Commit Graph

32 Commits

Author SHA1 Message Date
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
jndean
664d2bcdd3 IPU computes and prints level name on load 2022-08-16 22:45:19 +00:00
jndean
c97ea82d60 FINALLY found the declared-but-not-init variable causing poplar segfaults. Start implementing p_setup to get level geometry on IPU, reorg slightily for clean divisions of CPU vs IPU code and original vs new code 2022-08-12 20:45:52 +01:00
jndean
cd69dd868d IPU draws automap background 2022-07-09 20:01:02 +01:00
jndean
2e8cc9e70e Setup build system and test IPU integration by drawing a line on the automap 2022-07-09 18:55:02 +01:00
jndean
d6910fcffc Stripped down init versin of CPU Doom, specifically microdoom by atroche 2022-07-08 00:24:18 +01:00