fgenesis
a1b2762b59
fixes to prev. commits.
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+ Lua func *_getRepeatScale()
2023-10-20 03:31:28 +02:00
fgenesis
4852eb533b
update texcoords of quads which have AUTO_VIRTUAL* set properly
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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
f1796475f1
undo parts of prev commits; move old fudge from font atlas code to tile rendering.
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this should now be correct and much simpler to maintain from now on.
downside is that it breaks the appearance of quads with tex repeat on,
but i don't think anyone ever used this ever since i've added the Lua functions;
so i'm just calling it broken in older versions and move on.
2023-10-20 02:06:45 +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
a4ea66761b
fixes to SceneEditor, some more things are working again
2023-10-20 00:35:25 +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
db8912cb16
Merge branch 'tile-optimization' of github.com:AquariaOSE/Aquaria into tile-optimization
2023-09-10 20:34:09 +02:00
fgenesis
8d49e62428
SceneEditor: hovering tiles works again
2023-09-08 19:23:03 +02:00
fgenesis
f1656d2fbc
small clarification in framebuffer, no functional change
2023-08-26 02:09:44 +02:00
fgenesis
048a787cb1
get rid of beforeScaleOffset
2023-08-26 00:58:47 +02:00
fgenesis
c959b9f6d6
don't need to set line width again and again
2023-08-26 00:31:46 +02:00
fgenesis
a111bfc17f
use VBO to render tile borders
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Also fix oversight in DynamicGPUBuffer::drawElements(); first wasn't used
2023-08-26 00:14:05 +02:00
fgenesis
cc78b300cc
Cleanups and fixes to AfterEffect
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- fully uses RenderGrid now, no more immediate mode
- remove RippleEffect because it was unused
- Don't render the grid if no effects are active. Sames some GPU time.
- Fix ShockEffect math, broken 2 commits ago
2023-08-25 21:49:16 +02:00
fgenesis
2f7dd87d8b
fix IBO generation...oops
2023-08-25 14:07:25 +02:00
fgenesis
71f9120c30
rework AfterEffect to use RenderGrid instead of its own thing
2023-08-25 14:07:11 +02:00
fgenesis
3c48349e94
remove tiny unused things
2023-08-25 01:57:28 +02:00
fgenesis
7e040ea354
tile repeat with grid effects works again
2023-08-25 00:40:14 +02:00
fgenesis
f9a91e87e4
Move CombinedRenderAndGPUState up one level
2023-08-25 00:39:35 +02:00
fgenesis
d31d320719
set GL textures to always repeat to avoid unnecessary calls to glTexParameteri()
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Shouldn't have any visual changes because edge clamp is never actually used
2023-08-25 00:38:36 +02:00
fgenesis
17452f175e
tiny fixes to VBO
2023-08-25 00:35:27 +02:00
fgenesis
368271c40e
More work on tile rendering:
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- 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
395ff079e9
Experimenting with GL debug context and GL_ARB_debug_output
2023-08-09 02:34:12 +02:00
fgenesis
704981dd00
initial support for static vertex buffers. TileRender uses that now.
2023-07-20 23:11:18 +02:00
fgenesis
e9e81e5ef9
"3" is not a valid internalformat for glTexImage2D()
2023-07-20 22:28:20 +02:00
fgenesis
bc3dfdb9a3
don't quadruple overdraw points in grid debug render
2023-07-20 22:27:50 +02:00
fgenesis
16235a4ad1
Get rid of GL functions with double precision that were accidentally used
2023-07-18 18:59:09 +02:00
fgenesis
7768bf3059
unnecessary file
2023-07-18 18:58:18 +02:00
fgenesis
3ac706f1b6
Fix support for vertically flipped tiles
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Turns out there was another renderer bug that would effectively
ignore the vertical flip if a Quad had an active ElementEffect that
used a grid (effects on numpad keys 1,2,3,5,6).
2023-07-18 18:57:54 +02:00
fgenesis
1da28ec40a
fix tile repeat, works now
2023-07-14 05:21:16 +02:00
fgenesis
9b1c3bba18
rendering optimizations; work towards making the transition to VBOs eventually
2023-07-14 04:25:59 +02:00
fgenesis
ab218ceca6
tiles are now culled
2023-07-14 01:33:59 +02:00
fgenesis
bd5b2b3495
Rework + optimize map tile storage & rendering, initial working draft.
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class Element is completely gone.
(The files are still there but no longer compiled in. Will delete later)
Broken still:
- support for vertical flip
- the editor
- culling
2023-07-14 00:19:33 +02:00
fgenesis
e8c405cd9e
more drafting for tile redering optimization
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This is the last commit before the old Element class gets ripped
2023-07-11 22:30:28 +02:00
fgenesis
0818fbcdb4
fix worldmap selected tile not rendering properly
2023-07-11 04:39:55 +02:00
fgenesis
6686080ddb
invert two x,y loops for more efficient grid updating
2023-07-11 03:49:49 +02:00
fgenesis
976ce8ff3e
split grid rendering off from Quad, to a new RenderGrid class
2023-07-10 17:23:19 +02:00
fgenesis
0f0f3e9023
fix typo that never loaded tileset idx 0
2023-07-10 16:28:04 +02:00
fgenesis
c09098e13c
wip towards Element draw refactor; still using old render path
2023-07-10 02:29:21 +02:00
fgenesis
4b52730be2
Fix parallax horizontal flip rotation bug, but now maps are wrong
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Unfortunatelx maps were designed with this bug present,
and now tile rotation on parallax layers is wrong for flipped tiles.
This also affected background fish swarms and anything that
was on a parallax layer and flipped horizontally.
Need to fix maps next...
See also: commit 76ba2b1211
2023-07-03 19:00:12 +02:00
fgenesis
aaed341569
Cleanup underwater checks, fix rectangular water bubbles
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Long/thin rectangular nodes were not handled correctly,
because it would only check the nearest waterbubble node
for overlap, not all on the map.
+ Lua func: isUnderWater(x, y, radius)
2023-06-23 15:05:05 +02:00
fgenesis
5e75bc486c
fixup core resource (un/re)load
2023-06-23 14:27:41 +02:00
fgenesis
825670f651
More fixes for breakage introduced in 70b8dcdc3a
:
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- fix typo that broke repeat-scale loading
- fix broken tile effects loading
- fix randomly shuffled world map tiles (as textures were loaded in a random order)
- reload tileset on editor reload (because we want to edit textures duh)
2023-06-02 01:32:37 +02:00
fgenesis
478857f149
Quad texture coords are never interpolated, make those a normal Vector
2023-06-01 20:24:14 +02:00
fgenesis
fc76b2de12
fix hidden checks, oops
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Turns out any part of the hierarchy can be hidden, not just the parent.
Esp. the game menu does this.
2023-06-01 20:19:37 +02:00
fgenesis
d740aa06e1
very slightly more verbose loading
2023-06-01 12:59:07 +02:00
fgenesis
d1cbc6f783
support loading *.qoi images
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Now png/qoi/jpg are supported, and some subset of tga
because we need that to load zga files for savegame thumbnails
2023-05-31 18:07:55 +02:00
fgenesis
dc5d385864
remove self-refs (core->...) in Core
2023-05-31 17:40:41 +02:00
fgenesis
fd1ac85af3
remove pointless self-refs (dsq->... and core->...) in DSQ
2023-05-31 17:37:20 +02:00
fgenesis
7041143ef8
Texture loading, part 2: make TextureMgr work with special paths; some fixes
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Ie. explicit relativs paths (./) or absolute paths that are not part of
the regular texture search dirs
Also forgot to clear a free()'d pointer.
2023-05-31 17:12:14 +02:00