Christoph Oelckers
8011958ebe
Merge branch 'gz2x' of https://github.com/alexey-lysiuk/gzdoom
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# Conflicts:
# src/gl/system/gl_interface.cpp
2016-04-30 17:09:57 +02:00
Christoph Oelckers
d84e079282
- render partial sprites oon the back side of a portal for actors in front of it. This is needed because the stencil will clip away those parts.
2016-04-30 16:57:53 +02:00
Christoph Oelckers
c29e96d369
- print buffer info only if the buffer type is used.
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- removed some GL specs that are not informative in GZDoom's context.
2016-04-30 16:31:09 +02:00
Christoph Oelckers
50ab301bd8
- fixed: If we want to support pre-GL3 hardware, we may not require the presence of glGetStringi.
2016-04-30 16:23:32 +02:00
alexey.lysiuk
4400d0cfcc
Fixed restoration of previously bound FBO
2016-04-30 16:29:22 +03:00
alexey.lysiuk
32412c7f75
Disabled printing of junk values for unsupported extensions in OpenGL startup log on OS X
2016-04-30 16:28:50 +03:00
alexey.lysiuk
6757447f1b
Enabled printing of OpenGL startup log on all platforms
2016-04-30 16:28:35 +03:00
alexey.lysiuk
461c97d25b
Fixed remaining issue with shader patching for old OpenGL
2016-04-30 16:28:19 +03:00
alexey.lysiuk
893d0c8915
Added old method to collect extensions
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This required manual changes in generated file gl_load.c
2016-04-30 13:33:54 +03:00
alexey.lysiuk
3816b46938
Fixed compilation of OS X with native backend
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TODO: check Linux build
2016-04-30 11:53:31 +03:00
alexey.lysiuk
de6f13f0b4
Updated gl_load.* files generated with glLoadGen 2.0.5
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Added OpenGL extensions list file for glLoadGen
Added extensions for OS X version
2016-04-30 11:43:08 +03:00
Christoph Oelckers
70bf649364
- added clip planes for line portals and mirrors. This should eliminate the remaining problems with some visible geometry in front of the portal, it is also necessary to handle sprite splitting across line portals properly.
2016-04-29 12:26:57 +02:00
Christoph Oelckers
21283b18f4
- preparations for using clip planes on line portals.
2016-04-29 01:48:06 +02:00
Christoph Oelckers
e3fad118d2
- use the templated warp functions instead of the limited GZDoom 1.x version. gl_WarpBuffer has been removed.
2016-04-28 19:04:01 +02:00
Christoph Oelckers
434e39e62f
- made adjustments to ZDoom's last changes.
2016-04-28 17:55:58 +02:00
Christoph Oelckers
d4806f82ca
- reinstated some texturing-based dynamic light code. Not active yet and not tested yet.
2016-04-28 00:58:44 +02:00
Christoph Oelckers
ee7a4daa8c
- preparations for textured dynamic lights.
2016-04-27 23:19:54 +02:00
MajorCooke
3be33b5725
The GL part of Quake Rolls.
2016-04-27 13:49:51 +02:00
Christoph Oelckers
73823e6a09
- fixed the texture size checks for determining if a camera texture requires offscreen rendering were wrong and checked the scaled size, not the physical size.
2016-04-27 02:56:55 +02:00
Christoph Oelckers
09f54b0940
- cleaned up the clip plane management for portals.
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Unfortunately the math behind the old clip planes is utterly impenetrable and so poorly documented that I have no idea how to set that up, so it is deactivated for now. It wasn't working anyway.
2016-04-27 00:41:00 +02:00
Christoph Oelckers
066d5c63e2
- better be safe and not call GL_CLIP_DISTANCE functions on old hardware.
2016-04-26 21:55:17 +02:00
Christoph Oelckers
3faf5afa3a
- re-added software translucency splitting for old hardware.
2016-04-26 21:49:30 +02:00
Christoph Oelckers
b06c86db38
- added old wall splitting code as a fallback for old hardware.
2016-04-26 21:42:15 +02:00
Christoph Oelckers
6e1b21d513
- added back sprite splitting for low end, plus some dynamic light code.
2016-04-26 21:31:24 +02:00
Christoph Oelckers
89f36fb963
- enabled texture and model matrices for shader-less rendering and fixed the sky cap color application.
2016-04-26 20:45:56 +02:00
Christoph Oelckers
9d71c91f01
- reenabled software warping for shader-less rendering.
2016-04-26 20:20:00 +02:00
Christoph Oelckers
924b72b633
- added workarounds for the invulnerability colormap for non-shader rendering. Unlike the shader based versions these do not decolorize the screen. The advantage to the old texture duplication is that this is far less stressful on performance.
2016-04-26 20:02:57 +02:00
Christoph Oelckers
913e3df7e3
- fixed display of alpha textures without shaders.
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As it turned out, the translation's alpha channel was clobbered by the whole setup.
2016-04-26 19:11:32 +02:00
Christoph Oelckers
7e6e2bc0a8
- stated adding GL 2.0 compatibility handling
2016-04-26 18:24:02 +02:00
Christoph Oelckers
eb27057853
- enable shader-less rendering. Still very incomplete, but at least the basics are working.
2016-04-26 16:44:03 +02:00
Christoph Oelckers
3b1500438d
- got rid of VAO's. they have no impact on performance and are a general nuisance if some render paths cannot use them.
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- cleaned up gl_interface and removed gl.compatibility.
2016-04-26 16:26:34 +02:00
Christoph Oelckers
f066457a48
- add shader patching to allow running the engine with GLSL 1.2.
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- made some initial preparations for the shader-less fallback path.
2016-04-26 15:26:52 +02:00
Christoph Oelckers
ee9a40f5e9
- replace FLOATTYPE with float in stereo3d code.
2016-04-26 15:20:27 +02:00
Christoph Oelckers
090d13b915
- updated gl_interface to deal with older GL versions.
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- added the framework for allowing multipass textured dynamic lights again.
2016-04-26 15:20:26 +02:00
Christoph Oelckers
97bed58d7d
- use a compatibility mode version of gl_load, so that the fallback GL 2 code can get its definitions.
2016-04-26 11:32:40 +02:00
Christoph Oelckers
22b7a38539
- fixed incorrect sky texture check with Transfer_Heights. The actual sector was checked, not the one created by gl_FakeFlat.
2016-04-24 14:17:06 +02:00
Christoph Oelckers
f77c4642cb
- made the adjustments.
2016-04-24 13:35:43 +02:00
Christoph Oelckers
0d17459c36
- do not disable sampler objects with -gl3.
2016-04-23 15:47:51 +02:00
Christoph Oelckers
9d9219795a
- adjusted function names.
2016-04-23 13:48:25 +02:00
Christoph Oelckers
38f1213387
- made some adjustments.
2016-04-23 13:35:51 +02:00
Christoph Oelckers
a17e0b70d2
- adjustment for function name changes.
2016-04-23 11:38:33 +02:00
Christoph Oelckers
6450752399
- made it compile again.
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The software renderer float conversion removed viewx and viewy which are still needed for efficient position checks against nodes without constant float->fixed conversions.
2016-04-23 10:50:19 +02:00
Christoph Oelckers
c786b65727
- allow the engine to run without sampler objects. This will create some overhead in the texture code, but that's still better than having to error out on those few systems where it may be an issue.
2016-04-22 19:54:51 +02:00
Christoph Oelckers
f299248c8a
- be a bit more careful with using unvalidated portals for checking render hacks.
2016-04-22 09:15:22 +02:00
Christoph Oelckers
1c7b512cc0
- GL handling of new portal data organization.
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This also fixes some oversights with plane and horizon portals which were included in several checks.
2016-04-20 20:08:53 +02:00
Christoph Oelckers
aa12772e07
- crash fix and minor optimization.
2016-04-20 13:18:53 +02:00
Christoph Oelckers
1f32f5a258
- some minor fixing and cleanup on gL portal code.
2016-04-20 11:39:41 +02:00
Christoph Oelckers
573d80f144
- render sproites through sector portals.
2016-04-18 23:52:15 +02:00
Christoph Oelckers
741f054601
- clip sprites to linked sector portal planes.
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This is the first part of properly handling those transitions.
2016-04-18 16:27:04 +02:00
Christoph Oelckers
0d7bd368fa
- added some fudging to draw the outer linedefs of a portal area.
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This is needed so that polyportals get rendered correctly. For non-polyportals these will normally be outside the portal window and just be discarded.
2016-04-17 15:46:04 +02:00
Christoph Oelckers
faeb0303fe
- renamed ADynamicLight's intensity properties to radius, to have their name match their meaning.
2016-04-17 13:53:29 +02:00
Christoph Oelckers
8a010ab871
- allow 90° rotations in skybox sectors.
2016-04-17 11:58:26 +02:00
Christoph Oelckers
0a35027f67
- fixed use of validcount for the GL renderer.
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This needs to be incremented more locally to the place where it is used, so that it is guaranteed that each viewpoint that needs to be rendered increases it.
As a result the uses in the portal code could be removed.
2016-04-17 10:39:29 +02:00
Christoph Oelckers
95de1faa80
- fixed: The portal coverage builder initialized node_t::len differently than the polyobject splitter.
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This was creating quite a mess when loading savegames with both portals and polyobjects.
2016-04-17 01:16:46 +02:00
Christoph Oelckers
a0a530945d
- added new sector type 90 which designates a sector that is being used as a cubemapped skybox, in case someone wants to make one of those without using an actual sky for this.
2016-04-14 13:22:15 +02:00
Christoph Oelckers
328047ea28
- fixed issues with recent Stereo3D submission:
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* there was a CVAR that was only defined in Windows
* code did not compile with GCC.
* due to bad setup it disabled multisampling.
2016-04-14 10:16:04 +02:00
Christoph Oelckers
caf80e74c4
- fixed multiplication/division mixup in TextureAdjustWidth.
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- fixed: For top textures an incorrect ceiling height was passed to DoTexture.
2016-04-13 23:09:45 +02:00
Christoph Oelckers
bffb7444a0
- removed portal check for distance check in GL code.
2016-04-13 19:33:45 +02:00
Christoph Oelckers
d66a28fcde
- fixed offsetting of player weapon sprites.
2016-04-13 16:24:25 +02:00
Christoph Oelckers
d0b30f31e1
- fixed: Checking for slopes at untextured bottom parts of the wall checked the ceiling's slope not the floor's.
2016-04-13 11:41:51 +02:00
Christoph Oelckers
37f43617d9
- make distance check 3D and use proper viewpoint.
2016-04-13 11:35:05 +02:00
Christoph Oelckers
bec3208efd
- added support for distancecheck property.
2016-04-12 19:50:29 +02:00
Christoph Oelckers
a411b93e1d
- fixed: The dynamic pulse light should always use its maximum size for linking into the sector lists, just like the other types with changing size do.
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These limking operations are not cheap so it's preferable to have them affect a bit more geometry than running the linking code each tic.
2016-04-12 16:01:08 +02:00
Christopher Bruns
09d0cb5fd5
Merge branch 'master' of https://github.com/coelckers/gzdoom into two_more_stereo_modes
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# Conflicts:
# src/gl/system/gl_framebuffer.cpp
2016-04-11 18:25:54 -04:00
Christoph Oelckers
56f8974b66
- removed debug code.
2016-04-11 19:59:57 +02:00
Christoph Oelckers
273c1ea510
- fixed PointOnSide caclulation for dynamic lights.
2016-04-11 19:59:39 +02:00
Christoph Oelckers
bf2b61f61c
- removed remaining STACK_ARGS from GL code.
2016-04-11 10:55:09 +02:00
alexey.lysiuk
bd8b8911d5
- fixed Windows 32-bit build
2016-04-11 10:08:18 +03:00
Christopher Bruns
f6d296e103
Add comment by line I modified to avoid compile problem with Visual Studio 2015
2016-04-09 22:08:40 -04:00
Christopher Bruns
355bc75001
Merge branch 'master' of https://github.com/coelckers/gzdoom into two_more_stereo_modes
2016-04-09 21:46:33 -04:00
Christopher Bruns
bde94879ad
Restore stereoscopic geometry correctness, by inserting a minus sign where it always should have been, after finding that a compensating minus sign, where it probably should not have been anyway, was removed during the recent floating point refactoring.
2016-04-09 21:46:14 -04:00
Christoph Oelckers
84c8f38038
- fixed: The divisions in FTexCoordInfo::TextureOffset and RowOffset were turned into multiplications when converting to floating point.
2016-04-10 00:45:48 +02:00
Christopher Bruns
072a5e60ae
Naive change to get latest version to compile.
2016-04-09 17:03:55 -04:00
Christopher Bruns
c6fa01dfbf
Reimplement blue/yellow and quadbuffered stereo, this time with an additional CVAR gate on quadbuffered, for better hardware compatibility.obj
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Something is terribly wrong with the separation in all stereo modes now though.
2016-04-09 15:40:55 -04:00
Christoph Oelckers
7a7e1652fc
- fixed: lower textures used the wrong reference height for alignment
2016-04-09 21:06:32 +02:00
Christoph Oelckers
2e16f3d77e
- made some adjustment for the DrawTexture changes.
2016-04-09 20:49:27 +02:00
Christoph Oelckers
1f0fd85d0e
- adjustments for the DrawTexture interface changes.
2016-04-09 13:05:43 +02:00
Christoph Oelckers
25d7eaed0a
- fixed parentheses in ADynamicLight::DistToSeg.
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- floatifed OpenGL sector grouping.
- optimized light node collection. It should not create light nodes for out of range segs.
2016-04-08 12:38:09 +02:00
Christoph Oelckers
3e94832bfd
- use the correct reference heights for positioning textures.
2016-04-08 01:58:13 +02:00
Christoph Oelckers
4d5671d654
- floatified the texture coordinate code.
2016-04-08 01:42:43 +02:00
Christoph Oelckers
eaf055dff4
- floatified the remaining parts of gl_walls.cpp.
2016-04-08 00:19:51 +02:00
Christoph Oelckers
4ac3734375
- floatified more of gl_wall.cpp.
2016-04-07 23:19:37 +02:00
Christoph Oelckers
ddbb8d79c1
- handle the player sprite when crossing a portal.
2016-04-07 21:13:37 +02:00
Christoph Oelckers
7df1a8ae81
- adjusted FGLLinePortal to recent changes in line_t.
2016-04-07 17:41:06 +02:00
Christoph Oelckers
ee3e3e35e6
- partial floatification of wall texturing code.
2016-04-07 17:00:13 +02:00
Christoph Oelckers
485a1bd0a5
- fixed: The 3D-floor plane renderer mixed float and fixed point.
2016-04-07 16:25:30 +02:00
Christoph Oelckers
4af859094c
- fixed: sprite clipping did not work anymore because the 'invalid' value was inconsistent.
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- cleaned up the 'if' condition in PerformSpriteClipAdjustment,
- enabled weapon bobbing interpolation.
2016-04-07 14:09:07 +02:00
Christoph Oelckers
37ddd20b56
- removed leftover debug code from yesterday's particle fix.
2016-04-07 10:28:43 +02:00
Christoph Oelckers
dbad946fe3
- revert default planes to static in gl_sprite.cpp
2016-04-06 22:09:21 +02:00
Christoph Oelckers
a0d0d9339e
- fixed some uninitialized stuff in particle rendering.
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- added gl_ClampLight to all places where the light level is set.
2016-04-06 14:03:21 +02:00
Christoph Oelckers
123d503492
Merge branch 'master' into floatcvt
2016-04-04 12:25:36 +02:00
Christoph Oelckers
f6b33acbb1
- fixed plane access in GL code.
2016-04-04 12:22:47 +02:00
alexey.lysiuk
cbcde3a950
Fixed check for alpha channel in texture to select hqNx upscaling mode
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Now it's the initial check with the adjustment in mode indices only, as old hqNx MMX indices (4..6) are now occupied by generic hqNx implementation
See http://forum.drdteam.org/viewtopic.php?t=6872
2016-04-04 12:13:50 +02:00
Christoph Oelckers
603af1bb92
- compile bug in gl_sprite and some optimization in gl_walls.cpp
2016-04-03 22:13:38 +02:00
Christoph Oelckers
252a6e9038
- removed back and forth fixed<->float conversions in sprite code.
2016-04-03 13:00:09 +02:00
Christoph Oelckers
58eb64a7e0
- fixed a few fixed/float parameter mixups.
2016-04-03 12:54:47 +02:00
Christoph Oelckers
5a2eac8f15
- floatified vertices and removed the now redundant fx and fy members. This needs an added check for polyobject origins, though, so that such subsectors don't get rendered.
2016-04-03 11:40:14 +02:00
Christoph Oelckers
8a20f901a3
- removed the non.slope special handling in the wall processing code.
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This may have made some sense when I added this 11 years ago but on a current computer it actually hurts performance a bit due to the branching that is involved - the code runs a bit faster with those special cases removed.
2016-04-03 02:07:37 +02:00
Christoph Oelckers
af78937a15
- updated GL renderer.
2016-04-02 23:17:16 +02:00
Christoph Oelckers
348c384bb6
- fixed scaling of skies with unusual dimensions.
2016-04-02 22:18:42 +02:00
Christoph Oelckers
a27181cb0b
- partial adjustments.
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No point changing all the viewx/y/z stuff when that is about to get floatified next.
2016-03-31 21:42:27 +02:00
Christoph Oelckers
c6ada2397c
- adjustments.
2016-03-31 09:50:59 +02:00
Christoph Oelckers
cf44d2e37a
- adjustments.
2016-03-30 20:01:44 +02:00
Christoph Oelckers
cadd8f2d4a
- made adjustments for changes to linedef delta.
2016-03-29 16:31:58 +02:00
Christoph Oelckers
59bb003285
- GL adjustments for plane changes.
2016-03-29 13:45:50 +02:00
Christoph Oelckers
a87c292f10
- adjustments to GL code for texture scale and vertex coordinate access.
2016-03-29 11:26:33 +02:00
Christoph Oelckers
b958a5d748
- adjustments in GL code.
2016-03-25 15:14:09 +01:00
Christoph Oelckers
59406c1273
- adjust.
2016-03-24 16:40:15 +01:00
Christoph Oelckers
37bb816850
- some adjustments for voxels.
2016-03-24 16:10:17 +01:00
Christoph Oelckers
379d5bc0c5
- fixed some issues with dynamic lights caused by the floatification changes
2016-03-24 13:38:37 +01:00
Christoph Oelckers
f62c988a0e
- adjustments for next update.
2016-03-24 12:47:08 +01:00
Christoph Oelckers
eadecaf407
- adjustments to GL renderer for decal and alpha changes.
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- handle portals in sprite lighting, but do not use the playsim's utility functions for efficiency.
2016-03-22 23:19:21 +01:00
Christoph Oelckers
bd7df76059
- fixed compilation of AActor::alpha
2016-03-22 12:56:20 +01:00
Christoph Oelckers
b54b34a512
- adjustments for floating point changes.
2016-03-21 02:57:02 +01:00
alexey.lysiuk
1f64d7ee22
Fixed wrong starting frame for wipe animation
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Menu graphics appeared in starting frame with hardware renderer only
Software renderer was not affected as it reads pixels from front buffer instead of back buffer like OpenGL counterpart did
See http://forum.drdteam.org/viewtopic.php?t=6857
2016-03-15 11:49:56 +01:00
Christoph Oelckers
ae1571158c
- fixed: The portal link table was not created when there were no sector portals.
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- fixed: P_TryMove could loop endlessly over a list of static portals when there was an error during portal creation.
2016-03-12 17:43:36 +01:00
Christoph Oelckers
95d36670cf
- that portal check was not correct.
2016-03-10 15:15:37 +01:00
alexey.lysiuk
7134f53638
- fixed: partial transparency wasn't taken into account
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Smoothing of edges could mark textures as non-transparent when hqNx upscale filter is used
See http://forum.drdteam.org/viewtopic.php?t=6812
2016-03-09 13:17:42 +02:00
Christoph Oelckers
365c192a1d
- added portal support for dynamic lights.
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This requires fixed offsets so it only works with linked portals.
2016-03-08 21:22:12 +01:00
Christoph Oelckers
87d6e03cc2
- should have saved before committing...
2016-03-05 13:09:49 +01:00
Christoph Oelckers
26a05857d0
- fixed: Camera textures should not intercept and clear the NoInterpolateView flag.
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Thanks to some really bad use of a global variable this was causing problems with the inverted order in which GZDoom needs to draw this stuff.
2016-03-05 12:46:47 +01:00
Christoph Oelckers
ef9f3da31d
- do not use the precalculated coordinates for non-linked portals because they are not static.
2016-03-04 14:41:24 +01:00
Christoph Oelckers
dbd89c2702
- refactoring of portal grouping for the renderer, to allow more efficient clipping.
2016-03-04 14:10:13 +01:00
Christoph Oelckers
af1b70376b
- added 21:9 handling to GL code.
2016-03-04 11:47:15 +01:00
Christoph Oelckers
7ceb6d86dd
- fixed compilation.
2016-03-04 10:39:10 +01:00
Christoph Oelckers
ee18fdeb83
- fixed: Visplane merging should not be done for linedef based portals.
2016-02-28 10:10:01 +01:00
Christoph Oelckers
213d7a75c2
- fixed: r_showviewer must always be true when rendering a mirror portal.
2016-02-26 12:09:59 +01:00
Christoph Oelckers
387f3dd03a
- fixed compile errors due to changes in ZDoom.
2016-02-25 13:06:13 +01:00
Christoph Oelckers
e3ddc74eb1
- check r_showviewer when deciding whether to render the player sprite. This is necessary when camera and player end up on different sides of a portal.
2016-02-24 01:14:24 +01:00
Christoph Oelckers
a901875925
- fixed: The horizon portal drawer must set the camera position for the shader.
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This gets lost when several portals are drawn sequentially and this is the only portal type which needs this information but doesn't go through the normal setup.
If this is not done, fog on the horizon plane can break.
2016-02-21 01:38:41 +01:00
Christoph Oelckers
9af5dd357f
- removed the camera adjustment in FGLRenderer::SetViewArea because this had already been done by R_SetupFrame.
2016-02-20 02:20:55 +01:00
Christoph Oelckers
bd67f3b3e5
- added skybox cast for GL code.
2016-02-20 02:20:43 +01:00
Christoph Oelckers
0a539ed2d5
- fixed: fake contrast was not applied.
2016-02-19 17:40:08 +01:00
Christoph Oelckers
bd9907f20f
- missing #includes in GL code.
2016-02-16 22:06:26 +01:00
Christoph Oelckers
c69fd3ac80
- removed redundant SKYBOX enum.
2016-02-16 10:14:37 +01:00
Christoph Oelckers
9608252873
- copied over some stuff from the abandoned portals branch.
2016-02-15 13:11:31 +01:00
Christoph Oelckers
141065c3d5
- fixed: positioning of camera textures on 2-sided walls was not correct.
2016-02-14 14:33:52 +01:00
Christoph Oelckers
0931134a9c
- fixed: part of the special handling of projectiles being spawned near the camera also affected other actors, this caused the fly cheat to break.
2016-02-12 11:20:33 +01:00
Christoph Oelckers
6a408b1a99
- added missing include to gl_walls.cpp
2016-02-10 20:49:06 +01:00
Christoph Oelckers
bd98182095
- fixed: The check for missing textures in Vavoom skyboxes was inverted.
2016-02-09 15:23:45 +01:00
Christoph Oelckers
eb7a908a92
- account for removed bam2rad function.
2016-02-08 22:06:26 +01:00
Christoph Oelckers
7105a87a1e
- fixed retrieval of mapsection for polyportals.
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- render wall portals on one sided lines.
2016-02-06 19:19:18 +01:00
Christoph Oelckers
3683a8ac58
- implemented line-to-line portal rendering. So far working for two-sided portal lines - one-sided yet to come.
2016-02-06 12:32:47 +01:00
Christoph Oelckers
297cf52ac9
- copied line portal code from portal branch and made some adjustments to make it compile. Portal rendering is not yet working.
2016-02-06 05:17:47 +01:00
Christoph Oelckers
25f1dc86d5
- removed duplicate function definition.
2016-02-06 00:50:43 +01:00
Christoph Oelckers
e6337537ed
- this was missing the double slashes...
2016-02-05 14:04:28 +01:00
Christoph Oelckers
c4b1b96484
- handle one particular edge case when checking if a line is completely behind a mirror.
...
This is not really sufficient to detect all cases where something gets incorrectly flagged as ok, but it's the easiest one to detect.
2016-02-05 13:47:07 +01:00
Christoph Oelckers
dda73b531c
Merge branch 'master' of https://github.com/rheit/zdoom
...
# Conflicts:
# src/CMakeLists.txt
# src/p_setup.cpp
# src/r_defs.h
# src/version.h
This only updates to a compileable state. The new portals are not yet functional in the hardware renderer because they require some refactoring in the data management first.
2016-02-05 12:31:41 +01:00
Christoph Oelckers
b2158c5b96
- removed unneeded parameter.
2016-02-05 01:48:53 +01:00
Christoph Oelckers
c129cb3ca4
- reinstated software clipping by light volumes for walls.
...
It turned out that using hardware clipping planes exclusively to handle this cost more than it gained.
Now only the expensive or formerly impossible cases of intersecting light volumes or light volumes intersecting with the top and bottom of the wall polygon will use hardware clipping. The trivial cases will go back to software splitting.
2016-02-04 15:34:12 +01:00
Christoph Oelckers
0c8a817df4
- fixed wall clipping with 3D lights.
2016-02-04 01:12:18 +01:00
Christoph Oelckers
db766f9fe5
- fixed some warnings.
2016-02-03 13:03:38 +01:00
Christoph Oelckers
df9c59bcff
- moved gl_builddraw.cpp to a new 'unused' directory and also added gl_sections, which is needed by the Build algorithm to preprocess the level.
2016-02-02 12:07:07 +01:00
Christoph Oelckers
d797415745
- fixed: dynamic lights did not relink themselves when their position changed.
2016-02-02 11:58:00 +01:00
Christoph Oelckers
22e9fc9b76
- re-fixed FTexture::CheckTrans
...
The original broken code had it always reset the translucency info to 'not present'.
The first fix completely removed that line, although it was merely misplaced, but still necessary to avoid constant re-checking of the same texture.
2016-02-02 11:37:39 +01:00
Christoph Oelckers
9453a8a7e6
- reuse the same vertex buffer data for all slices of a decal.
2016-02-01 21:50:55 +01:00
Christoph Oelckers
f11f86f05d
- added light plane clipping for decals as well.
2016-02-01 21:45:26 +01:00
Christoph Oelckers
faa08410de
- handle nocoloredspritelighting with 3D light splitter
2016-02-01 19:10:15 +01:00
Christoph Oelckers
2c55dcca27
- use hardware clipping to apply 3D lights to sprites. This solves all the problems with properly lighting models and billboarded sprites.
...
- add some restrictions for the checks that exclude sprites which are too close to the camera. Most importantly, for clipping the first frame of a projectile, do not solely clip against the projectile's speed but use the player's radius as a limiting factor to avoid too large distances.
2016-02-01 18:14:00 +01:00
Christoph Oelckers
1ad310e69b
- only draw visible 3D-lights.
2016-02-01 16:13:07 +01:00
Christoph Oelckers
67fc35e738
- some cleanup of wall processing code.
...
* removed SplitWall function
* split PutWall into PutWall and PutPortal because none of the portal cases needs the overhead for normal walls.
2016-02-01 01:49:49 +01:00
Christoph Oelckers
9305cd86a0
- remove the GLWallLightEntry type. Everything it contains can be retrieved from the existing lightlist just as easily, and this approach avoids a lot of memory allocations.
...
- removed the SplitWall profiling timer because all it measures now is an almost empty function.
2016-02-01 01:03:34 +01:00
Christoph Oelckers
71da7406bd
- since we no longer split walls at 3D floor boundaries, those planes no longer need to be added to the vertex height lists.
2016-02-01 00:42:37 +01:00
Christoph Oelckers
53a389aafc
- fixed: for untextured walls, the texture must be disabled before rendering.
...
- fixed: untextured walls should never be passed to SplitWall.
- fixed: untextured walls should not be affected by dynamic lights (it's either fog boundaries or outsides of 3D fog volumes.)
2016-01-31 22:24:48 +01:00
Christoph Oelckers
9ce6a7932c
- implemented rendering of 3D lights with clip planes.
2016-01-31 22:04:20 +01:00
Christoph Oelckers
5448b335c6
- rewrote render loop for walls. Not working yet.
2016-01-31 21:10:59 +01:00
Christoph Oelckers
f86535407d
- forgot this.
2016-01-31 00:52:50 +01:00
Christoph Oelckers
1d9ab5c632
- clean out GLWall::SplitWall and instead of actually splitting the wall just attach a list of lights to it.
...
Actual handling will be in the rendering function because this doesn't need multiple vertex transfers to the GPU. All slices can be drawn from the same buffer with different uniform info being set.
2016-01-31 00:45:29 +01:00
Christoph Oelckers
fc57180d7e
- added necessary state to implement 3D light splitting using hardware clipping planes.
2016-01-30 23:01:11 +01:00
Christoph Oelckers
37ac6ef9a0
- fixed: Translucency detection for GL textures was broken.
...
- fixed: Textures which are already scaled should not be upsampled.
- fixed: The transparency check in the upscaling code checked the wrong modes for exclusion when handling translucent textures.
2016-01-30 02:13:47 +01:00
Christoph Oelckers
4a9b2bf76d
- fixed: The stencil cap drawer did not properly advance the vertex pointer.
2016-01-30 01:08:11 +01:00
Christoph Oelckers
342f1abcc7
- fixed: flickering dynamic lights with their first intensity value larger than the second one weren't properly linked into all touching sectors.
2016-01-30 00:45:47 +01:00
Christoph Oelckers
d037493ffe
- fixed handling of FF_FADEWALLS on 3D floors. The problems with the old method became quite obvious in the demo map after the light list bug got fixed.
2016-01-29 17:13:14 +01:00
Christoph Oelckers
238990c871
don't leave any gaps in the used clip planes.
2016-01-27 12:32:39 +01:00
Christoph Oelckers
47db3252f4
- it's really not necessary to waste two clip planes for reflective surfaces because only one can be active at any time.
2016-01-27 12:30:55 +01:00
Christoph Oelckers
3c16a23865
- when rendering mirrors, discard subsectors lying behind them.
2016-01-27 12:02:43 +01:00
Christoph Oelckers
685385635f
- made adjustments to FGLBitmap for the changes in its base class.
2016-01-26 12:05:40 +01:00
Christoph Oelckers
5816049510
- made necessary adjustments for the coordinate refactoring in ZDoom.
2016-01-21 12:36:37 +01:00
Christoph Oelckers
2657c08831
- fixed: stacked sector portals were not added to the render list
2016-01-13 21:33:27 +01:00
Christoph Oelckers
cd778b6bdc
- fixed CollectPortalSectors
2016-01-13 00:15:04 +01:00
Christoph Oelckers
65022b780a
- implemented 'copy portal to wall' linedef type.
2016-01-11 22:44:53 +01:00
Christoph Oelckers
196c9bc34d
- cleaned up the skybox type detection logic.
2016-01-11 20:29:24 +01:00
Christoph Oelckers
ef7bcb3a66
- implement Eternity-Style flat and horizon portals. Not tested yet due to lack of material to work with.
2016-01-11 15:07:58 +01:00
Christoph Oelckers
926e9fdac4
- fixed: For 2D-drawing of camera textures the render style was not set.
2016-01-07 22:20:57 +01:00
Christoph Oelckers
7d2bbbd351
- fixed rendering of two-sided polyobjects that have their upper or lower textures exposed.
2016-01-05 18:59:32 +01:00
Christoph Oelckers
cc10fe9bc3
- fixed: The stereo3D code accessed the global 'viewsector' variable at a place where it no longer contained a correct value.
...
- fixed: The same code did not exclude camera texture views from drawing the 2D overlay.
2016-01-04 00:45:44 +01:00
Christoph Oelckers
f2c890272f
- FRenderState::Apply does not need to call ApplyColorMask.
2016-01-01 10:59:34 +01:00
Christopher Bruns
ac6e2f4979
Use gl_RenderState to manipulate OpenGL color mask for anaglyph modes, to avoid glGet...
2015-12-31 11:57:21 -05:00
Christopher Bruns
95f4134630
Refactor stereo3d classes to use TArray instead of std::vector.
2015-12-31 09:36:37 -05:00
Christopher Bruns
5b7f9b04cd
Add license headers to stereo3d source files.
2015-12-31 09:06:44 -05:00
Christopher Bruns
655defed28
Avoid compile errors on Linux. Fixes #107 .
2015-12-30 17:54:54 -05:00
Christopher Bruns
8e237e6146
Merge branch 'master' of https://github.com/coelckers/gzdoom into stereo3d
2015-12-30 17:41:49 -05:00
alexey.lysiuk
f8c38a0bbe
- fixed GCC's 'unknown pragma' warnings in hqNx MMX implementation
2015-12-25 15:42:13 +02:00
alexey.lysiuk
1c5d0ccd65
- enabled hqNx MMX on all platforms with Intel intrinsics support
2015-12-25 15:41:06 +02:00
alexey.lysiuk
69813993b0
- added missing hqNx modes to options menu
2015-12-25 10:00:31 +02:00
alexey.lysiuk
19ae244f66
- fixed: allow to use all hqNx texture upscale modes
2015-12-25 09:52:27 +02:00
Christoph Oelckers
c8810db5fe
- fixed: clipping swimmable against non-swimmable translucent 3D-floors was broken due to an incorrect flag check.
2015-12-24 16:34:00 +01:00
Christoph Oelckers
17569139b6
Merge branch 'master' of https://github.com/coelckers/gzdoom
2015-12-11 22:26:45 +01:00
Christoph Oelckers
37ea94abf3
- fixed: translucent walls did not set up their dynamic lights in the GL4 render path.
2015-12-11 22:26:10 +01:00
Kyle Evans
841ddb0d63
<stdlib.h> has replaced <malloc.h> on FreeBSD as well
2015-12-10 23:01:59 -06:00
Christopher Bruns
10088544c3
Merge branch 'master' of https://github.com/coelckers/gzdoom into stereo3d
...
Conflicts:
src/win32/i_system.cpp
2015-12-09 18:34:20 -05:00
Christoph Oelckers
f9cbaef1df
- fixed: Boom's Transfer_Heights did not work for upper parts in sectors with a sky ceiling.
...
This incorrect check has been in the code for 12 years, unfortunately I have no idea anymore why it was added.
2015-11-30 00:11:30 +01:00
Christoph Oelckers
b00b49c111
- fixed skybox picking in GL renderer.
2015-11-25 11:57:53 +01:00
Christopher Bruns
bcac352265
Merge branch 'master' of https://github.com/coelckers/gzdoom into stereo3d
2015-11-09 19:40:53 -05:00
Christoph Oelckers
ad6ce5a726
- added a NULL check to gl_enhanced_nightvision's handler so that it won't crash without an uninitialized GL renderer.
2015-11-09 13:49:17 +01:00
Christopher Bruns
151b47c3ae
Merge branch 'master' of https://github.com/coelckers/gzdoom into merge_down
...
Conflicts:
src/win32/i_system.cpp
2015-11-03 20:21:27 -05:00
Christoph Oelckers
16cb4407a4
- disabled 'isVisibleToPlayerClass' check for dynamic lights affecting sprites.
...
Calling this function in the inner loop of a time critical rendering function apparently wreaks havoc with the CPU instruction cache - even though the function doesn't do anything substantial.
This needs some more in-depth investigation why just having that call can increase sprite rendering time by a factor of 10 and more if there's many lights in view.
2015-11-03 23:55:16 +01:00
Christopher Bruns
382d2cf74f
Simplify ShiftedEyePose::GetProjection() maths.
2015-10-31 08:02:41 -04:00
Christopher Bruns
789dca2ab3
Refactor stereo 3d projection matrix calculations to use VSMatrix.
2015-10-31 07:46:36 -04:00
Christopher Bruns
89328e685c
Use eye->TearDown method to restore glColorMask.
...
Restore assert in i_system.cpp that was interfering with my debugging.
Restore scoped colorMask-ing in gl_portal.cpp and gl_drawinfo.cpp.
2015-10-30 21:48:42 -04:00
Christopher Bruns
b82d611936
Call EndDrawScene for each eye.
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Actually use stereoscopic projection matrix.
2015-10-30 21:29:36 -04:00
Christopher Bruns
0874455faf
Initial implementation of five 3D modes -- some bugs remain.
2015-10-30 20:51:35 -04:00
Christopher Bruns
694dff67e4
Copy stereo3d source files from my GLOOME fork.
2015-10-26 09:08:18 -04:00
Christoph Oelckers
abf11f1a12
- print an error message if GL_ARB_sampler_objects cannot be found.
...
GZDoom requires this extension and all supported hardware has drivers implementing it but there still seem to be people out there who stuck to some older, obsolete drivers that don't.
2015-07-13 09:49:02 +02:00
Christoph Oelckers
065b7f9ad2
- fixed: The CollectSectorStack functions had a local sector_t variable used by gl_FakeFlat which caused a stack overflow. Using the global one defined at the top of the file is ok here.
2015-05-29 12:03:50 +02:00
Christoph Oelckers
a59824cd88
- fixed: MD2 vertex indices were signed shorts but should be unsigned.
...
- fixed a few warnings from Visual C++ 2015.
2015-05-07 11:36:31 +02:00
Christoph Oelckers
f273b6c46d
- fix uninitialized variable.
2015-04-27 21:25:16 +02:00
Christoph Oelckers
baa775b31c
- fixed: Light level must be clamped before accessing the distfogtable.
2015-04-24 16:55:31 +02:00
Christoph Oelckers
df6ffe6418
- adjustments for recent ZDoom changes.
2015-04-16 22:50:26 +02:00
Christoph Oelckers
052dda0fdd
- made MD3 models reloadable.
2015-04-12 19:42:03 +02:00
Christoph Oelckers
feeebf5265
- rework MD2 code for reloading/precaching of geometry data.
2015-04-12 18:26:52 +02:00
Christoph Oelckers
cf7cb4f00f
- use hardware clip planes to split translucent walls and sprites by 3D floor planes.
...
This method has the advantage that it also works for models, xy-billboarded sprites and walls that require complex splitting of the polygon. The old method using actual polygon splitting only works for strictly vertical data that could be trivially split in two.
2015-04-05 19:00:35 +02:00
Christoph Oelckers
45526c2769
- basics for using hardware clip planes to split translucent stuff by 3D floor planes.
2015-04-05 18:55:21 +02:00
Christoph Oelckers
bead3e046b
- fixed weapon positioning again, after finding out that the first fix just worked around the actual problem: The entire coordinate calculation must be done in floating point with no integer math at all. Due to roundoff errors the stored int values needed for wall and flat placement significantly lack precision and with the high scaling factor that needs to be used for weapon HUD sprites these can easily become several pixels. After fixing this the border around sprite textures could be reverted to one pixel again.
...
- fixed: The 'may not be expanded' state should be stored in the texture and reused later. This also needs to revalidate the material if it decides that expansion should be disallowed.
2015-04-04 17:50:22 +02:00
Christoph Oelckers
91eafed5d3
- fixed coordinate calculations for trimmed sprites which were quite a bit broken.
2015-04-04 13:37:55 +02:00
Christoph Oelckers
67334bfa2b
- calculate weapon positions fully in floating point to avoid roundoff errors.
...
- In order to get reliable results the empty border around scaled sprites must be the same scale as the sprite (i.e. 2 pixels for 2x scale and 4 pixels for 4x scale.)
2015-04-04 12:35:10 +02:00
Christoph Oelckers
48e21f6759
- consider MBF sky transfers when checking for skybox precaching.
2015-04-01 12:08:42 +02:00
Christoph Oelckers
1e9a6e667e
- GL code adjustments for reworked precaching.
2015-04-01 11:59:41 +02:00
Christoph Oelckers
7701d54b1f
- fixed: associated dynamic lights took the sprite/frame info from the actor's current state instead of from the actor's current sprite and frame, which may differ in case some placeholder sprite is used in the state.
2015-03-15 12:24:28 +01:00
Christoph Oelckers
fad3a54100
- fixed positioning for sky textures that are less than 128 pixels tall.
2015-03-15 12:10:22 +01:00
Christoph Oelckers
a5a53c51e6
- fixed: The flat drawing code assumed that the first element of the light list originated from the sector itself. This had been true formerly but in some situations it no longer is.
2015-02-10 21:52:19 +01:00
Christoph Oelckers
00639121c0
- added the missed parts of camera roll in gl_scene.cpp.
2015-02-10 20:34:10 +01:00
Christoph Oelckers
8a9692c29f
- fixed: The code which decided whether to clamp two sided middle textures used the texture size instead of the render size for the specific linedef, meaning that any per-sidedef scaling was ignored.
2015-02-10 20:16:25 +01:00
Christoph Oelckers
a578ff5d06
- fixed a problem with some older AMD drivers: Normally calling glBindBufferBase should imply a call to glBindBuffer, but on these drivers it was never done, which resulted in the light uniform buffer never being created...
2015-01-24 13:13:54 +01:00
Christoph Oelckers
d4d041d5fc
- fixed: FMaterial::ValidateTexture must determine whether to expand sprites before actually constructing the FMaterial object.
2015-01-08 18:44:55 +01:00
Christoph Oelckers
a8398e70b0
- fixed: The brightfog flag in the GL related map settings was never initialized.
...
- fixed: brightfog should not disable colored lighting for the weapon sprite.
2014-12-31 23:01:06 +01:00
Christoph Oelckers
4f08b20df5
- consider pixel stretching when rendering models. For non-voxels an aspect ratio of 1:1 must always be assumed while voxels need to be stretched so that 1 voxel unit == 1 map unit.
2014-12-31 12:53:29 +01:00
Christoph Oelckers
e6d59ec429
- fixed: with aspect ratio compensation in the view matrix it is necessary to adjust the view pitch for this because the playsim does not know anything about pixel ratio.
2014-12-31 12:04:55 +01:00
Christoph Oelckers
315827015c
- made aspect ratio correction factor configurable through MAPINFO.
2014-12-29 23:52:20 +01:00
Christoph Oelckers
45cf65afbd
- moved the aspect ratio correction factor from the projection to the view matrix where it should have been from the start.
...
- removed the mCameraPos variable in FGLRenderer because it was only used in one place where it is just as easy to use the global viewx/y/z variables directly.
2014-12-29 22:42:19 +01:00
Christoph Oelckers
045725de15
- use strncpy instead of sprintf tp init static char array to ensure that all elements get initialized.
2014-12-29 16:35:30 +01:00
Christoph Oelckers
fbfe0f1e7a
- fixed: y-clamped textures with negative scale need to shift their texture coordinates into the proper [0..1] range.
2014-12-26 11:53:38 +01:00
Christoph Oelckers
c66a211200
- fixed: The sky renderer must not only alter the light mode but also reset the software light level to a 'disabled' value.
2014-12-25 22:45:40 +01:00
Christoph Oelckers
ffa069205f
- fixed: For fullbright sprites, a weapon's extra light must be ignored because it can be negative.
2014-12-25 18:30:34 +01:00
Christoph Oelckers
0bc2c0094a
- fixed: For cubemapped skies with one texture for all 4 sides the texture was never set before rendering.
2014-12-19 16:35:34 +01:00
Christoph Oelckers
717c82ee4a
- On Intel, we have to disable shader storage buffers because their complier contains a bug disallowing unsized arrays.
2014-12-01 09:58:23 +01:00
Christoph Oelckers
ec627d94dd
- fixed: The depth clamp setting needs to be tracked per portal so that it can be properly restored afterward.
...
Regular skies need it off but SkyViewpoints need it on - and all others need to use the parent's setting.
So without engine side tracking we can end up rendering the sky with this setting off, resulting in omission of the fog layer.
2014-11-27 12:26:52 +01:00
Christoph Oelckers
eb753a0b7c
- fixed: We also should use the proper 'copied' info for the non-inverted planes.
2014-11-27 10:49:03 +01:00
Christoph Oelckers
99d81621f9
- fixed: The 'copied' information of a 3D floor plane should only apply to that particular plane, but never the opposite one of the same 3D floor.
2014-11-27 10:46:28 +01:00
alexey.lysiuk
60d78bcdf6
- implemented hqNx image scaling algorithms using MMX and SSE2 intrinsics
2014-11-27 10:58:34 +02:00
Christoph Oelckers
a7f4185981
- now that we don't have to care anymore about SVN-related merging problems, let's save the 3 global variables of the GL renderer unconditionally, even if the software renderer is running.
2014-11-16 09:08:47 +01:00
Christoph Oelckers
b0a6c94fa4
- fixed: the translucency flag for the flags renderer was inconsistent between the light pass and the render pass on GL 3.x hardware, resulting in bad buffer indices being sent to the shader.
2014-11-09 12:10:33 +01:00
Christoph Oelckers
3e50db9bf0
- fixed: When setting the object color for a shaded decal, the alpha channel must be forced to be 255. The decal's AlphaColor contains the palette index in those bits.
2014-10-26 15:11:04 +01:00
Christoph Oelckers
3c7664a460
- we don't really need a bBrightmap in a texture. All it did was duplicate some functionality of bMasked.
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- renamed bBrightmapDisablesFullbright flag.
2014-10-26 08:41:52 +01:00
Christoph Oelckers
5a91fd0ad4
- fixed: DMD models didn't load their triangle data.
...
- fixed: MD2 models didn't handle the triangles' byte order.
2014-10-24 13:03:26 +02:00
Christoph Oelckers
f8016bef86
- fixed: voxels didn't set their index count.
2014-10-24 11:52:45 +02:00
Christoph Oelckers
e5cd90f323
- use separate vertex buffers per model to avoid large memory usage peaks. Also delete the geometry data for the models once it has been copied into the vertex buffer.
2014-10-24 11:43:25 +02:00
Christoph Oelckers
bca47bb9bc
- removed debug code.
...
- fixed: planes that are created by splitting translucent 3D-floors may never be rendered.
2014-10-23 17:35:58 +02:00
Christoph Oelckers
36b35e85f3
- fixed: overflow checks for dynamic light buffer were not correct.
2014-10-23 12:06:00 +02:00
Christoph Oelckers
066e53ae4c
- fixed: sprites rendered as 'bright' should not be affected by dynamic lights.
2014-10-23 10:54:26 +02:00
Christoph Oelckers
618c23303f
- fixed: The interpolation factor for models was never passed to the shader.
2014-10-23 09:57:27 +02:00
Christoph Oelckers
5302a10a7d
- diable software lighting for textured automap.
...
* since it is designed for software-style light diminishing it doesn't work for 2D.
* additionally it left the lighting state in an unsuitable setting for further 2D rendering.
2014-10-23 09:19:30 +02:00
Christoph Oelckers
89ce0b8cb7
- test if GLSL version 1.4 can handle uniform buffers on old Intel hardware without making problems...
2014-10-22 16:54:26 +02:00
Christoph Oelckers
9f1f17c306
- fixed: The PolyBSPs weren't fully initialized. Some GZDoom-only fields in the segs were skipped.
2014-10-14 08:54:08 +02:00
Christoph Oelckers
5d032f3fcf
- fixed: Since the engine can no longer change renderers on the fly, thanks to ZDoom's messed up video startup code, we have to abort with a fatal error if we can't create a GL context. Otherwise the user will never see a meaningful message.
2014-10-06 10:00:02 +02:00
Christoph Oelckers
3e2a17538b
- fixed: HUD weapons were affected by dynamic lights even when the CVARs said that they shouldn't.
2014-10-06 09:05:42 +02:00
Christoph Oelckers
ead8a2874d
- fixed: The texture mode implied by render style did not work for models.
2014-10-05 12:03:55 +02:00
Christoph Oelckers
fd3128a164
- fixed: When changing enhanced nightvision mode the shaders need to have their fixed colormap state reset to ensure that the new settings get used.
...
- fixed: The shader code for handling special fixed colormaps did not use the color vertex attribute which was most evident with the 'shadow' render style on the spectre.
2014-10-05 09:40:36 +02:00
Christoph Oelckers
48da2f87bb
- fixed: The light buffer index must not be reset between rendering a camera texture and the main scene.
...
Since rendering is asynchronous, the camera texture scene may not be finished once the main scene's lights get filled in. Unfortunately forcing a synchronization with glFinisg has bad side effects on performance the only remaining option is to use separate parts of the buffer for both scenes, which in extreme cases may increase the light buffer's size - but on modern hardware that shouldn't be a problem.
2014-09-21 21:01:11 +02:00
Christoph Oelckers
b2cf7d6512
- fixed memory leak: The sector links for dynamic lights were never freed.
2014-09-21 12:40:08 +02:00
Christoph Oelckers
7359631a43
- fixed weapon drawing rules to account for the death camera.
2014-09-21 11:08:38 +02:00
Christoph Oelckers
4682736585
- fixed: non-tiled mid textures on a fog boundary require some special clamping to be performed in the shader.
2014-09-21 11:08:17 +02:00
Christoph Oelckers
da87a34a6f
- fixed: MODELDEF's FrameIndex command was case sensitive.
2014-09-21 09:40:41 +02:00
Christoph Oelckers
43e2d704a3
- always use glPolygonOffset to render translucent geometry.
2014-09-20 09:04:36 +02:00
Christoph Oelckers
92dcf2e5ef
- fixed some of those supremely annoying and supremely pointless GCC/Clang compiler warnings.
2014-09-17 11:03:05 +02:00
Christoph Oelckers
c5e00dbc53
fixed: The sampler object for camera textures was never initialized.
2014-09-17 10:52:34 +02:00
Christoph Oelckers
c773a500f2
- only activate shader storage buffers on modern drivers also supporting GL_ARB_buffer storage. Early adopters of this extension (i.e. older AMD drivers mainly) tend to implement this badly.
2014-09-17 09:01:16 +02:00
Christoph Oelckers
a25ed3c807
- fixed: inverted rendering for fuzzy things with light powerup was switched off due to change of render style.
2014-09-15 12:15:19 +02:00
Christoph Oelckers
8e7e16f73a
- fixed: The light uniform buffer may not be mapped with GL_MAP_INVALIDATE_BUFFER_BIT, because it needs to be mapped for each portal in a scene but it must preserve the existing data for the remaining translucent objects.
2014-09-15 10:27:09 +02:00
Christoph Oelckers
32f08adaf3
- moved some code to better places.
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- allow GL version 3.0 in Windows, too.
2014-09-14 23:01:57 +02:00
Ralgor
5cc43137a1
Only require OpenGL 3.0 compatibility profile.
2014-09-14 14:43:42 -05:00
Ralgor
cfc8f3dbbf
Global GL render context shouldn't be initialized inside of gl_PrintStartupLog, since it's not compiled in non MSC builds.
2014-09-14 14:42:14 -05:00
Ralgor
1a70a6aabc
The light buffer should check for shader_storage_buffer_object rather than buffer_storage.
2014-09-14 14:29:13 -05:00
Ralgor
ddf58b43c9
Fix compile errors on linux.
2014-09-14 14:28:05 -05:00
Christoph Oelckers
3c2f1952fd
Merge branch 'master' into v2.x
2014-09-12 21:01:55 +02:00
Christoph Oelckers
25951362fc
- fixed: When applying Boom's Transfer_Heights effect to a sector, gl_FakeFlat needs to remove all portals from the original sector planes that are being replaced in the sector copy.
2014-09-11 13:02:39 +02:00
Christoph Oelckers
acf6c259d8
- changed the handling of alpha textures. The only special case they need is with palette-less textures and this can be handled far more easily and robustly with a predefined translation instead of passing another parameter through all the layers of the texture management code. This also fixes problems with paletted PNGs that get used as an alpha texture because the old method clobbered the image's palette.
2014-09-09 13:21:36 +02:00
Christoph Oelckers
4bb320a27c
- route texture binding through the renderstate class for better control. Currently it's just a direct passthrough but this will change.
2014-09-09 12:00:42 +02:00
Christoph Oelckers
d5633701b4
- swapped order of textures in burn shader to avoid some problems with the texture samplers.
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- fixed: texture sampler state for the burn texture was never set.
2014-09-09 10:17:44 +02:00
Christoph Oelckers
c6f4c0b6f0
- fixed: FMaterial's tex pointer could be accessed before it was set.
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- allow more than two texture units in shaders.
2014-09-09 10:03:34 +02:00
Christoph Oelckers
62880f113b
- fix a render glitch with Back to Saturn X MAP06: Do not flood missing upper and lower textures with the backsector's flat if that backsector is malformed (i.e. has no area.)
2014-09-09 08:47:39 +02:00
Christoph Oelckers
9b8869e78d
Merge branch 'master' into v2.x
...
Conflicts:
src/gl/textures/gl_material.cpp
2014-09-09 01:30:11 +02:00
Christoph Oelckers
86d9c7ec8e
- add some compatibility settings to fix rendering glitches in BTSX_E1 MAP12.
2014-09-09 01:27:41 +02:00
alexey.lysiuk
e29fce6951
Fixed missing transparency on upscaled textures
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Textures with diagonal patterns were treated as opaque after resizing
Images upscaled by hqNx were affected mostly by this issue
http://forum.drdteam.org/viewtopic.php?f=24&t=5370
http://zandronum.com/tracker/view.php?id=269
http://zandronum.com/tracker/view.php?id=315
2014-09-07 11:52:51 +03:00
Christoph Oelckers
b96dd6c421
- fixed: The missing fourth component of the texture coordinate must be filled with 1.0, not 0.0 before applying the texture matrix. Not doing so will cancel out the translation part of the matrix.
2014-09-02 10:31:48 +02:00
Christoph Oelckers
fa3a62e954
- fix a render glitch with Back to Saturn X MAP06: Do not flood missing upper and lower textures with the backsector's flat if that backsector is malformed (i.e. has no area.)
2014-08-31 23:01:53 +02:00
Christoph Oelckers
a280c20b4e
- fixed: If we want to cache texture binding state we have to reset it in all places where a texture becomes unbound.
2014-08-31 19:00:17 +02:00
Christoph Oelckers
12160bd29c
- remove some obsolete code from decal rendering.
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- avoid rebinding the same texture multiple times, as there's considerable overhead in the texture manager.
- check gl_sort_textures only once per scene, not per draw list.
2014-08-30 15:34:14 +02:00
Christoph Oelckers
6a3cd6378a
- found out that reading the CPU's real time clock costs a not insignificant amount of time so this is now only done when either the benchmark command is running or the rendertimes are shown.
2014-08-30 14:33:06 +02:00
Christoph Oelckers
49ec7beb8f
- separate draw lists for walls and flats. This makes the sorting much more efficient because draw types no longer need to be checked in the compare function. This is a lot more important than having perfect texture order.
2014-08-30 13:04:41 +02:00