Magnus Norddahl
38be2333d0
Merge branch 'exposure_pass' into lightmath
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# Conflicts:
# src/gl/renderer/gl_renderbuffers.cpp
# src/gl/renderer/gl_renderbuffers.h
# src/gl/renderer/gl_renderer.h
# src/gl/scene/gl_scene.cpp
2016-09-18 16:22:44 +02:00
Magnus Norddahl
1e2935f4e0
Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing
2016-09-18 15:57:22 +02:00
Magnus Norddahl
f6bede8374
Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
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# Conflicts:
# src/gl/renderer/gl_renderbuffers.cpp
# src/gl/renderer/gl_renderbuffers.h
# src/gl/renderer/gl_renderer.h
# src/gl/scene/gl_scene.cpp
# wadsrc/static/language.enu
# wadsrc/static/menudef.z
2016-09-09 09:31:30 +02:00
Magnus Norddahl
8b7267cf87
MaskAnaglyph present mode
2016-09-09 00:36:11 +02:00
Magnus Norddahl
aaa3581ee6
Hook up eye textures in renderer
2016-09-09 00:36:10 +02:00
raa-eruanna
5a64307ad1
Changes the tonemap generation algorithm.
2016-09-08 00:51:48 +02:00
Magnus Norddahl
98032bc73f
Change SSAO blur to be depth aware
2016-09-02 05:45:00 +02:00
Magnus Norddahl
5a0c61a2d5
Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
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# Conflicts:
# src/gl/renderer/gl_postprocess.cpp
# src/gl/renderer/gl_renderbuffers.cpp
# src/gl/scene/gl_scene.cpp
2016-09-02 02:40:44 +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
Magnus Norddahl
737e700774
Added SSAO pass
2016-08-29 13:10:22 +02:00
Magnus Norddahl
b1a0108a96
Fix tonemap palette not being rebuilt on palette change
2016-08-26 19:52:15 +02:00
Magnus Norddahl
25645d901e
Add Palette LUT tonemap mode
2016-08-23 09:18:18 +02:00
Magnus Norddahl
302f59ea33
Fix r_clearbuffer color not being used
2016-08-22 01:52:51 +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
675822004d
- use static buffer data and a uniform to handle the texture positioning of the present shader.
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That's again one less write access to the buffer. The uniform method was chosen because this way a buffer update can be completely avoided, and setting a single uniform is a lot cheaper and simpler to handle.
2016-08-08 16:06:02 +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
Christoph Oelckers
def3ad7533
- refactored all 2D drawing to use its own vertex buffer which does not need to be mapped permanently.
2016-08-08 12:13:09 +02:00
Christoph Oelckers
6a66d0255d
- use a dedicated vertex buffer for rendering the wipes.
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- fixed: The postprocessing shaders clobbered the render state's vertex buffer info by bypassing and not notifying it of the change.
2016-08-06 14:12:40 +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
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
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
92e2ce2aef
- adjustments for weapon rendering in GL.
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This adds support for the new weapon state code and fixed some lighting calculations.
Note that this currently will not allow combination of HUD models with other sprite frames yet.
2016-06-17 17:21:42 +02:00
alexey.lysiuk
4400d0cfcc
Fixed restoration of previously bound FBO
2016-04-30 16:29:22 +03:00
Christoph Oelckers
21283b18f4
- preparations for using clip planes on line portals.
2016-04-29 01:48:06 +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
Christoph Oelckers
6e1b21d513
- added back sprite splitting for low end, plus some dynamic light code.
2016-04-26 21:31:24 +02:00
Christoph Oelckers
3b1500438d
- got rid of VAO's. they have no impact on performance and are a general nuisance if some render paths cannot use them.
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- cleaned up gl_interface and removed gl.compatibility.
2016-04-26 16:26:34 +02:00
Christoph Oelckers
573d80f144
- render sproites through sector portals.
2016-04-18 23:52:15 +02:00
Christoph Oelckers
1f0fd85d0e
- adjustments for the DrawTexture interface changes.
2016-04-09 13:05:43 +02:00
Christoph Oelckers
af78937a15
- updated GL renderer.
2016-04-02 23:17:16 +02:00
Christoph Oelckers
59406c1273
- adjust.
2016-03-24 16:40:15 +01:00
Christoph Oelckers
b54b34a512
- adjustments for floating point changes.
2016-03-21 02:57:02 +01:00
Christopher Bruns
789dca2ab3
Refactor stereo 3d projection matrix calculations to use VSMatrix.
2015-10-31 07:46:36 -04:00
Christopher Bruns
0874455faf
Initial implementation of five 3D modes -- some bugs remain.
2015-10-30 20:51:35 -04:00
Christoph Oelckers
45cf65afbd
- moved the aspect ratio correction factor from the projection to the view matrix where it should have been from the start.
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- 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
e5cd90f323
- use separate vertex buffers per model to avoid large memory usage peaks. Also delete the geometry data for the models once it has been copied into the vertex buffer.
2014-10-24 11:43:25 +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:
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- 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
7967082e60
- use the light buffer to handle dynamic lighting.
2014-08-01 20:59:39 +02:00
Christoph Oelckers
b8bcbe819b
- removed texture based dynamic lighting. For GL 3.x the shader approach is always better.
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- fixed: sky fog was not unset.
2014-07-15 20:49:21 +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
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
b9a6fe80a4
Do not use the shader to handle STYLEF_RedIsAlpha.
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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
978ace241c
- removed all code that mixes together the different lighting methods. Now everything goes through the 3 different light parameters in the render state.
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- removed cm parameter from many functions.
2014-05-11 21:47:54 +02:00