Commit graph

31 commits

Author SHA1 Message Date
Christoph Oelckers
fee18a6971 - fixed the attenuation check in gl_GetLight. 2017-03-17 20:16:49 +01:00
Christoph Oelckers
4cd0d3d454 - removed the Vector class in the GL renderer and replaced all its uses with FVector3.
- optimized the math to get a plane equation from a linedef. The original code used a generic algorithm that knew nothing about the fact that Doom walls are always perfectly vertical. With this knowledge the plane calculation can be reduced to a lot less code because retrieving the normal is trivial in this special case.
- use the SSE2 rsqrtss instruction to calculate a wall's length, because this is by far the most frequent use of square roots in the GL renderer. So far this is only active on x64, it may be activated on 32 bit later as well, but only after it has been decided if 32 bit builds should be x87 or SSE2.

# Conflicts:
#	src/gl/dynlights/gl_dynlight.cpp

# Conflicts:
#	src/g_shared/a_dynlightdata.cpp
2017-03-12 19:59:45 +01:00
Christoph Oelckers
ef3421eee5 - moved dynamic lights out of the GL code into the common game code.
Since the true color software renderer also handles them there is no point keeping them on the GL side.
This also optimized how they are stored, because we no longer need to be aware of a base engine which doesn't have them.
2017-03-12 19:57:06 +01:00
Christoph Oelckers
9eae422dab Merge branch 'shadowmaps' of https://github.com/raa-eruanna/qzdoom into 3.0_work
# Conflicts:
#	src/CMakeLists.txt
#	wadsrc/static/language.enu
2017-03-11 19:55:43 +01:00
Christoph Oelckers
28aba3469d - missed 2 includes 2017-03-11 19:18:31 +01:00
Magnus Norddahl
b407ea2164 Change gl_light_shadowmap to default to being off 2017-03-10 22:12:13 +01:00
Magnus Norddahl
59ec97d2d5 Fix shadow map acne and the attenuate flag 2017-03-10 22:08:55 +01:00
Magnus Norddahl
b660493051 Add menu option for disabling shadow maps and detecting if storage buffers are available or not 2017-03-10 19:10:40 +01:00
Magnus Norddahl
538d516c9a Upload shadow map index for each light to main.fp
Move storage buffer binding location
2017-03-02 18:07:47 +01:00
Christoph Oelckers
bea625a42c - added an ATTENUATE flag to dynamic lights, this is set by default for attached lights. For placed lights this is off, because it'd interfere with many existing maps that depend on unattenuated lights. 2016-10-23 20:42:48 +02:00
Christoph Oelckers
8b6e09ca09 - changed the license of the OpenGL renderer to LGPL v3.
This was done to clean up the license and to ensure that any commercial fork of the engine has to obey the far stricter requirements concerning source distribution. The old license was compatible with GPLv2 whereas combining GPLv2 and LGPLv3 force a license upgrade to GPLv3. The license of code that originates from ZDoomGL has not been changed.
2016-09-14 20:01:13 +02:00
Christoph Oelckers
8b01a88b76 - removed gl_lights_size and gl_lights_intensity.
Both of these were inherited from ZDoomGL and in terms of light design in maps it makes absolutely no sense to have them user configurable. They should have been removed 11 years ago.
2016-09-04 12:45:09 +02:00
Christoph Oelckers
e7856ce1e3 - removed unused forceadditive parameter from gl_GetLight.
- restricted gl_lights_additive to legacy code and removed menu entry for this.

For modern hardware this setting is completely pointless, it offers no advantage and degrades visual quality. Its only reason for existence was that drawing additive lights with textures is a lot faster, and that's all it's being used for now.
2016-09-04 12:35:26 +02:00
Christoph Oelckers
d4806f82ca - reinstated some texturing-based dynamic light code. Not active yet and not tested yet. 2016-04-28 00:58:44 +02:00
Christoph Oelckers
6e1b21d513 - added back sprite splitting for low end, plus some dynamic light code. 2016-04-26 21:31:24 +02:00
Christoph Oelckers
cf44d2e37a - adjustments. 2016-03-30 20:01:44 +02:00
Christoph Oelckers
b958a5d748 - adjustments in GL code. 2016-03-25 15:14:09 +01:00
Christoph Oelckers
365c192a1d - added portal support for dynamic lights.
This requires fixed offsets so it only works with linked portals.
2016-03-08 21:22:12 +01:00
Christoph Oelckers
5816049510 - made necessary adjustments for the coordinate refactoring in ZDoom. 2016-01-21 12:36:37 +01:00
Christoph Oelckers
7967082e60 - use the light buffer to handle dynamic lighting. 2014-08-01 20:59:39 +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
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
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
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
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
9ac3b6aa1b - fixed: IsVisibleToPlayer needs to be checked for the owner of owned dynamic lights. 2013-11-30 13:15:22 +01:00
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
399d0974ab - added GL render as of SVN revision 1600. 2013-06-23 09:49:34 +02:00