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mirror of https://github.com/XProger/OpenLara.git synced 2025-01-17 12:58:50 +01:00

1378 Commits

Author SHA1 Message Date
XProger
02bc5694d5 #370 3DO add projectVertices ARM implementation 2021-11-18 12:05:41 +03:00
XProger
7761a5db06 #370 3DO use ARM asm implementation to transform and project vertices (the same speed, but save 4k of RAM) 2021-11-18 12:02:41 +03:00
XProger
5467a82bf9 #370 levels converter 2021-11-18 07:17:18 +03:00
XProger
efde681ab5 #370 3DO 16-bit room vertices (reduce level data size), use MulManyVec4Mat44_F16 instead of MulManyVec3Mat33DivZ_F16, minor fix for z-clipping and gaps, fix animations and aiming, remove debug data from executable 2021-11-17 08:27:13 +03:00
XProger
2c2ded837d #370 minor fix 2021-11-14 15:51:03 +03:00
XProger
6cdaaec8ae #370 ARM asm implementation of vertices unpack func for rooms and meshes, reduce mesh data size 2021-11-14 14:32:13 +03:00
XProger
9ec2c8e586 #370 3DO data optimizations, save one memory page for level data, store room poly clipping flags in vertex.z, reduce vertex buffer size 2021-11-13 02:55:49 +03:00
XProger
9bff9948f1 #370 3DO reduce level data size (no mesh normals, byte indices) 2021-11-10 06:34:04 +03:00
XProger
e0d40f5fed #370 vertex indexing optimization 2021-11-09 06:57:08 +03:00
XProger
b80820e17b #370 CCBs setup optimization 2021-11-09 05:57:59 +03:00
XProger
0af8dbcd60 #370 3DO added SDXC soundtracks playback, fixed perf spikes and blackouts (Super Clipping issue) 2021-11-08 06:42:48 +03:00
XProger
5728b25d5f #370 3DO add one mip level and flat shading for room polygons, disable per-poly clipping for object meshes 2021-11-06 10:00:18 +03:00
XProger
d9c1001fbd #370 add ADP4 audio support (Intel DVI ADPCM) 2021-11-05 07:52:37 +03:00
XProger
f961161ff6 #368 GBA remove experimental 9-bit audio support, move sound.h to platform dependent sound.cpp 2021-11-01 08:00:15 +03:00
XProger
3b368ac6a4 #370 3DO audio support (PCM 8 4kHz), fix for PAL systems 2021-11-01 07:56:07 +03:00
XProger
135905046e #353 move the new code to the temporary "src/fixed" folder to make it common for other platforms 2021-10-31 06:18:57 +03:00
XProger
09dd670318 #368 #370 enemies navigation, LOD support for trap floor, Gamma adjust for GBA, armcpp and Big-Endian support for 3DO, turn off animation lerp for distant objects, hide enemy corpse after 10 secs, fix some issues with sorting polys 2021-10-31 05:32:20 +03:00
XProger
a338abc8e2 remove test level data 2021-10-31 05:15:26 +03:00
XProger
25bea24245 levels converter 2021-10-31 05:14:32 +03:00
XProger
bce4ed8149 GBA flat rasterizer optimization for small polys 2021-10-31 03:09:26 +03:00
XProger
634ef092ad 3DO cd data stub, main and render code 2021-10-31 03:07:01 +03:00
XProger
fc273f2c1c #368 GBA use less accurate ray casting in some cases to boost perf 2021-08-19 11:12:14 +03:00
XProger
f8cd4cd100 #368 GBA fix out of range of Ordering Table for sprites, fix build for WIN, TNS and DOS 2021-08-07 06:13:46 +03:00
XProger
c9a91e01c7 #368 GBA cart rumble support 2021-08-07 04:47:11 +03:00
XProger
7e70292a95 #368 fix DOS build 2021-08-02 05:50:46 +03:00
Timur Gagiev
a4448722c8
Update README.md 2021-08-02 05:22:33 +03:00
XProger
6139aa4490 #368 GBA mesh visible mask, enemies head/neck rotation, death animation for Wolf, Bear and Bat 2021-08-02 05:08:21 +03:00
XProger
e9ba3a2784 #368 GBA use fixed address for lightmap and div tables 2021-08-01 04:29:50 +03:00
XProger
1d789d0d39 #368 GBA fix aiming 2021-08-01 01:55:11 +03:00
XProger
7076568620 #368 GBA fix free camera mode in combat mode, fix ammo shells consumption for shotgun 2021-07-31 08:14:49 +03:00
XProger
78e5947e43 #368 GBA fix shotgun 2021-07-31 07:55:21 +03:00
XProger
b5e52c836d #368 GBA remove mode5 support, fix 9bit sound output range 2021-07-30 19:29:49 +03:00
XProger
1b0fbc2e9e #368 GBA improved camera, lerp matrices, particle effects, IMA sound tracks, remove rotate90 mode, weappns and firing, Lara drawing routine, collision with enemies, fix sprite clipping 2021-07-30 08:10:41 +03:00
Dmitri Shuralyov
df95f15adf
set target in Bat.updatePosition if unset (#363)
Prevent a null pointer dereference if updatePosition is called
before the enemy gets a chance to think, such as when loading
a game involving a flying bat with unlucky timing.

Fixes #362.
2021-07-05 04:13:17 +03:00
Dmitri Shuralyov
be4ef39281
redefine GL_RGB565 to GL_RGBA on macOS (#361)
This makes depth based shadows work on macOS once again, as they
did before the redefinition was inadvertently removed in PR #355.

Fixes #360.
2021-07-05 03:42:40 +03:00
Aydar Zarifullin
dfe0dcb3f2
fix system filter in premake5 build script (#359) 2021-07-01 02:52:07 +03:00
XProger
4c6d73fd0d GBA data packer WIP 2021-06-29 06:37:12 +03:00
XProger
f55d0543fe GBA fix akill textures, sprites drawing, swimming states, animated textures, follow and static camera logic, pickups, underwater caustics. objects logic (GYM, LEVEL1, LEVEL2) 2021-06-29 02:24:10 +03:00
Dmitri Shuralyov
4ecd12da37
restore high graphics detail on macOS (#358)
The macOS platform currently creates and uses an OpenGL 2.1 profile,
but it can still achieve high graphics detail in theory. In practice,
that ability regressed.

Prior to PR #355, extSupport made use of an undeclared glGetStringi,
a build error. That was fixed by importing a header that declared it.
That caused extSupport to start reporting false for any input. This
is due to the (glGetStringi != NULL) check not having the intended
effect on macOS, as reported in #357.

As long as OpenGL 2.1 profile is used, extSupport can't make use
of the glGetStringi + GL_NUM_EXTENSIONS code path, so explicitly
disable it on macOS for now via a preprocessor guard.

Another regression introduced by #355 is the removal of redefines
of glGenVertexArrays, glDeleteVertexArrays, glBindVertexArray with
Apple-specific versions, needed to get VAO alongside OpenGL 2.1.
So, bring this back, along with the comment justifying why they're
needed (as was done before 6e6ed3b2d0e8c0c9af83d5cb9653793ca76047f4).
Import OpenGL/glext.h to get definitions of those APPLE functions.

With these changes, high graphics detail settings are available on
macOS once again.

Fixes #356.
Updates #357.
2021-06-28 05:51:31 +03:00
Dmitri Shuralyov
5603cf2b0c
fix build, simplify imports on macOS 11 and 10.15 (#355)
fix build on macOS 11 and 10.15, including on Apple silicon

There was a build error on macOS due to use of undeclared identifiers
glGetStringi and GL_NUM_EXTENSIONS. Those identifiers are declared in
OpenGL 3.0.

Switch from importing OpenGL/{gl.h,glext.h} to OpenGL/{gl3.h,gl3ext.h},
which fixes the problem. It also allows removing many OpenGL 3+ #defines,
though we do need to #define GL_LUMINANCE as was done in OpenGL/gl.h.
(It's also possible to keep the OpenGL/gl.h import, but it seems worse
to be importing both.)

Also remove #includes of Carbon/Carbon.h, OpenGL/OpenGL.h, AGL/agl.h,
since they don't seem to be needed.

Tested on macOS 11.4 (Big Sur) with Xcode 12.5.1 on Apple silicon,
and on macOS 10.15.7 (Catalina) with Xcode 12.4 on an Intel-based Mac.
(Hopefully this doesn't break older macOS platforms,
but unfortunately I can't test that easily.)

Fixes #354.
2021-06-27 07:35:59 +03:00
Manuel Alfayate Corchete
31122b2b76
Fix SDL2/GLES2 compilation (#352) 2021-06-23 17:21:51 +03:00
Manuel Alfayate Corchete
cd7db1995e
SDL2: proper fix for the vsync setting. (#351) 2021-06-23 17:06:59 +03:00
XProger
36fd76358e Windows Phone 8.0+ support, simpler cheats for level skip and all weapons 2021-06-06 14:24:41 +03:00
XProger
e9d67314a3 GBA data aligned level format, optimizations 2021-05-28 06:32:24 +03:00
XProger
7e8c9d5e59 GBA/DOS version update 2021-04-27 12:38:53 +03:00
XProger
a4eac0afa1 MinGW support 2021-03-28 12:54:40 +03:00
XProger
80bf5322a1 pause in spectator mode 2021-03-24 04:03:08 +03:00
XProger
2f788bd67e less greenish for Sega Saturn data 2021-03-23 05:24:36 +03:00
XProger
734f6255c0 fix look in spectator mode 2021-03-22 08:54:09 +03:00
XProger
0724a5bd71 minor fixes 2021-03-22 08:46:39 +03:00