Commit Graph

8637 Commits

Author SHA1 Message Date
terminx 4c4ffa80b4 Use tabledivide64() in timerUpdate()
git-svn-id: https://svn.eduke32.com/eduke32@8136 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 07:48:02 +02:00
terminx b298ed19ff Ugh, apparently we rely on this for FURY
git-svn-id: https://svn.eduke32.com/eduke32@8135 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 07:48:01 +02:00
Christoph Oelckers 85d377647a - tweaked the fade ramp a bit.
For Duke Nukem and its direct offspring (Nam, WW2GI and Redneck Rampage) the ramp is not a linear fade from 0 to 1, it needs to be a little darker than that.
Unfortunately the proper factor needed here must be set manually, this cannot really be calculated from the lookup tables.
2019-10-20 01:14:48 +02:00
Christoph Oelckers 9437387b4a - fixed handling of FogDisabled flag 2019-10-20 00:45:47 +02:00
Christoph Oelckers abaa1d19ee - fixed some bad setup in SetTextureInternal. 2019-10-20 00:31:27 +02:00
Christoph Oelckers 2162ce1f26 - disabled the Redneck Rampage load progress indicator because it only prolongs the precaching time by waiting for the screen to be refreshed. 2019-10-19 23:19:45 +02:00
Christoph Oelckers bb4a19cf3a - added a few more texture formats to FHardwareTexture.
For brightmaps we do not need full RGBA8 data with mipmaps - RGBA2 without mipmaps is fully sufficient here and will save a lot of video memory.
2019-10-19 23:14:36 +02:00
Christoph Oelckers 7d2f61db2e - converted all boolean parameters of the shader into a single flag word.
- discarded the idea of transient palettes because the maintenance here stood in no relation to the savingd.
2019-10-19 22:46:37 +02:00
Christoph Oelckers 17816b0f63 - fixed compilation for NBlood update. 2019-10-19 20:48:59 +02:00
nukeykt 098740155b Use screentext in DrawStatNumber 2019-10-19 20:33:52 +02:00
nukeykt 182d5d2eb5 Use screentext in viewDrawText 2019-10-19 20:33:50 +02:00
nukeykt 90dc59749d Import screentext from eduke32
# Conflicts:
#	platform/Windows/nblood.vcxproj
#	platform/Windows/nblood.vcxproj.filters
2019-10-19 20:33:49 +02:00
Christoph Oelckers 9da7bb3f16 - deleted some unused files. 2019-10-19 20:30:08 +02:00
Christoph Oelckers 6f4ca480b5 - sky clamping may only be done in Blood for now.
This needs a better solution.
2019-10-19 20:25:58 +02:00
Christoph Oelckers 5fa879d5d1 - use texture clamping for skies, because these textures do not always wrap. 2019-10-19 19:29:59 +02:00
Christoph Oelckers 39e32d560c - fixed progdir setup. 2019-10-19 19:22:23 +02:00
Christoph Oelckers d4fc13fba5 - cleaned up the sampler manager's content names and added the missing types to allow easier switching between indexed (no filtering) and non-indexed (filter as per user option). 2019-10-19 19:10:09 +02:00
Christoph Oelckers 2152780806 - added some hackery to render voxels properly again.
Something about their data preparation is not right, their depth looks totally off and causes fog to become to dense.
One more reason to reconstruct the renderer in a sane fashion.
2019-10-19 18:14:13 +02:00
Christoph Oelckers e2f9e12efb - implemented shade level based depth fading for the true color renderer. 2019-10-19 16:35:06 +02:00
Christoph Oelckers cd7bbe35a8 - removed all legacy fog code. 2019-10-19 15:52:46 +02:00
Christoph Oelckers 2ef89abe08 - reworked palookupinfo output. 2019-10-19 13:27:09 +02:00
Christoph Oelckers 4a9f0248d7 - removed the texture ID cache.
Although this initially helped, it was only because it partially covered up the issues from the real problem which was using the sampler properties of the texture offsets.
With that one fixed this cache became pointless.
2019-10-19 10:40:47 +02:00
Christoph Oelckers bc986b8054 - make the engine consistently use BGRA data - the internal palettes were still RGBA, which caused problems down the line.
- increased cache size to 200 MB (Note: The cache really needs to be replaced with something better that can adapt better to a system's RAM size.)
2019-10-19 10:22:02 +02:00
Christoph Oelckers 8b1f2f5fc9 - disabled console lockout option as a modding feature.
No, sorry, but this is something I consider unacceptable!
2019-10-19 00:27:34 +02:00
Christoph Oelckers 4142d3792b - delete BUILDART header if found.
This will otherwise cause problems down the line because these 8 bytes are ignored in the offsets.
2019-10-19 00:26:43 +02:00
Christoph Oelckers c6f973d05f - more palookup information dumping 2019-10-19 00:25:42 +02:00
Christoph Oelckers 00630f728f - fixed voxel rendering.
Still need to move the voxel textures into the texture manager but at least they render properly again.
2019-10-18 22:25:47 +02:00
Christoph Oelckers 00d59459a1 - fixed creation of true color textures and disabled fog in palette mode.
The fog should go away entirely but in palette mode it made everything too dark.
2019-10-18 22:09:19 +02:00
Christoph Oelckers 2ed722f329 - do not draw invalid textures. 2019-10-18 19:29:35 +02:00
Christoph Oelckers 9f357248e5 - fixed crash on shutdown. 2019-10-18 19:11:18 +02:00
Christoph Oelckers dab7c43f7c - fixed all compiler errors.
It mostly works again, but still has a few glitches.
2019-10-18 19:06:57 +02:00
Christoph Oelckers ed415c1fa0 - silenced a few warnings. 2019-10-18 17:55:22 +02:00
Christoph Oelckers 23265ad213 - rework of texture management for models
Voxels yet to do.
This also removes the redundant texture matrix for the glow texture.
2019-10-18 14:04:32 +02:00
Christoph Oelckers 542994cc20 - added lookup for brightmap palettes. 2019-10-18 12:11:53 +02:00
Christoph Oelckers 530a9944f7 - texture loader redone but not tested yet
Models are currently non-functional and need to reroute their texture handling to the global texture manager instead of handling everything themselves.

Voxels also need a bit of work to make their texture management more automated.
2019-10-18 11:37:07 +02:00
Christoph Oelckers c6514949e3 - texture creation WIP. 2019-10-18 00:20:27 +02:00
Christoph Oelckers 3da49ad20a - safety commit: all relevant code for the texturing system has been moved to texcache.cpp. 2019-10-17 21:44:34 +02:00
Christoph Oelckers bef8c9ae76 - hictinting cleanup.
This needs to be moved into the backend, and partially into the shader. So far this only removes the code from the main rendering logic, the final implementation is not done yet.
It had to go because it required the main rendering code to look deep into the texture data which would be a major blocker for refactoring.
2019-10-17 20:29:58 +02:00
Christoph Oelckers 304a906aa7 copy code 2019-10-17 14:21:51 +02:00
Christoph Oelckers 1426ebec20 Moved hightile replacement data into the textures
Not tested yet!
2019-10-17 12:45:25 +02:00
Christoph Oelckers 4f8e0dd936 - cleaned up a few copyright notices and unified licenses 2019-10-17 09:42:11 +02:00
Christoph Oelckers 6d7458fe42 - fixed bad endif() placing in CMake projects 2019-10-17 08:44:01 +02:00
Christoph Oelckers 452cfe385e - Blood's voxel loader override has somehow gotten lost. 2019-10-16 23:57:29 +02:00
Christoph Oelckers eebb396241 - this was missed 2019-10-16 23:11:19 +02:00
Christoph Oelckers 0aa5db7969 - project rework to shorten compile times.
* subprojects fpr game frontends added and unsigned char option put into global flags.
2019-10-16 23:09:02 +02:00
Christoph Oelckers c988165131 - added a temporary workaround for image-based tile replacements.
The texture management is not ready yet to seamlessly handle these textures so for now they always need to be installed as hightile replacements.
2019-10-16 22:02:27 +02:00
Christoph Oelckers 066a76c892 - missed this part. 2019-10-16 21:18:26 +02:00
Christoph Oelckers 4cd2c024fc - fixed crash in texture deinit code and ensure that everything gets deleted. 2019-10-16 21:16:40 +02:00
nukeykt 37322d001d Do not apply zero floorpal on color sectors 2019-10-16 20:40:54 +02:00
nukeykt a94404232b Default target value to -1
# Conflicts:
#	source/blood/src/trig.cpp
2019-10-16 20:40:53 +02:00