Commit graph

98 commits

Author SHA1 Message Date
Christoph Oelckers
124fe63d00 Merge branch 'master' into modern 2018-07-14 10:24:41 +02:00
Christoph Oelckers
158890e0ce - fixed : Decals used the wrong texture variant. 2018-07-02 19:12:48 +02:00
Christoph Oelckers
e7a0ccf879 - fixed remaining issues with portal refactoring. 2018-06-23 23:03:34 +02:00
Christoph Oelckers
6ebec37baf - moved all portal code that sets up a scene to be rendered into API independent code and let it be handled by a common wrapper class. 2018-06-23 23:03:34 +02:00
Christoph Oelckers
1cf3af9c41 - moved the current portal pointer to HWDrawInfo so that the portal managed does not need to save and restore a global variable for each portal. 2018-06-23 13:51:19 +02:00
Christoph Oelckers
282fdac660 - made the static portal state a struct inside the Renderer object 2018-06-23 13:25:59 +02:00
Christoph Oelckers
82d7e5970f - moved the clipline uniform to the viewpoint buffer.
This was the final one of the per-scene values that could be taken out of the render state.
2018-06-22 23:49:39 +02:00
Christoph Oelckers
80a9028938 - mirror clip planes moved - not working yet. 2018-06-22 22:45:05 +02:00
Christoph Oelckers
d5af939119 - more uniforms moved.
(not working yet.)
2018-06-22 21:32:38 +02:00
Christoph Oelckers
43e1a2d249 - moved uViewHeight and uCameraPos to the viewpoint uniform struct. 2018-06-22 21:05:36 +02:00
Christoph Oelckers
1967165633 - move view and projection matrices to DrawInfo. 2018-06-21 21:02:14 +02:00
Christoph Oelckers
eb277cc101 - calculate the normal view matrix at a higher level. 2018-06-20 13:49:06 +02:00
Christoph Oelckers
469c9241eb Moved WriteSavePic implementation to FGLRenderer 2018-06-20 12:29:52 +02:00
Christoph Oelckers
9bdb5f1a5d Moved ProcessLowerMinisegs back toAPI independent code. 2018-06-20 10:10:30 +02:00
Christoph Oelckers
922c3a8d75 - moved the basic methofs of HWDrawInfo to a dedicated file instead of storing them somewhere else. 2018-06-19 23:52:01 +02:00
Christoph Oelckers
54970b60e8 - use locally stored viewpoint variables in the hardware renderer.
- move a few variables from SceneDrawer to FRenderViewpoint.

The global r_viewpoint variable is left alone now to always represent the current viewpoint to the play code.
The main reason behind this change is to reduce the amount of global variables being used by the hardware renderer's scene processing code.
2018-06-19 23:45:17 +02:00
Christoph Oelckers
d2309af3d5 Merge remote-tracking branch 'remotes/origin/master' into modern
# Conflicts:
#	src/d_main.cpp
#	src/hwrenderer/scene/hw_weapon.cpp
2018-06-19 19:40:52 +02:00
Christoph Oelckers
eddb179e36 - moved ViewActor variable into FRenderViewpoint. 2018-06-19 18:51:46 +02:00
Christoph Oelckers
87dfa34f1f - save r_viewpoint as a whole when processing portals. 2018-06-19 17:55:42 +02:00
Christoph Oelckers
22b8d0a8d7 - r_viewpoint reduction in hwrenderer 2018-06-19 11:21:13 +02:00
Christoph Oelckers
86975a71e8 - don't use r_viewpoint directly when sorting translucent geometry.
Better store the view Z in a member variable and use that.
2018-06-19 10:50:48 +02:00
Christoph Oelckers
ae7053ee98 - another small optimization 2018-06-19 10:40:50 +02:00
Christoph Oelckers
12ad0caec0 - small optimization 2018-06-19 10:33:59 +02:00
Christoph Oelckers
fba5b872be - reduced number of references to r_viewpoint in hw_flats 2018-06-19 10:31:25 +02:00
Christoph Oelckers
3eb4b137f3 - reduced number of references to r_viewpoint in hw_fakeflat.cpp 2018-06-19 10:30:18 +02:00
Christoph Oelckers
18f43dea1e - reduced number of references to r_viewpoint in hw_sprites.cpp 2018-06-19 10:29:09 +02:00
Christoph Oelckers
cf1641d0f6 - reduce number of places in weapon code which access r_viewpoint directly. 2018-06-19 10:25:11 +02:00
Christoph Oelckers
74d8c929cc Give the clipper a reference to the current viewpoint
This is both for efficiency and encapsulation. At last on MSVC in 64 bit, accessing global variables is very inefficient and the clipper was doing it repeatedly in its worker functions.

It is also one less place where the global viewpoint gets checked.
2018-06-19 09:37:49 +02:00
Christoph Oelckers
6b92b95068 - moved vertex creation for skybox sector to backend independent code. 2018-06-18 18:41:59 +02:00
Christoph Oelckers
34ee04f2ce - moved the matrix math for the sky dome into backend independent code. 2018-06-18 18:18:28 +02:00
Christoph Oelckers
1fdf6a20d1 - fixed incomplete null pointer check. 2018-06-17 10:53:55 +02:00
Christoph Oelckers
4937848123 - refactoring of fixed colormap stuff to have it better organized and to reduce the number of uniforms in the main shader.
This removes 3 uniforms, consisting of 9 floats. Those were merged into other values that never get used at the same time.
It also moves the costly setup of the fixed colormap out of the render state into the 2D processing code.
Since 3D forces use of render buffers now, it is no longer necessary to draw the entire scene with the colormap active, meaning it can be handled more efficiently.
2018-06-16 22:40:44 +02:00
Christoph Oelckers
8ab68264c1 - removal of all code to handle OpenGL 2. From this commit on the main build of GZDoom will be OpenGL 3.3 or higher.
# Conflicts:
#	src/gl/renderer/gl_renderer.cpp
#	src/gl/shaders/gl_shader.cpp
#	src/gl/system/gl_framebuffer.cpp
#	src/gl_load/gl_interface.cpp
2018-06-15 21:45:05 +02:00
Magnus Norddahl
5464d2a577 - add dynamic lights to softpoly and software renderer models 2018-06-05 22:43:11 +02:00
alexey.lysiuk
edabe43bca - fixed typo in previous commit
https://forum.zdoom.org/viewtopic.php?t=60739
2018-06-01 12:24:29 +03:00
Christoph Oelckers
2d50f535ff - fixed and simplified the vertex counter for wall polygons.
This is now allowed to overestimate the number of vertices to reduce computation time for a rarely occuring special case that was eating most of the time and was causing errors with some walls.
2018-05-31 22:14:57 +02:00
alexey.lysiuk
0187b0aa5b - fixed mirrors and reflections in hardware renderer
https://forum.zdoom.org/viewtopic.php?t=60671
2018-05-28 11:51:43 +03:00
Magnus Norddahl
31f29bbe8a - force model light to be attenuated 2018-05-25 19:23:47 +02:00
Christoph Oelckers
496e6e2e8f - fixed: The vertex height updater was using the index buffer offsets to access the vertex buffer.
I missed this part when repurposing the vboindex members to store the index buffer offsets.
However, since both indices are needed, they need another set of variables.
2018-05-24 00:01:56 +02:00
Christoph Oelckers
b612e182b4 Merge branch 'indexbuffer'
# Conflicts:
#	src/gl/data/gl_vertexbuffer.h
#	src/gl/scene/gl_flats.cpp
#	src/hwrenderer/data/flatvertices.h
2018-05-22 22:10:21 +02:00
Christoph Oelckers
df6a50872d Merge branch 'master' of https://github.com/coelckers/gzdoom 2018-05-22 21:36:52 +02:00
Christoph Oelckers
3f6789ecac - moved gl_bsp.cpp to its proper place. 2018-05-22 21:36:42 +02:00
Christoph Oelckers
2514753afb - make the vertex buffer accessible from the hwrenderer code. 2018-05-22 18:48:10 +02:00
Christoph Oelckers
226e8f84da - most of gl_bsp.cpp moved to HWDrawInfo.
Only the vertex buffer update check needs to be done yet.
2018-05-22 00:27:39 +02:00
Christoph Oelckers
df0b1e8dae - moved the clipper out of GLSceneDrawer and let it be handled by HWDrawInfo.
The precise way the clipper needs to be maintained may differ between APIs, so it is no longer owned by any render structure but instead HWDrawInfo only contains a reference.
For OpenGL there is still only one static clipper because without multithreaded BSP traversal there is no need for more.
2018-05-21 22:54:04 +02:00
Christoph Oelckers
5f87e81b6a - moved CurrentMapSections and in_area from GLSceneDrawer to HWDrawInfo.
Not only are they better placed in the common code, but they are also both per-viewpoint and not per-scene, so this is a far more suitable place and avoids saving and restoring them in the portal code.
2018-05-21 22:04:29 +02:00
Magnus Norddahl
31abe3df7e - avoid reusing the same mVBuf pointer for the different renderers as that causes too many problems when switching between them
- remove gl_ prefix for model functions that are no longer GL specific
2018-05-21 17:52:03 +02:00
alexey.lysiuk
2cdc9f9dda - fixed applying of alpha to weapon sprites
https://forum.zdoom.org/viewtopic.php?t=60638
https://forum.zdoom.org/viewtopic.php?t=60642
2018-05-21 10:53:02 +03:00
Christoph Oelckers
f54cf561ab - missed this. 2018-05-19 15:40:33 +02:00
Christoph Oelckers
3e204080ae - render sector planes in one draw call.
On a fast and modern graphics card this is a lot faster than doing it per subsector but it may not be without drawbacks on older hardware so it will require some testing on older hardware.
For me Frozen Time's view over the bridge went from 46 fps to 51 fps with this change, the time saved was roughly 2 ms.
2018-05-19 15:20:46 +02:00