Commit Graph

99 Commits

Author SHA1 Message Date
Magnus Norddahl bc648015c7 - vWorldNormal is not normalized but R_DoomColormap requires this 2018-12-19 11:07:39 +01:00
Magnus Norddahl f1fe9a0286 - fix vanilla light mode angle calculation 2018-12-15 10:02:57 +01:00
Magnus Norddahl 3af6ae4b37 - add vanilla lightmode that behaves exactly as Doom's original light did 2018-12-15 07:11:28 +01:00
Christoph Oelckers f2dcff4386 - more options for Doom 64 style gradients on walls:
* Colors can npw be defined per sidedef, not only per sector.
* Gradients can be selectively disabled or vertically flipped per wall tier.
* Gradients can be clamped to their respective tier, i.e top and bottom of the tier, not the front sector defines where it starts.

The per-wall colors are implemented for hardware and softpoly renderer only, but not for the classic software renderer, because its code is far too scattered to do this efficiently.
2018-11-11 16:04:36 +01:00
Christoph Oelckers 1768508c80 - first adjustments to decal code.
- moved texture mode constants to a global header and consolidated with the variants of the 2D drawer.
2018-10-21 08:14:48 +02:00
Rachael Alexanderson 3d81be1517 - always enforce a minimum distance for fog when fogmode is set to standard. without this, it was possible for the GPU to error out and stop rendering pixels for certain screen blocks 2018-10-09 04:45:23 -04:00
Magnus Norddahl 8ea74770fd - fix artifact in PCF filter when the texture coordinate wraps 2018-10-05 21:30:16 +02:00
Magnus Norddahl 6135e867a9 - remove shadow acne from PCF shadowmap filter and add three quality levels 2018-10-05 04:36:11 +02:00
Magnus Norddahl cd520a6528 - fix the nearest shadow map filter to have no shadow acne and replace linear with nearest in the menu 2018-10-04 15:33:07 +02:00
Magnus Norddahl 36946a47fe - fix diagonal linear shadow map artifact 2018-10-04 00:46:17 +02:00
Christoph Oelckers 797f88a6c8 - some tweaking of shadowmap filter setting to allow changing the PCF filter's number of samplings. 2018-10-03 13:45:54 +02:00
Christoph Oelckers c8852b8fea - enabled the linear shadowmap filter.
Although this doesn't look as good as the PCF version it is a lot less calculation intensive and therefore more suitable for weaker hardware.
It also tends to bleed through walls a lot less.
2018-09-29 13:23:40 +02:00
Christoph Oelckers 86c7e87767 Merge branch 'master' of https://github.com/coelckers/gzdoom 2018-09-29 12:59:11 +02:00
Magnus Norddahl 3b8b312fae - clamp the software light to never get brighter than the initial light level 2018-09-23 17:58:17 +02:00
Christoph Oelckers bc1e659c7b Revert "- reworked fog uniforms to move the global fog mode setting to the viewpoint buffer."
This reverts commit 8b26b6dd1e.

This was causing problems with light mode 2 because some edge cases were no longer handled properly.
2018-09-16 22:38:20 +02:00
Christoph Oelckers 8b26b6dd1e - reworked fog uniforms to move the global fog mode setting to the viewpoint buffer. 2018-09-06 19:14:30 +02:00
Christoph Oelckers 4a7b1aada7 Merge remote-tracking branch 'remotes/origin/modern'
# Conflicts:
#	wadsrc/static/shaders/glsl/main.fp
2018-07-20 10:19:07 +02:00
Magnus Norddahl 8a500a25f5 - rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function 2018-07-15 23:01:40 +02:00
Christoph Oelckers 124fe63d00 Merge branch 'master' into modern 2018-07-14 10:24:41 +02:00
alexey.lysiuk c29651da95 - restored initial grayscale conversion in fragment shader
Accidental change of red color multiplier was discovered during investigation of https://forum.zdoom.org/viewtopic.php?t=61126
2018-07-02 17:31:48 +03:00
Christoph Oelckers 4937848123 - refactoring of fixed colormap stuff to have it better organized and to reduce the number of uniforms in the main shader.
This removes 3 uniforms, consisting of 9 floats. Those were merged into other values that never get used at the same time.
It also moves the costly setup of the fixed colormap out of the render state into the 2D processing code.
Since 3D forces use of render buffers now, it is no longer necessary to draw the entire scene with the colormap active, meaning it can be handled more efficiently.
2018-06-16 22:40:44 +02:00
Christoph Oelckers 612fb40f3a - don't use uniforms related to fixed colormaps for other things.
The fixed colormap is a per-scene global setting that normally does not need to change ever during rendering of a scene so it's easily shoved aside into a static uniform buffer.
Having to change this buffer for inconsequential stuff should be avoided, especially when there's other uniforms that are just as good to hold these values.
2018-06-14 21:28:03 +02:00
Christoph Oelckers ad7aaa8f2a - specify fragment output locations in the shader source.
OpenGL has been supporting this since version 3.3 and Vulkan requires it so it's the way to go.
2018-06-12 23:52:33 +02:00
Christoph Oelckers 286846a8ec 2D must consider brightmaps. 2018-04-27 08:59:59 +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 25999c1c6a - looks like the 2D drawer sources did not get committed...
- This also adds the missing draw modes to the GLSL shader.
2018-03-28 19:07:43 +02:00
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
Magnus Norddahl 07fa310f23 - move material light modes to their own subshader lumps 2018-02-20 00:13:05 +01:00
Magnus Norddahl eb39e88682 - clean up the main.fp light handling code so that a single ApplyDynLights function applies all dynamic light 2018-02-19 02:01:33 +01:00
Magnus Norddahl 3207d8aef7 - generate uniform declarations from c++ 2018-02-09 23:29:31 +01:00
Magnus Norddahl 769867475c - Replaced max(dot(a,b), 0.0) with clamp as some rounding errors caused pow to receive negative values when then value was subtracted from 1.0 (undefined glsl behavior)
- Fixed that surface angle attenuation was getting applied twice
2018-02-03 23:56:55 +01:00
Magnus Norddahl 7b9a334f77 - Change PBR materials to use quadratic light falloff 2018-02-03 13:17:09 +01:00
Magnus Norddahl 747ef8324e - Improve sector light slightly for PBR 2018-01-29 19:09:24 +01:00
Magnus Norddahl 6deb51f23c - disable the tonemapping to let it bloom instead 2018-01-27 00:42:17 +01:00
Magnus Norddahl a6da1d356a - add PBR materials to main.fp 2018-01-27 00:22:15 +01:00
Magnus Norddahl 7a59bcde4c - move glossiness and specular level to GLDEFS 2018-01-25 19:53:55 +01:00
Magnus Norddahl 1875902414 - Do not flip the normal based on face direction 2018-01-23 23:59:58 +01:00
Magnus Norddahl 81c6808d2a - Add specular and normal map handling to main.fp 2018-01-23 23:10:28 +01:00
Magnus Norddahl e045fb57c9 - Declare new textures for specular and pbr modes 2018-01-23 20:51:48 +01:00
Magnus Norddahl 5f36b86013 - Add dynamic spot lights 2018-01-04 17:58:11 +01:00
Magnus Norddahl a6d4bfc748 - Added linear and nearest shadowmap filters (enabled with defines) 2017-08-13 13:49:02 +02:00
Magnus Norddahl 5c7b1ee8e1 - Significantly improve shadowmap light performance for faces with a large number of lights but where only a few applies to each individual fragment 2017-08-08 23:28:42 +02:00
Rachael Alexanderson 8d3d271484 - tweaked the banded software lightmode shader a bit more, looks a little closer (but still not quite...) to real ZDoom in paletted mode 2017-07-21 18:45:08 -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 1562d64580 - fixed: in the availability of gl_fogmode == 0, default to having square fog instead of radial fog in gl_lightmode == 8 2017-06-25 09:37:14 -04:00
Magnus Norddahl b6e035e796 - Implemented radial fog support in software light mode 2017-06-25 15:02:34 +02:00
Rachael Alexanderson 4229389680 - fixed: banded sw light was broken in a recent commit. Added back the 32 light levels and also made it prefer darker shades. 2017-06-21 19:10:39 -04:00
Magnus Norddahl 28acf2ad06 - Fix OpenGL software diminishing light to be identical to truecolor swrenderer and softpoly
All there is left is to make globVis an uniform and move the LightVisibility::SetVisibility calculations out of the software renderer.
That will make it 100% correct for all r_visiblity values and aspect ratios.
2017-06-22 00:01:57 +02:00