Commit graph

1640 commits

Author SHA1 Message Date
Christoph Oelckers
3e4f1ea813 - fixed handling of wrapped midtextures to be actually useful when used in sky sectors.
# Conflicts:
#	src/hwrenderer/scene/hw_walls.cpp
2018-11-02 13:08:00 +01:00
drfrag666
557380a769 - Added alpha parameter to DrawLine for the GL renderer, it's a fake parameter for the software renderer so mods don't crash. 2018-11-02 13:04:37 +01:00
Christoph Oelckers
1e84327c40 - added missing nullptr check.
# Conflicts:
#	src/hwrenderer/scene/hw_sprites.cpp

# Conflicts:
#	src/gl/scene/gl_sprite.cpp
2018-11-01 20:55:53 +01:00
Christoph Oelckers
39d4db0a38 - added option to disable alpha testing for user shaders.
# Conflicts:
#	src/gl/shaders/gl_shader.cpp
#	src/hwrenderer/scene/hw_sprites.cpp

# Conflicts:
#	src/hwrenderer/textures/hw_material.cpp
#	src/r_data/gldefs.cpp
2018-11-01 20:51:08 +01:00
Christoph Oelckers
0623a92363 - use standard sprite lighting for voxels.
Per-pixel lighting requires normals which voxels do not have.

# Conflicts:
#	src/hwrenderer/scene/hw_sprites.cpp

# Conflicts:
#	src/hwrenderer/scene/hw_sprites.cpp
2018-11-01 20:02:46 +01:00
drfrag666
3d66b9af09 - Doubled initial size for the light buffer.
(patch by Graf)
2018-10-30 13:05:55 +01:00
drfrag666
2183f71ec6 - Make 160x100 scaling actually work, not that it's really useful.
This partially reverts "- 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."
2018-10-15 11:58:09 +02:00
Magnus Norddahl
770c676ac9 - add gl_dither for toggling dithered output on and off
# Conflicts:
#	src/gl/renderer/gl_postprocess.cpp
#	src/gl/renderer/gl_stereo3d.cpp
#	src/hwrenderer/postprocessing/hw_presentshader.h
2018-10-09 21:57:14 +02:00
drfrag666
dfe032dc8a - Fixed no rendering with shadowmaps enabled and render buffers disabled. 2018-10-05 01:56:28 +02:00
drfrag666
9d10545ff2 - Fixed non valid value. 2018-10-04 21:10:05 +02:00
Christoph Oelckers
24d09fe56a - some tweaking of shadowmap filter setting to allow changing the PCF filter's number of samplings.
# Conflicts:
#	src/gl/system/gl_cvars.h
#	src/gl/system/gl_menu.cpp
2018-10-04 19:19:56 +02:00
drfrag666
58b7967eea - enabled the linear shadowmap filter.
Although this doesn't look as good as the PCF version it is a lot less calculation intensive and therefore more suitable for weaker hardware.
It also tends to bleed through walls a lot less.
(refactored patch by Graf)
2018-10-04 19:08:49 +02:00
Rachael Alexanderson
92d631deb7 - changed macro into a regular function 2018-09-29 21:26:56 +02:00
Rachael Alexanderson
f06501da22 - implement normalNx scaling
# Conflicts:
#	wadsrc/static/menudef.txt
2018-09-29 21:26:54 +02:00
drfrag666
c320a92dcf - Fixed gcc warning. 2018-09-09 13:35:50 +02:00
Christoph Oelckers
f039fabfb8 - fixed the use of Doom-Legacy-style 3D floor lighting in light mode 8.
Legacy used some strange blending formula to calculate its colormaps for colored 3D floor lighting, this is not available in the software lighting mode, so for these the engine has to temporarily revert to light mode 2 to render them correctly.

# Conflicts:
#	src/gl/compatibility/gl_20.cpp
#	src/gl/renderer/gl_lightdata.cpp
#	src/gl/renderer/gl_renderstate.h
#	src/gl/scene/gl_sprite.cpp
#	src/hwrenderer/scene/hw_weapon.cpp
#	src/hwrenderer/utility/hw_lighting.cpp
#	src/hwrenderer/utility/hw_lighting.h
#	src/v_2ddrawer.cpp
2018-09-09 13:09:31 +02:00
Christoph Oelckers
7848bab7b3 - fixed math imprecisions in horizon vertex generation.
Floats are not precise enough to be used as a loop counter.
2018-09-09 11:29:19 +02:00
Christoph Oelckers
1e487ee30a - added profiling for postprocessing code.
# Conflicts:
#	src/gl/scene/gl_scene.cpp
#	src/gl/utility/gl_clock.cpp
#	src/hwrenderer/utility/hw_clock.h
2018-09-02 13:07:02 +02:00
drfrag666
a2674eb4cf - Added fake DrawThickLine action function so mods using it don't crash. DrawLine will be called instead. 2018-09-02 00:29:11 +02:00
Christoph Oelckers
4efb5187c7 - defaulted constructors and assignment operators of several trivial types.
# Conflicts:
#	src/hwrenderer/textures/hw_material.cpp
2018-08-28 13:43:51 +02:00
Christoph Oelckers
d729e31603 - made the MapSectionGenerator a class to remove a global array. 2018-08-22 12:02:16 +02:00
Christoph Oelckers
390c9117f1 - fixed bad comparators for std::sort 2018-08-22 02:16:19 +02:00
Christoph Oelckers
4ee0cc7841 - use std::sort to sort the draw lists to avoid having to go through global variables. 2018-08-22 01:53:55 +02:00
Christoph Oelckers
cad63e9b48 - removed access to deleted variable. 2018-08-22 01:49:53 +02:00
Christoph Oelckers
26a782031c - no, we do not want to use global variables to pass parameters around...
# Conflicts:
#	src/gl/models/gl_models.h
2018-08-22 01:49:33 +02:00
Christoph Oelckers
ec1c71feb1 - removed empty header gl_convert.h
# Conflicts:
#	src/gl/scene/gl_flats.cpp
#	src/gl/scene/gl_scene.cpp
2018-08-22 01:21:20 +02:00
drfrag666
d79855d26b - disable any texture clamping for textures with a user shader.
This cannot be reliably determined so the least restrictive setting must be used.
(refactored patch by Graf)
2018-08-21 15:06:53 +02:00
Magnus Norddahl
a1c5194a25 - fix missing forward declaration when falling back to older user shaders 2018-08-20 20:11:36 +02:00
drfrag666
76dffaf658 - Fixed bad merge of "- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function". 2018-08-20 12:50:54 +02:00
Magnus Norddahl
9c74c9629a - rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
# Conflicts:
#	src/gl/shaders/gl_shader.cpp
#	src/hwrenderer/textures/hw_material.cpp
#	src/r_data/gldefs.cpp
#	wadsrc/static/shaders/glsl/main.fp
2018-08-20 01:22:34 +02:00
usernameak
57d4536f76 Fix codestyle; add ability to name the textures 2018-08-19 21:50:29 +02:00
usernameak
5cddbe4a16 Made ability to define custom material shaders for ProcessMaterial function
# Conflicts:
#	src/r_data/gldefs.cpp
2018-08-19 21:50:14 +02:00
usernameak
4c106de5d7 Custom hardware shaders now can use custom texture units
# Conflicts:
#	src/gl/textures/gl_material.cpp
#	src/textures/textures.h
2018-08-19 21:47:32 +02:00
Christoph Oelckers
b03c329ec6 - moved all GLDEFS parsing into a dedicated source file.
- split gl_postprocessshader.h in two so that the hardware independent part can be used by GLDEFS without pulling in all of OpenGL.

# Conflicts:
#	src/CMakeLists.txt
#	src/gl/dynlights/gl_glow.cpp
#	src/gl/renderer/gl_postprocess.cpp
#	src/gl/textures/gl_texture.cpp
2018-08-19 20:56:49 +02:00
drfrag666
285791622d Revert "- update xBRZ upscaler to version 1.6"
This reverts commit 6dd17b4ef0.

This broke compilation with TDM-GCC 5.1. While it has problems i still use it for convenience, also no more win98.
2018-08-12 11:36:58 +02:00
alexey.lysiuk
aa4cb300da - added 5x and 6x upscaling with xBRZ 2018-08-10 21:16:09 +02:00
alexey.lysiuk
8197bf436d - cleaned up old xBRZ 1.0 upscaler
Removed obsolete header comments and support for C++98
Disabled Windows only debug features

# Conflicts:
#	src/gl/xbr/xbrz_old.cpp
2018-08-10 21:16:07 +02:00
alexey.lysiuk
6dd17b4ef0 - update xBRZ upscaler to version 1.6
Fixed build with all suported toolchains thanks to incomplete implementation of C++14 in MSVC 2015 and GCC 4.9
Removed obsolete header comments and support for C++98
Disabled Windows only debug features

https://sourceforge.net/projects/xbrz/
https://sourceforge.net/projects/xbrz/files/xBRZ/xBRZ_1.6.zip
2018-08-10 21:05:40 +02:00
Christoph Oelckers
01109897b0 - replaced gl_PatchMenu with an MMX 'ifoption' check.
# Conflicts:
#	src/gl/system/gl_framebuffer.cpp
2018-08-10 20:47:06 +02:00
drfrag666
5b76d7563b - Changed default GL sprite billboard mode to X/Y axis. 2018-08-04 14:44:43 +02:00
Christoph Oelckers
a7a350d37e - always retrieve uniform buffer properties.
They are sometimes needed even if shader storage buffers are available.

# Conflicts:
#	src/gl_load/gl_interface.cpp
2018-07-29 22:34:11 +02:00
Christoph Oelckers
425d756f04 - 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.

# Conflicts:
#	src/gl/shaders/gl_shader.cpp
#	src/gl_load/gl_interface.cpp
2018-07-28 19:38:47 +02:00
drfrag666
f19e9f24d2 - Fixed: in2D was not always reset in OpenGLSWFrameBuffer::Update(), caused (!in2D) assertion failure. 2018-07-22 18:21:45 +02:00
Christoph Oelckers
6f322940fe - 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.
# Conflicts:
#	src/gl/system/gl_framebuffer.cpp
#	src/v_video.cpp
2018-07-22 12:49:47 +02:00
drfrag666
9c1969e63a - OpenGLSWFrameBuffer: draw directly to the PBO again (GL_DYNAMIC_DRAW) for Intel GPUs, apparently it's faster. 2018-07-20 12:10:59 +02:00
drfrag666
09d9386350 - Made software sector light mode the default for the GL renderer. 2018-07-19 22:20:22 +02:00
drfrag666
b3e2a8ab7f - Changed buffer type for OpenGLSWFrameBuffer to use GL_STREAM_DRAW and a memcpy from system memory on non Nvidia GPUs. 2018-07-19 18:05:13 +02:00
Christoph Oelckers
c519239a1b - 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.

# Conflicts:
#	src/gl/scene/gl_portal.cpp
2018-07-16 14:51:29 +02:00
Christoph Oelckers
0d9deb35aa - 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.

(cherry picked from commit 2c86c4e942)
2018-07-15 12:14:36 +02:00
drfrag666
cafb92c637 - Fall back to software mode if the GL renderer cannot start. 2018-06-19 17:08:59 +02:00
drfrag666
09a3d7c9da - Made the software renderer the default.
- Changed default GL texture filtering mode.
2018-06-19 17:08:10 +02:00
Magnus Norddahl
01332a1bde - add dynamic lights to softpoly and software renderer models
(cherry picked from commit 5464d2a577)

# Conflicts:
#	src/gl/scene/gl_spritelight.cpp
2018-06-06 08:49:08 +02:00
Marisa Kirisame
1afcd9b7c7 Mirroring should be flipped on HUD models since the view to world space transform already inverts one axis
(cherry picked from commit f74e74ac4b)
2018-06-03 19:51:45 +02:00
Marisa Kirisame
5a76623993 Swap front face culling for GL model drawer (CCW should be the default).
Added mirroring handling to software models.

(cherry picked from commit dea1d0259d)
2018-06-03 19:49:48 +02:00
Christoph Oelckers
ea752bde90 - fixed: The translucent border draw list must be rendered with depth writing active.
This gets exclusively used by portal borders which means that for walls the setting is irrelevant but for flats it is needed to cover the portal surface so that translucent parts of the outer scene do not bleed through.

(cherry picked from commit d0aacd3ba8)

# Conflicts:
#	src/gl/scene/gl_scene.cpp
2018-06-03 01:22:56 +02:00
Christoph Oelckers
ff5c488a0f - pass mirroring info to model drawers.
Actual evaluation only implemented in OpenGL. Not tested yet because the bug report had no testable example.

(cherry picked from commit 94d1a73ae8)
2018-06-02 21:31:23 +02:00
Magnus Norddahl
8de520e9e1 - avoid reusing the same mVBuf pointer for the different renderers as that causes too many problems when switching between them
- remove gl_ prefix for model functions that are no longer GL specific

(cherry picked from commit 31abe3df7e)

# Conflicts:
#	src/gl/models/gl_models.h
#	src/gl/scene/gl_scene.cpp
#	src/hwrenderer/scene/hw_sprites.cpp
#	src/hwrenderer/scene/hw_weapon.cpp
#	src/hwrenderer/textures/hw_precache.cpp
2018-05-24 10:25:05 +02:00
Christoph Oelckers
b0531c7293 - disable shader storage blocks if none get reported for vertex shaders.
(cherry picked from commit 3069b53804)
2018-05-20 11:20:11 +02:00
drfrag666
cc397295b6 - Fixed bad merge of "- some Transfer_Heights related optimizations". 2018-05-14 23:44:33 +02:00
Magnus Norddahl
07b067c218 - GetTimeFloat is not renderer specific
(cherry picked from commit 49c9de350f)
2018-05-10 21:53:31 +02:00
alexey.lysiuk
21ce592771 - skip rendering when application is not active
Use vid_activeinbackground CVAR to override this behavior

(cherry picked from commit 2be84dc636)

# Conflicts:
#	src/gl/system/gl_framebuffer.cpp
#	src/posix/cocoa/i_video.mm
#	src/posix/sdl/gl_sysfb.h
#	src/posix/sdl/sdlglvideo.cpp
#	src/win32/gl_sysfb.h
#	src/win32/win32gliface.cpp
2018-05-10 21:16:38 +02:00
Christoph Oelckers
7b822807de - renamed the flag bits for sector_t::MoreFlags, so that they are easier to distinguish from sector_t::Flags.
- precalculate if a sector's floor and ceiling plane overlap. This avoids rechecking this for each single call of hw_FakeFlat.
- vertices must be marked dirty every time they change after map setup. That means that ChangePlaneTexZ must do this as well, because it cannot rely on interpolation taking care of it.
- Having a 'dirty' argument for SetPlaneTexZ's ZScript version makes no sense. If the value changes from the script side the vertices must always be marked to be recalculated.

(cherry picked from commit 9bdb0f2e49)
2018-05-10 19:49:02 +02:00
Christoph Oelckers
8a3a293bf8 - use sector_t::GetHeightSec consistently and optimize it.
This was all over the place, with half of it using the function and half doing incomplete checks on the underlying variables.
Also did some optimization on the IGNOREHEIGHTSEC flag: Putting it on the destination sector instead of the model sector makes the check even simpler and allows to precalculate the effect of 3D floors on the heightsec, which previously had to be run on every call and made the function too complex for inlining.

(cherry picked from commit f49c6cbde2)

# Conflicts:
#	src/gl/renderer/gl_renderer.cpp
#	src/hwrenderer/scene/hw_sprites.cpp
2018-05-10 19:20:11 +02:00
Christoph Oelckers
e5aca6dfa4 - some Transfer_Heights related optimizations.
* only call hw_CheckViewArea if the result is not known yet.
* check the map up front if it even contains heightsecs. This allows to shortcut the above check entirely for maps without sector transfers and will allow further optimizations.

(cherry picked from commit 3c49804c6c)

# Conflicts:
#	src/gl/scene/gl_bsp.cpp
#	src/gl/scene/gl_fakeflat.cpp
#	src/hwrenderer/scene/hw_fakeflat.h
2018-05-10 18:37:20 +02:00
drfrag666
f0542852e6 - Removed some not needed version.h includes. 2018-05-10 13:38:21 +02:00
drfrag666
8d45611cab - changed handling of attenuated lights in the legacy renderer to be adjusted when being rendered instead of when being spawned. For the software renderer the light needs to retain its original values.
(patch by Graf)
2018-05-09 14:57:13 +02:00
Christoph Oelckers
40ac98fa21 - fixed: Rendering a translucent mid texture did not unset the render style for the following bottom texture.
With additive translucency and non-black fog this caused visual errors.

(cherry picked from commit 515323dcbd)
2018-05-09 11:37:35 +02:00
drfrag666
0c38c72ad7 - Some cleanup. 2018-04-27 22:00:31 +02:00
drfrag666
2a41088fb6 - Partially reverted Blzut3's patch to gl_framebuffer.h. It was no longer applicable. 2018-04-22 14:22:17 +02:00
drfrag666
799e623377 - Fixed compilation with gcc 5.1. (patch by Graf) 2018-04-22 11:55:36 +02:00
drfrag666
354388f224 - Missing formatting macro definitions for MinGW. 2018-04-22 11:49:10 +02:00
drfrag
9727484190 - Applied Blzut3's patches to compile with MinGW. 2018-04-22 10:08:00 +02:00
Christoph Oelckers
d166ab95a9 Revert "- fixed: 3D floor that extend into the real sector's floor were not clipped properly."
This reverts commit a33ad3c99e.

Turns out that this breaks legitimate maps. So I'd rather let that one broken map glitch than the good ones.
2018-03-26 19:44:41 +02:00
Christoph Oelckers
755cbd341b - fixed: A sprite having a picnum was not animating its image in the hardware renderer. 2018-03-25 22:01:18 +02:00
Christoph Oelckers
e89a598b31 - renamed FTexture's UseType flags and gave them a dedicated type.
This was done mainly to reduce the amount of occurences of the word FTexture but it immediately helped detect two small and mostly harmless bugs that were found due to the stricter type checks.
2018-03-25 20:26:16 +02:00
Christoph Oelckers
a33ad3c99e - fixed: 3D floor that extend into the real sector's floor were not clipped properly.
The only check being done on this was done after processing for the renderer which simply is too late.
2018-03-24 22:42:10 +01:00
Christoph Oelckers
7301001a3f - made the necessary adjustments to the HW2D interfaces to handle alpha textures properly.
These cannot be done with the regular textures so there needs to be an option to create more than one native texture per FTexture. For completeness' sake there is also the option now to create a paletted version of a texture if the regular one is true color. This fixes a long standing problem that translations were not applied to non-paletted textures.
2018-03-23 23:04:30 +01:00
Christoph Oelckers
0a07f4c144 - fixed alpha texture generation for OpenGL rendering.
The old logic used a translation table that does not work with color images, it was designed to handle 8 bit grayscale images.
So now, it creates a true color buffer and then turns it into a texture with R,G,B = 255 and the alpha channel set to the grayscale value.

This was also the reason why crosshairs made from 32 bit PNGs did not show correctly.
2018-03-22 23:57:14 +01:00
Christoph Oelckers
d586d774cf - adjusted GL renderer to the new rules for alpha textures. This means that the translation fallback is only needed for the legacy renderer now. Modern GL can use the regular texture and will apply a grayscale mapping instead of merely using the red channel. 2018-03-22 20:42:17 +01:00
Christoph Oelckers
f4d9ad1123 - extended FTexture::GetPixels and FTexture::GetColumn by a RenderStyle parameter.
Now it is no longer necessary to provide specially set up textures for rendering shaded decals, they can use any PNG texture now that contains a proper red channel.
Handling of the alPh chunk has been removed as a result as it in no longer needed.
2018-03-18 21:33:44 +01:00
Christoph Oelckers
7e169eb76f - split out the span generation from most texture classes
Until now each subclass of FTexture had to implement the entire span generation itself, presumably so that a few classes can use simpler structures.
This does not work if a texture can have more than one pixel buffer as is needed for alpha textures.
Even though it means that some classes will allocate more data now, it's the only way to do it properly.
In addition this removes a significant amount of mostly redundant code from the texture classes.

- added alpha texture processing to all converted classes

As of now this is not active and not tested.
Note that as part of the conversion even those textures that were working as alphatextures will not look correct until the higher level code gets adjusted.
2018-03-18 12:36:14 +01:00
Christoph Oelckers
d2fa4d0ff9 - most stat stuff done. 2018-03-12 19:33:48 +01:00
Christoph Oelckers
b327aa737a Merge remote-tracking branch 'remotes/origin/materials' 2018-03-03 08:54:04 +01:00
Christoph Oelckers
bc25ad4136 - fixed a small logic error introduced by fixing the translucent particle sorting.
Due to an unintended swap of two values a few equal comparisons led to incorrect sorting.
2018-03-01 17:10:21 +01:00
Christoph Oelckers
685e5c1e95 - fixed: Camera textures must always be drawn with texture mode opaque, because the contents of their alpha channels are undefined. 2018-03-01 13:52:23 +01:00
Christoph Oelckers
b39cb4f095 - fixed translucemt sorting for particles.
At least on any semi-modern hardware. On old legacy hardware which lacks some important features this will still glitch.
2018-03-01 13:01:26 +01:00
Magnus Norddahl
48e534bf19 - Add per-pixel model light to the OpenGL 3.3 render path 2018-03-01 01:27:12 +01:00
Magnus Norddahl
6652df40c1 Merge remote-tracking branch 'gzdoom/master' into materials 2018-02-28 22:12:12 +01:00
Christoph Oelckers
e70250425a - fixed: For two-sided midtextures the light lists were always taken from the sector referenced by the rendered sidedef, not the sector in which the line gets renderered.
For polyobjects these two are not identical.
2018-02-28 13:15:04 +01:00
Rachael Alexanderson
07f168a58b - additional check for tween-tic particle rendering, prevents jitter with timefreeze powerup 2018-02-24 16:04:20 -05:00
Magnus Norddahl
57e66555da - Change the search paths for auto folders 2018-02-21 23:20:31 +01:00
Magnus Norddahl
05827ffcda - Implement auto textures for materials 2018-02-21 23:12:46 +01:00
Magnus Norddahl
4e7ca68bd6 Merge remote-tracking branch 'gzdoom/master' into materials 2018-02-20 00:22:06 +01:00
Magnus Norddahl
07fa310f23 - move material light modes to their own subshader lumps 2018-02-20 00:13:05 +01:00
Christoph Oelckers
6a02eaa595 - second part of texture fix. 2018-02-15 18:40:23 +01:00
Christoph Oelckers
ef55386d9f - let the texture manager handle the special OpenGL textures so that they get deleted and recreated when needed. 2018-02-15 17:56:04 +01:00
alexey.lysiuk
61979f63c1 Removed last remnants of PowerPC Mac support 2018-02-11 16:35:34 +02:00
Magnus Norddahl
e2cab652d0 - Improve the "#line 1" directive insertion so that errors in all the shaders use line numbers relative to the lump they are referring to 2018-02-10 14:46:43 +01:00
Magnus Norddahl
5528d4157b - Make uniform removal a little bit more robust by only searching for known legacy uniforms 2018-02-10 14:06:17 +01:00
Magnus Norddahl
f01ef3d7a7 - Remove uniforms from user shader code 2018-02-10 12:52:59 +01:00