Commit graph

290 commits

Author SHA1 Message Date
Christoph Oelckers
c946edd9bf - instead of copying the sector planes to GLWall, just store pointers to the front and back sector for later use.
Until now this wasn't doable because these could have come from hw_FakeFlat which only were local copies on the stack.
With the recent change these faked sectors live long enough so that they can be passed around here.
2018-11-10 23:19:08 +01:00
Christoph Oelckers
a90655b295 - cache the results of hw_FakeFlat for the remainder of the current scene instead of storing this in local variables.
An exception is made for the sprite drawer which needs to call this in the worker thread on some occasions for as-yet unprocessed sectors.
This case may not alter the cache to avoid having to add thread synchronization to it.

The main reason for this change is that pointers to such manipulated sectors can now be considered static in the renderer.
Due to them being short lived local buffers it was not possible to carry them along with the render data for information retrieval.
2018-11-10 20:07:00 +01:00
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
f6af50fc74 - restored portal code that shouldn't have been deleted. 2018-11-08 20:39:44 +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
f2e593f8bf - disabled the hack for fixing the original design of the portal in KDiZD's Z1M1.
This portal got fixed in a later re-release of KDiZD and no other portal needs this runtime fix to my knowledge.
The main problem here is that this runtime fix requires some manipulation of the render data that does not work anymore.

Should other maps need this fix as well they are probably best served with a compatibility entry.
2018-11-06 21:41:16 +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
a6e77ae094 Refactored the render hack storage so that it can be decoupled from the regular GLFlat render items.
Having these in there makes it impossible to change render techniques so these are better done as separate items.
2018-11-06 18:20:59 +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.
This is mostly complete, except for handling intra-section sidedefs.
2018-11-06 00:13:23 +01:00
Christoph Oelckers
9ddca3c3a9 - removed the subsector light lists as a preparation step to move over the light traversal code to use sections instead of subsectors. 2018-11-05 22:35:24 +01:00
Christoph Oelckers
375dd7e28f - the sections are now being used as the smallest element to draw flat planes.
This also removes one piece of code that was used to cope with the missing clip planes on old ATI cards, so support for those will most likely have to be dropped in the near future.
2018-11-05 22:14:18 +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.
- 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.
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
alexey.lysiuk
504a7f00b6 - fixed two potentially dangerous compilation warnings
src/hwrenderer/dynlights/hw_lightbuffer.h:51:29: warning: comparison between signed and unsigned integer expressions
[-Wsign-compare]
src/hwrenderer/scene/hw_renderstate.h:196:44: warning: operation on '((FRenderState*)this)->FRenderState::mVertexOffsets[0]' may
be undefined [-Wsequence-point]
2018-11-01 12:51:22 +02:00
Christoph Oelckers
23aff98e90 - fixed handling of wrapped midtextures to be actually useful when used in sky sectors. 2018-11-01 08:02:11 +01:00
Christoph Oelckers
a388b6c8ab - added missing nullptr check. 2018-10-31 23:23:02 +01:00
Tommy Nguyen
40c56bad09 - fix _mm_pause() compiler error and zero initialize atomics 2018-10-31 22:35:56 +02:00
Christoph Oelckers
a33cc13054 - make GCC happy... :( 2018-10-31 17:20:04 +01:00
Christoph Oelckers
2dec7bb1e5 - added a non-multithreaded option for the renderer and fixed a few places where the wrong sector was used
The render_sector is only relevant for flats, but never for walls or sprites!
2018-10-31 17:13:22 +01:00
Christoph Oelckers
91df3f8c73 - added option to disable alpha testing for user shaders. 2018-10-31 15:56:20 +01:00
Christoph Oelckers
37166b5faf - fixed missing binding of the light buffer.
I thought this wasn't needed but apparently the buffer refactoring caused this not to be done automatically anymore.
Best have it once at the start of each frame where the cost is negligible.
2018-10-31 12:48:09 +01:00
Christoph Oelckers
41fd34e424 - use standard sprite lighting for voxels.
Per-pixel lighting requires normals which voxels do not have.
2018-10-31 12:28:10 +01:00
Christoph Oelckers
3a6f186aa0 - removed memcpy workarounds from GLWall, GLFlat and GLSprite after making sure that all 3 are trivially copyable. 2018-10-31 11:51:52 +01:00
Christoph Oelckers
533ded8d1e Merge branch 'master' into mt 2018-10-31 10:20:29 +01:00
Christoph Oelckers
790b121195 - added a bit of profiling code to the multithreaded parts of the renderer. 2018-10-31 10:20:06 +01:00
Christoph Oelckers
01a0af8ad1 - simplified the render job interface.
Since the job nodes were already taken from a static array, the added linked list isn't really needed. All we need is a read and a write pointer into the array, This can even be done without a spinlock as long as we assume that the list never overflows.
2018-10-31 09:49:07 +01:00
Christoph Oelckers
e4d2ec8cb2 - added a few comments to the renderstate to document where certain functions are used. 2018-10-31 08:16:44 +01:00
Christoph Oelckers
aafa445aac - fixed stencil marking for SSAO. 2018-10-30 23:33:45 +01:00
Christoph Oelckers
e2e34f5245 - cleanup of the buffer binding interface.
Some stuff is not really needed and the vertex buffers no longer need to insert themselves into the render state.
2018-10-30 22:43:58 +01:00
Christoph Oelckers
1be1470d47 - cleanup of hw_bsp.cpp. 2018-10-30 22:19:55 +01:00
Christoph Oelckers
48bc5550d7 - removed the Bind function from FFlatVertexBuffer.
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
Christoph Oelckers
55df324d16 - basic multithreading for the render data generation. 2018-10-30 14:58:43 +01:00
alexey.lysiuk
0c686e6f92 - more fixes for GCC
error: ‘size_t’ does not name a type
error: ‘assert’ was not declared in this scope
2018-10-29 22:57:45 +02:00
Christoph Oelckers
b56e80a556 - disabled the buffer reallocation option for the light buffer.
The entire idea with CPU side buffering simply can not work since the buffer is being used live. To compensate the buffer's size was doubled.
2018-10-29 21:53:43 +01:00
alexey.lysiuk
2aac222d35 - fixed compilation on macOS
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
47ae42d636 - fixed: for sectors that have to be drawn per subsector the render state was not applied. resulting in random garbage. 2018-10-29 17:52:44 +01:00
Christoph Oelckers
f7446160bb Merge branch 'master' into renderstate_abstraction 2018-10-29 14:00:43 +01:00
Christoph Oelckers
0c8b36e121 - moved the texture resizer to hwrenderer.
This is pure math and will be shareable with Vulkan.
2018-10-29 13:18:48 +01:00
Christoph Oelckers
893e08df70 - moved DrawScene to GLRenderer and call it through std::function.
This was the last remaining virtual override of HWDrawInfo.
With it removed this type is now fully API independent.
2018-10-29 12:54:10 +01:00
Christoph Oelckers
325d2126ec - moved ProcessScene to hwrenderer 2018-10-29 12:25:41 +01:00
Christoph Oelckers
8991537e57 - moved the 2D drawer tp hwrenderer. 2018-10-29 12:14:36 +01:00
Christoph Oelckers
8a0596893b - fixed dynamic light profiling counters.
The draw counters were never incremented and this should be reset only once per scene, not once per viewpoint.
2018-10-29 10:36:48 +01:00
Christoph Oelckers
361bb688c8 - moved Set3DViewport to hwrenderer. 2018-10-29 10:21:52 +01:00
Christoph Oelckers
362ecacd52 - moved the End*Scene functions to hwrenderer. 2018-10-29 09:58:37 +01:00