55 Commits

Author SHA1 Message Date
jndean 67eb78e08d Add option for IPU-only rendering 2023-12-10 19:35:19 +00:00
jndean 5b57a6f924 Implement SectorHeightChange notifications so IPU can render doors opening and closing and moving platforms etc correctly. 2023-12-09 23:52:39 +00:00
jndean 4a60f62a99 Adjust memory config to fit E1M2. Spruce up README. 2023-12-07 17:14:22 +00:00
jndean 16b21dd656 Extend lighting model to floors and ceilings 2023-12-04 16:40:42 +00:00
jndean 60f450c57b Full perspective-correct texturing of visplanes (floors and ceilings)! Flat lighting for now. 2023-11-28 23:27:49 +00:00
jndean 162df95ec8 Load flats into IPU texture blob. Batch up span requests on render tiles, ready to exchange them with the texture tiles. 2023-11-25 22:24:21 +00:00
jndean 7a7179fcb9 Begin texturing visplanes 2023-11-25 20:08:45 +00:00
jndean efd016d031 IPU renders skybox 2023-11-12 00:55:05 +00:00
jndean eb68b01dcf Visualisation: visplanes coloured based on picnum 2023-11-11 22:10:26 +00:00
jndean eeb4bb38d2 IPU renders floor and ceiling geometry (untextured) 2023-11-11 19:02:06 +00:00
jndean 0c00d97494 Add skyflatnum checks 2023-11-07 19:24:19 +00:00
jndean b9640e8dab Send flat picnums to IPU 2023-11-06 23:46:50 +00:00
jndean da40333e03 Load floor and ceiling picnums 2023-11-05 23:52:04 +00:00
jndean ffceed917d Implement shadows for walls 2023-11-03 20:14:34 +00:00
jndean 97b19f570e Add render tile visualisations 2023-10-27 10:18:10 +00:00
jndean fb9e404485 Textures are fetched! Dynamic exchange is real! 2023-10-26 14:16:13 +00:00
jndean 4746082583 Texture blob moved to IPU 2023-10-25 11:23:36 +00:00
jndean cd8e7c14cc Mostly extracted textures into blob 2023-10-23 21:52:19 +00:00
jndean 01fc712e6e Reorgnise IPU_malloc and IPU_free 2023-10-23 14:53:59 +00:00
jndean ab0be68a00 Texture exchange functional 2023-10-22 18:33:40 +00:00
jndean b5e35b40a6 Intermediate: Add flag aggregation exchange 2023-10-20 18:11:49 +00:00
jndean 65e35ef19b Intermediate: First few columns of first frame fetched from texture tiles 2023-10-18 17:00:52 +00:00
jndean 899ff800bd Move to Supervisor renderer to facilitate exchanging. Drop into worker thread for FixedDiv 2023-10-12 14:31:24 +00:00
jndean 5e07e34835 Implement tile-local component of column texture fetching 2023-10-09 20:43:35 +00:00
jndean 32c5781f8f Initialise texture metadata structures on rendering tiles and texture name hash table, ready to request data from resource tiles 2023-10-09 00:04:06 +00:00
jndean 4e5e2ab436 Improve culling of off-tile walls -> improve performance in multi-tile rendering 2023-09-10 16:47:37 +00:00
jndean 880e546e17 Initial version of multi-tile rendering 2023-09-10 15:44:24 +00:00
jndean 04c73fe6ff Implement floor and ceiling clipping to finish proper projection of walls. Add a solid-colour visualisation of progress 2023-08-30 12:25:46 +00:00
jndean 620408ac09 Interleave IPU wall vis with CPU rendering slightly better 2023-08-27 23:15:46 +00:00
jndean cfb4a291cb Add visualisation of IPU-rendered walls 2023-08-26 22:58:50 +00:00
jndean 7d67c9f789 Make non-recursive version of RenderBSPNode for IPU, add all angular calculations 2023-08-26 15:22:55 +00:00
jndean c80ee8f52a Add P_GroupLines 2023-08-24 23:49:03 +00:00
jndean 45ca35f34c Add P_LoadSegs, and fix stack overflows caused by calling through function pointers in P_setup_codelets 2023-08-24 23:10:13 +00:00
jndean 050ff5f588 Hook in IPU player spawning to allocate memory for player obj at the correct time, sync positions on each tick 2023-08-24 17:01:15 +00:00
jndean 847882cc1d Add P_LoadNodes and refactor P_SetupLevel vertices to call via pointers. Add the stub for R_RenderPLayerView and transfering misc values (player and player->mobj). Start adding P_LoadThings, just aiming to get player mobj created during level load 2023-08-22 17:18:44 +00:00
jndean 37dccfddaa Add setup info 2023-08-13 23:02:35 +00:00
jndean c4da3ed561 Load mapped walls from savefiles, add livewallupdates cmdline flag 2022-11-01 17:38:21 +00:00
jndean 051ad002e3 Implemented wall MAPPED updates to ipu map (still missing walls mapped from saved games). Also force CPU to keep rendering player view when IPU is rendering automap, enabling mapped wall updates while map is open :O 2022-09-11 22:26:21 +00:00
jndean 674c5676a9 Implement static loadng of marknum sprites, and rendering live on IPU 2022-09-09 17:00:50 +00:00
jndean 2bfd14aeae Add AM crosshair and IPU watermark 2022-09-08 16:47:30 +00:00
jndean f263f205a9 IPU renders player arrow 2022-09-05 21:53:45 +00:00
jndean ea1d40b004 IPU renders all AM level geometry, disregarding exploration for now 2022-09-05 21:16:00 +00:00
jndean 716e5867ec Implement am scaling, following and grid lines. Map sectors loaded onto IPU. 2022-09-05 16:14:52 +00:00
jndean 2a04c2d52d Sync player position to IPU on tic, finish init of AM (excluding loadPics) 2022-09-04 16:16:38 +00:00
jndean b07f036aa2 IPU enters and exits automap state on keypress 2022-09-02 20:24:31 +00:00
jndean 0ff7a84338 Hook in G_responder to IPU with events buffered between tics, allowing IPU to respond to key presses 2022-08-29 18:35:58 +00:00
jndean 5c4030cef3 Hooked in G_Ticker to IPU, which actually could be used to to call AM_Start... 2022-08-28 19:03:49 +00:00
jndean 197cc6b518 AM_Init uses vertex data form IPU. Added FPS counter trace 2022-08-27 21:57:07 +00:00
jndean aa22391bae IPU loads map vertices 2022-08-26 21:50:47 +01:00
jndean 1512b6ccb3 First level lump loaded on IPU 2022-08-25 21:30:27 +00:00