Commit graph

865 commits

Author SHA1 Message Date
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
82f6e2edb0 - fixed creation of paletted textures and added some palette debugging aids. 2019-10-07 23:32:38 +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
7713860b63 wip. 2019-10-07 00:14:16 +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
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
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
bedfc262c4 - added a FileReader wrapper for kopen4load.
Needed when transitioning the hightile loader to GZDoom's texture loader.
2019-10-05 17:30:23 +02:00
Christoph Oelckers
f99492d6d5 - removed OpenGL headers from non-backend files. 2019-10-05 13:57:26 +02:00
Christoph Oelckers
3c193bb243 - moved the animvpx shader to the backend code.
This removes the final access to OpenGL from the rest of the source, with the exception of the glFinish call in the swap code.
2019-10-05 13:38:02 +02:00
Christoph Oelckers
0ee80628a2 - moved documentation out of the Source folder and added surface shader sources. 2019-10-05 13:17:26 +02:00
Christoph Oelckers
b83349fe6b - moved the surface shader to the backend and the shader source to the resource file. 2019-10-05 13:09:15 +02:00
Christoph Oelckers
644b07b718 - minor fixes. 2019-10-05 12:39:50 +02:00
Christoph Oelckers
bd4e4834e3 - moved the main shader and its entire uniform maintenance into the backend. 2019-10-05 12:28:08 +02:00
Christoph Oelckers
d058084c10 - added an engine resource file.
Currently this only contains the main Polymost shaders and the resources from nblood.pk3.
The latter cannot be used yet because the Build resource management system is too stubborn to add the newly added file without some changes.
It's better to refactor the entire system instead.
2019-10-04 23:29:00 +02:00
Christoph Oelckers
ae1e090716 - all non-shader related GL calls are gone from the main code base. 2019-10-04 21:13:04 +02:00
Christoph Oelckers
f992aebf33 - two more 2019-10-04 19:17:55 +02:00
Christoph Oelckers
cb80e877ff - refactored fog and depth func setting into GLInterface. 2019-10-04 18:44:16 +02:00
Christoph Oelckers
204abab724 glColor calls refactored. 2019-10-04 18:25:18 +02:00
Christoph Oelckers
96c0c3197c - abstracted away more OpenGL calls, in particular all matrix access. 2019-10-04 18:12:03 +02:00
Christoph Oelckers
1ff8ea6a19 - added matrix class for moving the GL matrix manipulation out of the engine code. 2019-10-04 01:41:57 +02:00
Christoph Oelckers
471f720d95 - consolidated console clear functions. 2019-10-04 01:25:10 +02:00
Christoph Oelckers
ebbe1803bb - made the game selector configurable (It's still Windows only...) 2019-10-04 00:26:13 +02:00
nukeykt
528e7f8320 More meaningful names for build object struct members 2019-09-30 20:31:11 +02:00
nukeykt
61b4fae6e0 Simplify voxel rotation handling
# Conflicts:
#	source/build/include/mdsprite.h
2019-09-30 20:31:09 +02:00
Christoph Oelckers
7fd395b5d7 - removed some legacy demo stuff from RedNukem backend. 2019-09-26 00:19:49 +02:00
nukeykt
c815e1c246 Minor sorting fix 2019-09-25 23:15:45 +02:00
nukeykt
9deb486626 Second attempt to fix polymost sprite sorting issue 2019-09-25 23:15:44 +02:00
Christoph Oelckers
d12563f644 - got rid of klzw and the legacy demo code along with it. 2019-09-25 23:12:29 +02:00
Christoph Oelckers
0261fef4a8 - removed some unused files. 2019-09-25 23:00:10 +02:00
Christoph Oelckers
18b1ca287e - moved the platform specific files out of the Build folder, mainly to get them out of the way. 2019-09-25 22:43:06 +02:00
Christoph Oelckers
cd920299d0 - moved winbits.cpp to the platform folder and cleaned out unused parts. 2019-09-25 22:38:47 +02:00
Christoph Oelckers
ad4527c8be - initialize the GL backend in the proper place.
As long as there are still video mode switches this needs to be in the video mode switching function.
2019-09-23 23:33:59 +02:00
Christoph Oelckers
a5441061e9 - always save the entire config.
It is a major hassle if values cannot be looked up and then change when switching between branches etc.
2019-09-23 21:27:23 +02:00
Christoph Oelckers
330c80246e - added ZDoom's FArgs class for easier command line checking. 2019-09-23 19:29:25 +02:00
Christoph Oelckers
37907ddd06 - startup hacks.
Unfortunately nothing of this can be fixed before the resource management has been refactored from the ground up. Sp for now this ugliness needs to suffice.
2019-09-23 18:17:36 +02:00
nukeykt
895fb719d9 blooddemohack -> enginecompatibility_mode 2019-09-23 01:30:07 +02:00
Christoph Oelckers
527d99008b - fixed the setup.
Renamed all elements still referring to zdoom.
removed the frontend specific resource data.
fixed startup dialog to accept ANSI date despite building as Unicode. This needed a bit of hackery because the macros in windowsx.h are not character set sensitive.
2019-09-23 01:28:18 +02:00
Christoph Oelckers
2cbe211e7c - transitioned project to CMake and deleted most of the old build system.
The EDuke32 and RedNukem frontends are working, Blood isn't yet.

Notes:

many of the CMake variables and its output still refer to zdoom. Before changing that I wanted to make sure to be able to commit something that works.
support code for Windows XP has been entirely removed. On Windows this will only target Vista and up.
the crc32.h header had to be renamed to deconflict from zlib.
several Windows API calls were changed to call the A-versions directly. Weirdly enough there were places that defined their parameters as T types but in a non-working way.
removed some remaining editor files and support for the native software rendering only Windows backend.
in a few simple cases, replaced 'char' with 'uint8_t'. The code as-is depends on chars being unsigned which is non-portable. This needs to be carefully reviewed.
2019-09-22 23:15:46 +02:00
Christoph Oelckers
0d98e7f256 - put all Blood game code into a namespace. 2019-09-22 08:39:22 +02:00
Christoph Oelckers
2dc051f7cf - put RedNukem game frontend into a namespace. 2019-09-22 00:10:48 +02:00
Christoph Oelckers
401a645ea1 - added a temorary requester to allow choosing the game until the code has been sufficiently refactored to do this in the startup dialog. 2019-09-21 23:45:57 +02:00
Christoph Oelckers
55a879fcc0 - put EDuke frontend source into a namespace.
This commit does not work yet!
2019-09-21 22:53:00 +02:00
Christoph Oelckers
30c47a8511 - include namespace file in all sources as the very first include. 2019-09-21 20:59:54 +02:00
Christoph Oelckers
5050716bc0 - removed most extern "C" from the rest of the code base. 2019-09-21 20:14:34 +02:00
Christoph Oelckers
a2b429ffe0 - removed unused declaration. 2019-09-21 13:16:02 +02:00