Commit graph

19552 commits

Author SHA1 Message Date
Emile Belanger
1b4533083f Moved fog enable to precompiler for shader 2021-05-22 11:23:56 +01:00
Emile Belanger
284cda3638 Clean up main.fp more, copied Doom light equation from GZDoom 1.9.1 2021-05-22 11:23:56 +01:00
Emile Belanger
68988df681 Update to uniforms and shader. 2021-05-22 11:23:56 +01:00
Emile Belanger
e4c7003bb9 More removal 2021-05-22 11:23:56 +01:00
Emile Belanger
e4783c1e14 Removing post process code 2021-05-22 11:23:56 +01:00
Emile Belanger
fd9521812a Android GLES2 fixes 2021-05-22 11:23:56 +01:00
Emile Belanger
ebec44978a Fixes for Clang 2021-05-22 11:23:56 +01:00
Emile Belanger
4d01221503 Added Glad for GLES2 2021-05-22 11:23:56 +01:00
Emile Belanger
366a21a613 Added gles2 shaders. Started branch-less implementation 2021-05-22 11:23:56 +01:00
Emile Belanger
d0ae020333 Updates to GLES2 2021-05-22 11:23:56 +01:00
Emile Belanger
cf90671b21 Update to various GLES files 2021-05-22 11:23:55 +01:00
Emile Belanger
4535c7141f Fix voxel model crash, need to fix GL_INT_2_10_10_10_REV in buffers 2021-05-22 11:23:55 +01:00
Emile Belanger
702736c1c8 Updated shaderuniforms.h to allow for non buffered uniforms 2021-05-22 11:23:55 +01:00
Emile Belanger
cf9a5f2590 Removed gles/gles_stereo3d.cpp 2021-05-22 11:23:55 +01:00
Emile Belanger
8d572fab17 Updated gles/gles_renderbuffers.cpp TO BE CLEANED UP! 2021-05-22 11:23:55 +01:00
Emile Belanger
4ac0ec900d Updated gles/gles_shaderprogram.cpp 2021-05-22 11:23:55 +01:00
Emile Belanger
05e15bf0d4 Updated gles_shader.cpp 2021-05-22 11:23:55 +01:00
Emile Belanger
50a1bd6dac Updated rendering/gles/gles_renderstate.cpp 2021-05-22 11:23:55 +01:00
Emile Belanger
9c74a92c83 Updated framebuffer and postprocess 2021-05-22 11:23:55 +01:00
Emile Belanger
2abe95f098 Added 'Upload' interface to buffers.h 2021-05-22 11:23:55 +01:00
Emile Belanger
08b10b84be Delete gles_debug and gles_samplers.cpp 2021-05-22 11:23:55 +01:00
Emile Belanger
6fadd36475 Updated gles_renderer.cpp.
Removed VAO
2021-05-22 11:23:55 +01:00
Emile Belanger
266095825a Updated gles_hwtexture.h 2021-05-22 11:23:55 +01:00
Emile Belanger
5ce44f1ba6 Added Upload option to flatvertices.cpp 2021-05-22 11:23:55 +01:00
Emile Belanger
54cfeb484a Updated gles/gles_hwtexture.cpp 2021-05-22 11:23:55 +01:00
Emile Belanger
a170c99bd9 Updated gles_buffers.cpp 2021-05-22 11:23:55 +01:00
Emile Belanger
4677b9c365 GLES now uses gles_system.h 2021-05-22 11:23:55 +01:00
Emile Belanger
903f305763 Duplicated GL to GLES. Compiles and runs 2021-05-22 11:23:54 +01:00
Emile Belanger
43f7ed5066 Fix sync. Disable RFL_SHADER_STORAGE_BUFFER and RFL_BUFFER_STORAGE 2021-05-22 11:23:54 +01:00
Emile Belanger
4623261d61 Pipeline viewport and light buffers 2021-05-22 11:23:54 +01:00
Emile Belanger
c5cea637be Added pipeline to FFlatVertexBuffer 2021-05-22 11:23:54 +01:00
Christoph Oelckers
7eef7614f8 - do not send depth bias changes to the GPU if nothing has changed. 2021-05-21 21:01:20 +02:00
Rachael Alexanderson
50c7793f56 - update widepix again 2021-05-21 10:27:44 -04:00
Rachael Alexanderson
f01b901a04 - fix hexen status bar as suggested in this topic: https://forum.zdoom.org/viewtopic.php?f=2&t=72332 2021-05-21 10:27:44 -04:00
Rachael Alexanderson
fef835bcad - update widepix submodule again 2021-05-21 03:11:04 -04:00
Cacodemon345
9a860ae445 Account for portals when spawning missiles in A_FireBullets/A_CustomBulletAttack
This also gives the caller the information whether the LineAttack
hitscan passed through a portal regardless of whether it actually hit an
actor or not as a nice bonus.
2021-05-20 19:42:29 +02:00
alexey.lysiuk
98a9729da2 - fixed return type of Actor.GetCVarString()
https://forum.zdoom.org/viewtopic.php?t=72334
2021-05-20 12:01:52 +03:00
Rachael Alexanderson
bc5d042505 - another submodule update 2021-05-19 20:14:50 -04:00
Rachael Alexanderson
04bf426846 - update widescreen submodule 2021-05-19 19:33:44 -04:00
Christoph Oelckers
e963010eea - strip trailing spaces off the lines for intermission texts.
Some mods have trailing spaces here that affect the formatting.
2021-05-19 21:28:16 +02:00
Christoph Oelckers
a3da915812 - gave the Raven invulnerability items the BIGPOWERUP flag to ensure proper respawning behavior. 2021-05-19 19:46:04 +02:00
Christoph Oelckers
9df70cd0df - change switch checking back to vanilla order. 2021-05-19 19:25:32 +02:00
Christoph Oelckers
a3a65f184f - use stb-image to handle PNGs with 16 bit color channels.
It is still not recommended to use this format - images tend to be huge and setup time is normally prohibitive - but at least they work now.
2021-05-19 19:20:51 +02:00
Christoph Oelckers
8bb36bd479 - do not use M_EPI1 and M_EPI2 in any Doom 2 context.
Their content is inconsistent across versions, so better always use the text version of the names.
2021-05-19 18:38:36 +02:00
Christoph Oelckers
bd0ca55a35 - fixed: explicit float to int casts should not emit truncation warnings. 2021-05-19 18:35:36 +02:00
Christoph Oelckers
f0d8bd0a74 - tweaked Hexen's weapon pieces so they do not floatbob into the floor with the hardware renderer. 2021-05-19 18:30:19 +02:00
Christoph Oelckers
28dab3889b - moved the handling of ending PowerWeaponLevel2 into PlayerPawn.Tick and restored the immediate weapon switch.
This got changed because switching weapons in EndPowerup is not safe - this can be called from weapon states where the player can end up with a different weapon being active than the one running the state.
The actual weapon switch has to be delayed until the state processing has ended.
2021-05-19 17:59:44 +02:00
Christoph Oelckers
af137dbb35 - reset the 'playedtitlemusic' flag in D_StartTitle.
When returning to the title loop the music should play once again.
2021-05-19 16:43:01 +02:00
Cacodemon345
14ffe3537f Clear CMAKE_REQUIRED_FLAGS if backtrace facility isn't found 2021-05-18 22:47:33 +03:00
Rachael Alexanderson
cfc080e37f - never run the shader timer on the 0th frame. fixes this bug: https://forum.zdoom.org/viewtopic.php?f=2&t=62693 2021-05-18 14:37:05 -04:00