Commit Graph

295 Commits

Author SHA1 Message Date
Christoph Oelckers b20de184a0 - made the new Build light mode operational 2020-06-11 08:48:33 +02:00
Christoph Oelckers 5896f24eba - added a new light mode that emulates Build's depth fading.
Not active yet, this needs some testing and finetuning.
2020-06-08 23:37:20 +02:00
Christoph Oelckers 9e51a2f63c - added Build's NPOT emulation to the backend.
For GZDoom this is completely disabled, of course, because the Doom engine does not need it, but in order to have the same backend code in both engines it needs to be present.
2020-06-08 23:37:20 +02:00
Christoph Oelckers b06af634e2 - added a flash component to the colormap shader.
Its main purpose is for RR's lightning flash in Raze but this looks very useful for manipulating fullscreen colormaps. Currently not exposed, though.
2020-06-07 09:16:56 +02:00
Christoph Oelckers f8dcb09ff0 - moved postprocessing shaders to their own folder. 2020-04-26 21:22:57 +02:00
Christoph Oelckers 7c46dace03 - this still doesn't work on Vulkan. :( 2020-04-19 10:57:44 +02:00
Christoph Oelckers 8381092cce - major shader rework
* handle brightmaps in the main shader instead of keeping separate instances around.
* added detail and glow layers from Raze.
* fixed material setup which could not guarantee that everything was initialized correctly.
* for warped textures, warp all layers. With this brightmaps finally work on warped textures.

Note: Vulkan reports a "device lost" error with this which still needs to be investigated.
2020-04-19 10:57:43 +02:00
Christoph Oelckers 738b9ceb08 - fixed incompletely changed shader.
It was still using a variable from the first revision that no longer exists.
2019-12-21 21:07:00 +01:00
Christoph Oelckers bb8db9422f - scaled down the texture colorization feature for easier usability.
It makes little sense exposing every minute detail of this through UDMF.
Setting it up that way is far too complicated. Using virtual textures that map to a real texture plus a colorization record should be far easier to use by mappers.
This also doesn't piggyback on the Doom64 color feature anymore and is completely separate, despite some redundancies.
This is still missing the texture definition part, though.
2019-12-20 22:25:10 +01:00
Christoph Oelckers 3209d4ed23 - added a few more texture coloring options to the shader.
Aside from adding an additive component it can now also do:

- desaturation (not limited to the range of 0..1 so it can also be used for oversaturation by applying a negative number or negative saturation by going above 1.0.
- invert the texture
- apply a blend, including 3 special mode taken from EDuke32.

Currently only the implementation is done, it is not exposed to UDMF yet.
2019-12-20 16:05:00 +01:00
alexey.lysiuk b6ada166fc - fixed compilation of FXAA shader by macOS OpenGL
Compile Shader 'shaders/glsl/fxaa.fp':
ERROR: 0:250: '' : syntax error: incorrect preprocessor directive
ERROR: 0:250: '' : syntax error: unexpected tokens following #if preprocessor directive - expected a newline
ERROR: 0:265: '' : syntax error: incorrect preprocessor directive
ERROR: 0:265: '' : syntax error: unexpected tokens following #if preprocessor directive - expected a newline
ERROR: 0:266: '' :   Macro Redefined lumaM
ERROR: 0:301: '' : syntax error: incorrect preprocessor directive
ERROR: 0:301: '' : syntax error: unexpected tokens following #if preprocessor directive - expected a newline
ERROR: 0:599: '' : syntax error: incorrect preprocessor directive
ERROR: 0:599: '' : syntax error: unexpected tokens following #if preprocessor directive - expected a newline

https://forum.zdoom.org/viewtopic.php?t=65003
2019-06-11 08:20:24 +03:00
alexey.lysiuk addcad8ac0 - disabled discard in FXAA shader with Vulkan backend
Discard caused graphical corruptions on AMD hardware with Vulkan backend enabled

https://forum.zdoom.org/viewtopic.php?t=64230
2019-06-04 11:32:00 +03:00
alexey.lysiuk da2d0e47e6 - removed array length() function from shadowmap shader
Array's length() function is not yet supported by SPIRV-cross and MoltenVK
Its usage was replaced by explicit nodes count value passed as uniform
2019-05-24 14:29:37 +03:00
Magnus Norddahl f3cb5e09e4 - SIMPLE is never ever defined for main.fp 2019-05-13 22:38:16 +02:00
Magnus Norddahl bab5862383 - fix some vulkan warnings 2019-05-13 21:15:10 +02:00
Magnus Norddahl 5f12191c05 - fix validation error for shader input not declared by main.vp 2019-05-12 23:15:49 +02:00
Magnus Norddahl e75ab8ed09 - fix wrong fog color used for ssao when using multisampling 2019-05-05 23:23:47 +02:00
Magnus Norddahl 1973001834 - use the exact sRGB->linear transfer function in HDR mode as the 2.2 gamma approximation is visibly inaccurate in this case 2019-05-01 00:55:31 +02:00
Magnus Norddahl d63513ec14 - fix normal vectors on models 2019-04-17 20:42:00 +02:00
Magnus Norddahl 15dae4cfe6 - rewrite depthblur.fp to workaround what seemed to be a bug in the NVidia driver 2019-04-16 16:17:23 +02:00
Magnus Norddahl 9d29a460de - simplify depthblur.fp into a single function 2019-04-16 08:59:29 +02:00
Magnus Norddahl 67490d13cb - add gl_ssao_debug mode showing the depth 2019-04-16 05:29:32 +02:00
Magnus Norddahl 558760c090 - fix the gl_ssao_debug cvar 2019-04-16 03:32:54 +02:00
Magnus Norddahl db4310ca6b - prevent excessively bright pixels as this is actually visible on a HDR monitor 2019-04-11 03:34:34 +02:00
Magnus Norddahl c28e56f9e8 - workaround buggy preprocessor in old AMD OpenGL drivers 2019-04-07 19:42:32 +02:00
Magnus Norddahl 2d8516b2ca - make shaderClipDistance optional 2019-03-25 19:44:46 +01:00
Magnus Norddahl cce96ca87a - implement shadow maps 2019-03-15 07:54:34 +01:00
Magnus Norddahl dca0b75038 - change the images to be upside down until presentation to increase compatibility with shaders designed for OpenGL
- clamp scissors fully to avoid NVidia's awful drivers locking up the entire system if they end up out of bounds
- perform buffer clears as part of the render pass. this puts some restrictions on how FRenderState.Clear can be used
- add an offset uniform to the present shaders so the vulkan target can flip the image during presentation
2019-03-12 23:53:20 +01:00
Magnus Norddahl 0620041228 - remove screenquadscale.vp 2019-03-12 16:24:55 +01:00
alexey.lysiuk 02ed758447 Merge branch 'master' into vulkan2
# Conflicts:
#	src/posix/cocoa/i_video.mm
2019-03-09 16:45:49 +02:00
Christoph Oelckers 99c8ba1288 - use uAddColor instead of uObjectColor2 for the ending color of a special colormap range.
Unlike uObjectColor2, this is more global state. uObjectColor2 is part of gradient calculation which may later be offloaded to a secondary buffer which already resulted in only conditionally setting it, resulting in broken special colormap application for the software renderer.
2019-03-09 12:12:33 +01:00
Magnus Norddahl b313f91ab0 - add layout location decl to all postprocess shaders 2019-03-05 18:55:31 +01:00
Magnus Norddahl 56afcd210b - fix: gl_PointSize is required in Vulkan when drawing points
- fix: add depthstencil attachment when stencil is active while depth is not
2019-03-03 23:30:36 +01:00
Magnus Norddahl f8aa48d053 - fix blinking caused by uninitialized clipping planes 2019-03-02 14:16:11 +01:00
Magnus Norddahl 05a6896d4f - Pass vertex color and normal via uniform buffer when the attribute isn't available 2019-03-02 01:56:08 +01:00
Magnus Norddahl d4118a755c - load all the shaders and use the right one for each renderpass 2019-03-01 02:40:02 +01:00
Magnus Norddahl 2e0b34ca72 - hook up enough of renderstate to enable all of main.vp and main.fp 2019-02-28 00:26:49 +01:00
Magnus Norddahl fe67a2c24f - fix enough bugs to finally get some visuals 2019-02-26 20:19:54 +01:00
Magnus Norddahl 52460d53d9 - compile main.vp and main.fp for vulkan 2019-02-22 11:30:48 +01:00
Magnus Norddahl f10ded756e - split shadowmap AABB tree into two parts. one for static and one for dynamic
- upload only the dynamic AABB subtree using glBufferSubData
- change internal raytracing stack limit from 16 to 32
- update shadowmap AABB tree after R_SetupFrame for proper frame interpolation
2019-01-04 15:51:59 +01:00
Kevin Caccamo 9622ca7517 Add additive color before applying object colors
Based on what I saw in this video (https://youtu.be/Yx1tflavea8), the 
additive colors are applied before the object colors
2018-12-26 16:58:27 +01:00
Kevin Caccamo 33723e8904 Implement additive colour on walls and sprites
Also, don't modify the alpha channel when adding the additive colour.
2018-12-26 16:58:27 +01:00
Kevin Caccamo 758cd77e55 Rename ColorAdd to AddColor, and use it ingame
Rename ColorAdd to AddColor
Add AddColor to FRenderState
Tweak SpecialColors array in ZScript to include the additive color
Add uAddColor to the shader compiler
Add uAddColor to the texel
2018-12-26 16:58:27 +01:00
Magnus Norddahl 0c4602507e - remove shadow acne when dynlights perfectly align with planes 2018-12-23 15:13:38 +01:00
Magnus Norddahl bc648015c7 - vWorldNormal is not normalized but R_DoomColormap requires this 2018-12-19 11:07:39 +01:00
Magnus Norddahl f1fe9a0286 - fix vanilla light mode angle calculation 2018-12-15 10:02:57 +01:00
Magnus Norddahl 3af6ae4b37 - add vanilla lightmode that behaves exactly as Doom's original light did 2018-12-15 07:11:28 +01:00
Magnus Norddahl 96df21e3dc - fix typo 2018-11-20 13:54:18 +01:00
Magnus Norddahl 216191c86d - interpolate the normal for models 2018-11-20 13:41:27 +01:00
Christoph Oelckers f2dcff4386 - more options for Doom 64 style gradients on walls:
* Colors can npw be defined per sidedef, not only per sector.
* Gradients can be selectively disabled or vertically flipped per wall tier.
* Gradients can be clamped to their respective tier, i.e top and bottom of the tier, not the front sector defines where it starts.

The per-wall colors are implemented for hardware and softpoly renderer only, but not for the classic software renderer, because its code is far too scattered to do this efficiently.
2018-11-11 16:04:36 +01:00