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29 commits

Author SHA1 Message Date
fgenesis
49b9e0f05a Rework & cleanup CMake project files
- Building with CMake for development is now actually sane
- Split deps into projects and extra files
- Building against external deps should still work but needs testing
- Can now build out of the box without further adjustments as long as SDL(2) is found properly
- Build Lua in C++ mode (so it can use exceptions instead of setjmp/longjmp)
  - Unfortunately we need to enable exceptions for this :(

- Remove these defines:
  * AQUARIA_BUILD_SCENEEDITOR (now always on)
  * AQUARIA_BUILD_CONSOLE (now always on)
  * BBGE_BUILD_ACHIEVEMENTS_INTERNAL (now always on unless BBGE_BUILD_STEAMWORKS is defined)
  * BBGE_BUILD_OPENGL_DYNAMIC (now always on, define BBGE_BUILD_OPENGL_STATIC if needed)
  * BBGE_BUILD_FMOD_OPENAL_BRIDGE (now always on)
- BBGE_BUILD_STEAMWORKS is not actually implemented (any volunteers?)
- Prepare later removal of SDL & the old vc90 project from the repo. See #74 for extra notes.
2022-04-07 02:38:39 +02:00
fgenesis
96216503c4 remove zlib, libpng, glpng and related code; add some stb libs; rework texture loading 2022-03-31 21:03:40 +02:00
fgenesis
86cd7950ca Merge branch 'experimental' into controllerfixup + bring back BBGE_BUILD_OPENGL_DYNAMIC
# Conflicts:
#	BBGE/Base.cpp
#	BBGE/FrameBuffer.cpp
#	BBGE/Shader.cpp
2021-01-12 02:45:41 +01:00
False.Genesis
b3b3d98f79
Merge pull request #73 from dimag0g/experimental
Compatibility with non-standard build environments
2021-01-12 02:15:49 +01:00
Valentin Ochs
c3f1058ff2 Change some stuff for butt-endian architectures 2021-01-11 12:28:27 +01:00
Valentin Ochs
b9d402199c Get rid of a lot of gcc warnings
Mostly signed/unsigned comparisons. Also some bugs, but I don't remember
where :D
2021-01-11 12:28:27 +01:00
Dmitry Grigoryev
9596e7eac8 fix static FrameBuffer/Shader build 2021-01-02 02:14:15 +01:00
fgenesis
7456e785fa Remove mandatory defines and their checks:
BBGE_BUILD_SHADERS
BBGE_BUILD_FRAMEBUFFER
BBGE_BUILD_OPENGL
BBGE_BUILD_OPENGL_DYNAMIC
2017-02-05 22:51:25 +01:00
Valentin Ochs
f9357e7fca Merge branch 'gccwarn' into controllerfixup 2017-01-17 11:15:47 +01:00
Valentin Ochs
beb2216265 Change some stuff for butt-endian architectures 2017-01-14 20:10:42 +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
0dc30e668d Merge branch 'experimental' into controllerfixup
# Conflicts:
#	Aquaria/Avatar.cpp
#	Aquaria/Continuity.cpp
#	Aquaria/DSQ.cpp
#	Aquaria/DSQ.h
#	Aquaria/Game.cpp
#	Aquaria/Game.h
#	Aquaria/Main.cpp
#	Aquaria/UserSettings.cpp
#	BBGE/Base.cpp
#	BBGE/Base.h
#	BBGE/Core.cpp
#	BBGE/Core.h
#	BBGE/DebugFont.cpp
#	BBGE/Shader.cpp
#	BBGE/SoundManager.h
2017-01-13 12:19:23 +01:00
fgenesis
8af953cb63 Replace spaces with tabs (future self: i'm sorry)
In most places, that is. Left some files unchanges because they are a mess.
2017-01-12 22:51:46 +01:00
Valentin Ochs
dcd21b57bd Merge pull request #41 2017-01-12 22:14:26 +01:00
fgenesis
b5e6234269 Move glext function pointer loading to GLLoad.cpp 2016-09-26 04:13:28 +02:00
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
69e25640fb Reload shaders on resolution change. 2013-10-25 01:44:34 +02:00
fgenesis
6962a3e3ab Improvements to shader API; use handles instead of raw pointers. 2013-06-15 04:11:11 +02:00
fgenesis
836de14093 Implement multi-pass postprocessing shader.
This allows attaching multiple shader programs, processing the entire
screen as texture. Chaining shaders works, each shader will use
the output of the previous shader as input.
2013-06-15 02:38:49 +02:00
fgenesis
cfd9b0ca5b Fix bug in shader uniform assignment 2013-05-15 01:56:50 +02:00
fgenesis
2ac3ad9fb1 Fixes & enhancements to shader interface code 2013-05-12 00:05:57 +02:00
fgenesis
c62d9f2370 Re-introduce AfterEffect shader functonality, part 1.
This repairs pixel/vertex shader code that was seemingly
experimented with during testing, but it was never used and no
shaders ever made it to the data files.
2013-05-10 22:22:35 +02:00
fgenesis
6dc1c1e8d1 [vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...)
- HTTP networking support, mods can be downloaded via the builtin downloader.
  All network activity runs in a seperate thread, which is started
  as soon as any network activity is requested.
- The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise;
  this setting can be overridden in the config file.
- The mod selector screen is now a grid-view for much better navigation;
  also works with joystick.
- VFS code is functionally similar to the old molebox-packed release
  for win32. The game could also have its data shipped in a Zip file
  or any other kind of archive.
- It is still possible to build without VFS support, but then the mod
  downloader and soft-patching will not be available.

The full commit history can be found here:
https://github.com/fgenesis/Aquaria_clean/compare/master...vfs

The most important commit messages follow:
[...]
    This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ...
    Some code is #ifdef'd for better performance and less memory-copying.
    VFILE is defined to whatever type of file is in use:
    - FILE if BBGE_BUILD_VFS is not defined
    - tttvfs::VFSFile if it is.

    Other changes:
    - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE.
    - glpng can now load from a memory buffer.
    - TinyXML uses the VFS for reading operations now.
    - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer,
      which gets its data in one block (necessary to use the VFS without implementing
      a somewhat STL-compliant std::ifstream replacement.)
-------------
Implement loading mods from zip files.
-------------
Implement soft-patching game data files. (Replacing textures/audio/... on the fly)
-------------
Misc bits:
- Extended GUI focus handling a bit
- Fixed weirdness in texture loading... not sure but this seems more correct to me.
  Actually, considering that the texture will have its native size after restarting the game,
  the lines removed with this commit seem pretty useless.
2012-06-01 17:52:19 +02:00
fgenesis
99375127e1 Fixed a shader related crash that occured if the following conditions were met:
- BBGE_BUILD_SHADERS defined
- Blur enabled in config
- Entering a "warplocalnode"-Node while taking damage

These conditions caused it to enable shader related code while taking the
screenshot for the warp transition, that caused a crash because the shader-
related gl*() function pointers were not initialzed, because the current
code never loads any shaders.
2012-02-05 20:26:23 +01:00
fgenesis
56c6833220 Revert "added partial VFS support - enough to read static data from any source"
This reverts commit fa3e9e7329.
2011-09-15 19:18:53 +02:00
fgenesis
fa3e9e7329 added partial VFS support - enough to read static data from any source 2011-09-15 18:33:13 +02:00
fgenesis
3096eaf5e2 initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4 2011-08-03 22:05:33 +02:00