Commit graph

880 commits

Author SHA1 Message Date
Magnus Norddahl
5cdea39b35 - add the missing header files in the vs solution explorer 2018-04-28 13:11:55 +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
fe2bfc6f11 - moved the API-independent parts of the decal code to hwrenderer/. 2018-04-27 20:34:20 +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
306b630de2 - merged the remains of gl_texture.cpp into hw_cvars.cpp.
- eliminated hqresize.cpp's dependency on GL headers.
- cleaned up the logic for CreateTexBuffer so that hqresize.cpp does not need to check for software warped textures anymore.
2018-04-25 21:02:50 +02:00
Christoph Oelckers
ceeb479261 - moved the CVAR definitions from gl/ to hwrenderer/.
- 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
bc8f47444f - texture precaching also moved to hwrenderer/. 2018-04-25 00:07:46 +02:00
Christoph Oelckers
1a024a9f54 - moved gl_material into hwrenderer/. 2018-04-24 23:39:58 +02:00
Christoph Oelckers
0dcc6ec6d3 Merge branch 'master' of https://github.com/coelckers/gzdoom
# 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
Christoph Oelckers
e55b52f356 Moving the files to hwrenderer/ 2018-04-24 11:58:04 +02:00
Christoph Oelckers
5ca1fca8d1 - moved gl_clipper and gl_fakeflat to the hwrenderer folder because both files do not contain anything API specific. 2018-04-23 22:18:13 +02:00
alexey.lysiuk
c264ff05da All platform-specific headers are referenced by generated projects
This was already the case on Windows anyway
2018-04-23 22:15:11 +03:00
alexey.lysiuk
6ac0c2f569 Excluded unused .cpp file from compilation 2018-04-23 18:42:59 +03:00
alexey.lysiuk
75129f54b4 Deleted remnants of old software backend 2018-04-19 12:44:20 +03:00
alexey.lysiuk
4ab6034a36 Cleaned up Windows backend from remains of Direct3D
Removed obsolete CMake settings, useless #include's, dead code
2018-04-18 17:05:25 +03:00
alexey.lysiuk
c241f34f15 Updated headers' paths for main project
Now all headers should be added to a project generated by CMake
2018-04-18 17:01:35 +03:00
Christoph Oelckers
c1ce6c90ca Moved gl_dynlight to hwrenderer because it does not depend on any direct renderer info. 2018-04-16 09:02:48 +02:00
Magnus Norddahl
c3bd93a85c Merge remote-tracking branch 'gzdoom/master' into swmodels 2018-04-14 21:20:05 +02:00
Christoph Oelckers
0affc119fd - moved hardware independent part of flat vertex data out of GL folder. 2018-04-14 12:05:31 +02:00
Magnus Norddahl
7e544c66fe Merge remote-tracking branch 'gzdoom/master' into swmodels 2018-04-13 21:35:21 +02:00
Christoph Oelckers
71a6cc4625 Merge branch '2D_Refactor' 2018-04-13 17:52:58 +02:00
Rachael Alexanderson
a23259f26a - remove TLS workaround and turn it into an actual error since it is required in order to even properly compile and not all systems properly detect this. 2018-04-13 09:10:33 -04:00
alexey.lysiuk
5a4307160e Fixed compilation of SDL backend 2018-04-08 13:55:46 +03:00
Christoph Oelckers
b12a6fded9 - added the code for legacy shaders.
- force texture filtering for 2D to off when in software rendering.
2018-04-08 12:11:51 +02:00
Magnus Norddahl
2d51fa5b43 - Clean up PolyTriangleDrawer API so that it can better support both softpoly and the swrenderer
- Slightly improve how softpoly processes portals
- Pass the vertex transform matrix via a command rather than being part of the drawer args
- Improve zbuffer drawers in the software renderer
- Misc model rendering fixes
2018-04-07 15:48:48 +02:00
Christoph Oelckers
b34d7f9e08 - added a software scene drawer to the GL renderer.
It still looks like shit and only works on the modern render path but at least the basics are working.
2018-04-07 10:20:59 +02:00
Christoph Oelckers
60aebff4a1 - starting separation of hardware dependent and hardware independent code, starting with aabbtree, because it was easy. 2018-04-02 15:58:28 +02:00
Christoph Oelckers
52c5328412 - made the glow getter functions members of sector_t. 2018-04-02 13:36:28 +02:00
Christoph Oelckers
1fc4c9801b - moved all GLDEFS parsing into a dedicated source file.
- split gl_postprocessshader.h in two so that the hardware independent part can be used by GLDEFS without pulling in all of OpenGL.
2018-04-02 12:28:20 +02:00
Christoph Oelckers
7083103a0e - moved dynlightdata to r_data 2018-04-02 09:51:51 +02:00
Christoph Oelckers
8080e039e0 - moved most of gl_setup.cpp to r_data as this is only some data setup in the main map data structures.
- made currentmapsections array something nicer to look at and made it a member of the scene drawer class.
2018-04-02 09:27:40 +02:00
Christoph Oelckers
524df21d81 - moved portal grouping code out of GL and into r_data. 2018-04-02 00:39:04 +02:00
Christoph Oelckers
65e7b6dfaa - moved the code in gl_data.cpp to better fitting places
* the MAPINFO options now get handled in g_mapinfo.cpp and g_level.cpp, just like the rest of them as members of level_info_t and FLevelLocals.
* RecalcVertexHeights has been made a member of vertex_t and been moved to p_sectors.cpp.
* the dumpgeometry CCMD has been moved to p_setup.cpp
2018-04-01 18:45:27 +02:00
Christoph Oelckers
c60c025554 - moved gl_load headers out of the gl folder.
This is mainly to get them out of the way. The place is not optimal but will have to do as long as this remains a separate branch.
2018-04-01 16:30:34 +02:00
Christoph Oelckers
e49cd2cb83 - moved the hires replacement and upscaling code out of the GL classes into FTexture.
This theoretically means that the software renderer could access this data as well - if it just had been written with a more flexible texture interface.
However, as things stand, this may require quite a bit of work to achieve.
2018-04-01 10:41:04 +02:00
Christoph Oelckers
0f12fb9d6d - moved the texture file format handlers to a subdirectory for clarity. 2018-04-01 08:25:38 +02:00
Christoph Oelckers
a9d5533603 - integrated GL parts of translation handling into the main module.
Now that this doesn't have to share assets with HW2D it could be simplified a lot.
2018-04-01 00:59:49 +02:00
Christoph Oelckers
bc485a7f2c - moved a large portion of gl_textures.cpp into the main files for the implementing classes.
The old organization made sense when ZDoom still was a thing but now it'd be better if all pure data with no dependence on renderer implementation details was moved out.
A separation between GL2 and GL3+4 renderers looks to be inevitable and the more data is out of the renderer when that happens, the better.
2018-03-31 19:20:59 +02:00
Christoph Oelckers
a001a5304d - removed the old software renderer framebuffers for Windows
This cannot be refactored with the old code still present and done properly both renderers should share what they can.
2018-03-30 23:18:25 +02:00
Christoph Oelckers
16480a3f4b - it compiles again.
This won't work, though, because no backend for the new 2D code exists yet.
2018-03-28 16:40:09 +02:00
Christoph Oelckers
ded21cba8e - moved more code from DCanvas to DFrameBuffer. 2018-03-27 10:34:21 +02:00
Christoph Oelckers
40bbe5cd8a - removed DirectDraw backend. 2018-03-26 22:03:32 +02:00
Christoph Oelckers
5c7f2e0217 - removed some dumb CMake script that messed around with Visual Studio's user settings. 2018-03-25 17:51:23 +02:00
Vitaly Novichkov
5acffa693f Merge branch 'master' of git@github.com:coelckers/gzdoom.git
# Conflicts:
#	src/sound/adlmidi/adlmidi.cpp
2018-03-24 23:51:36 +03:00
Vitaly Novichkov
be1b884a04 OPNMIDI: Natively disable embedded MUS and XMI, and MIDI sequencer 2018-03-24 23:46:05 +03:00
Vitaly Novichkov
be81e00722 ADLMIDI: Added built-in ability to disable unneeded MUS and XMI converters
Also embedded MIDI sequencer has been disabled too as it is not needed in GZDoom

I made that to allow easier updates of ADLMIDI into newer versions without of any future troubles and conflicts
2018-03-24 21:26:30 +01:00
Vitaly Novichkov
b6302f5fc9 ADLMIDI: Added built-in ability to disable unneeded MUS and XMI converters
Also embedded MIDI sequencer has been disabled too as it is not needed in GZDoom

I made that to allow easier updates of ADLMIDI into newer versions without of any future troubles and conflicts
2018-03-24 22:45:54 +03:00