Commit Graph

1006 Commits

Author SHA1 Message Date
Christoph Oelckers 30e9eed1b3 - the next CVAR, cl_autoaim 2019-10-22 00:05:21 +02:00
Christoph Oelckers f7b9fb92c1 - added back ZDoom's CVAR code and hooked into the OSD.
This has the distinct advantage, aside from much cleaner coding, that it can interoperate with the gameconfigfile class.
2019-10-21 22:39:26 +02:00
terminx 91dac5c73a I swear, the amount of trivial differences between toolchain setups drives me up the wall sometimes
git-svn-id: https://svn.eduke32.com/eduke32@8247 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-21 19:37:14 +02:00
terminx b2421887a1 Use stat() instead of fopen() to detect existing files when saving screenshots
git-svn-id: https://svn.eduke32.com/eduke32@8246 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-21 19:37:13 +02:00
Christoph Oelckers 72b87e5bd7 - fixed compilation. 2019-10-21 19:36:54 +02:00
Christoph Oelckers 8c7590e161 - refactored most of the remaining calls to kopen4load 2019-10-21 17:16:08 +02:00
Christoph Oelckers 0c4ffdea43 - do not use the cache for loading voxel data
This stuff is software rendering only so should be made optional anyway.

But aside from that it was the last non-sound data, being loaded into the cache.

With this gone the sound cache can be redone as a dedicated object and the atrocious cache1d implementation be tossed out.
2019-10-21 01:17:26 +02:00
Christoph Oelckers 5333f6adc1 - refactored a few more - simple stuff but lots of lines. 2019-10-21 00:13:17 +02:00
Christoph Oelckers d3c2d8e96f - refactored file access in the movie player. 2019-10-20 22:48:21 +02:00
Christoph Oelckers 449a5a4717 - refactoring of palette loader. 2019-10-20 22:26:53 +02:00
Christoph Oelckers 6e7db1b63a - refactored file access in RR frontend's sound code. 2019-10-20 21:56:13 +02:00
terminx 69a3f9e884 Band-aid fix for Duke3d E4L4 map "corruption"
The map isn't necessarily "corrupt", but it has a large water sector with half a dozen different SE7 teleporter sprites in it, of which all but one have destination SE7 sprites that are constantly moving while the matching SE7 in the large sector stays in place. When you teleport, the game code picks one. It doesn't always pick the one that matches.

Yeah, OK, it never picks the one that matches.

The area is a total clusterfuck.

git-svn-id: https://svn.eduke32.com/eduke32@8241 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 21:08:48 +02:00
Christoph Oelckers 2be5727137 - refactored all file reading in the savegame code to the FileReader interface.
In this case a different open function is used because this is normally files on the hard drive and not assets, so being able to have a different setup for finding them is important.
2019-10-20 21:04:55 +02:00
Christoph Oelckers 7cacb7203f - refactored all file access in SW frontend to use the FileReader variant and added a few utilities to avoid opening handles.
Because use of the handle API needs to be eliminated before a functioning resource management can be plugged in here.
2019-10-20 20:08:17 +02:00
Christoph Oelckers 75205ca69c - do not throw exceptions to exit without proper handling. 2019-10-20 11:28:16 +02:00
Christoph Oelckers 489170b12c - fixed compilation again. 2019-10-20 10:52:38 +02:00
terminx ba02bbaf67 Add #pragma once to debugbreak.h and remove it from separate inclusion in a couple of translation units as we're including it directly in compat.h now
git-svn-id: https://svn.eduke32.com/eduke32@8192 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/sdlayer.cpp
#	source/duke3d/src/gamedef.cpp
2019-10-20 10:45:48 +02:00
terminx d7f779eaec Use EXIT_FAILURE and EXIT_SUCCESS from stdlib.h when calling exit()
git-svn-id: https://svn.eduke32.com/eduke32@8190 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/build.cpp
#	source/build/src/polymost.cpp
#	source/build/src/tiles.cpp
#	source/duke3d/src/astub.cpp
2019-10-20 10:45:48 +02:00
Christoph Oelckers 2316957026 - made things compile again after updating enet. Also removed the redundant dumb and game_music_emu libraries which just got imported by accident when using other things from GZDoom.
Note: enet uses 'malloc' and 'free' as field names in a struct - this does not work with any compiler using some sort of heap instrumentation that #defines these names!
This had to be changed to allow MSVC debug builds to compile again.
2019-10-20 09:16:01 +02:00
terminx 63713002b3 Swap out our old deprecated version of ENet for a single-file header-based fork, including features like IPv6 support
git-svn-id: https://svn.eduke32.com/eduke32@8175 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	GNUmakefile
#	libraries/enet/LICENSE
#	libraries/enet/callbacks.c
#	libraries/enet/compress.c
#	libraries/enet/enet/callbacks.h
#	libraries/enet/enet/enet.h
#	libraries/enet/enet/list.h
#	libraries/enet/enet/protocol.h
#	libraries/enet/enet/time.h
#	libraries/enet/enet/types.h
#	libraries/enet/enet/unix.h
#	libraries/enet/enet/utility.h
#	libraries/enet/enet/win32.h
#	libraries/enet/host.c
#	libraries/enet/list.c
#	libraries/enet/packet.c
#	libraries/enet/peer.c
#	libraries/enet/protocol.c
#	libraries/enet/unix.c
#	libraries/enet/win32.c
#	platform/Windows/build.vcxproj
#	platform/Windows/build.vcxproj.filters
#	platform/Windows/eduke32.sln
#	platform/Windows/eduke32.vcxproj
#	source/duke3d/src/player.cpp
2019-10-20 08:43:36 +02:00
terminx 1667d4dd87 This is useless
git-svn-id: https://svn.eduke32.com/eduke32@8170 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 08:31:49 +02:00
terminx 8b43ed5777 Rename timerUpdate() and timerGetRate() to timerUpdateClock() and timerGetClockRate(), because they both only apply to totalclock
git-svn-id: https://svn.eduke32.com/eduke32@8169 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/timer.cpp
#	source/build/src/winlayer.cpp
2019-10-20 08:31:26 +02:00
terminx 91fde580ce Use nanosleep instead of usleep
git-svn-id: https://svn.eduke32.com/eduke32@8168 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 08:29:25 +02:00
terminx 8e088f6659 Equivalent to jfbuild commit b6a666745cea21c6f8193b046bcdd0636fb7c166
git-svn-id: https://svn.eduke32.com/eduke32@8158 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 08:17:35 +02:00
terminx 0270cc2df5 SDL_free() is not for pointers to SDL_RWops structures...
git-svn-id: https://svn.eduke32.com/eduke32@8151 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 08:16:02 +02:00
terminx c86af959b9 Add optional duration parameter to idle()
git-svn-id: https://svn.eduke32.com/eduke32@8149 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/include/winlayer.h
2019-10-20 08:13:22 +02:00
Christoph Oelckers e5ddb28a2b - renamed texcache.cpp and moved it to its proper place.
The old content no longer exists, this is entirely backend code now.
2019-10-20 08:04:54 +02:00
Christoph Oelckers f29dd6c495 - include cleanup 2019-10-20 08:02:45 +02:00
Christoph Oelckers efcf447398 - moved newly added file to its proper place. 2019-10-20 07:51:35 +02:00
terminx 4dfae31900 Update xxHash to git commit cd0f5c22095c49c35104dca86620322801f14893
git-svn-id: https://svn.eduke32.com/eduke32@8142 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	platform/Windows/build.vcxproj
#	platform/Windows/build.vcxproj.filters
2019-10-20 07:50:30 +02:00
terminx 70171ea341 Use timerGetHiTicks() instead of timerGetTicks() for timing in osdfunc_fileinfo()
git-svn-id: https://svn.eduke32.com/eduke32@8141 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 07:48:16 +02:00
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
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 abaa1d19ee - fixed some bad setup in SetTextureInternal. 2019-10-20 00:31:27 +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 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 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 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 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 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 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 452cfe385e - Blood's voxel loader override has somehow gotten lost. 2019-10-16 23:57:29 +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 4cd2c024fc - fixed crash in texture deinit code and ensure that everything gets deleted. 2019-10-16 21:16:40 +02:00
Christoph Oelckers 64e116a4b1 - use special classes with [] operators to redirect the frequently used global arrays to the newly implemented texture manager.
This allows to use the contained storage without changing all the code.
2019-10-16 20:39:59 +02:00
Christoph Oelckers 4dc69620b7 - cleanup 2019-10-15 23:56:29 +02:00
Christoph Oelckers 57c221644a - transitioned all texture options of the def file 2019-10-15 23:38:01 +02:00
Christoph Oelckers bb78db71bc - tileDelete / tileSetDummy 2019-10-15 23:29:47 +02:00
Christoph Oelckers 9a52e8039c - rerouted tileCreate and tileSetExternal calls. 2019-10-15 23:18:52 +02:00
Christoph Oelckers c3bc690e98 - more updating and bug in UpdatePicSize fixed. 2019-10-15 20:02:37 +02:00
Christoph Oelckers 0e165e40a3 - first batch of adjustments to the new tile management.
- consolidated Polymost precaching and removed precaching for static tiles because they now are always loaded.
- removed cache configurability. On modern systems this is relatively pointless - allocating 50 or 100 MB is a non-issue - and the cache is due for replacement anyway.
2019-10-15 00:54:14 +02:00
Christoph Oelckers 4b6f28e7c8 - hooked up the writable texture types. 2019-10-15 00:19:31 +02:00
Christoph Oelckers 039d948991 - update of new texture classes. 2019-10-14 23:11:01 +02:00
Christoph Oelckers a6ba81939a - reworked texture management, not yet active. 2019-10-12 22:49:46 +02:00
Christoph Oelckers fbc22e0125 - sanitized walock.
Sorry, but having a globally writable pointer to every texture is just insane and makes any functional management impossible.
This is merely a preparation for adding a real texture manager. That cannot be done if any code can write over the data at will. For that, it now has to make the texture writable first or create a writable empty texture.
2019-10-11 23:31:59 +02:00
Christoph Oelckers 3621aae3f0 - rerouted all write accesses to tilesiz and picsiz through a function interface.
These will have to do some texture management bookkeeping so directly changing the values is problematic.
This required changing the parameter interface in polymost.cpp because a few places hacked around with the global state to pass parameters to subfunctions.
2019-10-11 21:04:31 +02:00
Christoph Oelckers 14b21bab7a - merged playing_blood and bloodhack variables because they did the same thing.
The only difference was that bloodhack came from NBlood and playing_blood was added for unhandled differences between the backends of EDuke32 and NBlood.
2019-10-11 00:34:27 +02:00
Christoph Oelckers d9d721bff6 - removed old sky code.
r_flatsky is now the only option.
2019-10-11 00:15:20 +02:00
Christoph Oelckers 79ef3413dc - removed a large block of fudging code for NPOT textures on non-supporting hardware.
We do not care about non-supporting hardware, so off this goes.
2019-10-10 23:38:06 +02:00
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 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 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 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 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