ZZYZX
ce616f9c06
Added: prototype event system
2017-01-23 20:48:57 +02:00
Magnus Norddahl
545ae678e8
Merge remote-tracking branch 'gzdoom/master' into qzdoom
2017-01-20 00:22:29 +01:00
Christoph Oelckers
3c30b59bab
more inventory scriptification
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* completely scriptified DehackedPickup and FakeInventory.
* scriptified all remaining virtual functions of Inventory, so that its inheritance is now 100% script-side.
* scriptified CallTryPickup and most of the code called by that.
- fixed: Passing local variables by reference did not work in the VM.
2017-01-19 23:42:12 +01:00
Magnus Norddahl
1c3440e391
Merge remote-tracking branch 'gzdoom/master' into qzdoom
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# Conflicts:
# src/r_plane.cpp
# src/r_plane.h
2017-01-16 06:03:21 +01:00
Christoph Oelckers
d2d6e5d486
- scriptified PowerFlight and PowerWeaponLevel2.
2017-01-15 23:21:38 +01:00
Magnus Norddahl
42535b17f1
Rename FRenderer::ClearBuffer to SetClearColor
2017-01-15 03:21:35 +01:00
Rachael Alexanderson
05662e5c4d
Merge https://github.com/coelckers/gzdoom
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# Conflicts:
# src/r_bsp.cpp
# src/r_plane.cpp
# src/r_things.cpp
2017-01-09 09:51:06 -05:00
Christoph Oelckers
cd7986b1b1
- refactored global sides array to be more VM friendly.
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- moved FLevelLocals to its own header to resolve some circular include conflicts.
2017-01-08 18:46:17 +01:00
Rachael Alexanderson
de5f5a1221
Merge https://github.com/coelckers/gzdoom
2017-01-06 22:06:25 -05:00
alexey.lysiuk
9ed2da176e
Fixed signed/unsigned mismatch in comparisons
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No more 'comparison of integers of different signs' warnings reported by GCC/Clang
2017-01-06 10:40:51 +01:00
Magnus Norddahl
aa11534033
Remove unused (and broken in swrenderer) back boolean from FakeFlat interface
2017-01-03 18:55:12 +01:00
Christoph Oelckers
a000b57204
- fixed player visibility determination by tracking and translating the actual actor position in addition to the camera position through portals. I hope this fixes the randomly appearing player sprites for good.
2016-12-29 22:19:09 +01:00
Christoph Oelckers
c5d75c18b4
- make gl_finishbeforeswap more useful by handling the case where it causes stalls on NVidia.
2016-12-25 22:56:18 +01:00
Christoph Oelckers
a825d1d92f
Merge branch 'ssao' of https://github.com/dpjudas/dpDoom
2016-12-22 12:40:57 +01:00
Christoph Oelckers
34970c9b9c
- removed hexenglobal include from GL files.
2016-12-03 18:49:52 +01:00
Magnus Norddahl
057060022a
Merge remote-tracking branch 'gzdoom/master' into ssao
2016-11-27 09:59:57 +01:00
nashmuhandes
970c750daa
Added OpenGL support to the underwater view blend scalar option.
2016-11-11 18:08:47 +08:00
Magnus Norddahl
6c1c0d2972
Improve scene selection for SSAO so that the mainview drawmode always takes precedence
2016-10-22 21:35:49 +02:00
Magnus Norddahl
a3e19bf337
Fixed gl_ssao_portals not having effect
2016-10-22 21:25:29 +02:00
Magnus Norddahl
e891911a99
Fix broken SSAO portal rendering and let FRenderState do the glDrawBuffers calls
2016-10-22 00:09:06 +02:00
Magnus Norddahl
be2c50f11c
Merge remote-tracking branch 'gzdoom/master' into ssao
2016-10-21 23:48:30 +02:00
Christoph Oelckers
59576e6d23
- use the newly added OF_Transient flag to avoid writing out the owned dynamic lights to savegames instead of destroying and recreating them each time.
2016-10-16 09:12:43 +02:00
Magnus Norddahl
00e72028ef
Add another gbuffer with normal data and make ssao pass use it
2016-10-05 07:57:27 +02:00
alexey.lysiuk
c68aa2b241
Added FXAA post-processing
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Implementation of Fast Approximate Anti-Aliasing is based on nVidia sample:
https://github.com/NVIDIAGameWorks/GraphicsSamples/tree/master/samples/es3-kepler/FXAA
2016-10-03 00:15:45 +02:00
Magnus Norddahl
979e70ca8f
Add gl_ssao_portals for controlling how many portals gets SSAO
2016-09-25 00:22:38 +02:00
Magnus Norddahl
3f11c0562c
Add ssao quality setting
2016-09-25 00:22:38 +02:00
Magnus Norddahl
0397fe185f
Don't do ambient occlusion when rendering to texture
2016-09-25 00:22:32 +02:00
Magnus Norddahl
d774136282
Added SceneData texture as the second colorbuffer when rendering a scene and placed fog data into it
2016-09-25 00:22:32 +02:00
Magnus Norddahl
c7c0ffadb5
Move SSAO pass to be before translucent rendering
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Fix depth sampling location when not using fullscreen scene
2016-09-25 00:19:16 +02:00
Magnus Norddahl
9076d46261
Added SSAO pass
2016-09-25 00:19:15 +02:00
Christoph Oelckers
ee2766d00b
- made adjustments for new savegame code.
2016-09-24 01:47:44 +02:00
Christoph Oelckers
18ee6353fa
- let's be safe and set the proper texture mode for the fullscreen blend rect. I've got spurious reports that on some occasions it was rendered opaque.
2016-09-22 10:54:16 +02:00
Christopher Bruns
a1cbd39f3f
Move call to Stereo3DMode.AdjustPlayerSprites into FGLRenderer.DrawPlayerSprites()
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(cherry picked from commit 5b5598d7d85c6bb8930e874d5d94cca835061bf0)
2016-09-22 09:25:48 +02:00
Christopher Bruns
a5c27af59b
Show weapon at full width in SideBySideFull 3D mode.
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(cherry picked from commit c42e98c0042937adc05c1f1569d909d58a5b8ffb)
2016-09-22 09:25:48 +02:00
Christopher Bruns
1f79e23d5b
Implement wide side-by-side mode, using adjusted aspect ratio in projection matrix.
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Use optimal framebuffer size for side-by-side modes.
2016-09-22 09:25:46 +02:00
Magnus Norddahl
f7b6b1433c
Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing
2016-09-22 09:13:32 +02:00
Christoph Oelckers
146b5d2d06
- use 'override' qualifier on renderer interface.
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Bad things can happen if these get changed in ZDoom without adapting to the change so better let the compiler handle this automatically.
2016-09-22 09:06:21 +02:00
Christoph Oelckers
8b6e09ca09
- changed the license of the OpenGL renderer to LGPL v3.
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This was done to clean up the license and to ensure that any commercial fork of the engine has to obey the far stricter requirements concerning source distribution. The old license was compatible with GPLv2 whereas combining GPLv2 and LGPLv3 force a license upgrade to GPLv3. The license of code that originates from ZDoomGL has not been changed.
2016-09-14 20:01:13 +02:00
Magnus Norddahl
7bdbaaff22
GL aspect ratio adjustments
2016-09-12 20:29:26 +02:00
Magnus Norddahl
d83a72f361
Add missing IsEnabled check
2016-09-09 00:36:12 +02:00
Magnus Norddahl
aaa3581ee6
Hook up eye textures in renderer
2016-09-09 00:36:10 +02:00
Christoph Oelckers
74ede7bb4e
- fixed: The DrawBlend call in the postprocessing case was using the global 'viewsector' variable directly.
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As with the Stereo3D stuff, this cannot be done because recursive processing of portals will change it. Instead the local copy has to be used here, just like the EndDrawScene call already did.
2016-09-05 09:10:29 +02:00
Christoph Oelckers
d2ead39bcc
- force framebuffers for camera textures on GL 3+ hardware. With all the postprocessing stuff added I don't think it's ok to use the screenbuffer for this anymore.
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- disable framebuffers for camera textures in legacy mode entirely. This depends on a GL_DEPTH24_STENCIL8 surface which most of these old chipsets do not support, and I really see no point to invest any work here. The worst that can happen is that oversized camera textures won't be processed, which, due to general performance issues, might even be a good thing.
2016-09-04 14:16:05 +02:00
Magnus Norddahl
527703ae8c
Fix missing flash if multisampling was on and no post processing effects active
2016-09-04 03:21:47 +02:00
Christoph Oelckers
4a80f8e4ed
- fixed: Camera textures and savegame pictures should not be drawn with a Stereo3D mode.
2016-09-03 16:54:17 +02:00
Christoph Oelckers
aece9aaa58
- added xBRZ texture scaler after clearing the licensing conditions. A screenshot of the confirmation that this is ok has been added to the 'licenses' folder.
2016-09-03 14:01:51 +02:00
Christoph Oelckers
8b7a87f256
- fix conditions for DrawBlend calls.
2016-09-03 00:43:18 +02:00
Christoph Oelckers
4e8027612f
- restored 2 lines of code that somehow got lost before the last commit.
2016-09-01 17:38:17 +02:00
Christoph Oelckers
589936f570
- draw the colormap blend after postprocessing, not before it.
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- added colormap shader to postprocessing.
This replaces the in-place application of fullscreen colormaps if renderbuffers are active. This way the fully composed scene gets inverted, not each element on its own which is highly problematic for additively blended things.
2016-09-01 17:14:51 +02:00
Christoph Oelckers
3389a5a74e
- removed most of the specific options for legacy hardware and consolidated them in one variable (does not work yet.)
2016-09-01 11:52:52 +02:00
Christoph Oelckers
45ff15559d
- removed gl_draw_synv because with the postprocessing this is no longer useful.
2016-08-30 00:33:02 +02:00
Christoph Oelckers
0f0dc2c852
- implemented buffers for GL 3.x. These only get mapped during the data collection pass so the order of some things is different here.
2016-08-29 10:43:03 +02:00
Magnus Norddahl
bb066f6f07
Fall back to gl_renderbuffers 0 if buffer creation fails
2016-08-28 18:07:44 +02:00
Christoph Oelckers
4598c4138c
- added vertex initialization for walls in the processing pass for core profile without persistent buffers.
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This is slower than doing it in the render pass so it's only active when actually needed - it's also slower than using a client array so this code only gets used when there is no choice but to work with a 3.x core profile context.
2016-08-25 23:13:49 +02:00
alexey.lysiuk
52b51e79b9
Fixed missing decals in compatibility renderer
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The problem was appeared in conjunction with dynamic lights only
See http://forum.zdoom.org/viewtopic.php?f=4&t=19321&start=405#p932733
2016-08-24 10:27:14 +03:00
Magnus Norddahl
302f59ea33
Fix r_clearbuffer color not being used
2016-08-22 01:52:51 +02:00
Magnus Norddahl
5eeac830eb
Clear and InvalidateFramebuffer optimization
2016-08-17 17:37:13 +02:00
Christoph Oelckers
4e8a96aa0e
- removed FRenderState::set2DMode because it had no effect. This looks like development garbage from old times.
2016-08-14 09:14:26 +02:00
Magnus Norddahl
210fce1193
Fix bloom shader missing its target
2016-08-14 09:05:50 +02:00
Magnus Norddahl
c817979eae
Remove GetTrueHeight from GL renderer and concentrate all viewport calculations in SetOutputViewport
2016-08-14 09:05:48 +02:00
Christoph Oelckers
8daaf61160
- predefine the vertex data for the blend overlay which will never change throughout the lifetime of the GLRenderer object.
2016-08-08 14:24:48 +02:00
Magnus Norddahl
6b9529d70f
Added lens distortion shader
2016-08-02 17:32:21 +02:00
Magnus Norddahl
e8c98a5901
No gamma and player sprites on screenshots
2016-07-31 16:56:41 +02:00
Magnus Norddahl
7709db4bb0
Fix broken viewport/backbuffer location for WriteSavePic
2016-07-31 16:23:21 +02:00
Magnus Norddahl
a6354c74cf
Fix incorrect viewport location when not using fullscreen HUD
2016-07-31 13:23:49 +02:00
Magnus Norddahl
cfc20d1198
Added multisample support to FGLRenderBuffers and added gl_multisample to the menus
2016-07-30 15:33:30 +02:00
Magnus Norddahl
9bfce5b6ea
Moved post processing effects to its own file
2016-07-30 00:02:26 +02:00
Magnus Norddahl
5849c83028
Added bloom and tonemap to menus
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Added gl_renderbuffers CVAR that disables render buffers
Added patch shader support to FShaderProgram
Added OpenGL 2 fallback support to render buffers
2016-07-29 21:31:20 +02:00
Magnus Norddahl
0efee85bd8
Added tonemapping and sector based exposure control
2016-07-29 00:36:43 +02:00
Magnus Norddahl
69f52cc898
Added bloom shaders
2016-07-27 21:50:30 +02:00
Magnus Norddahl
aeb7df09de
Added hardware gamma option and improved window handling on Windows
2016-07-27 11:15:19 +02:00
Jordon Moss
6014bde3d0
Renamed PushSpriteFrame to PushSpriteMDLFrame for consistency.
2016-07-16 09:30:26 +02:00
Jordon Moss
b3b2eb42c6
Added SurfaceSkin MODELDEF property, allows overriding MD3 per-surface skins.
2016-07-16 09:30:25 +02:00
Christoph Oelckers
7b99c883e1
- use the exact same semantics and methods to handle player visibility as in the software renderer.
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This fixes invisible player sprites in recursive line portals.
2016-06-18 12:14:20 +02:00
Christoph Oelckers
b6af4677f3
- implemented model precaching.
2016-05-03 18:14:16 +02:00
Christoph Oelckers
6f2b0a6293
- rewrote texture caching so that not the base texture but the actually used translations for sprites get precached.
2016-05-03 01:00:52 +02:00
Christoph Oelckers
f2f3fa6d09
- parched the texture precaching so that it compiles and works again. The real work will come later.
2016-05-02 00:13:00 +02:00
Christoph Oelckers
26acf8e994
- fixed conditions for menu patching.
2016-05-01 17:43:30 +02:00
Christoph Oelckers
d84e079282
- render partial sprites oon the back side of a portal for actors in front of it. This is needed because the stencil will clip away those parts.
2016-04-30 16:57:53 +02:00
Christoph Oelckers
21283b18f4
- preparations for using clip planes on line portals.
2016-04-29 01:48:06 +02:00
Christoph Oelckers
434e39e62f
- made adjustments to ZDoom's last changes.
2016-04-28 17:55:58 +02:00
Christoph Oelckers
d4806f82ca
- reinstated some texturing-based dynamic light code. Not active yet and not tested yet.
2016-04-28 00:58:44 +02:00
MajorCooke
3be33b5725
The GL part of Quake Rolls.
2016-04-27 13:49:51 +02:00
Christoph Oelckers
73823e6a09
- fixed the texture size checks for determining if a camera texture requires offscreen rendering were wrong and checked the scaled size, not the physical size.
2016-04-27 02:56:55 +02:00
Christoph Oelckers
924b72b633
- added workarounds for the invulnerability colormap for non-shader rendering. Unlike the shader based versions these do not decolorize the screen. The advantage to the old texture duplication is that this is far less stressful on performance.
2016-04-26 20:02:57 +02:00
Christoph Oelckers
090d13b915
- updated gl_interface to deal with older GL versions.
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- added the framework for allowing multipass textured dynamic lights again.
2016-04-26 15:20:26 +02:00
Christoph Oelckers
0a35027f67
- fixed use of validcount for the GL renderer.
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This needs to be incremented more locally to the place where it is used, so that it is guaranteed that each viewpoint that needs to be rendered increases it.
As a result the uses in the portal code could be removed.
2016-04-17 10:39:29 +02:00
Christoph Oelckers
af78937a15
- updated GL renderer.
2016-04-02 23:17:16 +02:00
Christoph Oelckers
cf44d2e37a
- adjustments.
2016-03-30 20:01:44 +02:00
Christoph Oelckers
b54b34a512
- adjustments for floating point changes.
2016-03-21 02:57:02 +01:00
Christoph Oelckers
87d6e03cc2
- should have saved before committing...
2016-03-05 13:09:49 +01:00
Christoph Oelckers
26a05857d0
- fixed: Camera textures should not intercept and clear the NoInterpolateView flag.
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Thanks to some really bad use of a global variable this was causing problems with the inverted order in which GZDoom needs to draw this stuff.
2016-03-05 12:46:47 +01:00
Christoph Oelckers
af1b70376b
- added 21:9 handling to GL code.
2016-03-04 11:47:15 +01:00
Christoph Oelckers
9af5dd357f
- removed the camera adjustment in FGLRenderer::SetViewArea because this had already been done by R_SetupFrame.
2016-02-20 02:20:55 +01:00
Christoph Oelckers
eb7a908a92
- account for removed bam2rad function.
2016-02-08 22:06:26 +01:00
Christoph Oelckers
cc10fe9bc3
- fixed: The stereo3D code accessed the global 'viewsector' variable at a place where it no longer contained a correct value.
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- fixed: The same code did not exclude camera texture views from drawing the 2D overlay.
2016-01-04 00:45:44 +01:00
Christopher Bruns
95f4134630
Refactor stereo3d classes to use TArray instead of std::vector.
2015-12-31 09:36:37 -05:00
Christopher Bruns
789dca2ab3
Refactor stereo 3d projection matrix calculations to use VSMatrix.
2015-10-31 07:46:36 -04:00
Christopher Bruns
89328e685c
Use eye->TearDown method to restore glColorMask.
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Restore assert in i_system.cpp that was interfering with my debugging.
Restore scoped colorMask-ing in gl_portal.cpp and gl_drawinfo.cpp.
2015-10-30 21:48:42 -04:00
Christopher Bruns
b82d611936
Call EndDrawScene for each eye.
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Actually use stereoscopic projection matrix.
2015-10-30 21:29:36 -04:00