alexey.lysiuk
e6e2b11167
Set common name for system-specific framebuffer class
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Implementation details are hidden as much as possible in platform-specific source files
Reduced number of included header files
2018-04-09 20:47:49 +02:00
alexey.lysiuk
6003625721
Silenced quad stereo message during startup
2018-01-28 11:41:00 +02:00
alexey.lysiuk
577c6b033e
Changed quad stereo mode restart notification
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Restart requirement for quad stereo mode should be output to console because CVAR can be toggled directly from it
Long option names break menu layout on some aspect ratios like 16:10
2018-01-26 10:10:51 +02:00
Christopher Bruns
a3399c1af2
Fix: Bind the default framebuffer before testing whether hardware stereo 3D is supported. This allows Nvidia 3D vision glasses to function correctly when gl_light_shadowmap is ON.
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Doc: Add "requires restart" to "enable quad stereo" option menu label, to help folks trying to setup 3D.
2017-12-27 17:50:53 -05:00
Christoph Oelckers
836970f012
- moved the matrix code out of 'gl' because the model code also needs it.
2017-11-25 13:51:09 +01:00
Rachael Alexanderson
d2c8a5c33d
Revert "Merge commit 'refs/pull/338/head' of https://github.com/coelckers/gzdoom "
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This reverts commit 65bb8a5185
, reversing
changes made to 619281de64
.
2017-07-10 11:29:58 -04:00
Rachael Alexanderson
26355ece82
Revert "Merge commit 'refs/pull/338/head' of https://github.com/coelckers/gzdoom "
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This reverts commit 035c036eb2
, reversing
changes made to 61660bf147
.
2017-07-10 11:29:30 -04:00
Rachael Alexanderson
0d8b7c55ef
- added a grayscale formula selector
2017-07-02 16:45:06 -04:00
Rachael Alexanderson
bd02893ce7
- expanded hard limits for saturation to -15.0/15.0
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- added menu option for saturation
- tried to get the new saturation shader to consume less GPU power by turning it off when it is 1.0
2017-07-02 16:45:06 -04:00
Rachael Alexanderson
63da6e70c0
- added a vid_saturation control - works in postprocessing, only.
2017-07-02 16:45:06 -04:00
Rachael Alexanderson
6605bd70df
Merge https://github.com/coelckers/gzdoom
2017-06-02 14:23:30 -04:00
Kirill Gavrilov
2a8ebc6c27
Fixed broken Interleaved 3D output when GL Sampler objects are used
2017-06-02 09:10:38 +02:00
Christopher Bruns
9db4dfd963
Link to platform specific openvr library, and install it, and update license headers.
2017-05-28 10:28:07 -04:00
Christopher Bruns
a49afd5bfc
Initial OpenVR mode.
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Second attempt: clean up commit, and avoid messing with HDR framebuffer format.
2017-05-28 06:20:32 -04:00
Christoph Oelckers
60fd79ce23
- some menu reorganization:
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* dynamic lights also work in the true color software renderer and have been moved out of the OpenGL menu.
* created a separate software renderer menu and moved all relevant options there.
* delete non-applicable options when running in legacy mode.
* moved the OpenGL preferences menu one level up to eliminate a two-entry GL top level menu.
2017-03-13 01:17:46 +01:00
Magnus Norddahl
0c9014b984
- move r_utility globals into r_viewpoint and r_viewwindow
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- change r_utility functions to only work on FRenderViewpoint and FViewWindow
2017-03-11 23:28:07 +01:00
Magnus Norddahl
e891911a99
Fix broken SSAO portal rendering and let FRenderState do the glDrawBuffers calls
2016-10-22 00:09:06 +02:00
Magnus Norddahl
be2c50f11c
Merge remote-tracking branch 'gzdoom/master' into ssao
2016-10-21 23:48:30 +02:00
Christopher Bruns
779e6acb7b
Create "final" two non-VR 3D modes: Column-interleaved and checkerboard.
2016-10-09 13:05:50 -04:00
Magnus Norddahl
ecb57d6cd9
Merge remote-tracking branch 'gzdoom/master' into ssao
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# Conflicts:
# src/gl/renderer/gl_renderer.cpp
# src/gl/scene/gl_scene.cpp
# src/gl/shaders/gl_shader.cpp
# wadsrc/static/language.enu
# wadsrc/static/menudef.zz
2016-10-04 00:01:03 +02:00
alexey.lysiuk
5d99e7dafe
Fixed compilation on platforms other than Windows
2016-10-03 22:13:33 +03:00
Christopher Bruns
63b28a1d80
Retain stereoscopic parity after dragging window in row interleaved 3D mode.
2016-10-02 16:11:06 -04:00
Christopher Bruns
0240cdef18
Modulate row interleaved stereo 3d offset with window height parity, because gl_FragCoord.y approaches zero at the bottom, not the top of the window.
2016-10-02 16:10:58 -04:00
Christopher Bruns
576619504e
Remove unused WindowHeight uniform.
2016-10-02 16:10:50 -04:00
Christopher Bruns
fcbf9342d6
Compute row location using gl_FragCoord.
2016-10-02 16:10:39 -04:00
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
Magnus Norddahl
9076d46261
Added SSAO pass
2016-09-25 00:19:15 +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
a5c27af59b
Show weapon at full width in SideBySideFull 3D mode.
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(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.
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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
Christoph Oelckers
8b6e09ca09
- changed the license of the OpenGL renderer to LGPL v3.
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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
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
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
aaa3581ee6
Hook up eye textures in renderer
2016-09-09 00:36:10 +02:00
Christoph Oelckers
4a80f8e4ed
- fixed: Camera textures and savegame pictures should not be drawn with a Stereo3D mode.
2016-09-03 16:54:17 +02:00
Christoph Oelckers
26acf8e994
- fixed conditions for menu patching.
2016-05-01 17:43:30 +02:00
Christoph Oelckers
ee9a40f5e9
- replace FLOATTYPE with float in stereo3d code.
2016-04-26 15:20:27 +02:00
Christoph Oelckers
328047ea28
- fixed issues with recent Stereo3D submission:
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* there was a CVAR that was only defined in Windows
* code did not compile with GCC.
* due to bad setup it disabled multisampling.
2016-04-14 10:16:04 +02:00
Christopher Bruns
bde94879ad
Restore stereoscopic geometry correctness, by inserting a minus sign where it always should have been, after finding that a compensating minus sign, where it probably should not have been anyway, was removed during the recent floating point refactoring.
2016-04-09 21:46:14 -04:00
Christopher Bruns
c6fa01dfbf
Reimplement blue/yellow and quadbuffered stereo, this time with an additional CVAR gate on quadbuffered, for better hardware compatibility.obj
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Something is terribly wrong with the separation in all stereo modes now though.
2016-04-09 15:40:55 -04:00
Christoph Oelckers
af78937a15
- updated GL renderer.
2016-04-02 23:17:16 +02:00
Christoph Oelckers
b54b34a512
- adjustments for floating point changes.
2016-03-21 02:57:02 +01:00
Christopher Bruns
ac6e2f4979
Use gl_RenderState to manipulate OpenGL color mask for anaglyph modes, to avoid glGet...
2015-12-31 11:57:21 -05:00
Christopher Bruns
95f4134630
Refactor stereo3d classes to use TArray instead of std::vector.
2015-12-31 09:36:37 -05:00