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43 commits

Author SHA1 Message Date
fgenesis
70b8e69402 remove last traces of GL_BLEND/glBlendFunc() manipulation
everything goes through RenderState now
some calls are left in FTGL but properly invalidated afterwards
2024-01-11 23:05:47 +01:00
fgenesis
0a2965e26b editor: fix multi-select, scaling, sideways-scaling, texcoords 2023-10-21 00:33:49 +02:00
fgenesis
a1b2762b59 fixes to prev. commits.
+ Lua func *_getRepeatScale()
2023-10-20 03:31:28 +02:00
fgenesis
4852eb533b update texcoords of quads which have AUTO_VIRTUAL* set properly
move auto size vars & handling to PauseQuad, since not every quad needs this.
2023-10-20 03:21:05 +02:00
fgenesis
4c941419b4 ensure that texcoords are always updated when changing things that affect them 2023-10-20 02:42:52 +02:00
fgenesis
b33080b0ea remove immediate mode from quad rendering. breaks a couple rendering details too. WIP. 2023-10-20 00:37:00 +02:00
fgenesis
4013a9c09b working on quad repeat, this probably breaks it but will continue later 2023-09-13 23:39:22 +02:00
fgenesis
f9a91e87e4 Move CombinedRenderAndGPUState up one level 2023-08-25 00:39:35 +02:00
fgenesis
368271c40e More work on tile rendering:
- Use indexed triangle rendering, no more GL_QUADS for tiles
- Fix aquarian text on maps
- Tile tex repeat mode works again

Known broken:
- Editor
- Tile repeat with grid effects
2023-08-09 02:41:04 +02:00
fgenesis
976ce8ff3e split grid rendering off from Quad, to a new RenderGrid class 2023-07-10 17:23:19 +02:00
fgenesis
478857f149 Quad texture coords are never interpolated, make those a normal Vector 2023-06-01 20:24:14 +02:00
fgenesis
70b8dcdc3a Rework texture loading, part 1
Major code/logic cleanups + it has a multithreaded batch mode now.
The VFS code doesn't like multiple threads at all,
so for now there's a big lock in front of where it matters.
Changed precacher, map/tileset, and worldmap loading to batched mode.

Still TODO:
- fix broken mod preview images
- reloading resources on debug key
- make mod recache entirely unnecessary
- actually drop resources when no longer needed
2023-05-31 00:55:16 +02:00
fgenesis
58e9ba340e Add skel/bone gridDrawOrder attrib to control the way the gris is drawn
Also ignore grid.z (used as worldmap alpha) by default because it's really
only needed for the world map and ignoring it results in less GL calls.
2022-09-25 04:30:38 +02:00
fgenesis
cfa5d45932 render: remove one mutable hack, border color is now per-quad 2022-09-24 04:57:08 +02:00
fgenesis
575a83abd6 Initial implementation of bspline support in the animation editor 2022-09-23 18:10:44 +02:00
fgenesis
b74c5a2986 Invert Quad::renderGrid() draw loop to be more cache friendly 2022-09-14 05:36:46 +02:00
fgenesis
8e979e0e05 simplify Quad::drawGrid 2022-09-14 05:11:56 +02:00
fgenesis
a2e7e4a670 undo prev. commit and fix this properly. i'm just blind. 2022-06-06 01:41:50 +02:00
fgenesis
8b3c00dc76 fix quad coloring when overridden by parent (eg. entity damage flash) 2022-06-05 23:40:26 +02:00
fgenesis
693223552d remove Quad::createStrip(), related members, and cleanup Bone strip handling
Saves some work when rendering EVERY SINGLE QUAD in the game
2022-05-21 17:31:50 +02:00
fgenesis
5c558c122f Remove RenderObject::setColorMult() hack and related members 2022-05-21 16:31:10 +02:00
fgenesis
cec6bc5ebf Remove Quad::repeatingTextureToFill 2022-05-20 04:05:54 +02:00
fgenesis
68b3c61852 Add RenderState to be passed through the scene graph
This will eventually handle all mutable state during rendering
2022-05-20 01:04:19 +02:00
fgenesis
b6fb6944f6 first step towards making the render process const 2022-05-19 05:17:00 +02:00
fgenesis
140f750d00 More RenderObject slimming; reorder members, split out motion blur data + collideRadius, add new CollideQuad type
CollideQuad is now base class for Shot, Entity, Bone
2022-05-18 19:44:42 +02:00
fgenesis
c82aab1e51 Move RenderObject::positionSnapTo to PauseQuad
And another RenderObject member less...
2022-05-18 02:52:30 +02:00
fgenesis
ce4ca7f794 Temp commit, some WIP things:
- QuadGrid draft
- Fix minimap_setHealthBarTex accidentally calling MiniMapRender::setAvatarTex
- don't trunkcate to int in entity_rotateTo*() functions
2022-05-06 19:14:47 +02:00
Valentin Ochs
f9357e7fca Merge branch 'gccwarn' into controllerfixup 2017-01-17 11:15:47 +01:00
Valentin Ochs
4dc7e27ee6 Fix some more warnings 2017-01-14 18:23:53 +01:00
Valentin Ochs
fe0ab0418b Get rid of a lot of gcc warnings
Mostly signed/unsigned comparisons. Also some bugs, but I don't remember
where :D
2017-01-14 18:10:20 +01:00
fgenesis
8472718fb7 Major include refactor; changes to pretty much everything
This untangles some of the gigantic kitchen sink headers
in an attempt to split things into smaller files.
Also don't include gl.h, glext.h, windows.h,
and other such nonsense *everywhere*.

Lots of cleanups on the way too. More dead/unused code removal.

Remove incrFlag(), decrFlag() Lua functions.
2016-07-09 04:18:40 +02:00
Nicolas Braud-Santoni
eb128e65a4 Remove commented-out code 2016-05-05 19:57:50 +02:00
Nicolas Braud-Santoni
276265be1d Eliminating obsolete #ifdefs and friends (#26)
The following options have been applied globally, using unifdef(1):
```c
 #undef BBGE_BUILD_DIRECTX

 #define BBGE_BUILD_OPENGL 1
 #define GL_GLEXT_LEGACY   1
 #define HAVE_PUTENV       1
 #define TIXML_USE_STL     1
 #define BBGE_BUILD_SDL    1
```
2016-05-05 03:49:41 +02:00
fgenesis
36f33da9a8 Remove some old, unused code 2016-03-20 19:14:48 +01:00
fgenesis
f0d580d873 Refactor texture loading code; should fix a crash that started appearing recently. 2015-03-24 00:06:51 +01:00
fgenesis
46b070eb00 Not sure if this really fixes a crash, but worth a try. Thx Daxar for reporting. 2014-04-23 02:31:37 +02:00
fgenesis
12ea97f051 Disable all glEnable/glDisable() calls for GL_CULL_FACE, except one glDisable() during renderer init.
GL_CULL_FACE is effectively always disabled, except for quad strip
rendering, and keeping GL_CULL_FACE disabled there does not seem
to cause any visual artifacts.
Instead, it enhances skeletal animation possibilities
(e.g. flipping bone strips over without it disappearing)
2013-05-02 04:31:07 +02:00
fgenesis
55ead19076 Remove spirit form dependency on WorldType, and add related Lua interfaces.
This commit introduces a second pause mode:
Full game pause (as in menu), and world pause (as in spirit form).
All related checks are no longer done against WT_* constants,
but against the new world pause which is functionally equivalent,
but more flexible. Continuity::worldType is now only used to toggle
world pause correctly, and to apply some related graphical effects.
The world pause can also be controlled via script without actually
switching forms.
Added Lua functions:
+ node_setSpiritFreeze()
+ quad_setPauseLevel()
+ isWorldPaused()
+ setWorldPaused()
2013-04-25 02:51:54 +02:00
fgenesis
9b63b400d5 Misc code cleanups, little SkeletalSprite loading improvement.
- Removed some unused member variables.

- The BBGE_BUILD_WIDESCREEN define is now gone.

- Added an TiXMLDocument cache to prevent parsing the same file
once for each entity on the map with the same skeletal.

- Removed Lua func entity_warpToPathStart, which was essentially a no-op
because Entity::followingPath was always NULL. Removed related code.

- Set texture wrap only when required.

(Some changes taken from https://bitbucket.org/mattbierner/ios-aquaria,
special thanks for changeset 72d6460d9e60)
2012-02-19 04:57:04 +01:00
fgenesis
7ff0caaed8 Script interface improvements & extensions.
- Pointer typechecks are now enabled by default.

- enabled all script warnings for non-FULL or DEMO builds by default

- Added generic obj_* functions that operate on any type of RenderObject.
  These give quite low-level control about the renderer, and are quite
  dangerous too.
  Subsequently, many functions sharing the same code (*_setPosition, for example)
  could be removed, and simply call the generic functions after a type check.

- Added interface function deathNotify(). The original logic of death
  notifiers was never used, so i thought i'd make use of it.
  This is useful in scripts to safely drop dangling pointers.

- removed sendEntityMessage, entity_setCollideWithAvatar, entity_setTouchDamage,
  which were essentially no-ops.

- Replaced all unnecessary luaReturnNum(0) and luaReturnInt(0),
  now it does only push a return value on the stack if the function
  is actually supposed to have a retun value.

- Allow variadic calling of entity_msg(). Now any parameters can be passed
  to the function, and the target entity will receive all of them.
  Any values returned from the entity's msg() callback will be returned
  by entity_msg() to the original caller. This allows nice RPC-like
  entity communication.

- fixed possible crash in debugLog, bone_update, entity_debugText

- added an override function for loadfile() that is case-insensitive like dofile()

- entity_createEntity returns the created entity now

- spawnParticleEffect returns the associated RenderObject

- Added some text rendering functions

- Added beam_setFirer()

- removed the underflow check in avatar_decrLeaches() I added earlier

- added a panic function for Lua.

- added the Lua debug library

- fixed a stupid typo in ScriptObject::isType() that made the type checks a lot less accurate

- misc stuff I forgot
2012-02-05 20:22:54 +01:00
fgenesis
f2d112b693 Minor debug improvements + misc
- Spend less time starting up when not compiled with AQUARIA_FULL/DEMO
- removed entity_setTouchDamage and bone_setTouchDamage, the used variable was never read
- repositioned debug overlay texts, that they are not in the way on wide resolutions
- show used Lua memory in debug text
- very slow slowmo on Shift+F devkey
- fixed RenderObject::isfhr()/isfvr() to be really recursive
  (they were never used until the animation editor fixes - this rotates
   bones on one or more h.flipped parents in the same direction as
   never h.flipped ones)
- removed some unused stuff
2012-01-31 19:25:13 +01:00
fgenesis
4320b8296b Add a safe pointer model to ScriptInterface, additional bug/crash fixes.
This commit introduces pointer checks to various functions;
so that entity_* will no longer crash or produce weird results
if passed a Node pointer, etc.
The checks are disabled by default, but can be enabled in
ScriptInterface.cpp.

Fixed possible crashes in a few more functions due to missing NULL-checks.

There was a "feature" in the single Lua state that it would keep globals
intact until the game was quit. That made any globals from mods "leak"
into the game or other mods. Now it resets the Lua state when a mod
is loaded or closed.
2012-01-03 04:38:28 +01:00
fgenesis
3096eaf5e2 initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4 2011-08-03 22:05:33 +02:00