Commit graph

16 commits

Author SHA1 Message Date
firewave 5332d8f945 fixed some -Wunused-* compiler warnings 2023-12-02 14:27:32 -08:00
Ian Curtis a065df24b8 Correct scroll fog attenuation logic (gm_matthew)
The attenuation value effects the spot light on fog for the scroll fog layer. The old implemention was nearly correct but the paramaters for the mix function were swapped.
2023-11-05 23:44:27 +00:00
Ian Curtis c5f9a3ad26 Amend the ambient fog logic to be disabled if fog density/start is set to zero. This fixes a regression where the sky stops drawing in lost world.
Rewrite the scroll fog shader slightly. Scroll fog is a 2d layer, it has no depth, or can be considered to be drawn at infinity, therefore is not effected by the viewport light. The scroll attenatuion value also I think attenatutes the scroll fog alpha value. This fixes various effects in emergency call ambulance.
2023-10-24 10:17:15 +01:00
Ian Curtis 86d477263f Scroll fog is like a clear colour for the render target, but can be semi transparent as the tilegen layer can be shown underneath. I assumed that transprent polys would be drawn to the render target for transparent polys but unfortunately the logic does not work. So where else could it be drawn? Well with limited memory it must be draw to the buffer for opaque polys, which means this render target is also blended. 2023-10-15 17:16:52 +01:00
Ian Curtis 6595b9320e Rewrite the renderer a bit to spit out the finished graphics from the 3d chip on separate buffers. One buffer is for opaque pixels, and 2 more for translucent pixels. Before the frame was composited on the back buffer, which meant the tilegen had to have been drawn first. This way the images are now totally independant of the tilegen chip so can be drawn as soon as the register write 0xC is written to the tilegen.
Some games update the tilegen after the ping_ping bit has flipped at 66% of the frame, so we need to split the tilegen drawing up into two stages to get some effects to work. So having the tilegen draw independantly of the 3d chip can make this happen.
2023-10-14 20:05:00 +01:00
Ian Curtis 40c8259130 Rewrite the whole project for GL4+. I figured if we removed the limitation of a legacy rendering API we could improve things a bit. With GL4+ we can do unsigned integer math in the shaders. This allows us to upload a direct copy of the real3d texture sheet, and texture directly from this memory given the x/y pos and type. This massively simplifies the binding and invalidation code. Also the crazy corner cases will work because it essentially works the same way as the original hardware.
The standard triangle render requires gl 4.1 core, so should work on mac. The quad renderer runs on 4.5 core. The legacy renderer should still work, and when enabled a regular opengl context will be created, which allows functions marked depreciated in the core profiles to still work. This will only work in windows/linux I think. Apple doesn't support this.

A GL 4.1 GPU is now the min required spec. Sorry if you have an OLDER gpu. GL 4.1 is over 12 years old now.

This is a big update so I apologise in advance if I accidently broke something :]
2022-11-07 21:33:01 +00:00
toxieainc d7041a83c9 fix missing version GLSL compiler warnings on startup
happens (at least) on Intel drivers
2022-08-19 08:41:22 -07:00
toxieainc 4961951a89 fix a real error (m68kdasm) and some harmless performance warnings and use modern headers 2022-07-11 18:10:41 +02:00
Ian Curtis 73ff32a10d fix cast, and remove extra ; that had snuck into the shaders 2018-06-18 10:24:46 +00:00
Ian Curtis 8f622714a7 Fix attribute locations. glBindAttribLocation must be called linking 2017-08-11 11:59:41 +00:00
Bart Trzynadlowski a315627401 Added support for loading shaders from files for new engine and tile renderer. Changed help text to reflect new engine being default. 2017-08-11 00:41:10 +00:00
Ian Curtis d7403afda6 use generic vertex attributes 2017-08-10 15:43:03 +00:00
Ian Curtis 2335f3173b Use c++11 raw string literals 2017-07-08 10:55:14 +00:00
Ian Curtis f0e00c5dc7 Rewrite the spot light code, and implement the missing fog logic. (HarryTuttle) 2017-04-02 21:03:59 +00:00
Bart Trzynadlowski f34e25dfc7 Massive internal change: removed CConfig object and replaced it with a hierarchical config object system (Util::Config::Node). Games are now defined in an XML file. Hopefully I didn't break too many things :/ 2017-03-27 03:19:15 +00:00
Ian Curtis f0a15febd1 implement scroll fog, fixes a tonne of missing fx 2016-10-09 16:34:12 +00:00