Commit graph

176 commits

Author SHA1 Message Date
Christoph Oelckers
d206a767b2 - added render workaround for CP07. 2021-05-03 17:48:35 +02:00
Christoph Oelckers
d8b808576f - restrict the sky portal shortcut to skies in scenes where there are no other portals.
This entire setup does not work with sector portals, causing various render glitches in Shadow Warrior's portals. This also applies to skies within portals so it is now restricted to single sky setups.
2021-05-03 14:52:23 +02:00
Christoph Oelckers
389340f97c - use sections for rendering. 2021-05-03 00:15:09 +02:00
Christoph Oelckers
30b1b046e4 - added an intermediate data structure to decouple the rendering from the immediate map data.
This will be needed for sectors consisting of disjoint parts and for providing some help with addressing rendering anomalies
2021-05-03 00:04:36 +02:00
Christoph Oelckers
aa6bd8ffcc - factor in angoff when placing sprites. 2021-04-25 11:58:03 +02:00
Christoph Oelckers
ad28630df6 - offloaded map patches to data files.
This is a lot easier to manage than having them in the code.
For now it piggybacks on the map hack feature, later this should use the same scripted approach as GZDoom.
2021-04-24 23:07:35 +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
5585351c0f - added a hack to help the new renderer with Lunatic Fringe.
This is by no means a permanent solution but having it buys some time to find something more universal that won't affect performance too badly and investigate the need for a more robust solution.
The idea here is to define pairs of walls where when the first element of the pair is seen, it will treat the second one as view blocking.
This is used as the two offending windows (sectors 151 and 152) to cope with the lack of a height sensitive clipper.
2021-04-24 20:00:54 +02:00
Christoph Oelckers
be08a2f800 - clipper rework
* let the clipper work on relative angles to simplify the math.
* properly initialize the initial visible range and preserve it for multiple invocations.
* track the maximum visible angular range per sector. While possibly not sufficient to handle every edge case imaginable it has low overhead and is still useful to eliminate obvious cases that do not need more complex checks. It is enough to fix the blue door in Duke E3L4.
* removed unused elements of the clipper.
2021-04-24 12:08:38 +02:00
Christoph Oelckers
eb573bea23 - removed all compensation for the clamped shades.
None of this is needed, the shader can work with out of range shades to produce proper lighting.
2021-04-21 22:48:55 +02:00
Christoph Oelckers
dc0df7d081 - don't clamp shade values in the setup pass.
We need their proper values when setting up the lighting.
2021-04-21 22:32:27 +02:00
Christoph Oelckers
b8f9bdb7c1 - made savepic work with new renderer. 2021-04-21 22:32:27 +02:00
Christoph Oelckers
643b969dff - added another weird Build specialty: no vertical sprite offset flipping for face sprites.
Just... why...? :?
2021-04-20 19:37:32 +02:00
Christoph Oelckers
be20b6a839 - fixed: wall sprites do not need NPOT emulation. 2021-04-20 16:58:18 +02:00
Christoph Oelckers
d078b511b8 - flip backwards oriented wall sprites before submitting them to the render list.
Backwards orientation will break the translucent object sorter so this needs to be sorted out beforehand.
2021-04-20 14:30:22 +02:00
Christoph Oelckers
ccdf9d13f1 - do not render sprites that are extremely close to the camera.
These can temorarily cover the entire screen so everything with a distance of less than 4 map units will now be skipped if it is a face sprite.
2021-04-20 00:15:11 +02:00
Christoph Oelckers
eff7d66742 - fixed Clang compilation error. 2021-04-17 18:47:15 +02:00
Christoph Oelckers
cdf89b9175 - portal rendering fix when viewing through two-sided walls outside the actual portal area.
If there's more portal area behind such a line its range in the clipper needs to be cleared again.
2021-04-17 18:32:40 +02:00
Christoph Oelckers
f83e678ea0 - use the smooth ratio from the game logic in the renderer instead of calling I_GetTimeFrac again.
Unlike the higher level code this does not check for game over conditions.
2021-04-14 21:17:32 +02:00
Christoph Oelckers
2b1072eb91 - fixed bad sector addressing in flat sprites drawer. 2021-04-14 19:17:40 +02:00
Christoph Oelckers
5c306c61d6 - better fix for shadow rendering. 2021-04-14 14:46:15 +02:00
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
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
ef95754e87 - fixed bad texture checks. 2021-04-11 18:38:26 +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
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
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
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
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
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
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
d193e199f1 - reorganized hightile offset storage. 2021-04-06 15:55:33 +02:00
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
7c4e9ea87e - moved palette manager for indexed textures out of glbackend 2021-04-05 20:00:21 +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