Christoph Oelckers
e718a72b4d
fixed: skies should be loaded into the FLevelLocals struct not into the global variables of the renderer.
2014-05-13 11:53:08 +02:00
Christoph Oelckers
fedf9c6a5b
fixed: if we allow long names for the fade table we must also check for them when the colormap gets loaded.
2014-05-13 11:39:25 +02:00
Christoph Oelckers
65e8563cf4
replaced all character arrays for lump/texture names in the level_info_t and FLevelLocals structures with FStrings as first preparation for allowing long texture names.
2014-05-13 11:33:59 +02:00
Christoph Oelckers
579eff5b96
- add vertex buffer based rendering for decals.
2014-05-12 22:46:30 +02:00
Christoph Oelckers
cf45f2d718
- added missing shader files.
2014-05-12 22:24:26 +02:00
Christoph Oelckers
b514a815f4
- enable use of vertex buffer for sprite rendering.
2014-05-12 20:23:54 +02:00
Christoph Oelckers
9c659b948c
- reactivated texture warping.
2014-05-12 15:13:07 +02:00
Christoph Oelckers
55d4c89753
- fixed: fog density calculation for fixed function was not correct.
2014-05-12 14:58:37 +02:00
Christoph Oelckers
4d005bdfa0
shader rework
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All those special shaders have been merged together.
Mostly working but the non-shader lighting seems a bit broken.
2014-05-12 14:45:41 +02:00
Christoph Oelckers
98cc7eeb99
pass softlightlevel through render state.
2014-05-12 00:13:19 +02:00
Christoph Oelckers
b9a6fe80a4
Do not use the shader to handle STYLEF_RedIsAlpha.
...
Turns out that the name doesn't accurately describe what it does.
It is correct for images that come with their own palette or are true color.
But for images using the game palette it doesn't use the red channel to determine translucency but the palette index! Ugh...
This means it cannot be done with a simple operation in the shader because it won't get a proper source image. The only solution is to create a separate texture.
2014-05-11 23:56:53 +02:00
Christoph Oelckers
506798f134
allow brightmaps and fullbright objects in fog. The reasons why they were disabled no longer exist.
2014-05-11 23:12:28 +02:00
Christoph Oelckers
c47c7421a3
- route all glColor calls through render state.
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- add sector links to dynamic lights.
2014-05-11 22:57:42 +02:00
Christoph Oelckers
978ace241c
- removed all code that mixes together the different lighting methods. Now everything goes through the 3 different light parameters in the render state.
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- removed cm parameter from many functions.
2014-05-11 21:47:54 +02:00
Christoph Oelckers
887d35d559
- remove colormap from texture generation parameters. The one remaining special case, alpha texture on old hardware is now handled by the currently set texture mode at the time of use.
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- use the cleaned up decal lighting code from the first GLEW branch.
2014-05-11 19:44:19 +02:00
Christoph Oelckers
7793bbbcc9
Further cleanup of lighting code.
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- remove thing color from lighting calculations.
- implement alpha textures and inverse sprites for infrared as texture modes. This still requires some handling for the alpha texture mode for non-shader rendering because there is no way in the fixed pipeline to do it. The inverted texture effect can be done with a texture combiner.
- fixed: ThingColor for sprites was set in the wrong place. It must be in the Process function, not in the lighting calculation.
- added functions for isolated calculation of sprites' dynlight color.
2014-05-11 17:56:38 +02:00
Christoph Oelckers
607be91c48
- bad copy.
2014-05-11 16:54:11 +02:00
Christoph Oelckers
8ae97bc3e1
-looks like we still need this...
2014-05-11 16:51:33 +02:00
Christoph Oelckers
52056a05bd
- changed handling of DynLight in shader to serve as a global dynamic light color for all lighting modes.
2014-05-11 16:49:17 +02:00
Christoph Oelckers
53f4cd0108
- added objectcolor uniform. This will be used to hold the thingcolor for shader based rendering.
2014-05-11 16:06:25 +02:00
Christoph Oelckers
f3a9cb0cfa
remove special texture creation for fullscreen colormaps.
...
On GL 3.x+ this isn't needed at all and on older hardware it causes performance issues, in particular with hires textures due to impossibility of precaching.
In addition it forces some really awkward handling of lighting for things that have their own color, like stenciled sprites or particles.
With this special case gone it will be possible to handle this case in a saner manner than it is right now.
As compensation for older hardware a fullscreen blend will be drawn over the entire screen. This won't be 100% accurate but it's preferable to keeping the current method.
2014-05-11 14:46:37 +02:00
Christoph Oelckers
5947584bff
Merge branch 'master' into Glew_Version_For_Real
2014-05-11 13:29:37 +02:00
Christoph Oelckers
cd6d653b59
- fixed: the delayed state changer for the alpha function called glBlendFunc instead of glAlphaFunc.
2014-05-11 13:29:06 +02:00
Christoph Oelckers
09f4071436
Ok, it had to be done: Removed shader support for pre GLSL 1.3/GL 3.0 hardware. The compromises needed to accomodate these are just too bad and would block any attempt at streamlining the code.
2014-05-11 13:27:51 +02:00
Christoph Oelckers
92b9814460
Merge branch 'master' into Glew_Version_For_Real
2014-05-11 09:17:46 +02:00
Christoph Oelckers
a42cde0837
- removed #include of glxew.h because it's not used.
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- removed some unused functions from gl_interface.cpp which were causing problems when compiling on Linux.
2014-05-11 09:17:18 +02:00
Christoph Oelckers
f7404d20fb
- add vertex buffer based drawing for all walls and flats.
2014-05-11 01:23:27 +02:00
Christoph Oelckers
7d3beb665b
- rewrote vertex buffer code to require GL_ARB_BUFFER_STORAGE extension.
...
This means it won't work anymore on anything that doesn't support OpenGL 4.0, but I don't think this is a problem. On older NVidia cards performance gains could not be seen and on older AMDs using the vertex buffer was even worse as long as it got mixed with immediate mode rendering.
2014-05-10 21:47:07 +02:00
Christoph Oelckers
b09405a8bd
- changed rendering of glowing walls so that it doesn't require an additional vertex attribute, just pass the floor and ceiling planes as uniforms.
2014-05-10 17:09:43 +02:00
Christoph Oelckers
64d991b9b3
Merge branch 'master' into Glew_Version_For_Real
2014-05-10 15:29:06 +02:00
Christoph Oelckers
7c180e5094
Merge branch 'master' of https://github.com/rheit/zdoom
2014-05-08 11:30:12 +02:00
Christoph Oelckers
458e1b1be2
- changed sound lookup for ZSDF dialogues so that it first checks the svox/ namespace before using the global one.
2014-05-08 11:29:45 +02:00
Christoph Oelckers
a7f8f7c18b
Merge branch 'master' of https://github.com/rheit/zdoom
2014-05-08 10:35:10 +02:00
Christoph Oelckers
ea7fb936a8
- fixed: memory allocation for file names in 7z archives was broken. Changing it to use TArray instead of alloca makes it work.
2014-05-08 10:33:32 +02:00
Christoph Oelckers
6988156d0f
Merge branch 'master' of https://github.com/rheit/zdoom
2014-05-08 09:49:00 +02:00
Christoph Oelckers
1d4ea9f162
- removed the __asm nop breakpoints for debugging. They not only do not work on non-MSVC but also not on 64 bit.
2014-05-08 09:48:39 +02:00
Christoph Oelckers
2223c12938
- added new ChangeActorAngle/ChangeActorPitch ACS functions because the new required 'interpolate' parameter cannot be added to the existing SetActorAngle/SetActorPitch functions without breaking old scripts.
2014-05-08 09:43:58 +02:00
Christoph Oelckers
63a0e01c6a
Merge branch 'interpview_optin'
2014-05-08 09:17:00 +02:00
Christoph Oelckers
67ebbe3ed4
made some changes to turn the CF_INTERPVIEW flag when changing angles into an op-in feature instead of making it automatic.
2014-05-08 09:15:56 +02:00
Christoph Oelckers
890e9ecddd
- typo in resurrection code.
2014-05-07 17:18:44 +02:00
Christoph Oelckers
fcbb72a4d4
- removed redundant variable.
2014-05-06 09:59:56 +02:00
Edward Richardson
90e9937b71
Stop NetUpdate from corrupting demo playback
2014-05-05 22:47:48 +12:00
Christoph Oelckers
93aa1ea2c4
fixed some issues with reviving monsters
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- fixed: Thing_Raise didn't properly set the spawn health.
- fixed: Thing_Raise did not the CanRaise state flag.
- fixed: Reviving a monster must also reset the damage type.
- fixed: Thing_Raise reset the actor after calling the raise state, but it should be before, just as the Archvile code is doing.
- consolidated some common code of Thing_Raise and Archvile resurrection into AActor methods.
2014-05-05 11:24:20 +02:00
Christoph Oelckers
a4076ffe38
Merge branch 'master' of https://github.com/rheit/zdoom
2014-05-03 12:29:18 +02:00
Christoph Oelckers
a9f1b54d2d
- fixed: since A_LightGoesOut alters a sector's floor plane it must also alter the TexZ for that sector's floor.
2014-05-03 10:12:25 +02:00
Christoph Oelckers
34360e7975
Merge branch 'upstream' of https://github.com/Edward850/zdoom
2014-05-02 17:31:02 +02:00
Edward Richardson
104a07d461
Make sure use_staticrng is false if not needed
2014-05-03 03:27:14 +12:00
Edward Richardson
6183f8125f
Don't change RNG in demos incase they are static
2014-05-03 03:01:49 +12:00
Edward Richardson
d6af8dc352
Added static RNGseed control
2014-05-03 03:01:40 +12:00
Christoph Oelckers
314225f1b0
- don't depend on stdint.h because older MSVC versions do not have it.
2014-05-01 12:30:56 +02:00