Christoph Oelckers
cfe51f0c30
- hole filling subsectors must also be explicitly triangulated for the automap because they may be non-convex.
2018-11-10 08:04:03 +01:00
Christoph Oelckers
9661c3b53c
- moved hw_Sections to r_data, because this is an essential component of the dynamic light system now so it is needed for all renderers.
2018-11-07 00:53:44 +01:00
Christoph Oelckers
085bf0d33f
- fixed Transfer_Heights and 3D floors.
2018-11-06 20:53:45 +01:00
Christoph Oelckers
ddc75f7ba5
- made the common render hacks functional again as separate render items.
2018-11-06 20:31:44 +01:00
Christoph Oelckers
87973ff504
- added handling for intra-sector lines to lighting code.
2018-11-06 00:47:43 +01:00
Christoph Oelckers
ba66c0c889
- changed dynamic light traversal to use sections instead of the subsectors.
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This is mostly complete, except for handling intra-section sidedefs.
2018-11-06 00:13:23 +01:00
Christoph Oelckers
50bd9c3594
- flatvertex generation is working again.
2018-11-05 21:29:57 +01:00
Christoph Oelckers
625eb1e76a
- FVertexBuilder's output looks correct now.
2018-11-05 21:11:54 +01:00
Christoph Oelckers
950ed07ae6
WIP
2018-11-05 15:30:50 +01:00
Christoph Oelckers
d7db00d92e
- sector rendering refactoring for sections - work in progress.
2018-11-05 01:01:48 +01:00
Christoph Oelckers
0deb388a75
- automatically create sections and store them with the level data.
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- added subsector indexing to sections.
This is needed for finding a section from a point.
2018-11-04 22:19:11 +01:00
Christoph Oelckers
49bfdbef9f
- create an intermediate structure between sectors and subsectors.
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A section is a continuous part of a sector or in some case of several nearby continuous parts. For sectors with far away parts multiple sections will be created, especially when they lie in disjoint parts of the map.
This is mainly supposed to cut down on time for linking dynamic lights. Since they need to traverse subsectors to find all touching sidedefs a more coarse data structure that only contains the info needed for this is more suitable. In particular, this does not contain any intra-sector lines, i.e. those with both sides in the same sector.
2018-11-04 20:10:51 +01:00
Christoph Oelckers
533ded8d1e
Merge branch 'master' into mt
2018-10-31 10:20:29 +01:00
Christoph Oelckers
48bc5550d7
- removed the Bind function from FFlatVertexBuffer.
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This is not flexible enough. There was already one place where this was not supposed to go through the render state.
The new interface allows more general use of the contained buffer objects.
2018-10-30 19:28:47 +01:00
alexey.lysiuk
0c686e6f92
- more fixes for GCC
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error: ‘size_t’ does not name a type
error: ‘assert’ was not declared in this scope
2018-10-29 22:57:45 +02:00
alexey.lysiuk
2aac222d35
- fixed compilation on macOS
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error: non-constant-expression cannot be narrowed from type 'unsigned long' to 'int' in initializer list
error: unknown type name 'OpenGLFrameBuffer'
2018-10-29 22:32:36 +02:00
Christoph Oelckers
f7446160bb
Merge branch 'master' into renderstate_abstraction
2018-10-29 14:00:43 +01:00
Christoph Oelckers
9f9d747a6b
- moved all methods that would involve command buffer manipulation in Vulkan to FRenderState, because that's the object that would serve as command buffer builder.
2018-10-28 22:20:51 +01:00
Christoph Oelckers
54de0bf59f
- changed a bit more stuff that doesn't need to be routed through the OpenGL interface anymore.
2018-10-28 14:25:29 +01:00
Christoph Oelckers
c5b3b9e107
- moved the viewpoint buffer to hwrenderer.
2018-10-28 13:26:47 +01:00
Christoph Oelckers
3b26e64404
- renamed the 'vertexbuffer' files to 'buffers' because it's now generic for all buffer types.
2018-10-28 12:04:20 +01:00
Christoph Oelckers
a1fb1f60f4
- replaced IUniformBuffer with IDataBuffer, which reuses the code for the other buffer types and is more flexible.
2018-10-28 11:54:26 +01:00
Christoph Oelckers
8abf09afe2
- consolidated buffer implementations.
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Since this is nearly identical for different buffer types they should share the same code wherever possible.
2018-10-28 09:45:51 +01:00
Christoph Oelckers
5201501534
- added lock/unlock methods to the buffer implementations.
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These are not interchangeable with Map/Unmap!
Map/Unmap is for mapping a buffer for updating on old hardware, Lock/Unlock are for manually copying some initialization data directly into a static buffer.
2018-10-27 16:04:28 +02:00
Christoph Oelckers
5a4e5a8038
- moved the remaining parts of the main vertex buffer to hwrenderer.
2018-10-27 14:42:24 +02:00
Christoph Oelckers
dad3c50ebd
- renamed classes before continuing.
2018-10-27 14:27:43 +02:00
Christoph Oelckers
72bc7693bd
- refactored main vertex buffer (but didn't merge with hwrender class yet.
2018-10-27 14:24:47 +02:00
Christoph Oelckers
3db26a3a1b
- added an abstract index buffer implementation as well.
2018-10-27 10:26:51 +02:00
Christoph Oelckers
bb09f5488f
- added an abstract base vertex buffer class.
2018-10-27 09:07:26 +02:00
Christoph Oelckers
5e39890118
- use a uniform buffer for per-scene data like rotation matrices.
2018-09-02 18:40:36 +02:00
Magnus Norddahl
b1468d9dcc
- somehow visual studio 2015 miscompiles this so badly it triggers an out of bounds assert in STL!
2018-07-22 22:51:08 +02:00
Magnus Norddahl
151ed22967
- write OpenGL backend for hw_postprocess (FGLRenderBuffers::RenderEffect)
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- remove old fxaa and lens shader classes
- render the fxaa and lens effects
2018-06-20 19:56:30 +02:00
Christoph Oelckers
1455111ddc
- removed unused declarations.
2018-06-14 22:57:08 +02:00
Christoph Oelckers
3401876476
- use FShaderProgram through an abstract interface and remove all dependencies on the GL renderer from the shader definition source files.
2018-06-13 22:08:55 +02:00
Christoph Oelckers
ce50b0e46b
- read sampler bindings from the shader instead of tagging along a large amount of support data.
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Works for most shaders, except SSAO.
2018-06-13 17:44:49 +02:00
Christoph Oelckers
59827cd601
- use layout binding qualifiers on uniform buffers when GLSL version >= 4.2
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This has no performance benefits but allows checking shader generation correctness without having to implement Vulkan first.
2018-06-13 13:16:07 +02:00
Christoph Oelckers
cb5caa757b
- moved ShaderUniforms to hwrenderer/ .
2018-06-12 22:08:31 +02:00
Christoph Oelckers
f166624eb2
- some fixes to the PP shader interface.
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The binding point needs to be part of the ShaderUniforms class because Vulkan will need this value to generate the declaration in the shader source.
There's still one issue here: Since OpenGL has no local render state, the buffer must be bound every time it is used. Once the code is better abstracted this should be moved to a higher level class that knows all associated data and how to set it up.
2018-06-12 21:43:35 +02:00
Christoph Oelckers
f33ddd8cce
Made the ScopedViewShifter fully inline
2018-06-12 14:44:58 +02:00
Christoph Oelckers
b8b5802599
Added a uniform buffer abstraction class
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May get some more methods later, this is just a start to get going.
2018-06-12 10:42:03 +02:00
Christoph Oelckers
496e6e2e8f
- fixed: The vertex height updater was using the index buffer offsets to access the vertex buffer.
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I missed this part when repurposing the vboindex members to store the index buffer offsets.
However, since both indices are needed, they need another set of variables.
2018-05-24 00:01:56 +02:00
Christoph Oelckers
b612e182b4
Merge branch 'indexbuffer'
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# Conflicts:
# src/gl/data/gl_vertexbuffer.h
# src/gl/scene/gl_flats.cpp
# src/hwrenderer/data/flatvertices.h
2018-05-22 22:10:21 +02:00
Christoph Oelckers
2514753afb
- make the vertex buffer accessible from the hwrenderer code.
2018-05-22 18:48:10 +02:00
Christoph Oelckers
3e204080ae
- render sector planes in one draw call.
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On a fast and modern graphics card this is a lot faster than doing it per subsector but it may not be without drawbacks on older hardware so it will require some testing on older hardware.
For me Frozen Time's view over the bridge went from 46 fps to 51 fps with this change, the time saved was roughly 2 ms.
2018-05-19 15:20:46 +02:00
Christoph Oelckers
352279a52f
- removed the non-indexed flat setup.
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This won't be needed any longer.
2018-05-19 14:44:16 +02:00
Christoph Oelckers
2125f8b9d1
- use triangles instead of triangle fans to render flats.
2018-05-19 14:42:25 +02:00
Christoph Oelckers
fd3681dae2
- use an indexed vertex buffer to render the flats.
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Right now this has no advantage but it allows optimizing the data, e.g. rendering an entire sector in one go instead of per subsector.
2018-05-19 13:33:28 +02:00
alexey.lysiuk
2ae8d39441
Removed all superfluous #include's
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Automatically optimized by CLion IDE with manual corrections
2018-04-24 14:30:35 +03:00
Christoph Oelckers
59a08ce0df
- fixed a few warnings and changed the return type of FGLTexture::Bind, because no caller needs the hardware texture.
2018-04-14 12:24:04 +02:00
Christoph Oelckers
0affc119fd
- moved hardware independent part of flat vertex data out of GL folder.
2018-04-14 12:05:31 +02:00