Commit graph

26 commits

Author SHA1 Message Date
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
Christoph Oelckers
ed8a21fd86 - replaced deprecated alpha testing with shader code. 2014-07-14 21:14:43 +02:00
Christoph Oelckers
2214c0ac06 - remove all uses of builtin matrix manipulation. Only glLoadMatrix for view and projection matrix are left. 2014-07-13 22:37:34 +02:00
Christoph Oelckers
dbb05c5f33 - remove use of builtin texture matrices.
- make matrix class single precision.
2014-07-13 20:41:20 +02:00
Christoph Oelckers
54297acde4 - removed obsolete gl_lightbuffer code.
This never worked properly and by now far better options are available to solve the problem of dynamic light data uploads.
2014-06-30 13:30:10 +02:00
Christoph Oelckers
2925c96b59 removed all GL 2.x code.
After thinking about it for a day or so I believe it's the best option to remove all compatibility code because it's a major obstacle for a transition to a core profile.
2014-06-21 15:50:32 +02:00
Christoph Oelckers
3e9b9c280b - initialize model data at engine start, not at level start. 2014-06-19 15:22:00 +02:00
Christoph Oelckers
3644073bbd - use a software buffer for immediate mode rendering. This allows using the regular buffer code to collect data for both render modes and allows removal of a lot of duplicated code. 2014-06-15 01:14:41 +02:00
Christoph Oelckers
a1ec6ab1ba - fixed some Linux warnings. 2014-05-24 16:53:57 +02:00
Christoph Oelckers
09ba62fbef - put all the common part of buffer based drawing into a separate method of the vertex buffer. 2014-05-20 22:37:38 +02:00
Christoph Oelckers
23fbd69963 - 4 more places where immediate mode drawing has been substituted with a buffer-based alternative. 2014-05-20 22:20:15 +02:00
Christoph Oelckers
4d005bdfa0 shader rework
All those special shaders have been merged together.
Mostly working but the non-shader lighting seems a bit broken.
2014-05-12 14:45:41 +02:00
Christoph Oelckers
98cc7eeb99 pass softlightlevel through render state. 2014-05-12 00:13:19 +02:00
Christoph Oelckers
506798f134 allow brightmaps and fullbright objects in fog. The reasons why they were disabled no longer exist. 2014-05-11 23:12:28 +02:00
Christoph Oelckers
c47c7421a3 - route all glColor calls through render state.
- add sector links to dynamic lights.
2014-05-11 22:57:42 +02:00
Christoph Oelckers
978ace241c - removed all code that mixes together the different lighting methods. Now everything goes through the 3 different light parameters in the render state.
- removed cm parameter from many functions.
2014-05-11 21:47:54 +02:00
Christoph Oelckers
f3a9cb0cfa remove special texture creation for fullscreen colormaps.
On GL 3.x+ this isn't needed at all and on older hardware it causes performance issues, in particular with hires textures due to impossibility of precaching.
In addition it forces some really awkward handling of lighting for things that have their own color, like stenciled sprites or particles.

With this special case gone it will be possible to handle this case in a saner manner than it is right now.

As compensation for older hardware a fullscreen blend will be drawn over the entire screen. This won't be 100% accurate but it's preferable to keeping the current method.
2014-05-11 14:46:37 +02:00
Christoph Oelckers
09f4071436 Ok, it had to be done: Removed shader support for pre GLSL 1.3/GL 3.0 hardware. The compromises needed to accomodate these are just too bad and would block any attempt at streamlining the code. 2014-05-11 13:27:51 +02:00
Christoph Oelckers
f7404d20fb - add vertex buffer based drawing for all walls and flats. 2014-05-11 01:23:27 +02:00
Christoph Oelckers
7d3beb665b - rewrote vertex buffer code to require GL_ARB_BUFFER_STORAGE extension.
This means it won't work anymore on anything that doesn't support OpenGL 4.0, but I don't think this is a problem. On older NVidia cards performance gains could not be seen and on older AMDs using the vertex buffer was even worse as long as it got mixed with immediate mode rendering.
2014-05-10 21:47:07 +02:00
Christoph Oelckers
69af73d9b9 - alternative configuration using GLEW to get extension functions. This requires GL 2.0, though so it won't be promoted to the mainline for the time being.
- removed all pre GL 2.0 support.
2014-04-06 14:35:44 +02:00
Christoph Oelckers
2885056f46 - moved GLEXT API out of RenderContext struct. 2013-09-03 18:29:39 +02:00
Christoph Oelckers
26943fe3fd - removed gl interface function pointers for all OpenGL32.dll entry points. 2013-09-03 14:05:41 +02:00
Christoph Oelckers
b61ef3a107 - bumped minimum supported OpenGL version to 1.4. The engine was already using several 1.3 and 1.4 features which would have caused problems on 1.2.
- removed gl_vid_compatibility. With the bump to 1.4 no hardware requiring this flag is supported anymore.
- disabled 16 bit framebuffers for the same reason. As a conseqence all code for rendering without stencil could also be removed.
2013-08-18 15:41:52 +02:00
Christoph Oelckers
4e4eb7189a - fixed: negative extra light levels should not be treated like inverse flashes, that's only the case for INT_MIN. 2013-07-22 17:30:08 +02:00
Christoph Oelckers
399d0974ab - added GL render as of SVN revision 1600. 2013-06-23 09:49:34 +02:00