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.
...
- 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.
...
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.
...
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
Christoph Oelckers
b946114145
- removed unused variable.
2016-08-22 22:00:45 +02:00
Magnus Norddahl
1594cc9570
Only use KHR_debug if available
2016-08-22 19:25:13 +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.
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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
alexey.lysiuk
3e01039bbb
Fixed missing #include for GCC/Clang
2016-08-21 15:47:56 +03:00
Christoph Oelckers
dde81b33ea
- glEnable(GL_TEXTURE_2D) only makes sense if no shaders are being used.
2016-08-21 08:45:21 +02:00
Christoph Oelckers
97ff4cc025
Merge branch 'debug' of https://github.com/dpjudas/zdoom
2016-08-20 12:34:56 +02:00
Magnus Norddahl
f63635e07a
Fix RFL_INVALIDATE_BUFFER check being inverted
2016-08-19 01:11:11 +02:00
Christoph Oelckers
eadc2f35dd
- fixed: The crossfade wipe must use its own alpha for the second layer, not the one from the vertex buffer.
2016-08-19 00:21:17 +02:00
Magnus Norddahl
e8fc935f04
Another IsFilteredByDebugLevel typo..
2016-08-18 02:24:57 +02:00
Magnus Norddahl
4241026f1c
Swapped order in IsFilteredByDebugLevel
2016-08-18 02:21:53 +02:00
Magnus Norddahl
f75b6d8c5d
Improve debug level filtering
2016-08-18 02:10:54 +02:00
Magnus Norddahl
b21b65eb43
Rearrange binding of texture and sampler to get rid of texture state usage warning
2016-08-18 01:32:41 +02:00
Magnus Norddahl
01f9a2d27a
Fix clear warning
2016-08-18 00:21:33 +02:00
Magnus Norddahl
18ff65fb0e
Filter logging to only display each message once
2016-08-17 23:52:20 +02:00
Magnus Norddahl
d380d765c9
OpenGL object labels and debug groups
2016-08-17 23:18:47 +02:00
Magnus Norddahl
2825bd4967
Fix invalid value error
2016-08-17 21:25:31 +02:00
Magnus Norddahl
a37225b81e
Don't debug break on notifications
2016-08-17 21:25:03 +02:00
Magnus Norddahl
2cb5f1740e
Add OpenGL debug messages to the console
2016-08-17 20:33:10 +02:00
Magnus Norddahl
fc01a6b832
Only query for GL_MAX_SAMPLES once
2016-08-17 17:59:47 +02:00
Magnus Norddahl
3c08f5ae48
Fix multisample count bug
2016-08-17 17:37:49 +02:00
Magnus Norddahl
5eeac830eb
Clear and InvalidateFramebuffer optimization
2016-08-17 17:37:13 +02:00
Magnus Norddahl
fa2bcebd51
Add KHR_debug and ARB_invalidate_subdata
2016-08-17 16:48:11 +02:00
Magnus Norddahl
a8d1197ea7
Make sure we never pass a negative value to pow, and optimize gamma uniform
2016-08-16 00:01:18 +02:00
Magnus Norddahl
a03b2ff48b
Change render buffers from RGBA16F to RGBA16
2016-08-15 23:51:49 +02:00
Christoph Oelckers
ac80ffcc00
- fixed scissor calculations in 2D drawer.
2016-08-15 08:53:49 +02:00
Christoph Oelckers
e03696a6c9
- fixed: The model matrix must be disabled right after rendering the sky dome, so that it won't get used for the skyfog layer.
2016-08-14 20:11:46 +02:00
Christoph Oelckers
4e8a96aa0e
- removed FRenderState::set2DMode because it had no effect. This looks like development garbage from old times.
2016-08-14 09:14:26 +02:00
Magnus Norddahl
f8cc56ea3a
Move SetOutputViewport to OpenGLFrameBuffer::Update as it cannot be safely called from Begin2D
2016-08-14 09:05:54 +02:00
Magnus Norddahl
fd4422eb62
Restore bound texture when FGLRenderBuffers::Setup finishes
2016-08-14 09:05:53 +02:00
Magnus Norddahl
94b72d25e9
First render may not have known scene dimensions
2016-08-14 09:05:52 +02:00
Magnus Norddahl
af62352860
Fix uninitialized data in render buffers at creation
2016-08-14 09:05:52 +02:00
Magnus Norddahl
847d2e8862
Fix viewport not being updated when resizing window when no scene is active
2016-08-14 09:05:51 +02:00
Magnus Norddahl
647ef5d029
Fix blur shader to use RenderScreenQuad
2016-08-14 09:05:50 +02:00
Magnus Norddahl
210fce1193
Fix bloom shader missing its target
2016-08-14 09:05:50 +02:00
Magnus Norddahl
4ecb77385d
GetScreenshotBuffer bug fix
2016-08-14 09:05:49 +02:00
Magnus Norddahl
d5b122b092
Fix GetScreenshotBuffer grabbing from wrong location
2016-08-14 09:05:48 +02:00
Magnus Norddahl
c817979eae
Remove GetTrueHeight from GL renderer and concentrate all viewport calculations in SetOutputViewport
2016-08-14 09:05:48 +02:00
Christoph Oelckers
353a464f5b
- fixed: The 2D texture drawer did not reset the render state's color so any previously set desaturation would persist.
2016-08-13 22:15:00 +02:00
Christoph Oelckers
0fdd80eae7
- removed debug Printf.
2016-08-10 16:32:31 +02:00
Christoph Oelckers
0e5a3ebe50
- fixed bad function call in vertex buffer init code.
2016-08-10 00:35:42 +02:00
Christoph Oelckers
56a60ebe85
- restored a line that got accidentally deleted.
2016-08-08 20:47:54 +02:00
Christoph Oelckers
e5f88a9883
- fixed: The textured automap was not using correct light levels.
...
In order for the externally passed vertex attribute to work the buffer's color attrib array needs to be disabled for these.
2016-08-08 16:18:07 +02:00
Christoph Oelckers
675822004d
- use static buffer data and a uniform to handle the texture positioning of the present shader.
...
That's again one less write access to the buffer. The uniform method was chosen because this way a buffer update can be completely avoided, and setting a single uniform is a lot cheaper and simpler to handle.
2016-08-08 16:06:02 +02:00
Christoph Oelckers
8daaf61160
- predefine the vertex data for the blend overlay which will never change throughout the lifetime of the GLRenderer object.
2016-08-08 14:24:48 +02:00
Christoph Oelckers
9c9edbffdb
- on older ATI drivers where the clip planes are broken, only disable the clip planes themselves, but not OpenGL 3.x so that dynamic lights still work as intended.
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- only disable clip planes on Windows, but not on Linux or macOS.
- If a driver reports full OpenGL 4.5 support, assume that all features are working properly.
2016-08-08 12:55:09 +02:00
Magnus Norddahl
2ac91f0c5a
Fix Nvidia driver ignoring wglSwapIntervalEXT
2016-08-08 12:22:40 +02:00
alexey.lysiuk
9ab9548723
Additional fix for splitting of complex wall in compatibility renderer
...
warp 2720 -200 -32 on Extreme Terror
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/exterror
2016-08-08 12:19:37 +02:00
Christoph Oelckers
def3ad7533
- refactored all 2D drawing to use its own vertex buffer which does not need to be mapped permanently.
2016-08-08 12:13:09 +02:00
Magnus Norddahl
d4615861ae
Fix missing FGLRenderBuffers::IsEnabled checks
2016-08-07 00:41:17 +02:00
Christoph Oelckers
04c59b434b
- renamed WipeVertexBuffer to FSimpleVertexBuffer because this will be useful elsewhere, too.
2016-08-07 00:40:31 +02:00
Christoph Oelckers
8f0629932d
- ImmRenderBuffer is not needed anymore.
2016-08-06 14:29:21 +02:00
Christoph Oelckers
6a66d0255d
- use a dedicated vertex buffer for rendering the wipes.
...
- fixed: The postprocessing shaders clobbered the render state's vertex buffer info by bypassing and not notifying it of the change.
2016-08-06 14:12:40 +02:00
Christoph Oelckers
7576e85cef
- force use of shaders on all hardware, unless -noshader is specified.
...
Right it's only for easy testing, so only the code that does the feature checking has been disabled.
2016-08-06 13:06:55 +02:00
Christoph Oelckers
2e555e6dab
- use client arrays on compatibility profiles instead of calling glBegin/glEnd.
...
This eliminates most behavioral differences for FFlatVertexBuffer between both operating modes, now the only difference is where the buffer is located.
2016-08-06 12:03:16 +02:00
Magnus Norddahl
346badf25f
Moved state to FGLPostProcessState and merged vertex shaders
2016-08-06 11:51:08 +02:00
Christoph Oelckers
13a2bf57e5
- fixed vertex coordinate ordering for the sky cubemap.
...
This was done differently for FFlatVertex and FSkyVertex which caused a switch of the y and z coordinates for the skybox image.
2016-08-06 11:47:03 +02:00
Christoph Oelckers
5b201287fa
- fixed bad #pragma pack combination in hqnx_asm_Image.h
2016-08-05 15:27:35 +02:00
Christoph Oelckers
13527fdd0a
Merge branch 'lensshader' of https://github.com/dpjudas/zdoom
2016-08-05 00:58:14 +02:00
Magnus Norddahl
976a78429e
Simplify post process buffer handling
2016-08-04 17:16:49 +02:00
Magnus Norddahl
6fc7596d52
Fix aspect ratio and texture clipping in lens shader
2016-08-04 15:47:15 +02:00
Christoph Oelckers
21536781a9
- forgot to save this.
2016-08-04 13:01:42 +02:00
Christoph Oelckers
63ad7d99d1
- fixed: The dynamic light buffer's behavior needs to obey the gl.lightmethod variable, and not depend on presence of persistently mapped buffers.
...
Since there is a command line switch to revert to the lower behavior it can well be that they do not match.
2016-08-04 12:55:21 +02:00
Christoph Oelckers
7ba6269450
- changed rendering of sky cubemaps to use precalculated vertex data from the SkyVertexBuffer.
2016-08-04 12:16:53 +02:00
Magnus Norddahl
6b9529d70f
Added lens distortion shader
2016-08-02 17:32:21 +02:00
Magnus Norddahl
43e577ce79
Merge remote-tracking branch 'gzdoom_upstream/master' into postprocess_vbo_bind_fix
...
# Conflicts:
# src/gl/renderer/gl_postprocess.cpp
2016-08-02 10:00:53 +02:00
Magnus Norddahl
5a67ae6021
Fix missing VBO bind calls
2016-08-02 00:27:01 +02:00
Magnus Norddahl
f980a1f42b
Fix wrong UV calculations when resizing or maximizing window
2016-08-01 15:12:13 +02:00
Christoph Oelckers
8aebfdb3ab
- fixed: gl_bloom_amount may never be 0.
2016-08-01 11:29:28 +02:00
Magnus Norddahl
e8c98a5901
No gamma and player sprites on screenshots
2016-07-31 16:56:41 +02:00
Magnus Norddahl
7709db4bb0
Fix broken viewport/backbuffer location for WriteSavePic
2016-07-31 16:23:21 +02:00
Magnus Norddahl
a6354c74cf
Fix incorrect viewport location when not using fullscreen HUD
2016-07-31 13:23:49 +02:00
Christoph Oelckers
20f4975e2b
Merge branch 'blurshader_120_fix' of https://github.com/dpjudas/zdoom
2016-07-31 09:17:28 +02:00
Magnus Norddahl
849e80074e
Added GLSL 120 fallback support
2016-07-31 03:54:16 +02:00
Magnus Norddahl
b789aaa0eb
Fix binding error that Nvidia didn't complain about but Intel on Mac does
2016-07-31 03:16:48 +02:00
Christoph Oelckers
c93204cace
Merge branch 'master' of https://github.com/coelckers/gzdoom
2016-07-30 22:09:56 +02:00
Christoph Oelckers
bc51e98612
Merge branch 'blackscreenfix' of https://github.com/dpjudas/zdoom
2016-07-30 20:28:41 +02:00
Magnus Norddahl
1682b02c67
Fix glBindSampler state messing up post processing shaders
2016-07-30 19:54:20 +02:00
Magnus Norddahl
cfc20d1198
Added multisample support to FGLRenderBuffers and added gl_multisample to the menus
2016-07-30 15:33:30 +02:00
alexey.lysiuk
7de242930a
Removed obsolete gamma correct shader used on macOS only
2016-07-30 15:30:35 +03:00
Christoph Oelckers
b52d457146
Merge branch 'master' of https://github.com/coelckers/gzdoom
2016-07-30 11:45:19 +02:00
alexey.lysiuk
e2a2d38a25
Removed redundant comparison in compatibility renderer
...
Clang no longer reports "warning: comparison of array 'this->tcs' not equal to a null pointer is always true"
2016-07-30 10:25:42 +03:00
Major Cooke
36705b0f04
Added GZDoom version of SpriteAngle and SpriteRotation.
2016-07-30 00:33:33 +02:00
Christoph Oelckers
f4cbde856b
Merge branch 'bloom' of https://github.com/dpjudas/zdoom
2016-07-30 00:30:27 +02:00
Magnus Norddahl
9bfce5b6ea
Moved post processing effects to its own file
2016-07-30 00:02:26 +02:00
Magnus Norddahl
5849c83028
Added bloom and tonemap to menus
...
Added gl_renderbuffers CVAR that disables render buffers
Added patch shader support to FShaderProgram
Added OpenGL 2 fallback support to render buffers
2016-07-29 21:31:20 +02:00
Magnus Norddahl
0efee85bd8
Added tonemapping and sector based exposure control
2016-07-29 00:36:43 +02:00
Magnus Norddahl
69f52cc898
Added bloom shaders
2016-07-27 21:50:30 +02:00
Christoph Oelckers
da1762ac2c
- fixed: DoSetMapSection could cause a stack overflow on large maps. Made it iterative instead of recursive to avoid that.
2016-07-27 16:27:40 +02:00
Magnus Norddahl
e82c38e4f9
Update copyright and typo fix
2016-07-27 11:15:20 +02:00
Magnus Norddahl
aeb7df09de
Added hardware gamma option and improved window handling on Windows
2016-07-27 11:15:19 +02:00
Christoph Oelckers
071485b22e
- fixed: If the resulting render style, after all adjustments, is None for the weapon sprite, do not attempt to draw it at all.
2016-07-25 11:55:47 +02:00
Magnus Norddahl
41e959e102
Adds the last texture filter mode (trilinear min filter with nearest magnification)
2016-07-23 18:57:37 +02:00
Christoph Oelckers
54a120d612
- do not process subsectors if rendering a stacked sector portal and the clipper is set to 'blocked', i.e. no visible parts are present.
...
This solves the most severe occurences of sprites being drawn in front of a portal's contents. It is not a full fix, though, there's still some extreme cases where portals may glitch if some stuff gets between the camera and the actual portal area.
Normally this has to perform a full check of the subsector against the portal's camera-facing linedefs but that's too costly for those rare cases where it may be an issue.
2016-07-23 10:23:34 +02:00
Christoph Oelckers
d405cf5b7c
- fixed: Before rendering a sector stack portal the clipper needs to be completely filled, if the view point's subsector is not inside the portal. If this is not done, some setups where a recursive look into the originating area is possible may exhibit some issues.
2016-07-23 09:47:14 +02:00
MajorCooke
35666f1e09
Fixed a nullptr crash with flatsprite actors.
2016-07-21 13:12:59 -05:00
Christoph Oelckers
c5db5dff99
- fixed a crash when initializing the GL portal data for an incomplete or inactive portal. Also did a bit of cleanup on this code, the 'delta' member was never used.
2016-07-16 12:45:49 +02:00
Christoph Oelckers
a2f56b6ef5
- This should have been part of an earlier commit, no idea why it wasn't saved...
2016-07-16 09:35:20 +02:00
Jordon Moss
1ef8057fa7
Updated SurfaceSkin to take the path property.
2016-07-16 09:30:26 +02:00
Jordon Moss
6014bde3d0
Renamed PushSpriteFrame to PushSpriteMDLFrame for consistency.
2016-07-16 09:30:26 +02:00
Jordon Moss
8bbc04a46f
Fixed a minor typo in SurfaceSkin validity check.
2016-07-16 09:30:25 +02:00
Jordon Moss
b3b2eb42c6
Added SurfaceSkin MODELDEF property, allows overriding MD3 per-surface skins.
2016-07-16 09:30:25 +02:00
Christoph Oelckers
bc7b439dd0
- addressed: MDL_INHERITACTORPITCH got the direction of the rotation wrong. Fixed by deprecating this flag (and also MDL_INHERITACTORROLL) and introducing proper flags, named MDL_USE*. This not only resolves the issue but also elimintates the nonsensical INHERIT part of the names.
2016-07-16 09:10:18 +02:00
Christoph Oelckers
f4b80a451e
- fixed: The render style specific blend settings were overridden when adding code to ensure proper setup of all properties.
...
It turned out that the only thing that wasn't set is the alpha function, not the blend settings themselves.
2016-07-16 08:57:48 +02:00
MajorCooke
e56196eb1a
Disable facing camera rotations if the actor is a flat/wall sprite.
...
- It not only looks bad, it also throws off users when trying to make perfectly aligned images since the plane is distorted wildly.
2016-07-13 09:31:22 +02:00
MajorCooke
cc8d84cd5d
Fixed sprites defaulting to rotate around the center instead of the offsets. Seeing how it's still useful however, ROLLCENTER can still be used to center upon actors that are offsetted like monsters.
2016-07-13 09:31:22 +02:00
Christoph Oelckers
6b0b7ea049
- fixed sprite z coordinate calculation for flatsprites.
2016-07-04 01:00:01 +02:00
Christoph Oelckers
cc784fff14
Merge branch 'rollGZ2' of https://github.com/MajorCooke/zdoom
2016-07-04 00:45:37 +02:00
alexey.lysiuk
924b8105c5
Fixed splitting of complex walls in compatibility renderer
...
Example: +warp 2720 -200 -32 on Extreme Terror
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/exterror
2016-06-29 12:34:35 +02:00
alexey.lysiuk
e6a7db99e4
Fixed missing polyobjects in compatibility renderer
2016-06-29 12:23:16 +02:00
alexey.lysiuk
fc8eaab57b
Fixed crash in dynamic lights compatibility renderer
...
Reproduces using -iwad plutonia -file brutalv20b.pk3 +map map07
2016-06-29 12:21:39 +02:00
Christoph Oelckers
17c212d5bc
- disable transparent door render hacks if any of the involved sectors contains floor slopes.
...
These lead to false positives but rarely represent actual hacks.
2016-06-29 12:19:00 +02:00
alexey.lysiuk
2813a22740
Fixed inconsistent state of lights in compatibility renderer
2016-06-19 11:19:31 +03:00
Christoph Oelckers
7b99c883e1
- use the exact same semantics and methods to handle player visibility as in the software renderer.
...
This fixes invisible player sprites in recursive line portals.
2016-06-18 12:14:20 +02:00
Christoph Oelckers
87d27b8db3
- fixed some crash issues with recent changes.
2016-06-18 10:01:24 +02:00
Christoph Oelckers
92e2ce2aef
- adjustments for weapon rendering in GL.
...
This adds support for the new weapon state code and fixed some lighting calculations.
Note that this currently will not allow combination of HUD models with other sprite frames yet.
2016-06-17 17:21:42 +02:00
Christoph Oelckers
8ca07443f1
- fixed: Sprite splitting at 3D floors must set the fog parameters for the new light level.
2016-06-17 16:16:31 +02:00
MajorCooke
b2d2389343
Fixed: Slanted flat + roll sprites didn't take DONTFLIP into account.
2016-06-05 15:51:23 -05:00
MajorCooke
e58c6de7d6
DONTFLIP flag prevents the backside from flipping over.
2016-06-05 15:14:40 -05:00
alexey.lysiuk
56ce6abbc2
Fixed splitting of walls in compatibility renderer
...
Any wall adjacent to 3D floor sector were not rendered at all
2016-06-05 12:38:23 +03:00
Christoph Oelckers
5017a192eb
- fixed: The texture matrix was not reset after drawing the texture pass for multipass textured dynamic lights.
2016-05-19 12:22:39 +02:00
Christoph Oelckers
13da14e915
- disable dynamic lights on additively blended surfaces because it doesn't look good at all.
2016-05-18 22:20:18 +02:00
Christoph Oelckers
362e21a6b3
- fixed: The pitch negation required for INHERITACTORPITCH was also applied to the one from PITCHFROMMOMENTUM.
2016-05-17 09:12:26 +02:00
Christoph Oelckers
52e19c59b3
Revert "- let gl_draw_sync default to false."
...
This reverts commit 616f84209b
.
Now I remember why this is not active: This is causing some problems with interpolated plane heights. Since there is no synchronization with the vertex buffer, the next frame will reset all plane coordinates before the GPU can use them. This will require some rethinking about when to update the buffer - it cannot be done in the render data setup loop.
2016-05-13 20:44:04 +02:00
Christoph Oelckers
99bfc64af6
- another failed attempt to use GL_CLIP_PLANE. Leave it in because it's closer to what is needed than the old code.
2016-05-12 23:41:06 +02:00
Christoph Oelckers
616f84209b
- let gl_draw_sync default to false.
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No need to waste valuable processing time if we can let the GPU run in parallel with the code that generates the next frame.
2016-05-12 20:23:18 +02:00
Christoph Oelckers
15933f9c72
- fixed: Texture precaching for sprites had some inverted logic and deleted everything that was still required.
2016-05-10 20:51:23 +02:00
Christoph Oelckers
15c711f2a1
- added a missing break in the wall draw dispatcher.
2016-05-09 00:58:55 +02:00
Christoph Oelckers
d5eb1008a4
- implemented texture overlay pass for textured dynamic lights.
2016-05-08 22:07:18 +02:00
Christoph Oelckers
b90173ed21
- fixed: ADynamicLight::visibletoplayer was not initialized for placed lights when restoring a savegame.
2016-05-08 09:34:22 +02:00
Christoph Oelckers
6753cddce1
- fixed: The HUD weapon drawer partially took the render state from the previous things that got rendered. Especially the blend mode could be randomly set to different values.
2016-05-08 09:22:38 +02:00
Christoph Oelckers
d61ec05c0f
- draw texture based dynamic lights on walls.
2016-05-05 12:18:09 +02:00
Christoph Oelckers
2b92048a5b
- renamed the texture coord variables in GLWall.
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It makes no sense having them organized differently in this struct than what the rendering code needs. This saves one redundant copy operation and a function-local static variable.
2016-05-05 11:48:39 +02:00
Christoph Oelckers
51baa7d137
- added code to calculate light texture coordinates on walls.
2016-05-05 11:32:21 +02:00
Christoph Oelckers
0b2821d696
- added dynamic light rendering with textures on flats
2016-05-05 10:28:21 +02:00
Christoph Oelckers
c9d4c68039
- added dynamic light drawer for flats.
2016-05-05 00:24:47 +02:00
Christoph Oelckers
4412f99b38
- added the flat dispatcher for textured lighting.
2016-05-04 23:07:16 +02:00
Christoph Oelckers
ec7b4b1ba4
- initial work on textured dynamic light processing.
2016-05-04 22:14:39 +02:00
Christoph Oelckers
8817f89192
- do not clip the first frame of very slow projectiles.
2016-05-04 20:31:21 +02:00
Christoph Oelckers
7b65e6d424
- use glMapBuffer instead of glMapBufferRange on older hardware.
2016-05-04 19:16:07 +02:00
Christoph Oelckers
bdb7594e60
- fixed: Incomplete model definitions flagged the actor as having a model, which could cause a crash.
2016-05-04 14:25:58 +02:00
Christoph Oelckers
5f095082c0
- fixed: The 2D drawing code incorrectly set the shader override to disable all special effects.
2016-05-04 14:10:06 +02:00
Christoph Oelckers
54571beaca
- reset the path to "" before a model definition is parsed.
2016-05-04 12:28:35 +02:00
Christoph Oelckers
fd8a59bd24
- fixed: INHERITACTORPITCH was inverted.
...
- changed PITCHFORMOMENTUM to do nothing for very small velocities.
2016-05-04 12:23:40 +02:00
Christoph Oelckers
ab8a647433
- fixed the disabled visibility rules check for dynamic lights by doing the actual check in the light's Tick() method and letting the renderer only use the result.
2016-05-04 11:33:18 +02:00
Christoph Oelckers
0a94371974
- reinstated old code for rendering fog boundaries and mirrot surfaces without shaders.
...
- added code for filling the render list for textured dynamic lights. This is not yet active because no code is present to handle this data.
2016-05-03 23:28:42 +02:00
Christoph Oelckers
0f8f08edfd
- fixed: camera facing sprites need to orient themselves toward the actual camera position, not the view actor (which may be invalid or in a completely different part of the map if a portal is being rendered.)
2016-05-03 19:24:28 +02:00
Christoph Oelckers
b6af4677f3
- implemented model precaching.
2016-05-03 18:14:16 +02:00
Christoph Oelckers
534500f36d
- fixed software-based model interpolation.
2016-05-03 16:49:10 +02:00
Christoph Oelckers
f7fda94ec9
- changed model data to store models and textures by index instead of by pointer.
...
The indices are needed for efficient precaching and actual changes to the logic are minor so that this was the best option overall.
2016-05-03 15:45:21 +02:00
Christoph Oelckers
0e14f00b51
- fixed caching of texture sampler state for old hardware.
...
- fixed handling of CLAMP_XY_NOMIP sampler mode. This cannot be lumped together with CLAMP_XY because it has different mipmap requirements.
2016-05-03 13:39:41 +02:00
Christoph Oelckers
4d7be0e20e
- added software interpolation as a fallback for models.
...
This is not tested yet so no guarantees!
2016-05-03 13:10:00 +02:00
Christoph Oelckers
942138b307
- undid some leftover texture state checks from the first attempt to handle this without sampler objects.
...
This code was written under the assumption that the glGenerateMipmap function does not exist. But all supported hardware has this function through the GL_EXT_framebuffer_object extension.
2016-05-03 11:27:52 +02:00
Christoph Oelckers
6f2b0a6293
- rewrote texture caching so that not the base texture but the actually used translations for sprites get precached.
2016-05-03 01:00:52 +02:00
Christoph Oelckers
ec037bfd1a
- fixed: The check for one-way portals in the renderer was incomplete.
2016-05-02 19:47:27 +02:00
MajorCooke
16bea6cf1f
- Fixed: Roll must orient the rotation based on pitch, not the other way around.
2016-05-02 10:46:44 -05:00
MajorCooke
9ec3093a34
Fixed some missed cases.
2016-05-02 08:52:44 -05:00
MajorCooke
673dab7f23
Removed PITCHFLATSPRITE. FLATSPRITE now encompasses the behavior.
2016-05-02 06:29:19 -05:00
alexey.lysiuk
4c4b97316e
Fixed inconsistent texture wrapping
...
Sampler state needs to be reseted when hardware texture resources are released
2016-05-02 13:02:55 +03:00
alexey.lysiuk
44b019413c
Implemented gamma correction in OS X native backend using shader effect
2016-05-02 10:04:09 +03:00
MajorCooke
a163220e8c
Removed FlatAngle.
2016-05-01 17:30:30 -05:00
Christoph Oelckers
f2f3fa6d09
- parched the texture precaching so that it compiles and works again. The real work will come later.
2016-05-02 00:13:00 +02:00
MajorCooke
980a310755
GZDoom Roll Submission
2016-05-01 14:08:09 -05:00
Christoph Oelckers
26acf8e994
- fixed conditions for menu patching.
2016-05-01 17:43:30 +02:00
Christoph Oelckers
50ba1ecde8
- add menu patching for GL 2.x mode.
...
- use stdint types in model code, because we have to start somewhere with the transition.
2016-05-01 13:09:13 +02:00
Christoph Oelckers
4fb17561bc
- optimize VSMatrix::Translate.
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- use FVector3 for sprite rotations.
2016-05-01 12:39:08 +02:00
Christoph Oelckers
47064e24c9
- only bind the uniform buffer if it is actually going to be used. No need to check if we are use a shader storage buffer.
2016-05-01 12:01:44 +02:00
Christoph Oelckers
5ead3503b2
Merge branch 'master' of https://github.com/coelckers/gzdoom
2016-05-01 11:57:13 +02:00
Christoph Oelckers
24526f7da5
- made adjustments to floating point bounding boxes for nodes and changes to the WarpBuffer function.
2016-05-01 11:56:45 +02:00
alexey.lysiuk
1deb9742de
Do not call UBO functions when no extension available
2016-05-01 11:46:49 +03:00
Christopher Bruns
6d95c9d544
Fix floating point update for camera facing billboard mode.
2016-04-30 18:15:29 -04:00
Christopher Bruns
5a33005303
Reorder two billboard rotations, so they work together correctly.
...
Fixes #126
# Conflicts:
# src/gl/scene/gl_sprite.cpp
2016-04-30 18:15:27 -04:00
Christopher Bruns
b320787102
Implement new CVAR gl_billboard_faces_camera, which orients sprites toward camera, rather than along view direction.
...
# Conflicts:
# gz3doom/GZ3DoomRiftMonitor1.bat
# src/gl/scene/gl_sprite.cpp
# src/gl/scene/gl_stereo3d.cpp
2016-04-30 18:15:27 -04:00
Christoph Oelckers
51991ef22d
* - render partial sprites on the front side of a portal for actors behind it.
2016-04-30 23:18:37 +02:00
Christoph Oelckers
ca95371a27
- fixed: gl_load.c did not handle the GL 2.x fallback for the lack of glGetStringi correctly, if that function was missing it just crashed.
2016-04-30 17:16:16 +02:00
Christoph Oelckers
8011958ebe
Merge branch 'gz2x' of https://github.com/alexey-lysiuk/gzdoom
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# Conflicts:
# src/gl/system/gl_interface.cpp
2016-04-30 17:09:57 +02:00
Christoph Oelckers
d84e079282
- render partial sprites oon the back side of a portal for actors in front of it. This is needed because the stencil will clip away those parts.
2016-04-30 16:57:53 +02:00
Christoph Oelckers
c29e96d369
- print buffer info only if the buffer type is used.
...
- removed some GL specs that are not informative in GZDoom's context.
2016-04-30 16:31:09 +02:00
Christoph Oelckers
50ab301bd8
- fixed: If we want to support pre-GL3 hardware, we may not require the presence of glGetStringi.
2016-04-30 16:23:32 +02:00
alexey.lysiuk
4400d0cfcc
Fixed restoration of previously bound FBO
2016-04-30 16:29:22 +03:00
alexey.lysiuk
32412c7f75
Disabled printing of junk values for unsupported extensions in OpenGL startup log on OS X
2016-04-30 16:28:50 +03:00
alexey.lysiuk
6757447f1b
Enabled printing of OpenGL startup log on all platforms
2016-04-30 16:28:35 +03:00
alexey.lysiuk
461c97d25b
Fixed remaining issue with shader patching for old OpenGL
2016-04-30 16:28:19 +03:00
alexey.lysiuk
893d0c8915
Added old method to collect extensions
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This required manual changes in generated file gl_load.c
2016-04-30 13:33:54 +03:00
alexey.lysiuk
3816b46938
Fixed compilation of OS X with native backend
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TODO: check Linux build
2016-04-30 11:53:31 +03:00
alexey.lysiuk
de6f13f0b4
Updated gl_load.* files generated with glLoadGen 2.0.5
...
Added OpenGL extensions list file for glLoadGen
Added extensions for OS X version
2016-04-30 11:43:08 +03:00
Christoph Oelckers
70bf649364
- added clip planes for line portals and mirrors. This should eliminate the remaining problems with some visible geometry in front of the portal, it is also necessary to handle sprite splitting across line portals properly.
2016-04-29 12:26:57 +02:00
Christoph Oelckers
21283b18f4
- preparations for using clip planes on line portals.
2016-04-29 01:48:06 +02:00
Christoph Oelckers
e3fad118d2
- use the templated warp functions instead of the limited GZDoom 1.x version. gl_WarpBuffer has been removed.
2016-04-28 19:04:01 +02:00
Christoph Oelckers
434e39e62f
- made adjustments to ZDoom's last changes.
2016-04-28 17:55:58 +02:00
Christoph Oelckers
d4806f82ca
- reinstated some texturing-based dynamic light code. Not active yet and not tested yet.
2016-04-28 00:58:44 +02:00
Christoph Oelckers
ee7a4daa8c
- preparations for textured dynamic lights.
2016-04-27 23:19:54 +02:00
MajorCooke
3be33b5725
The GL part of Quake Rolls.
2016-04-27 13:49:51 +02:00
Christoph Oelckers
73823e6a09
- fixed the texture size checks for determining if a camera texture requires offscreen rendering were wrong and checked the scaled size, not the physical size.
2016-04-27 02:56:55 +02:00
Christoph Oelckers
09f54b0940
- cleaned up the clip plane management for portals.
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Unfortunately the math behind the old clip planes is utterly impenetrable and so poorly documented that I have no idea how to set that up, so it is deactivated for now. It wasn't working anyway.
2016-04-27 00:41:00 +02:00
Christoph Oelckers
066d5c63e2
- better be safe and not call GL_CLIP_DISTANCE functions on old hardware.
2016-04-26 21:55:17 +02:00
Christoph Oelckers
3faf5afa3a
- re-added software translucency splitting for old hardware.
2016-04-26 21:49:30 +02:00
Christoph Oelckers
b06c86db38
- added old wall splitting code as a fallback for old hardware.
2016-04-26 21:42:15 +02:00
Christoph Oelckers
6e1b21d513
- added back sprite splitting for low end, plus some dynamic light code.
2016-04-26 21:31:24 +02:00
Christoph Oelckers
89f36fb963
- enabled texture and model matrices for shader-less rendering and fixed the sky cap color application.
2016-04-26 20:45:56 +02:00
Christoph Oelckers
9d71c91f01
- reenabled software warping for shader-less rendering.
2016-04-26 20:20:00 +02:00
Christoph Oelckers
924b72b633
- added workarounds for the invulnerability colormap for non-shader rendering. Unlike the shader based versions these do not decolorize the screen. The advantage to the old texture duplication is that this is far less stressful on performance.
2016-04-26 20:02:57 +02:00
Christoph Oelckers
913e3df7e3
- fixed display of alpha textures without shaders.
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As it turned out, the translation's alpha channel was clobbered by the whole setup.
2016-04-26 19:11:32 +02:00
Christoph Oelckers
7e6e2bc0a8
- stated adding GL 2.0 compatibility handling
2016-04-26 18:24:02 +02:00
Christoph Oelckers
eb27057853
- enable shader-less rendering. Still very incomplete, but at least the basics are working.
2016-04-26 16:44:03 +02:00
Christoph Oelckers
3b1500438d
- got rid of VAO's. they have no impact on performance and are a general nuisance if some render paths cannot use them.
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- cleaned up gl_interface and removed gl.compatibility.
2016-04-26 16:26:34 +02:00
Christoph Oelckers
f066457a48
- add shader patching to allow running the engine with GLSL 1.2.
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- made some initial preparations for the shader-less fallback path.
2016-04-26 15:26:52 +02:00
Christoph Oelckers
ee9a40f5e9
- replace FLOATTYPE with float in stereo3d code.
2016-04-26 15:20:27 +02:00
Christoph Oelckers
090d13b915
- updated gl_interface to deal with older GL versions.
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- added the framework for allowing multipass textured dynamic lights again.
2016-04-26 15:20:26 +02:00
Christoph Oelckers
97bed58d7d
- use a compatibility mode version of gl_load, so that the fallback GL 2 code can get its definitions.
2016-04-26 11:32:40 +02:00
Christoph Oelckers
22b7a38539
- fixed incorrect sky texture check with Transfer_Heights. The actual sector was checked, not the one created by gl_FakeFlat.
2016-04-24 14:17:06 +02:00
Christoph Oelckers
f77c4642cb
- made the adjustments.
2016-04-24 13:35:43 +02:00
Christoph Oelckers
0d17459c36
- do not disable sampler objects with -gl3.
2016-04-23 15:47:51 +02:00
Christoph Oelckers
9d9219795a
- adjusted function names.
2016-04-23 13:48:25 +02:00
Christoph Oelckers
38f1213387
- made some adjustments.
2016-04-23 13:35:51 +02:00
Christoph Oelckers
a17e0b70d2
- adjustment for function name changes.
2016-04-23 11:38:33 +02:00
Christoph Oelckers
6450752399
- made it compile again.
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The software renderer float conversion removed viewx and viewy which are still needed for efficient position checks against nodes without constant float->fixed conversions.
2016-04-23 10:50:19 +02:00
Christoph Oelckers
c786b65727
- allow the engine to run without sampler objects. This will create some overhead in the texture code, but that's still better than having to error out on those few systems where it may be an issue.
2016-04-22 19:54:51 +02:00
Christoph Oelckers
f299248c8a
- be a bit more careful with using unvalidated portals for checking render hacks.
2016-04-22 09:15:22 +02:00
Christoph Oelckers
1c7b512cc0
- GL handling of new portal data organization.
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This also fixes some oversights with plane and horizon portals which were included in several checks.
2016-04-20 20:08:53 +02:00
Christoph Oelckers
aa12772e07
- crash fix and minor optimization.
2016-04-20 13:18:53 +02:00
Christoph Oelckers
1f32f5a258
- some minor fixing and cleanup on gL portal code.
2016-04-20 11:39:41 +02:00
Christoph Oelckers
573d80f144
- render sproites through sector portals.
2016-04-18 23:52:15 +02:00
Christoph Oelckers
741f054601
- clip sprites to linked sector portal planes.
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This is the first part of properly handling those transitions.
2016-04-18 16:27:04 +02:00
Christoph Oelckers
0d7bd368fa
- added some fudging to draw the outer linedefs of a portal area.
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This is needed so that polyportals get rendered correctly. For non-polyportals these will normally be outside the portal window and just be discarded.
2016-04-17 15:46:04 +02:00
Christoph Oelckers
faeb0303fe
- renamed ADynamicLight's intensity properties to radius, to have their name match their meaning.
2016-04-17 13:53:29 +02:00
Christoph Oelckers
8a010ab871
- allow 90° rotations in skybox sectors.
2016-04-17 11:58:26 +02:00
Christoph Oelckers
0a35027f67
- fixed use of validcount for the GL renderer.
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This needs to be incremented more locally to the place where it is used, so that it is guaranteed that each viewpoint that needs to be rendered increases it.
As a result the uses in the portal code could be removed.
2016-04-17 10:39:29 +02:00
Christoph Oelckers
95de1faa80
- fixed: The portal coverage builder initialized node_t::len differently than the polyobject splitter.
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This was creating quite a mess when loading savegames with both portals and polyobjects.
2016-04-17 01:16:46 +02:00
Christoph Oelckers
a0a530945d
- added new sector type 90 which designates a sector that is being used as a cubemapped skybox, in case someone wants to make one of those without using an actual sky for this.
2016-04-14 13:22:15 +02:00
Christoph Oelckers
328047ea28
- fixed issues with recent Stereo3D submission:
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* there was a CVAR that was only defined in Windows
* code did not compile with GCC.
* due to bad setup it disabled multisampling.
2016-04-14 10:16:04 +02:00
Christoph Oelckers
caf80e74c4
- fixed multiplication/division mixup in TextureAdjustWidth.
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- fixed: For top textures an incorrect ceiling height was passed to DoTexture.
2016-04-13 23:09:45 +02:00
Christoph Oelckers
bffb7444a0
- removed portal check for distance check in GL code.
2016-04-13 19:33:45 +02:00
Christoph Oelckers
d66a28fcde
- fixed offsetting of player weapon sprites.
2016-04-13 16:24:25 +02:00
Christoph Oelckers
d0b30f31e1
- fixed: Checking for slopes at untextured bottom parts of the wall checked the ceiling's slope not the floor's.
2016-04-13 11:41:51 +02:00
Christoph Oelckers
37f43617d9
- make distance check 3D and use proper viewpoint.
2016-04-13 11:35:05 +02:00
Christoph Oelckers
bec3208efd
- added support for distancecheck property.
2016-04-12 19:50:29 +02:00
Christoph Oelckers
a411b93e1d
- fixed: The dynamic pulse light should always use its maximum size for linking into the sector lists, just like the other types with changing size do.
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These limking operations are not cheap so it's preferable to have them affect a bit more geometry than running the linking code each tic.
2016-04-12 16:01:08 +02:00
Christopher Bruns
09d0cb5fd5
Merge branch 'master' of https://github.com/coelckers/gzdoom into two_more_stereo_modes
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# Conflicts:
# src/gl/system/gl_framebuffer.cpp
2016-04-11 18:25:54 -04:00
Christoph Oelckers
56f8974b66
- removed debug code.
2016-04-11 19:59:57 +02:00
Christoph Oelckers
273c1ea510
- fixed PointOnSide caclulation for dynamic lights.
2016-04-11 19:59:39 +02:00
Christoph Oelckers
bf2b61f61c
- removed remaining STACK_ARGS from GL code.
2016-04-11 10:55:09 +02:00
alexey.lysiuk
bd8b8911d5
- fixed Windows 32-bit build
2016-04-11 10:08:18 +03:00
Christopher Bruns
f6d296e103
Add comment by line I modified to avoid compile problem with Visual Studio 2015
2016-04-09 22:08:40 -04:00
Christopher Bruns
355bc75001
Merge branch 'master' of https://github.com/coelckers/gzdoom into two_more_stereo_modes
2016-04-09 21:46:33 -04:00
Christopher Bruns
bde94879ad
Restore stereoscopic geometry correctness, by inserting a minus sign where it always should have been, after finding that a compensating minus sign, where it probably should not have been anyway, was removed during the recent floating point refactoring.
2016-04-09 21:46:14 -04:00
Christoph Oelckers
84c8f38038
- fixed: The divisions in FTexCoordInfo::TextureOffset and RowOffset were turned into multiplications when converting to floating point.
2016-04-10 00:45:48 +02:00
Christopher Bruns
072a5e60ae
Naive change to get latest version to compile.
2016-04-09 17:03:55 -04:00
Christopher Bruns
c6fa01dfbf
Reimplement blue/yellow and quadbuffered stereo, this time with an additional CVAR gate on quadbuffered, for better hardware compatibility.obj
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Something is terribly wrong with the separation in all stereo modes now though.
2016-04-09 15:40:55 -04:00
Christoph Oelckers
7a7e1652fc
- fixed: lower textures used the wrong reference height for alignment
2016-04-09 21:06:32 +02:00
Christoph Oelckers
2e16f3d77e
- made some adjustment for the DrawTexture changes.
2016-04-09 20:49:27 +02:00
Christoph Oelckers
1f0fd85d0e
- adjustments for the DrawTexture interface changes.
2016-04-09 13:05:43 +02:00
Christoph Oelckers
25d7eaed0a
- fixed parentheses in ADynamicLight::DistToSeg.
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- floatifed OpenGL sector grouping.
- optimized light node collection. It should not create light nodes for out of range segs.
2016-04-08 12:38:09 +02:00
Christoph Oelckers
3e94832bfd
- use the correct reference heights for positioning textures.
2016-04-08 01:58:13 +02:00
Christoph Oelckers
4d5671d654
- floatified the texture coordinate code.
2016-04-08 01:42:43 +02:00
Christoph Oelckers
eaf055dff4
- floatified the remaining parts of gl_walls.cpp.
2016-04-08 00:19:51 +02:00
Christoph Oelckers
4ac3734375
- floatified more of gl_wall.cpp.
2016-04-07 23:19:37 +02:00
Christoph Oelckers
ddbb8d79c1
- handle the player sprite when crossing a portal.
2016-04-07 21:13:37 +02:00
Christoph Oelckers
7df1a8ae81
- adjusted FGLLinePortal to recent changes in line_t.
2016-04-07 17:41:06 +02:00
Christoph Oelckers
ee3e3e35e6
- partial floatification of wall texturing code.
2016-04-07 17:00:13 +02:00
Christoph Oelckers
485a1bd0a5
- fixed: The 3D-floor plane renderer mixed float and fixed point.
2016-04-07 16:25:30 +02:00
Christoph Oelckers
4af859094c
- fixed: sprite clipping did not work anymore because the 'invalid' value was inconsistent.
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- cleaned up the 'if' condition in PerformSpriteClipAdjustment,
- enabled weapon bobbing interpolation.
2016-04-07 14:09:07 +02:00
Christoph Oelckers
37ddd20b56
- removed leftover debug code from yesterday's particle fix.
2016-04-07 10:28:43 +02:00
Christoph Oelckers
dbad946fe3
- revert default planes to static in gl_sprite.cpp
2016-04-06 22:09:21 +02:00
Christoph Oelckers
a0d0d9339e
- fixed some uninitialized stuff in particle rendering.
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- added gl_ClampLight to all places where the light level is set.
2016-04-06 14:03:21 +02:00
Christoph Oelckers
123d503492
Merge branch 'master' into floatcvt
2016-04-04 12:25:36 +02:00
Christoph Oelckers
f6b33acbb1
- fixed plane access in GL code.
2016-04-04 12:22:47 +02:00
alexey.lysiuk
cbcde3a950
Fixed check for alpha channel in texture to select hqNx upscaling mode
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Now it's the initial check with the adjustment in mode indices only, as old hqNx MMX indices (4..6) are now occupied by generic hqNx implementation
See http://forum.drdteam.org/viewtopic.php?t=6872
2016-04-04 12:13:50 +02:00
Christoph Oelckers
603af1bb92
- compile bug in gl_sprite and some optimization in gl_walls.cpp
2016-04-03 22:13:38 +02:00
Christoph Oelckers
252a6e9038
- removed back and forth fixed<->float conversions in sprite code.
2016-04-03 13:00:09 +02:00
Christoph Oelckers
58eb64a7e0
- fixed a few fixed/float parameter mixups.
2016-04-03 12:54:47 +02:00
Christoph Oelckers
5a2eac8f15
- floatified vertices and removed the now redundant fx and fy members. This needs an added check for polyobject origins, though, so that such subsectors don't get rendered.
2016-04-03 11:40:14 +02:00
Christoph Oelckers
8a20f901a3
- removed the non.slope special handling in the wall processing code.
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This may have made some sense when I added this 11 years ago but on a current computer it actually hurts performance a bit due to the branching that is involved - the code runs a bit faster with those special cases removed.
2016-04-03 02:07:37 +02:00
Christoph Oelckers
af78937a15
- updated GL renderer.
2016-04-02 23:17:16 +02:00
Christoph Oelckers
348c384bb6
- fixed scaling of skies with unusual dimensions.
2016-04-02 22:18:42 +02:00
Christoph Oelckers
a27181cb0b
- partial adjustments.
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No point changing all the viewx/y/z stuff when that is about to get floatified next.
2016-03-31 21:42:27 +02:00
Christoph Oelckers
c6ada2397c
- adjustments.
2016-03-31 09:50:59 +02:00
Christoph Oelckers
cf44d2e37a
- adjustments.
2016-03-30 20:01:44 +02:00
Christoph Oelckers
cadd8f2d4a
- made adjustments for changes to linedef delta.
2016-03-29 16:31:58 +02:00
Christoph Oelckers
59bb003285
- GL adjustments for plane changes.
2016-03-29 13:45:50 +02:00
Christoph Oelckers
a87c292f10
- adjustments to GL code for texture scale and vertex coordinate access.
2016-03-29 11:26:33 +02:00
Christoph Oelckers
b958a5d748
- adjustments in GL code.
2016-03-25 15:14:09 +01:00
Christoph Oelckers
59406c1273
- adjust.
2016-03-24 16:40:15 +01:00
Christoph Oelckers
37bb816850
- some adjustments for voxels.
2016-03-24 16:10:17 +01:00
Christoph Oelckers
379d5bc0c5
- fixed some issues with dynamic lights caused by the floatification changes
2016-03-24 13:38:37 +01:00
Christoph Oelckers
f62c988a0e
- adjustments for next update.
2016-03-24 12:47:08 +01:00
Christoph Oelckers
eadecaf407
- adjustments to GL renderer for decal and alpha changes.
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- handle portals in sprite lighting, but do not use the playsim's utility functions for efficiency.
2016-03-22 23:19:21 +01:00
Christoph Oelckers
bd7df76059
- fixed compilation of AActor::alpha
2016-03-22 12:56:20 +01:00
Christoph Oelckers
b54b34a512
- adjustments for floating point changes.
2016-03-21 02:57:02 +01:00
alexey.lysiuk
1f64d7ee22
Fixed wrong starting frame for wipe animation
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Menu graphics appeared in starting frame with hardware renderer only
Software renderer was not affected as it reads pixels from front buffer instead of back buffer like OpenGL counterpart did
See http://forum.drdteam.org/viewtopic.php?t=6857
2016-03-15 11:49:56 +01:00
Christoph Oelckers
ae1571158c
- fixed: The portal link table was not created when there were no sector portals.
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- fixed: P_TryMove could loop endlessly over a list of static portals when there was an error during portal creation.
2016-03-12 17:43:36 +01:00
Christoph Oelckers
95d36670cf
- that portal check was not correct.
2016-03-10 15:15:37 +01:00
alexey.lysiuk
7134f53638
- fixed: partial transparency wasn't taken into account
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Smoothing of edges could mark textures as non-transparent when hqNx upscale filter is used
See http://forum.drdteam.org/viewtopic.php?t=6812
2016-03-09 13:17:42 +02:00
Christoph Oelckers
365c192a1d
- added portal support for dynamic lights.
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This requires fixed offsets so it only works with linked portals.
2016-03-08 21:22:12 +01:00
Christoph Oelckers
87d6e03cc2
- should have saved before committing...
2016-03-05 13:09:49 +01:00
Christoph Oelckers
26a05857d0
- fixed: Camera textures should not intercept and clear the NoInterpolateView flag.
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Thanks to some really bad use of a global variable this was causing problems with the inverted order in which GZDoom needs to draw this stuff.
2016-03-05 12:46:47 +01:00
Christoph Oelckers
ef9f3da31d
- do not use the precalculated coordinates for non-linked portals because they are not static.
2016-03-04 14:41:24 +01:00
Christoph Oelckers
dbd89c2702
- refactoring of portal grouping for the renderer, to allow more efficient clipping.
2016-03-04 14:10:13 +01:00
Christoph Oelckers
af1b70376b
- added 21:9 handling to GL code.
2016-03-04 11:47:15 +01:00