Commit graph

4408 commits

Author SHA1 Message Date
Christoph Oelckers
b8bcbe819b - removed texture based dynamic lighting. For GL 3.x the shader approach is always better.
- fixed: sky fog was not unset.
2014-07-15 20:49:21 +02:00
Christoph Oelckers
fb6b4238ed - fixed: glProgramUniform is only present from GL 4.1 or a specific extension so it may not be used on systems not supporting it. 2014-07-15 02:48:59 +02:00
Christoph Oelckers
fc0cf4f998 - GZDoom now runs on an OpenGL core profile. :)
It's probably still necessary to replace GLEW with another loader library. GLEW is pretty much broken on core OpenGL without some hacky workarounds...
2014-07-15 02:26:23 +02:00
Christoph Oelckers
6046b11b4f - all shaders now compile in core profile. 2014-07-15 01:05:53 +02:00
Christoph Oelckers
eedc5a69be - replaced builtin position vertex attribute. 2014-07-15 01:02:48 +02:00
Christoph Oelckers
1b7f5a2e6a - replaced builtin texture coordinate vertex attribute. 2014-07-15 00:59:01 +02:00
Christoph Oelckers
5a322742c3 - remove use of builtin and deprecated color vertex attribute. 2014-07-15 00:37:13 +02:00
Christoph Oelckers
5193f6cfef - remove use of builtin deprecated varyings in shaders. 2014-07-15 00:19:41 +02:00
Christoph Oelckers
ed8a21fd86 - replaced deprecated alpha testing with shader code. 2014-07-14 21:14:43 +02:00
Christoph Oelckers
84a49e37ee - handle normals for spheremapped mirror surfaces using non-deprecated features.
- move all WGL references out of global header files so that global wgl header include is no longer necessary
2014-07-14 19:54:07 +02:00
Christoph Oelckers
ed5ee4e8d1 - removed some obsolete init stuff and some deprecated constants. 2014-07-14 18:48:46 +02:00
Christoph Oelckers
4df25d951b Merge branch 'master' into Glew_Version_For_Real 2014-07-14 16:51:41 +02:00
Christoph Oelckers
4297bd9a51 Merge branch 'master' of https://github.com/rheit/zdoom 2014-07-14 00:32:16 +02:00
Christoph Oelckers
1f2f7616e1 - remove timing of matrix application method 2014-07-14 00:31:10 +02:00
Christoph Oelckers
150135a07d - reinstate drawcall timing. 2014-07-13 23:14:28 +02:00
Christoph Oelckers
ce3653f6e1 - remove all uses of builtin matrices. 2014-07-13 23:13:40 +02:00
Christoph Oelckers
2214c0ac06 - remove all uses of builtin matrix manipulation. Only glLoadMatrix for view and projection matrix are left. 2014-07-13 22:37:34 +02:00
Christoph Oelckers
dbb05c5f33 - remove use of builtin texture matrices.
- make matrix class single precision.
2014-07-13 20:41:20 +02:00
Christoph Oelckers
9230a20f18 - added some checks to the wall rendering code that will allow to disable the clip planes in many cases, even when a plane mirror portal is active. This also solves the precision issue with using world coordinates for clip checks. 2014-07-13 17:15:17 +02:00
Christoph Oelckers
00fcf4bc06 - for some reason using world coordinates for clipping in the shader is somewhat imprecise so the clip plane heights have to be adjusted a bit for it. 2014-07-13 13:25:42 +02:00
Christoph Oelckers
60dc2e1122 - some shader fixes. 2014-07-13 13:01:35 +02:00
Christoph Oelckers
d868f60f6c - since the clip planes for plane mirrors did not work anymore I reimplemented them using shader based logic. It still needs to be seen if this affects performance on older hardware. 2014-07-13 12:14:12 +02:00
Christoph Oelckers
004cf5748c - fixed: FraggleScript's SpawnedThings array must always be checked for owned inventory items. The 'mapthingnumexist' function forgot to do that. 2014-07-13 09:43:28 +02:00
Christoph Oelckers
400a573e65 - fixed: ACS's LineAttack function with a valid tid still used the activator as the attack's source. 2014-07-13 09:12:46 +02:00
Edward Richardson
e1130b860e Serialize FriendPlayer 2014-07-13 14:44:22 +12:00
Christoph Oelckers
7cbffc7c14 - test code removal. 2014-07-10 10:35:02 +02:00
Christoph Oelckers
a936629cec - use default fragment shader for burn and stencil shader, with the time consuming parts disabled by a #define, to avoid code duplication. 2014-07-10 10:33:07 +02:00
Christoph Oelckers
e691341541 Merge branch 'master' of https://github.com/rheit/zdoom 2014-07-09 09:16:30 +02:00
Christoph Oelckers
e1729a9ec2 - fixed compilation with VC++2005 solution.
hu_stuff.h defined some callbacks for qsort without STACK_ARGS which causes problems with this solution's Release setting which uses __fastcall calling convention.
2014-07-09 09:15:51 +02:00
Edoardo Prezioso
d83f048858 - Miscellaneous CMakeLists.txt fixes.
- fixed a CMake warning about uninitialized use of the variable CROSS_EXPORTS in the tools subfolder when CMAKE_CROSSCOMPILING is off;
- fixed a variable typo: CMAKE_CURRENTY_BINARY_DIR instead of CMAKE_CURRENT_BINARY_DIR;
- in src/CMakeLists.txt, fixed a missing merge of a portion of code from maint branch to master.
2014-07-01 19:13:05 +02:00
Christoph Oelckers
92185f96eb - fixed overflow with storing a sprite's dynamic light color in a PalEntry. 2014-07-01 09:52:41 +02:00
Christoph Oelckers
9a6bc64381 - use vertex array objects to manage vertex buffers. 2014-07-01 00:51:02 +02:00
Christoph Oelckers
5ee626459d - use model vertex buffer to render voxels. 2014-06-30 18:57:24 +02:00
Christoph Oelckers
f710518903 - use a uniform array to store vertex data to render dynamic stuff on GL 3.x hardware without the ARB_buffer_storage extension.
Due to the way the engine works it needs to render a lot of small primitives with frequent state changes.
But due to the performance of buffer uploads it is impossible to upload each primitive's vertices to a buffer separately because buffer uploads nearly always stall the GPU.
On the other hand, in order to reduce the amount of buffer uploads all the necessary state changes would have to be saved in an array until they can finally be used. This method also imposed an unacceptable overhead.
Fortunately, uploading uniform arrays is very fast and doesn't cause GPU stalls, so now the engine puts the vertex data per primitive into a uniform array and uses a static vertex buffer to index the array in the vertex shader.
This method offers the same performance as immediate mode but only uses core profile features.
2014-06-30 18:10:55 +02:00
Christoph Oelckers
6efefd9b7f - use vertex buffer to render MD3 models. 2014-06-30 18:02:52 +02:00
Christoph Oelckers
54297acde4 - removed obsolete gl_lightbuffer code.
This never worked properly and by now far better options are available to solve the problem of dynamic light data uploads.
2014-06-30 13:30:10 +02:00
Christoph Oelckers
9c5cec0056 - draw wipes with buffers
Only two things left that still use immediate mode directly: MD3 models and voxels.
2014-06-30 10:05:15 +02:00
Christoph Oelckers
1efc2938b7 - implement model vertex buffer and draw MD2 models using it instead of using the GLCommands from the model. 2014-06-29 23:24:16 +02:00
Christoph Oelckers
dd05e564cf - this needed more fixes... 2014-06-29 14:32:50 +02:00
Christoph Oelckers
2cd1118aad Merge branch 'master' into Glew_Version_For_Real 2014-06-29 14:11:03 +02:00
Christoph Oelckers
a33b49c2c2 Merge branch 'master' of https://github.com/rheit/zdoom 2014-06-29 14:09:55 +02:00
Christoph Oelckers
9d1dbf4eab - fixed: FBufferedUniform1f didn'T work because it used an int as its buffered value. 2014-06-29 14:08:44 +02:00
Christoph Oelckers
d0e551060d - fixed: When the 3D floor init code was updated 5 years ago for Vavoom's latest changes to its 3D-floor implementation it accidentally set the 3D-floor's alpha as its desaturation. 2014-06-29 12:50:42 +02:00
Christoph Oelckers
ffcb6cb70a - added second vertex coordinate attribute for model interpolation. 2014-06-29 11:00:21 +02:00
Christoph Oelckers
08054ddc34 Merge branch 'master' into Glew_Version_For_Real 2014-06-29 08:53:43 +02:00
Christoph Oelckers
77277f4f75 Merge branch 'master' of https://github.com/rheit/zdoom 2014-06-29 01:10:51 +02:00
Christoph Oelckers
7d7f146ce1 - fixed: transferring a translation to a missile needs to check if the missile was spawned successfully. 2014-06-28 15:21:19 +02:00
Blzut3
c4bc5f7b97 Merge pull request #78 from alexey-lysiuk/fix_osx_build
Fix OS X build
2014-06-28 04:49:37 -04:00
alexey.lysiuk
65203760a8 Fix incorrect actor flag handling on big endian platforms 2014-06-28 11:00:08 +03:00
alexey.lysiuk
7b69c60af1 Use correct 'true' keyword 2014-06-28 11:00:01 +03:00