Commit graph

18 commits

Author SHA1 Message Date
Jonathan Russell
ea81ab4097 - added Screen.DrawThickLine for drawing lines with thickness 2018-08-30 19:21:57 +02:00
Christoph Oelckers
1294f3df64 - replaced the procedural backdrop texture with some warped noise texture.
This was done because the backdrop as implemented was the only texture in the entire game that had to be deleted and recreated each frame.
However, with Vulkan this would have necessitated quite a bit of synchronization with the render pipeline which wasn't really feasible just for this one single texture.
Now the texture manager can assume that once a texture was created it will be immutable and never has to change.
2018-07-15 00:00:00 +02:00
Christoph Oelckers
7a692b1557 - added DTA_LegacyRenderStyle so that STYLE_* constants can be passed directly to the Draw functions.
- fixed the optional parameter in Shape2D.Clear.
2018-07-14 22:58:24 +02:00
Christoph Oelckers
124fe63d00 Merge branch 'master' into modern 2018-07-14 10:24:41 +02:00
Marisa Kirisame
2d0fb4ed2e Adds 2D shape (triangle array) drawer, usable from ZScript. Handles most drawtexture parameters excluding those related to scaling, at the moment. 2018-07-13 20:24:06 +02:00
Christoph Oelckers
4937848123 - refactoring of fixed colormap stuff to have it better organized and to reduce the number of uniforms in the main shader.
This removes 3 uniforms, consisting of 9 floats. Those were merged into other values that never get used at the same time.
It also moves the costly setup of the fixed colormap out of the render state into the 2D processing code.
Since 3D forces use of render buffers now, it is no longer necessary to draw the entire scene with the colormap active, meaning it can be handled more efficiently.
2018-06-16 22:40:44 +02:00
Christoph Oelckers
decea97a34 - use a linear light ramp on the textured automap for light modes 0 and 1. 2018-06-02 12:34:21 +02:00
Christoph Oelckers
35596dbbc4 - brighten the textured automap when in the hardware renderer with light modes 0, 1 and 4. 2018-04-15 08:53:38 +02:00
Christoph Oelckers
211a7f2569 - made the screen blend work for the software renderer.
It may use the same calculations as the hardware renderer but must use the 2D drawer for display.
It should be investigated if the hardware renderer can do this as well.
2018-04-07 10:53:20 +02:00
Christoph Oelckers
b34d7f9e08 - added a software scene drawer to the GL renderer.
It still looks like shit and only works on the modern render path but at least the basics are working.
2018-04-07 10:20:59 +02:00
Christoph Oelckers
832df6d43a - implemented desaturation for the legacy GL renderer's 2D.
A lot of work that's only needed to be able to use the hardware renderer's 2D code with the software renderer.
2018-03-30 18:14:42 +02:00
Christoph Oelckers
811d96e07e D3D 2D code refactored but not tested yet. 2018-03-29 23:21:25 +02:00
Christoph Oelckers
a40e085a46 - 2D drawer implementation complete for hardware renderer.
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
Christoph Oelckers
077df87704 - 2D code works in GL legacy mode.
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
b194f2c466 - game starts, but no 2D visible yet. 2018-03-28 22:04:28 +02:00
Christoph Oelckers
25999c1c6a - looks like the 2D drawer sources did not get committed...
- This also adds the missing draw modes to the GLSL shader.
2018-03-28 19:07:43 +02:00