Christoph Oelckers
7e69cd862e
- restore the viewport after the SSAO pass.
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This runs through the generic postprocessing code which restores the screen's viewport but since this is run in the middle of the scene it needs to restore the scene's viewport (i.e. the window controlled by screenblocks.)
2018-07-28 19:01:34 +02:00
Christoph Oelckers
9768698eda
- do not use SSBOs for dynamic lights on Intel graphics hardware for performance reasons.
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This was already disabled for GL 4.4 and lower but also needs to be done for Intel's GL 4.5 drivers.
Unlike before this is now exclusive to the light buffer, the shadowmap feature is not affected anymore, although that should be impossible to use anyway on all affected hardware due to lack of computing power.
2018-07-28 12:43:35 +02:00
Christoph Oelckers
3b53f31da3
- default to fullscreen display.
2018-07-28 10:05:50 +02:00
Christoph Oelckers
96bb8a779c
- fixed incomplete reordering of code.
2018-07-23 21:17:57 +02:00
Christoph Oelckers
6076f0a69d
- disable any texture clamping for textures with a user shader.
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This cannot be reliably determined so the least restrictive setting must be used.
2018-07-23 17:53:35 +02:00
Christoph Oelckers
2382b9a238
- fixed: GLScenePortal did not forward IsSky to its backing object.
2018-07-22 21:18:00 +02:00
Christoph Oelckers
d84497c85a
- don't let the video scale let the screen end up with a client size less than 320x200, which may cause undefined behavior and trigger asserts in debug builds.
2018-07-22 11:40:12 +02:00
Christoph Oelckers
6ca2b3fce1
- fixed display for smaller screeblocks value.
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When refactoring the screen scaling one line too many was altered by accident.
2018-07-21 12:13:17 +02:00
Christoph Oelckers
57f65a9379
- fixed: The 2D drawer did not restore the blend mode after finishing.
2018-07-20 19:46:53 +02:00
Christoph Oelckers
4a7b1aada7
Merge remote-tracking branch 'remotes/origin/modern'
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# Conflicts:
# wadsrc/static/shaders/glsl/main.fp
2018-07-20 10:19:07 +02:00
Magnus Norddahl
a841602d70
- change the software renderer to render to a DSimpleCanvas like the old D3D9 target did. Then use the drawer threads to memcpy the result to the PBO
2018-07-20 05:48:15 +02:00
Magnus Norddahl
7da61ddfee
- fix missing forward declaration when falling back to older user shaders
2018-07-19 02:34:45 +02:00
Magnus Norddahl
a0a7fd53e8
- change software renderer back to writing directly into the pixel buffer object, but change the creation and mapping so that hopefully all vendors put it in system memory
2018-07-18 17:47:09 +02:00
Magnus Norddahl
23c0f8f6ac
- fix buffer usage warning caused by using the wrong flag for glMapBuffer after switching to doing a plain memcpy
2018-07-18 16:04:35 +02:00
Magnus Norddahl
e93d1e3ebc
- change software renderer upload code to use GL_STREAM_DRAW and a memcpy from system memory
2018-07-18 06:46:30 +02:00
Magnus Norddahl
8a500a25f5
- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
2018-07-15 23:01:40 +02:00
Christoph Oelckers
f62e2f9ba3
- fixed: The stencil cap may never write to the depth buffer.
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Due to the way nested portals work this will block rendering of the nested cap entriely and cause some visual glitches when looking straight up or down in such a sector.
2018-07-15 19:16:12 +02:00
Christoph Oelckers
2c86c4e942
- fixed: When deleting a camera texture's depth buffer, the corresponding variable must also be cleared.
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Thanks to OpenGL's messed up state system this didn't cause some clear failure but just reused the last bound buffer instead which may not have had a matching size.
2018-07-15 10:55:34 +02:00
Christoph Oelckers
d58d1e21d0
- removed the texture invalidation check from FHardwareTexture.
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This is not needed anymore because only warp and camera textures still implement CheckModified and both are excluded here.
2018-07-15 00:28:16 +02:00
Christoph Oelckers
33ee0f3c27
Merge branch 'master' into modern
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# Conflicts:
# src/gl/renderer/gl_renderer.cpp
# src/gl/renderer/gl_renderer.h
# src/gl/renderer/gl_renderstate.h
# src/gl/system/gl_framebuffer.cpp
# src/gl/system/gl_framebuffer.h
2018-07-14 13:18:34 +02:00
Christoph Oelckers
7817e6a7b2
- moved the texture binding code back to the OpenGL specific parts.
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turns out that this cannot be consolidated with Vulkan because the semantics are far too different here.
2018-07-14 13:05:49 +02:00
usernameak
e306d4ee04
Fix codestyle; add ability to name the textures
2018-07-14 12:01:54 +02:00
usernameak
fa51a54042
Made ability to define custom material shaders for ProcessMaterial function
2018-07-14 12:01:54 +02:00
Magnus Norddahl
ebae12e74b
- Make members private that are not used outside FGLRenderBuffers
2018-07-03 23:35:34 +02:00
Magnus Norddahl
092b2953ea
- add GL to OpenGL specific postprocess classes to make it more clear which belongs to the generic hw interface and which belong to the OpenGL implementation
2018-07-03 23:31:40 +02:00
Magnus Norddahl
fcee021753
Fix frame buffer binding bug that caused PP textures to end up with bad data
2018-07-03 21:44:49 +02:00
Magnus Norddahl
4482ad2b78
- fix saved texture bindings to work for any number of binds
2018-07-01 14:31:30 +02:00
Magnus Norddahl
5b3212df13
Merge remote-tracking branch 'gzdoom/modern' into hw_postprocess
2018-06-30 16:47:06 +02:00
Magnus Norddahl
c0c7573788
- fix black ssao bug
2018-06-30 16:46:33 +02:00
Magnus Norddahl
8eb825e25a
- fix some postprocess bugs
2018-06-30 16:44:09 +02:00
Magnus Norddahl
ba09af7cbb
- add GL debug group for the 2D drawer
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- remove pointless opengl calls from effects that are doing nothing
2018-06-30 15:41:12 +02:00
Magnus Norddahl
35c13763db
- convert the SSAO pass to use hw_postprocess
2018-06-30 15:24:13 +02:00
Magnus Norddahl
ecb5d69ae3
- Simplify FGLRenderer::PostProcessScene
2018-06-29 21:55:46 +02:00
Magnus Norddahl
a7529ce3b4
Merge remote-tracking branch 'gzdoom/modern' into hw_postprocess
2018-06-29 20:24:32 +02:00
Christoph Oelckers
446be98f37
- fixed light application logic for flats.
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The light mode check wasn't done properly anymore after merging GLPASS_ALL and GLPASS_PLAIN.
2018-06-26 09:28:10 +02:00
Magnus Norddahl
61d69f5561
Merge remote-tracking branch 'gzdoom/modern' into hw_postprocess
2018-06-26 02:12:49 +02:00
Christoph Oelckers
daf8703fc9
- split up Win32's SystemGLFrameBuffer as well to get the shareable parts between OpenGL and Vulkan into a base class.
2018-06-24 21:26:32 +02:00
Christoph Oelckers
e7365be0d1
- renamed SystemFrameBuffer to SystemGLFrameBuffer.
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... because with Vulkan there needs to be some hint what API this is for.
2018-06-24 20:16:30 +02:00
Magnus Norddahl
32d837cdf1
Merge remote-tracking branch 'gzdoom/modern' into hw_postprocess
2018-06-24 17:57:02 +02:00
Christoph Oelckers
491898fe2c
- fixed calculation of projection matrix for weapon sprites.
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- fixed color mask for green/magenta.
- fixed crash when initializing video, because it was accessing 'screen' before it was set from within the framebuffer's constructor.
2018-06-24 17:16:07 +02:00
Christoph Oelckers
c3d5b960ee
- refactored the entire Stereo3D system to get rid of the class hierarchy and all its ugly implications.
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Ultimately all this needs is a small data table describing the geometric properties of each mode and a single Present function that calls the mode specific variants.
Code size got reduced from 50kb to less than 20kb with proper separation of the generic parts from the OpenGL parts.
2018-06-24 17:16:07 +02:00
Christoph Oelckers
4ef7b66c4b
- partial consolidation of the EyePose classes.
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The SBS versions can just as easily be handled with an additional parameter.
2018-06-24 11:45:40 +02:00
Christoph Oelckers
532fba5c26
- moved the Stereo3D EyePose to their own file in hwrenderer/.
2018-06-24 10:47:42 +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
Magnus Norddahl
b2fad453fa
- change tonemaps to steps
2018-06-23 19:25:49 +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.
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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
7f0e29db48
- fixed clip plane setup.
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This had to be reordered so that the clip plane gets set before applying the uniforms.
2018-06-22 22:50:33 +02:00
Christoph Oelckers
80a9028938
- mirror clip planes moved - not working yet.
2018-06-22 22:45:05 +02:00
Christoph Oelckers
e7531bb579
- fixed camerapos setup.
2018-06-22 21:44:53 +02:00
Christoph Oelckers
d5af939119
- more uniforms moved.
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(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
Magnus Norddahl
ebf0cef283
- convert colormap shader to postprocess steps
2018-06-22 00:51:58 +02:00
Magnus Norddahl
83f50f5808
- port bloom, blur and camera exposure to postprocess steps and remove the old implementation
2018-06-22 00:29:50 +02:00
Christoph Oelckers
9486180843
- simplify the interface.
2018-06-21 21:36:12 +02:00
Christoph Oelckers
1967165633
- move view and projection matrices to DrawInfo.
2018-06-21 21:02:14 +02:00
Christoph Oelckers
b106f72741
- don't route calls to FMaterial::FlushAll through the framebuffer interface.
2018-06-20 22:18:31 +02:00
Magnus Norddahl
fd2037bd6c
- removed the rest of the old lens and fxaa code
2018-06-20 20:09:37 +02:00
Magnus Norddahl
151ed22967
- write OpenGL backend for hw_postprocess (FGLRenderBuffers::RenderEffect)
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- remove old fxaa and lens shader classes
- render the fxaa and lens effects
2018-06-20 19:56:30 +02:00
Christoph Oelckers
eb277cc101
- calculate the normal view matrix at a higher level.
2018-06-20 13:49:06 +02:00
Christoph Oelckers
7f5272c23f
Deleted GLSceneDrawer
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Since it didn't contain any data anymore it was relatively pointless. Code has been moved to FDrawInfo and GLRenderer, depending on its scope.
2018-06-20 13:14:50 +02:00
Christoph Oelckers
f229b05675
- Took more functions out of GLSceneDrawer
2018-06-20 12:57:41 +02:00
Christoph Oelckers
469c9241eb
Moved WriteSavePic implementation to FGLRenderer
2018-06-20 12:29:52 +02:00
Christoph Oelckers
64ce4d5072
- The Teardown virtuals aren't implemented anywhere so they can go away
2018-06-20 11:46:25 +02:00
Christoph Oelckers
f7d8f32114
- removed some unused code from RenderViewpoint
2018-06-20 11:43:10 +02:00
Christoph Oelckers
3a80160ca0
More code from GLSceneDrawer to FDrawInfo
2018-06-20 11:38:45 +02:00
Christoph Oelckers
b244fa2c8b
Took the main render function out of GLSceneDrawer and moved them into FDrawInfo
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First step of eliminating the intermediate SceneDrawer class which has become mostly redundant.
2018-06-20 11:17:38 +02:00
Christoph Oelckers
677eba3392
- fix the header
2018-06-20 10:48:24 +02:00
Christoph Oelckers
2060402671
Moved the viewpoint setup code in RenderViewpoint to R_SetupFrame
2018-06-20 10:47:03 +02:00
Christoph Oelckers
9bdb5f1a5d
Moved ProcessLowerMinisegs back toAPI independent code.
2018-06-20 10:10:30 +02:00
Christoph Oelckers
54970b60e8
- use locally stored viewpoint variables in the hardware renderer.
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- 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
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# 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
753cd0aede
- made R_SetViewAngle a member of r_viewpoint
2018-06-19 17:44:11 +02:00
Christoph Oelckers
2c655322c3
… and in gl_sprites.cpp
2018-06-19 11:21:32 +02:00
Christoph Oelckers
74d8c929cc
Give the clipper a reference to the current viewpoint
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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
46d73e7b4b
Pass ticFrac to the model renderer as a parameter
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This also removes the rather pointless gl_RenderModel functions because with their two lines of content they can just be placed inline.
2018-06-19 09:18:27 +02:00
Magnus Norddahl
01bda6348e
- change swrender mapping to use two buffers/textures and glTexSubImage2D for uploads
2018-06-19 00:09:39 +02:00
Magnus Norddahl
67733ed6e6
- change swrender mapping to use two buffers/textures and glTexSubImage2D for uploads
2018-06-18 21:15:52 +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
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.
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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
322488d1d1
- fixed: Horizon portals must be drawn in the context of their containing drawinfo.
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This data, however, was not passed along to the portal processor and resulted in null pointers when trying to access it.
2018-06-17 18:33:59 +02:00
Christoph Oelckers
e9e1911fa5
- made the scene scale and offset calculations inline functions of DFrameBuffer.
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These got repeated quite often.
2018-06-17 12:23:29 +02:00
Christoph Oelckers
acdb7e391f
- fixed bad pointer use in stereo3d code.
2018-06-17 10:53:33 +02:00
Magnus Norddahl
b4351e538f
- fix weapon missing when bloom was off (scene was already copied to post processing, but nothing had bound the PP frame buffer)
2018-06-17 01:45:20 +02:00
Christoph Oelckers
523104b2a8
- simplify some code.
2018-06-16 23:35:12 +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.
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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
9ff7e5a4ef
- force render buffers to be active.
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For modern hardware the fallback path really makes no sense and this allows to simplify some things quite a bit.
2018-06-16 09:37:01 +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.
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# 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
Christoph Oelckers
612fb40f3a
- don't use uniforms related to fixed colormaps for other things.
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The fixed colormap is a per-scene global setting that normally does not need to change ever during rendering of a scene so it's easily shoved aside into a static uniform buffer.
Having to change this buffer for inconsequential stuff should be avoided, especially when there's other uniforms that are just as good to hold these values.
2018-06-14 21:28:03 +02:00
Christoph Oelckers
2f4c2e0425
- fixed some includes which did not cause VC++ to error out.
2018-06-13 23:32:43 +02:00
Christoph Oelckers
9a7f9bdb4c
- moved postprocessing shader classes to hwrenderer after removing all dependencies on OpenGL.
2018-06-13 22:37:01 +02:00
Christoph Oelckers
3401876476
- use FShaderProgram through an abstract interface and remove all dependencies on the GL renderer from the shader definition source files.
2018-06-13 22:08:55 +02:00
Christoph Oelckers
8bf009bd89
- added a RenderQueue parameter to all Bind functions of the postprocessing shaders. This is unused for now. All places calling these pass a dummy NOQUEUE value which is just a nullptr.
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This is for Vulkan preparation where all of this needs to run in a user-specified context so that this code can be moved out of the GL folder without depending on OpenGL's global state model.
2018-06-13 20:30:51 +02:00
Christoph Oelckers
0b9eaac5e1
- fixed SSAO shader texture assignments.
2018-06-13 19:04:19 +02:00