Commit graph

41 commits

Author SHA1 Message Date
Major Cooke
4e8d59951b Added A_SetViewPos(Vector3 Offset, int Flags = -1)
- Offset: The offset from the actor's view to move the camera about.
 - Flags: (Default is -1, which means don't change flags)
  - VPSF_ABSOLUTEOFFSET: Don't include actor angles in calculation.
  - VPSF_ABSOLUTEPOS: Position is absolute, and disables all transformations. Modders are responsible for being portal aware!

Notes:
- `ViewPos` in Actor will be `null` until A_SetViewPos is called for the first time.

**Issues:**
- Hiding sprite while in portal incomplete.
2022-01-24 12:00:33 -05:00
nashmuhandes
1b95f2515b Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2021-11-10 19:57:49 +08:00
nashmuhandes
1c3e0f1a75 Added 'NoPerPixelLighting' flag to models to force it to not use per-pixel lighting. Main use case is for voxels that have been converted to models. 2021-10-22 07:57:11 +02:00
Magnus Norddahl
6a804cd4c7 Fix lightmaps got applied to model meshes 2021-10-14 06:11:54 +02:00
Magnus Norddahl
764a08752f Use a faster way to find the closest light probe
Fix light probe not being applied to psprite
2021-10-14 05:43:35 +02:00
Christoph Oelckers
8d9d56c339 - push sprite shadows a little back for distance sorting
They always need to be behind sprites with the same distance.
2021-10-05 13:57:31 +02:00
Christoph Oelckers
5273ef360e - fixed: shadow alpha for translucent objects was not correct in the hardware renderer. 2021-07-02 08:54:15 +02:00
emily
4f034950be Make sprite shadows ignore float bob 2021-06-06 13:40:17 +02:00
Christoph Oelckers
f0d8bd0a74 - tweaked Hexen's weapon pieces so they do not floatbob into the floor with the hardware renderer. 2021-05-19 18:30:19 +02:00
nashmuhandes
e2d3f26a35 Fixed wrong alpha value being applied on sprite shadows in the hardware renderer. 2021-05-12 10:48:51 -04:00
nashmuhandes
15159a3c19 Add sprite shadows for the hardware renderer 2021-04-24 22:40:54 -04:00
MajorCooke
85759e3bd0
Added A_SpriteOffset. (#895)
- Coordinates work akin to A_OverlayOffset: +X shifts to the right, +Y shifts down.
2020-08-27 12:43:09 -04:00
Christoph Oelckers
5d10d6c448 - directory structure cleanup.
The hwrenderer folder did not contain sufficient files anymore for such extensive subgrouping.
2020-04-29 17:36:58 +02:00
Christoph Oelckers
6cf91d3941 - moved the remaining core parts of the GL renderer to 'common'. 2020-04-29 17:19:17 +02:00
Christoph Oelckers
3ee1aa76c3 - moved model code to 'common'. 2020-04-27 20:50:46 +02:00
Christoph Oelckers
8ea0a0c5f8 - took the game dependent model render functions out of the FModelRenderer class.
This makes FModelRenderer game independent - the 3 functions in question may just be global functions instead.
2020-04-27 00:25:53 +02:00
Christoph Oelckers
69d724ae73 - moved lightbuffers and flatvertices to 'common'. 2020-04-26 12:41:13 +02:00
Christoph Oelckers
cf41a0b1fb - moved hw_cvars to 'common'. 2020-04-26 11:38:38 +02:00
Christoph Oelckers
1ad2f30e0d - moved sprite CVARs out of the global CVAR storage file.
They are local to hw_sprites.cpp now, as they aren't used anywhere else.
2020-04-26 10:47:57 +02:00
Christoph Oelckers
0c63f5c832 - moved FRenderState to 'common' and removed some game-dependent parts from it. 2020-04-25 23:29:38 +02:00
Christoph Oelckers
0eb68177ca Merge branch 'master' into texture_rework 2020-04-19 18:07:16 +02:00
Christoph Oelckers
a21d3ae106 - fixed incorrect value range for particle's depth value, used for sorting. 2020-04-19 13:46:00 +02:00
Christoph Oelckers
46e75e8107 - fixed crash with particles checking a non-existent actor. 2020-04-19 10:57:56 +02:00
Christoph Oelckers
59cd049b77 - added missing handling for Rotations to the hardware renderer.
Untested due to lack of material.
2020-04-19 10:57:55 +02:00
Christoph Oelckers
70ec20c137 - optimization of texture scaling checks.
The texture dimension checks can be performed up front when the texture is inserted into the texture manager.
2020-04-19 10:57:51 +02:00
Christoph Oelckers
8505c7ee7d - major refactor of texture upscaling control.
All decisions were done deep inside the texture creation code, leaving zero options to the higher level code for controlling the feature.
Changed this so that the option to upscale must be passed as a parameter to FRenderState::SetMaterial and extended all needed variables to manage the added texture variants.
Still not solved: Material layers need explicit control, not only for scaling but also for filtering.
2020-04-19 10:57:51 +02:00
Christoph Oelckers
cca3f878f5 - removed FMaterial references from other high level renderer data like HWFlat and HWSprite. 2020-04-19 10:57:47 +02:00
Christoph Oelckers
0ce0099e29 - moved the sprite positioning info out of FMaterial back into FTexture.
This cleans out half of FMaterial and brings it closer to being a texture binding descriptor, which is all it really should be.
2020-04-19 10:57:47 +02:00
Christoph Oelckers
9099bc8420 - reworking some lower level texture code. 2020-04-19 10:57:46 +02:00
Christoph Oelckers
aeba304715 - texture code refactoring to consolidate multiple textures referencing the same backing image. 2020-04-19 10:57:44 +02:00
Christoph Oelckers
b18faacab0 - 2D drawer cleanup. 2020-04-11 20:20:58 +02:00
Christoph Oelckers
f8ac9a2662 - moved DObject and core parts of the VM to 'common'.
# Conflicts:
#	src/common/objects/dobject.h
2020-04-11 20:20:51 +02:00
Christoph Oelckers
d586ffa79c - const-ified the palette pointers in the texture creation code.
- fixed includes.
2020-04-11 20:20:39 +02:00
Christoph Oelckers
f8e9cb8fbc - major dependency reduction of the texture system. 2020-04-11 20:20:37 +02:00
Christoph Oelckers
617b6cd987 - use floats for sprite depth sorting in the hardware renderer.
Fixed point is clearly insufficient here.
2020-02-15 09:22:30 +01:00
alexey.lysiuk
bf18eab54b - fixed sprite and particle colors when not affected by dynlights
When gl_light_sprites and/or gl_light_particles CVARs were unset, random values could be used their colors

https://forum.zdoom.org/viewtopic.php?t=67066
2020-01-23 17:20:20 +02:00
Christoph Oelckers
bb8db9422f - scaled down the texture colorization feature for easier usability.
It makes little sense exposing every minute detail of this through UDMF.
Setting it up that way is far too complicated. Using virtual textures that map to a real texture plus a colorization record should be far easier to use by mappers.
This also doesn't piggyback on the Doom64 color feature anymore and is completely separate, despite some redundancies.
This is still missing the texture definition part, though.
2019-12-20 22:25:10 +01:00
Christoph Oelckers
3a249cb06f - added high level interface to the new properties, i.e. UDMF and ZScript. 2019-12-20 18:02:42 +01:00
Christoph Oelckers
38fec546a7 - moved the generic palette utilities and the matrix class to 'utility' 2019-08-20 23:05:20 +02:00
Christoph Oelckers
24a52d65a5 - renamed several data types in the hardware renderer that still had a GL prefix, although they are now generic. 2019-03-22 19:54:19 +01:00
Christoph Oelckers
89d607c9a6 - moved all rendering code into a common subdirectory.
No changes to the files themselves was made.
2019-01-31 19:58:17 +01:00
Renamed from src/hwrenderer/scene/hw_sprites.cpp (Browse further)