Commit graph

15934 commits

Author SHA1 Message Date
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
a841602d70 - change the software renderer to render to a DSimpleCanvas like the old D3D9 target did. Then use the drawer threads to memcpy the result to the PBO 2018-07-20 05:48:15 +02:00
alexey.lysiuk
4d35b12808 - fixed crash on accessing state owner during VM abort
https://forum.zdoom.org/viewtopic.php?t=61338
2018-07-19 13:38:49 +03:00
Magnus Norddahl
7da61ddfee - fix missing forward declaration when falling back to older user shaders 2018-07-19 02:34:45 +02:00
Magnus Norddahl
a0a7fd53e8 - change software renderer back to writing directly into the pixel buffer object, but change the creation and mapping so that hopefully all vendors put it in system memory 2018-07-18 17:47:09 +02:00
Magnus Norddahl
23c0f8f6ac - fix buffer usage warning caused by using the wrong flag for glMapBuffer after switching to doing a plain memcpy 2018-07-18 16:04:35 +02:00
Magnus Norddahl
e93d1e3ebc - change software renderer upload code to use GL_STREAM_DRAW and a memcpy from system memory 2018-07-18 06:46:30 +02:00
alexey.lysiuk
4e2385e912 - load common conversation lumps regardless of map naming scheme
https://forum.zdoom.org/viewtopic.php?t=61313
2018-07-17 12:56:23 +03:00
alexey.lysiuk
7acf9f96b6 - added placeholders for removed video menu classes 2018-07-16 17:15:41 +03:00
alexey.lysiuk
b2697a99f8 - added missing null pointer checks to VM ops 2018-07-16 17:10:47 +03:00
Magnus Norddahl
1ef9938320 - fix user defines and textures not working 2018-07-15 23:34:58 +02:00
Magnus Norddahl
fcb14494d7 - improve the gldefs syntax by allowing the shader to be specified in the material section 2018-07-15 23:21:06 +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
79b3c41677 - fixed titlepic animation.
It needed more than using the animated accessor. The code here nearly went out of its way to circumvent the texture manager's built in logic.
2018-07-15 22:51:25 +02:00
Christoph Oelckers
f62e2f9ba3 - 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.
2018-07-15 19:16:12 +02:00
Rachael Alexanderson
d59bdbd7e8 - improved backdrop texture a little bit. replaced with a CC0 texture designed in Krita 2018-07-15 07:59:36 -04:00
alexey.lysiuk
f554120086 - output Mac model identifier to startup window 2018-07-15 14:28:21 +03:00
alexey.lysiuk
5c7dd28f7d - replaced deprecated macOS functions in paths handling 2018-07-15 13:20:36 +03:00
alexey.lysiuk
fc7af31cb9 - replaced usage of deprecated APIs to get macOS version 2018-07-15 13:20:36 +03:00
alexey.lysiuk
181c923001 - set macOS deployment target to 10.9 in Travis CI config 2018-07-15 13:20:36 +03:00
alexey.lysiuk
ccf056a888 - increased minimum macOS version to 10.9 in .plist 2018-07-15 13:20:36 +03:00
alexey.lysiuk
e2ac5cdf57 - removed unused macOS specific #include 2018-07-15 13:20:36 +03:00
Christoph Oelckers
7c527de374 - call P_PlayerStartStomp only when the map is played directly from the loaded data and only when it has been fully loaded.
The old code did this right in the middle of map initialization where not everything had been set up yet.
2018-07-15 10:57:10 +02:00
Christoph Oelckers
2c86c4e942 - 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.
2018-07-15 10:55:34 +02:00
Christoph Oelckers
d58d1e21d0 - removed the texture invalidation check from FHardwareTexture.
This is not needed anymore because only warp and camera textures still implement CheckModified and both are excluded here.
2018-07-15 00:28:16 +02:00
Christoph Oelckers
7bda29387d - added missing files.
No idea why they weren't committed...
2018-07-15 00:26:22 +02:00
Christoph Oelckers
1294f3df64 - replaced the procedural backdrop texture with some warped noise texture.
This was done because the backdrop as implemented was the only texture in the entire game that had to be deleted and recreated each frame.
However, with Vulkan this would have necessitated quite a bit of synchronization with the render pipeline which wasn't really feasible just for this one single texture.
Now the texture manager can assume that once a texture was created it will be immutable and never has to change.
2018-07-15 00:00:00 +02:00
Christoph Oelckers
7a692b1557 - added DTA_LegacyRenderStyle so that STYLE_* constants can be passed directly to the Draw functions.
- fixed the optional parameter in Shape2D.Clear.
2018-07-14 22:58:24 +02:00
Christoph Oelckers
ed856085f4 - use the Dim function to draw the palette tester.
This looks better, consumes less resources and removes one ugly special texture from the engine.
2018-07-14 18:28:12 +02:00
Christoph Oelckers
33ee0f3c27 Merge branch 'master' into modern
# Conflicts:
#	src/gl/renderer/gl_renderer.cpp
#	src/gl/renderer/gl_renderer.h
#	src/gl/renderer/gl_renderstate.h
#	src/gl/system/gl_framebuffer.cpp
#	src/gl/system/gl_framebuffer.h
2018-07-14 13:18:34 +02:00
Christoph Oelckers
7817e6a7b2 - moved the texture binding code back to the OpenGL specific parts.
turns out that this cannot be consolidated with Vulkan because the semantics are far too different here.
2018-07-14 13:05:49 +02:00
Christoph Oelckers
69a3271440 - removed the unused feature to allow animated material layers.
This was a relic from trying to support ZDoomGL's texture shader system but would make texture management with Vulkan significantly more complicated because it would require dynamic descriptor set management for textures which can cause a lot of overhead.
2018-07-14 12:10:41 +02:00
usernameak
7de9e1f097 Added ability to set defines in custom HW shaders 2018-07-14 12:01:54 +02:00
usernameak
e306d4ee04 Fix codestyle; add ability to name the textures 2018-07-14 12:01:54 +02:00
usernameak
fa51a54042 Made ability to define custom material shaders for ProcessMaterial function 2018-07-14 12:01:54 +02:00
usernameak
292458ee2d Custom hardware shaders now can use custom texture units 2018-07-14 12:01:54 +02:00
Christoph Oelckers
124fe63d00 Merge branch 'master' into modern 2018-07-14 10:24:41 +02:00
Marisa Kirisame
2d0fb4ed2e Adds 2D shape (triangle array) drawer, usable from ZScript. Handles most drawtexture parameters excluding those related to scaling, at the moment. 2018-07-13 20:24:06 +02:00
Erick Tenorio
dfe635dd4a TNT.WAD fixes
MAP07 - Dropping onto the outdoor lava will now raise triangle sectors.
Should be impossible to get stuck in them now.
MAP08 - Fix (what I presume to be an unintentional) missing texture.
2018-07-12 17:42:58 +02:00
alexey.lysiuk
23a4daac23 - skipped owned items in proximity test
https://forum.zdoom.org/viewtopic.php?t=61224
2018-07-11 17:49:30 +02:00
argv-minus-one
ce1aa7e962 Move RandomSpawner's random selection logic into a virtual method.
With this, one can use its self-replacement code (which copies a bunch of its state into the replacement actor, and monitors for boss death if appropriate), but select the replacement class based on some other criteria (map number, the player's RPG stats, the player's class, etc).
2018-07-09 17:50:55 +02:00
argv-minus-one
6239796b92 Move RandomSpawner's recursion check into PostBeginPlay.
Previously, a RandomSpawner with infinite recursion would hang the game, because the recursion check was happening before the recursion counter (bouncecount) was set.
2018-07-09 17:50:55 +02:00
alexey.lysiuk
55ae431c02 - fixed crash on setting particular CVARs
Game crashed when any of gl_brightfog, gl_lightadditivesurfaces, gl_notexturefill CVARs is set with no level loaded
There was impossible to reset settings to defaults because of this
2018-07-07 12:04:41 +03:00
David Carlier
2a59327aeb foo being allocated with metadata based allocator needs to
be freed similarly.
2018-07-06 10:59:23 +03:00
Marisa Kirisame
e5249f302a UE1: Clean up and restructure model class.
UE1: Add support for Deus Ex format vertex data.
UE1: Group triangles by skin index AND type/flags (preparation for per-surface render style support).
UE1: Add handling of Weapon Triangle (preparation for model attachment support).
UE1: Support flat shaded triangle flag.
2018-07-04 21:31:48 +02:00
Magnus Norddahl
ebae12e74b - Make members private that are not used outside FGLRenderBuffers 2018-07-03 23:35:34 +02:00
Magnus Norddahl
092b2953ea - add GL to OpenGL specific postprocess classes to make it more clear which belongs to the generic hw interface and which belong to the OpenGL implementation 2018-07-03 23:31:40 +02:00
Magnus Norddahl
2128b99117 - fix ssao not working when multisample was off 2018-07-03 23:21:54 +02:00
Magnus Norddahl
128c8d8318 - improve the bloom blur quality slightly 2018-07-03 23:12:47 +02:00
Magnus Norddahl
fcee021753 Fix frame buffer binding bug that caused PP textures to end up with bad data 2018-07-03 21:44:49 +02:00