Commit graph

847 commits

Author SHA1 Message Date
Christoph Oelckers
836970f012 - moved the matrix code out of 'gl' because the model code also needs it. 2017-11-25 13:51:09 +01:00
Magnus Norddahl
637a9dff9b - Rename voxels.cpp to models_voxel.cpp to avoid having two source files with the same name (confuses debuggers and some build tools) 2017-11-25 13:22:59 +01:00
Magnus Norddahl
7bb92812b8 - Move models into r_data 2017-11-25 13:19:00 +01:00
Magnus Norddahl
b25f191e85 - Move shared model code out of the GL renderer 2017-11-25 12:11:57 +01:00
alexey.lysiuk
0f5ff5a5de Removed obsolete files after timer code refactoring 2017-11-25 11:48:22 +02:00
Rachael Alexanderson
fd5b8cdbf7 Merge remote-tracking branch 'origin/master' into newtimercode4
# Conflicts:
#	src/gl/models/gl_models.cpp
2017-11-23 21:08:09 -05:00
Magnus Norddahl
00d7dd0c64 - Implement model rendering in softpoly 2017-11-24 00:39:10 +01:00
Christoph Oelckers
734f5104dd Merge branch 'master' of https://github.com/coelckers/gzdoom 2017-11-22 21:43:01 +01:00
Magnus Norddahl
0ef8105e6b - Add missing r_draw.cpp in CMakeLists.txt 2017-11-21 18:57:44 +01:00
Christoph Oelckers
6389b6b914 - UMAPINFO parser, including some convenience additions to FScanner.
Not tested yet!
2017-11-19 23:04:15 +01:00
Christoph Oelckers
6bd76d6b5a - fixed compilation in debug mode.
- moved timer definitions into their own header/source files. d_main is not the right place for this.
- removed some leftover cruft from the old timer code.
2017-11-12 09:06:40 +01:00
alexey.lysiuk
0e706bfecf Use tmpfileplus() instead of tempnam()
Finally get rid of security or deprecated warnings cause by tempnam() function usage
2017-11-07 11:50:07 +02:00
Rachael Alexanderson
2fd5d0da54 - improve speed for ARMv7 processors by specifying hardware float calculations, and tuning it specifically for the Cortex-a7 CPU (for Raspberry Pi 2). 2017-10-25 09:31:55 -04:00
alexey.lysiuk
557958577b Removed all code needed to support macOS earlier than 10.7 Lion 2017-10-07 15:11:30 +03:00
Rachael Alexanderson
f71a6e249d - remove unsafe math operations for armv8 2017-09-07 15:56:00 -04:00
Magnus Norddahl
7a1274ab76 - Collect all PVS information first so that processing the individual sectors can be done on multiple threads 2017-09-07 00:34:09 +02:00
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
Rachael Alexanderson
c1e3f10802 Merge https://github.com/coelckers/gzdoom 2017-07-15 00:24:25 -04:00
alexey.lysiuk
970adff5e7 Use multiple threads for xBRZ upscaling
Implementation relies on Concurrency Runtime, Grand Central Dispatch aka libdispatch or OpenMP depending on their availability
2017-07-14 16:01:38 +03:00
Magnus Norddahl
c38d0c1637 Merge branch 'line_distance_cull' into qzdoom
# Conflicts:
#	src/swrenderer/scene/r_opaque_pass.cpp
2017-07-12 07:11:43 +02:00
Magnus Norddahl
7d1de667be - Added r_line_distance_cull cvar that culls lines beyond the specified distance 2017-07-12 06:56:34 +02:00
Rachael Alexanderson
d2c8a5c33d Revert "Merge commit 'refs/pull/338/head' of https://github.com/coelckers/gzdoom"
This reverts commit 65bb8a5185, reversing
changes made to 619281de64.
2017-07-10 11:29:58 -04:00
Rachael Alexanderson
26355ece82 Revert "Merge commit 'refs/pull/338/head' of https://github.com/coelckers/gzdoom"
This reverts commit 035c036eb2, reversing
changes made to 61660bf147.
2017-07-10 11:29:30 -04:00
Rachael Alexanderson
8c0706e56f Revert "Merge commit 'refs/pull/338/head' of https://github.com/coelckers/gzdoom"
This reverts commit 56806e3243, reversing
changes made to e1a2de4989.
2017-07-10 11:26:41 -04:00
Rachael Alexanderson
04b1163188 Revert "Add a comment"
This reverts commit d2f4dd41f8.
2017-07-10 11:25:38 -04:00
Magnus Norddahl
69a3d10cb6 Merge branch 'custom_postprocess' into qzdoom
# Conflicts:
#	src/gl/renderer/gl_postprocess.cpp
2017-07-06 05:41:16 +02:00
Magnus Norddahl
8a0e801cb5 - Move custom postprocess shader to its own file 2017-07-06 05:36:01 +02:00
Rachael Alexanderson
d454fafc9e Merge https://github.com/coelckers/gzdoom 2017-06-19 03:22:23 -04:00
Christoph Oelckers
a1694a79c6 - removed the FGLBitmap class and replaced all uses with the regular FBitmap.
The only reason this ever existed is that the GL renderer used RGBA instead of BGRA but there's no reason why this is even necessary.
2017-06-18 09:14:33 +02:00
Rachael Alexanderson
68b6f922f7 - Added auto-detection scheme for r_vanillatrans
It now works the following way:
(0) - Force off (ZDoom defaults)
(1) - Force on (Doom defaults)
(2) - Auto off (Prefer ZDoom defaults - if DEHACKED is detected with no ZSCRIPT it will turn on) (default)
(3) - Auto on (Prefer Doom defaults - if DECORATE is detected with no ZSCRIPT it will turn off)
2017-06-04 12:30:35 +02:00
Rachael Alexanderson
deb62ee156 Merge commit 'refs/pull/340/head' of https://github.com/coelckers/gzdoom
# Conflicts:
#	src/gl/scene/gl_sprite.cpp
#	src/polyrenderer/scene/poly_sprite.cpp
#	src/swrenderer/things/r_sprite.cpp
#	wadsrc/static/language.enu
#	wadsrc/static/menudef.txt
2017-06-03 20:06:28 -04:00
Rachael Alexanderson
9af370f51e - Added auto-detection scheme for r_vanillatrans
It now works the following way:
(0) - Force off (ZDoom defaults)
(1) - Force on (Doom defaults)
(2) - Auto off (Prefer ZDoom defaults - if DEHACKED is detected with no ZSCRIPT it will turn on) (default)
(3) - Auto on (Prefer Doom defaults - if DECORATE is detected with no ZSCRIPT it will turn off)
2017-06-03 20:00:53 -04:00
Christopher Bruns
d2f4dd41f8 Add a comment 2017-06-01 01:02:46 -04:00
Rachael Alexanderson
56806e3243 Merge commit 'refs/pull/338/head' of https://github.com/coelckers/gzdoom 2017-05-30 14:59:24 -04:00
Christopher Bruns
857c183e5f Default to statically linking OpenVR API directly from the public API source files. 2017-05-30 13:59:14 -04:00
Rachael Alexanderson
04e6551bbd Merge https://github.com/coelckers/gzdoom 2017-05-29 12:59:14 -04:00
alexey.lysiuk
3b61be3145 Removed dependency on dxguid library
It's impossible to use VS2017 with XP compatible toolset otherwise
2017-05-29 14:46:56 +03:00
Christopher Bruns
9db4dfd963 Link to platform specific openvr library, and install it, and update license headers. 2017-05-28 10:28:07 -04:00
Christopher Bruns
a49afd5bfc Initial OpenVR mode.
Second attempt: clean up commit, and avoid messing with HDR framebuffer format.
2017-05-28 06:20:32 -04:00
alexey.lysiuk
27384fc70d Do not create symlink to executable on macOS too
This link in build directory pointed to non-existing file since we started to create application bundle with CMake
2017-05-13 17:01:24 +03:00
alexey.lysiuk
3ab4a2238e Removed some remains of sound system MIDI device 2017-05-13 16:45:02 +03:00
alexey.lysiuk
a8e379553e Copy default soundfont in post build step 2017-05-13 15:49:23 +03:00
svdijk
fd8613a11e CMake: Fix building on 32-bit Linux (Core 2 Duo) again. 2017-05-09 20:48:48 +02:00
svdijk
4c803b6615 CMake: Fix building on 32-bit Linux (Core 2 Duo). 2017-04-29 13:36:33 +02:00
Christoph Oelckers
9375edda11 - removed p_buildmap.cpp.
This code had been broken for years and inactive for several months. Since there is really little point fixing it it may just be removed entirely.
2017-04-25 12:40:08 +02:00
alexey.lysiuk
1c6cc3e28f Proper detection of Intel 64-bit architecture
Size of pointer check was not enough
2017-04-23 14:49:36 +03:00
alexey.lysiuk
680d1b2dd6 Moved all CMake modules and launcher templates to designated directory
Let's not pollute root directory with various files
2017-04-23 14:49:36 +03:00
Christoph Oelckers
7405f541e8 - allow dynamic loading of all sound related libraries without providing any SDK at all.
The needed headers are now included in the repo, which for these libraries is possible thanks to a stable ABI (at least on Windows, the other platforms still need to be checked but the headers only add, never remove or change existing content.)
The big advantage of this setup is that it allows building the project on Windows without any necessary setup - all that needs to be provided is the DLLs from the binary package.
This still requires some fixes for macOS and Linux. On MacOS the proper library names are missing and the ones for Linux are not verified. Both platforms should work, though, if the dynamic loading is disabled.
2017-04-17 17:05:09 +02:00
Christoph Oelckers
96d328de9b - removed all Doom Source license and all default Raven copyright headers and replaced them with GPLv3. Also fixed the license in a few other files.
For some files that had the Doom Source license attached but saw heavy external contributions over the years I added a special note to license all original ZDoom code under BSD.
2017-04-17 13:33:19 +02:00
Christoph Oelckers
c219811a54 - removed FMod as the last remaining piece of code that is not GPL compatible.
Please consider GZDoom as licensed under the GPL starting with this commit, even though the license headers have not been changed yet.
2017-04-17 01:06:54 +02:00
Christoph Oelckers
ba5721f98a - rewrote the OPL middle layer to remove the MusLib code.
The new version keeps the non-MusLib code of both files and replaces most of the rest with code from Chocolate Doom.
2017-04-17 00:39:03 +02:00
alexey.lysiuk
fd07b56ae9 Fixed link error for MSVC x64 build with modern Windows SDK
win32video.obj : error LNK2001: unresolved external symbol IID_IDirectDraw2
2017-04-14 16:13:51 +03:00
Christoph Oelckers
6599e2c425 - moved the VM types into their own file and only include it where really needed. 2017-04-13 01:12:04 +02:00
Christoph Oelckers
dfd3535e02 - added a dedicated player class for streamed music formats (i.e. MP3, Ogg and Flac)
The idea is to have more control on the game side instead of dealing with these formats in the backend, which was done for FMod because it already had the decoders implemented.
However, with OpenAL this setup makes no sense and only complicates future extensions that can be better handled at a higher level.
2017-04-01 19:47:12 +02:00
Christoph Oelckers
bc95e5180d - moved the BarShader textures into the texture manager so that ZScript can use them. ZScript only knows about TextureIDs, but those require the texture to be handled by the texture manager. 2017-03-27 01:55:47 +02:00
Magnus Norddahl
a12f0862c9 - remove softpoly intersection math class 2017-03-26 17:12:20 +02:00
Rachael Alexanderson
2d035a39b4 - fixed: Pushed -DNO_SSE for ARM processors unconditionally. We don't support SSE whatsoever on ARM so all code should always be aware of it. 2017-03-25 01:15:24 -04:00
Christoph Oelckers
9bffe4ee50 - scriptified the main statusbar interface and the Strife status bar.
Note that the Strife status bar does not draw the health bars yet. I tried to replace the hacky custom texture with a single fill operation but had to find out that all the coordinate mangling for the status bar is being done deep in the video code. This needs to be fixed before this can be made to work.

Currently this is not usable in mods because they cannot initialize custom status bars yet.
2017-03-22 00:32:52 +01:00
Magnus Norddahl
d437b342db - replaced the softpoly drawers with templated versions 2017-03-21 14:12:19 +01:00
Magnus Norddahl
11e5759913 - detached the poly renderer from the software renderer 2017-03-20 08:28:16 +01:00
Christoph Oelckers
c9296ead57 - moved the skybox texture files to the main textures directory. 2017-03-17 21:12:09 +01:00
Christoph Oelckers
921bc763fb - separated the software-renderer-specific parts of colormap processing from the common parts.
- moved testcolor and test fades into SWRenderer files.

These CCMDs work by hacking the default colormap and were never implemented for hardware rendering because they require many checks throughout the code.
2017-03-15 22:04:59 +01:00
Christoph Oelckers
438b983ab1 - inlined the 4 remaining short functions of the Plane class and removed gl_geometric.cpp.
# Conflicts:
#	src/CMakeLists.txt

# Conflicts:
#	src/CMakeLists.txt
2017-03-12 20:11:57 +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
Christoph Oelckers
9eae422dab Merge branch 'shadowmaps' of https://github.com/raa-eruanna/qzdoom into 3.0_work
# Conflicts:
#	src/CMakeLists.txt
#	wadsrc/static/language.enu
2017-03-11 19:55:43 +01:00
Christoph Oelckers
daacaa961e - removed Windows includes from two more files. 2017-03-10 23:30:30 +01:00
Christoph Oelckers
5eb9587135 - moved the various music format files into their own directory. 2017-03-10 22:26:02 +01:00
Christoph Oelckers
5cc525cd54 - renamed Timidity++ device source file for consistency. 2017-03-10 21:34:42 +01:00
Christoph Oelckers
c8bfef039a - removed dependency on windows.h for music_fluidsynth_mididevice.cpp. It just accesses a single function from Windows so let's manually define this so that this file can use precompiled headers.
- enable precompiled headers for all non-system-specific MIDI devices.
- moved the native Windows and Mac MIDI devices into their respective sections in the project file so that they won't get compiled on the other ones.
2017-03-10 21:18:15 +01:00
Christoph Oelckers
0b645dc42d - reorganized sound related code. 2017-03-10 20:53:03 +01:00
Christoph Oelckers
8d6fe24945 cleanup of MIDI code dependencies
* make the critical section local to the respective platform instead of polluting everything with system specific symbols.
* moved system specific class declarations into the source file instead of having them in the global header.

This commit temporarily disables the Windows system device because it cannot be done without polluting the global header and still needs a bit of refactoring.
2017-03-10 19:08:36 +01:00
Rachael Alexanderson
7dc70b636f - enable multiprocessor compilation with MSVC++ using /MP for MSBuild
- Target NEON processors for ARM.
2017-03-10 00:49:26 +01:00
Christoph Oelckers
4de0f8b1fa - compile both poly and sw renderer as one unit, because due to the includes this gets really slow otherwise. Lumping these together saves 50 seconds per build on my system with a 3.4 GHz Core i7 and an SSD for storage, so on other systems it may be even more. 2017-03-10 00:43:36 +01:00
Christoph Oelckers
1c81c40c59 - moved several files for which fastmath is mostly irrelevant into the PCH group.
Because reducing compile time is more important than some microscopic performance gain in non-time-critical code.
2017-03-09 20:56:33 +01:00
Christoph Oelckers
cc1241a4b8 Merge branch 'make-qzdoom-gzdoom-again' of https://github.com/raa-eruanna/qzdoom into 3.0_work
# Conflicts:
#	src/win32/win32gliface.h
#	src/win32/win32iface.h

This compiles but no guarantees otherwise.
2017-03-09 19:09:13 +01:00
Rachael Alexanderson
cc9a2e5121 Merge https://github.com/coelckers/gzdoom 2017-03-08 21:25:24 -05:00
Christoph Oelckers
ba0f5a3f94 - most WORD and SWORD are gone. 2017-03-08 18:55:55 +01:00
alexey.lysiuk
3a0e29dab9 Added missing linker options for native MIDI support on macOS
Continuous integration is a cool thing: I completely forgot about addition of these frameworks because of my build environment which relies on static libraries and custom command line options
2017-03-08 16:11:04 +02:00
Magnus Norddahl
d09c3ad305 Move all GPU handling to gl_shadowmap and rename gl_lightbsp to gl_aabbtree 2017-03-08 13:31:19 +01:00
alexey.lysiuk
de9c9221fe Added AudioToolbox MIDI device for macOS
This device is the default one for OpenAL backend on Apple's platform
2017-03-08 11:23:36 +02:00
Rachael Alexanderson
effe8a1e80 Revert "- started adding ARM support. incomplete. won't compile. don't try."
This reverts commit be8abba344.
2017-03-05 13:07:25 -05:00
Rachael Alexanderson
be8abba344 - started adding ARM support. incomplete. won't compile. don't try. 2017-03-04 16:50:42 -05:00
Rachael Alexanderson
b8b5360de1 Merge https://github.com/coelckers/gzdoom 2017-03-04 07:28:02 -05:00
Christoph Oelckers
fd4727e701 - did a bit of cleanup.
- disabled the runtime check in OP_CALL because as implemented it doesn't clean up properly and is not fully implemented.
2017-03-04 10:28:51 +01:00
Magnus Norddahl
7a4b01471d Add class updating and managing the shadow map texture 2017-03-02 16:19:06 +01:00
Magnus Norddahl
6363c6cf58 Add a shadowmap shader 2017-03-02 16:19:06 +01:00
Magnus Norddahl
58c7c3c902 Upload BSP tree to the GPU 2017-03-02 16:19:06 +01:00
Rachael Alexanderson
7a5df2bc28 Merge commit 'b0eb19b' 2017-02-26 13:41:02 -05:00
Christoph Oelckers
90b8dbb096 - removed the separate SSE2 version of the node builder's ClassifyLine function and all code associated with it.
Like everything else related to doing standard math with SSE2 vs. x87, there's nothing to be gained here with anything but first generation SSE2 systems which are irrelevant these days.

Taking 'thespir2.wad' from https://forum.zdoom.org/viewtopic.php?f=1&t=10655 the SSE2 version is reproducably ~3% slower than the x87 version on my Core i7, which quite closely mirrors all my previous tests since 2007.
Overall this just looks like an optimization not worth doing.
2017-02-26 12:47:16 +01:00
Magnus Norddahl
735157aea4 Bump minimum architecture to SSE 2 on the x86 platform (a Pentium 4 from 2001!) 2017-02-25 01:22:54 +01:00
Magnus Norddahl
56045c1293 Remove r_drawers.h and move softpoly drawer related stuff out of the swrenderer 2017-02-23 09:02:13 +01:00
Magnus Norddahl
ad507ca246 Removed drawergen tool and all LLVM dependencies (don't let the door hit you on your way out, llvm!) 2017-02-23 08:28:18 +01:00
Magnus Norddahl
42a7dbe33a Merge remote-tracking branch 'gzdoom/master' into qzdoom
# Conflicts:
#	src/v_video.cpp
2017-02-19 03:49:13 +01:00
Magnus Norddahl
dfcfd0462f Hook up sprite php drawers (but disable them for now as they don't fully work yet) 2017-02-19 01:23:16 +01:00
Christoph Oelckers
2440951811 -scriptified the ReadThis screen. 2017-02-19 00:08:30 +01:00
Christoph Oelckers
de1e7661eb - removed all native remnants of TextEnterMenu. 2017-02-18 21:25:19 +01:00
Christoph Oelckers
1b4c9e13b8 - cleaned out some cruft from the menu code, now that ListMenu is fully scripted. 2017-02-18 19:11:53 +01:00
Rachael Alexanderson
80f762f8a4 Merge https://github.com/coelckers/gzdoom 2017-02-16 20:40:07 -05:00
Christoph Oelckers
1d52037779 - skip the Direct3D setup if building with a non-XP toolset on Visual Studio. 2017-02-16 21:01:52 +01:00
Christoph Oelckers
36e5bab657 - removed the fixed search path for FMod on drive E: because this can cause problems with automated builds on unknown systems.
This should never have been set up like this.
2017-02-16 19:45:03 +01:00