Christoph Oelckers
1a16f664e4
- added a TStaticArray class that allows safe access to resizable static data (like the sectors, linedefs, etc.) for the VM.
...
- used this to replace the line list in Sector because that gets already used and implemented proper bounds checks for this type of array.
2017-01-02 21:40:52 +01:00
Christoph Oelckers
7c3c886a90
- use the attenuated light definitions from QZDoom.
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- apply them also to Freedoom.
- to compensate for the increase in light size required for attenuated lights to look correct, when running in legacy mode, they to be reduced in size to 2/3 of their defined size because the textured lighting method does not support real attenuation.
- removed the ancient size limit of 255 for light sizes which comes from a time when args were bytes.
2017-01-02 13:17:03 +01:00
Christoph Oelckers
6ab8e90911
- parse GLDEFS and its game-specific variants in lump order instead of both names sequentially.
2017-01-02 00:28:30 +01:00
Christoph Oelckers
e4c63563e3
- fixed: The 3D floor light splitting code for sprites did not copy the sector's fog density.
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- fixed: fog calculations for fuzz effects were wrong.
2017-01-01 00:16:53 +01:00
ZZYZX
c845fc126a
Enabled user shader for a cameratexture
2016-12-31 12:17:24 +01:00
Christoph Oelckers
a000b57204
- fixed player visibility determination by tracking and translating the actual actor position in addition to the camera position through portals. I hope this fixes the randomly appearing player sprites for good.
2016-12-29 22:19:09 +01:00
Christoph Oelckers
f52744e8a4
- fixed: When looking through a plane mirror the portal plane exclusion logic needs to be flipped, because the mirror inverts the vertical view direction.
2016-12-29 19:54:38 +01:00
Christoph Oelckers
a3070e8846
- fixed: FGLTexture::CreateTexBuffer needs to be more careful with setting the texture's translucency information.
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First, if it has already been determined the value should be left alone and second, for translated textures the generated buffer is inconclusive so in that case it cannot be used at all.
2016-12-29 14:33:53 +01:00
Christoph Oelckers
d748b6ad70
- added explicit fog density as a sector property, accessible through UDMF and ACS.
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- allow changing sector glow information through ACS.
2016-12-29 01:12:17 +01:00
Christoph Oelckers
02c3b3613f
- added UDMF properties to set glows per sector.
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- for explicitly defined glows, use the one for the current animation frame, if an animated texture is active. For default glows it will still use the base texture's to avoid inconsistencies.
2016-12-28 21:35:42 +01:00
alexey.lysiuk
5dff3d5af0
Do not apply viewport scaling in fullscreen mode
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See https://forum.drdteam.org/viewtopic.php?t=7339
2016-12-28 16:11:24 +02:00
alexey.lysiuk
efaaefcb70
gl_scale_viewport CVAR is now saved to config file
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See https://forum.drdteam.org/viewtopic.php?t=7339
2016-12-28 16:11:10 +02:00
Edoardo Prezioso
3f7c057f92
- Fixed heap use after free issue with lights.
2016-12-26 18:23:17 +01:00
Christoph Oelckers
be508bc670
- adjust to using msecnode_t's.
2016-12-26 12:11:55 +01:00
ZZYZX
6f16597668
GL renderer now uses RenderRadius links too
2016-12-25 23:46:03 +01:00
Christoph Oelckers
c5d75c18b4
- make gl_finishbeforeswap more useful by handling the case where it causes stalls on NVidia.
2016-12-25 22:56:18 +01:00
Christoph Oelckers
ad2993950a
- fixed light level calculation for low light levels.
2016-12-25 12:58:29 +01:00
Christoph Oelckers
78737f9bc7
- fixed: The cycler for a pulse light needs to be reinitialized when new light properties get applied.
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- do not clamp the cycler's output to a byte.
2016-12-23 15:25:39 +01:00
Christoph Oelckers
a825d1d92f
Merge branch 'ssao' of https://github.com/dpjudas/dpDoom
2016-12-22 12:40:57 +01:00
Christoph Oelckers
36f87b7135
- removed gl_light_ambient.
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This really serves no use anymore and is mostly a remnant of old times with dark CRT monitors. The default ambient level was set at 20, meaning a sector light level of 40. This is a value actual levels rarely get to, except when using some lighting effects - but it's for those that the ambient clamping did the most damage.
2016-12-22 11:14:13 +01:00
Christoph Oelckers
8f45664089
- fixed: Fog boundaries were not drawn on line portals.
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There's two restrictions, though:
* on one-sided-line portals fog boundaries will not be drawn.
* the filler sector behind the portal may not have a sky ceiling texture. This is because the drawing code contains several sky checks which get in the way here.
2016-12-08 17:00:15 +01:00
Christoph Oelckers
3558b2234c
- fixed: The dynamic light setup for walls did not portal-translate the light's coordinate.
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- changed ADynamicLight::CollectWithinRadius to work iteratively to avoid the high stack overhead of 64 bit code.
2016-12-08 12:50:45 +01:00
Christoph Oelckers
1e950d75bd
- made dynamic light attenuation completely opt-in. This can be done either by setting a MAPINFO option for lights that do not automatically specify it and with a light property. The light property will always take precedence, if set.
2016-12-07 23:17:18 +01:00
Christoph Oelckers
c3fb43db3a
Merge branch 'gz-zscript'
2016-12-06 22:47:37 +01:00
Christoph Oelckers
a3ae05299b
- fixed: glPolygonOffset was not called for flat sprites.
2016-12-06 19:17:02 +01:00
Christoph Oelckers
c115c0a5b2
- fixed: Random flicker lights must set up their size on the first tic they are run. If not they will keep the radius of the previous effect which may be too large.
2016-12-06 18:35:34 +01:00
Christoph Oelckers
d04c37101e
Merge branch 'master' of https://github.com/coelckers/gzdoom
2016-12-06 12:59:03 +01:00
Christoph Oelckers
17698467d7
- made application of dynamic lights to additively blended surfaces a MAPINFO option. In most cases this is not wanted but sometimes this can be used to good effect so it should be there as an option.
2016-12-06 12:58:45 +01:00
Rachael Alexanderson
824705eaca
- Fixed compile errors with maxviewpitch update
2016-12-05 22:32:18 +01:00
Rachael Alexanderson
c53a20aea6
- Notify gamesim of maxviewpitch change.
2016-12-05 22:32:18 +01:00
Christoph Oelckers
daf1a40521
- allow swapping the order of gl_finish and SwapBuffers calls, because some cards do not seem to like the correct order.
2016-12-03 20:09:25 +01:00
Christoph Oelckers
834802def3
- sanitized the old sprite offset adjustment feature and used it to redefine offsets for some sprites that have really bad ones.
2016-12-03 19:49:32 +01:00
Christoph Oelckers
5dd63a86cf
- removed excess arguments for IMPLEMENT_CLASS.
2016-12-03 18:59:28 +01:00
Christoph Oelckers
34970c9b9c
- removed hexenglobal include from GL files.
2016-12-03 18:49:52 +01:00
Magnus Norddahl
bea113a908
Fix tonemap texture filtering (black screen) regression
2016-11-28 02:32:57 +01:00
Magnus Norddahl
057060022a
Merge remote-tracking branch 'gzdoom/master' into ssao
2016-11-27 09:59:57 +01:00
Christoph Oelckers
b3b5cb2fa4
- fixed: Lines with both sides in the same sector but an active portal may not be discarded early.
2016-11-17 23:13:17 +01:00
Christoph Oelckers
3a2d0e3486
- copied all necessary adjustments from the test branch in the QZDoom repo.
2016-11-15 11:49:27 +01:00
nashmuhandes
970c750daa
Added OpenGL support to the underwater view blend scalar option.
2016-11-11 18:08:47 +08:00
Rachael Alexanderson
d36993a03b
- Textured automap would crash due to an additional parameter in the software renderer to the FillSimplePoly function call, causing stack issues.
2016-11-08 15:05:23 -05:00
Christoph Oelckers
bea625a42c
- added an ATTENUATE flag to dynamic lights, this is set by default for attached lights. For placed lights this is off, because it'd interfere with many existing maps that depend on unattenuated lights.
2016-10-23 20:42:48 +02:00
Christoph Oelckers
fbe2b76705
- fixed checks in sprite sorting logic. There were some missing parentheses.
2016-10-23 19:08:43 +02:00
Magnus Norddahl
6c1c0d2972
Improve scene selection for SSAO so that the mainview drawmode always takes precedence
2016-10-22 21:35:49 +02:00
Magnus Norddahl
a3e19bf337
Fixed gl_ssao_portals not having effect
2016-10-22 21:25:29 +02:00
Magnus Norddahl
e891911a99
Fix broken SSAO portal rendering and let FRenderState do the glDrawBuffers calls
2016-10-22 00:09:06 +02:00
Magnus Norddahl
be2c50f11c
Merge remote-tracking branch 'gzdoom/master' into ssao
2016-10-21 23:48:30 +02:00
Christoph Oelckers
96437d95fa
- use the new ZDoom code for retrieving a sky's cap color to avoid redundancies.
2016-10-20 10:36:23 +02:00
Christoph Oelckers
6a6263a614
Merge branch 'master' of https://github.com/coelckers/gzdoom
2016-10-16 09:13:19 +02:00
Christoph Oelckers
59576e6d23
- use the newly added OF_Transient flag to avoid writing out the owned dynamic lights to savegames instead of destroying and recreating them each time.
2016-10-16 09:12:43 +02:00
alexey.lysiuk
c3ced5842a
Added multithreaded upscaling with xBRZ (macOS only)
2016-10-14 17:14:49 +03:00
alexey.lysiuk
58d44e89c9
Use single helper for xBRZ scalers
2016-10-14 17:03:26 +03:00
Magnus Norddahl
660a45a0e0
Add normals to decals
2016-10-13 18:04:00 +02:00
Major Cooke
41bf9def80
GZDoom compatibility for PSPF_FLIP.
2016-10-11 20:18:06 -05:00
alexey.lysiuk
7510ad1635
Fixed missing fake floors in deferred buffer mode
...
wow.wad is now genuine and authentic...
2016-10-11 14:56:22 +03:00
Christoph Oelckers
dde25820e2
- fixed winding of voxel polygons.
2016-10-11 09:08:31 +02:00
Christopher Bruns
779e6acb7b
Create "final" two non-VR 3D modes: Column-interleaved and checkerboard.
2016-10-09 13:05:50 -04:00
Magnus Norddahl
1b7c42f45f
Multisampling ssao bug fixes and split linear depth to its own buffer
2016-10-09 06:17:48 +02:00
Magnus Norddahl
bb79dcb634
SSAO math bug fixes
2016-10-06 07:36:49 +02:00
Magnus Norddahl
00e72028ef
Add another gbuffer with normal data and make ssao pass use it
2016-10-05 07:57:27 +02:00
Magnus Norddahl
490dd612b3
Keep using render buffers when ssao is off, for better performance
2016-10-05 03:56:58 +02:00
Major Cooke
0e9f808c8a
Fixed: FLATSPRITES were drawn backwards.
2016-10-04 10:05:57 -05:00
Magnus Norddahl
ecb57d6cd9
Merge remote-tracking branch 'gzdoom/master' into ssao
...
# Conflicts:
# src/gl/renderer/gl_renderer.cpp
# src/gl/scene/gl_scene.cpp
# src/gl/shaders/gl_shader.cpp
# wadsrc/static/language.enu
# wadsrc/static/menudef.zz
2016-10-04 00:01:03 +02:00
alexey.lysiuk
5d99e7dafe
Fixed compilation on platforms other than Windows
2016-10-03 22:13:33 +03:00
Christoph Oelckers
7ab7fc9a57
- seems I missed this part...
2016-10-03 16:21:50 +02:00
Christoph Oelckers
4eb5f10b02
- use normals to have proper light attenuation. So far only implemented for walls and flats. Models are planned but need some thinking about how to efficiently collect all required lights for an object.
2016-10-03 16:09:32 +02:00
Magnus Norddahl
7c47806382
Fix aspect ratio bug in LensDistortScene
2016-10-03 09:18:47 +02:00
alexey.lysiuk
c68aa2b241
Added FXAA post-processing
...
Implementation of Fast Approximate Anti-Aliasing is based on nVidia sample:
https://github.com/NVIDIAGameWorks/GraphicsSamples/tree/master/samples/es3-kepler/FXAA
2016-10-03 00:15:45 +02:00
Christopher Bruns
5391216756
Delete unused new BlitFromEyeTexture() method I ended up not using.
2016-10-02 16:27:43 -04:00
Christopher Bruns
63b28a1d80
Retain stereoscopic parity after dragging window in row interleaved 3D mode.
2016-10-02 16:11:06 -04:00
Christopher Bruns
0240cdef18
Modulate row interleaved stereo 3d offset with window height parity, because gl_FragCoord.y approaches zero at the bottom, not the top of the window.
2016-10-02 16:10:58 -04:00
Christopher Bruns
576619504e
Remove unused WindowHeight uniform.
2016-10-02 16:10:50 -04:00
Christopher Bruns
fcbf9342d6
Compute row location using gl_FragCoord.
2016-10-02 16:10:39 -04:00
Christopher Bruns
460b653709
Row interlaced 3d might be working, at least in fullscreen 1920x1080 mode.
2016-10-02 16:10:21 -04:00
Christopher Bruns
79046580d5
Partial implementation of row interlaced mode.
2016-10-02 16:09:22 -04:00
Christopher Bruns
960d4d6755
Create TopBottom3D mode and begin sketching RowInterleaved3D mode.
2016-10-02 16:09:02 -04:00
Christoph Oelckers
cfa6b817b5
- made bloom and tonemap settings game specific and save all related CVARs.
...
As was pointed out: "That said, there is one minor problem - different game artstyles can constitute whether Bloom is turned on, which tonemap is used, etc. For example, when playing Doom, I like having my bloom on, but if I am going to start playing the Adventures of Square, the art style and bloom don't mix, in my opinion. For this, I have to remember to switch my bloom settings every time I switch IWad"
2016-10-01 21:34:13 +02:00
Christoph Oelckers
b75395aa74
- fixed: Screen size update coordinates were copied into the wrong buffer location.
2016-09-28 09:25:48 +02:00
Christoph Oelckers
750c194959
- changed order of SwapBuffers and glFinish call. The new order with glFinish coming last is recommended by OpenGL and it fixes a stalling problem with portals and camera textures visible at the same time.
...
- check and use WGL_EXT_swap_control_tear extension. The above change makes the system always wait for a full vsync with a wglSwapInterval of 1, so it now uses the official extension that enables adaptive vsync. Hopefully this also works on the cards where the old setup did not.
2016-09-26 01:38:25 +02:00
Magnus Norddahl
287acea6b4
Update copyright
2016-09-25 00:31:57 +02:00
Magnus Norddahl
6cb9f875dd
Fix missing call from merge
2016-09-25 00:31:43 +02:00
Magnus Norddahl
979e70ca8f
Add gl_ssao_portals for controlling how many portals gets SSAO
2016-09-25 00:22:38 +02:00
Magnus Norddahl
3f11c0562c
Add ssao quality setting
2016-09-25 00:22:38 +02:00
Magnus Norddahl
0397fe185f
Don't do ambient occlusion when rendering to texture
2016-09-25 00:22:32 +02:00
Magnus Norddahl
d774136282
Added SceneData texture as the second colorbuffer when rendering a scene and placed fog data into it
2016-09-25 00:22:32 +02:00
Magnus Norddahl
9af34bac69
Add gbuffer pass support to FShaderManager and FRenderState
2016-09-25 00:22:32 +02:00
Magnus Norddahl
37e3172c94
Fix random texture sampling bug
2016-09-25 00:22:31 +02:00
Magnus Norddahl
0a8cc1b74c
Fix depth blur
2016-09-25 00:22:31 +02:00
Magnus Norddahl
24ab13f1ce
Fix stripes in the reconstructed normals due to down scaling
2016-09-25 00:22:31 +02:00
Magnus Norddahl
11725c435e
Grab tanHalfFovy from the projection matrix
2016-09-25 00:22:31 +02:00
Magnus Norddahl
e025f6e54b
Mark portals in scene alpha channel for the SSAO pass
2016-09-25 00:22:31 +02:00
Magnus Norddahl
c7c0ffadb5
Move SSAO pass to be before translucent rendering
...
Fix depth sampling location when not using fullscreen scene
2016-09-25 00:19:16 +02:00
Magnus Norddahl
09bec67821
Resolve multisampling depth in shader
2016-09-25 00:19:16 +02:00
Magnus Norddahl
a246b58673
Change SSAO blur to be depth aware
2016-09-25 00:19:16 +02:00
Magnus Norddahl
a6fdaca633
Fix precision issue in SSAO shader
2016-09-25 00:19:16 +02:00
Magnus Norddahl
723eb746f6
Add ssao random texture
2016-09-25 00:19:15 +02:00
Magnus Norddahl
9076d46261
Added SSAO pass
2016-09-25 00:19:15 +02:00
Christoph Oelckers
8907a8bfe8
- fixed incorrect function name in sprites drawer.
...
- fixed duplicate property key in ADynamicLight serializer. Radius was already claimed by AActor so this needs a different name.
2016-09-24 12:09:53 +02:00
Major Cooke
561edd31ec
Added check for angle visibility for GZDoom.
2016-09-24 09:29:00 +02:00
Christoph Oelckers
ee2766d00b
- made adjustments for new savegame code.
2016-09-24 01:47:44 +02:00
Christoph Oelckers
18ee6353fa
- let's be safe and set the proper texture mode for the fullscreen blend rect. I've got spurious reports that on some occasions it was rendered opaque.
2016-09-22 10:54:16 +02:00