Christoph Oelckers
be3292d29b
- removed the mostly unused macros for sprite iteration.
2020-10-15 20:22:38 +02:00
Christoph Oelckers
760a557f73
- converted the remaining sector iterators in Duke.
2020-10-15 01:34:27 +02:00
Christoph Oelckers
91fdf160b6
- fixed clearing of actorinfo.
...
It overwrote memory beyond its end.
2020-10-15 01:34:24 +02:00
Christoph Oelckers
d368d734d3
- prototyping some refactoring helpers.
2020-10-14 00:58:21 +02:00
Christoph Oelckers
b6149f88f7
- added sprite iterator classes.
...
The code base currently contains roughly 600 iterator loops directly referencing Build's global variables.
That state of things is not refactorable - these iterator wrappers are supposed to get rid of these explicit references.
2020-10-14 00:05:25 +02:00
Christoph Oelckers
99b4a64a67
- removed the PSPTwoDSetter
...
This is no longer needed because all weapon drawing is using the proper interface now.
2020-10-13 21:38:24 +02:00
Christoph Oelckers
817fa8aba3
- save the entire engine state as JSON.
...
The sprite lists may still need optimization. Due to different handling between Blood and the core engine they need to be written out completely which is quite wasteful.
2020-10-13 20:18:08 +02:00
Christoph Oelckers
b4a011300a
- implemented proper delta serialization for sectors and walls.
2020-10-11 21:11:38 +02:00
Christoph Oelckers
f12c6b0319
- removed wallext because its only member 'blend' is not used by anything.
...
This is a feature not worth preserving, render style + alpha should be done directly, not via indirect lookup tables.
2020-10-11 18:44:16 +02:00
Christoph Oelckers
fd31da3115
- save sectors and walls as JSON
...
This is not optimized yet so saves are a bit larger than necessary.
2020-10-11 18:10:52 +02:00
Mitchell Richters
90e711464a
- clamp(): Remove definition in compat.h and uplift definition in templates.h.
2020-10-07 13:29:00 +11:00
Christoph Oelckers
7661720585
- fixed Blood map loading
...
Whoever designed that map format with its idiotic encryption should burn in Hell >)
It's a needless complication and open invitation for errors.
To avoid follow up problems it now uses its own local struct for loading in the sprites and the global spritetype no longer depends on any map format and can be changed as the need arises.
Fixes #101
2020-10-03 18:35:47 +02:00
Christoph Oelckers
89d5d18b9e
- these parts were missed somehow.
2020-10-02 22:42:54 +02:00
Christoph Oelckers
4e67197838
- added back the hijacked 'detail' member to spritetype.
...
This changes the Blood map loader to not use the in-game sprite structure for loading a level and moves the qsprite_filler array back into the sprite.
2020-10-02 22:18:08 +02:00
Christoph Oelckers
3344e73fed
- fixed some crashes in the .def parser and texture initialization code.
2020-09-25 20:51:02 +02:00
Christoph Oelckers
5e6317b8b9
Merge remote-tracking branch 'remotes/Github_private/Blood_InputReworking'
2020-09-22 23:32:28 +02:00
Christoph Oelckers
880b811e0d
- rewrote map loader to work independently of data structure sizes.
...
This is needed to extend a few fields that are too narrow - e.g. the texture offset fields have no room for interpolating scrolling textures.
Blood not done yet, will also need to be changed to get rid of the limits.
2020-09-22 22:40:53 +02:00
Christoph Oelckers
43a9be0ad0
- removed Blood's loadboard replacement hook.
...
It never calls engineLoadBoard but always its own map loading function directly.
2020-09-22 22:38:08 +02:00
Mitchell Richters
7bb3ab8188
- Build: Remove unused inline function in-case it accidentally gets used...
2020-09-22 23:01:45 +10:00
Mitchell Richters
bdc53ed7b0
- Exhumed: Standardise horizon on 100 and remove backend extern'd polymostcenterhoriz
variable.
2020-09-21 18:41:56 +10:00
Christoph Oelckers
6776508239
- widescreen asset setup and consolidation of .def file loading.
2020-09-16 19:13:06 +02:00
Christoph Oelckers
bc5d3eea88
- split the worker part for tileImportTexture out of the parser.
2020-09-15 01:21:17 +02:00
Christoph Oelckers
09a6534270
- redid scriptfile as a wrapper around FScanner
...
Another piece of Build licensed code gone, yay!
This will also allow gradual conversion of the DEF parser to our own code, unencumbered by the Build license. :)
2020-09-15 00:11:08 +02:00
Christoph Oelckers
e382690f9c
- migrated defs error reporting to FScriptPosition
...
This not only prints better formatted texts, it also takes a lot of script maintenance out of the code.
2020-09-14 22:55:21 +02:00
Christoph Oelckers
7395110ae9
- replaced brace loop condition in def parser with an inline
2020-09-14 00:19:20 +02:00
Christoph Oelckers
aeeec61f39
- fixed light level setup in palette emulation mode.
2020-09-13 20:48:54 +02:00
Christoph Oelckers
0e58203d92
- fixed rintersect and removed some unused bits from engine.cpp.
2020-09-13 20:15:46 +02:00
Christoph Oelckers
a4754d7f34
- rewrote the map hack parser using sc_man.
...
This unexpectedly turned out a complete rewrite so now it is under my own license.
Also moved the remaining parts of map hack loading into the engine.
Overall I have to say that the feature is not what I expected, it's merely used to fudge the positioning of model sprites and for adding Polymer lights.
2020-09-13 13:01:44 +02:00
Christoph Oelckers
8ca0e9b97a
- avoid using naked pointer for script positioning.
2020-09-13 11:28:32 +02:00
Christoph Oelckers
57a9419f8e
- use FString for returning strings from the script parser.
...
This is mainly a preparation for merging the parser into sc_man, because sc_man does not keep token texts in a static variable.
This commit also fixes a handful of places that were flagged by the stricter conversion rules of FString.
2020-09-13 10:29:57 +02:00
Christoph Oelckers
aac87fc2cf
- another unused function.
2020-09-13 09:45:37 +02:00
Christoph Oelckers
c4d7e68b4a
- removed a bit more useless cruft from compat.h.
2020-09-11 19:45:17 +02:00
Christoph Oelckers
b2105f28e1
- replaced swapptr with std::swap.
2020-09-11 19:28:19 +02:00
Christoph Oelckers
d5b9a9ee43
Merge remote-tracking branch 'remotes/Github_private/InputStuffs' into back_to_basics2
2020-09-10 23:25:43 +02:00
Christoph Oelckers
41a2a63efd
- moved the VP8 decoding loop into the movie player class and got rid of animvpx.
...
This allowed significant simplification of code data and many of the error checks could also be simplified because this player doesn't really need it all.
Also use nanoseconds to count frame delays, not milliseconds, as milliseconds can cause timing anomalies with common frame rates very easily.
2020-09-10 17:54:27 +02:00
Christoph Oelckers
1a647e8104
- globally search and replaced TRUE and FALSE in SW.
...
There were a handful of warnings afterward which were also addressed.
The SWBOOL type has not been handled yet.
2020-09-09 19:52:52 +02:00
Christoph Oelckers
298949ceb8
- more compat.h cleanup
...
Its elimination is getting closer. :)
2020-09-08 18:48:18 +02:00
Christoph Oelckers
ec1c42b04a
- got rid of common.h
...
All still relevant content was moved to places closer to its use.
2020-09-08 18:39:47 +02:00
Christoph Oelckers
18b39fd952
- first stage of generic automap code.
...
Lines and textures get rendered, not all colors are correct - sprites yet to do...
2020-09-06 20:49:43 +02:00
Christoph Oelckers
809f8b5d4b
- hooked up the new automap framework.
2020-09-06 12:44:58 +02:00
Mitchell Richters
72771aeb40
- Fix broken krand()
follow changes in 1354d52c05
due to truncation occuring from FixedToInt()
inline function.
...
Very very sorry... :'(
Fixes #321 .
2020-09-06 16:37:04 +10:00
Christoph Oelckers
b23424485a
- re-implemented VP8 support.
...
Since the decoder cannot handle sound, there's two options:
1: Use the same sounds as the video it replaces.
2: If an identifiable streamable sound with the same base name is found, it will be played along with the video.
Fixes #133
2020-09-05 11:58:19 +02:00
Christoph Oelckers
8114309e89
- compat.h cleanup.
...
* use static_assert directly. Raze is C++17, no need for that macro shit.
* removed CONSTEXPR - I seriously fail to see the use here, many of the functions marked as CONSTEXPR cannot possibly even be constant evaluated so the declaration makes no sense. Removed most of these and replaced the valid ones with the official constexpr keyword.
* got rid of EDUKE_PREDICT_FALSE - this makes zero sense in script parsing code, at best it will save a few microseconds. Clean code wins.
* replaced Blrintf with xs_CRoundToInt. Shitty name is shitty name, even if derived from POSIX.
* replaced Bstr*casecmp with str*icmp. As these get defined in the CMake project based on actual compiler checks they are preferable here.
* removed lots of other stuff that is not needed with a minimum compiler requirement of C++17.
2020-09-04 21:24:48 +02:00
Christoph Oelckers
e5e8c02f1d
- WIP level transition refactored to a game independent event system.
2020-09-04 19:43:35 +02:00
Mitchell Richters
1354d52c05
- Major cleanup of Q16.16 utilisation within games and engine.
...
* Remove fix16.h/cpp and utilise library from m_fixed.h.
* Extend m_fixed.h with two inline functions for int to/from float operations.
* Replace fix16_floor operations with those from xs_Float.h
* Replace multiple Q16.16 conversions from 0 to just be 0.
* Replaced all found in-game bit-shifts and multiplications/divisions with inline functions from m_fixed.h
* Replaced many casts of FRACUNIT as double in SW's panel.cpp as it is converted to double by way of type promotion.
* Fixed missed precision fixes in SW's panel.cpp where some types weren't declared correctly.
* Replaced 100+ `Cos()/Sin() >> 16` operations for Blood with inline functions `CosScale16()/SinScale16()`.
2020-09-01 23:00:47 +10:00
Christoph Oelckers
2f05a93547
Merge branch 'Packet' into back_to_basics2
...
# Conflicts:
# source/core/gamestruct.h
# source/games/duke/src/gameloop.cpp
# source/games/duke/src/player_d.cpp
2020-08-31 00:09:56 +02:00
Christoph Oelckers
b8258da997
- cleaning out some trash from compat.h.
...
The header from hell...
2020-08-30 23:34:40 +02:00
Christoph Oelckers
0c455acaa2
- more work to switch over to the new loop.
...
Mainly separation of ticker and render calls
2020-08-30 10:42:44 +02:00
Christoph Oelckers
847fa48724
- cleaned out the remaining parts of baselayer.h
...
In particular this means to remove the option to disable widescreen aspect ratios. The way this was handled makes no sense with the current render backend.
The aspect ratio code will have to be redone entirely to properly obey the backend's settings.
2020-08-28 09:06:49 +02:00
Christoph Oelckers
536e7455f2
- moved I_StartFrame to the top of the loop and cleaned up baselayer.hj
2020-08-28 08:44:44 +02:00
Mitchell Richters
76776d24d7
- All Games: Remove use of ClockTicks
and replace with int
.
2020-08-26 09:49:42 +10:00
Mitchell Richters
1c8b0a20fb
- Build: Remove all timer code.
2020-08-26 09:49:40 +10:00
Mitchell Richters
2bf11ad378
- All Games: Remove use of timerGetTicks()
.
2020-08-26 09:49:38 +10:00
Mitchell Richters
aba5c4c134
- All Games: Remove use of timerGetHiTicks()
.
2020-08-26 09:49:36 +10:00
Mitchell Richters
b883204f6a
- All Games: Remove remaining use of totalclock
and associated timing code.
2020-08-26 09:49:34 +10:00
Mitchell Richters
76b05dbcd6
- Build (and games): Remove totalclocklock
.
2020-08-26 09:48:56 +10:00
Christoph Oelckers
70cac1db54
- removed unused parts from timer.cpp.
2020-08-25 21:47:03 +02:00
Christoph Oelckers
435e13dfa4
cleanup of the timer interface.
...
* rewrote all uses of timerSetCallback. Most were unnecessary or long obsolete, the sound updates need to run per frame, not per tic and the UI tickers need to be handled in the main loop anyway.
* Use a more precise timer to animate the menu transition.
* uncouple other menu animations from the game timer.
2020-08-25 19:42:11 +02:00
Christoph Oelckers
8b8f048393
- moved parts of videoNextPage to app_loop.
2020-08-23 18:08:08 +02:00
Christoph Oelckers
7fe7b9b8e0
- be gone, rotatesprite.
2020-08-23 14:59:34 +02:00
Christoph Oelckers
0843f5f04a
- ported the final level's text screen and exported its text to the string table.
2020-08-22 18:12:19 +02:00
Christoph Oelckers
249c5b5734
- removed some dead code.
2020-08-14 21:12:32 +02:00
Christoph Oelckers
66cb7f61a4
- fixed rendering on narrow screens with an aspect ratio less than 4:3 and removed some parts that are no longer needed.
2020-08-14 21:01:27 +02:00
Christoph Oelckers
4fef66c78a
- SW script parser cleanup
2020-08-05 22:36:37 +02:00
Christoph Oelckers
8acc4101be
- simplified calcSinTableValue and inlined it.
...
There's no need for all this magic voodoo - the sin function already returns the proper values all by itself.
2020-08-02 22:03:22 +02:00
Christoph Oelckers
6a305748ff
- removed some C cruft from compat.h.
2020-08-02 21:25:03 +02:00
Mitchell Richters
3d165ee182
- extend mulscale/divscale pragmas with double versions of each.
2020-08-02 21:20:54 +02:00
Mitchell Richters
9c8593018b
- define new function calcSinTableValue()
to calculate an equivalent sintable[]
entry.
...
* Returns a true double result.
* Also supports fractional input for fractional input. That is, if `sintable[1]` = 50 and `sintable[2]` = 100, `calcSinTableValue(1.5)` = 75.
* Increased precision of `BANG2RAD` define to use double and not float.
* As such, revert addition of `sintablef[]`.
2020-08-02 21:20:54 +02:00
Mitchell Richters
4301706e00
- promote fclamp()
and fclamp2()
to double.
2020-08-02 21:20:06 +02:00
Mitchell Richters
7b8e40c7e1
- create sintable sintablef[2048]
as sintables of doubles.
...
* Also change BANG2RAD define to be a double and not a float.
2020-08-02 21:20:06 +02:00
Mitchell Richters
4830989d32
- remove all code used to get current display's refresh rate.
...
* Serves no purpose in Raze or GZDoom and appears to only have been added to the backend to facilitate the older interpolation code that was excised in 893686709b
.
2020-08-02 20:57:09 +02:00
Christoph Oelckers
b6cb0ce1a1
- consolidated shade to light conversion
2020-07-31 20:58:55 +02:00
Christoph Oelckers
b2f794bde5
- cache QAVs outside the file system as well.
...
- delete some voxel code that's software rendering only.
- apply Big Endian byte swapping for SFXs, as well, now that this no longer involves hacking the file system cache.
2020-07-27 19:37:02 +02:00
Christoph Oelckers
2dcaf25fea
- put the entire CON parser into a class to make its state local to the caller
2020-07-20 18:43:49 +02:00
Christoph Oelckers
55feadd11c
- render the weapons with the DrawTexture interface and properly handle rotatesprite's alignment modes
2020-07-16 13:23:26 +02:00
Christoph Oelckers
2fd2ad2212
- sky code cleanup and transitioning of Duke's.
2020-07-15 00:06:19 +02:00
Christoph Oelckers
1e9679aceb
- removed faketimerhandler and the last static remains of EDuke's netcode.
2020-07-14 21:15:37 +02:00
Christoph Oelckers
af225abf80
...
2020-07-14 21:05:26 +02:00
Christoph Oelckers
05abc262ba
- removed libdivide for good and the unused C++ wrapper for fix16 along with it.
2020-07-14 20:57:42 +02:00
Christoph Oelckers
424716bb88
- say goodbye to libdivide!
2020-07-14 20:21:16 +02:00
Christoph Oelckers
f9c03760a3
- removed setuptile DEF command due to the hacky implementation and general uselessness of what can be done with it.
2020-07-14 17:47:11 +02:00
Christoph Oelckers
fedeec73c7
- cleaned out some unused parts of engine.cpp
2020-07-14 17:35:19 +02:00
Christoph Oelckers
5655015691
- YAX is also gone now.
2020-07-14 16:06:14 +02:00
Christoph Oelckers
1d9d1396ac
- got rid of print.h (a.k.a. 'how not do design a text formatting library'.)
2020-07-14 15:41:19 +02:00
Christoph Oelckers
117e78cb3b
- removed clipshape feature as it is a feature of modern EDuke32 maps only.
2020-07-14 15:36:25 +02:00
Christoph Oelckers
aa01adb2f1
- removed osd.h as it was merely a minimal wrapper around c_dispatch, giving some alias names.
...
Nothing that's needed when cutting ties to upstream.
2020-07-14 14:00:27 +02:00
Christoph Oelckers
2e05ff532b
- got rid of the struct trackers.
...
They were only used for handling an undefined case in the renderer but the overhead and side effects were too severe.
2020-07-14 13:51:03 +02:00
Christoph Oelckers
7e261425bb
- time to get rid of clockticks.hpp.
...
Aside from its non-existent license it was also not the correct way to handle more precise view interpolation.
2020-07-14 13:00:52 +02:00
Christoph Oelckers
481ac965cf
- reverted ClockTicks to an integer so that interpolation can be reimplemented without it affecting the global game timer.
...
The entire method at use here is essentially not correct. Interpolation should be handled independently of the game timer directly based on the underlying clock, like in ZDoom.
There's interpolation bugs in the Build games that cannot be fixed if totalclock is used for it, but if we use something else we do not need a fractional totalclock.
2020-07-14 11:52:38 +02:00
Christoph Oelckers
6b86d7606f
- safety commit - does not compile!
2020-07-07 13:19:09 +02:00
Christoph Oelckers
f2380f8829
- constant cleanup.
2020-07-06 13:26:26 +02:00
Christoph Oelckers
8a1206edbc
Merge remote-tracking branch 'remotes/origin/master' into back_to_basics2
2020-07-05 11:55:41 +02:00
Mitchell Richters
bbacc9e816
- factor in xdimenscale and viewingrangerecip when calculating renderSetVisibility().
...
* Changes performed in 0bd460d9e3
didn't take into account xdimenscale and viewingrangerecip like the days of old and this wasn't picked up in d80a32d379
or d80a32d379
, where the applied fixes only appeared to work because they worked for me at 2560x1440p.
2020-07-03 14:42:41 +02:00
Christoph Oelckers
fc017f5868
- removed unused editwall variable.
2020-06-26 20:28:57 +02:00
Christoph Oelckers
ed9b418db7
- deleted a bit more unused code.
...
# Conflicts:
# source/games/duke/src/zz_config.cpp
2020-06-22 00:06:34 +02:00
Christoph Oelckers
e3153f143d
hudweapon
...
# Conflicts:
# source/build/src/engine.cpp
2020-06-22 00:05:07 +02:00
Christoph Oelckers
990cb2acb8
-'shoot' replaced.
...
# Conflicts:
# source/build/src/palette.cpp
2020-06-21 23:24:49 +02:00
Christoph Oelckers
18d6a8e65d
- another safety commit.
...
# Conflicts:
# source/games/duke/src/zz_actors.cpp
2020-06-21 23:07:42 +02:00
Christoph Oelckers
e007b9bceb
- safety commit
2020-06-21 23:07:41 +02:00
Christoph Oelckers
15c744f3da
- movement code of the VM transitioned
2020-06-21 23:07:41 +02:00
Christoph Oelckers
577a800843
- the rest of sector.cpp, except for the input function.
2020-06-21 22:40:12 +02:00
Christoph Oelckers
92f5236b24
- more sector stuff.
2020-06-21 22:40:12 +02:00
Christoph Oelckers
c8cb0e4efd
- the beginning of sector.cpp
...
The math backend functions have been moved out of Build because they originally have a good license.
# Conflicts:
# source/build/src/mdsprite.cpp
# source/build/src/polymost.cpp
2020-06-21 22:39:05 +02:00
Christoph Oelckers
8cc273955d
- moveeffectors, actors.c complete.
2020-06-21 22:38:04 +02:00
Christoph Oelckers
7b75a0683a
moveactors plus backing code.
2020-06-21 22:37:29 +02:00
Christoph Oelckers
89e555761d
- guts and moves
2020-06-21 22:36:09 +02:00
Christoph Oelckers
c11963b41a
- movesprite
2020-06-21 22:36:08 +02:00
Christoph Oelckers
1bb7da173a
- removed a few more dependencies on Build includes.
2020-06-20 18:17:49 +02:00
Christoph Oelckers
686999381b
- moved non-Build definitions out of baselayer.h.
2020-06-20 17:52:10 +02:00
Christoph Oelckers
15d869ccde
-moved scancodes.h out of Build folder.
...
This file is from the Duke source and available under a good license so it can be moved to a better place.
2020-06-20 12:54:33 +02:00
Christoph Oelckers
198ed45357
- clean up redundancy
2020-06-20 10:58:47 +02:00
Richard C. Gobeille
1cab7b9765
engine: add divideu64()/divideu64_noinline()
2020-06-17 12:26:03 +02:00
Christoph Oelckers
2a29dbf793
- use backend independent code to render the camera textures.
2020-06-14 21:57:21 +02:00
Christoph Oelckers
a419181c36
- simplified screenshot code.
2020-06-12 00:39:06 +02:00
Christoph Oelckers
f2d075e0d0
- code cleanup.
2020-06-12 00:37:40 +02:00
Christoph Oelckers
a6545788a6
- do RR's lightning flash as a postprocessing effect.
2020-06-07 22:06:47 +02:00
Christoph Oelckers
f2a637418d
- moved palette.cpp out of Build folder.
2020-06-07 13:06:18 +02:00
NY00123
ec11d22caf
Use static instead of LUNATIC_EXTERN
...
# Conflicts:
# source/build/include/build.h
# source/duke3d/src/gamedef.cpp
2020-06-07 10:36:43 +02:00
NY00123
6a70389f1d
Let's just use __fastcall instead of LUNATIC_FASTCALL
...
# Conflicts:
# source/build/include/build.h
2020-06-07 10:36:04 +02:00
NY00123
cca922f023
Engine: Adjust krand for removal of LUNATIC
...
# Conflicts:
# source/build/include/build.h
# source/build/src/engine.cpp
2020-06-07 10:35:23 +02:00
NY00123
dba06d9601
Engine: Remove the LUNATIC-specific definitions
...
of engine_main_arrays_are_static, engine_v8 and Mulscale.
# Conflicts:
# source/build/src/engine.cpp
2020-06-07 10:34:33 +02:00
Christoph Oelckers
f159496f6e
- moved the ShadeDiv array into the lookup table and took the numshades-2 divisor out of the stored value.
...
The value was changed to allow easier reuse in scenarios where the size of the shade table does not matter anymore.
2020-06-05 23:18:21 +02:00
Christoph Oelckers
1e2a3da5fd
- video base code unified.
...
# Conflicts:
# source/core/rendering/v_video.cpp
2020-05-31 09:18:43 +02:00
Christoph Oelckers
cdcb25bc1f
- use high level textures to render voxels.
2020-05-30 00:30:56 +02:00
Christoph Oelckers
cca4fc609f
- texture code cleanup, mainly cppying layer data into the textures at startup to be able to use a real material system.
2020-05-29 23:33:26 +02:00
Christoph Oelckers
1bc744b77b
- moved hictinting data into the lookup tables.
2020-05-29 20:15:42 +02:00
Christoph Oelckers
87a87c155d
- moved to GZDoom's gl_hwtexture.cpp.
2020-05-29 01:03:01 +02:00
Christoph Oelckers
381e53017d
- some hackery to make the camera textures in DN3D work again.
...
They depend on a deleted texture not writing to the depth buffer, but other parts in the engine like ROR surfaces depend on them writing a proper depth buffer value, so for now there is a global variable that allows to exclude a single tile from ever getting rendered.
2020-05-29 00:44:13 +02:00
Christoph Oelckers
72889540a5
- use GZDoom's gl_samplers.cpp
2020-05-28 23:48:50 +02:00
Christoph Oelckers
5e93b8f3e7
- fixed transparent color.
2020-05-28 08:31:08 +02:00
Christoph Oelckers
a3e6829817
- fixed Exhumed menu by adding a proper layout mode to the drawer instead of hacking the broken tile offsets.
2020-05-27 23:30:36 +02:00
Christoph Oelckers
193b940eef
- palette code cleanup.
2020-05-27 22:19:02 +02:00
Christoph Oelckers
29db3febb8
- updated the platform code to be mostly identical with GZDoom
2020-05-26 00:08:26 +02:00
Christoph Oelckers
c4017de12f
- updated to GZDoom's new texture management system.
2020-05-25 23:59:07 +02:00
Christoph Oelckers
55a3c62b59
- use GZDoom's 2D drawer.
...
Console and menu font colors are not ok yet, aside from that it works.
2020-05-25 17:11:32 +02:00
Christoph Oelckers
758e4ad7cb
- stripped down the palette manager in the GL backend and let it use the data that's managed elsewhere.
...
This class is only needed to manage the palette textures used by the indexed render mode, all the rest is available globally.
2020-05-25 00:31:55 +02:00
Christoph Oelckers
531c68edfe
- use GZDoom's font code to fix the crash issues and moved around some files in the PK3.
...
This pulls in a lot of Doom specific font setup, this can be sorted out later as it won't get into the way.
# Conflicts:
# source/CMakeLists.txt
# Conflicts:
# source/glbackend/hw_draw2d.cpp
# Conflicts:
# source/CMakeLists.txt
# Conflicts:
# source/glbackend/gl_texture.cpp
# Conflicts:
# source/CMakeLists.txt
# Conflicts:
# source/build/src/palette.cpp
# source/core/gamecontrol.cpp
2020-05-24 23:28:44 +02:00
Christoph Oelckers
6bffdf80a1
- finally managed to merge in the original texture system commit.
...
Game compiles and runs but transparency doesn't work yet.
# Conflicts:
# source/CMakeLists.txt
# source/core/menu/menu.cpp
# source/core/textures/buildtiles.cpp
2020-05-24 22:53:14 +02:00
Christoph Oelckers
7a84887fc4
- transitioned FTexture.
...
Mostly working. Note: Brightmaps must be per-translation!
2020-05-24 19:12:22 +02:00
Christoph Oelckers
266364fc2e
- properly implement texture offsets
2020-05-24 13:26:45 +02:00
Christoph Oelckers
498b19873d
- split up textures.h.
2020-05-24 07:58:56 +02:00
Christoph Oelckers
b8a289bf61
- move brightmap handling to the common code.
...
# Conflicts:
# source/common/utility/basics.h
# Conflicts:
# source/build/src/palette.cpp
2020-05-23 22:43:05 +02:00
Christoph Oelckers
ae6403a205
- added a level of abstraction to the lookup table code to ease later refactoring.
2020-05-23 22:43:05 +02:00
Christoph Oelckers
f929419a0a
- refactoring of the lookup tables.
2020-05-23 22:43:04 +02:00
Christoph Oelckers
daf77e55f7
- fixed compilation.
...
Much of this commit will have to be undone later, once the texture manager becomes available.
2020-05-23 22:43:04 +02:00
Christoph Oelckers
b971bc2717
- avoid using global palette settings when drawing 2D content with a custom palette.
...
Instead pass the palette info with the render call to avoid stale global state.
2020-05-23 22:43:01 +02:00
Christoph Oelckers
8d3199514d
- removed some 'pragma' cruft.
2020-05-23 13:08:10 +02:00
Christoph Oelckers
d0406e27b6
- all base palette data has been transitioned to GPalette.
2020-05-23 12:31:05 +02:00
Christoph Oelckers
6f9ee4b60f
- store palettes in the palette container.
2020-05-23 12:31:05 +02:00
Richard C. Gobeille
e2d79b4682
engine: add yax_getflorzofslope() and yax_getceilzofslope()
2020-05-22 17:01:36 +02:00
Richard C. Gobeille
94d098f8ef
Fix a crash with tabledivide64()
...
Fixes #1 .
2020-05-22 16:50:02 +02:00
NY00123
6fcb8f7a6a
Add gethiq16angle and the getq16angle wrapper to the engine
2020-05-21 18:47:37 +02:00
Mitchell Richters
3749a89d6a
Build: Change renderSetRollAngle() to take a float and not an int32_t.
2020-05-13 15:12:44 +02:00
Mitchell Richters
68a0ead5f0
- fix Linux builds following reset of master branch. ( #44 )
...
* - fix Linux builds following reset of master branch.
* - fix Linux Clang CI failure.
* - change '#ifdef __linux__' to '#ifndef _WIN32' as requested/required.
* - initialise batchrun in proper spot.
2020-05-05 10:45:21 +03:00
Mitchell Richters
1ce4081d37
- change 'refreshfreq' from int to double.
...
A double is already used in CalcSmoothRatio. Further to this, displays that use TV standard frequencies do not use perfect 60Hz frequencies, but frequencies such as 59.94Hz, 23.976Hz (precisely, 24*(1000/1001) = 23.9760239760239760...) etc.
Reference: 'https://www.ghacks.net/2010/04/28/59-hertz-refresh-rate/ ', 'http://www.paradiso-design.net/videostandards_en.html '.
# Conflicts:
# source/build/include/baselayer.h
# source/platform/posix/cocoa/i_main.mm
2020-04-16 00:03:00 +02:00
Christoph Oelckers
156a225ff4
- renamed global palookup variable.
...
Since the same word gets used in text messages and local variables in the game code it is easier this way to search for it and facilitate its transition to the translation table management in PaletteContainer.
2020-04-13 23:58:46 +02:00
Christoph Oelckers
fda4293013
- draw the movie franes outside of the tile system to reduce the palette maintenance.
...
The movie code has always been the part causing the most issues because it alters the palettes - the rest treats them as static data.
2020-04-13 23:58:45 +02:00
Christoph Oelckers
fac004b4d2
- palette code cleanup
2020-04-13 23:58:44 +02:00
Christoph Oelckers
8e87674d4c
- backend code matching with GZDoom
2020-04-12 08:30:40 +02:00
Christoph Oelckers
5584c726ba
- file system update and adjustment.
2020-04-12 08:30:40 +02:00
Christoph Oelckers
f671eb622f
- migrated to GZDoom's utility code.
2020-04-12 08:30:39 +02:00
Christoph Oelckers
797640c494
- use ZDoom's memory allocation wrapper instead of EDuke's.
...
This simply plays nicer with the compiler's diagnostics.
2020-04-12 08:30:38 +02:00
Christoph Oelckers
66ecb05eb8
- use Printf as the only command to print to the console.
...
All uses of OSD_Printf, initprintf etc. have been renamed.
2020-04-12 08:30:38 +02:00
Christoph Oelckers
6ef93ba514
- match cmdlib.cpp/.h with GZDoom.
2020-04-12 08:30:36 +02:00
Christoph Oelckers
5af0217db7
- got rid of the software rendering blend tables.
2020-03-29 17:23:57 +02:00
Christoph Oelckers
41545b644a
- cleaned out most of the software renderer's static global variables.
2020-03-29 16:59:49 +02:00
Christoph Oelckers
7392b699e4
- cleaning out a few more parts of the software renderer.
2020-03-29 15:54:02 +02:00
Christoph Oelckers
3f69044770
- removed all references to sdlayer.cpp as all that was left in there was only needed for software rendering.
...
- removed now unused a-c.cpp.
2020-03-29 15:22:07 +02:00
Christoph Oelckers
0de4b134da
- stripped out most of the software renderer.
...
Now that the camera textures can be handled through the hardware renderer this isn't needed anymore.
2020-03-29 14:55:09 +02:00
Christoph Oelckers
621a9338e5
- render camera textures with the hardware renderer.
...
This removes the last active use case for the software renderer and allows rendering the camera views at a higher resolution.
For Shadow Warrior this necessitated a split of JS_DrawMirrors, because it processed cameras and mirrors in the same loop which cannot be done with the hardware renderer.
2020-03-29 14:01:46 +02:00
Christoph Oelckers
73a4e0d1fe
- made Blood's FullMap flag global and removed the hacks to show the full automap.
...
Also refactor show2dsector into a bit array to get rid of the bit shifting code at play here.
2020-03-07 19:30:18 +01:00
Christoph Oelckers
f59bfa1224
- consolidation of screentext code
2020-03-05 00:58:38 +01:00
Christoph Oelckers
348325c879
- removed some editor-only code from engine.cpp
2020-03-01 19:12:18 +01:00
Christoph Oelckers
a873dcf6e0
- fixed the pause key.
...
Apparently SDL maps this to a different scan code.
Since pause is hard coded in all games the corresponding menu option has been disabled.
2020-02-16 17:22:14 +01:00
Christoph Oelckers
7909f29691
- allow starting Duke, NAM and WW2GI with the RedNukem-based game code for Redneck Rampage.
...
This mainly required some rework of the menu setup to be less explicit about the frontend's menu classes.
2020-02-12 20:25:59 +01:00
Christoph Oelckers
c53d9cfc3a
- reworked voxel texture generation to use the backend's palette manager.
...
The original code was not able to handle changing palettes and only worked if each palette change resulted in a full texture flush - which Raze does not perform.
2020-02-09 20:14:26 +01:00
Christoph Oelckers
91b9ce54e4
- use a dedicated flag for defined hightile tints so that the shader can use them.
2020-02-09 15:53:08 +01:00
Christoph Oelckers
a5fc374b59
- always recalculate the projection matrix.
...
Trying to cache this is not useful, it barely saves time and was causing display errors.
# Conflicts:
# source/build/src/polymost.cpp
2020-02-09 15:53:07 +01:00
Christoph Oelckers
dbc958baeb
- fixed swapped color channels in the tinting part of the shader.
2020-02-05 20:02:50 +01:00
Christoph Oelckers
5d4514060b
- disable palette emulation for Blood's cutscenes.
...
These use color 255 as a valid index which the palette emulation shader does not handle.
2020-02-04 20:40:10 +01:00
Christoph Oelckers
a90185bea9
- cleaned up the remaining dependencies on windows.h
...
This file now only gets included by code that really needs it.
2020-02-03 21:30:57 +01:00
Christoph Oelckers
78ff1f0536
- removed Bfree.
...
It was only used in two places in the header, no need to keep it around.
2020-02-03 19:12:36 +01:00
nukeykt
03b1f65a52
Polymost: fix sprite rendering issues
...
# Conflicts:
# source/build/src/engine.cpp
# source/build/src/polymost.cpp
2020-02-03 19:08:51 +01:00
alexey.lysiuk
cdeaa5b3d5
- suppressed omnipresent GCC warning
...
source/build/include/compat.h:1043:21: warning: self-comparison always evaluates to true [-Wtautological-compare]
2020-02-03 10:48:15 +02:00
hendricks266
9f2cb8ea0d
renderMakeTSpriteFromSprite: Copy extra, since SW uses it
...
SW: This fixes enemies glowing under nightvision.
git-svn-id: https://svn.eduke32.com/eduke32@8587 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-02 20:36:14 +01:00
Christoph Oelckers
f76d139207
- fixed SW's interpolation math.
2020-02-02 09:51:44 +01:00
Christoph Oelckers
eac1007c56
- automap color fix.
2020-01-30 22:05:18 +01:00
Christoph Oelckers
cec7b006ca
Merge branch 'master' of https://github.com/coelckers/Raze
2020-01-29 22:06:48 +01:00
terminx
541c71902b
ClockTicks maintenance
...
git-svn-id: https://svn.eduke32.com/eduke32@8562 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:21:39 +01:00
terminx
6836faee07
Disable EDUKE32_PREDICT_TRUE and EDUKE32_PREDICT_FALSE for now
...
git-svn-id: https://svn.eduke32.com/eduke32@8553 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:15:25 +01:00
alexey.lysiuk
93fb98413e
- fixed compilation with GCC and Clang
...
There were lots of errors ‘...’ was declared ‘extern’ and later ‘static’ [-fpermissive]
2020-01-29 10:20:17 +02:00
Christoph Oelckers
1f5f7c63fe
- rewrite of tileCopySection
2020-01-28 12:42:17 +01:00
Christoph Oelckers
8657ecb35d
- implemented 'map' CCMD for all games.
2020-01-28 11:20:30 +01:00
Christoph Oelckers
809b687969
- removed the Build color matching code
...
For the handful of lookups it got used for the needed data is too large and the lookup not precise enough. ZDoom's BestColor yields better results, does not need any tables and for the small amount of lookups being performed is more than adequate.
2020-01-28 10:31:59 +01:00
Christoph Oelckers
245aa5d3bc
- reworked global palette state for robustness.
2020-01-26 10:58:00 +01:00
Christoph Oelckers
e8231f904f
- I have no idea why a fov of exactly 90° does not work.
...
Changing this by one in either direction makes the problem go away.
2020-01-25 11:56:13 +01:00
Christoph Oelckers
f8a807e3bb
- cleaned out a tiny bit of the garbage that has accumulated in compat.h.
...
This file really needs to go away, we do not need this kind of "compatibility".
2020-01-25 10:56:30 +01:00
Christoph Oelckers
09106b3159
- fixed the HUD size slider for Blood.
2020-01-22 13:53:26 +01:00
Christoph Oelckers
9c423ae6a3
- take down the level outside the LoadGame function in ShadowWarrior.
...
With the new savegame system it was done too late which could cause crashes.
2020-01-21 23:36:54 +01:00
Christoph Oelckers
e555d15cc7
renamed the swap function in pragmas.h
...
This conflicts with std::swap on some setups.
2020-01-20 01:32:39 +01:00