Major Cooke
35583621cf
PSPF_MIRROR now corrects the bobx direction.
2017-05-26 18:28:09 -05:00
Major Cooke
636e36b90d
Clean-up.
2017-05-26 11:34:26 -05:00
Major Cooke
a25a536c9f
Removed the auto PSPF_FLIP implimentation.
2017-05-25 20:40:54 -05:00
Major Cooke
a111c59286
Added PSPF_MIRROR.
...
- Flips the sprite's drawing and position over entirely. Automatically implies PSPF_FLIP.
2017-05-25 19:46:36 -05:00
Rachael Alexanderson
7600fdb200
Merge https://github.com/coelckers/gzdoom
2017-05-22 13:10:19 -04:00
Christoph Oelckers
7bc5573baa
- call P_FindParticleSubsectors before rendering a save picture in OpenGL.
...
This entry point was the only one missing that call.
2017-05-21 12:45:49 +02:00
Christoph Oelckers
fc0855fac7
- fixed size of particles in the hardware renderer.
...
From the look of it the scale was changed in the software renderer several years back but the hardware renderer never got adjusted for it.
This also adds a bit of compensation to round particles so that they get rendered a bit larger than square ones.
2017-05-21 12:36:34 +02:00
Rachael Alexanderson
fd0602a163
Merge https://github.com/coelckers/gzdoom
2017-05-19 23:40:51 -04:00
Christoph Oelckers
a4231ffd00
- more handling of some very broken old ATI drivers.
2017-05-19 21:33:48 +02:00
Christoph Oelckers
c8e631bf26
- fixed: The colormap was not fully initialized for 3D floors in sectors where neither the original floor nor ceiling were visible.
2017-05-19 11:42:44 +02:00
Rachael Alexanderson
7ded20ca05
Merge https://github.com/coelckers/gzdoom
2017-05-15 03:27:58 -04:00
Christoph Oelckers
437dd68d79
- the Render state must be applied before performing a portal clear screen, because it would still be set to stencil drawing at this point.
2017-05-14 12:42:25 +02:00
Rachael Alexanderson
a7025b5563
Merge https://github.com/coelckers/gzdoom
...
# Conflicts:
# src/version.h
2017-05-14 06:41:56 -04:00
Christoph Oelckers
ef7e4fe678
- draw empty portals in black, not the last set color.
2017-05-14 12:31:51 +02:00
Rachael Alexanderson
ac244b3229
Merge https://github.com/coelckers/gzdoom
2017-05-10 05:15:49 -04:00
Christoph Oelckers
2bf8e8f1c0
- fixed: InitClipper was missing a call to Clipper.Clear.
2017-05-09 12:20:49 +02:00
Christoph Oelckers
762ba13cd9
- store the last found OpenGL version in the INI so that modern GL related options can be removed when running old hardware with software rendering.
2017-05-08 19:30:51 +02:00
Christoph Oelckers
4a5fe65ce8
- added missing check for RenderStyle None to GL weapon drawer.
2017-05-08 19:13:18 +02:00
Rachael Alexanderson
0941cda7cc
Merge https://github.com/coelckers/gzdoom
2017-05-07 05:07:22 -04:00
Magnus Norddahl
81de951abc
- Fix missing include
2017-05-06 22:25:18 +02:00
Magnus Norddahl
f083109b51
- Add SSE code to OpenGLSWFrameBuffer::OpenGLPal::Update to workaround a broken auto-vectorizer in GCC
2017-05-06 22:03:32 +02:00
Christoph Oelckers
567c21cdeb
- fixed recursion in Dim functions. When the main worker function was renamed to DoDim the Super calls were not fixed for it.
2017-05-06 10:44:29 +02:00
Rachael Alexanderson
118976129d
Merge https://github.com/coelckers/gzdoom
2017-05-04 02:38:13 -04:00
Christoph Oelckers
99a61e74c7
- fixed: The first model ID was always initialized to 0, even if that model wasn't even present in the definition.
2017-05-04 00:37:43 +02:00
Rachael Alexanderson
5a450b5eaa
- fixed: +FLIPSPRITE works in mirrors in OpenGL now.
2017-05-03 15:56:33 -04:00
Rachael Alexanderson
00a4993654
- forgot to implement +SPRITEFLIP for OpenGL
2017-05-03 21:13:31 +02:00
Rachael Alexanderson
a9412ec815
Merge https://github.com/coelckers/gzdoom
2017-05-02 23:26:34 -04:00
Magnus Norddahl
e68da4cd6b
- Fix crash in glswfb if vid_hw2d is toggled off
2017-05-02 22:56:31 +02:00
Rachael Alexanderson
9fc2f805de
Merge https://github.com/coelckers/gzdoom
2017-04-27 14:29:28 -04:00
Christoph Oelckers
b5dc5ceb3c
- removed some unused static variables
2017-04-26 14:48:33 +02:00
Rachael Alexanderson
88f8c4afcc
Merge https://github.com/coelckers/gzdoom
2017-04-24 08:09:34 -04:00
Christoph Oelckers
ace0568d09
- now that SSE2 is a required feature for compiling on x86, DoBlending_MMX has no use anymore and could be removed, as could the checks for bRDTSC, which is an older hardware feature than SSE2. There's also little point printing pre-SSE2 hardware features because they can be assumed to be present on anything the code can run on.
2017-04-23 11:54:08 +02:00
Rachael Alexanderson
5d11c9962b
Merge commit '8db239d'
2017-04-18 11:33:52 -04:00
Christoph Oelckers
47bcd8aaa2
- added per-layer translucency support to the OpenGL PSprite drawer.
2017-04-15 17:25:46 +02:00
Rachael Alexanderson
997a62de36
Merge https://github.com/coelckers/gzdoom
2017-04-14 23:09:21 -04:00
Christoph Oelckers
47bb29bac6
- check the return value of ogl_LoadFunctions and abort if it indicates failure.
...
If this happens there is normally something very wrong on the system side so continuing is not advised.
2017-04-14 15:32:04 +02:00
Rachael Alexanderson
4b2b2af63e
Merge https://github.com/coelckers/gzdoom
2017-04-14 05:51:36 -04:00
Christoph Oelckers
dc5a5419fc
- took DCanvas and all its subtypes out of the DObject tree.
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I have no idea why they were even in there, as they intentionally circumvented all GC related features - they declared themselves fixed if prone to getting collected, they all used OF_YesReallyDelete when destroying themselves and they never used any of the object creation or RTTI features, aside from a single assert in V_Init2.
Essentially they were a drag on the system and OF_YesReallyDelete was effectively added just to deal with the canvases which were DObjects but not supposed to behave like them in the first place.
2017-04-14 10:48:18 +02:00
Rachael Alexanderson
2c4552da42
Merge https://github.com/coelckers/gzdoom
2017-04-13 10:09:47 -04:00
alexey.lysiuk
c99cecea8e
Fixed warnings reported by GCC/Clang
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src/p_pspr.cpp:363:37: warning: more '%' conversions than data arguments [-Wformat]
src/gl/textures/gl_texture.cpp:845:21: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
2017-04-13 10:40:44 +03:00
Rachael Alexanderson
a15031706d
Merge https://github.com/coelckers/gzdoom
2017-04-12 20:33:38 -04:00
Christoph Oelckers
6599e2c425
- moved the VM types into their own file and only include it where really needed.
2017-04-13 01:12:04 +02:00
Christoph Oelckers
e4d2380775
- moved all remaining fields from PClassActor to FActorInfo.
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- added a few access functions for FActorInfo variables.
With PClassActor now empty the class descriptors can finally be converted back to static data outside the class hierarchy, like they were before the scripting merge, and untangle the game data from VM internals.
2017-04-12 00:07:41 +02:00
Christoph Oelckers
4afe2d4218
- moved OwnedStates and NumOwnedStates out of PClassActor.
2017-04-11 22:44:35 +02:00
Rachael Alexanderson
7040bc2156
Merge https://github.com/coelckers/gzdoom
2017-04-11 14:06:13 -04:00
Magnus Norddahl
f049e6145b
- remove all usage of std::make_unique to keep things C++11 compliant
2017-04-11 01:25:44 +02:00
Rachael Alexanderson
00531cda49
Merge https://github.com/coelckers/gzdoom
2017-04-09 11:53:40 -04:00
Christoph Oelckers
18d6fb7f49
- fixed: USEACTORPITCH in the model code was still using inverted pitch.
2017-04-08 10:24:12 +02:00
Rachael Alexanderson
cecf41e4d0
Merge https://github.com/coelckers/gzdoom
2017-04-07 21:50:23 -04:00
Magnus Norddahl
9f180b29b9
- Remove GL_MAJOR_VERSION check for OpenGL ES as apparently not even this can be done right by driver writers
2017-04-08 00:19:39 +02:00
Rachael Alexanderson
a90692330b
Merge https://github.com/coelckers/gzdoom
2017-04-07 09:55:00 -04:00
Magnus Norddahl
73effc70bb
- The legacy OpenGL path resets the GLSL version, which in turn makes #version 0 crash the AMD driver. Old stuff that uses the legacy path will not get glswfb acceleration.
2017-04-07 15:45:08 +02:00
Magnus Norddahl
35c35fc26f
- Check if glCreateProgram or glCreateShader fails, because apparently AMD found a way to make exactly that happen
2017-04-07 15:27:04 +02:00
Rachael Alexanderson
b1e1f25218
- detect gl es shaders and request them
2017-04-06 23:34:50 -04:00
Magnus Norddahl
85a9984807
- Add OpenGL ES 3 support to GL renderer
2017-04-06 23:34:42 -04:00
Magnus Norddahl
b7482e10e2
- Detect dinosaur OpenGL and refuse to use it
2017-04-06 23:34:37 -04:00
Magnus Norddahl
e690de25a8
- Use SDL_GL_GetProcAddress on platforms where the SDL is being used. Since SDL initialized OpenGL for us, it is the only reliable way of retrieving proc addresses.
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- Check if ogl_LoadFunctions failed and make OpenGLSWFrameBuffer gracefully recover from that
2017-04-06 23:33:56 -04:00
Rachael Alexanderson
dc1695918e
- detect gl es shaders and request them
2017-04-06 23:29:15 -04:00
Magnus Norddahl
994740b3ae
- Add OpenGL ES 3 support to GL renderer
2017-04-07 04:09:04 +02:00
Magnus Norddahl
a9591f57a6
- Detect dinosaur OpenGL and refuse to use it
2017-04-07 03:03:21 +02:00
Magnus Norddahl
0376d4e8fc
- Use SDL_GL_GetProcAddress on platforms where the SDL is being used. Since SDL initialized OpenGL for us, it is the only reliable way of retrieving proc addresses.
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- Check if ogl_LoadFunctions failed and make OpenGLSWFrameBuffer gracefully recover from that
2017-04-07 02:17:34 +02:00
Rachael Alexanderson
5851408803
Merge https://github.com/coelckers/gzdoom
2017-04-04 01:29:14 -04:00
Major Cooke
d3ef3b585b
- fixed: Flat sprites did not rotate their sprite angles when given the FLATSPRITE flag.
2017-04-03 17:06:33 +02:00
Rachael Alexanderson
12d39c74ef
Merge https://github.com/coelckers/gzdoom
2017-04-02 21:38:20 -04:00
alexey.lysiuk
659f75c84a
Avoid duplication of member in OpenGL software framebuffer class
2017-04-02 10:13:25 +03:00
Rachael Alexanderson
643bdac514
Merge https://github.com/coelckers/gzdoom
2017-04-02 02:34:32 -04:00
Magnus Norddahl
4268090738
- switch OpenGLSWFrameBuffer to use m_Lock instead of LockCount
2017-04-02 00:47:18 +02:00
Magnus Norddahl
0ed60b8df6
- fix OpenGLSWFrameBuffer::Begin2D
2017-04-01 22:14:04 +02:00
Rachael Alexanderson
2b2297b73e
Merge https://github.com/coelckers/gzdoom
2017-04-01 10:11:52 -04:00
Christoph Oelckers
54764c136d
- changed the 2D draw abort check to use a dedicated variable, that gets set in Begin2D and unset at the end of D_Display.
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This is really all the extent where 2D draw operations may be allowed. Trying to detect this from other variables is not reliable.
2017-04-01 12:59:58 +02:00
alexey.lysiuk
59ae50aecb
Fixed compilation warning reported by GCC/Clang
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src/gl/textures/gl_texture.cpp:691:25: warning: comparison of integers of different signs: 'unsigned int' and 'int' [-Wsign-compare]
2017-04-01 10:24:05 +03:00
Rachael Alexanderson
39826753f9
Merge https://github.com/coelckers/gzdoom
2017-03-30 02:11:03 -04:00
Christoph Oelckers
bde73fc530
- added automatic brightmaps.
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Everything in the brightmaps/auto directory will automatically be assigned to the same-named texture.
2017-03-29 23:13:11 +02:00
Christoph Oelckers
01b095c911
- added colorization for untranslated fonts. This uses the light color of the vertices. The software rendered 2D code will ignore this infomation.
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- added a virtual OnRetrun method to menus.
2017-03-29 21:22:05 +02:00
Christoph Oelckers
1d4ab0cc2a
- implemented proper scaling for the status bar itself.
...
This allows using the UI scale or its own value, like all other scaling values.
In addition there is a choice between preserving equal pixel size or aspect ratio because the squashed non-corrected versions tend to look odd, but since proper scaling requires ununiform pixel sizes it is an option.
- changed how status bar sizes are being handled.
This has to recalculate all scaling and positioning factors, which can cause problems if the drawer leaves with some temporary values that do not reflect the status bar as a whole.
Changed it so that the status bar stores the base values and restores them after drawing is complete.
2017-03-29 19:23:40 +02:00
Rachael Alexanderson
9f38b2b107
Merge https://github.com/coelckers/gzdoom
2017-03-28 22:40:40 -04:00
Magnus Norddahl
d160424aea
- added DFrameBuffer::HasBegun2D to allow scripting to test if 2D drawing is active (instead of using IsLocked, which may return false when vid_hw2d is active)
2017-03-29 00:45:53 +02:00
Christoph Oelckers
5e3e4a3bd1
- fixed: The wall spliter for 3D lights did not initialize the resulting colormap's fog density value.
2017-03-28 23:36:26 +02:00
Rachael Alexanderson
9da596cd9c
Merge https://github.com/coelckers/gzdoom
2017-03-28 16:29:07 -04:00
nashmuhandes
99d1581c27
Added "DontLightActors" flag for dynamic lights. Actors will not be illuminated by lights that are given this flag.
2017-03-28 21:33:16 +02:00
Christoph Oelckers
71fe4a83c9
- fixed: the translucent flat drawer used a bad condition for dynamic light processing which caused a problem with the GL 3.x lighting method.
2017-03-28 21:18:03 +02:00
Christoph Oelckers
f3db5f3803
- added a clipping rectangle to DCanvas that can be used independently of DrawTexture calls.
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Currently this is only being used for draw operations that are not automap related, i.e. DrawLine, DrawPixel and FillSimplePoly are not subjected to it.
2017-03-28 13:06:24 +02:00
Rachael Alexanderson
71ad6c9651
Merge https://github.com/coelckers/gzdoom
2017-03-25 11:19:27 -04:00
alexey.lysiuk
093a05b588
Reset OpenGL 2D drawer state fully on each frame
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https://mantis.zdoom.org/view.php?id=469
2017-03-25 11:32:39 +02:00
Rachael Alexanderson
733cf1acc5
Merge https://github.com/coelckers/gzdoom
2017-03-25 00:26:06 -04:00
Christoph Oelckers
6760e01a0d
- implemented the status bar's DrawString function and ported the fullscreen HUD part of the Strife status bar to use the new functionality.
2017-03-24 20:09:50 +01:00
Rachael Alexanderson
b747b0c3c6
- made gl_menu_blur into a menu option
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- made bluramount also into a gameinfo option
- negative gl_menu_blur cvar now uses gameinfo option, 0 disables it
- removed gl_menu_blur_enabled since gl_menu_blur==0 does that anyway
- made gl_menu_blur default to -1 to use gameinfo option
- add default gameinfo bluramount options
2017-03-24 14:59:25 -04:00
Rachael Alexanderson
954f21f71d
- changed defaults
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- moved CVARs to head of file as forward declaration
- FGLRenderer::BlurScene now checks if postprocessing is enabled before executing
2017-03-24 14:59:25 -04:00
Rachael Alexanderson
e49b549364
- added CVARs to control menu blur
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- made blur effect menu only
2017-03-24 14:59:25 -04:00
Magnus Norddahl
93a6e4bc94
Add an aggressive blur pass for the scene
2017-03-24 14:59:25 -04:00
Christoph Oelckers
9bffe4ee50
- scriptified the main statusbar interface and the Strife status bar.
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Note that the Strife status bar does not draw the health bars yet. I tried to replace the hacky custom texture with a single fill operation but had to find out that all the coordinate mangling for the status bar is being done deep in the video code. This needs to be fixed before this can be made to work.
Currently this is not usable in mods because they cannot initialize custom status bars yet.
2017-03-22 00:32:52 +01:00
Magnus Norddahl
fc3cb01029
- only ray test sprites on lights that are shadowmapped
2017-03-21 14:32:48 +01:00
Christoph Oelckers
f45371e231
- reverted the counter for the vertex angle cache to a simple incrementing global variable.
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Using I_MSTime is not precise enough, because some camera textures can be done quicker. It was pointless anyway trying to make this multithreading-safe, the entire caching idea here makes no sense if two clippers can simultaneously work on the same level data without changing the memory organization and rendering it ineffective.
2017-03-20 01:21:33 +01:00
Christoph Oelckers
1031481167
- added some checks to exclude dynamic lights from being subjected to shadowmapping if they do not touch any one-sided lines from the back side. This condition is a requirement for a 1D shadowmap to even have an effect.
2017-03-20 00:34:19 +01:00
alexey.lysiuk
cb5ddeff25
Fixed compilation warnings reported by Clang
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src/gl/scene/gl_clipper.h:150:23: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
src/gl/dynlights/gl_aabbtree.cpp:137:24: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:137:34: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:137:44: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:139:6: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:139:30: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:139:54: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:142:6: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:143:3: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:144:3: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:167:6: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_shadowmap.cpp:163:31: warning: '&&' within '||' [-Wlogical-op-parentheses]
src/p_saveg.cpp:367:16: warning: comparison of integers of different signs: 'unsigned int' and 'int' [-Wsign-compare]
src/p_saveg.cpp:402:60: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
src/p_setup.cpp:1553:39: warning: format specifies type 'ptrdiff_t' (aka 'long') but the argument has type 'int' [-Wformat]
src/scripting/zscript/zcc_compile.cpp:293:74: warning: field 'AST' will be initialized after field 'mVersion' [-Wreorder]
src/swrenderer/drawers/r_thread.cpp:113:21: warning: comparison of integers of different signs: 'int' and 'size_t' (aka 'unsigned long') [-Wsign-compare]
2017-03-18 15:13:02 +02:00
Christoph Oelckers
c9296ead57
- moved the skybox texture files to the main textures directory.
2017-03-17 21:12:09 +01:00
Christoph Oelckers
fee18a6971
- fixed the attenuation check in gl_GetLight.
2017-03-17 20:16:49 +01:00
Christoph Oelckers
7d8d69d01b
- fixed: The clipper for the main scene may not be initialized before the camera textures have been drawn.
...
It looks like the memory management at use here is not capable of maintaining multiple instances simultaneously and the camera textures create another scene drawer so the initialization of the main scene drawer has to be delayed until after the camera textures are done.
2017-03-17 19:28:47 +01:00
Christoph Oelckers
ea1d6634f7
- moved the Zones array into FLevelLocals.
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- replaced TStaticArray with regular TArrays.
They had incomplete implementations preventing proper cleanup of the level loading code. It makes more sense to add the missing methods to the regular TArray and use that.
This also makes some changes to how the game nodes are used to avoid creating a copy: If the head node's pointer is stored in a separate variable, no code needs to check which of the two arrays gets used.
2017-03-17 12:11:37 +01:00
Christoph Oelckers
fea4079b7c
- moved nodes into FLevelLocals.
2017-03-17 01:42:37 +01:00
Christoph Oelckers
f201dab534
- moved the subsectors into FLevelLocals.
2017-03-17 00:22:52 +01:00
Christoph Oelckers
59b684bdbc
- moved the segs array into FLevelLocals.
2017-03-16 21:34:04 +01:00
Christoph Oelckers
2b2c986bd0
- cleanup of GL renderer interface and improper header use in software renderer.
2017-03-16 21:34:03 +01:00
Christoph Oelckers
b529b1e3a7
- removed several unneeded GL headers from the software renderer's sources.
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- consolidated the code to calculate a sprite's display angle for all 3 renderers.
As it turned out, they all differed in their feature support because they had always been updated independently by different people.
2017-03-16 13:49:34 +01:00
Christoph Oelckers
3aa7687d91
- made 'nocoloredspritelighting' a global option and also implemented it in the software renderer.
2017-03-16 00:56:03 +01:00
Christoph Oelckers
921bc763fb
- separated the software-renderer-specific parts of colormap processing from the common parts.
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- moved testcolor and test fades into SWRenderer files.
These CCMDs work by hacking the default colormap and were never implemented for hardware rendering because they require many checks throughout the code.
2017-03-15 22:04:59 +01:00
Christoph Oelckers
9a24771a7d
- refactored FDynamicColormap out of sector_t.
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This has increasingly become an obstacle with the hardware renderer, so now the values are being stored as plain data in the sector, with the software renderer getting the actual color tables when needed. While this is a bit slower than storing the pregenerated colormap, in realistic situations the added time is mostly negligible in the microseconds range.
2017-03-15 22:04:59 +01:00
Christoph Oelckers
d86bd470e5
- moved two MAPINFO settings that are not exclusively used by the OpenGL renderer to the common code.
2017-03-14 18:31:11 +01:00
Christoph Oelckers
3c6e9f361c
- fixed typo in fog boundary check.
2017-03-14 16:13:00 +01:00
Christoph Oelckers
44a087554f
- moved the OpenGL fog properties to FLevelLocals to simplify their handling.
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- added access to the glow properties for ZSCript and ACS.
2017-03-14 13:54:24 +01:00
Christoph Oelckers
0ebe98d1e0
- added support for reading JASC palette files. I hope it's correct, considering I have no such files to test. The format should be simple enough, though.
2017-03-14 12:16:42 +01:00
Christoph Oelckers
5141fee8c0
- reverted the change of position where polyobjects get linked to the subsectors.
2017-03-13 21:17:25 +01:00
Christoph Oelckers
feb680a4eb
- Removed the RSQRTSS code from GLSeg::Normal.
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If we have to write compiler specific code for micro-optimizations I am out.
The Posix compatible version nullified most the advantage on MSVC by writing out the XMM register to memory and then reading back the float.
That's not worth the hassle for an optimization that brings a few microseconds at best.
2017-03-13 13:17:15 +01:00
alexey.lysiuk
fc8b697e33
Fixed compilation of POSIX targets
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TODO: Need better way to detect SSE support
2017-03-13 12:51:06 +02:00
Christoph Oelckers
60fd79ce23
- some menu reorganization:
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* dynamic lights also work in the true color software renderer and have been moved out of the OpenGL menu.
* created a separate software renderer menu and moved all relevant options there.
* delete non-applicable options when running in legacy mode.
* moved the OpenGL preferences menu one level up to eliminate a two-entry GL top level menu.
2017-03-13 01:17:46 +01:00
Christoph Oelckers
4965cdfd9a
- removed some unused global variables.
2017-03-12 23:56:17 +01:00
Christoph Oelckers
d72623b9b5
- eliminated global in_area variable.
...
Removing this made me realize that calling the renderers' FakeFlat functions from the automap is inherently unsafe with the recent refactorings because there is absolutely no guarantee that the data may actually still be defined when the automap is being drawn.
So the best approach here is to give the automap its own FakeFlat function that runs independently of render data and assumptions of data preservation. This one can also be a lot simpler because it only needs the floor, not the ceiling info.
2017-03-12 23:13:07 +01:00
Christoph Oelckers
4c61048278
- moved gl_fixedcolormap into GLSceneDrawer.
...
This means that one of the most extensively used global variables is gone.
2017-03-12 21:57:39 +01:00
Christoph Oelckers
438b983ab1
- inlined the 4 remaining short functions of the Plane class and removed gl_geometric.cpp.
...
# Conflicts:
# src/CMakeLists.txt
# Conflicts:
# src/CMakeLists.txt
2017-03-12 20:11:57 +01:00
Christoph Oelckers
4cd0d3d454
- removed the Vector class in the GL renderer and replaced all its uses with FVector3.
...
- optimized the math to get a plane equation from a linedef. The original code used a generic algorithm that knew nothing about the fact that Doom walls are always perfectly vertical. With this knowledge the plane calculation can be reduced to a lot less code because retrieving the normal is trivial in this special case.
- use the SSE2 rsqrtss instruction to calculate a wall's length, because this is by far the most frequent use of square roots in the GL renderer. So far this is only active on x64, it may be activated on 32 bit later as well, but only after it has been decided if 32 bit builds should be x87 or SSE2.
# Conflicts:
# src/gl/dynlights/gl_dynlight.cpp
# Conflicts:
# src/g_shared/a_dynlightdata.cpp
2017-03-12 19:59:45 +01:00
Christoph Oelckers
ef3421eee5
- moved dynamic lights out of the GL code into the common game code.
...
Since the true color software renderer also handles them there is no point keeping them on the GL side.
This also optimized how they are stored, because we no longer need to be aware of a base engine which doesn't have them.
2017-03-12 19:57:06 +01:00
Christoph Oelckers
e7330cfa03
- all main functions in gl_scene.cpp now belong to the new GLSceneDrawer class.
2017-03-12 12:51:26 +01:00
Christoph Oelckers
e4d7d9de8b
- moved several more functions from FGLRenderer to GLSceneDrawer.
2017-03-12 12:03:54 +01:00
Christoph Oelckers
64183fc3cd
- moved GL texture precaching to gl_texture.cpp.
2017-03-12 01:49:44 +01:00
Christoph Oelckers
9b33d1dd18
Merge branch 'scene_multithreaded' of https://github.com/raa-eruanna/qzdoom into 3.0_work
...
# Conflicts:
# src/gl/scene/gl_clipper.cpp
# src/gl/scene/gl_portal.cpp
# src/gl/scene/gl_scene.cpp
# src/swrenderer/scene/r_scene.cpp
2017-03-12 00:38:55 +01:00
Magnus Norddahl
c79051126e
Fix ssao being applied to skybox portals
2017-03-12 00:22:58 +01:00
Christoph Oelckers
0aa0db637c
- started adding a SceneDrawer class to the OpenGL renderer.
...
This will eventually hold all the global variables for the rendering.
2017-03-12 00:19:20 +01:00
Magnus Norddahl
0c9014b984
- move r_utility globals into r_viewpoint and r_viewwindow
...
- change r_utility functions to only work on FRenderViewpoint and FViewWindow
2017-03-11 23:28:07 +01:00
Christoph Oelckers
8e2ebe15fe
- removed several unused variables from OpenGLFrameBuffer.
...
- removed the LastCamera logic in RenderView. This code predates the first GZDoom release and apparently was only added because back then R_SetupFrame was not fully compatible with the hardware renderer. Today it is not needed anymore.
2017-03-11 21:10:21 +01:00
Christoph Oelckers
9e70771da3
- Added a check to allow shader storage buffers on GL 4.3 Intel drivers. It doesn't work if GLSL version is set to 4.0 and the feature activated via extension.
2017-03-11 20:14:18 +01:00
Christoph Oelckers
9eae422dab
Merge branch 'shadowmaps' of https://github.com/raa-eruanna/qzdoom into 3.0_work
...
# Conflicts:
# src/CMakeLists.txt
# wadsrc/static/language.enu
2017-03-11 19:55:43 +01:00
Christoph Oelckers
28aba3469d
- missed 2 includes
2017-03-11 19:18:31 +01:00
Christoph Oelckers
921abc404d
- fixed GCC warnings and errors
...
(Is there anyway to tone down GCC's warning level? It outputs too many false positives for potentially uninitialized variables in which the genuine errors get drowned.)
2017-03-11 19:02:35 +01:00
Rachael Alexanderson
81291e6892
- fixed: Clang on Linux compile
2017-03-11 11:01:30 -05:00
Magnus Norddahl
b407ea2164
Change gl_light_shadowmap to default to being off
2017-03-10 22:12:13 +01:00
Magnus Norddahl
59ec97d2d5
Fix shadow map acne and the attenuate flag
2017-03-10 22:08:55 +01:00
Christoph Oelckers
fec958cc0a
- finally managed to get rid of the DWORD type.
...
This one was particularly nasty because Windows also defines a DWORD, but in Windows it is an unsigned long, not an unsigned int so changing types caused type conflicts and not all could be removed.
Those referring to the Windows type have to be kept, fortunately they are mostly in the Win32 directory, with a handful of exceptions elsewhere.
2017-03-10 19:46:22 +01:00
Magnus Norddahl
b660493051
Add menu option for disabling shadow maps and detecting if storage buffers are available or not
2017-03-10 19:10:40 +01:00
Magnus Norddahl
1e7ea1c7ff
Fix crash HOM effect when vid_hw2d is off
2017-03-10 12:25:05 -05:00
Christoph Oelckers
4ed5b91b0f
- added a few missing includes which were not triggered as error in a debug build.
2017-03-10 09:57:10 +01:00
Christoph Oelckers
bd7476fb8d
- untangled r_defs.h from actor.h
...
Both files can now be included independently without causing problems.
This also required moving some inline functions into separate files and splitting off the GC definitions from dobject.h to ensure that r_defs does not need to pull in any part of the object hierarchy.
2017-03-10 02:22:42 +01:00
Christoph Oelckers
4de0f8b1fa
- compile both poly and sw renderer as one unit, because due to the includes this gets really slow otherwise. Lumping these together saves 50 seconds per build on my system with a 3.4 GHz Core i7 and an SSD for storage, so on other systems it may be even more.
2017-03-10 00:43:36 +01:00
Christoph Oelckers
a4710bcdb0
- did a bit of header cleanup to reduce the dependency on dobject.h.
2017-03-09 23:30:42 +01:00
Christoph Oelckers
9b87a167d7
- replaced a large batch of DWORDs.
...
Most of those which still rely on ZDoom's own definition should be gone, unfortunately the code in files that include Windows headers is a gigantic mess with DWORDs being longs there intead of ints, so this needs to be done with care. DWORD should only remain where the Windows type is actually wanted.
2017-03-09 20:19:55 +01:00
Christoph Oelckers
a17685f3fd
- removed some long longs, to reduce that type's use to the necessary minimum
...
.
2017-03-09 20:05:22 +01:00
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
c008ddaf66
- replaced homegrown SWORD, SBYTE and uint32_t types.
2017-03-09 19:31:45 +01:00
Christoph Oelckers
cc1241a4b8
Merge branch 'make-qzdoom-gzdoom-again' of https://github.com/raa-eruanna/qzdoom into 3.0_work
...
# Conflicts:
# src/win32/win32gliface.h
# src/win32/win32iface.h
This compiles but no guarantees otherwise.
2017-03-09 19:09:13 +01:00
Christoph Oelckers
e080f0cf89
- removed Windows.h include from gl_system.h and cleaned up that file. This means that most OpenGL sources can now be compiled without any Windows dependencies, which is significantly faster.
2017-03-09 13:19:51 +01:00
Christoph Oelckers
05919a2926
- remove Windows includes from gl_load.h
...
This is one of two places that unconditionally pulled in all Windows headers into the GL code.
We also do not need the cruft for defining the standard integer types. GZDoom is C++11 which means that stdint.h will be present. So the madness with the definitions should be avoided to ensure that the types are always the same.
2017-03-09 13:03:49 +01:00
Christoph Oelckers
03e1cbcfc0
- removed Windows types from several files which don't need them.
...
- split out the software renderer's video classes into their own file because they got included by all OpenGL sources.
2017-03-09 12:52:31 +01:00
Rachael Alexanderson
cc9a2e5121
Merge https://github.com/coelckers/gzdoom
2017-03-08 21:25:24 -05:00
Christoph Oelckers
ba0f5a3f94
- most WORD and SWORD are gone.
2017-03-08 18:55:55 +01:00
Christoph Oelckers
8ab562ef13
- the fourth.
2017-03-08 18:55:54 +01:00
Magnus Norddahl
b281a697ce
Document the algorithm used for generating the 1D shadow maps
2017-03-08 14:12:59 +01:00
Magnus Norddahl
d09c3ad305
Move all GPU handling to gl_shadowmap and rename gl_lightbsp to gl_aabbtree
2017-03-08 13:31:19 +01:00
Magnus Norddahl
8687a9868a
Rename Level2DShape to LevelAABBTree and add a bit of documentation to it
2017-03-08 12:40:45 +01:00
Rachael Alexanderson
527a172fcd
Merge https://github.com/coelckers/gzdoom
2017-03-07 22:03:56 -05:00
Magnus Norddahl
850e61d1c9
Add shadow test to sprites
2017-03-08 00:34:08 +01:00
Christoph Oelckers
7a0c466b24
- fixed: For reflective floors, closed doors need to be considered an outer boundary, even if the floor below the door is reflective itself.
2017-03-07 18:59:48 +01:00
Magnus Norddahl
6df3b3fbca
Changed the light collision structure uploaded to the GPU to be a binary tree using AABBs for the nodes instead of a BSP plane
2017-03-07 15:58:22 +01:00
Magnus Norddahl
65f8d65858
Minor code clean up
2017-03-06 23:27:02 +01:00
Rachael Alexanderson
28abc96aef
- fully implemented "nolightfade" to turn off diminishing lights in the software renderer.
...
- unfortunately, LIGHT2SHADE had to be transformed into a namespaced function.
2017-03-06 16:14:54 -05:00
Rachael Alexanderson
7ef8ed5867
Merge https://github.com/coelckers/gzdoom
2017-03-05 18:40:44 -05:00
alexey.lysiuk
f9e543bed3
Fixed black target screen during wipe (legacy renderer only)
...
Credits: NiTROACTiVE and Erick194
https://www.doomworld.com/vb/source-ports/93179-two-issues-im-having-with-gzdoom-v2-3-2/
2017-03-05 20:51:48 +02:00
Magnus Norddahl
8515f9720a
1D shadow maps are now working
2017-03-04 09:14:01 +01:00
Rachael Alexanderson
21a8964bea
Merge remote-tracking branch 'gzdoom/master'
...
# Conflicts:
# src/v_video.cpp
2017-03-03 16:29:33 -05:00
Christoph Oelckers
c630b07011
- replaced SDWORD with int32_t globally.
...
This type wasn't used in the software rendering code so it could be removed already. The other homegrown types will have to be dealt with later.
2017-03-03 19:35:08 +01:00
Magnus Norddahl
6055f136d8
Make sure SwapInterval is only ever called while the default frame buffer is bound to avoid problems with some drivers
2017-03-03 16:55:18 +01:00
Rachael Alexanderson
b3a69e1df8
Merge https://github.com/coelckers/gzdoom
2017-03-02 18:13:33 -05:00
Magnus Norddahl
0d1deddae5
Bind shadow map texture for main.fp and sample from the shadowmap texture
2017-03-02 19:10:57 +01:00
Magnus Norddahl
538d516c9a
Upload shadow map index for each light to main.fp
...
Move storage buffer binding location
2017-03-02 18:07:47 +01:00
Magnus Norddahl
62c285f7b3
Create a shadowmap texture and upload light list
2017-03-02 16:19:06 +01:00
Magnus Norddahl
7a4b01471d
Add class updating and managing the shadow map texture
2017-03-02 16:19:06 +01:00
Magnus Norddahl
6363c6cf58
Add a shadowmap shader
2017-03-02 16:19:06 +01:00
Magnus Norddahl
58c7c3c902
Upload BSP tree to the GPU
2017-03-02 16:19:06 +01:00
Christoph Oelckers
3532e50575
- check for RF_MASKROTATION before calling IsInsideVisibleAngles, because it is a bit faster this way.
2017-03-02 12:14:00 +01:00
Rachael Alexanderson
d84ba4b953
Merge https://github.com/coelckers/gzdoom
2017-03-02 04:22:32 -05:00
Christoph Oelckers
9b2f31e692
- had to add a hack because some people had to exploit implementation-dependent behavior of the PulseLight type.
2017-03-01 20:54:37 +01:00
Rachael Alexanderson
2a847ca570
Merge https://github.com/coelckers/gzdoom
2017-02-27 01:06:00 -05:00
Christoph Oelckers
c7cf619ff4
- Caution: Wads.GetLumpName with a char pointer is stupid because it doesn't 0-terminate its return.
2017-02-27 01:58:21 +01:00
Rachael Alexanderson
257f48de97
Merge https://github.com/coelckers/gzdoom
2017-02-20 04:55:54 -05:00
Christoph Oelckers
bb6e667f33
- removed some unneeded version.h #includes.
2017-02-20 01:42:53 +01:00
Rachael Alexanderson
5dad292c56
Merge remote-tracking branch 'remotes/gzdoom/master'
2017-02-15 05:43:15 -05:00
Rachael Alexanderson
2b8db72cef
Merge commit '2234d36c7ac531fd802803216f747f82b58be8c2'
...
# Conflicts:
# src/r_main.cpp
# src/r_plane.cpp
# src/r_things.cpp
2017-02-15 05:42:57 -05:00
Rachael Alexanderson
959ac8c65b
Merge commit '9caf5c641b374848c065059b5152339806fa7734'
2017-02-15 05:28:38 -05:00
Christoph Oelckers
a6156297ce
- don't adjust sprite offsets of IWAD sprites in sequences which have been replaced partially. This can be overridden by specifying 'iwadforced' in the SPROFS lump.
2017-02-14 22:04:52 +01:00
Christoph Oelckers
2234d36c7a
Merge branch 'thereisnospoon' of https://github.com/jewalky/gzdoom
...
# Conflicts:
# src/dobject.h
2017-02-14 19:10:02 +01:00
Christoph Oelckers
2e5ada5f25
- fixed texture clamping calculations for negative scales.
2017-02-14 18:20:21 +01:00
Rachael Alexanderson
2a71ec89de
Merge https://github.com/coelckers/gzdoom
2017-02-13 17:02:56 -05:00
Christoph Oelckers
32da1de385
- fixed: negative texture scales should not affect the direction a wall scrolls in.
2017-02-13 22:37:16 +01:00
Christoph Oelckers
cb758f6dab
- added a 'nolightfade' MAPINFO option which disables light diminishing in OpenGL. Note that this only works for light modes 0-3. Modes 4 and 8 use special light math that would not work if such a setting was forced.
2017-02-13 22:17:15 +01:00
Rachael Alexanderson
a52f79055d
Merge https://github.com/coelckers/gzdoom
...
# Conflicts:
# src/menu/playerdisplay.cpp
2017-02-11 05:05:24 -05:00
Christoph Oelckers
98de1fcfcb
- make the pixel buffer of the player backdrop dynamic.
2017-02-10 14:18:00 +01:00
Christoph Oelckers
8c780ab7ff
- exported the drawer function of the colorpicker menu.
2017-02-10 13:21:35 +01:00
Rachael Alexanderson
325ef6d7d7
Merge https://github.com/coelckers/gzdoom
2017-02-09 05:56:01 -05:00
nashmuhandes
3d9673af44
Fixed: Models did not take SpriteRotation into account
2017-02-09 11:29:10 +01:00
nashmuhandes
a4d146c843
Added DONTCULLBACKFACES MODELDEF flag to forcefully disable backface culling on models
2017-02-09 11:24:10 +01:00
Rachael Alexanderson
5948c7b0da
Merge https://github.com/coelckers/gzdoom
2017-02-08 18:42:24 -05:00
Christoph Oelckers
a6785afddb
- optimized the FName versions of IsDescendantOf and IsKindOf. These can be done without first looking up the class type itself.
2017-02-08 15:47:22 +01:00
ZZYZX
b7e64a2bc5
Merge remote-tracking branch 'gz/master' into thereisnospoon
2017-02-06 14:14:23 +02:00
Rachael Alexanderson
942f90a759
Merge remote-tracking branch 'gzdoom/master'
2017-02-05 16:07:48 -05:00
alexey.lysiuk
481bddf628
Fixed incorrect offscreen rendering of player's blend
2017-02-05 18:16:27 +01:00
ZZYZX
b833f5a852
Merge remote-tracking branch 'gz/master' into thereisnospoon
2017-02-04 10:27:37 +02:00
Rachael Alexanderson
ebb8da563a
Merge https://github.com/coelckers/gzdoom
2017-02-04 02:56:18 -05:00
Christoph Oelckers
82eae78f7e
- fixed a small memory leak in the texture manager.
2017-02-03 13:11:55 +01:00
ZZYZX
6a0103a746
Merged p_setup conflict
2017-02-03 13:02:44 +02:00
Christoph Oelckers
a5f417b1e5
- removed all uses of BYTE as function return value or functio parameter from the dynamic light code.
...
These were truncating the actual light values.
2017-02-03 10:13:41 +01:00
Magnus Norddahl
892350ac2e
Add functions to CameraLight
2017-02-03 09:00:46 +01:00
Rachael Alexanderson
226e5238fc
Merge https://github.com/coelckers/gzdoom
2017-02-01 21:57:37 -05:00
Christoph Oelckers
d663f31e77
- removed the annoying assert in the dynamic light code.
...
I don't think that any of the remaining situations are a genuine problem, so let's just set the radius to the larger value.
2017-02-01 19:24:05 +01:00
Christoph Oelckers
6bfbff2a69
- renamed RF_INTERPOLATE to RF_INTERPOLATEANGLES to avoid confusion about its meaning.
2017-02-01 19:11:14 +01:00
Major Cooke
d55f1d3f6f
- Adopted Nash's code for handling models with INTERPOLATE.
2017-02-01 19:09:18 +01:00
Major Cooke
39fcea9176
Added INTERPOLATE actor flag, allowing the previously reverted interpolation code to be toggleable.
2017-02-01 19:09:18 +01:00
Christoph Oelckers
6d28aa3541
- do not use strtol for parsing critical values that can get large.
...
This function will truncate everything that is larger than LONG_MAX or smaller than LONG_MIN to fit into a long variable, but longs are 32 bit on Windows and 64 bit elsewhere, so to ensure consistency and the ability to parse larger values better use strtoll which does not truncate 32 bit values.
2017-02-01 11:19:55 +01:00
Rachael Alexanderson
4e45ea2300
Merge https://github.com/coelckers/gzdoom
2017-01-31 23:04:56 -05:00
alexey.lysiuk
b12c8a8f79
RDTSC-based glcycle_t for macOS
...
Time profiler implementation is now closer to Windows version
2017-01-31 16:00:14 +02:00
Rachael Alexanderson
e715e53c1d
Merge https://github.com/coelckers/gzdoom
2017-01-30 17:16:01 -05:00
Christoph Oelckers
0e5aee48aa
- clamp MAPINFO provided fog density values to a valid range because negative values can trigger undefined shader behavior.
2017-01-30 22:23:36 +01:00
Christoph Oelckers
7c5e3fb677
- disabled angular interpolation again.
...
This can only be used if the entirety of the game code is aware and dealing with this properly. However, that isn't the case so the amount of glitches this causes far exceeds the number of desired interpolations.
2017-01-30 14:19:50 +01:00
ZZYZX
3e44109ad1
Merge remote-tracking branch 'gz/master' into thereisnospoon
2017-01-30 05:39:01 +02:00
Rachael Alexanderson
0af86efb17
Merge https://github.com/coelckers/gzdoom
2017-01-29 18:17:09 -05:00
Christoph Oelckers
b93c3619e9
- fixed: The implementation for Doom64 colors did not handle particles.
2017-01-29 18:57:47 +01:00
Christoph Oelckers
c0ef052d07
- added interpolation for actor angles which for models is needed.
2017-01-29 13:13:00 +01:00
Christoph Oelckers
1884c8a98d
- ensure that the radius of a dynamic light remains positive to avoid problems with the assumption that a light has an actual size.
...
- extended the maximum settable light size in GLDEFS to 1024 throughout.
- fixed: A fullbright flat should not be subjected to a sector's material color.
2017-01-29 12:00:05 +01:00
Christoph Oelckers
a2a1d214c0
- extended give and take cheat's arguments to full integers.
2017-01-29 11:45:28 +01:00
Magnus Norddahl
92bd752935
Move drawerargs globals into a class and make them local
2017-01-29 07:49:04 +01:00
ZZYZX
9a54a5affe
Merge remote-tracking branch 'gz/master' into thereisnospoon
2017-01-29 01:01:28 +02:00
Rachael Alexanderson
0c101102dc
Merge https://github.com/coelckers/gzdoom
...
# Conflicts:
# src/r_bsp.cpp
# src/r_main.cpp
# src/r_segs.cpp
# src/r_things.cpp
# wadsrc/static/language.enu
# wadsrc/static/menudef.txt
2017-01-28 17:39:55 -05:00
Christoph Oelckers
4f5d5d5de7
- this should have been in the last commit.
2017-01-28 21:49:52 +01:00
Christoph Oelckers
95afc97d48
- ok, that color_absolute option was pretty much redundant, considering that it is already possible to explicitly set a fog density per sector - it was only necessary to give that priority over standard depth fade calculations for fog-less sectors.
2017-01-28 21:42:58 +01:00
Christoph Oelckers
e96f231420
- added Doom64 colors for sprites.
2017-01-28 21:02:03 +01:00
Christoph Oelckers
ee22a9371b
- use Doom64 colors on sectors and linedefs.
2017-01-28 20:44:46 +01:00
Christoph Oelckers
12d073a27d
- objectcolor stuff.
...
# Conflicts:
# src/gl/renderer/gl_renderstate.cpp
2017-01-28 19:06:21 +01:00
Christoph Oelckers
1d2ae53ecb
Revert "- made r_fullbrightignoresectorcolor a MAPINFO option, so far only working on the software renderer. GL still needs a few changes to handle it correctly."
...
This reverts commit dd03bb1fcb
.
Turns out that making this work in GL will create a complete mess so better remove the option as it would only cause problems.
2017-01-28 18:26:52 +01:00
Rachael Alexanderson
d27a152d9b
Merge https://github.com/coelckers/gzdoom
...
# Conflicts:
# src/r_bsp.cpp
# src/r_main.cpp
# src/r_segs.cpp
# src/r_things.cpp
# wadsrc/static/language.enu
# wadsrc/static/menudef.txt
2017-01-28 09:38:10 -05:00
Christoph Oelckers
dd03bb1fcb
- made r_fullbrightignoresectorcolor a MAPINFO option, so far only working on the software renderer. GL still needs a few changes to handle it correctly.
2017-01-28 12:20:18 +01:00
Rachael Alexanderson
c923f8c5e1
- fixed: If GLRenderer is uninitialized (i.e. using software renderer, or during startup), gl_paltonemap_* CVARs would crash the game.
2017-01-28 10:04:22 +01:00
Rachael Alexanderson
f9eb06a22e
- fixed: If GLRenderer is uninitialized (i.e. using software renderer, or during startup), gl_paltonemap_* CVARs would crash the game.
2017-01-28 00:13:27 -05:00
ZZYZX
2c314f3f3f
Merge remote-tracking branch 'gz/master' into thereisnospoon
2017-01-28 05:23:16 +02:00
Magnus Norddahl
ed05a2edd3
Create CameraLight class
2017-01-26 10:22:54 +01:00
Magnus Norddahl
9c4b11b671
Add OpenGL ES support to Linux target and enable it for ARM devices
2017-01-25 07:18:26 +01:00
Rachael Alexanderson
a04699ec1c
Merge https://github.com/coelckers/gzdoom
2017-01-24 18:15:39 -05:00
Rachael Alexanderson
c1ff1c6336
- Set banded light to "false" to not impact GZDoom defaults.
2017-01-24 22:24:53 +01:00
Rachael Alexanderson
9a777f719b
- Added "gl_bandedswlight" to reduce the software light emulation gradient to 32 levels.
2017-01-24 22:24:53 +01:00
Rachael Alexanderson
84d2a89f49
Merge https://github.com/coelckers/gzdoom
...
# Conflicts:
# wadsrc/static/language.enu
2017-01-24 12:03:57 -05:00
Rachael Alexanderson
eb3f83f908
- Since tonemap tweaks are on the menu now, make their changes affect instantly.
2017-01-24 17:57:03 +01:00
Rachael Alexanderson
494be00ce5
- Made default values for gl_paltonemap_powtable and gl_paltonemap_reverselookup more "id-like".
2017-01-24 17:57:03 +01:00
Rachael Alexanderson
6e47bf9bbc
- Added gl_paltonemap_powtable and gl_paltonemap_reverselookup for tweaking palette tonemap generation.
2017-01-24 17:57:03 +01:00
Magnus Norddahl
55d9392fb8
Add fallback code to Linux target so if OpenGL is either unavailable or can't be used it falls back to the old software SDL FB
2017-01-24 01:43:45 +01:00