This is in a separate commit just to make the changes to existing files easier to go through.
git-svn-id: https://svn.eduke32.com/eduke32@8215 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/audiolib/include/midi.h
# source/audiolib/src/_midi.h
# source/audiolib/src/al_midi.cpp
# source/audiolib/src/midi.cpp
# source/audiolib/src/music.cpp
# source/audiolib/src/oplmidi.cpp
# source/duke3d/src/midi.cpp
# Conflicts:
# source/audiolib/src/al_midi.cpp
# source/audiolib/src/midi.cpp
# source/audiolib/src/music.cpp
This shitcans the SDL_mixer requirement but leaves platforms other than Windows without built-in MIDI playback capability until Nuke.YKT's OPL3 emulator is merged. This also reworks sdlmusic.cpp into music_external.cpp, including an untested port of the code to Windows.
git-svn-id: https://svn.eduke32.com/eduke32@8214 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# GNUmakefile
# platform/Windows/eduke32.vcxproj
# platform/Windows/props/build_common.props
# source/audiolib/src/sdlmusic.cpp
# Conflicts:
# Common.mak
# GNUmakefile
# platform/Windows/audiolib.vcxproj
# platform/Windows/eduke32.vcxproj
# platform/Windows/eduke32.vcxproj.filters
# platform/Windows/props/build_common.props
# source/audiolib/src/driver_sdl.cpp
# source/audiolib/src/sdlmusic.cpp
# source/build/include/vfs.h
# source/build/include/winbits.h
# source/build/src/winbits.cpp
Also removed the entire cruft related to this - the pointless offsetting value and the precalculation of the timer value (as if we could not afford a single division for something that WAITS!
Unfortunately this required removal of the menu option for the time being.
Blood was fine, albeit with an inverted scale, but the EDuke implementation was something very special - and not in a good way, using 4 CVARs to store the scaling state instead of one.
This is a lot of changes in a lot of code because nothing here was abstracted into the sound system. :(
Hopefully most of the affected code here can be tossed out soon, it's not pretty.
This is going to be a lot of work consolidating the 3 frontends' settings but a necessary evil for eventually getting Shadow Warrior to work as it is quite lacking here.
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.
This should give G_MoveLoop() a better chance to not run past the time when another frame is to be drawn.
git-svn-id: https://svn.eduke32.com/eduke32@8195 1a8010ca-5511-0410-912e-c29ae57300e0
After this revision, the only place timerUpdate() is called is from within handleevents(). S_Cleanup(), MUSIC_Update(), and G_HandleSpecialKeys() are now called from a timer callback set with timerSetCallback(). This more or less deprecates the usage of faketimerhandler() in EDuke32 and Mapster32, but other games still rely on the functionality.
git-svn-id: https://svn.eduke32.com/eduke32@8139 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/astub.cpp
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.
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.
- 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.
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.
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.
- 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.
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.
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.