Commit graph

430 commits

Author SHA1 Message Date
Christoph Oelckers
faa08410de - handle nocoloredspritelighting with 3D light splitter 2016-02-01 19:10:15 +01:00
Christoph Oelckers
2c55dcca27 - use hardware clipping to apply 3D lights to sprites. This solves all the problems with properly lighting models and billboarded sprites.
- add some restrictions for the checks that exclude sprites which are too close to the camera. Most importantly, for clipping the first frame of a projectile, do not solely clip against the projectile's speed but use the player's radius as a limiting factor to avoid too large distances.
2016-02-01 18:14:00 +01:00
Christoph Oelckers
1ad310e69b - only draw visible 3D-lights. 2016-02-01 16:13:07 +01:00
Christoph Oelckers
67fc35e738 - some cleanup of wall processing code.
* removed SplitWall function
 * split PutWall into PutWall and PutPortal because none of the portal cases needs the overhead for normal walls.
2016-02-01 01:49:49 +01:00
Christoph Oelckers
9305cd86a0 - remove the GLWallLightEntry type. Everything it contains can be retrieved from the existing lightlist just as easily, and this approach avoids a lot of memory allocations.
- removed the SplitWall profiling timer because all it measures now is an almost empty function.
2016-02-01 01:03:34 +01:00
Christoph Oelckers
71da7406bd - since we no longer split walls at 3D floor boundaries, those planes no longer need to be added to the vertex height lists. 2016-02-01 00:42:37 +01:00
Christoph Oelckers
53a389aafc - fixed: for untextured walls, the texture must be disabled before rendering.
- fixed: untextured walls should never be passed to SplitWall.
- fixed: untextured walls should not be affected by dynamic lights (it's either fog boundaries or outsides of 3D fog volumes.)
2016-01-31 22:24:48 +01:00
Christoph Oelckers
9ce6a7932c - implemented rendering of 3D lights with clip planes. 2016-01-31 22:04:20 +01:00
Christoph Oelckers
5448b335c6 - rewrote render loop for walls. Not working yet. 2016-01-31 21:10:59 +01:00
Christoph Oelckers
f86535407d - forgot this. 2016-01-31 00:52:50 +01:00
Christoph Oelckers
1d9ab5c632 - clean out GLWall::SplitWall and instead of actually splitting the wall just attach a list of lights to it.
Actual handling will be in the rendering function because this doesn't need multiple vertex transfers to the GPU. All slices can be drawn from the same buffer with different uniform info being set.
2016-01-31 00:45:29 +01:00
Christoph Oelckers
fc57180d7e - added necessary state to implement 3D light splitting using hardware clipping planes. 2016-01-30 23:01:11 +01:00
Christoph Oelckers
37ac6ef9a0 - fixed: Translucency detection for GL textures was broken.
- fixed: Textures which are already scaled should not be upsampled.
- fixed: The transparency check in the upscaling code checked the wrong modes for exclusion when handling translucent textures.
2016-01-30 02:13:47 +01:00
Christoph Oelckers
4a9b2bf76d - fixed: The stencil cap drawer did not properly advance the vertex pointer. 2016-01-30 01:08:11 +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
d037493ffe - fixed handling of FF_FADEWALLS on 3D floors. The problems with the old method became quite obvious in the demo map after the light list bug got fixed. 2016-01-29 17:13:14 +01:00
Christoph Oelckers
238990c871 don't leave any gaps in the used clip planes. 2016-01-27 12:32:39 +01:00
Christoph Oelckers
47db3252f4 - it's really not necessary to waste two clip planes for reflective surfaces because only one can be active at any time. 2016-01-27 12:30:55 +01:00
Christoph Oelckers
3c16a23865 - when rendering mirrors, discard subsectors lying behind them. 2016-01-27 12:02:43 +01:00
Christoph Oelckers
685385635f - made adjustments to FGLBitmap for the changes in its base class. 2016-01-26 12:05:40 +01:00
Christoph Oelckers
5816049510 - made necessary adjustments for the coordinate refactoring in ZDoom. 2016-01-21 12:36:37 +01:00
Christoph Oelckers
2657c08831 - fixed: stacked sector portals were not added to the render list 2016-01-13 21:33:27 +01:00
Christoph Oelckers
cd778b6bdc - fixed CollectPortalSectors 2016-01-13 00:15:04 +01:00
Christoph Oelckers
65022b780a - implemented 'copy portal to wall' linedef type. 2016-01-11 22:44:53 +01:00
Christoph Oelckers
196c9bc34d - cleaned up the skybox type detection logic. 2016-01-11 20:29:24 +01:00
Christoph Oelckers
ef7bcb3a66 - implement Eternity-Style flat and horizon portals. Not tested yet due to lack of material to work with. 2016-01-11 15:07:58 +01:00
Christoph Oelckers
926e9fdac4 - fixed: For 2D-drawing of camera textures the render style was not set. 2016-01-07 22:20:57 +01:00
Christoph Oelckers
7d2bbbd351 - fixed rendering of two-sided polyobjects that have their upper or lower textures exposed. 2016-01-05 18:59:32 +01:00
Christoph Oelckers
cc10fe9bc3 - fixed: The stereo3D code accessed the global 'viewsector' variable at a place where it no longer contained a correct value.
- fixed: The same code did not exclude camera texture views from drawing the 2D overlay.
2016-01-04 00:45:44 +01:00
Christoph Oelckers
f2c890272f - FRenderState::Apply does not need to call ApplyColorMask. 2016-01-01 10:59:34 +01:00
Christopher Bruns
ac6e2f4979 Use gl_RenderState to manipulate OpenGL color mask for anaglyph modes, to avoid glGet... 2015-12-31 11:57:21 -05:00
Christopher Bruns
95f4134630 Refactor stereo3d classes to use TArray instead of std::vector. 2015-12-31 09:36:37 -05:00
Christopher Bruns
5b7f9b04cd Add license headers to stereo3d source files. 2015-12-31 09:06:44 -05:00
Christopher Bruns
655defed28 Avoid compile errors on Linux. Fixes #107. 2015-12-30 17:54:54 -05:00
Christopher Bruns
8e237e6146 Merge branch 'master' of https://github.com/coelckers/gzdoom into stereo3d 2015-12-30 17:41:49 -05:00
alexey.lysiuk
f8c38a0bbe - fixed GCC's 'unknown pragma' warnings in hqNx MMX implementation 2015-12-25 15:42:13 +02:00
alexey.lysiuk
1c5d0ccd65 - enabled hqNx MMX on all platforms with Intel intrinsics support 2015-12-25 15:41:06 +02:00
alexey.lysiuk
69813993b0 - added missing hqNx modes to options menu 2015-12-25 10:00:31 +02:00
alexey.lysiuk
19ae244f66 - fixed: allow to use all hqNx texture upscale modes 2015-12-25 09:52:27 +02:00
Christoph Oelckers
c8810db5fe - fixed: clipping swimmable against non-swimmable translucent 3D-floors was broken due to an incorrect flag check. 2015-12-24 16:34:00 +01:00
Christoph Oelckers
17569139b6 Merge branch 'master' of https://github.com/coelckers/gzdoom 2015-12-11 22:26:45 +01:00
Christoph Oelckers
37ea94abf3 - fixed: translucent walls did not set up their dynamic lights in the GL4 render path. 2015-12-11 22:26:10 +01:00
Kyle Evans
841ddb0d63 <stdlib.h> has replaced <malloc.h> on FreeBSD as well 2015-12-10 23:01:59 -06:00
Christopher Bruns
10088544c3 Merge branch 'master' of https://github.com/coelckers/gzdoom into stereo3d
Conflicts:
	src/win32/i_system.cpp
2015-12-09 18:34:20 -05:00
Christoph Oelckers
f9cbaef1df - fixed: Boom's Transfer_Heights did not work for upper parts in sectors with a sky ceiling.
This incorrect check has been in the code for 12 years, unfortunately I have no idea anymore why it was added.
2015-11-30 00:11:30 +01:00
Christoph Oelckers
b00b49c111 - fixed skybox picking in GL renderer. 2015-11-25 11:57:53 +01:00
Christopher Bruns
bcac352265 Merge branch 'master' of https://github.com/coelckers/gzdoom into stereo3d 2015-11-09 19:40:53 -05:00
Christoph Oelckers
ad6ce5a726 - added a NULL check to gl_enhanced_nightvision's handler so that it won't crash without an uninitialized GL renderer. 2015-11-09 13:49:17 +01:00
Christopher Bruns
151b47c3ae Merge branch 'master' of https://github.com/coelckers/gzdoom into merge_down
Conflicts:
	src/win32/i_system.cpp
2015-11-03 20:21:27 -05:00
Christoph Oelckers
16cb4407a4 - disabled 'isVisibleToPlayerClass' check for dynamic lights affecting sprites.
Calling this function in the inner loop of a time critical rendering function apparently wreaks havoc with the CPU instruction cache - even though the function doesn't do anything substantial.
This needs some more in-depth investigation why just having that call can increase sprite rendering time by a factor of 10 and more if there's many lights in view.
2015-11-03 23:55:16 +01:00
Christopher Bruns
382d2cf74f Simplify ShiftedEyePose::GetProjection() maths. 2015-10-31 08:02:41 -04:00
Christopher Bruns
789dca2ab3 Refactor stereo 3d projection matrix calculations to use VSMatrix. 2015-10-31 07:46:36 -04:00
Christopher Bruns
89328e685c Use eye->TearDown method to restore glColorMask.
Restore assert in i_system.cpp that was interfering with my debugging.
Restore scoped colorMask-ing in gl_portal.cpp and gl_drawinfo.cpp.
2015-10-30 21:48:42 -04:00
Christopher Bruns
b82d611936 Call EndDrawScene for each eye.
Actually use stereoscopic projection matrix.
2015-10-30 21:29:36 -04:00
Christopher Bruns
0874455faf Initial implementation of five 3D modes -- some bugs remain. 2015-10-30 20:51:35 -04:00
Christopher Bruns
694dff67e4 Copy stereo3d source files from my GLOOME fork. 2015-10-26 09:08:18 -04:00
Christoph Oelckers
abf11f1a12 - print an error message if GL_ARB_sampler_objects cannot be found.
GZDoom requires this extension and all supported hardware has drivers implementing it but there still seem to be people out there who stuck to some older, obsolete drivers that don't.
2015-07-13 09:49:02 +02:00
Christoph Oelckers
065b7f9ad2 - fixed: The CollectSectorStack functions had a local sector_t variable used by gl_FakeFlat which caused a stack overflow. Using the global one defined at the top of the file is ok here. 2015-05-29 12:03:50 +02:00
Christoph Oelckers
a59824cd88 - fixed: MD2 vertex indices were signed shorts but should be unsigned.
- fixed a few warnings from Visual C++ 2015.
2015-05-07 11:36:31 +02:00
Christoph Oelckers
f273b6c46d - fix uninitialized variable. 2015-04-27 21:25:16 +02:00
Christoph Oelckers
baa775b31c - fixed: Light level must be clamped before accessing the distfogtable. 2015-04-24 16:55:31 +02:00
Christoph Oelckers
df6ffe6418 - adjustments for recent ZDoom changes. 2015-04-16 22:50:26 +02:00
Christoph Oelckers
052dda0fdd - made MD3 models reloadable. 2015-04-12 19:42:03 +02:00
Christoph Oelckers
feeebf5265 - rework MD2 code for reloading/precaching of geometry data. 2015-04-12 18:26:52 +02:00
Christoph Oelckers
cf7cb4f00f - use hardware clip planes to split translucent walls and sprites by 3D floor planes.
This method has the advantage that it also works for models, xy-billboarded sprites and walls that require complex splitting of the polygon. The old method using actual polygon splitting only works for strictly vertical data that could be trivially split in two.
2015-04-05 19:00:35 +02:00
Christoph Oelckers
45526c2769 - basics for using hardware clip planes to split translucent stuff by 3D floor planes. 2015-04-05 18:55:21 +02:00
Christoph Oelckers
bead3e046b - fixed weapon positioning again, after finding out that the first fix just worked around the actual problem: The entire coordinate calculation must be done in floating point with no integer math at all. Due to roundoff errors the stored int values needed for wall and flat placement significantly lack precision and with the high scaling factor that needs to be used for weapon HUD sprites these can easily become several pixels. After fixing this the border around sprite textures could be reverted to one pixel again.
- fixed: The 'may not be expanded' state should be stored in the texture and reused later. This also needs to revalidate the material if it decides that expansion should be disallowed.
2015-04-04 17:50:22 +02:00
Christoph Oelckers
91eafed5d3 - fixed coordinate calculations for trimmed sprites which were quite a bit broken. 2015-04-04 13:37:55 +02:00
Christoph Oelckers
67334bfa2b - calculate weapon positions fully in floating point to avoid roundoff errors.
- In order to get reliable results the empty border around scaled sprites must be the same scale as the sprite (i.e. 2 pixels for 2x scale and 4 pixels for 4x scale.)
2015-04-04 12:35:10 +02:00
Christoph Oelckers
48e21f6759 - consider MBF sky transfers when checking for skybox precaching. 2015-04-01 12:08:42 +02:00
Christoph Oelckers
1e9a6e667e - GL code adjustments for reworked precaching. 2015-04-01 11:59:41 +02:00
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
fad3a54100 - fixed positioning for sky textures that are less than 128 pixels tall. 2015-03-15 12:10:22 +01:00
Christoph Oelckers
a5a53c51e6 - fixed: The flat drawing code assumed that the first element of the light list originated from the sector itself. This had been true formerly but in some situations it no longer is. 2015-02-10 21:52:19 +01:00
Christoph Oelckers
00639121c0 - added the missed parts of camera roll in gl_scene.cpp. 2015-02-10 20:34:10 +01:00
Christoph Oelckers
8a9692c29f - fixed: The code which decided whether to clamp two sided middle textures used the texture size instead of the render size for the specific linedef, meaning that any per-sidedef scaling was ignored. 2015-02-10 20:16:25 +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
d4d041d5fc - fixed: FMaterial::ValidateTexture must determine whether to expand sprites before actually constructing the FMaterial object. 2015-01-08 18:44:55 +01:00
Christoph Oelckers
a8398e70b0 - fixed: The brightfog flag in the GL related map settings was never initialized.
- fixed: brightfog should not disable colored lighting for the weapon sprite.
2014-12-31 23:01:06 +01:00
Christoph Oelckers
4f08b20df5 - consider pixel stretching when rendering models. For non-voxels an aspect ratio of 1:1 must always be assumed while voxels need to be stretched so that 1 voxel unit == 1 map unit. 2014-12-31 12:53:29 +01:00
Christoph Oelckers
e6d59ec429 - fixed: with aspect ratio compensation in the view matrix it is necessary to adjust the view pitch for this because the playsim does not know anything about pixel ratio. 2014-12-31 12:04:55 +01:00
Christoph Oelckers
315827015c - made aspect ratio correction factor configurable through MAPINFO. 2014-12-29 23:52:20 +01:00
Christoph Oelckers
45cf65afbd - moved the aspect ratio correction factor from the projection to the view matrix where it should have been from the start.
- removed the mCameraPos variable in FGLRenderer because it was only used in one place where it is just as easy to use the global viewx/y/z variables directly.
2014-12-29 22:42:19 +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
fbfe0f1e7a - fixed: y-clamped textures with negative scale need to shift their texture coordinates into the proper [0..1] range. 2014-12-26 11:53:38 +01:00
Christoph Oelckers
c66a211200 - fixed: The sky renderer must not only alter the light mode but also reset the software light level to a 'disabled' value. 2014-12-25 22:45:40 +01:00
Christoph Oelckers
ffa069205f - fixed: For fullbright sprites, a weapon's extra light must be ignored because it can be negative. 2014-12-25 18:30:34 +01:00
Christoph Oelckers
0bc2c0094a - fixed: For cubemapped skies with one texture for all 4 sides the texture was never set before rendering. 2014-12-19 16:35:34 +01:00
Christoph Oelckers
717c82ee4a - On Intel, we have to disable shader storage buffers because their complier contains a bug disallowing unsized arrays. 2014-12-01 09:58:23 +01:00
Christoph Oelckers
ec627d94dd - fixed: The depth clamp setting needs to be tracked per portal so that it can be properly restored afterward.
Regular skies need it off but SkyViewpoints need it on - and all others need to use the parent's setting.
So without engine side tracking we can end up rendering the sky with this setting off, resulting in omission of the fog layer.
2014-11-27 12:26:52 +01:00
Christoph Oelckers
eb753a0b7c - fixed: We also should use the proper 'copied' info for the non-inverted planes. 2014-11-27 10:49:03 +01:00
Christoph Oelckers
99d81621f9 - fixed: The 'copied' information of a 3D floor plane should only apply to that particular plane, but never the opposite one of the same 3D floor. 2014-11-27 10:46:28 +01:00
alexey.lysiuk
60d78bcdf6 - implemented hqNx image scaling algorithms using MMX and SSE2 intrinsics 2014-11-27 10:58:34 +02:00
Christoph Oelckers
a7f4185981 - now that we don't have to care anymore about SVN-related merging problems, let's save the 3 global variables of the GL renderer unconditionally, even if the software renderer is running. 2014-11-16 09:08:47 +01:00
Christoph Oelckers
b0a6c94fa4 - fixed: the translucency flag for the flags renderer was inconsistent between the light pass and the render pass on GL 3.x hardware, resulting in bad buffer indices being sent to the shader. 2014-11-09 12:10:33 +01:00
Christoph Oelckers
3e50db9bf0 - fixed: When setting the object color for a shaded decal, the alpha channel must be forced to be 255. The decal's AlphaColor contains the palette index in those bits. 2014-10-26 15:11:04 +01:00
Christoph Oelckers
3c7664a460 - we don't really need a bBrightmap in a texture. All it did was duplicate some functionality of bMasked.
- renamed bBrightmapDisablesFullbright flag.
2014-10-26 08:41:52 +01:00
Christoph Oelckers
5a91fd0ad4 - fixed: DMD models didn't load their triangle data.
- fixed: MD2 models didn't handle the triangles' byte order.
2014-10-24 13:03:26 +02:00
Christoph Oelckers
f8016bef86 - fixed: voxels didn't set their index count. 2014-10-24 11:52:45 +02:00
Christoph Oelckers
e5cd90f323 - use separate vertex buffers per model to avoid large memory usage peaks. Also delete the geometry data for the models once it has been copied into the vertex buffer. 2014-10-24 11:43:25 +02:00
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
066e53ae4c - fixed: sprites rendered as 'bright' should not be affected by dynamic lights. 2014-10-23 10:54:26 +02:00
Christoph Oelckers
618c23303f - fixed: The interpolation factor for models was never passed to the shader. 2014-10-23 09:57:27 +02:00
Christoph Oelckers
5302a10a7d - diable software lighting for textured automap.
* since it is designed for software-style light diminishing it doesn't work for 2D.
* additionally it left the lighting state in an unsuitable setting for further 2D rendering.
2014-10-23 09:19:30 +02:00
Christoph Oelckers
89ce0b8cb7 - test if GLSL version 1.4 can handle uniform buffers on old Intel hardware without making problems... 2014-10-22 16:54:26 +02:00
Christoph Oelckers
9f1f17c306 - fixed: The PolyBSPs weren't fully initialized. Some GZDoom-only fields in the segs were skipped. 2014-10-14 08:54:08 +02:00
Christoph Oelckers
5d032f3fcf - fixed: Since the engine can no longer change renderers on the fly, thanks to ZDoom's messed up video startup code, we have to abort with a fatal error if we can't create a GL context. Otherwise the user will never see a meaningful message. 2014-10-06 10:00:02 +02:00
Christoph Oelckers
3e2a17538b - fixed: HUD weapons were affected by dynamic lights even when the CVARs said that they shouldn't. 2014-10-06 09:05:42 +02:00
Christoph Oelckers
ead8a2874d - fixed: The texture mode implied by render style did not work for models. 2014-10-05 12:03:55 +02:00
Christoph Oelckers
fd3128a164 - fixed: When changing enhanced nightvision mode the shaders need to have their fixed colormap state reset to ensure that the new settings get used.
- fixed: The shader code for handling special fixed colormaps did not use the color vertex attribute which was most evident with the 'shadow' render style on the spectre.
2014-10-05 09:40:36 +02:00
Christoph Oelckers
48da2f87bb - fixed: The light buffer index must not be reset between rendering a camera texture and the main scene.
Since rendering is asynchronous, the camera texture scene may not be finished once the main scene's lights get filled in. Unfortunately forcing a synchronization with glFinisg has bad side effects on performance the only remaining option is to use separate parts of the buffer for both scenes, which in extreme cases may increase the light buffer's size - but on modern hardware that shouldn't be a problem.
2014-09-21 21:01:11 +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
7359631a43 - fixed weapon drawing rules to account for the death camera. 2014-09-21 11:08:38 +02:00
Christoph Oelckers
4682736585 - fixed: non-tiled mid textures on a fog boundary require some special clamping to be performed in the shader. 2014-09-21 11:08:17 +02:00
Christoph Oelckers
da87a34a6f - fixed: MODELDEF's FrameIndex command was case sensitive. 2014-09-21 09:40:41 +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
c5e00dbc53 fixed: The sampler object for camera textures was never initialized. 2014-09-17 10:52:34 +02:00
Christoph Oelckers
c773a500f2 - only activate shader storage buffers on modern drivers also supporting GL_ARB_buffer storage. Early adopters of this extension (i.e. older AMD drivers mainly) tend to implement this badly. 2014-09-17 09:01:16 +02:00
Christoph Oelckers
a25ed3c807 - fixed: inverted rendering for fuzzy things with light powerup was switched off due to change of render style. 2014-09-15 12:15:19 +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
Christoph Oelckers
32f08adaf3 - moved some code to better places.
- allow GL version 3.0 in Windows, too.
2014-09-14 23:01:57 +02:00
Ralgor
5cc43137a1 Only require OpenGL 3.0 compatibility profile. 2014-09-14 14:43:42 -05:00
Ralgor
cfc8f3dbbf Global GL render context shouldn't be initialized inside of gl_PrintStartupLog, since it's not compiled in non MSC builds. 2014-09-14 14:42:14 -05:00
Ralgor
1a70a6aabc The light buffer should check for shader_storage_buffer_object rather than buffer_storage. 2014-09-14 14:29:13 -05:00
Ralgor
ddf58b43c9 Fix compile errors on linux. 2014-09-14 14:28:05 -05:00
Christoph Oelckers
3c2f1952fd Merge branch 'master' into v2.x 2014-09-12 21:01:55 +02:00
Christoph Oelckers
25951362fc - fixed: When applying Boom's Transfer_Heights effect to a sector, gl_FakeFlat needs to remove all portals from the original sector planes that are being replaced in the sector copy. 2014-09-11 13:02:39 +02:00
Christoph Oelckers
acf6c259d8 - changed the handling of alpha textures. The only special case they need is with palette-less textures and this can be handled far more easily and robustly with a predefined translation instead of passing another parameter through all the layers of the texture management code. This also fixes problems with paletted PNGs that get used as an alpha texture because the old method clobbered the image's palette. 2014-09-09 13:21:36 +02:00
Christoph Oelckers
4bb320a27c - route texture binding through the renderstate class for better control. Currently it's just a direct passthrough but this will change. 2014-09-09 12:00:42 +02:00
Christoph Oelckers
d5633701b4 - swapped order of textures in burn shader to avoid some problems with the texture samplers.
- fixed: texture sampler state for the burn texture was never set.
2014-09-09 10:17:44 +02:00
Christoph Oelckers
c6f4c0b6f0 - fixed: FMaterial's tex pointer could be accessed before it was set.
- allow more than two texture units in shaders.
2014-09-09 10:03:34 +02:00
Christoph Oelckers
62880f113b - fix a render glitch with Back to Saturn X MAP06: Do not flood missing upper and lower textures with the backsector's flat if that backsector is malformed (i.e. has no area.) 2014-09-09 08:47:39 +02:00
Christoph Oelckers
9b8869e78d Merge branch 'master' into v2.x
Conflicts:
	src/gl/textures/gl_material.cpp
2014-09-09 01:30:11 +02:00
Christoph Oelckers
86d9c7ec8e - add some compatibility settings to fix rendering glitches in BTSX_E1 MAP12. 2014-09-09 01:27:41 +02:00
alexey.lysiuk
e29fce6951 Fixed missing transparency on upscaled textures
Textures with diagonal patterns were treated as opaque after resizing
Images upscaled by hqNx were affected mostly by this issue

http://forum.drdteam.org/viewtopic.php?f=24&t=5370
http://zandronum.com/tracker/view.php?id=269
http://zandronum.com/tracker/view.php?id=315
2014-09-07 11:52:51 +03:00
Christoph Oelckers
b96dd6c421 - fixed: The missing fourth component of the texture coordinate must be filled with 1.0, not 0.0 before applying the texture matrix. Not doing so will cancel out the translation part of the matrix. 2014-09-02 10:31:48 +02:00
Christoph Oelckers
fa3a62e954 - fix a render glitch with Back to Saturn X MAP06: Do not flood missing upper and lower textures with the backsector's flat if that backsector is malformed (i.e. has no area.) 2014-08-31 23:01:53 +02:00
Christoph Oelckers
a280c20b4e - fixed: If we want to cache texture binding state we have to reset it in all places where a texture becomes unbound. 2014-08-31 19:00:17 +02:00
Christoph Oelckers
12160bd29c - remove some obsolete code from decal rendering.
- avoid rebinding the same texture multiple times, as there's considerable overhead in the texture manager.
- check gl_sort_textures only once per scene, not per draw list.
2014-08-30 15:34:14 +02:00
Christoph Oelckers
6a3cd6378a - found out that reading the CPU's real time clock costs a not insignificant amount of time so this is now only done when either the benchmark command is running or the rendertimes are shown. 2014-08-30 14:33:06 +02:00
Christoph Oelckers
49ec7beb8f - separate draw lists for walls and flats. This makes the sorting much more efficient because draw types no longer need to be checked in the compare function. This is a lot more important than having perfect texture order. 2014-08-30 13:04:41 +02:00
Christoph Oelckers
a903cbe12e - sorting draw items by light level no longer makes sense so remove all corresponding code from dicmp. 2014-08-24 13:10:45 +02:00
Christoph Oelckers
bf03d02228 - print OpenGL profile type in startup log. 2014-08-24 01:09:44 +02:00
Christoph Oelckers
904cc2e158 - some code cleanup. 2014-08-23 18:54:24 +02:00
Christoph Oelckers
bf6079af46 - fixed incorrect check for overrideshader. 2014-08-23 00:47:05 +02:00
Christoph Oelckers
1050013017 major cleanup of the texture manager:
- use sampler objects to avoid creating up to 4 different system textures for one game texture just because of different clamping settings.
- avoids flushing all textures for change of texture filter mode.
- separate sprite and regular dimensions on the material level to have better control over which one gets used. It's now an explicit parameter of ValidateTexture. The main reason for this change is better handling of wall sprites which may not be subjected to such handling.
- create mipmaps based on use case, not texture type.
- allows removal of FCloneTexture hack for proper sharing of the same sprite for decals and other purposes.
- better precaching of skyboxes.
2014-08-22 23:50:38 +02:00
Christoph Oelckers
274a4216ea - disabling inlining in the GL loader produces an executable that's 8kb smaller. 2014-08-21 11:47:53 +02:00
Christoph Oelckers
e132fc5eed - replaced GLEW with GLLoadGen for GL access. This allows to have a header that only contains what's actually required, namely OpenGL 3.3 plus glBegin and glEnd which are the only compatibility functions needed for the fallback render path.
GLEW has two major problems:

- it always includes everything, there is no way to restrict the header to a specific GL version
- it is mostly broken with a core profile and only works if all sanity checks get switched off.
2014-08-21 11:02:46 +02:00