* store the frame time in the current screen buffer from where all render code can access it.
* replace some uses of I_MSTime with I_FPSTime, because they should not use a per-frame timer. The only one left is the wipe code but even this doesn't look like it needs either a per-frame timer or a timer counting from the start of the playsim.
2017-11-13 00:28:43 +01:00
Christoph Oelckers
e94109f1c3
- Inside the renderer, use only the time value being passed to RenderView.
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The voxel rotation code of the software renderer and R_SetupFrame still called I_FPSTime directly.
2017-11-12 23:53:46 +01:00
Christoph Oelckers
f54475b1f1
- I_FPSTime may not return the time at frame start.
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This is used for real-time profiling and as such needs to return the current time or most of its uses will break.
2017-11-12 23:39:48 +01:00
Christoph Oelckers
93e9c383fa
- get the timer used for animation only once at the very beginning of the frame and pass it on to the renderer to avoid any dependencies on the timer's implementation.
2017-11-12 18:51:11 +01:00
Christoph Oelckers
0289d9ad9f
- the timing compensation which was necessary for millisecond-precise timing is not needed anymore with nanoseconds.
2017-11-12 13:49:53 +01:00
alexey.lysiuk
5d83ee5e89
Exposed String.Remove() function to ZScript
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https://forum.zdoom.org/viewtopic.php?t=58402
2017-11-12 14:44:21 +02:00
Magnus Norddahl
efa7c3cacf
- Fix typo in I_FPSTimeNS
2017-11-12 13:22:52 +01:00
Magnus Norddahl
e3141a4af3
- Upgrade timer code to use nanosecond accuracy internally
2017-11-12 12:57:19 +01:00
Christoph Oelckers
0db0f2f7b9
- removed redundant POSIX version of I_WaitVBL
2017-11-12 12:12:51 +01:00
Christoph Oelckers
e50b012c87
- fixed: Model rotation should use the time of the current frame's start, not the time of the time of processing the particular actor.
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Reading the time directly would result in different values for different viewpoints in a scene or for different objects in the same scene which is not how this is supposed to work.
2017-11-12 12:04:11 +01:00
alexey.lysiuk
285834ae5b
Fixed return state of player entered event
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https://forum.zdoom.org/viewtopic.php?t=58433
2017-11-12 11:03:08 +02:00
Christoph Oelckers
d9808e6d68
- there were still some old definitions left...
2017-11-12 10:02:29 +01:00
Christoph Oelckers
6bd76d6b5a
- fixed compilation in debug mode.
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- moved timer definitions into their own header/source files. d_main is not the right place for this.
- removed some leftover cruft from the old timer code.
2017-11-12 09:06:40 +01:00
Magnus Norddahl
7d63c3324d
- Fix macOS compile errors
2017-11-12 03:51:37 +01:00
Magnus Norddahl
307d8931d8
- Switch to C++11 steady clock
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- Move the C++11 implementation to d_main
- Remove the platform specific timer implementations
2017-11-12 03:12:22 +01:00
Magnus Norddahl
090943eaa4
- Fix freeze interpolation bug
2017-11-11 17:28:38 +01:00
Magnus Norddahl
28401cd674
- Rewrite win32 game tick timer backend to use performance counters and only calculate values once per frame
2017-11-11 17:28:20 +01:00
Rachael Alexanderson
cdf0733c8b
- added latching CVARs to CVARINFO
2017-11-11 09:37:41 -05:00
Rachael Alexanderson
5716dfe050
- put limits on A_SoundVolume
2017-11-10 08:21:28 -05:00
alexey.lysiuk
0e706bfecf
Use tmpfileplus() instead of tempnam()
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Finally get rid of security or deprecated warnings cause by tempnam() function usage
2017-11-07 11:50:07 +02:00
alexey.lysiuk
e6c9ccf3a1
Changed tmpfileplus() to our needs
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Removed exclusive flag, made it C++ friendly, replaced unlink() with remove()
2017-11-07 11:13:53 +02:00
alexey.lysiuk
e60c6d35c3
Added tmpfileplus 2.0.0
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https://www.di-mgt.com.au/c_function_to_create_temp_file.html
https://www.di-mgt.com.au/tmpfileplus-2.0.0.zip
2017-11-07 11:13:53 +02:00
Chris Robinson
f353f8b5aa
Improved OpenGL profile selection in SDL backend
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https://forum.zdoom.org/viewtopic.php?t=56852
2017-11-07 11:05:06 +02:00
Major Cooke
d422392b94
Extended LineAttack() with offsets and new flags
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Added forward and side offsets for LineAttack() function
Added absolute offset and absolute position flags for LineAttack() function
2017-11-07 11:02:54 +02:00
alexey.lysiuk
4beefb7007
Removed warning for uninitialized variables in ZScript
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This reverts commit 8104ef5189
2017-11-06 15:38:28 +02:00
Magnus Norddahl
d4ebe51e83
- Place the HUD model correctly in the world so that shader light calculations work
2017-11-05 15:35:03 +01:00
Magnus Norddahl
23e5d81746
- Implement VSMatrix::inverseMatrix
2017-11-05 15:32:42 +01:00
alexey.lysiuk
61ead4f470
Better STL compatibility for array iterator
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Extended iterator with types and functions required to use array objects in STL algorithms
2017-11-05 15:20:25 +02:00
alexey.lysiuk
274951839a
Removed unused parameter from several functions in FStateDefinitions class
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src/p_states.cpp:724:54: warning: parameter ‘actor’ set but not used [-Wunused-but-set-parameter]
https://forum.zdoom.org/viewtopic.php?t=58364
2017-11-05 15:20:25 +02:00
Magnus Norddahl
bd08568b90
- Fix wrong math for model/light distance check
2017-11-05 13:28:56 +01:00
Christoph Oelckers
fafc636476
- allow allocating constructor of TArray to also reserve the allocated data and use this to properly handle the precalc arrays for the texture resizer.
2017-11-03 17:27:32 +01:00
alexey.lysiuk
8104ef5189
Added warning for uninitialized variables in ZScript
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https://forum.zdoom.org/viewtopic.php?t=57868
2017-11-03 16:23:41 +02:00
alexey.lysiuk
dac5777a70
Removed obsolete declarations from codegen.h
2017-11-03 12:44:28 +02:00
alexey.lysiuk
81ea9fb372
Added runtime check for negative array indices in VM
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https://forum.zdoom.org/viewtopic.php?t=57886
2017-11-02 18:01:13 +02:00
alexey.lysiuk
57de598e48
Added implicit scope for if/else, while and do/while statements in ZScript
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Scope is added only for variable or constant definition so it will no longer leak to outer scope
https://forum.zdoom.org/viewtopic.php?t=57848
2017-11-02 17:10:54 +02:00
alexey.lysiuk
587f6f0f91
Added wait for debugger feature to Cocoa backend
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Use -wait_for_debugger command line switch to display message box on startup
It's available in Debug configuration only
2017-11-02 14:49:08 +02:00
alexey.lysiuk
de7d8995d5
Added string representation of 'static const' token
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No more 'Unknown(-141)' in 'Expecting ...' error message
2017-11-02 14:45:35 +02:00
alexey.lysiuk
62e91b23bd
Extended String.LastIndexOf() with endIndex parameter
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https://forum.zdoom.org/viewtopic.php?t=57326
2017-11-01 15:24:05 +02:00
raa-eruanna
7d4f8af245
- fixed compile on Linux and (maybe?) Mac
2017-11-01 04:13:10 -04:00
Rachael Alexanderson
d313ef4b61
- de-init DoomStartupInfo on 'restart' ccmd so that the window title always contains the correct game information.
2017-10-31 20:00:58 -04:00
Rachael Alexanderson
d16ad3dcb5
- added I_FriendlyWindowTitle cvar, which takes the current game/mod name and uses it as a default window title.
2017-10-31 19:47:56 -04:00
alexey.lysiuk
415ed57713
Added Wads.CheckNumForFullName() to ZScript
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https://forum.zdoom.org/viewtopic.php?t=57814
2017-10-29 15:11:49 +02:00
alexey.lysiuk
2f45218f70
Added Wads.ReadLump() to ZScript
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https://forum.zdoom.org/viewtopic.php?t=57814
2017-10-29 11:36:22 +02:00
alexey.lysiuk
91fda180de
Added Wads.FindLump() to ZScript
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https://forum.zdoom.org/viewtopic.php?t=57814
2017-10-29 11:36:22 +02:00
alexey.lysiuk
c4865d2bb6
Exposed string split functionality to ZScript
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https://forum.zdoom.org/viewtopic.php?t=58114
2017-10-28 11:44:12 +03:00
alexey.lysiuk
3b3f2e20cc
Added ability to split FString on tokens
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https://forum.zdoom.org/viewtopic.php?t=58114
2017-10-28 11:44:12 +03:00
alexey.lysiuk
40a348b1f1
Fixed potential crash in resolving of multiple assignment
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https://forum.zdoom.org/viewtopic.php?t=58055
https://forum.zdoom.org/viewtopic.php?t=58237
2017-10-27 18:15:24 +03:00
Rachael Alexanderson
2fd5d0da54
- improve speed for ARMv7 processors by specifying hardware float calculations, and tuning it specifically for the Cortex-a7 CPU (for Raspberry Pi 2).
2017-10-25 09:31:55 -04:00
alexey.lysiuk
5f7a06c66e
Fixed non-portable usage of __solaris__ preprocessor definition
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GCC: this use of "defined" may not be portable [-Wexpansion-to-defined]
Clang: macro expansion producing 'defined' has undefined behavior [-Wexpansion-to-defined]
2017-10-24 15:32:43 +03:00
alexey.lysiuk
f40a31409d
Added ability to get texture name from script
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Use TexMan.GetName(TextureID tex) member function
2017-10-24 11:11:33 +03:00
Rachael Alexanderson
66773b6a1a
- added 'classicflight' user cvar which allows players to move forward and backward without pitch when flying
2017-10-23 12:16:02 -04:00
alexey.lysiuk
50d39771c0
Fixed out of bound read in zip file loader
2017-10-23 12:31:39 +03:00
alexey.lysiuk
cb982ec313
Use FString::Back() when possible
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Changed usages of str[str.Len() - 1] to str.Back()
2017-10-23 11:55:20 +03:00
alexey.lysiuk
d526ddf7ae
Extended FString class with functions to get first and last characters
2017-10-23 11:49:54 +03:00
alexey.lysiuk
3e43572a87
Added move semantics to FString class
2017-10-23 11:48:04 +03:00
alexey.lysiuk
7d97963005
Reduced code duplication in FString class
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Moved resetting of string data to null value into own function
2017-10-23 11:45:58 +03:00
David Carlier
b871b1898d
OpenBSD build fix.
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- No timidity user defined parameters supported.
- Shared libraries versioning policy differs on OpenBSD.
2017-10-21 14:49:41 -04:00
alexey.lysiuk
724d711d1f
Fixed a few cases when IWAD was checked by hardcoded index
2017-10-21 11:10:36 +03:00
alexey.lysiuk
13584b9a9d
Fixed applying of compatibility settings for IWADs
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https://forum.zdoom.org/viewtopic.php?t=58239
2017-10-21 10:47:13 +03:00
Dugan Chen
4f5b459703
Remove SHARE_DIR from FileSearch.Directories for *nix
2017-10-15 07:56:09 -04:00
Rachael Alexanderson
07c3291262
- fixed: removed erroneous 'defaultrespawntime' macro double so that there's only one
2017-10-14 17:44:17 -04:00
Rachael Alexanderson
4fb355d8da
- added 'startuptype' to iwadinfo, allowing to change the game startup screen with custom iwads
2017-10-14 17:41:43 -04:00
Rachael Alexanderson
30c6cf82ca
- added ability to change slider color using mapinfo's gameinfo
2017-10-14 13:05:15 -04:00
Rachael Alexanderson
0ccd388d91
- reverted the texture flip from the previous commit
2017-10-12 12:44:00 -04:00
Rachael Alexanderson
1b6f77a473
- fixed: inverted vertically texture uniforms for custom post-process shaders, and also changed their input format to BGRA to match the standard.
2017-10-12 11:54:56 -04:00
Dugan Chen
2e4ffbb1d1
If *nix, add default gzdoom.pk3 directory t File.Search paths
2017-10-12 10:46:26 -04:00
Leonard2
80701927e8
Fixed: don't interpolate view movements if a key press didn't result in any changes.
2017-10-11 19:01:37 +02:00
Rachael Alexanderson
7d67d5e998
- fixed possible erroneous comparison, also fixed a couple compiler warnings in the process
2017-10-10 07:23:05 -04:00
Rachael Alexanderson
fc0ae896b2
- remove vid_tft and vid_nowidescreen and associated menu option. Their functionality was supersceded and extended by vid_aspect==3 (which has the same effect as setting both to true anyhow), and it was mostly just redundant.
2017-10-10 06:38:07 -04:00
Rachael Alexanderson
69abf095c9
- added vid_cropaspect. This cvar turns vid_aspect into a letterboxing function that will crop the unused sides of the screen away, instead of stretching it. Requires one of the non-legacy OpenGL framebuffers to work.
2017-10-07 20:18:37 -04:00
Rachael Alexanderson
44373b414f
- bump for 3.3pre
2017-10-07 19:36:42 -04:00
alexey.lysiuk
65966badb2
Fixed crash on attempt to register IDs for undefined class
...
https://forum.zdoom.org/viewtopic.php?t=46670&start=16#p1021785
2017-10-07 16:30:49 +03:00
alexey.lysiuk
57ecc4ce30
Removed the last deprecated method in Cocoa backend
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src/posix/cocoa/i_input.mm:482:36: warning: 'convertScreenToBase:' is deprecated: first deprecated in macOS 10.7 - Use -convertRectFromScreen: instead [-Wdeprecated-declarations]
2017-10-07 15:13:59 +03:00
alexey.lysiuk
7a43fa6ed7
Cocoa window uses OpenGL 2.1 for software renderer
2017-10-07 15:13:41 +03:00
alexey.lysiuk
557958577b
Removed all code needed to support macOS earlier than 10.7 Lion
2017-10-07 15:11:30 +03:00
AntiBlueQuirk
9e07babde5
Fixed flags when demoting interactive portals
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Interactive portals demoted to visual due to not having a back-sector would not have their interactive flag properly cleared.
2017-10-03 08:15:14 +02:00
AntiBlueQuirk
4884a1f785
Fixed bugs with Line_PortalSetTarget and added more portal geometry warnings
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- A bug exists where portals that have been deactivated with Line_PortalSetTarget cannot be reactivated, even if given a valid target.
- Another bug exists where portals that were created in an inactive state (using a target line tag of 0) could never be activated. (Even with the above bugfix.)
- Linked portals that have been demoted to teleport portals because they do not have a return portal now emit a warning.
- Portals that are supposed to be traversable, but do not have back-sector now demote to visual portals and emit a warning, because nothing could ever possibly traverse them anyway.
2017-10-03 08:15:14 +02:00
Chris Robinson
bbaec90f61
Fix speed of sound and unit scale
2017-10-01 07:39:26 +02:00
Magnus Norddahl
e71e4b6dc8
- Improved transfer heights support in softpoly
2017-09-30 23:58:11 +02:00
Magnus Norddahl
0ee021a972
- Improve transfer heights support in softpoly
2017-09-29 05:23:17 +02:00
Rachael Alexanderson
3031d48bfb
- added TID to actorlist and similar commands output
2017-09-28 11:34:01 -04:00
alexey.lysiuk
48f9e53580
Added better error message for invalid class/struct member
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https://forum.zdoom.org/viewtopic.php?t=57959
2017-09-24 10:25:05 +03:00
Magnus Norddahl
cfc1bfd1e2
- Fixed FxPow::Resolve not specifying the ValueType
2017-09-24 01:15:58 +02:00
Magnus Norddahl
d7164ba4e1
- Don't apply dynamic light to fullbright sprites
2017-09-23 16:22:22 +02:00
Magnus Norddahl
5ffd26abeb
- Add dynamic lights to the non-sse true color drawer
2017-09-23 15:51:40 +02:00
Magnus Norddahl
f3ba92f03c
- Add dynamic light to sprites
2017-09-23 14:14:59 +02:00
JimmyZD
abc8e4deac
Added four text colors: ice, fire, sapphire, teal
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https://forum.zdoom.org/viewtopic.php?t=57942
2017-09-23 11:56:16 +02:00
alexey.lysiuk
f174111128
Fixed read beyond buffer boundary during font color parsing
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Printing of string that ends with '\c' led to undefined behavior
Example: 'echo \c' in console
2017-09-23 11:57:06 +03:00
Magnus Norddahl
789214200c
- Attenuated lights support
2017-09-23 02:27:39 +02:00
AraHaan
e15a84f062
Changed Fatal Error Dialog title.
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This is to match all the parts that says GZDoom.
2017-09-22 19:13:08 +02:00
Magnus Norddahl
ca2ef805b8
- Implement the affine part of the dynamic lights in the softpoly TC SSE2 drawer
2017-09-22 00:57:51 +02:00
Magnus Norddahl
94a33229cc
- Remove unused function argument
2017-09-22 00:56:14 +02:00
Magnus Norddahl
dd8a114bb8
- Initial dynamic light support for softpoly
2017-09-21 05:39:16 +02:00
Magnus Norddahl
afdeed305b
- Fix typo
2017-09-21 04:39:40 +02:00
Magnus Norddahl
59ee89b622
- Make the relationship between TriMatrix, TriVertex and ShadedTriVertex more clean
2017-09-21 01:21:21 +02:00
Magnus Norddahl
b6b78176d2
- Add FVector4 and DVector4 to the family of vectors
2017-09-21 00:42:06 +02:00
David Carlier
9f742f8aaa
fixing wrong free calls
2017-09-17 11:34:46 +03:00
alexey.lysiuk
e081a0d810
Fixed crash on attempt to get actor state named 'None'
...
https://forum.zdoom.org/viewtopic.php?t=57885
2017-09-17 11:25:55 +03:00
Rachael Alexanderson
e6b6cb354b
- fixed: playersprite in the classic software renderer was acting oddly with a forced aspect ratio, similar to the bug fixed in ac566f4
2017-09-16 16:09:00 -04:00
alexey.lysiuk
1eda8aba6b
Fixed name comparison in checking of IWADINFO lump
...
https://forum.zdoom.org/viewtopic.php?t=57835
2017-09-16 17:02:08 +03:00
Magnus Norddahl
afab50b489
- Added subdivision coverage testing and an alternative triangle renderer for speed comparison
2017-09-16 15:48:39 +02:00
alexey.lysiuk
52634dbec1
Fixed compilation warning reported by GGC/Clang
...
src/w_wad.cpp:284:20: warning: comparison of integers of different signs: 'unsigned int' and 'int' [-Wsign-compare]
2017-09-16 12:54:09 +03:00
Rachael Alexanderson
72054fb5e2
- implemented pixelratio for the classic software renderer
2017-09-16 05:26:18 -04:00
Rachael Alexanderson
3531f3e285
- Use a FreeDoom sprite for deadguy.bmp - much better than a red circle with an exclamation point on it.
2017-09-16 04:16:14 -04:00
Rachael Alexanderson
ae4dad64f7
- fixed: Do not attempt to look up negative IWAD indices.
2017-09-13 18:23:53 -04:00
Rachael Alexanderson
765646ee1c
- fixed: Changed IWAD_FILENUM to a dynamic lookup.
2017-09-13 04:19:03 -04:00
Rachael Alexanderson
ffa11dec54
- added bounds checker for all calls to vid_scalemode code - apparently it was possible to start gzdoom with vid_scalemode==8 from previous valid values and cause it to crash.
2017-09-13 02:45:37 -04:00
Rachael Alexanderson
f1676c3d75
Merge branch 'archive_split'
2017-09-12 19:27:22 -04:00
Rachael Alexanderson
ac566f4a84
- fixed: PlayerSprite in softpoly was not calculated correctly. Sprite will now not go all sorts of crazy places when you enable alternative scaling or forced aspect modes.
2017-09-12 15:56:35 -04:00
Rachael Alexanderson
8454e09694
- fixed: I was using the wrong check to determine which renderer was in use. Ooops. It now checks for the actual (active) renderer rather than the state of vid_glswfb
2017-09-12 14:32:29 -04:00
Rachael Alexanderson
1e4d7534c4
- remove gl_legacy_mode check in the glswfb
2017-09-12 08:57:27 -04:00
Rachael Alexanderson
79fc219afd
- allow OpenGL 3.0 MESA drivers to use vid_glswfb
2017-09-12 08:18:22 -04:00
Magnus Norddahl
d0fbdd1314
Merge branch 'master' of https://github.com/coelckers/gzdoom
2017-09-12 02:40:29 +02:00
Magnus Norddahl
70220fb4cc
- Slightly improve softpoly opaque pass performance
2017-09-12 02:40:09 +02:00
alexey.lysiuk
f5f7cd9fed
Fixed broken FOV in SetCameraToTexture() ACS function
2017-09-11 12:22:22 +03:00
nashmuhandes
d80f9634e3
Change default shadowmap quality to 512 at dpJudas's advice ( https://forum.zdoom.org/viewtopic.php?p=1016143#p1016143 )
2017-09-10 12:46:55 -04:00
nashmuhandes
3ff1597640
Change minimum shadowmap quality to 128.
2017-09-10 12:46:55 -04:00
Rachael Alexanderson
4b82bb50df
- removed scale resolutions and added vid_scalefactor to replace them.
2017-09-10 12:29:07 -04:00
Magnus Norddahl
0924cc3f0f
- Fix crash when switching levels
2017-09-10 17:11:17 +02:00
Magnus Norddahl
4d671fb618
- Improve softpoly culling performance
2017-09-10 16:29:57 +02:00
Rachael Alexanderson
432afd9edf
- privatized the namespace in r_videoscale.cpp completely
2017-09-10 09:50:49 -04:00
Rachael Alexanderson
86a66cd554
- refactored r_videoscale.cpp to use a table.
...
- reordered vid_scalemode modes to be a little neater, having static modes and scalar modes separate, with a buffer in between so new modes can be added in the future without disrupting the current order.
2017-09-10 09:41:03 -04:00
Chris Robinson
666198dec8
Don't allow Timidity++ pipes less than 20ms
...
This prevents Timidity++ from playing externally, so it now always goes through
the sound system. Aside from the issues relating to controlling playback, that
functionality has been busted for who knows how long anyway since Open() always
tries to create a pipe and sound stream regardless of the calculated size.
2017-09-10 07:25:29 -04:00
Chris Robinson
1b1f8d605f
Add menu entries for selecting the timidity config
2017-09-10 07:25:29 -04:00
Chris Robinson
49df5a7f16
Add a cvar for the timidity++ config file
2017-09-10 07:25:29 -04:00
Chris Robinson
8f8c2ef2ef
Build Timidity++ args separately on non-Windows
...
Rather than building a command line that's going to be manually split into
individual arguments passed to execvp, build the individual arguments directly.
2017-09-10 07:25:29 -04:00
Chris Robinson
5b3fbfde6d
Read all data from the Timidity++ pipe
...
For non-Windows systems, read() may be non-blocking and can return less than
the requested amount if the timidity process hasn't written enough audio yet.
2017-09-10 07:25:29 -04:00
Rachael Alexanderson
67936a2630
- added: m_showinputgrid == '-1' allows for on-screen keyboard to never show, even when using a mouse
2017-09-10 07:04:00 -04:00
Rachael Alexanderson
69b85753f2
Merge remote-tracking branch 'origin/master' into archive_split
2017-09-10 05:57:56 -04:00
Magnus Norddahl
5ab0f34aca
- Don't draw 3d floor walls that have zero height or less
2017-09-10 02:18:07 +02:00
Magnus Norddahl
4706c56690
- Fix portals crashing softpoly
2017-09-10 02:17:18 +02:00
Rachael Alexanderson
76f805062a
- updated icon for linux/unix
2017-09-09 13:18:47 -04:00
Rachael Alexanderson
bcc5830467
- don't call BaseFileSearch inside of d_iwad.cpp since it is supposed to be treated as a private function.
2017-09-09 06:37:08 -04:00
Rachael Alexanderson
9a7f727aa4
- fixed: zd_extra.pk3 now loads before the iwad.
2017-09-09 06:21:40 -04:00
Rachael Alexanderson
9d2b114657
- rename gzdoom_optional_assets.pk3 to zd_extra.pk3
2017-09-09 05:54:06 -04:00
alexey.lysiuk
8a37356c33
New .icns macOS icon from the same images as Window .ico
2017-09-09 11:28:33 +03:00
Rachael Alexanderson
7cc073b7d2
- Added an .ico file compiled by Kinsie from an image set on the forum.
2017-09-07 17:18:26 -04:00
Rachael Alexanderson
f71a6e249d
- remove unsafe math operations for armv8
2017-09-07 15:56:00 -04:00
Rachael Alexanderson
cfdfd7acef
- remove unsafe math operations for armv8
2017-09-07 15:55:39 -04:00
Rachael Alexanderson
6f98c5e8fb
- replace potentially infringing static EXE assets (including icons) with ones from GZDoom-GPL
2017-09-07 04:13:30 -04:00
Rachael Alexanderson
b7f6126bcd
- First commit of archive split - preserve original assets
...
- Added: d_main.cpp now searches for "gzdoom_optional_assets.pk3" - this can be changed in version.h for fork authors.
- Updated forum links to point to ZDoom.org.
2017-09-07 04:08:09 -04:00
Magnus Norddahl
7a1274ab76
- Collect all PVS information first so that processing the individual sectors can be done on multiple threads
2017-09-07 00:34:09 +02:00
alexey.lysiuk
85ffeebb96
Fixed IWAD detection for case-sensitive file systems
...
https://forum.zdoom.org/viewtopic.php?t=57770
2017-09-05 10:33:07 +03:00
Magnus Norddahl
dd0bc02eec
- Convert PolyTranslucentObject to be a base class for all the different forms of translucent objects to be drawn
2017-09-02 18:17:55 +02:00
Magnus Norddahl
23aebaecc6
- Cleaned up some copyright statements
...
- Removed unused cull argument from some functions
2017-09-02 17:14:02 +02:00
Magnus Norddahl
0f0cf7261e
- Remove unused code
2017-09-02 15:02:06 +02:00
nashmuhandes
7195af40f8
Bump DEMOGAMEVERSION due to changes to DEM_FOV and DEM_MYFOV commands.
2017-09-02 09:57:48 +02:00
nashmuhandes
3c39d51c83
Fixed a wrong variable type declaration.
2017-09-02 09:57:48 +02:00
nashmuhandes
c885b6aa35
Send player FOV across the network as floatig point.
2017-09-02 09:57:48 +02:00
Christoph Oelckers
2a291165ee
- fixed: For original Hexen, executing a death special should not clear it. This addresses the bell in HexDD's Badlands being rung before it is ready to use. This also removes the redundant special handling in the ZBell actor.
2017-09-02 09:16:26 +02:00
Christoph Oelckers
eade38fb09
- fixed crash when defining a global constant which references a class member constant in its value.
2017-09-02 08:14:50 +02:00
Christoph Oelckers
12ad7ee933
Do not call DoEffect when predicting player movement.
2017-09-02 07:57:03 +02:00
nashmuhandes
f96f71044f
Change camera texture FOV to doubles.
2017-09-02 07:44:38 +02:00
Magnus Norddahl
b80bf6930a
- Translucent 3d floor plane support
2017-09-02 02:51:09 +02:00
Magnus Norddahl
393373a661
- Clean up plane rendering code slightly
2017-09-02 02:12:29 +02:00
Magnus Norddahl
fbaa3e7cb0
- Removed unused cull function argument
2017-09-02 01:34:36 +02:00
Magnus Norddahl
e851734b33
- Added translucent 3d floor walls support
2017-09-02 01:24:57 +02:00
Magnus Norddahl
b3916c1d01
- Add FF_UPPERTEXTURE and FF_LOWERTEXTURE support to softpoly
2017-09-02 00:35:48 +02:00
alexey.lysiuk
122f5d9515
Fixed crash caused by script number collision of ACS typed scripts
...
Wrong typed script can be picked when the same ACS script number is used for different script types from multiple behavior lumps
Although script in particular state is discarded and null pointer could be dereferenced
https://forum.zdoom.org/viewtopic.php?t=57718
2017-08-31 11:40:16 +03:00
alexey.lysiuk
ca55d8993f
Added Actor.A_SoundVolume(int slot, double volume) function to ZScript
...
https://forum.zdoom.org/viewtopic.php?t=57594
2017-08-31 09:45:09 +03:00
Magnus Norddahl
77faab5a75
- Fixed overflow for precise blend mode
2017-08-29 19:25:05 +02:00
alexey.lysiuk
20d7c01fc8
Fixed Infinity and NaN floating point values formatting as string
...
https://forum.zdoom.org/viewtopic.php?t=57706
2017-08-29 11:39:50 +03:00
nashmuhandes
541fac8c6b
Cleaned up and shorted the code for R_SetFOV.
2017-08-28 21:14:11 -04:00
nashmuhandes
30966ef951
Use a fallback FOV for the R_SetFOV call.
2017-08-28 21:14:11 -04:00
nashmuhandes
42db31b816
Added per-actor camera FOV.
2017-08-28 21:14:11 -04:00
Magnus Norddahl
27dfebdb7d
- Fix plane light levels used when a sector has a lightlist
2017-08-29 01:22:10 +02:00
Magnus Norddahl
293f62fcd2
- Striped wall (lightlist) support
...
- Add two extra clipping planes to poly backend
- Make ShadedTriVertex internal to drawer backend
2017-08-27 23:26:54 +02:00
Magnus Norddahl
8c146e4e71
- Transfer light support
2017-08-27 17:27:49 +02:00
Magnus Norddahl
45388d8a31
- Clip decals to the wall part
2017-08-27 17:18:39 +02:00
Christoph Oelckers
948e50e458
- fixed: The struct field compiler did not check for forward declared type references that hadn't been resolved yet.
2017-08-27 12:31:47 +02:00
Christoph Oelckers
485c4c71b5
- fixed: When stepping through a sector portal and touching a two sided line on the opposite side, its opening must be used, regardless of the FFCF_NOFLOOR flag.
2017-08-27 10:36:34 +02:00
Christoph Oelckers
e424ef63f2
- fixed: Sprites drawn in the opaque pass still need to set their texture mode so that they can be drawn with STYLE_Stencil.
2017-08-27 09:58:25 +02:00
Christoph Oelckers
ca47b138be
- fixed missing check for bad IWADs.
2017-08-27 09:57:37 +02:00
Christoph Oelckers
2e670ae71d
- fixed: When offsetting the projectile for testing, P_CheckMissileSpawn must also reset the projectile's sector to its new location.
...
If this isn't done the portal checks may fail and create incorrect positioning info.
2017-08-27 09:16:04 +02:00
Mike Swanson
1bc8fe7312
Add GOG path for Doom 3: BFG Edition
2017-08-26 09:01:02 +02:00
alexey.lysiuk
fae52d398b
Properly handle VM abort exception when occurred in menu
...
https://forum.zdoom.org/viewtopic.php?t=57677
2017-08-25 15:36:06 +03:00
alexey.lysiuk
7b98fdb910
Added ToInt() and ToDouble() functions to ZScript string
...
https://forum.zdoom.org/viewtopic.php?t=57678
2017-08-25 15:09:18 +03:00
Magnus Norddahl
b9dc06a4c8
- Fix crash in legacy and deferred light paths
2017-08-21 18:42:07 +02:00
alexey.lysiuk
2375823055
Adapted Cocoa IWAD picker to recent changes in IWAD loading
2017-08-20 12:35:40 +03:00
Christoph Oelckers
cc3e36cfdc
- reinstate '.wad' default extension for -iwad parameter.
2017-08-20 10:50:19 +02:00
Christoph Oelckers
2e845584c3
- removed the Linux specific handling for adding upper- and lowercase variants of the IWAD names to the list. Since the new code is doing case insensitive comparisons with a directory scan this is no longer needed to find the files.
2017-08-20 09:37:13 +02:00
Christoph Oelckers
62cbddb7d2
- fixed comparison with previously loaded IWAD. There still was an unnecessary call to ExtractFileBase in there which mangled the name.
2017-08-20 09:28:36 +02:00
alexey.lysiuk
cafd1ca26e
Fixed compilation of non-Windows targets
2017-08-20 09:50:51 +03:00
Christoph Oelckers
a6d09596cf
- this shouldn't have gotten reverted.
2017-08-20 08:03:48 +02:00
Christoph Oelckers
9878477612
Revert "- fix linux compile"
...
This reverts commit b8c0e78c91
et al.
Instead, use the already provided access function I_FindName to get the file name from findstate_t.
Also made the contents of findstate_t private so that use of the access functions is required to retrieve the information and direct access triggers a compile error.
2017-08-20 08:01:41 +02:00
Rachael Alexanderson
1ee3239f9e
- fixed compile on Clang
2017-08-19 22:57:48 -04:00
Rachael Alexanderson
b7d26b3fa1
- fixed Linux IWAD search thanks to a suggestion by Chris on the forum. Moved the search macros to i_system.h for both platforms. Neither are compatible with the other. This can be improved upon later, but for now, at least the major compile issue is fixed.
2017-08-19 22:10:45 -04:00
raa-eruanna
b8c0e78c91
- fix linux compile
2017-08-19 17:32:10 -04:00
Christoph Oelckers
f3d31e055f
- print the version at the start of the log.
2017-08-19 20:13:12 +02:00
Christoph Oelckers
cdff5bdc08
- rewrite of the IWAD loading mechanism.
...
The old code went through a list of predefined file names and looked each of them up in a list of predefined directories until it found a match. This made it nearly impossible to add custom IWAD support because the list of valid file names could not be extended.
This has now been switched around to run a scan for matching files on each given directory. With this approach it can look for *.iwad and *.ipk3 as IWAD extensions as well and read an IWADINFO out of these files that can be added to the internal list of IWADs, making it finally possible to define custom IWADs without having to add them to the internal list.
(This isn't fully tested yet so some errors may still occur.)
2017-08-19 19:30:48 +02:00
Magnus Norddahl
2f5535dbca
- Fix HOM for Line_Horizon specials when used with a skybox
2017-08-19 14:32:34 +02:00
Rachael Alexanderson
45d5eac6ad
- fix last commit - somehow it pushed an old version of the fix (yet again?...) - this is the proper fix.
2017-08-19 06:03:26 -04:00
Rachael Alexanderson
dae83f989b
- fixed: changing 'uiscale' did not always update the screen size properly.
2017-08-19 05:58:04 -04:00
alexey.lysiuk
69e7bb57d4
Fixed VM abort with null activator for SecretTrigger object
...
https://forum.zdoom.org/viewtopic.php?t=57612
2017-08-19 11:19:29 +03:00
alexey.lysiuk
ec42e30614
Fixed compilation warning reported by Clang
...
src/polyrenderer/scene/poly_wall.cpp:166:15: warning: '&&' within '||' [-Wlogical-op-parentheses]
2017-08-19 11:18:52 +03:00
Rachael Alexanderson
1cddd1efaf
- RFF_UNCLIPPEDTEX is no longer supported in SoftPoly.
2017-08-18 23:04:11 -04:00
Magnus Norddahl
05ca52d693
- Fix texture coordinates for 3d floor walls
2017-08-19 00:53:41 +02:00
Rachael Alexanderson
b8ab626609
- add sloped 3D floor support to the poly renderer's GetCaps()
2017-08-18 18:33:19 -04:00
Rachael Alexanderson
8a7090b4b7
Revert "- In software rendering, lights now check if they are too far above or below a certain plane before rendering. An example of this is in unloved.pk3 where in map02, some lights are above the ceiling."
...
- fixed accidental QZDoom rename
This reverts commit eb425f206a
.
2017-08-18 18:19:39 -04:00
Rachael Alexanderson
eb425f206a
- In software rendering, lights now check if they are too far above or below a certain plane before rendering. An example of this is in unloved.pk3 where in map02, some lights are above the ceiling.
2017-08-18 18:14:43 -04:00
Magnus Norddahl
dd6e0b63f2
- Fix typo in pal drawers that caused rendering errors for non-64x64 flats
2017-08-18 21:12:44 +02:00
Magnus Norddahl
c144eefdad
- Draw sloped 3d floors
2017-08-18 20:19:17 +02:00
alexey.lysiuk
54abe5f5d4
Fixed handling of default arguments in Actor.GiveSecret()
2017-08-18 11:22:18 +03:00
Magnus Norddahl
8034793193
- Wrap midtex support
2017-08-17 23:14:02 +02:00
Magnus Norddahl
c2fa360bbc
- Improve 3d floor and underwater rendering
2017-08-17 22:34:23 +02:00
Magnus Norddahl
7993ad987c
- Fix texture coordinates for lines split into multiple segments in softpoly
2017-08-17 20:54:44 +02:00
Magnus Norddahl
3cf5fb45ae
- Add camera extra light to flats
2017-08-17 00:28:58 +02:00
Magnus Norddahl
122c56f005
- Add fog boundary support to softpoly
2017-08-17 00:10:43 +02:00
David Carlier
8d8c353465
Attempty to free memory leaks.
2017-08-16 16:31:23 -04:00
Magnus Norddahl
fbd381988b
- Fix wall UV scaling and offsetting bugs in softpoly
2017-08-16 22:26:05 +02:00
Magnus Norddahl
c3562fead2
Merge branch 'dynlightmodels'
2017-08-15 00:27:26 +02:00
alexey.lysiuk
c7d28b0a24
Fixed incorrect damage flags' checks for A_Kill...() functions
...
Only GCC 7 reported this as a warning but only for one occurrence:
src/p_actionfunctions.cpp:5909:22: warning: enum constant in boolean context [-Wint-in-bool-context]
2017-08-13 17:48:49 +03:00
alexey.lysiuk
d645e55545
Unified suppression of format warnings for GCC and Clang
...
This disables the following compilation warning reported by Clang:
src/p_3dfloors.cpp:1002:24: warning: format specifies type 'char *' but the argument has type 'int' [-Wformat]
2017-08-13 17:39:15 +03:00
alexey.lysiuk
eb52088487
Fixed compilation warnings reported by Clang
...
src/gl/scene/gl_sprite.cpp:685:34: warning: '&&' within '||' [-Wlogical-op-parentheses]
src/polyrenderer/scene/poly_sprite.cpp:297:34: warning: '&&' within '||' [-Wlogical-op-parentheses]
src/swrenderer/scene/r_opaque_pass.cpp:975:35: warning: '&&' within '||' [-Wlogical-op-parentheses]
src/sound/mididevices/music_timiditypp_mididevice.cpp:548:30: warning: comparison of integers of different signs: 'int' and 'size_t' (aka 'unsigned long') [-Wsign-compare]
2017-08-13 16:42:08 +03:00
alexey.lysiuk
b077518c89
Fixed crash when morph item is used from ACS
...
https://forum.zdoom.org/viewtopic.php?t=57571
2017-08-13 16:15:31 +03:00
alexey.lysiuk
4afface97c
Fixed camera rotation from FraggleScript
...
https://forum.zdoom.org/viewtopic.php?t=57559
2017-08-13 12:22:48 +03:00
Magnus Norddahl
6d6c25bb26
- Add sprite adjustment to softpoly
2017-08-13 01:10:33 +02:00
Magnus Norddahl
bf38fd57b0
- Replace subsector gbuffer in softpoly with a zbuffer
2017-08-12 15:16:31 +02:00
Christoph Oelckers
4483d665d4
- fixed: FastProjectile's movement code was missong a portal check.
2017-08-12 13:58:16 +02:00
alexey.lysiuk
89980d9e77
Fixed linking with GCC and Clang toolchains
2017-08-12 14:41:23 +03:00
Christoph Oelckers
ba9cf02385
- added a user reserved range of statnums from 70-90
2017-08-12 13:08:11 +02:00
Christoph Oelckers
f52e767b51
- fixed: a destination-less line portal should be ignored by the sight checking code.
2017-08-12 12:51:45 +02:00
Christoph Oelckers
4261a0c592
- print a warning if a decal definition cannot find an animator.
...
This is important because DECALDEF cannot tentatively find animators declared after the decal.
2017-08-12 12:30:42 +02:00
Christoph Oelckers
aa8424982c
- fixed: The color for untranslated font was missing its alpha channel.
2017-08-12 12:04:40 +02:00
Christoph Oelckers
163b10286f
- Reset interpolation coordinates for all actors before the current thinking turn instead of at the start of each actor's own Tick function so that indirect actor movement gets properly interpolated.
2017-08-12 11:48:36 +02:00
Christoph Oelckers
c1de32896c
- addressed incorrect ACS printbold implementation: For native Hexen maps it will now be correct, but all others will have to set a flag in MAPINFO's 'gameinfo' section to avoid problems with numerous ZDoom maps depending on the incorrect implementation.
2017-08-12 10:20:34 +02:00
Christoph Oelckers
b4fa95ab15
- handle state label resolution in a non-actor cpntext more gracefully.
...
Note that this is merely a hotfix. Properly handling this to allow universal use of state scopes will require more work in cases where a scoped state is being accessed through a non-self pointer.
2017-08-12 10:04:06 +02:00
Christoph Oelckers
0db79f8dec
- removed tag 0 check for 3D floors because as seems to be par for course in Doom modding, some people actually exploited this bug.
2017-08-12 09:15:59 +02:00
alexey.lysiuk
ef9c3b4f54
Fixed unset inflictor in WorldThingDamaged event
...
https://forum.zdoom.org/viewtopic.php?t=57527
2017-08-09 16:16:33 +03:00
alexey.lysiuk
33beca6e6f
Exposed ToLower() and ToUpper() string functions to ZScript
...
https://forum.zdoom.org/viewtopic.php?t=57515
2017-08-07 15:24:18 +03:00
raa-eruanna
507122b778
- put in actorinlines include as suggested by dpjudas here, to fix compile: https://forum.zdoom.org/viewtopic.php?f=2&t=57484
2017-08-04 09:13:20 -04:00
Jonathan Russell
03640a16ea
- removed ZScript DrawLine palcolor arg
2017-08-03 02:09:48 +01:00
Jonathan Russell
941d89042a
- externalise DCanvas::DrawLine to ZScript
2017-08-03 01:20:55 +01:00
Magnus Norddahl
801fbddd47
- Fix gcc compile error
...
- Fix weapon null pointer crash
2017-08-02 01:41:48 +02:00
Magnus Norddahl
aaa00cbcb9
- Include all lights touching a model actor's render radius
2017-08-01 00:43:58 +02:00
Magnus Norddahl
04be9fe6f2
- Remove test code committed by accident
2017-07-31 20:09:45 +02:00
Rachael Alexanderson
8dff91915a
- remove vestigial version.h include from r_portal.cpp. This should stop r_all.o from compiling every single commit.
2017-07-31 11:12:08 -04:00
Kevin Caccamo
7ff0040f30
Add a null pointer at the end of TimidityArgs
...
This actually got the execvp call working consistently for me; now I can listen to MIDI music in GZDoom again.
2017-07-31 11:05:28 -04:00
Kevin Caccamo
a4370a3529
Null-terminate strings
2017-07-31 11:05:28 -04:00
Kevin Caccamo
ff35620a09
Fix freeze when timidity_exe is not set to timidity's absolute path
2017-07-31 11:05:28 -04:00
Kevin Caccamo
18e76c978c
Fix code style, and make some minor changes
...
Assume timidity is in the user's PATH if not the specified location
Also, get the error message for the execvp failure if it does fail
2017-07-31 11:05:28 -04:00
Kevin Caccamo
233fce7ef6
Initial attempt to make timidity work on Linux again
...
Add code to find the timidity executable, and split the command line into separate arguments by spaces.
For some reason, this doesn't work, although reverting 64e96c5f
makes timidity work again.
2017-07-31 11:05:28 -04:00
Christoph Oelckers
49b77f3a17
- added per-level exit texts independent of the current cluster.
...
This is mainly to support UMAPINFO which does not have clusters but has been extended to define separate exit texts for each target map that can be reached from a given map.
Special names 'normal' and 'secret' can be used to define texts specific to the default exits.
New MAPINFO properties:
* exittext = mapname, "text"...
* textmusic = mapname, "musicname", order
* textflat = mapname, flatname
* textpic = mapname, picname
textflat and textpic are like 'flat' and 'pic' for clusters, one defines a tiled background, the other a fullscreen image.
Setting an empty exittext will disable a cluster-based text screen that may apply to the given map.
2017-07-30 22:50:27 +02:00
Rachael Alexanderson
c07a4461a0
- fixed: GetCaps() did not account for r_drawvoxels cvar
2017-07-30 10:45:05 -04:00
Magnus Norddahl
d5733f515c
- Support binding textures for custom PP shaders
2017-07-30 13:59:25 +02:00
alexey.lysiuk
6a5bad0beb
Added developer message about unknown GAMEINFO entry
2017-07-30 12:26:18 +03:00
Rachael Alexanderson
b6c15b997a
- added 'r_debug_disable_vis_filter' cvar for debug purposes, to show all objects regardless of their actor filter fields.
2017-07-29 17:03:43 -04:00
Rachael Alexanderson
1bfc2faa49
- added 'r_showcaps' command which serves as a documentation for available flags and shows what flags are in use by the current rendering settings
2017-07-29 17:03:43 -04:00
Rachael Alexanderson
91ff447a90
- fixed compile from last commit
...
- refactored the zscript hookup a bit, made it actually work
2017-07-29 17:03:43 -04:00
Rachael Alexanderson
712d21e26a
- implement per-renderer sprite hiding based on the actor's render feature flags
...
- hook the thing up to zscript (does not currently compile)
2017-07-29 17:03:43 -04:00
Rachael Alexanderson
8bb5687159
- Implemented GetCaps() for the software renderer
...
- fixed: Forgot to describe Brightmap capability in the GL Renderer
2017-07-29 17:03:43 -04:00
Rachael Alexanderson
9a9fe7c133
- implemented GetCaps() for OpenGL
...
- renamed RFF_FRAGMENTSHADER to RFF_MATSHADER
- D_Display now calls Renderer->GetCaps() and stores it in a global variable for later use.
2017-07-29 17:03:43 -04:00
Rachael Alexanderson
64deba45a3
- added another render filter
2017-07-29 17:03:43 -04:00
Rachael Alexanderson
80bb1d908a
- basic groundwork for render feature visibility flags. I haven't gotten very far with it yet, but since I am taking a break I am going to commit what I have and continue it later.
...
todo:
* call a render class function in D_Main that enumerates the capabilities of the current renderer into a global variable to be accessed later
* add a debug-specific cvar to always show all actors, regardless of these filters
* put in checks in the renderer themselves that check both flagsets and reject rendering of any sprite/model that does not fit the definition's criteria
2017-07-29 17:03:43 -04:00
raa-eruanna
0df2779004
- fixed mac compile(hopefully?)
2017-07-29 17:03:18 -04:00
raa-eruanna
af32edd054
- fixed linux compile
2017-07-29 16:47:10 -04:00
Magnus Norddahl
7d21fe6d75
- Fix mouse position being wrong when vid_scalemode is active
2017-07-29 19:26:53 +02:00
Rachael Alexanderson
3540440bf6
- add 1280x800 scale mode
2017-07-27 12:19:41 -04:00
Rachael Alexanderson
10e1600faf
- Replaced one more vid_scalemode check with a more versatile ViewportIsScaled43 check
2017-07-27 12:19:41 -04:00
raa-eruanna
5795e0fd3e
- included another header in order to fix an error reported by travis ci
2017-07-27 03:37:01 -04:00
Rachael Alexanderson
030450b6a9
- fixed: include missing header
2017-07-27 03:08:42 -04:00
Rachael Alexanderson
16e38816ba
- oops, forgot one thing in the last commit...
2017-07-27 03:07:19 -04:00
Rachael Alexanderson
30087f7cd7
- cleaned up the video scale mode code a bit, in order to increase future flexibility.
2017-07-27 03:05:01 -04:00
Rachael Alexanderson
f1a6ef9cc8
- changed sv_singleplayerrespawn from 'latch' to 'cheat' since it was originally coded before the CVAR_CHEAT flag was implemented.
2017-07-26 13:34:17 -04:00
Rachael Alexanderson
012496ee98
- added cheat protection to sv_damagefactor*
2017-07-26 13:32:45 -04:00
Magnus Norddahl
cbda6e9427
- Improve dynamic lights for the HUD model
2017-07-26 09:18:05 +02:00
Magnus Norddahl
0c0f0789c2
- Improved dynamic lights on models
2017-07-25 23:00:09 +02:00
Magnus Norddahl
d2e0933a81
- Fix packed normal order bug
2017-07-25 20:20:13 +02:00
Magnus Norddahl
4e14ed4e9e
- Hook up model normals
2017-07-25 20:20:12 +02:00
Rachael Alexanderson
e0494b6f13
- fixed an issue with previous commit that undid some scaling code
2017-07-25 08:09:01 -04:00
David Carlier
64e96c5f46
OpenBSD support
2017-07-25 07:56:19 -04:00
Rachael Alexanderson
e42500c07a
Revert "- ported Linux crash fix to Mac"
...
This reverts commit 6a49251722
.
2017-07-25 07:34:26 -04:00
Rachael Alexanderson
6a49251722
- ported Linux crash fix to Mac
2017-07-25 06:55:29 -04:00
Magnus Norddahl
d8c6966917
- Fixed startup crash on Linux
2017-07-25 11:51:15 +02:00
Christoph Oelckers
b81a23c5e5
- fixed return type of CountsAsKill.
2017-07-25 08:14:46 +02:00
Rachael Alexanderson
28af2fe66b
- maxviewpitch now affects the 2.5D software renderer
2017-07-24 10:33:44 -04:00
Christoph Oelckers
cd2a349c36
- fixed name generation for cached nodes to not contain any ':'. A colon inside a file name will cause Windows to write the data to an alternate data stream.
2017-07-24 09:20:35 +02:00
Magnus Norddahl
e06f87cf10
- Added 0.75x scale mode
2017-07-24 08:35:27 +02:00
Magnus Norddahl
1ce3b4c79c
- Fix dynamic light clamping issue in truecolor drawers
2017-07-23 23:45:43 +02:00
Magnus Norddahl
bf4d7234e1
- Increase MAXWIDTH and MAXHEIGHT defines to support supersampled 5K monitors
2017-07-23 22:04:00 +02:00
Magnus Norddahl
1a4cf16168
- Fix swtruecolor cvar messing up the chosen video mode
2017-07-23 20:54:03 +02:00
Magnus Norddahl
18f0f6be4b
- Pixel stretch for 320x200 and 640x400 in glswfb
2017-07-23 17:26:55 +02:00
Rachael Alexanderson
2f37c4b272
- added vid_scalemode == 4 to super-sample the screen
2017-07-23 11:24:04 -04:00
Magnus Norddahl
449c4cb711
- Pixel stretch 320x200 and 640x400 scale modes in the GL renderer
2017-07-23 17:18:25 +02:00
Rachael Alexanderson
45a37211e4
- added special handling for vid_scalemode == [1||2] to force video aspect scaling off unless the user explicitly specified an aspect override.
2017-07-23 10:49:13 -04:00
Rachael Alexanderson
b30b93f40f
- made postprocess shader parsing a little more strict, will error out more frequently with common mistakes.
2017-07-23 06:11:04 -04:00
alexey.lysiuk
7436693860
Enabled dynamic stack size in ZScript parser generated by Lemon
...
https://forum.zdoom.org/viewtopic.php?t=57322
2017-07-23 11:54:16 +03:00
Magnus Norddahl
370e53befe
- Replace vid_max_width and vid_max_height with vid_scalemode for the GL software framebuffer backend
...
- Fix a crash if the window was resized before creating a game
- Fix main menu scaling being wrong if the video mode didn't match the unscaled screen size
2017-07-23 04:23:13 +02:00
Magnus Norddahl
c3702ae9e7
Add vid_scalemode support to GL framebuffer
2017-07-23 00:33:56 +02:00
Rachael Alexanderson
2e6c4eeab9
- removed NOSAVE flags from sv_damagefactor* cvars so that they get put in a savegame
2017-07-22 08:25:39 -04:00
Rachael Alexanderson
a958d2ad72
- fixed pixel centering for unaccelerated player sprites
2017-07-22 08:01:27 -04:00
Rachael Alexanderson
04db494310
- 'kill baddies' cheat now describes what it is killing. This is mostly for multiplayer purposes when other players see the feedback when the cheat is used, allowing players to see if it was 'kill monsters' or 'kill baddies'
2017-07-22 07:25:58 -04:00
Magnus Norddahl
8311a18282
- Fix plane pixel center sampling bug
2017-07-22 12:29:46 +02:00
Magnus Norddahl
3ff021608d
- Fix pixel center sampling bug in SWCanvas::DrawTexture
2017-07-22 10:40:30 +02:00
alexey.lysiuk
c56cd245ac
Added IndexOf() and LastIndexOf() functions to ZScript string type
...
https://forum.zdoom.org/viewtopic.php?t=57313
2017-07-22 10:54:32 +03:00
Magnus Norddahl
ebd20daed8
- Fix wall texture sampling to be done at pixel centers
2017-07-22 01:45:06 +02:00
Rachael Alexanderson
8d95ee6882
- 'Player' is turbo! cheat is no longer shown in single player.
2017-07-21 17:21:58 -04:00
Magnus Norddahl
5be74890b7
- Fix missing pixels on walls in palette mode for npot2 textures
2017-07-21 22:48:44 +02:00
Christoph Oelckers
714ada01aa
Merge remote-tracking branch 'remotes/origin/qzdoom-merge'
2017-07-20 18:33:20 +02:00
Christoph Oelckers
e8e940d221
- fixed portal handling for P_CheckMissileSpawn to obey commonly established rules about portal types.
2017-07-20 18:32:54 +02:00
Christoph Oelckers
ffc529d100
- let r_*_cull variables default to 0.
2017-07-20 14:23:45 +02:00
Christoph Oelckers
03ed0656e1
- fixed: The frame timer for interpolating the renderer should always take its time from the actual beginning of the frame instead of checking the system timer in real time when rendering starts.
...
This fixes two issues:
* timer related texture animations are not being recreated multiple times if a scene renders multiple viewpoints (e.g. camera textures or portals.)
* interpolation is smoother when maps have a high think time of multiple milliseconds. A good map to see the difference would be ZDCMP2 which has a think time of 4-5 milliseconds. With the timer taken in real time after the thinkers have run and VSync on this resulted in alternating time slices of 11 and 21 ms between frame interpolations instead of an even 16 as should be done for smooth 60 fps because roughly every second frame was offset by those 5 ms.
2017-07-20 14:20:50 +02:00
Rachael Alexanderson
d020ec68d2
Merge branch 'master' into qzdoom-merge
2017-07-20 06:43:03 -04:00
Rachael Alexanderson
bc38f7f776
- changed gl_ssao_portals default to 1
2017-07-20 06:41:34 -04:00
Rachael Alexanderson
77617a2757
Merge branch 'master' into qzdoom-merge
2017-07-19 17:32:41 -04:00
Rachael Alexanderson
5918167fb3
- added 'kill baddies' cheat - does the same thing as 'kill monsters' only it ignores friendly monsters
2017-07-19 15:03:27 -04:00
Rachael Alexanderson
62a4eb6b6d
- fixed a comment in version.h about the current ZScript version (it was out of date)
2017-07-19 11:04:53 -04:00
alexey.lysiuk
bbb8374b06
Fixed applying of color to untranslated fonts in hardware renderer
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https://forum.zdoom.org/viewtopic.php?t=57268
2017-07-19 15:00:55 +03:00
alexey.lysiuk
f4672d67bc
Fixed crash when drawing untranslated font
...
https://forum.zdoom.org/viewtopic.php?t=57268
2017-07-19 13:24:19 +03:00
Rachael Alexanderson
1f6d15c741
- Rename QZDoom back to GZDoom again for merge.
2017-07-19 06:13:05 -04:00
Rachael Alexanderson
bac72600f0
Merge remote-tracking branch 'origin/master' into qzdoom-merge
2017-07-19 06:11:13 -04:00
Christoph Oelckers
579840987d
- added per-class think time profiling tool.
2017-07-17 10:21:58 +02:00
Rachael Alexanderson
a383dacbe6
Merge https://github.com/coelckers/gzdoom
2017-07-16 01:38:25 -04:00
alexey.lysiuk
490e873602
Moved parallel_for() function template to own header file
2017-07-15 12:16:06 +03:00
Rachael Alexanderson
a3e782a164
Merge https://github.com/coelckers/gzdoom
2017-07-15 03:48:13 -04:00
Rachael Alexanderson
9eb0b64ab0
- Added new "sv_damagefactor*" variables.
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sv_damagefactorplayer: Scales damage for player
sv_damagefactorfriendly: Scales damage for all other +FRIENDLY objects
sv_damagefactormobj: Scales damage for everything else (incl. monsters and decorations)
2017-07-15 03:38:10 -04:00
Christoph Oelckers
ac30e47ab4
- Added an 'srand' call to the RBG initialization.
...
This is needed because 'rand' gets used by parts of the sound code (e.g. playlists.)
2017-07-15 09:34:07 +02:00
Christoph Oelckers
daca12600d
- fixed: The ADDA_RK opcode used the wrong constant type for the offset it adds to the pointer.
2017-07-15 09:14:39 +02:00
Christoph Oelckers
98124c8049
- avoid using plain chars as variables.
...
This is all I found with a quick search, there's probably more...
2017-07-15 09:01:02 +02:00
Rachael Alexanderson
c1e3f10802
Merge https://github.com/coelckers/gzdoom
2017-07-15 00:24:25 -04:00
alexey.lysiuk
970adff5e7
Use multiple threads for xBRZ upscaling
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Implementation relies on Concurrency Runtime, Grand Central Dispatch aka libdispatch or OpenMP depending on their availability
2017-07-14 16:01:38 +03:00
alexey.lysiuk
ac811f99c0
Fixed uninitialized variable in XLAT parser
...
https://forum.zdoom.org/viewtopic.php?t=57109
2017-07-13 18:05:58 +03:00
alexey.lysiuk
c6351825b8
Enable Core Profile on macOS only when OpenGL 3.3 is available
2017-07-13 18:05:58 +03:00
Rachael Alexanderson
7728875a7f
- Added 'enabled' property for PP shaders, to automatically enable them without ZScript
2017-07-13 05:57:12 -04:00
Magnus Norddahl
c38d0c1637
Merge branch 'line_distance_cull' into qzdoom
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# Conflicts:
# src/swrenderer/scene/r_opaque_pass.cpp
2017-07-12 07:11:43 +02:00
Magnus Norddahl
7d1de667be
- Added r_line_distance_cull cvar that culls lines beyond the specified distance
2017-07-12 06:56:34 +02:00
Rachael Alexanderson
25900031f5
Merge https://github.com/coelckers/gzdoom
2017-07-11 06:22:51 -04:00
Rachael Alexanderson
25ab31e92c
- corrected transferred sky offsets using ZDoom 2.8.1 source - the sky needed to be offset by 28 units.
2017-07-11 05:53:21 -04:00
Rachael Alexanderson
28950b8a5d
- q2.1pre version
2017-07-10 13:15:52 -04:00
Rachael Alexanderson
e2744102c5
Merge https://github.com/coelckers/gzdoom
2017-07-10 11:39:46 -04:00
Rachael Alexanderson
d2c8a5c33d
Revert "Merge commit 'refs/pull/338/head' of https://github.com/coelckers/gzdoom "
...
This reverts commit 65bb8a5185
, reversing
changes made to 619281de64
.
2017-07-10 11:29:58 -04:00
Rachael Alexanderson
26355ece82
Revert "Merge commit 'refs/pull/338/head' of https://github.com/coelckers/gzdoom "
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This reverts commit 035c036eb2
, reversing
changes made to 61660bf147
.
2017-07-10 11:29:30 -04:00
Rachael Alexanderson
8c0706e56f
Revert "Merge commit 'refs/pull/338/head' of https://github.com/coelckers/gzdoom "
...
This reverts commit 56806e3243
, reversing
changes made to e1a2de4989
.
2017-07-10 11:26:41 -04:00
Rachael Alexanderson
04b1163188
Revert "Add a comment"
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This reverts commit d2f4dd41f8
.
2017-07-10 11:25:38 -04:00
alexey.lysiuk
2e33165edf
Moved freeing of data stored in HUD message objects to OnDestroy() function
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https://forum.zdoom.org/viewtopic.php?t=57163
2017-07-10 10:41:50 +03:00
Rachael Alexanderson
e1b4bb11ba
Merge https://github.com/coelckers/gzdoom
2017-07-09 20:09:12 -04:00
Magnus Norddahl
ddd1b629c3
- Calculate globvis/r_visibility in r_utility and use it in GL and poly renderers
2017-07-09 19:01:34 +02:00
Magnus Norddahl
c8e713b067
- Remember maximized window state
2017-07-09 15:12:31 +02:00
alexey.lysiuk
afe1199b69
Fixed sound looping when stream length is a multiply of buffer size
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https://forum.zdoom.org/viewtopic.php?t=57164
2017-07-09 13:28:16 +03:00
Rachael Alexanderson
15d92b346d
Merge https://github.com/coelckers/gzdoom
2017-07-08 09:31:43 -04:00
Magnus Norddahl
00893763ed
Merge branch 'custom_postprocess' into qzdoom
2017-07-08 14:44:30 +02:00
Magnus Norddahl
a38de996e7
- Move uniform declarations to the GLDEFS lump to make it Vulkan safe (a vulkan implementation can then declare them in an uniform block)
...
- Change SetUniform functions to be clearscope as they can be safely called from both play and ui
- Add PlayerInfo argument to SetUniform functions to force the modder to take network play into account
- Add enabled flag on custom postprocess shaders
- Removed custom texture support until a more clean implementation is written
2017-07-08 14:44:07 +02:00
alexey.lysiuk
58b348e75a
Skip autogenerated mouse move events in Cocoa backend regardless of mode
2017-07-08 13:36:55 +03:00
alexey.lysiuk
9292b23bb4
Restore mouse position when entering GUI capture mode in Cocoa backend
2017-07-08 12:46:38 +03:00
Magnus Norddahl
a4b96f7673
- Fix linker error
2017-07-06 18:02:27 +02:00
Magnus Norddahl
69a3d10cb6
Merge branch 'custom_postprocess' into qzdoom
...
# Conflicts:
# src/gl/renderer/gl_postprocess.cpp
2017-07-06 05:41:16 +02:00
Magnus Norddahl
8a0e801cb5
- Move custom postprocess shader to its own file
2017-07-06 05:36:01 +02:00
Rachael Alexanderson
1cfaae78d9
- Add new "scene" target for custom postprocess shaders
...
- Add "gl_custompost" cvar to turn off custom postprocess shaders completely
- Made "scene" affect the screen before 2D drawing, made "screen" affect the entire screen after 2D drawing
2017-07-06 04:45:51 +02:00
Rachael Alexanderson
2bfd7859e4
Merge remote-tracking branch 'origin/custom_postprocess'
2017-07-03 17:17:17 -04:00
Magnus Norddahl
e161bba146
- Specify shader uniforms from ZScript
2017-07-03 22:30:49 +02:00
Rachael Alexanderson
5c87cdd786
- Add new "scene" target for custom postprocess shaders
...
- Add "gl_custompost" cvar to turn off custom postprocess shaders completely
- Made "scene" affect the screen before 2D drawing, made "screen" affect the entire screen after 2D drawing
2017-07-02 21:04:22 -04:00
Rachael Alexanderson
edb45cd70d
Merge remote-tracking branch 'origin/custom_postprocess'
2017-07-02 19:56:57 -04:00
Magnus Norddahl
1b5f3da9c5
- Fix lump lookup
2017-07-03 01:50:51 +02:00