Commit Graph

247 Commits

Author SHA1 Message Date
Magnus Norddahl f10ded756e - split shadowmap AABB tree into two parts. one for static and one for dynamic
- upload only the dynamic AABB subtree using glBufferSubData
- change internal raytracing stack limit from 16 to 32
- update shadowmap AABB tree after R_SetupFrame for proper frame interpolation
2019-01-04 15:51:59 +01:00
Kevin Caccamo 9622ca7517 Add additive color before applying object colors
Based on what I saw in this video (https://youtu.be/Yx1tflavea8), the 
additive colors are applied before the object colors
2018-12-26 16:58:27 +01:00
Kevin Caccamo 33723e8904 Implement additive colour on walls and sprites
Also, don't modify the alpha channel when adding the additive colour.
2018-12-26 16:58:27 +01:00
Kevin Caccamo 758cd77e55 Rename ColorAdd to AddColor, and use it ingame
Rename ColorAdd to AddColor
Add AddColor to FRenderState
Tweak SpecialColors array in ZScript to include the additive color
Add uAddColor to the shader compiler
Add uAddColor to the texel
2018-12-26 16:58:27 +01:00
Magnus Norddahl 0c4602507e - remove shadow acne when dynlights perfectly align with planes 2018-12-23 15:13:38 +01:00
Magnus Norddahl bc648015c7 - vWorldNormal is not normalized but R_DoomColormap requires this 2018-12-19 11:07:39 +01:00
Magnus Norddahl f1fe9a0286 - fix vanilla light mode angle calculation 2018-12-15 10:02:57 +01:00
Magnus Norddahl 3af6ae4b37 - add vanilla lightmode that behaves exactly as Doom's original light did 2018-12-15 07:11:28 +01:00
Magnus Norddahl 96df21e3dc - fix typo 2018-11-20 13:54:18 +01:00
Magnus Norddahl 216191c86d - interpolate the normal for models 2018-11-20 13:41:27 +01:00
Christoph Oelckers f2dcff4386 - more options for Doom 64 style gradients on walls:
* Colors can npw be defined per sidedef, not only per sector.
* Gradients can be selectively disabled or vertically flipped per wall tier.
* Gradients can be clamped to their respective tier, i.e top and bottom of the tier, not the front sector defines where it starts.

The per-wall colors are implemented for hardware and softpoly renderer only, but not for the classic software renderer, because its code is far too scattered to do this efficiently.
2018-11-11 16:04:36 +01:00
Christoph Oelckers 1768508c80 - first adjustments to decal code.
- moved texture mode constants to a global header and consolidated with the variants of the 2D drawer.
2018-10-21 08:14:48 +02:00
Christoph Oelckers 9253118bdc - removed the quad drawer class
This isn't needed anymore.
2018-10-20 11:59:12 +02:00
Magnus Norddahl 4ac43dac36 - fix distance attenuation for PBR materials 2018-10-17 09:03:18 +02:00
Rachael Alexanderson 3d81be1517 - always enforce a minimum distance for fog when fogmode is set to standard. without this, it was possible for the GPU to error out and stop rendering pixels for certain screen blocks 2018-10-09 04:45:23 -04:00
Magnus Norddahl 8ea74770fd - fix artifact in PCF filter when the texture coordinate wraps 2018-10-05 21:30:16 +02:00
Magnus Norddahl 6135e867a9 - remove shadow acne from PCF shadowmap filter and add three quality levels 2018-10-05 04:36:11 +02:00
Magnus Norddahl cd520a6528 - fix the nearest shadow map filter to have no shadow acne and replace linear with nearest in the menu 2018-10-04 15:33:07 +02:00
Magnus Norddahl d65d462268 - add some comments to shadowmap.fp 2018-10-04 01:29:25 +02:00
Magnus Norddahl 36946a47fe - fix diagonal linear shadow map artifact 2018-10-04 00:46:17 +02:00
Christoph Oelckers 797f88a6c8 - some tweaking of shadowmap filter setting to allow changing the PCF filter's number of samplings. 2018-10-03 13:45:54 +02:00
Christoph Oelckers c8852b8fea - 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.
2018-09-29 13:23:40 +02:00
Christoph Oelckers 86c7e87767 Merge branch 'master' of https://github.com/coelckers/gzdoom 2018-09-29 12:59:11 +02:00
Magnus Norddahl 3b8b312fae - clamp the software light to never get brighter than the initial light level 2018-09-23 17:58:17 +02:00
Christoph Oelckers bc1e659c7b Revert "- reworked fog uniforms to move the global fog mode setting to the viewpoint buffer."
This reverts commit 8b26b6dd1e.

This was causing problems with light mode 2 because some edge cases were no longer handled properly.
2018-09-16 22:38:20 +02:00
Christoph Oelckers 8b26b6dd1e - reworked fog uniforms to move the global fog mode setting to the viewpoint buffer. 2018-09-06 19:14:30 +02:00
Christoph Oelckers 5e39890118 - use a uniform buffer for per-scene data like rotation matrices. 2018-09-02 18:40:36 +02:00
Magnus Norddahl d121fa21bf - add gl_dither for toggling dithered output on and off 2018-08-08 21:58:23 +02:00
Magnus Norddahl 31addbc859 - use a texture for the dither matrix 2018-08-08 00:54:12 +02:00
Rachael Alexanderson 07c9db682d - change 'halfstep' in the dither shader to a #define 2018-08-07 17:06:05 -04:00
Rachael Alexanderson 1cfed9de45 - expand the dither matrix from 4x4 to 8x8 2018-08-06 23:00:20 -04:00
Rachael Alexanderson 0cfe79d85d - further math tweaks 2018-08-06 21:51:23 -04:00
Rachael Alexanderson cdd77ad5fa - fix up a bit of math on the dither shader 2018-08-06 21:37:45 -04:00
Magnus Norddahl 7362070504 - add dithering to present shader 2018-08-07 03:03:40 +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 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 124fe63d00 Merge branch 'master' into modern 2018-07-14 10:24:41 +02:00
alexey.lysiuk c29651da95 - restored initial grayscale conversion in fragment shader
Accidental change of red color multiplier was discovered during investigation of https://forum.zdoom.org/viewtopic.php?t=61126
2018-07-02 17:31:48 +03:00
Magnus Norddahl 8eb825e25a - fix some postprocess bugs 2018-06-30 16:44:09 +02:00
Magnus Norddahl 32d837cdf1 Merge remote-tracking branch 'gzdoom/modern' into hw_postprocess 2018-06-24 17:57:02 +02:00
Magnus Norddahl b2fad453fa - change tonemaps to steps 2018-06-23 19:25:49 +02:00
Christoph Oelckers 1967165633 - move view and projection matrices to DrawInfo. 2018-06-21 21:02:14 +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 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
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 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
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