Mitchell Richters
0600bf5860
- Negate everything to do with PlayerHorizon::__horiz
where appropriate, including some loose horizoff
members.
2022-10-30 16:51:11 +01:00
Mitchell Richters
8d3f3c6025
- Cut over to DAngle
from fixedhoriz
and remove the latter.
2022-10-25 07:06:55 +02:00
Mitchell Richters
5851c0f2c6
- Clean up some q16horiz usage and how the view pitch is clamped.
2022-10-25 07:06:53 +02:00
Mitchell Richters
e4ae726015
- Rename fixedhoriz::aspitch()
to Degrees()
to match DAngle
objects.
2022-10-25 07:06:53 +02:00
Christoph Oelckers
e00eda6cb8
- Blood: floatified VectorScan.
...
The texture checks in here definitely need some more verification, though.
Doing a quick test looked ok, but I do not think this was enough.
2022-10-22 20:41:25 +02:00
Christoph Oelckers
ac2a3c443f
- got rid of all deprecated updatesector variants.
...
This required a few changes in the map loader and render interface.
2022-10-22 12:17:02 +02:00
Christoph Oelckers
c44fd07f37
- floatified the portal displacement
2022-10-22 12:16:57 +02:00
Mitchell Richters
8f2d6f0779
- Floatify smoothratio
for render_drawrooms()
and `render_camtex().
2022-10-15 13:32:03 +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
5407de6924
- Use MaxSmoothRatio
everywhere so refactoring is easier later on.
2022-10-14 18:19:03 +02:00
Mitchell Richters
ebac932efe
- Update render_drawrooms()
and render_camtex()
to work off DAngle
objects.
2022-10-05 00:36:23 +02:00
Christoph Oelckers
111dbd7a7d
- backend update from GZDoom.
...
mainly TAngle overhaul and needed code adjustments.
2022-08-26 18:28:22 +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
e6ca0f4817
- made fov change for RRRA's drug mode work.
2022-08-03 19:41:30 +02:00
Christoph Oelckers
291726cc55
- removed the Polymost renderer.
2022-08-03 15:50:27 +02:00
Christoph Oelckers
651c25a7be
- do the 'inside' check with integers.
...
Using floats and multiplications is not robust enough. This is a bit slower, but doesn't run the risk of underflows and other nasties.
Q: How many bits of fractional precision should we use? 16 seems fine
2022-02-15 22:18:26 +01:00
Christoph Oelckers
37e7f92182
- made a few changes to the timer calls for renderer profiling.
...
A few items were counted double, other were in the wrong slot.
2022-01-14 00:15:33 +01:00
Christoph Oelckers
f20bd94269
- the gl_fogmode hack is no longer needed
2022-01-11 00:18:56 +01:00
Christoph Oelckers
07eeb147ab
- tweaked light mode for weapon lighting and avoiding getting too dark.
2022-01-11 00:16:43 +01:00
Christoph Oelckers
fe0581ed97
- disable palette emulation when rendering weapons.
...
The 2D code cannot handle transparency well with it.
2022-01-08 14:16:18 +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
4f8f85c634
- backend update from GZDoom.
2021-12-30 09:58:46 +01:00
Christoph Oelckers
09634c4993
- use actors instead of sprites in the new renderer's API.
2021-12-30 09:57:15 +01:00
Mitchell Richters
b2ab64bb62
- Capitalise vec3_t
z
variable.
2021-12-30 09:57:03 +01:00
Mitchell Richters
68e2691be7
- Capitalise vec3_t
y
variable.
2021-12-30 09:57:03 +01:00
Mitchell Richters
c549cc5276
- Capitalise vec3_t
x
variable.
2021-12-30 09:57:02 +01:00
Mitchell Richters
118ceb18ca
- Capitalise vec2_t
y
variable.
2021-12-30 09:57:02 +01:00
Mitchell Richters
3c9cd926ba
- Capitalise vec2_t
x
variable.
2021-12-30 09:57:02 +01:00
Christoph Oelckers
eb0f91e26b
- pass sector pointer to render_camtex.
2021-12-26 23:09:47 +01:00
Emile Belanger
9501215ef2
Revert "- disabled palette emulation for the GLES backend."
...
This reverts commit 8d9d3d5f8f
.
2021-12-11 13:23:39 +01:00
Christoph Oelckers
01abe7b2ac
- addressed most unused/uninitialized variable warnings from MSVC.
2021-11-29 00:55:30 +01:00
Christoph Oelckers
83fe41e71e
- made updatesector receive a 32 bit int pointer and deprecated the 16 bit variant.
2021-11-06 15:53:16 +01:00
Christoph Oelckers
8d9d3d5f8f
- disabled palette emulation for the GLES backend.
...
Right now the shader does not support it and will require significant redesign to work well with the target hardware.
2021-10-13 00:09:18 +02:00
Christoph Oelckers
b8f9bdb7c1
- made savepic work with new renderer.
2021-04-21 22:32:27 +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
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
87efc84c84
- enable palette emulation for the new renderer.
2021-04-05 13:05:31 +02:00
Christoph Oelckers
ba41bb4c61
- fixed the viewport setup.
...
There were two problems here - the math for calculating the rect was wrong and the initial aspect ratio was also not correct.
2021-04-05 10:34:03 +02:00
Christoph Oelckers
d71ebace97
- fixed fog density of the new renderer.
...
The actual value needs to be a lot lower than for Polymost due to the different projection.
2021-04-03 22:51:31 +02:00
Christoph Oelckers
dc234ea72d
- implemented RR's geometry effect.
...
The grossest of all gross render hack that were ever done with Build...
2021-04-02 22:52:46 +02:00
Christoph Oelckers
7446d0441b
- use LGPLv2 for all Raze specific render code.
2021-04-02 18:22:54 +02:00
Christoph Oelckers
e8edb32e0d
- fixed camera texture setup.
...
They still are upside-down but aside from that work as expected.
2021-03-28 19:22:51 +02:00
Christoph Oelckers
9f48b36627
- redid sprite projection math.
2021-03-28 10:49:34 +02:00
Christoph Oelckers
fa44d75e98
- draw regular sprites.
...
Mostly functional, but the projected size is off.
2021-03-27 23:12:41 +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
dbbdfaa4ba
- sector portals in Blood are working.
2021-03-24 23:11:06 +01:00
Christoph Oelckers
e47b4507e4
- serialize the sector portal offset table.
...
Due to where this happens, the init code for these portals cannot be run when loading a savegame so it has to be saved.
2021-03-24 18:42:00 +01:00
Christoph Oelckers
a36377111c
- engine-side portal setup for Blood and RRRA.
2021-03-21 14:48:35 +01:00
Christoph Oelckers
b91441f849
- same render interface rework for Shadow Warrior.
2021-03-21 12:22:50 +01:00