Commit graph

67 commits

Author SHA1 Message Date
Christoph Oelckers
59576e6d23 - use the newly added OF_Transient flag to avoid writing out the owned dynamic lights to savegames instead of destroying and recreating them each time. 2016-10-16 09:12:43 +02:00
Christoph Oelckers
7ab7fc9a57 - seems I missed this part... 2016-10-03 16:21:50 +02:00
Christoph Oelckers
8907a8bfe8 - fixed incorrect function name in sprites drawer.
- fixed duplicate property key in ADynamicLight serializer. Radius was already claimed by AActor so this needs a different name.
2016-09-24 12:09:53 +02:00
Christoph Oelckers
ee2766d00b - made adjustments for new savegame code. 2016-09-24 01:47:44 +02:00
Christoph Oelckers
8b6e09ca09 - changed the license of the OpenGL renderer to LGPL v3.
This was done to clean up the license and to ensure that any commercial fork of the engine has to obey the far stricter requirements concerning source distribution. The old license was compatible with GPLv2 whereas combining GPLv2 and LGPLv3 force a license upgrade to GPLv3. The license of code that originates from ZDoomGL has not been changed.
2016-09-14 20:01:13 +02:00
Christoph Oelckers
8b01a88b76 - removed gl_lights_size and gl_lights_intensity.
Both of these were inherited from ZDoomGL and in terms of light design in maps it makes absolutely no sense to have them user configurable. They should have been removed 11 years ago.
2016-09-04 12:45:09 +02:00
Christoph Oelckers
e7856ce1e3 - removed unused forceadditive parameter from gl_GetLight.
- restricted gl_lights_additive to legacy code and removed menu entry for this.

For modern hardware this setting is completely pointless, it offers no advantage and degrades visual quality. Its only reason for existence was that drawing additive lights with textures is a lot faster, and that's all it's being used for now.
2016-09-04 12:35:26 +02:00
Christoph Oelckers
63ad7d99d1 - fixed: The dynamic light buffer's behavior needs to obey the gl.lightmethod variable, and not depend on presence of persistently mapped buffers.
Since there is a command line switch to revert to the lower behavior it can well be that they do not match.
2016-08-04 12:55:21 +02:00
Christoph Oelckers
b90173ed21 - fixed: ADynamicLight::visibletoplayer was not initialized for placed lights when restoring a savegame. 2016-05-08 09:34:22 +02:00
Christoph Oelckers
ab8a647433 - fixed the disabled visibility rules check for dynamic lights by doing the actual check in the light's Tick() method and letting the renderer only use the result. 2016-05-04 11:33:18 +02:00
Christoph Oelckers
d4806f82ca - reinstated some texturing-based dynamic light code. Not active yet and not tested yet. 2016-04-28 00:58:44 +02:00
Christoph Oelckers
6e1b21d513 - added back sprite splitting for low end, plus some dynamic light code. 2016-04-26 21:31:24 +02:00
Christoph Oelckers
1f32f5a258 - some minor fixing and cleanup on gL portal code. 2016-04-20 11:39:41 +02:00
Christoph Oelckers
faeb0303fe - renamed ADynamicLight's intensity properties to radius, to have their name match their meaning. 2016-04-17 13:53:29 +02:00
Christoph Oelckers
a411b93e1d - fixed: The dynamic pulse light should always use its maximum size for linking into the sector lists, just like the other types with changing size do.
These limking operations are not cheap so it's preferable to have them affect a bit more geometry than running the linking code each tic.
2016-04-12 16:01:08 +02:00
Christoph Oelckers
56f8974b66 - removed debug code. 2016-04-11 19:59:57 +02:00
Christoph Oelckers
273c1ea510 - fixed PointOnSide caclulation for dynamic lights. 2016-04-11 19:59:39 +02:00
Christoph Oelckers
25d7eaed0a - fixed parentheses in ADynamicLight::DistToSeg.
- floatifed OpenGL sector grouping.
- optimized light node collection. It should not create light nodes for out of range segs.
2016-04-08 12:38:09 +02:00
Christoph Oelckers
58eb64a7e0 - fixed a few fixed/float parameter mixups. 2016-04-03 12:54:47 +02:00
Christoph Oelckers
a27181cb0b - partial adjustments.
No point changing all the viewx/y/z stuff when that is about to get floatified next.
2016-03-31 21:42:27 +02:00
Christoph Oelckers
cf44d2e37a - adjustments. 2016-03-30 20:01:44 +02:00
Christoph Oelckers
cadd8f2d4a - made adjustments for changes to linedef delta. 2016-03-29 16:31:58 +02:00
Christoph Oelckers
a87c292f10 - adjustments to GL code for texture scale and vertex coordinate access. 2016-03-29 11:26:33 +02:00
Christoph Oelckers
b958a5d748 - adjustments in GL code. 2016-03-25 15:14:09 +01:00
Christoph Oelckers
379d5bc0c5 - fixed some issues with dynamic lights caused by the floatification changes 2016-03-24 13:38:37 +01:00
Christoph Oelckers
b54b34a512 - adjustments for floating point changes. 2016-03-21 02:57:02 +01:00
Christoph Oelckers
95d36670cf - that portal check was not correct. 2016-03-10 15:15:37 +01:00
Christoph Oelckers
365c192a1d - added portal support for dynamic lights.
This requires fixed offsets so it only works with linked portals.
2016-03-08 21:22:12 +01:00
Christoph Oelckers
bd9907f20f - missing #includes in GL code. 2016-02-16 22:06:26 +01:00
Christoph Oelckers
dda73b531c Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	src/CMakeLists.txt
#	src/p_setup.cpp
#	src/r_defs.h
#	src/version.h

This only updates to a compileable state. The new portals are not yet functional in the hardware renderer because they require some refactoring in the data management first.
2016-02-05 12:31:41 +01:00
Christoph Oelckers
d797415745 - fixed: dynamic lights did not relink themselves when their position changed. 2016-02-02 11:58:00 +01:00
Christoph Oelckers
342f1abcc7 - fixed: flickering dynamic lights with their first intensity value larger than the second one weren't properly linked into all touching sectors. 2016-01-30 00:45:47 +01:00
Christoph Oelckers
5816049510 - made necessary adjustments for the coordinate refactoring in ZDoom. 2016-01-21 12:36:37 +01:00
Christoph Oelckers
7701d54b1f - fixed: associated dynamic lights took the sprite/frame info from the actor's current state instead of from the actor's current sprite and frame, which may differ in case some placeholder sprite is used in the state. 2015-03-15 12:24:28 +01:00
Christoph Oelckers
a578ff5d06 - fixed a problem with some older AMD drivers: Normally calling glBindBufferBase should imply a call to glBindBuffer, but on these drivers it was never done, which resulted in the light uniform buffer never being created... 2015-01-24 13:13:54 +01:00
Christoph Oelckers
045725de15 - use strncpy instead of sprintf tp init static char array to ensure that all elements get initialized. 2014-12-29 16:35:30 +01:00
Christoph Oelckers
bca47bb9bc - removed debug code.
- fixed: planes that are created by splitting translucent 3D-floors may never be rendered.
2014-10-23 17:35:58 +02:00
Christoph Oelckers
36b35e85f3 - fixed: overflow checks for dynamic light buffer were not correct. 2014-10-23 12:06:00 +02:00
Christoph Oelckers
b2cf7d6512 - fixed memory leak: The sector links for dynamic lights were never freed. 2014-09-21 12:40:08 +02:00
Christoph Oelckers
43e2d704a3 - always use glPolygonOffset to render translucent geometry. 2014-09-20 09:04:36 +02:00
Christoph Oelckers
92dcf2e5ef - fixed some of those supremely annoying and supremely pointless GCC/Clang compiler warnings. 2014-09-17 11:03:05 +02:00
Christoph Oelckers
8e7e16f73a - fixed: The light uniform buffer may not be mapped with GL_MAP_INVALIDATE_BUFFER_BIT, because it needs to be mapped for each portal in a scene but it must preserve the existing data for the remaining translucent objects. 2014-09-15 10:27:09 +02:00
Ralgor
1a70a6aabc The light buffer should check for shader_storage_buffer_object rather than buffer_storage. 2014-09-14 14:29:13 -05:00
Christoph Oelckers
a2dc4afe3f - screwed by the editor's autocompletion... (wrong GL flag was used...) 2014-08-19 14:25:47 +02:00
Christoph Oelckers
00d7707aef - allow reallocation of light buffer if more lights are needed.
- added a light preprocessing pass to the renderer so that a non-persistent buffer can be used with minimal mapping/unmapping. This only gets used if necessary because it adds some overhead to the renderer.
2014-08-19 14:18:21 +02:00
Christoph Oelckers
a97b58fa27 - added check for light uniform buffer overflows, because uniform buffers on Intel are rather small. 2014-08-02 20:41:13 +02:00
Christoph Oelckers
a8e9c1832f - decided to restrict the 2.0 beta to OpenGL 4.x with GL_ARB_buffer_storage extension and removed all code for supporting older versions.
Sadly, anything else makes no sense.
All the recently made changes live or die, depending on this extension's presence.
Without it, there are major performance issues with the buffer uploads. All of the traditional buffer upload methods are without exception horrendously slow, especially in the context of a Doom engine where frequent small updates are required.
It could be solved with a complete restructuring of the engine, of course, but that's hardly worth the effort, considering it's only for legacy hardware whose market share will inevitably shrink considerably over the next years.
And even then, under the best circumstances I'd still get the same performance as the old immediate mode renderer in GZDoom 1.x and still couldn't implement the additions I'd like to make.

So, since I need to keep GZDoom 1.x around anyway for older GL 2.x hardware, it may as well serve for 3.x hardware, too. It's certainly less work than constantly trying to find workarounds for the older hardware's limitations that cost more time than working on future-proofing the engine.

This new, trimmed down 4.x renderer runs on a core profile configuration and uses persistently mapped buffers for nearly everything that is getting transferred to the GPU. (The global uniforms are still being used as such but they'll be phased out after the first beta release.
2014-08-01 22:42:39 +02:00
Christoph Oelckers
7967082e60 - use the light buffer to handle dynamic lighting. 2014-08-01 20:59:39 +02:00
Christoph Oelckers
1ec58011d2 - start of light buffer implementation so that we don't have to use uniform arrays which appear to be broken on AMD. 2014-07-31 00:44:22 +02:00
Christoph Oelckers
b8bcbe819b - removed texture based dynamic lighting. For GL 3.x the shader approach is always better.
- fixed: sky fog was not unset.
2014-07-15 20:49:21 +02:00