Commit graph

217 commits

Author SHA1 Message Date
Christoph Oelckers
7d3cd53c7e - handle the software renderer's GetColorTable function
The real question here should be: Why does this need to get called in over 40 differenrt locations…?
2019-01-29 03:15:42 +01:00
Christoph Oelckers
473892dede - changed all model related references to level. 2019-01-29 02:18:19 +01:00
Christoph Oelckers
60873bc5d6 Moved the PointInSector functions into FLevelLocals 2019-01-29 01:30:41 +01:00
Christoph Oelckers
68667e5eaa - moved particle storage into FLevelLocals.
- moved parts of the render setup out of the separate render functions.

Things like particle and polyobject linking were duplicated several times for rendering different things in different renderers.
These things only need to be set up once before the renderer is started so it makes a lot more sense to consolidate them into one place outside the actual rendering code.
2019-01-29 01:09:02 +01:00
Christoph Oelckers
259ae41774 - sanitized the 'frozen level' code.
This had two different flags that were checked totally inconsistently, and one was not even saved.
Moved everything into a few subfunctions so that these checks do not have to be scattered all over the code.
2019-01-28 20:15:48 +01:00
Christoph Oelckers
8c542e9be8 - removed level references in the software renderers. 2019-01-27 17:21:36 +01:00
Christoph Oelckers
8da1b5c1b0 - properly handle passing of the light flags.
Since these can be changed on the placed light actor they have to be read from there, so this is now a pointer in FDynamicLight, just like the other properties that can be user-changed.
Also did some cleanup on the interface so that external code doesn't need to dereference the lightflags pointer but can use utility functions for all flags.
2019-01-03 09:24:22 +01:00
Christoph Oelckers
d654e02dea - rewrote dynamic lights to not use actors for the internal representation and made DynamicLight a purely scripted class.
This should be less of a drag on the playsim than having each light a separate actor. A quick check with ZDCMP2 showed that the light processing time was reduced to 1/3rd from 0.5 ms to 0.17 ms per tic.
It's also one native actor class less.
2019-01-01 19:35:55 +01:00
Magnus Norddahl
2cd1734de3 - improve softpoly 3d floor drawing somewhat 2018-12-23 14:59:47 +01:00
Magnus Norddahl
ebfa61514e - remove InitSoftwareSky 2018-12-19 04:44:25 +01:00
Magnus Norddahl
c3477e9197 - softpoly decals were upside down 2018-12-17 01:32:46 +01:00
Christoph Oelckers
cd25b4be4f - use a TArray to store the particles and remove all 16 bit global variables.
This means one less exit function to deal with - and these days 16 bit variables are a pointless attempt at saving space.
2018-12-15 10:04:49 +01:00
Christoph Oelckers
5eab944157 - started separating the texture class from the image format handlers. 2018-12-08 23:28:35 +01:00
Christoph Oelckers
9409843931 - replaced the last access operator, too
Now everything uses a function.
This really wasn't what operators are supposef to be used for.
2018-12-07 03:01:40 +01:00
Christoph Oelckers
79a0f76801 - replaced TexMan.operator() with two functions.
This was done to make reviewing easier, again because it is virtually impossible to search for the operators in the code.

Going through this revealed quite a few places where texture animations were on but shouldn't and even more places that did not check PASLVERS, although they were preparing some paletted rendering.
2018-12-07 02:53:18 +01:00
Christoph Oelckers
32e245f2b9 - moved the software rendering specific parts of the sky setup to r_skyplane.cpp. 2018-12-06 20:52:03 +01:00
Christoph Oelckers
6eab4a882c - narrowing down the public interface of the texture class
Cannot refactor if the entire class is this wide open to everything.
Not complete yet, doesn't fully compile!
2018-12-06 01:11:04 +01:00
Christoph Oelckers
bfcd714186 - started replacing direct references to class AInventory.
The easiest part was the type checks which could be changed to the name variant with a global search and replace.
2018-12-02 21:35:55 +01:00
Christoph Oelckers
a0c0e8bdfe Merge remote-tracking branch 'remotes/origin/weapon_scriptification' into asmjit
# Conflicts:
#	src/g_inventory/a_pickups.cpp
2018-11-30 21:28:44 +01:00
Magnus Norddahl
4ee7cf2de1 - forgot to set the light level 2018-11-29 00:03:50 +01:00
Magnus Norddahl
d62a26a177 - use psprite renderstyle on HUD models 2018-11-29 00:01:16 +01:00
Christoph Oelckers
ead28db007 - consolidated the 3 nearly identical code fragments handling the weapon's YAdjust for the different renderers into a utility function in DPSprite. 2018-11-24 22:40:14 +01:00
Christoph Oelckers
f2dcff4386 - more options for Doom 64 style gradients on walls:
* Colors can npw be defined per sidedef, not only per sector.
* Gradients can be selectively disabled or vertically flipped per wall tier.
* Gradients can be clamped to their respective tier, i.e top and bottom of the tier, not the front sector defines where it starts.

The per-wall colors are implemented for hardware and softpoly renderer only, but not for the classic software renderer, because its code is far too scattered to do this efficiently.
2018-11-11 16:04:36 +01:00
Christoph Oelckers
ba66c0c889 - changed dynamic light traversal to use sections instead of the subsectors.
This is mostly complete, except for handling intra-section sidedefs.
2018-11-06 00:13:23 +01:00
Christoph Oelckers
9ddca3c3a9 - removed the subsector light lists as a preparation step to move over the light traversal code to use sections instead of subsectors. 2018-11-05 22:35:24 +01:00
Christoph Oelckers
f7446160bb Merge branch 'master' into renderstate_abstraction 2018-10-29 14:00:43 +01:00
Christoph Oelckers
9e109995cd - moved model renderer to hwrenderer after removing the remaining traces of OpenGL. 2018-10-28 00:40:41 +02:00
Christoph Oelckers
51acf3053c - fixed model vertex buffer setup.
Setting the buffer and its attribute bindings must be one step, not twp. With Vulkan this is a single API call.
This removes the now obsolete SetVertexBuffer method from the model renderer's interface.
2018-10-27 23:33:22 +02:00
Magnus Norddahl
2404634d5d - fix softpoly bug where sprites and translucent walls in front of models would disappear 2018-10-25 12:40:56 +02:00
Magnus Norddahl
43c30ff485 - fix null pointer crash 2018-10-23 09:17:55 +02:00
Magnus Norddahl
22422635a0 - portal check is overridden by a different inverted check in the software renderer 2018-10-23 09:08:41 +02:00
Magnus Norddahl
af9757abaf - Cull two-sided lines using the same rules as the software renderer is using (as suspicious as they may be) 2018-10-23 07:42:14 +02:00
Magnus Norddahl
01ea329cd4 - only render visual portals if they are front facing 2018-08-23 18:19:53 +02:00
Magnus Norddahl
00ada6cf56 fix: softpoly TEXTURES sprites with scale of 2 are tiled 2018-07-30 22:09:40 +02:00
Christoph Oelckers
124fe63d00 Merge branch 'master' into modern 2018-07-14 10:24:41 +02:00
Magnus Norddahl
2e5b7a7d8b - softpoly: fix sprites still lit when dynlights off 2018-07-01 20:53:50 +02:00
Magnus Norddahl
6d6ee1281e - softpoly: fix normal walls not getting rendered for subsectors with poly objects in them 2018-07-01 14:41:35 +02:00
Christoph Oelckers
8ac864b007 Merge branch 'master' into modern 2018-06-26 09:28:23 +02:00
Christoph Oelckers
e402babfc0 Fixed: Software rendered models checked the wrong CVAR for enabled dynamic lights. 2018-06-26 08:23:07 +02:00
Magnus Norddahl
f8272287d2 - make softpoly use the r_dynlights cvar 2018-06-26 02:19:47 +02:00
Christoph Oelckers
d2309af3d5 Merge remote-tracking branch 'remotes/origin/master' into modern
# Conflicts:
#	src/d_main.cpp
#	src/hwrenderer/scene/hw_weapon.cpp
2018-06-19 19:40:52 +02:00
Christoph Oelckers
753cd0aede - made R_SetViewAngle a member of r_viewpoint 2018-06-19 17:44:11 +02:00
Christoph Oelckers
46d73e7b4b Pass ticFrac to the model renderer as a parameter
This also removes the rather pointless gl_RenderModel functions because with their two lines of content they can just be placed inline.
2018-06-19 09:18:27 +02:00
Christoph Oelckers
34ee04f2ce - moved the matrix math for the sky dome into backend independent code. 2018-06-18 18:18:28 +02:00
Magnus Norddahl
bce49ad7c8 - fix Software models don't display over nonexistent sprites 2018-06-17 14:56:34 +02:00
Magnus Norddahl
a91147a3a5 - move DrawArray and DrawElements to PolyTriangleDrawer 2018-06-10 15:58:01 +02:00
Magnus Norddahl
9ba26a5ece - add support for using FModelVertex as input to the softpoly vertex shader 2018-06-10 15:29:31 +02:00
Magnus Norddahl
85f5f897d7 - enable model rendering in the software renderer 2018-06-09 12:29:33 +02:00
Magnus Norddahl
5464d2a577 - add dynamic lights to softpoly and software renderer models 2018-06-05 22:43:11 +02:00
Magnus Norddahl
61f379c88f - fix null pointer crash in softpoly 2018-06-05 22:42:21 +02:00