Christoph Oelckers
77b301612a
- some refactoring of GLDrawList to remove implementation-specific parts from this class.
2018-04-29 12:32:21 +02:00
Christoph Oelckers
634b3cf413
- moved gl_spritelight out of gl/. This required a few more changes:
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* split gl_shadowmap.cpp into a GL dependent and an API independent part.
* gl_drawinfo must be kept around for the HUD sprite because it connects the renderer with the hardware indpendent part of the engine.
2018-04-29 11:00:34 +02:00
Christoph Oelckers
819ea8f937
- reduced gl_spritelight.cpp to pure data setup so that it can be moved out of gl/.
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- added thread_local to some static arrays being used for setting up dynamic lights.
Right now it's of little consequence but these will have to be maintained per thread if the render data setup is done by worker tasks.
2018-04-29 09:33:36 +02:00
Christoph Oelckers
64b108ff44
- hw_sprites extracted
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- moved the variables for OpenGL's special textures to the texture manager because it is far better suited as a container than the GLRenderer.
2018-04-29 00:09:44 +02:00
Christoph Oelckers
d1720ad790
- GLSprite rework.
2018-04-28 20:02:17 +02:00
Christoph Oelckers
243e12bd8f
- split gl_flats.cpp
2018-04-28 13:24:45 +02:00
Christoph Oelckers
c5641a0e72
- GLFlat split into API-dependent and -independent data.
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No resorting of the files yet.
2018-04-28 12:34:09 +02:00
Christoph Oelckers
d694e19f01
- split off the data generation parts of gl_skydome.cpp
2018-04-28 00:50:42 +02:00
Christoph Oelckers
785a6c2ce5
- moved gl_sky.cpp
2018-04-28 00:22:25 +02:00
Christoph Oelckers
fe2bfc6f11
- moved the API-independent parts of the decal code to hwrenderer/.
2018-04-27 20:34:20 +02:00
Christoph Oelckers
678ac40b72
- cleaned up includes for gl_decal.cpp
2018-04-27 20:28:59 +02:00
Christoph Oelckers
0d7c2527f2
- finished decal render refactoring.
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Decals will now be processed into a list in the processing pass, allowing to use the vertex buffer even on GL3 hardware and to offload this part of the work to a multithreaded worker task.
2018-04-27 20:18:52 +02:00
Christoph Oelckers
1ae2f06161
Merge branch 'wallwork' of https://github.com/coelckers/gzdoom into wallwork
2018-04-27 18:53:08 +02:00
Christoph Oelckers
58c0431396
- copied gl_SetupLights to hw_walls.cpp.
2018-04-27 18:53:01 +02:00
Christoph Oelckers
200848a487
Decal work. Not finished yet.
2018-04-27 11:40:23 +02:00
Christoph Oelckers
bbea6e7e3c
Begin2D doesn't need a return type anymore
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This was to tell the caller that software 2D was in use, but that doesn't exist anymore
2018-04-27 09:58:19 +02:00
Christoph Oelckers
fc0d673935
- moved the files
2018-04-27 00:28:30 +02:00
Christoph Oelckers
dd524b046e
- GLWall is mostly clean, except some smaller things in gl_sky.cpp
2018-04-27 00:22:00 +02:00
Christoph Oelckers
937a2cf69f
- abstracted the vertex allocator.
2018-04-26 20:07:56 +02:00
Christoph Oelckers
306b630de2
- merged the remains of gl_texture.cpp into hw_cvars.cpp.
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- eliminated hqresize.cpp's dependency on GL headers.
- cleaned up the logic for CreateTexBuffer so that hqresize.cpp does not need to check for software warped textures anymore.
2018-04-25 21:02:50 +02:00
Christoph Oelckers
ceeb479261
- moved the CVAR definitions from gl/ to hwrenderer/.
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- disabled gl_texture_format because in its existing form it is mostly a useless feature.
2018-04-25 20:33:55 +02:00
Christoph Oelckers
cf8ee3130b
- gl_clock moved to hwrenderer.
2018-04-25 18:39:54 +02:00
Christoph Oelckers
982776d48d
- removed dependencies on GL-API related classes from gl_walls.cpp and gl_sky.cpp
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Not complete yet, but at least the GLWall memberes no longer reference GLSceneDrawer and the implementation dependent parts of FDrawInfo.
2018-04-25 14:58:13 +02:00
Christoph Oelckers
bf81799701
- typo
2018-04-25 13:59:27 +02:00
Christoph Oelckers
81341ac6c5
- Moved all static variables in hw_renderhacks into HWDrawInfo
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- removed the profiling code from hw_renderhacks because it was broken in its current state and if still needed needs to be redone differently.
2018-04-25 13:59:14 +02:00
Christoph Oelckers
f4e139485a
- fixed return value of hw_CheckViewArea.
2018-04-25 00:30:35 +02:00
Christoph Oelckers
bc8f47444f
- texture precaching also moved to hwrenderer/.
2018-04-25 00:07:46 +02:00
Christoph Oelckers
e24b597ae4
- got rid of the gl_info substructure in FTexture and moved all elements into the main class.
2018-04-24 23:51:19 +02:00
Christoph Oelckers
1a024a9f54
- moved gl_material into hwrenderer/.
2018-04-24 23:39:58 +02:00
Christoph Oelckers
c37ff22a05
- removed the intermediate FGLTexture class.
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This wasn't serving any real purpose anymore, and all its remaining functionality could be moved to FHardwareTexture
2018-04-24 20:41:52 +02:00
Christoph Oelckers
8d62ebd2f4
- renamed the functions in hw_fakeflat.cpp
2018-04-24 17:52:35 +02:00
Christoph Oelckers
0dcc6ec6d3
Merge branch 'master' of https://github.com/coelckers/gzdoom
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# Conflicts:
# src/CMakeLists.txt
# src/gl/renderer/gl_renderer.h
# src/gl/scene/gl_portal.cpp
# src/gl/scene/gl_scene.cpp
2018-04-24 17:39:03 +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
e55b52f356
Moving the files to hwrenderer/
2018-04-24 11:58:04 +02:00
Christoph Oelckers
5ca1fca8d1
- moved gl_clipper and gl_fakeflat to the hwrenderer folder because both files do not contain anything API specific.
2018-04-23 22:18:13 +02:00
alexey.lysiuk
3212da8fcf
Cleaned up #include's in dynamic lights code
2018-04-19 11:12:29 +03:00
Christoph Oelckers
c1ce6c90ca
Moved gl_dynlight to hwrenderer because it does not depend on any direct renderer info.
2018-04-16 09:02:48 +02:00
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
Christoph Oelckers
60aebff4a1
- starting separation of hardware dependent and hardware independent code, starting with aabbtree, because it was easy.
2018-04-02 15:58:28 +02:00