Christoph Oelckers
74b624002c
- moved the software renderer's drawer to the swrenderer directory.
2018-05-05 11:44:42 +02:00
Christoph Oelckers
c2ac985357
- split off the utility functions from gl_weapon.cpp.
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Meaning there's only half as much code left to clean up.
2018-04-29 23:38:26 +02:00
Christoph Oelckers
9350eee0c0
- GLDrawList moved to hwrenderer/.
2018-04-29 12:56:06 +02:00
Christoph Oelckers
634b3cf413
- moved gl_spritelight out of gl/. This required a few more changes:
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* split gl_shadowmap.cpp into a GL dependent and an API independent part.
* gl_drawinfo must be kept around for the HUD sprite because it connects the renderer with the hardware indpendent part of the engine.
2018-04-29 11:00:34 +02:00
Christoph Oelckers
64b108ff44
- hw_sprites extracted
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- moved the variables for OpenGL's special textures to the texture manager because it is far better suited as a container than the GLRenderer.
2018-04-29 00:09:44 +02:00
Christoph Oelckers
243e12bd8f
- split gl_flats.cpp
2018-04-28 13:24:45 +02:00
Magnus Norddahl
5cdea39b35
- add the missing header files in the vs solution explorer
2018-04-28 13:11:55 +02:00
Christoph Oelckers
d694e19f01
- split off the data generation parts of gl_skydome.cpp
2018-04-28 00:50:42 +02:00
Christoph Oelckers
785a6c2ce5
- moved gl_sky.cpp
2018-04-28 00:22:25 +02:00
Christoph Oelckers
fe2bfc6f11
- moved the API-independent parts of the decal code to hwrenderer/.
2018-04-27 20:34:20 +02:00
Christoph Oelckers
fc0d673935
- moved the files
2018-04-27 00:28:30 +02:00
Christoph Oelckers
dd524b046e
- GLWall is mostly clean, except some smaller things in gl_sky.cpp
2018-04-27 00:22:00 +02:00
Christoph Oelckers
306b630de2
- merged the remains of gl_texture.cpp into hw_cvars.cpp.
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- eliminated hqresize.cpp's dependency on GL headers.
- cleaned up the logic for CreateTexBuffer so that hqresize.cpp does not need to check for software warped textures anymore.
2018-04-25 21:02:50 +02:00
Christoph Oelckers
ceeb479261
- moved the CVAR definitions from gl/ to hwrenderer/.
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- disabled gl_texture_format because in its existing form it is mostly a useless feature.
2018-04-25 20:33:55 +02:00
Christoph Oelckers
cf8ee3130b
- gl_clock moved to hwrenderer.
2018-04-25 18:39:54 +02:00
Christoph Oelckers
bc8f47444f
- texture precaching also moved to hwrenderer/.
2018-04-25 00:07:46 +02:00
Christoph Oelckers
1a024a9f54
- moved gl_material into hwrenderer/.
2018-04-24 23:39:58 +02:00
Christoph Oelckers
0dcc6ec6d3
Merge branch 'master' of https://github.com/coelckers/gzdoom
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# Conflicts:
# src/CMakeLists.txt
# src/gl/renderer/gl_renderer.h
# src/gl/scene/gl_portal.cpp
# src/gl/scene/gl_scene.cpp
2018-04-24 17:39:03 +02:00
Christoph Oelckers
e55b52f356
Moving the files to hwrenderer/
2018-04-24 11:58:04 +02:00
Christoph Oelckers
5ca1fca8d1
- moved gl_clipper and gl_fakeflat to the hwrenderer folder because both files do not contain anything API specific.
2018-04-23 22:18:13 +02:00
alexey.lysiuk
c264ff05da
All platform-specific headers are referenced by generated projects
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This was already the case on Windows anyway
2018-04-23 22:15:11 +03:00
alexey.lysiuk
6ac0c2f569
Excluded unused .cpp file from compilation
2018-04-23 18:42:59 +03:00
alexey.lysiuk
75129f54b4
Deleted remnants of old software backend
2018-04-19 12:44:20 +03:00
alexey.lysiuk
4ab6034a36
Cleaned up Windows backend from remains of Direct3D
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Removed obsolete CMake settings, useless #include's, dead code
2018-04-18 17:05:25 +03:00
alexey.lysiuk
c241f34f15
Updated headers' paths for main project
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Now all headers should be added to a project generated by CMake
2018-04-18 17:01:35 +03:00
Christoph Oelckers
c1ce6c90ca
Moved gl_dynlight to hwrenderer because it does not depend on any direct renderer info.
2018-04-16 09:02:48 +02:00
Magnus Norddahl
c3bd93a85c
Merge remote-tracking branch 'gzdoom/master' into swmodels
2018-04-14 21:20:05 +02:00
Christoph Oelckers
0affc119fd
- moved hardware independent part of flat vertex data out of GL folder.
2018-04-14 12:05:31 +02:00
Magnus Norddahl
7e544c66fe
Merge remote-tracking branch 'gzdoom/master' into swmodels
2018-04-13 21:35:21 +02:00
Christoph Oelckers
71a6cc4625
Merge branch '2D_Refactor'
2018-04-13 17:52:58 +02:00
Rachael Alexanderson
a23259f26a
- remove TLS workaround and turn it into an actual error since it is required in order to even properly compile and not all systems properly detect this.
2018-04-13 09:10:33 -04:00
alexey.lysiuk
5a4307160e
Fixed compilation of SDL backend
2018-04-08 13:55:46 +03:00
Christoph Oelckers
b12a6fded9
- added the code for legacy shaders.
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- force texture filtering for 2D to off when in software rendering.
2018-04-08 12:11:51 +02:00
Magnus Norddahl
2d51fa5b43
- Clean up PolyTriangleDrawer API so that it can better support both softpoly and the swrenderer
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- Slightly improve how softpoly processes portals
- Pass the vertex transform matrix via a command rather than being part of the drawer args
- Improve zbuffer drawers in the software renderer
- Misc model rendering fixes
2018-04-07 15:48:48 +02:00
Christoph Oelckers
b34d7f9e08
- added a software scene drawer to the GL renderer.
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It still looks like shit and only works on the modern render path but at least the basics are working.
2018-04-07 10:20:59 +02:00
Christoph Oelckers
60aebff4a1
- starting separation of hardware dependent and hardware independent code, starting with aabbtree, because it was easy.
2018-04-02 15:58:28 +02:00
Christoph Oelckers
52c5328412
- made the glow getter functions members of sector_t.
2018-04-02 13:36:28 +02:00
Christoph Oelckers
1fc4c9801b
- moved all GLDEFS parsing into a dedicated source file.
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- split gl_postprocessshader.h in two so that the hardware independent part can be used by GLDEFS without pulling in all of OpenGL.
2018-04-02 12:28:20 +02:00
Christoph Oelckers
7083103a0e
- moved dynlightdata to r_data
2018-04-02 09:51:51 +02:00
Christoph Oelckers
8080e039e0
- moved most of gl_setup.cpp to r_data as this is only some data setup in the main map data structures.
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- made currentmapsections array something nicer to look at and made it a member of the scene drawer class.
2018-04-02 09:27:40 +02:00
Christoph Oelckers
524df21d81
- moved portal grouping code out of GL and into r_data.
2018-04-02 00:39:04 +02:00
Christoph Oelckers
65e7b6dfaa
- moved the code in gl_data.cpp to better fitting places
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* the MAPINFO options now get handled in g_mapinfo.cpp and g_level.cpp, just like the rest of them as members of level_info_t and FLevelLocals.
* RecalcVertexHeights has been made a member of vertex_t and been moved to p_sectors.cpp.
* the dumpgeometry CCMD has been moved to p_setup.cpp
2018-04-01 18:45:27 +02:00
Christoph Oelckers
c60c025554
- moved gl_load headers out of the gl folder.
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This is mainly to get them out of the way. The place is not optimal but will have to do as long as this remains a separate branch.
2018-04-01 16:30:34 +02:00
Christoph Oelckers
e49cd2cb83
- moved the hires replacement and upscaling code out of the GL classes into FTexture.
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This theoretically means that the software renderer could access this data as well - if it just had been written with a more flexible texture interface.
However, as things stand, this may require quite a bit of work to achieve.
2018-04-01 10:41:04 +02:00
Christoph Oelckers
0f12fb9d6d
- moved the texture file format handlers to a subdirectory for clarity.
2018-04-01 08:25:38 +02:00
Christoph Oelckers
a9d5533603
- integrated GL parts of translation handling into the main module.
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Now that this doesn't have to share assets with HW2D it could be simplified a lot.
2018-04-01 00:59:49 +02:00
Christoph Oelckers
bc485a7f2c
- moved a large portion of gl_textures.cpp into the main files for the implementing classes.
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The old organization made sense when ZDoom still was a thing but now it'd be better if all pure data with no dependence on renderer implementation details was moved out.
A separation between GL2 and GL3+4 renderers looks to be inevitable and the more data is out of the renderer when that happens, the better.
2018-03-31 19:20:59 +02:00
Christoph Oelckers
a001a5304d
- removed the old software renderer framebuffers for Windows
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This cannot be refactored with the old code still present and done properly both renderers should share what they can.
2018-03-30 23:18:25 +02:00
Christoph Oelckers
16480a3f4b
- it compiles again.
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This won't work, though, because no backend for the new 2D code exists yet.
2018-03-28 16:40:09 +02:00
Christoph Oelckers
ded21cba8e
- moved more code from DCanvas to DFrameBuffer.
2018-03-27 10:34:21 +02:00