Commit graph

96 commits

Author SHA1 Message Date
Christoph Oelckers
45ff15559d - removed gl_draw_synv because with the postprocessing this is no longer useful. 2016-08-30 00:33:02 +02:00
Christoph Oelckers
0f0dc2c852 - implemented buffers for GL 3.x. These only get mapped during the data collection pass so the order of some things is different here. 2016-08-29 10:43:03 +02:00
Magnus Norddahl
bb066f6f07 Fall back to gl_renderbuffers 0 if buffer creation fails 2016-08-28 18:07:44 +02:00
Christoph Oelckers
4598c4138c - added vertex initialization for walls in the processing pass for core profile without persistent buffers.
This is slower than doing it in the render pass so it's only active when actually needed - it's also slower than using a client array so this code only gets used when there is no choice but to work with a 3.x core profile context.
2016-08-25 23:13:49 +02:00
alexey.lysiuk
52b51e79b9 Fixed missing decals in compatibility renderer
The problem was appeared in conjunction with dynamic lights only
See http://forum.zdoom.org/viewtopic.php?f=4&t=19321&start=405#p932733
2016-08-24 10:27:14 +03:00
Magnus Norddahl
302f59ea33 Fix r_clearbuffer color not being used 2016-08-22 01:52:51 +02:00
Magnus Norddahl
5eeac830eb Clear and InvalidateFramebuffer optimization 2016-08-17 17:37:13 +02:00
Christoph Oelckers
4e8a96aa0e - removed FRenderState::set2DMode because it had no effect. This looks like development garbage from old times. 2016-08-14 09:14:26 +02:00
Magnus Norddahl
210fce1193 Fix bloom shader missing its target 2016-08-14 09:05:50 +02:00
Magnus Norddahl
c817979eae Remove GetTrueHeight from GL renderer and concentrate all viewport calculations in SetOutputViewport 2016-08-14 09:05:48 +02:00
Christoph Oelckers
8daaf61160 - predefine the vertex data for the blend overlay which will never change throughout the lifetime of the GLRenderer object. 2016-08-08 14:24:48 +02:00
Magnus Norddahl
6b9529d70f Added lens distortion shader 2016-08-02 17:32:21 +02:00
Magnus Norddahl
e8c98a5901 No gamma and player sprites on screenshots 2016-07-31 16:56:41 +02:00
Magnus Norddahl
7709db4bb0 Fix broken viewport/backbuffer location for WriteSavePic 2016-07-31 16:23:21 +02:00
Magnus Norddahl
a6354c74cf Fix incorrect viewport location when not using fullscreen HUD 2016-07-31 13:23:49 +02:00
Magnus Norddahl
cfc20d1198 Added multisample support to FGLRenderBuffers and added gl_multisample to the menus 2016-07-30 15:33:30 +02:00
Magnus Norddahl
9bfce5b6ea Moved post processing effects to its own file 2016-07-30 00:02:26 +02:00
Magnus Norddahl
5849c83028 Added bloom and tonemap to menus
Added gl_renderbuffers CVAR that disables render buffers
Added patch shader support to FShaderProgram
Added OpenGL 2 fallback support to render buffers
2016-07-29 21:31:20 +02:00
Magnus Norddahl
0efee85bd8 Added tonemapping and sector based exposure control 2016-07-29 00:36:43 +02:00
Magnus Norddahl
69f52cc898 Added bloom shaders 2016-07-27 21:50:30 +02:00
Magnus Norddahl
aeb7df09de Added hardware gamma option and improved window handling on Windows 2016-07-27 11:15:19 +02:00
Jordon Moss
6014bde3d0 Renamed PushSpriteFrame to PushSpriteMDLFrame for consistency. 2016-07-16 09:30:26 +02:00
Jordon Moss
b3b2eb42c6 Added SurfaceSkin MODELDEF property, allows overriding MD3 per-surface skins. 2016-07-16 09:30:25 +02:00
Christoph Oelckers
7b99c883e1 - use the exact same semantics and methods to handle player visibility as in the software renderer.
This fixes invisible player sprites in recursive line portals.
2016-06-18 12:14:20 +02:00
Christoph Oelckers
b6af4677f3 - implemented model precaching. 2016-05-03 18:14:16 +02:00
Christoph Oelckers
6f2b0a6293 - rewrote texture caching so that not the base texture but the actually used translations for sprites get precached. 2016-05-03 01:00:52 +02:00
Christoph Oelckers
f2f3fa6d09 - parched the texture precaching so that it compiles and works again. The real work will come later. 2016-05-02 00:13:00 +02:00
Christoph Oelckers
26acf8e994 - fixed conditions for menu patching. 2016-05-01 17:43:30 +02:00
Christoph Oelckers
d84e079282 - render partial sprites oon the back side of a portal for actors in front of it. This is needed because the stencil will clip away those parts. 2016-04-30 16:57:53 +02:00
Christoph Oelckers
21283b18f4 - preparations for using clip planes on line portals. 2016-04-29 01:48:06 +02:00
Christoph Oelckers
434e39e62f - made adjustments to ZDoom's last changes. 2016-04-28 17:55:58 +02:00
Christoph Oelckers
d4806f82ca - reinstated some texturing-based dynamic light code. Not active yet and not tested yet. 2016-04-28 00:58:44 +02:00
MajorCooke
3be33b5725 The GL part of Quake Rolls. 2016-04-27 13:49:51 +02:00
Christoph Oelckers
73823e6a09 - fixed the texture size checks for determining if a camera texture requires offscreen rendering were wrong and checked the scaled size, not the physical size. 2016-04-27 02:56:55 +02:00
Christoph Oelckers
924b72b633 - added workarounds for the invulnerability colormap for non-shader rendering. Unlike the shader based versions these do not decolorize the screen. The advantage to the old texture duplication is that this is far less stressful on performance. 2016-04-26 20:02:57 +02:00
Christoph Oelckers
090d13b915 - updated gl_interface to deal with older GL versions.
- added the framework for allowing multipass textured dynamic lights again.
2016-04-26 15:20:26 +02:00
Christoph Oelckers
0a35027f67 - fixed use of validcount for the GL renderer.
This needs to be incremented more locally to the place where it is used, so that it is guaranteed that each viewpoint that needs to be rendered increases it.
As a result the uses in the portal code could be removed.
2016-04-17 10:39:29 +02:00
Christoph Oelckers
af78937a15 - updated GL renderer. 2016-04-02 23:17:16 +02:00
Christoph Oelckers
cf44d2e37a - adjustments. 2016-03-30 20:01:44 +02:00
Christoph Oelckers
b54b34a512 - adjustments for floating point changes. 2016-03-21 02:57:02 +01:00
Christoph Oelckers
87d6e03cc2 - should have saved before committing... 2016-03-05 13:09:49 +01:00
Christoph Oelckers
26a05857d0 - fixed: Camera textures should not intercept and clear the NoInterpolateView flag.
Thanks to some really bad use of a global variable this was causing problems with the inverted order in which GZDoom needs to draw this stuff.
2016-03-05 12:46:47 +01:00
Christoph Oelckers
af1b70376b - added 21:9 handling to GL code. 2016-03-04 11:47:15 +01:00
Christoph Oelckers
9af5dd357f - removed the camera adjustment in FGLRenderer::SetViewArea because this had already been done by R_SetupFrame. 2016-02-20 02:20:55 +01:00
Christoph Oelckers
eb7a908a92 - account for removed bam2rad function. 2016-02-08 22:06:26 +01:00
Christoph Oelckers
cc10fe9bc3 - fixed: The stereo3D code accessed the global 'viewsector' variable at a place where it no longer contained a correct value.
- fixed: The same code did not exclude camera texture views from drawing the 2D overlay.
2016-01-04 00:45:44 +01:00
Christopher Bruns
95f4134630 Refactor stereo3d classes to use TArray instead of std::vector. 2015-12-31 09:36:37 -05:00
Christopher Bruns
789dca2ab3 Refactor stereo 3d projection matrix calculations to use VSMatrix. 2015-10-31 07:46:36 -04:00
Christopher Bruns
89328e685c Use eye->TearDown method to restore glColorMask.
Restore assert in i_system.cpp that was interfering with my debugging.
Restore scoped colorMask-ing in gl_portal.cpp and gl_drawinfo.cpp.
2015-10-30 21:48:42 -04:00
Christopher Bruns
b82d611936 Call EndDrawScene for each eye.
Actually use stereoscopic projection matrix.
2015-10-30 21:29:36 -04:00