Commit Graph

14389 Commits

Author SHA1 Message Date
Vitaly Novichkov 74c5bab075 Attempt to fix a blank banks list of ADLMIDI
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
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.
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
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.
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
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...
- 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.
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
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.
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.
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.
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.
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.
- 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.
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.
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.
# Conflicts:
#	src/gl/system/gl_swframebuffer.cpp
2018-03-26 22:05:45 +02:00
Christoph Oelckers 41a0e6af4a - removed the D3D texture atlas implementation.
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.
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.
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."
This reverts commit a33ad3c99e.

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