Christoph Oelckers
57ed4df85e
- fixed FraggleScript's moving camera.
...
The logic here was a bit more complicated than I assumed but it was all buried in a heap of code that tried to deal with angular wraparounds in the BAM format.
2018-08-13 20:48:27 +02:00
Christoph Oelckers
c33f358894
- clear GLWF_TRANSLUCENT at the end of PutWall.
2018-08-13 20:48:27 +02:00
argv-minus-one
a10f9526bc
Bump ZScript version to 3.5.0.
...
When GZDoom 3.5.0 was released, the ZScript version in the release commit was set to 3.5.0, but on master it was left at 3.4.0.
In the future, I suggest setting the ZScript version *before* making a release commit. Then master will remain up to date.
2018-08-12 10:01:27 +02:00
alexey.lysiuk
b6ff468aaf
- creation of dither texture no longer affects active unit
...
Red checkerboard was rendered upon startup instead of
* the first saved game's thumbnail
* the first game frame
2018-08-12 10:55:24 +03:00
Christoph Oelckers
19a5a2fd2b
- fixed dither math.
2018-08-11 09:27:35 +02:00
Rachael Alexanderson
ecdc485e05
- Allow specifying monitor bits-per-channel for dithering output. Not all displays are created equal, so this option is actually important for specifying the exact amount for your display.
2018-08-09 15:13:26 -04:00
Magnus Norddahl
d121fa21bf
- add gl_dither for toggling dithered output on and off
2018-08-08 21:58:23 +02:00
Christoph Oelckers
863b9fff8a
Make dither texture data constant
2018-08-08 08:43:46 +02:00
Rachael Alexanderson
24e2c3a611
- replace dither texture with a hand pre-calculated table)
2018-08-07 20:47:17 -04:00
Magnus Norddahl
31addbc859
- use a texture for the dither matrix
2018-08-08 00:54:12 +02:00
Marisa Kirisame
51b57cebb1
Additional blocking-related flags for Actor.LineTrace()
2018-08-05 09:42:40 -04:00
Marisa Kirisame
a2f7d36dc3
Fix model rendering only using interpolated yaw. Pitch and roll are now also interpolated.
2018-08-05 09:40:01 -04:00
Magnus Norddahl
48c83d36b5
- add post processing support to the software renderer and softpoly
2018-08-04 14:58:55 +02:00
David Carlier
1e11ce3bee
Texture data overlap occuring here, using memmove instead.
2018-08-04 09:21:55 +03:00
alexey.lysiuk
9d2b7e560b
- fixed compilation warning reported by MSVC
...
src\r_data\models\models_ue1.cpp(103): warning C4244: 'argument': conversion from 'int' to 'float', possible loss of data
2018-08-03 16:29:13 +03:00
alexey.lysiuk
eeec943cc0
- bump version number
2018-08-03 16:27:37 +03:00
Rachael Alexanderson
bd1e484c1e
- redo the menu a bit, add in some C++ support code to make it a little bit more flexible
...
- further tweaks. reduce clutter in custom resolution submenu by moving it to another
- add 'prevmenu' ccmd
2018-08-02 07:37:07 -04:00
Magnus Norddahl
00ada6cf56
fix: softpoly TEXTURES sprites with scale of 2 are tiled
2018-07-30 22:09:40 +02:00
Magnus Norddahl
5b8a016cad
- add vid_hdr cvar that enables higher than 8bpc output for monitors that support it
2018-07-30 22:01:05 +02:00
Christoph Oelckers
a516210b18
- always retrieve uniform buffer properties.
...
They are sometimes needed even if shader storage buffers are available.
2018-07-29 21:31:16 +02:00
Christoph Oelckers
6634416b89
- allow skipping optional arguments of the parent function in a virtual override definition.
...
This is mainly to allow retroactive addition to existing virtual functions without breaking existing content.
The MeansOfDeath fix for Actor.Die would not be possible without such handling.
2018-07-29 17:00:05 +02:00
Christoph Oelckers
ff69d945e1
- fixed: A global variable was used to pass MeansOfDeath to ClientObituary.
...
The problem here is that this affects the public scripting interface so it cannot be committed to master without further adjustments.
# Conflicts:
# src/p_interaction.cpp
2018-07-29 17:00:05 +02:00
alexey.lysiuk
269ca3155a
- fixed buffer overflow in saved game comment
...
https://forum.zdoom.org/viewtopic.php?t=61465
2018-07-29 11:29:29 +03:00
alexey.lysiuk
e9041c0697
- fixed potential garbage collection of still referenced objects
...
Objects from dynamic array stored in items of array of structures were incorrectly treated as unreachable
https://forum.zdoom.org/viewtopic.php?t=61354
2018-07-28 19:34:20 +02:00
Christoph Oelckers
7e69cd862e
- restore the viewport after the SSAO pass.
...
This runs through the generic postprocessing code which restores the screen's viewport but since this is run in the middle of the scene it needs to restore the scene's viewport (i.e. the window controlled by screenblocks.)
2018-07-28 19:01:34 +02:00
Marisa Kirisame
66f616dc1a
Set default window size to 80% of current display in SDL.
...
Make vid_setsize center window on current display in SDL.
2018-07-28 17:45:19 +02:00
alexey.lysiuk
477d2d0389
- center Cocoa window on vid_setsize CCMD
2018-07-28 18:17:25 +03:00
Christoph Oelckers
7c39773f98
- somehow the fullscreen default got reset...
2018-07-28 14:28:48 +02:00
alexey.lysiuk
8fab9f8c13
- set default window size to 80% of screen in Cocoa backend
2018-07-28 15:05:06 +03:00
Christoph Oelckers
9768698eda
- do not use SSBOs for dynamic lights on Intel graphics hardware for performance reasons.
...
This was already disabled for GL 4.4 and lower but also needs to be done for Intel's GL 4.5 drivers.
Unlike before this is now exclusive to the light buffer, the shadowmap feature is not affected anymore, although that should be impossible to use anyway on all affected hardware due to lack of computing power.
2018-07-28 12:43:35 +02:00
Christoph Oelckers
843e9e950f
- make the non-fullscreen window default to 80% of the current display size on Windows.
2018-07-28 11:57:51 +02:00
alexey.lysiuk
d58fe1f78a
- fixed compilation of Cocoa backend
...
src/posix/cocoa/i_main.mm:262:2: error: use of undeclared identifier 'fullscreen'
2018-07-28 12:24:23 +03:00
Christoph Oelckers
0d8d860c93
- moved the win_* CVARs to a single platform independent location.
2018-07-28 10:27:41 +02:00
Christoph Oelckers
3b53f31da3
- default to fullscreen display.
2018-07-28 10:05:50 +02:00
Magnus Norddahl
990f02d7c5
- add support for specifying the exact thread count to r_multithreaded and r_scene_multithreaded
2018-07-28 04:57:23 +02:00
Christoph Oelckers
c60b4239ed
- more parentheses.
2018-07-27 20:55:57 +02:00
Christoph Oelckers
bb5dc92225
- added information about full OpenGL features support to survey code.
2018-07-27 20:47:23 +02:00
Marisa Kirisame
79f0deaff4
Implement vid_setsize on SDL backend.
2018-07-25 10:34:52 +03:00
Christoph Oelckers
96bb8a779c
- fixed incomplete reordering of code.
2018-07-23 21:17:57 +02:00
Christoph Oelckers
6076f0a69d
- disable any texture clamping for textures with a user shader.
...
This cannot be reliably determined so the least restrictive setting must be used.
2018-07-23 17:53:35 +02:00
alexey.lysiuk
3a6e05710a
- fixed missing decals on 3D floors with hardware renderer
...
https://forum.zdoom.org/viewtopic.php?t=61404
2018-07-23 16:46:51 +03:00
Rachael Alexanderson
63393e8f1a
- fixed: use templates.h
function for minimal value check
...
- fixed: it was `MAX` all along, not `min` :P
2018-07-22 18:08:54 -04:00
Magnus Norddahl
b1468d9dcc
- somehow visual studio 2015 miscompiles this so badly it triggers an out of bounds assert in STL!
2018-07-22 22:51:08 +02:00
Christoph Oelckers
2382b9a238
- fixed: GLScenePortal did not forward IsSky to its backing object.
2018-07-22 21:18:00 +02:00
Rachael Alexanderson
fccb0b76c6
- fixed: correct the functionality of the 'min' function in the scaling code
2018-07-22 12:34:33 -04:00
Rachael Alexanderson
8cb281bf42
- fixed: I misnamed the function in my last commit, it should've been called 'min' not 'max'
2018-07-22 12:07:46 -04:00
Rachael Alexanderson
682b0ebf48
- enforce 320x200 minimum in actual scaling code
2018-07-22 12:05:16 -04:00
Christoph Oelckers
d84497c85a
- don't let the video scale let the screen end up with a client size less than 320x200, which may cause undefined behavior and trigger asserts in debug builds.
2018-07-22 11:40:12 +02:00
Christoph Oelckers
6d0b172762
- added MF8_DONTFACETALKER flag which prevents NPCs from facing the player in conversations.
2018-07-22 11:32:45 +02:00
alexey.lysiuk
051521a898
- set minimum size for Cocoa window
2018-07-22 12:10:06 +03:00
alexey.lysiuk
43d472328c
- implemented vid_setsize CCMD in Cocoa backend
2018-07-22 11:16:48 +03:00
alexey.lysiuk
4bb125d76c
- removed obsolete list of video modes
2018-07-22 11:04:38 +03:00
Rachael Alexanderson
f71b5154c7
- fix vid_showcurrentscaling so that it works even when vid_scalemode is 2 or greater.
2018-07-21 22:27:43 -04:00
Rachael Alexanderson
e4fd6ee03f
- the error checking on the previous commit should've been done slightly differently
2018-07-21 21:51:37 -04:00
Rachael Alexanderson
d7b7ae06e7
- implement a new vid_scalemode: 5 - this allows the usage of custom absolute scaling modes
...
- new ccmd: vid_setscale <x> <y> [linear] [fake-mcga-4:3] - sets vid_scalemode to 5 with the absolute scaling parameters. example: vid_scalemode 800 600 allows you to see the screen (stretched) as if it were 800x600. Linear specifies whether to force the scaling to be linear in this mode, and "fake-mcga-4:3" is meant for 320x200-like modes that mimic mode13h scaling.
2018-07-21 21:39:35 -04:00
Christoph Oelckers
156ed5790e
- added vid_setsize CCMD and fixed some issues with window restoration when switching from fullscreen.
...
Windows apparently cannot both undo borderless fullscreen and resize the window at the same time, so this must delay the resizing one frame.
2018-07-21 21:32:02 +02:00
Christoph Oelckers
369267bbe9
- adjusted stat code for the new survey.
2018-07-21 19:14:11 +02:00
Rachael Alexanderson
21575bc3df
- re-enable stats sending
...
- re-direct stats sending to new stats script
2018-07-21 07:21:37 -04:00
Christoph Oelckers
6ca2b3fce1
- fixed display for smaller screeblocks value.
...
When refactoring the screen scaling one line too many was altered by accident.
2018-07-21 12:13:17 +02:00
Christoph Oelckers
57f65a9379
- fixed: The 2D drawer did not restore the blend mode after finishing.
2018-07-20 19:46:53 +02:00
Christoph Oelckers
18213f377c
- fixed: Inventory items that have been modified with Dehacked to be monsters should not be killed by P_Massacre when being owned.
2018-07-20 11:43:49 +02:00
Christoph Oelckers
2a0c3e63a3
- allow temporary strings to be used as self pointer for String's member functions.
...
Due to how function calls get resolved by the code generator there were some incorrect flags on the self pointer which triggered an assert and caused incorrect code generation.
Fortunately this was a mostly contained special case for which a workaround was possible.
2018-07-20 10:38:55 +02:00
Christoph Oelckers
4a7b1aada7
Merge remote-tracking branch 'remotes/origin/modern'
...
# Conflicts:
# wadsrc/static/shaders/glsl/main.fp
2018-07-20 10:19:07 +02:00
Magnus Norddahl
a841602d70
- change the software renderer to render to a DSimpleCanvas like the old D3D9 target did. Then use the drawer threads to memcpy the result to the PBO
2018-07-20 05:48:15 +02:00
alexey.lysiuk
4d35b12808
- fixed crash on accessing state owner during VM abort
...
https://forum.zdoom.org/viewtopic.php?t=61338
2018-07-19 13:38:49 +03:00
Magnus Norddahl
7da61ddfee
- fix missing forward declaration when falling back to older user shaders
2018-07-19 02:34:45 +02:00
Magnus Norddahl
a0a7fd53e8
- change software renderer back to writing directly into the pixel buffer object, but change the creation and mapping so that hopefully all vendors put it in system memory
2018-07-18 17:47:09 +02:00
Magnus Norddahl
23c0f8f6ac
- fix buffer usage warning caused by using the wrong flag for glMapBuffer after switching to doing a plain memcpy
2018-07-18 16:04:35 +02:00
Magnus Norddahl
e93d1e3ebc
- change software renderer upload code to use GL_STREAM_DRAW and a memcpy from system memory
2018-07-18 06:46:30 +02:00
alexey.lysiuk
4e2385e912
- load common conversation lumps regardless of map naming scheme
...
https://forum.zdoom.org/viewtopic.php?t=61313
2018-07-17 12:56:23 +03:00
alexey.lysiuk
b2697a99f8
- added missing null pointer checks to VM ops
2018-07-16 17:10:47 +03:00
Magnus Norddahl
1ef9938320
- fix user defines and textures not working
2018-07-15 23:34:58 +02:00
Magnus Norddahl
fcb14494d7
- improve the gldefs syntax by allowing the shader to be specified in the material section
2018-07-15 23:21:06 +02:00
Magnus Norddahl
8a500a25f5
- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
2018-07-15 23:01:40 +02:00
Christoph Oelckers
79b3c41677
- fixed titlepic animation.
...
It needed more than using the animated accessor. The code here nearly went out of its way to circumvent the texture manager's built in logic.
2018-07-15 22:51:25 +02:00
Christoph Oelckers
f62e2f9ba3
- fixed: The stencil cap may never write to the depth buffer.
...
Due to the way nested portals work this will block rendering of the nested cap entriely and cause some visual glitches when looking straight up or down in such a sector.
2018-07-15 19:16:12 +02:00
alexey.lysiuk
f554120086
- output Mac model identifier to startup window
2018-07-15 14:28:21 +03:00
alexey.lysiuk
5c7dd28f7d
- replaced deprecated macOS functions in paths handling
2018-07-15 13:20:36 +03:00
alexey.lysiuk
fc7af31cb9
- replaced usage of deprecated APIs to get macOS version
2018-07-15 13:20:36 +03:00
alexey.lysiuk
ccf056a888
- increased minimum macOS version to 10.9 in .plist
2018-07-15 13:20:36 +03:00
alexey.lysiuk
e2ac5cdf57
- removed unused macOS specific #include
2018-07-15 13:20:36 +03:00
Christoph Oelckers
7c527de374
- call P_PlayerStartStomp only when the map is played directly from the loaded data and only when it has been fully loaded.
...
The old code did this right in the middle of map initialization where not everything had been set up yet.
2018-07-15 10:57:10 +02:00
Christoph Oelckers
2c86c4e942
- fixed: When deleting a camera texture's depth buffer, the corresponding variable must also be cleared.
...
Thanks to OpenGL's messed up state system this didn't cause some clear failure but just reused the last bound buffer instead which may not have had a matching size.
2018-07-15 10:55:34 +02:00
Christoph Oelckers
d58d1e21d0
- removed the texture invalidation check from FHardwareTexture.
...
This is not needed anymore because only warp and camera textures still implement CheckModified and both are excluded here.
2018-07-15 00:28:16 +02:00
Christoph Oelckers
1294f3df64
- replaced the procedural backdrop texture with some warped noise texture.
...
This was done because the backdrop as implemented was the only texture in the entire game that had to be deleted and recreated each frame.
However, with Vulkan this would have necessitated quite a bit of synchronization with the render pipeline which wasn't really feasible just for this one single texture.
Now the texture manager can assume that once a texture was created it will be immutable and never has to change.
2018-07-15 00:00:00 +02:00
Christoph Oelckers
7a692b1557
- added DTA_LegacyRenderStyle so that STYLE_* constants can be passed directly to the Draw functions.
...
- fixed the optional parameter in Shape2D.Clear.
2018-07-14 22:58:24 +02:00
Christoph Oelckers
ed856085f4
- use the Dim function to draw the palette tester.
...
This looks better, consumes less resources and removes one ugly special texture from the engine.
2018-07-14 18:28:12 +02:00
Christoph Oelckers
33ee0f3c27
Merge branch 'master' into modern
...
# Conflicts:
# src/gl/renderer/gl_renderer.cpp
# src/gl/renderer/gl_renderer.h
# src/gl/renderer/gl_renderstate.h
# src/gl/system/gl_framebuffer.cpp
# src/gl/system/gl_framebuffer.h
2018-07-14 13:18:34 +02:00
Christoph Oelckers
7817e6a7b2
- moved the texture binding code back to the OpenGL specific parts.
...
turns out that this cannot be consolidated with Vulkan because the semantics are far too different here.
2018-07-14 13:05:49 +02:00
Christoph Oelckers
69a3271440
- removed the unused feature to allow animated material layers.
...
This was a relic from trying to support ZDoomGL's texture shader system but would make texture management with Vulkan significantly more complicated because it would require dynamic descriptor set management for textures which can cause a lot of overhead.
2018-07-14 12:10:41 +02:00
usernameak
7de9e1f097
Added ability to set defines in custom HW shaders
2018-07-14 12:01:54 +02:00
usernameak
e306d4ee04
Fix codestyle; add ability to name the textures
2018-07-14 12:01:54 +02:00
usernameak
fa51a54042
Made ability to define custom material shaders for ProcessMaterial function
2018-07-14 12:01:54 +02:00
usernameak
292458ee2d
Custom hardware shaders now can use custom texture units
2018-07-14 12:01:54 +02:00
Christoph Oelckers
124fe63d00
Merge branch 'master' into modern
2018-07-14 10:24:41 +02:00
Marisa Kirisame
2d0fb4ed2e
Adds 2D shape (triangle array) drawer, usable from ZScript. Handles most drawtexture parameters excluding those related to scaling, at the moment.
2018-07-13 20:24:06 +02:00
alexey.lysiuk
23a4daac23
- skipped owned items in proximity test
...
https://forum.zdoom.org/viewtopic.php?t=61224
2018-07-11 17:49:30 +02:00
alexey.lysiuk
55ae431c02
- fixed crash on setting particular CVARs
...
Game crashed when any of gl_brightfog, gl_lightadditivesurfaces, gl_notexturefill CVARs is set with no level loaded
There was impossible to reset settings to defaults because of this
2018-07-07 12:04:41 +03:00
David Carlier
2a59327aeb
foo being allocated with metadata based allocator needs to
...
be freed similarly.
2018-07-06 10:59:23 +03:00
Marisa Kirisame
e5249f302a
UE1: Clean up and restructure model class.
...
UE1: Add support for Deus Ex format vertex data.
UE1: Group triangles by skin index AND type/flags (preparation for per-surface render style support).
UE1: Add handling of Weapon Triangle (preparation for model attachment support).
UE1: Support flat shaded triangle flag.
2018-07-04 21:31:48 +02:00
Magnus Norddahl
ebae12e74b
- Make members private that are not used outside FGLRenderBuffers
2018-07-03 23:35:34 +02:00
Magnus Norddahl
092b2953ea
- add GL to OpenGL specific postprocess classes to make it more clear which belongs to the generic hw interface and which belong to the OpenGL implementation
2018-07-03 23:31:40 +02:00
Magnus Norddahl
2128b99117
- fix ssao not working when multisample was off
2018-07-03 23:21:54 +02:00
Magnus Norddahl
128c8d8318
- improve the bloom blur quality slightly
2018-07-03 23:12:47 +02:00
Magnus Norddahl
fcee021753
Fix frame buffer binding bug that caused PP textures to end up with bad data
2018-07-03 21:44:49 +02:00
Christoph Oelckers
158890e0ce
- fixed : Decals used the wrong texture variant.
2018-07-02 19:12:48 +02:00
Magnus Norddahl
2e5b7a7d8b
- softpoly: fix sprites still lit when dynlights off
2018-07-01 20:53:50 +02:00
Magnus Norddahl
6d6ee1281e
- softpoly: fix normal walls not getting rendered for subsectors with poly objects in them
2018-07-01 14:41:35 +02:00
Magnus Norddahl
4482ad2b78
- fix saved texture bindings to work for any number of binds
2018-07-01 14:31:30 +02:00
alexey.lysiuk
0a139e90fb
- restored initial clamping for blend colors
...
https://forum.zdoom.org/viewtopic.php?t=61134
2018-06-30 20:27:04 +03:00
Magnus Norddahl
5b3212df13
Merge remote-tracking branch 'gzdoom/modern' into hw_postprocess
2018-06-30 16:47:06 +02:00
Magnus Norddahl
c0c7573788
- fix black ssao bug
2018-06-30 16:46:33 +02:00
Magnus Norddahl
8eb825e25a
- fix some postprocess bugs
2018-06-30 16:44:09 +02:00
Magnus Norddahl
ba09af7cbb
- add GL debug group for the 2D drawer
...
- remove pointless opengl calls from effects that are doing nothing
2018-06-30 15:41:12 +02:00
Magnus Norddahl
723b18f2cd
Merge branch 'hw_postprocess' of https://github.com/coelckers/gzdoom into hw_postprocess
2018-06-30 15:24:25 +02:00
Magnus Norddahl
35c13763db
- convert the SSAO pass to use hw_postprocess
2018-06-30 15:24:13 +02:00
alexey.lysiuk
43b94d829e
- fixed crash when actor is destroyed during spawning
...
This only applies to spawning via summon... CCMDs
Now 'summon decal 0' no longer crashes the game
2018-06-30 15:11:21 +03:00
alexey.lysiuk
5d27c16f30
- disabled default values for out parameters
...
https://forum.zdoom.org/viewtopic.php?t=61128
2018-06-30 11:44:22 +03:00
alexey.lysiuk
1d937b9f3c
- removed Class identifier workaround from Cocoa backend
2018-06-30 11:43:30 +03:00
alexey.lysiuk
49f2e75ee4
- removed support of legacy OpenGL profile in Cocoa backend
...
Minimum OpenGL version is now 3.3 and so, the given legacy fallback doesn't make any sense
This increases required macOS version to 10.9 as on previous versions nothing but a black screen was rendered
2018-06-30 11:13:12 +03:00
alexey.lysiuk
a1d5833c8a
- reset framebuffer pointer on destruction in Cocoa backend
...
Added debug validation of framebuffer pointer as well
2018-06-30 11:06:41 +03:00
alexey.lysiuk
da005fa7fc
Fixed compilation warnings reported by Clang
...
hwrenderer/postprocessing/hw_postprocess.cpp:22:3: warning: delete called on non-final 'PPEffectManager' that has virtual functions but non-virtual destructor [-Wdelete-non-virtual-dtor]
hwrenderer/postprocessing/hw_postprocess.h:64:5: warning: cannot delete expression with pointer-to-'void' type 'void *' [-Wdelete-incomplete]
hwrenderer/postprocessing/hw_postprocess.h:75:3: warning: cannot delete expression with pointer-to-'void' type 'void *' [-Wdelete-incomplete]
hwrenderer/postprocessing/hw_postprocess.h:85:4: warning: cannot delete expression with pointer-to-'void' type 'void *' [-Wdelete-incomplete]
2018-06-30 10:51:47 +03:00
Magnus Norddahl
ecb5d69ae3
- Simplify FGLRenderer::PostProcessScene
2018-06-29 21:55:46 +02:00
Magnus Norddahl
a7529ce3b4
Merge remote-tracking branch 'gzdoom/modern' into hw_postprocess
2018-06-29 20:24:32 +02:00
alexey.lysiuk
651e735246
Merge branch 'master' into modern
2018-06-29 17:51:10 +03:00
alexey.lysiuk
ecb5bfec13
- removed obsolete code from POSIX backends
2018-06-29 17:50:19 +03:00
alexey.lysiuk
1ebc169d56
- fixed potential crash on fatal error in Cocoa backend
...
Early fatal error can be triggered when native OpenGL frame buffer is not created yet and DDummyFrameBuffer is still used
2018-06-29 17:50:19 +03:00
alexey.lysiuk
907ce777a3
- added extra validation for status bar classes
...
Print a message when status bar class defined in GAMEINFO is missing or when it's not derived from BaseStatusBar
Validate internal status bar classes for basic consistency in Debug configuration
2018-06-29 13:47:06 +03:00
alexey.lysiuk
0703030be3
- simplified key repeat detection in SDL backend
2018-06-29 12:26:30 +03:00
alexey.lysiuk
0342bf532d
- fixed excess keyboard events in SDL backend
...
https://forum.zdoom.org/viewtopic.php?t=61104
2018-06-29 12:20:49 +03:00
alexey.lysiuk
6e4c0fc416
- disabled annoying macOS spaces in SDL backend
2018-06-29 12:20:49 +03:00
alexey.lysiuk
c30505d02a
- fixed excess keyboard events in Cocoa backend
...
https://forum.zdoom.org/viewtopic.php?t=61104
2018-06-29 12:20:49 +03:00
alexey.lysiuk
a968aeba8a
- added detection of macOS Mojave
2018-06-28 11:06:19 +03:00
Christoph Oelckers
cbe4c9c5c1
Added lump size validation to the WAD loader
2018-06-27 08:51:45 +02:00
Christoph Oelckers
8ac864b007
Merge branch 'master' into modern
2018-06-26 09:28:23 +02:00
Christoph Oelckers
446be98f37
- fixed light application logic for flats.
...
The light mode check wasn't done properly anymore after merging GLPASS_ALL and GLPASS_PLAIN.
2018-06-26 09:28:10 +02:00
Christoph Oelckers
0ed1077f29
- correct checks for HasDynamicLights
2018-06-26 08:51:21 +02:00
Christoph Oelckers
e402babfc0
Fixed: Software rendered models checked the wrong CVAR for enabled dynamic lights.
2018-06-26 08:23:07 +02:00
Magnus Norddahl
f8272287d2
- make softpoly use the r_dynlights cvar
2018-06-26 02:19:47 +02:00
Magnus Norddahl
1c5f73727e
- fix missing include
2018-06-26 02:14:08 +02:00
Magnus Norddahl
61d69f5561
Merge remote-tracking branch 'gzdoom/modern' into hw_postprocess
2018-06-26 02:12:49 +02:00
Christoph Oelckers
ff1eb7f3f2
- calculate a proper opening range when encountering a sector portal on a one-sided line in the sight checking code
2018-06-25 10:27:02 +02:00
Christoph Oelckers
5d14ae68a6
- missed two added files.
2018-06-24 23:54:25 +02:00
Christoph Oelckers
daf8703fc9
- split up Win32's SystemGLFrameBuffer as well to get the shareable parts between OpenGL and Vulkan into a base class.
2018-06-24 21:26:32 +02:00
Christoph Oelckers
66d13b6e80
- renamed another file.
2018-06-24 20:55:05 +02:00
Christoph Oelckers
1519514dd7
- split Win32GLVideo in two so that the OpenGL independent part can be used for Vulkan as well.
2018-06-24 20:47:00 +02:00
Christoph Oelckers
c2d24e1dd3
- renamed a file.
2018-06-24 20:31:35 +02:00
Christoph Oelckers
e7365be0d1
- renamed SystemFrameBuffer to SystemGLFrameBuffer.
...
... because with Vulkan there needs to be some hint what API this is for.
2018-06-24 20:16:30 +02:00
Christoph Oelckers
52102f3d4a
- moved the Win32GLVideo class to its own file.
...
This and SystemFrameBuffer need splitting up to support both Vulkan and OpenGL
2018-06-24 20:11:08 +02:00
Magnus Norddahl
32d837cdf1
Merge remote-tracking branch 'gzdoom/modern' into hw_postprocess
2018-06-24 17:57:02 +02:00
Christoph Oelckers
491898fe2c
- fixed calculation of projection matrix for weapon sprites.
...
- fixed color mask for green/magenta.
- fixed crash when initializing video, because it was accessing 'screen' before it was set from within the framebuffer's constructor.
2018-06-24 17:16:07 +02:00
Christoph Oelckers
c3d5b960ee
- refactored the entire Stereo3D system to get rid of the class hierarchy and all its ugly implications.
...
Ultimately all this needs is a small data table describing the geometric properties of each mode and a single Present function that calls the mode specific variants.
Code size got reduced from 50kb to less than 20kb with proper separation of the generic parts from the OpenGL parts.
2018-06-24 17:16:07 +02:00
alexey.lysiuk
036307927a
- refactored video part of Cocoa backend
...
Window related functionality is moved to framebuffer class
Video settings are now applied properly on startup
2018-06-24 14:20:20 +03:00
Christoph Oelckers
4ef7b66c4b
- partial consolidation of the EyePose classes.
...
The SBS versions can just as easily be handled with an additional parameter.
2018-06-24 11:45:40 +02:00
Christoph Oelckers
840c2c8958
- fixed warning in ADLMidi.
2018-06-24 10:48:04 +02:00
Christoph Oelckers
532fba5c26
- moved the Stereo3D EyePose to their own file in hwrenderer/.
2018-06-24 10:47:42 +02:00
Christoph Oelckers
65849441e5
- disable the wipe code entirely when a stereo3D mode is active.
...
This simply cannot work right so let's better outright disable it.
2018-06-24 09:32:46 +02:00
Christoph Oelckers
a4622e70d0
Merge remote-tracking branch 'remotes/origin/master' into modern
2018-06-23 23:03:51 +02:00
Christoph Oelckers
e7a0ccf879
- fixed remaining issues with portal refactoring.
2018-06-23 23:03:34 +02:00
Christoph Oelckers
6ebec37baf
- moved all portal code that sets up a scene to be rendered into API independent code and let it be handled by a common wrapper class.
2018-06-23 23:03:34 +02:00
Magnus Norddahl
b2fad453fa
- change tonemaps to steps
2018-06-23 19:25:49 +02:00
alexey.lysiuk
3936e3018d
- added window position and size restoration to SDL backend
2018-06-23 16:22:29 +03:00
alexey.lysiuk
663ac919bd
- removed unused header file
2018-06-23 16:21:35 +03:00
Christoph Oelckers
1cf3af9c41
- moved the current portal pointer to HWDrawInfo so that the portal managed does not need to save and restore a global variable for each portal.
2018-06-23 13:51:19 +02:00
Christoph Oelckers
282fdac660
- made the static portal state a struct inside the Renderer object
2018-06-23 13:25:59 +02:00
alexey.lysiuk
009acf3fb2
- added window position and size restoration to Cocoa backend
2018-06-23 12:45:44 +03:00
alexey.lysiuk
573758bc55
- removed obsolete code from Cocoa backend
2018-06-23 12:44:48 +03:00
Christoph Oelckers
82d7e5970f
- moved the clipline uniform to the viewpoint buffer.
...
This was the final one of the per-scene values that could be taken out of the render state.
2018-06-22 23:49:39 +02:00
Christoph Oelckers
7f0e29db48
- fixed clip plane setup.
...
This had to be reordered so that the clip plane gets set before applying the uniforms.
2018-06-22 22:50:33 +02:00
Christoph Oelckers
80a9028938
- mirror clip planes moved - not working yet.
2018-06-22 22:45:05 +02:00
Christoph Oelckers
e7531bb579
- fixed camerapos setup.
2018-06-22 21:44:53 +02:00
Christoph Oelckers
d5af939119
- more uniforms moved.
...
(not working yet.)
2018-06-22 21:32:38 +02:00
Christoph Oelckers
43e1a2d249
- moved uViewHeight and uCameraPos to the viewpoint uniform struct.
2018-06-22 21:05:36 +02:00
Vitaly Novichkov
a5b4d9d9a9
ADLMIDI: Fix one small MSVC Win64 warning
2018-06-22 17:30:51 +02:00
Vitaly Novichkov
ceec12056a
Upgrade libADLMIDI and libOPNMIDI
...
Added ability to switch emulator and it's accuracy level ("enabling of 'run at PCM rate' reduces accuracy, and also reduces CPU usage")
Added draft code for future external banks support (WOPL format for ADLMIDI and WOPN format for OPNMIDI)
ADLMIDI 1.3.3 2018-06-19
* Fixed an inability to load another custom bank without of library re-initialization
* Optimizing the MIDI banks management system for MultiBanks (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* Fixed incorrect 4-op counter which is still catch 4-op instruments on 2-op banks
* Fixed an incorrect processing of auto-flags
* Fixed incorrect initial MIDI tempo when MIDI file doesn't includes the tempo event
* Channel and Note Aftertouch features are now supported correctly! Aftertouch is the tremolo / vibrato, NOT A VOLUME!
* Updated DosBox OPL3 emulator up to r4111 of official DosBox trunk (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* The automatical choosing of 4 operator channels count has been improved (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* Added optional HQ resampler for Nuked OPL3 emulators which does usage of Zita-Resampler library (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
ADLMIDI 1.3.2 2018-04-24
* Added ability to disable MUS and XMI converters
* Added ability to disable embedded MIDI sequencer to use library as RealTime synthesizer only or use any custom MIDI sequencer plugins.
* Fixed blank instruments fallback in multi-bank support. When using non-zero bank, if instrument is blank, then, instrument will be taken from a root (I.e. zero bank).
* Added support for real-time switching the emulator
* Added support for CC-120 - "All sound off" on the MIDI channel
* Changed logic of CC-74 Brightness to affect sound only between 0 and 64 like real XG synthesizers. Ability to turn on a full-ranged brightness (to use full 0...127 range) is kept.
* Added support for different output sample formats (PCM8, PCM8U, PCM16, PCM16U, PCM32, PCM32U, Float32, and Float64) (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* Reworked MIDI channels management to avoid any memory reallocations while music processing for a hard real time. (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
OPNMIDI 1.3.0 2018-06-19
* Optimizing the MIDI banks management system for MultiBanks (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* Fixed incorrect initial MIDI tempo when MIDI file doesn't includes the tempo event
* Fixed an incorrect processing of auto-flags
* MAME YM2612 now results a more accurate sound as internal using of native sample rate makes more correct sound generation
* Channel and Note Aftertouch features are now supported correctly! Aftertouch is the tremolo / vibrato, NOT A VOLUME!
* Added optional HQ resampler for Nuked OPL3 emulators which does usage of Zita-Resampler library (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
OPNMIDI 1.2.0 2018-04-24
* Added ability to disable MUS and XMI converters
* Added ability to disable embedded MIDI sequencer to use library as RealTime synthesizer only or use any custom MIDI sequencer plugins.
* Fixed blank instruments fallback in multi-bank support. When using non-zero bank, if instrument is blank, then, instrument will be taken from a root (I.e. zero bank).
* Added support for real-time switching the emulator
* Added support for MAME YM2612 Emulator
* Added support for CC-120 - "All sound off" on the MIDI channel
* Changed logic of CC-74 Brightness to affect sound only between 0 and 64 like real XG synthesizers. Ability to turn on a full-ranged brightness (to use full 0...127 range) is kept.
* Added support for different output sample formats (PCM8, PCM8U, PCM16, PCM16U, PCM32, PCM32U, Float32, and Float64) (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* Reworked MIDI channels management to avoid any memory reallocations while music processing for a hard real time. (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
2018-06-22 17:30:51 +02:00
alexey.lysiuk
9b4e8efcb9
- fixed potential access to freed memory on map loading
...
MapData could destruct FResourceLump objects before accessing them
Loading of map .wad from .pk3 file is example of this case
https://forum.zdoom.org/viewtopic.php?t=60972
2018-06-22 15:42:00 +03:00
Magnus Norddahl
ebf0cef283
- convert colormap shader to postprocess steps
2018-06-22 00:51:58 +02:00
Magnus Norddahl
83f50f5808
- port bloom, blur and camera exposure to postprocess steps and remove the old implementation
2018-06-22 00:29:50 +02:00
Christoph Oelckers
9486180843
- simplify the interface.
2018-06-21 21:36:12 +02:00
Christoph Oelckers
1967165633
- move view and projection matrices to DrawInfo.
2018-06-21 21:02:14 +02:00
Christoph Oelckers
b106f72741
- don't route calls to FMaterial::FlushAll through the framebuffer interface.
2018-06-20 22:18:31 +02:00
Magnus Norddahl
fd2037bd6c
- removed the rest of the old lens and fxaa code
2018-06-20 20:09:37 +02:00
Magnus Norddahl
151ed22967
- write OpenGL backend for hw_postprocess (FGLRenderBuffers::RenderEffect)
...
- remove old fxaa and lens shader classes
- render the fxaa and lens effects
2018-06-20 19:56:30 +02:00
Christoph Oelckers
eb277cc101
- calculate the normal view matrix at a higher level.
2018-06-20 13:49:06 +02:00
Christoph Oelckers
7f5272c23f
Deleted GLSceneDrawer
...
Since it didn't contain any data anymore it was relatively pointless. Code has been moved to FDrawInfo and GLRenderer, depending on its scope.
2018-06-20 13:14:50 +02:00
Christoph Oelckers
f229b05675
- Took more functions out of GLSceneDrawer
2018-06-20 12:57:41 +02:00
Christoph Oelckers
469c9241eb
Moved WriteSavePic implementation to FGLRenderer
2018-06-20 12:29:52 +02:00
Christoph Oelckers
64ce4d5072
- The Teardown virtuals aren't implemented anywhere so they can go away
2018-06-20 11:46:25 +02:00
Christoph Oelckers
f7d8f32114
- removed some unused code from RenderViewpoint
2018-06-20 11:43:10 +02:00
Christoph Oelckers
3a80160ca0
More code from GLSceneDrawer to FDrawInfo
2018-06-20 11:38:45 +02:00
Christoph Oelckers
b244fa2c8b
Took the main render function out of GLSceneDrawer and moved them into FDrawInfo
...
First step of eliminating the intermediate SceneDrawer class which has become mostly redundant.
2018-06-20 11:17:38 +02:00
Christoph Oelckers
677eba3392
- fix the header
2018-06-20 10:48:24 +02:00
Christoph Oelckers
2060402671
Moved the viewpoint setup code in RenderViewpoint to R_SetupFrame
2018-06-20 10:47:03 +02:00
Christoph Oelckers
9bdb5f1a5d
Moved ProcessLowerMinisegs back toAPI independent code.
2018-06-20 10:10:30 +02:00
Magnus Norddahl
e3997d5f11
- convert FXAA and Lens Distort
2018-06-20 01:12:59 +02:00
Magnus Norddahl
684a97f300
- add some helper functions
2018-06-20 00:40:11 +02:00
Christoph Oelckers
922c3a8d75
- moved the basic methofs of HWDrawInfo to a dedicated file instead of storing them somewhere else.
2018-06-19 23:52:01 +02:00
Christoph Oelckers
54970b60e8
- use locally stored viewpoint variables in the hardware renderer.
...
- move a few variables from SceneDrawer to FRenderViewpoint.
The global r_viewpoint variable is left alone now to always represent the current viewpoint to the play code.
The main reason behind this change is to reduce the amount of global variables being used by the hardware renderer's scene processing code.
2018-06-19 23:45:17 +02:00
Magnus Norddahl
da5ecf1e5b
- create bloom pass in declarative postprocess form
2018-06-19 22:16:50 +02:00
Christoph Oelckers
d2309af3d5
Merge remote-tracking branch 'remotes/origin/master' into modern
...
# Conflicts:
# src/d_main.cpp
# src/hwrenderer/scene/hw_weapon.cpp
2018-06-19 19:40:52 +02:00
Christoph Oelckers
eddb179e36
- moved ViewActor variable into FRenderViewpoint.
2018-06-19 18:51:46 +02:00
Christoph Oelckers
87dfa34f1f
- save r_viewpoint as a whole when processing portals.
2018-06-19 17:55:42 +02:00
Christoph Oelckers
753cd0aede
- made R_SetViewAngle a member of r_viewpoint
2018-06-19 17:44:11 +02:00
Christoph Oelckers
2c655322c3
… and in gl_sprites.cpp
2018-06-19 11:21:32 +02:00
Christoph Oelckers
22b8d0a8d7
- r_viewpoint reduction in hwrenderer
2018-06-19 11:21:13 +02:00
Christoph Oelckers
548ccb1df4
- removed some references to r_viewpoint in game code
...
Mainly to reduce number of search results.
2018-06-19 11:20:36 +02:00
Christoph Oelckers
86975a71e8
- don't use r_viewpoint directly when sorting translucent geometry.
...
Better store the view Z in a member variable and use that.
2018-06-19 10:50:48 +02:00
Christoph Oelckers
ae7053ee98
- another small optimization
2018-06-19 10:40:50 +02:00
Christoph Oelckers
12ad0caec0
- small optimization
2018-06-19 10:33:59 +02:00
Christoph Oelckers
fba5b872be
- reduced number of references to r_viewpoint in hw_flats
2018-06-19 10:31:25 +02:00
Christoph Oelckers
3eb4b137f3
- reduced number of references to r_viewpoint in hw_fakeflat.cpp
2018-06-19 10:30:18 +02:00
Christoph Oelckers
18f43dea1e
- reduced number of references to r_viewpoint in hw_sprites.cpp
2018-06-19 10:29:09 +02:00
Christoph Oelckers
cf1641d0f6
- reduce number of places in weapon code which access r_viewpoint directly.
2018-06-19 10:25:11 +02:00
Christoph Oelckers
f857d14e76
-Code shortening
2018-06-19 10:22:27 +02:00
Christoph Oelckers
74d8c929cc
Give the clipper a reference to the current viewpoint
...
This is both for efficiency and encapsulation. At last on MSVC in 64 bit, accessing global variables is very inefficient and the clipper was doing it repeatedly in its worker functions.
It is also one less place where the global viewpoint gets checked.
2018-06-19 09:37:49 +02:00
Christoph Oelckers
46d73e7b4b
Pass ticFrac to the model renderer as a parameter
...
This also removes the rather pointless gl_RenderModel functions because with their two lines of content they can just be placed inline.
2018-06-19 09:18:27 +02:00
Christoph Oelckers
8787905fed
Fixed: DBaseStatusBar::Draw did not use its ticFrac parameter when being called from scripts
...
Instead it directly went to the global viewpoint again which would be inconsistent.
2018-06-19 09:00:50 +02:00
Christoph Oelckers
d73d89762d
Don't let DEarthquake depend on r_viewpoint.
...
The ticFrac value should be passed as a parameter, especially since this gets called from code that sets up r_viewpoint.
2018-06-19 08:32:25 +02:00
Christoph Oelckers
f2aecd47a5
Merge branch 'master' into modern
2018-06-19 08:16:48 +02:00
Christoph Oelckers
c8db149c06
Merge branch 'master' into modern
2018-06-19 00:11:59 +02:00
Magnus Norddahl
01bda6348e
- change swrender mapping to use two buffers/textures and glTexSubImage2D for uploads
2018-06-19 00:09:39 +02:00
alexey.lysiuk
c6e4d6a333
- implemented fullscreen toggle in SDL backend
...
Made window resizable but its size and position are not saved yet
2018-06-18 22:53:19 +03:00
alexey.lysiuk
37a0c1d6c1
- implemented fullscreen toggle in Cocoa backend
...
Window size and position are not saved yet
2018-06-18 22:52:37 +03:00
Magnus Norddahl
67733ed6e6
- change swrender mapping to use two buffers/textures and glTexSubImage2D for uploads
2018-06-18 21:15:52 +02:00
drfrag666
42bb9b7e59
- Fixed zdoom.rc for MinGW.
2018-06-18 20:57:52 +02:00
drfrag666
8afd331275
- Fixed -iwad parameter working only with VS on Windows.
2018-06-18 20:57:52 +02:00
drfrag666
958b3c303a
- Fixed missing manifest for MinGW.
2018-06-18 20:57:52 +02:00
drfrag666
aef4003de2
- Restored dependency on dxguid library for MinGW.
2018-06-18 20:57:52 +02:00
drfrag666
b38e67a53d
- Applied Blzut3's patch to compile with MinGW.
2018-06-18 20:57:52 +02:00
drfrag666
9a4ae6eb80
- Missing include again due to the VS preprocessor.
2018-06-18 20:57:52 +02:00
drfrag666
d8a1d1b89c
- Missing formatting macro definitions for MinGW.
2018-06-18 20:57:52 +02:00
drfrag666
703d2bc0cd
- Fixed missing include due to non conformant preprocessor in VS.
2018-06-18 20:57:52 +02:00
Christoph Oelckers
6b92b95068
- moved vertex creation for skybox sector to backend independent code.
2018-06-18 18:41:59 +02:00
Christoph Oelckers
34ee04f2ce
- moved the matrix math for the sky dome into backend independent code.
2018-06-18 18:18:28 +02:00
Christoph Oelckers
211bd0b1b0
Remove unnecessary check for the ending brace.
2018-06-18 08:51:33 +02:00
Christoph Oelckers
243787d19a
Fixed: End of file detection in MAPINFO parser was not correct
...
It should check for the special "End" flag instead of trusting that if the last token was a closing brace, all was correct. This can fail if the last token in a multiline string is a brace.
2018-06-18 08:26:14 +02:00
Christoph Oelckers
bac435333b
Merge remote-tracking branch 'remotes/origin/master' into modern
2018-06-18 00:24:49 +02:00
Erick Tenorio
c91d4750f3
Save item statistics
...
Items are now saved into save games and are displayed on the statfile
2018-06-18 00:24:23 +02:00
Christoph Oelckers
af0e11f377
- implemented fullscreen toggle for Windows and fixed the window position saver so that it can save and restore the window size as well.
...
This code was written when the window wasn't resizable and didn't actually manage to restore it before. With today's changes this design flaw caused totally incorrect results.
2018-06-17 23:33:22 +02:00
Christoph Oelckers
babe55819e
- fullscreen toggle and some cleanup. Not fully working yet.
2018-06-17 22:11:35 +02:00
alexey.lysiuk
89ce74443b
- adapted SDL backend to new video mode handling
2018-06-17 22:41:05 +03:00
alexey.lysiuk
42587761c7
- adapted Cocoa backend to new video mode handling
2018-06-17 22:35:50 +03:00
Christoph Oelckers
b65b83edb3
- removed the hard screen resolution switch that still was present on Windows and cleaned up the entire video backend code from the remaining support code for this.
...
Like Linux and macOS this will only support borderless fullscreen in the active desktop resolution now, which is what modern systems need.
The list of discrete resolutions has been removed as it makes no sense anymore with a fixed video mode - all the other scaling options remain active, though.
2018-06-17 20:08:35 +02:00
Christoph Oelckers
322488d1d1
- fixed: Horizon portals must be drawn in the context of their containing drawinfo.
...
This data, however, was not passed along to the portal processor and resulted in null pointers when trying to access it.
2018-06-17 18:33:59 +02:00
alexey.lysiuk
33753955ac
- initialized view width and height explicitly
...
It was just a black screen and no menu on startup otherwise
2018-06-17 18:16:04 +02:00
Magnus Norddahl
bce49ad7c8
- fix Software models don't display over nonexistent sprites
2018-06-17 14:56:34 +02:00
alexey.lysiuk
5cf3dbfd5b
- fixed compilation of SDL backend
...
src/posix/sdl/sdlglvideo.cpp:200:4: error: use of undeclared identifier 'I_ClosestResolution'
2018-06-17 14:51:04 +03:00
alexey.lysiuk
832de42c24
- prevented crashes caused by inconsistent status bar
...
Incorrectly initialized or deliberately broken status bar could lead to integer division by zero and null pointer dereference
class BuggyStatusBar : DoomStatusBar
{
override void Init()
{
// No super.Init()
}
}
2018-06-17 14:39:42 +03:00
alexey.lysiuk
f2918b748f
- deleted leftover declaration in Cocoa backend
2018-06-17 14:39:05 +03:00
Christoph Oelckers
dc2a5b0cc9
- consolidated the 3 identical versions of I_CheckResolution and I_ClosestResolution.
2018-06-17 12:30:01 +02:00