Braden Obrzut
177112603d
Added support for Cocoa back-end in CMake build system
2014-08-03 12:38:56 +03:00
alexey.lysiuk
e12f860f1b
Added native Cocoa back-end implementation
2014-08-03 12:36:02 +03:00
alexey.lysiuk
fecd1b6401
Moved cursor and timer implementations into separate files
2014-08-03 12:33:29 +03:00
alexey.lysiuk
d6cc6ee452
Added notification dialog in case of fatal error
2014-08-03 12:26:17 +03:00
alexey.lysiuk
906102c3b6
Added HID Utilities source code
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https://developer.apple.com/library/mac/samplecode/HID_Utilities/Introduction/Intro.html
https://developer.apple.com/library/mac/samplecode/HID_Utilities/HID_Utilities.zip
2014-08-03 12:23:08 +03:00
alexey.lysiuk
2efb62e8ef
Added work-around for vectorization issue in Apple's GCC 4.x
2014-08-03 12:21:00 +03:00
alexey.lysiuk
0a5dd94072
Fixed whole program (link-time) optimization build with Clang
2014-08-03 12:20:30 +03:00
alexey.lysiuk
39e2ebe425
Fixed GNU inline assembly for Clang
2014-08-03 12:19:07 +03:00
alexey.lysiuk
32af6cb0cf
Added support for Command/Meta key
2014-08-03 12:18:15 +03:00
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
1b55c17379
Merge branch 'master' of https://github.com/rheit/zdoom
2014-08-03 10:08:05 +02:00
Randy Heit
1d02ad3aa2
Merge branch 'master' of github.com:rheit/zdoom
2014-08-02 22:40:02 -05:00
Randy Heit
d0043bed78
Q&D port of decal code to draw generic wall sprites
...
- This still doesn't use all the sprite properties correctly. It also
looks like they're going to need different code to build the clipping
arrays. But at least wall sprites are drawn at the proper angle now!
2014-08-02 22:35:57 -05:00
Christoph Oelckers
a1b579e5fc
- added menu entry for newly added hud_showweapons CVAR.
2014-08-03 01:20:12 +02:00
Christoph Oelckers
eef4d1fac1
Merge branch 'fix_build_nonmsvc' of https://github.com/alexey-lysiuk/gzdoom
2014-08-03 01:17:15 +02:00
Christoph Oelckers
cd5e429d3b
- adjust version number.
2014-08-02 23:12:08 +02:00
Christoph Oelckers
a63871d170
- at least for Intel GMA we need shaders without 'discard' to render non-transparent stuff. The performance penalty is rather hefty here.
2014-08-02 21:06:34 +02:00
Christoph Oelckers
a97b58fa27
- added check for light uniform buffer overflows, because uniform buffers on Intel are rather small.
2014-08-02 20:41:13 +02:00
alexey.lysiuk
6ef67e1d3e
Fixed build on compilers other than MSVC
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No more "Call to 'LittleShort' is ambiguous" error
2014-08-02 13:14:25 +03:00
Christoph Oelckers
e35fefdc06
- better rebind the active shader after updating the matrices.
2014-08-02 11:59:04 +02:00
Christoph Oelckers
b2860a1d63
- it looks like glProgramUniform is not working correctly with Intel drivers, so better forget about it for setting the view and projection matrices. Even on NVidia the time difference can only be measured in microseconds per frame so it's not a big loss.
2014-08-02 11:57:42 +02:00
Edward Richardson
9716a61219
Add CVar for drawing weapons in the althud
2014-08-02 19:34:16 +12:00
Christoph Oelckers
a8e9c1832f
- decided to restrict the 2.0 beta to OpenGL 4.x with GL_ARB_buffer_storage extension and removed all code for supporting older versions.
...
Sadly, anything else makes no sense.
All the recently made changes live or die, depending on this extension's presence.
Without it, there are major performance issues with the buffer uploads. All of the traditional buffer upload methods are without exception horrendously slow, especially in the context of a Doom engine where frequent small updates are required.
It could be solved with a complete restructuring of the engine, of course, but that's hardly worth the effort, considering it's only for legacy hardware whose market share will inevitably shrink considerably over the next years.
And even then, under the best circumstances I'd still get the same performance as the old immediate mode renderer in GZDoom 1.x and still couldn't implement the additions I'd like to make.
So, since I need to keep GZDoom 1.x around anyway for older GL 2.x hardware, it may as well serve for 3.x hardware, too. It's certainly less work than constantly trying to find workarounds for the older hardware's limitations that cost more time than working on future-proofing the engine.
This new, trimmed down 4.x renderer runs on a core profile configuration and uses persistently mapped buffers for nearly everything that is getting transferred to the GPU. (The global uniforms are still being used as such but they'll be phased out after the first beta release.
2014-08-01 22:42:39 +02:00
Christoph Oelckers
7967082e60
- use the light buffer to handle dynamic lighting.
2014-08-01 20:59:39 +02:00
Randy Heit
15251e7a21
Set face/wall/floor flags from Build sprites
2014-07-31 22:18:08 -05:00
Randy Heit
a600a816c3
Consolidate some common code for texture mapping setup
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- R_AddLine() and R_RenderDecal() had nearly identical code for setting up
texture mapping. These have now been spun off into methods of
FWallCoords and FWallTmapVals.
2014-07-31 21:02:22 -05:00
Randy Heit
b0b9c57e85
Pass x1 and x2 to Prep(L)Wall as params
2014-07-31 20:32:21 -05:00
Randy Heit
fc63e9db3c
Pass WallC as a parameter to (O)WallMost instead of referencing it globally
2014-07-31 20:23:04 -05:00
Randy Heit
bc450808b2
Consolidate wall texturing vars into two structs
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- All transformation and clipping values go into FWallCoords.
- All texture mapping values go into FWallTMapVals.
2014-07-31 20:17:23 -05:00
Randy Heit
bbc3b69a7c
Remove polymost stuff
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- Maybe it will be back someday, but it's been essentially dead for nearly
10 years, so don't hold your breath.
2014-07-31 19:44:41 -05:00
Randy Heit
4cf468452c
Remove slopetype from line_t.
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- Recomputing it in the only two places where it's used is trivial, so
it's basically a waste of space to precompute it.
2014-07-31 19:15:08 -05:00
Randy Heit
e55e7b9a38
Don't weed out wall and floor sprites when spawning Build sprites
2014-07-31 18:22:33 -05:00
Christoph Oelckers
01a1e10084
Merge branch 'master' into Glew_Version_For_Real
2014-07-31 00:59:56 +02:00
Christoph Oelckers
09ae52e26b
Merge branch 'master' of https://github.com/rheit/zdoom
2014-07-31 00:44:59 +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
ef8f66c9a1
- removed the code for hardware alpha testing again because it didn't work anymore with how things are set up now.
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- we need to check all GL versions when trying to get a context because some drivers only give us the version we request, leaving out newer features that are not exposed via extension.
- added some status info about uniform blocks.
2014-07-30 23:13:16 +02:00
Randy Heit
a922ae04cc
Use Blood player starts
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- Blood's maps use thing types, much like Doom's, so getting its player
starts is easy. There's no need to synthesize a start from the editor
position like with other Build maps.
2014-07-29 21:39:05 -05:00
Randy Heit
449a17c2f4
Correctly assign the sample rate for all Blood SFX formats
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- Blood can do 44100 Hz sounds!
2014-07-29 21:09:29 -05:00
Randy Heit
e0e00c4f8c
Fixed: None of the Blood ambient sounds were registered correctly
2014-07-29 20:56:20 -05:00
Randy Heit
4296e9caa2
Fix typo in comment
2014-07-29 20:51:23 -05:00
Randy Heit
d602b272b5
Never cache nodes for Build maps
2014-07-29 20:46:20 -05:00
Randy Heit
00854dd09e
Don't reopen the reader for encrypted maps
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- Fixed: Memory leak when loading Blood maps.
2014-07-29 20:42:17 -05:00
Randy Heit
02e7c56c82
Move SpriteFrames.Clear() from R_InitSprites to FTextureManager::Init
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- Fixed: Blood sprite rotations were overwritten by the Doom sprite
rotations.
2014-07-29 20:31:53 -05:00
Randy Heit
f3d8edb4d8
Fixed: No sprites were loaded for Build maps
2014-07-29 20:30:50 -05:00
Christoph Oelckers
a1dfdf0fc7
Merge branch 'master' of https://github.com/rheit/zdoom
2014-07-29 15:51:14 +02:00
Randy Heit
ea7ba9dba3
Add per-actor friction
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- This is multiplied by the sector's friction.
- This is intentionally not serialized yet, while awaiting feedback.
2014-07-28 23:15:50 -05:00
Randy Heit
0f8a0020ed
Merge remote-tracking branch 'origin/master'
2014-07-28 21:08:21 -05:00
Randy Heit
cd28ad78a3
Used debug GME for debug ZDoom build with VC2005 solution
2014-07-28 21:04:30 -05:00