Commit graph

90 commits

Author SHA1 Message Date
Rachael Alexanderson
030450b6a9 - fixed: include missing header 2017-07-27 03:08:42 -04:00
Rachael Alexanderson
16e38816ba - oops, forgot one thing in the last commit... 2017-07-27 03:07:19 -04:00
Rachael Alexanderson
30087f7cd7 - cleaned up the video scale mode code a bit, in order to increase future flexibility. 2017-07-27 03:05:01 -04:00
Magnus Norddahl
449c4cb711 - Pixel stretch 320x200 and 640x400 scale modes in the GL renderer 2017-07-23 17:18:25 +02:00
Magnus Norddahl
c3702ae9e7 Add vid_scalemode support to GL framebuffer 2017-07-23 00:33:56 +02:00
Magnus Norddahl
8a0e801cb5 - Move custom postprocess shader to its own file 2017-07-06 05:36:01 +02:00
alexey.lysiuk
0c90253a5d Fixed potentially broken portal rendering after OpenGL context change
https://forum.zdoom.org/viewtopic.php?t=56393
2017-05-30 13:01:51 +03:00
Christoph Oelckers
4c61048278 - moved gl_fixedcolormap into GLSceneDrawer.
This means that one of the most extensively used global variables is gone.
2017-03-12 21:57:39 +01:00
Christoph Oelckers
ef3421eee5 - moved dynamic lights out of the GL code into the common game code.
Since the true color software renderer also handles them there is no point keeping them on the GL side.
This also optimized how they are stored, because we no longer need to be aware of a base engine which doesn't have them.
2017-03-12 19:57:06 +01:00
Magnus Norddahl
6363c6cf58 Add a shadowmap shader 2017-03-02 16:19:06 +01:00
Christoph Oelckers
72101473d0 - fixed: The texture for legacy dynamic light handling was always allocated, even if not needed, and it was never freed. 2017-01-11 10:47:45 +01:00
alexey.lysiuk
5dff3d5af0 Do not apply viewport scaling in fullscreen mode
See https://forum.drdteam.org/viewtopic.php?t=7339
2016-12-28 16:11:24 +02:00
alexey.lysiuk
efaaefcb70 gl_scale_viewport CVAR is now saved to config file
See https://forum.drdteam.org/viewtopic.php?t=7339
2016-12-28 16:11:10 +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
# 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
c68aa2b241 Added FXAA post-processing
Implementation of Fast Approximate Anti-Aliasing is based on nVidia sample:
https://github.com/NVIDIAGameWorks/GraphicsSamples/tree/master/samples/es3-kepler/FXAA
2016-10-03 00:15:45 +02:00
Christopher Bruns
460b653709 Row interlaced 3d might be working, at least in fullscreen 1920x1080 mode. 2016-10-02 16:10:21 -04:00
Magnus Norddahl
d774136282 Added SceneData texture as the second colorbuffer when rendering a scene and placed fog data into it 2016-09-25 00:22:32 +02:00
Magnus Norddahl
a246b58673 Change SSAO blur to be depth aware 2016-09-25 00:19:16 +02:00
Magnus Norddahl
9076d46261 Added SSAO pass 2016-09-25 00:19:15 +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
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
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
Magnus Norddahl
5f02e08c8e Fix minimize crash 2016-09-04 03:15:50 +02:00
Christoph Oelckers
589936f570 - draw the colormap blend after postprocessing, not before it.
- added colormap shader to postprocessing.

This replaces the in-place application of fullscreen colormaps if renderbuffers are active. This way the fully composed scene gets inverted, not each element on its own which is highly problematic for additively blended things.
2016-09-01 17:14:51 +02:00
Christoph Oelckers
3389a5a74e - removed most of the specific options for legacy hardware and consolidated them in one variable (does not work yet.) 2016-09-01 11:52:52 +02:00
Christoph Oelckers
8f535997f8 - enable core profile by default on GL 3.x.
After doing some profiling it was very obvious that this has better performance than client arrays. Persistent buffers are still better, though, especially for handling dynamic lights.
2016-08-29 11:33:20 +02:00
Magnus Norddahl
bb066f6f07 Fall back to gl_renderbuffers 0 if buffer creation fails 2016-08-28 18:07:44 +02:00
Magnus Norddahl
b1a0108a96 Fix tonemap palette not being rebuilt on palette change 2016-08-26 19:52:15 +02:00
Magnus Norddahl
25645d901e Add Palette LUT tonemap mode 2016-08-23 09:18:18 +02:00
Magnus Norddahl
d380d765c9 OpenGL object labels and debug groups 2016-08-17 23:18:47 +02:00
Christoph Oelckers
4e8a96aa0e - removed FRenderState::set2DMode because it had no effect. This looks like development garbage from old times. 2016-08-14 09:14:26 +02:00
Magnus Norddahl
f8cc56ea3a Move SetOutputViewport to OpenGLFrameBuffer::Update as it cannot be safely called from Begin2D 2016-08-14 09:05:54 +02:00
Magnus Norddahl
847d2e8862 Fix viewport not being updated when resizing window when no scene is active 2016-08-14 09:05:51 +02:00
Magnus Norddahl
210fce1193 Fix bloom shader missing its target 2016-08-14 09:05:50 +02:00
Magnus Norddahl
c817979eae Remove GetTrueHeight from GL renderer and concentrate all viewport calculations in SetOutputViewport 2016-08-14 09:05:48 +02:00
Christoph Oelckers
8daaf61160 - predefine the vertex data for the blend overlay which will never change throughout the lifetime of the GLRenderer object. 2016-08-08 14:24:48 +02:00
Christoph Oelckers
def3ad7533 - refactored all 2D drawing to use its own vertex buffer which does not need to be mapped permanently. 2016-08-08 12:13:09 +02:00
Magnus Norddahl
976a78429e Simplify post process buffer handling 2016-08-04 17:16:49 +02:00
Magnus Norddahl
6b9529d70f Added lens distortion shader 2016-08-02 17:32:21 +02:00
Magnus Norddahl
a6354c74cf Fix incorrect viewport location when not using fullscreen HUD 2016-07-31 13:23:49 +02:00
Magnus Norddahl
5849c83028 Added bloom and tonemap to menus
Added gl_renderbuffers CVAR that disables render buffers
Added patch shader support to FShaderProgram
Added OpenGL 2 fallback support to render buffers
2016-07-29 21:31:20 +02:00
Magnus Norddahl
0efee85bd8 Added tonemapping and sector based exposure control 2016-07-29 00:36:43 +02:00
Magnus Norddahl
69f52cc898 Added bloom shaders 2016-07-27 21:50:30 +02:00
Magnus Norddahl
aeb7df09de Added hardware gamma option and improved window handling on Windows 2016-07-27 11:15:19 +02:00
Christoph Oelckers
ec7b4b1ba4 - initial work on textured dynamic light processing. 2016-05-04 22:14:39 +02:00
Christoph Oelckers
5f095082c0 - fixed: The 2D drawing code incorrectly set the shader override to disable all special effects. 2016-05-04 14:10:06 +02:00
Christoph Oelckers
8011958ebe Merge branch 'gz2x' of https://github.com/alexey-lysiuk/gzdoom
# Conflicts:
#	src/gl/system/gl_interface.cpp
2016-04-30 17:09:57 +02:00
alexey.lysiuk
4400d0cfcc Fixed restoration of previously bound FBO 2016-04-30 16:29:22 +03:00