Commit graph

299 commits

Author SHA1 Message Date
Christoph Oelckers
5bae588f80 - get rid of M_Malloc call in WriteSavePic
Use TArray instead
2022-07-29 08:25:55 +02:00
Magnus Norddahl
b8569fa29f Fix GC shutdown crash due to canvas objects not getting GC'ed at the end
Fix typo in Draw2D and add support for specifying the viewport size directly
2022-07-25 18:50:16 +02:00
Magnus Norddahl
bb503950df Add canvastexture definition to animdefs.
Split canvas texture rendering from camera texture rendering.
2022-07-25 18:50:16 +02:00
Christoph Oelckers
9875850c19 - got rid of the state variables in the model class entirely.
This is *not* the right way to reduce function parameter count. The data in question is far easier evaluated at the calling site and passed as a parameter.
2022-07-23 10:35:01 +02:00
Shiny Metagross
83a23c6525 Other updates
- Moved modelDef to modelData
- Replaced TArray.Deletes with TArray.Pop
- Made a few other optimizations in other places in the action function
2022-07-22 17:11:59 +02:00
Shiny Metagross
e827e9b086 TArrays to TObjPtr
- Made the 2 TArrays into a class called DActorModelData.
- Removed the skinindex and now just uses one index
- Replaced a bunch of nullptr for modelDef checking with NAME_None
- Added some garbage cleanup to A_ChangeModel itself, as well as removing memory of modelData that is no longer needed
- Attempted serialize code, putting up for review
2022-07-22 17:11:59 +02:00
Shiny Metagross
5abadd3aab A_ChangeModeldef
-Added A_ChangeModelDef
A_ChangeModel(modeldef, modelpath, model, modelindex, skinpath, skin, skinid, flags)

This can change the modeldef, model and skins of an actor.

Currently, modelindex and skinindex accept indices from 0-15.

An actor MUST have a modeldef in order to use this function, either defined from modeldef, or given one through the modeldef parameter. You can pass "" to use the same modeldef. Likewise, passing "" for model or skin will just revert to the default model.

Available flags:
CMDL_WEAPONTOPLAYER - If used on a weapon, this instead change's the model on the player instead.

One issue I am aware of right now is that clearing a model by "" sort of works but is buggy. For now you can just manually set the model back using the names explicitly. However, I am stumped and I think getting more eyes on it would help.
2022-07-22 17:11:59 +02:00
Christoph Oelckers
2c7761926e - removed volatile type punning for clipping against line portals.
This now uses a common base for line_t and HWLinePortal.
2022-07-14 10:39:11 +02:00
nashmuhandes
593627f049 Add +ONLYVISIBLEINMIRRORS and +INVISIBLEINMIRRORS actor flags. The former makes the actor only visible in reflections, while the latter makes the actor not cast reflections in mirrors. 2022-06-22 09:36:04 +02:00
Magnus Norddahl
97073410c4 Upload acceleration structures for the level mesh 2022-06-22 07:55:19 +02:00
RaveYard
f9bf6f9311 Implement FVector ZScript for Actor Scale 2022-06-12 17:57:44 +02:00
Christoph Oelckers
344c6348fd - sprite lightlevel cleanup and fixes.
* consolidated the getter functions on the game data side
* better handling of per-sprite lighting with fog
* allow negative values for additive per-sprite lighting.
* also fixed return type of UpdateWaterDepth.
2022-06-01 08:37:13 +02:00
Major Cooke
3d14cec191 Added ADDLIGHTLEVEL to add the sector light level to an actor's own defined light level, if desired. 2022-05-31 21:00:31 +02:00
Major Cooke
9ef202db26 LightLevel now works with fog. 2022-05-31 21:00:31 +02:00
Major Cooke
d5e448671d Added LightLevel.
- Setting it to any value > -1 will override the sector's light level.
2022-05-31 21:00:31 +02:00
Sally Cochenour
bb42e541e9
MASTERNOSEE flag (#1601)
Makes it so that if an actor's master is invisible due to camera/mirror/portal shenanigans, then the actor will also be invisible. Name based off of an Unreal Engine flag that does the exact same thing.

Co-authored-by: Christoph Oelckers <coelckers@users.noreply.github.com>
2022-05-31 12:34:15 +02:00
Sally Coolatta
a98c1efc26 Add WorldOffset field
Adjusts the thing's 3D position on render side. This allows for adjusting a thing's visual position without impacting their hitbox.

# Conflicts:
#	src/playsim/p_mobj.cpp
2022-05-31 10:14:32 +02:00
Major Cooke
bf6849d184 This was missing in the commit. 2022-05-31 09:12:59 +02:00
Major Cooke
31fa78d7c9 Added the following GL Light flags:
- `DontLightOthers`: Acts as the inverse of `DontLightSelf`, where it won't light actors that aren't the owner.
- `DontLightMap`: The light doesn't affect the map.
2022-05-31 09:12:59 +02:00
Christoph Oelckers
760bffbf06 - do not clamp warped textures. 2022-04-17 23:41:20 +02:00
Christoph Oelckers
1ba4dfbfa8 - fixed setup of PolyBSPs when the software renderer is active.
Some needed initialization was still in the hardware renderer and not the data creator.
2022-04-15 23:59:43 +02:00
Nikolay Ambartsumov
df976e218e Add per-tier sidedef light levels to UDMF maps 2022-01-26 18:25:04 -05:00
Rachael Alexanderson
410c35b942 Merge commit 'refs/pull/1508/head' of https://github.com/coelckers/gzdoom 2022-01-24 12:30:59 -05:00
Major Cooke
046799db68 Removed all attempts to stop the sprite from appearing in portals. This may likely require a fundamental breakdown of the system itself in order to address the problem. 2022-01-24 12:00:33 -05:00
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
Xaser Acheron
bfb79e5b32 Merge branch 'master' into feature_weaponscale 2022-01-23 20:01:59 -06:00
nashmuhandes
db92e63e22 Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2022-01-22 18:06:05 +08:00
Rachael Alexanderson
64f4332b43 - add cmath includes to fix the mac compile std::floor errors 2022-01-20 13:31:57 -05:00
nashmuhandes
f79bbed130 Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2022-01-20 14:19:45 +08:00
Christoph Oelckers
84458ddb9f - redid postprocessing shader interface to be free of the player dependency.
This is something that really should be done in higher level code - the shader interface should only concern itself with the shader and not the conditions that block its use.
The Shader class has been redone as a thin wrapper and been deprecated.
2022-01-17 00:07:43 +01:00
Xaser Acheron
441b70022d apply weaponscale relative to baseline 2021-11-15 01:52:49 -06:00
Xaser Acheron
0b93aef776 add WeaponScaleX/WeaponScaleY properties for applying global scaling to a weapon's PSprites 2021-11-14 23:21:07 -06:00
nashmuhandes
1b95f2515b Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2021-11-10 19:57:49 +08:00
Christoph Oelckers
77d74a11d1 - removed most templates.h includes. 2021-10-30 10:49:12 +02:00
Christoph Oelckers
07a181090b - missed some MAX's. 2021-10-30 10:45:58 +02:00
Christoph Oelckers
1d0aed219e - replaced MIN/MAX in all non-common code. 2021-10-30 10:16:52 +02:00
Magnus Norddahl
d853961a83 Fix vulkan buffers not using the stream usage for the 2d drawer
Add BufferUsageType enum to clarify what kind of usage is expected by the buffer allocated by SetData
2021-10-26 22:43:38 -04:00
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
nashmuhandes
4b386fd268 Merge branch 'lightmaps2' of https://github.com/dpjudas/gzdoom into lightmaps2 2021-10-15 12:52:17 +08:00
Magnus Norddahl
81f7b083c0 Improve light probe lookup speed for large sectors by using a grid instead of subsectors 2021-10-15 04:21:18 +02:00
nashmuhandes
ea560172f7 Add light probes to wall decals 2021-10-14 17:35:44 +08:00
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
Magnus Norddahl
b59bd46b79 Fix crash in GetDynSpriteLight when the actor is null 2021-10-08 21:47:43 +02:00
nashmuhandes
635a279186 Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2021-10-08 16:26:26 +08:00
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
Magnus Norddahl
247deff5bb Fix using wrong lightmap UV coordinates after all the wall clipping did its thing 2021-10-03 03:47:40 +02:00
Magnus Norddahl
0ac1baac48 Simplify the lightmap array slightly 2021-10-02 22:14:56 +02:00
Magnus Norddahl
e0ea5e3b55 Add light probe support for sprites 2021-09-25 18:53:18 +02:00
Magnus Norddahl
63ecb36889 Add lightmap texture support to vulkan backend
Also fix a warning in SetFlatVertex
2021-09-25 00:13:25 +02:00