Commit graph

85 commits

Author SHA1 Message Date
Christoph Oelckers
62f073ef60 - removed Accel2D variable and a little bit of locking cruft. 2018-03-27 17:13:10 +02:00
Christoph Oelckers
cff5f0e3c7 - removed DFrameBuffer's locking mechanism.
In its current form this is quite useless. What's really needed is to require a lock on the RenderBuffer for the 3D scene, but since this is not needed for the 2D stuff anymore it can be done far simpler.
2018-03-27 16:48:33 +02:00
Christoph Oelckers
c06ad5c59c - separated DFrameBuffer from DCanvas.
This was a bad idea from the start and really only made sense with DirectDraw.
These days a FrameBuffer represents an abstract hardware canvas that shares nothing with a software canvas so having these classes linked together makes things needlessly complicated.
The software render buffer is now a canvas object owned by the FrameBuffer.

Note that this commit deactivates a few things in the software renderer, but from the looks of it none of those will be needed anymore if we set OpenGL 2 as minimum target.
2018-03-27 14:14:46 +02:00
Christoph Oelckers
6a02eaa595 - second part of texture fix. 2018-02-15 18:40:23 +01:00
Rachael Alexanderson
1559d74c2c - repaired the video scaling code 2017-12-10 04:22:28 -05:00
alexey.lysiuk
5162e7162e Fixed overbright screenshots with hardware gamma off
When render buffers are used to apply gamma/brightness/contrast screenshots should not use PNG gamma correction
2017-12-06 11:24:10 +02:00
Rachael Alexanderson
69abf095c9 - added vid_cropaspect. This cvar turns vid_aspect into a letterboxing function that will crop the unused sides of the screen away, instead of stretching it. Requires one of the non-legacy OpenGL framebuffers to work. 2017-10-07 20:18:37 -04:00
Magnus Norddahl
7d21fe6d75 - Fix mouse position being wrong when vid_scalemode is active 2017-07-29 19:26:53 +02:00
Rachael Alexanderson
30087f7cd7 - cleaned up the video scale mode code a bit, in order to increase future flexibility. 2017-07-27 03:05:01 -04:00
Magnus Norddahl
c3702ae9e7 Add vid_scalemode support to GL framebuffer 2017-07-23 00:33:56 +02:00
Christoph Oelckers
47bb29bac6 - check the return value of ogl_LoadFunctions and abort if it indicates failure.
If this happens there is normally something very wrong on the system side so continuing is not advised.
2017-04-14 15:32:04 +02:00
Christoph Oelckers
dc5a5419fc - took DCanvas and all its subtypes out of the DObject tree.
I have no idea why they were even in there, as they intentionally circumvented all GC related features - they declared themselves fixed if prone to getting collected, they all used OF_YesReallyDelete when destroying themselves and they never used any of the object creation or RTTI features, aside from a single assert in V_Init2.

Essentially they were a drag on the system and OF_YesReallyDelete was effectively added just to deal with the canvases which were DObjects but not supposed to behave like them in the first place.
2017-04-14 10:48:18 +02:00
Christoph Oelckers
54764c136d - changed the 2D draw abort check to use a dedicated variable, that gets set in Begin2D and unset at the end of D_Display.
This is really all the extent where 2D draw operations may be allowed. Trying to detect this from other variables is not reliable.
2017-04-01 12:59:58 +02:00
Christoph Oelckers
f3db5f3803 - added a clipping rectangle to DCanvas that can be used independently of DrawTexture calls.
Currently this is only being used for draw operations that are not automap related, i.e. DrawLine, DrawPixel and FillSimplePoly are not subjected to it.
2017-03-28 13:06:24 +02:00
Christoph Oelckers
c9296ead57 - moved the skybox texture files to the main textures directory. 2017-03-17 21:12:09 +01:00
Christoph Oelckers
921bc763fb - separated the software-renderer-specific parts of colormap processing from the common parts.
- moved testcolor and test fades into SWRenderer files.

These CCMDs work by hacking the default colormap and were never implemented for hardware rendering because they require many checks throughout the code.
2017-03-15 22:04:59 +01:00
Christoph Oelckers
9a24771a7d - refactored FDynamicColormap out of sector_t.
This has increasingly become an obstacle with the hardware renderer, so now the values are being stored as plain data in the sector, with the software renderer getting the actual color tables when needed. While this is a bit slower than storing the pregenerated colormap, in realistic situations the added time is mostly negligible in the microseconds range.
2017-03-15 22:04:59 +01:00
Christoph Oelckers
8e2ebe15fe - removed several unused variables from OpenGLFrameBuffer.
- removed the LastCamera logic in RenderView. This code predates the first GZDoom release and apparently was only added because back then R_SetupFrame was not fully compatible with the hardware renderer. Today it is not needed anymore.
2017-03-11 21:10:21 +01:00
Christoph Oelckers
a4710bcdb0 - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
Christoph Oelckers
d2beacfc5f - except for DWORD, all homegrown integer types are gone - a handful were left where they represent genuine Windows types. 2017-03-09 19:54:41 +01:00
Christoph Oelckers
c008ddaf66 - replaced homegrown SWORD, SBYTE and uint32_t types. 2017-03-09 19:31:45 +01:00
Rachael Alexanderson
cc9a2e5121 Merge https://github.com/coelckers/gzdoom 2017-03-08 21:25:24 -05:00
Christoph Oelckers
ba0f5a3f94 - most WORD and SWORD are gone. 2017-03-08 18:55:55 +01:00
Rachael Alexanderson
21a8964bea Merge remote-tracking branch 'gzdoom/master'
# Conflicts:
#	src/v_video.cpp
2017-03-03 16:29:33 -05:00
Magnus Norddahl
6055f136d8 Make sure SwapInterval is only ever called while the default frame buffer is bound to avoid problems with some drivers 2017-03-03 16:55:18 +01:00
Rachael Alexanderson
0c101102dc Merge https://github.com/coelckers/gzdoom
# Conflicts:
#	src/r_bsp.cpp
#	src/r_main.cpp
#	src/r_segs.cpp
#	src/r_things.cpp
#	wadsrc/static/language.enu
#	wadsrc/static/menudef.txt
2017-01-28 17:39:55 -05:00
Christoph Oelckers
ee22a9371b - use Doom64 colors on sectors and linedefs. 2017-01-28 20:44:46 +01:00
Rachael Alexanderson
d8df255438 Merge https://github.com/coelckers/gzdoom 2016-12-26 15:46:44 -05:00
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
Rachael Alexanderson
a78b713f4b Merge https://github.com/coelckers/gzdoom
# Conflicts:
#	src/v_video.cpp
2016-12-06 18:19:08 -05:00
Christoph Oelckers
daf1a40521 - allow swapping the order of gl_finish and SwapBuffers calls, because some cards do not seem to like the correct order. 2016-12-03 20:09:25 +01:00
Christoph Oelckers
34970c9b9c - removed hexenglobal include from GL files. 2016-12-03 18:49:52 +01:00
Christoph Oelckers
3a2d0e3486 - copied all necessary adjustments from the test branch in the QZDoom repo. 2016-11-15 11:49:27 +01:00
Rachael Alexanderson
9413ea6edf - Textured automap would crash due to an additional parameter in the software renderer to the FillSimplePoly function call, causing stack issues. 2016-11-08 15:35:51 -05:00
Rachael Alexanderson
d36993a03b - Textured automap would crash due to an additional parameter in the software renderer to the FillSimplePoly function call, causing stack issues. 2016-11-08 15:05:23 -05:00
Magnus Norddahl
f37ee3a024 Add bgra support to OpenGLSWFrameBuffer 2016-10-11 15:43:12 +02:00
Christoph Oelckers
b75395aa74 - fixed: Screen size update coordinates were copied into the wrong buffer location. 2016-09-28 09:25:48 +02:00
Christoph Oelckers
750c194959 - changed order of SwapBuffers and glFinish call. The new order with glFinish coming last is recommended by OpenGL and it fixes a stalling problem with portals and camera textures visible at the same time.
- check and use WGL_EXT_swap_control_tear extension. The above change makes the system always wait for a full vsync with a wglSwapInterval of 1, so it now uses the official extension that enables adaptive vsync. Hopefully this also works on the cards where the old setup did not.
2016-09-26 01:38:25 +02:00
Christoph Oelckers
ee2766d00b - made adjustments for new savegame code. 2016-09-24 01:47:44 +02:00
raa-eruanna
72491049e0 Changes to the contrast/brightness/gamma formula for both hardware and shader gamma correction. Mainly makes a correction with the shader version where contrast/brightness being negative values would clip them inappropriately. 2016-09-22 09:23:25 +02:00
Magnus Norddahl
3c1868f7e6 Fix wrong flash rectangle size after window resize 2016-09-16 02:53:19 +02:00
Christoph Oelckers
8b6e09ca09 - changed the license of the OpenGL renderer to LGPL v3.
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
alexey.lysiuk
dcabcaa5b6 Fixed compilation on non-Windows platforms 2016-09-13 22:10:07 +03:00
Magnus Norddahl
b378b3d05a Remove black bars from windowed mode 2016-09-12 20:43:45 +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
Magnus Norddahl
b1a0108a96 Fix tonemap palette not being rebuilt on palette change 2016-08-26 19:52:15 +02:00
Magnus Norddahl
960038bb81 Clear global state tracking variables when the OpenGL context is (re)created 2016-08-26 01:36:21 +02:00
Christoph Oelckers
dde81b33ea - glEnable(GL_TEXTURE_2D) only makes sense if no shaders are being used. 2016-08-21 08:45:21 +02:00
Magnus Norddahl
2cb5f1740e Add OpenGL debug messages to the console 2016-08-17 20:33:10 +02:00