Commit graph

270 commits

Author SHA1 Message Date
Alam Ed Arias
386f9d4e54 fix compiling for MSVC 2018-12-14 20:42:37 -05:00
Alam Ed Arias
261e1e623c Clear float equal warnings 2018-12-14 20:34:06 -05:00
TehRealSalt
4507ee18fd Merge remote-tracking branch 'srb2public/next' into merge-next 2018-11-29 08:49:50 -05:00
Sryder
fa24e37526 Rotate All MD2s to match their standing slopes
Needs to be tested in gravity flip
Also flips the normal on linedef based slopes so that it's facing the correct direction
Also makes it so slopelaunch doesn't always remove the standingslope (going down some slopes would cause it to be constantly unset and reset)
2018-11-26 00:17:34 +00:00
mazmazz
c91b2b4456 Update source copyrights to 2018 2018-11-25 07:35:38 -05:00
Monster Iestyn
49ba4843fa Fix compiler errors 2018-11-22 20:08:57 +00:00
Sryder
c2cd6be8e4 Set the screen textures to use max higher texture IDs
This should hopefully alleviate the issue where textures overwrite the screen, or the screen overwrites the texture for now.
THIS IS NOT A FULL SOLUTION TO THE PROBLEM, but I highly doubt we'll ever be loading 4 billion textures at once, ever.
2018-11-17 15:23:12 +00:00
TehRealSalt
8fe068ef46 Merge remote-tracking branch 'refs/remotes/srb2public/next'
# Conflicts:
#	src/f_finale.c
#	src/hardware/hw_draw.c
#	src/hardware/hw_main.c
#	src/m_misc.c
2018-04-07 18:43:59 -04:00
Monster Iestyn
43743722c7 Merge branch 'public_next'
# Conflicts:
#	src/f_finale.c
#	src/hardware/hw_draw.c
#	src/hardware/hw_main.c
#	src/hardware/r_opengl/r_opengl.c
#	src/sdl12/hwsym_sdl.c
#	src/sdl12/i_video.c
2018-04-06 18:42:07 +01:00
Sryder
9c1bf9798a Revert "Fix screenshot functionality in fullscreen in SDL2"
This reverts commit 83d4f29367.

The reason I am reverting this is because the last commit actually fixes the *old* screenshot functionality, as the screen is being drawn back onto the buffer after they're swapped in the "real" size. Meaning the old function actually works perfectly fine now.
2018-03-18 18:33:53 +00:00
Sryder
4e40a810f7 Fix wipes in low resolutions 2018-03-18 17:12:12 +00:00
Sryder
8e18d804fe Draw the final screen texture in the centre with black bars
Only applies when the monitor aspect ratio is different to the game's aspect ratio.
2018-03-17 19:22:14 +00:00
Sryder
0742655892 Better fog block colouring
They still aren't perfect, but now they are at least not quite so obviously just translucent polygons over the level. A mixture between partially modulating the background colours and adding the fog colour. Notably white fog blocks look like they're brightening what's behind them.
Additive was also setting noalphatest before, can probably decide that depending on what it needs anyway. I don't think it's currently used anyway.
2018-03-15 23:58:37 +00:00
Sryder
4114464930 Small hacky fix for MD2s and sprites until sorting for walls, floors, and sprites is done
Sorts all translucent sprites and MD2s so they're drawn after all the opaque ones. Fixes most of the observable issues between translucent MD2s and opaque sprites/MD2s.
2018-03-09 09:58:10 +00:00
Sryder
83d4f29367 Fix screenshot functionality in fullscreen in SDL2 2018-03-08 22:28:38 +00:00
Sryder
e6dff75aab Optimise the screen texture setup for SDL2, Post-processor, and wipes.
Only use glCopyTexImage2D when first creating the screen texture, use glCopyTexSubImage2D anytime after that as it does not define a new texture each time.
Flushing of the screen textures has been implemented for when the screen size changes (so that the screen textures don't stay at a wrong size) and the game is closed, I believe they would leave a memory leak before.
2018-03-07 22:55:21 +00:00
Sryder
954850b221 Decrease far clipping plane
The Far clipping plane did not need to be nearly as high as it was, the new value is 32768, which I suspect is about how far software can render before it completely falls apart.
It is desirable to increase the near clipping plane to between 6-10, but it can introduce more issues with close geometry not being drawn when the player or camera is scaled or viewheight is set to MIN in first person view. It would also stop sprites from being drawn ever so slightly too early, but this isn't too much of an issue and isn't too noticeable with those values. Might look into scaling near clipping plane in accordance to camera scale in the future.
The reason for wanting to increase the near clipping plane is because the small value can cause very noticeable Z-fighting where there shouldn't be on older GPU's, usually Intel ones, that don't support 24-bits for the depth buffer.
2018-03-07 00:39:33 +00:00
Sryder
254c53cb3d Merge branch 'master' of git@git.magicalgirl.moe:STJr/SRB2.git into openglquickfixes 2018-03-06 16:11:05 +00:00
TehRealSalt
7e9bcf5a49 Merge remote-tracking branch 'refs/remotes/srb2public/master' 2018-01-02 22:59:43 -05:00
Monster Iestyn
728d27f2d5 Merge branch 'public_next'
# Conflicts:
#	src/doomdef.h
#	src/sdl12/macosx/Srb2mac.xcodeproj/project.pbxproj
#	src/win32/win_vid.c
2018-01-02 17:32:24 +00:00
TehRealSalt
e2b769529b Rendering fixes ahoy!
- Fix squished sky in Software 3P/4P
- Fix reversed sky in OpenGL Mirror Mode
- Fix MD2 culling in Mirror Mode
2017-12-29 14:50:16 -05:00
Alam Ed Arias
31027d1a2d MSVC: set SubSystem on DLLs to Windows 2017-12-27 19:32:38 -05:00
TehRealSalt
e62a473766 Merge remote-tracking branch 'srb2public/next' into quads
Update
2017-12-22 20:55:59 -05:00
TehRealSalt
94a42d1bf6 Unfinished V_HORZSCREEN revamp 2017-12-22 10:16:41 -05:00
TehRealSalt
349b27e0de Change splitscreen into UINT8, fix HUD slightly more 2017-12-18 20:59:04 -05:00
TehRealSalt
122eb82170 Merge remote-tracking branch 'refs/remotes/origin/battle' into quads
# Conflicts:
#	src/g_game.c
#	src/k_kart.c
2017-12-18 01:02:53 -05:00
TehRealSalt
654e5e482b Mess with camera distance stuff
Also fixed a bug where I made all of the screens in 3p/4p mode in OpenGL
too zoomed in
2017-12-17 17:01:19 -05:00
TehRealSalt
1f958091df OpenGL rendering 2017-12-17 16:33:21 -05:00
TehRealSalt
b6d86145a9 OGL Mirror Mode
Haven't tested a whole lot but it seems okay?
2017-12-12 17:31:25 -05:00
Monster Iestyn
b52c843139 Merge branch 'public_next' 2017-11-01 18:39:25 +00:00
Monster Iestyn
2b1fb67a5f DrawMD2i: change duration and tics to INT32, fix up any related code 2017-10-30 19:12:51 +00:00
Monster Iestyn
0cc8fbdb4e Don't use interpolation code if the frame lasts instantaneously or infinitely
Also removed the + 1 from newtime, since there was never really any need for it. It just offset the interpolation so it went like (1 -> 2] instead of [1 -> 2), so you never saw the base appearance for each frame except at the end of any frames interpolating to it

Changed DrawMD2Ex's duration/tics type to INT32 so -1 comparisons work, probably want to change the signs elsewhere too but this is fine for now
2017-10-24 20:45:55 +01:00
TehRealSalt
5fe2f4928f Merge remote-tracking branch 'refs/remotes/srb2public/next' into zarrotsu
# Conflicts:
#	src/doomdef.h
#	src/sdl/i_main.c
#	src/sdl/i_video.c
#	src/y_inter.c
2017-10-17 15:53:34 -04:00
TehRealSalt
727d55b64e Merge remote-tracking branch 'refs/remotes/srb2public/public_flatsprite' into zarrotsu
# Conflicts:
#	src/doomdef.h
2017-10-17 00:40:38 -04:00
Monster Iestyn
d38873854d Now that MiniGL is gone, the 1.2 Params macros will always be defined
ATI_RAGE_PRO_COMPATIBILITY isn't used, and was disabled in r_minigl.c (the only other file that mentioned it) anyway. So let's get rid of support for it!
2017-09-30 17:09:45 +01:00
Monster Iestyn
20709f55b5 Murdered MiniGL (yes it's not a port, but we don't need it anymore anyway) 2017-09-30 17:00:37 +01:00
Monster Iestyn
330399ea9b Dreamcast is gone, so there is no need for KOS_GL_COMPATIBILITY anymore 2017-09-29 18:28:47 +01:00
Sryder13
db99537a6b Various Transparent Texture Fixes
Draw Textures and Flats that have holes in them like a solid polygon so they use the depth buffer and don't need to be sorted
Disable all linear filtering on textures and flats that have holes in them, the linear filtering introduces translucency into the textures where the edges are. Leaving them with either a black border, or causing pixels behind the slightly translucent areas to not be drawn. Doesn't apply to sprites and the HUD as they are always already sorted properly.
Make the Alpha Testing more strict on non-translucent blend modes. This makes it so any transparency below 0.5 is discarded instead. Would make anything that is blended and has holes in it look slightly better, only the HUD and MD2s where the texture has holes are effected currently.
Set TF_TRANSPARENT on flat texture flags when there are holes in the texture.
Minor fix to make sure MD2s always set the right blend mode
2017-09-09 00:44:13 +01:00
Alam Ed Arias
6847a89bc2 OpenGL: check for 1.3+ or 2.0+, not just 1.3/2.X to 4.X 2017-05-29 23:04:03 -04:00
Alam Ed Arias
6be7693ecb OpenGL: Load the GLU and OpenGL 1.3 multitexturing functions during runtime 2017-05-29 22:52:51 -04:00
Monster Iestyn
f96844b262 Fix screenshots taken in OpenGL with 1366x768 being messed up
This is based on GZDoom's own fix for the same issue, had to add support for glPixelStorei first though
2017-05-29 21:28:36 +01:00
Alam Ed Arias
2823c7bffb build: fixup warnings from GCC 6.2.1 2017-03-12 17:23:56 -04:00
ZTsukei
f50ecc0dcd Most items work (netgame needs testing), will do fireballs later. 2017-02-26 17:38:24 -05:00
Alam Ed Arias
2c8008e11e NULL checks 2016-06-13 10:07:10 -04:00
Alam Ed Arias
1e3631425f r_opengl: move DrawMD2i code to DrawMD2Ex 2016-06-12 16:08:48 -04:00
Alam Ed Arias
57091261d9 MSVC: fixed up MSVC project 2016-05-21 23:53:04 -04:00
Alam Ed Arias
e2a5783521 Merge branch 'master' into next 2016-05-19 01:39:45 -04:00
Alam Ed Arias
ab9f2ea831 MSVC: fixup Debug build linked 2016-05-18 21:11:30 -04:00
Alam Ed Arias
7058baed44 Merge branch 'master' into next 2016-05-18 20:07:27 -04:00
Alam Ed Arias
5aa48cf7ca fixed up old VS 2010 project to work with VS 2015, tested with FMOD/DirectX 2016-05-18 01:35:35 -04:00