Commit graph

155 commits

Author SHA1 Message Date
Mitchell Richters
dea34609cd - Exhumed: nCamera -> nCamerapos. 2022-10-15 13:32:00 +02:00
Mitchell Richters
48c2b5d89a - Exhumed: nCameraa -> nCameraang. 2022-10-15 13:32:00 +02:00
Mitchell Richters
f378c481b3 - Exhumed: Flatten smoothratio back to float and rename to interpfrac. 2022-10-15 12:41:12 +02:00
Mitchell Richters
8a4601ef8d - Exhumed: Tidy up nCameraa. 2022-10-15 12:41:12 +02:00
Mitchell Richters
91c0ff814f - Exhumed: Tidy up nCamerapan. 2022-10-15 12:41:12 +02:00
Mitchell Richters
7cbe3564ce - Exhumed: Repair what looked like a bug with camera Z clamping.
* Looked wrong, compared to GDX and confirmed.
2022-10-15 12:40:36 +02:00
Mitchell Richters
36ed1ac1de - Exhumed: Convert draw code to floating point. 2022-10-15 12:16:53 +02:00
Mitchell Richters
7d5040f560 - Fix all calls to interpolatedangle() that didn't revert smoothratio back to a float. 2022-10-15 12:16:53 +02:00
Mitchell Richters
f72d42bb8e - Uplift renderer entry point to DVector3 and provide wrappers for old setups. 2022-10-15 12:16:53 +02:00
Mitchell Richters
5685af33d8 - Exhumed: Remove zbob from draw code, it's not used at all. 2022-10-15 12:16:53 +02:00
Mitchell Richters
5407de6924 - Use MaxSmoothRatio everywhere so refactoring is easier later on. 2022-10-14 18:19:03 +02:00
Mitchell Richters
e970ed0f27 - Migrate spritetypebase::interpolatedvec3() to backend solution.
* Also eliminate unused `interpolatedvec2() method from class.
2022-10-13 00:59:03 +02:00
Mitchell Richters
1e36aa0e7f - Move TAngle<> interpolation function to common and add ones for TVector<> classes. 2022-10-13 00:59:03 +02:00
Christoph Oelckers
d573ba4cad - pass map start as DVector3 2022-10-13 00:59:01 +02:00
Christoph Oelckers
c66c750547 - handle all constant add_int_z calls in Exhumed 2022-10-08 16:11:23 +02:00
Mitchell Richters
d28d6cd4cf - Utilise actor sprite's full precision in instances where angle was converted to Build and back again. 2022-10-05 00:36:30 +02:00
Mitchell Richters
5c84f93c08 - Use the static constexpr nullAngle everywhere possible. 2022-10-05 00:36:30 +02:00
Mitchell Richters
02dfe2cb62 - Repair interpolation issues following change of sprite angles from integer to DAngle types. 2022-10-05 00:36:30 +02:00
Mitchell Richters
b23e77d9c7 - Replace player's ang with DAngle object.
* This commit does not build. Committed items are everything that's been done by find and replace.
* Next commit has hand-performed changes that are better separated out for clarity.
2022-10-05 00:36:27 +02:00
Mitchell Richters
13ea55b4cb - Replace player's rotscrnang and look_ang angles with DAngle objects.
* Went the el cheapo route and added some floating point Build angle methods. As these and the integer build methods are really just refactoring aids, we'll come back to this in due course.
2022-10-05 00:36:26 +02:00
Mitchell Richters
d3022947eb - Replace use of binangle in gi->processSprites() with DAngle object. 2022-10-05 00:36:24 +02:00
Mitchell Richters
aee102ba73 - Exhumed: Replace all uses of binangle with DAngle objects.
# Conflicts:
#	source/games/exhumed/src/view.cpp
2022-10-05 00:36:23 +02:00
Mitchell Richters
ebac932efe - Update render_drawrooms() and render_camtex() to work off DAngle objects. 2022-10-05 00:36:23 +02:00
Mitchell Richters
c935fc2226 - Refactor chase cam positional code to use DAngle input rather than binangle.
* These changes still maintain Build's integer positional values in Q28.4/Q24.8, changing this will be done later on.
2022-10-05 00:36:22 +02:00
Christoph Oelckers
6bdfa09dd1 - the remaining angle stuff. 2022-10-05 00:36:21 +02:00
Christoph Oelckers
f54e4b8a9a - more int_ang() 2022-10-04 23:56:43 +02:00
Christoph Oelckers
33d5b54ce0 - use int_ang(). 2022-10-04 23:56:43 +02:00
Christoph Oelckers
735b9a8fed - renamed ang to __int_angle 2022-10-04 23:56:42 +02:00
Christoph Oelckers
6816e32d23 - call float 'interpolated' functions for setting tsprite's pos. 2022-10-02 20:46:56 +02:00
Christoph Oelckers
5df4caa82f - renamed interpolate functions as preparation for floatifying opos. 2022-10-02 20:46:56 +02:00
Christoph Oelckers
c84d75b8bf - use inline access functions to read floorz/ceilingz. 2022-08-27 09:58:16 +02:00
Christoph Oelckers
0672572e63 - renamed sectortype::floorz and ceilingz as preparation for floatification 2022-08-27 09:47:48 +02:00
Christoph Oelckers
1231f6025d - handle the last remaining uses of __int_pos that can be done with the function interface. 2022-08-26 19:53:10 +02:00
Christoph Oelckers
dc94dedc6b - renaming spritetype::pos 2022-08-26 19:53:10 +02:00
Christoph Oelckers
43bd8acb31 - Exhumed: renamed all spr.pos. 2022-08-26 19:53:08 +02:00
Christoph Oelckers
4d423004e9 - unlimited the displayable sprites.
Now with Polymost gone this can finally be done properly.
2022-08-07 10:25:15 +02:00
Christoph Oelckers
c2fc7577db - cleanup of 3D viewport code.
Removes all the hackery that Polymost needed and now uses a sane struct to store the info.
2022-08-05 17:04:45 +02:00
Christoph Oelckers
291726cc55 - removed the Polymost renderer. 2022-08-03 15:50:27 +02:00
Christoph Oelckers
e892de21ec - preparations for unlimited tsprites.
Right now it is a no-op because Polymost cannot deal with this properly.
2022-01-11 00:12:32 +01:00
Christoph Oelckers
70087ebc12 - fixed: The new renderer still called the Polymost screen finish function.
This led to a second, redundant postprocessing step with incorrect matrix values.
It now calls screen->Update() directly without the unneeded stuff, but this required a bit of reordering in the game code to ensure that the renderer receives the weapon data to display.
2022-01-08 13:50:47 +01:00
Christoph Oelckers
a3162f6ccf - renamed testnewrenderer CVAR. 2022-01-07 12:49:41 +01:00
Christoph Oelckers
7f62df517d - moved all interpolate* methods from spritetypebase to DCoreActor.
The places where it was used on tsprites were redone to use the actor's base coordinate, which at the point of the operation would always be the same.
2021-12-30 17:32:31 +01:00
Christoph Oelckers
6c381d4392 - removed sector() method from low level sprite type. 2021-12-30 16:58:48 +01:00
Christoph Oelckers
5498699faf - use DCoreActor::sector() wherever possible. 2021-12-30 16:51:56 +01:00
Christoph Oelckers
bf9defc062 - SW: moved some Polymost hack stuff to its proper place. 2021-12-30 09:58:46 +01:00
Christoph Oelckers
913f6e713d - Hack for Exhumed: palette 4 does not fade to black so sprites should not have shades above numshades.
The new renderer will treat such shades as completely black to ensure proper rendering of shadows - but for this palette this must be skipped.
2021-12-30 09:58:09 +01:00
Christoph Oelckers
de3e66016c - removed the Actor() access method from Exhumed's player as well. 2021-12-30 09:58:06 +01:00
Mitchell Richters
95d270fbdd - Exhumed: Clean up local functions variables to prevent redefinition conflicts. 2021-12-30 09:57:31 +01:00
Christoph Oelckers
2718b3a5e3 - remaining s() in Exhumed 2021-12-30 09:57:28 +01:00
Christoph Oelckers
b641da3959 - Exhumed: pActor->s() in player.cpp and view.cpp. 2021-12-30 09:57:25 +01:00
Christoph Oelckers
6766a5922a - pass actors to calcChaseCamPos. 2021-12-30 09:57:18 +01:00
Mitchell Richters
baf78848eb - Replace spritetypebase z with pos.Z calls and eliminate spritetypebase pos union. 2021-12-30 09:57:06 +01:00
Mitchell Richters
cecb8dc48e - Replace spritetypebase y with pos.Y calls. 2021-12-30 09:57:05 +01:00
Mitchell Richters
33ca55023f - Replace spritetypebase x with pos.X calls. 2021-12-30 09:57:05 +01:00
Christoph Oelckers
d9d05e90b5 - globally replaced all occurences of '->s().' with '->spr.' 2021-12-30 09:57:00 +01:00
Christoph Oelckers
f1c0298825 - replaced numwalls with wall.Size in several places. 2021-12-30 09:56:54 +01:00
Christoph Oelckers
65bc6e6aef - removed the now redundant wall() and sector() interator helper functions.
With both wall and sector now being TArrays they are not needed anymore.
2021-12-30 09:56:53 +01:00
Christoph Oelckers
988a91904a - a large of Exhumed flags, most search& replace plus a few local variable types. 2021-12-30 09:56:49 +01:00
Christoph Oelckers
d0a06ae961 - deal with most of CSTAT_SECTOR_SKY and CSTAT_SECTOR_SLOPE 2021-12-30 09:56:45 +01:00
Christoph Oelckers
8dde6a3074 - Added GC support to Exhumed 2021-12-26 23:09:59 +01:00
Christoph Oelckers
eaff9e359f - refactored the owner index in tspritetype.
This is now a separate type from spritetype which contains an actor pointer instead so that sprite display can be handled without requiring a static sprite array.
2021-12-26 23:09:53 +01:00
Christoph Oelckers
b1b7608cf7 - most remaining sectnum references. 2021-12-25 21:29:04 +01:00
Christoph Oelckers
40ae38c173 - calcChaseCamPos. 2021-12-25 21:29:03 +01:00
Christoph Oelckers
a3f1821670 - nPlayerViewSect 2021-12-25 21:29:03 +01:00
Christoph Oelckers
7b84a1464c - don't access invalid sector in DrawView.
Old bug exposed by having operator[] assert on bad access to sector[].
2021-12-25 21:29:01 +01:00
Christoph Oelckers
aee560624d - some more sectors. 2021-12-25 21:29:01 +01:00
Christoph Oelckers
ec12eb11f6 - palette loops for renderer. 2021-12-25 21:29:00 +01:00
Christoph Oelckers
e179b9332d - all shorts reviewed.
Should be all clear now - the biggest limiter in Exhumed is the run list with ~25000 entries which may need more work if it is to be extended.
2021-12-25 21:28:53 +01:00
Christoph Oelckers
d73c7aa543 - short review and disasm variable renaming
(down to 200 shorts)
2021-12-25 21:28:52 +01:00
Christoph Oelckers
033a73bce0 - Exhumed short review, part 2.
Down to 350.
2021-12-25 21:28:52 +01:00
Christoph Oelckers
7daa501a4d - removed all #include "compat.h" except the one in build.h
Still all compiles fine.
2021-12-14 12:24:10 +01:00
Christoph Oelckers
01abe7b2ac - addressed most unused/uninitialized variable warnings from MSVC. 2021-11-29 00:55:30 +01:00
Christoph Oelckers
d70e76e5c6 - Exhumed: use dynamic arrays for the palette backup in DrawView. 2021-11-11 23:34:03 +01:00
Christoph Oelckers
f2e344a235 - removed magic flags added to sector indices in Polymost.
These are better done as separate function arguments.
2021-11-11 21:28:53 +01:00
Christoph Oelckers
9b52b3b451 - made all nSector variables full ints.
This already takes care of most sector[] accesses in Exhumed
2021-11-09 17:27:54 +01:00
Christoph Oelckers
366df9d4b6 - Exhumed: use the sprite's sector() member where possible. 2021-11-09 00:26:46 +01:00
Christoph Oelckers
60faceaf59 - Exhumed: fixed serialization.
The exhumedActors array was not written out, resulting in all kinds of strange effects.
2021-11-07 21:45:51 +01:00
Christoph Oelckers
d20aa47adf - made sector parameter of updatesectorz an int and deprecated the short version. 2021-11-06 19:27:51 +01:00
Christoph Oelckers
91ecda2fcb - cleaned up the run list interface.
Due to serialization concerns it still isn't optimal, though, because we cannot get rid of the index table yet.
2021-10-28 18:57:50 +02:00
Christoph Oelckers
9cfd682c9e - eliminated Player::nSprite. 2021-10-28 13:54:09 +02:00
Christoph Oelckers
076a995c6e - besttarget and Player::nTarget. 2021-10-28 13:51:32 +02:00
Christoph Oelckers
be19dbb2ce - nDoppleSprite 2021-10-28 09:47:29 +02:00
Christoph Oelckers
11912486de - moved all loose player related arrays into the Player struct. 2021-10-27 20:56:42 +02:00
Christoph Oelckers
d023f9633a - converted the snake 2021-10-25 21:09:33 +02:00
Christoph Oelckers
6f8a5ee2d2 - Exhumed: replaced a large amount of sprite array accesses with pointers.
No logic changes, this is mainly search & replace.
2021-10-10 11:47:18 +02:00
Christoph Oelckers
694066c4ec - fixed all warnings in Exhumed. 2021-05-12 21:50:01 +02:00
Christoph Oelckers
8003ab6fa3 Merge branch 'scriptable_cutscenes' into newrenderer 2021-05-02 22:37:46 +02:00
Christoph Oelckers
4b064b9f34 - migrated Exhumed's level setup to RMAPINFO.
This game never had a proper setup so this also fixes the crashes with visiting the multiplayer maps.
2021-05-02 15:54:19 +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
798cf2f973 Merge branch 'newrenderer2' of https://github.com/coelckers/Raze-private into newrenderer2 2021-04-12 20:25:56 +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
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
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
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
be7bca8e9e - expose animatesprite set of functions to new renderer as a callback. 2021-03-26 10:05:01 +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
b91441f849 - same render interface rework for Shadow Warrior. 2021-03-21 12:22:50 +01:00