Magnus Norddahl
d28a3571b5
More level mesh buffer fun
2024-08-23 00:01:08 +02:00
Magnus Norddahl
356ad2fe9f
Split doom specific surface data from common/gpu surface data
2024-08-20 02:06:05 +02:00
Rachael Alexanderson
54d43b2856
Merge commit ' 958721e'
2024-08-15 13:11:37 -04:00
Dileep V. Reddy
958721e2b8
Forgot on check.
2024-08-15 02:43:48 -04:00
Magnus Norddahl
e9946bead2
Fix not lights in the internal lightmapper
2024-08-13 23:35:32 +02:00
dpjudas
b6cbaaedbc
Update the bottom level accel structure if vertices or indexes change
2024-08-11 23:03:32 +02:00
Rachael Alexanderson
a4e3aca33c
- add messages for sector light change, thinker creation, and destruction
2024-08-11 15:58:33 -04:00
Magnus Norddahl
766b558119
Ranges in buffers are so fun!
2024-08-11 20:39:45 +02:00
Magnus Norddahl
e0cba77646
Move levelmeshhelper completely out of the Common folder
...
Connect the level updates to the level mesh
2024-08-11 18:34:03 +02:00
Magnus Norddahl
e80615e167
Move the level mesh dirty ranges to levelmesh so that it can be updated
2024-08-11 17:51:45 +02:00
dileepvr
95b264bdb6
Isometric Mode and Robin ( #2618 )
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* 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
Dileep V. Reddy
8a5e7449c1
Consolidated isometric mode commits.
2024-08-11 15:55:21 +02:00
Magnus Norddahl
f1b9e68305
Add more dynamic update code to level mesh
2024-08-11 01:15:44 +02:00
nashmuhandes
a5b08f0fb1
Merge branch 'master' of https://github.com/ZDoom/gzdoom
2024-08-04 07:21:43 +08:00
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
Magnus Norddahl
bde15af593
Merge remote-tracking branch 'gzdoom/master'
2024-07-23 19:23:26 +02:00
dpjudas
3ae77ef6c4
Fix crash when loading maps with sectors with no subsectors
2024-07-20 05:45:28 +02:00
Magnus Norddahl
314ec1030c
Fix level mesh crash
2024-07-12 20:04:50 +02:00
dpjudas
7f2c928d14
Prepare wall/flat surface create functions to be able to insert in any location in the mesh buffers
2024-07-05 06:50:00 +02:00
Magnus Norddahl
330ec45d84
Merge tag 'g4.12.2'
2024-06-23 22:27:45 +02:00
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
RaveYard
57d39048c8
Apply 2D shadowmapping to particles as they do not use levelmesh raytracing
2024-06-20 11:33:06 +08:00
RaveYard
c72092ffed
Fix redundant 2D shadowmap test for lightmap lights
2024-06-19 13:23:32 +02:00
nashmuhandes
1a89307ee7
Rename SourceRadius to SoftShadowRadius
2024-06-15 18:08:37 +08:00
Rachael Alexanderson
cf8a04c457
- simplify squishing to square pixels for particles and rollsprites
2024-05-21 03:09:47 -04:00
dpjudas
92230626c1
Add additional null pointer checks for spot lights
2024-05-12 02:55:44 +02:00
Magnus Norddahl
b575ffd36d
Add null pointer check for light->target
2024-05-10 18:42:57 +02:00
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
25f791156f
- fixed: rollsprites now 'unstretch' properly in regular y-billboarding
2024-04-28 01:32:33 -04:00
Christoph Oelckers
98a0b5f8d2
fix lifetime of skyinfo variable in HWWall::SkyPlane.
2024-04-28 01:32:04 -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
112c6cbccf
Merge branch 'master' of https://github.com/ZDoom/gzdoom into gzdoom-update-4-12-1
2024-04-21 11:05:59 -04:00
Rachael Alexanderson
111fd48348
- stretch billboarding sprites properly according to the level's aspect ratio
2024-04-20 17:53:08 -04:00
Rachael Alexanderson
73050bc169
- fix executable compile errors
2024-04-16 23:26:43 -04:00
Rachael Alexanderson
b31c62568b
Merge http://github.com/ZDoom/gzdoom into gz2
2024-04-16 23:10:57 -04:00
Professor Hastig
f796e55c0d
initialize lightmap pointer in ProcessLowerMiniseg.
2024-04-08 12:54:07 +02:00
Magnus Norddahl
7e2d1da4a6
Add gl_shownormals cvar as enabling ssao and setting a specific debug level was a bit too obscure for this feature
2024-03-18 03:26:29 +01:00
nashmuhandes
a72057945b
Merge branch 'master' of https://github.com/ZDoom/gzdoom
2024-03-16 04:37:28 +08:00
Major Cooke
fe0de5053a
- Fixed: ROLLCENTER was always being applied even when the flag wasn't present.
2024-03-15 01:17:19 -03:00
nashmuhandes
74a27be3fd
Merge branch 'master' of https://github.com/ZDoom/gzdoom
2024-03-10 03:34:37 +08:00
Magnus Norddahl
192cdcd9cb
Fix null pointer crash for translucent flats with no texture
2024-03-09 13:28:50 +01:00
dpjudas
c7cee9e527
Fix corona texture mode bug
2024-03-06 04:21:45 +01:00
Magnus Norddahl
ab537a4879
Hook up SourceRadius
2024-03-05 16:37:59 +01:00
Magnus Norddahl
6a7c17dfd6
Fix 3d floor sides not getting lit
2024-03-01 19:30:36 +01:00
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
Magnus Norddahl
2ba2553c60
Fix sample distance
2024-03-01 11:55:15 +01:00
Magnus Norddahl
68f9fee55b
Make the light list part of the level mesh
2024-02-26 15:57:32 +01:00