Commit graph

105 commits

Author SHA1 Message Date
Christoph Oelckers
db7527fa43 - fix sky palette in Polymost mode. 2021-04-22 22:03:16 +02:00
Christoph Oelckers
8c5a9c23c3 - tileimportfromtexture and copytile. 2021-04-20 20:04:44 +02:00
Christoph Oelckers
82194bbf6b Merge branch 'master' into newrenderer
# Conflicts:
#	source/games/exhumed/src/2d.cpp
2021-04-17 13:22:30 +02:00
Christoph Oelckers
cd58b1d055 - made the tile size getters a bit more robust.
They should not crash on invalid sprites.
2021-04-17 12:40:23 +02:00
Christoph Oelckers
9a58299bee Merge branch 'master' into newrenderer2 2021-04-14 22:37:59 +02:00
Christoph Oelckers
bc007d75de - make map art work. 2021-04-14 14:16:09 +02:00
Christoph Oelckers
3cc05e5532 - fixed handling of single-tile skies with palette translation. 2021-04-12 16:00:00 +02:00
Christoph Oelckers
4d29cd2df2 - I shouldn't have used WT's skies as reference - they got front and back faces swapped. 2021-04-08 13:54:58 +02:00
Christoph Oelckers
38ecfc8fa5 - added handling for cubemapped skyboxes. 2021-04-08 12:47:31 +02:00
Christoph Oelckers
d193e199f1 - reorganized hightile offset storage. 2021-04-06 15:55:33 +02:00
Christoph Oelckers
9a46fa7ef0 Merge branch 'master' into newrenderer2 2021-04-05 19:20:56 +02:00
Christoph Oelckers
869433ee2e - fixed invalidation of programmatic textures.
This is only relevant for Vulkan because it stores the descriptor sets with the material, not the hardware texture.
2021-04-05 19:18:57 +02:00
Christoph Oelckers
e30dc82676 - Cleanup of the voxel code.
* moving polymost_voxdraw into polymost.cpp.
* consolidated all remaining voxel code in hw_voxels.cpp. All original Build voxel code is completely gone now, except for polymost_voxdraw, so this got moved out of the build/ folder.
* integrate Blood's voxel init code into the main function.
* some further cleanup was allowed as a result of this, so engineInit is gone now because these parts can now be done outside the games' app_init functions.
2021-04-05 18:05:43 +02:00
Christoph Oelckers
8e31c34b06 - fixed tileImportFromTexture.
* the parser read numbers with leading zeros as octal, which is not wanted here
* texture lookup by file name must be forced for root directory entries.
2021-04-04 21:02:04 +02:00
Christoph Oelckers
8055ff1d86 - fixed tileImportFromTexture.
* the parser read numbers with leading zeros as octal, which is not wanted here
* texture lookup by file name must be forced for root directory entries.
2021-04-04 21:00:41 +02:00
Christoph Oelckers
4647a0b2bc - fixed cases of small textures being used for the sky.
Case in Point: DukeDC uses a 64x64 texture with palette remap for the sky.
2021-03-29 23:25:43 +02:00
Christoph Oelckers
b7e8815133 - some further lightening of compat.h. 2021-03-24 21:13:36 +01:00
Christoph Oelckers
d28d5a5e1f - use real fog, even in palette emulation mode.
Using the palette to apply fog is just far too broken and cannot be kept in check with all the hacks the Build engine allows.
This only works if all elements on screen use the identity translation lookup which is basically never the case.
Real fog, on the other hand, can easily be applied to everything.
2021-02-27 13:30:52 +01:00
Christoph Oelckers
8ffda1c9d1 - Duke: Calculate the true font height of the numbers for alignment in the Statusbar.
The original tiles are all 15 pixels tall, but depending on the games can vary in their true height, so use CheckRealHeight on them to get their true dimensions.
Fixes #250
2021-02-01 00:09:22 +01:00
Christoph Oelckers
7b72fccfa2 - fixed hires replacement code not to destroy the intended translation in case there is no replacement. 2021-01-29 13:08:26 +01:00
Christoph Oelckers
52ba0461bc - fixed hires lookup for tiles using special palettes.
In these cases the palette needs to be ignored and the base version picked. The proper handling for this case was undefined, working in some cases and not in others.
Fixes #247
2021-01-29 11:48:32 +01:00
Christoph Oelckers
d04013066c - build a composite texture of all the segments for sky rendering to reduce the seams between the single segments. 2020-12-04 22:29:25 +01:00
Christoph Oelckers
169d708547 - removed all remaining uses of tilesiz. 2020-11-23 08:55:02 +01:00
Christoph Oelckers
4aa06ff702 - use a static table for SEQ callbacks.
This ensures that callback indices are consistent. Runtime registration as performed by NBlood has undefined order and will make savegames non-transferrable.
2020-11-21 16:34:32 +01:00
Christoph Oelckers
483e0b6574 - fixed voxel rendering in palette emulation mode.
The recent changes for replacing fonts with hires versions made the paletted handling kick in, although the voxel textures are not suitable for that.
Fixes #178
2020-11-12 19:26:16 +01:00
Christoph Oelckers
2ee18b3a11 - fixed voxel rendering. 2020-11-11 20:31:27 +01:00
Christoph Oelckers
85edf38eba - do not grayscale all hires tinting. 2020-11-11 07:57:25 +01:00
Christoph Oelckers
e2b6ebec91 - partially fixed colorization for hires replacements. 2020-11-10 23:59:04 +01:00
Christoph Oelckers
96fbfdcf86 - made hires replacements work for untranslated fonts. 2020-11-10 21:34:49 +01:00
Christoph Oelckers
8ac6a4d321 - removed redundant declaration of PickTexture. 2020-11-10 20:30:37 +01:00
Christoph Oelckers
873f4d7c0c - link hires replacements to textures instead of tile numbers.
This is needed to connect them to fonts as well because its glyphs have no tile index.
2020-11-10 20:12:46 +01:00
Christoph Oelckers
ed599d0f05 - moved the hires texture replacement logic into a backend callback.
This way it can be handled transparently to the calling code.
Fonts do not work yet, though.
2020-11-10 16:22:02 +01:00
Christoph Oelckers
601680d08e - moved widthBits and heightBits into engine.
These functions will go away with the rest of the renderer when the time comes, so this is the right place.
2020-11-09 20:56:28 +01:00
Christoph Oelckers
f9ab77f700 - create named texture copies for 'tilefromtexture' replacements.
We want to be able later to find them in the texture manager again.
2020-10-10 16:52:04 +02:00
Christoph Oelckers
a953404331 - SW's text menus done.
This also copies the Build texture animation info into the texture manager so that the 2D code can access it through existing interfaces.
2020-10-07 23:22:29 +02:00
Christoph Oelckers
d22bdf9dc7 - use an alias for the menu bar texture in Blood.
Direct tile access has been disabled for now, hopefully this can be buried deep in the engine for all eternity.
2020-10-06 20:05:51 +02:00
Christoph Oelckers
3dbb8cbb11 - safety commit 2020-10-05 21:47:53 +02:00
Christoph Oelckers
4c2ff2950a - for Duke/RR, when not using English force use of the regular text font for drawing the map label on the automap.
This essentially removes the tiny font which is simply too small to ever be able to receive a proper international extension from the equation for localization because the level name display was the only remaining relevant content using this font.
The only other screen where this font is still being used to draw text requiring translated content is the multiplayer summary which will have to be redesigned anyway if multiplayer becomes functional again.
2020-09-29 21:47:32 +02:00
Christoph Oelckers
3210dd5782 - fixed the noisiest value truncation warnings after shortly re-enabling them in the compiler, plus a few places where the warning pointed to incorrect code. 2020-09-26 11:59:24 +02:00
Christoph Oelckers
3344e73fed - fixed some crashes in the .def parser and texture initialization code. 2020-09-25 20:51:02 +02:00
Christoph Oelckers
5a76dce5f8 - reinstated setuptile.
Apparently this is needed by some hires packs to fudge the sprite offsets.
Fortunately, setting sprite offsets is the only thing this was ever used for so it's relatively uninvasive.
2020-09-23 18:18:22 +02:00
Christoph Oelckers
5c777eeb38 - moved implementation of 'animtilerange' into buildtiles.cpp. 2020-09-16 19:13:05 +02:00
Christoph Oelckers
616838dd0a - little bit of cleanup on tileImport. 2020-09-16 19:13:05 +02:00
Christoph Oelckers
2c3041081d - remove indirection in picanm access. 2020-09-15 21:17:08 +02:00
Christoph Oelckers
d1293da8dc - connecting the dots for Blood's special tile features. 2020-09-15 01:27:24 +02:00
Christoph Oelckers
bc5d3eea88 - split the worker part for tileImportTexture out of the parser. 2020-09-15 01:21:17 +02:00
Christoph Oelckers
0e58203d92 - fixed rintersect and removed some unused bits from engine.cpp. 2020-09-13 20:15:46 +02:00
Christoph Oelckers
59eb923c11 - fixed replacement of hires textures.
Fixes #107
2020-09-10 20:52:40 +02:00
Christoph Oelckers
83eba019b8 - added support for Megaton's widescreen assets.
Fixes #386
2020-09-10 00:05:10 +02:00
Christoph Oelckers
e5612b82c7 - fixed: The tile manager created its backup arrays before loading .def files.
This could let such textures disappear with the new main loop.
2020-09-02 00:36:49 +02:00