Commit Graph

57 Commits

Author SHA1 Message Date
Zack Middleton 3b984d2b51 OpenGL2: Add OpenGL ES 2.0+ support
This mainly targets OpenGL ES 2.0 but it also supports compiling GLSL as
ESSL 3.00. It's missing support for framebuffer objects which should be
possible on ES 2. (Though using renderbuffers instead of textures.)

opengl1 cvars that are not supported will display a message and disable
the cvar. This has not been reviewed for new opengl2 cvars. Enabling
cvars may cause rendering issues. Some of the broken cvars may be
possible to support using OpenGL ES 3 features.

The game displays okay with the default cvars.
2024-06-05 21:33:08 -05:00
Zack Middleton f9547e4533 OpenGL2: Don't mix drawing to default framebuffer and FBO
Don't draw the world scene to a separate FBO from the rest of the
screen.

This fixes the world scene having HOM instead of seeing through to the
previously drawn content. World of Padman uses this to have a separate
3D scene for the sky and world in wop_padship for dynamic skybox.

This also makes r_ext_framebuffer_multisample apply to HUD models
instead of depending on r_ext_multisample (which doesn't work on Linux
with some Intel graphics).
2024-03-02 06:09:59 -05:00
Zack Middleton 9881c561ad OpenGL2: Fix flares behind mirror being visible
When r_ext_framebuffer_multisample > 0 was used, flares behind the
mirror in q3tourney6 were incorrectly visible. This was because it
checks scene depth in the depth prepass which only drew opaque
surfaces. It also needs to contain depth for mirror/portal surfaces.
2024-02-13 09:11:35 -05:00
Zack Middleton 972635ea5a OpenGL2: Fix updating the loading screen with r_cubeMapping 1
Generating cubemaps set backEnd.viewParms.isMirror = qtrue while the
loading screen said 'loading... maps/q3dm1.bsp' and it just stayed like
that until done loading (no additional messages or item icons) because
all 2D drawing was culled due to flipped culling for isMirror.

This was noticed because a recent commit fixed RB_ShowImages() to be
drawn to the screen instead of draw into renderFbo and never blit to
the screen. Now the loading screen draws over it as expected.

Mentioned commit: a81df34905
"OpenGL2: Fix border for cg_viewsize using HDR/FB-MSAA w/postProcess"
2023-11-22 21:11:41 -05:00
Zack Middleton f7c12a1cf7 OpenGL2: Fix r_clear when using HDR/FB-MSAA 2023-11-18 22:03:22 -05:00
Zack Middleton a81df34905 OpenGL2: Fix border for cg_viewsize using HDR/FB-MSAA w/postProcess
If using renderFBO (r_hdr 1 or r_ext_framebuffer_multisample > 0) and
r_postProcess 1, the viewport border (cg_viewsize < 100) which is drawn
before the world scene was drawn to the renderFBO but not copied to the
default framebuffer.

Now 2D before the world scene is drawn to the default framebuffer
directly for r_postProcess 1 like 2D drawn after the world scene.
2023-11-18 22:03:22 -05:00
Johan Mattsson c0f29642a4 Fix uninitialized variable 2022-02-05 13:27:42 +00:00
Zack Middleton 39e2113c73 OpenGL2: Misc fixes and cleanup
Fix two constants in GLSL shaders. Remove f suffix from float and fix
int to float assignment. They were causing shader compile errors in
OpenGL ES 2 context.

Remove disabling clip plane. Clip plane is unused and never enabled in
the opengl2 renderer. Remove disabling it to avoid causing a GL error
when using OpenGL 3.2 core profile or OpenGL ES.

Make VAO cache vertex stride be size of srfVert_t since that is what
is uploaded to the GPU. No behavior change. There is a disabled debug
id in srfVert_t though which if enabled changes srfVert_t size.
2018-07-20 23:40:35 -05:00
Edward Betts fe42b8653d Correct spelling mistakes. 2017-11-22 01:40:20 -06:00
Zack Middleton 59b1262b82 Fix floating point precision loss in renderer [part 2]
Fix floatTime using float precision instead of double using GCC.
Fix R_BindAnimatedImage to be in sync with function table.
Fix vertexDeform bulge, vertexDeform normals, noise wave function
at high level time.

Revert unnecessary float -> double conversions.
2017-08-03 00:14:22 -05:00
Zack Middleton 30fdd88c9f Fix floating point precision loss in renderer [part 1]
Patch for https://bugzilla.icculus.org/show_bug.cgi?id=5931 by
Eugene C. from 2013 plus recent fix for tcMod rotate.

I merged the changes into the OpenGL2 renderer though the fix for
tcMod turb doesn't translate.
2017-08-02 23:44:44 -05:00
SmileTheory 786f6fc525 whoops, left a bit of debugging enabled 2017-07-14 16:26:41 -07:00
SmileTheory 6f1712dafe OpenGL2: "Fix" cg_shadows 4. 2017-07-14 16:15:02 -07:00
SmileTheory 6a77f4e363 OpenGL2: Don't do MSAA resolve/shadow mask/SSAO on shadow views. 2017-07-14 15:42:41 -07:00
SmileTheory d549b642bc OpenGL2: Use an OpenGL 3.2 core context if available. 2017-07-13 12:03:10 -07:00
Zack Middleton 66fec1b059 Remove unneeded code from OpenGL2's RB_RenderDrawSurfList
Make it more similar to OpenGL1.
2017-06-03 14:03:09 -05:00
SmileTheory 0672905ef1 OpenGL2: Detect Intel graphics and avoid/use certain operations there.
Also use qglCopyTextureSubImage2DEXT instead of qglCopyTextureImage2DEXT.
2016-12-07 22:30:55 -08:00
SmileTheory 2349ef038e OpenGL2: Don't interleave texCoords and lightCoords in tess. 2016-11-25 01:17:46 -08:00
SmileTheory aa79738c50 OpenGL2: Store vertex colors and hdr lightmaps/lightgrid as RGBA16. 2016-10-11 03:28:20 -07:00
SmileTheory 4faf1008a0 OpenGL2: Remove map color scaling and r_forceSunMapLightScale.
Also simplify overbright code in ComputeShaderColors().
2016-09-14 02:59:54 -07:00
SmileTheory e022abeebb OpenGL2: Fix GL_EXT_direct_state_access function names. 2016-07-28 20:04:25 -07:00
SmileTheory 716438168f OpenGL2: Use loader for all extension funcs. 2016-07-26 00:41:31 -07:00
SmileTheory 251c983681 OpenGL2: Require OpenGL 2.0. 2016-07-24 21:29:13 -07:00
SmileTheory 1f6703821f OpenGL2: Some FBO cleanup, and add non-depth blur to blur shader. 2016-04-05 02:37:05 -07:00
SmileTheory 93e1feaaad OpenGL2: More ssao/depth blur improvements. 2016-03-11 04:37:50 -08:00
SmileTheory 87cb2167bf OpenGL2: Fixes to depth blur and ssao. 2016-03-10 03:44:21 -08:00
SmileTheory 65b999446d OpenGL2: Speedup for SSAO & blur shaders, fix sunlight normals in lightall. 2016-03-08 18:30:51 -08:00
SmileTheory 90d6f941f8 OpenGL2: Add r_shadowBlur. 2016-03-07 02:27:03 -08:00
SmileTheory 871872689e OpenGL2: Add named cubemaps and per-map env.json parsing. 2016-02-10 16:25:32 -08:00
SmileTheory 558da25277 OpenGL2: Some FBO related cleanup/fixes. 2016-01-21 22:31:41 -08:00
SmileTheory 275317fefb OpenGL2: Direct state access, part 1: Texture binds 2016-01-18 04:46:01 -08:00
SmileTheory e2b2437966 OpenGL2: Add r_cubemapSize. 2015-12-24 16:34:58 -08:00
SmileTheory c3216f54d2 OpenGL2: Replace r_exportCubemaps cvar with exportCubemaps command. 2015-12-23 09:58:11 -08:00
SmileTheory f9c72eee69 OpenGL2: Parse radius entries from misc_cubemap entities. 2015-12-09 02:00:40 -08:00
Zack Middleton 7f4b34bf09 Remove unused define MAC_EVENT_PUMP_MSEC 2015-10-04 17:20:56 -05:00
SmileTheory 40cfbc9a82 OpenGL2: Fix culling again. 2015-03-12 21:44:06 -07:00
SmileTheory 8c7fedb1fe OpenGL2: Fix face culling. 2014-11-30 21:50:33 -08:00
Zack Middleton 22bcda018b Correct a few OpenGL variable types
Affectly no change for desktop OpenGL.
Use correct types for OpenGLES support.
2014-11-16 14:56:43 -06:00
Zack Middleton 1ba9e7a45e Always use GL_Cull to change cull state
Manually changing cull state can cause later GL_Cull calls to not change
the cull state.
2014-10-29 01:32:50 -05:00
SmileTheory 0578b70f38 OpenGL2: Reduce redundant GL calls. 2014-10-14 06:15:06 -07:00
Zack Middleton 918eed9295 OpenGL2: Don't segfault if r_ext_multitexture is disabled 2014-09-29 01:02:13 -05:00
SmileTheory 2b2d696f12 OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar defaults. 2014-07-31 21:01:57 -07:00
SmileTheory eea652f5c5 Don't create images/framebuffers that won't be used, and add checks before use. 2014-01-12 20:52:36 -08:00
Zack Middleton 8af9516e88 End current draw surface before drawing cinematic
Fixes drawing StretchPic *before* CIN_DrawCinematic resulting
in cinematic being drawn before the StretchPic.
2013-11-20 21:37:17 -06:00
SmileTheory c350963bf2 OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t 2013-11-19 03:23:50 -08:00
SmileTheory 8c3ae8d7d2 OpenGL2: Reimplement soft overbright to avoid a framebuffer blit. 2013-11-05 00:08:59 -08:00
SmileTheory 7e875c6941 #5979: Cubemap support for opengl2. 2013-09-16 00:54:26 -07:00
SmileTheory 311376af8a Fix upside-down SSAO. 2013-08-23 01:51:58 -07:00
SmileTheory aff3f18101 #5889: Do post-processing only on viewport portion of frame buffer. 2013-04-26 18:49:48 -07:00
Tim Angus 98360bcd57 Fix some of the things clang --analyze flagged 2013-03-26 16:50:03 +00:00