Christoph Oelckers
34970c9b9c
- removed hexenglobal include from GL files.
2016-12-03 18:49:52 +01:00
Magnus Norddahl
9416d436fe
Move software renderer into its own namespace to isolate its globals and make
...
any access explicit. This reveals the places in the code where they are being
accessed where they shouldn't and prevents accidental usage.
2016-12-01 02:38:32 +01:00
Magnus Norddahl
284a99f204
Merge branch 'gl_swframebuffer' into qzdoom
2016-11-29 22:16:58 +01:00
Magnus Norddahl
00387a7211
Add bounds check to palette upload buffer size
2016-11-29 22:16:40 +01:00
Magnus Norddahl
ccafe27b22
Merge remote-tracking branch 'origin/ssao' into qzdoom
2016-11-28 02:33:41 +01:00
Magnus Norddahl
bea113a908
Fix tonemap texture filtering (black screen) regression
2016-11-28 02:32:57 +01:00
Magnus Norddahl
057060022a
Merge remote-tracking branch 'gzdoom/master' into ssao
2016-11-27 09:59:57 +01:00
Magnus Norddahl
17ed585c1f
Fix vsync not working
2016-11-19 12:30:58 +01:00
Rachael Alexanderson
bac3ae3bf8
Merge branch 'master' of https://github.com/coelckers/gzdoom
2016-11-17 17:37:11 -05:00
Christoph Oelckers
b3b5cb2fa4
- fixed: Lines with both sides in the same sector but an active portal may not be discarded early.
2016-11-17 23:13:17 +01:00
Christoph Oelckers
3a2d0e3486
- copied all necessary adjustments from the test branch in the QZDoom repo.
2016-11-15 11:49:27 +01:00
nashmuhandes
970c750daa
Added OpenGL support to the underwater view blend scalar option.
2016-11-11 18:08:47 +08:00
Rachael Alexanderson
9413ea6edf
- Textured automap would crash due to an additional parameter in the software renderer to the FillSimplePoly function call, causing stack issues.
2016-11-08 15:35:51 -05:00
Rachael Alexanderson
d36993a03b
- Textured automap would crash due to an additional parameter in the software renderer to the FillSimplePoly function call, causing stack issues.
2016-11-08 15:05:23 -05:00
Rachael Alexanderson
9f9e4ea19d
- Added randi's "bottomclip" parameter to dpJudas's OpenGLSWFrameBuffer::FillSimplePoly implementation. The code refused to compile because of the new changes. Note that this is not tested on Linux or Mac, and will likely need changes there as well.
2016-11-06 08:58:06 -05:00
Rachael Alexanderson
b460ce31e8
Merge http://github.com/coelckers/gzdoom
2016-10-24 21:02:09 -04:00
Rachael Alexanderson
64ae207fb9
Merge http://github.com/coelckers/gzdoom
2016-10-24 01:07:10 -04:00
Christoph Oelckers
bea625a42c
- added an ATTENUATE flag to dynamic lights, this is set by default for attached lights. For placed lights this is off, because it'd interfere with many existing maps that depend on unattenuated lights.
2016-10-23 20:42:48 +02:00
Christoph Oelckers
fbe2b76705
- fixed checks in sprite sorting logic. There were some missing parentheses.
2016-10-23 19:08:43 +02:00
Magnus Norddahl
d804f94a5e
Merge remote-tracking branch 'origin/ssao' into qzdoom
2016-10-22 21:36:29 +02:00
Magnus Norddahl
6c1c0d2972
Improve scene selection for SSAO so that the mainview drawmode always takes precedence
2016-10-22 21:35:49 +02:00
Magnus Norddahl
1f8b2ebd9f
Merge remote-tracking branch 'origin/ssao' into qzdoom
2016-10-22 21:26:30 +02:00
Magnus Norddahl
a3e19bf337
Fixed gl_ssao_portals not having effect
2016-10-22 21:25:29 +02:00
Magnus Norddahl
2ba7915d1a
Merge remote-tracking branch 'origin/ssao' into qzdoom
2016-10-22 00:14:35 +02:00
Magnus Norddahl
e891911a99
Fix broken SSAO portal rendering and let FRenderState do the glDrawBuffers calls
2016-10-22 00:09:06 +02:00
Magnus Norddahl
be2c50f11c
Merge remote-tracking branch 'gzdoom/master' into ssao
2016-10-21 23:48:30 +02:00
raa-eruanna
c62ee28726
Merge http://github.com/coelckers/gzdoom
2016-10-20 04:54:44 -04:00
Christoph Oelckers
96437d95fa
- use the new ZDoom code for retrieving a sky's cap color to avoid redundancies.
2016-10-20 10:36:23 +02:00
Magnus Norddahl
df3f5ae882
Use OpenGL to allocate the canvas buffer to avoid a costly memcpy
2016-10-18 01:16:36 +02:00
Magnus Norddahl
8b297221fe
Merge branch 'gl_swframebuffer' into qzdoom
2016-10-16 23:18:16 +02:00
Magnus Norddahl
f81d0d3964
macOS support and Intel driver bug fixes
2016-10-16 22:40:08 +02:00
raa-eruanna
135c861247
Merge http://github.com/coelckers/gzdoom
2016-10-16 04:02:34 -04:00
Christoph Oelckers
6a6263a614
Merge branch 'master' of https://github.com/coelckers/gzdoom
2016-10-16 09:13:19 +02:00
Christoph Oelckers
59576e6d23
- use the newly added OF_Transient flag to avoid writing out the owned dynamic lights to savegames instead of destroying and recreating them each time.
2016-10-16 09:12:43 +02:00
raa-eruanna
b54b4f2786
Merge http://github.com/coelckers/gzdoom
2016-10-14 11:50:06 -04:00
alexey.lysiuk
c3ced5842a
Added multithreaded upscaling with xBRZ (macOS only)
2016-10-14 17:14:49 +03:00
alexey.lysiuk
58d44e89c9
Use single helper for xBRZ scalers
2016-10-14 17:03:26 +03:00
Magnus Norddahl
2a0ab96341
Merge remote-tracking branch 'origin/ssao' into qzdoom
2016-10-13 18:12:56 +02:00
Magnus Norddahl
660a45a0e0
Add normals to decals
2016-10-13 18:04:00 +02:00
raa-eruanna
15c08f73d5
Merge http://github.com/coelckers/gzdoom
2016-10-12 03:15:03 -04:00
Magnus Norddahl
3146f75ae0
Merge remote-tracking branch 'origin/gl_swframebuffer' into qzdoom
2016-10-12 08:05:39 +02:00
Magnus Norddahl
c5ebfd9e65
Add vid_max_width and vid_max_height
2016-10-12 08:05:31 +02:00
Magnus Norddahl
052f7900c2
Fix swapped x and y in DrawLetterbox
2016-10-12 08:04:42 +02:00
Magnus Norddahl
403b3e2319
Merge branch 'master' of https://github.com/raa-eruanna/qzdoom into qzdoom
2016-10-12 07:39:20 +02:00
Magnus Norddahl
77a566a57e
Merge remote-tracking branch 'origin/gl_swframebuffer' into qzdoom
2016-10-12 07:38:56 +02:00
Magnus Norddahl
698b05ee69
Fix pixel center and letter box issues
2016-10-12 07:34:07 +02:00
Major Cooke
41bf9def80
GZDoom compatibility for PSPF_FLIP.
2016-10-11 20:18:06 -05:00
raa-eruanna
b724de6ee3
Merge http://github.com/coelckers/gzdoom
2016-10-11 10:38:02 -04:00
Magnus Norddahl
f37ee3a024
Add bgra support to OpenGLSWFrameBuffer
2016-10-11 15:43:12 +02:00
Magnus Norddahl
f5c069c759
Merge remote-tracking branch 'origin/gl_swframebuffer' into qzdoom
2016-10-11 14:54:18 +02:00
Magnus Norddahl
3c7d6234cb
Add wipes
2016-10-11 14:37:57 +02:00
alexey.lysiuk
7510ad1635
Fixed missing fake floors in deferred buffer mode
...
wow.wad is now genuine and authentic...
2016-10-11 14:56:22 +03:00
Magnus Norddahl
7911302ad8
Hook in gamma shader
2016-10-11 13:09:32 +02:00
Magnus Norddahl
01dc9de8d1
Misc bug fixes and performance improvements
2016-10-11 10:27:18 +02:00
Christoph Oelckers
dde25820e2
- fixed winding of voxel polygons.
2016-10-11 09:08:31 +02:00
Magnus Norddahl
682b040b97
OpenGL based software renderer hardware accel now works for most things
2016-10-11 00:03:46 +02:00
Magnus Norddahl
f4308b3184
Add glsl shader version of the d3d9 shaders and get enough of it working for it to boot without errors
2016-10-10 21:03:55 +02:00
raa-eruanna
2a7b902a0a
Merge http://github.com/coelckers/gzdoom
...
# Conflicts:
# src/gl/renderer/gl_renderer.cpp
2016-10-10 10:39:07 -04:00
Magnus Norddahl
40df46f94e
Implement OpenGL versions of GPU objects
2016-10-10 07:39:02 +02:00
Christopher Bruns
779e6acb7b
Create "final" two non-VR 3D modes: Column-interleaved and checkerboard.
2016-10-09 13:05:50 -04:00
Magnus Norddahl
5f0088ab8b
Created new OpenGL framebuffer using the software renderer's hardware acceleration
2016-10-09 12:50:57 +02:00
Magnus Norddahl
94d8e10f96
Merge branch 'ssao' into qzdoom
2016-10-09 06:27:42 +02:00
Magnus Norddahl
1b7c42f45f
Multisampling ssao bug fixes and split linear depth to its own buffer
2016-10-09 06:17:48 +02:00
Magnus Norddahl
bb79dcb634
SSAO math bug fixes
2016-10-06 07:36:49 +02:00
Magnus Norddahl
00e72028ef
Add another gbuffer with normal data and make ssao pass use it
2016-10-05 07:57:27 +02:00
raa-eruanna
3f020e686f
Merge http://github.com/coelckers/gzdoom
2016-10-04 23:26:50 -04:00
Magnus Norddahl
490dd612b3
Keep using render buffers when ssao is off, for better performance
2016-10-05 03:56:58 +02:00
Major Cooke
0e9f808c8a
Fixed: FLATSPRITES were drawn backwards.
2016-10-04 10:05:57 -05:00
Magnus Norddahl
e9d13e5d74
Remove gl_light_math (reverts last remains of old lightmath branch)
2016-10-04 00:25:35 +02:00
Magnus Norddahl
51f867bc6c
Merge branch 'ssao' into qzdoom
...
# Conflicts:
# src/gl/renderer/gl_renderer.cpp
# wadsrc/static/language.enu
# wadsrc/static/menudef.zz
# wadsrc/static/shaders/glsl/main.fp
2016-10-04 00:16:05 +02:00
Magnus Norddahl
ecb57d6cd9
Merge remote-tracking branch 'gzdoom/master' into ssao
...
# Conflicts:
# src/gl/renderer/gl_renderer.cpp
# src/gl/scene/gl_scene.cpp
# src/gl/shaders/gl_shader.cpp
# wadsrc/static/language.enu
# wadsrc/static/menudef.zz
2016-10-04 00:01:03 +02:00
Magnus Norddahl
bcb64a3445
Merge branch 'ssao' into qzdoom
...
# Conflicts:
# src/gl/renderer/gl_postprocess.cpp
# src/gl/renderer/gl_renderer.cpp
# src/gl/scene/gl_scene.cpp
# src/gl/shaders/gl_ambientshader.cpp
# src/gl/shaders/gl_ambientshader.h
# src/gl/system/gl_cvars.h
# wadsrc/static/language.enu
# wadsrc/static/menudef.zz
2016-10-03 23:47:09 +02:00
Magnus Norddahl
dcb6c1ac3a
Move ApplyFXAA to PostProcessScene
2016-10-03 23:30:00 +02:00
alexey.lysiuk
5d99e7dafe
Fixed compilation on platforms other than Windows
2016-10-03 22:13:33 +03:00
Christoph Oelckers
7ab7fc9a57
- seems I missed this part...
2016-10-03 16:21:50 +02:00
Christoph Oelckers
4eb5f10b02
- use normals to have proper light attenuation. So far only implemented for walls and flats. Models are planned but need some thinking about how to efficiently collect all required lights for an object.
2016-10-03 16:09:32 +02:00
Magnus Norddahl
7c47806382
Fix aspect ratio bug in LensDistortScene
2016-10-03 09:18:47 +02:00
raa-eruanna
c6408e92e2
Merge http://github.com/coelckers/gzdoom
...
# Conflicts:
# src/gl/renderer/gl_postprocess.cpp
# src/gl/renderer/gl_renderer.cpp
# src/gl/scene/gl_scene.cpp
# wadsrc/static/language.enu
# wadsrc/static/menudef.zz
2016-10-02 23:10:07 -04:00
alexey.lysiuk
c68aa2b241
Added FXAA post-processing
...
Implementation of Fast Approximate Anti-Aliasing is based on nVidia sample:
https://github.com/NVIDIAGameWorks/GraphicsSamples/tree/master/samples/es3-kepler/FXAA
2016-10-03 00:15:45 +02:00
Christopher Bruns
5391216756
Delete unused new BlitFromEyeTexture() method I ended up not using.
2016-10-02 16:27:43 -04:00
Christopher Bruns
63b28a1d80
Retain stereoscopic parity after dragging window in row interleaved 3D mode.
2016-10-02 16:11:06 -04:00
Christopher Bruns
0240cdef18
Modulate row interleaved stereo 3d offset with window height parity, because gl_FragCoord.y approaches zero at the bottom, not the top of the window.
2016-10-02 16:10:58 -04:00
Christopher Bruns
576619504e
Remove unused WindowHeight uniform.
2016-10-02 16:10:50 -04:00
Christopher Bruns
fcbf9342d6
Compute row location using gl_FragCoord.
2016-10-02 16:10:39 -04:00
Christopher Bruns
460b653709
Row interlaced 3d might be working, at least in fullscreen 1920x1080 mode.
2016-10-02 16:10:21 -04:00
Christopher Bruns
79046580d5
Partial implementation of row interlaced mode.
2016-10-02 16:09:22 -04:00
Christopher Bruns
960d4d6755
Create TopBottom3D mode and begin sketching RowInterleaved3D mode.
2016-10-02 16:09:02 -04:00
raa-eruanna
a89ec61dc1
Merge http://github.com/coelckers/gzdoom
2016-10-01 19:06:40 -04:00
Christoph Oelckers
cfa6b817b5
- made bloom and tonemap settings game specific and save all related CVARs.
...
As was pointed out: "That said, there is one minor problem - different game artstyles can constitute whether Bloom is turned on, which tonemap is used, etc. For example, when playing Doom, I like having my bloom on, but if I am going to start playing the Adventures of Square, the art style and bloom don't mix, in my opinion. For this, I have to remember to switch my bloom settings every time I switch IWad"
2016-10-01 21:34:13 +02:00
raa-eruanna
dd9881b5fa
Merge http://github.com/coelckers/gzdoom
2016-09-28 06:40:56 -04:00
Christoph Oelckers
b75395aa74
- fixed: Screen size update coordinates were copied into the wrong buffer location.
2016-09-28 09:25:48 +02:00
raa-eruanna
c8d0a478d8
Merge http://github.com/coelckers/gzdoom
2016-09-25 19:43:52 -04:00
Christoph Oelckers
750c194959
- changed order of SwapBuffers and glFinish call. The new order with glFinish coming last is recommended by OpenGL and it fixes a stalling problem with portals and camera textures visible at the same time.
...
- check and use WGL_EXT_swap_control_tear extension. The above change makes the system always wait for a full vsync with a wglSwapInterval of 1, so it now uses the official extension that enables adaptive vsync. Hopefully this also works on the cards where the old setup did not.
2016-09-26 01:38:25 +02:00
raa-eruanna
ed07ff1bdd
Merge http://github.com/dpjudas/dpdoom
2016-09-25 02:19:39 -04:00
raa-eruanna
9ecb7d44f7
Merge http://github.com/coelckers/gzdoom
2016-09-24 23:36:47 -04:00
Magnus Norddahl
287acea6b4
Update copyright
2016-09-25 00:31:57 +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
0397fe185f
Don't do ambient occlusion when rendering to texture
2016-09-25 00:22:32 +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
8907a8bfe8
- fixed incorrect function name in sprites drawer.
...
- fixed duplicate property key in ADynamicLight serializer. Radius was already claimed by AActor so this needs a different name.
2016-09-24 12:09:53 +02:00
Magnus Norddahl
5ef46d1730
Merge remote-tracking branch 'gzdoom/master' into qzdoom
2016-09-24 09:37:18 +02:00
Major Cooke
561edd31ec
Added check for angle visibility for GZDoom.
2016-09-24 09:29:00 +02:00
Magnus Norddahl
8172949800
Merge branch 'lightmath' into dpdoom
2016-09-24 08:40:47 +02:00
Magnus Norddahl
4350587714
Remove accidental UpdateCameraExposure duplicate from merge
2016-09-24 08:40:28 +02:00
Magnus Norddahl
c21090333f
Merge remote-tracking branch 'qzdoom/master' into dpdoom
2016-09-24 08:17:49 +02:00
Magnus Norddahl
d126e91ded
Merge remote-tracking branch 'gzdoom/master' into lightmath
...
# Conflicts:
# src/gl/renderer/gl_renderbuffers.cpp
# src/gl/renderer/gl_renderbuffers.h
# src/gl/renderer/gl_renderer.h
# src/gl/scene/gl_scene.cpp
2016-09-24 08:12:12 +02:00
Christoph Oelckers
ee2766d00b
- made adjustments for new savegame code.
2016-09-24 01:47:44 +02:00
raa-eruanna
2a9e97688d
Merge http://github.com/coelckers/gzdoom
2016-09-22 05:23:02 -04:00
Christoph Oelckers
18ee6353fa
- let's be safe and set the proper texture mode for the fullscreen blend rect. I've got spurious reports that on some occasions it was rendered opaque.
2016-09-22 10:54:16 +02:00
Christoph Oelckers
1bddc277e6
- fixed winding of voxel polygons.
2016-09-22 10:28:14 +02:00
Christoph Oelckers
960ed5130c
- fixed: DTA_ColorOverlay was not properly handled by F2DDrawer.
2016-09-22 10:20:36 +02:00
Christoph Oelckers
52d4c3970e
- use glPOlygonOffset on non-translucent flat and wall sprites to avoid z-fighting.
2016-09-22 10:00:40 +02:00
Christopher Bruns
2e8d2ed626
Implement vr_swap_eyes CVAR, now that side-by-side mode is mostly working.
2016-09-22 09:25:49 +02:00
Christopher Bruns
a1cbd39f3f
Move call to Stereo3DMode.AdjustPlayerSprites into FGLRenderer.DrawPlayerSprites()
...
(cherry picked from commit 5b5598d7d85c6bb8930e874d5d94cca835061bf0)
2016-09-22 09:25:48 +02:00
Christopher Bruns
a5c27af59b
Show weapon at full width in SideBySideFull 3D mode.
...
(cherry picked from commit c42e98c0042937adc05c1f1569d909d58a5b8ffb)
2016-09-22 09:25:48 +02:00
Christopher Bruns
7b8847c6be
Update comment for other file.
2016-09-22 09:25:47 +02:00
Christopher Bruns
d10a0309ab
Update header comment in gl_sidebyside3d source files
2016-09-22 09:25:47 +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
Christopher Bruns
9a257ac158
Implement side-by-side narrow 3D mode.
2016-09-22 09:25:46 +02:00
raa-eruanna
72491049e0
Changes to the contrast/brightness/gamma formula for both hardware and shader gamma correction. Mainly makes a correction with the shader version where contrast/brightness being negative values would clip them inappropriately.
2016-09-22 09:23:25 +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
146b5d2d06
- use 'override' qualifier on renderer interface.
...
Bad things can happen if these get changed in ZDoom without adapting to the change so better let the compiler handle this automatically.
2016-09-22 09:06:21 +02:00
Magnus Norddahl
7c862b85b3
Don't do ambient occlusion when rendering to texture
2016-09-22 03:49:19 +02:00
Magnus Norddahl
b6c64416be
Added SceneData texture as the second colorbuffer when rendering a scene and placed fog data into it
2016-09-21 02:04:56 +02:00
Magnus Norddahl
24f748da03
Add gbuffer pass support to FShaderManager and FRenderState
2016-09-20 02:57:57 +02:00
raa-eruanna
20e620bbe7
Merge http://github.com/coelckers/gzdoom
...
# Conflicts:
# src/version.h
2016-09-19 03:05:38 -04:00
Magnus Norddahl
b1871b272b
Merge branch 'exposure_pass' into lightmath
2016-09-18 19:31:36 +02:00
Magnus Norddahl
210dd6d26a
Make bloom/exposure less aggressive
2016-09-18 19:31:09 +02:00
Christoph Oelckers
ceaa040750
- added a workaround to avoid sprite splitting when it may cause glitches for sprites that get rotated in the draw pass.
2016-09-18 17:45:02 +02:00
Magnus Norddahl
38be2333d0
Merge branch 'exposure_pass' into lightmath
...
# Conflicts:
# src/gl/renderer/gl_renderbuffers.cpp
# src/gl/renderer/gl_renderbuffers.h
# src/gl/renderer/gl_renderer.h
# src/gl/scene/gl_scene.cpp
2016-09-18 16:22:44 +02:00
Magnus Norddahl
8dd12c8216
Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
2016-09-18 16:01:21 +02:00
Magnus Norddahl
1e2935f4e0
Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing
2016-09-18 15:57:22 +02:00
raa-eruanna
e47e6d1d6e
Merge http://github.com/coelckers/gzdoom
2016-09-17 20:06:22 -04:00
Major Cooke
80c1baa596
Fixed: Pitch was rotating around the wrong axis.
2016-09-17 12:10:22 -05:00
raa-eruanna
962291d18e
Merge http://github.com/coelckers/gzdoom
2016-09-17 11:32:57 -04:00
Christoph Oelckers
bec17bd222
- FLATSPRITE fixes.
2016-09-17 08:26:30 +02:00
Major Cooke
d01b0e061e
Moved flatsprite code into CalculateVertices.
2016-09-16 12:07:28 -05:00
Major Cooke
66d20726c2
Reintroduced flat sprites once more.
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- Take note, current flat sprites will change. With no pitch involved, sprites are now flat across the ground.
2016-09-16 11:47:20 -05:00
raa-eruanna
7da94e5aca
Merge http://github.com/coelckers/gzdoom
2016-09-16 11:49:42 -04:00
Christoph Oelckers
7c2886e8ea
- fixed the last commit:
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The altered vertices must always be copied to the actual buffer and it's not necessary to copy everything, copying the 4 changed ones is sufficient.
2016-09-16 08:10:19 +02:00
Magnus Norddahl
3c1868f7e6
Fix wrong flash rectangle size after window resize
2016-09-16 02:53:19 +02:00
Magnus Norddahl
95fef44200
Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
2016-09-15 00:31:34 +02:00
raa-eruanna
343cde4595
Merge http://github.com/coelckers/gzdoom
2016-09-14 14:08:19 -04:00
Christoph Oelckers
8b6e09ca09
- changed the license of the OpenGL renderer to LGPL v3.
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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
raa-eruanna
004c7de89b
Part 1 of code merge
2016-09-14 04:03:39 -04:00
Magnus Norddahl
c54b4e74f5
Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
2016-09-13 23:44:12 +02:00
Christoph Oelckers
a98f364cc3
- added another missing nullptr check.
2016-09-13 23:37:19 +02:00
alexey.lysiuk
dcabcaa5b6
Fixed compilation on non-Windows platforms
2016-09-13 22:10:07 +03:00
Christoph Oelckers
c593dda8f3
- added missing nullptr check.
2016-09-12 23:03:27 +02:00
Magnus Norddahl
0fc5ee1ffd
Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
2016-09-12 22:30:46 +02:00
Magnus Norddahl
b378b3d05a
Remove black bars from windowed mode
2016-09-12 20:43:45 +02:00
Magnus Norddahl
7bdbaaff22
GL aspect ratio adjustments
2016-09-12 20:29:26 +02:00
Magnus Norddahl
a0b6a0275c
Fix random texture sampling bug
2016-09-11 11:09:40 +02:00
Christopher Bruns
924aaa3a92
fixed: Delay setup of quad-buffered stereo 3d mode, in case a useful OpenGL context is not immediately provided.
2016-09-11 00:45:17 +02:00
Magnus Norddahl
03d0b09f29
Fix depth blur
2016-09-10 22:39:09 +02:00
Christoph Oelckers
71f4bacbd7
- missed something for last commit.
2016-09-10 12:36:44 +02:00
Christoph Oelckers
d3246be488
- draw wall sprites without translucent pixels as opaque. This looses the border smoothing with texture filtering but avoids sorting problems.
2016-09-10 12:24:13 +02:00
Christoph Oelckers
30cb651d92
- completely removed the flat sprite code.
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This was conceptionally so wrong that there is no chance to salvage any of it.
2016-09-10 10:58:53 +02:00
Magnus Norddahl
63fb604e98
Fix stripes in the reconstructed normals due to down scaling
2016-09-09 18:19:00 +02:00
Magnus Norddahl
8861b1aaff
Grab tanHalfFovy from the projection matrix
2016-09-09 09:47:46 +02:00
Magnus Norddahl
f6bede8374
Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
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# Conflicts:
# src/gl/renderer/gl_renderbuffers.cpp
# src/gl/renderer/gl_renderbuffers.h
# src/gl/renderer/gl_renderer.h
# src/gl/scene/gl_scene.cpp
# wadsrc/static/language.enu
# wadsrc/static/menudef.z
2016-09-09 09:31:30 +02:00
Magnus Norddahl
d83a72f361
Add missing IsEnabled check
2016-09-09 00:36:12 +02:00
Magnus Norddahl
63dc394913
Present function for left, right and quad-buffered stereo3d
2016-09-09 00:36:11 +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
Christoph Oelckers
b9ca3c85f8
- fixed: translucency detection in multipatch textures did not work.
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- fixed: The flat drawer never checked if a texture had translucent parts.
2016-09-08 12:18:09 +02:00
raa-eruanna
5a64307ad1
Changes the tonemap generation algorithm.
2016-09-08 00:51:48 +02:00
Christoph Oelckers
181e5dc4db
- fixed floor clipping of sprites.
2016-09-06 22:18:47 +02:00
Christoph Oelckers
bfe34f4dc7
- cleanup.
2016-09-06 21:39:13 +02:00
Christoph Oelckers
a36d89405a
- separated the coordinate calculation from GLSprite::Draw.
2016-09-06 12:22:00 +02:00
Christoph Oelckers
a5c0f9a548
- use the predefined fullscreen vertices for clearing a portal instead of using the quad drawer.
2016-09-06 11:58:22 +02:00
Christoph Oelckers
74ede7bb4e
- fixed: The DrawBlend call in the postprocessing case was using the global 'viewsector' variable directly.
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As with the Stereo3D stuff, this cannot be done because recursive processing of portals will change it. Instead the local copy has to be used here, just like the EndDrawScene call already did.
2016-09-05 09:10:29 +02:00
Christoph Oelckers
d2ead39bcc
- force framebuffers for camera textures on GL 3+ hardware. With all the postprocessing stuff added I don't think it's ok to use the screenbuffer for this anymore.
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- disable framebuffers for camera textures in legacy mode entirely. This depends on a GL_DEPTH24_STENCIL8 surface which most of these old chipsets do not support, and I really see no point to invest any work here. The worst that can happen is that oversized camera textures won't be processed, which, due to general performance issues, might even be a good thing.
2016-09-04 14:16:05 +02:00
Christoph Oelckers
95bedac6ca
- inlined FHardwareTexture::GetTexDimension.
2016-09-04 13:14:14 +02:00
Christoph Oelckers
8b01a88b76
- removed gl_lights_size and gl_lights_intensity.
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Both of these were inherited from ZDoomGL and in terms of light design in maps it makes absolutely no sense to have them user configurable. They should have been removed 11 years ago.
2016-09-04 12:45:09 +02:00
Christoph Oelckers
e7856ce1e3
- removed unused forceadditive parameter from gl_GetLight.
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- restricted gl_lights_additive to legacy code and removed menu entry for this.
For modern hardware this setting is completely pointless, it offers no advantage and degrades visual quality. Its only reason for existence was that drawing additive lights with textures is a lot faster, and that's all it's being used for now.
2016-09-04 12:35:26 +02:00
Magnus Norddahl
3727c5ed0f
Mark portals in scene alpha channel for the SSAO pass
2016-09-04 08:15:29 +02:00
Magnus Norddahl
527703ae8c
Fix missing flash if multisampling was on and no post processing effects active
2016-09-04 03:21:47 +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
217601f338
- fixed: FPortal::ClearScreen may not use the 2D drawing code anymore.
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2D calls are accumulated and then executed all at once at the end of the frame, but this one needs to be interleaved with the 3D rendering. It now uses the quad drawer to fill the portal with blackness.
2016-09-04 01:46:29 +02:00
Christoph Oelckers
3ae2e77512
- added xBRZ files.
2016-09-03 16:55:16 +02:00
Christoph Oelckers
4a80f8e4ed
- fixed: Camera textures and savegame pictures should not be drawn with a Stereo3D mode.
2016-09-03 16:54:17 +02:00
Christoph Oelckers
aece9aaa58
- added xBRZ texture scaler after clearing the licensing conditions. A screenshot of the confirmation that this is ok has been added to the 'licenses' folder.
2016-09-03 14:01:51 +02:00
Magnus Norddahl
e7765bb240
Move SSAO pass to be before translucent rendering
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Fix depth sampling location when not using fullscreen scene
2016-09-03 04:29:50 +02:00
Magnus Norddahl
902097d6da
Resolve multisampling depth in shader
2016-09-03 04:12:00 +02:00
Magnus Norddahl
b1c1e6aae7
Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
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# Conflicts:
# src/gl/renderer/gl_renderbuffers.cpp
2016-09-03 01:17:16 +02:00
Christoph Oelckers
8b7a87f256
- fix conditions for DrawBlend calls.
2016-09-03 00:43:18 +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
ee503ea275
- removed now redundant mystdint.h file.
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Visual Studio now ships stdint.h so this workaround is no longer needed.
2016-09-02 10:55:56 +02:00
Magnus Norddahl
98032bc73f
Change SSAO blur to be depth aware
2016-09-02 05:45:00 +02:00
Magnus Norddahl
5a0c61a2d5
Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
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# Conflicts:
# src/gl/renderer/gl_postprocess.cpp
# src/gl/renderer/gl_renderbuffers.cpp
# src/gl/scene/gl_scene.cpp
2016-09-02 02:40:44 +02:00
Christoph Oelckers
4e8027612f
- restored 2 lines of code that somehow got lost before the last commit.
2016-09-01 17:38:17 +02:00
Christoph Oelckers
589936f570
- draw the colormap blend after postprocessing, not before it.
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- 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
Magnus Norddahl
8a2737a0ce
Fix precision issue in SSAO shader
2016-09-01 07:15:40 +02:00
Christoph Oelckers
4a0e082836
- fixed: The wall splitter in the translucent sorting code needs to set fracleft and fracright so that vertex generation is done correctly for the split segments.
2016-08-31 23:26:49 +02:00
Magnus Norddahl
55ea4a7729
Add ssao random texture
2016-08-30 01:09:21 +02:00
Christoph Oelckers
45ff15559d
- removed gl_draw_synv because with the postprocessing this is no longer useful.
2016-08-30 00:33:02 +02:00
Magnus Norddahl
240ebf94a1
Remove radius increase in point light modes
2016-08-29 22:42:46 +02:00
Magnus Norddahl
737e700774
Added SSAO pass
2016-08-29 13:10:22 +02:00
Magnus Norddahl
a1d90e1229
Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
2016-08-29 12:58:20 +02:00
Christoph Oelckers
8f535997f8
- enable core profile by default on GL 3.x.
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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
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Reverted a03b2ff48b
to fix issues with nVidia graphics on macOS
2016-08-28 11:15:16 +03:00
Christoph Oelckers
03d055a5ec
- adjustments for message modes.
2016-08-28 10:11:09 +02:00
alexey.lysiuk
9b91a13487
Restored legacy way to collect OpenGL extensions
2016-08-28 10:21:20 +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
c9578ae72d
- create vertex buffer data for horizon portals in the constructor instead of in the draw function.
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This was the last remaining place where the vertex buffer was accessed in the render pass.
2016-08-26 18:18:50 +02:00
Christoph Oelckers
597e10116f
- added missing framebuffer function to fudging block.
2016-08-26 08:30:47 +02:00
Christoph Oelckers
10550c4ef0
Merge branch 'init_global_state' of https://github.com/dpjudas/zdoom
2016-08-26 02:20:00 +02:00
Christoph Oelckers
abba548e40
- render sector hacks through the quad renderer if the vertex buffer is not accessible.
2016-08-26 02:03:24 +02:00
Magnus Norddahl
5f09d3b7ef
Add FBufferedUniformSampler because sampler uniforms may default bind to other locations than zero
2016-08-26 01:46:39 +02:00
Magnus Norddahl
b68bbaf617
Fix uninitialized memory access if a FShaderProgram is destroyed without being fully compiled and linked
2016-08-26 01:40:28 +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
f6544f3c44
- removed unused GLFLat::sub and all codes depending on it a valid pointer.
2016-08-26 00:04:29 +02:00
Christoph Oelckers
6755cb2a25
- use the quad drawer for skybox-flagged sectors.
2016-08-26 00:02:32 +02:00
Christoph Oelckers
b83c2056a8
- store the stencil caps in the reserved part of the main vertex buffer instead of constantly recreating them.
2016-08-26 00:01:51 +02:00
Christoph Oelckers
76d7b52fcd
- handle the case where a wall gets drawn with an unmapped buffer and no vertex data.
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This uses the quad drawer because it can only happen with translucent walls that got split during sorting.
2016-08-25 23:20:23 +02:00
Christoph Oelckers
4598c4138c
- added vertex initialization for walls in the processing pass for core profile without persistent buffers.
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This is slower than doing it in the render pass so it's only active when actually needed - it's also slower than using a client array so this code only gets used when there is no choice but to work with a 3.x core profile context.
2016-08-25 23:13:49 +02:00
Christoph Oelckers
8f331f56e2
- use MakeVertices directly in the portal code and remove all related code from RenderWall.
2016-08-25 23:02:43 +02:00
Christoph Oelckers
8cf53f04e8
- split off the vertex creation from RenderWall.
2016-08-25 22:54:08 +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
9525d3690f
Added gl_light_math and changed pixelpos + lights to be in eye space
2016-08-25 06:25:05 +02:00
alexey.lysiuk
52b51e79b9
Fixed missing decals in compatibility renderer
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The problem was appeared in conjunction with dynamic lights only
See http://forum.zdoom.org/viewtopic.php?f=4&t=19321&start=405#p932733
2016-08-24 10:27:14 +03:00
alexey.lysiuk
a185886924
Added compatibility handling for fog and dynamic lights used together
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See http://forum.drdteam.org/viewtopic.php?t=7063
2016-08-24 10:26:11 +03:00
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