Commit Graph

14946 Commits

Author SHA1 Message Date
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
Christoph Oelckers e9e1911fa5 - made the scene scale and offset calculations inline functions of DFrameBuffer.
These got repeated quite often.
2018-06-17 12:23:29 +02:00
Christoph Oelckers 1fdf6a20d1 - fixed incomplete null pointer check. 2018-06-17 10:53:55 +02:00
Christoph Oelckers acdb7e391f - fixed bad pointer use in stereo3d code. 2018-06-17 10:53:33 +02:00
Christoph Oelckers 684dd8f716 - moved the palette tester to its own file. 2018-06-17 09:55:30 +02:00
Christoph Oelckers 6adff55b5d - fixed typo in screen blend rendering. 2018-06-17 07:57:29 +02:00
Magnus Norddahl b4351e538f - fix weapon missing when bloom was off (scene was already copied to post processing, but nothing had bound the PP frame buffer) 2018-06-17 01:45:20 +02:00
Christoph Oelckers 523104b2a8 - simplify some code. 2018-06-16 23:35:12 +02:00
Christoph Oelckers 4937848123 - refactoring of fixed colormap stuff to have it better organized and to reduce the number of uniforms in the main shader.
This removes 3 uniforms, consisting of 9 floats. Those were merged into other values that never get used at the same time.
It also moves the costly setup of the fixed colormap out of the render state into the 2D processing code.
Since 3D forces use of render buffers now, it is no longer necessary to draw the entire scene with the colormap active, meaning it can be handled more efficiently.
2018-06-16 22:40:44 +02:00
Christoph Oelckers 9ff7e5a4ef - force render buffers to be active.
For modern hardware the fallback path really makes no sense and this allows to simplify some things quite a bit.
2018-06-16 09:37:01 +02:00
Christoph Oelckers 8ab68264c1 - removal of all code to handle OpenGL 2. From this commit on the main build of GZDoom will be OpenGL 3.3 or higher.
# Conflicts:
#	src/gl/renderer/gl_renderer.cpp
#	src/gl/shaders/gl_shader.cpp
#	src/gl/system/gl_framebuffer.cpp
#	src/gl_load/gl_interface.cpp
2018-06-15 21:45:05 +02:00
Christoph Oelckers 1455111ddc - removed unused declarations. 2018-06-14 22:57:08 +02:00
Christoph Oelckers 612fb40f3a - don't use uniforms related to fixed colormaps for other things.
The fixed colormap is a per-scene global setting that normally does not need to change ever during rendering of a scene so it's easily shoved aside into a static uniform buffer.
Having to change this buffer for inconsequential stuff should be avoided, especially when there's other uniforms that are just as good to hold these values.
2018-06-14 21:28:03 +02:00
alexey.lysiuk 0643b2b1aa - updated list of headers for CMake generated projects 2018-06-14 15:11:36 +03:00
alexey.lysiuk 19ca416d09 - fixed compilation with GCC and Clang
error: no template named 'unique_ptr' in namespace 'std'
2018-06-14 15:10:49 +03:00
Christoph Oelckers 2f4c2e0425 - fixed some includes which did not cause VC++ to error out. 2018-06-13 23:32:43 +02:00
Christoph Oelckers 9a7f9bdb4c - moved postprocessing shader classes to hwrenderer after removing all dependencies on OpenGL. 2018-06-13 22:37:01 +02:00
Christoph Oelckers 3401876476 - use FShaderProgram through an abstract interface and remove all dependencies on the GL renderer from the shader definition source files. 2018-06-13 22:08:55 +02:00
Christoph Oelckers 8bf009bd89 - added a RenderQueue parameter to all Bind functions of the postprocessing shaders. This is unused for now. All places calling these pass a dummy NOQUEUE value which is just a nullptr.
This is for Vulkan preparation where all of this needs to run in a user-specified context so that this code can be moved out of the GL folder without depending on OpenGL's global state model.
2018-06-13 20:30:51 +02:00
Christoph Oelckers 0b9eaac5e1 - fixed SSAO shader texture assignments. 2018-06-13 19:04:19 +02:00
Christoph Oelckers ce50b0e46b - read sampler bindings from the shader instead of tagging along a large amount of support data.
Works for most shaders, except SSAO.
2018-06-13 17:44:49 +02:00
Christoph Oelckers 59827cd601 - use layout binding qualifiers on uniform buffers when GLSL version >= 4.2
This has no performance benefits but allows checking shader generation correctness without having to implement Vulkan first.
2018-06-13 13:16:07 +02:00
Christoph Oelckers d2dea17e81 - specify vertex attributes in the shader source for Vulkan compatibility. 2018-06-13 08:40:04 +02:00
Christoph Oelckers ad7aaa8f2a - specify fragment output locations in the shader source.
OpenGL has been supporting this since version 3.3 and Vulkan requires it so it's the way to go.
2018-06-12 23:52:33 +02:00
Magnus Norddahl 832e7818c8 - rewrote the blur shader so that it works the same way as the rest 2018-06-12 22:14:44 +02:00
Christoph Oelckers cb5caa757b - moved ShaderUniforms to hwrenderer/ . 2018-06-12 22:08:31 +02:00
Christoph Oelckers f166624eb2 - some fixes to the PP shader interface.
The binding point needs to be part of the ShaderUniforms class because Vulkan will need this value to generate the declaration in the shader source.
There's still one issue here: Since OpenGL has no local render state, the buffer must be bound every time it is used. Once the code is better abstracted this should be moved to a higher level class that knows all associated data and how to set it up.
2018-06-12 21:43:35 +02:00
Christoph Oelckers 4ddd9dde79 Use IUniformBuffer 2018-06-12 17:55:34 +02:00
Christoph Oelckers 20e84fff5a - fixed crash with GL 3.x and fixed colormap active.
This must skip all light processing. On GL 4.5 it will only collect useless data but on GL 3.x it will run into an unmapped buffer situation.
2018-06-12 17:55:20 +02:00
Christoph Oelckers 6fced1865f Moved ScopedViewShifter to hwrenderer/ . 2018-06-12 14:47:05 +02:00
Christoph Oelckers f33ddd8cce Made the ScopedViewShifter fully inline 2018-06-12 14:44:58 +02:00
Christoph Oelckers 5a20de829b fixed compiler warning 2018-06-12 10:59:17 +02:00
Christoph Oelckers 3385e28611 Make it compile 2018-06-12 10:58:32 +02:00
Christoph Oelckers b8b5802599 Added a uniform buffer abstraction class
May get some more methods later, this is just a start to get going.
2018-06-12 10:42:03 +02:00
Magnus Norddahl 9155b773cc - change ShaderUniforms so that it just contains the uniform block and not the binding point 2018-06-11 22:33:55 +02:00
Magnus Norddahl 49073489e5 - uniform buffers for the fxaa, blur and bloom shaders 2018-06-11 22:06:46 +02:00
Magnus Norddahl 48f753061a - uniform buffers for the present and shadowmap shaders 2018-06-11 21:42:09 +02:00
Magnus Norddahl 6fcc79d72a - uniform buffers for the tonemap shaders 2018-06-11 21:18:20 +02:00