The binding point needs to be part of the ShaderUniforms class because Vulkan will need this value to generate the declaration in the shader source.
There's still one issue here: Since OpenGL has no local render state, the buffer must be bound every time it is used. Once the code is better abstracted this should be moved to a higher level class that knows all associated data and how to set it up.
In this case there are no means to discard the parts of the rendered sectors that lie behind the portal so it should only render the parts that are flagged as visible.
These files are not part of the actual renderer but part of the system code.
This means, for separated modern and legacy GL renderers, there still will only be one set of this, unlike everything else.
This is better be made part of the 2D interface.
That would have been done long ago if it hadn't been for the totally incompatible way this was handled by the purely paletted software renderer.
Now with that out of the way there is no point keeping this code this deeply embedded in the renderer.
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.
Lots of this was still laid out for DirectDraw. This removes most of Begin2D so that it can be done more cleanlz.
Note that this commit renders weapon sprites and screen blends incorrectly. Those will be fixed in an upcoming commit.
- added thread_local to some static arrays being used for setting up dynamic lights.
Right now it's of little consequence but these will have to be maintained per thread if the render data setup is done by worker tasks.
- eliminated hqresize.cpp's dependency on GL headers.
- cleaned up the logic for CreateTexBuffer so that hqresize.cpp does not need to check for software warped textures anymore.
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.
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
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
- 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.
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.
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.
* 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
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.
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.
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.
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.