Commit graph

8763 commits

Author SHA1 Message Date
Christoph Oelckers
4d83a3c2a5 - moved all code related to texture creation to texache.cpp
Also go directly to the source when trying to determine translucency of a texture.
2019-10-10 23:29:13 +02:00
Christoph Oelckers
c588cd499a - let GLInstance::Draw set the palette indexing mode.
This can be trivially decided based on the texture type, so there's really no need to let the higher level code deal with this.
2019-10-10 23:14:57 +02:00
Christoph Oelckers
36ca38258e - hotfixed the transparency checkers to not create textures from regular tiles.
This caused some broken textures, apparently this gets called when not everything has been set up.
The hightile case will also have to be fixed.
2019-10-10 22:23:20 +02:00
Christoph Oelckers
fbc7e626e9 - removed the fullbright render pass, because this is better set up as a shader option.
- also removed the legacy fog modes because their implementation did not mix well with the texture system - they are also not really useful to begin with.

The last fog mode will most likely also be removed once true color shading is working but that one is less of an issue.
2019-10-10 21:05:10 +02:00
Christoph Oelckers
84b10bdb74 - cleaned up videoUpdatePalette function and removed the hardware texture invalidation from it.
This makes no sense because it'd toss out all the level textures that may still be needed for what probably is only a temporary palette change (like going underwater)
2019-10-10 20:28:41 +02:00
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