Commit Graph

3502 Commits (a79d5d18024046de6c1090e9759c64ab99e3cfde)

Author SHA1 Message Date
Armin Burgmeier 1349962ac3 Fix release build 2016-01-17 13:36:26 -08:00
Armin Burgmeier d387fdb270 Fix mesh rendering for meshes with more than one submesh
The buffer offset was encoded in the VAO which would be shared across all
submeshes. Instead, don't encode the buffer offset into the VAO but apply it
with glDrawElementsBaseVertex().
2016-01-17 11:37:17 -08:00
Günther Brammer fd61ac7ebe Remove unused IsRenderTarget and MaxTextureSize C4Surface options
They were always false and 0.
2016-01-17 11:37:17 -08:00
Armin Burgmeier b459cb35f1 Remove the OpenGL version check
As long as we can create a core profile context we are good anyway.
And if we don't, we'll get an error during context construction.
2016-01-17 11:37:17 -08:00
Armin Burgmeier ab6152e48c Create an OpenGL core profile context on Windows
I didn't actually test this, but shamelessly stole the code from Isilkor's
opengl-3.2 branch.
2016-01-17 11:37:17 -08:00
Armin Burgmeier e856720e21 Use a OpenGL core profile on Mac OS X
Also, remove obsolete checks for shader support.
2016-01-17 11:37:17 -08:00
Armin Burgmeier d7d24ca36a Enable OGL core profile for linux 2016-01-17 11:37:17 -08:00
Armin Burgmeier e13cda4bd0 Use an IBO for the particle system
glDrawElements needs an IBO when using a core profile. The particle
system's IBO is actually quite static since it's always a triangle
strip with 2 triangles followed by a PRI. Therefore, this reduces the
amount of data we have to send to the GPU compared to the previous
solution.

Also, remove the workaround when glPrimitiveRestartIndex is not
available since it is always available with OpenGL 3.1 and when using
a core profile we are guaranteed to have OpenGL 3.1 anyway.
2016-01-17 11:37:17 -08:00
Armin Burgmeier 686a32764c Use an IBO to render the FoW 2016-01-17 11:37:17 -08:00
Armin Burgmeier 6bda0b4ec8 Use an element array buffer (IBO) for meshes
This is required for glDrawElements() with a core profile. Furthermore, for
meshes that have a fixed face ordering (non-transparent meshes at 100%
completion), this puts more static data on the GPU that we don't have to
upload every frame.

For meshes with non-fixed face ordering, we still have to upload faces every
frame, since the ordering might change if the mesh rotates. We could still
improve this by figuring out if the order actually changed after the sort
step, and only update to the GPU if it has. In many cases it hasn't, so there
is some potential for more optimization there. But that's for later.
2016-01-17 11:37:17 -08:00
Armin Burgmeier 442241dc3e Remove adjusting texture sizes to next power of two
This code was basically never used anyway, since the
ARB_non_power_of_two extension is always available since OpenGL 2.0.
The GLEW check for the extension fails however as soon as we select
a OpenGL 3 core profile, and the texture sizes will be unnecessarily
adjusted again.
2016-01-17 11:37:17 -08:00
Armin Burgmeier aef7538aa1 Switch shader code to OpenGL 3 style 2016-01-17 11:37:17 -08:00
Armin Burgmeier 16d2eb5cb1 Use the core api for shaders instead of the ARB one 2016-01-17 11:37:17 -08:00
Armin Burgmeier bc8db0589e Make the mesh material properties uniform variables
Instead of relying on the obsolete glMaterial call.
2016-01-17 11:37:17 -08:00
Armin Burgmeier 2c2c3f98c8 Switch framebuffer API to OpenGL core API 2016-01-17 11:37:17 -08:00
Armin Burgmeier 5de1bc70a9 Remove a stray glClientActiveTexture call 2016-01-17 11:37:17 -08:00
Armin Burgmeier 28aa1d1812 For each VBO, use a VAO to render it
For OpenGL 3.2 core compatibility, and to reduce the number of state
changes during rendering.
2016-01-17 11:37:17 -08:00
Armin Burgmeier fabb4cbdbf Implement a mechanism that allows using VAOs across contexts
Basically add another layer of indirection around accessing VAOs. The problem
is that VAOs are not shared between OpenGL contexts. This mechanism allows to
treat them mostly as if they were shared if they are only accessed through
the API defined in CStdGL.

This is accomplished by caching all existing VAOs per context. If a VAO is
being accessed, it is checked whether that VAO exists in the currently
selected context. If yes, return it, otherwise create a new VAO and return it,
together with a flag that indicates that the VAO needs to be initialized.
2016-01-17 11:37:17 -08:00
Armin Burgmeier fa9f4c6356 Replace GL_GENERATE_MIPMAP flag by glGenerateMipmap call
The former is not available in a OpenGL 3 core profile, but glGenerateMipmap
is available since OpenGL 3.0, and so is always available when we have a
core profile.
2016-01-17 11:37:17 -08:00
Armin Burgmeier bb8b933417 Revert "Revert "Replace 3D texture in landscape shader by a 2D texture array""
This reverts commit 4a02d3c77b.

This was merged into master even though I only wanted it in stable-7.0.
Oh well, let's just revert it again.
2016-01-17 11:37:17 -08:00
Sven Eberhardt afab6ef464 func PlayerControl: Send nil instead of 0 for non-mouse controls.
The main script function always assumed this, but it was not actually implemented that way.
2016-01-16 22:06:19 -05:00
Sven Eberhardt 0a9cf34e77 Win32 editor: Allow resizing of main console window #1601 2016-01-16 21:01:11 -05:00
Sven Eberhardt f1c4273bb9 Win32 editor: Allow resizing of property window #1601 2016-01-16 19:56:24 -05:00
Sven Eberhardt 148073a956 Fix black NO_OWNER viewport in network mode. 2016-01-16 16:29:23 -05:00
Günther Brammer a5af9089a8 Script: Check parameter types of engine callbacks, too
This prevents a crash when an incompatible engine function is used as an
engine callback function.

Unfortunately, this breaks any scripts that have wrong type information in
engine callbacks and only worked because those were ignored.
2016-01-16 18:26:18 +01:00
Günther Brammer bc3754b871 Merge branch 'editor' 2016-01-16 16:00:57 +01:00
Günther Brammer 21d8a2a64a Use 32 bit math for +1, ++, -1, etc. in script (#1389)
The engine has a few more usages of the operators, but they don't look
prone to overflowing. The other operators in Script already used SetInt,
which always truncates to 32 bit.
2016-01-15 20:19:21 +01:00
Sven Eberhardt 26084af502 Fix crash when grab target is lost. 2016-01-15 08:54:03 -05:00
Sven Eberhardt 4eddeba9aa Fix crash when drawing zero-sized viewports (may happen during editor viewport initialization) 2016-01-15 08:53:00 -05:00
Sven Eberhardt cc613c01f4 Fix action target reset on same procedure only. 2016-01-15 08:14:46 -05:00
Sven Eberhardt cd63c06aaf Fix crash when starting tabbed out. 2016-01-14 22:25:45 -05:00
Sven Eberhardt 579cb7e66c Reset action targets on procedure change #1552 2016-01-14 21:40:42 -05:00
Armin Burgmeier 9208f32d16 Denumerate attached meshes recursively (#1603)
Since mesh instances can now be attached to attached definitions, attached
definitions need to denumerate pointers recursively to make sure that the
reference to the mesh instance is restored correctly.
2016-01-12 18:19:41 -08:00
David Dormagen ba2cf8f096 fix incorrect clipping in script GUI windows (#1592)
I am not sure why the 'isMainWindow' was there. It wasn't there in 7319f7b3cc and got introduced in the major rework in 049088be78 - I guess it was just an oversight that was not noticed because usually the UI windows have the text or other things that need to scroll on a deeper level.

Anyway, checking whether the window is a script-root window does not make any sense as far as I can see now.
2016-01-12 22:18:57 +01:00
Armin Burgmeier bb39597711 main menu: limit player selection to one player (#1529) 2016-01-11 18:33:08 -08:00
Armin Burgmeier 7e19070ef3 Allow to only select a single player in the menu (#1529)
Due to the lack of gamepad support, splitscreen support is somewhat pointless
at the moment.
2016-01-11 18:28:23 -08:00
Armin Burgmeier bd4551c6d4 Disable gamepad controls (#1536)
Gamepad support is currently not working properly as many menus cannot be
navigated with a gamepad. Simply don't load any control assignment sets that
have gamepad enabled.
2016-01-11 18:11:44 -08:00
Armin Burgmeier b6393a7a15 remove windows-specific fonts from default font list on linux and mac (#1573)
Otherwise the font chooser in the startup options shows those fonts, but
loading them will fail. Ideally we replace this by enumerating the system
fonts at some point.
2016-01-10 20:51:17 -08:00
Armin Burgmeier 2935f9622c mac: fix mousewheel event handling (#1575)
Some sort of smooth scroll information was passed down to the engine which
didn't handle it properly, or the units with which they were reported to us
were different from what the engine expected.  For now, just use fixed scroll
offsets until we implement proper delta-y-aware scrolling in C4MouseControl.

The fix for #1574 might have also helped with this in recognizing when Control
is pressed and when it isn't.
2016-01-10 20:01:45 -08:00
Sven Eberhardt e2acb8b9bb Add missing sounds for Grab/UnGrab #1585 2016-01-10 21:17:06 -05:00
Sven Eberhardt bdc0274e3d CommandFailure: Route missing sound effect to failure function playing clonk skin sound. 2016-01-10 21:16:34 -05:00
Armin Burgmeier ef63aa0975 mac: send keydown events for modifier flags change (#1574)
For example, keydown events when pressing/releasing the shift, alt, or control
keys. With this version this is needed ingame e.g. to pick up objects with
Shift.
2016-01-10 18:11:29 -08:00
Günther Brammer 0f94dd2249 Remove obsolete IFT icons
This probably breaks the macosx editor even more.
2016-01-11 01:52:50 +01:00
Günther Brammer 39c2a0e18c gtk: Use glib-compile-resources instead of gdk-pixbuf-csource
Yet another deprecated feature replacement. At least this one makes our
code more concise.
2016-01-11 01:52:49 +01:00
Günther Brammer c20f98dcf9 gtk editor: Support EditCursorCommands, too
Reuse the windows code for this. Both versions had three parts: Enabling
the right menu items, adding the selection-specific ones, and showing the
menu. The second part is now common code, with the platform code in a new
function, since it grew big enough to be worth sharing.
2016-01-11 01:52:49 +01:00
Günther Brammer 9b7b4bf30a Remove unused variable in C4Landscape::DrawBrush
This was forgotten in 47e422f452.
2016-01-11 01:50:34 +01:00
David Dormagen 1c35bdf8e3 particles: fix high severity OpenGL API error
glObjectLabel would result in invalid VBOs if called on a not-instantiated object. glGenBuffers does apparently only reserve the name and not create the buffer itself.
For me the landscape and some objects were drawn completely black.

More information: http://stackoverflow.com/questions/26614130/opengl-debug-extension-with-globjectlabel
Found via --debug-opengl
which lead to
gl: high severity API error: GL_INVALID_VALUE error generated. ObjectLabel: unknown buffer object <name>
2016-01-10 23:31:17 +01:00
Clonkonaut 962b178663 Merge remote-tracking branch 'remotes/origin/revert-opengl-2.1' 2016-01-10 17:27:56 +01:00
Sven Eberhardt c569036d1d Make NO_OWNER viewports black in fullscreen+non-debug for non-observers #1557 2016-01-10 09:50:21 -05:00
Sven Eberhardt 889bba299e Fix /todo as network client.
It would write into a TODO file in the temporary network file.
2016-01-09 21:42:32 -05:00
Günther Brammer 7613393359 gtk editor: Exchange cursor and time information
The toolbar doesn't have enough space by default, and this way we can use
the GtkStatusbar widget.
2016-01-10 00:19:07 +01:00
Günther Brammer a185cae264 gtk editor: Simplify landscape preview drawing
In earlier versions, DrawPatternedCircle was a fairly complicated function.
Nowadays, it just copies pixels in memory, bounded by a circle. Since we
need to convert our surfaces to a format GTK+ can use anyway, combine that
step with the circle boundaries. Also use a cairo surface instead of a
GdkPixbuf. Cairo uses almost the same pixel format, except for
premultiplied alpha. Ignore this for now.
2016-01-10 00:19:07 +01:00
Günther Brammer ab7f4f0bbf gtk editor: Use GTK+ 3 layout widgets
Specifically, GtkGrid. For most cases, this is an increase in lines of
code, but the landscape tools dialog can now be done with just three layout
widgets.

While at it, use a toolbar and move the mode buttons into it, too.
2016-01-10 00:19:07 +01:00
Sven Eberhardt dd25f85e6d Warn when assigning duplicate keys #1170 2016-01-09 17:00:21 -04:00
Armin Burgmeier eb83fc96d0 linux: fix scrollwheel in fullscreen (#1535)
Both "normal" and "smooth" scroll events were handled, and undoing the
effects of one another.
2016-01-08 20:55:07 -08:00
Sven Eberhardt 53a6ec3139 Fix thread handle type for Win32 threads. 2016-01-09 00:19:40 -04:00
Sven Eberhardt 3f7bd627de Fix int type in group info display format. 2016-01-09 00:19:39 -04:00
Sven Eberhardt e89779a8c7 Handle key-up events corresponding to keys that were down even if scope is not matched #1145 2016-01-09 00:19:38 -04:00
Maikel de Vries 4b3f9ce4b9 do collection check more often for faster moving objects
Otherwise falling objects would easily move through the collection zone of the lorry.
2016-01-08 19:46:28 +01:00
Günther Brammer 67bf24f1e1 editor: Always remove previous suggestions before adding new ones
9e771ac moved the Win32 ClearInput implementation into SetInputFunctions,
but broke at least GTK while doing that. 9a7d57c0d2 fixed the assertion
failure in GTK that resulted, but failed to restore the removal of the old
completions.

Fix this by folding ClearInput into SetInputFunctions in all implementations.
2016-01-08 15:22:00 +01:00
Sven Eberhardt 8552b3a8f9 Change return value of InsertMaterial when inserting outside landscape bounds #1509
Fixes clogged pump when pumping outside map.
2016-01-08 01:05:22 -04:00
Sven Eberhardt 102b44aa35 Give system path precedence over user path #831 2016-01-08 00:28:23 -04:00
Sven Eberhardt 6ea51e9f7a Fix order of initialization of C4Game/C4GraphicsSystem.
Game.GraphicsSystem could be constructed after Game, but was accessed in C4Game::Default.
2016-01-07 23:42:18 -04:00
David Dormagen e3553ca0cd particles: replaced "TODO" comment
This was actually part of a larger performance boosting commit, which turned out to not actually boost performance. But I want to retain the comment change even when I won't push the larger commit.
Having a "todo" comment is just misleading.

For an explanation of why that's needed, see http://stackoverflow.com/questions/21652546/what-is-the-role-of-glbindvertexarrays-vs-glbindbuffer-and-what-is-their-relatio
2016-01-07 09:55:35 +01:00
Armin Burgmeier 6200f4f27a Load additional graphics even if no base graphics are present (#1537)
This allows e.g. to have a definition that contains only portraits.
2016-01-06 18:11:23 -08:00
Armin Burgmeier 5ecb393c71 Fix FoW flicker when resizing the FoW texture
We do this by copying the contents of the old texture when resizing it.
2016-01-05 20:23:15 -08:00
Armin Burgmeier 25a19f9922 StdPNG: Fix crash when saving a screenshot on Linux/Mac 64bit
"unsigned long" is 8 bytes on 64-bit Linux and Mac, so we write 4 bytes
past the end of the allocated memory region.
2016-01-05 20:23:15 -08:00
Armin Burgmeier 4a02d3c77b Revert "Replace 3D texture in landscape shader by a 2D texture array"
This reverts commit 790219ac7e.

This commit broke support for Mac OS X since Apple only supports OpenGL 3.0
with a core profile, not a compatibility profile. Revert this commit
temporarily for the 7.0 release, until we port all OpenGL usage to the core
profile with 8.0.

This fixes #1495.
2016-01-04 18:27:44 -08:00
Günther Brammer a115801f0e Script: Rename FnGetLeagueScore to GetLeagueScore 2016-01-04 05:10:10 +01:00
Armin Burgmeier d72b8cc385 Use generic vertex attributes for FoW rendering 2016-01-02 19:11:41 -08:00
Armin Burgmeier 96c8b51eac Use generic vertex attributes for landscape rendering 2016-01-02 17:20:24 -08:00
Jan Heberer 7f1ed15344 Fix clamping of unsigned 16-bit integers in StdCompilerINIRead
Clamp unsigned 16-bit integers to the range 0 to 65535 instead of 0 to 32767
2016-01-02 17:00:36 -08:00
Armin Burgmeier 95774e0e8f Use generic vertex attributes for sprites, meshes, particles 2016-01-02 13:10:03 -08:00
David Dormagen a0dddce691 C4FoWDrawLightTextureStrategy: do not crash when nothing to draw
This would crash for me when starting a game in developer's mode. Not sure if this is the best place for the fix. Maybe there is some other underlying issue. ck?
2016-01-02 13:03:44 +01:00
Armin Burgmeier b80a7ebb01 Use VBOs to render the FoW texture
In doing so, refactor the way C4FoWDrawStrategy works slightly. Get rid of
immediate mode OpenGL, and instead populate a vertex array and an index array
as vertices are added to the draw strategy. Then render everything as
triangles.

The actual rendering is then performed in C4DrawStrategy::End(). It passes
the accumulated vertices to the GL. Also get rid of the notion of multiple
passes in C4DrawStrategy. Instead, C4DrawStrategy::End() can simply just draw
the bunch of vertices multiple times. This allows us to do the vertex
generation and GPU upload only once, instead of repeating it for every pass.
2016-01-01 22:28:22 -08:00
Armin Burgmeier f582ea9f24 fow: persist draw strategies between light renderings
This allows the strategy to keep some state between invocations. I want to
use this in order to store a VBO in the draw strategy, and to avoid having
to re-create the VBO for every rendering.
2016-01-01 22:28:22 -08:00
Armin Burgmeier ecdcf5ac92 fow: Use a VBO to blit the framebuffer 2016-01-01 22:28:22 -08:00
Armin Burgmeier 1f4dbcc260 Particle system: make sure to always use a VBO
We are already using VBOs for meshes, so we can rely on them being available.
VBOs are shared between contexts, so #1195 is not an issue, either. However,
keep the workaround in place for the VAO, which is not shared between
contexts.
2016-01-01 22:28:22 -08:00
Armin Burgmeier b407558d7a Use a VBO to render the landscape 2016-01-01 22:28:22 -08:00
Armin Burgmeier 988fe15e29 Use VBOs to draw sprite graphics
I don't expect much of a performance benefit from this, but it works toward
removal of legacy OpenGL usage. Note that we are already using VBOs for
meshes, so this does not require any functionality that we don't require
already.
2016-01-01 22:26:41 -08:00
Armin Burgmeier 9fd7e88afd Fix crash when changing mesh material of incomplete mesh
Changing the mesh material to something that does not use alpha blending
restores the originial face order. This caused a crash for meshes with
Completion below 1, since all original faces were copied, but the buffer
in the mesh instance was only large enough to hold the number of faces of
the incompleted mesh. To fix this, simply run the standard
select-faces-for-a-given-completion-value procedure.
2016-01-01 17:01:10 -08:00
Armin Burgmeier 795740c6ee C4Surface: fix texture restore on IntUnlock (#1526) 2016-01-01 14:48:33 -08:00
Günther Brammer 38c6242bce Fix out-of-bounds check and bounds collision for non-centric object shapes
The proper way to measure from the center to the right is X+Wdt, not -X
or Wdt/2. And the proper way to measure to the left is -X, not -Wdt/2.
2016-01-01 22:18:41 +01:00
Günther Brammer 00a4c6c428 Replace BorderBound DefCore value with BorderBound object property 2016-01-01 22:18:41 +01:00
Günther Brammer 690b4f9ba0 Move comparison out of C4Object::TargetBounds
This probably enlarges the maximum landscape height for borderbound objects.
The "infinity" constant +1000000 is larger than the biggest C4Fixed, so
would have been truncated to 16960.
2016-01-01 22:18:41 +01:00
Günther Brammer 87c9fc965f Inline pointless ForceLimits function
In the time it took to understand the API of that function, one can read
the entire TargetBounds function which was its sole user.
2016-01-01 22:18:41 +01:00
Armin Burgmeier 26cfbdb059 Fix assertion failure when rendering mesh with degenerate transform (#1519)
The DynamiteBox sets the PictureTransformation to a degenerate matrix, to
prevent it from being rendered. Exit early in this case, since we are not
going to render anything anyway, and avoid the assertion when inverting the
matrix.
2016-01-01 11:34:04 -08:00
Günther Brammer 5db59e8665 Fix C4MessageBoard key binding lifetime
I think C4Game::InitKeyboard relies on the callback targets outliving the
keybindings and every other class is prepared to be deleted before
C4KeyboardInput::Clear(), so needs to hold a ref to the keybinding to
delete that in its destructor.

C4KeyBinding is the class that is used for that, and it sets the reference
count to 1 in the constructor, to represent the reference held in the
owning class.

On the other hand, C4CustomKey gets immediately forgotten by C4Game and the
only reference is held in the keymap.

To prevent this from happening again, make the C4CustomKey constructors
protected and C4Game a friend of the class.

Also remove an unused C4CustomKey constructor.
2016-01-01 16:24:43 +01:00
Armin Burgmeier c0844c10ff Add support for generic attributes to C4Shader
Replace the hardcoded VAI_ constants with that. The VAI constants are now
moved to C4DrawGL as C4SSA_ constants, similar to the C4SSU ones. This allows
to introduce other attributes to replace vertex positions, normals, colors
and texture coordinates with attributes in later commits. This, in turn, is
needed because the built-in attributes are no longer available in the OpenGL
core profile.

Also, while at it, cleanup C4Shader a bit. Use std::vector<> instead of
maintaining an own array of uniform names. Delete the vertex and fragment
objects after the full shader program has been linked. Make sure that
C4Shader::Init keeps the old program in place if the new one cannot be
compiled or linked.
2015-12-31 22:28:23 -08:00
Armin Burgmeier c043795552 Fix memory leak in FoW surfaces
Surfaces are initially created in locked state, and only when unlocked the
memory buffer with the surface data is uploaded to the GPU. The FoW code
however never unlocks the surface but instead operates on the OpenGL texture
directly. To fix this, introduce a new flag for C4Surface to create it in an
unlocked state.

This is not a memory leak in the traditional sense as a pointer to the buffer
is still available and is being freed when the surface is being destructed
at the end of the game. However, during the game there might be several
megabytes allocated that are never used.

I'm not really sold by this Lock/Unlock mechanism. Instead, there should
simply be a function to obtain the current texture data, and a function to
upload new texture data. That's for another time though...
2015-12-31 18:40:38 -08:00
Armin Burgmeier fc4679e3ea Don't upload all texture data twice
For some reason, the C4TexRef constructor first uploaded a set of nulled
texture data, just to be replaced by the actual image data when Unlock()
is called. Skip the unnecessary step and instead just reserve the video
memory in the constructor.
2015-12-31 17:58:22 -08:00
Armin Burgmeier 8766f5123b Remove other usages of built-in GL matrices
Primarily for the FoW rendering, which now also uses (simple) shaders
without ftransform() everywhere. This also removes all GLU calls.
2015-12-31 17:30:21 -08:00
Maikel de Vries a6efefaecc fix float physics for objects moving out of a liquid surface (#1523)
This also fixes objects which previously jumped out of the water continuously, by adding an extra check to also capture faster moving objects. It could be made speed dependent, but that seems to be overkill for the situation.
2015-12-30 12:54:04 +01:00
Nicolas Hake 9b34bf2634 Remove arbitrary inline forward declarations of StdBuf (and derivatives) 2015-12-29 21:42:46 +01:00
Nicolas Hake c0befc6ba0 Remove C4RTF
The only use of C4RTF in its final moments was parsing out plain text
from RTF files anyway, so why even go to all the trouble instead of just
storing plain text in the beginning?
2015-12-29 17:51:43 +01:00
Günther Brammer 77a71c39d3 Require some C++14 support (make_unique, index_sequence) 2015-12-29 15:47:55 +01:00
Günther Brammer 16ef28e05f Drop unused C4VERSIONBUILDNAME and C4ENGINEINFO
This was used to name snapshot releases of the Network2 branch, and has
seen almost no use since.

C4ENGINEINFO(LONG) was a duplicate of C4ENGINENAME and C4ENGINECAPTION.
2015-12-29 15:47:55 +01:00
Nicolas Hake 500229c302 C4Extra: Make ownership of ExtraGroups more explicit 2015-12-29 13:56:06 +01:00
Nicolas Hake d0cd244077 C4Extra: Merge ctor/Default, dtor/Clear 2015-12-29 02:59:02 +01:00
Nicolas Hake 3da14127a4 C4TransferZone: Merge ctor/Default, dtor/Clear 2015-12-29 02:59:01 +01:00
Nicolas Hake 63ab46e293 C4Player: Merge ctor/Default, dtor/Clear 2015-12-29 02:59:00 +01:00
Nicolas Hake 90293d019d C4FoWRegion: Make more private
Code outside of C4FoWRegion should not care about the internals of the
class. Therefore, we remove direct access to the backing surface (and
secondary buffer surface) and replace it instead with accessors that
return those few values that are required by outside code.
2015-12-28 21:45:21 +01:00
Nicolas Hake 5a9baeddbf C4FoWRegion: Turn some owned pointers into std::unique_ptr 2015-12-28 21:45:19 +01:00
Nicolas Hake 46abecded7 C4FoWRegion: Merge Clear() into dtor 2015-12-28 21:45:15 +01:00
Nicolas Hake ddd068c830 C4Viewport: Turn some owned pointers into std::unique_ptr 2015-12-28 21:45:14 +01:00
Nicolas Hake 3590dda85a C4Viewport: Merge ctor/Default, dtor/Clear 2015-12-28 21:43:03 +01:00
Günther Brammer 6a53066c36 Include config.h only from PlatformAbstraction.h
In order to avoid duplication, PlatformAbstraction.h has to be included at
the start of every source file, so that various headers can rely on it
being there. To avoid confusion, always rely on that, instead of sometimes
randomly including it or parts of it again.
2015-12-28 18:50:31 +01:00
Günther Brammer 30e0cdb418 CMake: Re-enable readline support for openclonk-server 2015-12-28 18:48:45 +01:00
Nicolas Hake d737dc1b05 Remove C4Video, StdVideo
Video recording and playback only worked on Windows, and recording only
handled video, not game audio. As such, it was of fairly limited use,
and there's lots of software available these days that handle both.
2015-12-28 11:43:41 +01:00
Nicolas Hake 7475b89bd2 C4MessageBoard: Merge Default/Clear into ctor/dtor 2015-12-28 11:43:40 +01:00
Nicolas Hake 24a7c75a1b C4MessageBoard: Remove unimplemented member DrawLoader 2015-12-28 11:43:39 +01:00
Nicolas Hake fc1189dfe4 C4UpperBoard: Remove empty Default/Clear 2015-12-28 11:43:38 +01:00
Nicolas Hake d65af91694 C4GraphicsSystem: Remove unused function 2015-12-28 11:43:37 +01:00
Nicolas Hake 3c625a00dd C4Game: Turn some owned pointers into std::unique_ptr
Using std::unique_ptr instead of raw pointers makes ownership clear and
avoids leaks.
2015-12-28 11:43:37 +01:00
Nicolas Hake d063e02a3c C4FullScreen: Remove several unimplemented function declarations 2015-12-27 16:49:41 +01:00
Nicolas Hake 4980572c79 C4Game: Remove several unimplemented function declarations 2015-12-27 16:49:41 +01:00
David Dormagen 65dc58c77d fixed wrong positioning of script GUI windows with the GUI_Multiple flag on startup (#1477)
GUI_Multiple windows are supposed to be updated from the root window in a full refresh. However, they also had the "dirty" flag set (that is only used for non GUI_Multiple windows after the initial startup), but they did not unset it when updating.
So they were first updated with the correct parent width (full screen) and then, because of the dirty flag, were updated again like a non GUI_Multiple window with the parent's size. That was incorrect. Only another update would then fix it again (because the "dirty" flag would then have been unset).
2015-12-27 15:48:32 +01:00
Nicolas Hake 33e2626649 Win32: Stop trying to steal focus from other apps
If the user switched away from OC while it was loading, there was
probably a reason for that. We'll no longer assume we're the most
important app in the world and steal the focus away from whatever the
user was doing.
2015-12-27 13:22:18 +01:00
Nicolas Hake f7ed26eb9e Make OpenAL extension init log entry slightly less useless
It's still pretty useless because nobody cares in the slightest about
which extensions are available and which ones aren't, but at least now
it doesn't throw an unintelligible list of numbers at you.
2015-12-27 01:54:44 +01:00
Nicolas Hake cbdeca56de Temporarily change to C locale before formatting shader floats
In the game initialization code, we're setting the thread locale to the
user's default locale. This is bad when generating shader code because
it may lead to floats being written with commas instead of dots for the
decimal separator, which in turn confuses the GLSL compiler (because it
parses the comma as the comma operator). So now we just temporarily set
the C locale while generating shader code.
2015-12-27 01:54:42 +01:00
Nicolas Hake b36a9ec5b5 C4Draw: Remove C4Draw::IsShaderific()
In a surprising touch, using shaders to affect pretty much every pixel
that gets drawn on screen means there is little reason for code to ask
the renderer if it knows about shaders.
2015-12-27 01:54:41 +01:00
Nicolas Hake 73c26114cb C4Draw: Remove C4Draw::IsOpenGL()
Nobody was interested in testing whether the renderer was GL or something
else, so the function is superfluous.
2015-12-27 01:54:06 +01:00
Armin Burgmeier de3ed60aa8 Avoid built-in GL matrices for mesh rendering
Instead, compute the projection, modelview and normal matrices explictly
and upload them as shader uniforms.
2015-12-24 23:02:03 -08:00
Armin Burgmeier a487457563 Add a 4x4 matrix class (StdProjectionMatrix)
This makes it easier to convert the projection and modelview matrices
to GLSL uniforms.
2015-12-24 23:01:52 -08:00
Armin Burgmeier 43e50f9320 Drop usage of gluErrorString
There are only a couple of error values worth considering, so we can just
write out own function for it. Disable error checking in C4FoWRegion.cpp as
well, since we have the --debug-opengl flag now.

This should allow us to get rid of the GLU dependency soon.
2015-12-24 16:26:52 -08:00
Armin Burgmeier d7a5ac373d Fix the console build on Mac
cmake still does not create a nice bundle for it, but at least
the build does not fail anymore.
2015-12-23 16:31:19 -08:00
Günther Brammer 249715bbcc Script: The Prototype of effects is readonly
The new effect API will be triggered by the effect having a prototype, and
doing that accidentally would be far too confusing.
2015-12-22 18:07:38 +01:00
Günther Brammer 8e889479cc Script: Find_Property can also search for engine-defined properties
Previously it used a C4PropList API that only checked the properties
set by script.
2015-12-22 18:07:38 +01:00
Armin Burgmeier eab0f2850a Clear Relight markers in C4Landscape::Clear (#1510)
Otherwise, when starting the next scenario, random spots would be initially
re-lighted. That's not necessarily a problem, but unnecessary work, and it
triggered the assertion in C4FowAmbient::UpdateFromLandscape if the relight
was scheduled for a region that's outside of the landscape boundaries of the
second scenario.
2015-12-21 19:35:43 -08:00
Armin Burgmeier a1f7a7c0e8 Fix conversion of C4BltTransform to StdMeshMatrix (#1508)
This was introduced by a9967e7.
2015-12-20 09:55:41 -08:00
Armin Burgmeier 10f98d1e3b Fix Windows build (hopefully) 2015-12-20 09:48:17 -08:00
Armin Burgmeier a9967e7b16 Avoid built-in GL matrices for sprite rendering
Instead, compute the projection, modelview and normal matrices explictly
and upload them as shader uniforms. This is one step towards using the
OpenGL 3 core profile.
2015-12-19 22:37:36 -08:00
Armin Burgmeier 609840fda0 Fix internalFormat parameter of glTexImage* calls 2015-12-19 17:20:11 -08:00
Armin Burgmeier 379fac32ee Move alpha test into the fragment shader 2015-12-19 17:04:34 -08:00
Nicolas Hake 1f020542d2 Implement Translate() falling back on missing translations (#1502)
Translate() used to select the script which it checked for translations
before actually looking up the string key. Change it so if the object
the context of which it was called in doesn't have a matching
translation, the string table of the script containing the call is used
instead.
2015-12-17 18:56:05 +01:00
David Dormagen a8c57ea5b9 fix assertion failure when changing C4Object.Touchable at runtime
Which would cause Boomshire to trigger an assertion on startup.
2015-12-16 23:01:28 +01:00
Nicolas Hake da51a2d8af CMake: Have headless build as a project instead of a separate config
Hardly anyone ever tests the headless build, because it requires you to
run CMake a second time with -DUSE_CONSOLE=On. So now it's an included
project which you'll get whether you want it or not.

I'm well aware that this could be solved more nicely, and that we could
be splitting unchanged files out into a separate support library, but
that's left for a later date.
2015-12-16 00:50:09 +01:00
Nicolas Hake f0eeb3f6b3 Make headless build compile again 2015-12-15 19:45:32 +01:00
Sven Eberhardt e0bcaf8d7d Sound UI::Confirmed (instead of Objects::Connect) 2015-12-15 01:41:25 -05:00
Sven Eberhardt 1d7c5c00c8 Add some missing UI sounds.
Still missing UI::Error.
2015-12-15 00:25:44 -05:00
David Dormagen dcfb986e34 moved sounds into subfolders
This completes http://forum.openclonk.org/topic_show.pl?tid=3215
2015-12-13 22:14:55 +01:00
Nicolas Hake 72002cc366 Kill netpuncher
Another piece of code that hasn't been tested in ages, gone. The default
puncher address was still pointing to clonk.de, which I'm very certain
isn't providing UDP hole punching services anymore.

Instead of a bespoke hole punching implementation we should use a STUN
lib.
2015-12-13 16:11:08 +01:00
Sven Eberhardt 3174d0b156 Remove WindLoop sound from engine.
It was almost never appropriate (played underground etc.), could not be turned off and was very repetitive. Mountain scenarios with lots of wind may activate the sound.
2015-12-13 01:22:00 -05:00
Sven Eberhardt 42a0c5d188 Increase wealth cap to ONE BILLION!!!
It makes sense to have a cap because of integer overflow, but it was set very low. Increase it to the largest round number below MAX_INT.
2015-12-12 15:52:22 -05:00
Sven Eberhardt 499959fa14 Fix team distribution of savegame resume and initial script players #1494 2015-12-12 14:09:42 -05:00
Sven Eberhardt 171080cbd5 Play frontend music by tag. 2015-12-12 12:08:45 -05:00
David Dormagen fa10a214b5 replaced two missing sounds
..which were easy to find due to the new missing-sound-warning. Hah!
We have cool wind now.
2015-12-10 19:36:54 +01:00
David Dormagen 35fe8f8683 sound system: warn about missing sounds (in debug mode only) 2015-12-10 19:35:55 +01:00
Sven Eberhardt 1cf188bb45 Fix music system running into infinite pause after playlist changes #1460 #1485
A playlist change would reset SCounter and eventually cause all songs to be non-eligable.

Since playlists can now select differently sized subsets, the old way of selecting random songs without too much repetition no longer works. Rewrite to use a more robust algorithm.
2015-12-10 00:31:20 -05:00
Sven Eberhardt afac3a4572 Fix music system debug message unit for pause length. 2015-12-08 23:42:08 -05:00
Sven Eberhardt d736b613b3 Keep and compile Objects.c file in savegames #1077
Just don't call the InitializeObjects() function. But the file should be left there because it may contain static variables required in scripts.
2015-12-08 22:22:52 -05:00
Nicolas Hake 617a0828fb Aul: Throw exceptions by value, not by pointer
Throwing values instead of pointers simplifies memory management at the
catch site.
2015-12-08 13:17:40 +01:00
Nicolas Hake 96fcf1389a Aul: Make engine not automatically log error summary
Getting the error summary written to the log/console automatically may
be useful for general game usage, but when testing Aul we just end up
with thousands of useless messages in the output. Let the caller log the
message if it's really desired.
2015-12-08 13:17:39 +01:00
Nicolas Hake c5440b1d86 C4NameList: Remove unused Read and Write functions 2015-12-08 13:17:36 +01:00
Sven Eberhardt 310daf8b3f Fix static const arrays (#906) 2015-12-07 23:38:40 -05:00
Sven Eberhardt ad2de2e012 Do not interpret all .ocg files in definitions and scenarios as sound subgroups. 2015-12-07 00:11:29 -05:00
Sven Eberhardt 7f6c13084a Register definition-local sounds into definition namespace (id::Soundname) #1185.
Also move all object sounds to global Sound.ocg so they are still played.

This is to prevent naming collisions. All sounds are moved because otherwise all scripts would have to be adjusted. Also, the distinction between sounds in definitions and sounds in Sound.ocg was rather arbitrary.

It will also ensure most sounds are reloaded when sound is turned off temporarily, although that should better be fixed properly.
2015-12-07 00:08:24 -05:00
Sven Eberhardt 96082569bd Allow sounds in subfolders and create namespaces for them (#1185) 2015-12-06 23:44:41 -05:00
Sven Eberhardt 8b2dd0a8bb Win32: Fix "beep" on handled hotkeys (Alt+[key]) in fullscreen mode #1488 2015-12-06 22:32:47 -05:00
Sven Eberhardt 019cc0d583 Enable immediate tooltips on mouse-over-event for unlabeled icons in lobby and scenario selection (#1132). 2015-12-06 21:03:54 -05:00
Sven Eberhardt d48f590dfb Fix conversion buffer access for DrawMaterialQuad with DMQ_Bridge (#1478). 2015-12-05 14:41:56 -05:00
Sven Eberhardt d758c85028 Add max memory time to music resume feature (#1461) 2015-12-03 19:17:41 -05:00
Sven Eberhardt cbb7b0ba2c Log music system info if Config.Sound.Verbose is enabled. 2015-12-02 23:08:50 -05:00
Sven Eberhardt cc12230d56 Add "immediate" parameter to SetPlrView and ResetCursorView script functions to force viewport scroll position to the target. 2015-12-02 22:11:28 -05:00
Sven Eberhardt 3fdf7142b5 Fix custom viewport zoom initialization done in InitilizePlayer in fullscreen mode. 2015-12-02 21:24:57 -05:00
Sven Eberhardt 46a7d653d8 Fix two typos in comments. 2015-12-02 20:27:39 -05:00
Sven Eberhardt 8c3e61c3da Fix NO_OWNER global sound modifier on savegame resume (#1462) 2015-12-02 20:27:38 -05:00
Nicolas Hake 812e40f0d0 Denumerate sound modifier values after player reload (#1462)
Deserializing players neglected to turn an enumerated proplist back into
a live one. This would explode later during player initialization when
someone didn't check that the deserialized value was a real, live
proplist.
2015-12-02 16:55:04 +01:00
Nicolas Hake 871811eac8 Move some private shape calculating functions out of C4Landscape
None of these functions require access to any state of C4Landscape, and
they've only been used from within C4Landscape.cpp, so don't need to be
part of the header.
2015-12-02 01:48:13 +01:00
Nicolas Hake e8a90e7d23 Temporarily remove solid masks before clearing landscape (#1472)
When clearing parts of the landscape, solid masks must be disabled
beforehand because we don't want to remove the actual solid mask itself.
Theoretically we should also temp remove solid masks before DigFree,
ShakeFree, and all of the other landscape modifiers, just in case
someone overrides the Vehicle material with stupid values.
2015-12-02 01:41:47 +01:00
Nicolas Hake 6738ef1f4c Clear object pointers in inactive objects (#1238, #1452)
Instead of iterating through the main object list twice to check for
pointers, iterate through both the main list and the inactive list.
2015-12-01 23:46:46 +01:00
Nicolas Hake eb22e357b1 Win32: Prevent Alt key presses from opening the system menu (#1468)
Pressing the Alt key enters the menu modal loop, which takes control of
the thread that everything happens on. As a quick fix, we'll suppress
this loop for simple Alt key presses, but this will still happen when
the system menu gets opened by Alt+Space or clicking the icon in the
window's title bar.

A more permanent solution would be to detach the message loop from
everything else, by having rendering etc. run in a separate background
thread.
2015-11-30 21:33:36 +01:00
Nicolas Hake f6efb9d219 Landscape renderer: make sure pixel accesses are within bounds
The landscape renderer didn't check that the material pixel it was
getting placement information about wasn't outside the left landscape
border.
2015-11-22 13:38:12 +01:00
Sven Eberhardt 6e4c7a2c2d Lobby ready button: Prevent message spam, improve icon updating and some small fixes.
* Show max one message per second per client
* Do not show ready message locally
* Fix observer flag reset by ready state change
* Reflect ready state change in client list immediately
2015-11-21 23:58:40 -05:00
Sven Eberhardt 7f827d4b15 Add optional debug logging for shape texture loading.
Set Config.Developer.DebugShapeTextures to 1 for testing.
2015-11-20 20:35:05 -05:00
dylanstrategie d284f49b6b Add "ready" button for clients in game lobby.
Signed-off-by: Sven Eberhardt <sven2@goldwipf.de>
2015-11-18 22:49:59 -05:00
Nicolas Hake 0067a6dbfe Drop several unused string manipulation functions
To wit: SCompare, SCopyPrecedingIdentifier, SCopyNamedSegment,
SSearchIdentifier, SSearchFunction and SRemoveComments.
2015-11-15 16:16:36 +01:00
Nicolas Hake a3b7b66386 Drop "Toggle" helper function
Toggling a boolean is trivial enough to not really warrant a helper
function.
2015-11-15 16:15:25 +01:00
Nicolas Hake 24b54211c5 Drop Min, Max, Swap for std::min, std::max, std::swap
The C++ standard library comes with perfectly fine implementations of
these functions, so there's no point in reimplementing them just for the
hell of it.
2015-11-15 13:53:01 +01:00
Nicolas Hake 8fc57b69c3 Don't ZeroMem non-POD types
Using memset to initialize non-POD types doesn't work. Or rather, it may
work right now, but will fail when somebody adds a member that relies on
its constructor doing something (like for example any STL container).
Either way it's undefined behavior and needs to go. Furthermore, using
it to reinitialize an object also prevents any dtors from doing their
work when needed.

A new helper function InplaceReconstruct will take an object of nothrow-
default-constructible type, and call the dtor to properly clean up
before placement-new reconstructing the object in the same location.
This is still bad design, but unfortunately removing the Default/Clear
functions from every object currently using them is a herculean task.
2015-11-14 16:43:19 +01:00
Nicolas Hake 1bc2d41368 C4Group: Remove unused time offset
Four years ago, we made c4group stop caring about time. Now it doesn't
need to carry a completely unused offset value around anymore.
2015-11-14 16:19:58 +01:00
Nicolas Hake 715d3f34dd Remove obsolete declaration of C4Group_SetOriginal
This function hasn't existed for five years. It's time for the
declaration to go away.
2015-11-14 16:19:58 +01:00
Armin Burgmeier 6af3e4e639 Fix one-pixel edge at bottom or right of landscape (#771)
The problem comes from the fact that the landscape texture can be larger
than the actual landscape, and that for the last row or column of pixels
drawn at the edge of the landscape, the shader might access a texel that's
beyond the landscape boundaries, at least as part of its interpolation
when accessing a texture.

This patch fixes this by always making the landscape surface the same size
as the landscape, and then GL_CLAMP_TO_EDGE behaviour will prevent access to
pixels beyond the edge of the landscape. Modern hardware should handle
NPOT textures just fine, and they are already used in other places in Clonk.

If this becomes a problem and needs to be reverted, we could instead upload
the "real" landscape size to the shader, and clamp the texture coordinates
there to make sure to not read beyond the actually filled landscape surface.
2015-11-13 15:05:26 -08:00
Armin Burgmeier 4d36f43025 gtk editor: keep scroll position when updating property dialog (#566)
This is still not quite optimal since we need to wait for line validation.
There does not seem to be a way to trigger immediate validation.
2015-11-12 16:04:28 -08:00
Peter Wortmann b2150234d0 Smoother material border calculation
Before, material normal bias was calculated only from a column/row of pixels right
next to the pixel in question. This sometimes led to "lines" appearing in edge cases.
The new code modified this approach to look at a whole rectangle instead, which
gives a *lot* smoother results and is only marginally more expensive.
2015-11-12 22:18:53 +00:00
David Dormagen f701dfd703 UpdateOCF: also update OCF_Inflammable, which can be manipulated by scripts
Previously, changing the ContactIncinerate property in a script would trigger an assertion in a debug build.
2015-11-10 19:13:52 +01:00
David Dormagen 8af7897c52 fixed wrong mouse cursor offset in developers mode (#646)
Steps: open player menu (F), hover over entries -> mouse cursor was drawn at a wrong position.
2015-11-09 10:48:34 +01:00
Sven Eberhardt cf6f66469c Pass last dead clonk as parameter to global RelaunchPlayer callback. 2015-11-08 17:15:34 -05:00
Armin Burgmeier 236759b1db Don't update relights array while relighting (#1371)
Removing solidmasks temporarily as part of the relighting procedure caused
a landscape update which modified the list of to-be-relighted regions that
is currently being iterated over. This could cause relighting of a region in
which solidmasks have not been removed, leading to vehicle pixels in the
landscape surface used by the landscape shader, which show up pink on the
screen.

Fixed this by introducing C4Landscape::_SetPix2Tmp, which changes a pixel
without causing relighting (or material count updates), and use that when
temporarily removing or putting solidmasks. This should also avoid unnecessary
computations (relighting, material count updates) when updating the landscape
or moving objects with solidmasks.
2015-11-08 13:48:19 -08:00
David Dormagen a1cefd2681 reduced volume of default splashing sound
Which was much louder than other sounds and felt a bit weird.
2015-11-05 20:49:57 +01:00
Armin Burgmeier 12ae83cfe4 Re-initialize shaders after changing anti-alias setting (#1286) 2015-10-31 21:12:45 -06:00
David Dormagen 4d85c8ffc9 fixed deleting objects at the bottom of the map (#1435)
Instead of Y - Hgt > LandscapeHeight (or, equivalently, Y > LandscapeHeight + Hgt), it was checked for Y + Hgt > LandscapeHeight, which would remove objects too early.
2015-10-26 19:05:59 +01:00
Julius Michaelis f356c9053a Invert the functionality of CNAT_CollideHalfVehicle 2015-10-21 22:15:33 +02:00
Tupone Alfredo 67558a8511 Build with jpeg-9
Gentoo bug #520884 by flameeyes@gentoo.org
2015-10-21 11:55:20 +02:00
Armin Burgmeier bbdec40075 Fix a free/delete/g_free mismatch 2015-10-18 14:45:52 -04:00
Armin Burgmeier ef4ea2d931 Drop support for GTK+ 2
The minimum GTK version is now GTK+ 3.4, which is available since 2012.
It's part of Ubuntu LTS 12.04, and so should be available on any halfway
modern linux distribution.

This should allow getting rid of using deprecated GTK+ API much easier.
2015-10-18 14:45:52 -04:00
Sven Eberhardt 2a54409384 Fix PXS movement on moving SolidMasks (#862). 2015-10-17 22:26:34 -04:00
Armin Burgmeier 4addc62467 Open Graphics.ocg before reloading a definition (#1428)
We might need to load shader slices when reloading mesh materials.
2015-10-17 19:05:23 -04:00
Armin Burgmeier 70fd6d20bf Keep parallax objects fixed on full map screenshots (#1042) 2015-10-17 17:38:50 -04:00
Armin Burgmeier 10249d9a87 mape: fix another free/g_free mismatch 2015-10-17 13:20:19 -04:00