Commit graph

505 commits

Author SHA1 Message Date
Christoph Oelckers
982776d48d - removed dependencies on GL-API related classes from gl_walls.cpp and gl_sky.cpp
Not complete yet, but at least the GLWall memberes no longer reference GLSceneDrawer and the implementation dependent parts of FDrawInfo.
2018-04-25 14:58:13 +02:00
Christoph Oelckers
1a024a9f54 - moved gl_material into hwrenderer/. 2018-04-24 23:39:58 +02:00
Christoph Oelckers
f9a82e66e4 - removed all GL dependencies from gl_material.h. 2018-04-24 22:37:52 +02:00
Christoph Oelckers
8d62ebd2f4 - renamed the functions in hw_fakeflat.cpp 2018-04-24 17:52:35 +02:00
Christoph Oelckers
0dcc6ec6d3 Merge branch 'master' of https://github.com/coelckers/gzdoom
# Conflicts:
#	src/CMakeLists.txt
#	src/gl/renderer/gl_renderer.h
#	src/gl/scene/gl_portal.cpp
#	src/gl/scene/gl_scene.cpp
2018-04-24 17:39:03 +02:00
alexey.lysiuk
2ae8d39441 Removed all superfluous #include's
Automatically optimized by CLion IDE with manual corrections
2018-04-24 14:30:35 +03:00
Christoph Oelckers
dbb1492bf9 Fully separated HWDrawInfo from GL dependencies.
This also required temoporarily moving one small function because in the current state this cannot be done in the API independent part.
2018-04-24 11:52:15 +02:00
Christoph Oelckers
a803b3d393 Split FDrawInfo in two
Done so that the entire gl_renderhacks.cpp file can be moved out of the GL folder.
Not cleaned up yet
2018-04-24 10:30:26 +02:00
Christoph Oelckers
5ca1fca8d1 - moved gl_clipper and gl_fakeflat to the hwrenderer folder because both files do not contain anything API specific. 2018-04-23 22:18:13 +02:00
Christoph Oelckers
60567f207c - made CheckViewArea a global function.
This can be put into the common hwrenderer folder but for that it shouldn't be part of the scene drawer.
2018-04-23 22:10:11 +02:00
Magnus Norddahl
e15baa21cb - Remove dead code 2018-04-15 12:21:40 +02:00
Christoph Oelckers
e654a99d39 - changed GLDebug to receive char pointers instead of FStrings.
The most frequent call using this is the regular texture creation function where this results in a pointless allocation and destruction of a temporary string which is easily avoided.
2018-04-14 10:40:11 +02:00
Christoph Oelckers
94e8d59dde - implemented shader support for rendering the SW renderer canvas with legacy OpenGL. 2018-04-08 13:05:20 +02:00
alexey.lysiuk
8cd3cf04e7 Fixed a few compilation warnings
src/gl/renderer/gl_renderer.cpp:775:39: warning: comparison of two values with different enumeration types ('F2DDrawer::ETextureDrawMode' and 'TexMode') [-Wenum-compare]
src/gl/renderer/gl_renderer.cpp:776:39: warning: comparison of two values with different enumeration types ('F2DDrawer::ETextureDrawMode' and 'TexMode') [-Wenum-compare]
src/gl/renderer/gl_renderer.cpp:777:39: warning: comparison of two values with different enumeration types ('F2DDrawer::ETextureDrawMode' and 'TexMode') [-Wenum-compare]
src/gl/renderer/gl_renderer.cpp:778:45: warning: comparison of two values with different enumeration types ('F2DDrawer::ETextureDrawMode' and 'TexMode') [-Wenum-compare]
src/gl/renderer/gl_renderer.cpp:779:40: warning: comparison of two values with different enumeration types ('F2DDrawer::ETextureDrawMode' and 'TexMode') [-Wenum-compare]
src/gl/renderer/gl_renderer.cpp:780:45: warning: comparison of two values with different enumeration types ('F2DDrawer::ETextureDrawMode' and 'TexMode') [-Wenum-compare]

src/v_draw.cpp:1144:51: warning: '&' within '|' [-Wbitwise-op-parentheses]

src/textures/texture.cpp:1050:20: warning: comparison of integers of different signs: 'int' and 'unsigned long' [-Wsign-compare]

src\intermission\intermission.cpp(80): warning C4101: 'lumpnum': unreferenced local variable
2018-04-08 13:55:46 +03:00
alexey.lysiuk
b8ee9d88ba Fixed non-constant condition for static assertion
GCC 7:
src/gl/renderer/gl_renderer.cpp:702:2: error: non-constant condition for static assertion
src/gl/renderer/gl_renderer.cpp:702:2: error: value ‘12’ of type ‘float*’ is not a constant expression
src/gl/renderer/gl_renderer.cpp:703:2: error: non-constant condition for static assertion
src/gl/renderer/gl_renderer.cpp:703:2: error: value ‘20’ of type ‘PalEntry*’ is not a constant expression

Clang:
src/gl/renderer/gl_renderer.cpp:701:16: error: static_assert expression is not an integral constant expression
src/gl/renderer/gl_renderer.cpp:701:23: note: cannot access field of null pointer
2018-04-08 13:55:46 +03:00
Christoph Oelckers
b12a6fded9 - added the code for legacy shaders.
- force texture filtering for 2D to off when in software rendering.
2018-04-08 12:11:51 +02:00
Christoph Oelckers
1897073b60 -fixed: When performing a restart the SW scene drawer's resources should be reset because they are outside the control of higher level containers. 2018-04-08 08:03:46 +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
5fbc723842 - live switching of the renderer works. 2018-04-07 12:59:04 +02:00
Christoph Oelckers
221beec979 - added palette shader and fixed a few things. 2018-04-07 12:17:23 +02:00
Christoph Oelckers
211a7f2569 - made the screen blend work for the software renderer.
It may use the same calculations as the hardware renderer but must use the 2D drawer for display.
It should be investigated if the hardware renderer can do this as well.
2018-04-07 10:53:20 +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
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
60aebff4a1 - starting separation of hardware dependent and hardware independent code, starting with aabbtree, because it was easy. 2018-04-02 15:58:28 +02:00
Christoph Oelckers
d01bc452ba - moved all variables not related to the hardware renderer's texture state out of gl_info. 2018-04-02 13:00:33 +02:00
Christoph Oelckers
1fc4c9801b - moved all GLDEFS parsing into a dedicated source file.
- split gl_postprocessshader.h in two so that the hardware independent part can be used by GLDEFS without pulling in all of OpenGL.
2018-04-02 12:28:20 +02:00
Christoph Oelckers
248a29bf06 - resorted portal render data.
Compiles but does not work...
2018-04-01 22:26:57 +02:00
Christoph Oelckers
65e7b6dfaa - moved the code in gl_data.cpp to better fitting places
* the MAPINFO options now get handled in g_mapinfo.cpp and g_level.cpp, just like the rest of them as members of level_info_t and FLevelLocals.
* RecalcVertexHeights has been made a member of vertex_t and been moved to p_sectors.cpp.
* the dumpgeometry CCMD has been moved to p_setup.cpp
2018-04-01 18:45:27 +02:00
Christoph Oelckers
0127a71974 - fixed last commit. 2018-04-01 17:16:53 +02:00
Christoph Oelckers
8b79eedfea - moved CreateTexBuffer out of the GL code.
This is merely a buffer creation function with no dependencies on the renderer.
2018-04-01 14:38:48 +02:00
Christoph Oelckers
1461059dae - moved contents of gl_templates.h to files outside of gl/ 2018-04-01 11:59:12 +02:00
Christoph Oelckers
e49cd2cb83 - moved the hires replacement and upscaling code out of the GL classes into FTexture.
This theoretically means that the software renderer could access this data as well - if it just had been written with a more flexible texture interface.
However, as things stand, this may require quite a bit of work to achieve.
2018-04-01 10:41:04 +02:00
Christoph Oelckers
a9d5533603 - integrated GL parts of translation handling into the main module.
Now that this doesn't have to share assets with HW2D it could be simplified a lot.
2018-04-01 00:59:49 +02:00
Christoph Oelckers
a001a5304d - removed the old software renderer framebuffers for Windows
This cannot be refactored with the old code still present and done properly both renderers should share what they can.
2018-03-30 23:18:25 +02:00
Christoph Oelckers
00c66f42d3 - made DTA_SpecialColormap work, both for GL3+ and GL2 render paths.
This will only be used for HUD sprites. At the moment it will ignore sprite translations, though, when running in OpenGL 2 legacy mode.
2018-03-30 21:14:49 +02:00
Christoph Oelckers
832df6d43a - implemented desaturation for the legacy GL renderer's 2D.
A lot of work that's only needed to be able to use the hardware renderer's 2D code with the software renderer.
2018-03-30 18:14:42 +02:00
Christoph Oelckers
811d96e07e D3D 2D code refactored but not tested yet. 2018-03-29 23:21:25 +02:00
Christoph Oelckers
a40e085a46 - 2D drawer implementation complete for hardware renderer.
This also replaces DTA_ColormapStyle with proper implementations of its components. As implemented it was a very awkward mixture of various effects that already existed in a separate form. As a result of its implementation it required additional but completely redundant shader support which could be removed now. As a side effect of this change a new DTA_Desaturate option was added.
2018-03-29 16:21:21 +02:00
Christoph Oelckers
077df87704 - 2D code works in GL legacy mode.
Not tested yet with shaders.
2018-03-29 11:58:28 +02:00
Christoph Oelckers
fa6ba84094 - fixed untextured vertex order and removed some test code. 2018-03-29 00:38:31 +02:00
Christoph Oelckers
a253b15334 - more fixes. 2018-03-28 23:57:50 +02:00
Christoph Oelckers
3ca3193379 - fixed a few things, but still not working. 2018-03-28 23:42:06 +02:00
Christoph Oelckers
b194f2c466 - game starts, but no 2D visible yet. 2018-03-28 22:04:28 +02:00
Christoph Oelckers
70b6754299 - implemented the 2D drawer for the hardware renderer. Not tested yet. 2018-03-28 21:38:00 +02:00
Christoph Oelckers
16480a3f4b - it compiles again.
This won't work, though, because no backend for the new 2D code exists yet.
2018-03-28 16:40:09 +02:00
Christoph Oelckers
33289ade49 - renamed the 2D drawer in the GL renderer so that the same name can be used for the device-independent replacement. 2018-03-27 21:44:58 +02:00
Christoph Oelckers
e89a598b31 - renamed FTexture's UseType flags and gave them a dedicated type.
This was done mainly to reduce the amount of occurences of the word FTexture but it immediately helped detect two small and mostly harmless bugs that were found due to the stricter type checks.
2018-03-25 20:26:16 +02:00
Christoph Oelckers
0a07f4c144 - fixed alpha texture generation for OpenGL rendering.
The old logic used a translation table that does not work with color images, it was designed to handle 8 bit grayscale images.
So now, it creates a true color buffer and then turns it into a texture with R,G,B = 255 and the alpha channel set to the grayscale value.

This was also the reason why crosshairs made from 32 bit PNGs did not show correctly.
2018-03-22 23:57:14 +01:00
Christoph Oelckers
d586d774cf - adjusted GL renderer to the new rules for alpha textures. This means that the translation fallback is only needed for the legacy renderer now. Modern GL can use the regular texture and will apply a grayscale mapping instead of merely using the red channel. 2018-03-22 20:42:17 +01:00
Christoph Oelckers
b327aa737a Merge remote-tracking branch 'remotes/origin/materials' 2018-03-03 08:54:04 +01:00
Christoph Oelckers
685e5c1e95 - fixed: Camera textures must always be drawn with texture mode opaque, because the contents of their alpha channels are undefined. 2018-03-01 13:52:23 +01:00
Magnus Norddahl
4e7ca68bd6 Merge remote-tracking branch 'gzdoom/master' into materials 2018-02-20 00:22:06 +01:00
Christoph Oelckers
6a02eaa595 - second part of texture fix. 2018-02-15 18:40:23 +01:00
Christoph Oelckers
ef55386d9f - let the texture manager handle the special OpenGL textures so that they get deleted and recreated when needed. 2018-02-15 17:56:04 +01:00
Magnus Norddahl
30af6d38b3 - fix automap render bug 2018-01-25 20:22:51 +01:00
Magnus Norddahl
7a59bcde4c - move glossiness and specular level to GLDEFS 2018-01-25 19:53:55 +01:00
Magnus Norddahl
a46bbc81a0 Merge branch 'bloom_psprite_fix' into gzdoom 2018-01-25 19:01:46 +01:00
Magnus Norddahl
a23e5f49f6 - Add "fuzz software" to GL that renders fuzz like the scaled fuzz mode in the software renderer 2018-01-07 02:29:55 +01:00
Magnus Norddahl
f88d9a02df Remove bloom effect on psprites 2018-01-06 05:11:12 +01:00
Rachael Alexanderson
1559d74c2c - repaired the video scaling code 2017-12-10 04:22:28 -05:00
Rachael Alexanderson
505c99b0a8 - fixed: doublize more internal structures, even if they still get converted to float later 2017-12-04 17:39:57 -05:00
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
Rachael Alexanderson
505da5bf4f Merge branch 'master' of https://github.com/coelckers/gzdoom into newtimercode4 2017-11-21 05:23:00 -05:00
Rachael Alexanderson
47e9975e90 - fixed a couple of fixes from the previous commit 2017-11-21 05:20:02 -05:00
Rachael Alexanderson
2bc86b52c8 - fixed a few of the more obvious logic errors 2017-11-21 04:06:24 -05:00
Rachael Alexanderson
351de94311 - fixed: Accidentally committed in-progress work... again
Partial Revert "- fixed: Made shader targets not case sensitive"

This reverts commit 2c24d2e047.
2017-11-19 04:46:52 -05:00
Rachael Alexanderson
2c24d2e047 - fixed: Made shader targets not case sensitive 2017-11-19 04:41:07 -05:00
Christoph Oelckers
16fa0cba21 - fixed comparison.
The timer reset must also occur when the values are equal, meaning they got set during the same millisecond.
2017-11-15 18:02:41 +01:00
Rachael Alexanderson
ab32cb4c88 - track level start time for the shader system, reset the shaders. 2017-11-15 11:06:21 -05:00
Rachael Alexanderson
d2bc24737b - put in timer resets for the shader system, so that they can continue being passed as floats 2017-11-14 22:46:28 -05:00
Rachael Alexanderson
763222b571 - fixed: high uptime was causing overloads in uint32_t and float structures (float losing loss of precision) - this caused any computer online for more than a few days to experience jankiness with internal animations such as rotations and shader timers. Unfortunately, this sounds the death knell for 32-bit platforms, since uint64_t is now required in time-critical structures, which will hurt performance tremendeously, but 64-bit systems will be unaffected. 2017-11-14 16:15:25 -05:00
Christoph Oelckers
2c65f08011 - more timer cleanup
* store the frame time in the current screen buffer from where all render code can access it.
* replace some uses of I_MSTime with I_FPSTime, because they should not use a per-frame timer. The only one left is the wipe code but even this doesn't look like it needs either a per-frame timer or a timer counting from the start of the playsim.
2017-11-13 00:28:43 +01:00
Christoph Oelckers
93e9c383fa - get the timer used for animation only once at the very beginning of the frame and pass it on to the renderer to avoid any dependencies on the timer's implementation. 2017-11-12 18:51:11 +01:00
Rachael Alexanderson
030450b6a9 - fixed: include missing header 2017-07-27 03:08:42 -04:00
Rachael Alexanderson
16e38816ba - oops, forgot one thing in the last commit... 2017-07-27 03:07:19 -04:00
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
Magnus Norddahl
4e14ed4e9e - Hook up model normals 2017-07-25 20:20:12 +02:00
Magnus Norddahl
e06f87cf10 - Added 0.75x scale mode 2017-07-24 08:35:27 +02:00
Rachael Alexanderson
2f37c4b272 - added vid_scalemode == 4 to super-sample the screen 2017-07-23 11:24:04 -04:00
Magnus Norddahl
449c4cb711 - Pixel stretch 320x200 and 640x400 scale modes in the GL renderer 2017-07-23 17:18:25 +02:00
Magnus Norddahl
c3702ae9e7 Add vid_scalemode support to GL framebuffer 2017-07-23 00:33:56 +02:00
Rachael Alexanderson
d020ec68d2 Merge branch 'master' into qzdoom-merge 2017-07-20 06:43:03 -04:00
Rachael Alexanderson
bc38f7f776 - changed gl_ssao_portals default to 1 2017-07-20 06:41:34 -04:00
Rachael Alexanderson
77617a2757 Merge branch 'master' into qzdoom-merge 2017-07-19 17:32:41 -04:00
alexey.lysiuk
bbb8374b06 Fixed applying of color to untranslated fonts in hardware renderer
https://forum.zdoom.org/viewtopic.php?t=57268
2017-07-19 15:00:55 +03:00
Rachael Alexanderson
e1b4bb11ba Merge https://github.com/coelckers/gzdoom 2017-07-09 20:09:12 -04:00
Magnus Norddahl
ddd1b629c3 - Calculate globvis/r_visibility in r_utility and use it in GL and poly renderers 2017-07-09 19:01:34 +02:00
Magnus Norddahl
a4b96f7673 - Fix linker error 2017-07-06 18:02:27 +02:00
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
1cfaae78d9 - Add new "scene" target for custom postprocess shaders
- Add "gl_custompost" cvar to turn off custom postprocess shaders completely
- Made "scene" affect the screen before 2D drawing, made "screen" affect the entire screen after 2D drawing
2017-07-06 04:45:51 +02:00
Rachael Alexanderson
2bfd7859e4 Merge remote-tracking branch 'origin/custom_postprocess' 2017-07-03 17:17:17 -04:00
Magnus Norddahl
e161bba146 - Specify shader uniforms from ZScript 2017-07-03 22:30:49 +02:00
Rachael Alexanderson
5c87cdd786 - Add new "scene" target for custom postprocess shaders
- Add "gl_custompost" cvar to turn off custom postprocess shaders completely
- Made "scene" affect the screen before 2D drawing, made "screen" affect the entire screen after 2D drawing
2017-07-02 21:04:22 -04:00
Rachael Alexanderson
edb45cd70d Merge remote-tracking branch 'origin/custom_postprocess' 2017-07-02 19:56:57 -04:00
Magnus Norddahl
1b5f3da9c5 - Fix lump lookup 2017-07-03 01:50:51 +02:00
Magnus Norddahl
befe081683 - Upload custom texture 2017-07-03 01:29:03 +02:00
Magnus Norddahl
ee6d7cf17e - Add initial postprocess shader support to GLDEFS file 2017-07-03 01:26:02 +02:00
Rachael Alexanderson
0d8b7c55ef - added a grayscale formula selector 2017-07-02 16:45:06 -04:00
Rachael Alexanderson
bd02893ce7 - expanded hard limits for saturation to -15.0/15.0
- added menu option for saturation
- tried to get the new saturation shader to consume less GPU power by turning it off when it is 1.0
2017-07-02 16:45:06 -04:00