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91 commits

Author SHA1 Message Date
fgenesis
a111bfc17f use VBO to render tile borders
Also fix oversight in DynamicGPUBuffer::drawElements(); first wasn't used
2023-08-26 00:14:05 +02:00
fgenesis
3c48349e94 remove tiny unused things 2023-08-25 01:57:28 +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
704981dd00 initial support for static vertex buffers. TileRender uses that now. 2023-07-20 23:11:18 +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
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
74ad8f7804 Build fixes for Linux, some warnings and compatibility fixes for C++17 and up 2023-05-25 16:58:08 +02:00
fgenesis
0a3f57486b Simplify RenderObject::followCamera math, remove branches, cleanup followCamera related code.
It also appears that a RenderObject is always on a layer when rendered.
Assert this in the code. This saves some extra branches.
2023-03-05 21:25:59 +01:00
fgenesis
28766f0d5a make RenderObject::followCamera not modified during rendering
This takes out the last of the RenderObject mutables.

This also fixes the long-standing editor bug that map tiles
that are once moved to parallax layers and then back to a
normal layer keep their scroll factor until the tile is deleted
or the map saved and reloaded.
2023-03-02 03:41:00 +01:00
fgenesis
a494a3f411 ignore mouse motion events generated by SDL_WarpMouse().
Also fix bug that mouse.change got stuck on a tiny value and constantly
move the camera in editor mode.
This is a continuation of 764d106d50 and seems to fix the
previous issues with SDL2 >= 2.0.17

Also remove some unused vars.
2022-08-24 14:16:25 +02:00
fgenesis
f01db61292 show better errors when we fail to start up 2022-06-20 04:25:18 +02:00
fgenesis
1a90625979 refactor rendering logic to be a lot less wasteful
Observations:
- Entity::renderPass was never set to RENDER_ALL -> can simplify some things
- The initial pass check in RenderObject::render() was constant for each pass
-> All logic that is per-pass-constant can be moved to a renderability pre-check
- Core::overrideStartLayer, Core::overrideEndLayer, Core::rlayer were never used
- Should be possible eventually to prepare & render layers in parallel

I am not sure if the changes in this commit are 100% correct, but layer passes
are still working and the hug looks like it should.

Thinking about it, the overrideRenderPass functionality should never have existed.
The game scripts don't actually use entity_setRenderPass
(which in turn calls Entity::setOverrideRenderPass())
so I might remove that function in a future commit,
together with the rest of the "override" functionality.
2022-05-22 17:26:16 +02:00
fgenesis
da23098692 remove PostProcessingFX
It was broken on modern graphics cards anyway and should rather be re-introduced
in a cleaner way once the renderer is ready for it
2022-05-21 18:56:27 +02:00
fgenesis
5c558c122f Remove RenderObject::setColorMult() hack and related members 2022-05-21 16:31:10 +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
4db7990ac2 remove displaylist support
i'd rather trim all possible fat off the renderer and then modularize it
into multiple backends. gotta start somewhere.
2022-05-18 03:39:33 +02:00
fgenesis
9290acd379 fix taking screenshots 2022-04-29 10:26:25 +02:00
fgenesis
988c8c79e4 set better default compiler options; optional console in release mode on windows 2022-04-08 19:31:16 +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
04c557f5e8 Refactor Window functionality out of Core. Minor cleanups.
SDL2 impl seems to work, SDL1 impl finalization pending.
2019-01-29 00:36:48 +01:00
fgenesis
3a96c775db work around dev warning message; fix compiler warning 2018-01-02 16:18:50 +01:00
fgenesis
78352d4402 Multi-display fixes
- Enumerate display modes to show in the resolution selector based on the
  screen we're on
- Correct graphics init code to use the display index specified in
  user settings
2017-06-26 08:34:30 +02:00
fgenesis
3dda97d32a Hopefully fix build against SDL 1.2. Does not yet run!
Also: Recently introduced key names in usersettings.xml will no longer work.
But this should automatically detect key names as they used to be,
and convert automatically. Needs testing.
2017-02-15 04:41:52 +01:00
fgenesis
58e3a247e4 Fix build on osx 2017-02-06 03:37:07 +01:00
Valentin Ochs
9245bee717 Fix some warnings
mostly sign-related, but also some about commas after the last item in
an enum list, usage of default in switches, implicit or old-style casts
2017-01-20 19:10:40 +01:00
Valentin Ochs
f9357e7fca Merge branch 'gccwarn' into controllerfixup 2017-01-17 11:15:47 +01:00
fgenesis
9d80077754 Preparations to get rid of DSQ::inputMode -- Pass device to action() methods. 2017-01-14 22:53:20 +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
eb8ef1fdf7 Use refresh rate setting + attempt to improve window/fullscreen apply logic 2017-01-14 00:06:04 +01:00
fgenesis
b781b45789 Implement "Desktop" resolution (0x0, default). Also fix music slider update in options menu
This makes the window resizable in desktop mode, and fixed size otherwise.
Fullscreen desktop has always the dame resolution as the desktop.
Add config setting to specify initial display.
Add config setting for the refresh rate (not yet properly integrated)

Closes #17
2017-01-13 18:20:35 +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
fgenesis
0d8a5c191c More graphics init cleanup. Remove aspect ratio check. Fix screen transition effect that broke in prev. commits. 2016-11-15 13:00:30 +01:00
fgenesis
6d4f1175ba Fix input grabbing logic, add related user setting, minor cleanup 2016-11-14 03:42:11 +01:00
fgenesis
e92b76cf40 Some more opengl setup cleanup and fullscreen switching improvement 2016-11-14 03:42:10 +01:00
fgenesis
fe7c6ee048 Better fullscreen switching behavior, minor cleanup 2016-11-14 03:42:10 +01:00
fgenesis
1bad4d006d Avoid recreating the GL context on Alt+Tab, resolution change, or windowed/fullscreen switch 2016-11-09 01:17:23 +01:00
fgenesis
4751b31653 Save screenshots in PNG instead of TGA format. Closes #34. 2016-09-26 03:44:15 +02:00
fgenesis
58df545ec8 cleanup #2, no functional changes 2016-09-26 01:54:45 +02:00
fgenesis
84da02e4aa Merge branch 'vs15' into controllerfixup 2016-08-07 23:57:35 +02:00
fgenesis
7b702673fe Fix some things/typos that were overlooked 2016-08-07 05:20:04 +02:00
fgenesis
93ac73179f Support vs15 2016-08-06 19:50:07 +02:00
fgenesis
15c78dd2e4 Rix mouse button emulation that broke somewhere along the way 2016-08-04 01:55:32 +02:00
fgenesis
335b26d1e0 Fix resuming paused cutscene 2016-07-18 23:14:20 +02:00
fgenesis
ab959bc6d6 Use sentinel that captures most of the input for sourceID -1 2016-07-18 01:27:58 +02:00
fgenesis
c943759ce1 Getting closer to mutliple inputs actually working
Split logic and state from ActionMapper into another class,
of which one exists per input set.
2016-07-17 22:25:24 +02:00
fgenesis
dcf09343b5 Correctly distinguish between action sources when evaluating ActionMapper
I'm not quite happy with the hackishness of this change;
hope it doesn't incur too much runtime overhead with all these checks...
2016-07-17 17:50:27 +02:00
fgenesis
bf94d541cd More WIP towards multiple input sets 2016-07-16 22:08:39 +02:00