Commit graph

205 commits

Author SHA1 Message Date
Magnus Norddahl
7c47806382 Fix aspect ratio bug in LensDistortScene 2016-10-03 09:18:47 +02:00
Magnus Norddahl
6cb9f875dd Fix missing call from merge 2016-09-25 00:31:43 +02:00
Magnus Norddahl
979e70ca8f Add gl_ssao_portals for controlling how many portals gets SSAO 2016-09-25 00:22:38 +02:00
Magnus Norddahl
3f11c0562c Add ssao quality setting 2016-09-25 00:22:38 +02:00
Magnus Norddahl
d774136282 Added SceneData texture as the second colorbuffer when rendering a scene and placed fog data into it 2016-09-25 00:22:32 +02:00
Magnus Norddahl
9af34bac69 Add gbuffer pass support to FShaderManager and FRenderState 2016-09-25 00:22:32 +02:00
Magnus Norddahl
37e3172c94 Fix random texture sampling bug 2016-09-25 00:22:31 +02:00
Magnus Norddahl
0a8cc1b74c Fix depth blur 2016-09-25 00:22:31 +02:00
Magnus Norddahl
24ab13f1ce Fix stripes in the reconstructed normals due to down scaling 2016-09-25 00:22:31 +02:00
Magnus Norddahl
11725c435e Grab tanHalfFovy from the projection matrix 2016-09-25 00:22:31 +02:00
Magnus Norddahl
e025f6e54b Mark portals in scene alpha channel for the SSAO pass 2016-09-25 00:22:31 +02:00
Magnus Norddahl
c7c0ffadb5 Move SSAO pass to be before translucent rendering
Fix depth sampling location when not using fullscreen scene
2016-09-25 00:19:16 +02:00
Magnus Norddahl
09bec67821 Resolve multisampling depth in shader 2016-09-25 00:19:16 +02:00
Magnus Norddahl
a246b58673 Change SSAO blur to be depth aware 2016-09-25 00:19:16 +02:00
Magnus Norddahl
a6fdaca633 Fix precision issue in SSAO shader 2016-09-25 00:19:16 +02:00
Magnus Norddahl
723eb746f6 Add ssao random texture 2016-09-25 00:19:15 +02:00
Magnus Norddahl
9076d46261 Added SSAO pass 2016-09-25 00:19:15 +02:00
Christoph Oelckers
ee2766d00b - made adjustments for new savegame code. 2016-09-24 01:47:44 +02:00
Christoph Oelckers
960ed5130c - fixed: DTA_ColorOverlay was not properly handled by F2DDrawer. 2016-09-22 10:20:36 +02:00
Christopher Bruns
1f79e23d5b Implement wide side-by-side mode, using adjusted aspect ratio in projection matrix.
Use optimal framebuffer size for side-by-side modes.
2016-09-22 09:25:46 +02:00
Magnus Norddahl
af699dcebc Make bloom/exposure less aggressive 2016-09-22 09:13:33 +02:00
Magnus Norddahl
f7b6b1433c Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing 2016-09-22 09:13:32 +02:00
Christoph Oelckers
8b6e09ca09 - changed the license of the OpenGL renderer to LGPL v3.
This was done to clean up the license and to ensure that any commercial fork of the engine has to obey the far stricter requirements concerning source distribution. The old license was compatible with GPLv2 whereas combining GPLv2 and LGPLv3 force a license upgrade to GPLv3. The license of code that originates from ZDoomGL has not been changed.
2016-09-14 20:01:13 +02:00
Magnus Norddahl
8b7267cf87 MaskAnaglyph present mode 2016-09-09 00:36:11 +02:00
Magnus Norddahl
ccbe5160b0 Split F2DDrawer::Flush into Draw and Clear 2016-09-09 00:36:10 +02:00
Magnus Norddahl
aaa3581ee6 Hook up eye textures in renderer 2016-09-09 00:36:10 +02:00
Magnus Norddahl
4bdd872f09 Add eye textures and FBOs to FGLRenderBuffers 2016-09-09 00:36:09 +02:00
raa-eruanna
5a64307ad1 Changes the tonemap generation algorithm. 2016-09-08 00:51:48 +02:00
Magnus Norddahl
5f02e08c8e Fix minimize crash 2016-09-04 03:15:50 +02:00
Magnus Norddahl
dc39a006dc Fix palette tonemap precision and compile error on Intel 2016-09-04 02:37:59 +02:00
Christoph Oelckers
90ab0223a6 - handle colormap parameter reset when renderbuffers are toggled. 2016-09-03 00:36:23 +02:00
Magnus Norddahl
77dde2e3ad Fix not switching back to the default frame buffer when gl_renderbuffers is toggled off 2016-09-03 00:13:05 +02:00
Christoph Oelckers
589936f570 - draw the colormap blend after postprocessing, not before it.
- added colormap shader to postprocessing.

This replaces the in-place application of fullscreen colormaps if renderbuffers are active. This way the fully composed scene gets inverted, not each element on its own which is highly problematic for additively blended things.
2016-09-01 17:14:51 +02:00
Christoph Oelckers
3389a5a74e - removed most of the specific options for legacy hardware and consolidated them in one variable (does not work yet.) 2016-09-01 11:52:52 +02:00
Christoph Oelckers
8f535997f8 - enable core profile by default on GL 3.x.
After doing some profiling it was very obvious that this has better performance than client arrays. Persistent buffers are still better, though, especially for handling dynamic lights.
2016-08-29 11:33:20 +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
e0e43ee7b3 Fix mColor reset value 2016-08-29 05:31:12 +02:00
Magnus Norddahl
71387b1b42 Fix wrong initial mClipSplit values. 2016-08-29 05:19:47 +02:00
Magnus Norddahl
bb066f6f07 Fall back to gl_renderbuffers 0 if buffer creation fails 2016-08-28 18:07:44 +02:00
alexey.lysiuk
47714509d6 Changed render buffers format back to RGBA16F
Reverted a03b2ff48b to fix issues with nVidia graphics on macOS
2016-08-28 11:15:16 +03:00
Magnus Norddahl
6c5109ec99 Fix uninitialized mPipelineTexture and fix BindCurrentTexture using the wrong handle 2016-08-27 06:24:36 +02:00
Magnus Norddahl
b1a0108a96 Fix tonemap palette not being rebuilt on palette change 2016-08-26 19:52:15 +02:00
Christoph Oelckers
10550c4ef0 Merge branch 'init_global_state' of https://github.com/dpjudas/zdoom 2016-08-26 02:20:00 +02:00
Magnus Norddahl
960038bb81 Clear global state tracking variables when the OpenGL context is (re)created 2016-08-26 01:36:21 +02:00
Christoph Oelckers
4ab8ca63ce - use more desctiptive names for the predefined vertex buffer indices. 2016-08-25 22:23:31 +02:00
Magnus Norddahl
25645d901e Add Palette LUT tonemap mode 2016-08-23 09:18:18 +02:00
Christoph Oelckers
9555617816 - fixed: The default for position.w is 1, so gl_quaddrawer.cpp needs to set this, too, for the uniform vertex positions. 2016-08-22 22:02:02 +02:00
Christoph Oelckers
250be72939 - added handling for drawing with uniform vertices. It draws something but in the wrong place. Right now I have no idea what's happening... 2016-08-22 15:31:23 +02:00
Christoph Oelckers
7ba5acfb35 - added quad drawer interface so that this part can be done without altering a vertex buffer.
So far it's only the framework, the new code is not active yet.
2016-08-22 14:00:25 +02:00
Magnus Norddahl
302f59ea33 Fix r_clearbuffer color not being used 2016-08-22 01:52:51 +02:00