Commit graph

1016 commits

Author SHA1 Message Date
Daniel Gibson
81ba620984 SDL3: Handle r_fillWindowAlphaChan, cleanups and comments
r_fillWindowAlphaChan is a hack to work around an older issue with
Wayland/Mesa, which has been fixed in Mesa 24.1 (and also seems to work
with current NVIDIA drivers). Additionally, in SDL3 the EGL-specific
(and thus mostly only affecting Wayland)
SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY has been replaced with the generic
SDL_PROP_WINDOW_CREATE_TRANSPARENT_BOOLEAN (that could also affect
other platforms), so it's harder to enable this only for Wayland.
I think most people using SDL3 will use a recent Mesa/driver versions,
so I don't enable it by default for SDL3 (SDL2 behaves like before).
However, with `r_fillWindowAlphaChan 1` the hack can be enabled anyway
(r_fillWindowAlphaChan defaults to "-1" which means "let dhewm3 decide
 whether to enable this")
2024-10-29 03:26:20 +01:00
Daniel Gibson
3a6210b154 Hopefully make macOS port compatible with SDL3
.. mostly by not making it use SDL_main.h, because it implements its
own SDL main functionality anyway.

However, I have no way to test this code and as long as SDL3 is not in
homebrew testing it in the CI build isn't easy either.
2024-10-09 18:58:44 +02:00
Daniel Gibson
6181f24c44 SDL3: Now works on Windows as well
Refactored the pseudo-custom SDL_main code a bit: SDL_win32_main.c
is now only used for SDL1.2, SDL2 and SDL3 have a WinMain() function
in win_main.cpp that works pretty much like the SDL2 SDL_main or SDL3
SDL_RunApp() code - except that the argv[] strings passed to the Doom3
main() function (now renamed to SDL_main()) are encoded in ANSI instead
of UTF-8, so paths passed as commandline arguments, like
 dhewm3 +set fs_basepath C:\SüperGämes\Doom3
work with the Win32 ANSI function used by Doom3 to handle paths and files.

For this I also moved the stdout/stderr redirection code from
SDL_win32_main.c to win_main.cpp and cleaned it up a bit
2024-10-09 17:37:08 +02:00
Daniel Gibson
19f28e3c2d Fix more SDL3 compatibility problems
- use SDL_SetHint() to set the video driver to "dummy" for the
  dedicated server
- adjustments for some more functions that now return bool instead
  of int. I hope I found all cases of that now, at least in the generic
  and Linux code, may have to take a closer look at Windows- and Mac-
  specific code
2024-10-09 03:32:17 +02:00
Daniel Gibson
08a8945bdf SDL3: Fix detecting fullscreen mode
a SDL_SyncWindow() was missing, and the return value of
SDL_SetWIndowFullscreen() has changed
2024-10-08 04:30:41 +02:00
Daniel Gibson
01ea89ab3b SDL3: Fix textinput; print available displays and their fullscreen modes 2024-10-07 21:15:22 +02:00
Daniel Gibson
b3be9f7b31 Introduce and use sys_sdl.h to unify <SDL3/SDL.h> and <SDL.h> includes 2024-10-07 17:38:01 +02:00
Daniel Gibson
1a1962088d It builds with SDL3 and SDL2 and SDL1.2 (on Linux)
TextInput doesn't work with SDL3 yet, and non-Linux(-y) platforms
like macOS or Windows don't support SDL3 yet
2024-10-07 17:22:03 +02:00
Daniel Gibson
5d3f143220 Detect endianess in CMakeLists.txt, get rid of most SDL_endian.h uses
.. except where SDL_Swap* is actually used (idlib/Lib.cpp).
Otherwise #if D3_IS_BIG_ENDIAN suffices, (NOT #ifdef, it's always set,
but to either 0 or 1!)
2024-10-07 03:15:50 +02:00
Daniel Gibson
0b0a08d7c4 SDL3 plumbing in CMakeLists.txt 2024-10-07 00:57:08 +02:00
Daniel Gibson
60ec3141cf Update Dear ImGui to v1.91.3
no changes in the code using it were necessary
2024-10-05 17:49:50 +02:00
Daniel Gibson
9f21cea354 Update code using Dear ImGui for v1.91.2 2024-10-02 22:18:30 +02:00
Daniel Gibson
9dffb367e2 imgui_impl_opengl2.cpp: Restore Doom3 compatibility 2024-10-02 22:16:36 +02:00
Daniel Gibson
6bcd18e269 Update Dear ImGui to v1.91.2 2024-10-02 20:34:00 +02:00
Daniel Gibson
c7ad16103b Update imgui_savestyle.cpp to my version with docking branch support 2024-10-02 20:23:50 +02:00
Daniel Gibson
e0e772ef92 Add 1.5.5 WIP entry to changelog
and set the date for 1.5.4 and mention that Soft Particles can slow
down rendering
2024-09-10 15:58:52 +02:00
Daniel Gibson
0af60549ab Add issue template for bug reports and feature requests
what a lame 1000th commit :-p
2024-08-21 02:35:09 +02:00
Daniel Gibson
872905f300 Add Github Actions builds for Windows, Linux and macOS 2024-08-20 21:49:52 +02:00
Daniel Gibson
8863c36067 Bump version to 1.5.5pre 2024-08-16 01:29:59 +02:00
Daniel Gibson
2f9e52a804 Handle soft particles when loading graphics quality preset, #604
When applying the currently configured graphics quality preset
(it's set in the `com_machineSpec` CVar and applied with the
`execMachineSpec` command, or by using the menu), now soft particles
are disabled for all quality presets except for ultra, because this
feature has a noticeable impact on performance with some (slower) GPUs.
2024-08-16 00:25:34 +02:00
Tom Kidd
be2b788c67 Lower macOS requirement 2024-08-03 05:52:42 +02:00
Daniel Gibson
6679490f0a bump version to 1.5.4 2024-08-03 01:47:27 +02:00
Daniel Gibson
c44c0ffda4 bump version to 1.5.4rc3 2024-07-30 02:41:45 +02:00
Daniel Gibson
cef1178776 Allow Soft Particles for player-weapons after all, fix issue properly
The previous commit didn't fix the issue for the pistol and only was a
workaround anyway. So I reverted that and fixed the issue properly.

The underlying issue is that the particle's material sets the
texture matrix (with "translate" or "scale" or whatever), and the soft
particle rendering code (and shader) didn't take the texture matrix
into account.
Now it does, in a similar way as the interaction shader code.

Fixes https://github.com/dhewm/dhewm3-sdk/issues/36
2024-07-30 01:49:08 +02:00
Daniel Gibson
227071bb9a Don't use Soft Particles for particles at player-weapon
or at least if weaponDepthHack is set.

That somehow broke muzzle flash effects in Dentonmod, see
https://github.com/dhewm/dhewm3-sdk/issues/36
2024-07-29 17:59:38 +02:00
Daniel Gibson
b0d7c12404 Bump version to 1.5.4rc2 2024-07-29 02:57:04 +02:00
Daniel Gibson
a4f2d4ae55 Document +set fs_game_base in dhewm3 --help 2024-07-29 02:56:45 +02:00
Daniel Gibson
9c36d2f661 Mods menu: improve base and d3xp entries, set d3xp basemod for more mods
the base game entry is now called "Doom 3 (base game)" instead of
"dhewm3", which should be more obvious, and the d3xp entry now reads
"Resurrection Of Evil (d3xp)" instead of just "d3xp", which certainly
is clearer. d3xp now is also always second in the list (if installed)

Added the freshly supported perfected_roe and sikkmodd3xp mods to the
list of mods that need fs_game_base d3xp set, so they can be started
from the menu.

also added an entry for r_gammaInShader to Configuration.md
2024-07-27 22:11:59 +02:00
Daniel Gibson
4df8495d61 Document r_glDebugContext in Configuration.md; tiny fix in settings menu 2024-07-26 01:45:19 +02:00
Daniel Gibson
961b3f60bd Bump Version to 1.5.4rc1 2024-07-26 00:00:02 +02:00
Tom Kidd
ae6997aef5 On macOS, look for the game dylib in the app bundle 2024-07-25 06:09:25 +02:00
«BielBdeLuna»
b34c625798 added a easier material name for portal skies 2024-07-25 04:38:38 +02:00
Daniel Gibson
d3b2794c24
Merge pull request #578 from DanielGibson/soft-particles
Implement Soft Particles (and capturing depth buffer), based on old The Dark Mod code
2024-07-25 04:27:35 +02:00
Daniel Gibson
7e772f09d1 Update Changelog 2024-07-25 04:19:00 +02:00
Daniel Gibson
2e0b093c79 Soft particles: Disable Particle Stage "softeningRadius" keyword
this avoid breaking the game DLL ABI (framework/DeclParticle.h is part
of the SDK), and for now doesn't make a difference, because that keyword
was introduced by TDM and thus is only used in their particle defs.

When we break the game ABI/API anyway (probably for high FPS support),
this commit can just be reverted
2024-07-25 04:05:51 +02:00
Daniel Gibson
b86d2c587d A #define in draw_arb2.cpp to load soft particle shader from disk
by default it's still compiled into the executable
2024-07-25 03:24:20 +02:00
Daniel Gibson
c394fde58a CMake: Set -ffinite-math-only so math functions get inlined
if this is not set, using fminf() actually calls that libm function,
if it is set, a CPU instruction that calculates the minimum is generated
instead. likely similar for other functions.

not sure if this causes trouble anywhere, but I don't think we rely
on NaN or INF?
2024-07-25 03:24:20 +02:00
Daniel Gibson
ac6ec0cc45 Fix some typos 2024-07-25 03:24:20 +02:00
Daniel Gibson
724ab1727c Add settings for soft particles in menu, documentation, cleanups
r_skipDepthCapture is now called r_enableDepthCapture, and instead of
being a bool it's now an int with -1 meaning "enable if soft particles
are used"
2024-07-25 03:24:20 +02:00
Daniel Gibson
3c887d5af5 Integrate (working!) soft particle shader, clean up that code a bit
turned out the whole problem with soft particles what that the vertex
shader used vertex.attrib[8] instead of vertex.texcoord (and with
nvidia drivers those are equivalent)

I integrated the shader source into the c++ code so I don't have to
ship glprogs/soft_particles.vfp
2024-07-25 03:24:20 +02:00
Daniel Gibson
a407a6060f hack to draw softened particles without blending
so when the shader writes a debug value as a color,
I get to see that color
2024-07-25 03:24:20 +02:00
Daniel Gibson
580257b47e Make r_showDepth use currentDepthImage, unless r_skipDepthCapture is 1 2024-07-25 03:24:20 +02:00
Daniel Gibson
5ff59547a4 Make r_showDepth work
before it displayed the float values from the depth buffers as
byte-wise RGBA values, which looked weird and wasn't super helpful..

now it's displayed as luminance float (i.e. one float representing
greyscale), and transformed in the same way the TDM particle shader
transforms the depth values to doom units (and then scaled back to
0..1, with 1 representing 3000 units)
2024-07-25 03:24:20 +02:00
Daniel Gibson
69e121727d Add r_glDebugContext to enable OpenGL debug context and -callback
needs SDL2 and GL_ARB_debug_output
2024-07-25 03:24:20 +02:00
Daniel Gibson
47bd8afa91 Try to ensure currentDepthImage always uses NEAREST filtering
cleaner than only setting it in CopyDepthbuffer()
2024-07-25 03:24:20 +02:00
Daniel Gibson
6a3fa8c28a Fix depth buffer texture (for soft particle shader effects)
thanks to
https://community.khronos.org/t/cannot-read-from-depth-buffer-in-fs/76169/8

apparently the default doom3 texture filter was something using mipmaps,
which doesn't work so well for textures without mipmaps..
no idea why those two lines in idImage::CopyDepthbuffer() were commented
out, but they're needed (and also un-commented in TDM, I just missed
that when merging -_-)
2024-07-25 03:24:20 +02:00
Daniel Gibson
23627380dd some debug code for soft particles in RB_STD_T_RenderShaderPasses() 2024-07-25 03:24:20 +02:00
Daniel Gibson
41eef54611 Merge soft particles from thedarkmod 2.04
don't really work, though
2024-07-25 03:24:20 +02:00
Daniel Gibson
10eee1eb43 map command without any arguments prints current map name 2024-07-25 02:47:33 +02:00
Daniel Gibson
794d40a04c Add CVar r_vidRestartAlwaysFull
disables partial vid_restarts, hopefully works around issues like
https://github.com/dhewm/dhewm3/issues/587#issuecomment-2206937752

Note that resizing the window by dragging it does *not* call vid_restart
at all, so if you're having issues that are fixed by a full vid_restart
you should also set `r_windowResizable 0`
2024-07-25 02:47:25 +02:00