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1215 commits

Author SHA1 Message Date
fgenesis
09f3cc4096 editor: forgot to create tile repeat data when setting flag, causing a crash 2024-05-08 01:24:01 +02:00
fgenesis
812c958661 fix SceneEditor::skinLevel() not working
- forgot to actually add new tiles, lol oops
- my fixup of the VERY weird tile randomizer made it less good looking,
  replaced it with an easier and more readable version that looks fine imho
2024-05-07 01:57:20 +02:00
fgenesis
18b0527bda unbind framebuffer after init; fixes loading bar screen staying black 2024-05-07 00:44:04 +02:00
fgenesis
4bebd71198 make editor outline not so dull, closer to what it was 2024-05-06 04:27:28 +02:00
fgenesis
3adc3f0c99 Fix map grid not drawing and tiles not regenerating after editor obs regen (F11)
forgot to get max grid dimensions after clearing and recomputing the grid
2024-05-06 04:26:54 +02:00
fgenesis
0326800940 fix broken scrolling in mod selector in vertical mode 2024-04-28 13:15:41 +02:00
fgenesis
8d1a0a1a8a don't update render water surface framebuffer when off screen
more accurate check than previously; because the normal isOnScreen()
uses a bounding circle check... which gets pretty large for something
that spans the entire screen width.
2024-04-28 04:04:30 +02:00
fgenesis
56922a0b6e Vertical mode is a go!
- mouse problems fixed
- make sure subtitles stay near the bottom of the screen
2024-04-28 03:08:44 +02:00
fgenesis
2cf5932eb3 Preliminary support for vertial orientation:
- remove top & bottom black bars
- fix minimap position to take virtual y offset into account
- same for editor bar, and version label
- fix grid render errorneously assuming that core->cameraPos.y was always 0
- fix typo in gradient height adjustment
- don't slide minimap when there's enough virtual space so that it's not in the way
2024-04-28 02:08:38 +02:00
fgenesis
b8dee723a2 Improvements to water surface rendering; get rid of magic number fudgery.
Adjustments to make it a bit wider and make the reflection independent
of the camera position.
Still broken with vertical resolutions. Not worse than what it was though.
2024-04-28 00:06:18 +02:00
fgenesis
d47aeea2ce Cleanup to world<->window coord conversion; add toWorldFromWindow() Lua func 2024-04-28 00:03:51 +02:00
fgenesis
be99840c6a tweaks to water surface rendering 2024-04-27 14:34:53 +02:00
fgenesis
f7090f33d5 fix issues with glDrawBuffersARB() code path in prev commit 2024-04-26 03:28:07 +02:00
fgenesis
5b57d4d6ff fix crash on shutdown (didn't happen on alt+f4 for some reason) 2024-04-26 03:26:28 +02:00
fgenesis
09edbf49fd Changes to rendering logic, incl water surface flicker fix, plus other fixes.
This commit changes a bunch of internal rendering logic to
use FBOs in a way that doesn't violate the GL spec.
The water surface FBO's output texture was bound for reading
while at the same time rendering the water surface back into the
same FBO! Depending on the card/driver/load/zoom factor/moon phase,
this could lead to water surface flickering, chessboard effects,
and other visual glitches.
In order to fix this an extra FBO is needed.
In theory this is a simple fix but in practice this is the Aquaria
codebase and everything is more complicated than it has any right to be.

Couple other things:

- FBOs no longer have a depth renderbuffer. Aquaria never uses the depth
buffer for anything, so this can go to save some memory.
Also remove renderbuffer GL function pointers.

- Make FBOs multi-"paged". This is supposedly more efficient on desktop GL,
if glDrawBuffer() supports GL_COLOR_ATTACHMENTn. This is currently checked
via the presence of glDrawBuffersARB().

- Main core FBO now has 2 pages becaus it's needed for the water surface.
The same 2 pages are later used by the after effect manager to ping-pong
postprocessing shaders. Remove private after effect FBO.

TODO:
- There's still a bug in the one-fbo-multiple-binding-points code path.
-> for now glDrawBuffersARB must be NULL to work properly.
2024-04-25 03:33:02 +02:00
fgenesis
dd7ab0448f warning fixes, signed vs unsigned mismatch, cleanups, c++98 compat
many many more to do but it's a little step closer to get rid of warnings
2024-04-16 01:43:36 +02:00
fgenesis
ebf49310b3 compile fixes for clang when c++98 is enforced 2024-02-07 03:26:18 +01:00
fgenesis
8c467517fd fix waving for tiles with EFX_WAVY set; minor optimizations 2024-02-06 04:01:13 +01:00
fgenesis
063c270e6a fix bone with spline deform not deforming (forgot tp update VBO)
also fix SplineGrid to actually deform own texture
(note to self: GRID_WAVY resets deform in update(). oops)
2024-02-06 01:36:38 +01:00
fgenesis
cd46cc24fa fix possible crash in GridRender
probably introduced in 22c8471bf2
2024-02-06 01:34:20 +01:00
fgenesis
5a24f2868b fix handling of EF_HURT -- shouldn't be trimmed 2024-01-31 01:11:25 +01:00
fgenesis
7a5a222b78 SceneEditor: fix scaling node via mouse 2024-01-13 18:47:58 +01:00
fgenesis
22c8471bf2 Instead of drawing the entire grid, draw only the horiz. slice that is on screen
Still a single draw call but the vertex range to draw is greatly reduced.
2024-01-13 05:59:23 +01:00
fgenesis
511f064bbe Make GridRender use a single draw call instead of expensive grid scanning 2024-01-13 04:25:27 +01:00
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
d3cbc181bd some more TileRender optimization
- no longer uses GL matrix stack manipulation, all matrix math is done locally
- use fixed rotation matrixes for fh/fv
- don't touch GL buffers (fixes crash with prev. commit)
2024-01-11 23:02:34 +01:00
fgenesis
ee7129982f fix some oversights in vertex buffer binding cache
now buffers are only bound if needed
2024-01-11 22:59:26 +01:00
fgenesis
5dccefffc0 don't delete all tiles when closing map load name prompt without actually loading a map 2024-01-11 22:57:25 +01:00
fgenesis
b63d27b7b5 Merge branch 'experimental' into tile-optimization 2024-01-11 00:25:23 +01:00
fgenesis
49ffcf227b FrameBuffer: change glTexImage2D to use more a compatible format
reported by pbarzena -- apparently causes problems with newer nvidia gpus on win11
but i'm not sure if this is really the problem
2024-01-11 00:06:42 +01:00
fgenesis
56169b7001 fix Li's head missing. broke in cf2dc71a34
rq=0 used to hide the base head gfx to only show frames.
but rq=0 is not what we want after consolidating those extra quads into the base quad.
so in order to keep backwards compat, unhide a bone if it has frame tiles.
2023-12-29 22:44:23 +01:00
fgenesis
add9c81033 tiny fix for tile deletion 2023-12-29 22:43:43 +01:00
fgenesis
9faee6cf79 fix Li's head missing. broke in cf2dc71a34
rq=0 used to hide the base head gfx to only show frames.
but rq=0 is not what we want after consolidating those extra quads into the base quad.
so in order to keep backwards compat, unhide a bone if it has frame tiles.
2023-12-29 22:43:05 +01:00
fgenesis
f641764765 Merge branch 'experimental' into tile-optimization 2023-12-21 14:20:22 +01:00
fgenesis
66968836bc yet another attempt to unfuck build and make sure assertions are enabled properly 2023-12-21 06:05:18 +01:00
fgenesis
f2219ef50b attempt to allow some more input chars in DSQ::getUserInputString() 2023-12-21 06:04:51 +01:00
fgenesis
cf2dc71a34 add AC_SET_FH bone command; rework bone frames; some skel cleanups
- bone frames are no longer separate quads. this is probably a leftover
  from when crossfading was planned, but this was never implemented.
  now it's a simple texture swap.
- remove anim resetPassOnEnd attrib
- instead, add resetOnEnd that applies to everything that was changed via bone command
- resetOnEnd=true is the new default
2023-12-21 06:04:09 +01:00
fgenesis
cd91ee51ef attempt to fix ttvfs crashes on osx
it's time to kick out the darn thing, but alas, not quite yet
2023-11-19 20:00:01 +01:00
fgenesis
6d70204847 fixes for osx 2023-11-19 19:59:06 +01:00
fgenesis
4dc374c367 forgot to make a method const 2023-11-17 01:39:46 +01:00
fgenesis
04c7d84b2e fix possible crash when leaving waterbubble while underwater 2023-11-17 01:39:31 +01:00
fgenesis
ec5f50e41e fix jittering when moving the camera around in map editor mode.
This is related to a494a3f411 and should hopefully
fix the last issues with this for good.
Seems fine with SDL versions from 2022 and 2023 on windows;
untested on linux.

(The second window->handleInput() that got removed broke the sing circle
if it was there. It was previously added as a mitigation and is no longer
needed.)
2023-10-28 06:08:19 +02:00
fgenesis
fc38d375bb fix long-standing editor bug that would cause entities to be moved around
This was caused by early deletion of entities.
If new ones were spawned upon further editing of a map, it could re-use
entity IDs and cause both new and old entities to be spawned in the position
of the new entity (due to EntitySaveData of the old one still intact).

This is now prevented by not touching the ID range of map entities.

Should probably make an offline tool to recompress entity IDs...
2023-10-27 14:20:19 +02:00
fgenesis
c91f5ea4c1 don't show standard, non-animated grid points in debug vis 2023-10-26 22:18:54 +02:00
fgenesis
9f169c8419 fix Hair, now using VBO and working 2023-10-26 22:18:19 +02:00
fgenesis
d68e4002ad Hair uses VBOs now but it's fucked. will fix when sober. 2023-10-26 03:22:27 +02:00
fgenesis
d33e8f9116 Merge branch 'experimental' into tile-optimization
# Conflicts:
#	Aquaria/ScriptInterface.cpp
#	BBGE/AfterEffect.cpp
#	BBGE/RenderGrid.cpp
#	BBGE/SkeletalSprite.cpp
2023-10-26 01:41:51 +02:00
fgenesis
3972983c72 fix some editor crashes when switching edit modes while dragging a thing 2023-10-26 00:17:33 +02:00
fgenesis
03eeb7f4e9 only update VBO if texcoords actually change 2023-10-25 01:52:03 +02:00
fgenesis
4623702743 fixup water surface render 2023-10-25 01:51:19 +02:00