Commit graph

435 commits

Author SHA1 Message Date
Rachael Alexanderson
1a26946e5b - Allow specifying monitor bits-per-channel for dithering output. Not all displays are created equal, so this option is actually important for specifying the exact amount for your display.
# Conflicts:
#	src/gl/renderer/gl_stereo3d.cpp
#	wadsrc/static/menudef.txt

# Conflicts:
#	src/gl/renderer/gl_postprocess.cpp
#	src/gl/stereo3d/gl_interleaved3d.cpp
2019-06-20 22:12:48 +02:00
Magnus Norddahl
7021e612b0 - add gl_dither for toggling dithered output on and off
# Conflicts:
#	src/gl/renderer/gl_stereo3d.cpp
#	wadsrc/static/menudef.txt

# Conflicts:
#	src/gl/renderer/gl_postprocess.cpp
#	src/gl/stereo3d/gl_interleaved3d.cpp
#	src/hwrenderer/postprocessing/hw_presentshader.h
2019-06-20 21:27:17 +02:00
Magnus Norddahl
4cd535b3b6 - add vid_hdr cvar that enables higher than 8bpc output for monitors that support it
# Conflicts:
#	src/v_video.cpp
#	src/win32/win32glvideo.cpp

# Conflicts:
#	src/gl/renderer/gl_postprocess.cpp
2019-06-20 20:48:42 +02:00
Christoph Oelckers
73ed375b6f Make dither texture data constant 2019-06-20 19:29:14 +02:00
Rachael Alexanderson
fd83903841 - replace dither texture with a hand pre-calculated table) 2019-06-20 19:29:12 +02:00
drfrag
0b76305e8e - Fixed compilation. 2019-06-20 19:28:24 +02:00
Magnus Norddahl
888fba12ea - use a texture for the dither matrix
# Conflicts:
#	src/gl/renderer/gl_postprocess.cpp
#	src/gl/renderer/gl_renderbuffers.h

# Conflicts:
#	wadsrc/static/shaders/glsl/present.fp
2019-06-20 18:20:33 +02:00
drfrag
7fdf558ad6 Revert "- add gl_dither for toggling dithered output on and off"
This reverts commit 770c676ac9.

# Conflicts:
#	wadsrc/static/menudef.txt
2019-06-20 18:04:30 +02:00
drfrag
8b7c5242cb Revert "Revert "- add dithering to present shader""
This reverts commit c2a3895bfe.

# Conflicts:
#	wadsrc/static/menudef.txt
2019-06-20 18:03:24 +02:00
drfrag
36020225eb - Added DEG2RAD function. 2019-06-10 20:54:47 +02:00
drfrag
e2d24d177f - fixed: application of fake contrast should never result in a light level of 0 unless the sector's own light level is 0.
(patch by Graf)
2019-04-27 12:16:10 +02:00
Magnus Norddahl
bafc5e6a3c - add vanilla lightmode that behaves exactly as Doom's original light did
# Conflicts:
#	src/hwrenderer/scene/hw_drawinfo.cpp
#	src/hwrenderer/scene/hw_renderstate.cpp
#	src/hwrenderer/scene/hw_renderstate.h
#	src/hwrenderer/scene/hw_skyportal.cpp
#	src/hwrenderer/scene/hw_weapon.cpp

# Conflicts:
#	src/g_level.cpp
#	src/gl/compatibility/gl_20.cpp
#	src/gl/renderer/gl_lightdata.cpp
#	src/gl/renderer/gl_renderstate.h
#	src/gl/scene/gl_skydome.cpp
#	src/gl/scene/gl_weapon.cpp
#	src/hwrenderer/scene/hw_weapon.cpp
#	src/hwrenderer/utility/hw_lighting.cpp
2019-04-18 12:50:03 +02:00
drfrag666
eafac3db33 - Fixed bad merge of "- more options for Doom 64 style gradients on walls". 2018-12-08 10:07:51 +01:00
Christoph Oelckers
8368331481 - more options for Doom 64 style gradients on walls:
* Colors can npw be defined per sidedef, not only per sector.
* Gradients can be selectively disabled or vertically flipped per wall tier.
* Gradients can be clamped to their respective tier, i.e top and bottom of the tier, not the front sector defines where it starts.

The per-wall colors are implemented for hardware and softpoly renderer only, but not for the classic software renderer, because its code is far too scattered to do this efficiently.

# Conflicts:
#	src/hwrenderer/scene/hw_renderstate.h
#	src/hwrenderer/scene/hw_walls.cpp

# Conflicts:
#	src/gl/scene/gl_walls_draw.cpp
2018-11-16 21:16:15 +01:00
Christoph Oelckers
103f3f4cf9 - cache the results of hw_FakeFlat for the remainder of the current scene instead of storing this in local variables.
An exception is made for the sprite drawer which needs to call this in the worker thread on some occasions for as-yet unprocessed sectors.
This case may not alter the cache to avoid having to add thread synchronization to it.

The main reason for this change is that pointers to such manipulated sectors can now be considered static in the renderer.
Due to them being short lived local buffers it was not possible to carry them along with the render data for information retrieval.

# Conflicts:
#	src/gl/renderer/gl_renderer.cpp
#	src/hwrenderer/scene/hw_bsp.cpp
#	src/hwrenderer/scene/hw_drawinfo.h
#	src/hwrenderer/scene/hw_drawlist.cpp
#	src/hwrenderer/scene/hw_fakeflat.cpp
#	src/hwrenderer/scene/hw_renderhacks.cpp

# Conflicts:
#	src/gl/renderer/gl_renderer.cpp
#	src/gl/renderer/gl_renderer.h
#	src/gl/scene/gl_bsp.cpp
#	src/gl/scene/gl_drawinfo.cpp
#	src/gl/scene/gl_fakeflat.cpp
#	src/gl/scene/gl_renderhacks.cpp
#	src/gl/scene/gl_scene.cpp
#	src/hwrenderer/scene/hw_drawinfo.h
#	src/hwrenderer/scene/hw_drawlist.cpp
#	src/hwrenderer/scene/hw_fakeflat.h
#	src/hwrenderer/scene/hw_sprites.cpp
#	src/hwrenderer/scene/hw_weapon.cpp
2018-11-16 15:10:50 +01:00
drfrag666
c2a3895bfe Revert "- add dithering to present shader"
This reverts commit 60ae0915b9.

This was extremely slow on intel, the dither matrix was recreated on every frame even when not used.
2018-11-12 11:11:28 +01:00
drfrag666
557380a769 - Added alpha parameter to DrawLine for the GL renderer, it's a fake parameter for the software renderer so mods don't crash. 2018-11-02 13:04:37 +01:00
Magnus Norddahl
770c676ac9 - add gl_dither for toggling dithered output on and off
# Conflicts:
#	src/gl/renderer/gl_postprocess.cpp
#	src/gl/renderer/gl_stereo3d.cpp
#	src/hwrenderer/postprocessing/hw_presentshader.h
2018-10-09 21:57:14 +02:00
Christoph Oelckers
24d09fe56a - some tweaking of shadowmap filter setting to allow changing the PCF filter's number of samplings.
# Conflicts:
#	src/gl/system/gl_cvars.h
#	src/gl/system/gl_menu.cpp
2018-10-04 19:19:56 +02:00
drfrag666
58b7967eea - enabled the linear shadowmap filter.
Although this doesn't look as good as the PCF version it is a lot less calculation intensive and therefore more suitable for weaker hardware.
It also tends to bleed through walls a lot less.
(refactored patch by Graf)
2018-10-04 19:08:49 +02:00
drfrag666
c320a92dcf - Fixed gcc warning. 2018-09-09 13:35:50 +02:00
Christoph Oelckers
f039fabfb8 - fixed the use of Doom-Legacy-style 3D floor lighting in light mode 8.
Legacy used some strange blending formula to calculate its colormaps for colored 3D floor lighting, this is not available in the software lighting mode, so for these the engine has to temporarily revert to light mode 2 to render them correctly.

# Conflicts:
#	src/gl/compatibility/gl_20.cpp
#	src/gl/renderer/gl_lightdata.cpp
#	src/gl/renderer/gl_renderstate.h
#	src/gl/scene/gl_sprite.cpp
#	src/hwrenderer/scene/hw_weapon.cpp
#	src/hwrenderer/utility/hw_lighting.cpp
#	src/hwrenderer/utility/hw_lighting.h
#	src/v_2ddrawer.cpp
2018-09-09 13:09:31 +02:00
drfrag666
a2674eb4cf - Added fake DrawThickLine action function so mods using it don't crash. DrawLine will be called instead. 2018-09-02 00:29:11 +02:00
Christoph Oelckers
b03c329ec6 - moved all GLDEFS parsing into a dedicated source file.
- split gl_postprocessshader.h in two so that the hardware independent part can be used by GLDEFS without pulling in all of OpenGL.

# Conflicts:
#	src/CMakeLists.txt
#	src/gl/dynlights/gl_glow.cpp
#	src/gl/renderer/gl_postprocess.cpp
#	src/gl/textures/gl_texture.cpp
2018-08-19 20:56:49 +02:00
drfrag666
09d9386350 - Made software sector light mode the default for the GL renderer. 2018-07-19 22:20:22 +02:00
Magnus Norddahl
8de520e9e1 - avoid reusing the same mVBuf pointer for the different renderers as that causes too many problems when switching between them
- remove gl_ prefix for model functions that are no longer GL specific

(cherry picked from commit 31abe3df7e)

# Conflicts:
#	src/gl/models/gl_models.h
#	src/gl/scene/gl_scene.cpp
#	src/hwrenderer/scene/hw_sprites.cpp
#	src/hwrenderer/scene/hw_weapon.cpp
#	src/hwrenderer/textures/hw_precache.cpp
2018-05-24 10:25:05 +02:00
Christoph Oelckers
e89a598b31 - renamed FTexture's UseType flags and gave them a dedicated type.
This was done mainly to reduce the amount of occurences of the word FTexture but it immediately helped detect two small and mostly harmless bugs that were found due to the stricter type checks.
2018-03-25 20:26:16 +02:00
Christoph Oelckers
0a07f4c144 - fixed alpha texture generation for OpenGL rendering.
The old logic used a translation table that does not work with color images, it was designed to handle 8 bit grayscale images.
So now, it creates a true color buffer and then turns it into a texture with R,G,B = 255 and the alpha channel set to the grayscale value.

This was also the reason why crosshairs made from 32 bit PNGs did not show correctly.
2018-03-22 23:57:14 +01:00
Christoph Oelckers
d586d774cf - adjusted GL renderer to the new rules for alpha textures. This means that the translation fallback is only needed for the legacy renderer now. Modern GL can use the regular texture and will apply a grayscale mapping instead of merely using the red channel. 2018-03-22 20:42:17 +01:00
Christoph Oelckers
b327aa737a Merge remote-tracking branch 'remotes/origin/materials' 2018-03-03 08:54:04 +01:00
Christoph Oelckers
685e5c1e95 - fixed: Camera textures must always be drawn with texture mode opaque, because the contents of their alpha channels are undefined. 2018-03-01 13:52:23 +01:00
Magnus Norddahl
4e7ca68bd6 Merge remote-tracking branch 'gzdoom/master' into materials 2018-02-20 00:22:06 +01:00
Christoph Oelckers
6a02eaa595 - second part of texture fix. 2018-02-15 18:40:23 +01:00
Christoph Oelckers
ef55386d9f - let the texture manager handle the special OpenGL textures so that they get deleted and recreated when needed. 2018-02-15 17:56:04 +01:00
Magnus Norddahl
30af6d38b3 - fix automap render bug 2018-01-25 20:22:51 +01:00
Magnus Norddahl
7a59bcde4c - move glossiness and specular level to GLDEFS 2018-01-25 19:53:55 +01:00
Magnus Norddahl
a46bbc81a0 Merge branch 'bloom_psprite_fix' into gzdoom 2018-01-25 19:01:46 +01:00
Magnus Norddahl
a23e5f49f6 - Add "fuzz software" to GL that renders fuzz like the scaled fuzz mode in the software renderer 2018-01-07 02:29:55 +01:00
Magnus Norddahl
f88d9a02df Remove bloom effect on psprites 2018-01-06 05:11:12 +01:00
Rachael Alexanderson
1559d74c2c - repaired the video scaling code 2017-12-10 04:22:28 -05:00
Rachael Alexanderson
505c99b0a8 - fixed: doublize more internal structures, even if they still get converted to float later 2017-12-04 17:39:57 -05:00
Christoph Oelckers
836970f012 - moved the matrix code out of 'gl' because the model code also needs it. 2017-11-25 13:51:09 +01:00
Rachael Alexanderson
505da5bf4f Merge branch 'master' of https://github.com/coelckers/gzdoom into newtimercode4 2017-11-21 05:23:00 -05:00
Rachael Alexanderson
47e9975e90 - fixed a couple of fixes from the previous commit 2017-11-21 05:20:02 -05:00
Rachael Alexanderson
2bc86b52c8 - fixed a few of the more obvious logic errors 2017-11-21 04:06:24 -05:00
Rachael Alexanderson
351de94311 - fixed: Accidentally committed in-progress work... again
Partial Revert "- fixed: Made shader targets not case sensitive"

This reverts commit 2c24d2e047.
2017-11-19 04:46:52 -05:00
Rachael Alexanderson
2c24d2e047 - fixed: Made shader targets not case sensitive 2017-11-19 04:41:07 -05:00
Christoph Oelckers
16fa0cba21 - fixed comparison.
The timer reset must also occur when the values are equal, meaning they got set during the same millisecond.
2017-11-15 18:02:41 +01:00
Rachael Alexanderson
ab32cb4c88 - track level start time for the shader system, reset the shaders. 2017-11-15 11:06:21 -05:00
Rachael Alexanderson
d2bc24737b - put in timer resets for the shader system, so that they can continue being passed as floats 2017-11-14 22:46:28 -05:00