Commit graph

651 commits

Author SHA1 Message Date
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
7cbe8669b6 - fix decals not getting lit by lights not having a target while still having the LF_DONTLIGHTSELF flag
- fix decal light not being calculated from the center of the decal
2018-02-10 00:06:47 +01:00
alexey.lysiuk
ed23008069 Fixed crash in stereoscopic modes caused by camera without player
https://forum.zdoom.org/viewtopic.php?t=55039&start=381#p1039251
2018-02-07 11:37:02 +02:00
Christoph Oelckers
64921ea968 - use a more consistent setting for rendering fuzzy sprites with enhanced nightvision on. 2018-01-28 20:46:16 +01:00
Magnus Norddahl
a46bbc81a0 Merge branch 'bloom_psprite_fix' into gzdoom 2018-01-25 19:01:46 +01:00
Magnus Norddahl
4c0dce875f Merge branch 'fuzz_software' into gzdoom 2018-01-25 19:00:14 +01:00
Christoph Oelckers
76d594f952 - reverted the hard offset for transferred skies.
This is not the correct way to apply it.
2018-01-21 19:25:21 +01:00
Christoph Oelckers
6438416adb - fixed: The culling mode for translucent models must be inverted when rendering a mirror. 2018-01-21 16:29:40 +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
56db2b02cc - Fix psprite not appearing when invulnerability effect is active with bloom turned on 2018-01-06 17:21:02 +01:00
Magnus Norddahl
f88d9a02df Remove bloom effect on psprites 2018-01-06 05:11:12 +01:00
Magnus Norddahl
79440d7014 - Fix sprite spot light calculation 2018-01-04 19:42:52 +01:00
Magnus Norddahl
bae3620540 - Added spot light support to gl_SetDynSpriteLight 2018-01-04 19:27:03 +01:00
alexey.lysiuk
2c4eae7487 Applied vertical offset to transferred sky in OpenGL renderer
https://forum.zdoom.org/viewtopic.php?t=58934
2017-12-31 21:29:27 +02:00
alexey.lysiuk
33213f5d5d Fixed rendering of wrapped midtex with sky ceiling
https://forum.zdoom.org/viewtopic.php?t=58311
2017-12-29 14:37:09 +02:00
Rachael Alexanderson
a441cea350 - interpolate particles 2017-12-28 11:36:36 -05:00
alexey.lysiuk
8ca3427850 Fixed applying of Doom 64 lighting to horizon portals
https://forum.zdoom.org/viewtopic.php?t=58878
2017-12-28 18:32:26 +02:00
alexey.lysiuk
0afc09678f Fixed bright sprites in sectors with Doom 64 lighting
https://forum.zdoom.org/viewtopic.php?t=58703
2017-12-16 17:37:03 +02:00
alexey.lysiuk
5162e7162e Fixed overbright screenshots with hardware gamma off
When render buffers are used to apply gamma/brightness/contrast screenshots should not use PNG gamma correction
2017-12-06 11:24:10 +02:00
Rachael Alexanderson
0fa74220c9 - fixed: doublize sky float, in order to make it more smooth 2017-12-03 12:39:24 -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
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
0323f54384 - rename I_FPSTime function.
- now that the frame buffer stores its render time, the 'ms' return from I_GetTimeFrac is not needed anymore, we may just as well use the globally stored value instead.

The only feature this value was ever used for was texture warping.
2017-11-13 00:54:32 +01:00
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
e94109f1c3 - Inside the renderer, use only the time value being passed to RenderView.
The voxel rotation code of the software renderer and R_SetupFrame still called I_FPSTime directly.
2017-11-12 23:53:46 +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
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
Magnus Norddahl
307d8931d8 - Switch to C++11 steady clock
- Move the C++11 implementation to d_main
- Remove the platform specific timer implementations
2017-11-12 03:12:22 +01:00
Magnus Norddahl
d4ebe51e83 - Place the HUD model correctly in the world so that shader light calculations work 2017-11-05 15:35:03 +01:00
Magnus Norddahl
bd08568b90 - Fix wrong math for model/light distance check 2017-11-05 13:28:56 +01:00
nashmuhandes
f96f71044f Change camera texture FOV to doubles. 2017-09-02 07:44:38 +02:00
Christoph Oelckers
e424ef63f2 - fixed: Sprites drawn in the opaque pass still need to set their texture mode so that they can be drawn with STYLE_Stencil. 2017-08-27 09:58:25 +02:00
Magnus Norddahl
b9dc06a4c8 - Fix crash in legacy and deferred light paths 2017-08-21 18:42:07 +02:00
Magnus Norddahl
c3562fead2 Merge branch 'dynlightmodels' 2017-08-15 00:27:26 +02:00
alexey.lysiuk
eb52088487 Fixed compilation warnings reported by Clang
src/gl/scene/gl_sprite.cpp:685:34: warning: '&&' within '||' [-Wlogical-op-parentheses]
src/polyrenderer/scene/poly_sprite.cpp:297:34: warning: '&&' within '||' [-Wlogical-op-parentheses]
src/swrenderer/scene/r_opaque_pass.cpp:975:35: warning: '&&' within '||' [-Wlogical-op-parentheses]
src/sound/mididevices/music_timiditypp_mididevice.cpp:548:30: warning: comparison of integers of different signs: 'int' and 'size_t' (aka 'unsigned long') [-Wsign-compare]
2017-08-13 16:42:08 +03:00
raa-eruanna
507122b778 - put in actorinlines include as suggested by dpjudas here, to fix compile: https://forum.zdoom.org/viewtopic.php?f=2&t=57484 2017-08-04 09:13:20 -04:00
Magnus Norddahl
801fbddd47 - Fix gcc compile error
- Fix weapon null pointer crash
2017-08-02 01:41:48 +02:00
Magnus Norddahl
aaa00cbcb9 - Include all lights touching a model actor's render radius 2017-08-01 00:43:58 +02:00
Rachael Alexanderson
c07a4461a0 - fixed: GetCaps() did not account for r_drawvoxels cvar 2017-07-30 10:45:05 -04:00
Rachael Alexanderson
b6c15b997a - added 'r_debug_disable_vis_filter' cvar for debug purposes, to show all objects regardless of their actor filter fields. 2017-07-29 17:03:43 -04:00
Rachael Alexanderson
91ff447a90 - fixed compile from last commit
- refactored the zscript hookup a bit, made it actually work
2017-07-29 17:03:43 -04:00
Rachael Alexanderson
712d21e26a - implement per-renderer sprite hiding based on the actor's render feature flags
- hook the thing up to zscript (does not currently compile)
2017-07-29 17:03:43 -04:00
Rachael Alexanderson
8bb5687159 - Implemented GetCaps() for the software renderer
- fixed: Forgot to describe Brightmap capability in the GL Renderer
2017-07-29 17:03:43 -04:00
Rachael Alexanderson
9a9fe7c133 - implemented GetCaps() for OpenGL
- renamed RFF_FRAGMENTSHADER to RFF_MATSHADER
- D_Display now calls Renderer->GetCaps() and stores it in a global variable for later use.
2017-07-29 17:03:43 -04:00
Magnus Norddahl
cbda6e9427 - Improve dynamic lights for the HUD model 2017-07-26 09:18:05 +02:00
Magnus Norddahl
0c0f0789c2 - Improved dynamic lights on models 2017-07-25 23:00:09 +02:00
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
Rachael Alexanderson
c15880a2fc Merge https://github.com/coelckers/gzdoom 2017-06-27 17:38:26 -04:00
Christopher Bruns
e9f03102f4 Update fixed color map for each eye, so light goggles would work in both eyes in stereo 3d modes. 2017-06-27 17:55:11 +02:00