Sally Coolatta
24132a9dcd
Use C++ templates for DrawColumn/Span
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Two reasons:
- Makes it more straight-forward to add brightmaps to the non-power-of-two rendering functions.
- Made it easier to split off brightmap rendering. Hopefully improves performance, but I haven't thoroughly tested this.
2024-01-11 01:50:46 -08:00
Eidolon
68a8f2b274
Multithread software drawing
2023-10-14 15:26:52 -05:00
James R
5415674034
debugfinishline: highlight deathpits and instakill planes
2023-10-04 20:17:31 -07:00
James R.
72ef1d352b
mobj_t: add shadowcolor member to change shadow palette index
2023-09-17 21:56:17 -07:00
Sally Coolatta
867253540c
Sonic 3-style intermission coloring
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Not just tan, but blue & a tiny bit of green!
2023-09-07 16:19:37 -04:00
James R
b1782793b5
R_GenerateBlendTables: allocate copy of palette for use in thread
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The palette can be freed while this thread is still
running, which means the thread would end up reading from
freed memory.
2023-08-28 01:55:37 -07:00
James R
53b2922fbb
Add the debugrender_highlight command, highlight specific rendering in flat colors
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Software mode only.
The command is used like this:
debugrender_highlight planes sprites
debugrender_highlight pl spr
debugrender_highlight none
(Abbreviations work.)
Supported rendering to flag:
planes - sector floor/ceiling
fofplanes - FOF top/bottom
fofsides - FOF sides
midtextures - pegged midtexture
walls - sector upper/lower texture, one-sided linedefs
sprites - sprites
sky - skybox
2023-03-06 05:25:36 -08:00
James R
051b4f8935
Always use typedef name instead of struct name
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mobj_t instead of struct mobj_s
2022-11-27 17:21:40 -08:00
toaster
32855d0e92
Make subtractive blendmodes non-gamma-corrected
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Committed FOR TESTING. Do not merge until we've tested to make sure this works across all desired effects
2022-11-19 23:01:49 +00:00
Sally Coolatta
b5334e6b42
Move follower code to its own file
2022-05-23 00:23:46 -04:00
toaster
0c12a389e1
NPO2 slope span optimization
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# Conflicts:
# src/CMakeLists.txt
# src/r_draw.c
# src/sdl/Srb2SDL-vc10.vcxproj
2022-03-18 16:18:47 +00:00
Sally Coolatta
b0317e7120
Merge branch 'master' into brightmap
2021-12-16 13:06:57 -05:00
Sally Coolatta
daab86f461
Implement brightmaps for span drawers, fix column loop bug
2021-12-16 11:48:32 -05:00
Sally Coolatta
04c1a9dcb1
Brightmaps on walls
2021-12-16 09:40:14 -05:00
James R
29399f6033
Send R_GenerateBlendTables number crunch to parallel thread
2021-12-15 15:34:51 -08:00
Sally Coolatta
cb5ea8b335
Add basic damage hitlag effects
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- Invert high contrast greyscale colorization effect for damage hitlag
- Jitter is now also exclusive to damage-related hitlag
- Since jitter is now just tied to a flag, removed the old trick momentum hack
2021-11-27 13:38:45 -05:00
James R
08348fcd43
Merge remote-tracking branch 'srb2/next'
2021-04-05 01:26:17 -07:00
toaster
e27506c660
* Made it possible to perform palette calculations in gamma-corrected space. Now used by:
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* Blend tables generated by the game.
* The Color Cube accessibility tool.
* Fixed another stupid typo that got in the way of FF_BLENDMASK working.
* Some minor adjustments for code cleanliness.
2021-04-01 19:28:01 +01:00
toaster
8b63908820
More precise translucency amount picking.
2021-04-01 12:41:04 +01:00
toaster
cf59809852
Fixed some of the worst of it, but still has inconsistencies with the lookup tables we generated for main.kart - will provide evidence on Discord.
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(side note, it's weird as hell that code we inherited from vanilla next - and i checked, it wasn't mangled in the merge - has bugs that straight up prevent it from functioning properly...)
2021-04-01 00:05:05 +01:00
toaster
40cbc30bff
Mammoth commit, sorry.
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All my work thus far on solving the drawflag/renderflag/additive/subtractive conundrum.
Outstandng problems:
* Bad additive/subtractive tables means that they appear opaque except under certain conditions.
* No support for FOFs, Polyobjects, or linedefs in OpenGL yet.
* All OpenGL support mostly done blind, may or may not function in practice.
If nothing else, the hard engineering problems are solved and it's just bug hammering...
2021-03-31 22:46:23 +01:00
Jaime Ita Passos
049b50a791
Change I_Error message
2021-02-28 17:47:12 -03:00
Jaime Ita Passos
f71281b498
Fix translation colormap cache rebuilding using the old translation enumerations
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This was causing a buffer underwrite too. Lovely.
2021-02-28 17:05:25 -03:00
Sally Coolatta
9d7ec0ab8f
Merge SRB2 next
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Probably doesn't compile yet, but I got rid of all of the conflicts for anyone who wants to take a stab at it.
2021-02-27 05:18:36 -05:00
Jaime Passos
cac8e06e7d
Remove NOWATER define
2020-11-05 00:00:08 -03:00
Jaime Passos
917f8bbb66
Plane optimization and cleanup
2020-11-04 23:46:34 -03:00
Jaime Passos
cdc4a6d86e
Implement blend modes
2020-10-27 00:03:41 -03:00
Sryder
b341cacb0a
Subtractive translation map
2020-10-19 11:57:12 +01:00
Sryder
5558fb073a
Basic additive transmap/blend support
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Can currently be used on sprites only
added to flames by default because it makes sense
2020-10-18 19:10:19 +01:00
Jaime Passos
b4b4738c94
Changes to sprite rendering:
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- Added render flags (see r_defs.h)
- Implemented floor splats
- Drop shadow sprite rendering through render flags
2020-10-12 00:13:22 -03:00
James R
997d142cb5
SPLITSCREEN FOV
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Object tracking is off, but it was off before so I don't know if I actually
broke it. Minor refactoring in HWR_RenderPlayerView and HWR_RenderSkyboxView.
2020-09-23 17:50:47 -07:00
Sally Coolatta
dfd733eb80
Up to screen.o
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Lots of renderer files I didn't need to touch at all here :)
2020-08-15 00:55:30 -04:00
Sally Coolatta
f9ca40e673
Merge branch 'master' into the-scary-22-merge
2020-08-12 20:59:09 -04:00
Sally Coolatta
d5397935cd
Merge r_draw.c
2020-08-10 15:01:57 -04:00
Sally Coolatta
e296e1309a
YAY, round 2
2020-08-09 21:02:56 -04:00
Sally Coolatta
d27f16c4d5
A bunch of easy files (1-5 conflicts)
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g_state.h, hu_stuff.h, lua_hud.h, m_misc.h, p_polyobj.c, p_telept.c, r_draw.c, r_draw8.c, r_sky.c
2020-08-05 14:34:17 -04:00
SwitchKaze
4184d83ef2
Fix skincolor-related memory leak
2020-07-14 17:09:31 -05:00
kaysrishaq
be8f10d039
various color fixes
2020-07-12 07:39:52 -04:00
Latapostrophe
6ac63cca7a
Merge branch 'v2-master' into followme-internal
2020-06-02 22:21:16 +02:00
Sally Coolatta
63917ffccc
The start of the scary 2.2 merge
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All conflicts are left in-tact. We should be collaborating on solving these files one at a time.
2020-05-29 13:43:38 -04:00
SwitchKaze
58cac1fd73
Make colors UINT16, increase color freeslots to 1024
2020-05-23 19:35:36 -05:00
SwitchKaze
afe56667b8
Update to 2.2.4
2020-05-22 16:47:51 -05:00
Sally Coolatta
b4f5d931cc
Skincolor code cleanup
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Split everything off into its own file and turn SETBRIGHTNESS from a define into a function (K_ColorRelativeLuminance).
2020-05-11 02:28:25 -04:00
Latapostrophe
3f43107eea
Add Opposite option for followercolor
2020-05-09 12:12:29 +02:00
Latapostrophe
766f7f035f
Let followers change colour separatly from players
2020-05-04 18:08:41 +02:00
James R
ae3bf2498a
Merge branch 'supergoldedit' into 'next'
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Change SKINCOLOR_SUPERGOLD1-5
See merge request STJr/SRB2!805
2020-04-09 19:50:06 -04:00
Louis-Antoine
4e7605f0e2
Make SRB2 flat like Earth
2020-03-20 18:55:29 +01:00
James R
f164320c88
Make the order of displayplayers irrelevant and split splitscreen into splitscreen and r_splitscreen
2020-02-23 23:20:20 -08:00
Snu
8796517177
Merge branch 'master' into supergoldedit
2020-02-23 17:57:39 +00:00
SwitchKaze
99a1840101
Merge branch 'next' of https://github.com/STJr/SRB2 into next-luacolors
2020-02-23 11:50:13 -05:00