Commit graph

542 commits

Author SHA1 Message Date
Magnus Norddahl
c9fd52340e - add GroupMemoryBarrierCommand 2018-06-10 13:35:15 +02:00
Magnus Norddahl
efa434d47b - remove unused VectoredTryCatch 2018-06-10 13:15:31 +02:00
Magnus Norddahl
628f6c32d9 - remove unused DrawerCommand::DebugInfo 2018-06-10 12:54:37 +02:00
Magnus Norddahl
de67393b4e - use the worker threads to clear the stencil buffer 2018-06-10 12:42:19 +02:00
Magnus Norddahl
85f5f897d7 - enable model rendering in the software renderer 2018-06-09 12:29:33 +02:00
Magnus Norddahl
5464d2a577 - add dynamic lights to softpoly and software renderer models 2018-06-05 22:43:11 +02:00
Magnus Norddahl
f5386a706f - fix software renderer dynamic lights not working properly in mirrors 2018-06-05 20:09:02 +02:00
Magnus Norddahl
b74a9965b8 - draw models in mirrors and portals at the right location in the software renderer 2018-06-05 19:36:57 +02:00
Marisa Kirisame
f74e74ac4b Mirroring should be flipped on HUD models since the view to world space transform already inverts one axis 2018-06-03 14:20:42 +02:00
Marisa Kirisame
dea1d0259d Swap front face culling for GL model drawer (CCW should be the default).
Added mirroring handling to software models.
2018-06-03 07:26:55 +02:00
Magnus Norddahl
a186677092 - removed the 8x8 block drawing code from softpoly 2018-06-03 01:44:56 +02:00
Christoph Oelckers
94d1a73ae8 - pass mirroring info to model drawers.
Actual evaluation only implemented in OpenGL. Not tested yet because the bug report had no testable example.
2018-06-02 13:07:47 +02:00
Magnus Norddahl
4e6226fc2d - replace softpoly block drawers with span drawers and make them use blending rules directly from render styles
- add dynlights to softpoly pal mode
2018-05-29 23:32:57 +02:00
Magnus Norddahl
190b673890 - Modify TriBlendMode enum to match the render styles 2018-05-26 23:06:23 +02:00
Magnus Norddahl
8098657cf4 - add two-sided culling support in software and poly 2018-05-24 01:39:36 +02:00
Magnus Norddahl
31abe3df7e - avoid reusing the same mVBuf pointer for the different renderers as that causes too many problems when switching between them
- remove gl_ prefix for model functions that are no longer GL specific
2018-05-21 17:52:03 +02:00
Magnus Norddahl
643828f5fa - move 3d floor code into functions 2018-05-11 17:00:12 +02:00
Magnus Norddahl
e4d740e586 - more pointless complexity removal 2018-05-11 14:27:09 +02:00
Magnus Norddahl
acf9f55849 - remove pointless code 2018-05-11 13:29:24 +02:00
Magnus Norddahl
b0cc472e85 - fixed sloped drawer crash 2018-05-11 12:28:10 +02:00
Magnus Norddahl
459f748c4e - added r_debug_draw that shows how the software renderer composes its scene 2018-05-08 22:22:15 +02:00
Magnus Norddahl
b27655db70 - 3d floor clipping support for models 2018-05-08 01:36:18 +02:00
Magnus Norddahl
49c9de350f - GetTimeFloat is not renderer specific 2018-05-07 00:40:12 +02:00
Magnus Norddahl
bfe6bffd33 - fix hud model clipping 2018-05-07 00:33:16 +02:00
Magnus Norddahl
4642861501 - fixed missing depth for models 2018-05-06 03:23:07 +02:00
Magnus Norddahl
1d929dd79b - fix translucent walls when r_models is enabled 2018-05-06 02:54:03 +02:00
Christoph Oelckers
74b624002c - moved the software renderer's drawer to the swrenderer directory. 2018-05-05 11:44:42 +02:00
Christoph Oelckers
9bdb0f2e49 - renamed the flag bits for sector_t::MoreFlags, so that they are easier to distinguish from sector_t::Flags.
- precalculate if a sector's floor and ceiling plane overlap. This avoids rechecking this for each single call of hw_FakeFlat.
- vertices must be marked dirty every time they change after map setup. That means that ChangePlaneTexZ must do this as well, because it cannot rely on interpolation taking care of it.
- Having a 'dirty' argument for SetPlaneTexZ's ZScript version makes no sense. If the value changes from the script side the vertices must always be marked to be recalculated.
2018-05-01 11:29:29 +02:00
Christoph Oelckers
f49c6cbde2 - use sector_t::GetHeightSec consistently and optimize it.
This was all over the place, with half of it using the function and half doing incomplete checks on the underlying variables.
Also did some optimization on the IGNOREHEIGHTSEC flag: Putting it on the destination sector instead of the model sector makes the check even simpler and allows to precalculate the effect of 3D floors on the heightsec, which previously had to be run on every call and made the function too complex for inlining.
2018-05-01 09:47:09 +02:00
Magnus Norddahl
d10aa10889 - fix missing psprite when camera textures are in view 2018-04-15 17:16:13 +02:00
Magnus Norddahl
25784c2e57 - always store 255 in alpha channel for opaque things as the alpha channel is no longer ignored by the framebuffer backend (software drawer) 2018-04-15 14:58:19 +02:00
Magnus Norddahl
48b0fbcf4b - Remove r_swcanvas.cpp again. It got accidentally re-added somehow by the swmodels branch 2018-04-14 22:30:02 +02:00
Magnus Norddahl
ee443b6fb6 - disable software models 2018-04-14 22:22:40 +02:00
Magnus Norddahl
c3bd93a85c Merge remote-tracking branch 'gzdoom/master' into swmodels 2018-04-14 21:20:05 +02:00
Christoph Oelckers
870890d8cf - r_clearcolor did not consider that the base palette's alpha is not set. 2018-04-14 09:33:45 +02:00
Christoph Oelckers
cef6ddca6e - fixed: Rendering to a camera textures clobbered the main render target for the software renderer. 2018-04-14 08:09:40 +02:00
Magnus Norddahl
915f8862a7 - Remove code that seemingly doesn't do anything and really shouldn't be needed 2018-04-13 21:56:34 +02:00
Magnus Norddahl
7e544c66fe Merge remote-tracking branch 'gzdoom/master' into swmodels 2018-04-13 21:35:21 +02:00
Christoph Oelckers
e6ce429ca5 - fixed alpha for hardware rendered weapon sprites in the software renderer. 2018-04-08 20:40:29 +02:00
Magnus Norddahl
c4768441b4 - Fix playersprite offset being wrong in softpoly
- Remove DFrameBuffer::GetCanvas as it always returned null
2018-04-08 15:49:06 +02:00
Magnus Norddahl
1a5f679d43 - Fix depth values when screenblocks less than 11 2018-04-08 13:45:23 +02:00
Magnus Norddahl
b1355d472c - Fix model projection matrix 2018-04-08 03:57:05 +02:00
Magnus Norddahl
7f25913b2d - Fix depth values written by sloped planes 2018-04-08 02:22:01 +02:00
Christoph Oelckers
df4f435952 - merged vid_renderer, swtruecolor and r_polyrender into one CVAR to reduce menu clutter.
- with renderers freely switchable, some shortcuts in the 3D floor code had to be removed, because now the hardware renderer can get FF_THISINSIDE-flagged 3D floors.
- changed handling of attenuated lights in the legacy renderer to be adjusted when being rendered instead of when being spawned. For the software renderer the light needs to retain its original values.
2018-04-07 23:30:28 +02:00
Christoph Oelckers
adbeb3f251 Merge remote-tracking branch 'remotes/origin/master' into 2D_Refactor 2018-04-07 18:50:24 +02:00
Magnus Norddahl
2d51fa5b43 - Clean up PolyTriangleDrawer API so that it can better support both softpoly and the swrenderer
- Slightly improve how softpoly processes portals
- Pass the vertex transform matrix via a command rather than being part of the drawer args
- Improve zbuffer drawers in the software renderer
- Misc model rendering fixes
2018-04-07 15:48:48 +02:00
Christoph Oelckers
b34d7f9e08 - added a software scene drawer to the GL renderer.
It still looks like shit and only works on the modern render path but at least the basics are working.
2018-04-07 10:20:59 +02:00
Magnus Norddahl
b1d33d1bba - Fix mid texture rendering for self-referencing sector lines 2018-04-05 01:40:58 +02:00
Christoph Oelckers
d474b849a5 - removed the remaining calls from the FRenderer interface from the main game code.
This does not work with a setup where the same backend is driving both renderers.
Most of this is now routed through 'screen', and the decision between renderers has to be made inside the actual render functions.
The software renderer is still driven by a thin opaque interface to keep it mostly an isolated module.
2018-04-04 00:21:25 +02:00
Christoph Oelckers
fcc33f0a09 - moved around more stuff from the FRenderer interface. 2018-04-03 22:50:47 +02:00