Commit graph

22 commits

Author SHA1 Message Date
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
Christoph Oelckers
d42ce0ee7e - WIP 2021-03-20 23:01:16 +01:00
Mitchell Richters
895b875453 - Invert rollang in hw_entrypoint.cpp:SetupView(). 2021-03-20 08:35:17 +11:00
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
4cf2493cfd set up the entry point for the renderer. 2021-03-18 14:49:36 +01:00