Commit graph

49 commits

Author SHA1 Message Date
myT
8c32b986f6 added r_mapGreyscale and r_mapGreyscaleCTF 2022-04-23 23:38:06 +02:00
myT
dbfb3c5028 fixed delayed shader loads leading to incorrect rendering and crashes (dynamic lights) 2022-04-10 22:14:19 +02:00
myT
981f059b7b do not replace older surfaces with newer ones but refuse to add new ones instead
surfaces added first are part of the map itself
it's better to drop e.g. some plasma cells rather than e.g. entire walls
it's also less error-prone to work with since we don't need to fix numbers on read
but only check on write in exactly 2 spots

also removed tr.shiftedEntityNum because it was unnecessary...
2022-04-10 21:45:59 +02:00
myT
f4e8e81ab5 fixed draw surface sorting
got broken with commit 633c5bd13c
2020-11-05 03:47:55 +01:00
myT
633c5bd13c tweaked the draw surface sort key for better performance
it minimizes depth fade <-> generic pipeline transitions
2020-10-08 04:08:38 +02:00
myT
7412c4b373 added r_alphaToCoverageMipBoost and did some other changes to A2C
- r_alphaToCoverageMipBoost scales the alpha value based on the current texture LoD
  this prevents the "fading with distance" effect
- mip 0 dimensions are tested to decide whether contrast boosting around 0.5 is enabled
  this is to deal with high r_picmip configs
- improved algorithm for excellent sharpness and minimized temporal artefacts
- GLSL 4.00 is required for the GL3 backend to use A2C (for textureQueryLod)
2020-07-07 03:49:52 +02:00
myT
d6f77a9b35 fixed crashes due to render command list overflows
also increased the buffer's size (e.g. to draw all chars in the console in 4K)

one of the crashes happens in R_SortDrawSurfs:
-> render command list is too full
-> RE_EndFrame returns early because it can't allocate RC_SWAP_BUFFERS
-> R_ClearFrame in RE_EndFrame doesn't get called
-> the next frame starts with r_firstSceneDrawSurf etc. not being reset to 0
-> r_firstSceneDrawSurf becomes really close to the maximum draw surface limit
-> the draw surface list is iterated incorrectly (no wrapping handled)
-> we fetch a draw surface we shouldn't
-> its sort key gets decoded and we get an invalid sorted shader index
-> we fetch a NULL shader at that index location
-> we attempt to read shader->sort
-> we crash reading address 76
-> 76 bytes is exactly the offset of the sort member into the shader_t struct
2020-05-08 03:38:26 +02:00
myT
1994475982 renamed r_noiseScale to r_ditherStrength for consistency 2020-04-28 17:04:43 +02:00
myT
718b966414 depth fade fixes and improvements
- renamed r_softSprites to r_depthFade
  the term's more descriptive and it helps that UE4 uses it
- fixed the GL3 fragment shader halving the depth bias
- fixed the D3D11 pixel shader only fetching depth sample 0
  not fixed for GL3 yet, see the code comments for that
- added support for more blend states
- added the q3map_cnq3_depthFade general shader directive
2020-04-26 16:32:51 +02:00
myT
a5e28eb08f added r_transpSort and we can now sort all surface types by depth
also fixed up RE_AddPolyToScene's overflow check
2020-04-16 05:01:48 +02:00
myT
d5984db690 removed r_nobind and r_showImages, wrote help etc. for the renderer's other temp/cheat CVars 2020-04-02 05:06:00 +02:00
myT
546296e6ef fixed r_showsky and cleaned up the related GAL code 2020-04-02 04:50:12 +02:00
myT
ae30c5a311 r_mapBrightness can now be used with r_fullbright for lightmapped surfaces 2020-02-27 05:26:19 +01:00
myT
36f363b47a D3D11 tweaks, added r_d3d11_presentMode, removed r_d3d11_maxQueuedFrames
the D3D11 tweaks:
- better error message formatting
- D3DDDIERR_DEVICEREMOVED from Present is a fatal error too
- synchronized offsets is always the automatic behavior for now
  it turns out that split mode isn't always the fastest for nVidia
2020-02-24 01:48:43 +01:00
myT
85583acc9c dynamic lights apply to even more surfaces and have a nicer fall-off
- ditched vertex colors (not wanted) and alpha tests (not needed) in the shaders
- using a Bezier fall-off to get much softer edges
- added no-depth-write transparent surfaces support by adjusting the depth test
- multiplying the diffuse texture's color by its alpha in non-opaque passes
- fixed triangle rejection based on cull type and normal direction
- reflecting normals in shaders to support two-sided surfaces
- rejecting surfaces with no diffuse stage or bad blend states as early as possible
- liquids get lit weaker than other surfaces
2020-02-21 08:26:12 +01:00
myT
01ce4063b5 added r_lightmapGreyscale
thanks to Jakub 'kubaxvx' Matraszek for his contribution
2020-01-12 23:03:54 +01:00
myT
e91f6e1c08 re-added r_textureMode to keep GL_NEAREST compatibility 2020-01-12 23:03:41 +01:00
myT
4968bfca6d crash and drawing fixes for r_shownormals, r_showtris and r_debugSurface
- preventing crashes and drops with r_shownormals
- fixed the colors of r_showtris, r_shownormals and r_debugSurface
- simplified the overflow macro
2019-12-26 16:16:30 +01:00
myT
0cbfe60d86 fixed hyperspace rendering 2019-11-12 04:23:49 +01:00
myT
7939488266 fixed incorrect state bits for shaders when loading a map with no lighting 2019-09-25 05:35:45 +02:00
myT
0087c2bf14 fixed fog-only shaders being recognized as sky shaders 2019-09-25 05:34:22 +02:00
myT
8ee79c7b9e added r_rtColorFormat to select the color format for render targets
fixed FindBestAvailableAA not testing the depth/stencil format
2019-09-25 05:31:55 +02:00
myT
db4fb31658 added OpenGL 3.2 and Direct3D 11 renderer back-ends 2019-09-25 05:25:59 +02:00
myT
6f3908ceaa completely removed flare support 2019-09-25 05:21:01 +02:00
myT
39af360fdc removed FreeType and the R_REGISTERFONT syscalls 2019-09-25 05:14:07 +02:00
myT
afb9b725e9 fixed lightmap texture coordinates in all cases 2019-03-19 17:47:19 +01:00
myT
b909f05195 bundling lightmap tiles into texture atlases to improve batching 2018-12-08 23:36:27 +01:00
myT
a26b150c59 faster map loads by limiting the rendering back-end's frame-rate 2018-12-08 22:43:58 +01:00
myT
515ca0883e minimizing disables the rendering back-end except for videos/screenshots
when minimized, we call the rest of the logic all the same (including the VM calls)
only 1 screenshot command can be issued per frame (i.e. only first one is kept)
2018-01-07 00:03:42 +01:00
myT
fe60c9e620 always clearing to avoid artifacts in unrendered areas (e.g. CPMA's server info UI) 2017-12-29 22:59:19 +01:00
myT
3c52752dd3 added help panel and colorized help text
added con_drawHelp and con_col*
letting the mod know we support the "cap_ExtraColorCodes" extension
con_colText overrides ^7 in the console and the help panel
extended console back scroll arrows all the way
2017-12-27 05:13:33 +01:00
myT
9b60bd762d replaced r_(map)OverBrightBits with r_(map)Brightness 2017-11-22 18:59:51 +01:00
myT
964879bc5e changed r_mode and added r_blitMode 2017-11-22 18:26:26 +01:00
myT
e26163aa79 added screenshotnc and screenshotncJPEG 2017-11-05 22:40:32 +01:00
myT
c60d47e93f cleaned up tr_gl2.cpp and prefixes in win32 code
tr_gl2.cpp now uses the proper interface for printing errors
tr_gl2.cpp now has function names that make sense
removed old references to GLimp_*
cleaned up prefixes in the Windows platform layer
2017-11-03 19:35:35 +01:00
myT
9362d9bf53 deleted 2-threads rendering support (SMP) 2017-11-03 19:34:32 +01:00
myT
4cd544217c platform layer GL interface cleanup
renamed and documented the core GLimp functions
moved the memset calls out of GLimp_Shutdown
dealing with anisotropic filtering properly and fixed the cvar's range and help
platform extension loading is done through Sys_GL_LoadExtensions
throwing fatal errors is done by the renderer exclusively
removed QGL_Init and QGL_Shutdown
cleaned up glconfig_t
filling up the unused glConfig fields in the renderer for old mods
2017-11-03 19:33:54 +01:00
myT
1d6663ebc1 replaced the cameraMatrixTime variable from the renderer's public interface by a function 2017-10-03 23:31:35 +02:00
myT
70f301e4ff cvar help extension
cvar type+range extension
module tracking for cvars and commands
lots of help text
2017-10-03 19:11:10 +02:00
myT
37ef941ac2 fixed r_fullbright not being used and made it unlatched
removed the superfluous calls to GL_TexEnv for r_lightmap
2017-08-18 18:30:39 +02:00
myT
f9fbe4797f fixed r_lightmap not being used and made it archived
removed the r_maplight* cvars
removed dead code (RB_StageIteratorGeneric)
2017-08-18 17:03:30 +02:00
myT
ec042e37e1 added r_greyscale to control how monochromatic the final image looks
not doing the gamma pass when gamma==1 && obBits==0
no longer checking glConfig.colorBits for computing the global brightness
2017-08-18 16:02:02 +02:00
myT
eb4b1d8615 removed r_stencilbits r_depthbits r_colorbits r_texturebits r_ext_compressed_textures 2017-06-22 09:41:36 +02:00
myT
9ea5d021d5 implemented the new interop system
implemented the dynamic lights and integer shader time extensions
2017-06-22 07:15:47 +02:00
myT
6b167831dd fixed the ct3ctf1 grate near quad getting picmipped 2017-05-04 19:02:58 +02:00
myT
c63c3e80a6 replaced monitor gamma by a post-process gamma shader
ported the dyn lights shaders to glsl
nuked stereo rendering
replaced r_ext_multisample with r_msaa
2017-03-21 00:58:59 +01:00
arQon
954c80a8b5 merge the new build system
use the "premake" tool from the cnq3tools repo with
"--quake3dir=<q3dir>" to generate a VS sln and gcc makefiles

this changeset also removes the "clever" handling of fullscreen/windowed
changes which didn't actually work and just broke windowed mode
2016-12-29 20:13:59 -08:00
arQon
1afbf12d80 repair some strange quality regressions in the renderer source, as well as what looks like some half-merged pmx pieces. add glext for win32 platforms. NOTE: vc has poisoned a bunch of files with CRLF endings, because apparently you're not allowed to have those work properly in vs2013 and later, sigh 2016-12-18 03:05:45 -08:00
arQon
97db9f2314 import from cnq3 1.47 2016-12-17 20:43:04 -08:00