Commit graph

472 commits

Author SHA1 Message Date
Christoph Oelckers
58eb64a7e0 - fixed a few fixed/float parameter mixups. 2016-04-03 12:54:47 +02:00
Christoph Oelckers
5a2eac8f15 - floatified vertices and removed the now redundant fx and fy members. This needs an added check for polyobject origins, though, so that such subsectors don't get rendered. 2016-04-03 11:40:14 +02:00
Christoph Oelckers
8a20f901a3 - removed the non.slope special handling in the wall processing code.
This may have made some sense when I added this 11 years ago but on a current computer it actually hurts performance a bit due to the branching that is involved - the code runs a bit faster with those special cases removed.
2016-04-03 02:07:37 +02:00
Christoph Oelckers
af78937a15 - updated GL renderer. 2016-04-02 23:17:16 +02:00
Christoph Oelckers
348c384bb6 - fixed scaling of skies with unusual dimensions. 2016-04-02 22:18:42 +02:00
Christoph Oelckers
a27181cb0b - partial adjustments.
No point changing all the viewx/y/z stuff when that is about to get floatified next.
2016-03-31 21:42:27 +02:00
Christoph Oelckers
c6ada2397c - adjustments. 2016-03-31 09:50:59 +02:00
Christoph Oelckers
cf44d2e37a - adjustments. 2016-03-30 20:01:44 +02:00
Christoph Oelckers
cadd8f2d4a - made adjustments for changes to linedef delta. 2016-03-29 16:31:58 +02:00
Christoph Oelckers
59bb003285 - GL adjustments for plane changes. 2016-03-29 13:45:50 +02:00
Christoph Oelckers
a87c292f10 - adjustments to GL code for texture scale and vertex coordinate access. 2016-03-29 11:26:33 +02:00
Christoph Oelckers
379d5bc0c5 - fixed some issues with dynamic lights caused by the floatification changes 2016-03-24 13:38:37 +01:00
Christoph Oelckers
f62c988a0e - adjustments for next update. 2016-03-24 12:47:08 +01:00
Christoph Oelckers
eadecaf407 - adjustments to GL renderer for decal and alpha changes.
- handle portals in sprite lighting, but do not use the playsim's utility functions for efficiency.
2016-03-22 23:19:21 +01:00
Christoph Oelckers
bd7df76059 - fixed compilation of AActor::alpha 2016-03-22 12:56:20 +01:00
Christoph Oelckers
b54b34a512 - adjustments for floating point changes. 2016-03-21 02:57:02 +01:00
Christoph Oelckers
ae1571158c - fixed: The portal link table was not created when there were no sector portals.
- fixed: P_TryMove could loop endlessly over a list of static portals when there was an error during portal creation.
2016-03-12 17:43:36 +01:00
Christoph Oelckers
365c192a1d - added portal support for dynamic lights.
This requires fixed offsets so it only works with linked portals.
2016-03-08 21:22:12 +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.
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
ef9f3da31d - do not use the precalculated coordinates for non-linked portals because they are not static. 2016-03-04 14:41:24 +01:00
Christoph Oelckers
dbd89c2702 - refactoring of portal grouping for the renderer, to allow more efficient clipping. 2016-03-04 14:10:13 +01:00
Christoph Oelckers
af1b70376b - added 21:9 handling to GL code. 2016-03-04 11:47:15 +01:00
Christoph Oelckers
7ceb6d86dd - fixed compilation. 2016-03-04 10:39:10 +01:00
Christoph Oelckers
ee18fdeb83 - fixed: Visplane merging should not be done for linedef based portals. 2016-02-28 10:10:01 +01:00
Christoph Oelckers
213d7a75c2 - fixed: r_showviewer must always be true when rendering a mirror portal. 2016-02-26 12:09:59 +01:00
Christoph Oelckers
387f3dd03a - fixed compile errors due to changes in ZDoom. 2016-02-25 13:06:13 +01:00
Christoph Oelckers
e3ddc74eb1 - check r_showviewer when deciding whether to render the player sprite. This is necessary when camera and player end up on different sides of a portal. 2016-02-24 01:14:24 +01:00
Christoph Oelckers
a901875925 - fixed: The horizon portal drawer must set the camera position for the shader.
This gets lost when several portals are drawn sequentially and this is the only portal type which needs this information but doesn't go through the normal setup.
If this is not done, fog on the horizon plane can break.
2016-02-21 01:38:41 +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
0a539ed2d5 - fixed: fake contrast was not applied. 2016-02-19 17:40:08 +01:00
Christoph Oelckers
bd9907f20f - missing #includes in GL code. 2016-02-16 22:06:26 +01:00
Christoph Oelckers
c69fd3ac80 - removed redundant SKYBOX enum. 2016-02-16 10:14:37 +01:00
Christoph Oelckers
9608252873 - copied over some stuff from the abandoned portals branch. 2016-02-15 13:11:31 +01:00
Christoph Oelckers
141065c3d5 - fixed: positioning of camera textures on 2-sided walls was not correct. 2016-02-14 14:33:52 +01:00
Christoph Oelckers
0931134a9c - fixed: part of the special handling of projectiles being spawned near the camera also affected other actors, this caused the fly cheat to break. 2016-02-12 11:20:33 +01:00
Christoph Oelckers
6a408b1a99 - added missing include to gl_walls.cpp 2016-02-10 20:49:06 +01:00
Christoph Oelckers
eb7a908a92 - account for removed bam2rad function. 2016-02-08 22:06:26 +01:00
Christoph Oelckers
7105a87a1e - fixed retrieval of mapsection for polyportals.
- render wall portals on one sided lines.
2016-02-06 19:19:18 +01:00
Christoph Oelckers
3683a8ac58 - implemented line-to-line portal rendering. So far working for two-sided portal lines - one-sided yet to come. 2016-02-06 12:32:47 +01:00
Christoph Oelckers
297cf52ac9 - copied line portal code from portal branch and made some adjustments to make it compile. Portal rendering is not yet working. 2016-02-06 05:17:47 +01:00
Christoph Oelckers
25f1dc86d5 - removed duplicate function definition. 2016-02-06 00:50:43 +01:00
Christoph Oelckers
e6337537ed - this was missing the double slashes... 2016-02-05 14:04:28 +01:00
Christoph Oelckers
c4b1b96484 - handle one particular edge case when checking if a line is completely behind a mirror.
This is not really sufficient to detect all cases where something gets incorrectly flagged as ok, but it's the easiest one to detect.
2016-02-05 13:47:07 +01:00
Christoph Oelckers
dda73b531c Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	src/CMakeLists.txt
#	src/p_setup.cpp
#	src/r_defs.h
#	src/version.h

This only updates to a compileable state. The new portals are not yet functional in the hardware renderer because they require some refactoring in the data management first.
2016-02-05 12:31:41 +01:00
Christoph Oelckers
b2158c5b96 - removed unneeded parameter. 2016-02-05 01:48:53 +01:00
Christoph Oelckers
c129cb3ca4 - reinstated software clipping by light volumes for walls.
It turned out that using hardware clipping planes exclusively to handle this cost more than it gained.
Now only the expensive or formerly impossible cases of intersecting light volumes or light volumes intersecting with the top and bottom of the wall polygon will use hardware clipping. The trivial cases will go back to software splitting.
2016-02-04 15:34:12 +01:00
Christoph Oelckers
0c8a817df4 - fixed wall clipping with 3D lights. 2016-02-04 01:12:18 +01:00
Christoph Oelckers
db766f9fe5 - fixed some warnings. 2016-02-03 13:03:38 +01:00
Christoph Oelckers
9453a8a7e6 - reuse the same vertex buffer data for all slices of a decal. 2016-02-01 21:50:55 +01:00
Christoph Oelckers
f11f86f05d - added light plane clipping for decals as well. 2016-02-01 21:45:26 +01:00
Christoph Oelckers
faa08410de - handle nocoloredspritelighting with 3D light splitter 2016-02-01 19:10:15 +01:00
Christoph Oelckers
2c55dcca27 - use hardware clipping to apply 3D lights to sprites. This solves all the problems with properly lighting models and billboarded sprites.
- add some restrictions for the checks that exclude sprites which are too close to the camera. Most importantly, for clipping the first frame of a projectile, do not solely clip against the projectile's speed but use the player's radius as a limiting factor to avoid too large distances.
2016-02-01 18:14:00 +01:00
Christoph Oelckers
1ad310e69b - only draw visible 3D-lights. 2016-02-01 16:13:07 +01:00
Christoph Oelckers
67fc35e738 - some cleanup of wall processing code.
* removed SplitWall function
 * split PutWall into PutWall and PutPortal because none of the portal cases needs the overhead for normal walls.
2016-02-01 01:49:49 +01:00
Christoph Oelckers
9305cd86a0 - remove the GLWallLightEntry type. Everything it contains can be retrieved from the existing lightlist just as easily, and this approach avoids a lot of memory allocations.
- removed the SplitWall profiling timer because all it measures now is an almost empty function.
2016-02-01 01:03:34 +01:00
Christoph Oelckers
53a389aafc - fixed: for untextured walls, the texture must be disabled before rendering.
- fixed: untextured walls should never be passed to SplitWall.
- fixed: untextured walls should not be affected by dynamic lights (it's either fog boundaries or outsides of 3D fog volumes.)
2016-01-31 22:24:48 +01:00
Christoph Oelckers
9ce6a7932c - implemented rendering of 3D lights with clip planes. 2016-01-31 22:04:20 +01:00
Christoph Oelckers
5448b335c6 - rewrote render loop for walls. Not working yet. 2016-01-31 21:10:59 +01:00
Christoph Oelckers
f86535407d - forgot this. 2016-01-31 00:52:50 +01:00
Christoph Oelckers
1d9ab5c632 - clean out GLWall::SplitWall and instead of actually splitting the wall just attach a list of lights to it.
Actual handling will be in the rendering function because this doesn't need multiple vertex transfers to the GPU. All slices can be drawn from the same buffer with different uniform info being set.
2016-01-31 00:45:29 +01:00
Christoph Oelckers
fc57180d7e - added necessary state to implement 3D light splitting using hardware clipping planes. 2016-01-30 23:01:11 +01:00
Christoph Oelckers
4a9b2bf76d - fixed: The stencil cap drawer did not properly advance the vertex pointer. 2016-01-30 01:08:11 +01:00
Christoph Oelckers
d037493ffe - fixed handling of FF_FADEWALLS on 3D floors. The problems with the old method became quite obvious in the demo map after the light list bug got fixed. 2016-01-29 17:13:14 +01:00
Christoph Oelckers
238990c871 don't leave any gaps in the used clip planes. 2016-01-27 12:32:39 +01:00
Christoph Oelckers
47db3252f4 - it's really not necessary to waste two clip planes for reflective surfaces because only one can be active at any time. 2016-01-27 12:30:55 +01:00
Christoph Oelckers
3c16a23865 - when rendering mirrors, discard subsectors lying behind them. 2016-01-27 12:02:43 +01:00
Christoph Oelckers
5816049510 - made necessary adjustments for the coordinate refactoring in ZDoom. 2016-01-21 12:36:37 +01:00
Christoph Oelckers
2657c08831 - fixed: stacked sector portals were not added to the render list 2016-01-13 21:33:27 +01:00
Christoph Oelckers
65022b780a - implemented 'copy portal to wall' linedef type. 2016-01-11 22:44:53 +01:00
Christoph Oelckers
196c9bc34d - cleaned up the skybox type detection logic. 2016-01-11 20:29:24 +01:00
Christoph Oelckers
ef7bcb3a66 - implement Eternity-Style flat and horizon portals. Not tested yet due to lack of material to work with. 2016-01-11 15:07:58 +01:00
Christoph Oelckers
7d2bbbd351 - fixed rendering of two-sided polyobjects that have their upper or lower textures exposed. 2016-01-05 18:59:32 +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.
- 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
8e237e6146 Merge branch 'master' of https://github.com/coelckers/gzdoom into stereo3d 2015-12-30 17:41:49 -05:00
Christoph Oelckers
c8810db5fe - fixed: clipping swimmable against non-swimmable translucent 3D-floors was broken due to an incorrect flag check. 2015-12-24 16:34:00 +01:00
Christoph Oelckers
37ea94abf3 - fixed: translucent walls did not set up their dynamic lights in the GL4 render path. 2015-12-11 22:26:10 +01:00
Christopher Bruns
10088544c3 Merge branch 'master' of https://github.com/coelckers/gzdoom into stereo3d
Conflicts:
	src/win32/i_system.cpp
2015-12-09 18:34:20 -05:00
Christoph Oelckers
f9cbaef1df - fixed: Boom's Transfer_Heights did not work for upper parts in sectors with a sky ceiling.
This incorrect check has been in the code for 12 years, unfortunately I have no idea anymore why it was added.
2015-11-30 00:11:30 +01:00
Christoph Oelckers
b00b49c111 - fixed skybox picking in GL renderer. 2015-11-25 11:57:53 +01:00
Christopher Bruns
151b47c3ae Merge branch 'master' of https://github.com/coelckers/gzdoom into merge_down
Conflicts:
	src/win32/i_system.cpp
2015-11-03 20:21:27 -05:00
Christoph Oelckers
16cb4407a4 - disabled 'isVisibleToPlayerClass' check for dynamic lights affecting sprites.
Calling this function in the inner loop of a time critical rendering function apparently wreaks havoc with the CPU instruction cache - even though the function doesn't do anything substantial.
This needs some more in-depth investigation why just having that call can increase sprite rendering time by a factor of 10 and more if there's many lights in view.
2015-11-03 23:55:16 +01:00
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.
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.
Actually use stereoscopic projection matrix.
2015-10-30 21:29:36 -04:00
Christopher Bruns
0874455faf Initial implementation of five 3D modes -- some bugs remain. 2015-10-30 20:51:35 -04:00
Christoph Oelckers
065b7f9ad2 - fixed: The CollectSectorStack functions had a local sector_t variable used by gl_FakeFlat which caused a stack overflow. Using the global one defined at the top of the file is ok here. 2015-05-29 12:03:50 +02:00
Christoph Oelckers
feeebf5265 - rework MD2 code for reloading/precaching of geometry data. 2015-04-12 18:26:52 +02:00
Christoph Oelckers
cf7cb4f00f - use hardware clip planes to split translucent walls and sprites by 3D floor planes.
This method has the advantage that it also works for models, xy-billboarded sprites and walls that require complex splitting of the polygon. The old method using actual polygon splitting only works for strictly vertical data that could be trivially split in two.
2015-04-05 19:00:35 +02:00
Christoph Oelckers
bead3e046b - fixed weapon positioning again, after finding out that the first fix just worked around the actual problem: The entire coordinate calculation must be done in floating point with no integer math at all. Due to roundoff errors the stored int values needed for wall and flat placement significantly lack precision and with the high scaling factor that needs to be used for weapon HUD sprites these can easily become several pixels. After fixing this the border around sprite textures could be reverted to one pixel again.
- fixed: The 'may not be expanded' state should be stored in the texture and reused later. This also needs to revalidate the material if it decides that expansion should be disallowed.
2015-04-04 17:50:22 +02:00
Christoph Oelckers
67334bfa2b - calculate weapon positions fully in floating point to avoid roundoff errors.
- In order to get reliable results the empty border around scaled sprites must be the same scale as the sprite (i.e. 2 pixels for 2x scale and 4 pixels for 4x scale.)
2015-04-04 12:35:10 +02:00
Christoph Oelckers
fad3a54100 - fixed positioning for sky textures that are less than 128 pixels tall. 2015-03-15 12:10:22 +01:00
Christoph Oelckers
a5a53c51e6 - fixed: The flat drawing code assumed that the first element of the light list originated from the sector itself. This had been true formerly but in some situations it no longer is. 2015-02-10 21:52:19 +01:00
Christoph Oelckers
00639121c0 - added the missed parts of camera roll in gl_scene.cpp. 2015-02-10 20:34:10 +01:00
Christoph Oelckers
8a9692c29f - fixed: The code which decided whether to clamp two sided middle textures used the texture size instead of the render size for the specific linedef, meaning that any per-sidedef scaling was ignored. 2015-02-10 20:16:25 +01:00
Christoph Oelckers
a8398e70b0 - fixed: The brightfog flag in the GL related map settings was never initialized.
- fixed: brightfog should not disable colored lighting for the weapon sprite.
2014-12-31 23:01:06 +01:00
Christoph Oelckers
e6d59ec429 - fixed: with aspect ratio compensation in the view matrix it is necessary to adjust the view pitch for this because the playsim does not know anything about pixel ratio. 2014-12-31 12:04:55 +01:00
Christoph Oelckers
315827015c - made aspect ratio correction factor configurable through MAPINFO. 2014-12-29 23:52:20 +01:00
Christoph Oelckers
45cf65afbd - moved the aspect ratio correction factor from the projection to the view matrix where it should have been from the start.
- removed the mCameraPos variable in FGLRenderer because it was only used in one place where it is just as easy to use the global viewx/y/z variables directly.
2014-12-29 22:42:19 +01:00
Christoph Oelckers
fbfe0f1e7a - fixed: y-clamped textures with negative scale need to shift their texture coordinates into the proper [0..1] range. 2014-12-26 11:53:38 +01:00
Christoph Oelckers
c66a211200 - fixed: The sky renderer must not only alter the light mode but also reset the software light level to a 'disabled' value. 2014-12-25 22:45:40 +01:00
Christoph Oelckers
ffa069205f - fixed: For fullbright sprites, a weapon's extra light must be ignored because it can be negative. 2014-12-25 18:30:34 +01:00
Christoph Oelckers
0bc2c0094a - fixed: For cubemapped skies with one texture for all 4 sides the texture was never set before rendering. 2014-12-19 16:35:34 +01:00
Christoph Oelckers
ec627d94dd - fixed: The depth clamp setting needs to be tracked per portal so that it can be properly restored afterward.
Regular skies need it off but SkyViewpoints need it on - and all others need to use the parent's setting.
So without engine side tracking we can end up rendering the sky with this setting off, resulting in omission of the fog layer.
2014-11-27 12:26:52 +01:00
Christoph Oelckers
eb753a0b7c - fixed: We also should use the proper 'copied' info for the non-inverted planes. 2014-11-27 10:49:03 +01:00
Christoph Oelckers
99d81621f9 - fixed: The 'copied' information of a 3D floor plane should only apply to that particular plane, but never the opposite one of the same 3D floor. 2014-11-27 10:46:28 +01:00
Christoph Oelckers
a7f4185981 - now that we don't have to care anymore about SVN-related merging problems, let's save the 3 global variables of the GL renderer unconditionally, even if the software renderer is running. 2014-11-16 09:08:47 +01:00
Christoph Oelckers
b0a6c94fa4 - fixed: the translucency flag for the flags renderer was inconsistent between the light pass and the render pass on GL 3.x hardware, resulting in bad buffer indices being sent to the shader. 2014-11-09 12:10:33 +01:00
Christoph Oelckers
3e50db9bf0 - fixed: When setting the object color for a shaded decal, the alpha channel must be forced to be 255. The decal's AlphaColor contains the palette index in those bits. 2014-10-26 15:11:04 +01:00
Christoph Oelckers
3c7664a460 - we don't really need a bBrightmap in a texture. All it did was duplicate some functionality of bMasked.
- renamed bBrightmapDisablesFullbright flag.
2014-10-26 08:41:52 +01:00
Christoph Oelckers
bca47bb9bc - removed debug code.
- fixed: planes that are created by splitting translucent 3D-floors may never be rendered.
2014-10-23 17:35:58 +02:00
Christoph Oelckers
066e53ae4c - fixed: sprites rendered as 'bright' should not be affected by dynamic lights. 2014-10-23 10:54:26 +02:00
Christoph Oelckers
9f1f17c306 - fixed: The PolyBSPs weren't fully initialized. Some GZDoom-only fields in the segs were skipped. 2014-10-14 08:54:08 +02:00
Christoph Oelckers
5d032f3fcf - fixed: Since the engine can no longer change renderers on the fly, thanks to ZDoom's messed up video startup code, we have to abort with a fatal error if we can't create a GL context. Otherwise the user will never see a meaningful message. 2014-10-06 10:00:02 +02:00
Christoph Oelckers
3e2a17538b - fixed: HUD weapons were affected by dynamic lights even when the CVARs said that they shouldn't. 2014-10-06 09:05:42 +02:00
Christoph Oelckers
48da2f87bb - fixed: The light buffer index must not be reset between rendering a camera texture and the main scene.
Since rendering is asynchronous, the camera texture scene may not be finished once the main scene's lights get filled in. Unfortunately forcing a synchronization with glFinisg has bad side effects on performance the only remaining option is to use separate parts of the buffer for both scenes, which in extreme cases may increase the light buffer's size - but on modern hardware that shouldn't be a problem.
2014-09-21 21:01:11 +02:00
Christoph Oelckers
7359631a43 - fixed weapon drawing rules to account for the death camera. 2014-09-21 11:08:38 +02:00
Christoph Oelckers
4682736585 - fixed: non-tiled mid textures on a fog boundary require some special clamping to be performed in the shader. 2014-09-21 11:08:17 +02:00
Christoph Oelckers
43e2d704a3 - always use glPolygonOffset to render translucent geometry. 2014-09-20 09:04:36 +02:00
Christoph Oelckers
92dcf2e5ef - fixed some of those supremely annoying and supremely pointless GCC/Clang compiler warnings. 2014-09-17 11:03:05 +02:00
Christoph Oelckers
a25ed3c807 - fixed: inverted rendering for fuzzy things with light powerup was switched off due to change of render style. 2014-09-15 12:15:19 +02:00
Christoph Oelckers
3c2f1952fd Merge branch 'master' into v2.x 2014-09-12 21:01:55 +02:00
Christoph Oelckers
25951362fc - fixed: When applying Boom's Transfer_Heights effect to a sector, gl_FakeFlat needs to remove all portals from the original sector planes that are being replaced in the sector copy. 2014-09-11 13:02:39 +02:00
Christoph Oelckers
4bb320a27c - route texture binding through the renderstate class for better control. Currently it's just a direct passthrough but this will change. 2014-09-09 12:00:42 +02:00
Christoph Oelckers
62880f113b - fix a render glitch with Back to Saturn X MAP06: Do not flood missing upper and lower textures with the backsector's flat if that backsector is malformed (i.e. has no area.) 2014-09-09 08:47:39 +02:00
Christoph Oelckers
9b8869e78d Merge branch 'master' into v2.x
Conflicts:
	src/gl/textures/gl_material.cpp
2014-09-09 01:30:11 +02:00
Christoph Oelckers
86d9c7ec8e - add some compatibility settings to fix rendering glitches in BTSX_E1 MAP12. 2014-09-09 01:27:41 +02:00
Christoph Oelckers
b96dd6c421 - fixed: The missing fourth component of the texture coordinate must be filled with 1.0, not 0.0 before applying the texture matrix. Not doing so will cancel out the translation part of the matrix. 2014-09-02 10:31:48 +02:00
Christoph Oelckers
fa3a62e954 - fix a render glitch with Back to Saturn X MAP06: Do not flood missing upper and lower textures with the backsector's flat if that backsector is malformed (i.e. has no area.) 2014-08-31 23:01:53 +02:00
Christoph Oelckers
12160bd29c - remove some obsolete code from decal rendering.
- avoid rebinding the same texture multiple times, as there's considerable overhead in the texture manager.
- check gl_sort_textures only once per scene, not per draw list.
2014-08-30 15:34:14 +02:00
Christoph Oelckers
6a3cd6378a - found out that reading the CPU's real time clock costs a not insignificant amount of time so this is now only done when either the benchmark command is running or the rendertimes are shown. 2014-08-30 14:33:06 +02:00
Christoph Oelckers
49ec7beb8f - separate draw lists for walls and flats. This makes the sorting much more efficient because draw types no longer need to be checked in the compare function. This is a lot more important than having perfect texture order. 2014-08-30 13:04:41 +02:00
Christoph Oelckers
a903cbe12e - sorting draw items by light level no longer makes sense so remove all corresponding code from dicmp. 2014-08-24 13:10:45 +02:00
Christoph Oelckers
904cc2e158 - some code cleanup. 2014-08-23 18:54:24 +02:00
Christoph Oelckers
1050013017 major cleanup of the texture manager:
- use sampler objects to avoid creating up to 4 different system textures for one game texture just because of different clamping settings.
- avoids flushing all textures for change of texture filter mode.
- separate sprite and regular dimensions on the material level to have better control over which one gets used. It's now an explicit parameter of ValidateTexture. The main reason for this change is better handling of wall sprites which may not be subjected to such handling.
- create mipmaps based on use case, not texture type.
- allows removal of FCloneTexture hack for proper sharing of the same sprite for decals and other purposes.
- better precaching of skyboxes.
2014-08-22 23:50:38 +02:00
Christoph Oelckers
a2dc4afe3f - screwed by the editor's autocompletion... (wrong GL flag was used...) 2014-08-19 14:25:47 +02:00
Christoph Oelckers
00d7707aef - allow reallocation of light buffer if more lights are needed.
- added a light preprocessing pass to the renderer so that a non-persistent buffer can be used with minimal mapping/unmapping. This only gets used if necessary because it adds some overhead to the renderer.
2014-08-19 14:18:21 +02:00
Christoph Oelckers
38796e7714 - removed some obsolete and useless GL calls. 2014-08-17 11:41:03 +02:00
Christoph Oelckers
b9ffb51d0c - small but important optimization: Two-sided lines with both sides in the same sector don't really require vertex splitting for precise rendering. 2014-08-04 23:00:40 +02:00
Christoph Oelckers
19cfffebb3 - fixed: the WallTypes enum contained a value that no longer was valid. This was fixed orignally last week but it seems to have gotten lost. 2014-08-03 12:21:05 +02:00
Christoph Oelckers
c98e3ca99d Merge branch 'master' into v2.x 2014-08-03 10:58:41 +02:00
Christoph Oelckers
b3e0d93385 - implemented rendering of wall sprites. 2014-08-03 10:57:58 +02:00
Christoph Oelckers
398d902e7e - split off sprite clipping adjustment code into its own function. 2014-08-03 10:22:12 +02:00
Christoph Oelckers
7967082e60 - use the light buffer to handle dynamic lighting. 2014-08-01 20:59:39 +02:00
Christoph Oelckers
1ec58011d2 - start of light buffer implementation so that we don't have to use uniform arrays which appear to be broken on AMD. 2014-07-31 00:44:22 +02:00
Christoph Oelckers
192daf1d5a Merge branch 'master' into Glew_Version_For_Real 2014-07-27 21:57:38 +02:00
Christoph Oelckers
ece10bb57f - fixed several incorrect uses of abs instead of fabs. 2014-07-27 21:57:05 +02:00
Christoph Oelckers
c9c93a58a2 - fixed bad constant and potential use of uninitialized variable. 2014-07-27 21:55:25 +02:00
Christoph Oelckers
e07d06fa2a Merge branch 'master' into Glew_Version_For_Real 2014-07-26 22:26:58 +02:00
Christoph Oelckers
7ae25906fd - fixed: fog must be disabled before drawing the HUD model, not after it. 2014-07-26 22:26:17 +02:00
Christoph Oelckers
e0b756e511 - fixed: The cubemapped skybox renderer did not set up the model matrix properly. 2014-07-17 10:04:20 +02:00
Christoph Oelckers
eb9d2d9917 - reactivate compatibility profile so that immediate mode drawing can be used on older hardware not supporting persistently mapped buffers.
- reactivate alpha testing per fixed function pipeline
- use the 'modern' way to define clip planes (GL_CLIP_DISTANCE). This is far more portable than the old glClipPlane method and a lot more robust than checking this in the fragment shader.
2014-07-17 02:37:18 +02:00
Christoph Oelckers
6b9d6787d9 - move models into their own draw list to avoid frequent buffer changes.
- same for SKYHACK walls. Although rare, they would get in the way of optimizing the draw calls if not being separated out.
2014-07-15 21:16:59 +02:00
Christoph Oelckers
b8bcbe819b - removed texture based dynamic lighting. For GL 3.x the shader approach is always better.
- fixed: sky fog was not unset.
2014-07-15 20:49:21 +02:00
Christoph Oelckers
fb6b4238ed - fixed: glProgramUniform is only present from GL 4.1 or a specific extension so it may not be used on systems not supporting it. 2014-07-15 02:48:59 +02:00
Christoph Oelckers
eedc5a69be - replaced builtin position vertex attribute. 2014-07-15 01:02:48 +02:00
Christoph Oelckers
1b7f5a2e6a - replaced builtin texture coordinate vertex attribute. 2014-07-15 00:59:01 +02:00
Christoph Oelckers
5a322742c3 - remove use of builtin and deprecated color vertex attribute. 2014-07-15 00:37:13 +02:00
Christoph Oelckers
ed8a21fd86 - replaced deprecated alpha testing with shader code. 2014-07-14 21:14:43 +02:00
Christoph Oelckers
84a49e37ee - handle normals for spheremapped mirror surfaces using non-deprecated features.
- move all WGL references out of global header files so that global wgl header include is no longer necessary
2014-07-14 19:54:07 +02:00
Christoph Oelckers
ce3653f6e1 - remove all uses of builtin matrices. 2014-07-13 23:13:40 +02:00
Christoph Oelckers
2214c0ac06 - remove all uses of builtin matrix manipulation. Only glLoadMatrix for view and projection matrix are left. 2014-07-13 22:37:34 +02:00
Christoph Oelckers
dbb05c5f33 - remove use of builtin texture matrices.
- make matrix class single precision.
2014-07-13 20:41:20 +02:00
Christoph Oelckers
9230a20f18 - added some checks to the wall rendering code that will allow to disable the clip planes in many cases, even when a plane mirror portal is active. This also solves the precision issue with using world coordinates for clip checks. 2014-07-13 17:15:17 +02:00
Christoph Oelckers
00fcf4bc06 - for some reason using world coordinates for clipping in the shader is somewhat imprecise so the clip plane heights have to be adjusted a bit for it. 2014-07-13 13:25:42 +02:00
Christoph Oelckers
d868f60f6c - since the clip planes for plane mirrors did not work anymore I reimplemented them using shader based logic. It still needs to be seen if this affects performance on older hardware. 2014-07-13 12:14:12 +02:00
Christoph Oelckers
9a6bc64381 - use vertex array objects to manage vertex buffers. 2014-07-01 00:51:02 +02:00
Christoph Oelckers
54297acde4 - removed obsolete gl_lightbuffer code.
This never worked properly and by now far better options are available to solve the problem of dynamic light data uploads.
2014-06-30 13:30:10 +02:00
Christoph Oelckers
1efc2938b7 - implement model vertex buffer and draw MD2 models using it instead of using the GLCommands from the model. 2014-06-29 23:24:16 +02:00
Christoph Oelckers
2925c96b59 removed all GL 2.x code.
After thinking about it for a day or so I believe it's the best option to remove all compatibility code because it's a major obstacle for a transition to a core profile.
2014-06-21 15:50:32 +02:00
Christoph Oelckers
3e9b9c280b - initialize model data at engine start, not at level start. 2014-06-19 15:22:00 +02:00
Christoph Oelckers
e6f14b055a - use buffer based rendering for dynamic light pass and horizon portals. 2014-06-15 20:28:23 +02:00
Christoph Oelckers
1aaa1b7bad - removed gl_usevbo CVAR because with recent code changes it has become useless. If GL_ARB_buffer_storage is present, buffers will always be used. 2014-06-15 12:12:24 +02:00
Christoph Oelckers
ea332383a8 - convert skybox rendering to use the buffer interface. 2014-06-15 11:50:54 +02:00
Christoph Oelckers
6b038a5dae - fixed: GLPortal::DrawPortalStencil must apply the render state before drawing anything. 2014-06-15 10:30:03 +02:00
Christoph Oelckers
1b91a8f88c - removed old immediate mode path for generating stencils. 2014-06-15 10:15:44 +02:00
Christoph Oelckers
3644073bbd - use a software buffer for immediate mode rendering. This allows using the regular buffer code to collect data for both render modes and allows removal of a lot of duplicated code. 2014-06-15 01:14:41 +02:00
Christoph Oelckers
5b302ed3a6 - added benchmarking calls for glDrawArrays to see how well issunig draw calls performs on different hardware. 2014-06-14 15:16:33 +02:00
Christoph Oelckers
0ce6b40672 - fixed compile error in gl_skydome.cpp
- disable GL_ARB_buffer_storage when a -glversion parameter less than 4.0 is given. According to the spec this extension requires 4.0 so if emulating something lower it should not be used.
2014-06-14 14:58:17 +02:00
Christoph Oelckers
5e22c82e79 - use buffer for rendering the sky on all GL versions since the differences for making GL2.0 work are rather small. 2014-06-14 10:38:30 +02:00
Christoph Oelckers
8d9a90cd22 - rewrote sky dome rendering to use a static vertex buffer if not on OpenGL 2.x. 2014-06-14 01:24:28 +02:00
Christoph Oelckers
c39318f406 - use vertex buffer and reuse of data for stencil drawing. A stencil needs to be drawn multiple times with the same polygons so this is a good place to optimize. 2014-05-31 09:32:17 +02:00
Christoph Oelckers
a1ec6ab1ba - fixed some Linux warnings. 2014-05-24 16:53:57 +02:00
Christoph Oelckers
09ba62fbef - put all the common part of buffer based drawing into a separate method of the vertex buffer. 2014-05-20 22:37:38 +02:00
Christoph Oelckers
23fbd69963 - 4 more places where immediate mode drawing has been substituted with a buffer-based alternative. 2014-05-20 22:20:15 +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
4d005bdfa0 shader rework
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.
- 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.
- 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.
- 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.
- 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
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
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
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
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
69af73d9b9 - alternative configuration using GLEW to get extension functions. This requires GL 2.0, though so it won't be promoted to the mainline for the time being.
- removed all pre GL 2.0 support.
2014-04-06 14:35:44 +02:00
Christoph Oelckers
d46315c44b - some finetuning of subtractive effect. 2013-12-05 15:39:46 +01:00
Christoph Oelckers
95163e378e - added a fog layer when drawing sprites with render style reverse subtract. 2013-12-05 15:06:10 +01:00
Christoph Oelckers
9ac3b6aa1b - fixed: IsVisibleToPlayer needs to be checked for the owner of owned dynamic lights. 2013-11-30 13:15:22 +01:00
Christoph Oelckers
992994239b - changed rules for drawing HUD sprites to match the software renderer. 2013-11-30 13:01:48 +01:00
Christoph Oelckers
12985cf635 - fixed: Particle drawing needs to apply the current fixed colormap to the particle's color. 2013-11-30 12:35:38 +01:00
Christoph Oelckers
2885056f46 - moved GLEXT API out of RenderContext struct. 2013-09-03 18:29:39 +02:00
Christoph Oelckers
26943fe3fd - removed gl interface function pointers for all OpenGL32.dll entry points. 2013-09-03 14:05:41 +02:00
Christoph Oelckers
737708b635 - fix c++11's compile problems. 2013-08-28 08:33:11 +02:00
Christoph Oelckers
61af682be9 - made some alterations to last commit after reviewing how the broken code managed to get into GZDoom. 2013-08-27 23:53:14 +02:00
Christoph Oelckers
e6f571729f - fixed: When calculating an y-texture offset the scale was multiplied with instead of divided by. 2013-08-27 23:31:23 +02:00
Christoph Oelckers
b61ef3a107 - bumped minimum supported OpenGL version to 1.4. The engine was already using several 1.3 and 1.4 features which would have caused problems on 1.2.
- removed gl_vid_compatibility. With the bump to 1.4 no hardware requiring this flag is supported anymore.
- disabled 16 bit framebuffers for the same reason. As a conseqence all code for rendering without stencil could also be removed.
2013-08-18 15:41:52 +02:00
Christoph Oelckers
62fd6c8e74 - fixed: light values read from 3D floor light lists for lighting sprites were not clamped to [0..255]. 2013-08-09 23:12:21 +02:00
Christoph Oelckers
4e4eb7189a - fixed: negative extra light levels should not be treated like inverse flashes, that's only the case for INT_MIN. 2013-07-22 17:30:08 +02:00
Christoph Oelckers
a73d1b792c - fixed: Assignment of GetLightLevel to GLWall::lightlevel must be clamped. This was done incorrectly in the last SVN version which clamped the result of GetLightLevel, causing problems elsewhere. 2013-06-23 10:17:58 +02:00
Christoph Oelckers
399d0974ab - added GL render as of SVN revision 1600. 2013-06-23 09:49:34 +02:00