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
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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
e82c38e4f9
Update copyright and typo fix
2016-07-27 11:15:20 +02:00
Magnus Norddahl
aeb7df09de
Added hardware gamma option and improved window handling on Windows
2016-07-27 11:15:19 +02:00
Christoph Oelckers
7b99c883e1
- use the exact same semantics and methods to handle player visibility as in the software renderer.
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This fixes invisible player sprites in recursive line portals.
2016-06-18 12:14:20 +02:00
Christoph Oelckers
92e2ce2aef
- adjustments for weapon rendering in GL.
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This adds support for the new weapon state code and fixed some lighting calculations.
Note that this currently will not allow combination of HUD models with other sprite frames yet.
2016-06-17 17:21:42 +02:00
Christoph Oelckers
99bfc64af6
- another failed attempt to use GL_CLIP_PLANE. Leave it in because it's closer to what is needed than the old code.
2016-05-12 23:41:06 +02:00
Christoph Oelckers
ec7b4b1ba4
- initial work on textured dynamic light processing.
2016-05-04 22:14:39 +02:00
Christoph Oelckers
5f095082c0
- fixed: The 2D drawing code incorrectly set the shader override to disable all special effects.
2016-05-04 14:10:06 +02:00
Christoph Oelckers
4d7be0e20e
- added software interpolation as a fallback for models.
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This is not tested yet so no guarantees!
2016-05-03 13:10:00 +02:00
alexey.lysiuk
44b019413c
Implemented gamma correction in OS X native backend using shader effect
2016-05-02 10:04:09 +03:00
Christoph Oelckers
8011958ebe
Merge branch 'gz2x' of https://github.com/alexey-lysiuk/gzdoom
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# Conflicts:
# src/gl/system/gl_interface.cpp
2016-04-30 17:09:57 +02:00
alexey.lysiuk
4400d0cfcc
Fixed restoration of previously bound FBO
2016-04-30 16:29:22 +03:00
Christoph Oelckers
21283b18f4
- preparations for using clip planes on line portals.
2016-04-29 01:48:06 +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
Christoph Oelckers
09f54b0940
- cleaned up the clip plane management for portals.
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Unfortunately the math behind the old clip planes is utterly impenetrable and so poorly documented that I have no idea how to set that up, so it is deactivated for now. It wasn't working anyway.
2016-04-27 00:41:00 +02:00
Christoph Oelckers
066d5c63e2
- better be safe and not call GL_CLIP_DISTANCE functions on old hardware.
2016-04-26 21:55:17 +02:00
Christoph Oelckers
6e1b21d513
- added back sprite splitting for low end, plus some dynamic light code.
2016-04-26 21:31:24 +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
7e6e2bc0a8
- stated adding GL 2.0 compatibility handling
2016-04-26 18:24:02 +02:00
Christoph Oelckers
eb27057853
- enable shader-less rendering. Still very incomplete, but at least the basics are working.
2016-04-26 16:44:03 +02:00
Christoph Oelckers
3b1500438d
- got rid of VAO's. they have no impact on performance and are a general nuisance if some render paths cannot use them.
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- cleaned up gl_interface and removed gl.compatibility.
2016-04-26 16:26:34 +02:00
Christoph Oelckers
f066457a48
- add shader patching to allow running the engine with GLSL 1.2.
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- made some initial preparations for the shader-less fallback path.
2016-04-26 15:26:52 +02:00
Christoph Oelckers
090d13b915
- updated gl_interface to deal with older GL versions.
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- added the framework for allowing multipass textured dynamic lights again.
2016-04-26 15:20:26 +02:00
Christoph Oelckers
573d80f144
- render sproites through sector portals.
2016-04-18 23:52:15 +02:00
Christoph Oelckers
2e16f3d77e
- made some adjustment for the DrawTexture changes.
2016-04-09 20:49:27 +02:00
Christoph Oelckers
1f0fd85d0e
- adjustments for the DrawTexture interface changes.
2016-04-09 13:05:43 +02:00
Christoph Oelckers
f6b33acbb1
- fixed plane access in GL code.
2016-04-04 12:22:47 +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
59bb003285
- GL adjustments for plane changes.
2016-03-29 13:45:50 +02:00
Christoph Oelckers
59406c1273
- adjust.
2016-03-24 16:40:15 +01:00
Christoph Oelckers
eadecaf407
- adjustments to GL renderer for decal and alpha changes.
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- handle portals in sprite lighting, but do not use the playsim's utility functions for efficiency.
2016-03-22 23:19:21 +01:00
Christoph Oelckers
b54b34a512
- adjustments for floating point changes.
2016-03-21 02:57:02 +01:00
Christoph Oelckers
fc57180d7e
- added necessary state to implement 3D light splitting using hardware clipping planes.
2016-01-30 23:01:11 +01:00
Christoph Oelckers
d037493ffe
- fixed handling of FF_FADEWALLS on 3D floors. The problems with the old method became quite obvious in the demo map after the light list bug got fixed.
2016-01-29 17:13:14 +01:00
Christoph Oelckers
926e9fdac4
- fixed: For 2D-drawing of camera textures the render style was not set.
2016-01-07 22:20:57 +01:00
Christoph Oelckers
f2c890272f
- FRenderState::Apply does not need to call ApplyColorMask.
2016-01-01 10:59:34 +01:00
Christopher Bruns
ac6e2f4979
Use gl_RenderState to manipulate OpenGL color mask for anaglyph modes, to avoid glGet...
2015-12-31 11:57:21 -05:00
Christopher Bruns
bcac352265
Merge branch 'master' of https://github.com/coelckers/gzdoom into stereo3d
2015-11-09 19:40:53 -05:00
Christoph Oelckers
ad6ce5a726
- added a NULL check to gl_enhanced_nightvision's handler so that it won't crash without an uninitialized GL renderer.
2015-11-09 13:49:17 +01:00
Christopher Bruns
789dca2ab3
Refactor stereo 3d projection matrix calculations to use VSMatrix.
2015-10-31 07:46:36 -04:00
Christopher Bruns
0874455faf
Initial implementation of five 3D modes -- some bugs remain.
2015-10-30 20:51:35 -04:00
Christoph Oelckers
baa775b31c
- fixed: Light level must be clamped before accessing the distfogtable.
2015-04-24 16:55:31 +02:00
Christoph Oelckers
052dda0fdd
- made MD3 models reloadable.
2015-04-12 19:42:03 +02:00
Christoph Oelckers
45526c2769
- basics for using hardware clip planes to split translucent stuff by 3D floor planes.
2015-04-05 18:55:21 +02:00
Christoph Oelckers
45cf65afbd
- moved the aspect ratio correction factor from the projection to the view matrix where it should have been from the start.
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- removed the mCameraPos variable in FGLRenderer because it was only used in one place where it is just as easy to use the global viewx/y/z variables directly.
2014-12-29 22:42:19 +01:00
Christoph Oelckers
ec627d94dd
- fixed: The depth clamp setting needs to be tracked per portal so that it can be properly restored afterward.
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Regular skies need it off but SkyViewpoints need it on - and all others need to use the parent's setting.
So without engine side tracking we can end up rendering the sky with this setting off, resulting in omission of the fog layer.
2014-11-27 12:26:52 +01:00
Christoph Oelckers
e5cd90f323
- use separate vertex buffers per model to avoid large memory usage peaks. Also delete the geometry data for the models once it has been copied into the vertex buffer.
2014-10-24 11:43:25 +02:00
Christoph Oelckers
5302a10a7d
- diable software lighting for textured automap.
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* since it is designed for software-style light diminishing it doesn't work for 2D.
* additionally it left the lighting state in an unsuitable setting for further 2D rendering.
2014-10-23 09:19:30 +02:00
Christoph Oelckers
fd3128a164
- fixed: When changing enhanced nightvision mode the shaders need to have their fixed colormap state reset to ensure that the new settings get used.
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- fixed: The shader code for handling special fixed colormaps did not use the color vertex attribute which was most evident with the 'shadow' render style on the spectre.
2014-10-05 09:40:36 +02:00
Christoph Oelckers
4682736585
- fixed: non-tiled mid textures on a fog boundary require some special clamping to be performed in the shader.
2014-09-21 11:08:17 +02:00
Christoph Oelckers
acf6c259d8
- changed the handling of alpha textures. The only special case they need is with palette-less textures and this can be handled far more easily and robustly with a predefined translation instead of passing another parameter through all the layers of the texture management code. This also fixes problems with paletted PNGs that get used as an alpha texture because the old method clobbered the image's palette.
2014-09-09 13:21:36 +02:00
Christoph Oelckers
4bb320a27c
- route texture binding through the renderstate class for better control. Currently it's just a direct passthrough but this will change.
2014-09-09 12:00:42 +02:00
Christoph Oelckers
904cc2e158
- some code cleanup.
2014-08-23 18:54:24 +02:00
Christoph Oelckers
1050013017
major cleanup of the texture manager:
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- use sampler objects to avoid creating up to 4 different system textures for one game texture just because of different clamping settings.
- avoids flushing all textures for change of texture filter mode.
- separate sprite and regular dimensions on the material level to have better control over which one gets used. It's now an explicit parameter of ValidateTexture. The main reason for this change is better handling of wall sprites which may not be subjected to such handling.
- create mipmaps based on use case, not texture type.
- allows removal of FCloneTexture hack for proper sharing of the same sprite for decals and other purposes.
- better precaching of skyboxes.
2014-08-22 23:50:38 +02:00
Christoph Oelckers
00d7707aef
- allow reallocation of light buffer if more lights are needed.
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- added a light preprocessing pass to the renderer so that a non-persistent buffer can be used with minimal mapping/unmapping. This only gets used if necessary because it adds some overhead to the renderer.
2014-08-19 14:18:21 +02:00
Christoph Oelckers
a63871d170
- at least for Intel GMA we need shaders without 'discard' to render non-transparent stuff. The performance penalty is rather hefty here.
2014-08-02 21:06:34 +02:00
Christoph Oelckers
7967082e60
- use the light buffer to handle dynamic lighting.
2014-08-01 20:59:39 +02:00
Christoph Oelckers
ef8f66c9a1
- removed the code for hardware alpha testing again because it didn't work anymore with how things are set up now.
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- we need to check all GL versions when trying to get a context because some drivers only give us the version we request, leaving out newer features that are not exposed via extension.
- added some status info about uniform blocks.
2014-07-30 23:13:16 +02:00
Christoph Oelckers
c1d8f235c2
- renamed some stuff that clashed with gl function names.
2014-07-27 12:33:54 +02:00
Christoph Oelckers
bdf5bbd34e
- make the shader timer part of the render state.
2014-07-26 20:56:10 +02:00
Christoph Oelckers
eb9d2d9917
- reactivate compatibility profile so that immediate mode drawing can be used on older hardware not supporting persistently mapped buffers.
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- reactivate alpha testing per fixed function pipeline
- use the 'modern' way to define clip planes (GL_CLIP_DISTANCE). This is far more portable than the old glClipPlane method and a lot more robust than checking this in the fragment shader.
2014-07-17 02:37:18 +02:00
Christoph Oelckers
b8bcbe819b
- removed texture based dynamic lighting. For GL 3.x the shader approach is always better.
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- fixed: sky fog was not unset.
2014-07-15 20:49:21 +02:00
Christoph Oelckers
5a322742c3
- remove use of builtin and deprecated color vertex attribute.
2014-07-15 00:37:13 +02:00
Christoph Oelckers
ed8a21fd86
- replaced deprecated alpha testing with shader code.
2014-07-14 21:14:43 +02:00
Christoph Oelckers
1f2f7616e1
- remove timing of matrix application method
2014-07-14 00:31:10 +02:00
Christoph Oelckers
ce3653f6e1
- remove all uses of builtin matrices.
2014-07-13 23:13:40 +02:00
Christoph Oelckers
2214c0ac06
- remove all uses of builtin matrix manipulation. Only glLoadMatrix for view and projection matrix are left.
2014-07-13 22:37:34 +02:00
Christoph Oelckers
dbb05c5f33
- remove use of builtin texture matrices.
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- make matrix class single precision.
2014-07-13 20:41:20 +02:00
Christoph Oelckers
00fcf4bc06
- for some reason using world coordinates for clipping in the shader is somewhat imprecise so the clip plane heights have to be adjusted a bit for it.
2014-07-13 13:25:42 +02:00
Christoph Oelckers
d868f60f6c
- since the clip planes for plane mirrors did not work anymore I reimplemented them using shader based logic. It still needs to be seen if this affects performance on older hardware.
2014-07-13 12:14:12 +02:00
Christoph Oelckers
92185f96eb
- fixed overflow with storing a sprite's dynamic light color in a PalEntry.
2014-07-01 09:52:41 +02:00
Christoph Oelckers
54297acde4
- removed obsolete gl_lightbuffer code.
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This never worked properly and by now far better options are available to solve the problem of dynamic light data uploads.
2014-06-30 13:30:10 +02:00
Christoph Oelckers
1efc2938b7
- implement model vertex buffer and draw MD2 models using it instead of using the GLCommands from the model.
2014-06-29 23:24:16 +02:00
Christoph Oelckers
ffcb6cb70a
- added second vertex coordinate attribute for model interpolation.
2014-06-29 11:00:21 +02:00
Christoph Oelckers
2925c96b59
removed all GL 2.x code.
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After thinking about it for a day or so I believe it's the best option to remove all compatibility code because it's a major obstacle for a transition to a core profile.
2014-06-21 15:50:32 +02:00
Christoph Oelckers
412d6499d9
- removed the voxel vertex buffer because it needs to be gone before implementing a model vertex buffer.
2014-06-19 14:46:55 +02:00
Christoph Oelckers
3644073bbd
- use a software buffer for immediate mode rendering. This allows using the regular buffer code to collect data for both render modes and allows removal of a lot of duplicated code.
2014-06-15 01:14:41 +02:00
Christoph Oelckers
8d9a90cd22
- rewrote sky dome rendering to use a static vertex buffer if not on OpenGL 2.x.
2014-06-14 01:24:28 +02:00
Christoph Oelckers
54425ee2ef
- fixed: Desaturation factor was applied incorrectly.
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- Also fixed some very strange thing in the shader's desaturate function. For unknown reasons using the 'mix' function there did not work.
- fixed: The fog boundary special shader could not be used.
2014-05-21 13:40:46 +02:00
Christoph Oelckers
0cf37f2e51
- fixed problem with selecting special shaders.
2014-05-21 12:36:29 +02:00
Christoph Oelckers
f5ea31b518
- use vertex buffer for all the common 2D rendering functions.
2014-05-21 00:36:04 +02:00
Christoph Oelckers
9c659b948c
- reactivated texture warping.
2014-05-12 15:13:07 +02:00
Christoph Oelckers
55d4c89753
- fixed: fog density calculation for fixed function was not correct.
2014-05-12 14:58:37 +02:00
Christoph Oelckers
4d005bdfa0
shader rework
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All those special shaders have been merged together.
Mostly working but the non-shader lighting seems a bit broken.
2014-05-12 14:45:41 +02:00
Christoph Oelckers
98cc7eeb99
pass softlightlevel through render state.
2014-05-12 00:13:19 +02:00
Christoph Oelckers
b9a6fe80a4
Do not use the shader to handle STYLEF_RedIsAlpha.
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Turns out that the name doesn't accurately describe what it does.
It is correct for images that come with their own palette or are true color.
But for images using the game palette it doesn't use the red channel to determine translucency but the palette index! Ugh...
This means it cannot be done with a simple operation in the shader because it won't get a proper source image. The only solution is to create a separate texture.
2014-05-11 23:56:53 +02:00
Christoph Oelckers
c47c7421a3
- route all glColor calls through render state.
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- add sector links to dynamic lights.
2014-05-11 22:57:42 +02:00
Christoph Oelckers
978ace241c
- removed all code that mixes together the different lighting methods. Now everything goes through the 3 different light parameters in the render state.
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- removed cm parameter from many functions.
2014-05-11 21:47:54 +02:00
Christoph Oelckers
887d35d559
- remove colormap from texture generation parameters. The one remaining special case, alpha texture on old hardware is now handled by the currently set texture mode at the time of use.
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- use the cleaned up decal lighting code from the first GLEW branch.
2014-05-11 19:44:19 +02:00
Christoph Oelckers
7793bbbcc9
Further cleanup of lighting code.
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- remove thing color from lighting calculations.
- implement alpha textures and inverse sprites for infrared as texture modes. This still requires some handling for the alpha texture mode for non-shader rendering because there is no way in the fixed pipeline to do it. The inverted texture effect can be done with a texture combiner.
- fixed: ThingColor for sprites was set in the wrong place. It must be in the Process function, not in the lighting calculation.
- added functions for isolated calculation of sprites' dynlight color.
2014-05-11 17:56:38 +02:00
Christoph Oelckers
607be91c48
- bad copy.
2014-05-11 16:54:11 +02:00
Christoph Oelckers
8ae97bc3e1
-looks like we still need this...
2014-05-11 16:51:33 +02:00
Christoph Oelckers
52056a05bd
- changed handling of DynLight in shader to serve as a global dynamic light color for all lighting modes.
2014-05-11 16:49:17 +02:00
Christoph Oelckers
53f4cd0108
- added objectcolor uniform. This will be used to hold the thingcolor for shader based rendering.
2014-05-11 16:06:25 +02:00
Christoph Oelckers
f3a9cb0cfa
remove special texture creation for fullscreen colormaps.
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On GL 3.x+ this isn't needed at all and on older hardware it causes performance issues, in particular with hires textures due to impossibility of precaching.
In addition it forces some really awkward handling of lighting for things that have their own color, like stenciled sprites or particles.
With this special case gone it will be possible to handle this case in a saner manner than it is right now.
As compensation for older hardware a fullscreen blend will be drawn over the entire screen. This won't be 100% accurate but it's preferable to keeping the current method.
2014-05-11 14:46:37 +02:00
Christoph Oelckers
5947584bff
Merge branch 'master' into Glew_Version_For_Real
2014-05-11 13:29:37 +02:00