Christoph Oelckers
d84554f093
- deleting some unused stuff
2018-04-02 00:28:25 +02:00
Christoph Oelckers
64b504ee7f
- fixed last commit. This was missing an init call for the portal data.
2018-04-02 00:14:53 +02:00
Christoph Oelckers
248a29bf06
- resorted portal render data.
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Compiles but does not work...
2018-04-01 22:26:57 +02:00
Christoph Oelckers
8be788a9b3
- moved portal data into FLevelLocals.
2018-04-01 20:17:39 +02:00
Christoph Oelckers
65e7b6dfaa
- moved the code in gl_data.cpp to better fitting places
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* the MAPINFO options now get handled in g_mapinfo.cpp and g_level.cpp, just like the rest of them as members of level_info_t and FLevelLocals.
* RecalcVertexHeights has been made a member of vertex_t and been moved to p_sectors.cpp.
* the dumpgeometry CCMD has been moved to p_setup.cpp
2018-04-01 18:45:27 +02:00
Christoph Oelckers
8b79eedfea
- moved CreateTexBuffer out of the GL code.
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This is merely a buffer creation function with no dependencies on the renderer.
2018-04-01 14:38:48 +02:00
Christoph Oelckers
d6fedd36b1
- moved the Plane class to vectors.h and deleted gl_geometric.h
2018-04-01 12:43:23 +02:00
Christoph Oelckers
cd64655f97
- removed empty header gl_convert.h
2018-04-01 12:00:51 +02:00
Christoph Oelckers
1461059dae
- moved contents of gl_templates.h to files outside of gl/
2018-04-01 11:59:12 +02:00
Christoph Oelckers
e49cd2cb83
- moved the hires replacement and upscaling code out of the GL classes into FTexture.
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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
bc485a7f2c
- moved a large portion of gl_textures.cpp into the main files for the implementing classes.
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The old organization made sense when ZDoom still was a thing but now it'd be better if all pure data with no dependence on renderer implementation details was moved out.
A separation between GL2 and GL3+4 renderers looks to be inevitable and the more data is out of the renderer when that happens, the better.
2018-03-31 19:20:59 +02:00
Christoph Oelckers
5bdea6278c
- removed RequireGLNodes from FRenderer interface.
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It returned true for both renderers anyway.
2018-03-31 00:33:09 +02:00
Christoph Oelckers
d166ab95a9
Revert "- fixed: 3D floor that extend into the real sector's floor were not clipped properly."
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This reverts commit a33ad3c99e
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Turns out that this breaks legitimate maps. So I'd rather let that one broken map glitch than the good ones.
2018-03-26 19:44:41 +02:00
Christoph Oelckers
755cbd341b
- fixed: A sprite having a picnum was not animating its image in the hardware renderer.
2018-03-25 22:01:18 +02:00
Christoph Oelckers
e89a598b31
- renamed FTexture's UseType flags and gave them a dedicated type.
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This was done mainly to reduce the amount of occurences of the word FTexture but it immediately helped detect two small and mostly harmless bugs that were found due to the stricter type checks.
2018-03-25 20:26:16 +02:00
Christoph Oelckers
a33ad3c99e
- fixed: 3D floor that extend into the real sector's floor were not clipped properly.
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The only check being done on this was done after processing for the renderer which simply is too late.
2018-03-24 22:42:10 +01:00
Christoph Oelckers
b327aa737a
Merge remote-tracking branch 'remotes/origin/materials'
2018-03-03 08:54:04 +01:00
Christoph Oelckers
bc25ad4136
- fixed a small logic error introduced by fixing the translucent particle sorting.
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Due to an unintended swap of two values a few equal comparisons led to incorrect sorting.
2018-03-01 17:10:21 +01:00
Christoph Oelckers
b39cb4f095
- fixed translucemt sorting for particles.
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At least on any semi-modern hardware. On old legacy hardware which lacks some important features this will still glitch.
2018-03-01 13:01:26 +01:00
Magnus Norddahl
48e534bf19
- Add per-pixel model light to the OpenGL 3.3 render path
2018-03-01 01:27:12 +01:00
Magnus Norddahl
6652df40c1
Merge remote-tracking branch 'gzdoom/master' into materials
2018-02-28 22:12:12 +01:00
Christoph Oelckers
e70250425a
- fixed: For two-sided midtextures the light lists were always taken from the sector referenced by the rendered sidedef, not the sector in which the line gets renderered.
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For polyobjects these two are not identical.
2018-02-28 13:15:04 +01:00
Rachael Alexanderson
07f168a58b
- additional check for tween-tic particle rendering, prevents jitter with timefreeze powerup
2018-02-24 16:04:20 -05:00
Magnus Norddahl
4e7ca68bd6
Merge remote-tracking branch 'gzdoom/master' into materials
2018-02-20 00:22:06 +01:00
Christoph Oelckers
ef55386d9f
- let the texture manager handle the special OpenGL textures so that they get deleted and recreated when needed.
2018-02-15 17:56:04 +01:00
Magnus Norddahl
94fbcacf22
Merge branch 'gzdoom' into materials
2018-02-10 00:08:17 +01:00
Magnus Norddahl
7cbe8669b6
- fix decals not getting lit by lights not having a target while still having the LF_DONTLIGHTSELF flag
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- fix decal light not being calculated from the center of the decal
2018-02-10 00:06:47 +01:00
alexey.lysiuk
ed23008069
Fixed crash in stereoscopic modes caused by camera without player
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https://forum.zdoom.org/viewtopic.php?t=55039&start=381#p1039251
2018-02-07 11:37:02 +02:00
Christoph Oelckers
64921ea968
- use a more consistent setting for rendering fuzzy sprites with enhanced nightvision on.
2018-01-28 20:46:16 +01:00
Magnus Norddahl
0855418475
Merge branch 'gzdoom' into materials
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# Conflicts:
# src/gl/shaders/gl_shader.cpp
# src/gl/shaders/gl_shader.h
2018-01-25 19:21:19 +01:00
Magnus Norddahl
a46bbc81a0
Merge branch 'bloom_psprite_fix' into gzdoom
2018-01-25 19:01:46 +01:00
Magnus Norddahl
4c0dce875f
Merge branch 'fuzz_software' into gzdoom
2018-01-25 19:00:14 +01:00
Magnus Norddahl
c7ec489846
Merge remote-tracking branch 'origin/master' into materials
2018-01-23 20:16:32 +01:00
Christoph Oelckers
76d594f952
- reverted the hard offset for transferred skies.
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This is not the correct way to apply it.
2018-01-21 19:25:21 +01:00
Christoph Oelckers
6438416adb
- fixed: The culling mode for translucent models must be inverted when rendering a mirror.
2018-01-21 16:29:40 +01:00
Magnus Norddahl
0f69778e23
- Add new material shader entries for specular and PBR light modes
2018-01-21 01:53:44 +01:00
Magnus Norddahl
a23e5f49f6
- Add "fuzz software" to GL that renders fuzz like the scaled fuzz mode in the software renderer
2018-01-07 02:29:55 +01:00
Magnus Norddahl
56db2b02cc
- Fix psprite not appearing when invulnerability effect is active with bloom turned on
2018-01-06 17:21:02 +01:00
Magnus Norddahl
f88d9a02df
Remove bloom effect on psprites
2018-01-06 05:11:12 +01:00
Magnus Norddahl
79440d7014
- Fix sprite spot light calculation
2018-01-04 19:42:52 +01:00
Magnus Norddahl
bae3620540
- Added spot light support to gl_SetDynSpriteLight
2018-01-04 19:27:03 +01:00
alexey.lysiuk
2c4eae7487
Applied vertical offset to transferred sky in OpenGL renderer
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https://forum.zdoom.org/viewtopic.php?t=58934
2017-12-31 21:29:27 +02:00
alexey.lysiuk
33213f5d5d
Fixed rendering of wrapped midtex with sky ceiling
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https://forum.zdoom.org/viewtopic.php?t=58311
2017-12-29 14:37:09 +02:00
Rachael Alexanderson
a441cea350
- interpolate particles
2017-12-28 11:36:36 -05:00
alexey.lysiuk
8ca3427850
Fixed applying of Doom 64 lighting to horizon portals
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https://forum.zdoom.org/viewtopic.php?t=58878
2017-12-28 18:32:26 +02:00
alexey.lysiuk
0afc09678f
Fixed bright sprites in sectors with Doom 64 lighting
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https://forum.zdoom.org/viewtopic.php?t=58703
2017-12-16 17:37:03 +02:00
alexey.lysiuk
5162e7162e
Fixed overbright screenshots with hardware gamma off
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When render buffers are used to apply gamma/brightness/contrast screenshots should not use PNG gamma correction
2017-12-06 11:24:10 +02:00
Rachael Alexanderson
0fa74220c9
- fixed: doublize sky float, in order to make it more smooth
2017-12-03 12:39:24 -05:00
Christoph Oelckers
836970f012
- moved the matrix code out of 'gl' because the model code also needs it.
2017-11-25 13:51:09 +01:00
Rachael Alexanderson
763222b571
- fixed: high uptime was causing overloads in uint32_t and float structures (float losing loss of precision) - this caused any computer online for more than a few days to experience jankiness with internal animations such as rotations and shader timers. Unfortunately, this sounds the death knell for 32-bit platforms, since uint64_t is now required in time-critical structures, which will hurt performance tremendeously, but 64-bit systems will be unaffected.
2017-11-14 16:15:25 -05:00