Commit graph

172 commits

Author SHA1 Message Date
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
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
bc8f47444f - texture precaching also moved to hwrenderer/. 2018-04-25 00:07:46 +02:00
Christoph Oelckers
e24b597ae4 - got rid of the gl_info substructure in FTexture and moved all elements into the main class. 2018-04-24 23:51:19 +02:00
Christoph Oelckers
1a024a9f54 - moved gl_material into hwrenderer/. 2018-04-24 23:39:58 +02:00
Christoph Oelckers
0675315b41 - made FHardwareTexture inherit from an abstract interface to remove all GL dependencies from gl_material.cpp. 2018-04-24 23:06:34 +02:00
Christoph Oelckers
f9a82e66e4 - removed all GL dependencies from gl_material.h. 2018-04-24 22:37:52 +02:00
Christoph Oelckers
5e8a4b96fe - make sure that warping textures never create a warped true color image.
This replaces the old redirection hackery that had to work differently for the legacy render path.
Overriding CopyTrueColorTranslated is far more robust and ensures that no edge cases can reach the GetPixels function, which wasn't the case before.
2018-04-24 21:58:26 +02:00
Christoph Oelckers
c37ff22a05 - removed the intermediate FGLTexture class.
This wasn't serving any real purpose anymore, and all its remaining functionality could be moved to FHardwareTexture
2018-04-24 20:41:52 +02:00
alexey.lysiuk
2ae8d39441 Removed all superfluous #include's
Automatically optimized by CLion IDE with manual corrections
2018-04-24 14:30:35 +03:00
Christoph Oelckers
59a08ce0df - fixed a few warnings and changed the return type of FGLTexture::Bind, because no caller needs the hardware texture. 2018-04-14 12:24:04 +02:00
Christoph Oelckers
e654a99d39 - changed GLDebug to receive char pointers instead of FStrings.
The most frequent call using this is the regular texture creation function where this results in a pointless allocation and destruction of a temporary string which is easily avoided.
2018-04-14 10:40:11 +02:00
Christoph Oelckers
ad021cc374 - fixed: Hardware camera textures were given a dimension of (0, 0). 2018-04-14 10:26:56 +02:00
alexey.lysiuk
e6e2b11167 Set common name for system-specific framebuffer class
Implementation details are hidden as much as possible in platform-specific source files
Reduced number of included header files
2018-04-09 20:47:49 +02:00
Christoph Oelckers
b12a6fded9 - added the code for legacy shaders.
- force texture filtering for 2D to off when in software rendering.
2018-04-08 12:11:51 +02:00
Christoph Oelckers
221beec979 - added palette shader and fixed a few things. 2018-04-07 12:17:23 +02:00
Christoph Oelckers
b34d7f9e08 - added a software scene drawer to the GL renderer.
It still looks like shit and only works on the modern render path but at least the basics are working.
2018-04-07 10:20:59 +02:00
Christoph Oelckers
5d94af913a - no, we do not want to use global variables to pass parameters around... 2018-04-02 18:13:18 +02:00
Christoph Oelckers
60aebff4a1 - starting separation of hardware dependent and hardware independent code, starting with aabbtree, because it was easy. 2018-04-02 15:58:28 +02:00
Christoph Oelckers
52c5328412 - made the glow getter functions members of sector_t. 2018-04-02 13:36:28 +02:00
Christoph Oelckers
d01bc452ba - moved all variables not related to the hardware renderer's texture state out of gl_info. 2018-04-02 13:00:33 +02:00
Christoph Oelckers
1fc4c9801b - moved all GLDEFS parsing into a dedicated source file.
- split gl_postprocessshader.h in two so that the hardware independent part can be used by GLDEFS without pulling in all of OpenGL.
2018-04-02 12:28:20 +02:00
Christoph Oelckers
0127a71974 - fixed last commit. 2018-04-01 17:16:53 +02:00
Christoph Oelckers
0ae371f3ce - moved gl_use_hires check back into material class and cleaned up the interface a bit.
The function is supposed to be a worker, nothing more and its result should only depend on its arguments.
2018-04-01 16:32:37 +02:00
Christoph Oelckers
8b79eedfea - moved CreateTexBuffer out of the GL code.
This is merely a buffer creation function with no dependencies on the renderer.
2018-04-01 14:38:48 +02:00
Christoph Oelckers
1461059dae - moved contents of gl_templates.h to files outside of gl/ 2018-04-01 11:59:12 +02:00
Christoph Oelckers
e49cd2cb83 - moved the hires replacement and upscaling code out of the GL classes into FTexture.
This theoretically means that the software renderer could access this data as well - if it just had been written with a more flexible texture interface.
However, as things stand, this may require quite a bit of work to achieve.
2018-04-01 10:41:04 +02:00
Christoph Oelckers
a9d5533603 - integrated GL parts of translation handling into the main module.
Now that this doesn't have to share assets with HW2D it could be simplified a lot.
2018-04-01 00:59:49 +02:00
Christoph Oelckers
bc485a7f2c - moved a large portion of gl_textures.cpp into the main files for the implementing classes.
The old organization made sense when ZDoom still was a thing but now it'd be better if all pure data with no dependence on renderer implementation details was moved out.
A separation between GL2 and GL3+4 renderers looks to be inevitable and the more data is out of the renderer when that happens, the better.
2018-03-31 19:20:59 +02:00
Christoph Oelckers
410d6817b2 - minor cleanup on the texture layer data in FTexture. 2018-03-31 12:27:41 +02:00
Christoph Oelckers
6d6196388e - made SPROFS a more usable feature.
This was originally invented to fix the sprite offsets for the hardware renderer.
Changed it so that it doesn't override the original offsets but acts as a second set.
A new CVAR has been added to allow controlling the behavior per renderer.
2018-03-31 10:37:46 +02:00
Christoph Oelckers
832df6d43a - implemented desaturation for the legacy GL renderer's 2D.
A lot of work that's only needed to be able to use the hardware renderer's 2D code with the software renderer.
2018-03-30 18:14:42 +02:00
Christoph Oelckers
70b6754299 - implemented the 2D drawer for the hardware renderer. Not tested yet. 2018-03-28 21:38:00 +02:00
Christoph Oelckers
e89a598b31 - renamed FTexture's UseType flags and gave them a dedicated type.
This was done mainly to reduce the amount of occurences of the word FTexture but it immediately helped detect two small and mostly harmless bugs that were found due to the stricter type checks.
2018-03-25 20:26:16 +02:00
Christoph Oelckers
0a07f4c144 - fixed alpha texture generation for OpenGL rendering.
The old logic used a translation table that does not work with color images, it was designed to handle 8 bit grayscale images.
So now, it creates a true color buffer and then turns it into a texture with R,G,B = 255 and the alpha channel set to the grayscale value.

This was also the reason why crosshairs made from 32 bit PNGs did not show correctly.
2018-03-22 23:57:14 +01:00
Christoph Oelckers
f4d9ad1123 - extended FTexture::GetPixels and FTexture::GetColumn by a RenderStyle parameter.
Now it is no longer necessary to provide specially set up textures for rendering shaded decals, they can use any PNG texture now that contains a proper red channel.
Handling of the alPh chunk has been removed as a result as it in no longer needed.
2018-03-18 21:33:44 +01:00
Christoph Oelckers
7e169eb76f - split out the span generation from most texture classes
Until now each subclass of FTexture had to implement the entire span generation itself, presumably so that a few classes can use simpler structures.
This does not work if a texture can have more than one pixel buffer as is needed for alpha textures.
Even though it means that some classes will allocate more data now, it's the only way to do it properly.
In addition this removes a significant amount of mostly redundant code from the texture classes.

- added alpha texture processing to all converted classes

As of now this is not active and not tested.
Note that as part of the conversion even those textures that were working as alphatextures will not look correct until the higher level code gets adjusted.
2018-03-18 12:36:14 +01:00
Magnus Norddahl
57e66555da - Change the search paths for auto folders 2018-02-21 23:20:31 +01:00
Magnus Norddahl
05827ffcda - Implement auto textures for materials 2018-02-21 23:12:46 +01:00
Magnus Norddahl
2c9a2e7170 - fix specular defaults to be a little more sane 2018-01-25 19:59:57 +01:00
Magnus Norddahl
7a59bcde4c - move glossiness and specular level to GLDEFS 2018-01-25 19:53:55 +01:00
Magnus Norddahl
81c6808d2a - Add specular and normal map handling to main.fp 2018-01-23 23:10:28 +01:00
Magnus Norddahl
4dd2d789f4 - Rename mTextureEffects to mMaterialShaders to help distinguish between those and effect shaders (mEffectShaders)
- Add MaterialShaderIndex enum
2018-01-21 01:19:16 +01:00
Magnus Norddahl
f3c55c01c8 Add material definition to GLDEFS 2018-01-20 16:28:24 +01:00
Rachael Alexanderson
fd5b8cdbf7 Merge remote-tracking branch 'origin/master' into newtimercode4
# Conflicts:
#	src/gl/models/gl_models.cpp
2017-11-23 21:08:09 -05:00
Magnus Norddahl
f1e7df542f - Create model renderer abstraction to share more model drawing between renderers 2017-11-24 00:38:52 +01:00
Rachael Alexanderson
505da5bf4f Merge branch 'master' of https://github.com/coelckers/gzdoom into newtimercode4 2017-11-21 05:23:00 -05:00
alexey.lysiuk
c2b4efbea0 Fixed applying of brightmaps to overridden textures
https://forum.zdoom.org/viewtopic.php?t=58444
2017-11-18 17:07:42 +02:00
Christoph Oelckers
0323f54384 - rename I_FPSTime function.
- now that the frame buffer stores its render time, the 'ms' return from I_GetTimeFrac is not needed anymore, we may just as well use the globally stored value instead.

The only feature this value was ever used for was texture warping.
2017-11-13 00:54:32 +01:00