Commit graph

13576 commits

Author SHA1 Message Date
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
79b3c41677 - fixed titlepic animation.
It needed more than using the animated accessor. The code here nearly went out of its way to circumvent the texture manager's built in logic.
2018-07-15 22:51:25 +02:00
Christoph Oelckers
f62e2f9ba3 - fixed: The stencil cap may never write to the depth buffer.
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
alexey.lysiuk
f554120086 - output Mac model identifier to startup window 2018-07-15 14:28:21 +03:00
alexey.lysiuk
5c7dd28f7d - replaced deprecated macOS functions in paths handling 2018-07-15 13:20:36 +03:00
alexey.lysiuk
fc7af31cb9 - replaced usage of deprecated APIs to get macOS version 2018-07-15 13:20:36 +03:00
alexey.lysiuk
ccf056a888 - increased minimum macOS version to 10.9 in .plist 2018-07-15 13:20:36 +03:00
alexey.lysiuk
e2ac5cdf57 - removed unused macOS specific #include 2018-07-15 13:20:36 +03:00
Christoph Oelckers
7c527de374 - call P_PlayerStartStomp only when the map is played directly from the loaded data and only when it has been fully loaded.
The old code did this right in the middle of map initialization where not everything had been set up yet.
2018-07-15 10:57:10 +02:00
Christoph Oelckers
2c86c4e942 - fixed: When deleting a camera texture's depth buffer, the corresponding variable must also be cleared.
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.
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
1294f3df64 - replaced the procedural backdrop texture with some warped noise texture.
This was done because the backdrop as implemented was the only texture in the entire game that had to be deleted and recreated each frame.
However, with Vulkan this would have necessitated quite a bit of synchronization with the render pipeline which wasn't really feasible just for this one single texture.
Now the texture manager can assume that once a texture was created it will be immutable and never has to change.
2018-07-15 00:00:00 +02:00
Christoph Oelckers
7a692b1557 - added DTA_LegacyRenderStyle so that STYLE_* constants can be passed directly to the Draw functions.
- fixed the optional parameter in Shape2D.Clear.
2018-07-14 22:58:24 +02:00
Christoph Oelckers
ed856085f4 - use the Dim function to draw the palette tester.
This looks better, consumes less resources and removes one ugly special texture from the engine.
2018-07-14 18:28:12 +02:00
Christoph Oelckers
33ee0f3c27 Merge branch 'master' into modern
# 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.
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
Christoph Oelckers
69a3271440 - removed the unused feature to allow animated material layers.
This was a relic from trying to support ZDoomGL's texture shader system but would make texture management with Vulkan significantly more complicated because it would require dynamic descriptor set management for textures which can cause a lot of overhead.
2018-07-14 12:10:41 +02:00
usernameak
7de9e1f097 Added ability to set defines in custom HW shaders 2018-07-14 12:01:54 +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
usernameak
292458ee2d Custom hardware shaders now can use custom texture units 2018-07-14 12:01:54 +02:00
Christoph Oelckers
124fe63d00 Merge branch 'master' into modern 2018-07-14 10:24:41 +02:00
Marisa Kirisame
2d0fb4ed2e Adds 2D shape (triangle array) drawer, usable from ZScript. Handles most drawtexture parameters excluding those related to scaling, at the moment. 2018-07-13 20:24:06 +02:00
alexey.lysiuk
23a4daac23 - skipped owned items in proximity test
https://forum.zdoom.org/viewtopic.php?t=61224
2018-07-11 17:49:30 +02:00
alexey.lysiuk
55ae431c02 - fixed crash on setting particular CVARs
Game crashed when any of gl_brightfog, gl_lightadditivesurfaces, gl_notexturefill CVARs is set with no level loaded
There was impossible to reset settings to defaults because of this
2018-07-07 12:04:41 +03:00
David Carlier
2a59327aeb foo being allocated with metadata based allocator needs to
be freed similarly.
2018-07-06 10:59:23 +03:00
Marisa Kirisame
e5249f302a UE1: Clean up and restructure model class.
UE1: Add support for Deus Ex format vertex data.
UE1: Group triangles by skin index AND type/flags (preparation for per-surface render style support).
UE1: Add handling of Weapon Triangle (preparation for model attachment support).
UE1: Support flat shaded triangle flag.
2018-07-04 21:31:48 +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
2128b99117 - fix ssao not working when multisample was off 2018-07-03 23:21:54 +02:00
Magnus Norddahl
128c8d8318 - improve the bloom blur quality slightly 2018-07-03 23:12:47 +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
Christoph Oelckers
158890e0ce - fixed : Decals used the wrong texture variant. 2018-07-02 19:12:48 +02:00
Magnus Norddahl
2e5b7a7d8b - softpoly: fix sprites still lit when dynlights off 2018-07-01 20:53:50 +02:00
Magnus Norddahl
6d6ee1281e - softpoly: fix normal walls not getting rendered for subsectors with poly objects in them 2018-07-01 14:41:35 +02:00
Magnus Norddahl
4482ad2b78 - fix saved texture bindings to work for any number of binds 2018-07-01 14:31:30 +02:00
alexey.lysiuk
0a139e90fb - restored initial clamping for blend colors
https://forum.zdoom.org/viewtopic.php?t=61134
2018-06-30 20:27:04 +03:00
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
- remove pointless opengl calls from effects that are doing nothing
2018-06-30 15:41:12 +02:00
Magnus Norddahl
723b18f2cd Merge branch 'hw_postprocess' of https://github.com/coelckers/gzdoom into hw_postprocess 2018-06-30 15:24:25 +02:00
Magnus Norddahl
35c13763db - convert the SSAO pass to use hw_postprocess 2018-06-30 15:24:13 +02:00
alexey.lysiuk
43b94d829e - fixed crash when actor is destroyed during spawning
This only applies to spawning via summon... CCMDs
Now 'summon decal 0' no longer crashes the game
2018-06-30 15:11:21 +03:00
alexey.lysiuk
5d27c16f30 - disabled default values for out parameters
https://forum.zdoom.org/viewtopic.php?t=61128
2018-06-30 11:44:22 +03:00
alexey.lysiuk
1d937b9f3c - removed Class identifier workaround from Cocoa backend 2018-06-30 11:43:30 +03:00
alexey.lysiuk
49f2e75ee4 - removed support of legacy OpenGL profile in Cocoa backend
Minimum OpenGL version is now 3.3 and so, the given legacy fallback doesn't make any sense
This increases required macOS version to 10.9 as on previous versions nothing but a black screen was rendered
2018-06-30 11:13:12 +03:00
alexey.lysiuk
a1d5833c8a - reset framebuffer pointer on destruction in Cocoa backend
Added debug validation of framebuffer pointer as well
2018-06-30 11:06:41 +03:00
alexey.lysiuk
da005fa7fc Fixed compilation warnings reported by Clang
hwrenderer/postprocessing/hw_postprocess.cpp:22:3: warning: delete called on non-final 'PPEffectManager' that has virtual functions but non-virtual destructor [-Wdelete-non-virtual-dtor]
hwrenderer/postprocessing/hw_postprocess.h:64:5: warning: cannot delete expression with pointer-to-'void' type 'void *' [-Wdelete-incomplete]
hwrenderer/postprocessing/hw_postprocess.h:75:3: warning: cannot delete expression with pointer-to-'void' type 'void *' [-Wdelete-incomplete]
hwrenderer/postprocessing/hw_postprocess.h:85:4: warning: cannot delete expression with pointer-to-'void' type 'void *' [-Wdelete-incomplete]
2018-06-30 10:51:47 +03:00
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
alexey.lysiuk
651e735246 Merge branch 'master' into modern 2018-06-29 17:51:10 +03:00
alexey.lysiuk
ecb5bfec13 - removed obsolete code from POSIX backends 2018-06-29 17:50:19 +03:00
alexey.lysiuk
1ebc169d56 - fixed potential crash on fatal error in Cocoa backend
Early fatal error can be triggered when native OpenGL frame buffer is not created yet and DDummyFrameBuffer is still used
2018-06-29 17:50:19 +03:00
alexey.lysiuk
907ce777a3 - added extra validation for status bar classes
Print a message when status bar class defined in GAMEINFO is missing or when it's not derived from BaseStatusBar
Validate internal status bar classes for basic consistency in Debug configuration
2018-06-29 13:47:06 +03:00
alexey.lysiuk
0703030be3 - simplified key repeat detection in SDL backend 2018-06-29 12:26:30 +03:00
alexey.lysiuk
0342bf532d - fixed excess keyboard events in SDL backend
https://forum.zdoom.org/viewtopic.php?t=61104
2018-06-29 12:20:49 +03:00
alexey.lysiuk
6e4c0fc416 - disabled annoying macOS spaces in SDL backend 2018-06-29 12:20:49 +03:00
alexey.lysiuk
c30505d02a - fixed excess keyboard events in Cocoa backend
https://forum.zdoom.org/viewtopic.php?t=61104
2018-06-29 12:20:49 +03:00
alexey.lysiuk
a968aeba8a - added detection of macOS Mojave 2018-06-28 11:06:19 +03:00
Christoph Oelckers
cbe4c9c5c1 Added lump size validation to the WAD loader 2018-06-27 08:51:45 +02:00
Christoph Oelckers
8ac864b007 Merge branch 'master' into modern 2018-06-26 09:28:23 +02:00
Christoph Oelckers
446be98f37 - fixed light application logic for flats.
The light mode check wasn't done properly anymore after merging GLPASS_ALL and GLPASS_PLAIN.
2018-06-26 09:28:10 +02:00
Christoph Oelckers
0ed1077f29 - correct checks for HasDynamicLights 2018-06-26 08:51:21 +02:00
Christoph Oelckers
e402babfc0 Fixed: Software rendered models checked the wrong CVAR for enabled dynamic lights. 2018-06-26 08:23:07 +02:00
Magnus Norddahl
f8272287d2 - make softpoly use the r_dynlights cvar 2018-06-26 02:19:47 +02:00
Magnus Norddahl
1c5f73727e - fix missing include 2018-06-26 02:14:08 +02:00
Magnus Norddahl
61d69f5561 Merge remote-tracking branch 'gzdoom/modern' into hw_postprocess 2018-06-26 02:12:49 +02:00
Christoph Oelckers
ff1eb7f3f2 - calculate a proper opening range when encountering a sector portal on a one-sided line in the sight checking code 2018-06-25 10:27:02 +02:00
Christoph Oelckers
5d14ae68a6 - missed two added files. 2018-06-24 23:54:25 +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
66d13b6e80 - renamed another file. 2018-06-24 20:55:05 +02:00
Christoph Oelckers
1519514dd7 - split Win32GLVideo in two so that the OpenGL independent part can be used for Vulkan as well. 2018-06-24 20:47:00 +02:00
Christoph Oelckers
c2d24e1dd3 - renamed a file. 2018-06-24 20:31:35 +02:00
Christoph Oelckers
e7365be0d1 - renamed SystemFrameBuffer to SystemGLFrameBuffer.
... because with Vulkan there needs to be some hint what API this is for.
2018-06-24 20:16:30 +02:00
Christoph Oelckers
52102f3d4a - moved the Win32GLVideo class to its own file.
This and SystemFrameBuffer need splitting up to support both Vulkan and OpenGL
2018-06-24 20:11:08 +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.
- 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.
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
alexey.lysiuk
036307927a - refactored video part of Cocoa backend
Window related functionality is moved to framebuffer class
Video settings are now applied properly on startup
2018-06-24 14:20:20 +03:00
Christoph Oelckers
4ef7b66c4b - partial consolidation of the EyePose classes.
The SBS versions can just as easily be handled with an additional parameter.
2018-06-24 11:45:40 +02:00
Christoph Oelckers
840c2c8958 - fixed warning in ADLMidi. 2018-06-24 10:48:04 +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
65849441e5 - disable the wipe code entirely when a stereo3D mode is active.
This simply cannot work right so let's better outright disable it.
2018-06-24 09:32:46 +02:00
Christoph Oelckers
a4622e70d0 Merge remote-tracking branch 'remotes/origin/master' into modern 2018-06-23 23:03:51 +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
alexey.lysiuk
3936e3018d - added window position and size restoration to SDL backend 2018-06-23 16:22:29 +03:00
alexey.lysiuk
663ac919bd - removed unused header file 2018-06-23 16:21:35 +03:00
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
alexey.lysiuk
009acf3fb2 - added window position and size restoration to Cocoa backend 2018-06-23 12:45:44 +03:00
alexey.lysiuk
573758bc55 - removed obsolete code from Cocoa backend 2018-06-23 12:44:48 +03:00
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
7f0e29db48 - fixed clip plane setup.
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.
(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
Vitaly Novichkov
a5b4d9d9a9 ADLMIDI: Fix one small MSVC Win64 warning 2018-06-22 17:30:51 +02:00
Vitaly Novichkov
ceec12056a Upgrade libADLMIDI and libOPNMIDI
Added ability to switch emulator and it's accuracy level ("enabling of 'run at PCM rate' reduces accuracy, and also reduces CPU usage")
Added draft code for future external banks support (WOPL format for ADLMIDI and WOPN format for OPNMIDI)

ADLMIDI 1.3.3   2018-06-19
 * Fixed an inability to load another custom bank without of library re-initialization
 * Optimizing the MIDI banks management system for MultiBanks (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Fixed incorrect 4-op counter which is still catch 4-op instruments on 2-op banks
 * Fixed an incorrect processing of auto-flags
 * Fixed incorrect initial MIDI tempo when MIDI file doesn't includes the tempo event
 * Channel and Note Aftertouch features are now supported correctly! Aftertouch is the tremolo / vibrato, NOT A VOLUME!
 * Updated DosBox OPL3 emulator up to r4111 of official DosBox trunk (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * The automatical choosing of 4 operator channels count has been improved (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Added optional HQ resampler for Nuked OPL3 emulators which does usage of Zita-Resampler library (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)

ADLMIDI 1.3.2   2018-04-24
 * Added ability to disable MUS and XMI converters
 * Added ability to disable embedded MIDI sequencer to use library as RealTime synthesizer only or use any custom MIDI sequencer plugins.
 * Fixed blank instruments fallback in multi-bank support. When using non-zero bank, if instrument is blank, then, instrument will be taken from a root (I.e. zero bank).
 * Added support for real-time switching the emulator
 * Added support for CC-120 - "All sound off" on the MIDI channel
 * Changed logic of CC-74 Brightness to affect sound only between 0 and 64 like real XG synthesizers. Ability to turn on a full-ranged brightness (to use full 0...127 range) is kept.
 * Added support for different output sample formats (PCM8, PCM8U, PCM16, PCM16U, PCM32, PCM32U, Float32, and Float64) (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Reworked MIDI channels management to avoid any memory reallocations while music processing for a hard real time. (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)

OPNMIDI 1.3.0   2018-06-19
 * Optimizing the MIDI banks management system for MultiBanks (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Fixed incorrect initial MIDI tempo when MIDI file doesn't includes the tempo event
 * Fixed an incorrect processing of auto-flags
 * MAME YM2612 now results a more accurate sound as internal using of native sample rate makes more correct sound generation
 * Channel and Note Aftertouch features are now supported correctly! Aftertouch is the tremolo / vibrato, NOT A VOLUME!
 * Added optional HQ resampler for Nuked OPL3 emulators which does usage of Zita-Resampler library (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)

OPNMIDI 1.2.0   2018-04-24
 * Added ability to disable MUS and XMI converters
 * Added ability to disable embedded MIDI sequencer to use library as RealTime synthesizer only or use any custom MIDI sequencer plugins.
 * Fixed blank instruments fallback in multi-bank support. When using non-zero bank, if instrument is blank, then, instrument will be taken from a root (I.e. zero bank).
 * Added support for real-time switching the emulator
 * Added support for MAME YM2612 Emulator
 * Added support for CC-120 - "All sound off" on the MIDI channel
 * Changed logic of CC-74 Brightness to affect sound only between 0 and 64 like real XG synthesizers. Ability to turn on a full-ranged brightness (to use full 0...127 range) is kept.
 * Added support for different output sample formats (PCM8, PCM8U, PCM16, PCM16U, PCM32, PCM32U, Float32, and Float64) (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Reworked MIDI channels management to avoid any memory reallocations while music processing for a hard real time. (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
2018-06-22 17:30:51 +02:00
alexey.lysiuk
9b4e8efcb9 - fixed potential access to freed memory on map loading
MapData could destruct FResourceLump objects before accessing them
Loading of map .wad from .pk3 file is example of this case

https://forum.zdoom.org/viewtopic.php?t=60972
2018-06-22 15:42:00 +03:00
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)
- 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
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
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
Magnus Norddahl
e3997d5f11 - convert FXAA and Lens Distort 2018-06-20 01:12:59 +02:00
Magnus Norddahl
684a97f300 - add some helper functions 2018-06-20 00:40:11 +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
Magnus Norddahl
da5ecf1e5b - create bloom pass in declarative postprocess form 2018-06-19 22:16:50 +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
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
22b8d0a8d7 - r_viewpoint reduction in hwrenderer 2018-06-19 11:21:13 +02:00
Christoph Oelckers
548ccb1df4 - removed some references to r_viewpoint in game code
Mainly to reduce number of search results.
2018-06-19 11:20:36 +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
f857d14e76 -Code shortening 2018-06-19 10:22:27 +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
46d73e7b4b Pass ticFrac to the model renderer as a parameter
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
Christoph Oelckers
8787905fed Fixed: DBaseStatusBar::Draw did not use its ticFrac parameter when being called from scripts
Instead it directly went to the global viewpoint again which would be inconsistent.
2018-06-19 09:00:50 +02:00
Christoph Oelckers
d73d89762d Don't let DEarthquake depend on r_viewpoint.
The ticFrac value should be passed as a parameter, especially since this gets called from code that sets up r_viewpoint.
2018-06-19 08:32:25 +02:00
Christoph Oelckers
f2aecd47a5 Merge branch 'master' into modern 2018-06-19 08:16:48 +02:00
Christoph Oelckers
c8db149c06 Merge branch 'master' into modern 2018-06-19 00:11:59 +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
alexey.lysiuk
c6e4d6a333 - implemented fullscreen toggle in SDL backend
Made window resizable but its size and position are not saved yet
2018-06-18 22:53:19 +03:00
alexey.lysiuk
37a0c1d6c1 - implemented fullscreen toggle in Cocoa backend
Window size and position are not saved yet
2018-06-18 22:52:37 +03:00
Magnus Norddahl
67733ed6e6 - change swrender mapping to use two buffers/textures and glTexSubImage2D for uploads 2018-06-18 21:15:52 +02:00
drfrag666
42bb9b7e59 - Fixed zdoom.rc for MinGW. 2018-06-18 20:57:52 +02:00
drfrag666
8afd331275 - Fixed -iwad parameter working only with VS on Windows. 2018-06-18 20:57:52 +02:00
drfrag666
958b3c303a - Fixed missing manifest for MinGW. 2018-06-18 20:57:52 +02:00
drfrag666
aef4003de2 - Restored dependency on dxguid library for MinGW. 2018-06-18 20:57:52 +02:00
drfrag666
b38e67a53d - Applied Blzut3's patch to compile with MinGW. 2018-06-18 20:57:52 +02:00
drfrag666
9a4ae6eb80 - Missing include again due to the VS preprocessor. 2018-06-18 20:57:52 +02:00
drfrag666
d8a1d1b89c - Missing formatting macro definitions for MinGW. 2018-06-18 20:57:52 +02:00
drfrag666
703d2bc0cd - Fixed missing include due to non conformant preprocessor in VS. 2018-06-18 20:57:52 +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
211bd0b1b0 Remove unnecessary check for the ending brace. 2018-06-18 08:51:33 +02:00
Christoph Oelckers
243787d19a Fixed: End of file detection in MAPINFO parser was not correct
It should check for the special "End" flag instead of trusting that if the last token was a closing brace, all was correct. This can fail if the last token in a multiline string is a brace.
2018-06-18 08:26:14 +02:00
Christoph Oelckers
bac435333b Merge remote-tracking branch 'remotes/origin/master' into modern 2018-06-18 00:24:49 +02:00
Erick Tenorio
c91d4750f3 Save item statistics
Items are now saved into save games and are displayed on the statfile
2018-06-18 00:24:23 +02:00
Christoph Oelckers
af0e11f377 - implemented fullscreen toggle for Windows and fixed the window position saver so that it can save and restore the window size as well.
This code was written when the window wasn't resizable and didn't actually manage to restore it before. With today's changes this design flaw caused totally incorrect results.
2018-06-17 23:33:22 +02:00
Christoph Oelckers
babe55819e - fullscreen toggle and some cleanup. Not fully working yet. 2018-06-17 22:11:35 +02:00
alexey.lysiuk
89ce74443b - adapted SDL backend to new video mode handling 2018-06-17 22:41:05 +03:00
alexey.lysiuk
42587761c7 - adapted Cocoa backend to new video mode handling 2018-06-17 22:35:50 +03:00
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
322488d1d1 - fixed: Horizon portals must be drawn in the context of their containing drawinfo.
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
alexey.lysiuk
33753955ac - initialized view width and height explicitly
It was just a black screen and no menu on startup otherwise
2018-06-17 18:16:04 +02:00
Magnus Norddahl
bce49ad7c8 - fix Software models don't display over nonexistent sprites 2018-06-17 14:56:34 +02:00
alexey.lysiuk
5cf3dbfd5b - fixed compilation of SDL backend
src/posix/sdl/sdlglvideo.cpp:200:4: error: use of undeclared identifier 'I_ClosestResolution'
2018-06-17 14:51:04 +03:00
alexey.lysiuk
832de42c24 - prevented crashes caused by inconsistent status bar
Incorrectly initialized or deliberately broken status bar could lead to integer division by zero and null pointer dereference

class BuggyStatusBar : DoomStatusBar
{
    override void Init()
    {
        // No super.Init()
    }
}
2018-06-17 14:39:42 +03:00
alexey.lysiuk
f2918b748f - deleted leftover declaration in Cocoa backend 2018-06-17 14:39:05 +03:00
Christoph Oelckers
dc2a5b0cc9 - consolidated the 3 identical versions of I_CheckResolution and I_ClosestResolution. 2018-06-17 12:30:01 +02:00
Christoph Oelckers
e9e1911fa5 - made the scene scale and offset calculations inline functions of DFrameBuffer.
These got repeated quite often.
2018-06-17 12:23:29 +02:00
Christoph Oelckers
1fdf6a20d1 - fixed incomplete null pointer check. 2018-06-17 10:53:55 +02:00
Christoph Oelckers
acdb7e391f - fixed bad pointer use in stereo3d code. 2018-06-17 10:53:33 +02:00
Christoph Oelckers
684dd8f716 - moved the palette tester to its own file. 2018-06-17 09:55:30 +02:00
Christoph Oelckers
6adff55b5d - fixed typo in screen blend rendering. 2018-06-17 07:57:29 +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.
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.
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.
# 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
1455111ddc - removed unused declarations. 2018-06-14 22:57:08 +02:00
Christoph Oelckers
612fb40f3a - don't use uniforms related to fixed colormaps for other things.
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
alexey.lysiuk
0643b2b1aa - updated list of headers for CMake generated projects 2018-06-14 15:11:36 +03:00
alexey.lysiuk
19ca416d09 - fixed compilation with GCC and Clang
error: no template named 'unique_ptr' in namespace 'std'
2018-06-14 15:10:49 +03:00
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.
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
Christoph Oelckers
ce50b0e46b - read sampler bindings from the shader instead of tagging along a large amount of support data.
Works for most shaders, except SSAO.
2018-06-13 17:44:49 +02:00
Christoph Oelckers
59827cd601 - use layout binding qualifiers on uniform buffers when GLSL version >= 4.2
This has no performance benefits but allows checking shader generation correctness without having to implement Vulkan first.
2018-06-13 13:16:07 +02:00
Christoph Oelckers
d2dea17e81 - specify vertex attributes in the shader source for Vulkan compatibility. 2018-06-13 08:40:04 +02:00
Christoph Oelckers
ad7aaa8f2a - specify fragment output locations in the shader source.
OpenGL has been supporting this since version 3.3 and Vulkan requires it so it's the way to go.
2018-06-12 23:52:33 +02:00