Commit graph

911 commits

Author SHA1 Message Date
Christoph Oelckers
c773a500f2 - only activate shader storage buffers on modern drivers also supporting GL_ARB_buffer storage. Early adopters of this extension (i.e. older AMD drivers mainly) tend to implement this badly. 2014-09-17 09:01:16 +02:00
Christoph Oelckers
a25ed3c807 - fixed: inverted rendering for fuzzy things with light powerup was switched off due to change of render style. 2014-09-15 12:15:19 +02:00
Christoph Oelckers
8e7e16f73a - fixed: The light uniform buffer may not be mapped with GL_MAP_INVALIDATE_BUFFER_BIT, because it needs to be mapped for each portal in a scene but it must preserve the existing data for the remaining translucent objects. 2014-09-15 10:27:09 +02:00
Christoph Oelckers
32f08adaf3 - moved some code to better places.
- allow GL version 3.0 in Windows, too.
2014-09-14 23:01:57 +02:00
Ralgor
5cc43137a1 Only require OpenGL 3.0 compatibility profile. 2014-09-14 14:43:42 -05:00
Ralgor
cfc8f3dbbf Global GL render context shouldn't be initialized inside of gl_PrintStartupLog, since it's not compiled in non MSC builds. 2014-09-14 14:42:14 -05:00
Ralgor
1a70a6aabc The light buffer should check for shader_storage_buffer_object rather than buffer_storage. 2014-09-14 14:29:13 -05:00
Ralgor
ddf58b43c9 Fix compile errors on linux. 2014-09-14 14:28:05 -05:00
Christoph Oelckers
3c2f1952fd Merge branch 'master' into v2.x 2014-09-12 21:01:55 +02:00
Christoph Oelckers
25951362fc - fixed: When applying Boom's Transfer_Heights effect to a sector, gl_FakeFlat needs to remove all portals from the original sector planes that are being replaced in the sector copy. 2014-09-11 13:02:39 +02:00
Christoph Oelckers
acf6c259d8 - changed the handling of alpha textures. The only special case they need is with palette-less textures and this can be handled far more easily and robustly with a predefined translation instead of passing another parameter through all the layers of the texture management code. This also fixes problems with paletted PNGs that get used as an alpha texture because the old method clobbered the image's palette. 2014-09-09 13:21:36 +02:00
Christoph Oelckers
4bb320a27c - route texture binding through the renderstate class for better control. Currently it's just a direct passthrough but this will change. 2014-09-09 12:00:42 +02:00
Christoph Oelckers
d5633701b4 - swapped order of textures in burn shader to avoid some problems with the texture samplers.
- fixed: texture sampler state for the burn texture was never set.
2014-09-09 10:17:44 +02:00
Christoph Oelckers
c6f4c0b6f0 - fixed: FMaterial's tex pointer could be accessed before it was set.
- allow more than two texture units in shaders.
2014-09-09 10:03:34 +02:00
Christoph Oelckers
62880f113b - fix a render glitch with Back to Saturn X MAP06: Do not flood missing upper and lower textures with the backsector's flat if that backsector is malformed (i.e. has no area.) 2014-09-09 08:47:39 +02:00
Christoph Oelckers
9b8869e78d Merge branch 'master' into v2.x
Conflicts:
	src/gl/textures/gl_material.cpp
2014-09-09 01:30:11 +02:00
Christoph Oelckers
86d9c7ec8e - add some compatibility settings to fix rendering glitches in BTSX_E1 MAP12. 2014-09-09 01:27:41 +02:00
alexey.lysiuk
e29fce6951 Fixed missing transparency on upscaled textures
Textures with diagonal patterns were treated as opaque after resizing
Images upscaled by hqNx were affected mostly by this issue

http://forum.drdteam.org/viewtopic.php?f=24&t=5370
http://zandronum.com/tracker/view.php?id=269
http://zandronum.com/tracker/view.php?id=315
2014-09-07 11:52:51 +03:00
Christoph Oelckers
b96dd6c421 - fixed: The missing fourth component of the texture coordinate must be filled with 1.0, not 0.0 before applying the texture matrix. Not doing so will cancel out the translation part of the matrix. 2014-09-02 10:31:48 +02:00
Christoph Oelckers
fa3a62e954 - fix a render glitch with Back to Saturn X MAP06: Do not flood missing upper and lower textures with the backsector's flat if that backsector is malformed (i.e. has no area.) 2014-08-31 23:01:53 +02:00
Christoph Oelckers
a280c20b4e - fixed: If we want to cache texture binding state we have to reset it in all places where a texture becomes unbound. 2014-08-31 19:00:17 +02:00
Christoph Oelckers
12160bd29c - remove some obsolete code from decal rendering.
- avoid rebinding the same texture multiple times, as there's considerable overhead in the texture manager.
- check gl_sort_textures only once per scene, not per draw list.
2014-08-30 15:34:14 +02:00
Christoph Oelckers
6a3cd6378a - found out that reading the CPU's real time clock costs a not insignificant amount of time so this is now only done when either the benchmark command is running or the rendertimes are shown. 2014-08-30 14:33:06 +02:00
Christoph Oelckers
49ec7beb8f - separate draw lists for walls and flats. This makes the sorting much more efficient because draw types no longer need to be checked in the compare function. This is a lot more important than having perfect texture order. 2014-08-30 13:04:41 +02:00
Christoph Oelckers
a903cbe12e - sorting draw items by light level no longer makes sense so remove all corresponding code from dicmp. 2014-08-24 13:10:45 +02:00
Christoph Oelckers
bf03d02228 - print OpenGL profile type in startup log. 2014-08-24 01:09:44 +02:00
Christoph Oelckers
904cc2e158 - some code cleanup. 2014-08-23 18:54:24 +02:00
Christoph Oelckers
bf6079af46 - fixed incorrect check for overrideshader. 2014-08-23 00:47:05 +02:00
Christoph Oelckers
1050013017 major cleanup of the texture manager:
- use sampler objects to avoid creating up to 4 different system textures for one game texture just because of different clamping settings.
- avoids flushing all textures for change of texture filter mode.
- separate sprite and regular dimensions on the material level to have better control over which one gets used. It's now an explicit parameter of ValidateTexture. The main reason for this change is better handling of wall sprites which may not be subjected to such handling.
- create mipmaps based on use case, not texture type.
- allows removal of FCloneTexture hack for proper sharing of the same sprite for decals and other purposes.
- better precaching of skyboxes.
2014-08-22 23:50:38 +02:00
Christoph Oelckers
274a4216ea - disabling inlining in the GL loader produces an executable that's 8kb smaller. 2014-08-21 11:47:53 +02:00
Christoph Oelckers
e132fc5eed - replaced GLEW with GLLoadGen for GL access. This allows to have a header that only contains what's actually required, namely OpenGL 3.3 plus glBegin and glEnd which are the only compatibility functions needed for the fallback render path.
GLEW has two major problems:

- it always includes everything, there is no way to restrict the header to a specific GL version
- it is mostly broken with a core profile and only works if all sanity checks get switched off.
2014-08-21 11:02:46 +02:00
Christoph Oelckers
6f65bccf1c - reinstated the far superior assembly HQnX version for Visual C++. 2014-08-20 12:45:33 +02:00
Christoph Oelckers
86d37e06f9 - lowered requirements of GL 2.x to OpenGL 3.3.
There was one issue preventing the previous 2.0 betas from running under GL 3.x: The lack of persistently mapped buffers.
For the dynamic light buffer today's changes take care of that problem.
For the vertex buffer there is no good workaround but we can use immediate mode render calls instead which have been reinstated.

To handle the current setup, the engine first tries to get a core profile context and checks for presence of GL 4.4 or the GL_ARB_buffer_storage extension.
If this fails the context is deleted again and a compatibility context retrieved which is then used for 'old style' rendering which does work on older GL versions.

This new version does not support GL 3.2 or lower, meaning that Intel GMA 3000 or lower is not supported. The reason for this is that the engine uses a few GL 3.3 features which are not present in the latest Intel driver.
In general the Intel GMA 3000 is far too weak, though, to run the demanding shader of GZDoom 2.x, so this is no real loss. Performance would be far from satisfying.

A command line option '-gl3' exists to force the fallback render path. On my Geforce 550Ti there's approx. 10% performance loss on this path.
2014-08-19 15:56:33 +02:00
Christoph Oelckers
a2dc4afe3f - screwed by the editor's autocompletion... (wrong GL flag was used...) 2014-08-19 14:25:47 +02:00
Christoph Oelckers
00d7707aef - allow reallocation of light buffer if more lights are needed.
- added a light preprocessing pass to the renderer so that a non-persistent buffer can be used with minimal mapping/unmapping. This only gets used if necessary because it adds some overhead to the renderer.
2014-08-19 14:18:21 +02:00
Christoph Oelckers
38796e7714 - removed some obsolete and useless GL calls. 2014-08-17 11:41:03 +02:00
Christoph Oelckers
b9ffb51d0c - small but important optimization: Two-sided lines with both sides in the same sector don't really require vertex splitting for precise rendering. 2014-08-04 23:00:40 +02:00
Christoph Oelckers
09a68e8c93 - fixed incorrect function call in shader compiler. 2014-08-03 18:14:19 +02:00
Christoph Oelckers
19cfffebb3 - fixed: the WallTypes enum contained a value that no longer was valid. This was fixed orignally last week but it seems to have gotten lost. 2014-08-03 12:21:05 +02:00
Christoph Oelckers
c98e3ca99d Merge branch 'master' into v2.x 2014-08-03 10:58:41 +02:00
Christoph Oelckers
b3e0d93385 - implemented rendering of wall sprites. 2014-08-03 10:57:58 +02:00
Christoph Oelckers
398d902e7e - split off sprite clipping adjustment code into its own function. 2014-08-03 10:22:12 +02:00
Christoph Oelckers
a63871d170 - at least for Intel GMA we need shaders without 'discard' to render non-transparent stuff. The performance penalty is rather hefty here. 2014-08-02 21:06:34 +02:00
Christoph Oelckers
a97b58fa27 - added check for light uniform buffer overflows, because uniform buffers on Intel are rather small. 2014-08-02 20:41:13 +02:00
Christoph Oelckers
e35fefdc06 - better rebind the active shader after updating the matrices. 2014-08-02 11:59:04 +02:00
Christoph Oelckers
b2860a1d63 - it looks like glProgramUniform is not working correctly with Intel drivers, so better forget about it for setting the view and projection matrices. Even on NVidia the time difference can only be measured in microseconds per frame so it's not a big loss. 2014-08-02 11:57:42 +02:00
Christoph Oelckers
a8e9c1832f - decided to restrict the 2.0 beta to OpenGL 4.x with GL_ARB_buffer_storage extension and removed all code for supporting older versions.
Sadly, anything else makes no sense.
All the recently made changes live or die, depending on this extension's presence.
Without it, there are major performance issues with the buffer uploads. All of the traditional buffer upload methods are without exception horrendously slow, especially in the context of a Doom engine where frequent small updates are required.
It could be solved with a complete restructuring of the engine, of course, but that's hardly worth the effort, considering it's only for legacy hardware whose market share will inevitably shrink considerably over the next years.
And even then, under the best circumstances I'd still get the same performance as the old immediate mode renderer in GZDoom 1.x and still couldn't implement the additions I'd like to make.

So, since I need to keep GZDoom 1.x around anyway for older GL 2.x hardware, it may as well serve for 3.x hardware, too. It's certainly less work than constantly trying to find workarounds for the older hardware's limitations that cost more time than working on future-proofing the engine.

This new, trimmed down 4.x renderer runs on a core profile configuration and uses persistently mapped buffers for nearly everything that is getting transferred to the GPU. (The global uniforms are still being used as such but they'll be phased out after the first beta release.
2014-08-01 22:42:39 +02:00
Christoph Oelckers
7967082e60 - use the light buffer to handle dynamic lighting. 2014-08-01 20:59:39 +02:00
Christoph Oelckers
1ec58011d2 - start of light buffer implementation so that we don't have to use uniform arrays which appear to be broken on AMD. 2014-07-31 00:44:22 +02:00
Christoph Oelckers
ef8f66c9a1 - removed the code for hardware alpha testing again because it didn't work anymore with how things are set up now.
- we need to check all GL versions when trying to get a context because some drivers only give us the version we request, leaving out newer features that are not exposed via extension.
- added some status info about uniform blocks.
2014-07-30 23:13:16 +02:00
Christoph Oelckers
beabfad293 Merge branch 'master' into Glew_Version_For_Real 2014-07-28 22:23:56 +02:00
Christoph Oelckers
318aebc4ad - fixed: the vertex collection code used incorrect indices for checking the checkmap array. 2014-07-28 22:23:17 +02:00
Christoph Oelckers
192daf1d5a Merge branch 'master' into Glew_Version_For_Real 2014-07-27 21:57:38 +02:00
Christoph Oelckers
ece10bb57f - fixed several incorrect uses of abs instead of fabs. 2014-07-27 21:57:05 +02:00
Christoph Oelckers
c9c93a58a2 - fixed bad constant and potential use of uninitialized variable. 2014-07-27 21:55:25 +02:00
Christoph Oelckers
3d24f58bf0 - fixed conditions for disabling the flat vertex buffer. 2014-07-27 20:18:32 +02:00
Christoph Oelckers
29a56fe01c Merge branch 'master' into Glew_Version_For_Real 2014-07-27 17:59:50 +02:00
Christoph Oelckers
925305aa05 - fixed: The code for updating vertex dirty state had been completely missing. I have no idea when it disappeared... 2014-07-27 17:58:51 +02:00
Christoph Oelckers
4904abfc1c - forgot test stuff. 2014-07-27 13:47:37 +02:00
Christoph Oelckers
97341fcb31 - reenabled the flat vertex buffer for GL 3.x NVidia hardware. On AMD and Intel it'll stay off because past tests have shown that it won't improve performance at all. 2014-07-27 13:46:35 +02:00
Christoph Oelckers
c1d8f235c2 - renamed some stuff that clashed with gl function names. 2014-07-27 12:33:54 +02:00
Christoph Oelckers
77d9d9b2a5 - fixed: For updating the model VAO's attribute pointers it is necessary to first bind the vertex buffer we need to refer to, because this is not part of the VAO's state. 2014-07-27 11:53:18 +02:00
Christoph Oelckers
e07d06fa2a Merge branch 'master' into Glew_Version_For_Real 2014-07-26 22:26:58 +02:00
Christoph Oelckers
7ae25906fd - fixed: fog must be disabled before drawing the HUD model, not after it. 2014-07-26 22:26:17 +02:00
Christoph Oelckers
bdf5bbd34e - make the shader timer part of the render state. 2014-07-26 20:56:10 +02:00
Christoph Oelckers
637aa9d77e - some adjustments to allow testing the different rendering methods. 2014-07-26 18:43:54 +02:00
Christoph Oelckers
6c9a818220 - allow different render modes if persistent buffers are not available (untested!) 2014-07-26 10:23:07 +02:00
Christoph Oelckers
e0b756e511 - fixed: The cubemapped skybox renderer did not set up the model matrix properly. 2014-07-17 10:04:20 +02:00
Christoph Oelckers
eb9d2d9917 - reactivate compatibility profile so that immediate mode drawing can be used on older hardware not supporting persistently mapped buffers.
- reactivate alpha testing per fixed function pipeline
- use the 'modern' way to define clip planes (GL_CLIP_DISTANCE). This is far more portable than the old glClipPlane method and a lot more robust than checking this in the fragment shader.
2014-07-17 02:37:18 +02:00
Christoph Oelckers
6b9d6787d9 - move models into their own draw list to avoid frequent buffer changes.
- same for SKYHACK walls. Although rare, they would get in the way of optimizing the draw calls if not being separated out.
2014-07-15 21:16:59 +02:00
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
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
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
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
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
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
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
ffcb6cb70a - added second vertex coordinate attribute for model interpolation. 2014-06-29 11:00:21 +02:00
Christoph Oelckers
e2e71e072e removed error suppression code from shader compilation.
With GL 2.x support the engine still had something to fall back on, with that removed it needs to abort.
2014-06-23 09:26:29 +02:00
Christoph Oelckers
1f0c69a0e9 - some cleanup after GL 2.x code removal
- reinstated burn warp with shader based code.
2014-06-21 16:41:45 +02:00
Christoph Oelckers
2925c96b59 removed all GL 2.x code.
After thinking about it for a day or so I believe it's the best option to remove all compatibility code because it's a major obstacle for a transition to a core profile.
2014-06-21 15:50:32 +02:00
Christoph Oelckers
d5dceb6874 - changed alpha texture handling to avoid using the deprecated GL_ALPHA8 texture format unless we have a compatibility context of an older GL version. 2014-06-21 12:52:19 +02:00
Christoph Oelckers
ca76c2525e - more vertex buffer stuff for models, still not tested. 2014-06-19 22:24:33 +02:00
Christoph Oelckers
5944894138 - create vertex buffer data for MD2/DMD models. 2014-06-19 17:06:26 +02:00
Christoph Oelckers
3e9b9c280b - initialize model data at engine start, not at level start. 2014-06-19 15:22:00 +02:00
Christoph Oelckers
412d6499d9 - removed the voxel vertex buffer because it needs to be gone before implementing a model vertex buffer. 2014-06-19 14:46:55 +02:00
Christoph Oelckers
03916d75de - cleaned up MD3 rendering and merged RenderFrame and RenderFrameInterpolated into one function. 2014-06-19 13:58:49 +02:00
Christoph Oelckers
59522f7065 - simplified MD2 drawing code as preparation for a buffer based implementation. 2014-06-19 13:37:30 +02:00
Christoph Oelckers
965a2a2d79 definition for model vertex buffer. 2014-06-15 21:56:37 +02:00
Christoph Oelckers
e6f14b055a - use buffer based rendering for dynamic light pass and horizon portals. 2014-06-15 20:28:23 +02:00
Christoph Oelckers
1aaa1b7bad - removed gl_usevbo CVAR because with recent code changes it has become useless. If GL_ARB_buffer_storage is present, buffers will always be used. 2014-06-15 12:12:24 +02:00
Christoph Oelckers
ea332383a8 - convert skybox rendering to use the buffer interface. 2014-06-15 11:50:54 +02:00
Christoph Oelckers
6b038a5dae - fixed: GLPortal::DrawPortalStencil must apply the render state before drawing anything. 2014-06-15 10:30:03 +02:00
Christoph Oelckers
2abf1644a4 - fixed: Plane height changes only updated the first buffered vertex for the respective plane. 2014-06-15 10:18:46 +02:00
Christoph Oelckers
1b91a8f88c - removed old immediate mode path for generating stencils. 2014-06-15 10:15:44 +02:00
Christoph Oelckers
3644073bbd - use a software buffer for immediate mode rendering. This allows using the regular buffer code to collect data for both render modes and allows removal of a lot of duplicated code. 2014-06-15 01:14:41 +02:00
Christoph Oelckers
5b302ed3a6 - added benchmarking calls for glDrawArrays to see how well issunig draw calls performs on different hardware. 2014-06-14 15:16:33 +02:00
Christoph Oelckers
0ce6b40672 - fixed compile error in gl_skydome.cpp
- disable GL_ARB_buffer_storage when a -glversion parameter less than 4.0 is given. According to the spec this extension requires 4.0 so if emulating something lower it should not be used.
2014-06-14 14:58:17 +02:00
Christoph Oelckers
5e22c82e79 - use buffer for rendering the sky on all GL versions since the differences for making GL2.0 work are rather small. 2014-06-14 10:38:30 +02:00
Christoph Oelckers
8d9a90cd22 - rewrote sky dome rendering to use a static vertex buffer if not on OpenGL 2.x. 2014-06-14 01:24:28 +02:00
Christoph Oelckers
2ad47935ef Merge branch 'master' into Glew_Version_For_Real 2014-06-01 12:43:17 +02:00
alexey.lysiuk
a26fbc74f0 Fix compilation errors in latest texture-related changes
GCC and Clang complain about non-POD type passed to variadic function.
2014-06-01 10:27:16 +03:00
Christoph Oelckers
d925279bef - fixed texture name handling in GL related texture classes for recent changes in ZDoom to eliminate the 8 character name limit. 2014-06-01 00:04:28 +02:00
Christoph Oelckers
c39318f406 - use vertex buffer and reuse of data for stencil drawing. A stencil needs to be drawn multiple times with the same polygons so this is a good place to optimize. 2014-05-31 09:32:17 +02:00
Christoph Oelckers
a1ec6ab1ba - fixed some Linux warnings. 2014-05-24 16:53:57 +02:00
Christoph Oelckers
e813ddf251 - fixed bad comparison. 2014-05-24 16:47:34 +02:00
Christoph Oelckers
54425ee2ef - fixed: Desaturation factor was applied incorrectly.
- Also fixed some very strange thing in the shader's desaturate function. For unknown reasons using the 'mix' function there did not work.
- fixed: The fog boundary special shader could not be used.
2014-05-21 13:40:46 +02:00
Christoph Oelckers
0cf37f2e51 - fixed problem with selecting special shaders. 2014-05-21 12:36:29 +02:00
Christoph Oelckers
f5ea31b518 - use vertex buffer for all the common 2D rendering functions. 2014-05-21 00:36:04 +02:00
Christoph Oelckers
09ba62fbef - put all the common part of buffer based drawing into a separate method of the vertex buffer. 2014-05-20 22:37:38 +02:00
Christoph Oelckers
23fbd69963 - 4 more places where immediate mode drawing has been substituted with a buffer-based alternative. 2014-05-20 22:20:15 +02:00
Christoph Oelckers
6e6be8ed5b Merge branch 'master' into Glew_Version_For_Real 2014-05-18 12:47:48 +02:00
Christoph Oelckers
03d4f23a6e - made adjustments to the texture loading code to account for the recent changes to handle long texture names. 2014-05-15 19:27:22 +02:00
Christoph Oelckers
60f0ab5f1b - fixed Linux warning with type cast. 2014-05-13 12:00:11 +02:00
Christoph Oelckers
579eff5b96 - add vertex buffer based rendering for decals. 2014-05-12 22:46:30 +02:00
Christoph Oelckers
cf45f2d718 - added missing shader files. 2014-05-12 22:24:26 +02:00
Christoph Oelckers
b514a815f4 - enable use of vertex buffer for sprite rendering. 2014-05-12 20:23:54 +02:00
Christoph Oelckers
9c659b948c - reactivated texture warping. 2014-05-12 15:13:07 +02:00
Christoph Oelckers
55d4c89753 - fixed: fog density calculation for fixed function was not correct. 2014-05-12 14:58:37 +02:00
Christoph Oelckers
4d005bdfa0 shader rework
All those special shaders have been merged together.
Mostly working but the non-shader lighting seems a bit broken.
2014-05-12 14:45:41 +02:00
Christoph Oelckers
98cc7eeb99 pass softlightlevel through render state. 2014-05-12 00:13:19 +02:00
Christoph Oelckers
b9a6fe80a4 Do not use the shader to handle STYLEF_RedIsAlpha.
Turns out that the name doesn't accurately describe what it does.
It is correct for images that come with their own palette or are true color.
But for images using the game palette it doesn't use the red channel to determine translucency but the palette index! Ugh...

This means it cannot be done with a simple operation in the shader because it won't get a proper source image. The only solution is to create a separate texture.
2014-05-11 23:56:53 +02:00
Christoph Oelckers
506798f134 allow brightmaps and fullbright objects in fog. The reasons why they were disabled no longer exist. 2014-05-11 23:12:28 +02:00
Christoph Oelckers
c47c7421a3 - route all glColor calls through render state.
- add sector links to dynamic lights.
2014-05-11 22:57:42 +02:00
Christoph Oelckers
978ace241c - removed all code that mixes together the different lighting methods. Now everything goes through the 3 different light parameters in the render state.
- removed cm parameter from many functions.
2014-05-11 21:47:54 +02:00
Christoph Oelckers
887d35d559 - remove colormap from texture generation parameters. The one remaining special case, alpha texture on old hardware is now handled by the currently set texture mode at the time of use.
- use the cleaned up decal lighting code from the first GLEW branch.
2014-05-11 19:44:19 +02:00
Christoph Oelckers
7793bbbcc9 Further cleanup of lighting code.
- remove thing color from lighting calculations.
- implement alpha textures and inverse sprites for infrared as texture modes. This still requires some handling for the alpha texture mode for non-shader rendering because there is no way in the fixed pipeline to do it. The inverted texture effect can be done with a texture combiner.
- fixed: ThingColor for sprites was set in the wrong place. It must be in the Process function, not in the lighting calculation.
- added functions for isolated calculation of sprites' dynlight color.
2014-05-11 17:56:38 +02:00
Christoph Oelckers
607be91c48 - bad copy. 2014-05-11 16:54:11 +02:00
Christoph Oelckers
8ae97bc3e1 -looks like we still need this... 2014-05-11 16:51:33 +02:00
Christoph Oelckers
52056a05bd - changed handling of DynLight in shader to serve as a global dynamic light color for all lighting modes. 2014-05-11 16:49:17 +02:00
Christoph Oelckers
53f4cd0108 - added objectcolor uniform. This will be used to hold the thingcolor for shader based rendering. 2014-05-11 16:06:25 +02:00
Christoph Oelckers
f3a9cb0cfa remove special texture creation for fullscreen colormaps.
On GL 3.x+ this isn't needed at all and on older hardware it causes performance issues, in particular with hires textures due to impossibility of precaching.
In addition it forces some really awkward handling of lighting for things that have their own color, like stenciled sprites or particles.

With this special case gone it will be possible to handle this case in a saner manner than it is right now.

As compensation for older hardware a fullscreen blend will be drawn over the entire screen. This won't be 100% accurate but it's preferable to keeping the current method.
2014-05-11 14:46:37 +02:00
Christoph Oelckers
5947584bff Merge branch 'master' into Glew_Version_For_Real 2014-05-11 13:29:37 +02:00
Christoph Oelckers
cd6d653b59 - fixed: the delayed state changer for the alpha function called glBlendFunc instead of glAlphaFunc. 2014-05-11 13:29:06 +02:00
Christoph Oelckers
09f4071436 Ok, it had to be done: Removed shader support for pre GLSL 1.3/GL 3.0 hardware. The compromises needed to accomodate these are just too bad and would block any attempt at streamlining the code. 2014-05-11 13:27:51 +02:00
Christoph Oelckers
92b9814460 Merge branch 'master' into Glew_Version_For_Real 2014-05-11 09:17:46 +02:00
Christoph Oelckers
a42cde0837 - removed #include of glxew.h because it's not used.
- removed some unused functions from gl_interface.cpp which were causing problems when compiling on Linux.
2014-05-11 09:17:18 +02:00
Christoph Oelckers
f7404d20fb - add vertex buffer based drawing for all walls and flats. 2014-05-11 01:23:27 +02:00
Christoph Oelckers
7d3beb665b - rewrote vertex buffer code to require GL_ARB_BUFFER_STORAGE extension.
This means it won't work anymore on anything that doesn't support OpenGL 4.0, but I don't think this is a problem. On older NVidia cards performance gains could not be seen and on older AMDs using the vertex buffer was even worse as long as it got mixed with immediate mode rendering.
2014-05-10 21:47:07 +02:00
Christoph Oelckers
b09405a8bd - changed rendering of glowing walls so that it doesn't require an additional vertex attribute, just pass the floor and ceiling planes as uniforms. 2014-05-10 17:09:43 +02:00
Christoph Oelckers
64d991b9b3 Merge branch 'master' into Glew_Version_For_Real 2014-05-10 15:29:06 +02:00
Christoph Oelckers
1d4ea9f162 - removed the __asm nop breakpoints for debugging. They not only do not work on non-MSVC but also not on 64 bit. 2014-05-08 09:48:39 +02:00
Christoph Oelckers
314225f1b0 - don't depend on stdint.h because older MSVC versions do not have it. 2014-05-01 12:30:56 +02:00
Christoph Oelckers
94b06900cb - got rid of a lot of stuff that's no longer required with GLEW.
- replaced GLUs texture scaling with our own function. This is only used to scale down textures larger than what the hardware can handle so we do not need a dependency to an essentially deprecated library for it.
2014-04-15 11:59:41 +02:00
Christoph Oelckers
69af73d9b9 - alternative configuration using GLEW to get extension functions. This requires GL 2.0, though so it won't be promoted to the mainline for the time being.
- removed all pre GL 2.0 support.
2014-04-06 14:35:44 +02:00
Christoph Oelckers
47406a3406 - I don't think it's a good idea to put a 64 MB lookup table into the static data segment, if it's for a piece of code most people will never use... 2014-04-03 23:02:43 +02:00
Gaerzi
0aba6e09f3 Disambiguate which abs type we want. 2014-04-03 20:14:38 +02:00
Gaerzi
7261af1d9f Don't define HQX_API to anything on Windows 2014-04-02 20:23:17 +02:00
galtgendo
8f97e96af1 silence a noisy warning 2014-03-28 01:54:42 +01:00
galtgendo
4909aa750f Use more portable hqx code from googlecode hqx
Conflicts:
	src/CMakeLists.txt
2014-03-28 01:49:53 +01:00
Christoph Oelckers
917a869a54 - fixed: gl_SetFog set the vertex attribute for software lighting mode without checking if the mode is actually on. 2013-12-23 09:56:16 +01:00
Christoph Oelckers
3b5d379fa4 - Linux compile fix. 2013-12-09 11:34:26 +01:00
alexey.lysiuk
4b24489393 * fix compilation on non-Windows systems 2013-12-07 12:25:38 +02:00
Christoph Oelckers
d46315c44b - some finetuning of subtractive effect. 2013-12-05 15:39:46 +01:00
Christoph Oelckers
95163e378e - added a fog layer when drawing sprites with render style reverse subtract. 2013-12-05 15:06:10 +01:00
Christoph Oelckers
f40dc9deb2 Merge branch 'master' of https://github.com/chungy/gzdoom 2013-12-05 14:02:35 +01:00
Mike Swanson
d48d337883 convert file from UTF-16LE to UTF-8
This one file gave issues with parsing in certain programs, including
the GitHub UI. No need for English text to waste so much space.
2013-12-05 04:43:29 -08:00
Christoph Oelckers
058f065446 - fixed: FFlatVertex contained two unused members.
- fixed: Clearing the args in the VavoomLightColor constructor only cleared 5 bytes, still assuming byte args.
2013-12-05 10:23:01 +01:00
Christoph Oelckers
9ac3b6aa1b - fixed: IsVisibleToPlayer needs to be checked for the owner of owned dynamic lights. 2013-11-30 13:15:22 +01:00
Christoph Oelckers
992994239b - changed rules for drawing HUD sprites to match the software renderer. 2013-11-30 13:01:48 +01:00
Christoph Oelckers
228c6f976f - fixed: the size limit for dynamic light uniforms was not checked properly, causing artifacts when there were too many dynamic lights. 2013-11-30 12:53:34 +01:00
Christoph Oelckers
12985cf635 - fixed: Particle drawing needs to apply the current fixed colormap to the particle's color. 2013-11-30 12:35:38 +01:00
Christoph Oelckers
e4282d3554 - added error check to GL getProcAddress calls to spot driver errors. 2013-11-30 12:34:55 +01:00
Christoph Oelckers
ac0c07a51b - fixed: Since model skins are managed by the texture manager, the model code may not delete them itself. 2013-10-11 12:57:46 +02:00
Christoph Oelckers
0f8ed0123f - fixed: Models must not delete their skin textures because they are stored in the texture manager which will be responsible for doing this. 2013-10-11 01:04:54 +02:00
Christoph Oelckers
b6dab83d2b - removed constructor and destructor from FDMDModel::ModelFrame because they were redundant and only caused double deletion of its contents. 2013-10-10 23:13:56 +02:00
Christoph Oelckers
f239a40caa - fixed CMakeLists to generate working VC++ projects. 2013-10-09 12:16:08 +02:00
Christoph Oelckers
a72b94e80c - fixed: Warped textures were recreated each time they were bound.
- fixed: Models were never freed.
2013-10-03 12:12:19 +02:00
Christoph Oelckers
5f08111a34 - fixed: The GL voxel palette loader needs to handle the case when the voxel has no own palette and used the game's base palette instead. Also added an implementation for GetPixels because this is used when a voxel needs a translated palette. 2013-09-28 23:33:55 +02:00
Christoph Oelckers
0ff21c3af7 - fixed: Sprites may never be used as a base of a texture redirect
Due to autoexpansion to remove filtering artifacts their dimensions are not the same as for patches. But if the sprite hadn't been used yet this information won't have been set yet.
2013-09-20 10:28:12 +02:00
Christoph Oelckers
fef0782a43 - added glext headers to the project because they seem to be broken in newer versions, causing compile errors on Linux. 2013-09-12 10:27:32 +02:00
Christoph Oelckers
2885056f46 - moved GLEXT API out of RenderContext struct. 2013-09-03 18:29:39 +02:00
Christoph Oelckers
26943fe3fd - removed gl interface function pointers for all OpenGL32.dll entry points. 2013-09-03 14:05:41 +02:00
Christoph Oelckers
4dc06cca70 - changed minimum required GL version to 1.3. The only 1.4 feature that's required is mipmap generation which on many older cards is available as an extension. The worst thing that can happen with relaxing the version requirement is that on a few ancient graphics cards the mipmapped texture filtering modes produce garbage. 2013-09-02 08:43:56 +02:00
Christoph Oelckers
737708b635 - fix c++11's compile problems. 2013-08-28 08:33:11 +02:00
Christoph Oelckers
61af682be9 - made some alterations to last commit after reviewing how the broken code managed to get into GZDoom. 2013-08-27 23:53:14 +02:00
Christoph Oelckers
e6f571729f - fixed: When calculating an y-texture offset the scale was multiplied with instead of divided by. 2013-08-27 23:31:23 +02:00
Christoph Oelckers
b61ef3a107 - bumped minimum supported OpenGL version to 1.4. The engine was already using several 1.3 and 1.4 features which would have caused problems on 1.2.
- removed gl_vid_compatibility. With the bump to 1.4 no hardware requiring this flag is supported anymore.
- disabled 16 bit framebuffers for the same reason. As a conseqence all code for rendering without stencil could also be removed.
2013-08-18 15:41:52 +02:00
Christoph Oelckers
761ab4ab78 - moved all system specific code out of gl_interface.cpp into the respective Video classes (Win32GLVideo andSDLGLVideo.) (SDL side not tested yet!) 2013-08-18 14:16:33 +02:00
Christoph Oelckers
c47c3169b3 - fixed: Dynamic lights may not execute their tick() function when the software renderer is active. 2013-08-09 23:38:30 +02:00
Christoph Oelckers
62fd6c8e74 - fixed: light values read from 3D floor light lists for lighting sprites were not clamped to [0..255]. 2013-08-09 23:12:21 +02:00
Christoph Oelckers
3f3cbbe7f5 Merge branch 'maint_1.8' 2013-07-22 17:30:51 +02:00
Christoph Oelckers
4e4eb7189a - fixed: negative extra light levels should not be treated like inverse flashes, that's only the case for INT_MIN. 2013-07-22 17:30:08 +02:00
alexey.lysiuk
28fd035b22 * fix build on OS X via CMake 2013-06-28 11:02:55 +03:00
Braden Obrzut
57324f6fd8 Merge branch 'maint_1.8' 2013-06-26 19:05:03 -04:00
Braden Obrzut
276ca5b75b - Fixed compilation on non-Windows systems by removing dependency on src/Linux/platform.h 2013-06-26 19:01:00 -04:00
Christoph Oelckers
46d203a929 - removed unused variable wgl_extensions. 2013-06-24 00:59:57 +02:00
Christoph Oelckers
a73d1b792c - fixed: Assignment of GetLightLevel to GLWall::lightlevel must be clamped. This was done incorrectly in the last SVN version which clamped the result of GetLightLevel, causing problems elsewhere. 2013-06-23 10:17:58 +02:00
Christoph Oelckers
399d0974ab - added GL render as of SVN revision 1600. 2013-06-23 09:49:34 +02:00