Commit graph

1748 commits

Author SHA1 Message Date
Christoph Oelckers
2baed338f7 - flat rendering must check for missing vertex buffer data. 2018-06-05 21:44:38 +02:00
Marisa Kirisame
f74e74ac4b Mirroring should be flipped on HUD models since the view to world space transform already inverts one axis 2018-06-03 14:20:42 +02:00
Magnus Norddahl
f03c02df43 - fix gamepic render buffer issues 2018-06-03 13:59:40 +02:00
Marisa Kirisame
dea1d0259d Swap front face culling for GL model drawer (CCW should be the default).
Added mirroring handling to software models.
2018-06-03 07:26:55 +02:00
Christoph Oelckers
d0aacd3ba8 - fixed: The translucent border draw list must be rendered with depth writing active.
This gets exclusively used by portal borders which means that for walls the setting is irrelevant but for flats it is needed to cover the portal surface so that translucent parts of the outer scene do not bleed through.
2018-06-02 23:09:51 +02:00
Christoph Oelckers
94d1a73ae8 - pass mirroring info to model drawers.
Actual evaluation only implemented in OpenGL. Not tested yet because the bug report had no testable example.
2018-06-02 13:07:47 +02:00
alexey.lysiuk
81f042f08b - fixed compilation with Clang and GCC
src/gl/scene/gl_flats.cpp:215:3: error: cannot jump from this goto statement to its label
src/r_data/models/models.cpp💯18: error: no member named 'floor' in namespace 'std'
2018-06-02 09:43:33 +03:00
Christoph Oelckers
058c5426cd - fixed: OpenGL2 should not use the precalculated vertex buffer data for flat rendering.
This wasn't set up properly anymore because the new index-based buffer code is not efficient on GL2, but the render function forgot to skip the buffer checks and jump right to the fallback path.
2018-06-02 07:25:41 +02:00
alexey.lysiuk
7b619bc78c - fixed crash with legacy render path
https://forum.zdoom.org/viewtopic.php?t=60727
2018-06-01 12:28:27 +03:00
alexey.lysiuk
4f5911da21 - fixed rendering of environment map on mirrors
With temporarily mapped buffer this feature seems to never work correctly
With persistently mapped buffer it was broken in 9a1603b246
2018-05-30 15:46:53 +03:00
alexey.lysiuk
f06ee10495 - use proper map section for wall mirror portal
https://forum.zdoom.org/viewtopic.php?t=60671
2018-05-29 12:16:20 +03:00
alexey.lysiuk
a0695cbb48 - fixed blinking frame after saving a game
Viewport was not reseted after creation of saved game thumbnail, so one junk frame was rendered right after saving a game

https://forum.zdoom.org/viewtopic.php?t=60412
2018-05-29 12:07:45 +03:00
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
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
23909d109f fixed: Generating light data for single subsectors should not use the light list of the entire sector but only the one for the current subsector 2018-05-23 08:46:26 +02:00
Christoph Oelckers
044c8a2034 - removed gl_render_subsectors test CVAR and disabled vertex buffer generation for legacy mode
To reduce the performance impact, legacy mode will now always create flat vertex data on the fly instead of relying on the vertex buffer. This makes the CVAR mostly redundant as on anything more modern rendering per subsector will always be slower.
2018-05-23 08:43:52 +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
8987aba4a4 - restored accidentally deleted line of code. 2018-05-22 21:08:00 +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
Christoph Oelckers
df0b1e8dae - moved the clipper out of GLSceneDrawer and let it be handled by HWDrawInfo.
The precise way the clipper needs to be maintained may differ between APIs, so it is no longer owned by any render structure but instead HWDrawInfo only contains a reference.
For OpenGL there is still only one static clipper because without multithreaded BSP traversal there is no need for more.
2018-05-21 22:54:04 +02:00
Christoph Oelckers
5f87e81b6a - moved CurrentMapSections and in_area from GLSceneDrawer to HWDrawInfo.
Not only are they better placed in the common code, but they are also both per-viewpoint and not per-scene, so this is a far more suitable place and avoids saving and restoring them in the portal code.
2018-05-21 22:04:29 +02:00
Christoph Oelckers
e6a447eb6f - removed more occurences of gl_drawinfo. 2018-05-21 20:28:12 +02:00
Magnus Norddahl
31abe3df7e - avoid reusing the same mVBuf pointer for the different renderers as that causes too many problems when switching between them
- remove gl_ prefix for model functions that are no longer GL specific
2018-05-21 17:52:03 +02:00
Christoph Oelckers
31263eeac2 - removed gl_drawinfo-> from FDrawInfo member functions and pass it to some other functions as a parameter.
This really shouldn't be handled as a global variable. The mere fact that several member functions used it incorrectly is ample proof of that.
2018-05-21 11:36:07 +02:00
Christoph Oelckers
2d4b8549c6 - per-sector plane rendering needs to be disabled when processing a line portal with hardware that has no working clip plane support.
In this case there are no means to discard the parts of the rendered sectors that lie behind the portal so it should only render the parts that are flagged as visible.
2018-05-20 08:56:29 +02:00
Christoph Oelckers
5cffa8873a - added a CVAR to disable per-plane rendering.
This will require some comparisons on older hardware. On my Geforce 1060 rendering the full plane with one draw call is clearly faster in all cases I tested.
2018-05-19 19:19:48 +02:00
Christoph Oelckers
3e204080ae - render sector planes in one draw call.
On a fast and modern graphics card this is a lot faster than doing it per subsector but it may not be without drawbacks on older hardware so it will require some testing on older hardware.
For me Frozen Time's view over the bridge went from 46 fps to 51 fps with this change, the time saved was roughly 2 ms.
2018-05-19 15:20:46 +02:00
Christoph Oelckers
2125f8b9d1 - use triangles instead of triangle fans to render flats. 2018-05-19 14:42:25 +02:00
Christoph Oelckers
fd3681dae2 - use an indexed vertex buffer to render the flats.
Right now this has no advantage but it allows optimizing the data, e.g. rendering an entire sector in one go instead of per subsector.
2018-05-19 13:33:28 +02:00
alexey.lysiuk
ace5ee3c41 - fixed crash after saving a screenshot
https://forum.zdoom.org/viewtopic.php?t=60616
2018-05-19 13:19:24 +03:00
Christoph Oelckers
ebbe52082a - fixed vr_enable_quadbuffered for real
I did not consider that this is an init-only option. So changing the CVAR may not affect game behavior at all. Instead its value must be moved to some globally accessible variable on startup that never gets changed again.
2018-05-18 08:44:32 +02:00
Christoph Oelckers
1656bbf9ec - route the BlurScene call in the menu through DFrameBuffer.
Game code should never ever call the renderer directly. This must be done through the video interface so that it can also work with other framebuffers later.
2018-05-18 00:22:57 +02:00
Christoph Oelckers
b197bfc964 - avoid checking for vr_enable_quadbuffered directly.
This option only exists on Windows, so on the other platforms it should not be in the menu and not affect the setup of the VR mode.
2018-05-18 00:12:45 +02:00
Christoph Oelckers
46a57fdfa1 - moved the postprocessing CVARs to hwrenderer. 2018-05-17 20:51:42 +02:00
Christoph Oelckers
ea98fe3c4d - moved the hardware independent part of custom postprocessing shaders from gl to hwrenderer. 2018-05-17 20:23:01 +02:00
Christoph Oelckers
c0837f42bd - gl_system.h as well, in particular this has no place in hw_* files. 2018-05-16 23:34:52 +02:00
Christoph Oelckers
401c9ab8ca - moved gl_interface.cpp/h to gl_load folder.
These files are not part of the actual renderer but part of the system code.
This means, for separated modern and legacy GL renderers, there still will only be one set of this, unlike everything else.
2018-05-16 23:21:21 +02:00
Christoph Oelckers
6e20ece3f4 - moved vr_enable_quadbuffered definition to win32gliface.cpp because this is where it gets used. 2018-05-16 23:14:30 +02:00
Christoph Oelckers
44dd48c7fa - moved the palette stuff and some remaining scaling code from OpenGLFrameBuffer to DFrameBuffer and fixed GetFlashedPalette 2018-05-16 22:10:24 +02:00
alexey.lysiuk
fa5f936371 - fixed missing saved game picture in software modes
https://forum.zdoom.org/viewtopic.php?t=60574
2018-05-13 16:11:05 +03:00
Christoph Oelckers
8f96729e06 - fixed portal benchmarking and added separate output for 2D and finishing the main scene. 2018-05-13 09:48:19 +02:00
Christoph Oelckers
c2a7a4bf30 - moved viewport code to DFrameBuffer. 2018-05-12 17:23:56 +02:00
alexey.lysiuk
f17f8c9359 - added end line to various messages
so they don't screw up further output anymore
2018-05-11 18:03:57 +03:00
Magnus Norddahl
46e2e0b57c - reduce the number of direct OpenGL calls done by the post processing steps 2018-05-10 14:43:34 +02:00
Christoph Oelckers
50cdcc79c8 - fixed OpenGL2.0 may not call the modern light setup code. 2018-05-10 09:05:26 +02:00
Magnus Norddahl
49c9de350f - GetTimeFloat is not renderer specific 2018-05-07 00:40:12 +02:00
Christoph Oelckers
099057b142 - moved the vertex and light data generation back to the render pass for modern OpenGL with persistently mapped buffers.
Having this extra CPU time in there allows for better parallelization with the graphics driver and GPU.
2018-05-05 23:32:55 +02:00