Commit graph

81 commits

Author SHA1 Message Date
Christoph Oelckers
c98e3ca99d Merge branch 'master' into v2.x 2014-08-03 10:58:41 +02:00
Christoph Oelckers
b3e0d93385 - implemented rendering of wall sprites. 2014-08-03 10:57:58 +02:00
Christoph Oelckers
398d902e7e - split off sprite clipping adjustment code into its own function. 2014-08-03 10:22:12 +02:00
Christoph Oelckers
7967082e60 - use the light buffer to handle dynamic lighting. 2014-08-01 20:59:39 +02:00
Christoph Oelckers
1ec58011d2 - start of light buffer implementation so that we don't have to use uniform arrays which appear to be broken on AMD. 2014-07-31 00:44:22 +02:00
Christoph Oelckers
192daf1d5a Merge branch 'master' into Glew_Version_For_Real 2014-07-27 21:57:38 +02:00
Christoph Oelckers
ece10bb57f - fixed several incorrect uses of abs instead of fabs. 2014-07-27 21:57:05 +02:00
Christoph Oelckers
c9c93a58a2 - fixed bad constant and potential use of uninitialized variable. 2014-07-27 21:55:25 +02:00
Christoph Oelckers
e07d06fa2a Merge branch 'master' into Glew_Version_For_Real 2014-07-26 22:26:58 +02:00
Christoph Oelckers
7ae25906fd - fixed: fog must be disabled before drawing the HUD model, not after it. 2014-07-26 22:26:17 +02:00
Christoph Oelckers
e0b756e511 - fixed: The cubemapped skybox renderer did not set up the model matrix properly. 2014-07-17 10:04:20 +02:00
Christoph Oelckers
eb9d2d9917 - reactivate compatibility profile so that immediate mode drawing can be used on older hardware not supporting persistently mapped buffers.
- reactivate alpha testing per fixed function pipeline
- use the 'modern' way to define clip planes (GL_CLIP_DISTANCE). This is far more portable than the old glClipPlane method and a lot more robust than checking this in the fragment shader.
2014-07-17 02:37:18 +02:00
Christoph Oelckers
6b9d6787d9 - move models into their own draw list to avoid frequent buffer changes.
- same for SKYHACK walls. Although rare, they would get in the way of optimizing the draw calls if not being separated out.
2014-07-15 21:16:59 +02:00
Christoph Oelckers
b8bcbe819b - removed texture based dynamic lighting. For GL 3.x the shader approach is always better.
- fixed: sky fog was not unset.
2014-07-15 20:49:21 +02:00
Christoph Oelckers
fb6b4238ed - fixed: glProgramUniform is only present from GL 4.1 or a specific extension so it may not be used on systems not supporting it. 2014-07-15 02:48:59 +02:00
Christoph Oelckers
eedc5a69be - replaced builtin position vertex attribute. 2014-07-15 01:02:48 +02:00
Christoph Oelckers
1b7f5a2e6a - replaced builtin texture coordinate vertex attribute. 2014-07-15 00:59:01 +02:00
Christoph Oelckers
5a322742c3 - remove use of builtin and deprecated color vertex attribute. 2014-07-15 00:37:13 +02:00
Christoph Oelckers
ed8a21fd86 - replaced deprecated alpha testing with shader code. 2014-07-14 21:14:43 +02:00
Christoph Oelckers
84a49e37ee - handle normals for spheremapped mirror surfaces using non-deprecated features.
- move all WGL references out of global header files so that global wgl header include is no longer necessary
2014-07-14 19:54:07 +02:00
Christoph Oelckers
ce3653f6e1 - remove all uses of builtin matrices. 2014-07-13 23:13:40 +02:00
Christoph Oelckers
2214c0ac06 - remove all uses of builtin matrix manipulation. Only glLoadMatrix for view and projection matrix are left. 2014-07-13 22:37:34 +02:00
Christoph Oelckers
dbb05c5f33 - remove use of builtin texture matrices.
- make matrix class single precision.
2014-07-13 20:41:20 +02:00
Christoph Oelckers
9230a20f18 - added some checks to the wall rendering code that will allow to disable the clip planes in many cases, even when a plane mirror portal is active. This also solves the precision issue with using world coordinates for clip checks. 2014-07-13 17:15:17 +02:00
Christoph Oelckers
00fcf4bc06 - for some reason using world coordinates for clipping in the shader is somewhat imprecise so the clip plane heights have to be adjusted a bit for it. 2014-07-13 13:25:42 +02:00
Christoph Oelckers
d868f60f6c - since the clip planes for plane mirrors did not work anymore I reimplemented them using shader based logic. It still needs to be seen if this affects performance on older hardware. 2014-07-13 12:14:12 +02:00
Christoph Oelckers
9a6bc64381 - use vertex array objects to manage vertex buffers. 2014-07-01 00:51:02 +02:00
Christoph Oelckers
54297acde4 - removed obsolete gl_lightbuffer code.
This never worked properly and by now far better options are available to solve the problem of dynamic light data uploads.
2014-06-30 13:30:10 +02:00
Christoph Oelckers
1efc2938b7 - implement model vertex buffer and draw MD2 models using it instead of using the GLCommands from the model. 2014-06-29 23:24:16 +02:00
Christoph Oelckers
2925c96b59 removed all GL 2.x code.
After thinking about it for a day or so I believe it's the best option to remove all compatibility code because it's a major obstacle for a transition to a core profile.
2014-06-21 15:50:32 +02:00
Christoph Oelckers
3e9b9c280b - initialize model data at engine start, not at level start. 2014-06-19 15:22:00 +02:00
Christoph Oelckers
e6f14b055a - use buffer based rendering for dynamic light pass and horizon portals. 2014-06-15 20:28:23 +02:00
Christoph Oelckers
1aaa1b7bad - removed gl_usevbo CVAR because with recent code changes it has become useless. If GL_ARB_buffer_storage is present, buffers will always be used. 2014-06-15 12:12:24 +02:00
Christoph Oelckers
ea332383a8 - convert skybox rendering to use the buffer interface. 2014-06-15 11:50:54 +02:00
Christoph Oelckers
6b038a5dae - fixed: GLPortal::DrawPortalStencil must apply the render state before drawing anything. 2014-06-15 10:30:03 +02:00
Christoph Oelckers
1b91a8f88c - removed old immediate mode path for generating stencils. 2014-06-15 10:15:44 +02:00
Christoph Oelckers
3644073bbd - use a software buffer for immediate mode rendering. This allows using the regular buffer code to collect data for both render modes and allows removal of a lot of duplicated code. 2014-06-15 01:14:41 +02:00
Christoph Oelckers
5b302ed3a6 - added benchmarking calls for glDrawArrays to see how well issunig draw calls performs on different hardware. 2014-06-14 15:16:33 +02:00
Christoph Oelckers
0ce6b40672 - fixed compile error in gl_skydome.cpp
- disable GL_ARB_buffer_storage when a -glversion parameter less than 4.0 is given. According to the spec this extension requires 4.0 so if emulating something lower it should not be used.
2014-06-14 14:58:17 +02:00
Christoph Oelckers
5e22c82e79 - use buffer for rendering the sky on all GL versions since the differences for making GL2.0 work are rather small. 2014-06-14 10:38:30 +02:00
Christoph Oelckers
8d9a90cd22 - rewrote sky dome rendering to use a static vertex buffer if not on OpenGL 2.x. 2014-06-14 01:24:28 +02:00
Christoph Oelckers
c39318f406 - use vertex buffer and reuse of data for stencil drawing. A stencil needs to be drawn multiple times with the same polygons so this is a good place to optimize. 2014-05-31 09:32:17 +02:00
Christoph Oelckers
a1ec6ab1ba - fixed some Linux warnings. 2014-05-24 16:53:57 +02:00
Christoph Oelckers
09ba62fbef - put all the common part of buffer based drawing into a separate method of the vertex buffer. 2014-05-20 22:37:38 +02:00
Christoph Oelckers
23fbd69963 - 4 more places where immediate mode drawing has been substituted with a buffer-based alternative. 2014-05-20 22:20:15 +02:00
Christoph Oelckers
579eff5b96 - add vertex buffer based rendering for decals. 2014-05-12 22:46:30 +02:00
Christoph Oelckers
cf45f2d718 - added missing shader files. 2014-05-12 22:24:26 +02:00
Christoph Oelckers
b514a815f4 - enable use of vertex buffer for sprite rendering. 2014-05-12 20:23:54 +02:00
Christoph Oelckers
4d005bdfa0 shader rework
All those special shaders have been merged together.
Mostly working but the non-shader lighting seems a bit broken.
2014-05-12 14:45:41 +02:00
Christoph Oelckers
98cc7eeb99 pass softlightlevel through render state. 2014-05-12 00:13:19 +02:00