Christoph Oelckers
e89a598b31
- renamed FTexture's UseType flags and gave them a dedicated type.
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This was done mainly to reduce the amount of occurences of the word FTexture but it immediately helped detect two small and mostly harmless bugs that were found due to the stricter type checks.
2018-03-25 20:26:16 +02:00
Christoph Oelckers
a33ad3c99e
- fixed: 3D floor that extend into the real sector's floor were not clipped properly.
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The only check being done on this was done after processing for the renderer which simply is too late.
2018-03-24 22:42:10 +01:00
Christoph Oelckers
7301001a3f
- made the necessary adjustments to the HW2D interfaces to handle alpha textures properly.
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These cannot be done with the regular textures so there needs to be an option to create more than one native texture per FTexture. For completeness' sake there is also the option now to create a paletted version of a texture if the regular one is true color. This fixes a long standing problem that translations were not applied to non-paletted textures.
2018-03-23 23:04:30 +01:00
Christoph Oelckers
0a07f4c144
- fixed alpha texture generation for OpenGL rendering.
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The old logic used a translation table that does not work with color images, it was designed to handle 8 bit grayscale images.
So now, it creates a true color buffer and then turns it into a texture with R,G,B = 255 and the alpha channel set to the grayscale value.
This was also the reason why crosshairs made from 32 bit PNGs did not show correctly.
2018-03-22 23:57:14 +01:00
Christoph Oelckers
d586d774cf
- adjusted GL renderer to the new rules for alpha textures. This means that the translation fallback is only needed for the legacy renderer now. Modern GL can use the regular texture and will apply a grayscale mapping instead of merely using the red channel.
2018-03-22 20:42:17 +01:00
Christoph Oelckers
f4d9ad1123
- extended FTexture::GetPixels and FTexture::GetColumn by a RenderStyle parameter.
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Now it is no longer necessary to provide specially set up textures for rendering shaded decals, they can use any PNG texture now that contains a proper red channel.
Handling of the alPh chunk has been removed as a result as it in no longer needed.
2018-03-18 21:33:44 +01:00
Christoph Oelckers
7e169eb76f
- split out the span generation from most texture classes
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Until now each subclass of FTexture had to implement the entire span generation itself, presumably so that a few classes can use simpler structures.
This does not work if a texture can have more than one pixel buffer as is needed for alpha textures.
Even though it means that some classes will allocate more data now, it's the only way to do it properly.
In addition this removes a significant amount of mostly redundant code from the texture classes.
- added alpha texture processing to all converted classes
As of now this is not active and not tested.
Note that as part of the conversion even those textures that were working as alphatextures will not look correct until the higher level code gets adjusted.
2018-03-18 12:36:14 +01:00
Christoph Oelckers
d2fa4d0ff9
- most stat stuff done.
2018-03-12 19:33:48 +01:00
Christoph Oelckers
b327aa737a
Merge remote-tracking branch 'remotes/origin/materials'
2018-03-03 08:54:04 +01:00
Christoph Oelckers
bc25ad4136
- fixed a small logic error introduced by fixing the translucent particle sorting.
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Due to an unintended swap of two values a few equal comparisons led to incorrect sorting.
2018-03-01 17:10:21 +01:00
Christoph Oelckers
685e5c1e95
- fixed: Camera textures must always be drawn with texture mode opaque, because the contents of their alpha channels are undefined.
2018-03-01 13:52:23 +01:00
Christoph Oelckers
b39cb4f095
- fixed translucemt sorting for particles.
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At least on any semi-modern hardware. On old legacy hardware which lacks some important features this will still glitch.
2018-03-01 13:01:26 +01:00
Magnus Norddahl
48e534bf19
- Add per-pixel model light to the OpenGL 3.3 render path
2018-03-01 01:27:12 +01:00
Magnus Norddahl
6652df40c1
Merge remote-tracking branch 'gzdoom/master' into materials
2018-02-28 22:12:12 +01:00
Christoph Oelckers
e70250425a
- fixed: For two-sided midtextures the light lists were always taken from the sector referenced by the rendered sidedef, not the sector in which the line gets renderered.
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For polyobjects these two are not identical.
2018-02-28 13:15:04 +01:00
Rachael Alexanderson
07f168a58b
- additional check for tween-tic particle rendering, prevents jitter with timefreeze powerup
2018-02-24 16:04:20 -05:00
Magnus Norddahl
57e66555da
- Change the search paths for auto folders
2018-02-21 23:20:31 +01:00
Magnus Norddahl
05827ffcda
- Implement auto textures for materials
2018-02-21 23:12:46 +01:00
Magnus Norddahl
4e7ca68bd6
Merge remote-tracking branch 'gzdoom/master' into materials
2018-02-20 00:22:06 +01:00
Magnus Norddahl
07fa310f23
- move material light modes to their own subshader lumps
2018-02-20 00:13:05 +01:00
Christoph Oelckers
6a02eaa595
- second part of texture fix.
2018-02-15 18:40:23 +01:00
Christoph Oelckers
ef55386d9f
- let the texture manager handle the special OpenGL textures so that they get deleted and recreated when needed.
2018-02-15 17:56:04 +01:00
alexey.lysiuk
61979f63c1
Removed last remnants of PowerPC Mac support
2018-02-11 16:35:34 +02:00
Magnus Norddahl
e2cab652d0
- Improve the "#line 1" directive insertion so that errors in all the shaders use line numbers relative to the lump they are referring to
2018-02-10 14:46:43 +01:00
Magnus Norddahl
5528d4157b
- Make uniform removal a little bit more robust by only searching for known legacy uniforms
2018-02-10 14:06:17 +01:00
Magnus Norddahl
f01ef3d7a7
- Remove uniforms from user shader code
2018-02-10 12:52:59 +01:00
Magnus Norddahl
94fbcacf22
Merge branch 'gzdoom' into materials
2018-02-10 00:08:17 +01:00
Magnus Norddahl
7cbe8669b6
- fix decals not getting lit by lights not having a target while still having the LF_DONTLIGHTSELF flag
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- fix decal light not being calculated from the center of the decal
2018-02-10 00:06:47 +01:00
Magnus Norddahl
3207d8aef7
- generate uniform declarations from c++
2018-02-09 23:29:31 +01:00
alexey.lysiuk
ed23008069
Fixed crash in stereoscopic modes caused by camera without player
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https://forum.zdoom.org/viewtopic.php?t=55039&start=381#p1039251
2018-02-07 11:37:02 +02:00
Christoph Oelckers
64921ea968
- use a more consistent setting for rendering fuzzy sprites with enhanced nightvision on.
2018-01-28 20:46:16 +01:00
alexey.lysiuk
6003625721
Silenced quad stereo message during startup
2018-01-28 11:41:00 +02:00
alexey.lysiuk
577c6b033e
Changed quad stereo mode restart notification
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Restart requirement for quad stereo mode should be output to console because CVAR can be toggled directly from it
Long option names break menu layout on some aspect ratios like 16:10
2018-01-26 10:10:51 +02:00
Magnus Norddahl
30af6d38b3
- fix automap render bug
2018-01-25 20:22:51 +01:00
Magnus Norddahl
2c9a2e7170
- fix specular defaults to be a little more sane
2018-01-25 19:59:57 +01:00
Magnus Norddahl
7a59bcde4c
- move glossiness and specular level to GLDEFS
2018-01-25 19:53:55 +01:00
Magnus Norddahl
0855418475
Merge branch 'gzdoom' into materials
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# Conflicts:
# src/gl/shaders/gl_shader.cpp
# src/gl/shaders/gl_shader.h
2018-01-25 19:21:19 +01:00
Magnus Norddahl
a46bbc81a0
Merge branch 'bloom_psprite_fix' into gzdoom
2018-01-25 19:01:46 +01:00
Magnus Norddahl
4c0dce875f
Merge branch 'fuzz_software' into gzdoom
2018-01-25 19:00:14 +01:00
Magnus Norddahl
81c6808d2a
- Add specular and normal map handling to main.fp
2018-01-23 23:10:28 +01:00
Magnus Norddahl
c7ec489846
Merge remote-tracking branch 'origin/master' into materials
2018-01-23 20:16:32 +01:00
Christoph Oelckers
76d594f952
- reverted the hard offset for transferred skies.
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This is not the correct way to apply it.
2018-01-21 19:25:21 +01:00
Christoph Oelckers
6438416adb
- fixed: The culling mode for translucent models must be inverted when rendering a mirror.
2018-01-21 16:29:40 +01:00
Christoph Oelckers
e1d6f6f3b3
- fixed: precise rendering did not work anymore due to a missing reference operator in the setup function for the needed data.
2018-01-21 16:17:49 +01:00
Magnus Norddahl
0f69778e23
- Add new material shader entries for specular and PBR light modes
2018-01-21 01:53:44 +01:00
Magnus Norddahl
4dd2d789f4
- Rename mTextureEffects to mMaterialShaders to help distinguish between those and effect shaders (mEffectShaders)
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- Add MaterialShaderIndex enum
2018-01-21 01:19:16 +01:00
Magnus Norddahl
f3c55c01c8
Add material definition to GLDEFS
2018-01-20 16:28:24 +01:00
Magnus Norddahl
a23e5f49f6
- Add "fuzz software" to GL that renders fuzz like the scaled fuzz mode in the software renderer
2018-01-07 02:29:55 +01:00
Magnus Norddahl
56db2b02cc
- Fix psprite not appearing when invulnerability effect is active with bloom turned on
2018-01-06 17:21:02 +01:00
Magnus Norddahl
f88d9a02df
Remove bloom effect on psprites
2018-01-06 05:11:12 +01:00