Christoph Oelckers
1f1b927b6b
- fixed a few issues.
2019-11-28 20:11:27 +01:00
Christoph Oelckers
115675417a
Merge branch 'master' into powerslave
2019-11-28 17:07:11 +01:00
Christoph Oelckers
4e5f59a373
- Menu WIP
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* implemented single image screens
* implemented skeleton of the image scroller
* added RR-specific definitions to the menus (need to copy and adjust d_menu.cpp)
* added definitions for credits screens.
2019-11-28 01:02:45 +01:00
Christoph Oelckers
2c36e986b9
- fixed most issues with Ion Fury's game startup menus.
2019-11-27 22:41:15 +01:00
Christoph Oelckers
46d1f8517a
- animated transitions are working.
2019-11-26 22:05:52 +01:00
Christoph Oelckers
248c2feba2
- missed one binding definition file.
2019-11-26 21:26:01 +01:00
Christoph Oelckers
1adceb82ef
- consolidation of defbinds definitions.
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Putting all the generic definitions in files used by all games greatly reduces the clutter and chance for errors.
2019-11-26 21:06:43 +01:00
Christoph Oelckers
a74a670c99
-- more work on the menu - episode and skill menus are working in DN3D.
2019-11-25 23:21:51 +01:00
Christoph Oelckers
d73f915c66
- episode menu setup.
2019-11-25 18:41:39 +01:00
Christoph Oelckers
1f1e39fac0
- consolidation of texts for episode and skill menus
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So far without localization capability - the engine cannot handle it yet.
2019-11-25 00:02:00 +01:00
Christoph Oelckers
d7bc013eee
- empty templates for the programmatically generated menus
2019-11-24 23:12:58 +01:00
Christoph Oelckers
42b3d12630
- Ion Fury's main menu now looks correct.
2019-11-24 22:31:27 +01:00
Christoph Oelckers
6e3bd75b1a
- fixed Blood fullscreen tinting.
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The lookup table for blend equations was missing one entry at the start. No idea why this became apparent only now.
2019-11-24 21:21:31 +01:00
Christoph Oelckers
57b542671c
- Ion Fury main menu fixes.
2019-11-24 20:40:53 +01:00
Christoph Oelckers
b3b5ac440a
- fixed Blood fullscreen tinting.
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The lookup table for blend equations was missing one entry at the start. No idea why this became apparent only now.
2019-11-24 19:07:23 +01:00
Christoph Oelckers
40772d9f0c
- making more things compile.
2019-11-24 10:03:19 +01:00
Christoph Oelckers
52cfb7fb92
- completely disconnected the old menu from the rest of the game to allow rebuilding the new one.
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Sadly this uncovered a few more places where script events are allowed too broad access to the game state.
2019-11-23 23:05:24 +01:00
Christoph Oelckers
326d0f5f76
- the new menu displays something.
2019-11-23 17:50:36 +01:00
Christoph Oelckers
f2fc3fc2cb
- WIP commit.
2019-11-23 12:38:38 +01:00
Christoph Oelckers
ceb07280cf
- more work on the menu.
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Duke Nukem's menu title is getting rendered.
2019-11-22 22:52:11 +01:00
Christoph Oelckers
5f9b57519a
- hooked up the menu code so that it can receive events.
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Nothing pretty yet but a start is made.
2019-11-21 22:31:46 +01:00
Christoph Oelckers
81ddf22d5d
- added ZDoom's menu system as a base to build a new menu on.
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# Conflicts:
# source/CMakeLists.txt
# source/build/src/engine.cpp
2019-11-21 18:03:09 +01:00
Christoph Oelckers
022c074ece
- fixed brightmaps again - hopefully for real this time.
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The lighting model being used here is not really good for implementing render effect.
2019-11-11 23:54:09 +01:00
Christoph Oelckers
9f9748ede6
- initial ZMusic hookup.
2019-11-10 23:58:51 +01:00
Christoph Oelckers
5fc81d1bd4
- made brightmaps operational.
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The logic is not yet optimal but at least it works.
2019-11-10 19:42:26 +01:00
Christoph Oelckers
cae710bd59
- fixed alpha threshold.
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Not only is this a deprecated feature - it also does not work right when complex lighting is at play, it must be done in the shader to get proper results.
2019-11-10 10:01:31 +01:00
Christoph Oelckers
2997bb6292
- the keybinding menu is finally working.
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Obviously the existing menu implementation from Duke Nukem needs to be tossed out at some point, but at least the functionality is there again.
2019-11-09 22:22:51 +01:00
Christoph Oelckers
2d46827ecc
font
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- Dear ImGUI test.
2019-11-07 20:32:49 +01:00
Christoph Oelckers
b6a3a60251
- console output is functional.
2019-11-06 23:40:10 +01:00
Christoph Oelckers
5d31119a49
- fixed the Shadow Warrior menu, but it doesn't do much good. The game appears to be thoroughly broken.
2019-11-06 19:22:14 +01:00
Christoph Oelckers
f252eaffbc
- fixed font translation setup.
2019-11-06 00:00:33 +01:00
Christoph Oelckers
d943fe036d
- added the ZDoom console and made all needed changes to get it compiled.
2019-11-05 19:57:48 +01:00
Christoph Oelckers
bbf0a73471
- input works again.
2019-11-04 20:29:07 +01:00
Christoph Oelckers
25341c7221
- hook up the buttons.
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This is still just glue code, the Build implementation suffers from poor support for multiple keys bound to a single button so they are due for replacement as soon as input is working again.
2019-11-04 18:17:14 +01:00
Christoph Oelckers
1b65510bc2
- kaybinds updated, including mouse buttons.
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Joysticks not yet done.
2019-11-04 00:05:11 +01:00
Christoph Oelckers
dc9d75685e
- fixed keybind setup.
2019-11-02 20:13:00 +01:00
Christoph Oelckers
4cf62fca77
- do not load subdirectories of the game directory. They cannot contain anything useful because the original assets never used subdirectories.
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- fixed RRRA game flags.
2019-11-02 19:12:01 +01:00
Christoph Oelckers
cfca8060ba
- gutted cache1d. The old file system is gone, excepr for klistpath, which still gets used in a few places.
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- consolidated the 3 identical S_OpenAudio implementations. The replacement code is disabled for the time being because it needs a rewrite. The replacement logic is uses is a bit too volatile.
- removed the old GRP scan code.
2019-11-01 22:17:15 +01:00
Christoph Oelckers
7aa9f53a6b
- added DEF names to internal grpinfo.
2019-11-01 07:38:56 +01:00
Christoph Oelckers
c6753a3fec
- tested and fixed game list loader.
2019-10-31 00:41:56 +01:00
Christoph Oelckers
7f250fc3e8
- WIP on game data search.
2019-10-30 18:09:00 +01:00
Christoph Oelckers
82c844e405
- added GZDoom's resource management classes.
2019-10-28 23:46:15 +01:00
Christoph Oelckers
ef9f50aa12
- extracted all original combat macro texts from the original games.
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Unlike EDuke32 the new config system can handle them per game. Usefulness is another matter, though.
2019-10-27 00:48:07 +02:00
Christoph Oelckers
db1a9a9363
- the config finally get saved.
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Still with a few errors, though.
2019-10-26 20:47:37 +02:00
Christoph Oelckers
1e0d49f947
- game starts again.
2019-10-26 13:16:32 +02:00
Christoph Oelckers
f1cdaf6054
- changed mismatching names in the binding files.
2019-10-26 11:32:39 +02:00
Christoph Oelckers
5abc034540
- added a set of left handed key bindings because neither of the offerings is really good for that.
2019-10-26 09:22:49 +02:00
Christoph Oelckers
47acdae8e6
- moved binding files to subdirectory
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- fixed search/replace error.
2019-10-26 09:05:17 +02:00
Christoph Oelckers
cfaafcede7
- everything compiles again (not tested yet.)
2019-10-26 00:32:49 +02:00
Christoph Oelckers
85d377647a
- tweaked the fade ramp a bit.
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For Duke Nukem and its direct offspring (Nam, WW2GI and Redneck Rampage) the ramp is not a linear fade from 0 to 1, it needs to be a little darker than that.
Unfortunately the proper factor needed here must be set manually, this cannot really be calculated from the lookup tables.
2019-10-20 01:14:48 +02:00
Christoph Oelckers
7d2f61db2e
- converted all boolean parameters of the shader into a single flag word.
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- discarded the idea of transient palettes because the maintenance here stood in no relation to the savingd.
2019-10-19 22:46:37 +02:00
Christoph Oelckers
2152780806
- added some hackery to render voxels properly again.
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Something about their data preparation is not right, their depth looks totally off and causes fog to become to dense.
One more reason to reconstruct the renderer in a sane fashion.
2019-10-19 18:14:13 +02:00
Christoph Oelckers
e2f9e12efb
- implemented shade level based depth fading for the true color renderer.
2019-10-19 16:35:06 +02:00
Christoph Oelckers
cd7bbe35a8
- removed all legacy fog code.
2019-10-19 15:52:46 +02:00
Christoph Oelckers
bc986b8054
- make the engine consistently use BGRA data - the internal palettes were still RGBA, which caused problems down the line.
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- increased cache size to 200 MB (Note: The cache really needs to be replaced with something better that can adapt better to a system's RAM size.)
2019-10-19 10:22:02 +02:00
Christoph Oelckers
00d59459a1
- fixed creation of true color textures and disabled fog in palette mode.
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The fog should go away entirely but in palette mode it made everything too dark.
2019-10-18 22:09:19 +02:00
Christoph Oelckers
23265ad213
- rework of texture management for models
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Voxels yet to do.
This also removes the redundant texture matrix for the glow texture.
2019-10-18 14:04:32 +02:00
Christoph Oelckers
179076c4b1
- set up the texture matrix.
2019-10-10 19:46:46 +02:00
Christoph Oelckers
7131fe6c6e
- use separate textures for the palswap shade tables.
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This creates a lot less mess than one big texture and also allows easier use of texelFetch in the server which is preferable for data textures.
2019-10-08 01:08:08 +02:00
Christoph Oelckers
06e9a60190
- nothing
2019-10-08 00:02:37 +02:00
Christoph Oelckers
971d8c7b8d
- fixed shade interpolation.
2019-10-07 23:32:58 +02:00
Christoph Oelckers
ddc6f70aee
- fixed palette application in shader.
2019-10-07 23:11:59 +02:00
Christoph Oelckers
623511021f
- cleaned up the fragment shader and gave it some workable structure.
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Important note here: branches are not the root of all evil - but mangled unreadable code actually is!
2019-10-06 22:30:27 +02:00
Christoph Oelckers
7185bbad81
- fraqment shader cleanup part one.
2019-10-06 21:23:51 +02:00
Christoph Oelckers
cf30f5560b
- upgraded the polymost fragment shader to GLSL 3.3 as well, removing all legacy features from it.
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The only compatibility mode feature left is the main drawer function using glBegin/glEnd but changing that is not as urgent as the rest.
This also cleans up the fog application and adds the exponential fog mode again that somehow got lost over time.
2019-10-06 12:42:35 +02:00
Christoph Oelckers
3d538b4c8f
- use explicit vertex attributes for everything.
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No more glVertex, glTexCoord or glColor calls anywhere.
2019-10-06 10:46:23 +02:00
Christoph Oelckers
0720ad5fd5
- make all varyings in the polymost shader explicit and declare the surface shader as v3.30 as it already used modern syntax.
2019-10-06 10:29:17 +02:00
Christoph Oelckers
71d132b470
- use explicitly declared matrix uniforms.
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The builtin matrices are no longer available in modern GLSL, preventing an upgrade of the shader.
Also perform better reporting of shader compilation errors.
2019-10-06 10:19:51 +02:00
Christoph Oelckers
8fd8d0858c
- started modernizing the shader.
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This is one unbelievable piece of weird coding based on the 15 year old concept to avoid conditionals at all costs.
As a result the code is totally unreadable and no longer really portable to modern OpenGL.
This has to be done in small pieces.
2019-10-06 10:07:09 +02:00
Christoph Oelckers
93ad83b380
- use GZDoom's texture backend to read hightile textures. (Hightile tinting code moved to the shader but isn't active yet.
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- remove all code for faking gamma correction through palette manipulated images.
2019-10-05 21:59:03 +02:00
Christoph Oelckers
3fb5154dc9
- make it work again.
2019-10-05 14:17:59 +02:00
Christoph Oelckers
3c193bb243
- moved the animvpx shader to the backend code.
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This removes the final access to OpenGL from the rest of the source, with the exception of the glFinish call in the swap code.
2019-10-05 13:38:02 +02:00
Christoph Oelckers
0ee80628a2
- moved documentation out of the Source folder and added surface shader sources.
2019-10-05 13:17:26 +02:00
Christoph Oelckers
644b07b718
- minor fixes.
2019-10-05 12:39:50 +02:00
Christoph Oelckers
d058084c10
- added an engine resource file.
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Currently this only contains the main Polymost shaders and the resources from nblood.pk3.
The latter cannot be used yet because the Build resource management system is too stubborn to add the newly added file without some changes.
It's better to refactor the entire system instead.
2019-10-04 23:29:00 +02:00