Jaime Passos
d3dfd77ae7
Hardware mode y-shearing matches software mode mouselook
2019-05-17 17:49:04 -03:00
Jaime Passos
315f941573
dude how do I co-author in Git?
2019-05-17 13:18:33 -03:00
Jaime Passos
0bc8d2a49d
01052019
2019-05-01 19:37:42 -03:00
Jaime Passos
d1b1edcf39
More Softwarification
2019-04-14 19:08:59 -03:00
Jaime Passos
a8165a2ce9
fix skyboxes AGAIN
2019-04-13 18:47:09 -03:00
Jaime Passos
f5516a121c
cleanup?
2019-04-12 16:35:28 -03:00
Jaime Passos
98f4e98b85
Remove dup_ variables
2019-04-07 14:27:52 -03:00
Jaime Passos
23a8fea598
fix fog
2019-04-07 01:25:55 -03:00
Jaime Passos
4ea1dd3525
The player should be able to toggle shaders
2019-04-07 00:09:53 -03:00
Jaime Passos
fa7f627c88
stuff
2019-04-06 23:33:34 -03:00
Jaime Passos
e1f1e63cc9
fix postprocessor
2019-03-21 18:33:03 -03:00
Jaime Passos
9451b10ac5
add SHADERS comment support
2019-03-19 18:52:41 -03:00
Jaime Passos
da001a5b54
PK3 support
2019-03-19 18:25:55 -03:00
Jaime Passos
f714cba310
Improve custom shader support
2019-03-19 17:37:04 -03:00
Jaime Passos
75919422c6
custom shader support
2019-03-18 23:03:29 -03:00
Jaime Passos
5c399b0944
add vertex shaders
2019-03-18 19:17:47 -03:00
Jaime Passos
1cfdd07ee0
gl4
2019-03-17 22:27:50 -03:00
Digiku
58a2cec70f
Merge branch 'float_equal' into 'master'
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Clear Float equal warnings
See merge request STJr/SRB2!383
2018-12-20 16:58:37 -05:00
mazmazz
96cad09db6
Change 0.05 to 0.05f
2018-12-18 16:59:59 -05:00
Azeonus
67cd6dcdd2
dispoffset OGL fix [by Azeonus]
2018-12-18 16:50:03 -05:00
Alam Ed Arias
6fd66bdb49
Clear float equal warnings
2018-12-14 20:34:06 -05:00
Monster Iestyn
0a0336a674
Merge branch 'master' into fof-slope-skew-backport
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# Conflicts:
# src/r_segs.c
2018-11-23 22:40:28 +00:00
Alam Arias
30b9cef043
Merge pull request #326 from monster-psychic-cat/opengl_splitscreen_sky_fix
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Render the skies correctly on splitscreen in OpenGL mode
2018-11-23 14:48:05 -05:00
Alam Ed Arias
f73ea4f984
Clean up warnings
2018-11-14 10:52:16 -05:00
MPC
eb4a72440a
Render the skies correctly on splitscreen in OpenGL mode
2018-11-10 16:19:41 -03:00
Monster Iestyn
dd83652b71
Whoops, this broke my non-NEWCLIP test build
2018-11-10 16:10:25 +00:00
Monster Iestyn
c4569e61a8
Made some efforts to improve efficiency of new code, hard to tell if I've made it better or worse though honestly
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R_IsEmptyLine is now a thing too btw
2018-11-10 16:09:21 +00:00
Monster Iestyn
1e98e3b4f2
More progress, NEWCLIP added to doomdef.h, sadly it actually all lags the game so I've disabled it for now
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Other notes:
* on second thought I'll keep the hw_clip functions' gld prefixes rather than HWR, not like it matters either way
* despite the extra lag it does fix the issues with translucent walls and such when displayed at different vertical angles, such as with the GFZ1 waterfall
2018-11-10 16:08:56 +00:00
Monster Iestyn
aebcf3520b
Remove pointless drawtextured variable and redundant fake planes checks (R_FakeFlat would already have made gr_frontsector/backsector something else if they were)
2018-10-27 19:32:55 +01:00
Monster Iestyn
3d88ee9d55
Added missing checks in HWR_AddLine from the software version, move v** vars to the top since R_PointToAngle calls use the same values anyway
2018-10-27 19:31:24 +01:00
Monster Iestyn
90cfa5ef16
Make new pv1/pv2 seg pointers, so AdjustSeg doesn't modify the v1/v2 pointers directly anymore
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Yes I know they're void * in r_defs.h's seg_t definition, it's quicker than trying to figure out if including hardware/hw_glob.h is a good idea or not
2018-10-27 19:29:31 +01:00
Monster Iestyn
61a29bed85
Remove unused sscount variable
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(it's only set to 0 in software, and only ++'d in OpenGL, what kind of sense does that make?)
2018-10-11 19:59:26 +01:00
toaster
b1e02467bf
Weather is already run client-side. What if we ran it render-side, for major performance gains? This commit will answer all your questions - and more!
2018-10-07 15:00:58 +01:00
Monster Iestyn
872e2f82c1
Redo OpenGL skewing support, so that it now itself supports the lower unpegged effect for FOFs in OpenGL!
2018-09-28 17:02:02 +01:00
Monster Iestyn
8e19611033
Merge branch 'opengl-fof-lowerunpegged' into 'master'
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OpenGL: FOF walls + Lower unpegged
See merge request STJr/SRB2!258
2018-07-11 16:36:26 -04:00
Monster Iestyn
d8a86a8d74
Fix OpenGL completely missing the ability to alter FOF wall pegging by lower unpegged flag. Stupid OpenGL.
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Sorry in advance Lat'!
2018-06-26 21:41:05 +01:00
Monster Iestyn
aed30519d4
Fix HWR_ProjectSprite to check properly whether the displayed player's mobj or its subsector exists, to avoid a crash when checking for fake planes. (also use viewplayer since its available to use, silly hardware code)
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Also tweaked a weird splitscreen check in HWR_DrawSpriteShadow; still investigating whether stplyr is ever not player 2 when it's player 2's view, but this looks better for now
2018-06-23 18:47:32 +01:00
Monster Iestyn
8e5dbb22f0
Merge branch 'opengl-bigmap-fix' into 'master'
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OpenGL: Very large map rendering issue fixed
See merge request STJr/SRB2!249
2018-06-03 15:08:10 -04:00
Sryder
f4181f7eb6
Very large map rendering issue fixed
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Move old fix for too large maps having rendering issues from R_CheckBBox to OpenGL's HWR_CheckBBox
From what I know, this effects at least Aerial Garden and Seraphic Skylands
2018-05-26 13:13:37 +01:00
Sryder
badbb4324e
Fix FF_FULLBRIGHT not working in sectors with multiple light levels in OpenGL
2018-05-16 21:04:57 +01:00
Sryder
6f2de824fb
Uncomment HWR_CorrectSWTricks but set gr_correcttricks to be off by default
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I wasn't aware of the cvar, this should do for now since I don't believe any maps use these software tricks, probably an old leftover from DOOM.
2018-03-30 23:12:44 +01:00
Sryder
0aaae501d3
Warnings must die
2018-03-30 18:53:23 +01:00
Sryder
f3aa02e26d
Start with lightnum on sector lightlevel
2018-03-30 18:13:52 +01:00
Sryder
65c893da86
static tempsec for R_FakeFlat
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I don't fully understand this, but it's what software does and it fixes the issue of the lighting in DSZ3. Also don't need the extra call to R_Prep3DFloors.
2018-03-29 23:28:54 +01:00
Sryder
fab4b7f5ea
Stop squashing the screen vertically in non-green resolutions
2018-03-22 01:10:53 +00:00
Sryder
839ee0ab85
OpenGL Sprite Splitting
2018-03-22 00:52:14 +00:00
Sryder
0885d27171
Transform sprites in world space rather than screen space
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Transformation based on screen space would make sense if we didn't want anything in the world to effect the sprites.
This should allow sprite splitting and sorting of sprites with level geometry easier.
stransform is no longer needed.
2018-03-21 19:45:37 +00:00
Sryder
4e95066f5a
Some fixes and updates for HWR_SplitWall
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Solid walls *can* be cut
Fix issues with water and fog FOFs not cutting each other out correctly
Fix Fog colourmap and lighting setting that is done here.
Remove HWR_SplitFog
There is currently a bug with FF_DOUBLESHADOW (that also exists in software) but has a larger impact here. When 2 FF_DOUBLESHADOW lights are directly stacked on each other the bottom one has its height set incorrectly. This causes all the Fog in the timed gravity flipping section of ERZ2 to be drawn and it looks really bad.
2018-03-20 14:20:08 +00:00
Sryder
1b3e1f78af
Translucent floors shouldn't write into the depth buffer
2018-03-15 23:59:01 +00:00
Sryder
5a4ea9fab3
Better fog block colouring
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They still aren't perfect, but now they are at least not quite so obviously just translucent polygons over the level. A mixture between partially modulating the background colours and adding the fog colour. Notably white fog blocks look like they're brightening what's behind them.
Additive was also setting noalphatest before, can probably decide that depending on what it needs anyway. I don't think it's currently used anyway.
2018-03-15 23:58:37 +00:00