Vitaly Novichkov
74c5bab075
Attempt to fix a blank banks list of ADLMIDI
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That happen because of silly dependency on soundfonts list which is totally unneeded to ADLMIDI as it uses embedded banks or external banks in a different format.
https://forum.zdoom.org/viewtopic.php?f=104&t=59997&p=1047184
2018-03-29 23:39:15 -04:00
Christoph Oelckers
811d96e07e
D3D 2D code refactored but not tested yet.
2018-03-29 23:21:25 +02:00
alexey.lysiuk
b952653303
Set more suitable limit for sound velocity validation
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https://forum.zdoom.org/viewtopic.php?t=59979
2018-03-29 17:37:36 +03:00
Christoph Oelckers
a40e085a46
- 2D drawer implementation complete for hardware renderer.
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This also replaces DTA_ColormapStyle with proper implementations of its components. As implemented it was a very awkward mixture of various effects that already existed in a separate form. As a result of its implementation it required additional but completely redundant shader support which could be removed now. As a side effect of this change a new DTA_Desaturate option was added.
2018-03-29 16:21:21 +02:00
alexey.lysiuk
cbad9ac219
Fixed crash when event handler class isn't derived from StaticEventHandler
2018-03-29 16:41:29 +03:00
Christoph Oelckers
9feccac8cd
Merge pull request #452 from Wohlstand/master
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ADLMIDI: Update the DMXOPL3 bank by Sneakernets and minor changes
2018-03-29 13:22:31 +02:00
Christoph Oelckers
077df87704
- 2D code works in GL legacy mode.
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Not tested yet with shaders.
2018-03-29 11:58:28 +02:00
Christoph Oelckers
0ff1426b23
- fixed: The index info for the 2D lists was not set.
2018-03-29 07:55:35 +02:00
Christoph Oelckers
fa6ba84094
- fixed untextured vertex order and removed some test code.
2018-03-29 00:38:31 +02:00
Christoph Oelckers
a253b15334
- more fixes.
2018-03-28 23:57:50 +02:00
Christoph Oelckers
3ca3193379
- fixed a few things, but still not working.
2018-03-28 23:42:06 +02:00
Christoph Oelckers
b194f2c466
- game starts, but no 2D visible yet.
2018-03-28 22:04:28 +02:00
Christoph Oelckers
70b6754299
- implemented the 2D drawer for the hardware renderer. Not tested yet.
2018-03-28 21:38:00 +02:00
Wohlstand
2d79d187d5
OPNMIDI: Remove std:: from all snprintf calls
2018-03-28 20:37:55 +03:00
Wohlstand
9c1cf72175
Merge branch 'master' of git@github.com:Wohlstand/gzdoom.git
2018-03-28 20:36:16 +03:00
Wohlstand
6a497a0b92
ADLMIDI: Update latest update of DMXOPL3 bank by @sneakernets
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And a small polishing of bank names to keep the informative, but much shorter
2018-03-28 20:34:28 +03:00
Wohlstand
99e24efc2c
ADLMIDI: Remove std:: from all snprintf-s
2018-03-28 20:33:02 +03:00
Christoph Oelckers
25999c1c6a
- looks like the 2D drawer sources did not get committed...
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- This also adds the missing draw modes to the GLSL shader.
2018-03-28 19:07:43 +02:00
Christoph Oelckers
16480a3f4b
- it compiles again.
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This won't work, though, because no backend for the new 2D code exists yet.
2018-03-28 16:40:09 +02:00
alexey.lysiuk
fdd93d704d
Merged list of video modes for Cocoa and SDL backends
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https://forum.zdoom.org/viewtopic.php?t=59990
2018-03-28 15:12:07 +03:00
Vitaly Novichkov
6278c8fb81
Merge branch 'master' of git@github.com:coelckers/gzdoom.git
2018-03-27 23:44:58 +03:00
Christoph Oelckers
33289ade49
- renamed the 2D drawer in the GL renderer so that the same name can be used for the device-independent replacement.
2018-03-27 21:44:58 +02:00
Christoph Oelckers
29ad081368
- removed remaining DirectDraw code and a few other things that are no longer being used.
2018-03-27 21:04:01 +02:00
Christoph Oelckers
2ed744963c
- Changed frame buffer locking mechanism so that the only place where a lock is needed is when the software renderer wants to access the render buffer, which is precisely for the duration of the RenderView function.
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No more locking insanity! :)
There are no locking counters or other saveguards here that would complicate the implementation because there's precisely two places where this buffer must be locked - the RenderView functions of the regular and poly SW renderer which cannot be called recursively.
2018-03-27 20:02:44 +02:00
Christoph Oelckers
0c3635e22c
- removed vid_hw2d CVar.
2018-03-27 17:58:25 +02:00
Christoph Oelckers
62f073ef60
- removed Accel2D variable and a little bit of locking cruft.
2018-03-27 17:13:10 +02:00
Christoph Oelckers
cff5f0e3c7
- removed DFrameBuffer's locking mechanism.
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In its current form this is quite useless. What's really needed is to require a lock on the RenderBuffer for the 3D scene, but since this is not needed for the 2D stuff anymore it can be done far simpler.
2018-03-27 16:48:33 +02:00
Christoph Oelckers
c06ad5c59c
- separated DFrameBuffer from DCanvas.
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This was a bad idea from the start and really only made sense with DirectDraw.
These days a FrameBuffer represents an abstract hardware canvas that shares nothing with a software canvas so having these classes linked together makes things needlessly complicated.
The software render buffer is now a canvas object owned by the FrameBuffer.
Note that this commit deactivates a few things in the software renderer, but from the looks of it none of those will be needed anymore if we set OpenGL 2 as minimum target.
2018-03-27 14:14:46 +02:00
Christoph Oelckers
bb9283a9af
- work on separating DFrameBuffer from DCanvas.
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2D works in D3D backend, but 3D crashes because not all pointers have been rerouted yet.
2018-03-27 13:50:31 +02:00
Christoph Oelckers
377aa95e34
- removed empty header.
2018-03-27 12:01:15 +02:00
Christoph Oelckers
e0f1abdf81
- removed SDLFB and cleaned things up a bit.
2018-03-27 11:59:43 +02:00
Christoph Oelckers
1a28644d83
- cleaned out unused stuff from DCanvas.
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- removed CocoaFrameBuffer because it is a software fallback which is no longer supported.
2018-03-27 11:25:06 +02:00
Christoph Oelckers
ba799aebbd
- moved locking logic from DCanvas to DFrameBuffer.
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The software canvases used for rendering camera textures and save pictures in the software renderer do not need this.
2018-03-27 11:12:13 +02:00
Christoph Oelckers
dd491d6558
- removed support for paletted Windows display modes.
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This was only relevant for DirectDraw which has been removed.
2018-03-27 10:41:38 +02:00
Christoph Oelckers
ded21cba8e
- moved more code from DCanvas to DFrameBuffer.
2018-03-27 10:34:21 +02:00
Vitaly Novichkov
38156b9243
ADL&OPL: Added a fallback for a blank instruments in GS/XG banks
2018-03-27 07:36:07 +02:00
Vitaly Novichkov
934441f9a2
ADL&OPL: Added a fallback for a blank instruments in GS/XG banks
2018-03-27 03:21:32 +03:00
Vitaly Novichkov
7296f8c018
Merge branch 'master' of git@github.com:coelckers/gzdoom.git
2018-03-27 03:17:20 +03:00
Christoph Oelckers
d650e37497
- stripped out the entire software 2D renderer and moved all 2D drawing functions to DFrameBuffer so that they cannot be used with software DSimpleCanvas anymore.
2018-03-26 23:16:27 +02:00
Christoph Oelckers
e0039179cb
- merge error fixed.
2018-03-26 22:11:13 +02:00
Christoph Oelckers
a350c43c87
. removed the texture atlases from the OpenGLSWFrameBuffer.
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# Conflicts:
# src/gl/system/gl_swframebuffer.cpp
2018-03-26 22:05:45 +02:00
Christoph Oelckers
41a0e6af4a
- removed the D3D texture atlas implementation.
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This is a necessary first step for simplifying the texture handling in order to refactor it.
# Conflicts:
# src/gl/system/gl_swframebuffer.cpp
# src/textures/textures.h
# src/win32/fb_d3d9.cpp
2018-03-26 22:05:35 +02:00
Christoph Oelckers
d9f6546c16
- removed Shader Model 1.4 support.
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The only hardware ever to support this is ATI's R200 which has been deprecated by ATI before Vista got released, and is no longer a relevant target.
2018-03-26 22:03:33 +02:00
Christoph Oelckers
40bbe5cd8a
- removed DirectDraw backend.
2018-03-26 22:03:32 +02:00
Marisa Kirisame
19b701728d
Typo fix in linetrace flags checking.
2018-03-26 22:00:17 +02:00
Christoph Oelckers
3c3c2f03e8
The missing parts of last commit.
2018-03-26 20:44:25 +02:00
Christoph Oelckers
7c333b1fd1
- changed the default settings for fluid_patchset, timidity_config and midi_config to point to the default sound font.
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wildmidi_config has not been changed because it cannot read .sf2 files.
2018-03-26 20:43:44 +02:00
Christoph Oelckers
d166ab95a9
Revert "- fixed: 3D floor that extend into the real sector's floor were not clipped properly."
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This reverts commit a33ad3c99e
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Turns out that this breaks legitimate maps. So I'd rather let that one broken map glitch than the good ones.
2018-03-26 19:44:41 +02:00
Christoph Oelckers
f8019637cf
- fixed: FBuildTexture::CopyTrueColorPixels returned incorrect transparency information
2018-03-26 11:46:33 +02:00
Magnus Norddahl
4ffa344f7d
- Fix black pixels when subtractive lights are in range for PBR materials
2018-03-26 00:01:52 +02:00