Christoph Oelckers
3c49804c6c
- some Transfer_Heights related optimizations.
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* only call hw_CheckViewArea if the result is not known yet.
* check the map up front if it even contains heightsecs. This allows to shortcut the above check entirely for maps without sector transfers and will allow further optimizations.
2018-05-01 09:02:24 +02:00
Christoph Oelckers
ecb1578a7a
- changed model lighting setup to be done in the processing pass.
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This eliminates the different code paths for GL3 and GL4.5.
2018-04-30 23:06:48 +02:00
Christoph Oelckers
fbbf2f8346
- fixed a few things in the weapon drawer.
2018-04-30 21:42:36 +02:00
alexey.lysiuk
76ed80fe56
Fixed randomly colored weapons
2018-04-30 10:35:18 +03:00
Christoph Oelckers
ebc1c5741b
- some more weapon code extracted.
2018-04-30 00:09:42 +02:00
Christoph Oelckers
c2ac985357
- split off the utility functions from gl_weapon.cpp.
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Meaning there's only half as much code left to clean up.
2018-04-29 23:38:26 +02:00
Christoph Oelckers
d904fba05b
- trying to clean up the weapon renderer.
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Some of the data generation has been offloaded to subfunctions to get the main function down to something manageable for refactoring.
2018-04-29 22:30:52 +02:00
Christoph Oelckers
67cb6e63b5
- cleanup of the 2D interface.
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Lots of this was still laid out for DirectDraw. This removes most of Begin2D so that it can be done more cleanlz.
Note that this commit renders weapon sprites and screen blends incorrectly. Those will be fixed in an upcoming commit.
2018-04-29 20:15:19 +02:00
Christoph Oelckers
852c42bbd4
- fixed dynamic lights in legacy mode.
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Since they mess around with the texture coordinates, these need to be backed up and restored afterward.
There was also an issue with the ValidNormal check that was suffering from imprecisions that cause walls to be skipped, so the check was removed because it was mostly pointless.
2018-04-29 19:00:17 +02:00
Christoph Oelckers
6cd8b1b3eb
- With dynamic light data creation being done in the preparation pass, the light buffer must be mapped while this is running for it to work on older hardware.
2018-04-29 17:36:51 +02:00
Christoph Oelckers
f91511bd84
- removed the leftover code for running walls through GLPASS_LIGHTSONLY.
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Unless in legacy mode, all dynamic light setup is now being done in the preparation pass, for both LM_DEFERRED and LM_DIRECT.
2018-04-29 17:27:28 +02:00
Christoph Oelckers
9350eee0c0
- GLDrawList moved to hwrenderer/.
2018-04-29 12:56:06 +02:00
Christoph Oelckers
77b301612a
- some refactoring of GLDrawList to remove implementation-specific parts from this class.
2018-04-29 12:32:21 +02:00
Christoph Oelckers
ec13b77717
- removed empty gl_wall.h.
2018-04-29 11:40:47 +02:00
Christoph Oelckers
634b3cf413
- moved gl_spritelight out of gl/. This required a few more changes:
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* split gl_shadowmap.cpp into a GL dependent and an API independent part.
* gl_drawinfo must be kept around for the HUD sprite because it connects the renderer with the hardware indpendent part of the engine.
2018-04-29 11:00:34 +02:00
Christoph Oelckers
819ea8f937
- reduced gl_spritelight.cpp to pure data setup so that it can be moved out of gl/.
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- added thread_local to some static arrays being used for setting up dynamic lights.
Right now it's of little consequence but these will have to be maintained per thread if the render data setup is done by worker tasks.
2018-04-29 09:33:36 +02:00
Christoph Oelckers
64b108ff44
- hw_sprites extracted
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- moved the variables for OpenGL's special textures to the texture manager because it is far better suited as a container than the GLRenderer.
2018-04-29 00:09:44 +02:00
Christoph Oelckers
d1720ad790
- GLSprite rework.
2018-04-28 20:02:17 +02:00
Christoph Oelckers
243e12bd8f
- split gl_flats.cpp
2018-04-28 13:24:45 +02:00
Christoph Oelckers
c5641a0e72
- GLFlat split into API-dependent and -independent data.
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No resorting of the files yet.
2018-04-28 12:34:09 +02:00
Christoph Oelckers
d694e19f01
- split off the data generation parts of gl_skydome.cpp
2018-04-28 00:50:42 +02:00
Christoph Oelckers
785a6c2ce5
- moved gl_sky.cpp
2018-04-28 00:22:25 +02:00
Christoph Oelckers
cc926dec1e
- removed gl dependencies from gl_sky.cpp by moving some data into other places.
2018-04-28 00:18:49 +02:00
Christoph Oelckers
fe2bfc6f11
- moved the API-independent parts of the decal code to hwrenderer/.
2018-04-27 20:34:20 +02:00
Christoph Oelckers
678ac40b72
- cleaned up includes for gl_decal.cpp
2018-04-27 20:28:59 +02:00
Christoph Oelckers
383ff0d8b8
- moved code around.
2018-04-27 20:21:22 +02:00
Christoph Oelckers
0d7c2527f2
- finished decal render refactoring.
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Decals will now be processed into a list in the processing pass, allowing to use the vertex buffer even on GL3 hardware and to offload this part of the work to a multithreaded worker task.
2018-04-27 20:18:52 +02:00
Christoph Oelckers
1ae2f06161
Merge branch 'wallwork' of https://github.com/coelckers/gzdoom into wallwork
2018-04-27 18:53:08 +02:00
Christoph Oelckers
58c0431396
- copied gl_SetupLights to hw_walls.cpp.
2018-04-27 18:53:01 +02:00
Christoph Oelckers
200848a487
Decal work. Not finished yet.
2018-04-27 11:40:23 +02:00
Christoph Oelckers
bbea6e7e3c
Begin2D doesn't need a return type anymore
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This was to tell the caller that software 2D was in use, but that doesn't exist anymore
2018-04-27 09:58:19 +02:00
Christoph Oelckers
0dc82fe755
- header cleanup for gl_swscene.
2018-04-27 00:53:58 +02:00
Christoph Oelckers
fc0d673935
- moved the files
2018-04-27 00:28:30 +02:00
Christoph Oelckers
dd524b046e
- GLWall is mostly clean, except some smaller things in gl_sky.cpp
2018-04-27 00:22:00 +02:00
Christoph Oelckers
937a2cf69f
- abstracted the vertex allocator.
2018-04-26 20:07:56 +02:00
Christoph Oelckers
9a1603b246
- made GLWall ready for multithreaded processing.
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* to do this efficiently the amount of required vertices needs to be calculated up-front
* always create the vertices in the data generation pass, not the render pass.
* added synchronisation code to the vertex buffer allocator.
Without multithreading this causes a slight slowdown, due to added processing cost. (Frozen Time bridge scene drops from 47 fps to 44 fps on my test machine.
2018-04-26 19:25:11 +02:00
Christoph Oelckers
6e58f72329
- continued reorganization of GLWall.
2018-04-26 07:07:46 +02:00
Christoph Oelckers
1ae6ad2a82
- moved the legacy member functions of GLWall to FDrawInfo.
2018-04-25 22:58:56 +02:00
Christoph Oelckers
41d5bd76d4
- moved decal rendering from GLWall to FDrawInfo.
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First step of turning GLWall into a pure data container.
2018-04-25 22:09:12 +02:00
Christoph Oelckers
ceeb479261
- moved the CVAR definitions from gl/ to hwrenderer/.
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- disabled gl_texture_format because in its existing form it is mostly a useless feature.
2018-04-25 20:33:55 +02:00
Christoph Oelckers
cf8ee3130b
- gl_clock moved to hwrenderer.
2018-04-25 18:39:54 +02:00
Christoph Oelckers
982776d48d
- removed dependencies on GL-API related classes from gl_walls.cpp and gl_sky.cpp
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Not complete yet, but at least the GLWall memberes no longer reference GLSceneDrawer and the implementation dependent parts of FDrawInfo.
2018-04-25 14:58:13 +02:00
Christoph Oelckers
e24b597ae4
- got rid of the gl_info substructure in FTexture and moved all elements into the main class.
2018-04-24 23:51:19 +02:00
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
c37ff22a05
- removed the intermediate FGLTexture class.
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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
8d62ebd2f4
- renamed the functions in hw_fakeflat.cpp
2018-04-24 17:52:35 +02:00
Christoph Oelckers
0dcc6ec6d3
Merge branch 'master' of https://github.com/coelckers/gzdoom
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# Conflicts:
# src/CMakeLists.txt
# src/gl/renderer/gl_renderer.h
# src/gl/scene/gl_portal.cpp
# src/gl/scene/gl_scene.cpp
2018-04-24 17:39:03 +02:00
alexey.lysiuk
2ae8d39441
Removed all superfluous #include's
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Automatically optimized by CLion IDE with manual corrections
2018-04-24 14:30:35 +03:00