Commit graph

212 commits

Author SHA1 Message Date
Chernoskill
769d60a64f
Dynamic number of models per frame instead of a hard limit of four. (#1298)
* Changed model-related arrays to TArrays.

* Update models.cpp

Used TArray.Alloc to make TArrays have the correct size depending on the number of models. 
surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, it's size is now (models * MD3_MAX_SURFACES)
surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, elements are accessed via [Row + Column * NumRows], in this case sSurfaceIndex + modelIndex * MD3_MAX_SURFACES]

* Edited skinSurfaceIDs access for one-dimensional TArray

* Edited skinSurfaceIDs access for one-dimensional TArray

* Edited skinSurfaceIDs access for one-dimensional TArray

* Changed model-related arrays to TArrays.

Also removed MAX_MODELS_PER_FRAME.

* Used TArray.Alloc to make TArrays have the correct size depending on the number of models. 

surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, elements are accessed via [Row + Column * NumRows], in this case surfaceIndex + modelIndex * MD3_MAX_SURFACES]

* Used TArray.Alloc to make TArrays have the correct size depending on the number of models. 

surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, elements are accessed via [Row + Column * NumRows], in this case surfaceIndex + modelIndex * MD3_MAX_SURFACES]

* Update models.h

* Edited MAX_MODELS_MD3

* Update models_obj.cpp
2021-02-24 15:26:47 -05:00
Rachael Alexanderson
df4f41f4e8 - Modified commit from @OrdinaryMagician #1261
- Always allow skyboxes by default
- Add option to disable skyboxes through mapinfo
Squashed commit of the following:

commit d4c4d9310d0157ce575f52989b5b080398cf7629
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Wed Dec 30 09:58:39 2020 +0100

    Disable AO for skybox portals (can be forced back with MAPINFO flag).
2020-12-30 11:08:43 -05:00
Major Cooke
38eb6db9ce Disabled vertice off-screen check, but fixed it at the same time. If it's desired, the solution is simply commented out in the event its desired. 2020-10-25 15:42:12 +01:00
Major Cooke
7477dfa922 Converted scale and pivot to vectors, and rotation to an angle. 2020-10-25 15:42:12 +01:00
Major Cooke
a6bbddf167 Finished implementing PSprite interpolation for vertices.
- Setting WOF_INTERPOLATE on any of the functions with flags (except A_OverlayFlags) will enable one tic for interpolating.
- Setting PSPF_INTERPOLATE with A_OverlayFlags will permanently enable it for that layer, but requires manual calling.
2020-10-25 15:42:11 +01:00
Major Cooke
c41733e436 Added support for PSPF_FLIP flag and cleaned up. 2020-10-25 15:42:11 +01:00
Major Cooke
7c4c0163a3 Added A_OverlayPivotAlign and A_OverlayVertexOffset.
A_OverlayPivotAlign(int layer, int halign, int valign)
- Aligns the pivot point origin to a corner of the PSprite before applying offsets.
- - halign: Horizontal. Applicable constants are PSPA_<LEFT/CENTER/RIGHT>.
- - valign: Vertical. Applicable constants are PSPA_<TOP/CENTER/BOTTOM>.
- - Default is top left.

A_OverlayVertexOffset(int layer, int index, double x, double y, int flags)
- Allows offsetting the corners of the psprite, granting modders the ability to skew weapon sprites as they see fit.
- - index: The index of the vertice. Valid ranges are between [0,3].
- - x/y: Offsets of vertices.
- - flags: Takes WOF_ flags.

Other changes:
- Removed pivot point interpolation since it's pointless.
- Removed PSPF_PIVOTSCREEN due to complications with it having relativity. This will be revisited either later or in another submission.
- Added ResetPSprite() to be called with BringUpWeapon(), A_Lower(), and morph weapon raising to reset all the new properties to 0.

Nearly ready now. Just some final testing needed.
2020-10-25 15:42:11 +01:00
Major Cooke
42902959a8 - Removed relativity from GetWeaponRect.
- Fixed PSPF_PIVOTPERCENT not being applied at start by default.
- Pivots now start in the upper left corner. Alignment flags are planned next for pivot point starting.

Significant progress made, but more testing still required.
2020-10-25 15:42:10 +01:00
Major Cooke
f9f6e896f3 - Added functionality to WOF_Relative. Untested until the relative code from GetWeaponRect is taken out.
- Fixed A_OverlayPivot carrying over copying of X to Y if Y is zero. This is meant to be exclusive to A_OverlayScale only.
- Added WOF_ZeroY to prevent copying X to Y for A_OverlayScale when desired, mirroring A_SetScale's behavior.
2020-10-25 15:42:09 +01:00
Major Cooke
4a3a5c3877 Replaced PSPF_PIVOTOFFSETREL with WOF_RELATIVE.
The idea behind this is to outright remove the relative position adding from the engine side and let it happen with A_OverlayOffset instead. Still more work to do.
2020-10-25 15:42:09 +01:00
Major Cooke
8f74cebd44 Added code for rotating the PSprite, courtesy of IvanDobrovski.
- However, the XY offsets are relative as a result.This must be made toggleable.
2020-10-25 15:42:09 +01:00
Major Cooke
e5ca3caa6c Setting everything up. 2020-10-25 15:42:08 +01:00
Nash Muhandes
7bea14e6b2
- Add A_OverlayTranslation to set PSprite translations (#1202)
- Added PSPF_PLAYERTRANSLATED support to the software renderer
2020-10-11 17:14:06 -04:00
Rachael Alexanderson
a2f0c27651 - add option to texture hqresize resize model skins. 2020-10-08 00:30:12 -04:00
Christoph Oelckers
d1e613e514 - use a sector's special sprite color to colorize decals. 2020-09-26 23:39:42 +02:00
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
efbd80c325 - fixed: the attenuation flag wasn't passed to the shader if shadowmaps were disabled. 2020-06-12 15:16:50 +02:00
Christoph Oelckers
80b5a66635 - fixed bad range check in shadowmap code.
Since the last refactoring this only counts lights, not occupied entries in the array, but the check wasn't adjusted for that.
2020-06-12 15:07:13 +02:00
Christoph Oelckers
b20de184a0 - made the new Build light mode operational 2020-06-11 08:48:33 +02:00
Christoph Oelckers
5896f24eba - added a new light mode that emulates Build's depth fading.
Not active yet, this needs some testing and finetuning.
2020-06-08 23:37:20 +02:00
Christoph Oelckers
9e51a2f63c - added Build's NPOT emulation to the backend.
For GZDoom this is completely disabled, of course, because the Doom engine does not need it, but in order to have the same backend code in both engines it needs to be present.
2020-06-08 23:37:20 +02:00
Christoph Oelckers
b06af634e2 - added a flash component to the colormap shader.
Its main purpose is for RR's lightning flash in Raze but this looks very useful for manipulating fullscreen colormaps. Currently not exposed, though.
2020-06-07 09:16:56 +02:00
Christoph Oelckers
d643a42c4f - added per pixel lighting for decals. 2020-06-06 15:18:07 +02:00
Christoph Oelckers
fd3845ce09 - fixed: vertically mirrored textures should not be subjected to empty space optimizations because the algorithm cannot deal with the inverted case. 2020-06-03 22:30:44 +02:00
Christoph Oelckers
87d81656e1 - fixed: the 3D floor processing code in the renderer did not restore the render style after finishing.
Normally this won't be noticable, the only exception is if the last processed 3D floor had additive translucency and colored fog - this case is special because for additive rendering the fog color needs to be disabled.
2020-06-03 21:35:09 +02:00
Christoph Oelckers
8f07ab87c8 - make sure that incomplete multipatch textures are technically complete.
They need a valid FTexture backing them and should have their name cleared so that nothing references them by accident.
2020-06-02 20:15:55 +02:00
drfrag
332dfa4d6f - Remove wrong GL includes. 2020-05-27 21:35:09 +02:00
Christoph Oelckers
0cf967dc06 - fixed wrong order of actions on shadow map updater. 2020-05-04 22:15:18 +02:00
Christoph Oelckers
3fd4d08004 - fixed startup and font init crashes. 2020-05-04 20:06:54 +02:00
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
64e301130b - moved low level sky rendering to 'common' 2020-04-29 00:21:30 +02:00
Christoph Oelckers
4b8fb7d48b - moved around some sky rendering code so that the game independent parts are grouped together. 2020-04-29 00:14:42 +02:00
Christoph Oelckers
ddef3f7b98 - made video base code game independent 2020-04-28 22:54:53 +02:00
Christoph Oelckers
2196b4fb04 - moved the frame rate drawer out of DFrameBuffer.
Too much of this is not shareable and all it consists of are drawing operations on the 2D drawer.
2020-04-27 23:53:26 +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
6afa73bdcd - moved m_bbox to 'common' 2020-04-27 00:07:17 +02:00
Christoph Oelckers
67a50d084a - started cleanup of model code.
* refactored FBoundingBox so that the game dependent members are global functions now.
* changed some methods of the model renderer to take a render style parameter instead of a full actor.
2020-04-27 00:03:23 +02:00
Christoph Oelckers
b58e3172fc - need hw_viewpointuniforms.h as well in 'common', after decoupling it from game data. 2020-04-26 23:02:16 +02:00
Christoph Oelckers
1346787e29 - moved 2 more modules to 'common'. 2020-04-26 21:38:34 +02:00
Christoph Oelckers
fde9172ea3 - moved shadowmap to 'common'. 2020-04-26 20:28:43 +02:00
Christoph Oelckers
c30165db0d - removed the remaining dependencies of the shadowmap code on game data.
Everything is handled with callbacks now.
2020-04-26 19:58:17 +02:00
Christoph Oelckers
ba0b42465d - changed shadowmap setup so that the AABB tree is owned and controlled by the map, not the renderer.
Needed to properly separate game logic from backend implementation, the shadowmap had both in the same object thanks to the old setup.
2020-04-26 18:54:43 +02:00
Christoph Oelckers
0a3e9a49f8 - changed the light parameter of ShadowTest to a position vector.
This was one of two places where game state leaked into the shadowmap implementation.
2020-04-26 14:53:26 +02:00
Christoph Oelckers
5611fe0f41 - cleaned up the dependencies in the model rendering code and separated it into game-independent and game-dependent parts. 2020-04-26 13:19:57 +02:00
Christoph Oelckers
69d724ae73 - moved lightbuffers and flatvertices to 'common'. 2020-04-26 12:41:13 +02:00
Christoph Oelckers
c5dca89e66 - clean separation of vertex creation from map data and the buffer object.
This was yet another object with too broad scope, the vertex creation has been offloaded into out-of-class functions now.
2020-04-26 12:12:07 +02:00
Christoph Oelckers
cf41a0b1fb - moved hw_cvars to 'common'. 2020-04-26 11:38:38 +02:00
Christoph Oelckers
61c94c25ed - more hw_cvars cleanup.
Copied several range checks from Raze, moved vid_gamma to hw_cvars.cpp and removed some old and no longer necessary gamma setup code.
2020-04-26 10:58:44 +02:00