Commit Graph

8358 Commits

Author SHA1 Message Date
Christoph Oelckers 179076c4b1 - set up the texture matrix. 2019-10-10 19:46:46 +02:00
Christoph Oelckers 1407c18f8b - cleaned out some remains of the non-indexed render path.
All of this will be redone in the backend.
2019-10-10 19:40:33 +02:00
Christoph Oelckers 46ffea94a4 - cleanup of gloadtile_art. 2019-10-10 19:30:05 +02:00
Christoph Oelckers 34b7759b7e - removed the non-indexed parts of gloadtile_art.
This won't be needed anymore.
2019-10-10 19:25:03 +02:00
Christoph Oelckers c428e367a0 - hotfix for texture filter settings.
This needs to be done differently later to choose the proper clamp setting.
2019-10-10 19:16:27 +02:00
Christoph Oelckers 1fee7a5f01 - cleanup of texture creation code.
There were several mostly pointless options complicating all of this.
2019-10-10 00:07:45 +02:00
Christoph Oelckers eca099681a - hooked up the Shadow Warrior frontend.
It doesn't really work but this way it always gets compiled and linked so that it receives the changes to the backend code.
2019-10-09 20:14:04 +02:00
Christoph Oelckers 0f4abfa4f4 - SW compiles.
This required taking lots of function prototypes out of functions because they won't get a namespace in there.
2019-10-09 19:58:09 +02:00
Christoph Oelckers 70004665fd - added Shadow Warrior files to CMake project - not compiled yet. 2019-10-09 18:09:05 +02:00
nukeykt 1104065b47 Fix RR compiling on other platforms
Patch by NY00123
2019-10-09 17:31:13 +02:00
Christoph Oelckers 50a53bd2b9 - fixed: The precacher should not look for presence of the tile's pixel data.
For hardware rendered precaching this is meaningless.
2019-10-09 00:32:28 +02:00
Christoph Oelckers 9dc0ff08f5 - hotfixed compile error. 2019-10-09 00:26:54 +02:00
Grind Core f5f012ccb9 - Added names for statnums
- Added names for system RX/TX channels
- Detect if map requires new features to work properly via special TX and command
- Effect Gen update

# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/eventq.h
#	source/blood/src/triggers.cpp
#	source/blood/src/triggers.h
2019-10-08 22:27:45 +02:00
Christoph Oelckers ef0fd57367 - small bits of cleanup. 2019-10-08 22:23:48 +02:00
Christoph Oelckers 93f9303c62 - minor reorganization of tiles. 2019-10-08 19:46:39 +02:00
Christoph Oelckers b78b53d75b - deleted unused function. 2019-10-08 18:48:14 +02:00
Christoph Oelckers 48a5dfe9a6 - skip -game in Blood menu 2019-10-08 01:38:01 +02:00
Christoph Oelckers 13115ad217 - another crash in Blood 2019-10-08 01:37:43 +02:00
Christoph Oelckers 50e6d364be - prevent crash on invalid textures. 2019-10-08 01:37:24 +02:00
Christoph Oelckers 7131fe6c6e - use separate textures for the palswap shade tables.
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 82f6e2edb0 - fixed creation of paletted textures and added some palette debugging aids. 2019-10-07 23:32:38 +02:00
Christoph Oelckers ddc6f70aee - fixed palette application in shader. 2019-10-07 23:11:59 +02:00
Christoph Oelckers 16dbb3526a - removed unused code. 2019-10-07 22:11:28 +02:00
Christoph Oelckers dfaa162bb2 - finished the palswap handling in the palette manager. 2019-10-07 22:11:09 +02:00
CommonLoon102 3b463bc38e fix disappearing bodies in coop with respawning monsters (#211) 2019-10-07 17:41:16 +02:00
Christoph Oelckers c050a0c4c8 - changed palswap management to handle the size of full lookup tables. 2019-10-07 00:34:15 +02:00
Christoph Oelckers 620897ecdd fix 2019-10-07 00:14:41 +02:00
Christoph Oelckers 7713860b63 wip. 2019-10-07 00:14:16 +02:00
CommonLoon102 70c4865ba4 Delete keybinding with delete or backspace (#208) 2019-10-07 00:10:04 +02:00
CommonLoon102 320eaae790 Fix F8 (#207) 2019-10-07 00:10:03 +02:00
Grind Core 05a1c94df4 - Changes for Enemy Target Changer
- Debris physics update

# Conflicts:
#	source/blood/src/actor.cpp
2019-10-07 00:09:32 +02:00
Christoph Oelckers 623511021f - cleaned up the fragment shader and gave it some workable structure.
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 734d8b7d1e - moved the palette management into the backend. 2019-10-06 21:15:53 +02:00
Christoph Oelckers b1aaafb973 - abstracted uploadpalswap out of the game code.
This needs special setup on the renderer side that needs to be done in a more controlled fashion.
2019-10-06 19:47:31 +02:00
Christoph Oelckers ef2de97077 - the harmless changes of the failed refactoring of the shader. 2019-10-06 19:32:35 +02:00
Christoph Oelckers e94ed3abf2 - fixed uninitialized bitmap object for texture generation. 2019-10-06 19:19:26 +02:00
Christoph Oelckers cf30f5560b - upgraded the polymost fragment shader to GLSL 3.3 as well, removing all legacy features from it.
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.
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.
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.
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 126f670239 - draft class for in-game textures.
These will abstract away all the gory details so that the using code only sees a single entity to use.
2019-10-06 09:31:36 +02:00
Christoph Oelckers 4a866b0320 - use stb_image to read the image formats supported by kplib but not by GZDoom.
(No, sorry, kplib must go - a utility library like that being utterly dependent on a multitude of global variables is a no-go.)
2019-10-06 08:48:07 +02:00
Christoph Oelckers d1a7c4225d - added a texture class for ART-format hightiles.
This allows to treat them like all other image formats.
2019-10-05 23:44:28 +02:00
Christoph Oelckers 0dfe99356d - stripped most of the image processing code from kplib, because it's not needed anymore - and also not salvageable for any refactoring. 2019-10-05 22:32:32 +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.
- remove all code for faking gamma correction through palette manipulated images.
2019-10-05 21:59:03 +02:00
Christoph Oelckers cd0dabf2ae - this was missing 2019-10-05 19:39:41 +02:00