Commit graph

211 commits

Author SHA1 Message Date
Christoph Oelckers
bb09f5488f - added an abstract base vertex buffer class. 2018-10-27 09:07:26 +02:00
Christoph Oelckers
c98474d1c7 - portal refactoring complete. 2018-10-25 22:30:03 +02:00
Christoph Oelckers
3940f17980 - portals are now completely on the hwrenderer side.
The only thing that still needs to be on the backend side is the one function that manages the rendering.
2018-10-25 00:25:55 +02:00
Christoph Oelckers
c76c4b77ec - merged GLPortal into HWPortal after all direct OpenGL dependencies have been removed. 2018-10-24 07:49:06 +02:00
Christoph Oelckers
5f838d52b9 - some cleanup on the OpenGL interface and its flags.
Most importantly, the separate command line options for switching on the legacy buffer handling have been removed.
There's really no need for them anymore, because unlike in earlier versions many of the implementation differences no longer exist - with the exception of where the light and vertex buffer contents are generated.
For testing this, -glversion 3 is sufficient.
2018-10-20 12:55:25 +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
3dcaa509ef Merge branch 'master' of https://github.com/coelckers/gzdoom 2018-09-08 12:10:34 +02:00
Christoph Oelckers
dd971805af - fixed: The viewpoint buffer was mapped write only but read from. On old hardware it wasn't even mapped.
Changed to cache the needed value in a CPU-side array so that the buffer access is not needed.
2018-09-08 10:16:31 +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
5e39890118 - use a uniform buffer for per-scene data like rotation matrices. 2018-09-02 18:40:36 +02:00
Christoph Oelckers
8ab68264c1 - removal of all code to handle OpenGL 2. From this commit on the main build of GZDoom will be OpenGL 3.3 or higher.
# Conflicts:
#	src/gl/renderer/gl_renderer.cpp
#	src/gl/shaders/gl_shader.cpp
#	src/gl/system/gl_framebuffer.cpp
#	src/gl_load/gl_interface.cpp
2018-06-15 21:45:05 +02:00
Christoph Oelckers
f166624eb2 - some fixes to the PP shader interface.
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.
2018-06-12 21:43:35 +02:00
Christoph Oelckers
3385e28611 Make it compile 2018-06-12 10:58:32 +02:00
Christoph Oelckers
b8b5802599 Added a uniform buffer abstraction class
May get some more methods later, this is just a start to get going.
2018-06-12 10:42:03 +02:00
alexey.lysiuk
7b619bc78c - fixed crash with legacy render path
https://forum.zdoom.org/viewtopic.php?t=60727
2018-06-01 12:28:27 +03:00
Christoph Oelckers
044c8a2034 - removed gl_render_subsectors test CVAR and disabled vertex buffer generation for legacy mode
To reduce the performance impact, legacy mode will now always create flat vertex data on the fly instead of relying on the vertex buffer. This makes the CVAR mostly redundant as on anything more modern rendering per subsector will always be slower.
2018-05-23 08:43:52 +02:00
Christoph Oelckers
b612e182b4 Merge branch 'indexbuffer'
# Conflicts:
#	src/gl/data/gl_vertexbuffer.h
#	src/gl/scene/gl_flats.cpp
#	src/hwrenderer/data/flatvertices.h
2018-05-22 22:10:21 +02:00
Christoph Oelckers
2514753afb - make the vertex buffer accessible from the hwrenderer code. 2018-05-22 18:48:10 +02:00
Christoph Oelckers
fd3681dae2 - use an indexed vertex buffer to render the flats.
Right now this has no advantage but it allows optimizing the data, e.g. rendering an entire sector in one go instead of per subsector.
2018-05-19 13:33:28 +02:00
Christoph Oelckers
c0837f42bd - gl_system.h as well, in particular this has no place in hw_* files. 2018-05-16 23:34:52 +02:00
Christoph Oelckers
401c9ab8ca - moved gl_interface.cpp/h to gl_load folder.
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.
2018-05-16 23:21:21 +02:00
Christoph Oelckers
ec13b77717 - removed empty gl_wall.h. 2018-04-29 11:40:47 +02:00
Christoph Oelckers
d694e19f01 - split off the data generation parts of gl_skydome.cpp 2018-04-28 00:50:42 +02:00
Christoph Oelckers
9a1603b246 - made GLWall ready for multithreaded processing.
* to do this efficiently the amount of required vertices needs to be calculated up-front
* always create the vertices in the data generation pass, not the render pass.
* added synchronisation code to the vertex buffer allocator.

Without multithreading this causes a slight slowdown, due to added processing cost. (Frozen Time bridge scene drops from 47 fps to 44 fps on my test machine.
2018-04-26 19:25:11 +02:00
Christoph Oelckers
cf8ee3130b - gl_clock moved to hwrenderer. 2018-04-25 18:39:54 +02:00
alexey.lysiuk
2ae8d39441 Removed all superfluous #include's
Automatically optimized by CLion IDE with manual corrections
2018-04-24 14:30:35 +03:00
Christoph Oelckers
0affc119fd - moved hardware independent part of flat vertex data out of GL folder. 2018-04-14 12:05:31 +02:00
Christoph Oelckers
df4f435952 - merged vid_renderer, swtruecolor and r_polyrender into one CVAR to reduce menu clutter.
- 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.
2018-04-07 23:30:28 +02:00
Christoph Oelckers
b34d7f9e08 - added a software scene drawer to the GL renderer.
It still looks like shit and only works on the modern render path but at least the basics are working.
2018-04-07 10:20:59 +02:00
Christoph Oelckers
60aebff4a1 - starting separation of hardware dependent and hardware independent code, starting with aabbtree, because it was easy. 2018-04-02 15:58:28 +02:00
Christoph Oelckers
8080e039e0 - moved most of gl_setup.cpp to r_data as this is only some data setup in the main map data structures.
- made currentmapsections array something nicer to look at and made it a member of the scene drawer class.
2018-04-02 09:27:40 +02:00
Christoph Oelckers
202d209eb8 - made the MapSectionGenerator a class to remove a global array. 2018-04-02 08:25:07 +02:00
Christoph Oelckers
524df21d81 - moved portal grouping code out of GL and into r_data. 2018-04-02 00:39:04 +02:00
Christoph Oelckers
64b504ee7f - fixed last commit. This was missing an init call for the portal data. 2018-04-02 00:14:53 +02:00
Christoph Oelckers
248a29bf06 - resorted portal render data.
Compiles but does not work...
2018-04-01 22:26:57 +02:00
Christoph Oelckers
8be788a9b3 - moved portal data into FLevelLocals. 2018-04-01 20:17:39 +02:00
Christoph Oelckers
65e7b6dfaa - moved the code in gl_data.cpp to better fitting places
* 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
2018-04-01 18:45:27 +02:00
Christoph Oelckers
bc485a7f2c - moved a large portion of gl_textures.cpp into the main files for the implementing classes.
The old organization made sense when ZDoom still was a thing but now it'd be better if all pure data with no dependence on renderer implementation details was moved out.
A separation between GL2 and GL3+4 renderers looks to be inevitable and the more data is out of the renderer when that happens, the better.
2018-03-31 19:20:59 +02:00
Christoph Oelckers
6d6196388e - made SPROFS a more usable feature.
This was originally invented to fix the sprite offsets for the hardware renderer.
Changed it so that it doesn't override the original offsets but acts as a second set.
A new CVAR has been added to allow controlling the behavior per renderer.
2018-03-31 10:37:46 +02:00
Christoph Oelckers
a001a5304d - removed the old software renderer framebuffers for Windows
This cannot be refactored with the old code still present and done properly both renderers should share what they can.
2018-03-30 23:18:25 +02:00
Christoph Oelckers
e89a598b31 - renamed FTexture's UseType flags and gave them a dedicated type.
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.
2018-03-25 20:26:16 +02:00
Magnus Norddahl
05827ffcda - Implement auto textures for materials 2018-02-21 23:12:46 +01:00
Christoph Oelckers
e1d6f6f3b3 - fixed: precise rendering did not work anymore due to a missing reference operator in the setup function for the needed data. 2018-01-21 16:17:49 +01:00
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
Magnus Norddahl
7bb92812b8 - Move models into r_data 2017-11-25 13:19:00 +01:00
Magnus Norddahl
b25f191e85 - Move shared model code out of the GL renderer 2017-11-25 12:11:57 +01:00
Rachael Alexanderson
fd5b8cdbf7 Merge remote-tracking branch 'origin/master' into newtimercode4
# Conflicts:
#	src/gl/models/gl_models.cpp
2017-11-23 21:08:09 -05:00
Magnus Norddahl
f1e7df542f - Create model renderer abstraction to share more model drawing between renderers 2017-11-24 00:38:52 +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
Magnus Norddahl
23e5d81746 - Implement VSMatrix::inverseMatrix 2017-11-05 15:32:42 +01:00