Commit Graph

123 Commits

Author SHA1 Message Date
Christoph Oelckers fb985d2503 - more macOS compilation fixes
Still not complete…
2020-01-07 01:11:19 +01:00
Christoph Oelckers 134122335b - first attempt to compile on a Mac
This could have gone better, there's far too many warnings here
2020-01-06 02:41:47 +01:00
Christoph Oelckers 2dc0de5824 - fixed incorrect sampler binding. 2020-01-05 17:37:28 +01:00
Christoph Oelckers 9e7f91b5ac - fixed size of texture arrays.
We need 6 slots, not 5.
2020-01-05 12:56:32 +01:00
Christoph Oelckers 6c6874cb0e - fixed scissoring with out of range coordinates.
Blood's status bar sets such a bogus clipping rectangle.
2020-01-05 10:21:34 +01:00
Christoph Oelckers e84acb7e2f - invalidate the render state after finishing a frame.
Last bound textures in particular may not be valid anymore in the next frame in movie playback.
2020-01-05 09:38:44 +01:00
Christoph Oelckers e61e77fb82 - handle textures in the render state.
This should complete the transition and allow storing the render state in an array so that Polymost can be rewritten to create draw lists instead of actually doing the rendering itself.
2020-01-04 23:58:26 +01:00
Magnus Norddahl 0714155e3a Fix ssao no longer working 2020-01-04 09:54:47 +01:00
Christoph Oelckers d4b32c535a - moved matrices to render state. 2020-01-03 23:38:50 +01:00
Magnus Norddahl 13a7b7d4b2 Hook up gl_ssao 2020-01-03 18:34:43 +01:00
Christoph Oelckers 6ba04e7a09 - fixed voxel rendering in indexed color mode. 2020-01-03 18:30:00 +01:00
Christoph Oelckers f743b22661 - render voxels as triangles instead of quads.
Quads are not available in the core profile which is required to run GL 3.3 on macOS.
2020-01-03 18:09:05 +01:00
Christoph Oelckers ce75832945 - color and depth func moved to render state. 2020-01-03 11:43:44 +01:00
Christoph Oelckers 27ed6cdae5 - viewport and scissor moved to render state. 2020-01-03 10:48:22 +01:00
Christoph Oelckers cfc0ba48cb - moved render style handling to the render state and simplified its storage to use FRenderStyle instead of its components. 2020-01-03 10:48:22 +01:00
Christoph Oelckers 3380420de9 - converted the clear screen commands. 2020-01-02 23:56:35 +01:00
Christoph Oelckers 3608a646e6 - converted the simple state settings into renderstate flags. 2020-01-02 23:34:21 +01:00
Christoph Oelckers 6156e7382a - preparation for moving GL state into the renderstate struct. 2020-01-02 23:15:16 +01:00
Christoph Oelckers afb1d7b885 - changed a few licenses of my own code to something more permissive. 2020-01-02 19:38:47 +01:00
Christoph Oelckers 7ec8368688 - used the wrong formula to calculate shadeDiv. 2020-01-01 11:49:32 +01:00
Christoph Oelckers 3d47652d08 - had a look at Exhumed's shade tables and implemented the necessary adjustments for the 3 with abnormal gradients. 2019-12-31 22:53:03 +01:00
Christoph Oelckers 1890df98f9 - process lines through the 2D drawer. 2019-12-31 19:02:55 +01:00
Christoph Oelckers 964e303dd7 - draw the textures on the automap with the 2D drawer. 2019-12-31 15:05:08 +01:00
Christoph Oelckers 6b431cec2c - fixed: True color texture replacements were set up incorrectly.
They incorrectly set themselves up as their own glow and detail textures.
These layers also weren't disabled for the next texture.
2019-12-30 20:44:37 +01:00
Christoph Oelckers ad24a1ce31 - place weapon sprites in a separate render list.
They need to be drawn in a different pass than the 2D overlay HUD so the backend must have them separately.
2019-12-30 20:16:51 +01:00
Christoph Oelckers 5830e72ab0 - fixed some rotatesprite issues:
* scissor was not applied
* texture coordinates were fetched from the wrong texture, courtesy of using global variables.
2019-12-30 19:37:23 +01:00
Christoph Oelckers 6459f4e532 - refactored rotatesprite to really use the 2D drawer.
Mostly working, except clipping and weapon sprites.
2019-12-30 19:37:23 +01:00
Christoph Oelckers 737bf15ad8 - added GZDoom's postprocessing/presentation code.
Compiles but only draws a black screen. Something must be missing but no idea yet what that might be.
2019-12-28 22:36:47 +01:00
Christoph Oelckers a021b96119 - added the needed parts of GZDoom's render backend to have the postprocessor working.
Not hooked up yet.
2019-12-28 18:20:47 +01:00
Christoph Oelckers 68a3a60d0b - Exhumed menu tweaks - draw a background and caption for the option menus the game originally did not have.
- fixed a crash in the 2D drawer when two consecutively allocated vertex buffers had the same address. Strangely this only occured with Exhumed but not the other games
- fixed Exhumed crashing with sound disabled.
2019-12-26 17:42:45 +01:00
Christoph Oelckers 62e9112133 - renamed the internal resource directory to "engine" and routed most literal mentions of the engine name through version.h
All this comes from a time when I didn't use version.h so it's better to do it the same way as GZDoom to allow easy renaming of the engine.
2019-12-26 14:04:53 +01:00
Christoph Oelckers 120a985b98 - disable palette transparency for color 255 when running an animation.
There's several intro cutscenes using the full palette and for these the color must not be nulled as it should for in-game textures.
2019-12-25 14:13:15 +01:00
Christoph Oelckers 3b98635170 - removed all remaining references to SDL. The Windows version is now fully native. 2019-12-23 20:03:03 +01:00
Christoph Oelckers 62ecedf1f8 - got it to the point where it can render to the GL surface from the native backend. 2019-12-23 19:37:40 +01:00
Christoph Oelckers a1f7f0cc30 - added the GL framebuffer class.
Everything compiles again but obviously no init code will run for now.
2019-12-23 15:40:17 +01:00
Christoph Oelckers 30cbcb54b1 - renamed the remaining file system access wrappers in cache1d.h 2019-12-07 10:31:27 +01:00
Christoph Oelckers 749eda32c5 - moved kopenfilereader into the FileSystem class. 2019-12-07 10:14:51 +01:00
Christoph Oelckers 1cfe5be130 - fixed creation of true color textures.
The palette check was not correct so they ended up empty and caused other problems down the line.
2019-12-01 21:43:54 +01:00
Christoph Oelckers 1f1e39fac0 - consolidation of texts for episode and skill menus
So far without localization capability - the engine cannot handle it yet.
2019-11-25 00:02:00 +01:00
Christoph Oelckers b3b5ac440a - fixed Blood fullscreen tinting.
The lookup table for blend equations was missing one entry at the start. No idea why this became apparent only now.
2019-11-24 19:07:23 +01:00
Christoph Oelckers ceb07280cf - more work on the menu.
Duke Nukem's menu title is getting rendered.
2019-11-22 22:52:11 +01:00
Christoph Oelckers 2740913c60 - added a redirection hack for rotatesprite so that it can be transitionally used in the 2D drawer. 2019-11-21 19:30:27 +01:00
Christoph Oelckers dc60c7f72e - fixed use of brightmaps.
Due to the blending they are essentially inactive on translucent content and Duke Nukem heavily abuses this.
2019-11-15 20:51:02 +01:00
Christoph Oelckers 022c074ece - fixed brightmaps again - hopefully for real this time.
The lighting model being used here is not really good for implementing render effect.
2019-11-11 23:54:09 +01:00
Christoph Oelckers 3be9deb070 - removed the different shadeDiv for Ion Fury.
This isn't necessary and was apparently caused by a bug that got fixed in the mean time.
2019-11-11 23:24:31 +01:00
Christoph Oelckers 79561ace09 - use the precalculated or script-specified fade colors, if present. 2019-11-10 21:11:17 +01:00
Christoph Oelckers 5fc81d1bd4 - made brightmaps operational.
The logic is not yet optimal but at least it works.
2019-11-10 19:42:26 +01:00
Christoph Oelckers 21ac5e87b5 - added blend table translucency estimation instead of using a lame default.
- draw fullscreen blends below the console.
- moved all mouse event processing out of the SDL backend to D_PostEvent.
- removed all remaining code for dealing with mouse buttons directly.
2019-11-10 15:15:14 +01:00
Christoph Oelckers 87acd7fef6 - fixed blend mode for the 2D drawer. 2019-11-10 12:12:15 +01:00
Christoph Oelckers 55018aae7e - fixed mouse scaling 2019-11-10 11:59:22 +01:00