Commit graph

543 commits

Author SHA1 Message Date
Magnus Norddahl
dd2d9f4182 - Fix vk_hdr looking for the wrong colorspace 2020-02-15 09:46:24 +01:00
Christoph Oelckers
617b6cd987 - use floats for sprite depth sorting in the hardware renderer.
Fixed point is clearly insufficient here.
2020-02-15 09:22:30 +01:00
alexey.lysiuk
bf18eab54b - fixed sprite and particle colors when not affected by dynlights
When gl_light_sprites and/or gl_light_particles CVARs were unset, random values could be used their colors

https://forum.zdoom.org/viewtopic.php?t=67066
2020-01-23 17:20:20 +02:00
Magnus Norddahl
e43894213e Remove softpoly specific matrix and vector classes 2020-01-18 13:56:37 +01:00
Magnus Norddahl
43562c94d0 Seems the clamp was required 2020-01-18 12:55:36 +01:00
Magnus Norddahl
e68b46cb6a Implement special colormap support for softpoly 2020-01-17 21:58:33 +01:00
Magnus Norddahl
3b336a1476 Fix broken fixed camera light for walls 2020-01-17 01:15:44 +01:00
alexey.lysiuk
efd2f8a1a8 - implemented screenshots in softpoly backend 2020-01-14 12:14:03 +02:00
Kevin Caccamo
91589d9799 Attempt to optimize check for ML_DRAWFULLHEIGHT
It is less likely that a line will have the ML_DRAWFULLHEIGHT flag than its' ceiling will be above the neighbouring sector's ceiling and vice versa.
2020-01-11 13:24:02 +01:00
Kevin Caccamo
d73a5f5e16 Use != 0 after ANDing with the relevant flags
This is mostly a "just in case" measure, in case I did something wrong with the previous commits.
2020-01-11 13:24:02 +01:00
Kevin Caccamo
2ff92e91d2 Fix ML_DRAWFULLHEIGHT flag check 2020-01-11 13:24:02 +01:00
Kevin Caccamo
7ca6e7e5c1 Add handling for drawfullheight flag
Parse drawfullheight flag in UDMF
Draw full height for walls if the linedef has this flag
2020-01-11 13:24:02 +01:00
Kevin Caccamo
9b598017f9 Add more ways to prevent GZDoom from drawing skybox walls
Add noskywalls flag to sectors and linedefs
2020-01-11 13:24:02 +01:00
alexey.lysiuk
3185e359b9 - added workaround for GLSL noise functions on macOS
There is no chance that Apple will fix their OpenGL drivers
The only viable solution is to preprocess these functions out, and put zeroes instead of them
2020-01-10 13:52:17 +02:00
alexey.lysiuk
7e050010aa - removed obsolete softpoly render modes
https://forum.zdoom.org/viewtopic.php?t=66888
2020-01-06 14:31:34 +02:00
Rachael Alexanderson
cb7a097ed4 - vid_scalemode 1 now only goes down to 640x400 at minimum, instead of 320x200 2020-01-04 15:05:35 -05:00
alexey.lysiuk
651dfbc49f - fixed a few compilation warnings
src/d_main.cpp:280:18: warning: using the result of an assignment as a condition without parentheses [-Wparentheses]
src/rendering/r_videoscale.cpp:147:22: warning: comparison of integers of different signs: 'int' and 'unsigned long' [-Wsign-compare]
src/sound/s_reverbedit.cpp:250:18: warning: comparison of integers of different signs: 'size_t' (aka 'unsigned long') and 'int' [-Wsign-compare]
2020-01-04 12:59:26 +02:00
Magnus Norddahl
fca3da8af4 Update and clarify the licenses for the postprocess, vulkan and softpoly parts 2020-01-03 05:52:01 +01:00
Rachael Alexanderson
f398819ce3 - due to issues with chat, scoreboard, and the stat screen, disable 320x200 in multiplayer for now 2020-01-02 06:47:17 -05:00
Rachael Alexanderson
118e3db5ca - r_videoscale: make the compiler manage vScaleTable's size 2020-01-01 23:23:20 -05:00
Rachael Alexanderson
dff45eb1f3 - relicense some of my past work under BSD 2020-01-01 07:38:06 -05:00
Rachael Alexanderson
5ae0ae885d - amend last commit: do it the other direction, too 2020-01-01 01:28:42 -05:00
Rachael Alexanderson
e87ed35565 - add framerate limiter to polybackend update function 2020-01-01 00:39:33 -05:00
Rachael Alexanderson
aa4abfc977 - added pixel ratio detection to supersampling detection for forcing linear scaling - this should likely make it so if there's ever an instance where a viewport pixel is smaller than a screen pixel, the screen should go to linear scaling now 2020-01-01 00:25:48 -05:00
Rachael Alexanderson
5389d8ad1a - set sane limits for vid_scale_custompixelaspect 2019-12-31 15:21:47 -05:00
Rachael Alexanderson
4bc923dddf - slight rearrange of vid_scalemode and menu update 2019-12-31 10:41:30 -05:00
Rachael Alexanderson
903f448461 - made linear scaling more user controlled 2019-12-31 10:26:23 -05:00
Rachael Alexanderson
5d2d187b84 - allow custom pixel ratio scaling 2019-12-31 09:41:42 -05:00
Magnus Norddahl
839b737429 Fix wrong blend tables used when dynamic lights hits translucent lines 2019-12-31 03:00:36 +01:00
Cacodemon345
7fd27bc925 Add PSPF_PLAYERTRANSLATED flag (makes a PSprite layer translated to the user's color) 2019-12-30 13:05:38 +01:00
Christoph Oelckers
77469e0512 - fixed the colorization parser. 2019-12-29 12:11:16 +01:00
Christoph Oelckers
f9d2dc51d0 - cleanup of new colorization code.
- profiling shows that running the code for applying the colorization and the gradients is extremely expensive, apparently this always causes a cache miss, so now the entire thing is enabled by a sidedef flag.
2019-12-29 11:30:36 +01:00
Rachael Alexanderson
9858ed70b0 - fixed sprite drawing with hqresized textures 2019-12-24 06:44:52 -05:00
Rachael Alexanderson
9ad628f6e5 - fixed: strife conversations do not need to unnecessarily trigger the switch to 640x400 2019-12-24 00:55:24 -05:00
Rachael Alexanderson
4ff8922006 - reinstate 320x200 with the following caveat: it only functions outside of menus and console, and only when the dialogues and logs use the default font, the game will temporarily switch to 640x400 in these situations 2019-12-23 23:14:08 -05:00
Rachael Alexanderson
f284567830 - change vid_scalemode 6 to work similarly to 0 and 1 when vid_cropaspect is turned on
- add vid_scaletolowest
2019-12-22 09:01:43 -05:00
Christoph Oelckers
738b9ceb08 - fixed incompletely changed shader.
It was still using a variable from the first revision that no longer exists.
2019-12-21 21:07:00 +01:00
Magnus Norddahl
1004ac1636 Automatically size the StreamUBO to 64 KB regardless of what is in it 2019-12-21 16:13:39 +01:00
alexey.lysiuk
81ea919d61 - fixed shader compilation errors with OpenGL backend
ERROR: 0:95: Use of undeclared identifier 'uTextureModulateColor'
ERROR: 0:104: Use of undeclared identifier 'uTextureAddColor'
ERROR: 0:107: Use of undeclared identifier 'uTextureModulateColor'
...
2019-12-21 15:42:04 +02:00
Christoph Oelckers
bb8db9422f - scaled down the texture colorization feature for easier usability.
It makes little sense exposing every minute detail of this through UDMF.
Setting it up that way is far too complicated. Using virtual textures that map to a real texture plus a colorization record should be far easier to use by mappers.
This also doesn't piggyback on the Doom64 color feature anymore and is completely separate, despite some redundancies.
This is still missing the texture definition part, though.
2019-12-20 22:25:10 +01:00
Christoph Oelckers
03537e90ff - linked new properties with the renderer.
Support for the softpoly renderer still missing.
2019-12-20 18:56:03 +01:00
Christoph Oelckers
3a249cb06f - added high level interface to the new properties, i.e. UDMF and ZScript. 2019-12-20 18:02:42 +01:00
Christoph Oelckers
3209d4ed23 - added a few more texture coloring options to the shader.
Aside from adding an additive component it can now also do:

- desaturation (not limited to the range of 0..1 so it can also be used for oversaturation by applying a negative number or negative saturation by going above 1.0.
- invert the texture
- apply a blend, including 3 special mode taken from EDuke32.

Currently only the implementation is done, it is not exposed to UDMF yet.
2019-12-20 16:05:00 +01:00
Christoph Oelckers
41a9496bef - the texture precaching message is supposed to be debug only 2019-12-20 14:38:22 +01:00
alexey.lysiuk
a0670f5c5b - added minimal time profiling of texture precaching 2019-12-20 11:06:00 +02:00
Rachael Alexanderson
33483115cd - amend last commit: use VID_MIN_HEIGHT and VID_MIN_WIDTH macros in place of hardcoded values 2019-12-20 03:31:44 -05:00
Rachael Alexanderson
a53652f36e - implement vid_scalemode = 6 - sets absolute minimum scaling to fill entire screen - useful for speeding up software rendering 2019-12-20 03:05:44 -05:00
Magnus Norddahl
c5717d98db Implement the other light modes and fix dynamic lights being calculated twice(!) 2019-12-15 20:05:13 +01:00
Magnus Norddahl
b44c40a63d Implement EFF_FOGBOUNDARY 2019-12-15 17:33:49 +01:00
Magnus Norddahl
5632c80ab2 Split softpoly into more files 2019-12-15 17:14:23 +01:00