Commit graph

193 commits

Author SHA1 Message Date
Sryder
954850b221 Decrease far clipping plane
The Far clipping plane did not need to be nearly as high as it was, the new value is 32768, which I suspect is about how far software can render before it completely falls apart.
It is desirable to increase the near clipping plane to between 6-10, but it can introduce more issues with close geometry not being drawn when the player or camera is scaled or viewheight is set to MIN in first person view. It would also stop sprites from being drawn ever so slightly too early, but this isn't too much of an issue and isn't too noticeable with those values. Might look into scaling near clipping plane in accordance to camera scale in the future.
The reason for wanting to increase the near clipping plane is because the small value can cause very noticeable Z-fighting where there shouldn't be on older GPU's, usually Intel ones, that don't support 24-bits for the depth buffer.
2018-03-07 00:39:33 +00:00
Monster Iestyn
5533c97c69 Fixed sky-sky thok barriers showing HOM (turns out the floor and ceiling share the same plane, so I've modified the code to account for this)
Additionally, place some optimisations in both software and OpenGL; in particular one has been added for when all of back and front sector (floor and ceiling) is sky: since everything is "open" anyway, we can simply the usual checks involved.
2018-02-07 17:46:01 +00:00
Monster Iestyn
17bedfbd87 Correct backwards skies for OpenGL too 2018-02-03 21:39:36 +00:00
Monster Iestyn
e95987f4ae Added proper support for upside-down thok barriers, in both renderers
Thankfully it was really just a copy+paste of the code I already tinkered with for the normal ceiling sky based thok barriers, but tweaked for floors instead
2018-02-03 19:48:18 +00:00
Monster Iestyn
7f7b459f69 Cleanup of the code I've tweaked for skies, added SLOPEPARAMS macro to R_StoreWallRange for use in getting seg end z positions 2018-02-03 18:30:49 +00:00
Monster Iestyn
c41b3a186a Pushing all my work to make OpenGL consistent with my changes to software's sky so far 2018-02-01 22:04:04 +00:00
Monster Iestyn
be13f10626 ended NDS 2017-09-29 22:48:14 +01:00
toaster
3cc14e3985 Merge branch 'directionchar' into 'master'
Autobrake & decoupling player sprite angle from camera angle

See merge request !69
2017-09-19 07:56:22 -04:00
Sryder13
f3a605de6b I need to stop leaving things commented out that are going 2017-09-15 18:03:06 +01:00
Sryder13
db99537a6b Various Transparent Texture Fixes
Draw Textures and Flats that have holes in them like a solid polygon so they use the depth buffer and don't need to be sorted
Disable all linear filtering on textures and flats that have holes in them, the linear filtering introduces translucency into the textures where the edges are. Leaving them with either a black border, or causing pixels behind the slightly translucent areas to not be drawn. Doesn't apply to sprites and the HUD as they are always already sorted properly.
Make the Alpha Testing more strict on non-translucent blend modes. This makes it so any transparency below 0.5 is discarded instead. Would make anything that is blended and has holes in it look slightly better, only the HUD and MD2s where the texture has holes are effected currently.
Set TF_TRANSPARENT on flat texture flags when there are holes in the texture.
Minor fix to make sure MD2s always set the right blend mode
2017-09-09 00:44:13 +01:00
Sryder13
6877930ed9 Go through and draw MD2s and sprites at the same time so they are sorted from each other (mostly) correctly 2017-09-08 00:57:21 +01:00
Monster Iestyn
d4141ae230 Remove unused floorinfo_t struct and some unused vars in the hardware code 2017-08-19 18:51:56 +01:00
toasterbabe
2e6c09a636 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into directionchar
# Conflicts:
#	src/hardware/hw_main.c
2017-08-16 21:40:32 +01:00
Monster Iestyn
15a1112218 Merge branch 'master' into opengl-improvements 2017-08-05 21:08:48 +01:00
Monster Iestyn
c10c3d0441 Merge branch 'alignment_v2' into 'master'
Consistent flat alignment

Does what it says on the tin. Consistent between the three different plane drawers:

* Software flat (previously the only one working as intended)
* Software sloped (took a lot of work)
* OpenGL flat and sloped (worked reasonably well but used different signs for some reason)

Check out root/!LatestSRB2Files/srb2win_branch_flat2.exe, root/toaster/flatalignment.wad and any in-dev DSZ1 to test it all out.

See merge request !78
2017-08-05 16:04:41 -04:00
Monster Iestyn
100422e1ce Merge branch 'master' into opengl-improvements 2017-07-02 16:42:40 +01:00
Monster Iestyn
8290ae9fd4 Fix paper sprites apparently "turning" around sometimes when you turn the camera, when they're supposed to be still (sawb.wad for instance)
I cleaned up some of Sryder's changes a little too I guess
2017-07-02 16:38:25 +01:00
Monster Iestyn
252cdb0c28 Merge branch 'private_flatsprite' into 'master'
OpenGL papersprites

I don't know if anyone actually tested Sryder's original OpenGL papersprites support before it was merged in, but there was some issues with the papersprites themselves "wobbling" about in a sort of weird way depending on the angle you view it from or where you are. It's easiest to see what I mean if you just load up sawb.wad, and strafe about when viewing one of the sawblades.

Thankfully all I really needed to do was tweak the way angles work for papersprites. I also cleaned up Sryder's original code a little, not that I really needed to do so though.

See merge request !96
2017-07-02 09:46:44 -04:00
Monster Iestyn
e5bf3dfa67 Merge branch 'master' into opengl-improvements
# Conflicts:
#	src/doomdef.h
2017-06-23 17:20:18 +01:00
Monster Iestyn
e3f627120f Merge branch 'public_next'
# Conflicts:
#	src/doomdef.h
#	src/p_mobj.c
2017-06-23 17:19:06 +01:00
Monster Iestyn
b37d09df5f Merge branch 'opengl-slope-FOF-lighting-fix' into 'master'
OpenGL slope FOF lighting fix

This fixes some issues with sloped FOFs that affect lighting in OpenGL (as in, those that cast a shadow or have a colormap). Particularly, they can do strange things to any wall textures adjacent to them, as we've noticed ourselves in levels for 2.2. =P

See merge request !194
2017-06-22 19:49:42 -04:00
Monster Iestyn
c3c85bb4d2 Do not draw segs that belong to polyobjects, if you're drawing subsectors adjacent to them
Polyobject segs should ONLY be drawn if the polyobject itself is in the polylist of a subsector being rendered. That way you won't sometimes see polyobject walls through level boundaries, if you happen to be close enough to their pre-spawn locations outside the level (or in them, if you decided to go on a noclip journey).
2017-06-03 17:47:46 +01:00
Monster Iestyn
3658b22a7f wallVerts[].y is actually the map z coord, so use wallVerts[].z instead (which is actually the map y coord)
Don't worry I'm not going mad, this is actually how it's supposed to be
2017-06-03 14:46:03 +01:00
Monster Iestyn
10b835e799 Whoops, this broke my non-NEWCLIP test build 2017-05-31 17:17:08 +01:00
Monster Iestyn
ed81c9abcb Fix paper sprites apparently "turning" around sometimes when you turn the camera, when they're supposed to be still (sawb.wad for instance)
I cleaned up some of Sryder's changes a little too I guess
2017-05-13 12:49:30 +01:00
Alam Ed Arias
459d8064ee Merge branch 'master' into public_flatsprite 2017-05-12 20:42:55 -04:00
Sryder
32c4ddca5c Remove accidental leftovers
Accidentally left a comment and stuff in there from previous attempts

# Conflicts:
#	src/hardware/hw_main.c
2017-05-12 23:39:55 +01:00
Sryder
ec0f30f849 Fix a one character bug with clipping 2017-05-12 23:39:01 +01:00
Sryder
3f0f645c70 Flat sprites for OGL
# Conflicts:
#	src/hardware/hw_main.c
2017-05-12 23:38:44 +01:00
Monster Iestyn
3ff899858c Merge branch 'master' into opengl-improvements
# Conflicts:
#	src/doomdef.h
2017-04-19 14:53:50 +01:00
toasterbabe
db4002cd7f Remove now-unused code. 2017-04-10 11:49:14 +01:00
toasterbabe
2636375f94 GL supporting. 2017-04-07 16:51:43 +01:00
toasterbabe
d5ba29eb9b Get plane scrolling effects working the same on and off slopes in both renderers again. 2017-03-31 16:45:47 +01:00
toasterbabe
d62a628346 Consistency between software off-slope and GL on+off-slope flat alignment! (Software slopes are now MORE broken with respect to this, but that comes later.) 2017-03-30 22:48:13 +01:00
Monster Iestyn
f4e5233c7e Remove unused sscount variable
(it's only set to 0 in software, and only ++'d in OpenGL, what kind of sense does that make?)
2017-02-11 22:41:15 +00:00
Monster Iestyn
df534887e9 Remove pointless drawtextured variable and redundant fake planes checks (R_FakeFlat would already have made gr_frontsector/backsector something else if they were) 2017-01-12 21:43:37 +00:00
Monster Iestyn
e87324b814 Made some efforts to improve efficiency of new code, hard to tell if I've made it better or worse though honestly
R_IsEmptyLine is now a thing too btw
2017-01-10 20:07:02 +00:00
Monster Iestyn
c5e99050fc More progress, NEWCLIP added to doomdef.h, sadly it actually all lags the game so I've disabled it for now
Other notes:
* on second thought I'll keep the hw_clip functions' gld prefixes rather than HWR, not like it matters either way
* despite the extra lag it does fix the issues with translucent walls and such when displayed at different vertical angles, such as with the GFZ1 waterfall
2017-01-10 18:01:03 +00:00
Monster Iestyn
93a40eb87a Merge branch 'master' into opengl-improvements 2017-01-09 22:13:34 +00:00
Monster Iestyn
166c6746cd Merge branch 'public_next' 2017-01-08 16:05:32 +00:00
Monster Iestyn
87dc33a78d Merge branch 'master' into next 2017-01-08 15:59:34 +00:00
Monster Iestyn
12ae6bb22a Merge branch 'public_next'
# Conflicts:
#	src/d_clisrv.c
#	src/r_things.c
2017-01-07 15:03:59 +00:00
Monster Iestyn
c601a409e1 Merge branch 'texture-fixes' into 'next'
Some texture-related fixes

Bugs fixed in this branch:
* upper/lower/middle textures with non-existent texture ids being capable of crashing the game. For instance, RVZ1 has colormap codes on non-colormap linedefs, which causes them to wind up with invalid texture ids because of how the game tries to interpret lower/upper textures with "#" followed by characters on normal linedefs. Fortunately these "textures" are normally not visible anyway (since they're all in control sectors) unless they are swapped with in-level textures by some crazy Lua script of some sort...
* animated single-patch textures with holes displaying garbage on first viewing (see this thread: https://mb.srb2.org/showthread.php?t=42195)
* the heights of the lighting (shadows or colormapping) from water/translucent/shadowcasting/etc FOFs become messed up when displayed on repeated midtextures.

See merge request !144
2017-01-06 21:15:22 -05:00
Alam Ed Arias
97f87827f4 hardware: init undef vars in HWR_SortVisSprites 2016-12-22 19:42:00 -05:00
Monster Iestyn
0538c98251 Added missing checks in HWR_AddLine from the software version, move v** vars to the top since R_PointToAngle calls use the same values anyway 2016-12-21 22:31:09 +00:00
Monster Iestyn
a9cfd12e04 Created R_GetTextureNum to make sure top/bottom/midtexture texture ids are always valid in rendering code for both software and OpenGL (and also for the Solid Midtexture effect physics code) 2016-12-16 21:38:53 +00:00
Sryder
2e72539df2 Remove accidental leftovers
Accidentally left a comment and stuff in there from previous attempts
2016-12-13 21:22:40 +00:00
Sryder
4fb2a18846 Fix a one character bug with clipping 2016-12-13 21:18:05 +00:00
Sryder
39d4f22660 Flat sprites for OGL 2016-12-13 21:02:23 +00:00
Monster Iestyn
5be8e4f1b0 Make new pv1/pv2 seg pointers, so AdjustSeg doesn't modify the v1/v2 pointers directly anymore
Yes I know they're void * in r_defs.h's seg_t definition, it's quicker than trying to figure out if including hardware/hw_glob.h is a good idea or not
2016-11-07 21:55:56 +00:00