Christoph Oelckers
7ab7fc9a57
- seems I missed this part...
2016-10-03 16:21:50 +02:00
Christoph Oelckers
4eb5f10b02
- use normals to have proper light attenuation. So far only implemented for walls and flats. Models are planned but need some thinking about how to efficiently collect all required lights for an object.
2016-10-03 16:09:32 +02:00
Magnus Norddahl
7c47806382
Fix aspect ratio bug in LensDistortScene
2016-10-03 09:18:47 +02:00
alexey.lysiuk
c68aa2b241
Added FXAA post-processing
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Implementation of Fast Approximate Anti-Aliasing is based on nVidia sample:
https://github.com/NVIDIAGameWorks/GraphicsSamples/tree/master/samples/es3-kepler/FXAA
2016-10-03 00:15:45 +02:00
Christopher Bruns
5391216756
Delete unused new BlitFromEyeTexture() method I ended up not using.
2016-10-02 16:27:43 -04:00
Christopher Bruns
63b28a1d80
Retain stereoscopic parity after dragging window in row interleaved 3D mode.
2016-10-02 16:11:06 -04:00
Christopher Bruns
0240cdef18
Modulate row interleaved stereo 3d offset with window height parity, because gl_FragCoord.y approaches zero at the bottom, not the top of the window.
2016-10-02 16:10:58 -04:00
Christopher Bruns
576619504e
Remove unused WindowHeight uniform.
2016-10-02 16:10:50 -04:00
Christopher Bruns
fcbf9342d6
Compute row location using gl_FragCoord.
2016-10-02 16:10:39 -04:00
Christopher Bruns
460b653709
Row interlaced 3d might be working, at least in fullscreen 1920x1080 mode.
2016-10-02 16:10:21 -04:00
Christopher Bruns
79046580d5
Partial implementation of row interlaced mode.
2016-10-02 16:09:22 -04:00
Christopher Bruns
960d4d6755
Create TopBottom3D mode and begin sketching RowInterleaved3D mode.
2016-10-02 16:09:02 -04:00
Christoph Oelckers
cfa6b817b5
- made bloom and tonemap settings game specific and save all related CVARs.
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As was pointed out: "That said, there is one minor problem - different game artstyles can constitute whether Bloom is turned on, which tonemap is used, etc. For example, when playing Doom, I like having my bloom on, but if I am going to start playing the Adventures of Square, the art style and bloom don't mix, in my opinion. For this, I have to remember to switch my bloom settings every time I switch IWad"
2016-10-01 21:34:13 +02:00
Christoph Oelckers
b75395aa74
- fixed: Screen size update coordinates were copied into the wrong buffer location.
2016-09-28 09:25:48 +02:00
Christoph Oelckers
750c194959
- changed order of SwapBuffers and glFinish call. The new order with glFinish coming last is recommended by OpenGL and it fixes a stalling problem with portals and camera textures visible at the same time.
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- check and use WGL_EXT_swap_control_tear extension. The above change makes the system always wait for a full vsync with a wglSwapInterval of 1, so it now uses the official extension that enables adaptive vsync. Hopefully this also works on the cards where the old setup did not.
2016-09-26 01:38:25 +02:00
Magnus Norddahl
287acea6b4
Update copyright
2016-09-25 00:31:57 +02:00
Magnus Norddahl
6cb9f875dd
Fix missing call from merge
2016-09-25 00:31:43 +02:00
Magnus Norddahl
979e70ca8f
Add gl_ssao_portals for controlling how many portals gets SSAO
2016-09-25 00:22:38 +02:00
Magnus Norddahl
3f11c0562c
Add ssao quality setting
2016-09-25 00:22:38 +02:00
Magnus Norddahl
0397fe185f
Don't do ambient occlusion when rendering to texture
2016-09-25 00:22:32 +02:00
Magnus Norddahl
d774136282
Added SceneData texture as the second colorbuffer when rendering a scene and placed fog data into it
2016-09-25 00:22:32 +02:00
Magnus Norddahl
9af34bac69
Add gbuffer pass support to FShaderManager and FRenderState
2016-09-25 00:22:32 +02:00
Magnus Norddahl
37e3172c94
Fix random texture sampling bug
2016-09-25 00:22:31 +02:00
Magnus Norddahl
0a8cc1b74c
Fix depth blur
2016-09-25 00:22:31 +02:00
Magnus Norddahl
24ab13f1ce
Fix stripes in the reconstructed normals due to down scaling
2016-09-25 00:22:31 +02:00
Magnus Norddahl
11725c435e
Grab tanHalfFovy from the projection matrix
2016-09-25 00:22:31 +02:00
Magnus Norddahl
e025f6e54b
Mark portals in scene alpha channel for the SSAO pass
2016-09-25 00:22:31 +02:00
Magnus Norddahl
c7c0ffadb5
Move SSAO pass to be before translucent rendering
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Fix depth sampling location when not using fullscreen scene
2016-09-25 00:19:16 +02:00
Magnus Norddahl
09bec67821
Resolve multisampling depth in shader
2016-09-25 00:19:16 +02:00
Magnus Norddahl
a246b58673
Change SSAO blur to be depth aware
2016-09-25 00:19:16 +02:00
Magnus Norddahl
a6fdaca633
Fix precision issue in SSAO shader
2016-09-25 00:19:16 +02:00
Magnus Norddahl
723eb746f6
Add ssao random texture
2016-09-25 00:19:15 +02:00
Magnus Norddahl
9076d46261
Added SSAO pass
2016-09-25 00:19:15 +02:00
Christoph Oelckers
8907a8bfe8
- fixed incorrect function name in sprites drawer.
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- 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
Major Cooke
561edd31ec
Added check for angle visibility for GZDoom.
2016-09-24 09:29:00 +02:00
Christoph Oelckers
ee2766d00b
- made adjustments for new savegame code.
2016-09-24 01:47:44 +02:00
Christoph Oelckers
18ee6353fa
- let's be safe and set the proper texture mode for the fullscreen blend rect. I've got spurious reports that on some occasions it was rendered opaque.
2016-09-22 10:54:16 +02:00
Christoph Oelckers
1bddc277e6
- fixed winding of voxel polygons.
2016-09-22 10:28:14 +02:00
Christoph Oelckers
960ed5130c
- fixed: DTA_ColorOverlay was not properly handled by F2DDrawer.
2016-09-22 10:20:36 +02:00
Christoph Oelckers
52d4c3970e
- use glPOlygonOffset on non-translucent flat and wall sprites to avoid z-fighting.
2016-09-22 10:00:40 +02:00
Christopher Bruns
2e8d2ed626
Implement vr_swap_eyes CVAR, now that side-by-side mode is mostly working.
2016-09-22 09:25:49 +02:00
Christopher Bruns
a1cbd39f3f
Move call to Stereo3DMode.AdjustPlayerSprites into FGLRenderer.DrawPlayerSprites()
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(cherry picked from commit 5b5598d7d85c6bb8930e874d5d94cca835061bf0)
2016-09-22 09:25:48 +02:00
Christopher Bruns
a5c27af59b
Show weapon at full width in SideBySideFull 3D mode.
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(cherry picked from commit c42e98c0042937adc05c1f1569d909d58a5b8ffb)
2016-09-22 09:25:48 +02:00
Christopher Bruns
7b8847c6be
Update comment for other file.
2016-09-22 09:25:47 +02:00
Christopher Bruns
d10a0309ab
Update header comment in gl_sidebyside3d source files
2016-09-22 09:25:47 +02:00
Christopher Bruns
1f79e23d5b
Implement wide side-by-side mode, using adjusted aspect ratio in projection matrix.
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Use optimal framebuffer size for side-by-side modes.
2016-09-22 09:25:46 +02:00
Christopher Bruns
9a257ac158
Implement side-by-side narrow 3D mode.
2016-09-22 09:25:46 +02:00
raa-eruanna
72491049e0
Changes to the contrast/brightness/gamma formula for both hardware and shader gamma correction. Mainly makes a correction with the shader version where contrast/brightness being negative values would clip them inappropriately.
2016-09-22 09:23:25 +02:00
Magnus Norddahl
af699dcebc
Make bloom/exposure less aggressive
2016-09-22 09:13:33 +02:00
Magnus Norddahl
f7b6b1433c
Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing
2016-09-22 09:13:32 +02:00
Christoph Oelckers
146b5d2d06
- use 'override' qualifier on renderer interface.
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Bad things can happen if these get changed in ZDoom without adapting to the change so better let the compiler handle this automatically.
2016-09-22 09:06:21 +02:00
Christoph Oelckers
ceaa040750
- added a workaround to avoid sprite splitting when it may cause glitches for sprites that get rotated in the draw pass.
2016-09-18 17:45:02 +02:00
Major Cooke
80c1baa596
Fixed: Pitch was rotating around the wrong axis.
2016-09-17 12:10:22 -05:00
Christoph Oelckers
bec17bd222
- FLATSPRITE fixes.
2016-09-17 08:26:30 +02:00
Major Cooke
d01b0e061e
Moved flatsprite code into CalculateVertices.
2016-09-16 12:07:28 -05:00
Major Cooke
66d20726c2
Reintroduced flat sprites once more.
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- Take note, current flat sprites will change. With no pitch involved, sprites are now flat across the ground.
2016-09-16 11:47:20 -05:00
Christoph Oelckers
7c2886e8ea
- fixed the last commit:
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The altered vertices must always be copied to the actual buffer and it's not necessary to copy everything, copying the 4 changed ones is sufficient.
2016-09-16 08:10:19 +02:00
Magnus Norddahl
3c1868f7e6
Fix wrong flash rectangle size after window resize
2016-09-16 02:53:19 +02:00
Christoph Oelckers
8b6e09ca09
- changed the license of the OpenGL renderer to LGPL v3.
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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
a98f364cc3
- added another missing nullptr check.
2016-09-13 23:37:19 +02:00
alexey.lysiuk
dcabcaa5b6
Fixed compilation on non-Windows platforms
2016-09-13 22:10:07 +03:00
Christoph Oelckers
c593dda8f3
- added missing nullptr check.
2016-09-12 23:03:27 +02:00
Magnus Norddahl
b378b3d05a
Remove black bars from windowed mode
2016-09-12 20:43:45 +02:00
Magnus Norddahl
7bdbaaff22
GL aspect ratio adjustments
2016-09-12 20:29:26 +02:00
Christopher Bruns
924aaa3a92
fixed: Delay setup of quad-buffered stereo 3d mode, in case a useful OpenGL context is not immediately provided.
2016-09-11 00:45:17 +02:00
Christoph Oelckers
71f4bacbd7
- missed something for last commit.
2016-09-10 12:36:44 +02:00
Christoph Oelckers
d3246be488
- draw wall sprites without translucent pixels as opaque. This looses the border smoothing with texture filtering but avoids sorting problems.
2016-09-10 12:24:13 +02:00
Christoph Oelckers
30cb651d92
- completely removed the flat sprite code.
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This was conceptionally so wrong that there is no chance to salvage any of it.
2016-09-10 10:58:53 +02:00
Magnus Norddahl
d83a72f361
Add missing IsEnabled check
2016-09-09 00:36:12 +02:00
Magnus Norddahl
63dc394913
Present function for left, right and quad-buffered stereo3d
2016-09-09 00:36:11 +02:00
Magnus Norddahl
8b7267cf87
MaskAnaglyph present mode
2016-09-09 00:36:11 +02:00
Magnus Norddahl
ccbe5160b0
Split F2DDrawer::Flush into Draw and Clear
2016-09-09 00:36:10 +02:00
Magnus Norddahl
aaa3581ee6
Hook up eye textures in renderer
2016-09-09 00:36:10 +02:00
Magnus Norddahl
4bdd872f09
Add eye textures and FBOs to FGLRenderBuffers
2016-09-09 00:36:09 +02:00
Christoph Oelckers
b9ca3c85f8
- fixed: translucency detection in multipatch textures did not work.
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- fixed: The flat drawer never checked if a texture had translucent parts.
2016-09-08 12:18:09 +02:00
raa-eruanna
5a64307ad1
Changes the tonemap generation algorithm.
2016-09-08 00:51:48 +02:00
Christoph Oelckers
181e5dc4db
- fixed floor clipping of sprites.
2016-09-06 22:18:47 +02:00
Christoph Oelckers
bfe34f4dc7
- cleanup.
2016-09-06 21:39:13 +02:00
Christoph Oelckers
a36d89405a
- separated the coordinate calculation from GLSprite::Draw.
2016-09-06 12:22:00 +02:00
Christoph Oelckers
a5c0f9a548
- use the predefined fullscreen vertices for clearing a portal instead of using the quad drawer.
2016-09-06 11:58:22 +02:00
Christoph Oelckers
74ede7bb4e
- fixed: The DrawBlend call in the postprocessing case was using the global 'viewsector' variable directly.
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As with the Stereo3D stuff, this cannot be done because recursive processing of portals will change it. Instead the local copy has to be used here, just like the EndDrawScene call already did.
2016-09-05 09:10:29 +02:00
Christoph Oelckers
d2ead39bcc
- force framebuffers for camera textures on GL 3+ hardware. With all the postprocessing stuff added I don't think it's ok to use the screenbuffer for this anymore.
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- disable framebuffers for camera textures in legacy mode entirely. This depends on a GL_DEPTH24_STENCIL8 surface which most of these old chipsets do not support, and I really see no point to invest any work here. The worst that can happen is that oversized camera textures won't be processed, which, due to general performance issues, might even be a good thing.
2016-09-04 14:16:05 +02:00
Christoph Oelckers
95bedac6ca
- inlined FHardwareTexture::GetTexDimension.
2016-09-04 13:14:14 +02:00
Christoph Oelckers
8b01a88b76
- removed gl_lights_size and gl_lights_intensity.
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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.
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- 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
Magnus Norddahl
527703ae8c
Fix missing flash if multisampling was on and no post processing effects active
2016-09-04 03:21:47 +02:00
Magnus Norddahl
5f02e08c8e
Fix minimize crash
2016-09-04 03:15:50 +02:00
Magnus Norddahl
dc39a006dc
Fix palette tonemap precision and compile error on Intel
2016-09-04 02:37:59 +02:00
Christoph Oelckers
217601f338
- fixed: FPortal::ClearScreen may not use the 2D drawing code anymore.
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2D calls are accumulated and then executed all at once at the end of the frame, but this one needs to be interleaved with the 3D rendering. It now uses the quad drawer to fill the portal with blackness.
2016-09-04 01:46:29 +02:00
Christoph Oelckers
3ae2e77512
- added xBRZ files.
2016-09-03 16:55:16 +02:00
Christoph Oelckers
4a80f8e4ed
- fixed: Camera textures and savegame pictures should not be drawn with a Stereo3D mode.
2016-09-03 16:54:17 +02:00
Christoph Oelckers
aece9aaa58
- added xBRZ texture scaler after clearing the licensing conditions. A screenshot of the confirmation that this is ok has been added to the 'licenses' folder.
2016-09-03 14:01:51 +02:00
Christoph Oelckers
8b7a87f256
- fix conditions for DrawBlend calls.
2016-09-03 00:43:18 +02:00
Christoph Oelckers
90ab0223a6
- handle colormap parameter reset when renderbuffers are toggled.
2016-09-03 00:36:23 +02:00
Magnus Norddahl
77dde2e3ad
Fix not switching back to the default frame buffer when gl_renderbuffers is toggled off
2016-09-03 00:13:05 +02:00
Christoph Oelckers
ee503ea275
- removed now redundant mystdint.h file.
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Visual Studio now ships stdint.h so this workaround is no longer needed.
2016-09-02 10:55:56 +02:00
Christoph Oelckers
4e8027612f
- restored 2 lines of code that somehow got lost before the last commit.
2016-09-01 17:38:17 +02:00
Christoph Oelckers
589936f570
- draw the colormap blend after postprocessing, not before it.
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- added colormap shader to postprocessing.
This replaces the in-place application of fullscreen colormaps if renderbuffers are active. This way the fully composed scene gets inverted, not each element on its own which is highly problematic for additively blended things.
2016-09-01 17:14:51 +02:00
Christoph Oelckers
3389a5a74e
- removed most of the specific options for legacy hardware and consolidated them in one variable (does not work yet.)
2016-09-01 11:52:52 +02:00
Christoph Oelckers
4a0e082836
- fixed: The wall splitter in the translucent sorting code needs to set fracleft and fracright so that vertex generation is done correctly for the split segments.
2016-08-31 23:26:49 +02:00