Commit graph

37 commits

Author SHA1 Message Date
Christoph Oelckers
1a024a9f54 - moved gl_material into hwrenderer/. 2018-04-24 23:39:58 +02:00
Christoph Oelckers
0675315b41 - made FHardwareTexture inherit from an abstract interface to remove all GL dependencies from gl_material.cpp. 2018-04-24 23:06:34 +02:00
Christoph Oelckers
f9a82e66e4 - removed all GL dependencies from gl_material.h. 2018-04-24 22:37:52 +02:00
Christoph Oelckers
5e8a4b96fe - make sure that warping textures never create a warped true color image.
This replaces the old redirection hackery that had to work differently for the legacy render path.
Overriding CopyTrueColorTranslated is far more robust and ensures that no edge cases can reach the GetPixels function, which wasn't the case before.
2018-04-24 21:58:26 +02:00
Christoph Oelckers
c37ff22a05 - removed the intermediate FGLTexture class.
This wasn't serving any real purpose anymore, and all its remaining functionality could be moved to FHardwareTexture
2018-04-24 20:41:52 +02:00
Christoph Oelckers
59a08ce0df - fixed a few warnings and changed the return type of FGLTexture::Bind, because no caller needs the hardware texture. 2018-04-14 12:24:04 +02:00
Christoph Oelckers
b34d7f9e08 - added a software scene drawer to the GL renderer.
It still looks like shit and only works on the modern render path but at least the basics are working.
2018-04-07 10:20:59 +02:00
Christoph Oelckers
0ae371f3ce - moved gl_use_hires check back into material class and cleaned up the interface a bit.
The function is supposed to be a worker, nothing more and its result should only depend on its arguments.
2018-04-01 16:32:37 +02:00
Christoph Oelckers
8b79eedfea - moved CreateTexBuffer out of the GL code.
This is merely a buffer creation function with no dependencies on the renderer.
2018-04-01 14:38:48 +02:00
Christoph Oelckers
e49cd2cb83 - moved the hires replacement and upscaling code out of the GL classes into FTexture.
This theoretically means that the software renderer could access this data as well - if it just had been written with a more flexible texture interface.
However, as things stand, this may require quite a bit of work to achieve.
2018-04-01 10:41:04 +02:00
Christoph Oelckers
410d6817b2 - minor cleanup on the texture layer data in FTexture. 2018-03-31 12:27:41 +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
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
98124c8049 - avoid using plain chars as variables.
This is all I found with a quick search, there's probably more...
2017-07-15 09:01:02 +02:00
Christoph Oelckers
d2beacfc5f - except for DWORD, all homegrown integer types are gone - a handful were left where they represent genuine Windows types. 2017-03-09 19:54:41 +01:00
Christoph Oelckers
8b6e09ca09 - changed the license of the OpenGL renderer to LGPL v3.
This was done to clean up the license and to ensure that any commercial fork of the engine has to obey the far stricter requirements concerning source distribution. The old license was compatible with GPLv2 whereas combining GPLv2 and LGPLv3 force a license upgrade to GPLv3. The license of code that originates from ZDoomGL has not been changed.
2016-09-14 20:01:13 +02:00
Christoph Oelckers
a5c0f9a548 - use the predefined fullscreen vertices for clearing a portal instead of using the quad drawer. 2016-09-06 11:58:22 +02:00
Magnus Norddahl
960038bb81 Clear global state tracking variables when the OpenGL context is (re)created 2016-08-26 01:36:21 +02:00
Christoph Oelckers
6f2b0a6293 - rewrote texture caching so that not the base texture but the actually used translations for sprites get precached. 2016-05-03 01:00:52 +02:00
Christoph Oelckers
913e3df7e3 - fixed display of alpha textures without shaders.
As it turned out, the translation's alpha channel was clobbered by the whole setup.
2016-04-26 19:11:32 +02:00
Christoph Oelckers
a17e0b70d2 - adjustment for function name changes. 2016-04-23 11:38:33 +02:00
Christoph Oelckers
c786b65727 - allow the engine to run without sampler objects. This will create some overhead in the texture code, but that's still better than having to error out on those few systems where it may be an issue. 2016-04-22 19:54:51 +02:00
Christoph Oelckers
4d5671d654 - floatified the texture coordinate code. 2016-04-08 01:42:43 +02:00
Christoph Oelckers
eaf055dff4 - floatified the remaining parts of gl_walls.cpp. 2016-04-08 00:19:51 +02:00
Christoph Oelckers
a87c292f10 - adjustments to GL code for texture scale and vertex coordinate access. 2016-03-29 11:26:33 +02:00
Christoph Oelckers
bead3e046b - fixed weapon positioning again, after finding out that the first fix just worked around the actual problem: The entire coordinate calculation must be done in floating point with no integer math at all. Due to roundoff errors the stored int values needed for wall and flat placement significantly lack precision and with the high scaling factor that needs to be used for weapon HUD sprites these can easily become several pixels. After fixing this the border around sprite textures could be reverted to one pixel again.
- fixed: The 'may not be expanded' state should be stored in the texture and reused later. This also needs to revalidate the material if it decides that expansion should be disallowed.
2015-04-04 17:50:22 +02:00
Christoph Oelckers
91eafed5d3 - fixed coordinate calculations for trimmed sprites which were quite a bit broken. 2015-04-04 13:37:55 +02:00
Christoph Oelckers
acf6c259d8 - changed the handling of alpha textures. The only special case they need is with palette-less textures and this can be handled far more easily and robustly with a predefined translation instead of passing another parameter through all the layers of the texture management code. This also fixes problems with paletted PNGs that get used as an alpha texture because the old method clobbered the image's palette. 2014-09-09 13:21:36 +02:00
Christoph Oelckers
4bb320a27c - route texture binding through the renderstate class for better control. Currently it's just a direct passthrough but this will change. 2014-09-09 12:00:42 +02:00
Christoph Oelckers
a280c20b4e - fixed: If we want to cache texture binding state we have to reset it in all places where a texture becomes unbound. 2014-08-31 19:00:17 +02:00
Christoph Oelckers
1050013017 major cleanup of the texture manager:
- use sampler objects to avoid creating up to 4 different system textures for one game texture just because of different clamping settings.
- avoids flushing all textures for change of texture filter mode.
- separate sprite and regular dimensions on the material level to have better control over which one gets used. It's now an explicit parameter of ValidateTexture. The main reason for this change is better handling of wall sprites which may not be subjected to such handling.
- create mipmaps based on use case, not texture type.
- allows removal of FCloneTexture hack for proper sharing of the same sprite for decals and other purposes.
- better precaching of skyboxes.
2014-08-22 23:50:38 +02:00
Christoph Oelckers
eb9d2d9917 - reactivate compatibility profile so that immediate mode drawing can be used on older hardware not supporting persistently mapped buffers.
- reactivate alpha testing per fixed function pipeline
- use the 'modern' way to define clip planes (GL_CLIP_DISTANCE). This is far more portable than the old glClipPlane method and a lot more robust than checking this in the fragment shader.
2014-07-17 02:37:18 +02:00
Christoph Oelckers
2925c96b59 removed all GL 2.x code.
After thinking about it for a day or so I believe it's the best option to remove all compatibility code because it's a major obstacle for a transition to a core profile.
2014-06-21 15:50:32 +02:00
Christoph Oelckers
b9a6fe80a4 Do not use the shader to handle STYLEF_RedIsAlpha.
Turns out that the name doesn't accurately describe what it does.
It is correct for images that come with their own palette or are true color.
But for images using the game palette it doesn't use the red channel to determine translucency but the palette index! Ugh...

This means it cannot be done with a simple operation in the shader because it won't get a proper source image. The only solution is to create a separate texture.
2014-05-11 23:56:53 +02:00
Christoph Oelckers
978ace241c - removed all code that mixes together the different lighting methods. Now everything goes through the 3 different light parameters in the render state.
- removed cm parameter from many functions.
2014-05-11 21:47:54 +02:00
Christoph Oelckers
887d35d559 - remove colormap from texture generation parameters. The one remaining special case, alpha texture on old hardware is now handled by the currently set texture mode at the time of use.
- use the cleaned up decal lighting code from the first GLEW branch.
2014-05-11 19:44:19 +02:00
Christoph Oelckers
399d0974ab - added GL render as of SVN revision 1600. 2013-06-23 09:49:34 +02:00