Christoph Oelckers
05d8856fe0
- moved file system implementation to 'common'.
2020-04-11 14:00:20 +02:00
Christoph Oelckers
80c6d5b276
- renamed more stuff and also moved the Strife teaser voice handling out of the file system.
2020-04-11 14:00:19 +02:00
Christoph Oelckers
6bccde3b51
- renamed the file system related classes to actually use the term "FileSystem".
2020-04-11 14:00:18 +02:00
Rachael Alexanderson
98ee0a7035
- move colorization parser from 'textures' to 'gldefs'
2020-01-05 16:30:01 -05:00
Christoph Oelckers
8177583e2f
- treat configurations which load a secondary WAD on top of a primary IWAD like SVE to consider the secondary WAD an actual IWAD as well.
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This fixes localization of the SVE menu.
2019-07-15 20:48:00 +02:00
alexey.lysiuk
8bf2683b4a
- added message about missing texture for material definition
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https://forum.zdoom.org/viewtopic.php?t=64234
2019-04-11 14:48:45 +03:00
alexey.lysiuk
ab53509774
- fixed crash in GLDEFS parser caused by missing texture
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https://forum.zdoom.org/viewtopic.php?t=64234
2019-04-11 13:26:10 +03:00
Christoph Oelckers
e3eaa5964d
- removed v_video.h include from portals.h
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This has no business in a play related file which also made no use of it.
2019-02-01 00:30:21 +01:00
Christoph Oelckers
f6a91e1722
- moved the I_Error prototypes to doomerrors.h to avoid having to include the low level system header for this.
2019-01-31 19:38:04 +01:00
Christoph Oelckers
4af5ea25c1
- change per-level attenuation of dynamic lights for each viewpoint.
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To avoid unnecessary work, the current state is tracked.
2019-01-29 20:09:06 +01:00
Christoph Oelckers
8da1b5c1b0
- properly handle passing of the light flags.
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Since these can be changed on the placed light actor they have to be read from there, so this is now a pointer in FDynamicLight, just like the other properties that can be user-changed.
Also did some cleanup on the interface so that external code doesn't need to dereference the lightflags pointer but can use utility functions for all flags.
2019-01-03 09:24:22 +01:00
Christoph Oelckers
d654e02dea
- rewrote dynamic lights to not use actors for the internal representation and made DynamicLight a purely scripted class.
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This should be less of a drag on the playsim than having each light a separate actor. A quick check with ZDCMP2 showed that the light processing time was reduced to 1/3rd from 0.5 ms to 0.17 ms per tic.
It's also one native actor class less.
2019-01-01 19:35:55 +01:00
Christoph Oelckers
c597b16f30
- fixed: 'frame' in GLDEFS light definitions was case sensitive.
2018-12-18 19:36:50 +01:00
Christoph Oelckers
1aba33122b
- fixed: The light defaults were not fully deleted on an engine restart.
2018-12-15 15:36:43 +01:00
Christoph Oelckers
91bb7c0641
Let FSkyboxTexture map to the last defined regular texture of the same name instead of its first face
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This is normally a better fallback for the software renderer.
2018-12-10 02:56:49 +01:00
Christoph Oelckers
9409843931
- replaced the last access operator, too
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Now everything uses a function.
This really wasn't what operators are supposef to be used for.
2018-12-07 03:01:40 +01:00
Christoph Oelckers
9fedecbe60
Renamed FTextureManager::GetTexture to GetTextureID
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It doesn't return a texture after all and I want to repurpose the name for something else.
2018-12-07 02:31:30 +01:00
Christoph Oelckers
6eab4a882c
- narrowing down the public interface of the texture class
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Cannot refactor if the entire class is this wide open to everything.
Not complete yet, doesn't fully compile!
2018-12-06 01:11:04 +01:00
Christoph Oelckers
91df3f8c73
- added option to disable alpha testing for user shaders.
2018-10-31 15:56:20 +01:00
Christoph Oelckers
118bc78fe3
- moved the entire OpenGL backend into a separate namespace.
2018-10-29 13:56:17 +01:00
Magnus Norddahl
1ef9938320
- fix user defines and textures not working
2018-07-15 23:34:58 +02:00
Magnus Norddahl
fcb14494d7
- improve the gldefs syntax by allowing the shader to be specified in the material section
2018-07-15 23:21:06 +02:00
Magnus Norddahl
8a500a25f5
- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
2018-07-15 23:01:40 +02:00
usernameak
7de9e1f097
Added ability to set defines in custom HW shaders
2018-07-14 12:01:54 +02:00
usernameak
e306d4ee04
Fix codestyle; add ability to name the textures
2018-07-14 12:01:54 +02:00
usernameak
fa51a54042
Made ability to define custom material shaders for ProcessMaterial function
2018-07-14 12:01:54 +02:00
usernameak
292458ee2d
Custom hardware shaders now can use custom texture units
2018-07-14 12:01:54 +02:00
Christoph Oelckers
46a57fdfa1
- moved the postprocessing CVARs to hwrenderer.
2018-05-17 20:51:42 +02:00
Christoph Oelckers
ea98fe3c4d
- moved the hardware independent part of custom postprocessing shaders from gl to hwrenderer.
2018-05-17 20:23:01 +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
e77cba1fd8
- added a 'lightsizefactor' command to gldefs.
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This is for mitigating the recently discovered problem with attenuated lights getting reduced in size, even on OpenGL 3+. The intent of the shrinking was to account for higher brightness of non-attenuated lights on OpenGL 2 and was never meant to be active on more modern versions.
The factor will apply to any attenuated light defined after it and will be inherited by included sub-lumps, but it will only last for the lunp it is set in.
If you have a definition for the broken behavior, AddLightAssociation
'lightsizefactor 0.667' at the top of your GLDEFS.
2018-04-18 22:15:06 +02:00
Christoph Oelckers
d01bc452ba
- moved all variables not related to the hardware renderer's texture state out of gl_info.
2018-04-02 13:00:33 +02:00
Christoph Oelckers
1fc4c9801b
- moved all GLDEFS parsing into a dedicated source file.
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- split gl_postprocessshader.h in two so that the hardware independent part can be used by GLDEFS without pulling in all of OpenGL.
2018-04-02 12:28:20 +02:00