Commit Graph

43 Commits

Author SHA1 Message Date
Christoph Oelckers bbf0a73471 - input works again. 2019-11-04 20:29:07 +01:00
Christoph Oelckers 25341c7221 - hook up the buttons.
This is still just glue code, the Build implementation suffers from poor support for multiple keys bound to a single button so they are due for replacement as soon as input is working again.
2019-11-04 18:17:14 +01:00
Christoph Oelckers 1b65510bc2 - kaybinds updated, including mouse buttons.
Joysticks not yet done.
2019-11-04 00:05:11 +01:00
Christoph Oelckers dc9d75685e - fixed keybind setup. 2019-11-02 20:13:00 +01:00
Christoph Oelckers 4cf62fca77 - do not load subdirectories of the game directory. They cannot contain anything useful because the original assets never used subdirectories.
- fixed RRRA game flags.
2019-11-02 19:12:01 +01:00
Christoph Oelckers cfca8060ba - gutted cache1d. The old file system is gone, excepr for klistpath, which still gets used in a few places.
- consolidated the 3 identical S_OpenAudio implementations. The replacement code is disabled for the time being because it needs a rewrite. The replacement logic is uses is a bit too volatile.
- removed the old GRP scan code.
2019-11-01 22:17:15 +01:00
Christoph Oelckers 7aa9f53a6b - added DEF names to internal grpinfo. 2019-11-01 07:38:56 +01:00
Christoph Oelckers c6753a3fec - tested and fixed game list loader. 2019-10-31 00:41:56 +01:00
Christoph Oelckers 7f250fc3e8 - WIP on game data search. 2019-10-30 18:09:00 +01:00
Christoph Oelckers 82c844e405 - added GZDoom's resource management classes. 2019-10-28 23:46:15 +01:00
Christoph Oelckers ef9f50aa12 - extracted all original combat macro texts from the original games.
Unlike EDuke32 the new config system can handle them per game. Usefulness is another matter, though.
2019-10-27 00:48:07 +02:00
Christoph Oelckers db1a9a9363 - the config finally get saved.
Still with a few errors, though.
2019-10-26 20:47:37 +02:00
Christoph Oelckers 1e0d49f947 - game starts again. 2019-10-26 13:16:32 +02:00
Christoph Oelckers f1cdaf6054 - changed mismatching names in the binding files. 2019-10-26 11:32:39 +02:00
Christoph Oelckers 5abc034540 - added a set of left handed key bindings because neither of the offerings is really good for that. 2019-10-26 09:22:49 +02:00
Christoph Oelckers 47acdae8e6 - moved binding files to subdirectory
- fixed search/replace error.
2019-10-26 09:05:17 +02:00
Christoph Oelckers cfaafcede7 - everything compiles again (not tested yet.) 2019-10-26 00:32:49 +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 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 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 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 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 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 179076c4b1 - set up the texture matrix. 2019-10-10 19:46:46 +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 ddc6f70aee - fixed palette application in shader. 2019-10-07 23:11:59 +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 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 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 3fb5154dc9 - make it work again. 2019-10-05 14:17:59 +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 644b07b718 - minor fixes. 2019-10-05 12:39:50 +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