Since they mess around with the texture coordinates, these need to be backed up and restored afterward.
There was also an issue with the ValidNormal check that was suffering from imprecisions that cause walls to be skipped, so the check was removed because it was mostly pointless.
* 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.
- 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.
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.
* to do this efficiently the amount of required vertices needs to be calculated up-front
* always create the vertices in the data generation pass, not the render pass.
* added synchronisation code to the vertex buffer allocator.
Without multithreading this causes a slight slowdown, due to added processing cost. (Frozen Time bridge scene drops from 47 fps to 44 fps on my test machine.
* the MAPINFO options now get handled in g_mapinfo.cpp and g_level.cpp, just like the rest of them as members of level_info_t and FLevelLocals.
* RecalcVertexHeights has been made a member of vertex_t and been moved to p_sectors.cpp.
* the dumpgeometry CCMD has been moved to p_setup.cpp
- 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
Both files can now be included independently without causing problems.
This also required moving some inline functions into separate files and splitting off the GC definitions from dobject.h to ensure that r_defs does not need to pull in any part of the object hierarchy.
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.
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.
- 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.