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475 commits

Author SHA1 Message Date
fgenesis
f1796475f1 undo parts of prev commits; move old fudge from font atlas code to tile rendering.
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
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
- 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()
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:
- 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
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.
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
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
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
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:
- 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
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
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
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
fgenesis
4e632f9f6c BmpFont usage is now a ref instead of a ptr, const-ify glfont 2023-05-31 17:08:52 +02:00
fgenesis
69ae4bdb20 Fix uninitialized glLineWidth() when rendering nodes; use green color for nodes that have a script
That would explain why nodes were drawn with thin lines whenever DebugText was on screen...
2023-05-31 17:06:33 +02:00
fgenesis
9cd9601485 Drop textures when no longer needed
Textures used to be unloaded as soon as they were unreferenced.
The TextureMgr cache keeps an active reference to prevent load-unload-load
cycles so it only unloads things when explicitly asked.
This does require some more peak VRAM during map/tileset transitions
especially, since old textures are unloaded only after the next map
has been loaded, but the shortened load times should be worth it.
2023-05-31 01:36:50 +02:00