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Commit Graph

140 Commits

Author SHA1 Message Date
6ed4ad6519 Added a hotkey to toggle rendering of territory outlines. (Currently "T").
This was SVN commit r4675.
2006-12-05 02:08:52 +00:00
2f53eea71a Actor Viewer: Added controls for wireframe, background colour, move-when-walking. Reduced CPU usage when 'playing' things with no animation.
Color: Moved SColor* structs into SColor.h, so they can be used without
indirectly including CVector[34]D.
Terrain: Added 'base colour', for the Actor Viewer to be able to
modulate the colour of normally-white terrain.
Removed some "using namespace std" (because it doesn't make the code
easier to read, and it defeats the point of namespaces, and the rest of
the code doesn't do it).

This was SVN commit r4392.
2006-09-26 01:44:20 +00:00
c14765989e # Introduce a Scene abstraction that allows the renderer to query visibility from multiple virtual camera positions.
This is the first step towards fixing #142

This was SVN commit r4385.
2006-09-24 11:25:11 +00:00
a63f49e582 Add gameView.culling and renderer.skipSubmit for debugging purposes.
This was SVN commit r4382.
2006-09-23 16:04:54 +00:00
e0b68b7f9f Use AddLocalProperty in CRenderer.
This gets rid of lots of boiler-plate code in JSI_* functions.

This was SVN commit r4380.
2006-09-23 12:48:06 +00:00
a1a7dac59c # Integrated Actor Viewer and Actor Editor tools
ObjectManager: Removed ObjectTypes because it hasn't been used for
years.
Atlas: Fixed leak when saving with Xerces. Changed range of water
shininess slider.
Actor Editor: Relabelled "Freq" to "Ratio". Made modal dialogs use the
correct parent.

This was SVN commit r4376.
2006-09-22 17:43:00 +00:00
09b87e84ec #Bugfix: Shadows appeared to be rendered one frame too late
close #141

The problem was that the shadow matrices were setup in BeginFrame, but
GraphicsView calls SetCamera after BeginFrame. The solution was to move
the shadow matrix setup into CRenderer::SetCamera.

This caused a second problem because RenderReflections/RenderRefractions
used SetCamera to change the OpenGL matrices. Solved this problem by
distinguishing explicitly between the camera used for the scene as a
whole and the camera used to configure OpenGL. The latter can be a
virtual camera for shadow or reflection rendering and similar
render-to-texture effects.

This was SVN commit r4330.
2006-09-14 20:06:21 +00:00
df1a779d76 # Updates to water rendering (more effects).
This was SVN commit r4318.
2006-09-10 05:31:41 +00:00
6db054f7dd # Add JS variable renderer.fancyWater to enable/disable fancy water rendering at runtime
This was SVN commit r4307.
2006-09-07 22:16:15 +00:00
c183bcde1f Territory boundaries are now rendered before transparent objects, so these can properly cover them.
This was SVN commit r4306.
2006-09-06 22:26:27 +00:00
dave
2bb1bde51e Mac gcc complains about mixing size_t, uint etc..
This was SVN commit r4285.
2006-09-01 06:59:29 +00:00
35e91718c5 # Added tool for viewing models and animations outside the game.
Atlas: Added ActorViewer. Moved GL canvas into separate class for shared
use. Disabled message-handling callback while blocked on the game, and
stopped creating dialog boxes inside the game thread in order to avoid
deadlocks (hopefully). Support multiple Views (for independent sets of
camera/update/render code). Recalculate territory boundaries when
necessary. Changed default list of animations to match those currently
used by actors.
# Tidied up more code.
Moved some more #includes out of .h files, to minimise unnecessary
compilation.
MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2
(use PI/2), MAX3, ABS (use abs)).
ObjectManager: Removed some ScEd-specific things.
Unit: Moved creation out of UnitManager, so units can be created without
adding to the manager. Changed CStr8 to the more conventional CStr.
app_hooks: Removed warning for setting multiple times.
win: Restored SEH catcher.
GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do
what it says it does ("force renderer to load everything") since we're
loading-on-demand most stuff and it doesn't seem especially useful since
we'd prefer to minimise loading times (but feel free to correct me if
I'm wrong). (And because it crashes when things need to be initialised
in a different order, so it's easier to remove than to understand and
fix it.)
PatchRData, Renderer: Work sensibly when there's no game (hence no LOS
manager, water, etc).
LOSManager: Use entity position instead of actor position when possible.
TerritoryManager: Allow delayed recalculations (so Atlas can issue lots
of move+recalculate commands per frame).
Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to
be deleted manually.

This was SVN commit r4261.
2006-08-28 17:36:42 +00:00
c817566222 # housekeeping
replaced all (*) CStr / CStrW by-value params with const reference. hoo
boy.

please always perform this optimization (actually standard idiom) when
writing the code - it takes little work, tells the next guy that the
string won't be modified, and makes a large performance difference.

(* where possible.. a few require other changes and will follow later)

This was SVN commit r4151.
2006-07-20 14:37:58 +00:00
f0ec100d1a Bug fix to construction (units weren't being given the building to convert to due to some hasty refactoring in an earlier commit). Also increased shadow Z bias to 0.02 since there still seemed to be cases when it was very visible.
This was SVN commit r4125.
2006-07-17 00:59:32 +00:00
7926b3d93c # Some groundwork for territories.
Entities with traits.is_territory_centre == true will act as territory
centres, and territory areas are calculated and displayed on the
minimap. It remains to display these areas in the game view and to make
Civ Centres "socketable" so you can build them on Settlements to claim
them.

This was SVN commit r4070.
2006-07-08 22:40:01 +00:00
2b0e5d0b42 # Added parameters to control water murkiness.
This was SVN commit r4013.
2006-06-22 21:11:18 +00:00
5814e10126 # complete revamp of build system in preparation for automated self tests.
* now splits everything up into independent static libraries.
* fixed a great deal of incorrect #include statements. all headers must
now be specified with their full path relative to source. exception: if
file being included and including file are in the same directory, no
path needed.
use <> when relying on the build system's include path (e.g. for system
headers and external libraries, e.g. boost), otherwise "".

* temporarily renamed maths/Vector2D to Vector2D_Maths to avoid
conflict. these should be merged.
* hacked around VC linker stupidness when building static libs; texture
codecs must now be registered manually.

This was SVN commit r3931.
2006-06-02 03:56:24 +00:00
5f7855f7f0 Simplification of #Include paths: relative names are used only for included files in the same directory as the including file; everything else uses the full path relative to source/.
This was SVN commit r3930.
2006-06-02 02:10:27 +00:00
aa9a1c4f29 Reflection and refraction cameras should now take more advantage of the textures' resolutions, by stretching the image according to the inverse of the screen's aspect ratio to cover it all without requiring a larger Field of View. This should result in higher-resolution reflections and refractions.
Also increased water repeat period slightly, to 17.

This was SVN commit r3919.
2006-05-31 22:37:23 +00:00
a9dfb016ca # Fixed self-shadowing in Atlas
(The ShadowMap object was being destroyed/recreated, and thus forgot
that it had been told to use depth textures)

This was SVN commit r3916.
2006-05-31 16:42:50 +00:00
1a8cb85e08 Some water-related bug fixes:
- Underwater tiles will be tested against the frustum with a bounding
box including the water surface, so the water gets drawn even if the
terrain is off-screen.
- Transparent objects (e.g. trees) should now interact with water
properly. I did this by rendering them twice, first before the water, so
it overlaps the underwater pieces, then after, so the above-water pieces
overlap the water (the water now writes Z as well as colour to allow
this). Before, only the first pass was done, so the tops of trees were
covered by water. There might be more efficient ways of doing this - the
best could be for the transparent objects to be drawn with a shader that
always either discards a pixel or writes alpha of 1.0 instead of using
2-pass depth write then colour write.

This was SVN commit r3904.
2006-05-29 00:49:09 +00:00
67ede785d5 Updates to water and a fix for a rendering bug with bar textures
This was SVN commit r3902.
2006-05-28 21:58:56 +00:00
106f59c5c7 # Added fancy water.
This was SVN commit r3897.
2006-05-28 02:13:32 +00:00
f0615df318 # Initial work on fancy water.
Also, horizon height (skybox vertical offset) can now be set from the
console with renderer.horizonHeight.

This was SVN commit r3893.
2006-05-25 05:46:17 +00:00
2db8963039 # big VFS update: laid groundwork for running as non-admin; move XMB files into separate directory tree
^ actually that was last revision, but forgot this there :P

housekeeping/cleanup of smaller issues I noticed while working:
lib: add NO_COPY_CTOR macro
lib_errors: fix descriptions, rename
INFO_ALREADY_PRESENT->INFO_ALREADY_EXISTS

* refactor "is valid VFS dir" to VFS_PATH_IS_DIR macro
* remove some scaffolding
* update docs
* scour all VFS APIs, make sure they receive valid VFS dir paths

second try for Trac notification:
closes #79
closes #80

This was SVN commit r3876.
2006-05-17 16:47:49 +00:00
18eb72a25a Added Perlin noise class, which will be useful for water.
This was SVN commit r3871.
2006-05-17 03:53:54 +00:00
4879b98fc7 # Sky set can now be changed through the console.
This was SVN commit r3869.
2006-05-17 02:24:17 +00:00
275a73851c # Added sky box as well as repair, heal and trample actions.
Closes #31, #32, #37. Refs  #46.

This was SVN commit r3865.
2006-05-16 04:41:37 +00:00
3d26549032 Fixed file properties - removed svn:executable and svn:keywords (left over from CVS conversion?) from all files; set svn:eol-style=native for *.cpp, *.h (and fixed files with inconsistent line endings)
This was SVN commit r3802.
2006-04-23 23:14:18 +00:00
01700f0e9f # refactor VFS path-related functions; split into separate files
- replace all hardcoded strrchr functions (used to get extension / file
name only) with path helper functions (found a few bugs in the process)
- split VFS-independent path helper functions into lib/path_util (allows
including by other files without pulling in entire VFS)
- renamed pp_* functions path_package_*
- split remaining path helper functions into lib/res/file/path
- vfs: split should-reload logic out of vfs_reload_changed_files

- lib: add comments to rand/xrand

This was SVN commit r3796.
2006-04-22 16:26:16 +00:00
d158ed9dc9 Terrain overlay: Fixed incorrect state change
Other: Trivially tidied profile text. Removed VC2005 deprecation
avoidance, since wx 2.6.3 does that anyway.

This was SVN commit r3773.
2006-04-19 00:56:24 +00:00
8a11f53011 # More consistent terrain-space coordinate names
# Removed more ancient unused code
# Partial VC2005 compatibility for Atlas editor / AoE3Ed
# Terrain overlay rendering system; used to implemented Atlas brush
display
# Renamed 'right' to 'left'

This was SVN commit r3771.
2006-04-17 20:02:51 +00:00
d9944f9524 # remove last occurrences of old ScEd-specific code
This was SVN commit r3719.
2006-04-02 16:27:34 +00:00
87780e328a Potentially really fix that renderpath related crash.
This was SVN commit r3708.
2006-03-31 02:19:11 +00:00
b951eb5fd6 #Fix a potential crash in renderpath selection.
This was SVN commit r3702.
2006-03-28 19:45:44 +00:00
5acfc87608 #Adjust the default Z bias for shadow rendering.
This was SVN commit r3699.
2006-03-27 19:00:04 +00:00
0d648b2df8 #More accurate bounds calculations to improve shadow resolution
and a fix for the auto-build: #define enums from EXT_framebuffer_object

* clip shadow bounds to frustum
* add CBrush, a class representing a convex object

This was SVN commit r3695.
2006-03-26 21:58:48 +00:00
73506eb076 #Code cleanups related to renderer
Remove the OPT_NOPBUFFER and OPT_SHADOWCOLOR options and related
variables
since they weren't really used.

This was SVN commit r3694.
2006-03-26 17:46:18 +00:00
8fd256c458 #Use EXT_framebuffer_object when available
* noframebufferobject configuration in system.cfg can be used to
  disable EXT_fbo (in case drivers are flaky etc.)
* shadow texture size now honours the OpenGL maximum texture size as
reported
  by the implementation

This was SVN commit r3693.
2006-03-26 17:36:33 +00:00
e2bbd9a654 #Models receive shadows now, including self-shadows.
This is a huge patch, including:
* add a LitRenderModifier abstract base class for RenderModifiers with
  shadow+light
* add LitRenderModifiers for all types of models
* add STREAM_TEXGENTOUV1 to request generation of shadow map texcoords
  for models
* create facilities to pass the texture matrix from the
  RenderModifier (fragment stage) to the ModelRenderer (vertex stage)
* split ambient and diffuse terms of lighting until further down in the
  pipeline; this is necessary since shadowed regions receive only
ambient light
* small improvement in how RenderPathVertexShader scales to a greater
  number of vertex shaders

This was SVN commit r3690.
2006-03-26 00:54:20 +00:00
d3f57744d9 Refactored actor variation system, and added support for entity-level selections (controlled by the current animation).
Avoided tooltip error message.
Avoided noisy warnings when textures fail to load.

This was SVN commit r3653.
2006-03-17 03:59:49 +00:00
26dc8cc4c8 - tex_dds: fix comment; enable warning on unsupported formats
- renderer: avoid particle-emitter memory leak warnings

This was SVN commit r3639.
2006-03-15 18:32:24 +00:00
e2a11fabe8 fix warnings (VC7)
This was SVN commit r3542.
2006-02-19 21:16:54 +00:00
livingaftermidnight
a82888286f This was SVN commit r3530. 2006-02-17 02:03:15 +00:00
f903b83674 Add renderer.disableCopyShadow for debugging purposes.
Add renderer.depthTextureBits configuration value.

This was SVN commit r3518.
2006-02-15 23:50:24 +00:00
36fa5ec2bf * clean up CLightEnv a bit
* add CLightEnv::m_TerrainShadowTransparency
* shadows will let a fraction of diffuse light through
* added JS LightEnv objects, so the lighting environment can be changed
  from the console
* new element TerrainShadowTransparency supported in the scenario .xml
format,
  changed cantabrian_generated with an example

This was SVN commit r3513.
2006-02-15 00:45:16 +00:00
1560a17dfb Rendering related fixes:
- explicitly enable blending in the ProfileViewer (fixes display bug)
- adjust luminance map based shadows to look roughly the same as depth
texture
  shadows (minus self-shadows, obviously)
- default depth texture path will not touch TexParameters any longer

This was SVN commit r3511.
2006-02-14 20:38:51 +00:00
7dee30e24c - Terrain self-shadows (only noticeable with a low angle of sun)
- explicitly split ambient and diffuse
- add renderer.shadowZBias to bias depths in the depth texture
  and avoid flickering artifacts caused by Z fighting
- cantabrian_generated uses new light values so that shadows aren't
pitch
  black

This was SVN commit r3508.
2006-02-13 14:18:20 +00:00
de493d92dd Reset point width and line width in various places around the game code.
Linux build: Add a const void* hash function.

This was SVN commit r3500.
2006-02-13 00:59:59 +00:00
9f055eddb0 Shadow rendering can use depth textures, as a preparation for
self-shadowing and shadows on models in general.
Usage of depth textures can be toggled using
?renderer.useDepthTexture = true/false in the JavaScript console.

This was SVN commit r3495.
2006-02-11 18:04:32 +00:00