raa-eruanna
5a64307ad1
Changes the tonemap generation algorithm.
2016-09-08 00:51:48 +02:00
Christoph Oelckers
181e5dc4db
- fixed floor clipping of sprites.
2016-09-06 22:18:47 +02:00
Christoph Oelckers
bfe34f4dc7
- cleanup.
2016-09-06 21:39:13 +02:00
Christoph Oelckers
a36d89405a
- separated the coordinate calculation from GLSprite::Draw.
2016-09-06 12:22:00 +02:00
Christoph Oelckers
a5c0f9a548
- use the predefined fullscreen vertices for clearing a portal instead of using the quad drawer.
2016-09-06 11:58:22 +02:00
Christoph Oelckers
74ede7bb4e
- fixed: The DrawBlend call in the postprocessing case was using the global 'viewsector' variable directly.
...
As with the Stereo3D stuff, this cannot be done because recursive processing of portals will change it. Instead the local copy has to be used here, just like the EndDrawScene call already did.
2016-09-05 09:10:29 +02:00
Christoph Oelckers
d2ead39bcc
- force framebuffers for camera textures on GL 3+ hardware. With all the postprocessing stuff added I don't think it's ok to use the screenbuffer for this anymore.
...
- disable framebuffers for camera textures in legacy mode entirely. This depends on a GL_DEPTH24_STENCIL8 surface which most of these old chipsets do not support, and I really see no point to invest any work here. The worst that can happen is that oversized camera textures won't be processed, which, due to general performance issues, might even be a good thing.
2016-09-04 14:16:05 +02:00
Christoph Oelckers
95bedac6ca
- inlined FHardwareTexture::GetTexDimension.
2016-09-04 13:14:14 +02:00
Christoph Oelckers
8b01a88b76
- removed gl_lights_size and gl_lights_intensity.
...
Both of these were inherited from ZDoomGL and in terms of light design in maps it makes absolutely no sense to have them user configurable. They should have been removed 11 years ago.
2016-09-04 12:45:09 +02:00
Christoph Oelckers
e7856ce1e3
- removed unused forceadditive parameter from gl_GetLight.
...
- restricted gl_lights_additive to legacy code and removed menu entry for this.
For modern hardware this setting is completely pointless, it offers no advantage and degrades visual quality. Its only reason for existence was that drawing additive lights with textures is a lot faster, and that's all it's being used for now.
2016-09-04 12:35:26 +02:00
Magnus Norddahl
527703ae8c
Fix missing flash if multisampling was on and no post processing effects active
2016-09-04 03:21:47 +02:00
Magnus Norddahl
5f02e08c8e
Fix minimize crash
2016-09-04 03:15:50 +02:00
Magnus Norddahl
dc39a006dc
Fix palette tonemap precision and compile error on Intel
2016-09-04 02:37:59 +02:00
Christoph Oelckers
217601f338
- fixed: FPortal::ClearScreen may not use the 2D drawing code anymore.
...
2D calls are accumulated and then executed all at once at the end of the frame, but this one needs to be interleaved with the 3D rendering. It now uses the quad drawer to fill the portal with blackness.
2016-09-04 01:46:29 +02:00
Christoph Oelckers
3ae2e77512
- added xBRZ files.
2016-09-03 16:55:16 +02:00
Christoph Oelckers
4a80f8e4ed
- fixed: Camera textures and savegame pictures should not be drawn with a Stereo3D mode.
2016-09-03 16:54:17 +02:00
Christoph Oelckers
aece9aaa58
- added xBRZ texture scaler after clearing the licensing conditions. A screenshot of the confirmation that this is ok has been added to the 'licenses' folder.
2016-09-03 14:01:51 +02:00
Christoph Oelckers
8b7a87f256
- fix conditions for DrawBlend calls.
2016-09-03 00:43:18 +02:00
Christoph Oelckers
90ab0223a6
- handle colormap parameter reset when renderbuffers are toggled.
2016-09-03 00:36:23 +02:00
Magnus Norddahl
77dde2e3ad
Fix not switching back to the default frame buffer when gl_renderbuffers is toggled off
2016-09-03 00:13:05 +02:00
Christoph Oelckers
ee503ea275
- removed now redundant mystdint.h file.
...
Visual Studio now ships stdint.h so this workaround is no longer needed.
2016-09-02 10:55:56 +02:00
Christoph Oelckers
4e8027612f
- restored 2 lines of code that somehow got lost before the last commit.
2016-09-01 17:38:17 +02:00
Christoph Oelckers
589936f570
- draw the colormap blend after postprocessing, not before it.
...
- added colormap shader to postprocessing.
This replaces the in-place application of fullscreen colormaps if renderbuffers are active. This way the fully composed scene gets inverted, not each element on its own which is highly problematic for additively blended things.
2016-09-01 17:14:51 +02:00
Christoph Oelckers
3389a5a74e
- removed most of the specific options for legacy hardware and consolidated them in one variable (does not work yet.)
2016-09-01 11:52:52 +02:00
Christoph Oelckers
4a0e082836
- fixed: The wall splitter in the translucent sorting code needs to set fracleft and fracright so that vertex generation is done correctly for the split segments.
2016-08-31 23:26:49 +02:00
Christoph Oelckers
45ff15559d
- removed gl_draw_synv because with the postprocessing this is no longer useful.
2016-08-30 00:33:02 +02:00
Christoph Oelckers
8f535997f8
- enable core profile by default on GL 3.x.
...
After doing some profiling it was very obvious that this has better performance than client arrays. Persistent buffers are still better, though, especially for handling dynamic lights.
2016-08-29 11:33:20 +02:00
Christoph Oelckers
0f0dc2c852
- implemented buffers for GL 3.x. These only get mapped during the data collection pass so the order of some things is different here.
2016-08-29 10:43:03 +02:00
Magnus Norddahl
e0e43ee7b3
Fix mColor reset value
2016-08-29 05:31:12 +02:00
Magnus Norddahl
71387b1b42
Fix wrong initial mClipSplit values.
2016-08-29 05:19:47 +02:00
Magnus Norddahl
bb066f6f07
Fall back to gl_renderbuffers 0 if buffer creation fails
2016-08-28 18:07:44 +02:00
alexey.lysiuk
47714509d6
Changed render buffers format back to RGBA16F
...
Reverted a03b2ff48b
to fix issues with nVidia graphics on macOS
2016-08-28 11:15:16 +03:00
Christoph Oelckers
03d055a5ec
- adjustments for message modes.
2016-08-28 10:11:09 +02:00
alexey.lysiuk
9b91a13487
Restored legacy way to collect OpenGL extensions
2016-08-28 10:21:20 +03:00
Magnus Norddahl
6c5109ec99
Fix uninitialized mPipelineTexture and fix BindCurrentTexture using the wrong handle
2016-08-27 06:24:36 +02:00
Magnus Norddahl
b1a0108a96
Fix tonemap palette not being rebuilt on palette change
2016-08-26 19:52:15 +02:00
Christoph Oelckers
c9578ae72d
- create vertex buffer data for horizon portals in the constructor instead of in the draw function.
...
This was the last remaining place where the vertex buffer was accessed in the render pass.
2016-08-26 18:18:50 +02:00
Christoph Oelckers
597e10116f
- added missing framebuffer function to fudging block.
2016-08-26 08:30:47 +02:00
Christoph Oelckers
10550c4ef0
Merge branch 'init_global_state' of https://github.com/dpjudas/zdoom
2016-08-26 02:20:00 +02:00
Christoph Oelckers
abba548e40
- render sector hacks through the quad renderer if the vertex buffer is not accessible.
2016-08-26 02:03:24 +02:00
Magnus Norddahl
5f09d3b7ef
Add FBufferedUniformSampler because sampler uniforms may default bind to other locations than zero
2016-08-26 01:46:39 +02:00
Magnus Norddahl
b68bbaf617
Fix uninitialized memory access if a FShaderProgram is destroyed without being fully compiled and linked
2016-08-26 01:40:28 +02:00
Magnus Norddahl
960038bb81
Clear global state tracking variables when the OpenGL context is (re)created
2016-08-26 01:36:21 +02:00
Christoph Oelckers
f6544f3c44
- removed unused GLFLat::sub and all codes depending on it a valid pointer.
2016-08-26 00:04:29 +02:00
Christoph Oelckers
6755cb2a25
- use the quad drawer for skybox-flagged sectors.
2016-08-26 00:02:32 +02:00
Christoph Oelckers
b83c2056a8
- store the stencil caps in the reserved part of the main vertex buffer instead of constantly recreating them.
2016-08-26 00:01:51 +02:00
Christoph Oelckers
76d7b52fcd
- handle the case where a wall gets drawn with an unmapped buffer and no vertex data.
...
This uses the quad drawer because it can only happen with translucent walls that got split during sorting.
2016-08-25 23:20:23 +02:00
Christoph Oelckers
4598c4138c
- added vertex initialization for walls in the processing pass for core profile without persistent buffers.
...
This is slower than doing it in the render pass so it's only active when actually needed - it's also slower than using a client array so this code only gets used when there is no choice but to work with a 3.x core profile context.
2016-08-25 23:13:49 +02:00
Christoph Oelckers
8f331f56e2
- use MakeVertices directly in the portal code and remove all related code from RenderWall.
2016-08-25 23:02:43 +02:00
Christoph Oelckers
8cf53f04e8
- split off the vertex creation from RenderWall.
2016-08-25 22:54:08 +02:00
Christoph Oelckers
4ab8ca63ce
- use more desctiptive names for the predefined vertex buffer indices.
2016-08-25 22:23:31 +02:00
alexey.lysiuk
52b51e79b9
Fixed missing decals in compatibility renderer
...
The problem was appeared in conjunction with dynamic lights only
See http://forum.zdoom.org/viewtopic.php?f=4&t=19321&start=405#p932733
2016-08-24 10:27:14 +03:00
alexey.lysiuk
a185886924
Added compatibility handling for fog and dynamic lights used together
...
See http://forum.drdteam.org/viewtopic.php?t=7063
2016-08-24 10:26:11 +03:00
Magnus Norddahl
25645d901e
Add Palette LUT tonemap mode
2016-08-23 09:18:18 +02:00
Christoph Oelckers
9555617816
- fixed: The default for position.w is 1, so gl_quaddrawer.cpp needs to set this, too, for the uniform vertex positions.
2016-08-22 22:02:02 +02:00
Christoph Oelckers
b946114145
- removed unused variable.
2016-08-22 22:00:45 +02:00
Magnus Norddahl
1594cc9570
Only use KHR_debug if available
2016-08-22 19:25:13 +02:00
Christoph Oelckers
250be72939
- added handling for drawing with uniform vertices. It draws something but in the wrong place. Right now I have no idea what's happening...
2016-08-22 15:31:23 +02:00
Christoph Oelckers
7ba5acfb35
- added quad drawer interface so that this part can be done without altering a vertex buffer.
...
So far it's only the framework, the new code is not active yet.
2016-08-22 14:00:25 +02:00
Magnus Norddahl
302f59ea33
Fix r_clearbuffer color not being used
2016-08-22 01:52:51 +02:00
alexey.lysiuk
3e01039bbb
Fixed missing #include for GCC/Clang
2016-08-21 15:47:56 +03:00
Christoph Oelckers
dde81b33ea
- glEnable(GL_TEXTURE_2D) only makes sense if no shaders are being used.
2016-08-21 08:45:21 +02:00
Christoph Oelckers
97ff4cc025
Merge branch 'debug' of https://github.com/dpjudas/zdoom
2016-08-20 12:34:56 +02:00
Magnus Norddahl
f63635e07a
Fix RFL_INVALIDATE_BUFFER check being inverted
2016-08-19 01:11:11 +02:00
Christoph Oelckers
eadc2f35dd
- fixed: The crossfade wipe must use its own alpha for the second layer, not the one from the vertex buffer.
2016-08-19 00:21:17 +02:00
Magnus Norddahl
e8fc935f04
Another IsFilteredByDebugLevel typo..
2016-08-18 02:24:57 +02:00
Magnus Norddahl
4241026f1c
Swapped order in IsFilteredByDebugLevel
2016-08-18 02:21:53 +02:00
Magnus Norddahl
f75b6d8c5d
Improve debug level filtering
2016-08-18 02:10:54 +02:00
Magnus Norddahl
b21b65eb43
Rearrange binding of texture and sampler to get rid of texture state usage warning
2016-08-18 01:32:41 +02:00
Magnus Norddahl
01f9a2d27a
Fix clear warning
2016-08-18 00:21:33 +02:00
Magnus Norddahl
18ff65fb0e
Filter logging to only display each message once
2016-08-17 23:52:20 +02:00
Magnus Norddahl
d380d765c9
OpenGL object labels and debug groups
2016-08-17 23:18:47 +02:00
Magnus Norddahl
2825bd4967
Fix invalid value error
2016-08-17 21:25:31 +02:00
Magnus Norddahl
a37225b81e
Don't debug break on notifications
2016-08-17 21:25:03 +02:00
Magnus Norddahl
2cb5f1740e
Add OpenGL debug messages to the console
2016-08-17 20:33:10 +02:00
Magnus Norddahl
fc01a6b832
Only query for GL_MAX_SAMPLES once
2016-08-17 17:59:47 +02:00
Magnus Norddahl
3c08f5ae48
Fix multisample count bug
2016-08-17 17:37:49 +02:00
Magnus Norddahl
5eeac830eb
Clear and InvalidateFramebuffer optimization
2016-08-17 17:37:13 +02:00
Magnus Norddahl
fa2bcebd51
Add KHR_debug and ARB_invalidate_subdata
2016-08-17 16:48:11 +02:00
Magnus Norddahl
a8d1197ea7
Make sure we never pass a negative value to pow, and optimize gamma uniform
2016-08-16 00:01:18 +02:00
Magnus Norddahl
a03b2ff48b
Change render buffers from RGBA16F to RGBA16
2016-08-15 23:51:49 +02:00
Christoph Oelckers
ac80ffcc00
- fixed scissor calculations in 2D drawer.
2016-08-15 08:53:49 +02:00
Christoph Oelckers
e03696a6c9
- fixed: The model matrix must be disabled right after rendering the sky dome, so that it won't get used for the skyfog layer.
2016-08-14 20:11:46 +02:00
Christoph Oelckers
4e8a96aa0e
- removed FRenderState::set2DMode because it had no effect. This looks like development garbage from old times.
2016-08-14 09:14:26 +02:00
Magnus Norddahl
f8cc56ea3a
Move SetOutputViewport to OpenGLFrameBuffer::Update as it cannot be safely called from Begin2D
2016-08-14 09:05:54 +02:00
Magnus Norddahl
fd4422eb62
Restore bound texture when FGLRenderBuffers::Setup finishes
2016-08-14 09:05:53 +02:00
Magnus Norddahl
94b72d25e9
First render may not have known scene dimensions
2016-08-14 09:05:52 +02:00
Magnus Norddahl
af62352860
Fix uninitialized data in render buffers at creation
2016-08-14 09:05:52 +02:00
Magnus Norddahl
847d2e8862
Fix viewport not being updated when resizing window when no scene is active
2016-08-14 09:05:51 +02:00
Magnus Norddahl
647ef5d029
Fix blur shader to use RenderScreenQuad
2016-08-14 09:05:50 +02:00
Magnus Norddahl
210fce1193
Fix bloom shader missing its target
2016-08-14 09:05:50 +02:00
Magnus Norddahl
4ecb77385d
GetScreenshotBuffer bug fix
2016-08-14 09:05:49 +02:00
Magnus Norddahl
d5b122b092
Fix GetScreenshotBuffer grabbing from wrong location
2016-08-14 09:05:48 +02:00
Magnus Norddahl
c817979eae
Remove GetTrueHeight from GL renderer and concentrate all viewport calculations in SetOutputViewport
2016-08-14 09:05:48 +02:00
Christoph Oelckers
353a464f5b
- fixed: The 2D texture drawer did not reset the render state's color so any previously set desaturation would persist.
2016-08-13 22:15:00 +02:00
Christoph Oelckers
0fdd80eae7
- removed debug Printf.
2016-08-10 16:32:31 +02:00
Christoph Oelckers
0e5a3ebe50
- fixed bad function call in vertex buffer init code.
2016-08-10 00:35:42 +02:00
Christoph Oelckers
56a60ebe85
- restored a line that got accidentally deleted.
2016-08-08 20:47:54 +02:00
Christoph Oelckers
e5f88a9883
- fixed: The textured automap was not using correct light levels.
...
In order for the externally passed vertex attribute to work the buffer's color attrib array needs to be disabled for these.
2016-08-08 16:18:07 +02:00
Christoph Oelckers
675822004d
- use static buffer data and a uniform to handle the texture positioning of the present shader.
...
That's again one less write access to the buffer. The uniform method was chosen because this way a buffer update can be completely avoided, and setting a single uniform is a lot cheaper and simpler to handle.
2016-08-08 16:06:02 +02:00
Christoph Oelckers
8daaf61160
- predefine the vertex data for the blend overlay which will never change throughout the lifetime of the GLRenderer object.
2016-08-08 14:24:48 +02:00
Christoph Oelckers
9c9edbffdb
- on older ATI drivers where the clip planes are broken, only disable the clip planes themselves, but not OpenGL 3.x so that dynamic lights still work as intended.
...
- only disable clip planes on Windows, but not on Linux or macOS.
- If a driver reports full OpenGL 4.5 support, assume that all features are working properly.
2016-08-08 12:55:09 +02:00
Magnus Norddahl
2ac91f0c5a
Fix Nvidia driver ignoring wglSwapIntervalEXT
2016-08-08 12:22:40 +02:00
alexey.lysiuk
9ab9548723
Additional fix for splitting of complex wall in compatibility renderer
...
warp 2720 -200 -32 on Extreme Terror
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/exterror
2016-08-08 12:19:37 +02:00
Christoph Oelckers
def3ad7533
- refactored all 2D drawing to use its own vertex buffer which does not need to be mapped permanently.
2016-08-08 12:13:09 +02:00
Magnus Norddahl
d4615861ae
Fix missing FGLRenderBuffers::IsEnabled checks
2016-08-07 00:41:17 +02:00
Christoph Oelckers
04c59b434b
- renamed WipeVertexBuffer to FSimpleVertexBuffer because this will be useful elsewhere, too.
2016-08-07 00:40:31 +02:00
Christoph Oelckers
8f0629932d
- ImmRenderBuffer is not needed anymore.
2016-08-06 14:29:21 +02:00
Christoph Oelckers
6a66d0255d
- use a dedicated vertex buffer for rendering the wipes.
...
- fixed: The postprocessing shaders clobbered the render state's vertex buffer info by bypassing and not notifying it of the change.
2016-08-06 14:12:40 +02:00
Christoph Oelckers
7576e85cef
- force use of shaders on all hardware, unless -noshader is specified.
...
Right it's only for easy testing, so only the code that does the feature checking has been disabled.
2016-08-06 13:06:55 +02:00
Christoph Oelckers
2e555e6dab
- use client arrays on compatibility profiles instead of calling glBegin/glEnd.
...
This eliminates most behavioral differences for FFlatVertexBuffer between both operating modes, now the only difference is where the buffer is located.
2016-08-06 12:03:16 +02:00
Magnus Norddahl
346badf25f
Moved state to FGLPostProcessState and merged vertex shaders
2016-08-06 11:51:08 +02:00
Christoph Oelckers
13a2bf57e5
- fixed vertex coordinate ordering for the sky cubemap.
...
This was done differently for FFlatVertex and FSkyVertex which caused a switch of the y and z coordinates for the skybox image.
2016-08-06 11:47:03 +02:00
Christoph Oelckers
5b201287fa
- fixed bad #pragma pack combination in hqnx_asm_Image.h
2016-08-05 15:27:35 +02:00
Christoph Oelckers
13527fdd0a
Merge branch 'lensshader' of https://github.com/dpjudas/zdoom
2016-08-05 00:58:14 +02:00
Magnus Norddahl
976a78429e
Simplify post process buffer handling
2016-08-04 17:16:49 +02:00
Magnus Norddahl
6fc7596d52
Fix aspect ratio and texture clipping in lens shader
2016-08-04 15:47:15 +02:00
Christoph Oelckers
21536781a9
- forgot to save this.
2016-08-04 13:01:42 +02:00
Christoph Oelckers
63ad7d99d1
- fixed: The dynamic light buffer's behavior needs to obey the gl.lightmethod variable, and not depend on presence of persistently mapped buffers.
...
Since there is a command line switch to revert to the lower behavior it can well be that they do not match.
2016-08-04 12:55:21 +02:00
Christoph Oelckers
7ba6269450
- changed rendering of sky cubemaps to use precalculated vertex data from the SkyVertexBuffer.
2016-08-04 12:16:53 +02:00
Magnus Norddahl
6b9529d70f
Added lens distortion shader
2016-08-02 17:32:21 +02:00
Magnus Norddahl
43e577ce79
Merge remote-tracking branch 'gzdoom_upstream/master' into postprocess_vbo_bind_fix
...
# Conflicts:
# src/gl/renderer/gl_postprocess.cpp
2016-08-02 10:00:53 +02:00
Magnus Norddahl
5a67ae6021
Fix missing VBO bind calls
2016-08-02 00:27:01 +02:00
Magnus Norddahl
f980a1f42b
Fix wrong UV calculations when resizing or maximizing window
2016-08-01 15:12:13 +02:00
Christoph Oelckers
8aebfdb3ab
- fixed: gl_bloom_amount may never be 0.
2016-08-01 11:29:28 +02:00
Magnus Norddahl
e8c98a5901
No gamma and player sprites on screenshots
2016-07-31 16:56:41 +02:00
Magnus Norddahl
7709db4bb0
Fix broken viewport/backbuffer location for WriteSavePic
2016-07-31 16:23:21 +02:00
Magnus Norddahl
a6354c74cf
Fix incorrect viewport location when not using fullscreen HUD
2016-07-31 13:23:49 +02:00
Christoph Oelckers
20f4975e2b
Merge branch 'blurshader_120_fix' of https://github.com/dpjudas/zdoom
2016-07-31 09:17:28 +02:00
Magnus Norddahl
849e80074e
Added GLSL 120 fallback support
2016-07-31 03:54:16 +02:00
Magnus Norddahl
b789aaa0eb
Fix binding error that Nvidia didn't complain about but Intel on Mac does
2016-07-31 03:16:48 +02:00
Christoph Oelckers
c93204cace
Merge branch 'master' of https://github.com/coelckers/gzdoom
2016-07-30 22:09:56 +02:00
Christoph Oelckers
bc51e98612
Merge branch 'blackscreenfix' of https://github.com/dpjudas/zdoom
2016-07-30 20:28:41 +02:00
Magnus Norddahl
1682b02c67
Fix glBindSampler state messing up post processing shaders
2016-07-30 19:54:20 +02:00
Magnus Norddahl
cfc20d1198
Added multisample support to FGLRenderBuffers and added gl_multisample to the menus
2016-07-30 15:33:30 +02:00
alexey.lysiuk
7de242930a
Removed obsolete gamma correct shader used on macOS only
2016-07-30 15:30:35 +03:00
Christoph Oelckers
b52d457146
Merge branch 'master' of https://github.com/coelckers/gzdoom
2016-07-30 11:45:19 +02:00
alexey.lysiuk
e2a2d38a25
Removed redundant comparison in compatibility renderer
...
Clang no longer reports "warning: comparison of array 'this->tcs' not equal to a null pointer is always true"
2016-07-30 10:25:42 +03:00
Major Cooke
36705b0f04
Added GZDoom version of SpriteAngle and SpriteRotation.
2016-07-30 00:33:33 +02:00
Christoph Oelckers
f4cbde856b
Merge branch 'bloom' of https://github.com/dpjudas/zdoom
2016-07-30 00:30:27 +02:00
Magnus Norddahl
9bfce5b6ea
Moved post processing effects to its own file
2016-07-30 00:02:26 +02:00
Magnus Norddahl
5849c83028
Added bloom and tonemap to menus
...
Added gl_renderbuffers CVAR that disables render buffers
Added patch shader support to FShaderProgram
Added OpenGL 2 fallback support to render buffers
2016-07-29 21:31:20 +02:00
Magnus Norddahl
0efee85bd8
Added tonemapping and sector based exposure control
2016-07-29 00:36:43 +02:00
Magnus Norddahl
69f52cc898
Added bloom shaders
2016-07-27 21:50:30 +02:00
Christoph Oelckers
da1762ac2c
- fixed: DoSetMapSection could cause a stack overflow on large maps. Made it iterative instead of recursive to avoid that.
2016-07-27 16:27:40 +02:00
Magnus Norddahl
e82c38e4f9
Update copyright and typo fix
2016-07-27 11:15:20 +02:00
Magnus Norddahl
aeb7df09de
Added hardware gamma option and improved window handling on Windows
2016-07-27 11:15:19 +02:00
Christoph Oelckers
071485b22e
- fixed: If the resulting render style, after all adjustments, is None for the weapon sprite, do not attempt to draw it at all.
2016-07-25 11:55:47 +02:00
Magnus Norddahl
41e959e102
Adds the last texture filter mode (trilinear min filter with nearest magnification)
2016-07-23 18:57:37 +02:00
Christoph Oelckers
54a120d612
- do not process subsectors if rendering a stacked sector portal and the clipper is set to 'blocked', i.e. no visible parts are present.
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This solves the most severe occurences of sprites being drawn in front of a portal's contents. It is not a full fix, though, there's still some extreme cases where portals may glitch if some stuff gets between the camera and the actual portal area.
Normally this has to perform a full check of the subsector against the portal's camera-facing linedefs but that's too costly for those rare cases where it may be an issue.
2016-07-23 10:23:34 +02:00
Christoph Oelckers
d405cf5b7c
- fixed: Before rendering a sector stack portal the clipper needs to be completely filled, if the view point's subsector is not inside the portal. If this is not done, some setups where a recursive look into the originating area is possible may exhibit some issues.
2016-07-23 09:47:14 +02:00
MajorCooke
35666f1e09
Fixed a nullptr crash with flatsprite actors.
2016-07-21 13:12:59 -05:00
Christoph Oelckers
c5db5dff99
- fixed a crash when initializing the GL portal data for an incomplete or inactive portal. Also did a bit of cleanup on this code, the 'delta' member was never used.
2016-07-16 12:45:49 +02:00
Christoph Oelckers
a2f56b6ef5
- This should have been part of an earlier commit, no idea why it wasn't saved...
2016-07-16 09:35:20 +02:00
Jordon Moss
1ef8057fa7
Updated SurfaceSkin to take the path property.
2016-07-16 09:30:26 +02:00
Jordon Moss
6014bde3d0
Renamed PushSpriteFrame to PushSpriteMDLFrame for consistency.
2016-07-16 09:30:26 +02:00
Jordon Moss
8bbc04a46f
Fixed a minor typo in SurfaceSkin validity check.
2016-07-16 09:30:25 +02:00
Jordon Moss
b3b2eb42c6
Added SurfaceSkin MODELDEF property, allows overriding MD3 per-surface skins.
2016-07-16 09:30:25 +02:00
Christoph Oelckers
bc7b439dd0
- addressed: MDL_INHERITACTORPITCH got the direction of the rotation wrong. Fixed by deprecating this flag (and also MDL_INHERITACTORROLL) and introducing proper flags, named MDL_USE*. This not only resolves the issue but also elimintates the nonsensical INHERIT part of the names.
2016-07-16 09:10:18 +02:00
Christoph Oelckers
f4b80a451e
- fixed: The render style specific blend settings were overridden when adding code to ensure proper setup of all properties.
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It turned out that the only thing that wasn't set is the alpha function, not the blend settings themselves.
2016-07-16 08:57:48 +02:00
MajorCooke
e56196eb1a
Disable facing camera rotations if the actor is a flat/wall sprite.
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- It not only looks bad, it also throws off users when trying to make perfectly aligned images since the plane is distorted wildly.
2016-07-13 09:31:22 +02:00
MajorCooke
cc8d84cd5d
Fixed sprites defaulting to rotate around the center instead of the offsets. Seeing how it's still useful however, ROLLCENTER can still be used to center upon actors that are offsetted like monsters.
2016-07-13 09:31:22 +02:00
Christoph Oelckers
6b0b7ea049
- fixed sprite z coordinate calculation for flatsprites.
2016-07-04 01:00:01 +02:00
Christoph Oelckers
cc784fff14
Merge branch 'rollGZ2' of https://github.com/MajorCooke/zdoom
2016-07-04 00:45:37 +02:00
alexey.lysiuk
924b8105c5
Fixed splitting of complex walls in compatibility renderer
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Example: +warp 2720 -200 -32 on Extreme Terror
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/exterror
2016-06-29 12:34:35 +02:00
alexey.lysiuk
e6a7db99e4
Fixed missing polyobjects in compatibility renderer
2016-06-29 12:23:16 +02:00
alexey.lysiuk
fc8eaab57b
Fixed crash in dynamic lights compatibility renderer
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Reproduces using -iwad plutonia -file brutalv20b.pk3 +map map07
2016-06-29 12:21:39 +02:00
Christoph Oelckers
17c212d5bc
- disable transparent door render hacks if any of the involved sectors contains floor slopes.
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These lead to false positives but rarely represent actual hacks.
2016-06-29 12:19:00 +02:00
alexey.lysiuk
2813a22740
Fixed inconsistent state of lights in compatibility renderer
2016-06-19 11:19:31 +03:00
Christoph Oelckers
7b99c883e1
- use the exact same semantics and methods to handle player visibility as in the software renderer.
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This fixes invisible player sprites in recursive line portals.
2016-06-18 12:14:20 +02:00
Christoph Oelckers
87d27b8db3
- fixed some crash issues with recent changes.
2016-06-18 10:01:24 +02:00
Christoph Oelckers
92e2ce2aef
- adjustments for weapon rendering in GL.
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This adds support for the new weapon state code and fixed some lighting calculations.
Note that this currently will not allow combination of HUD models with other sprite frames yet.
2016-06-17 17:21:42 +02:00
Christoph Oelckers
8ca07443f1
- fixed: Sprite splitting at 3D floors must set the fog parameters for the new light level.
2016-06-17 16:16:31 +02:00
MajorCooke
b2d2389343
Fixed: Slanted flat + roll sprites didn't take DONTFLIP into account.
2016-06-05 15:51:23 -05:00
MajorCooke
e58c6de7d6
DONTFLIP flag prevents the backside from flipping over.
2016-06-05 15:14:40 -05:00
alexey.lysiuk
56ce6abbc2
Fixed splitting of walls in compatibility renderer
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Any wall adjacent to 3D floor sector were not rendered at all
2016-06-05 12:38:23 +03:00
Christoph Oelckers
5017a192eb
- fixed: The texture matrix was not reset after drawing the texture pass for multipass textured dynamic lights.
2016-05-19 12:22:39 +02:00
Christoph Oelckers
13da14e915
- disable dynamic lights on additively blended surfaces because it doesn't look good at all.
2016-05-18 22:20:18 +02:00
Christoph Oelckers
362e21a6b3
- fixed: The pitch negation required for INHERITACTORPITCH was also applied to the one from PITCHFROMMOMENTUM.
2016-05-17 09:12:26 +02:00
Christoph Oelckers
52e19c59b3
Revert "- let gl_draw_sync default to false."
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This reverts commit 616f84209b
.
Now I remember why this is not active: This is causing some problems with interpolated plane heights. Since there is no synchronization with the vertex buffer, the next frame will reset all plane coordinates before the GPU can use them. This will require some rethinking about when to update the buffer - it cannot be done in the render data setup loop.
2016-05-13 20:44:04 +02:00
Christoph Oelckers
99bfc64af6
- another failed attempt to use GL_CLIP_PLANE. Leave it in because it's closer to what is needed than the old code.
2016-05-12 23:41:06 +02:00
Christoph Oelckers
616f84209b
- let gl_draw_sync default to false.
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No need to waste valuable processing time if we can let the GPU run in parallel with the code that generates the next frame.
2016-05-12 20:23:18 +02:00
Christoph Oelckers
15933f9c72
- fixed: Texture precaching for sprites had some inverted logic and deleted everything that was still required.
2016-05-10 20:51:23 +02:00
Christoph Oelckers
15c711f2a1
- added a missing break in the wall draw dispatcher.
2016-05-09 00:58:55 +02:00
Christoph Oelckers
d5eb1008a4
- implemented texture overlay pass for textured dynamic lights.
2016-05-08 22:07:18 +02:00
Christoph Oelckers
b90173ed21
- fixed: ADynamicLight::visibletoplayer was not initialized for placed lights when restoring a savegame.
2016-05-08 09:34:22 +02:00
Christoph Oelckers
6753cddce1
- fixed: The HUD weapon drawer partially took the render state from the previous things that got rendered. Especially the blend mode could be randomly set to different values.
2016-05-08 09:22:38 +02:00
Christoph Oelckers
d61ec05c0f
- draw texture based dynamic lights on walls.
2016-05-05 12:18:09 +02:00
Christoph Oelckers
2b92048a5b
- renamed the texture coord variables in GLWall.
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It makes no sense having them organized differently in this struct than what the rendering code needs. This saves one redundant copy operation and a function-local static variable.
2016-05-05 11:48:39 +02:00
Christoph Oelckers
51baa7d137
- added code to calculate light texture coordinates on walls.
2016-05-05 11:32:21 +02:00
Christoph Oelckers
0b2821d696
- added dynamic light rendering with textures on flats
2016-05-05 10:28:21 +02:00
Christoph Oelckers
c9d4c68039
- added dynamic light drawer for flats.
2016-05-05 00:24:47 +02:00
Christoph Oelckers
4412f99b38
- added the flat dispatcher for textured lighting.
2016-05-04 23:07:16 +02:00
Christoph Oelckers
ec7b4b1ba4
- initial work on textured dynamic light processing.
2016-05-04 22:14:39 +02:00
Christoph Oelckers
8817f89192
- do not clip the first frame of very slow projectiles.
2016-05-04 20:31:21 +02:00
Christoph Oelckers
7b65e6d424
- use glMapBuffer instead of glMapBufferRange on older hardware.
2016-05-04 19:16:07 +02:00
Christoph Oelckers
bdb7594e60
- fixed: Incomplete model definitions flagged the actor as having a model, which could cause a crash.
2016-05-04 14:25:58 +02:00
Christoph Oelckers
5f095082c0
- fixed: The 2D drawing code incorrectly set the shader override to disable all special effects.
2016-05-04 14:10:06 +02:00
Christoph Oelckers
54571beaca
- reset the path to "" before a model definition is parsed.
2016-05-04 12:28:35 +02:00
Christoph Oelckers
fd8a59bd24
- fixed: INHERITACTORPITCH was inverted.
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- changed PITCHFORMOMENTUM to do nothing for very small velocities.
2016-05-04 12:23:40 +02:00