Commit graph

782 commits

Author SHA1 Message Date
Christoph Oelckers
babe55819e - fullscreen toggle and some cleanup. Not fully working yet. 2018-06-17 22:11:35 +02:00
Christoph Oelckers
b65b83edb3 - removed the hard screen resolution switch that still was present on Windows and cleaned up the entire video backend code from the remaining support code for this.
Like Linux and macOS this will only support borderless fullscreen in the active desktop resolution now, which is what modern systems need.
The list of discrete resolutions has been removed as it makes no sense anymore with a fixed video mode - all the other scaling options remain active, though.
2018-06-17 20:08:35 +02:00
Christoph Oelckers
dc2a5b0cc9 - consolidated the 3 identical versions of I_CheckResolution and I_ClosestResolution. 2018-06-17 12:30:01 +02:00
Magnus Norddahl
efa434d47b - remove unused VectoredTryCatch 2018-06-10 13:15:31 +02:00
alexey.lysiuk
0546c86716 - fixed Windows XP compatibility for MSVC 2017 targets
Workaround initially implemented for MSVC 2015 is enabled with all Windows XP compatible toolsets regardless of Visual Studio version

https://forum.zdoom.org/viewtopic.php?t=60675
2018-05-31 10:24:16 +03:00
Christoph Oelckers
cc65490062 - added CVAR to disable WGL_EXT_swap_control_tear.
At least on faster NVidia hardware, setting this to false and gl_finishbeforeswap to true gives a better experience because it reduces screen tearing - but the same setting will reduce frame rate quite dramatically on Intel and can cause bad stalls on some older GPUs when rendering camera textures.
2018-05-19 19:18:38 +02:00
Christoph Oelckers
ebbe52082a - fixed vr_enable_quadbuffered for real
I did not consider that this is an init-only option. So changing the CVAR may not affect game behavior at all. Instead its value must be moved to some globally accessible variable on startup that never gets changed again.
2018-05-18 08:44:32 +02:00
Christoph Oelckers
b197bfc964 - avoid checking for vr_enable_quadbuffered directly.
This option only exists on Windows, so on the other platforms it should not be in the menu and not affect the setup of the VR mode.
2018-05-18 00:12:45 +02:00
Rachael Alexanderson
872cd529c7 - define zdoom.rc as a proper Windows text file, stop Git from mismanaging it 2018-05-17 17:39:18 -04:00
Christoph Oelckers
6e20ece3f4 - moved vr_enable_quadbuffered definition to win32gliface.cpp because this is where it gets used. 2018-05-16 23:14:30 +02:00
alexey.lysiuk
e1e441091d - fixed potential crash on startup, Windows only
At least one version of Windows SDK (10.0.17134.0) has broken _pgmptr/_get_pgmptr()
It points to an empty string for multi-byte character set applications
GetModuleFileName() is now used instead regardless of compiler/toolchain
Added extra guard against unexpected program paths to avoid crashes

https://forum.zdoom.org/viewtopic.php?t=60598
2018-05-16 11:44:49 +03:00
alexey.lysiuk
f17f8c9359 - added end line to various messages
so they don't screw up further output anymore
2018-05-11 18:03:57 +03:00
alexey.lysiuk
2be84dc636 - skip rendering when application is not active
Use vid_activeinbackground CVAR to override this behavior
2018-05-04 11:24:37 +03:00
Christoph Oelckers
b35213741f - don't force the renderer to remain active in windowed mode when in the background.
It's ok to have this as an option, but not as an unconditional forced feature.
2018-05-01 07:48:59 +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
alexey.lysiuk
4ab6034a36 Cleaned up Windows backend from remains of Direct3D
Removed obsolete CMake settings, useless #include's, dead code
2018-04-18 17:05:25 +03:00
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
e50d09ceb2 - removed the render mode settings from the launch popup.
They were already deactivated because with 5 render modes present this was destructive, having only 2 options available.
Since the render mode can now be changed on the fly this isn't as critical anymore as it once was.
2018-04-08 22:03:38 +02:00
Christoph Oelckers
df4f435952 - merged vid_renderer, swtruecolor and r_polyrender into one CVAR to reduce menu clutter.
- with renderers freely switchable, some shortcuts in the 3D floor code had to be removed, because now the hardware renderer can get FF_THISINSIDE-flagged 3D floors.
- changed handling of attenuated lights in the legacy renderer to be adjusted when being rendered instead of when being spawned. For the software renderer the light needs to retain its original values.
2018-04-07 23:30:28 +02:00
Christoph Oelckers
5fbc723842 - live switching of the renderer works. 2018-04-07 12:59:04 +02:00
Christoph Oelckers
d474b849a5 - removed the remaining calls from the FRenderer interface from the main game code.
This does not work with a setup where the same backend is driving both renderers.
Most of this is now routed through 'screen', and the decision between renderers has to be made inside the actual render functions.
The software renderer is still driven by a thin opaque interface to keep it mostly an isolated module.
2018-04-04 00:21:25 +02:00
Christoph Oelckers
9ba32cb994 - with the new order of things we need the software renderer to be always available. 2018-04-03 20:14:26 +02:00
Christoph Oelckers
51bf2eb9fa - took GetMaxViewPitch out of renderer interfaces.
With live switching and both renderers on the same backend the old approach will no longer work.
2018-04-03 19:18:16 +02:00
Christoph Oelckers
7589dfda25 - removed test and debug code. 2018-04-03 00:53:45 +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
711a88bab3 - consolidated cycle_t and glcycle_t because aside from glcycle_t's ability to be deactivated when no profiling takes place they did exactly the same thing. 2018-04-01 13:24:03 +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
6cd26dec01 - remove some dead code. 2018-03-31 00:25:15 +02:00
Christoph Oelckers
a001a5304d - removed the old software renderer framebuffers for Windows
This cannot be refactored with the old code still present and done properly both renderers should share what they can.
2018-03-30 23:18:25 +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
811d96e07e D3D 2D code refactored but not tested yet. 2018-03-29 23:21:25 +02:00
Christoph Oelckers
16480a3f4b - it compiles again.
This won't work, though, because no backend for the new 2D code exists yet.
2018-03-28 16:40:09 +02:00
Christoph Oelckers
29ad081368 - removed remaining DirectDraw code and a few other things that are no longer being used. 2018-03-27 21:04:01 +02:00
Christoph Oelckers
0c3635e22c - removed vid_hw2d CVar. 2018-03-27 17:58:25 +02:00
Christoph Oelckers
62f073ef60 - removed Accel2D variable and a little bit of locking cruft. 2018-03-27 17:13:10 +02:00
Christoph Oelckers
cff5f0e3c7 - removed DFrameBuffer's locking mechanism.
In its current form this is quite useless. What's really needed is to require a lock on the RenderBuffer for the 3D scene, but since this is not needed for the 2D stuff anymore it can be done far simpler.
2018-03-27 16:48:33 +02:00
Christoph Oelckers
c06ad5c59c - separated DFrameBuffer from DCanvas.
This was a bad idea from the start and really only made sense with DirectDraw.
These days a FrameBuffer represents an abstract hardware canvas that shares nothing with a software canvas so having these classes linked together makes things needlessly complicated.
The software render buffer is now a canvas object owned by the FrameBuffer.

Note that this commit deactivates a few things in the software renderer, but from the looks of it none of those will be needed anymore if we set OpenGL 2 as minimum target.
2018-03-27 14:14:46 +02:00
Christoph Oelckers
bb9283a9af - work on separating DFrameBuffer from DCanvas.
2D works in D3D backend, but 3D crashes because not all pointers have been rerouted yet.
2018-03-27 13:50:31 +02:00
Christoph Oelckers
1a28644d83 - cleaned out unused stuff from DCanvas.
- removed CocoaFrameBuffer because it is a software fallback which is no longer supported.
2018-03-27 11:25:06 +02:00
Christoph Oelckers
ba799aebbd - moved locking logic from DCanvas to DFrameBuffer.
The software canvases used for rendering camera textures and save pictures in the software renderer do not need this.
2018-03-27 11:12:13 +02:00
Christoph Oelckers
dd491d6558 - removed support for paletted Windows display modes.
This was only relevant for DirectDraw which has been removed.
2018-03-27 10:41:38 +02:00
Christoph Oelckers
e0039179cb - merge error fixed. 2018-03-26 22:11:13 +02:00
Christoph Oelckers
41a0e6af4a - removed the D3D texture atlas implementation.
This is a necessary first step for simplifying the texture handling in order to refactor it.

# Conflicts:
#	src/gl/system/gl_swframebuffer.cpp
#	src/textures/textures.h
#	src/win32/fb_d3d9.cpp
2018-03-26 22:05:35 +02:00
Christoph Oelckers
d9f6546c16 - removed Shader Model 1.4 support.
The only hardware ever to support this is ATI's R200 which has been deprecated by ATI before Vista got released, and is no longer a relevant target.
2018-03-26 22:03:33 +02:00
Christoph Oelckers
40bbe5cd8a - removed DirectDraw backend. 2018-03-26 22:03:32 +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
4c4f8288a4 - disable XP toolset warning for 64 bit builds.
- fixed an error with assigning a string constant to a non-const char * variable that was pointed out by compiling with /permissive-.
2018-03-25 10:50:14 +02:00
Christoph Oelckers
da74b9df95 - serialize the temporary music volume that can be set through ACS. 2018-03-24 13:07:18 +01:00
Christoph Oelckers
7301001a3f - made the necessary adjustments to the HW2D interfaces to handle alpha textures properly.
These cannot be done with the regular textures so there needs to be an option to create more than one native texture per FTexture. For completeness' sake there is also the option now to create a paletted version of a texture if the regular one is true color. This fixes a long standing problem that translations were not applied to non-paletted textures.
2018-03-23 23:04:30 +01:00
Christoph Oelckers
f2f649bf77 - put all stats related code into one file. 2018-03-12 19:33:48 +01:00
Christoph Oelckers
d2fa4d0ff9 - most stat stuff done. 2018-03-12 19:33:48 +01:00
Rachael Alexanderson
c15e868b0f - implemented anonymous stats collector 2018-03-12 19:33:48 +01:00
Christoph Oelckers
b939836846 - renamed FileRdr back to FileReader. 2018-03-11 19:29:37 +01:00
Christoph Oelckers
833dbee167 - fixed some issues with m_swap's design.
The native byte order converters were defined as macros which hid some issues due to lack of type checks.
Additionally the ???Long variants taking 'long' variables were removed, because longs are not always 32 bits so this could be destructive.
As a result of this, removed several DWORDs from struct definitions in i_crash.cpp.
2018-03-11 14:35:36 +01:00
Christoph Oelckers
5fa63c396d - sound code and most of texture code converted to FileRdr.
This allowed to remove a lot of bad pointer voodoo in the music loader, because the new class does not allow duplication of the reader object
2018-03-10 18:45:11 +01:00
Christoph Oelckers
918d188263 - This shouldn't have been committed. 2018-02-25 16:15:24 +01:00
Christoph Oelckers
67a6ec01e1 - added a separate section for soundfont search paths. 2018-02-25 09:32:05 +01:00
Christoph Oelckers
2d8e394529 Merge branch 'master' into reverbedit
# Conflicts:
#	wadsrc/static/zscript/menu/optionmenuitems.txt
2018-01-20 11:44:42 +01:00
Rachael Alexanderson
000037dbf6 - implemented 'i_soundinbackground' to continue playing sounds and music while in the background.
- OpenGL rendering continues now even when losing focus while in windowed mode.
2017-12-24 18:01:45 -05:00
Rachael Alexanderson
938cd3cabe - implemented win_borderless for fake fullscreen in Windows 2017-12-07 06:32:51 -05:00
alexey.lysiuk
5162e7162e Fixed overbright screenshots with hardware gamma off
When render buffers are used to apply gamma/brightness/contrast screenshots should not use PNG gamma correction
2017-12-06 11:24:10 +02:00
Christoph Oelckers
4c799af293 Merge branch 'master' into reverbedit 2017-12-03 21:04:14 +01:00
Christoph Oelckers
a945418ba6 - added M_GetDocumentsPath function. 2017-12-03 21:03:44 +01:00
Christoph Oelckers
7e45535669 Merge branch 'master' into reverbedit 2017-12-03 12:46:08 +01:00
Christoph Oelckers
7cbcbe66c0 - sanitization of temporary file stuff for Timidity++.
* do not use the global temp directory. Instead create one in the AppData folder.
* removed lots of unneeded code from tmpfileplus.
* use C++ strings in there.
2017-12-02 17:33:43 +01:00
Christoph Oelckers
1af42b3d50 - use FileWriter for the OPL dumper. 2017-12-02 12:31:21 +01:00
Christoph Oelckers
57058ef727 - removed all remains of the old EAX editor. 2017-11-26 15:23:07 +01:00
Christoph Oelckers
1ed1b42c21 Safety commit. 2017-11-26 14:13:56 +01:00
Christoph Oelckers
78184ad6b5 - more work on reverb menu. 2017-11-26 10:16:21 +01:00
Christoph Oelckers
3ae5f8c09f - initial work on a reverb editor based on the menu system.
This is to get rid of some ugly Windows code and make this platform independent.
2017-11-25 22:03:18 +01:00
Magnus Norddahl
56477c8f89 - Fix 'Requested invalid render buffer sizes' when executing the reverbedit command from fullscreen 2017-11-25 12:20:00 +01:00
Christoph Oelckers
87816f811f - removed windows.h include from a few files which do not need it anymore. 2017-11-25 10:58:33 +01:00
Rachael Alexanderson
6d43c5cdc6 Merge remote-tracking branch 'origin/friendly_window_title' 2017-11-24 14:41:25 -05:00
Rachael Alexanderson
505da5bf4f Merge branch 'master' of https://github.com/coelckers/gzdoom into newtimercode4 2017-11-21 05:23:00 -05:00
Rachael Alexanderson
47e9975e90 - fixed a couple of fixes from the previous commit 2017-11-21 05:20:02 -05:00
Rachael Alexanderson
2bc86b52c8 - fixed a few of the more obvious logic errors 2017-11-21 04:06:24 -05:00
Christoph Oelckers
d9808e6d68 - there were still some old definitions left... 2017-11-12 10:02:29 +01:00
Christoph Oelckers
6bd76d6b5a - fixed compilation in debug mode.
- moved timer definitions into their own header/source files. d_main is not the right place for this.
- removed some leftover cruft from the old timer code.
2017-11-12 09:06:40 +01:00
Magnus Norddahl
307d8931d8 - Switch to C++11 steady clock
- Move the C++11 implementation to d_main
- Remove the platform specific timer implementations
2017-11-12 03:12:22 +01:00
Magnus Norddahl
090943eaa4 - Fix freeze interpolation bug 2017-11-11 17:28:38 +01:00
Magnus Norddahl
28401cd674 - Rewrite win32 game tick timer backend to use performance counters and only calculate values once per frame 2017-11-11 17:28:20 +01:00
Rachael Alexanderson
d16ad3dcb5 - added I_FriendlyWindowTitle cvar, which takes the current game/mod name and uses it as a default window title. 2017-10-31 19:47:56 -04:00
AraHaan
e15a84f062 Changed Fatal Error Dialog title.
This is to match all the parts that says GZDoom.
2017-09-22 19:13:08 +02:00
Rachael Alexanderson
3531f3e285 - Use a FreeDoom sprite for deadguy.bmp - much better than a red circle with an exclamation point on it. 2017-09-16 04:16:14 -04:00
Rachael Alexanderson
765646ee1c - fixed: Changed IWAD_FILENUM to a dynamic lookup. 2017-09-13 04:19:03 -04:00
Rachael Alexanderson
7cc073b7d2 - Added an .ico file compiled by Kinsie from an image set on the forum. 2017-09-07 17:18:26 -04:00
Rachael Alexanderson
6f98c5e8fb - replace potentially infringing static EXE assets (including icons) with ones from GZDoom-GPL 2017-09-07 04:13:30 -04:00
Mike Swanson
1bc8fe7312 Add GOG path for Doom 3: BFG Edition 2017-08-26 09:01:02 +02:00
Christoph Oelckers
9878477612 Revert "- fix linux compile"
This reverts commit b8c0e78c91 et al.

Instead, use the already provided access function I_FindName to get the file name from findstate_t.
Also made the contents of findstate_t private so that use of the access functions is required to retrieve the information and direct access triggers a compile error.
2017-08-20 08:01:41 +02:00
Rachael Alexanderson
b7d26b3fa1 - fixed Linux IWAD search thanks to a suggestion by Chris on the forum. Moved the search macros to i_system.h for both platforms. Neither are compatible with the other. This can be improved upon later, but for now, at least the major compile issue is fixed. 2017-08-19 22:10:45 -04:00
Rachael Alexanderson
8a7090b4b7 Revert "- In software rendering, lights now check if they are too far above or below a certain plane before rendering. An example of this is in unloved.pk3 where in map02, some lights are above the ceiling."
- fixed accidental QZDoom rename

This reverts commit eb425f206a.
2017-08-18 18:19:39 -04:00
Rachael Alexanderson
eb425f206a - In software rendering, lights now check if they are too far above or below a certain plane before rendering. An example of this is in unloved.pk3 where in map02, some lights are above the ceiling. 2017-08-18 18:14:43 -04:00
Magnus Norddahl
1a4cf16168 - Fix swtruecolor cvar messing up the chosen video mode 2017-07-23 20:54:03 +02:00
Magnus Norddahl
c3702ae9e7 Add vid_scalemode support to GL framebuffer 2017-07-23 00:33:56 +02:00
Christoph Oelckers
03ed0656e1 - fixed: The frame timer for interpolating the renderer should always take its time from the actual beginning of the frame instead of checking the system timer in real time when rendering starts.
This fixes two issues:

* timer related texture animations are not being recreated multiple times if a scene renders multiple viewpoints (e.g. camera textures or portals.)
* interpolation is smoother when maps have a high think time of multiple milliseconds. A good map to see the difference would be ZDCMP2 which has a think time of 4-5 milliseconds. With the timer taken in real time after the thinkers have run and VSync on this resulted in alternating time slices of 11 and 21 ms between frame interpolations instead of an even 16 as should be done for smooth 60 fps because roughly every second frame was offset by those 5 ms.
2017-07-20 14:20:50 +02:00
Magnus Norddahl
c8e713b067 - Remember maximized window state 2017-07-09 15:12:31 +02:00
Christoph Oelckers
c74356a1c0 - made OpenGL 3.3 a requirement for running the modern render path. Also force '-glversion 3' to use the modern render path, even though actual OpenGL 3.0 won't support it.
This will exclude Intel HD3000 and many obsolete drivers for NVidia and ATI which should have been updated long ago.
2017-06-28 17:57:04 +02:00
Rachael Alexanderson
78061f1cf7 - fixed: D3DFB::DoClear did not call Super::DoClear when vid_hw2d was false. 2017-06-07 03:55:02 -04:00
Christoph Oelckers
446d1eb9c8 - we no longer support Windows 9x or NT 4 so its special code may just be removed entirely. 2017-06-07 09:26:06 +02:00
alexey.lysiuk
3b61be3145 Removed dependency on dxguid library
It's impossible to use VS2017 with XP compatible toolset otherwise
2017-05-29 14:46:56 +03:00