Commit graph

2029 commits

Author SHA1 Message Date
Christoph Oelckers
ba114f6f23 - give the hardware renderer's drawinfo its own level pointer 2019-01-25 01:26:16 +01:00
Rachael Alexanderson
dc27011370 - remove vid_hwgamma, force always use shader gamma
*** note to drfrag: Please don't cherry-pick this commit. Systems that do not use renderbuffers will still need this feature!
2019-01-23 21:50:11 +01:00
Magnus Norddahl
c8ba84dc33 - fix black cam texture on HUD
# Conflicts:
#	src/gl/renderer/gl_scene.cpp
2019-01-23 21:20:52 +01:00
Christoph Oelckers
848d9c3750 - Moved high level parts of view border drawing to status bar. 2019-01-23 20:55:38 +01:00
Christoph Oelckers
83ce72db48 - check the shader timer only once per frame, not once per draw call. 2019-01-23 20:40:17 +01:00
Christoph Oelckers
dca4a42dd6 - changed light mode handling of the hardware renderer so that it only operates on local copies but doesn't alter the level's setting.
There are several places where a temporary change of light mode is needed, all these made this change in the global level struct. Now the change is only local to the active draw info.
2019-01-06 09:00:52 +01:00
Magnus Norddahl
f10ded756e - split shadowmap AABB tree into two parts. one for static and one for dynamic
- upload only the dynamic AABB subtree using glBufferSubData
- change internal raytracing stack limit from 16 to 32
- update shadowmap AABB tree after R_SetupFrame for proper frame interpolation
2019-01-04 15:51:59 +01:00
Magnus Norddahl
850ef1cd78 - Add missing screenshot sRGB gamma when vid_hdr is active 2019-01-03 03:48:47 +01:00
Christoph Oelckers
20184e1e99 - removed some unused bits of code. 2018-12-29 13:28:22 +01:00
Christoph Oelckers
017b3f9dc7 - fixed OpenGL texture objects weren't deleted when a texture was destroyed. 2018-12-27 14:25:13 +01:00
Kevin Caccamo
758cd77e55 Rename ColorAdd to AddColor, and use it ingame
Rename ColorAdd to AddColor
Add AddColor to FRenderState
Tweak SpecialColors array in ZScript to include the additive color
Add uAddColor to the shader compiler
Add uAddColor to the texel
2018-12-26 16:58:27 +01:00
Christoph Oelckers
cf18dbdfa7 - use a TArray to pass the screenshot buffer
This also removes a few other explicit buffer allocations.
2018-12-21 12:40:05 +01:00
Christoph Oelckers
881fc89fe8 - removed redundant std::move. 2018-12-16 11:29:22 +01:00
Christoph Oelckers
d937c50726 - use a TArray in PPUniforms.
This makes the vast majority of code in that class just go away
2018-12-15 14:59:49 +01:00
Christoph Oelckers
1e844336b9 - fixed memory leak with texture creation. 2018-12-14 01:46:26 +01:00
Christoph Oelckers
173b8beb33 - cleaned out the FHardwareTexture class, now that the translations are finally handled on a higher level. 2018-12-12 18:55:55 +01:00
Christoph Oelckers
c5447f0cdd - continued work on texture management. 2018-12-12 18:39:38 +01:00
Christoph Oelckers
fb6ee5046c - add the hardware texture container to FTexture.
Currently it does not use the translated entries yet.

# Conflicts:
#	src/hwrenderer/textures/hw_material.cpp
2018-12-12 02:55:11 +01:00
Christoph Oelckers
07f87e2542 - changed CreateTexBuffer to return its info in a structure and not as a naked pointer. 2018-12-11 21:06:34 +01:00
Christoph Oelckers
f01d1ec072 - must merge before continuing... 2018-12-11 20:26:33 +01:00
Christoph Oelckers
86d851bc5c - minor cleanup and allow FHardwareTexture to restore the old bindings after creating a texture. 2018-12-11 19:56:23 +01:00
Christoph Oelckers
5666e4c805 - made camera textures operational again.
Now with proper separation of software rendering logic from the main part of the class.
2018-12-11 00:01:45 +01:00
Christoph Oelckers
2e7bcf9e41 - implemented a proper texture composition cache.
This will mostly ensure that each patch used for composition is only loaded once and automatically unloaded once no longer needed.
So far only for paletted rendering, but the same logic can be used for true color as well.
2018-12-10 01:17:39 +01:00
Christoph Oelckers
79a0f76801 - replaced TexMan.operator() with two functions.
This was done to make reviewing easier, again because it is virtually impossible to search for the operators in the code.

Going through this revealed quite a few places where texture animations were on but shouldn't and even more places that did not check PASLVERS, although they were preparing some paletted rendering.
2018-12-07 02:53:18 +01:00
Christoph Oelckers
a4d61e6fb1 - everything compiles again.
As a bonus this already fixes several bugs caused by the botched texture scaling implementation the original texture manager came with.
System cursors are currently disabled because they rely on functionality that needs to be moved to different classes.
2018-12-06 20:12:15 +01:00
Christoph Oelckers
6eab4a882c - narrowing down the public interface of the texture class
Cannot refactor if the entire class is this wide open to everything.
Not complete yet, doesn't fully compile!
2018-12-06 01:11:04 +01:00
Rachael Alexanderson
4859c3d301 - fix inverted logic of Intel check 2018-11-22 02:02:37 -05:00
Magnus Norddahl
b4aa4bf0ac - only use shader cache on Intel 2018-11-22 05:31:10 +01:00
Magnus Norddahl
48fd91227c - fix compile error 2018-11-21 10:46:13 +01:00
Magnus Norddahl
dd42557e69 - implement a shader cache 2018-11-20 23:12:20 +01:00
Christoph Oelckers
a23d1c2d25 - went back to the original portal stencil setup from 3.4.0.
The main reason is to unify the portal hierarchy again. The split into a hardware independent and a hardware dependent part turned out to be unnecessary and complicated matters.
Another issue was that the new stencil setup code was having a few subtle problems, so this recreates the original ones with indirect API calls.
2018-11-14 21:03:54 +01:00
Christoph Oelckers
f2dcff4386 - more options for Doom 64 style gradients on walls:
* Colors can npw be defined per sidedef, not only per sector.
* Gradients can be selectively disabled or vertically flipped per wall tier.
* Gradients can be clamped to their respective tier, i.e top and bottom of the tier, not the front sector defines where it starts.

The per-wall colors are implemented for hardware and softpoly renderer only, but not for the classic software renderer, because its code is far too scattered to do this efficiently.
2018-11-11 16:04:36 +01:00
Christoph Oelckers
a90655b295 - cache the results of hw_FakeFlat for the remainder of the current scene instead of storing this in local variables.
An exception is made for the sprite drawer which needs to call this in the worker thread on some occasions for as-yet unprocessed sectors.
This case may not alter the cache to avoid having to add thread synchronization to it.

The main reason for this change is that pointers to such manipulated sectors can now be considered static in the renderer.
Due to them being short lived local buffers it was not possible to carry them along with the render data for information retrieval.
2018-11-10 20:07:00 +01:00
Christoph Oelckers
91df3f8c73 - added option to disable alpha testing for user shaders. 2018-10-31 15:56:20 +01:00
Christoph Oelckers
533ded8d1e Merge branch 'master' into mt 2018-10-31 10:20:29 +01:00
Christoph Oelckers
aafa445aac - fixed stencil marking for SSAO. 2018-10-30 23:33:45 +01:00
Christoph Oelckers
48bc5550d7 - removed the Bind function from FFlatVertexBuffer.
This is not flexible enough. There was already one place where this was not supposed to go through the render state.
The new interface allows more general use of the contained buffer objects.
2018-10-30 19:28:47 +01:00
Christoph Oelckers
fa498611f8 - uncoupled texture precaching from regular binding for rendering.
The precaching should not depend on code that may be subject to change.
2018-10-30 19:27:10 +01:00
Christoph Oelckers
118bc78fe3 - moved the entire OpenGL backend into a separate namespace. 2018-10-29 13:56:17 +01:00
Christoph Oelckers
0c8b36e121 - moved the texture resizer to hwrenderer.
This is pure math and will be shareable with Vulkan.
2018-10-29 13:18:48 +01:00
Christoph Oelckers
190a225301 - minor cleanup. 2018-10-29 13:00:12 +01:00
Christoph Oelckers
893e08df70 - moved DrawScene to GLRenderer and call it through std::function.
This was the last remaining virtual override of HWDrawInfo.
With it removed this type is now fully API independent.
2018-10-29 12:54:10 +01:00
Christoph Oelckers
325d2126ec - moved ProcessScene to hwrenderer 2018-10-29 12:25:41 +01:00
Christoph Oelckers
8991537e57 - moved the 2D drawer tp hwrenderer. 2018-10-29 12:14:36 +01:00
Christoph Oelckers
8a0596893b - fixed dynamic light profiling counters.
The draw counters were never incremented and this should be reset only once per scene, not once per viewpoint.
2018-10-29 10:36:48 +01:00
Christoph Oelckers
361bb688c8 - moved Set3DViewport to hwrenderer. 2018-10-29 10:21:52 +01:00
Christoph Oelckers
362ecacd52 - moved the End*Scene functions to hwrenderer. 2018-10-29 09:58:37 +01:00
Christoph Oelckers
1bbc9f6730 - removed two of the state flags in SetStencil and handle them explicitly. 2018-10-29 09:53:07 +01:00
Christoph Oelckers
163d6be0d7 - added a few more GL state wrappers to the render state.
Not used yet.
2018-10-29 09:41:26 +01:00
Christoph Oelckers
f6d9592a45 - moved calls to renderstate from buffer implementation into a subfunction so that it's easier to change if needed. 2018-10-29 09:40:03 +01:00