Commit graph

191 commits

Author SHA1 Message Date
Christoph Oelckers
2841154683 - moved code around, got a few more utilities from GZDoom. 2020-05-31 10:37:19 +02:00
Christoph Oelckers
1d15fe63a6 - another backend update, pulling in the sky renderer. 2020-05-31 10:32:10 +02:00
Christoph Oelckers
1e2a3da5fd - video base code unified.
# Conflicts:
#	source/core/rendering/v_video.cpp
2020-05-31 09:18:43 +02:00
Christoph Oelckers
edb2cb31ee - backend update with GZDoom model code. 2020-05-31 08:55:00 +02:00
Christoph Oelckers
5728241c1c - updated backend from GZDoom. 2020-05-30 23:10:17 +02:00
Christoph Oelckers
88eea8269a - set proper palette for null translation. 2020-05-30 22:35:21 +02:00
Christoph Oelckers
82eb807090 - activate the texture layers if needed. 2020-05-30 22:27:59 +02:00
Christoph Oelckers
58c62e071c - use FMaterial. 2020-05-30 22:20:06 +02:00
Christoph Oelckers
423f758314 - texture code restructuring. 2020-05-30 21:42:35 +02:00
Christoph Oelckers
cdcb25bc1f - use high level textures to render voxels. 2020-05-30 00:30:56 +02:00
Christoph Oelckers
cca4fc609f - texture code cleanup, mainly cppying layer data into the textures at startup to be able to use a real material system. 2020-05-29 23:33:26 +02:00
Christoph Oelckers
2c94b2bb6d - split texture selection from binding. 2020-05-29 21:53:28 +02:00
Christoph Oelckers
1bc744b77b - moved hictinting data into the lookup tables. 2020-05-29 20:15:42 +02:00
Christoph Oelckers
594ec6626c - transitioned to using GZDoom's texture creation code.
Also added support for creating indexed textures directly into CreateTexBuffer, where this functionality can be shared.
As an added plus, brightmaps are working again, this time with less hackery.
2020-05-29 19:21:18 +02:00
Christoph Oelckers
66809ca9f4 - fixed indexed display of 2D content. 2020-05-29 16:46:36 +02:00
Christoph Oelckers
87a87c155d - moved to GZDoom's gl_hwtexture.cpp. 2020-05-29 01:03:01 +02:00
Christoph Oelckers
381e53017d - some hackery to make the camera textures in DN3D work again.
They depend on a deleted texture not writing to the depth buffer, but other parts in the engine like ROR surfaces depend on them writing a proper depth buffer value, so for now there is a global variable that allows to exclude a single tile from ever getting rendered.
2020-05-29 00:44:13 +02:00
Christoph Oelckers
72889540a5 - use GZDoom's gl_samplers.cpp 2020-05-28 23:48:50 +02:00
Christoph Oelckers
362be65060 - removed FHardwareTexture's mSampler member.
This was a mostly unused relic of early development, the few places using it were static sampler settings.
2020-05-28 21:45:33 +02:00
Christoph Oelckers
4ebe67ba3d - never render the null texture.
Blood's ROR effects won't work if this is not done.
2020-05-27 22:54:39 +02:00
Christoph Oelckers
193b940eef - palette code cleanup. 2020-05-27 22:19:02 +02:00
Christoph Oelckers
c4017de12f - updated to GZDoom's new texture management system. 2020-05-25 23:59:07 +02:00
Christoph Oelckers
55a3c62b59 - use GZDoom's 2D drawer.
Console and menu font colors are not ok yet, aside from that it works.
2020-05-25 17:11:32 +02:00
Christoph Oelckers
758e4ad7cb - stripped down the palette manager in the GL backend and let it use the data that's managed elsewhere.
This class is only needed to manage the palette textures used by the indexed render mode, all the rest is available globally.
2020-05-25 00:31:55 +02:00
Christoph Oelckers
4178d48fb6 - re-enabled GPalette and disabled brightmaps.
In order to finish this I need the switchover, but brightmaps need an update of the texture code which requires merging a few more WIP changes before the code can be fixed.
2020-05-25 00:31:55 +02:00
Christoph Oelckers
6bd4f77c5b - fix compilation. 2020-05-25 00:31:55 +02:00
Christoph Oelckers
72c323cf32 - disabled switch to GPalette because it's not working right yet. 2020-05-25 00:05:26 +02:00
Christoph Oelckers
531c68edfe - use GZDoom's font code to fix the crash issues and moved around some files in the PK3.
This pulls in a lot of Doom specific font setup, this can be sorted out later as it won't get into the way.

# Conflicts:
#	source/CMakeLists.txt

# Conflicts:
#	source/glbackend/hw_draw2d.cpp

# Conflicts:
#	source/CMakeLists.txt

# Conflicts:
#	source/glbackend/gl_texture.cpp

# Conflicts:
#	source/CMakeLists.txt

# Conflicts:
#	source/build/src/palette.cpp
#	source/core/gamecontrol.cpp
2020-05-24 23:28:44 +02:00
Christoph Oelckers
6bffdf80a1 - finally managed to merge in the original texture system commit.
Game compiles and runs but transparency doesn't work yet.

# Conflicts:
#	source/CMakeLists.txt
#	source/core/menu/menu.cpp
#	source/core/textures/buildtiles.cpp
2020-05-24 22:53:14 +02:00
Christoph Oelckers
7a84887fc4 - transitioned FTexture.
Mostly working. Note: Brightmaps must be per-translation!
2020-05-24 19:12:22 +02:00
Christoph Oelckers
e985db3d08 - added GZDoom's texture manager.
It doesn't do anything yet, but it can now be used to manage textures.
2020-05-24 16:11:10 +02:00
Christoph Oelckers
d6786cf0eb - final cleanup of picanm code. 2020-05-24 13:53:27 +02:00
Christoph Oelckers
db4850a028 - added a reverse tile map so that the tile manager can retrieve special info even when a tile texture is passed by object to the render code and not by index. 2020-05-24 10:30:09 +02:00
Christoph Oelckers
0c029750b6 - moved hightile replacements out of the texture class. 2020-05-24 08:47:45 +02:00
Christoph Oelckers
00e7b2fa25 - simple stuff from the texture manager inclusion commit.
To get this out of the way first...
2020-05-24 00:27:24 +02:00
Christoph Oelckers
ab6e87b5f8 - workaround for Ion Fury display glitches on the first map.
I have no idea why this needs to be different than in EDuke32, but without always clearing the depth buffer before rendering a scene viewpoint the game will glitch like crazy.
2020-05-23 22:43:06 +02:00
Christoph Oelckers
f64bdccaca - moved renderstyle to 'common' and use GZDoom's color table code unaltered.
# Conflicts:
#	source/CMakeLists.txt
#	source/common/engine/serializer.h
2020-05-23 22:43:05 +02:00
Christoph Oelckers
f929419a0a - refactoring of the lookup tables. 2020-05-23 22:43:04 +02:00
Christoph Oelckers
b971bc2717 - avoid using global palette settings when drawing 2D content with a custom palette.
Instead pass the palette info with the render call to avoid stale global state.
2020-05-23 22:43:01 +02:00
Christoph Oelckers
d46ea7481f - handle RRRA E1L2's fog in the shader instead of hacking the shade tables. 2020-04-12 08:30:43 +02:00
Christoph Oelckers
5584c726ba - file system update and adjustment. 2020-04-12 08:30:40 +02:00
Christoph Oelckers
41545b644a - cleaned out most of the software renderer's static global variables. 2020-03-29 16:59:49 +02:00
Christoph Oelckers
3f69044770 - removed all references to sdlayer.cpp as all that was left in there was only needed for software rendering.
- removed now unused a-c.cpp.
2020-03-29 15:22:07 +02:00
Christoph Oelckers
621a9338e5 - render camera textures with the hardware renderer.
This removes the last active use case for the software renderer and allows rendering the camera views at a higher resolution.
For Shadow Warrior this necessitated a split of JS_DrawMirrors, because it processed cameras and mirrors in the same loop which cannot be done with the hardware renderer.
2020-03-29 14:01:46 +02:00
Christoph Oelckers
7533fbaa8e - fixed: special 2D palettes do not have brightmaps so any such texture must be completely excluded from being checked. 2020-02-26 18:10:06 +01:00
Christoph Oelckers
6282062492 - fixed brightmaps.
They are no longer run through the texture postprocessor and the shader now applies them correctly.
2020-02-18 20:43:16 +01:00
Christoph Oelckers
286d53d3bf - added the missing handling for the basepal tinting. 2020-02-11 20:55:47 +01:00
Christoph Oelckers
c53d9cfc3a - reworked voxel texture generation to use the backend's palette manager.
The original code was not able to handle changing palettes and only worked if each palette change resulted in a full texture flush - which Raze does not perform.
2020-02-09 20:14:26 +01:00
Christoph Oelckers
215cb14401 - use a non-0 depth bias for sprites.
Hopefully this helps fixing the z-fighting issue with wall sprites in some Blood maps.
2020-02-06 18:44:06 +01:00
Christoph Oelckers
dbc958baeb - fixed swapped color channels in the tinting part of the shader. 2020-02-05 20:02:50 +01:00