Commit graph

121 commits

Author SHA1 Message Date
Christoph Oelckers
a530dfbe35 Merge branch 'master' into newrenderer2 2021-04-08 18:52:54 +02:00
Christoph Oelckers
e0ee3a6701 - fixed: Vulkan did not define NPOT_EMULATION for its fragment shader. 2021-04-08 09:29:08 +02:00
Christoph Oelckers
30c7dbd579 Merge branch 'master' into newrenderer2 2021-04-05 21:25:41 +02:00
Christoph Oelckers
8ea13f7c65 - implemented support for paletted textures to Vulkan backend. 2021-04-05 21:24:29 +02:00
Christoph Oelckers
41072eb020 - fixed uninitialized scale variable in sky code. 2021-04-05 19:20:41 +02:00
Christoph Oelckers
5030ca50ff Merge branch 'master' into newrenderer2 2021-04-05 18:05:53 +02:00
Christoph Oelckers
ec460df2c0 - always ensure that the global index buffer is not empty.
This needs to be valid for Vulkan, even if it isn't used.
2021-04-05 18:05:44 +02:00
Christoph Oelckers
0017b5d9c5 - pad out the StreamData buffer to 16 bytes and avoid any form of conditional compilation here.
Vulkan does not manage to get the shader properly compiled without this.
2021-04-05 18:00:02 +02:00
Christoph Oelckers
f2dd4ceaab - always ensure that the global index buffer is not empty.
This needs to be valid for Vulkan, even if it isn't used.
2021-04-05 18:00:02 +02:00
Christoph Oelckers
96fb96617f - backend update from GZDoom. 2021-04-05 17:59:54 +02:00
Christoph Oelckers
c303884274 - better handling for Duke's scrolling cloudy skies.
* Using the Doom-style dome here because it looks better.
* this necessitated changes to the backend to allow both types of sky domes at the same time
* do not clamp panning fields for cloudy sky with the new renderer because this makes the texture jump.
2021-04-04 20:35:38 +02:00
Christoph Oelckers
ab36b86a59 - sky tweaking
* Build skies need a different mesh for the dome - the one from GZDoom distorts them too much.
* made adjustment to the positioning math after redoing the mesh
* Exhumed abuses some strange effect of the original sky placement math which means the y-offsetting must be disabled for this game.
* RRRA sky initialization fixed. It must be done after setting up the tiles.
2021-04-03 21:06:02 +02:00
Christoph Oelckers
1297e4ed02 - SW's line to sprite portals are working now.
Also fixed a clipper issue with Blood's line to line portals.
2021-03-24 10:33:50 +01:00
Christoph Oelckers
096ce5e025 - initial sky fixes. 2021-03-22 16:02:52 +01:00
Christoph Oelckers
a12f277846 - fixed uninitialized clear color variable. 2021-03-22 12:07:51 +01:00
Christoph Oelckers
e884a418f8 - portal WIP 2021-03-22 12:07:29 +01:00
Christoph Oelckers
cecfbb76e8 - fixed uninitialized clear color variable. 2021-03-22 12:07:15 +01:00
Christoph Oelckers
63f057d93f - portal and sky WIP. 2021-03-21 22:48:01 +01:00
Christoph Oelckers
af6c6c8ef0 - added the DrawInfo class. 2021-03-18 10:23:53 +01:00
Christoph Oelckers
e9dd1c104b - started adding the draw list code from GZDoom. 2021-03-18 10:19:13 +01:00
Christoph Oelckers
ee5950e7ad - backend update from GZDoom. 2021-03-07 13:21:15 +01:00
Christoph Oelckers
9104fba3ec - moved colormap constants to backend. 2021-03-06 23:06:26 +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
e7ab4cd176 - backend update from GZDoom. 2021-01-29 13:20:00 +01:00
Rachael Alexanderson
218b0cfb03 - syncing these files over from GZDoom
- this does not actually yet build for Windows ARM64, but it does put the framework in place to make that possible in the near future
2020-12-12 09:20:02 -05:00
Christoph Oelckers
dd7d661f9a - explicitly disable mipmapping for indexed textures.
It looks like this code was not handled properly.
2020-12-10 20:46:44 +01:00
Christoph Oelckers
ed599d0f05 - moved the hires texture replacement logic into a backend callback.
This way it can be handled transparently to the calling code.
Fonts do not work yet, though.
2020-11-10 16:22:02 +01:00
Christoph Oelckers
40358febc1 - changed render interface to resolve textures to materials in the backend.
This is needed to have a unified spot where to resolve textures for both 2D and 3D.
2020-11-10 09:08:48 +01:00
Christoph Oelckers
c82d9d2908 - backend update from GZDoom. 2020-10-24 17:30:47 +02:00
Christoph Oelckers
e95fea1056 - fixed: Toggling palette emulation should reset the texture filter in the samplers. 2020-10-10 18:57:16 +02:00
Christoph Oelckers
7be2d44108 - corrected includes. 2020-10-04 20:11:03 +02:00
Christoph Oelckers
82612a1330 - it compiles again (with lots of code commented out.) 2020-10-04 20:11:02 +02:00
Christoph Oelckers
f8caf88089 - backend update. 2020-10-03 17:04:45 +02:00
Christoph Oelckers
02afa90202 - another backend update from merging several GZDoom PRs. 2020-09-27 16:16:53 +02:00
Christoph Oelckers
af5e3dd1b8 - render backend update from GZDoom, mostly minor stuff. 2020-09-27 16:12:51 +02:00
Christoph Oelckers
18ce5bed60 - add line feed after PALETTE_EMULATION #define 2020-09-26 08:52:11 +02:00
Christoph Oelckers
77841b3154 - fixed application of detail textures. 2020-09-25 22:03:11 +02:00
Christoph Oelckers
b26a5b800e - make sure that changing the texture filter mode does not clobber the global state
Need to rebind the samplers after modifying them to avoid undefined behavior.

Fixes #397
2020-09-15 22:00:15 +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
1368c26d22 - fixed translation setup for palette mode. 2020-09-13 21:23:38 +02:00
Christoph Oelckers
9e81fa89a8 - fixed some of the issues with palette emulation
* the palette shader was not bound.
* the palette textures were not bound.
* palette mode still used regular lighting on top of the palette emulation

This works a lot better than before but is still not complete.
2020-09-12 21:23:14 +02:00
Christoph Oelckers
1b46a6fd9a - removed bogus assert in buffer code.
An empty buffer is a perfectly valid construct that may not be asserted upon. The 3D scene does not use indices so the buffer receives no data and remains empty.
This made the softpoly renderer fail in debug builds. Performance issues aside it works fine now.

Fixes #314
2020-09-07 23:17:06 +02:00
Christoph Oelckers
d49aedacea - continued work on main loop - added a few new entry points to the game interface. 2020-08-30 00:55:49 +02:00
Christoph Oelckers
be9094cb97 Silenced lots of warnings pointed out by XCode. 2020-07-23 17:02:59 +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
76311cfcc9 - set proper minimal FPS rate for all games. 2020-06-20 10:46:51 +02:00
Christoph Oelckers
d4b32bf79f - fully synchronized the backend code with GZDoom.
The camera texture code couldn't be done earlier.
2020-06-14 21:13:22 +02:00
Christoph Oelckers
d4cdb31464 - backend update to make the ZScript compiler work. 2020-06-14 18:58:30 +02:00
Christoph Oelckers
65ddb6cb59 - disabled the game side frame limiter.
The backend has its own one, and unlike the one on the game side, it actually suspends execution when waiting.
2020-06-12 21:08:47 +02:00