Commit graph

47 commits

Author SHA1 Message Date
Christoph Oelckers
5f02b92cd0 - font system overhaul.
This eliminates nearly all palette dependencies, most importantly font translation will now be done on True Color data, making translations on True Color font less destructive.
2021-05-24 21:28:21 +02:00
Christoph Oelckers
52554dc32c - Backend update fron Raze, mainly new script exports and extensions. 2021-05-03 14:13:03 +02:00
Rachael Alexanderson
153968dc7c - change vid_allowtrueultrawide - -1 allows for any arbitrary ratio for hud aspects, 0 changed to old behavior (max 16:9), 1 changed to old behavior except at 21:9, 1 is now the default.
- `vid_allowtrueultrawide` is now placed in game-specific config, instead of global.
2021-05-02 01:25:21 -04:00
Christoph Oelckers
ba146ed5e5 - Backend update from Raze 2021-04-19 12:58:35 +02:00
Gutawer
73dc528112
- fix some crashes in the Shape2D VBO code due to unsound pointer usage (#1318) 2021-02-25 10:49:41 -05:00
Christoph Oelckers
c9ed4293f7 - backend update from Raze. 2021-02-12 14:40:34 +01:00
Gutawer
aad50cb218 - fix alpha (and other parameter properties) not reuploading the buffer on Shape2D 2021-02-06 06:49:20 -05:00
Rachael Alexanderson
ad66063354 - oops this was not supposed to be in master
Revert "- failed attempt at automap line thickness"

This reverts commit 9651dd3a48.
2021-01-31 06:24:43 -05:00
Rachael Alexanderson
9651dd3a48 - failed attempt at automap line thickness 2021-01-29 22:52:28 -05:00
Rachael Alexanderson
c783b9dce9 - 21:9 improvements
- vid_aspect is now set to change to 21:9's ACTUAL aspect - 64:27
- screen elements now scale to 64:27 properly. to restore classic behavior, set cvar `vid_allowtrueultrawide` to false
2021-01-17 11:41:36 -05:00
Gutawer
276cdde112
Modify Shape2D so that it manages its own vertex buffer rather than using the draw list (#1249)
* - modify Shape2D so that it manages its own vertex buffer

* - fix the last commit failing on Shape2Ds that were modified after AddShape was called

* - make buffers an array of F2DVertexBuffers instead of an array of pointers

* - fix AddShape with the same VBO but different transformation crashing the game

* - formatting fixes
2021-01-02 07:41:32 -05:00
Christoph Oelckers
9925cc380e - backend update from Raze. 2020-11-23 15:45:33 +01:00
Christoph Oelckers
196d3c32bb - moved the drawing utilities to the abstact base statusbar function. 2020-10-31 12:24:13 +01:00
Christoph Oelckers
964417947f - use the border flat as console fallback instead of the title pic.
This tends to work a lot better because it has far lower contrast.
2020-10-25 14:37:29 +01:00
Christoph Oelckers
838733af4a - do not use the GetFullscreenRect function as a native scripting function 2020-10-24 21:19:20 +02:00
Christoph Oelckers
e1af278b37 - adapt the bunny scroller to widescreen images.
This only concerns the actual horizontal scroller. The vertical one still needs work and the "The End" screen only works if the second picture of the scroller is the full widescreen image because this page is done as a regular single image page which does not know anything about widescreen asset replacements.
2020-10-24 15:31:45 +02:00
Christoph Oelckers
54ddb400a5 - fixed fullscreen scaling for narrow aspect ratios. 2020-10-24 12:07:05 +02:00
Christoph Oelckers
74925783aa - default to fullscreen mode 3.
The option still remains for cases where it does not work but the cases where mode 3 causes real problems are rare.
All I could find were a handful of poor intermission pics in some old mods which aren't worth keeping this artificial limitation.
2020-10-24 11:36:50 +02:00
Christoph Oelckers
4deb7593b5 - final update of menu code from Raze. 2020-10-16 22:57:30 +02:00
Christoph Oelckers
881a77b3a1 - backport of menu transition code from Raze. 2020-10-16 22:57:29 +02:00
Christoph Oelckers
62138decfe - use Raze's layout for load and save game menus.
This has a lot less black void on screen.
2020-10-16 22:57:28 +02:00
Christoph Oelckers
b8281f4758 - Backend update from Raze. 2020-10-16 22:57:28 +02:00
Christoph Oelckers
756caede51 - fixed misnamed variable and removed restriction for draw pass in GetFullscreenRect. 2020-10-05 18:32:16 +02:00
Christoph Oelckers
f1b0f32786 - add an option to the ListMenu class to draw to a fixed virtual screen size.
This allows proper dimensions in the stock menus and should make menu layout for mods a lot easier because coordinates are more predictable than with the clean factors.
The feature is opt-in for custom content. As long as only stock elements are used, the menu will be able to switch between both on its own, but as soon as custom classes or custom elements are used, the virtual size must be declared explicitly, defaulting to clean scaling.
2020-10-04 15:03:29 +02:00
Christoph Oelckers
96ceb11af0 - various engine updates from Raze.
* removed refreshFreq variable and related code. This only got into the backend because of stupid interpolation code in some of the Build games which has long been removed.
* save FixedBitArrays as base64 in savegames.
* allow indirections in the string table - by prefixing the language string with '$$' the remaining text is interpreted as another string label to resolve.
* constexpr in palette code, also replacing #defines with enums.
2020-09-27 10:17:58 +02:00
Christoph Oelckers
c415518066 - allow drawing fonts with explicit palette translations.
Backported from Raze.
2020-09-27 09:19:12 +02:00
Christoph Oelckers
dbf2d4d7d7 - backported all new scaling and rotation options for the 2D drawer from Raze.
With proper scaling and viewport support, things should become a lot easier now. The 2D drawer now also can rotate content by arbitrary angles.
2020-09-27 09:17:41 +02:00
Christoph Oelckers
9c7bc99201 - use a full ClearScreen when drawing fullscreen images.
This removes the FillBorder function which was only used to clear the border around those images - but due to imprecisions can leave garbage behind.
2020-06-16 00:11:06 +02:00
Christoph Oelckers
5dfe9918d0 - moved some event related code to 'common'. 2020-06-13 20:31:57 +02:00
Christoph Oelckers
3fc0d0d794 - backend changes from Raze, mainly to properly load keyboard presets. 2020-06-07 15:09:10 +02:00
Christoph Oelckers
9f6d244016 - advanced coordinate control for overlays over DTA_Fullscreen images. 2020-06-06 12:51:03 +02:00
Christoph Oelckers
e00f27ddf5 - added limited support for replacing the intermission backgrounds in Doom 1 with widescreen images.
Due to how the placement works here, it is only usable with fullscreenautoaspect mode 3.
2020-06-06 10:19:02 +02:00
Christoph Oelckers
c892fb1ddb - backend sync with Raze
Mostly code reformatting plus license and copyright adjustments
2020-05-26 22:59:50 +02:00
Christoph Oelckers
4881ec257a - don't let CHANF_AUTO hijack other channels.
With CHANF_OVERLAP this isn't needed anymore - any sound started on CHAN_AUTO can actually play on this channel with overlap implicitly allowed.
This has the added advantage that these sounds can be reliably accessed with other function by using CHAN_AUTO.
2020-05-26 22:19:30 +02:00
Rachael Alexanderson
6e3ec96250 - export common formulae to functions instead of copy-pasting them
- screen bevel now enlarges also when screenblocks <= 11

- make intermission and status bar scaling game-specific in the config

- add scaling customization for classic ui flat scaling

- make screen border flat scale up

- inter_classic_scaling now defaults to true
- fixed: last commit I accidentally left hardcoded testing values and did not change them back to check for the texture's original size

- implement cvar 'inter_classic_scaling' to render the intermission flat as if it were 320x200
2020-05-07 04:34:17 -04:00
Christoph Oelckers
3fd4d08004 - fixed startup and font init crashes. 2020-05-04 20:06:54 +02:00
Christoph Oelckers
ddef3f7b98 - made video base code game independent 2020-04-28 22:54:53 +02:00
Christoph Oelckers
f17617706d - moved the scale overrider to v_draw.h. 2020-04-21 21:23:04 +02:00
Christoph Oelckers
0eb68177ca Merge branch 'master' into texture_rework 2020-04-19 18:07:16 +02:00
Christoph Oelckers
db6a284253 - apply aspect ratio compensation for all fullscreen images with a height of 200 and 400, and not just to 320x200 and 640x400. 2020-04-19 13:49:10 +02:00
Christoph Oelckers
9e7094848c - transitioned the 2D drawer to FGameTexture. 2020-04-19 10:57:45 +02:00
Christoph Oelckers
d9928b51a8 - eliminated all cases of calling DrawTexture with an FTexture.
Everything uses FGameTexture now.
2020-04-19 10:57:45 +02:00
Christoph Oelckers
c7db5b932e - switched the entire status bar code to use FGameTexture.
- scale the automap parchment to clean 320x200 dimensions.
2020-04-19 10:57:45 +02:00
Christoph Oelckers
73b4fbe861 - FGameTexture conversion in am_map.cpp 2020-04-19 10:57:44 +02:00
Christoph Oelckers
8381092cce - major shader rework
* handle brightmaps in the main shader instead of keeping separate instances around.
* added detail and glow layers from Raze.
* fixed material setup which could not guarantee that everything was initialized correctly.
* for warped textures, warp all layers. With this brightmaps finally work on warped textures.

Note: Vulkan reports a "device lost" error with this which still needs to be investigated.
2020-04-19 10:57:43 +02:00
Christoph Oelckers
1e40b745d5 - added some things from Raze to allow using the same code in both projects. 2020-04-11 20:20:59 +02:00
Christoph Oelckers
5fe22c70b5 - moved the 2D drawer to 'common'. 2020-04-11 20:20:59 +02:00