Commit graph

422 commits

Author SHA1 Message Date
Dileep V. Reddy
910e4dbcf0 Better flat visibility checks for Ortho projection. 2025-04-09 14:19:55 -03:00
nashmuhandes
aae8c12cdf Add a particle flag to allow user shaders on the sprites 2025-01-29 17:00:12 -03:00
Ricardo Luís Vaz Silva
3d2f9e06ed remove bone component cache to decrease memory consumption
caching this is entirely unnecessary, as it changes every frame
2025-01-27 17:04:46 -03:00
nashmuhandes
a4e527979d Allow setting a dynamic light's alpha to influence its brightness. This brings it in parity with VKDoom 2024-12-26 04:10:44 -05:00
Rachael Alexanderson
ccd38afbcb
- revert adding in the sprite/frame support for visual thinkers 2024-11-13 16:16:36 -05:00
Ricardo Luís Vaz Silva
a0c1f5b1b7 fix compilation 2024-11-13 17:02:50 -03:00
Rachael Alexanderson
ad40299da4 - add sprite/frame support for VisualThinkers 2024-11-13 14:39:40 -05:00
Ricardo Luís Vaz Silva
9466c2d138 remove unecessary allocations 2024-11-13 15:47:22 -03:00
Ricardo Luís Vaz Silva
174344ddf1 move visual thinker definition into its own header 2024-11-13 15:47:22 -03:00
Ricardo Luís Vaz Silva
3622e2bb2a Compress visualthinker bools into a flags field 2024-11-13 15:47:22 -03:00
Dileep V. Reddy
85cefd8516 Limiting r_radarclipper effect to Out-of-Bounds viewpoints only. Opens the possibility of leaving it true by default in the future. 2024-11-03 20:38:12 -05:00
Dileep V. Reddy
2ba57b5068 Reduce number of multiply ops per frame and increase x-axis clipper range for orthographic projection. 2024-10-26 18:36:45 -04:00
nashmuhandes
12c6d1361a Move no-mipmapping from actor renderflag/particle flag, to a material property in GLDEFS, where it makes more sense. The feature was introduced in the short-lived engine version of 4.13 which was deemed too broken and needed to be replaced with a newer version anyway, so might as well perform an API-breaking change at this point in time. Note that this currently only works for sprites (its primary targeted use case) -- walls, flats and models can be patched in later. 2024-10-19 18:35:54 -04:00
dileepvr
6e7148b074 Missed a line in RenderOrthoNoFog
Tying up the fov fix.
2024-10-18 03:34:29 -04:00
Rachael Alexanderson
3bf3af9441
- readd canvas check 2024-10-17 23:45:09 -04:00
Rachael Alexanderson
c2fd99a24d
Revert "- Actor.GetSpecies() is a non-destructive function"
This reverts commit ee5442c06b.
2024-10-17 21:28:52 -04:00
Rachael Alexanderson
ee5442c06b
- Actor.GetSpecies() is a non-destructive function 2024-10-14 17:31:18 -04:00
Major Cooke
fa467073eb Added (SPF_)STRETCHPIXELS.
This counteracts the squaring implied by rolling sprites.
2024-10-14 16:14:25 -04:00
Dileep V. Reddy
f9a59a989b Orthographic projection Widescreen aspect ratio horizontal clipping fixed. This one-line change only affects ortho viewpoints. Easy to verify in windowed mode. 2024-10-08 12:36:00 -04:00
Dileep V. Reddy
568a39d203 Removing pre-clipping of Frustum if pitch > 46 degrees and viewpoint is not allowed out of bounds. This is like old behavior. 2024-09-30 10:16:50 -04:00
Rachael Alexanderson
bbeaea1ea7
- implement anamorphesis proof-of-concept (#2431)
Co-authored-by: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
2024-09-29 18:09:07 -04:00
Rachael Alexanderson
85ae8f8194
- flat sprites are already square, no need to adjust them 2024-09-29 10:05:43 -04:00
Gene
de87493c41
Fix incorrect boolean logic for drawBillboardFacingCamera 2024-09-20 08:38:45 -04:00
Gene
5347cdf569
Fix billboard facing camera only taking effect when used with XY billboarding 2024-09-19 10:56:24 -04:00
Dileep V. Reddy
aacc4d7278 PointToPseudoPitch() was being called even when viewpoint was not allowed out of bounds. And its sqrt was slow even when it was necessary (thanks dpjudas for the speedup code). 2024-09-10 10:58:36 -04:00
Rachael Alexanderson
5895f9b1b1
- implement +SQUAREPIXELS flag 2024-09-07 23:09:36 -04:00
Dileep V. Reddy
b2976444c9 Smaller aspect ratio screens were getting clipped a bit too much. This is a brute-force if-else solution. Larger aspect ratios (wider screens) were always good. 2024-08-25 11:18:05 -04:00
Dileep V. Reddy
958721e2b8
Forgot on check. 2024-08-15 02:43:48 -04:00
dileepvr
95b264bdb6
Isometric Mode and Robin (#2618)
* Feature-complete isometric mode fork.

* Dithered transparency condition tweaks.

* Dithered transparency for non-corpse monsters only (and missiles).

* SpectatorCamera vertical shift.

* Including math.h in hw_sprites.cpp to keep visual studio happy (it couldn't find M_SQRT2 definition).

* Defining MY_SQRT2 in hw_sprites.cpp to keep visual studio happy (it couldn't find M_SQRT2 definition).

* Defining MY_SQRT2 in r_utility.cpp also to keep visual studio happy.

* retrigger checks

* Have correct sprite angle-frame face the camera with orthographic projection enabled.

* Dithered Transparency now works properly on 3D floors. Moved that dither-trans flag setting code within hw_bsp.cpp to handle double-processing of linedefs. Added helper functions to FRenderViewpoint class 'bool IsOrtho()' and 'bool IsAllowedOoB()' to clean up checks everywhere in the code.

* Fixed indents. Added bbox property to subsector struct and use it instead of BSP nodes and Clippers (creating a bbox around viewpoint and checking for overlap) in orthographic mode when no fog of war is active. Turns out to be much faster. Though you need really big maps (Winter's Fury MAP01) to see a difference in fps.

* Non-linux checks don't like uint. Changed to unsigned int.

* Small change of a float to camera.zs. Ignore for testing. Should make no difference.

* Update actor.h to remain mergeable

RF2_NOMIPMAP was introduced, so I had to displace RF_ISOMETRICSPRITES to next bit.
2024-08-11 10:04:40 -04:00
nashmuhandes
593e1c0225 Add SPF_NOMIPMAP to force actor sprites or particles to have no mipmaps. This makes tiny sprites/particles look more crisp and legible in the distance. Mipmapping causes the sprites/particles to have an inconsistent look where they'd sometimes be clearly visible and sometimes less visible depending on camera distance and movement. 2024-08-03 18:45:48 -03:00
Major Cooke
5fc3d44ba5 Added SPF_ROLLCENTER for particles and visual thinkers. 2024-06-23 11:09:29 -04:00
Major Cooke
c56d70f2b1 Added SPF_(NO)FACECAMERA flagst for specifying camera facing on particles and visual thinkers.
- This also adds ensures facing camera is applied to these via the option menu.
2024-06-23 10:07:22 -04:00
Rachael Alexanderson
cf8a04c457
- simplify squishing to square pixels for particles and rollsprites 2024-05-21 03:09:47 -04:00
Rachael Alexanderson
7ef6fa97a7
- make roll and flat sprites square 2024-05-03 14:32:53 -04:00
Rachael Alexanderson
4bf2fb0ef8
- make particles square 2024-05-03 02:04:29 -04:00
Rachael Alexanderson
586e89954a
- fixed: rollsprites now 'unstretch' properly in regular y-billboarding 2024-04-23 20:31:05 -04:00
Christoph Oelckers
d45a4f18d4 fix lifetime of skyinfo variable in HWWall::SkyPlane. 2024-04-22 07:14:04 +02:00
Rachael Alexanderson
111fd48348
- stretch billboarding sprites properly according to the level's aspect ratio 2024-04-20 17:53:08 -04:00
Professor Hastig
f796e55c0d initialize lightmap pointer in ProcessLowerMiniseg. 2024-04-08 12:54:07 +02:00
Major Cooke
fe0de5053a - Fixed: ROLLCENTER was always being applied even when the flag wasn't present. 2024-03-15 01:17:19 -03:00
Boondorl
b469770ecc Reworked view offsetting
View offsets are now added after the base position and angles (accounting for interpolation) are calculated. Behavior was centralized into a singular tracer that all view offsets now use to prevent clipping out of the map. Cleaned up camera rendering behavior. Angles are now properly normalized after all offsetting is accounted for. The chase cam can now update in real-time instead of forcing interpolation.
2024-03-01 07:10:26 -05:00
Rachael Alexanderson
d8ef27e0ed
Squashed commit of the following:
commit ad25b50089b6e01b8e4291e34cfe3a008af9128d
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 12:12:46 2024 -0500

    Revert "Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom."

    This reverts commit d2c2c93cf1.

commit 8537f0d8db804f0076b90daa66b750e44dccf44c
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 12:12:41 2024 -0500

    Revert "Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars."

    This reverts commit dc897eacc0.

commit d45f6ebf11f31d246f2de4f3bbd11f7970783125
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 12:10:21 2024 -0500

    Revert "Restored r_orthographic behavior."

    This reverts commit 26908f5bc5.

commit be0836feef9b95f12828eeed4319c726ef13780d
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 12:09:15 2024 -0500

    Revert "Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom."

    This reverts commit 08b03e6b19.

commit 688288a9199b912203022cb4db37503f6270e0c3
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 12:09:06 2024 -0500

    Revert "Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars."

    This reverts commit d3405837ce.

commit 72b7df9fa1841d665c2846dd31a89c6f48123e55
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 12:08:59 2024 -0500

    Revert "Restored r_orthographic behavior."

    This reverts commit e171f4eb6a.

commit aa954132bf29f2f8a51bf09dae127e5ffe2c5670
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 12:08:48 2024 -0500

    Revert "Merged with latest master and made small change (zcenter -> center.Z) to hw_sprites.cpp. Now compiles and works."

    This reverts commit c8a7507e8e.

commit 3ce90e87a3a9956b615995b57b90619e89bbcff4
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 12:00:46 2024 -0500

    Revert "Cleaning up implementation of isometric camera with optional orthographic projection."

    This reverts commit 25f1407228.

commit 3aafd363e40c8d1d2ebbe3c61aeb2b80a74e565a
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 11:59:25 2024 -0500

    Revert "Small change to SpectatorCamera actor."

    This reverts commit 2b555d7556.

commit a41911f8907731c098de71ca3e14261ac432ec8c
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 11:59:16 2024 -0500

    Revert "SpectatorCamera can now follow the 'tracer' actor. Also added a 'lagdistance' property for lazy follow."

    This reverts commit 7fbb4cd06c.

commit 19398edd065b7b483b8c7be42cb16026695e241a
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 11:59:05 2024 -0500

    Revert "Minor addition toe SpectatorCamera. Added three chase modes to lazy follow. 0: Catch up until tracer is centered again. 1: Same but don't move if tracer isn't moving (camera moving when character is not is jarring). 2: Stop chasing if tracer is closer than lagdistance. Game modes benefit from a 'center camera' button but that doesn't have to be hard-baked into the engine."

    This reverts commit c3ca564cfc.
2024-02-09 12:15:17 -05:00
Major Cooke
3f72f8acd5 Fixed psprites & viewpos being completely broken for non-isometric mode.
This line of code was altering a global cvar.
2024-02-03 11:22:16 -05:00
Dileep V. Reddy
25f1407228 Cleaning up implementation of isometric camera with optional orthographic projection.
All CVars, mapinfo variables, and playerinfo/playerpawn variables are gone.
A Camera actor named 'SpectatorCamera' is defined in warsrc/static/zscript/actors/shared/camera.zs

The following new flag bits were defined in the 'DViewPosition' struct for use with actor->ViewPos in src/playsim/actor.h:
	VPSF_ALLOWOUTOFBOUNDS =		1 << 3,			// Allow viewpoint to go out of bounds (hardware renderer only).
	VPSF_ORTHOGRAPHIC =		1 << 4,			// Use orthographic projection.
	VPSF_ISOMETRICSPRITES =		1 << 5,			// Displace sprites towards camera and don't billboard (drawn from isometric perspective).

Basically, spawn a SpectatorCamera actor with the appropriate flags and set it to player.camera.
See example template: https://www.mediafire.com/file/fv8rytayjt9l6g1/isometric_actor_wads.zip/file

Has been tested with multiplayer death and disconnection (and respawns). Not tested with portals.
Still only works with hardware renderer (mostly). But should be compatible with older mods and libraries.
2024-02-01 08:43:34 -05:00
Dileep V. Reddy
c8a7507e8e Merged with latest master and made small change (zcenter -> center.Z) to hw_sprites.cpp. Now compiles and works. 2024-01-21 12:13:42 -05:00
Dileep V. Reddy
e171f4eb6a Restored r_orthographic behavior. 2024-01-21 12:13:42 -05:00
Dileep V. Reddy
d3405837ce Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars. 2024-01-21 12:13:42 -05:00
Dileep V. Reddy
08b03e6b19 Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom. 2024-01-21 12:13:42 -05:00
Rachael Alexanderson
af08413e10
- reverting pull request #2361 - apparently pull request #2364 changed some behaviour and these two do not play nice together. One or the other unfortunately has to be rolled back to allow GZDoom to build properly again.
Revert "Restored r_orthographic behavior."

This reverts commit 26908f5bc5.

Revert "Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars."

This reverts commit dc897eacc0.

Revert "Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom."

This reverts commit d2c2c93cf1.
2024-01-21 08:18:16 -05:00
Dileep V. Reddy
26908f5bc5 Restored r_orthographic behavior. 2024-01-21 03:34:00 -05:00