Commit graph

1118 commits

Author SHA1 Message Date
Christoph Oelckers
798cf2f973 Merge branch 'newrenderer2' of https://github.com/coelckers/Raze-private into newrenderer2 2021-04-12 20:25:56 +02:00
Christoph Oelckers
9598b626c9 Merge branch 'master' into newrenderer2 2021-04-12 20:03:50 +02:00
Christoph Oelckers
aed7e8166e - fixed setup of startup title. 2021-04-12 19:39:42 +02:00
Christoph Oelckers
89be30b720 - handle fullbright sprite hackery using negative shade values. 2021-04-12 18:57:10 +02:00
Christoph Oelckers
bf019ac028 - Build must draw the sky for completely closed sectors as well. 2021-04-12 16:31:44 +02:00
Christoph Oelckers
3cc05e5532 - fixed handling of single-tile skies with palette translation. 2021-04-12 16:00:00 +02:00
Christoph Oelckers
26d737c279 - fixed double-add of xoffset for wall sprites. 2021-04-12 15:50:52 +02:00
Christoph Oelckers
10d0de8dbf Merge branch 'master' into newrenderer2 2021-04-12 15:06:12 +02:00
Christoph Oelckers
a15ac43722 - enable embedding of blood.rff and sounds.rff in mod archives when playing Blood
Some mods provide pregenerated resources, this allows loading them without picking them apart first.
2021-04-12 00:31:36 +02:00
Christoph Oelckers
f87e40131f - Blood: add a dummy sound entry at index 0.
Parts of the sound system treat entry 0 as "no sound" so nothing placed there would play.
This made the one custom sound in "The Way of Ira" not play because as the last sound being defined it ended up in the first, invalid slot.
2021-04-12 00:31:36 +02:00
Christoph Oelckers
135dd1f081 - added PlaySound CCNDs. 2021-04-12 00:31:23 +02:00
Christoph Oelckers
ef95754e87 - fixed bad texture checks. 2021-04-11 18:38:26 +02:00
Christoph Oelckers
aebcc13c4a - migrated voxel parsing stuff. 2021-04-11 18:37:11 +02:00
Christoph Oelckers
c33eea2540 - migrating 'tint .def command. 2021-04-11 15:23:42 +02:00
Christoph Oelckers
42d02834b1 Merge branch 'master' into newrenderer2
# Conflicts:
#	source/build/include/build.h
#	source/build/src/polymost.cpp
#	source/build/src/voxmodel.cpp
#	source/core/gamecontrol.cpp
#	source/core/gamestruct.h
#	source/games/blood/src/animatesprite.cpp
#	source/games/blood/src/misc.h
#	source/games/blood/src/view.cpp
#	source/games/duke/src/render.cpp
#	source/games/sw/src/draw.cpp
#	source/games/sw/src/game.h
#	source/games/sw/src/jsector.cpp
#	source/glbackend/glbackend.cpp
2021-04-11 14:38:56 +02:00
Christoph Oelckers
0ee28fb45e - also handle SW's voxels. 2021-04-11 13:38:23 +02:00
Christoph Oelckers
e5e23cd63c - make sure voxels are being precached.
In Blood's case it also needs to check the game-side array to find everything.
2021-04-11 13:19:48 +02:00
Christoph Oelckers
e4cf768fa8 - call StartPrecaching to keep Vulkan happy. 2021-04-11 10:50:04 +02:00
Christoph Oelckers
9fd3ab6b5e - fixed texture precaching.
After the migration to GZDoom's full backend this never created any textureds when precaching things.
2021-04-11 09:59:55 +02:00
Mitchell Richters
f343bd8d5e - Fix death camera issues stemming from f254eeb465.
* Adjustment in `__addadjustment()` needs to be signed.
* Output of `bvectangbam()` needs to be signed before Duke/SW left-shift the value.
2021-04-11 17:52:29 +10:00
Mitchell Richters
534271c62a - PlayerHorizon::interpolatedsum(): Cut over interpolation code to inline functions that was missed when doing e76f63e2c0. 2021-04-11 17:50:32 +10:00
Mitchell Richters
656705bcd7 - binangle: Add signedrad() and signeddeg() methods for consistency with the unsigned methods.
* Left out from f254eeb465.
2021-04-11 17:02:44 +10:00
Mitchell Richters
e76f63e2c0 - Consolidate all game interpolation code into inline functions. 2021-04-11 16:45:35 +10:00
Christoph Oelckers
b3bcedda6c - moved backend independent HUD code out of glbackend.cpp. 2021-04-11 08:40:18 +02:00
Mitchell Richters
f254eeb465 - binaryangle.h: Remove lookangle class and replace use with binangle.
* Added in fca846272e to deal with signed adjustments but its just not needed.
* Made better use of `binangle`/`fixedhoriz` class getters and setters than before as well.
2021-04-11 15:45:53 +10:00
Christoph Oelckers
184d9be6b1 - fixed palette setup for duplicate base palettes.
Due to some old code it could happen that these weren't fully set up and missed their translations.
Fixes #301 - Blood's invulnerability palette is identical to the base.
2021-04-10 21:42:53 +02:00
Christoph Oelckers
addfe4e904 - activate the progress bar on the startup screen. 2021-04-10 19:28:46 +02:00
Christoph Oelckers
db5fbe3bbb - make the startup banner in the initial console window work. 2021-04-10 19:14:30 +02:00
Christoph Oelckers
a5ed7ba8a3 - two more simple .def commands. 2021-04-10 16:35:29 +02:00
Christoph Oelckers
6b684e74ba - migrated 'texture' .def command. 2021-04-10 14:09:08 +02:00
Christoph Oelckers
057b8a7354 - cleanup of bvectan family of functions.
This can be greatly simplified to a single bvectangbam function using atan2 directly.
2021-04-10 12:54:29 +02:00
Christoph Oelckers
35221188db - inlined Clipper::PointToAngle 2021-04-10 10:56:11 +02:00
Christoph Oelckers
2e191f2742 - consolidated the SetLightAndFog code fragments. 2021-04-10 10:34:20 +02:00
Mitchell Richters
8ebd1a9ebc - binaryangle.h: Clean up HorizToPitch() since we're on the new renderer. 2021-04-10 10:06:30 +10:00
Mitchell Richters
28fb752446 - Replace gethiq16angle() with bvectangbam() in renderer code. This addresses some observed clipping issues in the new renderer. 2021-04-10 09:23:02 +10:00
Christoph Oelckers
e0dc261dfd - fixed edge case in wall sorter when the camera is exactly on a line that's being checked. 2021-04-10 00:05:29 +02:00
Christoph Oelckers
345275db5d - better handling for portal lines having sloped back sectors.
This is a very ugly special case that probably needs a bit more work to get right, for now this should be enough as this combination is rather rare.
2021-04-09 22:48:16 +02:00
Christoph Oelckers
ff0a3df302 - fixed extended music lookup again.
# Conflicts:
#	source/core/parsefuncs.h
2021-04-09 21:28:23 +02:00
Christoph Oelckers
2084c53538 - fixed extended music lookup again. 2021-04-09 21:21:53 +02:00
Christoph Oelckers
333581a084 Merge branch 'master' into newrenderer2
# Conflicts:
#	source/build/src/defs.cpp
2021-04-09 19:57:56 +02:00
Christoph Oelckers
fb02b38279 - better .def loading logic.
To allow cumulative loading without interfering with other ports, Raze will now look for files called xxxx-raze.def, where xxxx is the default .def name (e.g. duke3d-raze.def for Duke3D.) and if that is found, cumulatively load all same-named files - it will fall back on the default name if no such thing is found.
-def still overrides both and will not cumulatively load.
2021-04-09 14:30:01 +02:00
Christoph Oelckers
778a75c097 - fixed rffdefineid handler passing a bad file name to the backend. 2021-04-08 21:36:52 +02:00
Christoph Oelckers
9f08f9786a - consolidated a bit of dead content in .def parser. 2021-04-08 20:03:50 +02:00
Christoph Oelckers
c9483353ff - some more translucency checks. 2021-04-08 19:56:18 +02:00
Christoph Oelckers
1362a7ebc5 - added extended translucency support and did a bit of code consolidation. 2021-04-08 19:45:18 +02:00
Christoph Oelckers
a530dfbe35 Merge branch 'master' into newrenderer2 2021-04-08 18:52:54 +02:00
Christoph Oelckers
51c4c47183 - block manual advancing of intermission screens when already fading out.
This seems to cause some serious stability issues with how they handle the 2D drawer.
2021-04-08 18:01:42 +02:00
Christoph Oelckers
793d2d99ef - re-fixed the music lookup. 2021-04-08 17:46:53 +02:00
Christoph Oelckers
fc1fbfe8b3 - fixed .def 'music' parsing.
This was incomplete and just ignored Duke's special music, and the levelnum generation used an outdated formula so that it never managed to assign any music to the maps.
2021-04-08 16:35:26 +02:00
Christoph Oelckers
e2f570a70a - fixed: extended sound lookup must check the sound/ folder. 2021-04-08 16:05:32 +02:00
Christoph Oelckers
1439897b65 - fixed extended music lookup.
The logic was inverted for extended lookup which always resulted in failure to find the song.
2021-04-08 15:55:37 +02:00
Christoph Oelckers
cecd34efc7 - moved a bit more script parsing functionality into the backend and tried it out on the 'skybox' command. 2021-04-08 14:00:08 +02:00
Christoph Oelckers
4d29cd2df2 - I shouldn't have used WT's skies as reference - they got front and back faces swapped. 2021-04-08 13:54:58 +02:00
Christoph Oelckers
38ecfc8fa5 - added handling for cubemapped skyboxes. 2021-04-08 12:47:31 +02:00
Christoph Oelckers
b68512ef88 - on closer inspection, do not draw skies on intra-sky lines ever - the renderer already takes care of this elsewhere. 2021-04-08 10:10:15 +02:00
Christoph Oelckers
d348377bd8 - when drawing skies on walls where both sides are sky, use the backside's texture.
This fixes a sky anomaly in RR's E1L1.
2021-04-08 09:45:17 +02:00
Christoph Oelckers
4cdc39c9b9 Merge branch 'master' into newrenderer2 2021-04-08 08:55:41 +02:00
Christoph Oelckers
58fb938aa7 - block opening of the menu in the fade out phase of a screenjob and in Exhumed's map/intermission screens.
At these places there's some inteference that can bring the engine into an unstable state.
This is not a real fix, just a quick workaround. The actual problem requires closer examination why these are the only places where this happens.
2021-04-07 19:39:48 +02:00
Christoph Oelckers
7a03967ceb - fixed clipping info not properly reset when rendering the scene in two passes.
We need to reset the gotsector array for that, but since we also need the accumulate result of both passes there's now two such arrays.
2021-04-07 16:52:17 +02:00
Christoph Oelckers
caa8efd3d5 - fixed renderer to avoid bunches of walls that wrap around behind the camera's back. 2021-04-07 16:09:25 +02:00
Christoph Oelckers
4bd44f9d62 - flat sprites use different visibility rules.
Hooray, Build engine, yet another totally nonsensical magic factor with absolutely no reason why...
2021-04-07 12:58:45 +02:00
Christoph Oelckers
6ad0089524 - fixed flat sprites using the sector bit names for checking for being flipped.
Thank you, autocompletion... :(
2021-04-07 12:39:12 +02:00
Christoph Oelckers
59f18f5fa7 - ensure that all HWSprites are oriented with z1 > z2.
This is required by the sorting code to work as intended.
2021-04-07 12:31:47 +02:00
Christoph Oelckers
f9f1d591b3 - must set up fog before textures.
Otherwise the PickTexture callback won't get all needed info.
2021-04-07 10:30:49 +02:00
Christoph Oelckers
3d846f341a - fixed a major clipping issue with the new renderer.
* the bunch drawer can at most process an angular range of 180°. If this gets exceeded it can run into wraparound issues that may cause holes in the geometry.
* there was no clipping to the current field of view so it always checked the full 360°.
2021-04-07 00:02:36 +02:00
Christoph Oelckers
d823ae255e - fixed view clipping for portal sectors.
All lines within the portal must neither be added to the clipper nor checked for obstruction by other parts of the map.
2021-04-06 19:25:40 +02:00
Christoph Oelckers
5c2335bbeb - encapsulate setuptile(range) parsing in separate functions. 2021-04-06 16:22:24 +02:00
Christoph Oelckers
0b79649dc2 Merge branch 'master' into newrenderer2 2021-04-06 16:14:21 +02:00
Christoph Oelckers
d193e199f1 - reorganized hightile offset storage. 2021-04-06 15:55:33 +02:00
Christoph Oelckers
424c0ce3f4 - testing some script parser improvements. 2021-04-06 15:07:12 +02:00
Christoph Oelckers
fc314b6616 - allow loading Zips where all content is in a subdirectory.
The same logic as in GZDoom applies: The root must not have any other content and the subdirectory must contain identifiable game content.
Some handling was also added to strip out macOS resource fork folders because they can contain data that can confuse file detection.
2021-04-06 01:06:03 +02:00
Mitchell Richters
5984fda8a1 - PlayerAngle: Repair issues with addadjustment() method following changes in 4ffe004483 that were affecting negative input. 2021-04-06 06:01:54 +10:00
Christoph Oelckers
16ad5f0cc8 - fixed sky rendering in palette emulation mode.
The sky dome drawer cannot work with indexed textures, but since they are fullbright anyway we can just temporarily disable it.
2021-04-05 21:53:19 +02:00
Christoph Oelckers
e098e0ca2e - added VR mode init code as this is actually functional with the new renderer.
Also moved a few things out of gl_texture.cpp as this file is scheduled to go away with Polymost.
2021-04-05 20:12:11 +02:00
Christoph Oelckers
7c4e9ea87e - moved palette manager for indexed textures out of glbackend 2021-04-05 20:00:21 +02:00
Christoph Oelckers
9a46fa7ef0 Merge branch 'master' into newrenderer2 2021-04-05 19:20:56 +02:00
Christoph Oelckers
869433ee2e - fixed invalidation of programmatic textures.
This is only relevant for Vulkan because it stores the descriptor sets with the material, not the hardware texture.
2021-04-05 19:18:57 +02:00
Christoph Oelckers
f6b46e9f63 - added a few missing init calls. 2021-04-05 18:05:44 +02:00
Christoph Oelckers
7a9e58c31e - removed redundant cstat.h file.
Constants are already defined in buildtypes.h
2021-04-05 18:05:43 +02:00
Christoph Oelckers
e30dc82676 - Cleanup of the voxel code.
* moving polymost_voxdraw into polymost.cpp.
* consolidated all remaining voxel code in hw_voxels.cpp. All original Build voxel code is completely gone now, except for polymost_voxdraw, so this got moved out of the build/ folder.
* integrate Blood's voxel init code into the main function.
* some further cleanup was allowed as a result of this, so engineInit is gone now because these parts can now be done outside the games' app_init functions.
2021-04-05 18:05:43 +02:00
Mitchell Richters
ba90f444dd - PlayerAngle: Repair issues with addadjustment() method following changes in 4ffe004483 that were affecting negative input. 2021-04-05 21:41:11 +10:00
Christoph Oelckers
87efc84c84 - enable palette emulation for the new renderer. 2021-04-05 13:05:31 +02:00
Christoph Oelckers
de2df926e1 - fixed render timing. 2021-04-05 11:54:28 +02:00
Mitchell Richters
172e3996bb - HWSprite::Process(): Added x-off-by-one-fix for sprites similar to yspans from b7bad558da. 2021-04-05 19:37:00 +10:00
Christoph Oelckers
ba2defeb14 Merge branch 'master' into newrenderer2 2021-04-05 10:34:34 +02:00
Christoph Oelckers
ba41bb4c61 - fixed the viewport setup.
There were two problems here - the math for calculating the rect was wrong and the initial aspect ratio was also not correct.
2021-04-05 10:34:03 +02:00
Christoph Oelckers
008391a2ad - license correction for ct_chat.cpp
This was supposed to get the same treatment as d_net.cpp, i.e get the old license restored and be released under a duplicate GPL/Doom Source license but it was somehow missed when it got added. Also removed all leftover Doom specific parts.
2021-04-05 08:59:06 +02:00
Christoph Oelckers
658712d893 - removed duplicate d_gui.h file. 2021-04-05 08:56:44 +02:00
Christoph Oelckers
8e31c34b06 - fixed tileImportFromTexture.
* the parser read numbers with leading zeros as octal, which is not wanted here
* texture lookup by file name must be forced for root directory entries.
2021-04-04 21:02:04 +02:00
Christoph Oelckers
8055ff1d86 - fixed tileImportFromTexture.
* the parser read numbers with leading zeros as octal, which is not wanted here
* texture lookup by file name must be forced for root directory entries.
2021-04-04 21:00:41 +02:00
Christoph Oelckers
6315a8b039 - removed now obsolete #define. 2021-04-04 20:41:44 +02:00
Christoph Oelckers
c303884274 - better handling for Duke's scrolling cloudy skies.
* Using the Doom-style dome here because it looks better.
* this necessitated changes to the backend to allow both types of sky domes at the same time
* do not clamp panning fields for cloudy sky with the new renderer because this makes the texture jump.
2021-04-04 20:35:38 +02:00
Christoph Oelckers
39c457bbf2 - removed a few unused CVARs carried over from GZDoom. 2021-04-04 19:35:12 +02:00
Christoph Oelckers
ea91b5ba5d - added a map patch for SW:WT's 'skyline' map.
This contains a badly tagged sky sector that makes the new renderer glitch out.
2021-04-04 18:57:03 +02:00
Christoph Oelckers
1201cc71ef - fixed voxel rendering.
No, that 'while' was even pointless in Polymost, much more here where it runs within another loop.
2021-04-04 13:45:43 +02:00
Christoph Oelckers
d76c2ccc34 - voxel rotation. 2021-04-04 13:24:33 +02:00
Christoph Oelckers
55ad51ee1f Merge branch 'master' into newrenderer2 2021-04-04 13:23:51 +02:00
Christoph Oelckers
97a0cb2a10 - handle voxel rotation in the backend to enable it for all games.
This was previously only present in the Blood module and missed in Exhumed from upstream so the entire option was rather pointless.
Fixes #290
2021-04-04 10:33:29 +02:00
Christoph Oelckers
d71ebace97 - fixed fog density of the new renderer.
The actual value needs to be a lot lower than for Polymost due to the different projection.
2021-04-03 22:51:31 +02:00
Christoph Oelckers
952bccbf5f - added a check for game-side-defined voxels when discarding one-sided wall sprites viewed from the back. 2021-04-03 21:49:28 +02:00
Christoph Oelckers
d7a13fc9f2 - same for the new renderer. 2021-04-03 21:40:32 +02:00
Christoph Oelckers
9c95c902c7 - added a check for game-side-defined voxels when discarding one-sided wall sprites viewed from the back. 2021-04-03 21:40:16 +02:00
Christoph Oelckers
ab36b86a59 - sky tweaking
* Build skies need a different mesh for the dome - the one from GZDoom distorts them too much.
* made adjustment to the positioning math after redoing the mesh
* Exhumed abuses some strange effect of the original sky placement math which means the y-offsetting must be disabled for this game.
* RRRA sky initialization fixed. It must be done after setting up the tiles.
2021-04-03 21:06:02 +02:00
Christoph Oelckers
82bcd90755 - fixed some remaining triangulation issues. 2021-04-03 15:10:06 +02:00
Christoph Oelckers
f7dd0ec4a2 - use ZDoom's node builder for triangulating sectors that fail the simple approach.
As it turned out, the triangulator only works fine for regular polygons, but creates incomplete meshes for sectors with multiple sections or some degenerate areas, which are quite common with swinging doors.
The node builder is more costly and creates wall splits, of course, but it does not create broken output for degenerate sectors so it's a good fallback.
2021-04-03 12:44:30 +02:00
Christoph Oelckers
3ff3c6f50e - fixed: stale, but still active interpolations for wall positions should not trigger sector retriangulation. 2021-04-03 10:26:02 +02:00
Christoph Oelckers
dc234ea72d - implemented RR's geometry effect.
The grossest of all gross render hack that were ever done with Build...
2021-04-02 22:52:46 +02:00
Christoph Oelckers
54eee347a6 - do y-flipping of wall textures correctly.
1.f - h is not correct for NPOT texures due to hpw they tile.
2021-04-02 22:50:53 +02:00
Christoph Oelckers
7446d0441b - use LGPLv2 for all Raze specific render code. 2021-04-02 18:22:54 +02:00
Christoph Oelckers
638f19172a - voxel rendering.
The stock voxels of Blood and SW seem to work so far, but not all edge cases have been tested.
2021-04-02 18:20:07 +02:00
Mitchell Richters
e3c2757f1c - sethorizon(): Ensure SB_CENTERVIEW bit is always cleared if horizon target is set. 2021-04-02 23:23:24 +11:00
Mitchell Richters
9c01bde44e - gameinput.cpp: Block player input within sethorizon() and applylook() if target for each has been set by the ticker.
* Stops players having the ability to provide input and fight the system trying to set an input.
2021-04-02 22:47:19 +11:00
Mitchell Richters
4ffe004483 - Further work within PlayerAngle and PlayerHorizon structs following 39fe9efaff and bf2d8078a4.
* Reduce code repetition.
* Clamp incoming horizon when using `settarget()` methods.
* Eliminate double calculation that was occurring in `processhelpers()`.
2021-04-02 22:47:17 +11:00
Christoph Oelckers
c8a75a8664 - give each DrawInfo its own list of tsprites.
Since these do not fully get processed sequentially the contents need to be preserved until needed.
This required getting rid of the global tsprite array. Polymost still uses a static vatiable, though, but this is only accessed in polymost-exclusive code.
2021-04-02 10:28:40 +02:00
Christoph Oelckers
6afbb82e66 - fixed one-sided wall sprite checks. 2021-04-02 09:04:13 +02:00
Christoph Oelckers
80e5cd0dc5 - fixed some automap issues:
* Blood's automap was not drawn at all.
* SW's automap always showed all sectors
* SW's player sprite was not rendered.
* Non-automap: Forward gotsector to the game code because there's still a few places in Blood that need it.
2021-04-01 20:47:05 +02:00
Christoph Oelckers
85020b374a - use texture clamping on non-tiled walls. 2021-04-01 19:21:24 +02:00
Christoph Oelckers
e1df17964e - fixed handling of SW's shadows.
An out of range shade will only work without fog.
2021-04-01 19:10:43 +02:00
Mitchell Richters
88695ef554 Merge branch 'master' into newrenderer2 2021-04-01 16:49:07 +11:00
Mitchell Richters
c076310e34 - InputState::ClearAllInput(): Only clear crouch_toggle bool if outside of a level, and resend SB_CROUCH sync bit if inside a level and crouch_toggle is true.
* Fixes #287.
2021-04-01 13:46:16 +11:00
Mitchell Richters
4321efa21c - Re-arrange swaddons[] const char array so that /gameroot is picked up first following changes in f4b27bbd27.
* Since f4b27bbd27, `D:/Program Files (x86)/Steam/steamapps/common/Shadow Warrior Classic/gameroot/addons/Sw.grp` was being picked up instead of `D:/Program Files (x86)/Steam/steamapps/common/Shadow Warrior Classic/gameroot/SW.GRP`.
* Fixes #289.
2021-04-01 12:25:57 +11:00
Mitchell Richters
029f8807df - Make 360. / 2048. a constant expression and replace all uses throughout code. 2021-04-01 10:42:22 +11:00
Mitchell Richters
aa35b6a479 - binaryangle.h: Fix constexpr issue on GCC builds following bf2d8078a4. 2021-04-01 08:32:07 +11:00
Christoph Oelckers
3c4429f2a8 - fixed sector mesh generator to allow sectors with non-continuous wall loops.
Blood has a few such sectors.
2021-03-31 21:26:57 +02:00
Christoph Oelckers
4cc0afe587 - fixed texture coordinate generation for sloped planes.
Since these depend on the slope, the sector's ceiling and floorz need to be the same as for the mesh when creating them.
2021-03-31 20:20:19 +02:00
Mitchell Richters
c630ad9110 Revert "- subjective fix to Duke 3D's RPG harsh recoil."
This reverts commit 839a7bcbe4.

Revert "- Duke: Restore RPG harsh recoil behind a CVAR."

This reverts commit 88a49b0d22.

# Conflicts:
#	source/core/gamecvars.cpp
#	source/core/gamecvars.h
2021-03-31 20:35:18 +11:00
Mitchell Richters
bf2d8078a4 - PlayerHorizon: Replicate changes to settarget() and processhelpers() methods from 39fe9efaff. 2021-03-31 19:44:50 +11:00
Mitchell Richters
39fe9efaff - PlayerAngle: Adjust how settarget() methods store angle for unsynchronised angle adjustments and adjust processhelpers() method accordingly.
* Repairs angle issues raised in https://forum.zdoom.org/viewtopic.php?f=340&p=1185365.
2021-03-31 19:43:41 +11:00
Christoph Oelckers
7bea8ad6ba - fixed texture overlays for SW's sector portals. 2021-03-30 23:27:11 +02:00
Christoph Oelckers
15fb89d08f - workaround for SO interpolation potentially writing bad values to wall positions.
That messed up interpolation code really needs to be thrown away and replaced later, for now this has to suffice.
2021-03-30 21:30:12 +02:00
Christoph Oelckers
a4174352c7 - keep separate sector compare data for floor and ceiling.
Otherwise there can be problems if floor and ceiling change at the same time.
2021-03-30 20:43:52 +02:00
Christoph Oelckers
9cccd6f89b - store plane meshes without height information.
This avoids retriangulation when just the plane's z changes.
2021-03-30 20:30:35 +02:00
Christoph Oelckers
6239734bdc - always create geometry for flat sprites in the collection pass.
This still depends on Build's tsprite array which is global so its contents are too volatile for delayed geometry generation.
This needs to be refactored later but it can only be done when Polymost is gone.
2021-03-30 19:58:42 +02:00
Christoph Oelckers
4647a0b2bc - fixed cases of small textures being used for the sky.
Case in Point: DukeDC uses a 64x64 texture with palette remap for the sky.
2021-03-29 23:25:43 +02:00
Christoph Oelckers
6fcb6fa1d5 - sky positioning tweaks.
It does not use the panning info of the wall and needs a texture height relative adjustment.
2021-03-29 22:34:46 +02:00
Christoph Oelckers
92bb9c5319 - fixed display of player in mirrors. 2021-03-29 21:48:23 +02:00
Christoph Oelckers
d2a1f9ea88 - fixed issue with constantly regenerating sector ceiling triangle meshes. 2021-03-29 20:29:09 +02:00
Christoph Oelckers
ab9c7de147 - use texture clamping for all sprites. 2021-03-29 20:18:49 +02:00
Christoph Oelckers
2d0360fa55 - apply depth bias to translucent geometry.
This is necessary to handle wall and floor sprites placed on actual walls and floors work as intended.
2021-03-29 19:45:04 +02:00
Christoph Oelckers
b93502f0d0 - fixed bad assignments for vertex compare data in sector triangulator. 2021-03-29 10:15:06 +02:00
Christoph Oelckers
e0fe8d2ed9 - fixed interpolation issues with sector objects in SW.
SO's vertex interpolation does not use the common framework so it got missed by the sector retriangulation checks.
We need to check two wall positions as well to make sure that sector movement is properly detected.
2021-03-29 09:25:26 +02:00
Christoph Oelckers
389d61d086 - fixed texture selection for one-sided walls with the one-way flag set. 2021-03-29 09:11:38 +02:00
Christoph Oelckers
18cf208b7d - fixed SW shadows in new renderer.
shade clamping and full sprite sort was missing,
2021-03-28 22:29:13 +02:00
Christoph Oelckers
0ae93318e3 - flip camera textures to have the correct orientation. 2021-03-28 21:00:24 +02:00
Christoph Oelckers
e8edb32e0d - fixed camera texture setup.
They still are upside-down but aside from that work as expected.
2021-03-28 19:22:51 +02:00
Christoph Oelckers
d9ff2fd1e2 - used display size for all texture positioning. 2021-03-28 18:22:30 +02:00
Christoph Oelckers
83760d4974 - fixed a few wall sprite rendering issues.
* masked walls were inserted into the sprite render list, causing sorting issues and depth fighting (see Duke's cameras and the 'closed' sign in Route66/Carnival.map)
* vertical and horizontal wall sprites needed their sorting functions swapped.
* plane clipping for wall sprites used bad coordinates.
2021-03-28 13:09:26 +02:00
Christoph Oelckers
b7bad558da - added y-off-by-one-fix for y-centered sprites. 2021-03-28 12:05:29 +02:00
Mitchell Richters
ffb956749d - HWSprite::Process(): Fix yoff adjustment when spr->cstat & CSTAT_SPRITE_YCENTER. 2021-03-28 20:46:50 +11:00
Christoph Oelckers
9f48b36627 - redid sprite projection math. 2021-03-28 10:49:34 +02:00
Christoph Oelckers
fa44d75e98 - draw regular sprites.
Mostly functional, but the projected size is off.
2021-03-27 23:12:41 +01:00
Christoph Oelckers
7c991d59ac - fixed bad return in sprite processing code. 2021-03-27 15:52:20 +01:00
Christoph Oelckers
0da33096c6 - fixed some wall sprite flickering issues. 2021-03-27 15:24:09 +01:00
Christoph Oelckers
d1c23d1ad0 - fixed wall sprite rendering. 2021-03-27 14:18:33 +01:00
Christoph Oelckers
efe0d57fca - removed all the decal stubs.
Build has wall sprite for decals so this is redundant and ultimately not usable.
2021-03-27 13:26:11 +01:00
Christoph Oelckers
d0f38d7362 - wall sprite WIP. 2021-03-27 13:22:34 +01:00
Christoph Oelckers
1dfb2672a8 - flat sprite rendering! 2021-03-26 20:28:44 +01:00
Christoph Oelckers
fd0e9824b6 - call the game specific analyzesprites functions. 2021-03-26 15:06:14 +01:00
Christoph Oelckers
098db655ab - did some fudging on the scene viewport until thinks looked right again.
I have no idea, though, why it has to be this particular formula, though. It doesn't seem to make any sense.
2021-03-26 01:55:24 +01:00
Christoph Oelckers
be7bca8e9e - expose animatesprite set of functions to new renderer as a callback. 2021-03-26 10:05:01 +01:00
Christoph Oelckers
0b1e81023f - added sprite collection loop to ProcessSector and did a bit of cleanup on the TSprite code. 2021-03-25 23:16:32 +01:00
Christoph Oelckers
f6568fee0c - rewrote SW portal setup to use static data instead of ad-hoc setup.
This was by far the messiest game, there's two reasons for this.
First, the portal links do not need to be in an actual portal sector, so they cannot be used to detect portal sectors.
Second, the game moves portals in place, so all offsets are (0,0,0) so that not even these can be used for detection.

The only working method is the super-complicated original way to look up portals at run time, just being done at map start.
Having static portal links should reduce the render glitches quite significantly because the renderer knows now which sectors belong to a portal and can use this information to ensure proper processing.
2021-03-25 21:21:48 +01:00
Christoph Oelckers
af54cf3a3c - made SW's sector portals operational.
Unlike the other games these are so poorly defined that the engine has to rely on the original fudging to pick the proper portal to link to. As a result they are just as limited as they always were.
In addition all the portal search code had to be reinstated.
2021-03-25 16:45:40 +01:00
Christoph Oelckers
168b0385cf - moved shadeToLight out of build.h. 2021-03-25 09:13:59 +01:00
Mitchell Richters
957f7e9487 - Accept binangle, fixedhoriz and lookangle classes in SetupViewpoint() vs. Q16.16 variables.
* Allows for more precision than Q16.16.
* Used as opportunity for `rollang` to be set using the `asdeg()` method, not `asbuildf()`.
2021-03-25 19:06:01 +11:00
Christoph Oelckers
13bbf0a4f9 - sector portals in RRRA are working. 2021-03-24 23:55:10 +01:00
Christoph Oelckers
dbbdfaa4ba - sector portals in Blood are working. 2021-03-24 23:11:06 +01:00
Christoph Oelckers
b7e8815133 - some further lightening of compat.h. 2021-03-24 21:13:36 +01:00
Christoph Oelckers
022edd2dc2 - cleaned engine.cpp off all code exclusive to the Polymost renderer. 2021-03-24 19:45:42 +01:00
Christoph Oelckers
e47b4507e4 - serialize the sector portal offset table.
Due to where this happens, the init code for these portals cannot be run when loading a savegame so it has to be saved.
2021-03-24 18:42:00 +01:00
Christoph Oelckers
1297e4ed02 - SW's line to sprite portals are working now.
Also fixed a clipper issue with Blood's line to line portals.
2021-03-24 10:33:50 +01:00
Christoph Oelckers
9903b39cf5 - make Blood's line to line portal operational.
Note that these portals cannot be rotated, so to preserve bad setups this limitation needs to be replicated.
If we want proper line to line portals for all games they need to be made a different portal type.
2021-03-24 09:04:48 +01:00
Christoph Oelckers
829be9b56b - use value parameters for arguments in binaryangle.h. 2021-03-24 09:02:07 +01:00
Christoph Oelckers
087da46522 - finally got mirrors working. 2021-03-23 21:23:49 +01:00
Christoph Oelckers
c681fa6699 - use Build math for mirror transitions. 2021-03-23 20:30:19 +01:00
Christoph Oelckers
46e0b16370 - fixed ordering issues in drawer
* do not check the clipper in the collection pass to reduce number of bunches. Clipping here brings no performance gain.
* fixed the loop reset in FindClosestBunch to actually process the array's first element.
2021-03-23 19:20:06 +01:00
Christoph Oelckers
0c7f05a416 - let the clipper work exclusively on Build coordinates. 2021-03-22 23:40:25 +01:00
Christoph Oelckers
096ce5e025 - initial sky fixes. 2021-03-22 16:02:52 +01:00
Christoph Oelckers
e884a418f8 - portal WIP 2021-03-22 12:07:29 +01:00
Christoph Oelckers
63f057d93f - portal and sky WIP. 2021-03-21 22:48:01 +01:00
Christoph Oelckers
75159e06c0 - uncommented the portal code in hw_walls.cpp. 2021-03-21 19:36:55 +01:00
Christoph Oelckers
9fe462d358 - adapted GZDoom's portal framework.
Not tested yet and somewhat stripped down, as the portals this needs to support are a lot less complex - plus some of the issues in Doom do not apply here.
2021-03-21 18:41:23 +01:00
Christoph Oelckers
a36377111c - engine-side portal setup for Blood and RRRA. 2021-03-21 14:48:35 +01:00
Christoph Oelckers
b91441f849 - same render interface rework for Shadow Warrior. 2021-03-21 12:22:50 +01:00
Christoph Oelckers
d42ce0ee7e - WIP 2021-03-20 23:01:16 +01:00
Christoph Oelckers
91957e40f1 - moved some original Raze code out if the Build folder. 2021-03-20 17:08:55 +01:00
Christoph Oelckers
fedfc2cfa4 - removed global variables that were only being used by the automap drawer plus a few other obsolete things. 2021-03-20 16:46:06 +01:00
Christoph Oelckers
30f4e2b29d - replaced the engine automap drawer with one leveraging the newly added sector geometry data.
This eliminates a lot of code depending on Build's projection math.
2021-03-20 16:20:48 +01:00
Christoph Oelckers
88706e8e13 - added a cache for the sector geometry.
Now it only needs recreation if the sector changes.
2021-03-19 23:18:09 +01:00
Christoph Oelckers
3df5c440f9 - added some helpers to make it easier to determine if a sector's geometry has been altered.
Walls had no sector reference so this was added for marking the sector as altered when a vertex gets dragged around.
2021-03-19 23:18:09 +01:00
Mitchell Richters
895b875453 - Invert rollang in hw_entrypoint.cpp:SetupView(). 2021-03-20 08:35:17 +11:00
Christoph Oelckers
93bb774573 - flat alignment.
This still gets redone each frame for each sector and needs to be buffered
2021-03-19 19:53:55 +01:00
Christoph Oelckers
dd15fc54c1 - top texture means RENDERWALL_TOP, not that it matters much at the moment... 2021-03-19 12:02:20 +01:00
Christoph Oelckers
ff8ca99e2b - fixed y alignment of bottom textures.
Despite other settings, they will always take the panning info from their backside.
2021-03-19 11:51:38 +01:00
Christoph Oelckers
f8de712b81 - fixed horizontal panning for bottom textures. 2021-03-19 11:22:24 +01:00
Christoph Oelckers
385cc8cbbd - NPOT texture alignment fixes.
The checks in CheckTexturePosition were not correct and caused unwanted texture shifting.
Also inlined GetYPanning into DoTexture because the pow2size value is needed there and the rest is a simple one-liner to scale the panning.
2021-03-19 10:29:38 +01:00
Christoph Oelckers
9406e6d2ad - fixed the biggest issues with flat rendering 2021-03-18 23:22:51 +01:00
Christoph Oelckers
7dd5b508c8 - flat rendering WIP.
Still buggy triangulation and no texture alignment, but it renders something.
2021-03-18 21:50:02 +01:00
Christoph Oelckers
0579368626 - removed render.cpp, now that everything is in its proper place. 2021-03-18 17:24:58 +01:00
Christoph Oelckers
547ed4e415 - route everything through the full backend, now completely bypassing the intermediate GLInstance layer. 2021-03-18 17:18:03 +01:00