alexey.lysiuk
9b4e8efcb9
- fixed potential access to freed memory on map loading
...
MapData could destruct FResourceLump objects before accessing them
Loading of map .wad from .pk3 file is example of this case
https://forum.zdoom.org/viewtopic.php?t=60972
2018-06-22 15:42:00 +03:00
Magnus Norddahl
ebf0cef283
- convert colormap shader to postprocess steps
2018-06-22 00:51:58 +02:00
Magnus Norddahl
83f50f5808
- port bloom, blur and camera exposure to postprocess steps and remove the old implementation
2018-06-22 00:29:50 +02:00
Christoph Oelckers
9486180843
- simplify the interface.
2018-06-21 21:36:12 +02:00
Christoph Oelckers
1967165633
- move view and projection matrices to DrawInfo.
2018-06-21 21:02:14 +02:00
Christoph Oelckers
b106f72741
- don't route calls to FMaterial::FlushAll through the framebuffer interface.
2018-06-20 22:18:31 +02:00
Magnus Norddahl
fd2037bd6c
- removed the rest of the old lens and fxaa code
2018-06-20 20:09:37 +02:00
Magnus Norddahl
151ed22967
- write OpenGL backend for hw_postprocess (FGLRenderBuffers::RenderEffect)
...
- remove old fxaa and lens shader classes
- render the fxaa and lens effects
2018-06-20 19:56:30 +02:00
Christoph Oelckers
eb277cc101
- calculate the normal view matrix at a higher level.
2018-06-20 13:49:06 +02:00
Christoph Oelckers
7f5272c23f
Deleted GLSceneDrawer
...
Since it didn't contain any data anymore it was relatively pointless. Code has been moved to FDrawInfo and GLRenderer, depending on its scope.
2018-06-20 13:14:50 +02:00
Christoph Oelckers
f229b05675
- Took more functions out of GLSceneDrawer
2018-06-20 12:57:41 +02:00
Christoph Oelckers
469c9241eb
Moved WriteSavePic implementation to FGLRenderer
2018-06-20 12:29:52 +02:00
Christoph Oelckers
64ce4d5072
- The Teardown virtuals aren't implemented anywhere so they can go away
2018-06-20 11:46:25 +02:00
Christoph Oelckers
f7d8f32114
- removed some unused code from RenderViewpoint
2018-06-20 11:43:10 +02:00
Christoph Oelckers
3a80160ca0
More code from GLSceneDrawer to FDrawInfo
2018-06-20 11:38:45 +02:00
Christoph Oelckers
b244fa2c8b
Took the main render function out of GLSceneDrawer and moved them into FDrawInfo
...
First step of eliminating the intermediate SceneDrawer class which has become mostly redundant.
2018-06-20 11:17:38 +02:00
Christoph Oelckers
677eba3392
- fix the header
2018-06-20 10:48:24 +02:00
Christoph Oelckers
2060402671
Moved the viewpoint setup code in RenderViewpoint to R_SetupFrame
2018-06-20 10:47:03 +02:00
Christoph Oelckers
9bdb5f1a5d
Moved ProcessLowerMinisegs back toAPI independent code.
2018-06-20 10:10:30 +02:00
Magnus Norddahl
e3997d5f11
- convert FXAA and Lens Distort
2018-06-20 01:12:59 +02:00
Magnus Norddahl
684a97f300
- add some helper functions
2018-06-20 00:40:11 +02:00
Christoph Oelckers
922c3a8d75
- moved the basic methofs of HWDrawInfo to a dedicated file instead of storing them somewhere else.
2018-06-19 23:52:01 +02:00
Christoph Oelckers
54970b60e8
- use locally stored viewpoint variables in the hardware renderer.
...
- move a few variables from SceneDrawer to FRenderViewpoint.
The global r_viewpoint variable is left alone now to always represent the current viewpoint to the play code.
The main reason behind this change is to reduce the amount of global variables being used by the hardware renderer's scene processing code.
2018-06-19 23:45:17 +02:00
Magnus Norddahl
da5ecf1e5b
- create bloom pass in declarative postprocess form
2018-06-19 22:16:50 +02:00
Christoph Oelckers
d2309af3d5
Merge remote-tracking branch 'remotes/origin/master' into modern
...
# Conflicts:
# src/d_main.cpp
# src/hwrenderer/scene/hw_weapon.cpp
2018-06-19 19:40:52 +02:00
Christoph Oelckers
eddb179e36
- moved ViewActor variable into FRenderViewpoint.
2018-06-19 18:51:46 +02:00
Christoph Oelckers
87dfa34f1f
- save r_viewpoint as a whole when processing portals.
2018-06-19 17:55:42 +02:00
Christoph Oelckers
753cd0aede
- made R_SetViewAngle a member of r_viewpoint
2018-06-19 17:44:11 +02:00
Christoph Oelckers
2c655322c3
… and in gl_sprites.cpp
2018-06-19 11:21:32 +02:00
Christoph Oelckers
22b8d0a8d7
- r_viewpoint reduction in hwrenderer
2018-06-19 11:21:13 +02:00
Christoph Oelckers
548ccb1df4
- removed some references to r_viewpoint in game code
...
Mainly to reduce number of search results.
2018-06-19 11:20:36 +02:00
Christoph Oelckers
86975a71e8
- don't use r_viewpoint directly when sorting translucent geometry.
...
Better store the view Z in a member variable and use that.
2018-06-19 10:50:48 +02:00
Christoph Oelckers
ae7053ee98
- another small optimization
2018-06-19 10:40:50 +02:00
Christoph Oelckers
12ad0caec0
- small optimization
2018-06-19 10:33:59 +02:00
Christoph Oelckers
fba5b872be
- reduced number of references to r_viewpoint in hw_flats
2018-06-19 10:31:25 +02:00
Christoph Oelckers
3eb4b137f3
- reduced number of references to r_viewpoint in hw_fakeflat.cpp
2018-06-19 10:30:18 +02:00
Christoph Oelckers
18f43dea1e
- reduced number of references to r_viewpoint in hw_sprites.cpp
2018-06-19 10:29:09 +02:00
Christoph Oelckers
cf1641d0f6
- reduce number of places in weapon code which access r_viewpoint directly.
2018-06-19 10:25:11 +02:00
Christoph Oelckers
f857d14e76
-Code shortening
2018-06-19 10:22:27 +02:00
Christoph Oelckers
74d8c929cc
Give the clipper a reference to the current viewpoint
...
This is both for efficiency and encapsulation. At last on MSVC in 64 bit, accessing global variables is very inefficient and the clipper was doing it repeatedly in its worker functions.
It is also one less place where the global viewpoint gets checked.
2018-06-19 09:37:49 +02:00
Christoph Oelckers
46d73e7b4b
Pass ticFrac to the model renderer as a parameter
...
This also removes the rather pointless gl_RenderModel functions because with their two lines of content they can just be placed inline.
2018-06-19 09:18:27 +02:00
Christoph Oelckers
8787905fed
Fixed: DBaseStatusBar::Draw did not use its ticFrac parameter when being called from scripts
...
Instead it directly went to the global viewpoint again which would be inconsistent.
2018-06-19 09:00:50 +02:00
Christoph Oelckers
d73d89762d
Don't let DEarthquake depend on r_viewpoint.
...
The ticFrac value should be passed as a parameter, especially since this gets called from code that sets up r_viewpoint.
2018-06-19 08:32:25 +02:00
Christoph Oelckers
f2aecd47a5
Merge branch 'master' into modern
2018-06-19 08:16:48 +02:00
Christoph Oelckers
c8db149c06
Merge branch 'master' into modern
2018-06-19 00:11:59 +02:00
Magnus Norddahl
01bda6348e
- change swrender mapping to use two buffers/textures and glTexSubImage2D for uploads
2018-06-19 00:09:39 +02:00
alexey.lysiuk
c6e4d6a333
- implemented fullscreen toggle in SDL backend
...
Made window resizable but its size and position are not saved yet
2018-06-18 22:53:19 +03:00
alexey.lysiuk
37a0c1d6c1
- implemented fullscreen toggle in Cocoa backend
...
Window size and position are not saved yet
2018-06-18 22:52:37 +03:00
Magnus Norddahl
67733ed6e6
- change swrender mapping to use two buffers/textures and glTexSubImage2D for uploads
2018-06-18 21:15:52 +02:00
drfrag666
42bb9b7e59
- Fixed zdoom.rc for MinGW.
2018-06-18 20:57:52 +02:00
drfrag666
8afd331275
- Fixed -iwad parameter working only with VS on Windows.
2018-06-18 20:57:52 +02:00
drfrag666
958b3c303a
- Fixed missing manifest for MinGW.
2018-06-18 20:57:52 +02:00
drfrag666
aef4003de2
- Restored dependency on dxguid library for MinGW.
2018-06-18 20:57:52 +02:00
drfrag666
b38e67a53d
- Applied Blzut3's patch to compile with MinGW.
2018-06-18 20:57:52 +02:00
drfrag666
9a4ae6eb80
- Missing include again due to the VS preprocessor.
2018-06-18 20:57:52 +02:00
drfrag666
d8a1d1b89c
- Missing formatting macro definitions for MinGW.
2018-06-18 20:57:52 +02:00
drfrag666
703d2bc0cd
- Fixed missing include due to non conformant preprocessor in VS.
2018-06-18 20:57:52 +02:00
Christoph Oelckers
6b92b95068
- moved vertex creation for skybox sector to backend independent code.
2018-06-18 18:41:59 +02:00
Christoph Oelckers
34ee04f2ce
- moved the matrix math for the sky dome into backend independent code.
2018-06-18 18:18:28 +02:00
Christoph Oelckers
211bd0b1b0
Remove unnecessary check for the ending brace.
2018-06-18 08:51:33 +02:00
Christoph Oelckers
243787d19a
Fixed: End of file detection in MAPINFO parser was not correct
...
It should check for the special "End" flag instead of trusting that if the last token was a closing brace, all was correct. This can fail if the last token in a multiline string is a brace.
2018-06-18 08:26:14 +02:00
Christoph Oelckers
bac435333b
Merge remote-tracking branch 'remotes/origin/master' into modern
2018-06-18 00:24:49 +02:00
Erick Tenorio
c91d4750f3
Save item statistics
...
Items are now saved into save games and are displayed on the statfile
2018-06-18 00:24:23 +02:00
Christoph Oelckers
af0e11f377
- implemented fullscreen toggle for Windows and fixed the window position saver so that it can save and restore the window size as well.
...
This code was written when the window wasn't resizable and didn't actually manage to restore it before. With today's changes this design flaw caused totally incorrect results.
2018-06-17 23:33:22 +02:00
Christoph Oelckers
babe55819e
- fullscreen toggle and some cleanup. Not fully working yet.
2018-06-17 22:11:35 +02:00
alexey.lysiuk
89ce74443b
- adapted SDL backend to new video mode handling
2018-06-17 22:41:05 +03:00
alexey.lysiuk
42587761c7
- adapted Cocoa backend to new video mode handling
2018-06-17 22:35:50 +03:00
Christoph Oelckers
b65b83edb3
- removed the hard screen resolution switch that still was present on Windows and cleaned up the entire video backend code from the remaining support code for this.
...
Like Linux and macOS this will only support borderless fullscreen in the active desktop resolution now, which is what modern systems need.
The list of discrete resolutions has been removed as it makes no sense anymore with a fixed video mode - all the other scaling options remain active, though.
2018-06-17 20:08:35 +02:00
Christoph Oelckers
322488d1d1
- fixed: Horizon portals must be drawn in the context of their containing drawinfo.
...
This data, however, was not passed along to the portal processor and resulted in null pointers when trying to access it.
2018-06-17 18:33:59 +02:00
alexey.lysiuk
33753955ac
- initialized view width and height explicitly
...
It was just a black screen and no menu on startup otherwise
2018-06-17 18:16:04 +02:00
Magnus Norddahl
bce49ad7c8
- fix Software models don't display over nonexistent sprites
2018-06-17 14:56:34 +02:00
alexey.lysiuk
5cf3dbfd5b
- fixed compilation of SDL backend
...
src/posix/sdl/sdlglvideo.cpp:200:4: error: use of undeclared identifier 'I_ClosestResolution'
2018-06-17 14:51:04 +03:00
alexey.lysiuk
832de42c24
- prevented crashes caused by inconsistent status bar
...
Incorrectly initialized or deliberately broken status bar could lead to integer division by zero and null pointer dereference
class BuggyStatusBar : DoomStatusBar
{
override void Init()
{
// No super.Init()
}
}
2018-06-17 14:39:42 +03:00
alexey.lysiuk
f2918b748f
- deleted leftover declaration in Cocoa backend
2018-06-17 14:39:05 +03:00
Christoph Oelckers
dc2a5b0cc9
- consolidated the 3 identical versions of I_CheckResolution and I_ClosestResolution.
2018-06-17 12:30:01 +02:00
Christoph Oelckers
e9e1911fa5
- made the scene scale and offset calculations inline functions of DFrameBuffer.
...
These got repeated quite often.
2018-06-17 12:23:29 +02:00
Christoph Oelckers
1fdf6a20d1
- fixed incomplete null pointer check.
2018-06-17 10:53:55 +02:00
Christoph Oelckers
acdb7e391f
- fixed bad pointer use in stereo3d code.
2018-06-17 10:53:33 +02:00
Christoph Oelckers
684dd8f716
- moved the palette tester to its own file.
2018-06-17 09:55:30 +02:00
Christoph Oelckers
6adff55b5d
- fixed typo in screen blend rendering.
2018-06-17 07:57:29 +02:00
Magnus Norddahl
b4351e538f
- fix weapon missing when bloom was off (scene was already copied to post processing, but nothing had bound the PP frame buffer)
2018-06-17 01:45:20 +02:00
Christoph Oelckers
523104b2a8
- simplify some code.
2018-06-16 23:35:12 +02:00
Christoph Oelckers
4937848123
- refactoring of fixed colormap stuff to have it better organized and to reduce the number of uniforms in the main shader.
...
This removes 3 uniforms, consisting of 9 floats. Those were merged into other values that never get used at the same time.
It also moves the costly setup of the fixed colormap out of the render state into the 2D processing code.
Since 3D forces use of render buffers now, it is no longer necessary to draw the entire scene with the colormap active, meaning it can be handled more efficiently.
2018-06-16 22:40:44 +02:00
Christoph Oelckers
9ff7e5a4ef
- force render buffers to be active.
...
For modern hardware the fallback path really makes no sense and this allows to simplify some things quite a bit.
2018-06-16 09:37:01 +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
1455111ddc
- removed unused declarations.
2018-06-14 22:57:08 +02:00
Christoph Oelckers
612fb40f3a
- don't use uniforms related to fixed colormaps for other things.
...
The fixed colormap is a per-scene global setting that normally does not need to change ever during rendering of a scene so it's easily shoved aside into a static uniform buffer.
Having to change this buffer for inconsequential stuff should be avoided, especially when there's other uniforms that are just as good to hold these values.
2018-06-14 21:28:03 +02:00
alexey.lysiuk
0643b2b1aa
- updated list of headers for CMake generated projects
2018-06-14 15:11:36 +03:00
alexey.lysiuk
19ca416d09
- fixed compilation with GCC and Clang
...
error: no template named 'unique_ptr' in namespace 'std'
2018-06-14 15:10:49 +03:00
Christoph Oelckers
2f4c2e0425
- fixed some includes which did not cause VC++ to error out.
2018-06-13 23:32:43 +02:00
Christoph Oelckers
9a7f9bdb4c
- moved postprocessing shader classes to hwrenderer after removing all dependencies on OpenGL.
2018-06-13 22:37:01 +02:00
Christoph Oelckers
3401876476
- use FShaderProgram through an abstract interface and remove all dependencies on the GL renderer from the shader definition source files.
2018-06-13 22:08:55 +02:00
Christoph Oelckers
8bf009bd89
- added a RenderQueue parameter to all Bind functions of the postprocessing shaders. This is unused for now. All places calling these pass a dummy NOQUEUE value which is just a nullptr.
...
This is for Vulkan preparation where all of this needs to run in a user-specified context so that this code can be moved out of the GL folder without depending on OpenGL's global state model.
2018-06-13 20:30:51 +02:00
Christoph Oelckers
0b9eaac5e1
- fixed SSAO shader texture assignments.
2018-06-13 19:04:19 +02:00
Christoph Oelckers
ce50b0e46b
- read sampler bindings from the shader instead of tagging along a large amount of support data.
...
Works for most shaders, except SSAO.
2018-06-13 17:44:49 +02:00
Christoph Oelckers
59827cd601
- use layout binding qualifiers on uniform buffers when GLSL version >= 4.2
...
This has no performance benefits but allows checking shader generation correctness without having to implement Vulkan first.
2018-06-13 13:16:07 +02:00
Christoph Oelckers
d2dea17e81
- specify vertex attributes in the shader source for Vulkan compatibility.
2018-06-13 08:40:04 +02:00
Christoph Oelckers
ad7aaa8f2a
- specify fragment output locations in the shader source.
...
OpenGL has been supporting this since version 3.3 and Vulkan requires it so it's the way to go.
2018-06-12 23:52:33 +02:00
Magnus Norddahl
832e7818c8
- rewrote the blur shader so that it works the same way as the rest
2018-06-12 22:14:44 +02:00
Christoph Oelckers
cb5caa757b
- moved ShaderUniforms to hwrenderer/ .
2018-06-12 22:08:31 +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
4ddd9dde79
Use IUniformBuffer
2018-06-12 17:55:34 +02:00
Christoph Oelckers
20e84fff5a
- fixed crash with GL 3.x and fixed colormap active.
...
This must skip all light processing. On GL 4.5 it will only collect useless data but on GL 3.x it will run into an unmapped buffer situation.
2018-06-12 17:55:20 +02:00
Christoph Oelckers
6fced1865f
Moved ScopedViewShifter to hwrenderer/ .
2018-06-12 14:47:05 +02:00
Christoph Oelckers
f33ddd8cce
Made the ScopedViewShifter fully inline
2018-06-12 14:44:58 +02:00
Christoph Oelckers
5a20de829b
fixed compiler warning
2018-06-12 10:59:17 +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
Magnus Norddahl
9155b773cc
- change ShaderUniforms so that it just contains the uniform block and not the binding point
2018-06-11 22:33:55 +02:00
Magnus Norddahl
49073489e5
- uniform buffers for the fxaa, blur and bloom shaders
2018-06-11 22:06:46 +02:00
Magnus Norddahl
48f753061a
- uniform buffers for the present and shadowmap shaders
2018-06-11 21:42:09 +02:00
Magnus Norddahl
6fcc79d72a
- uniform buffers for the tonemap shaders
2018-06-11 21:18:20 +02:00
Magnus Norddahl
2bde741a7e
- Uniform buffer for colormap shader
2018-06-11 21:03:55 +02:00
Magnus Norddahl
d22fb24e28
- Uniform buffers for lens shader
2018-06-11 20:58:20 +02:00
Magnus Norddahl
763c5c9769
- change ssao pass to use an uniform block
2018-06-11 20:48:43 +02:00
alexey.lysiuk
29d2e77840
- fixed portal restoration on revisiting level in hub
...
Added function to FLevelLocals to test if map is being reentered
https://forum.zdoom.org/viewtopic.php?t=60455
2018-06-11 11:55:49 +03:00
Christoph Oelckers
bd1525eb9d
- fixed: ADynamicLight's shadowmap index must be reset when loading a savegame.
2018-06-10 22:57:34 +02:00
Magnus Norddahl
a91147a3a5
- move DrawArray and DrawElements to PolyTriangleDrawer
2018-06-10 15:58:01 +02:00
Magnus Norddahl
9ba26a5ece
- add support for using FModelVertex as input to the softpoly vertex shader
2018-06-10 15:29:31 +02:00
Magnus Norddahl
c9fd52340e
- add GroupMemoryBarrierCommand
2018-06-10 13:35:15 +02:00
Magnus Norddahl
efa434d47b
- remove unused VectoredTryCatch
2018-06-10 13:15:31 +02:00
Magnus Norddahl
628f6c32d9
- remove unused DrawerCommand::DebugInfo
2018-06-10 12:54:37 +02:00
Magnus Norddahl
de67393b4e
- use the worker threads to clear the stencil buffer
2018-06-10 12:42:19 +02:00
Christoph Oelckers
8486cd2c0e
- fixed generation of brightmaps for sprites.
...
This forgot to take the added empty border for filtering improvement into account.
2018-06-10 08:22:07 +02:00
Rachael Alexanderson
77956fc485
- remove ARM specific gl_es definition since it's not even really much different from the main line definition, anyhow
2018-06-09 13:40:39 -04:00
Christoph Oelckers
ae1fe041ee
- ZScript used the wrong variable for compatflags2.
...
ii_* is merely the storage for info from the compatibility.txt lump.
2018-06-09 17:59:21 +02:00
alexey.lysiuk
4a1f36623b
- fixed: flag CVars in ZScript referenced wrong addresses
2018-06-09 17:21:55 +03:00
Magnus Norddahl
85f5f897d7
- enable model rendering in the software renderer
2018-06-09 12:29:33 +02:00
Christoph Oelckers
1fdcacc337
- redirect script access to the compatflags CVARs to their internal shadow variables.
...
This is needed so that MAPINFO settings for these flags don't get ignored.
2018-06-08 22:55:44 +02:00
Christoph Oelckers
a312f5a7c1
- update version info.
2018-06-07 00:04:53 +02:00
Magnus Norddahl
2abf700c29
- fix missing include
2018-06-06 00:30:59 +02:00
Magnus Norddahl
5464d2a577
- add dynamic lights to softpoly and software renderer models
2018-06-05 22:43:11 +02:00
Magnus Norddahl
61f379c88f
- fix null pointer crash in softpoly
2018-06-05 22:42:21 +02:00
Christoph Oelckers
2baed338f7
- flat rendering must check for missing vertex buffer data.
2018-06-05 21:44:38 +02:00
Christoph Oelckers
60b6dbadb2
- fixed autoaiming for unranged attacks.
...
The abort condition for the extended checks must completely stop any further processing but the check for this was missing.
2018-06-05 20:35:01 +02:00
Magnus Norddahl
f5386a706f
- fix software renderer dynamic lights not working properly in mirrors
2018-06-05 20:09:02 +02:00
Magnus Norddahl
b74a9965b8
- draw models in mirrors and portals at the right location in the software renderer
2018-06-05 19:36:57 +02:00
Marisa Kirisame
477cf23fd2
Adds "OnGiveSecret" virtual function on Actor for customizing behavior of secret finding.
2018-06-05 10:06:53 -04:00
Magnus Norddahl
674b6ee85c
- avoid using global variables in the inner fuzz drawer loop
2018-06-05 15:43:03 +02:00
Magnus Norddahl
51fd715404
- fix dynlight color not being applied on sprites
2018-06-05 15:32:27 +02:00
Magnus Norddahl
9cd751ae7a
- fix softpoly colored fog bug in the new drawers
2018-06-05 15:16:04 +02:00
alexey.lysiuk
7009755c52
- fix crash on dying when player class has no death states
...
https://forum.zdoom.org/viewtopic.php?t=60815
2018-06-05 11:06:31 +03:00
Marisa Kirisame
fae514f30d
BLOCKASPLAYER flag: treat non-player actors as blockable by "block players" lines
2018-06-04 22:18:51 +02:00
Christoph Oelckers
2f6dc46f14
- fixed FMemArena to always return 16 byte aligned pointers.
...
Unfortunately this turned out harder than expected because of FSharedStringArena making some strong assumptions about the underlying implementation.
2018-06-04 21:51:16 +02:00
Christoph Oelckers
af3d17af8b
Revert "- fix memory arena allocation alignment for 32 bit systems."
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This reverts commit 23fce56b5e
.
This did not do what it was supposed to because of how the block header was created.
2018-06-04 21:51:16 +02:00
Rachael Alexanderson
780ddd21bd
- fixed - sector sounds were not translated through portal groups properly
2018-06-04 13:10:58 -04:00
Magnus Norddahl
e3c78ab838
- use a light array to simplify inner light math
2018-06-04 00:36:14 +02:00
Magnus Norddahl
97f4cc1951
- use affine dynlights in softpoly
2018-06-03 22:24:44 +02:00
Christoph Oelckers
d18f5eecb4
- Fixed: Dehacked must not validate parameters for MBF special functions.
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These won't match the conditions.
Additionally this adds disassembly output for the synthesized replacement functions for diagnostics purposes.
2018-06-03 19:28:16 +02:00
Magnus Norddahl
d425fb2d4a
- replace the old rect drawers with new ones based on render styles
2018-06-03 18:36:37 +02:00
Christoph Oelckers
23fce56b5e
- fix memory arena allocation alignment for 32 bit systems.
2018-06-03 18:20:50 +02:00
Christoph Oelckers
a851a5d151
- fixed: For melee attacks with a short attack range P_AimLineAttack must check for hits from above and below.
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This is necessary to be in line with P_LineAttack which does check for those.
2018-06-03 17:49:00 +02:00
alexey.lysiuk
352f93c066
- deleted now useless code from Cocoa backend
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Let's rely on cross-platform code to manage window dimensions and screen resolution
2018-06-03 17:48:58 +03:00
alexey.lysiuk
f8f1148c59
- fixed mouse cursor positioning in menu for Cocoa backend
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With video resolution scaling enabled engine coordinates of mouse cursor were wrong
2018-06-03 17:48:58 +03:00
alexey.lysiuk
b5274534d7
- fixed linking with sanitizer(s) enabled
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no more unresolved references to various functions
2018-06-03 16:05:14 +03:00
Marisa Kirisame
f74e74ac4b
Mirroring should be flipped on HUD models since the view to world space transform already inverts one axis
2018-06-03 14:20:42 +02:00
Magnus Norddahl
f03c02df43
- fix gamepic render buffer issues
2018-06-03 13:59:40 +02:00
Marisa Kirisame
dea1d0259d
Swap front face culling for GL model drawer (CCW should be the default).
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Added mirroring handling to software models.
2018-06-03 07:26:55 +02:00
Magnus Norddahl
a186677092
- removed the 8x8 block drawing code from softpoly
2018-06-03 01:44:56 +02:00
Christoph Oelckers
d0aacd3ba8
- fixed: The translucent border draw list must be rendered with depth writing active.
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This gets exclusively used by portal borders which means that for walls the setting is irrelevant but for flats it is needed to cover the portal surface so that translucent parts of the outer scene do not bleed through.
2018-06-02 23:09:51 +02:00
Magnus Norddahl
0dbcdc8a9c
- fix negative rotation speed not working
2018-06-02 20:35:51 +02:00
Christoph Oelckers
94d1a73ae8
- pass mirroring info to model drawers.
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Actual evaluation only implemented in OpenGL. Not tested yet because the bug report had no testable example.
2018-06-02 13:07:47 +02:00
Christoph Oelckers
decea97a34
- use a linear light ramp on the textured automap for light modes 0 and 1.
2018-06-02 12:34:21 +02:00
Christoph Oelckers
0c5a47ac90
- fixed: MF3_DONTSPLASH disabled all terrain effects, not just the splash.
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Untested for now because the report came without any example to check it with.
2018-06-02 12:10:44 +02:00
Marisa Kirisame
58f4af6ded
Transform UE1 vertex coords to GZDoom's when importing, rather than leaving it up to the end user.
2018-06-02 10:00:31 +02:00
alexey.lysiuk
81f042f08b
- fixed compilation with Clang and GCC
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src/gl/scene/gl_flats.cpp:215:3: error: cannot jump from this goto statement to its label
src/r_data/models/models.cpp💯 18: error: no member named 'floor' in namespace 'std'
2018-06-02 09:43:33 +03:00
Christoph Oelckers
7d515e72c2
- fixed: FxFloatCast must transfer the outer expression's value type to the inner expression if it performs a float->float cast.
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This violated an important rule that a cast may not alter the expression's type and led to failed asserts elsewhere.
2018-06-02 07:50:23 +02:00
Christoph Oelckers
058c5426cd
- fixed: OpenGL2 should not use the precalculated vertex buffer data for flat rendering.
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This wasn't set up properly anymore because the new index-based buffer code is not efficient on GL2, but the render function forgot to skip the buffer checks and jump right to the fallback path.
2018-06-02 07:25:41 +02:00
Magnus Norddahl
359b13b783
- fix rotationSpeed being ignored after the model interpolation fix
2018-06-01 20:48:24 +02:00
alexey.lysiuk
7b619bc78c
- fixed crash with legacy render path
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https://forum.zdoom.org/viewtopic.php?t=60727
2018-06-01 12:28:27 +03:00
alexey.lysiuk
edabe43bca
- fixed typo in previous commit
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https://forum.zdoom.org/viewtopic.php?t=60739
2018-06-01 12:24:29 +03:00
Christoph Oelckers
2d50f535ff
- fixed and simplified the vertex counter for wall polygons.
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This is now allowed to overestimate the number of vertices to reduce computation time for a rarely occuring special case that was eating most of the time and was causing errors with some walls.
2018-05-31 22:14:57 +02:00
alexey.lysiuk
bff2c8cf74
- limited length of server CVAR name to 63 characters
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Due to limitation of network protocol server CVARs with longer names cannot propogate changes of their values properly
https://forum.zdoom.org/viewtopic.php?t=60729
2018-05-31 10:29:58 +03:00
alexey.lysiuk
0546c86716
- fixed Windows XP compatibility for MSVC 2017 targets
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Workaround initially implemented for MSVC 2015 is enabled with all Windows XP compatible toolsets regardless of Visual Studio version
https://forum.zdoom.org/viewtopic.php?t=60675
2018-05-31 10:24:16 +03:00
alexey.lysiuk
4f5911da21
- fixed rendering of environment map on mirrors
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With temporarily mapped buffer this feature seems to never work correctly
With persistently mapped buffer it was broken in 9a1603b246
2018-05-30 15:46:53 +03:00
Magnus Norddahl
4e6226fc2d
- replace softpoly block drawers with span drawers and make them use blending rules directly from render styles
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- add dynlights to softpoly pal mode
2018-05-29 23:32:57 +02:00
Magnus Norddahl
ac207cce85
Merge branch 'master' of https://github.com/coelckers/gzdoom into gzdoom
2018-05-29 23:30:38 +02:00
Christoph Oelckers
ad343892f3
- fixed: When deserializing the object list, the array must be nulled before using it so that a premature abort does not end up working on random data.
2018-05-29 19:00:41 +02:00
alexey.lysiuk
f06ee10495
- use proper map section for wall mirror portal
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https://forum.zdoom.org/viewtopic.php?t=60671
2018-05-29 12:16:20 +03:00
alexey.lysiuk
a0695cbb48
- fixed blinking frame after saving a game
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Viewport was not reseted after creation of saved game thumbnail, so one junk frame was rendered right after saving a game
https://forum.zdoom.org/viewtopic.php?t=60412
2018-05-29 12:07:45 +03:00
alexey.lysiuk
0187b0aa5b
- fixed mirrors and reflections in hardware renderer
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https://forum.zdoom.org/viewtopic.php?t=60671
2018-05-28 11:51:43 +03:00
alexey.lysiuk
36779cf88c
- restore startup game state on restart
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At least values of custom server CVARs were not restored because of this
https://forum.zdoom.org/viewtopic.php?t=60711
2018-05-27 16:42:48 +03:00
alexey.lysiuk
e085a8d58a
- garbage collect static event handlers on restart
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Remaining object(s) led to a potential crash on the next garbage collection cycle
Assertion failure was triggered during restarting in Debug configuration
2018-05-27 16:42:48 +03:00
Magnus Norddahl
190b673890
- Modify TriBlendMode enum to match the render styles
2018-05-26 23:06:23 +02:00
Magnus Norddahl
9fb34fd8e6
- add SSE2 version of softpoly span drawer
2018-05-26 16:15:14 +02:00
Magnus Norddahl
7f908ce75d
- implement render styles for the softpoly span drawers
2018-05-26 14:27:54 +02:00
alexey.lysiuk
91f440378e
- fixed minor issues with new line specials
2018-05-26 10:37:01 +03:00
Cacodemon345
b02736c705
Add missing line specials.
2018-05-26 10:36:16 +03:00
Magnus Norddahl
31f29bbe8a
- force model light to be attenuated
2018-05-25 19:23:47 +02:00
alexey.lysiuk
1634b78280
- fixed typo in error message
2018-05-25 11:05:30 +03:00
alexey.lysiuk
a936592cfd
- fixed compilation warning reported by MSVC
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src\r_videoscale.cpp(105): warning C4244: 'initializing': conversion from 'float' to 'int', possible loss of data
2018-05-25 10:59:48 +03:00
Raccoon
475d3f0829
Adds line specials
2018-05-24 21:46:32 +02:00
Magnus Norddahl
cadc4f2a30
- add #include support to TEXTURES lump
2018-05-24 21:18:20 +02:00
alexey.lysiuk
7576068202
- fixed compilation warning with MSVC 2015
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src\polyrenderer\scene/poly_portal.cpp(142): warning C4800: 'line_t *': forcing value to bool 'true' or 'false' (performance warning)
2018-05-24 11:58:51 +03:00
Magnus Norddahl
8098657cf4
- add two-sided culling support in software and poly
2018-05-24 01:39:36 +02:00
Magnus Norddahl
771931db9f
- forgot to remove the remarked comment
2018-05-24 01:00:31 +02:00
Magnus Norddahl
fb9cf33af6
- enable #include support in modeldef files
2018-05-24 00:59:45 +02:00
Christoph Oelckers
496e6e2e8f
- fixed: The vertex height updater was using the index buffer offsets to access the vertex buffer.
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I missed this part when repurposing the vboindex members to store the index buffer offsets.
However, since both indices are needed, they need another set of variables.
2018-05-24 00:01:56 +02:00
Christoph Oelckers
23909d109f
fixed: Generating light data for single subsectors should not use the light list of the entire sector but only the one for the current subsector
2018-05-23 08:46:26 +02:00
Christoph Oelckers
044c8a2034
- removed gl_render_subsectors test CVAR and disabled vertex buffer generation for legacy mode
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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'
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# 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
df6a50872d
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-05-22 21:36:52 +02:00
Christoph Oelckers
3f6789ecac
- moved gl_bsp.cpp to its proper place.
2018-05-22 21:36:42 +02:00
Christoph Oelckers
8987aba4a4
- restored accidentally deleted line of code.
2018-05-22 21:08:00 +02:00
alexey.lysiuk
26ebb938c1
- fixed compilation with GCC/Clang
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https://forum.zdoom.org/viewtopic.php?f=2&t=60657
2018-05-22 21:48:31 +03:00
Christoph Oelckers
2514753afb
- make the vertex buffer accessible from the hwrenderer code.
2018-05-22 18:48:10 +02:00
Magnus Norddahl
91aec1689e
- move modeldef parsing to its own function (ParseModelDefLump)
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- rename gl_InitModels to InitModels
- add commented out support for #include in modeldefs (blocked by gene tech having broken #include statements in its modeldef files)
2018-05-22 01:28:57 +02:00
Christoph Oelckers
226e8f84da
- most of gl_bsp.cpp moved to HWDrawInfo.
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Only the vertex buffer update check needs to be done yet.
2018-05-22 00:27:39 +02:00
Christoph Oelckers
df0b1e8dae
- moved the clipper out of GLSceneDrawer and let it be handled by HWDrawInfo.
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The precise way the clipper needs to be maintained may differ between APIs, so it is no longer owned by any render structure but instead HWDrawInfo only contains a reference.
For OpenGL there is still only one static clipper because without multithreaded BSP traversal there is no need for more.
2018-05-21 22:54:04 +02:00
Christoph Oelckers
5f87e81b6a
- moved CurrentMapSections and in_area from GLSceneDrawer to HWDrawInfo.
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Not only are they better placed in the common code, but they are also both per-viewpoint and not per-scene, so this is a far more suitable place and avoids saving and restoring them in the portal code.
2018-05-21 22:04:29 +02:00
Christoph Oelckers
e6a447eb6f
- removed more occurences of gl_drawinfo.
2018-05-21 20:28:12 +02:00
Magnus Norddahl
31abe3df7e
- avoid reusing the same mVBuf pointer for the different renderers as that causes too many problems when switching between them
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- remove gl_ prefix for model functions that are no longer GL specific
2018-05-21 17:52:03 +02:00
Magnus Norddahl
cc4a09a3d2
- fix model interpolation bug
2018-05-21 14:23:30 +02:00
Christoph Oelckers
31263eeac2
- removed gl_drawinfo-> from FDrawInfo member functions and pass it to some other functions as a parameter.
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This really shouldn't be handled as a global variable. The mere fact that several member functions used it incorrectly is ample proof of that.
2018-05-21 11:36:07 +02:00
alexey.lysiuk
2cdc9f9dda
- fixed applying of alpha to weapon sprites
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https://forum.zdoom.org/viewtopic.php?t=60638
https://forum.zdoom.org/viewtopic.php?t=60642
2018-05-21 10:53:02 +03:00
Christoph Oelckers
2d4b8549c6
- per-sector plane rendering needs to be disabled when processing a line portal with hardware that has no working clip plane support.
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In this case there are no means to discard the parts of the rendered sectors that lie behind the portal so it should only render the parts that are flagged as visible.
2018-05-20 08:56:29 +02:00
Christoph Oelckers
3069b53804
- disable shader storage blocks if none get reported for vertex shaders.
2018-05-20 00:16:06 +02:00
Christoph Oelckers
5cffa8873a
- added a CVAR to disable per-plane rendering.
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This will require some comparisons on older hardware. On my Geforce 1060 rendering the full plane with one draw call is clearly faster in all cases I tested.
2018-05-19 19:19:48 +02:00
Christoph Oelckers
cc65490062
- added CVAR to disable WGL_EXT_swap_control_tear.
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At least on faster NVidia hardware, setting this to false and gl_finishbeforeswap to true gives a better experience because it reduces screen tearing - but the same setting will reduce frame rate quite dramatically on Intel and can cause bad stalls on some older GPUs when rendering camera textures.
2018-05-19 19:18:38 +02:00
alexey.lysiuk
c6f7d92c76
- added forced automap style to linedef, UDMF only
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https://forum.zdoom.org/viewtopic.php?t=59808
2018-05-19 17:09:26 +02:00
RockstarRaccoon
90cb0b3215
- added 'revealed on automap' linedef flag, UDMF only
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https://forum.zdoom.org/viewtopic.php?t=59808
2018-05-19 17:09:26 +02:00
Marisa Kirisame
0c4a08460f
Cleaned UE1 math by using FVector classes.
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Reversed winding order on vertex buffer creation as UE1 uses CCW.
2018-05-19 17:09:06 +02:00
Christoph Oelckers
f54cf561ab
- missed this.
2018-05-19 15:40:33 +02:00
Christoph Oelckers
3e204080ae
- render sector planes in one draw call.
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On a fast and modern graphics card this is a lot faster than doing it per subsector but it may not be without drawbacks on older hardware so it will require some testing on older hardware.
For me Frozen Time's view over the bridge went from 46 fps to 51 fps with this change, the time saved was roughly 2 ms.
2018-05-19 15:20:46 +02:00
Christoph Oelckers
352279a52f
- removed the non-indexed flat setup.
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This won't be needed any longer.
2018-05-19 14:44:16 +02:00
Christoph Oelckers
2125f8b9d1
- use triangles instead of triangle fans to render flats.
2018-05-19 14:42:25 +02:00
Christoph Oelckers
fd3681dae2
- use an indexed vertex buffer to render the flats.
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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
alexey.lysiuk
9257c9cc0c
- fixed compilation warnings reported by GCC/Clang
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src/r_data/models/models.cpp:418:33: warning: comparison of integers of different signs: 'long' and 'unsigned long' [-Wsign-compare]
src/r_data/models/models.cpp:427:38: warning: comparison of integers of different signs: 'long' and 'unsigned long' [-Wsign-compare]
src/r_data/models/models_ue1.cpp:49:37: warning: comparison of integers of different signs: 'long' and 'unsigned long' [-Wsign-compare]
2018-05-19 13:28:53 +03:00
alexey.lysiuk
ace5ee3c41
- fixed crash after saving a screenshot
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https://forum.zdoom.org/viewtopic.php?t=60616
2018-05-19 13:19:24 +03:00
Christoph Oelckers
5ec47d8b4f
- removed some leftover data in sector_t.
2018-05-19 08:25:26 +02:00
Christoph Oelckers
ab3bacdaf5
- added missing files to project.
2018-05-18 23:00:10 +02:00
Christoph Oelckers
ebbe52082a
- fixed vr_enable_quadbuffered for real
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I did not consider that this is an init-only option. So changing the CVAR may not affect game behavior at all. Instead its value must be moved to some globally accessible variable on startup that never gets changed again.
2018-05-18 08:44:32 +02:00
Rachael Alexanderson
f2e6ca4ced
- add 'vid_showcurrentscaling' ccmd, expanded output for 'vid_scaletowidth' and 'vid_scaletoheight' commands
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- made the vid_scaleto____ commands less hacky - after finding out I could route the calls through screen->, found the correct screen-> commands, and do scaling based on the real screen dimensions
2018-05-17 19:25:32 -04:00
Christoph Oelckers
1656bbf9ec
- route the BlurScene call in the menu through DFrameBuffer.
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Game code should never ever call the renderer directly. This must be done through the video interface so that it can also work with other framebuffers later.
2018-05-18 00:22:57 +02:00
Christoph Oelckers
2962fe9f08
- silence some warnings.
2018-05-18 00:12:58 +02:00
Christoph Oelckers
b197bfc964
- avoid checking for vr_enable_quadbuffered directly.
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This option only exists on Windows, so on the other platforms it should not be in the menu and not affect the setup of the VR mode.
2018-05-18 00:12:45 +02:00
Christoph Oelckers
3f56e02352
Revert "- fix compile on non-Windows targets"
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This reverts commit 781cc62f89
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This gets in the way of a real fix.
2018-05-18 00:03:58 +02:00
Rachael Alexanderson
781cc62f89
- fix compile on non-Windows targets
2018-05-17 17:47:42 -04:00
Rachael Alexanderson
872cd529c7
- define zdoom.rc as a proper Windows text file, stop Git from mismanaging it
2018-05-17 17:39:18 -04:00
Christoph Oelckers
46a57fdfa1
- moved the postprocessing CVARs to hwrenderer.
2018-05-17 20:51:42 +02:00
Christoph Oelckers
ea98fe3c4d
- moved the hardware independent part of custom postprocessing shaders from gl to hwrenderer.
2018-05-17 20:23:01 +02:00
Christoph Oelckers
da1cdf65c3
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-05-17 20:12:44 +02:00
Rachael Alexanderson
bcadd2bf04
- also remove unused forward declarations
2018-05-17 06:30:36 -04:00
Rachael Alexanderson
0f36b9d63f
- cleaned up vid_scaleto____ code a bit, also set a sane lower limit for vid_scalefactor, removed some code redundancy
2018-05-17 06:24:21 -04:00
alexey.lysiuk
42668c6a5a
- fixed seeking end of file in memory reader
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https://forum.zdoom.org/viewtopic.php?t=60611
2018-05-17 10:19:29 +03:00
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.
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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
6e20ece3f4
- moved vr_enable_quadbuffered definition to win32gliface.cpp because this is where it gets used.
2018-05-16 23:14:30 +02:00
Christoph Oelckers
fb876852bb
- fix warnings.
2018-05-16 22:56:02 +02:00
Marisa Kirisame
1bb00ed4f0
Fix for Unreal meshes that don't have sequential texture numbers
2018-05-16 22:11:24 +02:00
Christoph Oelckers
44dd48c7fa
- moved the palette stuff and some remaining scaling code from OpenGLFrameBuffer to DFrameBuffer and fixed GetFlashedPalette
2018-05-16 22:10:24 +02:00
alexey.lysiuk
fc91827900
- trigger WorldThingDamaged event before WorldThingDied
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https://forum.zdoom.org/viewtopic.php?t=60597
2018-05-16 20:48:59 +02:00
Jonathan Russell
e9050a38b3
- added LevelLocals vec2/3Offset(Z) functions for portal-aware offsetting without needing actors
2018-05-16 20:47:43 +02:00
Marisa Kirisame
98f279b651
Remove unnecessary checks.
2018-05-16 20:47:11 +02:00
Marisa Kirisame
ffc12eec29
Discarded "UMSH" packed format, now loads _d.3d + _a.3d pairs
2018-05-16 20:47:11 +02:00
Marisa Kirisame
f285e550d6
Add support for packed Unreal Engine 1 vertex mesh format.
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(concatenated "UMSH" signature + datafile + anivfile)
This is pretty much 100% functional by now.
Hasn't been tested on platforms other than Linux yet, though.
Code definitely deserves some cleaning.
2018-05-16 20:47:11 +02:00
Rachael Alexanderson
0fae13bab4
- added vid_scaletowidth and vid_scaletoheight to calculate vid_scalefactor to reach a certain value on screen dynamics
2018-05-16 11:54:35 -04:00
alexey.lysiuk
e1e441091d
- fixed potential crash on startup, Windows only
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At least one version of Windows SDK (10.0.17134.0) has broken _pgmptr/_get_pgmptr()
It points to an empty string for multi-byte character set applications
GetModuleFileName() is now used instead regardless of compiler/toolchain
Added extra guard against unexpected program paths to avoid crashes
https://forum.zdoom.org/viewtopic.php?t=60598
2018-05-16 11:44:49 +03:00
alexey.lysiuk
751e318c4e
- fixed wrong line number in error message
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Parser of MAPINFO editor number definitions didn't assign line numbers, so 'Unknown actor class' fatal error displayed some garbage
2018-05-14 14:42:31 +03:00
alexey.lysiuk
fa5f936371
- fixed missing saved game picture in software modes
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https://forum.zdoom.org/viewtopic.php?t=60574
2018-05-13 16:11:05 +03:00
Christoph Oelckers
8f96729e06
- fixed portal benchmarking and added separate output for 2D and finishing the main scene.
2018-05-13 09:48:19 +02:00
alexey.lysiuk
8a6ae503be
- use map axes in bad sound position/velocity warning
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https://forum.zdoom.org/viewtopic.php?t=60578
2018-05-13 10:13:59 +03:00
Christoph Oelckers
142368d958
- fixed alpha of weapon sprite.
2018-05-12 18:45:12 +02:00
Christoph Oelckers
c2a7a4bf30
- moved viewport code to DFrameBuffer.
2018-05-12 17:23:56 +02:00
alexey.lysiuk
f17f8c9359
- added end line to various messages
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so they don't screw up further output anymore
2018-05-11 18:03:57 +03:00
Magnus Norddahl
643828f5fa
- move 3d floor code into functions
2018-05-11 17:00:12 +02:00
Magnus Norddahl
e4d740e586
- more pointless complexity removal
2018-05-11 14:27:09 +02:00
Magnus Norddahl
acf9f55849
- remove pointless code
2018-05-11 13:29:24 +02:00
Magnus Norddahl
b0cc472e85
- fixed sloped drawer crash
2018-05-11 12:28:10 +02:00
alexey.lysiuk
2c2b19bb7f
- fixed crash during autoloading of material textures
...
https://forum.zdoom.org/viewtopic.php?t=60546
2018-05-10 18:01:29 +03:00
alexey.lysiuk
a7e7db1fe9
- fixed calculation of glow color
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Width and pitch were mixed up for RGB format texture, pixel data were read outside of designated buffer
https://forum.zdoom.org/viewtopic.php?t=60538
2018-05-10 15:45:29 +03:00
Magnus Norddahl
46e2e0b57c
- reduce the number of direct OpenGL calls done by the post processing steps
2018-05-10 14:43:34 +02:00
landfillbaby
ba9a340c1f
fix highlighting in snd_listmididevices
2018-05-10 11:51:23 +03:00
alexey.lysiuk
ef536e7b00
- fixed crash in DECORATE parsing
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The case with forward declared class used as a parent must be handled explicitly
actor MyWeapon : Weapon { Weapon.AmmoType "MyBaseAmmo" }
actor MyAmmo : MyBaseAmmo { }
actor MyBaseAmmo : Ammo { }
2018-05-10 11:47:16 +03:00
alexey.lysiuk
821cc2a140
- added end line to recursive sound warning
2018-05-10 11:43:27 +03:00
Christoph Oelckers
e1ad4b618d
- fixed: The targeter drawer did not check the return value of its setup function.
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This caused invalid items to be passed to the renderer.
2018-05-10 09:09:24 +02:00
Christoph Oelckers
50cdcc79c8
- fixed OpenGL2.0 may not call the modern light setup code.
2018-05-10 09:05:26 +02:00
alexey.lysiuk
fd5df6e8d1
- Cocoa: ability to use drag and drop with custom IWADs
2018-05-09 12:47:11 +03:00
alexey.lysiuk
23dcc27542
- Cocoa: proper defaults in .plist
2018-05-09 12:33:19 +03:00
Magnus Norddahl
459f748c4e
- added r_debug_draw that shows how the software renderer composes its scene
2018-05-08 22:22:15 +02:00
David Carlier
1b68b69ed8
Needed headers for time and WIF*
2018-05-08 22:04:20 +03:00
Magnus Norddahl
b27655db70
- 3d floor clipping support for models
2018-05-08 01:36:18 +02:00
Magnus Norddahl
49c9de350f
- GetTimeFloat is not renderer specific
2018-05-07 00:40:12 +02:00
Magnus Norddahl
bfe6bffd33
- fix hud model clipping
2018-05-07 00:33:16 +02:00
alexey.lysiuk
78c06554af
- proper handle pixel format creation errors in Cocoa backend
2018-05-06 17:53:53 +03:00
alexey.lysiuk
7fcefa2ed1
- SDL: clear button state when switching from/to GUI input
...
https://forum.zdoom.org/viewtopic.php?t=60451
2018-05-06 14:37:04 +03:00
alexey.lysiuk
ce18ff1df3
- use libc++ for all targets on macOS
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clang: warning: libstdc++ is deprecated; move to libc++ with a minimum deployment target of OS X 10.9
2018-05-06 09:44:13 +03:00
Magnus Norddahl
4642861501
- fixed missing depth for models
2018-05-06 03:23:07 +02:00
Magnus Norddahl
1d929dd79b
- fix translucent walls when r_models is enabled
2018-05-06 02:54:03 +02:00
Magnus Norddahl
d667a0192a
- fix null pointer crash
2018-05-06 02:31:58 +02:00
Christoph Oelckers
099057b142
- moved the vertex and light data generation back to the render pass for modern OpenGL with persistently mapped buffers.
...
Having this extra CPU time in there allows for better parallelization with the graphics driver and GPU.
2018-05-05 23:32:55 +02:00
alexey.lysiuk
437b44bafb
- serialize 'spawned' object flag, WorldThingDestroyed event relies on it
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https://forum.zdoom.org/viewtopic.php?t=60435
2018-05-05 17:55:44 +03:00
Christoph Oelckers
74b624002c
- moved the software renderer's drawer to the swrenderer directory.
2018-05-05 11:44:42 +02:00
Christoph Oelckers
de15b589c0
- moved the screen blending code out of the renderer.
...
This is better be made part of the 2D interface.
That would have been done long ago if it hadn't been for the totally incompatible way this was handled by the purely paletted software renderer.
Now with that out of the way there is no point keeping this code this deeply embedded in the renderer.
2018-05-05 11:20:37 +02:00
Christoph Oelckers
52d73eabbf
- weapon drawing code refactor complete.
...
Setup and drawing are now done separately, this also no longer needs the Quad drawer.
2018-05-04 23:11:37 +02:00
alexey.lysiuk
2be84dc636
- skip rendering when application is not active
...
Use vid_activeinbackground CVAR to override this behavior
2018-05-04 11:24:37 +03:00
Christoph Oelckers
e0833d5005
- prepared the weapon sprite drawer for full separation.
2018-05-03 23:49:16 +02:00
Christoph Oelckers
e309fd1f3d
- moved a bit more of the wall setup to the API independent side.
2018-05-03 22:14:25 +02:00
Christoph Oelckers
6285a309ce
- added UploadLights to the DrawInfo interface.
...
- removed GLPASS_PLAIN because it was the same as GLPASS_ALL.
2018-05-03 21:47:58 +02:00
Christoph Oelckers
96ac1fa363
- changed GLDecal to work without a pointer to the generating GLWall.
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Although this is currently safe there is no guarantee that future refactorings will keep the current draw lists, so it's better if GLDecal used its own copy of the data.
2018-05-03 21:42:34 +02:00