Commit graph

613 commits

Author SHA1 Message Date
Magnus Norddahl
d4615861ae Fix missing FGLRenderBuffers::IsEnabled checks 2016-08-07 00:41:17 +02:00
Christoph Oelckers
04c59b434b - renamed WipeVertexBuffer to FSimpleVertexBuffer because this will be useful elsewhere, too. 2016-08-07 00:40:31 +02:00
Christoph Oelckers
8f0629932d - ImmRenderBuffer is not needed anymore. 2016-08-06 14:29:21 +02:00
Christoph Oelckers
6a66d0255d - use a dedicated vertex buffer for rendering the wipes.
- fixed: The postprocessing shaders clobbered the render state's vertex buffer info by bypassing and not notifying it of the change.
2016-08-06 14:12:40 +02:00
Christoph Oelckers
7576e85cef - force use of shaders on all hardware, unless -noshader is specified.
Right it's only for easy testing, so only the code that does the feature checking has been disabled.
2016-08-06 13:06:55 +02:00
Christoph Oelckers
2e555e6dab - use client arrays on compatibility profiles instead of calling glBegin/glEnd.
This eliminates most behavioral differences for FFlatVertexBuffer between both operating modes, now the only difference is where the buffer is located.
2016-08-06 12:03:16 +02:00
Magnus Norddahl
346badf25f Moved state to FGLPostProcessState and merged vertex shaders 2016-08-06 11:51:08 +02:00
Christoph Oelckers
13a2bf57e5 - fixed vertex coordinate ordering for the sky cubemap.
This was done differently for FFlatVertex and FSkyVertex which caused a switch of the y and z coordinates for the skybox image.
2016-08-06 11:47:03 +02:00
Christoph Oelckers
5b201287fa - fixed bad #pragma pack combination in hqnx_asm_Image.h 2016-08-05 15:27:35 +02:00
Christoph Oelckers
13527fdd0a Merge branch 'lensshader' of https://github.com/dpjudas/zdoom 2016-08-05 00:58:14 +02:00
Magnus Norddahl
976a78429e Simplify post process buffer handling 2016-08-04 17:16:49 +02:00
Magnus Norddahl
6fc7596d52 Fix aspect ratio and texture clipping in lens shader 2016-08-04 15:47:15 +02:00
Christoph Oelckers
21536781a9 - forgot to save this. 2016-08-04 13:01:42 +02:00
Christoph Oelckers
63ad7d99d1 - fixed: The dynamic light buffer's behavior needs to obey the gl.lightmethod variable, and not depend on presence of persistently mapped buffers.
Since there is a command line switch to revert to the lower behavior it can well be that they do not match.
2016-08-04 12:55:21 +02:00
Christoph Oelckers
7ba6269450 - changed rendering of sky cubemaps to use precalculated vertex data from the SkyVertexBuffer. 2016-08-04 12:16:53 +02:00
Magnus Norddahl
6b9529d70f Added lens distortion shader 2016-08-02 17:32:21 +02:00
Magnus Norddahl
43e577ce79 Merge remote-tracking branch 'gzdoom_upstream/master' into postprocess_vbo_bind_fix
# Conflicts:
#	src/gl/renderer/gl_postprocess.cpp
2016-08-02 10:00:53 +02:00
Magnus Norddahl
5a67ae6021 Fix missing VBO bind calls 2016-08-02 00:27:01 +02:00
Magnus Norddahl
f980a1f42b Fix wrong UV calculations when resizing or maximizing window 2016-08-01 15:12:13 +02:00
Christoph Oelckers
8aebfdb3ab - fixed: gl_bloom_amount may never be 0. 2016-08-01 11:29:28 +02:00
Magnus Norddahl
e8c98a5901 No gamma and player sprites on screenshots 2016-07-31 16:56:41 +02:00
Magnus Norddahl
7709db4bb0 Fix broken viewport/backbuffer location for WriteSavePic 2016-07-31 16:23:21 +02:00
Magnus Norddahl
a6354c74cf Fix incorrect viewport location when not using fullscreen HUD 2016-07-31 13:23:49 +02:00
Christoph Oelckers
20f4975e2b Merge branch 'blurshader_120_fix' of https://github.com/dpjudas/zdoom 2016-07-31 09:17:28 +02:00
Magnus Norddahl
849e80074e Added GLSL 120 fallback support 2016-07-31 03:54:16 +02:00
Magnus Norddahl
b789aaa0eb Fix binding error that Nvidia didn't complain about but Intel on Mac does 2016-07-31 03:16:48 +02:00
Christoph Oelckers
c93204cace Merge branch 'master' of https://github.com/coelckers/gzdoom 2016-07-30 22:09:56 +02:00
Christoph Oelckers
bc51e98612 Merge branch 'blackscreenfix' of https://github.com/dpjudas/zdoom 2016-07-30 20:28:41 +02:00
Magnus Norddahl
1682b02c67 Fix glBindSampler state messing up post processing shaders 2016-07-30 19:54:20 +02:00
Magnus Norddahl
cfc20d1198 Added multisample support to FGLRenderBuffers and added gl_multisample to the menus 2016-07-30 15:33:30 +02:00
alexey.lysiuk
7de242930a Removed obsolete gamma correct shader used on macOS only 2016-07-30 15:30:35 +03:00
Christoph Oelckers
b52d457146 Merge branch 'master' of https://github.com/coelckers/gzdoom 2016-07-30 11:45:19 +02:00
alexey.lysiuk
e2a2d38a25 Removed redundant comparison in compatibility renderer
Clang no longer reports "warning: comparison of array 'this->tcs' not equal to a null pointer is always true"
2016-07-30 10:25:42 +03:00
Major Cooke
36705b0f04 Added GZDoom version of SpriteAngle and SpriteRotation. 2016-07-30 00:33:33 +02:00
Christoph Oelckers
f4cbde856b Merge branch 'bloom' of https://github.com/dpjudas/zdoom 2016-07-30 00:30:27 +02:00
Magnus Norddahl
9bfce5b6ea Moved post processing effects to its own file 2016-07-30 00:02:26 +02:00
Magnus Norddahl
5849c83028 Added bloom and tonemap to menus
Added gl_renderbuffers CVAR that disables render buffers
Added patch shader support to FShaderProgram
Added OpenGL 2 fallback support to render buffers
2016-07-29 21:31:20 +02:00
Magnus Norddahl
0efee85bd8 Added tonemapping and sector based exposure control 2016-07-29 00:36:43 +02:00
Magnus Norddahl
69f52cc898 Added bloom shaders 2016-07-27 21:50:30 +02:00
Christoph Oelckers
da1762ac2c - fixed: DoSetMapSection could cause a stack overflow on large maps. Made it iterative instead of recursive to avoid that. 2016-07-27 16:27:40 +02:00
Magnus Norddahl
e82c38e4f9 Update copyright and typo fix 2016-07-27 11:15:20 +02:00
Magnus Norddahl
aeb7df09de Added hardware gamma option and improved window handling on Windows 2016-07-27 11:15:19 +02:00
Christoph Oelckers
071485b22e - fixed: If the resulting render style, after all adjustments, is None for the weapon sprite, do not attempt to draw it at all. 2016-07-25 11:55:47 +02:00
Magnus Norddahl
41e959e102 Adds the last texture filter mode (trilinear min filter with nearest magnification) 2016-07-23 18:57:37 +02:00
Christoph Oelckers
54a120d612 - do not process subsectors if rendering a stacked sector portal and the clipper is set to 'blocked', i.e. no visible parts are present.
This solves the most severe occurences of sprites being drawn in front of a portal's contents. It is not a full fix, though, there's still some extreme cases where portals may glitch if some stuff gets between the camera and the actual portal area.
Normally this has to perform a full check of the subsector against the portal's camera-facing linedefs but that's too costly for those rare cases where it may be an issue.
2016-07-23 10:23:34 +02:00
Christoph Oelckers
d405cf5b7c - fixed: Before rendering a sector stack portal the clipper needs to be completely filled, if the view point's subsector is not inside the portal. If this is not done, some setups where a recursive look into the originating area is possible may exhibit some issues. 2016-07-23 09:47:14 +02:00
MajorCooke
35666f1e09 Fixed a nullptr crash with flatsprite actors. 2016-07-21 13:12:59 -05:00
Christoph Oelckers
c5db5dff99 - fixed a crash when initializing the GL portal data for an incomplete or inactive portal. Also did a bit of cleanup on this code, the 'delta' member was never used. 2016-07-16 12:45:49 +02:00
Christoph Oelckers
a2f56b6ef5 - This should have been part of an earlier commit, no idea why it wasn't saved... 2016-07-16 09:35:20 +02:00
Jordon Moss
1ef8057fa7 Updated SurfaceSkin to take the path property. 2016-07-16 09:30:26 +02:00