Commit graph

37 commits

Author SHA1 Message Date
vladislavbelov
75d9c6293b Adds projection type to CCamera to control usages of projection dependent properties.
Commented By: elexis
Differential Revision: https://code.wildfiregames.com/D2351
This was SVN commit r23036.
2019-10-03 18:51:40 +00:00
vladislavbelov
659bf68cc7 Cleanup Camera and CGameView, removes a not needed method and refactors classes.
Commented By: Stan
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D2195
This was SVN commit r22755.
2019-08-22 20:49:58 +00:00
vladislavbelov
50f70b7be3 Refactors Camera aspect ratio and calculation of plane points.
Reviewed By: elexis
Commented By: wraitii
Differential Revision: https://code.wildfiregames.com/D2020
This was SVN commit r22547.
2019-07-24 23:08:02 +00:00
vladislavbelov
8babfe2330 Refactors camera projections - makes projection functions of camera more clear.
Reviewed By: elexis
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D2012
This was SVN commit r22404.
2019-06-26 22:54:05 +00:00
vladislavbelov
276050bcad Cleanup Camera code for projections.
Reviewd By: wraitii
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D1514
This was SVN commit r22033.
2019-01-05 22:40:56 +00:00
leper
25b1837603 Pass CVector3D as const reference in a few places.
Reviewed By: Sandarac
Differential Revision: https://code.wildfiregames.com/D424
This was SVN commit r19534.
2017-05-08 04:04:45 +00:00
elexis
b18f74da44 Remove trailing whitespace and whitespace in empty lines of source/ except source/third_party/.
This was SVN commit r18987.
2016-11-23 11:18:37 +00:00
leper
b3391ebe39 Fix build warnings. Patch by Markus. Refs #1851.
This was SVN commit r13469.
2013-06-11 00:05:57 +00:00
Ykkrosh
a9eca31bad Even more GLES compatibility
This was SVN commit r11060.
2012-02-13 15:06:25 +00:00
Ykkrosh
db85833655 More GLES compatibility.
Move more rendering code to shader API.

This was SVN commit r11050.
2012-02-12 13:20:49 +00:00
vts
85186c98b2 Better selection boxes. Closes #914, #295, #810.
This was SVN commit r10593.
2011-11-25 06:36:13 +00:00
historic_bruno
2726f6ed88 Changes GetFocus to return points above water.
Fixes camera following of boats.

This was SVN commit r9988.
2011-08-10 22:45:55 +00:00
Ykkrosh
b08e142193 Graphics optimisations and features from eihrul.
Add shadow filtering (PCF) option.
Fix ugly shadow saturation in old lighting mode.
Fix fancy water shader.
Fix camera matrix computation.
Support scissoring of camera frustum.
Optimise vertex skinning.
Inline various matrix functions.
Support filtering of the list of submitted models before a rendering
pass, for more precise culling.
Optimise water renderer (fixes #721, based on patch by ortalo).
Use scissoring when generating reflection/refraction textures.
Skip reflection/refraction texture generation when no water is visible.
Render alpha-blended objects differently (fixes #434).
Reduce shadow swimming effects.

This was SVN commit r9814.
2011-07-12 23:48:05 +00:00
Ykkrosh
6c7b82130c # Redesigned the camera control system.
Add shift+wheel (and Q/E, and ctrl+arrows, and ctrl+WASD) to rotate the
camera.
Restrict the rotation and zoom to narrow ranges. (Constraints can be
disabled in the dev overlay).
Smooth the movement and rotation.
Fix some stupid whitespace.
Fix some const correctness.

This was SVN commit r7930.
2010-08-13 13:26:29 +00:00
Ykkrosh
8286218cad Delete lots of obsolete unused script-interface code.
Delete unused code from various other places.

This was SVN commit r7839.
2010-08-01 20:56:34 +00:00
Ykkrosh
0f611042b1 # Support alt+enter to toggle fullscreen mode. Make game window resizable.
Refactor the video mode setting logic to cope better with dynamic
changes.

This was SVN commit r7606.
2010-06-03 19:07:59 +00:00
Ykkrosh
06928f7694 # Basic bandbox selection of units in new simulation system
This was SVN commit r7349.
2010-03-11 20:01:16 +00:00
Ykkrosh
1743645fd3 Simplify the overly-complex CppDoc-breaking file headers
This was SVN commit r6832.
2009-04-18 17:51:05 +00:00
Ykkrosh
c9fa7f13d9 Add GPL header
This was SVN commit r6830.
2009-04-18 17:00:33 +00:00
janwas
c0ed950657 had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).

it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.

after several hours, the code now requires fewer casts and less
guesswork.

other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.

This was SVN commit r5942.
2008-05-11 18:48:32 +00:00
janwas
b755ddefda remove all author/modified by tags.
make include guards consistent.

This was SVN commit r5040.
2007-05-07 16:33:24 +00:00
prefect
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
Matei
aa6ca7d1e8 Modified world intersection so that you can also intersect with the water plane, which is useful for making ships move around as expected when you rightclick a spot on the water.
This was SVN commit r4319.
2006-09-10 20:38:39 +00:00
Ykkrosh
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
Matei
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
Ykkrosh
03a08e00a5 # Fixed infinite loop.
Also fixed sectorDivs so it's always initialised, since the complaints
were annoying.
Camera: Added a const.
Super cavalry: Added required(?) aura attributes.

This was SVN commit r3906.
2006-05-29 03:28:54 +00:00
Ykkrosh
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
prefect
f25de48559 - Seperate ViewCamera (eye position) and CullCamera (model culling, shadow
calculations) internally. Use ?gameView.lockCullCamera = true in the
console
  to move around while the CullCamera stays in place
- add CCamera::Render to visualize a camera's frustum
- use ?renderer.debugFrustum = true in the console to visualize the
frustum
  of the CullCamera

This was SVN commit r3405.
2006-01-22 19:12:30 +00:00
Ykkrosh
547293ee49 Atlas: Vaguely usable object placement code. Bug fixes.
This was SVN commit r3186.
2005-12-02 21:08:10 +00:00
Ykkrosh
52a8793450 Atlas: Bits of tool-related code.
Game: Large screenshots (with ctrl+alt+F2).

This was SVN commit r2994.
2005-10-24 01:53:03 +00:00
janwas
d29833e4ed mouse_x/y => g_mouse_x/y
This was SVN commit r1767.
2005-01-23 17:35:36 +00:00
MarkT
2b396ccb57 Minor improvements to some simulation code.
This was SVN commit r887.
2004-08-02 23:14:54 +00:00
olsner
415662c4cd First set of Core Classes changes! w00t :P
This was SVN commit r823.
2004-07-27 21:00:53 +00:00
MarkT
6d8b9e33ef Minor additions: Added hotkeys to GUI buttons, camera bookmarking (not sure if this system will stay), shoring up some JS error checking, moved a bunch of constants into the config file and added a new rotation mode.
This was SVN commit r804.
2004-07-22 16:18:12 +00:00
MarkT
194fdf9b4b Unit selection and ordering, setTimeout, scheduler, fixed timestep code, various fixes and reinforcement of the JS<->Native code.
This was SVN commit r783.
2004-07-20 19:30:35 +00:00
janwas
1eaadd38aa ran everything though mark's newline stomper.
This was SVN commit r322.
2004-05-30 00:46:58 +00:00
notpete
7fb944a1e1 Either moved from terrain directory, or an inital revision, depending on the file. Whole bunch of changes related to props and animation.
This was SVN commit r306.
2004-05-29 20:56:24 +00:00