Christoph Oelckers
6e0fbb2043
- removed templates.h includes.
2021-10-30 10:51:03 +02:00
Mitch Richters
b02a6a3ec9
- Replace MIN()
from templates.h
with version provided in STL.
2021-10-30 10:36:15 +02:00
Christoph Oelckers
bad2c2e55f
- backend update from GZDoom
...
* replacement of 'long' in string code.
* palette removal in V_GetColor.
* fixes to DShape2D buffer management.
2021-08-14 10:04:45 +02:00
Christoph Oelckers
8a8379f5fc
- Backend update from GZDoom.
2021-07-11 09:50:36 +02:00
Christoph Oelckers
56fcf904b5
- Backend update from GZDoom.
2021-05-03 14:48:55 +02:00
Mitchell Richters
171d541112
Merge branch 'master' into newrenderer
2021-04-18 10:05:10 +10:00
Christoph Oelckers
3906d5cfb0
- fixed: the fullscreen color blends did not set their command's screenFade member.
...
Since this remained 0, those blends lost their color.
2021-04-17 23:43:16 +02:00
Christoph Oelckers
82194bbf6b
Merge branch 'master' into newrenderer
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# Conflicts:
# source/games/exhumed/src/2d.cpp
2021-04-17 13:22:30 +02:00
Christoph Oelckers
2942e011bf
- cleaned up the screen job's fade handling, now that the jobs no longer depend on an external timer.
2021-04-16 21:27:54 +02:00
Christoph Oelckers
30f4e2b29d
- replaced the engine automap drawer with one leveraging the newly added sector geometry data.
...
This eliminates a lot of code depending on Build's projection math.
2021-03-20 16:20:48 +01:00
Christoph Oelckers
ba5ede65b8
- backend update from GZDoom.
2021-02-26 19:06:10 +01:00
Christoph Oelckers
c96e04e6c9
- backend update from GZDoom.
2021-02-12 14:44:54 +01:00
Christoph Oelckers
8e0c50c22c
- fixed: F2DDrawer::AddPoly was missing a texture validation check.
...
This caused problems when the automap wanted to render portal planes, which normally use an invalid texture as marker.
Fixes #263
2021-02-02 23:13:40 +01:00
Christoph Oelckers
e7ab4cd176
- backend update from GZDoom.
2021-01-29 13:20:00 +01:00
Christoph Oelckers
94892cc1f8
- set up the main menu background as default console background for Duke and its offspring games.
2020-10-25 15:06:06 +01:00
Christoph Oelckers
8caaf4fa64
- menu transitions are working again.
2020-10-08 16:33:11 +02:00
Christoph Oelckers
53c3a6fc9b
- silenced some warnings.
2020-10-07 16:02:49 +02:00
Christoph Oelckers
53980787b6
- added global offset for 2D drawer.
...
This is needed to handle Duke's scrolling menus transparently to the menu code.
2020-10-05 01:42:47 +02:00
Christoph Oelckers
c61a2c3486
- enable palette emulation for HUD weapon drawing.
...
Not correct yet but the basics are in.
2020-09-13 23:14:44 +02:00
Christoph Oelckers
1392f4db01
- handle the view frame with backend features.
2020-08-02 18:02:13 +02:00
Christoph Oelckers
efb73d04a0
- re-fixed the fix: Turned out that flipped offsetting is a bit more tricky.
...
Due to how this works it cannot be done automatically, it must be passed as a parameter because at the point where the offset gets applied, all information about how it was specified is lost.
This must be enabled as a specific parameter to DrawTexture.
2020-07-26 08:31:54 +02:00
Christoph Oelckers
2ea9811e0a
- fixed offsetting for flipped 2D sprites and reverted the offset change for the trip bomb.
2020-07-26 08:08:15 +02:00
Christoph Oelckers
3d36e4839f
- implemented rotation for HUD sprites.
2020-07-24 23:23:19 +02:00
Christoph Oelckers
1e8b8443b0
- implemented 2D rotation and fixed offset calculation for drawing scaled sprites on the status bar.
2020-07-24 23:08:48 +02:00
Christoph Oelckers
197a35291a
- added level summary screens and made the fade for the screens an engine feature.
...
This also hijacks one free element in the shader uniforms for the newly added factor.
2020-07-01 12:55:32 +02:00
Christoph Oelckers
22aad4999c
- use the engine backend to render the scene
2020-06-11 22:26:46 +02:00
Christoph Oelckers
5330964a7a
- removed redundant initializers.
2020-06-07 15:07:32 +02:00
Christoph Oelckers
4c6abe1bb9
- pass the shade through the 2D drawer, so that palette emulation can still use it.
2020-06-07 14:50:12 +02:00
Christoph Oelckers
d52600663d
- backend sync with GZDoom to pull in a few bugfixes and formatting corrections.
2020-05-26 23:12:04 +02:00
Christoph Oelckers
c4017de12f
- updated to GZDoom's new texture management system.
2020-05-25 23:59:07 +02:00
Christoph Oelckers
55a3c62b59
- use GZDoom's 2D drawer.
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Console and menu font colors are not ok yet, aside from that it works.
2020-05-25 17:11:32 +02:00
Christoph Oelckers
e2f5e8fe34
- renamed 'common' to 'core'.
...
We'll need 'common' for something else.
2020-04-12 08:30:36 +02:00
Christoph Oelckers
eac1007c56
- automap color fix.
2020-01-30 22:05:18 +01:00
Christoph Oelckers
fb985d2503
- more macOS compilation fixes
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Still not complete…
2020-01-07 01:11:19 +01:00
Christoph Oelckers
746aa4da82
- added a ClearScreen function to the 2D drawer to wrap the frequent occurence of this use case.
2020-01-05 10:48:44 +01:00
Christoph Oelckers
9de5814063
- fixed bad alpha setting for rotatesprite calls.
2020-01-03 22:05:00 +01:00
Christoph Oelckers
05e381ff6d
- fixed screen clearing for the automap.
...
This should only affect the active window, not the entire screen.
2019-12-31 19:50:27 +01:00
Christoph Oelckers
1890df98f9
- process lines through the 2D drawer.
2019-12-31 19:02:55 +01:00
Christoph Oelckers
2f8d472d7d
- cleaned up the map drawer by using a real triangulator.
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Immediate benefit: almost 200 lines of bona-fide Kencode go to the dumpster.
2019-12-31 17:23:29 +01:00
Christoph Oelckers
77cd7bffc5
- fixed alpha calculations for textured automap.
2019-12-31 15:50:08 +01:00
Christoph Oelckers
964e303dd7
- draw the textures on the automap with the 2D drawer.
2019-12-31 15:05:08 +01:00
Christoph Oelckers
ad24a1ce31
- place weapon sprites in a separate render list.
...
They need to be drawn in a different pass than the 2D overlay HUD so the backend must have them separately.
2019-12-30 20:16:51 +01:00
Christoph Oelckers
9ceb47fdb2
- cleaned up the rotatesprite code a bit.
2019-12-30 20:16:51 +01:00
Christoph Oelckers
596705a36e
- apply RS_YFLIP to 2D sprites.
2019-12-30 20:16:51 +01:00
Christoph Oelckers
5830e72ab0
- fixed some rotatesprite issues:
...
* scissor was not applied
* texture coordinates were fetched from the wrong texture, courtesy of using global variables.
2019-12-30 19:37:23 +01:00
Christoph Oelckers
6459f4e532
- refactored rotatesprite to really use the 2D drawer.
...
Mostly working, except clipping and weapon sprites.
2019-12-30 19:37:23 +01:00
Christoph Oelckers
cc332486b4
- cleaned out the 2D drawing code.
...
With the new backend there will always be just one page, never more, so the RS_PERMS case will never be entered.
In addition, since the software renderer has already been nonfunctional due to lacking support from the 2D drawer, its 2D components have also been removed. Its main remaining purpose, drawing camera textures, remains unaffected by this.
2019-12-29 15:46:48 +01:00
Christoph Oelckers
f6dee38d28
- route all 2D drawing through the 2D drawer unconditionally.
...
This is needed so that the postprocessor receives a clean 3D view to process without messing up the 2D parts.
2019-12-28 19:10:23 +01:00
Christoph Oelckers
2740913c60
- added a redirection hack for rotatesprite so that it can be transitionally used in the 2D drawer.
2019-11-21 19:30:27 +01:00
Christoph Oelckers
de829128ea
- hooked up the 2D drawer
...
compiles but not tested yet.
2019-11-05 23:35:38 +01:00