Commit graph

133 commits

Author SHA1 Message Date
zicodxx bcdbff0665 Avoided variable array initializations which some compilers do not like; Also made sure declarations happen first inside (sub)functions; Fixed set but unused variables 2011-09-26 23:00:23 +02:00
zicodxx dcc964817e Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game content 2011-06-01 09:59:51 +02:00
zicodxx 29580f9823 Removed key_flush() call from save_screen_shot() - not needed anymore due to new input reading and only screws up ingame controls 2011-05-19 23:49:01 +02:00
zicodxx 6459b6ed8a Smash texture list when switching between window mode and fullscreen prevent invalid textures; Made code to capture Screenshots more similar between OpenGL and OpenGL ES 2011-04-10 12:28:19 +02:00
zicodxx 357e1b0144 Made lighting code work with actual RGB values and added feature to let certain objects emit colored dynamic light as well as let mine flash red when control center destroyed (OpenGL-only at the moment) 2011-04-07 22:32:47 +02:00
zicodxx c8f4008878 Fixes for OpenGL ES implementation 2011-03-28 01:57:15 +02:00
zicodxx fe2dd897f7 Added cv_fade_level to canvas structure to replace Gr_scanline_darkening_level; Added cv_blend_func to canvas structure to set blending; Introduced gr_settransblend to set cv_fade_level and cv_blend_func; Added function to set normal blending, additive alpha blending and additive color blending; Moved Special transparency effects from g3_draw_bitmap to render_object to set individual transparency and/or blending for each object outside of OpenGL-specific code; Added special blending for fuelcenter and force field effects as well; Removed unused LASER_HACK code; Renamed OglAlphaEffects variable of PalyerCfg to AlphaEffects as I plan to implement this kind of effects for Software renderer, too 2011-02-23 17:46:36 +01:00
zicodxx 4c58b43b2d Set zNear for gluPerspective to 0.1 to prevent ugly clipping while passing illusory walls; Set zFar to 5000.0 to prevent disappearing automap in large distance - all still sane enough for Intel chips so my eeePC is safe nyahahaha 2011-02-18 00:43:03 +01:00
zicodxx 79e84f8d17 Draw laser effects with special blending instead of disabled DepthMask; Added special blending for transparency effects as well to let them kick more ass; Corrections while rendering outside part of endlevel sequence with disabled depth testing and dynamically changing Render_depth to make the mine exit visible again while not rendering the exit tunnel tru the planet terrain 2011-02-18 00:17:49 +01:00
zicodxx 53c9fa987f Added secondary weapon indicators to new reticle types; Fixed disks being drawn as circles - whoops 2011-02-10 20:53:19 +01:00
zicodxx 6bc439a343 Simplified ogl version of gr.c in terms of SDL video flags and fullscreen toggle; Added command-line/INI option to remove borders from windowed program 2011-02-10 15:30:05 +01:00
zicodxx 80e9e5893e Fixed memory leak produced by drawing circles and disks 2011-02-09 17:18:26 +01:00
zicodxx 17d0482938 After rendering Reboot reticle, reset glLineWidth to default value again 2011-02-02 02:12:09 +01:00
zicodxx 587938363e Before duplicating last pixel column or row in ogl_filltexbuf, make sure we are still in actual bitmap boundaries 2011-01-17 15:00:13 +01:00
zicodxx 76514d8ba1 in ogl_filltexbuf add pixel row matching color of bitmap edge to get a clean border when filtering cockpit overlay bitmaps; Small text correction for sound menu to fit better on screen 2011-01-16 19:33:30 +01:00
zicodxx a8f3f4764f Added feature to enable Anisotropic filtering is supported by hardware or driver; Reworked way of handling texture filtering information so ingame switching is possible again; Little fix for ogl_get_verinfo which was taken out for ordinary OGL code but should for OGLES 2011-01-16 01:50:28 +01:00
zicodxx e74f5e60d1 Fixed alpha limit for ogl_ulinec(), gr_uricle(), gr_disk() 2011-01-15 20:50:22 +01:00
zicodxx 31d17380ec Added different reticle types with RGBA and size settings; Apply RGBA and size to FlightSim Indicator; Added Brightness Slider to Graphics options menu; Added OpenGL usage for gr_disk 2011-01-10 16:12:00 +01:00
zicodxx 3307f3da07 Fix small bug in vertex_array for ogl_ubitblt_i 2011-01-06 20:12:45 +01:00
zicodxx 28bf026158 Added OpenGL ES support - contributed by Florian Feucht and Oliver Haag 2011-01-06 12:43:55 +01:00
zicodxx 4b265301a0 Made GameTime to GameTime64 using fix64; Changed all structures saving GameTime64 for internal timer purposes to store fix64 and added converting functions to save such times in fix; For Savegames/Demos always reset GameTime64 to 0 while saving and putting all timer values to safe limits, Multiplayer objects are sent in similar fashion 2010-12-22 01:17:49 +01:00
zicodxx a68da514b6 Rewrote code to control Texture Filtering a little so it's easier to apply Mipmaps for different parts of the game independently; Made Movie Filtering a menu option which must be enabled seperately; Added Movie Subtitles toggle to misc game options 2010-09-02 13:55:28 +00:00
zicodxx aaae123e44 Added res-file to be linked in Windows build to show icon in Filemanager; converted icon file to be smaller 2010-08-21 17:08:53 +00:00
zicodxx 8e708af3cb Bind WM-Icon to application 2010-08-21 06:51:13 +00:00
zicodxx 6af139181b Using rather sane values for gluPerspective - fixing Z-Fighting bugs on Intel chips; in Fullscreen toggle, always apply new viewing values independent of Screen_mode 2010-07-29 20:19:52 +00:00
kreatordxx 5a66d422bd Exit SDL_PollEvent early if window changes, to avoid menu problems when pressing keys fast; fix 'condition is always false' warning 2010-07-25 00:49:33 +00:00
zicodxx 9933bb81ce Added expandable classes for HUD messages (like D1X but slacked) to better handle Multi messages or redundant messages; Rewrote HUD code completely; Changes -playermessages to -multimessages since this is more appropriate; Removed remnants of -mprofile 2010-07-13 06:35:25 +00:00
zicodxx 509e5be5a7 Added function to list valid resolutions and build resolutions menu dynamically with the resulting list 2010-06-24 09:29:11 +00:00
zicodxx 2bcf54b77a Added real Doublebuffering to SDL-build; While on the way, making Bpp selection available for SDL-build, too 2010-01-29 21:53:17 +00:00
zicodxx 86fcdc5d81 Draw Endlevel sequence with correct DepthFunc 2009-11-30 19:11:46 +00:00
kreatordxx 96d305e54c Only list resolutions that can actually be used, using new gr_check_mode 2009-11-17 14:27:39 +00:00
kreatordxx db27b1723d Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
zicodxx b63f988d37 New level render order for better seperation and blending between transculent level geometry and sprites 2009-01-30 11:50:25 +00:00
zicodxx e6c160ca85 Made MouseFilter selectable over Controls menu while defaulting to OFF - Saved in PLX 2009-01-17 11:02:59 +00:00
zicodxx cf5c44321c Error handling while dumping TGA file - (partially) Patch by v66r 2009-01-16 00:12:04 +00:00
zicodxx e04250e266 Reduced size of vectorial reticle to match the size of the original one; Only scale fonts by float if Texture filtering is on - otherwise scale by int 2009-01-15 23:58:36 +00:00
kiplingw 70fd9452f1 Added: Better support for non-free compiler... (patch from Damjan Cvetko <zobo@lana.krneki.org>) 2009-01-14 19:54:45 +00:00
zicodxx 6038280726 Added some randomness to collision sound delays and synced robot-player collision sprites to same steps 2009-01-13 16:53:10 +00:00
zicodxx c11f203abd Deactivated depth writing fo g3_draw_bitmap() sprites to prevent rendering errors when clipped in some cases 2008-11-26 01:24:58 +00:00
zicodxx aee0198f2e Using a clean flow for closing game data at the end of main() instead of using atexit; Now only use atexit for SDL stuff, error, mem, console (and editor which we do later); Small Cleanup 2008-11-14 16:56:40 +00:00
zicodxx 15d25cc54a Always keep aspect scaling (lowest scalar of width and height) for fonts, lines, dots, spheres, reticle and non-Cockpit-/Statusbar-related HUD-elements; Moved the Cockpit alpha decoding to gauges.c and created a seperate bitmap for the alpha fields and create subbitmaps from this one - more memory but this way we do not modify the cockpit bitmap itself 2008-11-09 14:31:30 +00:00
zicodxx 483a981d2f I always forget glLineWidth takes previous setting if arg is <=0; Made the decodebuffer for cockpit static as the bitmap data pointer points to it 2008-11-01 15:40:00 +00:00
zicodxx ab0524f95b Always use printable UNICODE characters for the key_handler and included routine to assign key symbols to UNICODE so we get an equivalent of a Key-Released state which we need for the Keyboard buffer; Removed the shifted_ascii_value field from key_props and stored all usable characters in seperate rows; Improves Text input and makes keyboard mapping independent from keyboard layout without breaking any compability 2008-10-31 16:57:36 +00:00
zicodxx 7e1141a881 Cleanup: Renderstats; Made PRShot a non-OpenGL-related feature and added to Misc Options; Added command for SDL_ASYNCBLIT to command-line args 2008-10-28 17:04:35 +00:00
zicodxx 92cec5ced3 Removed hack for Cockpit-window transparencies and added function to decode and add alpha to the bitmap directly (now works in non-OGL as well); Using sub-bitmaps for Cockpit-windows and menu backgrounds; Cleaned old bkg stuff from menu GUI 2008-10-28 13:28:10 +00:00
zicodxx 69c66b9afb Setting Fullscreen toggle setting the GameCfg value at each change, not only in change_res(); Do not allow the toggle while playing since ALT-GR+ENTER could be used as game-keys; Reorganized Resolutions menu to automatically calculate aspect ratio for preset resolutions and making custom fields exclusive 2008-10-19 12:53:30 +00:00
zicodxx 5789de6531 Reverting screenshot stuff - error prone 2008-05-21 21:59:16 +00:00
zicodxx d6e16c54d4 Make Screenshots over backbuffer; Implmented filtered mouse delta reading 2008-05-21 13:58:27 +00:00
zicodxx 039b8b551e Extended Jukebox capabilities for looping and continous playing and added jukebox_free() which allows calling jukebox_load() being able to load a new directory; Added Jukebox options to sound options menu; Removed loop hack for Windows MIDI playback; SDL_mixer implementation can now be used for Windows build as well 2008-05-01 21:40:34 +00:00
zicodxx ec70ae0413 Added function gr_set_attributes to change Options like Texture Filtering and SDL_GL attributes while runtime (if supported); Added 4x Multisample support 2008-04-22 08:29:29 +00:00