Commit Graph

15180 Commits

Author SHA1 Message Date
Magnus Norddahl a0a7fd53e8 - change software renderer back to writing directly into the pixel buffer object, but change the creation and mapping so that hopefully all vendors put it in system memory 2018-07-18 17:47:09 +02:00
Magnus Norddahl 23c0f8f6ac - fix buffer usage warning caused by using the wrong flag for glMapBuffer after switching to doing a plain memcpy 2018-07-18 16:04:35 +02:00
Magnus Norddahl e93d1e3ebc - change software renderer upload code to use GL_STREAM_DRAW and a memcpy from system memory 2018-07-18 06:46:30 +02:00
alexey.lysiuk 4e2385e912 - load common conversation lumps regardless of map naming scheme
https://forum.zdoom.org/viewtopic.php?t=61313
2018-07-17 12:56:23 +03:00
alexey.lysiuk 7acf9f96b6 - added placeholders for removed video menu classes 2018-07-16 17:15:41 +03:00
alexey.lysiuk b2697a99f8 - added missing null pointer checks to VM ops 2018-07-16 17:10:47 +03:00
Magnus Norddahl 1ef9938320 - fix user defines and textures not working 2018-07-15 23:34:58 +02:00
Magnus Norddahl fcb14494d7 - improve the gldefs syntax by allowing the shader to be specified in the material section 2018-07-15 23:21:06 +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 79b3c41677 - fixed titlepic animation.
It needed more than using the animated accessor. The code here nearly went out of its way to circumvent the texture manager's built in logic.
2018-07-15 22:51:25 +02:00
Christoph Oelckers f62e2f9ba3 - fixed: The stencil cap may never write to the depth buffer.
Due to the way nested portals work this will block rendering of the nested cap entriely and cause some visual glitches when looking straight up or down in such a sector.
2018-07-15 19:16:12 +02:00
Rachael Alexanderson d59bdbd7e8 - improved backdrop texture a little bit. replaced with a CC0 texture designed in Krita 2018-07-15 07:59:36 -04:00
alexey.lysiuk f554120086 - output Mac model identifier to startup window 2018-07-15 14:28:21 +03:00
alexey.lysiuk 5c7dd28f7d - replaced deprecated macOS functions in paths handling 2018-07-15 13:20:36 +03:00
alexey.lysiuk fc7af31cb9 - replaced usage of deprecated APIs to get macOS version 2018-07-15 13:20:36 +03:00
alexey.lysiuk 181c923001 - set macOS deployment target to 10.9 in Travis CI config 2018-07-15 13:20:36 +03:00
alexey.lysiuk ccf056a888 - increased minimum macOS version to 10.9 in .plist 2018-07-15 13:20:36 +03:00
alexey.lysiuk e2ac5cdf57 - removed unused macOS specific #include 2018-07-15 13:20:36 +03:00
Christoph Oelckers 7c527de374 - call P_PlayerStartStomp only when the map is played directly from the loaded data and only when it has been fully loaded.
The old code did this right in the middle of map initialization where not everything had been set up yet.
2018-07-15 10:57:10 +02:00
Christoph Oelckers 2c86c4e942 - fixed: When deleting a camera texture's depth buffer, the corresponding variable must also be cleared.
Thanks to OpenGL's messed up state system this didn't cause some clear failure but just reused the last bound buffer instead which may not have had a matching size.
2018-07-15 10:55:34 +02:00
Christoph Oelckers d58d1e21d0 - removed the texture invalidation check from FHardwareTexture.
This is not needed anymore because only warp and camera textures still implement CheckModified and both are excluded here.
2018-07-15 00:28:16 +02:00
Christoph Oelckers 7bda29387d - added missing files.
No idea why they weren't committed...
2018-07-15 00:26:22 +02:00
Christoph Oelckers 1294f3df64 - replaced the procedural backdrop texture with some warped noise texture.
This was done because the backdrop as implemented was the only texture in the entire game that had to be deleted and recreated each frame.
However, with Vulkan this would have necessitated quite a bit of synchronization with the render pipeline which wasn't really feasible just for this one single texture.
Now the texture manager can assume that once a texture was created it will be immutable and never has to change.
2018-07-15 00:00:00 +02:00
Christoph Oelckers 7a692b1557 - added DTA_LegacyRenderStyle so that STYLE_* constants can be passed directly to the Draw functions.
- fixed the optional parameter in Shape2D.Clear.
2018-07-14 22:58:24 +02:00
Christoph Oelckers ed856085f4 - use the Dim function to draw the palette tester.
This looks better, consumes less resources and removes one ugly special texture from the engine.
2018-07-14 18:28:12 +02:00
Christoph Oelckers 33ee0f3c27 Merge branch 'master' into modern
# 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.
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.
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 7de9e1f097 Added ability to set defines in custom HW shaders 2018-07-14 12:01:54 +02:00
usernameak e306d4ee04 Fix codestyle; add ability to name the textures 2018-07-14 12:01:54 +02:00
usernameak fa51a54042 Made ability to define custom material shaders for ProcessMaterial function 2018-07-14 12:01:54 +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
Marisa Kirisame 2d0fb4ed2e Adds 2D shape (triangle array) drawer, usable from ZScript. Handles most drawtexture parameters excluding those related to scaling, at the moment. 2018-07-13 20:24:06 +02:00
Erick Tenorio dfe635dd4a TNT.WAD fixes
MAP07 - Dropping onto the outdoor lava will now raise triangle sectors.
Should be impossible to get stuck in them now.
MAP08 - Fix (what I presume to be an unintentional) missing texture.
2018-07-12 17:42:58 +02:00
alexey.lysiuk 23a4daac23 - skipped owned items in proximity test
https://forum.zdoom.org/viewtopic.php?t=61224
2018-07-11 17:49:30 +02:00
argv-minus-one ce1aa7e962 Move RandomSpawner's random selection logic into a virtual method.
With this, one can use its self-replacement code (which copies a bunch of its state into the replacement actor, and monitors for boss death if appropriate), but select the replacement class based on some other criteria (map number, the player's RPG stats, the player's class, etc).
2018-07-09 17:50:55 +02:00
argv-minus-one 6239796b92 Move RandomSpawner's recursion check into PostBeginPlay.
Previously, a RandomSpawner with infinite recursion would hang the game, because the recursion check was happening before the recursion counter (bouncecount) was set.
2018-07-09 17:50:55 +02:00
alexey.lysiuk 55ae431c02 - fixed crash on setting particular CVARs
Game crashed when any of gl_brightfog, gl_lightadditivesurfaces, gl_notexturefill CVARs is set with no level loaded
There was impossible to reset settings to defaults because of this
2018-07-07 12:04:41 +03:00
David Carlier 2a59327aeb foo being allocated with metadata based allocator needs to
be freed similarly.
2018-07-06 10:59:23 +03:00
Marisa Kirisame e5249f302a UE1: Clean up and restructure model class.
UE1: Add support for Deus Ex format vertex data.
UE1: Group triangles by skin index AND type/flags (preparation for per-surface render style support).
UE1: Add handling of Weapon Triangle (preparation for model attachment support).
UE1: Support flat shaded triangle flag.
2018-07-04 21:31:48 +02:00
Magnus Norddahl ebae12e74b - Make members private that are not used outside FGLRenderBuffers 2018-07-03 23:35:34 +02:00
Magnus Norddahl 092b2953ea - add GL to OpenGL specific postprocess classes to make it more clear which belongs to the generic hw interface and which belong to the OpenGL implementation 2018-07-03 23:31:40 +02:00
Magnus Norddahl 2128b99117 - fix ssao not working when multisample was off 2018-07-03 23:21:54 +02:00
Magnus Norddahl 128c8d8318 - improve the bloom blur quality slightly 2018-07-03 23:12:47 +02:00
Magnus Norddahl fcee021753 Fix frame buffer binding bug that caused PP textures to end up with bad data 2018-07-03 21:44:49 +02:00
Christoph Oelckers 158890e0ce - fixed : Decals used the wrong texture variant. 2018-07-02 19:12:48 +02:00
alexey.lysiuk c29651da95 - restored initial grayscale conversion in fragment shader
Accidental change of red color multiplier was discovered during investigation of https://forum.zdoom.org/viewtopic.php?t=61126
2018-07-02 17:31:48 +03:00
Magnus Norddahl 2e5b7a7d8b - softpoly: fix sprites still lit when dynlights off 2018-07-01 20:53:50 +02:00
Magnus Norddahl 6d6ee1281e - softpoly: fix normal walls not getting rendered for subsectors with poly objects in them 2018-07-01 14:41:35 +02:00