Commit graph

766 commits

Author SHA1 Message Date
Christopher Bruns
460b653709 Row interlaced 3d might be working, at least in fullscreen 1920x1080 mode. 2016-10-02 16:10:21 -04:00
Christopher Bruns
79046580d5 Partial implementation of row interlaced mode. 2016-10-02 16:09:22 -04:00
Christopher Bruns
960d4d6755 Create TopBottom3D mode and begin sketching RowInterleaved3D mode. 2016-10-02 16:09:02 -04:00
Christoph Oelckers
cfa6b817b5 - made bloom and tonemap settings game specific and save all related CVARs.
As was pointed out: "That said, there is one minor problem - different game artstyles can constitute whether Bloom is turned on, which tonemap is used, etc. For example, when playing Doom, I like having my bloom on, but if I am going to start playing the Adventures of Square, the art style and bloom don't mix, in my opinion. For this, I have to remember to switch my bloom settings every time I switch IWad"
2016-10-01 21:34:13 +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
8907a8bfe8 - fixed incorrect function name in sprites drawer.
- fixed duplicate property key in ADynamicLight serializer. Radius was already claimed by AActor so this needs a different name.
2016-09-24 12:09:53 +02:00
Major Cooke
561edd31ec Added check for angle visibility for GZDoom. 2016-09-24 09:29:00 +02:00
Christoph Oelckers
ee2766d00b - made adjustments for new savegame code. 2016-09-24 01:47:44 +02:00
Christoph Oelckers
18ee6353fa - let's be safe and set the proper texture mode for the fullscreen blend rect. I've got spurious reports that on some occasions it was rendered opaque. 2016-09-22 10:54:16 +02:00
Christoph Oelckers
1bddc277e6 - fixed winding of voxel polygons. 2016-09-22 10:28:14 +02:00
Christoph Oelckers
960ed5130c - fixed: DTA_ColorOverlay was not properly handled by F2DDrawer. 2016-09-22 10:20:36 +02:00
Christoph Oelckers
52d4c3970e - use glPOlygonOffset on non-translucent flat and wall sprites to avoid z-fighting. 2016-09-22 10:00:40 +02:00
Christopher Bruns
2e8d2ed626 Implement vr_swap_eyes CVAR, now that side-by-side mode is mostly working. 2016-09-22 09:25:49 +02:00
Christopher Bruns
a1cbd39f3f Move call to Stereo3DMode.AdjustPlayerSprites into FGLRenderer.DrawPlayerSprites()
(cherry picked from commit 5b5598d7d85c6bb8930e874d5d94cca835061bf0)
2016-09-22 09:25:48 +02:00
Christopher Bruns
a5c27af59b Show weapon at full width in SideBySideFull 3D mode.
(cherry picked from commit c42e98c0042937adc05c1f1569d909d58a5b8ffb)
2016-09-22 09:25:48 +02:00
Christopher Bruns
7b8847c6be Update comment for other file. 2016-09-22 09:25:47 +02:00
Christopher Bruns
d10a0309ab Update header comment in gl_sidebyside3d source files 2016-09-22 09:25:47 +02:00
Christopher Bruns
1f79e23d5b Implement wide side-by-side mode, using adjusted aspect ratio in projection matrix.
Use optimal framebuffer size for side-by-side modes.
2016-09-22 09:25:46 +02:00
Christopher Bruns
9a257ac158 Implement side-by-side narrow 3D mode. 2016-09-22 09:25:46 +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
af699dcebc Make bloom/exposure less aggressive 2016-09-22 09:13:33 +02:00
Magnus Norddahl
f7b6b1433c Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing 2016-09-22 09:13:32 +02:00
Christoph Oelckers
146b5d2d06 - use 'override' qualifier on renderer interface.
Bad things can happen if these get changed in ZDoom without adapting to the change so better let the compiler handle this automatically.
2016-09-22 09:06:21 +02:00
Christoph Oelckers
ceaa040750 - added a workaround to avoid sprite splitting when it may cause glitches for sprites that get rotated in the draw pass. 2016-09-18 17:45:02 +02:00
Major Cooke
80c1baa596 Fixed: Pitch was rotating around the wrong axis. 2016-09-17 12:10:22 -05:00
Christoph Oelckers
bec17bd222 - FLATSPRITE fixes. 2016-09-17 08:26:30 +02:00
Major Cooke
d01b0e061e Moved flatsprite code into CalculateVertices. 2016-09-16 12:07:28 -05:00
Major Cooke
66d20726c2 Reintroduced flat sprites once more.
- Take note, current flat sprites will change. With no pitch involved, sprites are now flat across the ground.
2016-09-16 11:47:20 -05:00
Christoph Oelckers
7c2886e8ea - fixed the last commit:
The altered vertices must always be copied to the actual buffer and it's not necessary to copy everything, copying the 4 changed ones is sufficient.
2016-09-16 08:10:19 +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
Christoph Oelckers
a98f364cc3 - added another missing nullptr check. 2016-09-13 23:37:19 +02:00
alexey.lysiuk
dcabcaa5b6 Fixed compilation on non-Windows platforms 2016-09-13 22:10:07 +03:00
Christoph Oelckers
c593dda8f3 - added missing nullptr check. 2016-09-12 23:03:27 +02:00
Magnus Norddahl
b378b3d05a Remove black bars from windowed mode 2016-09-12 20:43:45 +02:00
Magnus Norddahl
7bdbaaff22 GL aspect ratio adjustments 2016-09-12 20:29:26 +02:00
Christopher Bruns
924aaa3a92 fixed: Delay setup of quad-buffered stereo 3d mode, in case a useful OpenGL context is not immediately provided. 2016-09-11 00:45:17 +02:00
Christoph Oelckers
71f4bacbd7 - missed something for last commit. 2016-09-10 12:36:44 +02:00
Christoph Oelckers
d3246be488 - draw wall sprites without translucent pixels as opaque. This looses the border smoothing with texture filtering but avoids sorting problems. 2016-09-10 12:24:13 +02:00
Christoph Oelckers
30cb651d92 - completely removed the flat sprite code.
This was conceptionally so wrong that there is no chance to salvage any of it.
2016-09-10 10:58:53 +02:00
Magnus Norddahl
d83a72f361 Add missing IsEnabled check 2016-09-09 00:36:12 +02:00
Magnus Norddahl
63dc394913 Present function for left, right and quad-buffered stereo3d 2016-09-09 00:36:11 +02:00
Magnus Norddahl
8b7267cf87 MaskAnaglyph present mode 2016-09-09 00:36:11 +02:00
Magnus Norddahl
ccbe5160b0 Split F2DDrawer::Flush into Draw and Clear 2016-09-09 00:36:10 +02:00
Magnus Norddahl
aaa3581ee6 Hook up eye textures in renderer 2016-09-09 00:36:10 +02:00
Magnus Norddahl
4bdd872f09 Add eye textures and FBOs to FGLRenderBuffers 2016-09-09 00:36:09 +02:00
Christoph Oelckers
b9ca3c85f8 - fixed: translucency detection in multipatch textures did not work.
- fixed: The flat drawer never checked if a texture had translucent parts.
2016-09-08 12:18:09 +02:00
raa-eruanna
5a64307ad1 Changes the tonemap generation algorithm. 2016-09-08 00:51:48 +02:00
Christoph Oelckers
181e5dc4db - fixed floor clipping of sprites. 2016-09-06 22:18:47 +02:00