This "simply" requires an appropriate factor in the projection matrix.
Also, get rid of a special-case factor for >=1.6 aspects (making HUD models
wider then, I think).
git-svn-id: https://svn.eduke32.com/eduke32@4172 1a8010ca-5511-0410-912e-c29ae57300e0
Variables at global scope which share a name tend to actually be the same variable. Not good when you pass such a variable to function that immediately returns if the passed parameter (the variable) equals said variable (itself).
git-svn-id: https://svn.eduke32.com/eduke32@4090 1a8010ca-5511-0410-912e-c29ae57300e0
Don't touch TerminX's r_usetileshades==1 or it being the default.
git-svn-id: https://svn.eduke32.com/eduke32@4010 1a8010ca-5511-0410-912e-c29ae57300e0
- Use the proper tile sequence when multiple pskies are present in a map.
However, there's still only *one* psky chosen at map load time.
- Handle three horizfrac cases:
* 0, psky always at same level wrt screen
* 65536, psky horiz follows camera horiz (e.g. E4L9)
* otherwise, fall back to default hard-coded parallax implemented as an
angle fraction
git-svn-id: https://svn.eduke32.com/eduke32@3977 1a8010ca-5511-0410-912e-c29ae57300e0
- Rename sky_t members: yscale -> horizfrac, bits -> lognumtiles.
- Add default sky (8 tiles, horizfrac=32768 (i.e. 1/2 the scene horiz), offsets
all zero) and CLOUDYOCEAN sky (8 tiles, horizfrac=65536, offsets all zero)
to multipsky[].
- Get rid of "psky_t g_psky", merely maintaining a g_pskyidx instead. Set it up
at map load time so as to keep the behavior of the legacy per-map psky:
the last sector index with a matching psky ceiling wins.
- In mapstate_t, save g_pskyidx too, not (former) pskybits and pskyoffs[].
- Make on-map-load global psky setup consistent for the game and editor by
factoring it out into common.c: G_SetupGlobalPsky().
- Remove a couple of useless initializations, add some static assertions.
This commit is more likely to introduce subtle differences in behavior.
Specifically, getpsky() now always returns the default sky properties instead of
the global sky ones (but with all-zero offsets) when no match for a suiting
multi-psky is found. This is only likely to affect the yscale/horizfrac of
non-multi-pskies when a global non-default multi-psky has been set up.
Bump BYTEVERSION again.
git-svn-id: https://svn.eduke32.com/eduke32@3976 1a8010ca-5511-0410-912e-c29ae57300e0
- Consolidate psky* arrays into a "typedef struct psky_t" "g_psky" and
"multipsky[]".
- Factor out getting parallaxed sky properties into getpsky().
- Condense initial multi-psky setup by memcpy'ing from multipsky[].
- New function: MultiPsky_TileToIdx().
- Add new define PSKYOFF_MAX and related consistency-checking assertions.
- Lower MAXPSKYTILES to 8 to reflect current usage (was 256).
- Game: make multi-pskies consider dynamically-remapped MOONSKY1, BIGORBIT1
and LA. (Not very useful as the editor will still only act for the static
values -- 80, 84 and 89, respectively.)
An attempt has been made to preserve behavior even in strange cases, so this
commit is unlikely to introduce regressions. Because of point 6, BYTEVERSION
had to be bumped.
git-svn-id: https://svn.eduke32.com/eduke32@3975 1a8010ca-5511-0410-912e-c29ae57300e0
So there's no "jump" from vis!=0 to vis=0 making the texture appear brighter.
git-svn-id: https://svn.eduke32.com/eduke32@3959 1a8010ca-5511-0410-912e-c29ae57300e0
That is, for shade of objects, use shade tables. For visibility, use GL fog.
Mixing these two does not produce satisfactory results in areas where both
shade and visibility darkening are high, such as around the E1L1 restroom.
git-svn-id: https://svn.eduke32.com/eduke32@3941 1a8010ca-5511-0410-912e-c29ae57300e0
Analogously for the negation; remove a couple of redundant decls of "qsetmode".
git-svn-id: https://svn.eduke32.com/eduke32@3823 1a8010ca-5511-0410-912e-c29ae57300e0
The visibility calculation relies on the distance, which might not be entirely
accurate in rotatesprite, so maybe it'll be too dark in some cases.
git-svn-id: https://svn.eduke32.com/eduke32@3741 1a8010ca-5511-0410-912e-c29ae57300e0
TODO: figure out wtf is wrong with rotatesprite, linear filtering.
git-svn-id: https://svn.eduke32.com/eduke32@3737 1a8010ca-5511-0410-912e-c29ae57300e0
- Return early from drawsprite_classic() if tspr->owner if oob.
Commonize that check between renderers into bad_tspr().
- Make the BIT() macro a left-shift of the *unsigned* number 1,
preventing expansion to (1<<31).
git-svn-id: https://svn.eduke32.com/eduke32@3717 1a8010ca-5511-0410-912e-c29ae57300e0
Specifically, in GL modes, and if the CHAINGUN is not replaced by a model,
- draw the upper part twice: first, two screen pixels * weapon scale lower,
then at the original position
- reverse the previous order: draw the upper part first, then the lower part
This is much preferable to the previous engine-side hack, and to my eye,
it looks perfect now.
git-svn-id: https://svn.eduke32.com/eduke32@3695 1a8010ca-5511-0410-912e-c29ae57300e0
- Don't attempt to play an ANM file if it is empty (warn) or too short (error).
- If failing to read IVF file header or initializing VPX codec, don't play ANM.
- Return early from gltexapplyprops() if not in GL modes.
git-svn-id: https://svn.eduke32.com/eduke32@3628 1a8010ca-5511-0410-912e-c29ae57300e0
This enables ART animations to take effect on voxels in classic, voxels and models in Polymost, and models in Polymer.
git-svn-id: https://svn.eduke32.com/eduke32@3580 1a8010ca-5511-0410-912e-c29ae57300e0
One use was in determining the ray vector for the mouse-aiming hitscan
in the editor. Unfortunately, the change doesn't make it any less broken
in Polymost, even if the two instances were out of sync.
git-svn-id: https://svn.eduke32.com/eduke32@3401 1a8010ca-5511-0410-912e-c29ae57300e0
Also, rewrite comparison to the non-tint in astub.c to be even less hackish.
git-svn-id: https://svn.eduke32.com/eduke32@3387 1a8010ca-5511-0410-912e-c29ae57300e0
- Stop using memcache on some other failure paths, particularly when
failing to read from the on-disk texcache.
- Factor out cache reading code (3x).
- Fix endianness issues affecting big-enadian systems (one introduced by
r3382, one existing before). Comment each B_LITTLE32 with whether we're
converting from native to on-disk (little) endianness or back.
git-svn-id: https://svn.eduke32.com/eduke32@3386 1a8010ca-5511-0410-912e-c29ae57300e0
- If aiming at a swapped bottom wall, display "Wall <wallnum> -> <otherwallnum>"
- highlight pic, shade, pal, cstat in yellow then
- in printext256, accept at most 3 digits for the color format string (e.g. ^123)
git-svn-id: https://svn.eduke32.com/eduke32@3308 1a8010ca-5511-0410-912e-c29ae57300e0
Implemented using GL_LINEAR fog. The only source of difference (besides the
obvious indexed vs. true color) should now be the distance constant, which
still had to be determined experimentally. Polymer implements this mode in
its fog fragment program part.
Parallaxed skies are always drawn with full visibility, I'm not sure if there
are any maps that expect otherwise.
Also, accidentally committed: factor out initialization code from
polymost_printext256() into gen_font_glyph_tex(), small game.c changes.
git-svn-id: https://svn.eduke32.com/eduke32@3301 1a8010ca-5511-0410-912e-c29ae57300e0
This also means that the "r_shadescale_unbounded 0" option will work
in Polymer (except on models).
git-svn-id: https://svn.eduke32.com/eduke32@3286 1a8010ca-5511-0410-912e-c29ae57300e0
The size of that struct is currently 4, and its layout almost the same as
what is read in with loadpics(). The number of tiles in an animation is
bumped to 256, so that the max. tile difference in DEF's animtilerange is
255. (There's no way to have such animations from ART.)
git-svn-id: https://svn.eduke32.com/eduke32@3202 1a8010ca-5511-0410-912e-c29ae57300e0
NOTE: changes such as these are best viewed with something like
git diff (...) --color-words='[a-zA-Z0-9_]+|[^[:space:]]'
git-svn-id: https://svn.eduke32.com/eduke32@3176 1a8010ca-5511-0410-912e-c29ae57300e0
This reverts r3159..r3161.
Conflicts:
eduke32/build/include/compat.h
(Handled so that r3163's changes are kept applied.)
git-svn-id: https://svn.eduke32.com/eduke32@3165 1a8010ca-5511-0410-912e-c29ae57300e0
I think there's also a fix for the CON precache system breakage in here (lost it in my local tree when I started getting the C++ build working in MSVC, sorry!)
git-svn-id: https://svn.eduke32.com/eduke32@3159 1a8010ca-5511-0410-912e-c29ae57300e0
We do this by messing with the GL texture that gets uploaded for CHAINGUN.
Since this is implemented on the engine side, the static value for CHAINGUN
(2536) is used, and the tile dimensions are compared to 211x55 to have a
little confidence that the tile wasn't overridden by a mod. Hack indeed.
git-svn-id: https://svn.eduke32.com/eduke32@3111 1a8010ca-5511-0410-912e-c29ae57300e0
The black translucent background underneath the user map list will now
be drawn with a shade 32 tile 0 instead of tile BLANK, since I've seen
the latter being replaced in some mod. Also, it will look the same
regardless of screen aspect.
git-svn-id: https://svn.eduke32.com/eduke32@2928 1a8010ca-5511-0410-912e-c29ae57300e0
Don't call setaspect from them, because the only thing that's needed is
(in classic) yxaspect and xyaspect. Pass these from the helper function
defined earlier instead.
git-svn-id: https://svn.eduke32.com/eduke32@2921 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes stuff like the HUD chaingun with widescreen and small "screen sizes"
(in-game viewport). It also makes rotatesprite behave more like classic overall.
I have no idea why it was there in the first place.
git-svn-id: https://svn.eduke32.com/eduke32@2918 1a8010ca-5511-0410-912e-c29ae57300e0
This means that classic and the GL modes now look the same as far as e.g.
hud_bgstretch or HUD weapons are concerned.
git-svn-id: https://svn.eduke32.com/eduke32@2911 1a8010ca-5511-0410-912e-c29ae57300e0
Instead of setting and resetting the [xy]dim globals, use them as locals
in a block (shadowing the globals). Also, do some common subexpression
elimination for clarity.
git-svn-id: https://svn.eduke32.com/eduke32@2908 1a8010ca-5511-0410-912e-c29ae57300e0
This makes the code rather more readable in some places. Unlike the two
preceding commits, this one is actually purely textual replacement.
git-svn-id: https://svn.eduke32.com/eduke32@2877 1a8010ca-5511-0410-912e-c29ae57300e0
This makes the corrections conditional on where they appear in (under-, over-,
white or mask wall).
git-svn-id: https://svn.eduke32.com/eduke32@2821 1a8010ca-5511-0410-912e-c29ae57300e0
This would only hit when polymost_printext256 erred out (mem alloc failure,
glGenTextures failure), i.e. "almost never".
Also, tweak a bound check in polymost_printext256.
git-svn-id: https://svn.eduke32.com/eduke32@2817 1a8010ca-5511-0410-912e-c29ae57300e0
Among other things, comment out very seldomly (or not at all)
used sprite member macros: SV, ZV, RX, RY, CX, CY, CD, PL.
git-svn-id: https://svn.eduke32.com/eduke32@2639 1a8010ca-5511-0410-912e-c29ae57300e0
- Help window text cleaned and made more consistent between game and editor
- Added help entry for "-clipmap"
- Log text for using CON, DEF, and RTS files has been made consistent
- All instances of '%s' have been replaced with \"%s\" because ' is a valid filename character. (At least on Windows.)
git-svn-id: https://svn.eduke32.com/eduke32@2538 1a8010ca-5511-0410-912e-c29ae57300e0
When drawing from inside the mirror, there may be no 'bunches' (BUILD lingo,
not TROR ones) collected, but following code used the first one unconditionally.
git-svn-id: https://svn.eduke32.com/eduke32@2427 1a8010ca-5511-0410-912e-c29ae57300e0
That is, everyplace a user input is to be converted. The only remaining
instance of atoi() is now atoi(s_buildDate).
git-svn-id: https://svn.eduke32.com/eduke32@2374 1a8010ca-5511-0410-912e-c29ae57300e0
the only visible change is that polymost_trytexcache (formerly two
instances of nearly duplicate code) now prints a diagnostic after
a cache miss. The one that one is most likely to encounter is
"r_downsize doesn't match", meaning that this setting likely differs
between Mapster and the game.
git-svn-id: https://svn.eduke32.com/eduke32@2248 1a8010ca-5511-0410-912e-c29ae57300e0
values; check the color index that is potentially gotten from the string to
be printed.
git-svn-id: https://svn.eduke32.com/eduke32@2162 1a8010ca-5511-0410-912e-c29ae57300e0
The texture warping mode will need to be set depending on whether we're
actually drawing a parallaxed sky or not.
git-svn-id: https://svn.eduke32.com/eduke32@2142 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes the vertical (~1 texel wide) stripes that are especially
noticable with tiled art skies and Polymost with r_parallaxskyclamp=1
or Polymer (which always uploads skies with repeating s and t coords).
What constitutes a sky tile is currently hardcoded to be >=78 and <=99.
git-svn-id: https://svn.eduke32.com/eduke32@2141 1a8010ca-5511-0410-912e-c29ae57300e0
polymer_addlight(). I have no idea whether it's the 'right' thing,
but it fixes this:
Conditional jump or move depends on uninitialised value(s)
at polymer_updatelights (polymer.c:5090)
by polymer_drawrooms (polymer.c:938)
. . .
Uninitialised value was created by a stack allocation
at loadmaphack (engine.c:9482)
Fix another uninitialized access when rendering jpegs.
git-svn-id: https://svn.eduke32.com/eduke32@2069 1a8010ca-5511-0410-912e-c29ae57300e0
Also move a 'int16_t editstatus' declaration from polymost.c to engine_priv.h.
git-svn-id: https://svn.eduke32.com/eduke32@2066 1a8010ca-5511-0410-912e-c29ae57300e0
First, if we're in Polymer, don't precache tinted tiles that have a highpal
for that certain pal. Second, don't precache tiles for palnum 251 (the last
non-reserved one, which is used as a crosshair pal). Assuming that there are
no other tints, this cuts the initial precache time and cache size on disk in
half.
git-svn-id: https://svn.eduke32.com/eduke32@2045 1a8010ca-5511-0410-912e-c29ae57300e0
uint64_t gethiticks() and gethitickspersec(). For SDL 1.2, the timer
has the same resolution as getticks (1000 Hz). For Windows and SDL 1.3,
the resolution of the underlying perf-timers is used. The only user of
these functions right now is some TROR on-screen debugging code.
Revert an earlier change regarding r_preview_mouseaim. We can't do the
check because editstatus is set later.
git-svn-id: https://svn.eduke32.com/eduke32@2026 1a8010ca-5511-0410-912e-c29ae57300e0
the additional rendering pass
- Remove r_preview_mouseaim cvar from the game, since it's only for Mapster
- sdlmusic.c: (Failed) attempt to fix a call of waitpid() with a non-existent
process ID in the external MIDI playing code. I think there's a race there...
git-svn-id: https://svn.eduke32.com/eduke32@2025 1a8010ca-5511-0410-912e-c29ae57300e0
functionality, Polymost).
The new feature can be enabled/disabled with the 'r_tror_nomaskpass' cvar.
The basic idea is that when drawing lower or upper levels, a first pass
is performed that ignores all red walls for which the TROR nextwall link
'towards' the viewer arrives at a red wall. Thus, in the worst case, there
can be up to twice as many rendering passes now (when it is discovered that
the no-mask-pass isn't different that what would be drawn with the ordinary
one, the latter is skipped, since we've already drawn all needed geometry).
Hovever, this kind of multi-pass splitting is only suitable for simple scenes,
like the upper subway in the TROR test map. In particular, multiple islands
shouldn't 'see' each other.
Two issues are worth mentioning: first, care needs to be taken for translucent
ceilings or floors, since drawing them twice isn't the same as drawing them
once. This is done for classic, but not for Polymost. Second, sprites (which
are always drawn _after_ the geometry for a given pass) are still clipped to
the geometry of the ordinary pass, resulting in their disappearance from
certain angles.
--
Additionaly, a change made it into this commit that fixes redundant collection
of sprites in TROR:classic/Polymost.
git-svn-id: https://svn.eduke32.com/eduke32@2024 1a8010ca-5511-0410-912e-c29ae57300e0
fix two issues with signed integer overflow. One is related to clipping
and the other to Polymost mouse-picking for overlong walls. Many more
remain especially in the 8-bit rendering code, but I expect many of
them to be intended.
git-svn-id: https://svn.eduke32.com/eduke32@2009 1a8010ca-5511-0410-912e-c29ae57300e0
* New shade/visibility calculation code, which is activated with 'r_usenewshading' (on by default), and is closer to the classic look. Also tweak the FOGSCALE macro to have approximately the same fog distance with all renderers.
* Mapster32: END modifier to RShift. If it's pressed when RShift is released, sprites which are in grayed out sectors are also selected; Make changing shade affect all highlighted sprites in 3D mode (when aiming at one of them).
* some debug code to watch out for suspicious glGenTexture/glDeleteTextures calls, not active.
git-svn-id: https://svn.eduke32.com/eduke32@1943 1a8010ca-5511-0410-912e-c29ae57300e0
First, it is now possible to disable the memcache (which is there to cache the texcache) by setting the new cvar 'r_memcache' to 0. Do this if you're constrained on memory or getting crashes when e.g. doing vidrestart often. Also, the memcache will disable itself (and free its storage, if it's there) the first time it fails to allocate.
Fix a strcpy with identical arguments in game.c and a couple of uninitialized mem accesses related to Polymer lights.
git-svn-id: https://svn.eduke32.com/eduke32@1941 1a8010ca-5511-0410-912e-c29ae57300e0
* Voxel tweaks: horizontally scale wall-aligned ones by 5/4, make them ignore per-tile yoffset in classic (i.e. emulate Polymost; I think this is more sensible since they're not clipped to floors/ceilings anyway), make Polymost know the voxel scale
* Always cull back-facing, one-sided, wall-aligned sprites (classic/Polymost), irrespective of whether it's a sprite, voxel or model. This can lead to falsely not drawing them in certain circumstances, but IMO that's preferable to visible hidden switches etc.
* Change defaults for r_novoxmips to 1 and lazytileselector to 0
git-svn-id: https://svn.eduke32.com/eduke32@1908 1a8010ca-5511-0410-912e-c29ae57300e0
* rudimentary TROR support
* free mixing of multi- and single-tile pskies
* Don't cull models behind you. That is, treat them like floor sprites in that respect. This way large models like corpses don't disappear from the view unexpectedly.
Classic:
* tweak the last row and column of the translucency table so that e.g. a transparent sprite against a FANSPRITE wall doesn't show up purple (only if Duke3D table is found)
Misc.:
* fixes TROR-nextwall corruption when deleting sectors
* tile selector 'goto' now has also completion
* I forgot a file for the non-OpenGL build last time
git-svn-id: https://svn.eduke32.com/eduke32@1892 1a8010ca-5511-0410-912e-c29ae57300e0
* make it possible to duplicate from extended sectors; all extensions are cleared from them
* lazy hightile loading in tile selector can now be disabled in mapster32.cfg
* fixes USE_OPENGL=0 build
git-svn-id: https://svn.eduke32.com/eduke32@1890 1a8010ca-5511-0410-912e-c29ae57300e0
* support for free mixing of multi- and single-tile parallaxed skies in classic
* make visibility independent of yxaspect and viewingrange in OpenGL modes
-- editor:
* when dragging walls, restore pixel width after that (only for the left and right walls of pointhighlight, and its nextwalls, if any)
* pasting on walls and auto-aligning them now carries over a few more fields
-- fixes:
* visibility in OpenGL modes wasn't incremented gradually (regression due to making 'clamp' an inline function instead of a macro)
* memory corruption due to calling qlz_compress with less than the recommended surplus storage of 400 bytes
* decorative sprites in the mirror showing non-flipped
* make the subway SE message (much) more helpful by showing which sector the game considers to be the track sector
git-svn-id: https://svn.eduke32.com/eduke32@1882 1a8010ca-5511-0410-912e-c29ae57300e0
* Consolidate the various, slightly different, methods of bounding a sprite between a sector's ceiling and floor into one common function
* Fixes for accumulated bugs: shade preview, r_shadescale_unbounded, and a couple of unreported ones
* Yaks, gnus, and bisons...
git-svn-id: https://svn.eduke32.com/eduke32@1854 1a8010ca-5511-0410-912e-c29ae57300e0
* Refactor two nearly identical chunks in polymost.c into one function in the hope of getting some more, but interestingly that did nothing at all. At least it's more readable this way...
* Commit, but don't enable, code for writing PNG screenshots (I'm tired of converting them every time). Requires libpng which in turn requires zlib.
git-svn-id: https://svn.eduke32.com/eduke32@1852 1a8010ca-5511-0410-912e-c29ae57300e0
Engine stuff:
* Add 'r_shadescale_unbounded' cvar. When set to 0, OpenGL renderers should never
draw completely black objects (currently only implemented for Polymost)
Mapster32:
* Add 'r_shadescale' to config
* In 3D mode, make SPACE behave the same as holding down a mose button: the
currently pointed-at object is locked. Required some modification of a.m32
to play well (i.e. not reset SPACE). This is useful by itself but more so
in conjunction with the next point
* make Alt behave as a modifier with PGUP/PGDN: when aiming at a 2-sided wall,
move the other side's sector's ceiling or floor (only this is new).
* Auto-alignment of walls can be controlled in a finer grained fashion now:
When pressing '.', only the immediate neighbors get aligned. Use Ctrl-. for
the old behaviour.
* When inserting a point in 2D mode, auto-align the neighboring wall
git-svn-id: https://svn.eduke32.com/eduke32@1848 1a8010ca-5511-0410-912e-c29ae57300e0
generate the highpalookup maps offline (only with a few incomplete pals right
now).
New DEF token: highpalookup [pal] [filename]
New cvar: r_pr_highpalookups
git-svn-id: https://svn.eduke32.com/eduke32@1748 1a8010ca-5511-0410-912e-c29ae57300e0
No, seriously. Adds widescreen aware rotatesprite and works out half a dozen huge problems in the sound system, among other things.
git-svn-id: https://svn.eduke32.com/eduke32@1658 1a8010ca-5511-0410-912e-c29ae57300e0
The bulk of this commit is "code rape"--or rather, caressing, rewritten for readability.
Actual changes/fixes:
- fixed "walking" in 2d mode
- fixed DELETE key in OSD in SDL build
- main loop in general (timeout for event wait after 200 ms so that highlights blink)
- access to some pr_override* variables in m32script (suggested by Roma Loom)
- API cleanup (added statics and consts here and there)
git-svn-id: https://svn.eduke32.com/eduke32@1644 1a8010ca-5511-0410-912e-c29ae57300e0
fix FastLZ mipmap corruption issue
fix Polymer MSVC warnings
rewrote qsprintf to take up to 32 parameters, either quotes or gamevars
added qstrncat to concatenate n characters of one quote to another
exposed internal sectorofwall() function to CON
changed CON parser to count ( ) ; and , as whitespace so people can make their code more readable
added ACTIVATOR and ACTIVATORLOCKED support to SE49 and SE50
added SPRITE_USEACTIVATOR flag to allow actor execution based on whether a sector is "locked" or not
rearranged a few structures for faster array lookups
fixed EVENT_HOLSTER
git-svn-id: https://svn.eduke32.com/eduke32@1457 1a8010ca-5511-0410-912e-c29ae57300e0