Commit graph

1715 commits

Author SHA1 Message Date
Christoph Oelckers
ebbe52082a - fixed vr_enable_quadbuffered for real
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
Christoph Oelckers
1656bbf9ec - route the BlurScene call in the menu through DFrameBuffer.
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
b197bfc964 - avoid checking for vr_enable_quadbuffered directly.
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
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
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.
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
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
fa5f936371 - fixed missing saved game picture in software modes
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
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
so they don't screw up further output anymore
2018-05-11 18:03:57 +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
Christoph Oelckers
50cdcc79c8 - fixed OpenGL2.0 may not call the modern light setup code. 2018-05-10 09:05:26 +02:00
Magnus Norddahl
49c9de350f - GetTimeFloat is not renderer specific 2018-05-07 00:40:12 +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
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.
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
Christoph Oelckers
43b491ea33 - moved the global 'no dynamic lights' variable to FLevelLocals so that it is outside renderer specific data. 2018-05-03 21:27:45 +02:00
Christoph Oelckers
14410ae526 - fixed: FDrawInfo must be kept around until DrawEndScene2D finishes.
Otherwise some code crashes on invalid data.
2018-05-01 19:01:01 +02:00
Christoph Oelckers
9bdb0f2e49 - renamed the flag bits for sector_t::MoreFlags, so that they are easier to distinguish from sector_t::Flags.
- precalculate if a sector's floor and ceiling plane overlap. This avoids rechecking this for each single call of hw_FakeFlat.
- vertices must be marked dirty every time they change after map setup. That means that ChangePlaneTexZ must do this as well, because it cannot rely on interpolation taking care of it.
- Having a 'dirty' argument for SetPlaneTexZ's ZScript version makes no sense. If the value changes from the script side the vertices must always be marked to be recalculated.
2018-05-01 11:29:29 +02:00
Christoph Oelckers
f49c6cbde2 - use sector_t::GetHeightSec consistently and optimize it.
This was all over the place, with half of it using the function and half doing incomplete checks on the underlying variables.
Also did some optimization on the IGNOREHEIGHTSEC flag: Putting it on the destination sector instead of the model sector makes the check even simpler and allows to precalculate the effect of 3D floors on the heightsec, which previously had to be run on every call and made the function too complex for inlining.
2018-05-01 09:47:09 +02:00
Christoph Oelckers
3c49804c6c - some Transfer_Heights related optimizations.
* only call hw_CheckViewArea if the result is not known yet.
* check the map up front if it even contains heightsecs. This allows to shortcut the above check entirely for maps without sector transfers and will allow further optimizations.
2018-05-01 09:02:24 +02:00
Christoph Oelckers
ecb1578a7a - changed model lighting setup to be done in the processing pass.
This eliminates the different code paths for GL3 and GL4.5.
2018-04-30 23:06:48 +02:00
Christoph Oelckers
fbbf2f8346 - fixed a few things in the weapon drawer. 2018-04-30 21:42:36 +02:00
Christoph Oelckers
2b5019ea6e - fix for rendering a brightmapped 2D texture with ColorIsFixed render style.
This must disable the brightmap.
2018-04-30 21:28:06 +02:00
alexey.lysiuk
76ed80fe56 Fixed randomly colored weapons 2018-04-30 10:35:18 +03:00
Christoph Oelckers
ebc1c5741b - some more weapon code extracted. 2018-04-30 00:09:42 +02:00
Christoph Oelckers
c2ac985357 - split off the utility functions from gl_weapon.cpp.
Meaning there's only half as much code left to clean up.
2018-04-29 23:38:26 +02:00
Christoph Oelckers
d904fba05b - trying to clean up the weapon renderer.
Some of the data generation has been offloaded to subfunctions to get the main function down to something manageable for refactoring.
2018-04-29 22:30:52 +02:00
Christoph Oelckers
67cb6e63b5 - cleanup of the 2D interface.
Lots of this was still laid out for DirectDraw. This removes most of Begin2D so that it can be done more cleanlz.
Note that this commit renders weapon sprites and screen blends incorrectly. Those will be fixed in an upcoming commit.
2018-04-29 20:15:19 +02:00
Christoph Oelckers
852c42bbd4 - fixed dynamic lights in legacy mode.
Since they mess around with the texture coordinates, these need to be backed up and restored afterward.
There was also an issue with the ValidNormal check that was suffering from imprecisions that cause walls to be skipped, so the check was removed because it was mostly pointless.
2018-04-29 19:00:17 +02:00
Christoph Oelckers
6cd8b1b3eb - With dynamic light data creation being done in the preparation pass, the light buffer must be mapped while this is running for it to work on older hardware. 2018-04-29 17:36:51 +02:00
Christoph Oelckers
f91511bd84 - removed the leftover code for running walls through GLPASS_LIGHTSONLY.
Unless in legacy mode, all dynamic light setup is now being done in the preparation pass, for both LM_DEFERRED and LM_DIRECT.
2018-04-29 17:27:28 +02:00
Christoph Oelckers
06d20e13b8 - cleaned up the gamma correction code.
This had accumulated quite a bit of cruft by now and parts of it should be in non OpenGL code.
2018-04-29 13:45:53 +02:00
Christoph Oelckers
9e6f3787c6 - moved PTM_BestColor to v_palette.cpp and removed its dependencies on CVARs. 2018-04-29 13:10:30 +02:00
Christoph Oelckers
9350eee0c0 - GLDrawList moved to hwrenderer/. 2018-04-29 12:56:06 +02:00
Christoph Oelckers
77b301612a - some refactoring of GLDrawList to remove implementation-specific parts from this class. 2018-04-29 12:32:21 +02:00
Christoph Oelckers
ec13b77717 - removed empty gl_wall.h. 2018-04-29 11:40:47 +02:00
Christoph Oelckers
634b3cf413 - moved gl_spritelight out of gl/. This required a few more changes:
* split gl_shadowmap.cpp into a GL dependent and an API independent part.
* gl_drawinfo must be kept around for the HUD sprite because it connects the renderer with the hardware indpendent part of the engine.
2018-04-29 11:00:34 +02:00
Christoph Oelckers
819ea8f937 - reduced gl_spritelight.cpp to pure data setup so that it can be moved out of gl/.
- added thread_local to some static arrays being used for setting up dynamic lights.

Right now it's of little consequence but these will have to be maintained per thread if the render data setup is done by worker tasks.
2018-04-29 09:33:36 +02:00
Christoph Oelckers
64b108ff44 - hw_sprites extracted
- moved the variables for OpenGL's special textures to the texture manager because it is far better suited as a container than the GLRenderer.
2018-04-29 00:09:44 +02:00
Christoph Oelckers
d1720ad790 - GLSprite rework. 2018-04-28 20:02:17 +02:00