Christoph Oelckers
3940f17980
- portals are now completely on the hwrenderer side.
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The only thing that still needs to be on the backend side is the one function that manages the rendering.
2018-10-25 00:25:55 +02:00
Christoph Oelckers
e6b5eba469
- moved GLScenePortal to the hardware independent code.
2018-10-24 07:57:32 +02:00
Christoph Oelckers
c76c4b77ec
- merged GLPortal into HWPortal after all direct OpenGL dependencies have been removed.
2018-10-24 07:49:06 +02:00
Christoph Oelckers
d757efde96
- renamed IPortal to HWPortal
2018-10-24 07:35:22 +02:00
Christoph Oelckers
3e4dcbe2b4
- groundwork for separating the portal data from the renderer.
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With GLPortal being responsible for all the setup a lot of code was tied to the backend.
Now FDrawInfo will manage the setup and only call pure data generation functions in the actual portal object.
2018-10-24 00:19:07 +02:00
Christoph Oelckers
93dac4e4d8
- some reorganization of portal code.
2018-10-23 22:32:00 +02:00
Christoph Oelckers
93599e483f
- moved weapon drawing to hwrenderer.
2018-10-22 23:40:44 +02:00
Christoph Oelckers
3775c4756e
- moved sprite drawer to hwrenderer as well.
2018-10-21 17:50:01 +02:00
Christoph Oelckers
8ffeb7812f
- made wall draw code API independent.
2018-10-21 13:53:50 +02:00
Christoph Oelckers
7897f26abf
- started reworking the wall drawer.
2018-10-21 13:11:36 +02:00
Christoph Oelckers
acad8315d0
- move stencil recursion counter to render state.
2018-10-21 10:58:11 +02:00
Christoph Oelckers
a97d71a3c3
- draw decals in hardware independent code.
2018-10-21 10:51:26 +02:00
Christoph Oelckers
1768508c80
- first adjustments to decal code.
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- moved texture mode constants to a global header and consolidated with the variants of the 2D drawer.
2018-10-21 08:14:48 +02:00
Christoph Oelckers
d45f6b9bea
- moved the flat drawer to hwrenderer.
2018-10-21 00:35:39 +02:00
Christoph Oelckers
e8f48e7535
- moved the color/fog setters to hwrenderer.
2018-10-20 23:33:07 +02:00
Christoph Oelckers
fac7c7a31c
- abstraction of render style in render state.
2018-10-20 23:14:57 +02:00
Christoph Oelckers
9ef5e00cdf
- some cleanup and preparation on RenderState interface.
2018-10-20 21:36:50 +02:00
Christoph Oelckers
3c3be0d349
- started with an abstract render interface, most importantly handle the stencil for plane flooding through the render state object instead of changing GL state directly.
2018-10-20 21:08:24 +02:00
Christoph Oelckers
510aa600dd
- moved hw_renderstate.h to hwrenderer folder and renamed one GL constant it was using.
2018-10-20 18:37:12 +02:00
Christoph Oelckers
9a03ba3cc5
- renamed FRenderState to FGLRenderState.
2018-10-20 13:05:36 +02:00
Christoph Oelckers
5f838d52b9
- some cleanup on the OpenGL interface and its flags.
...
Most importantly, the separate command line options for switching on the legacy buffer handling have been removed.
There's really no need for them anymore, because unlike in earlier versions many of the implementation differences no longer exist - with the exception of where the light and vertex buffer contents are generated.
For testing this, -glversion 3 is sufficient.
2018-10-20 12:55:25 +02:00
Christoph Oelckers
74ba142eae
- allow vertex creation for sprites in the setup pass.
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Currently only used by legacy hardware.
2018-10-20 11:53:20 +02:00
Christoph Oelckers
00c8c6e3b2
- generate vertices for skybox sectors in the processing pass.
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Aside from the sprites this was the only other remaining use of FQuadDrawer.
2018-10-20 11:22:55 +02:00
Christoph Oelckers
e5ff500c5a
- rewrote render hacks to prepare their vertex data in the processing pass.
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This eliminates 3 of the 5 remaining occurences of FQuadDrawer and gets a large section of code out of the GL backend into the common hardware rendering code.
# Conflicts:
# src/gl/scene/gl_scene.cpp
2018-10-20 10:56:12 +02:00
Christoph Oelckers
84a55667d9
- removed more old code from flat renderer.
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VBOHeightCheck was from early development when interpolation was not reflected by the vertex buffer.
# Conflicts:
# src/gl/scene/gl_flats.cpp
2018-10-20 10:39:28 +02:00
Christoph Oelckers
acb9505606
- fixed cherry-picked commit so that modern OpenGL can still do the light setup in the render pass.
2018-10-20 10:33:26 +02:00
Christoph Oelckers
a9c8546ba3
- changed dynamic light setup so that it is completely in the processing pass, not the render pass.
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# Conflicts:
# src/gl/scene/gl_flats.cpp
# src/hwrenderer/scene/hw_flats.cpp
2018-10-20 09:46:53 +02:00
Rachael Alexanderson
51dfc82153
- fix missing curly brace
2018-10-03 09:39:32 -04:00
Christoph Oelckers
797f88a6c8
- some tweaking of shadowmap filter setting to allow changing the PCF filter's number of samplings.
2018-10-03 13:45:54 +02:00
Christoph Oelckers
c8852b8fea
- enabled the linear shadowmap filter.
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Although this doesn't look as good as the PCF version it is a lot less calculation intensive and therefore more suitable for weaker hardware.
It also tends to bleed through walls a lot less.
2018-09-29 13:23:40 +02:00
Christoph Oelckers
bc1e659c7b
Revert "- reworked fog uniforms to move the global fog mode setting to the viewpoint buffer."
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This reverts commit 8b26b6dd1e
.
This was causing problems with light mode 2 because some edge cases were no longer handled properly.
2018-09-16 22:38:20 +02:00
Christoph Oelckers
4c13a8df6e
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-09-16 13:52:13 +02:00
Christoph Oelckers
e13d1e4d0d
- do not render lights from uninitialized data.
2018-09-16 13:52:02 +02:00
David Carlier
58c6614c03
silent few warnings
2018-09-16 09:09:47 +02:00
Christoph Oelckers
1c3d4b46c6
- fixed the use of Doom-Legacy-style 3D floor lighting in light mode 8.
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Legacy used some strange blending formula to calculate its colormaps for colored 3D floor lighting, this is not available in the software lighting mode, so for these the engine has to temporarily revert to light mode 2 to render them correctly.
2018-09-08 13:08:04 +02:00
Christoph Oelckers
8b26b6dd1e
- reworked fog uniforms to move the global fog mode setting to the viewpoint buffer.
2018-09-06 19:14:30 +02:00
Christoph Oelckers
5e39890118
- use a uniform buffer for per-scene data like rotation matrices.
2018-09-02 18:40:36 +02:00
Christoph Oelckers
2d1043d1d3
- added profiling for postprocessing code.
2018-09-02 11:35:02 +02:00
Christoph Oelckers
5b7d3c91f9
- defaulted constructors and assignment operators of several trivial types.
2018-08-25 23:51:36 +02:00
Christoph Oelckers
c33f358894
- clear GLWF_TRANSLUCENT at the end of PutWall.
2018-08-13 20:48:27 +02:00
Magnus Norddahl
d121fa21bf
- add gl_dither for toggling dithered output on and off
2018-08-08 21:58:23 +02:00
alexey.lysiuk
3a6e05710a
- fixed missing decals on 3D floors with hardware renderer
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https://forum.zdoom.org/viewtopic.php?t=61404
2018-07-23 16:46:51 +03:00
Magnus Norddahl
b1468d9dcc
- somehow visual studio 2015 miscompiles this so badly it triggers an out of bounds assert in STL!
2018-07-22 22:51:08 +02:00
Christoph Oelckers
4a7b1aada7
Merge remote-tracking branch 'remotes/origin/modern'
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# Conflicts:
# wadsrc/static/shaders/glsl/main.fp
2018-07-20 10:19:07 +02:00
Magnus Norddahl
8a500a25f5
- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
2018-07-15 23:01:40 +02:00
Christoph Oelckers
33ee0f3c27
Merge branch 'master' into modern
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# Conflicts:
# src/gl/renderer/gl_renderer.cpp
# src/gl/renderer/gl_renderer.h
# src/gl/renderer/gl_renderstate.h
# src/gl/system/gl_framebuffer.cpp
# src/gl/system/gl_framebuffer.h
2018-07-14 13:18:34 +02:00
Christoph Oelckers
7817e6a7b2
- moved the texture binding code back to the OpenGL specific parts.
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turns out that this cannot be consolidated with Vulkan because the semantics are far too different here.
2018-07-14 13:05:49 +02:00
Christoph Oelckers
69a3271440
- removed the unused feature to allow animated material layers.
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This was a relic from trying to support ZDoomGL's texture shader system but would make texture management with Vulkan significantly more complicated because it would require dynamic descriptor set management for textures which can cause a lot of overhead.
2018-07-14 12:10:41 +02:00
usernameak
292458ee2d
Custom hardware shaders now can use custom texture units
2018-07-14 12:01:54 +02:00
Christoph Oelckers
124fe63d00
Merge branch 'master' into modern
2018-07-14 10:24:41 +02:00