Randy Heit
75dc7de632
Merge branch 'master' of github.com:rheit/zdoom
2014-08-07 22:28:35 -05:00
Randy Heit
46592f5f6d
Don't clamp SHADE2LIGHT
...
- Light levels aren't stored in bytes anymore, so there's no reason to
clamp it anymore when loading Build maps.
2014-08-07 22:27:48 -05:00
Randy Heit
fbb5689f29
Eliminate extra vars from FWallCoords
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- cx1, cx2, cy1, and cy2 are not used anywhere, so get rid of them.
- Also annotated the comments to indicate the corresponding arrays in the Build engine.
2014-08-07 22:26:24 -05:00
Randy Heit
e6a1d6b516
Parse more info from Blood's map header
2014-08-07 22:00:02 -05:00
Randy Heit
9659b894a3
Skip neardepth/fardepth checking in R_DrawSprite
...
- Wall sprites now clip much, much better than before.
2014-08-07 20:43:09 -05:00
Randy Heit
7b02027ba7
Fixed: Wall sprites cut off one pixel short of the window's right border
2014-08-07 20:00:49 -05:00
Randy Heit
6303935ad6
Use wall sprite Y scale
2014-08-07 19:57:55 -05:00
Randy Heit
0aa67c68ab
Redo lighting for each wall sprite
...
- Because previously it just reused whatever the most recently drawn wall
used.
2014-08-07 17:23:06 -05:00
Randy Heit
e1ee80661e
Make FWallCoords' members lowercase
...
because they're kind of a pain to type when all uppercase.
- Also, make its sx1 and sx2 members shorts, so it takes less space, since
it's getting crammed into a vissprite now.
2014-08-07 17:12:04 -05:00
Leonard2
8c4c011ca2
MTHRUSPECIES on puffs
...
You were right it's cleaner that way
2014-08-07 18:05:39 +02:00
Leonard2
5400ce1a21
+MTHRUSPECIES on puffs
2014-08-07 15:50:21 +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
00e4d4e2df
Merge branch 'master' into v2.x
...
Conflicts:
src/gl/shaders/gl_shader.cpp
2014-08-03 18:16:15 +02:00
Christoph Oelckers
09a68e8c93
- fixed incorrect function call in shader compiler.
2014-08-03 18:14:19 +02:00
Christoph Oelckers
370582d2fa
- corrected versioning info for development branch.
2014-08-03 12:25:59 +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
alexey.lysiuk
313173aa32
Added support for clipboard operations on OS X
2014-08-03 12:40:14 +03:00
alexey.lysiuk
4fb1e7517c
Added support for VSync option in Cocoa back-end
2014-08-03 12:39:42 +03:00
Braden Obrzut
177112603d
Added support for Cocoa back-end in CMake build system
2014-08-03 12:38:56 +03:00
alexey.lysiuk
e12f860f1b
Added native Cocoa back-end implementation
2014-08-03 12:36:02 +03:00
alexey.lysiuk
fecd1b6401
Moved cursor and timer implementations into separate files
2014-08-03 12:33:29 +03:00
alexey.lysiuk
d6cc6ee452
Added notification dialog in case of fatal error
2014-08-03 12:26:17 +03:00
alexey.lysiuk
906102c3b6
Added HID Utilities source code
...
https://developer.apple.com/library/mac/samplecode/HID_Utilities/Introduction/Intro.html
https://developer.apple.com/library/mac/samplecode/HID_Utilities/HID_Utilities.zip
2014-08-03 12:23:08 +03:00
alexey.lysiuk
2efb62e8ef
Added work-around for vectorization issue in Apple's GCC 4.x
2014-08-03 12:21:00 +03:00
alexey.lysiuk
0a5dd94072
Fixed whole program (link-time) optimization build with Clang
2014-08-03 12:20:30 +03:00
alexey.lysiuk
39e2ebe425
Fixed GNU inline assembly for Clang
2014-08-03 12:19:07 +03:00
alexey.lysiuk
32af6cb0cf
Added support for Command/Meta key
2014-08-03 12:18:15 +03:00
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
1b55c17379
Merge branch 'master' of https://github.com/rheit/zdoom
2014-08-03 10:08:05 +02:00
Randy Heit
1d02ad3aa2
Merge branch 'master' of github.com:rheit/zdoom
2014-08-02 22:40:02 -05:00
Randy Heit
d0043bed78
Q&D port of decal code to draw generic wall sprites
...
- This still doesn't use all the sprite properties correctly. It also
looks like they're going to need different code to build the clipping
arrays. But at least wall sprites are drawn at the proper angle now!
2014-08-02 22:35:57 -05:00
Christoph Oelckers
a1b579e5fc
- added menu entry for newly added hud_showweapons CVAR.
2014-08-03 01:20:12 +02:00
Christoph Oelckers
eef4d1fac1
Merge branch 'fix_build_nonmsvc' of https://github.com/alexey-lysiuk/gzdoom
2014-08-03 01:17:15 +02:00
Christoph Oelckers
cd5e429d3b
- adjust version number.
2014-08-02 23:12:08 +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
alexey.lysiuk
6ef67e1d3e
Fixed build on compilers other than MSVC
...
No more "Call to 'LittleShort' is ambiguous" error
2014-08-02 13:14:25 +03:00
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
Edward Richardson
9716a61219
Add CVar for drawing weapons in the althud
2014-08-02 19:34:16 +12:00
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
Randy Heit
15251e7a21
Set face/wall/floor flags from Build sprites
2014-07-31 22:18:08 -05:00
Randy Heit
a600a816c3
Consolidate some common code for texture mapping setup
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- R_AddLine() and R_RenderDecal() had nearly identical code for setting up
texture mapping. These have now been spun off into methods of
FWallCoords and FWallTmapVals.
2014-07-31 21:02:22 -05:00
Randy Heit
b0b9c57e85
Pass x1 and x2 to Prep(L)Wall as params
2014-07-31 20:32:21 -05:00
Randy Heit
fc63e9db3c
Pass WallC as a parameter to (O)WallMost instead of referencing it globally
2014-07-31 20:23:04 -05:00
Randy Heit
bc450808b2
Consolidate wall texturing vars into two structs
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- All transformation and clipping values go into FWallCoords.
- All texture mapping values go into FWallTMapVals.
2014-07-31 20:17:23 -05:00
Randy Heit
bbc3b69a7c
Remove polymost stuff
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- Maybe it will be back someday, but it's been essentially dead for nearly
10 years, so don't hold your breath.
2014-07-31 19:44:41 -05:00