Commit graph

1687 commits

Author SHA1 Message Date
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
Christoph Oelckers
243e12bd8f - split gl_flats.cpp 2018-04-28 13:24:45 +02:00
Christoph Oelckers
c5641a0e72 - GLFlat split into API-dependent and -independent data.
No resorting of the files yet.
2018-04-28 12:34:09 +02:00
Christoph Oelckers
d694e19f01 - split off the data generation parts of gl_skydome.cpp 2018-04-28 00:50:42 +02:00
Christoph Oelckers
785a6c2ce5 - moved gl_sky.cpp 2018-04-28 00:22:25 +02:00
Christoph Oelckers
cc926dec1e - removed gl dependencies from gl_sky.cpp by moving some data into other places. 2018-04-28 00:18:49 +02:00
Christoph Oelckers
fe2bfc6f11 - moved the API-independent parts of the decal code to hwrenderer/. 2018-04-27 20:34:20 +02:00
Christoph Oelckers
678ac40b72 - cleaned up includes for gl_decal.cpp 2018-04-27 20:28:59 +02:00
Christoph Oelckers
383ff0d8b8 - moved code around. 2018-04-27 20:21:22 +02:00
Christoph Oelckers
0d7c2527f2 - finished decal render refactoring.
Decals will now be processed into a list in the processing pass, allowing to use the vertex buffer even on GL3 hardware and to offload this part of the work to a multithreaded worker task.
2018-04-27 20:18:52 +02:00
Christoph Oelckers
1ae2f06161 Merge branch 'wallwork' of https://github.com/coelckers/gzdoom into wallwork 2018-04-27 18:53:08 +02:00
Christoph Oelckers
58c0431396 - copied gl_SetupLights to hw_walls.cpp. 2018-04-27 18:53:01 +02:00
Christoph Oelckers
200848a487 Decal work. Not finished yet. 2018-04-27 11:40:23 +02:00
Christoph Oelckers
bbea6e7e3c Begin2D doesn't need a return type anymore
This was to tell the caller that software 2D was in use, but that doesn't exist anymore
2018-04-27 09:58:19 +02:00
Christoph Oelckers
0dc82fe755 - header cleanup for gl_swscene. 2018-04-27 00:53:58 +02:00
Christoph Oelckers
9d13e6b7ec - gl_colormap.h is no longer needed. 2018-04-27 00:31:00 +02:00
Christoph Oelckers
fc0d673935 - moved the files 2018-04-27 00:28:30 +02:00
Christoph Oelckers
dd524b046e - GLWall is mostly clean, except some smaller things in gl_sky.cpp 2018-04-27 00:22:00 +02:00
Christoph Oelckers
937a2cf69f - abstracted the vertex allocator. 2018-04-26 20:07:56 +02:00
Christoph Oelckers
9a1603b246 - made GLWall ready for multithreaded processing.
* to do this efficiently the amount of required vertices needs to be calculated up-front
* always create the vertices in the data generation pass, not the render pass.
* added synchronisation code to the vertex buffer allocator.

Without multithreading this causes a slight slowdown, due to added processing cost. (Frozen Time bridge scene drops from 47 fps to 44 fps on my test machine.
2018-04-26 19:25:11 +02:00
Christoph Oelckers
6e58f72329 - continued reorganization of GLWall. 2018-04-26 07:07:46 +02:00
Christoph Oelckers
1ae6ad2a82 - moved the legacy member functions of GLWall to FDrawInfo. 2018-04-25 22:58:56 +02:00
Christoph Oelckers
41d5bd76d4 - moved decal rendering from GLWall to FDrawInfo.
First step of turning GLWall into a pure data container.
2018-04-25 22:09:12 +02:00
Christoph Oelckers
306b630de2 - merged the remains of gl_texture.cpp into hw_cvars.cpp.
- eliminated hqresize.cpp's dependency on GL headers.
- cleaned up the logic for CreateTexBuffer so that hqresize.cpp does not need to check for software warped textures anymore.
2018-04-25 21:02:50 +02:00
Christoph Oelckers
ceeb479261 - moved the CVAR definitions from gl/ to hwrenderer/.
- disabled gl_texture_format because in its existing form it is mostly a useless feature.
2018-04-25 20:33:55 +02:00
Christoph Oelckers
85300993af - replaced gl_PatchMenu with an MMX 'ifoption' check. 2018-04-25 19:36:48 +02:00
Christoph Oelckers
cf8ee3130b - gl_clock moved to hwrenderer. 2018-04-25 18:39:54 +02:00
Christoph Oelckers
982776d48d - removed dependencies on GL-API related classes from gl_walls.cpp and gl_sky.cpp
Not complete yet, but at least the GLWall memberes no longer reference GLSceneDrawer and the implementation dependent parts of FDrawInfo.
2018-04-25 14:58:13 +02:00
Christoph Oelckers
81341ac6c5 - Moved all static variables in hw_renderhacks into HWDrawInfo
- removed the profiling code from hw_renderhacks because it was broken in its current state and if still needed needs to be redone differently.
2018-04-25 13:59:14 +02:00