Commit graph

21 commits

Author SHA1 Message Date
Christoph Oelckers
380864d6fb - pass shade values to sky renderer 2022-04-19 14:44:10 +02:00
Christoph Oelckers
3aff12cf4c - sky management rework. 2022-01-16 12:12:43 +01:00
Christoph Oelckers
2e9732ce79 - fixed new renderer's use of fog on skies: The palette value from the wall was used instead of the one from the sky plane. 2021-05-29 12:09:16 +02:00
Christoph Oelckers
5fd41ab910 - new renderer: draw the fog layer for skies.
Code was active but alpha wasn't set.
2021-05-18 00:42:45 +02:00
Christoph Oelckers
e74aca291c - position tweaking for Nam's skies.
Why is this such an utter mess to get skies placed correctly? :(
2021-05-10 20:13:28 +02:00
Christoph Oelckers
a7046eaee4 - fixed animations on skies.
Lunatic Fringe made this very obvious.
2021-04-24 20:04:02 +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
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
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
7446d0441b - use LGPLv2 for all Raze specific render code. 2021-04-02 18:22:54 +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
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
dbbdfaa4ba - sector portals in Blood are working. 2021-03-24 23:11:06 +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
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