Commit graph

20891 commits

Author SHA1 Message Date
Mitchell Richters
755e2be0a4 - Duke (RR): Move displayrifle() lambda to new weapon offsets. 2022-12-11 19:46:25 +01:00
Mitchell Richters
82e9b96174 - Duke (RR): Move displayshotgun() lambda to new weapon offsets. 2022-12-11 19:46:25 +01:00
Mitchell Richters
c6380bfd7a - Duke (RR): Move displaychicken() lambda to new weapon offsets. 2022-12-11 19:46:25 +01:00
Mitchell Richters
79ae9e1f97 - Duke (RR): Move displaycrossbow() lambda to new weapon offsets. 2022-12-11 19:46:24 +01:00
Mitchell Richters
be439918dc - Duke (RR): Move displaypowderkeg() lambda to new weapon offsets. 2022-12-11 19:46:24 +01:00
Mitchell Richters
40ec46e323 - Duke (RR): Move displaybowlingball() lambda to new weapon offsets. 2022-12-11 19:46:24 +01:00
Mitchell Richters
6193d17dac - Duke (RR): Move displayslingblade() lambda to new weapon offsets. 2022-12-11 19:46:24 +01:00
Mitchell Richters
50c1c5b48d - Duke (RR): Initial hookup of new weapon drawing offsets from the backend, starting with displaycrowbar(). 2022-12-11 19:46:24 +01:00
Mitchell Richters
5d3710d677 - Duke: Always use tsprite pos/angle when used in conjunction with viewvec or viewang.
* This solves the issue of jittery picnum changes when circle-strafing actors at high speeds.
2022-12-11 19:45:38 +01:00
Christoph Oelckers
bea6834f8e - code cleanup. 2022-12-11 19:45:38 +01:00
Christoph Oelckers
3874cf365c - use TEXMAN_ForceLookup where it was missing. 2022-12-11 19:45:38 +01:00
Christoph Oelckers
c1abd6fe22 - rewrote drawtile CVAR handling to render the image larger and allow using aliases. 2022-12-11 19:45:38 +01:00
Christoph Oelckers
97d76a01e4 - SW: do a proper implementation for sprites which do not want texture animations.
Instead of hacking the picanm table it is far more preferable to flag the sprite as non-animating and let the renderer handle it.
2022-12-11 19:45:38 +01:00
Christoph Oelckers
281b102fac - gave all textures that were accessed with their "#0xxxx" name a descriptive names.
Only the fallback fonts were intentionally excluded because these are supposed to get the ART file content.
2022-12-11 19:45:18 +01:00
Christoph Oelckers
58db09969c - moved tileForName out of BuildTiles.
Just pulling one change out of the big upcoming refactor commit.
2022-12-11 19:45:18 +01:00
Christoph Oelckers
630276f7e0 - migrated texture flags parsing from .def to RMAPINFO.
This was the final piece of non-tile-related data to be in there.
.def should be restricted to existing use cases concerning setup of render data, not for game content.
2022-12-11 19:45:18 +01:00
Christoph Oelckers
0bacb05c1b - wrapped hiofs in a getter function.
This makes it a lot easier later to refactor.
2022-12-11 19:45:01 +01:00
Christoph Oelckers
aa58b152ab - use a TArray in BuildTiles for the tile descriptors.
For some reason MSVC wants to put this in the EXE now and the array is quite large.
2022-12-11 19:45:00 +01:00
Christoph Oelckers
71ca2c4677 - eliminate the last remaining references to the tile manager in the core renderer files.
The only thing left is the sky which needs more refactoring first and the tileUpdatePicnum call for sprites which cannot be resolved by the texture manager because Blood has a randomization factor included here.
2022-12-11 19:44:01 +01:00
Christoph Oelckers
e26d9106aa - handle all occurences of tileWidth and tileHeight using spritetypebase::picnum. 2022-12-11 19:44:01 +01:00
Christoph Oelckers
1258ddc551 - cleaned out tileHeight calls in SW's panel.cpp.
Direct access to tile numbers has been significantly reduced.
2022-12-11 19:44:01 +01:00
Christoph Oelckers
f479f995a1 - transitioned all tileLeftOffset and tileTopOffset calls to use the texture manager. 2022-12-11 19:44:01 +01:00
Christoph Oelckers
e37de147dc - disabled the automatic location feature in the texture manager.
For something that was never used it is simply too costly as it sits in a critical segment of code where it prevents optimization of multiple calls to GetGameTexture in a code block.
If this ever gets reimplemented it must be on a higher level - this simply does not work right.
2022-12-11 19:44:01 +01:00
Christoph Oelckers
afa821c2fd - removed redundant voxel/model code in Blood's animatesprites.
This just duplicated the generic handling in the renderer so it is not needed.
2022-12-11 19:44:01 +01:00
Christoph Oelckers
0869497ecb - rewrote the tile pixel cache to work on texture IDs instead of tile IDs.
This allows using the related checking features with other textures as well.
2022-12-11 19:44:00 +01:00
Christoph Oelckers
8b0e86e88b - wrap a few more accesses to picnum variables 2022-12-11 19:44:00 +01:00
Christoph Oelckers
a6db974a62 - refactored Blood's tile property arrays to texture IDs.
The data structure here can be optimized later when the other games get to the same point, but this allows to rid Blood of all references to wallpicnunm, floorpicnum and ceilingpicnum except one place in the precacher.
2022-12-11 19:44:00 +01:00
Christoph Oelckers
483617d3e1 - use the texture wrappers in a few places. 2022-12-11 19:44:00 +01:00
Christoph Oelckers
4ecb4aacb2 - mark all return values from the texture() getters as const.
This is necessary to evade C++ stupidity which happily allows assignment to non-const struct type return values and won't even warn about it.
As const these will throw an error when that happens.
2022-12-11 19:44:00 +01:00
Christoph Oelckers
ffa265ae1d - gave Blood's and SW's mirror/ROR tiles proper names. 2022-12-11 19:44:00 +01:00
Christoph Oelckers
63c1630cda - more texture wrappers and minor cleanup. 2022-12-11 19:44:00 +01:00
Christoph Oelckers
e5225e98e0 - migrated SW's portal setup code to texture IDs. 2022-12-11 19:43:59 +01:00
Christoph Oelckers
fe3a32d692 - SW: fixed camera validation 2022-12-11 19:43:59 +01:00
Christoph Oelckers
9879aa90a6 - more texture handling cleanup.
Most of the renderer now bypasses the tile manager and goes directly to the low level texture manager.
The gotpic array was removed and replaced by a new texture flag. Since there are only 3 places in the entire code that check this, this is a lot easier to handle.
2022-12-11 19:43:59 +01:00
Christoph Oelckers
868fece7f6 - using texture IDs in a few more places where it is simple. 2022-12-11 19:43:59 +01:00
Christoph Oelckers
f4bda94dad - added tileGetTextureID and tested it with Blood's mirror/portal setup code. 2022-12-11 19:43:59 +01:00
Christoph Oelckers
bfef616981 - let tileDelete create a new null texture instead of using the default one.
This is to ensure that marker textures are still unique.
2022-12-11 19:43:59 +01:00
Christoph Oelckers
028cf2daf5 - added access wrappers for getting texture IDs from the map and used that to rid a large chunk of the renderer of direct tilenum access. 2022-12-11 19:43:59 +01:00
Christoph Oelckers
49f87e6227 - got rid of gotpic.
Now everything uses the 'seen' flag in the texture which indicates that the texture was actually used for hardware rendering since the last check.
It's also only the 3 places checking this flag which are responsible for clearing it.
2022-12-11 19:43:58 +01:00
Christoph Oelckers
a0722c55ea - removed canvas hack stuff from Buildtiles after cleaning up the mess in SW. 2022-12-11 19:43:58 +01:00
Christoph Oelckers
ede5b017ab - renamed walltype::picnum to wallpicnum for easier searching. 2022-12-11 19:43:58 +01:00
Christoph Oelckers
51ad64f71e - initialize all special tiles to their intended type before starting the game.
This ensures that we have an immutable mapping of tile number to texture ID now.
2022-12-11 19:43:58 +01:00
Christoph Oelckers
faeb19a485 - do the handling of 90° rotated wall textures in the renderer instead of duplicating the texture.
Aside from less resource use this also works with hires replacement - which the old code was incapable of.
2022-12-11 19:43:58 +01:00
Christoph Oelckers
6a690849e6 - cleanup on the tile management.
* removed the long defunct EDuke32-based map art system. With our move to named textures this will not work anymore so fixing the existing problems would be pointless.
* moving .def related parsing stuff out of buildtiles.cpp.
* some initial refactoring to make the tile store a static, non-modifyable resource after initial setup.
2022-12-11 19:43:58 +01:00
Christoph Oelckers
a08db47528 - exported all breakable ceilings.
Very simple stuff with instant profit. :)
2022-12-11 19:43:58 +01:00
Christoph Oelckers
a63ee8079a - implemented customizable breakable walls and ported all hard coded variants to use this. 2022-12-11 19:43:57 +01:00
Christoph Oelckers
241636a907 - removed caching of the minifont.
Since this does not get used directly anymore, caching these images is rather pointless.
2022-12-11 19:43:57 +01:00
Christoph Oelckers
0df5be7ad0 - also renamed all RR tile names. 2022-12-11 19:43:57 +01:00
Christoph Oelckers
e9b6e84d47 - renamed all tile constants for Duke to DTILE_*.
We need to be able to find them for the ongoing work
2022-12-11 19:43:57 +01:00
Christoph Oelckers
9e3318a2fb - moved spawnclasses and breakwall definitions from .def to RMAPINFO.
.def is not the right place for this - it needs to run very early in the process, before scripted actors are loaded, so doing this stuff there means that half the initialization has to be postponed and error reporting is sub-par.
These are now part of RMAPINFO which gets parsed as one of the very last things - it is also where GZDoom is doing some of these things.

The better error reporting also allowed fixing some errors in these definitions.
2022-12-11 19:43:57 +01:00