Commit graph

138 commits

Author SHA1 Message Date
Christoph Oelckers
ddef3f7b98 - made video base code game independent 2020-04-28 22:54:53 +02:00
Christoph Oelckers
2196b4fb04 - moved the frame rate drawer out of DFrameBuffer.
Too much of this is not shareable and all it consists of are drawing operations on the 2D drawer.
2020-04-27 23:53:26 +02:00
Christoph Oelckers
5f3e4a5d0e - did a bit of cleanup on DFrameBuffer, most notably taking GetCaps out of it.
With the old softpoly renderer and OpenGL 2.x being gone there is no more need for such complex handling, it is now a single function in d_main.cpp.
2020-04-27 22:24:41 +02:00
Christoph Oelckers
3ee1aa76c3 - moved model code to 'common'. 2020-04-27 20:50:46 +02:00
Christoph Oelckers
8ea0a0c5f8 - took the game dependent model render functions out of the FModelRenderer class.
This makes FModelRenderer game independent - the 3 functions in question may just be global functions instead.
2020-04-27 00:25:53 +02:00
Christoph Oelckers
67a50d084a - started cleanup of model code.
* refactored FBoundingBox so that the game dependent members are global functions now.
* changed some methods of the model renderer to take a render style parameter instead of a full actor.
2020-04-27 00:03:23 +02:00
Christoph Oelckers
10bc37b37e - moved RenderView out of the framebuffer classes to complete the consolidation of the renderer's entry points. 2020-04-25 17:58:26 +02:00
Christoph Oelckers
6177ed153d - consolidated the 3 RenderViewpoint variants and took the function out of the framebuffer class. 2020-04-25 10:51:45 +02:00
Christoph Oelckers
8dbc727178 - fixed compile errors pointed out by CI 2020-04-19 19:05:50 +02:00
Christoph Oelckers
b2281c38e1 - fixed texture layer management so that each material layer can decide for itself if it wants to allow upscaling.
- rewrote the hardware texture precacher to use the new texture management to properly track the data to delete.
2020-04-19 10:57:56 +02:00
Christoph Oelckers
ef8e7a4944 - reworked the multipatch texture builder to reuse the FImageTexture objects. 2020-04-19 10:57:55 +02:00
Christoph Oelckers
e60d758287 - made all member variables of FTexture protected. Also temorarily disabled the CleanUnused call of the precacher - this needs some reworking, now that the texture system is better equipped for it. 2020-04-19 10:57:54 +02:00
Christoph Oelckers
718949f74d - moved the texture name to FGameTexture. 2020-04-19 10:57:53 +02:00
Christoph Oelckers
c563f4993f - took the sky cap color getter out of the texture system.
# Conflicts:
#	src/common/textures/textures.h
2020-04-19 10:57:52 +02:00
Christoph Oelckers
7641da8b7b - moved several members from FTexture to FGameTexture. 2020-04-19 10:57:52 +02:00
Christoph Oelckers
70ec20c137 - optimization of texture scaling checks.
The texture dimension checks can be performed up front when the texture is inserted into the texture manager.
2020-04-19 10:57:51 +02:00
Christoph Oelckers
8505c7ee7d - major refactor of texture upscaling control.
All decisions were done deep inside the texture creation code, leaving zero options to the higher level code for controlling the feature.
Changed this so that the option to upscale must be passed as a parameter to FRenderState::SetMaterial and extended all needed variables to manage the added texture variants.
Still not solved: Material layers need explicit control, not only for scaling but also for filtering.
2020-04-19 10:57:51 +02:00
Christoph Oelckers
0b990f0dcb - moved the decision whether to upscale textures up one level in the function chain. Still not the perfect place, this should be decided before creating the texture, not in the middle of the process.
- disabled the selective texture cleaning in the precacher. The logic here turned out to be a serious blocker and needs to be rethought.
2020-04-19 10:57:50 +02:00
Christoph Oelckers
c5e81c54a2 - Moved the raw texture handling into the texture manager as well. 2020-04-19 10:57:50 +02:00
Christoph Oelckers
5352682697 - moved the front layer hack for Hexen's skies to the texture manager. 2020-04-19 10:57:50 +02:00
Christoph Oelckers
da873ca8d1 - moved the handling for paletted replacements into the texture manager.
This is something the texture should not concern itself with.
2020-04-19 10:57:49 +02:00
Christoph Oelckers
662fa6e667 - removed the conversion helper code and fixed a few places where FMaterial was only used to access the hardware textures in the FTexture class. 2020-04-19 10:57:49 +02:00
Christoph Oelckers
7bdef7fe9a - cleaned the texture manager's method interface from FTexture references. 2020-04-19 10:57:49 +02:00
Christoph Oelckers
83817080bb - more texture cleanup.
It is now in a state where FTexture really needs to be separated from FGameTexture.
2020-04-19 10:57:48 +02:00
Christoph Oelckers
72835c5462 - transitioned the GLDEFS parser to FGameTexture. 2020-04-19 10:57:46 +02:00
Christoph Oelckers
b9b6a354c7 - changed all texture access in the play code to use FGameTexture and redid Hexen's front sky layer by adding a new texture instead of hacking the existing one. 2020-04-19 10:57:46 +02:00
Christoph Oelckers
9e7094848c - transitioned the 2D drawer to FGameTexture. 2020-04-19 10:57:45 +02:00
Christoph Oelckers
d9928b51a8 - eliminated all cases of calling DrawTexture with an FTexture.
Everything uses FGameTexture now.
2020-04-19 10:57:45 +02:00
Christoph Oelckers
c7db5b932e - switched the entire status bar code to use FGameTexture.
- scale the automap parchment to clean 320x200 dimensions.
2020-04-19 10:57:45 +02:00
Christoph Oelckers
9593cb56ae - decoupled the software renderer entirely from FTexture - it will only look at FSoftwareTexture now, all access to the texture manager has been wrapped. 2020-04-19 10:57:45 +02:00
Christoph Oelckers
e92be97f33 - let FSkybox inherit from FImageTexture to simplify the redirection of the base image for the software renderer. 2020-04-13 14:23:57 +02:00
alexey.lysiuk
9c23c0ac59 - fixed compilation with GCC 5 2020-04-12 11:50:11 +03:00
Christoph Oelckers
8f8aed5ee3 - moved bitmap.cpp to 'common' and remove the duplicate IceRemap. 2020-04-11 20:23:26 +02:00
Christoph Oelckers
b18faacab0 - 2D drawer cleanup. 2020-04-11 20:20:58 +02:00
Christoph Oelckers
d586ffa79c - const-ified the palette pointers in the texture creation code.
- fixed includes.
2020-04-11 20:20:39 +02:00
Christoph Oelckers
65f15e1147 - moved the material class to 'common' as well. 2020-04-11 20:20:38 +02:00
Christoph Oelckers
580e463498 - moved texture code to 'common'. 2020-04-11 20:20:38 +02:00
Christoph Oelckers
f8e9cb8fbc - major dependency reduction of the texture system. 2020-04-11 20:20:37 +02:00
Christoph Oelckers
721b857e5e - minor FTexture cleanup. 2020-04-11 20:19:53 +02:00
Christoph Oelckers
ac610d87e5 - merged FPalette and PaletteContainer. 2020-04-11 20:19:53 +02:00
Christoph Oelckers
7243495b16 - moved special color maps to utilities.
The default tables are needed by the texture compositor which should be universal, so this needs to be, too.
2020-04-11 20:19:52 +02:00
Christoph Oelckers
05d8856fe0 - moved file system implementation to 'common'. 2020-04-11 14:00:20 +02:00
Christoph Oelckers
80c6d5b276 - renamed more stuff and also moved the Strife teaser voice handling out of the file system. 2020-04-11 14:00:19 +02:00
Christoph Oelckers
c1bb7de23a - more file system refactoring.
* moved the sprite renaming out of the file system entirely into a caller-provided callback.
* renamed several functions to closer match the terms of a file system.
* moved the VM interface out of the implementation.
2020-04-11 14:00:19 +02:00
Christoph Oelckers
6bccde3b51 - renamed the file system related classes to actually use the term "FileSystem". 2020-04-11 14:00:18 +02:00
Christoph Oelckers
6996d54a23 - moved more code to 'common'.
This is all low level utilities with no dependencies on game logic. Having this in a separate directory makes sharing with Raze a lot easier.
2020-04-11 14:00:12 +02:00
Christoph Oelckers
cf757ba834 - made the translation container a class.
This also splits off some Doom-specific implementation details into higher level headers.
2020-04-11 14:00:11 +02:00
Christoph Oelckers
b0ecb02d6b - move SuperFastHash to its own set of files, instead of having this tied to the console.
- replace swapvalues with std::swap globally.
- added some additions to utility code from Raze, mainly to reduce file content differences.
- reduced some unused utilities
2020-04-11 14:00:10 +02:00
Lucy Phipps
2c1a42ae55
remove gl_texture_usehires since it's unused now
GLTEXMNU_ENABLEHIRES in language.csv is unused too
2020-04-05 13:22:32 +01:00
Christoph Oelckers
5490ffcd77 - removed the obsolete Doomsday 1.8-style texture pack support.
This poorly integrated into the texture system and wasn't compatible with modern texture packs anymore so its usefulness was questionable.
2020-04-04 12:55:24 +02:00