Commit graph

124 commits

Author SHA1 Message Date
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
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
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
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
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
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
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
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
Magnus Norddahl
832e7818c8 - rewrote the blur shader so that it works the same way as the rest 2018-06-12 22:14:44 +02:00
Christoph Oelckers
cb5caa757b - moved ShaderUniforms to hwrenderer/ . 2018-06-12 22:08:31 +02:00
Christoph Oelckers
f166624eb2 - some fixes to the PP shader interface.
The binding point needs to be part of the ShaderUniforms class because Vulkan will need this value to generate the declaration in the shader source.
There's still one issue here: Since OpenGL has no local render state, the buffer must be bound every time it is used. Once the code is better abstracted this should be moved to a higher level class that knows all associated data and how to set it up.
2018-06-12 21:43:35 +02:00
Christoph Oelckers
6fced1865f Moved ScopedViewShifter to hwrenderer/ . 2018-06-12 14:47:05 +02:00
Christoph Oelckers
f33ddd8cce Made the ScopedViewShifter fully inline 2018-06-12 14:44:58 +02:00
Christoph Oelckers
b8b5802599 Added a uniform buffer abstraction class
May get some more methods later, this is just a start to get going.
2018-06-12 10:42:03 +02:00
Christoph Oelckers
8486cd2c0e - fixed generation of brightmaps for sprites.
This forgot to take the added empty border for filtering improvement into account.
2018-06-10 08:22:07 +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