Commit graph

1268 commits

Author SHA1 Message Date
Christoph Oelckers
1a16f664e4 - added a TStaticArray class that allows safe access to resizable static data (like the sectors, linedefs, etc.) for the VM.
- used this to replace the line list in Sector because that gets already used and implemented proper bounds checks for this type of array.
2017-01-02 21:40:52 +01:00
Rachael Alexanderson
53c545d045 Merge https://github.com/coelckers/gzdoom 2017-01-02 09:48:45 -05:00
Christoph Oelckers
7c3c886a90 - use the attenuated light definitions from QZDoom.
- apply them also to Freedoom.
- to compensate for the increase in light size required for attenuated lights to look correct, when running in legacy mode, they to be reduced in size to 2/3 of their defined size because the textured lighting method does not support real attenuation.
- removed the ancient size limit of 255 for light sizes which comes from a time when args were bytes.
2017-01-02 13:17:03 +01:00
Rachael Alexanderson
2d1a5e6b36 Merge https://github.com/coelckers/gzdoom 2017-01-01 21:44:56 -05:00
Christoph Oelckers
6ab8e90911 - parse GLDEFS and its game-specific variants in lump order instead of both names sequentially. 2017-01-02 00:28:30 +01:00
Rachael Alexanderson
c7dce79831 Merge https://github.com/coelckers/gzdoom 2017-01-01 10:54:19 -05:00
Christoph Oelckers
e4c63563e3 - fixed: The 3D floor light splitting code for sprites did not copy the sector's fog density.
- fixed: fog calculations for fuzz effects were wrong.
2017-01-01 00:16:53 +01:00
ZZYZX
3aee73eaa4 Enabled user shader for a cameratexture 2016-12-31 07:27:27 -05:00
ZZYZX
c845fc126a Enabled user shader for a cameratexture 2016-12-31 12:17:24 +01:00
Rachael Alexanderson
3992fd32cb Merge https://github.com/coelckers/gzdoom 2016-12-30 05:58:57 -05:00
Christoph Oelckers
a000b57204 - fixed player visibility determination by tracking and translating the actual actor position in addition to the camera position through portals. I hope this fixes the randomly appearing player sprites for good. 2016-12-29 22:19:09 +01:00
Rachael Alexanderson
308e768903 Merge https://github.com/coelckers/gzdoom 2016-12-29 13:57:50 -05:00
Christoph Oelckers
f52744e8a4 - fixed: When looking through a plane mirror the portal plane exclusion logic needs to be flipped, because the mirror inverts the vertical view direction. 2016-12-29 19:54:38 +01:00
Christoph Oelckers
a3070e8846 - fixed: FGLTexture::CreateTexBuffer needs to be more careful with setting the texture's translucency information.
First, if it has already been determined the value should be left alone and second, for translated textures the generated buffer is inconclusive so in that case it cannot be used at all.
2016-12-29 14:33:53 +01:00
Rachael Alexanderson
07f22a090c Merge https://github.com/coelckers/gzdoom 2016-12-28 21:16:14 -05:00
Christoph Oelckers
d748b6ad70 - added explicit fog density as a sector property, accessible through UDMF and ACS.
- allow changing sector glow information through ACS.
2016-12-29 01:12:17 +01:00
Rachael Alexanderson
de896920b4 Merge https://github.com/coelckers/gzdoom 2016-12-28 17:38:00 -05:00
Christoph Oelckers
02c3b3613f - added UDMF properties to set glows per sector.
- for explicitly defined glows, use the one for the current animation frame, if an animated texture is active. For default glows it will still use the base texture's to avoid inconsistencies.
2016-12-28 21:35:42 +01:00
Rachael Alexanderson
972bdc2001 Merge https://github.com/coelckers/gzdoom 2016-12-28 12:41:18 -05:00
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
2659090e1c Move renders into folders 2016-12-27 06:31:55 +01:00
Rachael Alexanderson
d8df255438 Merge https://github.com/coelckers/gzdoom 2016-12-26 15:46:44 -05:00
Edoardo Prezioso
3f7c057f92 - Fixed heap use after free issue with lights. 2016-12-26 18:23:17 +01:00
Christoph Oelckers
be508bc670 - adjust to using msecnode_t's. 2016-12-26 12:11:55 +01:00
ZZYZX
6f16597668 GL renderer now uses RenderRadius links too 2016-12-25 23:46:03 +01:00
Christoph Oelckers
c5d75c18b4 - make gl_finishbeforeswap more useful by handling the case where it causes stalls on NVidia. 2016-12-25 22:56:18 +01:00
Christoph Oelckers
ad2993950a - fixed light level calculation for low light levels. 2016-12-25 12:58:29 +01:00
Rachael Alexanderson
fa622710f1 Merge https://github.com/coelckers/gzdoom 2016-12-24 02:31:36 -05:00
Christoph Oelckers
78737f9bc7 - fixed: The cycler for a pulse light needs to be reinitialized when new light properties get applied.
- do not clamp the cycler's output to a byte.
2016-12-23 15:25:39 +01:00
Christoph Oelckers
a825d1d92f Merge branch 'ssao' of https://github.com/dpjudas/dpDoom 2016-12-22 12:40:57 +01:00
Rachael Alexanderson
fa66ca214e Merge https://github.com/coelckers/gzdoom
# Conflicts:
#	src/win32/zdoom.rc
2016-12-22 06:24:47 -05:00
Christoph Oelckers
36f87b7135 - removed gl_light_ambient.
This really serves no use anymore and is mostly a remnant of old times with dark CRT monitors. The default ambient level was set at 20, meaning a sector light level of 40. This is a value actual levels rarely get to, except when using some lighting effects - but it's for those that the ambient clamping did the most damage.
2016-12-22 11:14:13 +01:00
Magnus Norddahl
8a3db6c003 Dynamic lights? Did anyone say DYNAMIC LIGHTS? 2016-12-20 23:21:34 +01:00
Rachael Alexanderson
c109ebf7cb Merge branch 'master' of https://github.com/coelckers/gzdoom 2016-12-09 03:00:02 -05:00
Christoph Oelckers
8f45664089 - fixed: Fog boundaries were not drawn on line portals.
There's two restrictions, though:

* on one-sided-line portals fog boundaries will not be drawn.
* the filler sector behind the portal may not have a sky ceiling texture. This is because the drawing code contains several sky checks which get in the way here.
2016-12-08 17:00:15 +01:00
Rachael Alexanderson
dc07c2075f Merge branch 'master' of https://github.com/coelckers/gzdoom 2016-12-08 07:47:33 -05:00
Christoph Oelckers
3558b2234c - fixed: The dynamic light setup for walls did not portal-translate the light's coordinate.
- changed ADynamicLight::CollectWithinRadius to work iteratively to avoid the high stack overhead of 64 bit code.
2016-12-08 12:50:45 +01:00
Rachael Alexanderson
40b68bfea0 Merge branch 'master' of https://github.com/coelckers/gzdoom
# Conflicts:
#	src/CMakeLists.txt
2016-12-07 23:12:42 -05:00
Christoph Oelckers
1e950d75bd - made dynamic light attenuation completely opt-in. This can be done either by setting a MAPINFO option for lights that do not automatically specify it and with a light property. The light property will always take precedence, if set. 2016-12-07 23:17:18 +01:00
Rachael Alexanderson
c04e0d0df3 - fixed: Whoops. One of those danged macros got away. ;) 2016-12-06 18:44:59 -05:00
Rachael Alexanderson
a78b713f4b Merge https://github.com/coelckers/gzdoom
# Conflicts:
#	src/v_video.cpp
2016-12-06 18:19:08 -05:00
Christoph Oelckers
c3fb43db3a Merge branch 'gz-zscript' 2016-12-06 22:47:37 +01:00
Rachael Alexanderson
af330e1c41 Merge branch 'master' of https://github.com/coelckers/gzdoom 2016-12-06 13:55:46 -05:00
Christoph Oelckers
a3ae05299b - fixed: glPolygonOffset was not called for flat sprites. 2016-12-06 19:17:02 +01:00
Christoph Oelckers
c115c0a5b2 - fixed: Random flicker lights must set up their size on the first tic they are run. If not they will keep the radius of the previous effect which may be too large. 2016-12-06 18:35:34 +01:00
Christoph Oelckers
d04c37101e Merge branch 'master' of https://github.com/coelckers/gzdoom 2016-12-06 12:59:03 +01:00
Christoph Oelckers
17698467d7 - made application of dynamic lights to additively blended surfaces a MAPINFO option. In most cases this is not wanted but sometimes this can be used to good effect so it should be there as an option. 2016-12-06 12:58:45 +01:00
Rachael Alexanderson
ba723f5296 Merge branch 'master' of https://github.com/coelckers/gzdoom 2016-12-05 17:07:27 -05:00
Rachael Alexanderson
824705eaca - Fixed compile errors with maxviewpitch update 2016-12-05 22:32:18 +01:00
Rachael Alexanderson
c53a20aea6 - Notify gamesim of maxviewpitch change. 2016-12-05 22:32:18 +01:00
Magnus Norddahl
2f3a6da295 Fix buffer overrun 2016-12-05 04:05:55 +01:00
Christoph Oelckers
daf1a40521 - allow swapping the order of gl_finish and SwapBuffers calls, because some cards do not seem to like the correct order. 2016-12-03 20:09:25 +01:00
Christoph Oelckers
834802def3 - sanitized the old sprite offset adjustment feature and used it to redefine offsets for some sprites that have really bad ones. 2016-12-03 19:49:32 +01:00
Christoph Oelckers
5dd63a86cf - removed excess arguments for IMPLEMENT_CLASS. 2016-12-03 18:59:28 +01:00
Christoph Oelckers
34970c9b9c - removed hexenglobal include from GL files. 2016-12-03 18:49:52 +01:00
Magnus Norddahl
9416d436fe Move software renderer into its own namespace to isolate its globals and make
any access explicit. This reveals the places in the code where they are being
accessed where they shouldn't and prevents accidental usage.
2016-12-01 02:38:32 +01:00
Magnus Norddahl
284a99f204 Merge branch 'gl_swframebuffer' into qzdoom 2016-11-29 22:16:58 +01:00
Magnus Norddahl
00387a7211 Add bounds check to palette upload buffer size 2016-11-29 22:16:40 +01:00
Magnus Norddahl
ccafe27b22 Merge remote-tracking branch 'origin/ssao' into qzdoom 2016-11-28 02:33:41 +01:00
Magnus Norddahl
bea113a908 Fix tonemap texture filtering (black screen) regression 2016-11-28 02:32:57 +01:00
Magnus Norddahl
057060022a Merge remote-tracking branch 'gzdoom/master' into ssao 2016-11-27 09:59:57 +01:00
Magnus Norddahl
17ed585c1f Fix vsync not working 2016-11-19 12:30:58 +01:00
Rachael Alexanderson
bac3ae3bf8 Merge branch 'master' of https://github.com/coelckers/gzdoom 2016-11-17 17:37:11 -05:00
Christoph Oelckers
b3b5cb2fa4 - fixed: Lines with both sides in the same sector but an active portal may not be discarded early. 2016-11-17 23:13:17 +01:00
Christoph Oelckers
3a2d0e3486 - copied all necessary adjustments from the test branch in the QZDoom repo. 2016-11-15 11:49:27 +01:00
nashmuhandes
970c750daa Added OpenGL support to the underwater view blend scalar option. 2016-11-11 18:08:47 +08:00
Rachael Alexanderson
9413ea6edf - Textured automap would crash due to an additional parameter in the software renderer to the FillSimplePoly function call, causing stack issues. 2016-11-08 15:35:51 -05:00
Rachael Alexanderson
d36993a03b - Textured automap would crash due to an additional parameter in the software renderer to the FillSimplePoly function call, causing stack issues. 2016-11-08 15:05:23 -05:00
Rachael Alexanderson
9f9e4ea19d - Added randi's "bottomclip" parameter to dpJudas's OpenGLSWFrameBuffer::FillSimplePoly implementation. The code refused to compile because of the new changes. Note that this is not tested on Linux or Mac, and will likely need changes there as well. 2016-11-06 08:58:06 -05:00
Rachael Alexanderson
b460ce31e8 Merge http://github.com/coelckers/gzdoom 2016-10-24 21:02:09 -04:00
Rachael Alexanderson
64ae207fb9 Merge http://github.com/coelckers/gzdoom 2016-10-24 01:07:10 -04:00
Christoph Oelckers
bea625a42c - added an ATTENUATE flag to dynamic lights, this is set by default for attached lights. For placed lights this is off, because it'd interfere with many existing maps that depend on unattenuated lights. 2016-10-23 20:42:48 +02:00
Christoph Oelckers
fbe2b76705 - fixed checks in sprite sorting logic. There were some missing parentheses. 2016-10-23 19:08:43 +02:00
Magnus Norddahl
d804f94a5e Merge remote-tracking branch 'origin/ssao' into qzdoom 2016-10-22 21:36:29 +02:00
Magnus Norddahl
6c1c0d2972 Improve scene selection for SSAO so that the mainview drawmode always takes precedence 2016-10-22 21:35:49 +02:00
Magnus Norddahl
1f8b2ebd9f Merge remote-tracking branch 'origin/ssao' into qzdoom 2016-10-22 21:26:30 +02:00
Magnus Norddahl
a3e19bf337 Fixed gl_ssao_portals not having effect 2016-10-22 21:25:29 +02:00
Magnus Norddahl
2ba7915d1a Merge remote-tracking branch 'origin/ssao' into qzdoom 2016-10-22 00:14:35 +02:00
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
raa-eruanna
c62ee28726 Merge http://github.com/coelckers/gzdoom 2016-10-20 04:54:44 -04:00
Christoph Oelckers
96437d95fa - use the new ZDoom code for retrieving a sky's cap color to avoid redundancies. 2016-10-20 10:36:23 +02:00
Magnus Norddahl
df3f5ae882 Use OpenGL to allocate the canvas buffer to avoid a costly memcpy 2016-10-18 01:16:36 +02:00
Magnus Norddahl
8b297221fe Merge branch 'gl_swframebuffer' into qzdoom 2016-10-16 23:18:16 +02:00
Magnus Norddahl
f81d0d3964 macOS support and Intel driver bug fixes 2016-10-16 22:40:08 +02:00
raa-eruanna
135c861247 Merge http://github.com/coelckers/gzdoom 2016-10-16 04:02:34 -04:00
Christoph Oelckers
6a6263a614 Merge branch 'master' of https://github.com/coelckers/gzdoom 2016-10-16 09:13:19 +02:00
Christoph Oelckers
59576e6d23 - use the newly added OF_Transient flag to avoid writing out the owned dynamic lights to savegames instead of destroying and recreating them each time. 2016-10-16 09:12:43 +02:00
raa-eruanna
b54b4f2786 Merge http://github.com/coelckers/gzdoom 2016-10-14 11:50:06 -04:00
alexey.lysiuk
c3ced5842a Added multithreaded upscaling with xBRZ (macOS only) 2016-10-14 17:14:49 +03:00
alexey.lysiuk
58d44e89c9 Use single helper for xBRZ scalers 2016-10-14 17:03:26 +03:00
Magnus Norddahl
2a0ab96341 Merge remote-tracking branch 'origin/ssao' into qzdoom 2016-10-13 18:12:56 +02:00
Magnus Norddahl
660a45a0e0 Add normals to decals 2016-10-13 18:04:00 +02:00
raa-eruanna
15c08f73d5 Merge http://github.com/coelckers/gzdoom 2016-10-12 03:15:03 -04:00
Magnus Norddahl
3146f75ae0 Merge remote-tracking branch 'origin/gl_swframebuffer' into qzdoom 2016-10-12 08:05:39 +02:00
Magnus Norddahl
c5ebfd9e65 Add vid_max_width and vid_max_height 2016-10-12 08:05:31 +02:00
Magnus Norddahl
052f7900c2 Fix swapped x and y in DrawLetterbox 2016-10-12 08:04:42 +02:00
Magnus Norddahl
403b3e2319 Merge branch 'master' of https://github.com/raa-eruanna/qzdoom into qzdoom 2016-10-12 07:39:20 +02:00
Magnus Norddahl
77a566a57e Merge remote-tracking branch 'origin/gl_swframebuffer' into qzdoom 2016-10-12 07:38:56 +02:00
Magnus Norddahl
698b05ee69 Fix pixel center and letter box issues 2016-10-12 07:34:07 +02:00
Major Cooke
41bf9def80 GZDoom compatibility for PSPF_FLIP. 2016-10-11 20:18:06 -05:00
raa-eruanna
b724de6ee3 Merge http://github.com/coelckers/gzdoom 2016-10-11 10:38:02 -04:00
Magnus Norddahl
f37ee3a024 Add bgra support to OpenGLSWFrameBuffer 2016-10-11 15:43:12 +02:00
Magnus Norddahl
f5c069c759 Merge remote-tracking branch 'origin/gl_swframebuffer' into qzdoom 2016-10-11 14:54:18 +02:00
Magnus Norddahl
3c7d6234cb Add wipes 2016-10-11 14:37:57 +02:00
alexey.lysiuk
7510ad1635 Fixed missing fake floors in deferred buffer mode
wow.wad is now genuine and authentic...
2016-10-11 14:56:22 +03:00
Magnus Norddahl
7911302ad8 Hook in gamma shader 2016-10-11 13:09:32 +02:00
Magnus Norddahl
01dc9de8d1 Misc bug fixes and performance improvements 2016-10-11 10:27:18 +02:00
Christoph Oelckers
dde25820e2 - fixed winding of voxel polygons. 2016-10-11 09:08:31 +02:00
Magnus Norddahl
682b040b97 OpenGL based software renderer hardware accel now works for most things 2016-10-11 00:03:46 +02:00
Magnus Norddahl
f4308b3184 Add glsl shader version of the d3d9 shaders and get enough of it working for it to boot without errors 2016-10-10 21:03:55 +02:00
raa-eruanna
2a7b902a0a Merge http://github.com/coelckers/gzdoom
# Conflicts:
#	src/gl/renderer/gl_renderer.cpp
2016-10-10 10:39:07 -04:00
Magnus Norddahl
40df46f94e Implement OpenGL versions of GPU objects 2016-10-10 07:39:02 +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
5f0088ab8b Created new OpenGL framebuffer using the software renderer's hardware acceleration 2016-10-09 12:50:57 +02:00
Magnus Norddahl
94d8e10f96 Merge branch 'ssao' into qzdoom 2016-10-09 06:27:42 +02:00
Magnus Norddahl
1b7c42f45f Multisampling ssao bug fixes and split linear depth to its own buffer 2016-10-09 06:17:48 +02:00
Magnus Norddahl
bb79dcb634 SSAO math bug fixes 2016-10-06 07:36:49 +02:00
Magnus Norddahl
00e72028ef Add another gbuffer with normal data and make ssao pass use it 2016-10-05 07:57:27 +02:00
raa-eruanna
3f020e686f Merge http://github.com/coelckers/gzdoom 2016-10-04 23:26:50 -04:00
Magnus Norddahl
490dd612b3 Keep using render buffers when ssao is off, for better performance 2016-10-05 03:56:58 +02:00
Major Cooke
0e9f808c8a Fixed: FLATSPRITES were drawn backwards. 2016-10-04 10:05:57 -05:00
Magnus Norddahl
e9d13e5d74 Remove gl_light_math (reverts last remains of old lightmath branch) 2016-10-04 00:25:35 +02:00
Magnus Norddahl
51f867bc6c Merge branch 'ssao' into qzdoom
# Conflicts:
#	src/gl/renderer/gl_renderer.cpp
#	wadsrc/static/language.enu
#	wadsrc/static/menudef.zz
#	wadsrc/static/shaders/glsl/main.fp
2016-10-04 00:16:05 +02:00
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
Magnus Norddahl
bcb64a3445 Merge branch 'ssao' into qzdoom
# Conflicts:
#	src/gl/renderer/gl_postprocess.cpp
#	src/gl/renderer/gl_renderer.cpp
#	src/gl/scene/gl_scene.cpp
#	src/gl/shaders/gl_ambientshader.cpp
#	src/gl/shaders/gl_ambientshader.h
#	src/gl/system/gl_cvars.h
#	wadsrc/static/language.enu
#	wadsrc/static/menudef.zz
2016-10-03 23:47:09 +02:00
Magnus Norddahl
dcb6c1ac3a Move ApplyFXAA to PostProcessScene 2016-10-03 23:30:00 +02:00
alexey.lysiuk
5d99e7dafe Fixed compilation on platforms other than Windows 2016-10-03 22:13:33 +03:00
Christoph Oelckers
7ab7fc9a57 - seems I missed this part... 2016-10-03 16:21:50 +02:00
Christoph Oelckers
4eb5f10b02 - use normals to have proper light attenuation. So far only implemented for walls and flats. Models are planned but need some thinking about how to efficiently collect all required lights for an object. 2016-10-03 16:09:32 +02:00
Magnus Norddahl
7c47806382 Fix aspect ratio bug in LensDistortScene 2016-10-03 09:18:47 +02:00
raa-eruanna
c6408e92e2 Merge http://github.com/coelckers/gzdoom
# Conflicts:
#	src/gl/renderer/gl_postprocess.cpp
#	src/gl/renderer/gl_renderer.cpp
#	src/gl/scene/gl_scene.cpp
#	wadsrc/static/language.enu
#	wadsrc/static/menudef.zz
2016-10-02 23:10:07 -04:00
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
5391216756 Delete unused new BlitFromEyeTexture() method I ended up not using. 2016-10-02 16:27:43 -04:00
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
raa-eruanna
a89ec61dc1 Merge http://github.com/coelckers/gzdoom 2016-10-01 19:06:40 -04:00
Christoph Oelckers
cfa6b817b5 - made bloom and tonemap settings game specific and save all related CVARs.
As was pointed out: "That said, there is one minor problem - different game artstyles can constitute whether Bloom is turned on, which tonemap is used, etc. For example, when playing Doom, I like having my bloom on, but if I am going to start playing the Adventures of Square, the art style and bloom don't mix, in my opinion. For this, I have to remember to switch my bloom settings every time I switch IWad"
2016-10-01 21:34:13 +02:00
raa-eruanna
dd9881b5fa Merge http://github.com/coelckers/gzdoom 2016-09-28 06:40:56 -04:00
Christoph Oelckers
b75395aa74 - fixed: Screen size update coordinates were copied into the wrong buffer location. 2016-09-28 09:25:48 +02:00
raa-eruanna
c8d0a478d8 Merge http://github.com/coelckers/gzdoom 2016-09-25 19:43:52 -04:00
Christoph Oelckers
750c194959 - changed order of SwapBuffers and glFinish call. The new order with glFinish coming last is recommended by OpenGL and it fixes a stalling problem with portals and camera textures visible at the same time.
- check and use WGL_EXT_swap_control_tear extension. The above change makes the system always wait for a full vsync with a wglSwapInterval of 1, so it now uses the official extension that enables adaptive vsync. Hopefully this also works on the cards where the old setup did not.
2016-09-26 01:38:25 +02:00
raa-eruanna
ed07ff1bdd Merge http://github.com/dpjudas/dpdoom 2016-09-25 02:19:39 -04:00
raa-eruanna
9ecb7d44f7 Merge http://github.com/coelckers/gzdoom 2016-09-24 23:36:47 -04:00
Magnus Norddahl
287acea6b4 Update copyright 2016-09-25 00:31:57 +02:00
Magnus Norddahl
6cb9f875dd Fix missing call from merge 2016-09-25 00:31:43 +02:00
Magnus Norddahl
979e70ca8f Add gl_ssao_portals for controlling how many portals gets SSAO 2016-09-25 00:22:38 +02:00
Magnus Norddahl
3f11c0562c Add ssao quality setting 2016-09-25 00:22:38 +02:00
Magnus Norddahl
0397fe185f Don't do ambient occlusion when rendering to texture 2016-09-25 00:22:32 +02:00
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
9af34bac69 Add gbuffer pass support to FShaderManager and FRenderState 2016-09-25 00:22:32 +02:00
Magnus Norddahl
37e3172c94 Fix random texture sampling bug 2016-09-25 00:22:31 +02:00
Magnus Norddahl
0a8cc1b74c Fix depth blur 2016-09-25 00:22:31 +02:00
Magnus Norddahl
24ab13f1ce Fix stripes in the reconstructed normals due to down scaling 2016-09-25 00:22:31 +02:00
Magnus Norddahl
11725c435e Grab tanHalfFovy from the projection matrix 2016-09-25 00:22:31 +02:00
Magnus Norddahl
e025f6e54b Mark portals in scene alpha channel for the SSAO pass 2016-09-25 00:22:31 +02:00
Magnus Norddahl
c7c0ffadb5 Move SSAO pass to be before translucent rendering
Fix depth sampling location when not using fullscreen scene
2016-09-25 00:19:16 +02:00
Magnus Norddahl
09bec67821 Resolve multisampling depth in shader 2016-09-25 00:19:16 +02:00
Magnus Norddahl
a246b58673 Change SSAO blur to be depth aware 2016-09-25 00:19:16 +02:00
Magnus Norddahl
a6fdaca633 Fix precision issue in SSAO shader 2016-09-25 00:19:16 +02:00
Magnus Norddahl
723eb746f6 Add ssao random texture 2016-09-25 00:19:15 +02:00
Magnus Norddahl
9076d46261 Added SSAO pass 2016-09-25 00:19:15 +02:00
Christoph Oelckers
8907a8bfe8 - fixed incorrect function name in sprites drawer.
- fixed duplicate property key in ADynamicLight serializer. Radius was already claimed by AActor so this needs a different name.
2016-09-24 12:09:53 +02:00
Magnus Norddahl
5ef46d1730 Merge remote-tracking branch 'gzdoom/master' into qzdoom 2016-09-24 09:37:18 +02:00
Major Cooke
561edd31ec Added check for angle visibility for GZDoom. 2016-09-24 09:29:00 +02:00
Magnus Norddahl
8172949800 Merge branch 'lightmath' into dpdoom 2016-09-24 08:40:47 +02:00
Magnus Norddahl
4350587714 Remove accidental UpdateCameraExposure duplicate from merge 2016-09-24 08:40:28 +02:00
Magnus Norddahl
c21090333f Merge remote-tracking branch 'qzdoom/master' into dpdoom 2016-09-24 08:17:49 +02:00
Magnus Norddahl
d126e91ded Merge remote-tracking branch 'gzdoom/master' into lightmath
# Conflicts:
#	src/gl/renderer/gl_renderbuffers.cpp
#	src/gl/renderer/gl_renderbuffers.h
#	src/gl/renderer/gl_renderer.h
#	src/gl/scene/gl_scene.cpp
2016-09-24 08:12:12 +02:00
Christoph Oelckers
ee2766d00b - made adjustments for new savegame code. 2016-09-24 01:47:44 +02:00
raa-eruanna
2a9e97688d Merge http://github.com/coelckers/gzdoom 2016-09-22 05:23:02 -04:00
Christoph Oelckers
18ee6353fa - let's be safe and set the proper texture mode for the fullscreen blend rect. I've got spurious reports that on some occasions it was rendered opaque. 2016-09-22 10:54:16 +02:00
Christoph Oelckers
1bddc277e6 - fixed winding of voxel polygons. 2016-09-22 10:28:14 +02:00
Christoph Oelckers
960ed5130c - fixed: DTA_ColorOverlay was not properly handled by F2DDrawer. 2016-09-22 10:20:36 +02:00
Christoph Oelckers
52d4c3970e - use glPOlygonOffset on non-translucent flat and wall sprites to avoid z-fighting. 2016-09-22 10:00:40 +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
a1cbd39f3f Move call to Stereo3DMode.AdjustPlayerSprites into FGLRenderer.DrawPlayerSprites()
(cherry picked from commit 5b5598d7d85c6bb8930e874d5d94cca835061bf0)
2016-09-22 09:25:48 +02:00
Christopher Bruns
a5c27af59b Show weapon at full width in SideBySideFull 3D mode.
(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.
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
raa-eruanna
72491049e0 Changes to the contrast/brightness/gamma formula for both hardware and shader gamma correction. Mainly makes a correction with the shader version where contrast/brightness being negative values would clip them inappropriately. 2016-09-22 09:23:25 +02:00
Magnus Norddahl
af699dcebc Make bloom/exposure less aggressive 2016-09-22 09:13:33 +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
146b5d2d06 - use 'override' qualifier on renderer interface.
Bad things can happen if these get changed in ZDoom without adapting to the change so better let the compiler handle this automatically.
2016-09-22 09:06:21 +02:00
Magnus Norddahl
7c862b85b3 Don't do ambient occlusion when rendering to texture 2016-09-22 03:49:19 +02:00
Magnus Norddahl
b6c64416be Added SceneData texture as the second colorbuffer when rendering a scene and placed fog data into it 2016-09-21 02:04:56 +02:00
Magnus Norddahl
24f748da03 Add gbuffer pass support to FShaderManager and FRenderState 2016-09-20 02:57:57 +02:00
raa-eruanna
20e620bbe7 Merge http://github.com/coelckers/gzdoom
# Conflicts:
#	src/version.h
2016-09-19 03:05:38 -04:00
Magnus Norddahl
b1871b272b Merge branch 'exposure_pass' into lightmath 2016-09-18 19:31:36 +02:00
Magnus Norddahl
210dd6d26a Make bloom/exposure less aggressive 2016-09-18 19:31:09 +02:00
Christoph Oelckers
ceaa040750 - added a workaround to avoid sprite splitting when it may cause glitches for sprites that get rotated in the draw pass. 2016-09-18 17:45:02 +02:00
Magnus Norddahl
38be2333d0 Merge branch 'exposure_pass' into lightmath
# Conflicts:
#	src/gl/renderer/gl_renderbuffers.cpp
#	src/gl/renderer/gl_renderbuffers.h
#	src/gl/renderer/gl_renderer.h
#	src/gl/scene/gl_scene.cpp
2016-09-18 16:22:44 +02:00
Magnus Norddahl
8dd12c8216 Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath 2016-09-18 16:01:21 +02:00
Magnus Norddahl
1e2935f4e0 Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing 2016-09-18 15:57:22 +02:00
raa-eruanna
e47e6d1d6e Merge http://github.com/coelckers/gzdoom 2016-09-17 20:06:22 -04:00
Major Cooke
80c1baa596 Fixed: Pitch was rotating around the wrong axis. 2016-09-17 12:10:22 -05:00
raa-eruanna
962291d18e Merge http://github.com/coelckers/gzdoom 2016-09-17 11:32:57 -04:00
Christoph Oelckers
bec17bd222 - FLATSPRITE fixes. 2016-09-17 08:26:30 +02:00
Major Cooke
d01b0e061e Moved flatsprite code into CalculateVertices. 2016-09-16 12:07:28 -05:00
Major Cooke
66d20726c2 Reintroduced flat sprites once more.
- Take note, current flat sprites will change. With no pitch involved, sprites are now flat across the ground.
2016-09-16 11:47:20 -05:00
raa-eruanna
7da94e5aca Merge http://github.com/coelckers/gzdoom 2016-09-16 11:49:42 -04:00
Christoph Oelckers
7c2886e8ea - fixed the last commit:
The altered vertices must always be copied to the actual buffer and it's not necessary to copy everything, copying the 4 changed ones is sufficient.
2016-09-16 08:10:19 +02:00
Magnus Norddahl
3c1868f7e6 Fix wrong flash rectangle size after window resize 2016-09-16 02:53:19 +02:00
Magnus Norddahl
95fef44200 Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath 2016-09-15 00:31:34 +02:00
raa-eruanna
343cde4595 Merge http://github.com/coelckers/gzdoom 2016-09-14 14:08:19 -04:00
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
raa-eruanna
004c7de89b Part 1 of code merge 2016-09-14 04:03:39 -04:00
Magnus Norddahl
c54b4e74f5 Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath 2016-09-13 23:44:12 +02:00
Christoph Oelckers
a98f364cc3 - added another missing nullptr check. 2016-09-13 23:37:19 +02:00
alexey.lysiuk
dcabcaa5b6 Fixed compilation on non-Windows platforms 2016-09-13 22:10:07 +03:00
Christoph Oelckers
c593dda8f3 - added missing nullptr check. 2016-09-12 23:03:27 +02:00
Magnus Norddahl
0fc5ee1ffd Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath 2016-09-12 22:30:46 +02:00
Magnus Norddahl
b378b3d05a Remove black bars from windowed mode 2016-09-12 20:43:45 +02:00
Magnus Norddahl
7bdbaaff22 GL aspect ratio adjustments 2016-09-12 20:29:26 +02:00
Magnus Norddahl
a0b6a0275c Fix random texture sampling bug 2016-09-11 11:09:40 +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
03d0b09f29 Fix depth blur 2016-09-10 22:39:09 +02:00
Christoph Oelckers
71f4bacbd7 - missed something for last commit. 2016-09-10 12:36:44 +02:00
Christoph Oelckers
d3246be488 - draw wall sprites without translucent pixels as opaque. This looses the border smoothing with texture filtering but avoids sorting problems. 2016-09-10 12:24:13 +02:00
Christoph Oelckers
30cb651d92 - completely removed the flat sprite code.
This was conceptionally so wrong that there is no chance to salvage any of it.
2016-09-10 10:58:53 +02:00
Magnus Norddahl
63fb604e98 Fix stripes in the reconstructed normals due to down scaling 2016-09-09 18:19:00 +02:00
Magnus Norddahl
8861b1aaff Grab tanHalfFovy from the projection matrix 2016-09-09 09:47:46 +02:00
Magnus Norddahl
f6bede8374 Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
# Conflicts:
#	src/gl/renderer/gl_renderbuffers.cpp
#	src/gl/renderer/gl_renderbuffers.h
#	src/gl/renderer/gl_renderer.h
#	src/gl/scene/gl_scene.cpp
#	wadsrc/static/language.enu
#	wadsrc/static/menudef.z
2016-09-09 09:31:30 +02:00
Magnus Norddahl
d83a72f361 Add missing IsEnabled check 2016-09-09 00:36:12 +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
ccbe5160b0 Split F2DDrawer::Flush into Draw and Clear 2016-09-09 00:36:10 +02:00
Magnus Norddahl
aaa3581ee6 Hook up eye textures in renderer 2016-09-09 00:36:10 +02:00
Magnus Norddahl
4bdd872f09 Add eye textures and FBOs to FGLRenderBuffers 2016-09-09 00:36:09 +02:00
Christoph Oelckers
b9ca3c85f8 - fixed: translucency detection in multipatch textures did not work.
- fixed: The flat drawer never checked if a texture had translucent parts.
2016-09-08 12:18:09 +02:00
raa-eruanna
5a64307ad1 Changes the tonemap generation algorithm. 2016-09-08 00:51:48 +02:00
Christoph Oelckers
181e5dc4db - fixed floor clipping of sprites. 2016-09-06 22:18:47 +02:00
Christoph Oelckers
bfe34f4dc7 - cleanup. 2016-09-06 21:39:13 +02:00
Christoph Oelckers
a36d89405a - separated the coordinate calculation from GLSprite::Draw. 2016-09-06 12:22:00 +02:00
Christoph Oelckers
a5c0f9a548 - use the predefined fullscreen vertices for clearing a portal instead of using the quad drawer. 2016-09-06 11:58:22 +02:00
Christoph Oelckers
74ede7bb4e - fixed: The DrawBlend call in the postprocessing case was using the global 'viewsector' variable directly.
As with the Stereo3D stuff, this cannot be done because recursive processing of portals will change it. Instead the local copy has to be used here, just like the EndDrawScene call already did.
2016-09-05 09:10:29 +02:00
Christoph Oelckers
d2ead39bcc - force framebuffers for camera textures on GL 3+ hardware. With all the postprocessing stuff added I don't think it's ok to use the screenbuffer for this anymore.
- disable framebuffers for camera textures in legacy mode entirely. This depends on a GL_DEPTH24_STENCIL8 surface which most of these old chipsets do not support, and I really see no point to invest any work here. The worst that can happen is that oversized camera textures won't be processed, which, due to general performance issues, might even be a good thing.
2016-09-04 14:16:05 +02:00
Christoph Oelckers
95bedac6ca - inlined FHardwareTexture::GetTexDimension. 2016-09-04 13:14:14 +02:00
Christoph Oelckers
8b01a88b76 - removed gl_lights_size and gl_lights_intensity.
Both of these were inherited from ZDoomGL and in terms of light design in maps it makes absolutely no sense to have them user configurable. They should have been removed 11 years ago.
2016-09-04 12:45:09 +02:00
Christoph Oelckers
e7856ce1e3 - removed unused forceadditive parameter from gl_GetLight.
- restricted gl_lights_additive to legacy code and removed menu entry for this.

For modern hardware this setting is completely pointless, it offers no advantage and degrades visual quality. Its only reason for existence was that drawing additive lights with textures is a lot faster, and that's all it's being used for now.
2016-09-04 12:35:26 +02:00
Magnus Norddahl
3727c5ed0f Mark portals in scene alpha channel for the SSAO pass 2016-09-04 08:15:29 +02:00
Magnus Norddahl
527703ae8c Fix missing flash if multisampling was on and no post processing effects active 2016-09-04 03:21:47 +02:00
Magnus Norddahl
5f02e08c8e Fix minimize crash 2016-09-04 03:15:50 +02:00
Magnus Norddahl
dc39a006dc Fix palette tonemap precision and compile error on Intel 2016-09-04 02:37:59 +02:00
Christoph Oelckers
217601f338 - fixed: FPortal::ClearScreen may not use the 2D drawing code anymore.
2D calls are accumulated and then executed all at once at the end of the frame, but this one needs to be interleaved with the 3D rendering. It now uses the quad drawer to fill the portal with blackness.
2016-09-04 01:46:29 +02:00
Christoph Oelckers
3ae2e77512 - added xBRZ files. 2016-09-03 16:55:16 +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
aece9aaa58 - added xBRZ texture scaler after clearing the licensing conditions. A screenshot of the confirmation that this is ok has been added to the 'licenses' folder. 2016-09-03 14:01:51 +02:00
Magnus Norddahl
e7765bb240 Move SSAO pass to be before translucent rendering
Fix depth sampling location when not using fullscreen scene
2016-09-03 04:29:50 +02:00
Magnus Norddahl
902097d6da Resolve multisampling depth in shader 2016-09-03 04:12:00 +02:00
Magnus Norddahl
b1c1e6aae7 Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
# Conflicts:
#	src/gl/renderer/gl_renderbuffers.cpp
2016-09-03 01:17:16 +02:00
Christoph Oelckers
8b7a87f256 - fix conditions for DrawBlend calls. 2016-09-03 00:43:18 +02:00
Christoph Oelckers
90ab0223a6 - handle colormap parameter reset when renderbuffers are toggled. 2016-09-03 00:36:23 +02:00
Magnus Norddahl
77dde2e3ad Fix not switching back to the default frame buffer when gl_renderbuffers is toggled off 2016-09-03 00:13:05 +02:00
Christoph Oelckers
ee503ea275 - removed now redundant mystdint.h file.
Visual Studio now ships stdint.h so this workaround is no longer needed.
2016-09-02 10:55:56 +02:00
Magnus Norddahl
98032bc73f Change SSAO blur to be depth aware 2016-09-02 05:45:00 +02:00
Magnus Norddahl
5a0c61a2d5 Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
# Conflicts:
#	src/gl/renderer/gl_postprocess.cpp
#	src/gl/renderer/gl_renderbuffers.cpp
#	src/gl/scene/gl_scene.cpp
2016-09-02 02:40:44 +02:00
Christoph Oelckers
4e8027612f - restored 2 lines of code that somehow got lost before the last commit. 2016-09-01 17:38:17 +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
Magnus Norddahl
8a2737a0ce Fix precision issue in SSAO shader 2016-09-01 07:15:40 +02:00
Christoph Oelckers
4a0e082836 - fixed: The wall splitter in the translucent sorting code needs to set fracleft and fracright so that vertex generation is done correctly for the split segments. 2016-08-31 23:26:49 +02:00
Magnus Norddahl
55ea4a7729 Add ssao random texture 2016-08-30 01:09:21 +02:00
Christoph Oelckers
45ff15559d - removed gl_draw_synv because with the postprocessing this is no longer useful. 2016-08-30 00:33:02 +02:00
Magnus Norddahl
240ebf94a1 Remove radius increase in point light modes 2016-08-29 22:42:46 +02:00
Magnus Norddahl
737e700774 Added SSAO pass 2016-08-29 13:10:22 +02:00
Magnus Norddahl
a1d90e1229 Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath 2016-08-29 12:58:20 +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
Christoph Oelckers
0f0dc2c852 - implemented buffers for GL 3.x. These only get mapped during the data collection pass so the order of some things is different here. 2016-08-29 10:43:03 +02:00
Magnus Norddahl
e0e43ee7b3 Fix mColor reset value 2016-08-29 05:31:12 +02:00
Magnus Norddahl
71387b1b42 Fix wrong initial mClipSplit values. 2016-08-29 05:19:47 +02:00
Magnus Norddahl
bb066f6f07 Fall back to gl_renderbuffers 0 if buffer creation fails 2016-08-28 18:07:44 +02:00
alexey.lysiuk
47714509d6 Changed render buffers format back to RGBA16F
Reverted a03b2ff48b to fix issues with nVidia graphics on macOS
2016-08-28 11:15:16 +03:00
Christoph Oelckers
03d055a5ec - adjustments for message modes. 2016-08-28 10:11:09 +02:00
alexey.lysiuk
9b91a13487 Restored legacy way to collect OpenGL extensions 2016-08-28 10:21:20 +03:00
Magnus Norddahl
6c5109ec99 Fix uninitialized mPipelineTexture and fix BindCurrentTexture using the wrong handle 2016-08-27 06:24:36 +02:00
Magnus Norddahl
b1a0108a96 Fix tonemap palette not being rebuilt on palette change 2016-08-26 19:52:15 +02:00
Christoph Oelckers
c9578ae72d - create vertex buffer data for horizon portals in the constructor instead of in the draw function.
This was the last remaining place where the vertex buffer was accessed in the render pass.
2016-08-26 18:18:50 +02:00
Christoph Oelckers
597e10116f - added missing framebuffer function to fudging block. 2016-08-26 08:30:47 +02:00
Christoph Oelckers
10550c4ef0 Merge branch 'init_global_state' of https://github.com/dpjudas/zdoom 2016-08-26 02:20:00 +02:00
Christoph Oelckers
abba548e40 - render sector hacks through the quad renderer if the vertex buffer is not accessible. 2016-08-26 02:03:24 +02:00
Magnus Norddahl
5f09d3b7ef Add FBufferedUniformSampler because sampler uniforms may default bind to other locations than zero 2016-08-26 01:46:39 +02:00
Magnus Norddahl
b68bbaf617 Fix uninitialized memory access if a FShaderProgram is destroyed without being fully compiled and linked 2016-08-26 01:40:28 +02:00
Magnus Norddahl
960038bb81 Clear global state tracking variables when the OpenGL context is (re)created 2016-08-26 01:36:21 +02:00
Christoph Oelckers
f6544f3c44 - removed unused GLFLat::sub and all codes depending on it a valid pointer. 2016-08-26 00:04:29 +02:00
Christoph Oelckers
6755cb2a25 - use the quad drawer for skybox-flagged sectors. 2016-08-26 00:02:32 +02:00
Christoph Oelckers
b83c2056a8 - store the stencil caps in the reserved part of the main vertex buffer instead of constantly recreating them. 2016-08-26 00:01:51 +02:00
Christoph Oelckers
76d7b52fcd - handle the case where a wall gets drawn with an unmapped buffer and no vertex data.
This uses the quad drawer because it can only happen with translucent walls that got split during sorting.
2016-08-25 23:20:23 +02:00
Christoph Oelckers
4598c4138c - added vertex initialization for walls in the processing pass for core profile without persistent buffers.
This is slower than doing it in the render pass so it's only active when actually needed - it's also slower than using a client array so this code only gets used when there is no choice but to work with a 3.x core profile context.
2016-08-25 23:13:49 +02:00
Christoph Oelckers
8f331f56e2 - use MakeVertices directly in the portal code and remove all related code from RenderWall. 2016-08-25 23:02:43 +02:00
Christoph Oelckers
8cf53f04e8 - split off the vertex creation from RenderWall. 2016-08-25 22:54:08 +02:00
Christoph Oelckers
4ab8ca63ce - use more desctiptive names for the predefined vertex buffer indices. 2016-08-25 22:23:31 +02:00
Magnus Norddahl
9525d3690f Added gl_light_math and changed pixelpos + lights to be in eye space 2016-08-25 06:25:05 +02:00
alexey.lysiuk
52b51e79b9 Fixed missing decals in compatibility renderer
The problem was appeared in conjunction with dynamic lights only
See http://forum.zdoom.org/viewtopic.php?f=4&t=19321&start=405#p932733
2016-08-24 10:27:14 +03:00
alexey.lysiuk
a185886924 Added compatibility handling for fog and dynamic lights used together
See http://forum.drdteam.org/viewtopic.php?t=7063
2016-08-24 10:26:11 +03:00
Magnus Norddahl
25645d901e Add Palette LUT tonemap mode 2016-08-23 09:18:18 +02:00
Christoph Oelckers
9555617816 - fixed: The default for position.w is 1, so gl_quaddrawer.cpp needs to set this, too, for the uniform vertex positions. 2016-08-22 22:02:02 +02:00
Christoph Oelckers
b946114145 - removed unused variable. 2016-08-22 22:00:45 +02:00
Magnus Norddahl
1594cc9570 Only use KHR_debug if available 2016-08-22 19:25:13 +02:00
Christoph Oelckers
250be72939 - added handling for drawing with uniform vertices. It draws something but in the wrong place. Right now I have no idea what's happening... 2016-08-22 15:31:23 +02:00
Christoph Oelckers
7ba5acfb35 - added quad drawer interface so that this part can be done without altering a vertex buffer.
So far it's only the framework, the new code is not active yet.
2016-08-22 14:00:25 +02:00
Magnus Norddahl
302f59ea33 Fix r_clearbuffer color not being used 2016-08-22 01:52:51 +02:00
alexey.lysiuk
3e01039bbb Fixed missing #include for GCC/Clang 2016-08-21 15:47:56 +03:00
Christoph Oelckers
dde81b33ea - glEnable(GL_TEXTURE_2D) only makes sense if no shaders are being used. 2016-08-21 08:45:21 +02:00
Christoph Oelckers
97ff4cc025 Merge branch 'debug' of https://github.com/dpjudas/zdoom 2016-08-20 12:34:56 +02:00
Magnus Norddahl
f63635e07a Fix RFL_INVALIDATE_BUFFER check being inverted 2016-08-19 01:11:11 +02:00
Christoph Oelckers
eadc2f35dd - fixed: The crossfade wipe must use its own alpha for the second layer, not the one from the vertex buffer. 2016-08-19 00:21:17 +02:00
Magnus Norddahl
e8fc935f04 Another IsFilteredByDebugLevel typo.. 2016-08-18 02:24:57 +02:00
Magnus Norddahl
4241026f1c Swapped order in IsFilteredByDebugLevel 2016-08-18 02:21:53 +02:00
Magnus Norddahl
f75b6d8c5d Improve debug level filtering 2016-08-18 02:10:54 +02:00
Magnus Norddahl
b21b65eb43 Rearrange binding of texture and sampler to get rid of texture state usage warning 2016-08-18 01:32:41 +02:00
Magnus Norddahl
01f9a2d27a Fix clear warning 2016-08-18 00:21:33 +02:00
Magnus Norddahl
18ff65fb0e Filter logging to only display each message once 2016-08-17 23:52:20 +02:00
Magnus Norddahl
d380d765c9 OpenGL object labels and debug groups 2016-08-17 23:18:47 +02:00
Magnus Norddahl
2825bd4967 Fix invalid value error 2016-08-17 21:25:31 +02:00
Magnus Norddahl
a37225b81e Don't debug break on notifications 2016-08-17 21:25:03 +02:00
Magnus Norddahl
2cb5f1740e Add OpenGL debug messages to the console 2016-08-17 20:33:10 +02:00
Magnus Norddahl
fc01a6b832 Only query for GL_MAX_SAMPLES once 2016-08-17 17:59:47 +02:00
Magnus Norddahl
3c08f5ae48 Fix multisample count bug 2016-08-17 17:37:49 +02:00
Magnus Norddahl
5eeac830eb Clear and InvalidateFramebuffer optimization 2016-08-17 17:37:13 +02:00
Magnus Norddahl
fa2bcebd51 Add KHR_debug and ARB_invalidate_subdata 2016-08-17 16:48:11 +02:00
Magnus Norddahl
a8d1197ea7 Make sure we never pass a negative value to pow, and optimize gamma uniform 2016-08-16 00:01:18 +02:00
Magnus Norddahl
a03b2ff48b Change render buffers from RGBA16F to RGBA16 2016-08-15 23:51:49 +02:00
Christoph Oelckers
ac80ffcc00 - fixed scissor calculations in 2D drawer. 2016-08-15 08:53:49 +02:00
Christoph Oelckers
e03696a6c9 - fixed: The model matrix must be disabled right after rendering the sky dome, so that it won't get used for the skyfog layer. 2016-08-14 20:11:46 +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
fd4422eb62 Restore bound texture when FGLRenderBuffers::Setup finishes 2016-08-14 09:05:53 +02:00
Magnus Norddahl
94b72d25e9 First render may not have known scene dimensions 2016-08-14 09:05:52 +02:00
Magnus Norddahl
af62352860 Fix uninitialized data in render buffers at creation 2016-08-14 09:05:52 +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
647ef5d029 Fix blur shader to use RenderScreenQuad 2016-08-14 09:05:50 +02:00
Magnus Norddahl
210fce1193 Fix bloom shader missing its target 2016-08-14 09:05:50 +02:00
Magnus Norddahl
4ecb77385d GetScreenshotBuffer bug fix 2016-08-14 09:05:49 +02:00
Magnus Norddahl
d5b122b092 Fix GetScreenshotBuffer grabbing from wrong location 2016-08-14 09:05:48 +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
353a464f5b - fixed: The 2D texture drawer did not reset the render state's color so any previously set desaturation would persist. 2016-08-13 22:15:00 +02:00
Christoph Oelckers
0fdd80eae7 - removed debug Printf. 2016-08-10 16:32:31 +02:00
Christoph Oelckers
0e5a3ebe50 - fixed bad function call in vertex buffer init code. 2016-08-10 00:35:42 +02:00
Christoph Oelckers
56a60ebe85 - restored a line that got accidentally deleted. 2016-08-08 20:47:54 +02:00
Christoph Oelckers
e5f88a9883 - fixed: The textured automap was not using correct light levels.
In order for the externally passed vertex attribute to work the buffer's color attrib array needs to be disabled for these.
2016-08-08 16:18:07 +02:00
Christoph Oelckers
675822004d - use static buffer data and a uniform to handle the texture positioning of the present shader.
That's again one less write access to the buffer. The uniform method was chosen because this way a buffer update can be completely avoided, and setting a single uniform is a lot cheaper and simpler to handle.
2016-08-08 16:06:02 +02:00