Christoph Oelckers
d078b511b8
- flip backwards oriented wall sprites before submitting them to the render list.
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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
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
2e191f2742
- consolidated the SetLightAndFog code fragments.
2021-04-10 10:34:20 +02:00
Christoph Oelckers
345275db5d
- better handling for portal lines having sloped back sectors.
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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
7a03967ceb
- fixed clipping info not properly reset when rendering the scene in two passes.
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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
f9f1d591b3
- must set up fog before textures.
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Otherwise the PickTexture callback won't get all needed info.
2021-04-07 10:30:49 +02:00
Christoph Oelckers
d193e199f1
- reorganized hightile offset storage.
2021-04-06 15:55:33 +02:00
Christoph Oelckers
ea91b5ba5d
- added a map patch for SW:WT's 'skyline' map.
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This contains a badly tagged sky sector that makes the new renderer glitch out.
2021-04-04 18:57:03 +02:00
Christoph Oelckers
d71ebace97
- fixed fog density of the new renderer.
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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
54eee347a6
- do y-flipping of wall textures correctly.
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1.f - h is not correct for NPOT texures due to hpw they tile.
2021-04-02 22:50:53 +02:00
Christoph Oelckers
7446d0441b
- use LGPLv2 for all Raze specific render code.
2021-04-02 18:22:54 +02:00
Christoph Oelckers
6afbb82e66
- fixed one-sided wall sprite checks.
2021-04-02 09:04:13 +02:00
Christoph Oelckers
85020b374a
- use texture clamping on non-tiled walls.
2021-04-01 19:21:24 +02:00
Christoph Oelckers
ab9c7de147
- use texture clamping for all sprites.
2021-03-29 20:18:49 +02:00
Christoph Oelckers
389d61d086
- fixed texture selection for one-sided walls with the one-way flag set.
2021-03-29 09:11:38 +02:00
Christoph Oelckers
18cf208b7d
- fixed SW shadows in new renderer.
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shade clamping and full sprite sort was missing,
2021-03-28 22:29:13 +02:00
Christoph Oelckers
0ae93318e3
- flip camera textures to have the correct orientation.
2021-03-28 21:00:24 +02:00
Christoph Oelckers
d9ff2fd1e2
- used display size for all texture positioning.
2021-03-28 18:22:30 +02:00
Christoph Oelckers
83760d4974
- fixed a few wall sprite rendering issues.
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* masked walls were inserted into the sprite render list, causing sorting issues and depth fighting (see Duke's cameras and the 'closed' sign in Route66/Carnival.map)
* vertical and horizontal wall sprites needed their sorting functions swapped.
* plane clipping for wall sprites used bad coordinates.
2021-03-28 13:09:26 +02:00
Christoph Oelckers
fa44d75e98
- draw regular sprites.
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Mostly functional, but the projected size is off.
2021-03-27 23:12:41 +01:00
Christoph Oelckers
d1c23d1ad0
- fixed wall sprite rendering.
2021-03-27 14:18:33 +01:00
Christoph Oelckers
efe0d57fca
- removed all the decal stubs.
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Build has wall sprite for decals so this is redundant and ultimately not usable.
2021-03-27 13:26:11 +01:00
Christoph Oelckers
d0f38d7362
- wall sprite WIP.
2021-03-27 13:22:34 +01:00
Christoph Oelckers
1dfb2672a8
- flat sprite rendering!
2021-03-26 20:28:44 +01:00
Christoph Oelckers
1297e4ed02
- SW's line to sprite portals are working now.
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Also fixed a clipper issue with Blood's line to line portals.
2021-03-24 10:33:50 +01:00
Christoph Oelckers
087da46522
- finally got mirrors working.
2021-03-23 21:23:49 +01:00
Christoph Oelckers
096ce5e025
- initial sky fixes.
2021-03-22 16:02:52 +01:00
Christoph Oelckers
e884a418f8
- portal WIP
2021-03-22 12:07:29 +01:00
Christoph Oelckers
75159e06c0
- uncommented the portal code in hw_walls.cpp.
2021-03-21 19:36:55 +01:00
Christoph Oelckers
fedfc2cfa4
- removed global variables that were only being used by the automap drawer plus a few other obsolete things.
2021-03-20 16:46:06 +01:00
Christoph Oelckers
dd15fc54c1
- top texture means RENDERWALL_TOP, not that it matters much at the moment...
2021-03-19 12:02:20 +01:00
Christoph Oelckers
ff8ca99e2b
- fixed y alignment of bottom textures.
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Despite other settings, they will always take the panning info from their backside.
2021-03-19 11:51:38 +01:00
Christoph Oelckers
f8de712b81
- fixed horizontal panning for bottom textures.
2021-03-19 11:22:24 +01:00
Christoph Oelckers
385cc8cbbd
- NPOT texture alignment fixes.
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The checks in CheckTexturePosition were not correct and caused unwanted texture shifting.
Also inlined GetYPanning into DoTexture because the pow2size value is needed there and the rest is a simple one-liner to scale the panning.
2021-03-19 10:29:38 +01:00
Christoph Oelckers
9406e6d2ad
- fixed the biggest issues with flat rendering
2021-03-18 23:22:51 +01:00
Christoph Oelckers
7dd5b508c8
- flat rendering WIP.
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Still buggy triangulation and no texture alignment, but it renders something.
2021-03-18 21:50:02 +01:00
Christoph Oelckers
547ed4e415
- route everything through the full backend, now completely bypassing the intermediate GLInstance layer.
2021-03-18 17:18:03 +01:00
Christoph Oelckers
c4b3523f05
- moving utilities to more appropriate places.
2021-03-18 12:49:33 +01:00
Christoph Oelckers
6068427270
- port the bunch drawer to the backend's core.
2021-03-18 12:32:31 +01:00
Christoph Oelckers
0f28069f96
- fixed NPOT shader parameters. RR E1L1's hedges render properly now.
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- fixed a few places where wall[0] was accessed.
2021-03-18 09:20:38 +01:00
Christoph Oelckers
2d958745b4
- fixed: Polymost must set the viewpoint if renderers are switched.
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- fixed coordinate order in renderSetViewpoint
- fixed backwall checks accidentally testing wall 0 instead of the current wall.
2021-03-18 00:28:38 +01:00
Christoph Oelckers
493294909b
- fixed texture alignment
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Most cases should be correct now.
2021-03-17 23:29:13 +01:00
Christoph Oelckers
47dce8de8c
- partially fixed y-panning and removed the aspect factor.
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y-panning is still not correct for all cases but better than before. The aspect factor is not needed, it looks like an artifact of both the software renderer and Polymost.
We get the same dimensions with proper matrices by setting this to 1.
2021-03-17 20:02:50 +01:00
Christoph Oelckers
b492cbcebb
- ported my old Build-style renderer for Doom from 2008 and the wall renderer from GZDoom to work with Build data.
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It renders walls, but y-panning is still broken.
2021-03-17 16:54:36 +01:00