Commit graph

13377 commits

Author SHA1 Message Date
Christoph Oelckers
43e1a2d249 - moved uViewHeight and uCameraPos to the viewpoint uniform struct. 2018-06-22 21:05:36 +02:00
Vitaly Novichkov
a5b4d9d9a9 ADLMIDI: Fix one small MSVC Win64 warning 2018-06-22 17:30:51 +02:00
Vitaly Novichkov
ceec12056a Upgrade libADLMIDI and libOPNMIDI
Added ability to switch emulator and it's accuracy level ("enabling of 'run at PCM rate' reduces accuracy, and also reduces CPU usage")
Added draft code for future external banks support (WOPL format for ADLMIDI and WOPN format for OPNMIDI)

ADLMIDI 1.3.3   2018-06-19
 * Fixed an inability to load another custom bank without of library re-initialization
 * Optimizing the MIDI banks management system for MultiBanks (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Fixed incorrect 4-op counter which is still catch 4-op instruments on 2-op banks
 * Fixed an incorrect processing of auto-flags
 * Fixed incorrect initial MIDI tempo when MIDI file doesn't includes the tempo event
 * Channel and Note Aftertouch features are now supported correctly! Aftertouch is the tremolo / vibrato, NOT A VOLUME!
 * Updated DosBox OPL3 emulator up to r4111 of official DosBox trunk (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * The automatical choosing of 4 operator channels count has been improved (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Added optional HQ resampler for Nuked OPL3 emulators which does usage of Zita-Resampler library (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)

ADLMIDI 1.3.2   2018-04-24
 * Added ability to disable MUS and XMI converters
 * Added ability to disable embedded MIDI sequencer to use library as RealTime synthesizer only or use any custom MIDI sequencer plugins.
 * Fixed blank instruments fallback in multi-bank support. When using non-zero bank, if instrument is blank, then, instrument will be taken from a root (I.e. zero bank).
 * Added support for real-time switching the emulator
 * Added support for CC-120 - "All sound off" on the MIDI channel
 * Changed logic of CC-74 Brightness to affect sound only between 0 and 64 like real XG synthesizers. Ability to turn on a full-ranged brightness (to use full 0...127 range) is kept.
 * Added support for different output sample formats (PCM8, PCM8U, PCM16, PCM16U, PCM32, PCM32U, Float32, and Float64) (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Reworked MIDI channels management to avoid any memory reallocations while music processing for a hard real time. (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)

OPNMIDI 1.3.0   2018-06-19
 * Optimizing the MIDI banks management system for MultiBanks (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Fixed incorrect initial MIDI tempo when MIDI file doesn't includes the tempo event
 * Fixed an incorrect processing of auto-flags
 * MAME YM2612 now results a more accurate sound as internal using of native sample rate makes more correct sound generation
 * Channel and Note Aftertouch features are now supported correctly! Aftertouch is the tremolo / vibrato, NOT A VOLUME!
 * Added optional HQ resampler for Nuked OPL3 emulators which does usage of Zita-Resampler library (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)

OPNMIDI 1.2.0   2018-04-24
 * Added ability to disable MUS and XMI converters
 * Added ability to disable embedded MIDI sequencer to use library as RealTime synthesizer only or use any custom MIDI sequencer plugins.
 * Fixed blank instruments fallback in multi-bank support. When using non-zero bank, if instrument is blank, then, instrument will be taken from a root (I.e. zero bank).
 * Added support for real-time switching the emulator
 * Added support for MAME YM2612 Emulator
 * Added support for CC-120 - "All sound off" on the MIDI channel
 * Changed logic of CC-74 Brightness to affect sound only between 0 and 64 like real XG synthesizers. Ability to turn on a full-ranged brightness (to use full 0...127 range) is kept.
 * Added support for different output sample formats (PCM8, PCM8U, PCM16, PCM16U, PCM32, PCM32U, Float32, and Float64) (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Reworked MIDI channels management to avoid any memory reallocations while music processing for a hard real time. (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
2018-06-22 17:30:51 +02:00
alexey.lysiuk
9b4e8efcb9 - fixed potential access to freed memory on map loading
MapData could destruct FResourceLump objects before accessing them
Loading of map .wad from .pk3 file is example of this case

https://forum.zdoom.org/viewtopic.php?t=60972
2018-06-22 15:42:00 +03:00
Magnus Norddahl
ebf0cef283 - convert colormap shader to postprocess steps 2018-06-22 00:51:58 +02:00
Magnus Norddahl
83f50f5808 - port bloom, blur and camera exposure to postprocess steps and remove the old implementation 2018-06-22 00:29:50 +02:00
Christoph Oelckers
9486180843 - simplify the interface. 2018-06-21 21:36:12 +02:00
Christoph Oelckers
1967165633 - move view and projection matrices to DrawInfo. 2018-06-21 21:02:14 +02:00
Christoph Oelckers
b106f72741 - don't route calls to FMaterial::FlushAll through the framebuffer interface. 2018-06-20 22:18:31 +02:00
Magnus Norddahl
fd2037bd6c - removed the rest of the old lens and fxaa code 2018-06-20 20:09:37 +02:00
Magnus Norddahl
151ed22967 - write OpenGL backend for hw_postprocess (FGLRenderBuffers::RenderEffect)
- remove old fxaa and lens shader classes
- render the fxaa and lens effects
2018-06-20 19:56:30 +02:00
Christoph Oelckers
eb277cc101 - calculate the normal view matrix at a higher level. 2018-06-20 13:49:06 +02:00
Christoph Oelckers
7f5272c23f Deleted GLSceneDrawer
Since it didn't contain any data anymore it was relatively pointless. Code has been moved to FDrawInfo and GLRenderer, depending on its scope.
2018-06-20 13:14:50 +02:00
Christoph Oelckers
f229b05675 - Took more functions out of GLSceneDrawer 2018-06-20 12:57:41 +02:00
Christoph Oelckers
469c9241eb Moved WriteSavePic implementation to FGLRenderer 2018-06-20 12:29:52 +02:00
Christoph Oelckers
64ce4d5072 - The Teardown virtuals aren't implemented anywhere so they can go away 2018-06-20 11:46:25 +02:00
Christoph Oelckers
f7d8f32114 - removed some unused code from RenderViewpoint 2018-06-20 11:43:10 +02:00
Christoph Oelckers
3a80160ca0 More code from GLSceneDrawer to FDrawInfo 2018-06-20 11:38:45 +02:00
Christoph Oelckers
b244fa2c8b Took the main render function out of GLSceneDrawer and moved them into FDrawInfo
First step of eliminating the intermediate SceneDrawer class which has become mostly redundant.
2018-06-20 11:17:38 +02:00
Christoph Oelckers
677eba3392 - fix the header 2018-06-20 10:48:24 +02:00
Christoph Oelckers
2060402671 Moved the viewpoint setup code in RenderViewpoint to R_SetupFrame 2018-06-20 10:47:03 +02:00
Christoph Oelckers
9bdb5f1a5d Moved ProcessLowerMinisegs back toAPI independent code. 2018-06-20 10:10:30 +02:00
Magnus Norddahl
e3997d5f11 - convert FXAA and Lens Distort 2018-06-20 01:12:59 +02:00
Magnus Norddahl
684a97f300 - add some helper functions 2018-06-20 00:40:11 +02:00
Christoph Oelckers
922c3a8d75 - moved the basic methofs of HWDrawInfo to a dedicated file instead of storing them somewhere else. 2018-06-19 23:52:01 +02:00
Christoph Oelckers
54970b60e8 - use locally stored viewpoint variables in the hardware renderer.
- move a few variables from SceneDrawer to FRenderViewpoint.

The global r_viewpoint variable is left alone now to always represent the current viewpoint to the play code.
The main reason behind this change is to reduce the amount of global variables being used by the hardware renderer's scene processing code.
2018-06-19 23:45:17 +02:00
Magnus Norddahl
da5ecf1e5b - create bloom pass in declarative postprocess form 2018-06-19 22:16:50 +02:00
Christoph Oelckers
d2309af3d5 Merge remote-tracking branch 'remotes/origin/master' into modern
# Conflicts:
#	src/d_main.cpp
#	src/hwrenderer/scene/hw_weapon.cpp
2018-06-19 19:40:52 +02:00
Christoph Oelckers
eddb179e36 - moved ViewActor variable into FRenderViewpoint. 2018-06-19 18:51:46 +02:00
Christoph Oelckers
87dfa34f1f - save r_viewpoint as a whole when processing portals. 2018-06-19 17:55:42 +02:00
Christoph Oelckers
753cd0aede - made R_SetViewAngle a member of r_viewpoint 2018-06-19 17:44:11 +02:00
Christoph Oelckers
2c655322c3 … and in gl_sprites.cpp 2018-06-19 11:21:32 +02:00
Christoph Oelckers
22b8d0a8d7 - r_viewpoint reduction in hwrenderer 2018-06-19 11:21:13 +02:00
Christoph Oelckers
548ccb1df4 - removed some references to r_viewpoint in game code
Mainly to reduce number of search results.
2018-06-19 11:20:36 +02:00
Christoph Oelckers
86975a71e8 - don't use r_viewpoint directly when sorting translucent geometry.
Better store the view Z in a member variable and use that.
2018-06-19 10:50:48 +02:00
Christoph Oelckers
ae7053ee98 - another small optimization 2018-06-19 10:40:50 +02:00
Christoph Oelckers
12ad0caec0 - small optimization 2018-06-19 10:33:59 +02:00
Christoph Oelckers
fba5b872be - reduced number of references to r_viewpoint in hw_flats 2018-06-19 10:31:25 +02:00
Christoph Oelckers
3eb4b137f3 - reduced number of references to r_viewpoint in hw_fakeflat.cpp 2018-06-19 10:30:18 +02:00
Christoph Oelckers
18f43dea1e - reduced number of references to r_viewpoint in hw_sprites.cpp 2018-06-19 10:29:09 +02:00
Christoph Oelckers
cf1641d0f6 - reduce number of places in weapon code which access r_viewpoint directly. 2018-06-19 10:25:11 +02:00
Christoph Oelckers
f857d14e76 -Code shortening 2018-06-19 10:22:27 +02:00
Christoph Oelckers
74d8c929cc Give the clipper a reference to the current viewpoint
This is both for efficiency and encapsulation. At last on MSVC in 64 bit, accessing global variables is very inefficient and the clipper was doing it repeatedly in its worker functions.

It is also one less place where the global viewpoint gets checked.
2018-06-19 09:37:49 +02:00
Christoph Oelckers
46d73e7b4b Pass ticFrac to the model renderer as a parameter
This also removes the rather pointless gl_RenderModel functions because with their two lines of content they can just be placed inline.
2018-06-19 09:18:27 +02:00
Christoph Oelckers
8787905fed Fixed: DBaseStatusBar::Draw did not use its ticFrac parameter when being called from scripts
Instead it directly went to the global viewpoint again which would be inconsistent.
2018-06-19 09:00:50 +02:00
Christoph Oelckers
d73d89762d Don't let DEarthquake depend on r_viewpoint.
The ticFrac value should be passed as a parameter, especially since this gets called from code that sets up r_viewpoint.
2018-06-19 08:32:25 +02:00
Christoph Oelckers
f2aecd47a5 Merge branch 'master' into modern 2018-06-19 08:16:48 +02:00
Christoph Oelckers
c8db149c06 Merge branch 'master' into modern 2018-06-19 00:11:59 +02:00
Magnus Norddahl
01bda6348e - change swrender mapping to use two buffers/textures and glTexSubImage2D for uploads 2018-06-19 00:09:39 +02:00
alexey.lysiuk
c6e4d6a333 - implemented fullscreen toggle in SDL backend
Made window resizable but its size and position are not saved yet
2018-06-18 22:53:19 +03:00
alexey.lysiuk
37a0c1d6c1 - implemented fullscreen toggle in Cocoa backend
Window size and position are not saved yet
2018-06-18 22:52:37 +03:00
Magnus Norddahl
67733ed6e6 - change swrender mapping to use two buffers/textures and glTexSubImage2D for uploads 2018-06-18 21:15:52 +02:00
drfrag666
42bb9b7e59 - Fixed zdoom.rc for MinGW. 2018-06-18 20:57:52 +02:00
drfrag666
8afd331275 - Fixed -iwad parameter working only with VS on Windows. 2018-06-18 20:57:52 +02:00
drfrag666
958b3c303a - Fixed missing manifest for MinGW. 2018-06-18 20:57:52 +02:00
drfrag666
aef4003de2 - Restored dependency on dxguid library for MinGW. 2018-06-18 20:57:52 +02:00
drfrag666
b38e67a53d - Applied Blzut3's patch to compile with MinGW. 2018-06-18 20:57:52 +02:00
drfrag666
9a4ae6eb80 - Missing include again due to the VS preprocessor. 2018-06-18 20:57:52 +02:00
drfrag666
d8a1d1b89c - Missing formatting macro definitions for MinGW. 2018-06-18 20:57:52 +02:00
drfrag666
703d2bc0cd - Fixed missing include due to non conformant preprocessor in VS. 2018-06-18 20:57:52 +02:00
Christoph Oelckers
6b92b95068 - moved vertex creation for skybox sector to backend independent code. 2018-06-18 18:41:59 +02:00
Christoph Oelckers
34ee04f2ce - moved the matrix math for the sky dome into backend independent code. 2018-06-18 18:18:28 +02:00
Christoph Oelckers
211bd0b1b0 Remove unnecessary check for the ending brace. 2018-06-18 08:51:33 +02:00
Christoph Oelckers
243787d19a Fixed: End of file detection in MAPINFO parser was not correct
It should check for the special "End" flag instead of trusting that if the last token was a closing brace, all was correct. This can fail if the last token in a multiline string is a brace.
2018-06-18 08:26:14 +02:00
Christoph Oelckers
bac435333b Merge remote-tracking branch 'remotes/origin/master' into modern 2018-06-18 00:24:49 +02:00
Erick Tenorio
c91d4750f3 Save item statistics
Items are now saved into save games and are displayed on the statfile
2018-06-18 00:24:23 +02:00
Christoph Oelckers
af0e11f377 - implemented fullscreen toggle for Windows and fixed the window position saver so that it can save and restore the window size as well.
This code was written when the window wasn't resizable and didn't actually manage to restore it before. With today's changes this design flaw caused totally incorrect results.
2018-06-17 23:33:22 +02:00
Christoph Oelckers
babe55819e - fullscreen toggle and some cleanup. Not fully working yet. 2018-06-17 22:11:35 +02:00
alexey.lysiuk
89ce74443b - adapted SDL backend to new video mode handling 2018-06-17 22:41:05 +03:00
alexey.lysiuk
42587761c7 - adapted Cocoa backend to new video mode handling 2018-06-17 22:35:50 +03:00
Christoph Oelckers
b65b83edb3 - removed the hard screen resolution switch that still was present on Windows and cleaned up the entire video backend code from the remaining support code for this.
Like Linux and macOS this will only support borderless fullscreen in the active desktop resolution now, which is what modern systems need.
The list of discrete resolutions has been removed as it makes no sense anymore with a fixed video mode - all the other scaling options remain active, though.
2018-06-17 20:08:35 +02:00
Christoph Oelckers
322488d1d1 - fixed: Horizon portals must be drawn in the context of their containing drawinfo.
This data, however, was not passed along to the portal processor and resulted in null pointers when trying to access it.
2018-06-17 18:33:59 +02:00
alexey.lysiuk
33753955ac - initialized view width and height explicitly
It was just a black screen and no menu on startup otherwise
2018-06-17 18:16:04 +02:00
Magnus Norddahl
bce49ad7c8 - fix Software models don't display over nonexistent sprites 2018-06-17 14:56:34 +02:00
alexey.lysiuk
5cf3dbfd5b - fixed compilation of SDL backend
src/posix/sdl/sdlglvideo.cpp:200:4: error: use of undeclared identifier 'I_ClosestResolution'
2018-06-17 14:51:04 +03:00
alexey.lysiuk
832de42c24 - prevented crashes caused by inconsistent status bar
Incorrectly initialized or deliberately broken status bar could lead to integer division by zero and null pointer dereference

class BuggyStatusBar : DoomStatusBar
{
    override void Init()
    {
        // No super.Init()
    }
}
2018-06-17 14:39:42 +03:00
alexey.lysiuk
f2918b748f - deleted leftover declaration in Cocoa backend 2018-06-17 14:39:05 +03:00
Christoph Oelckers
dc2a5b0cc9 - consolidated the 3 identical versions of I_CheckResolution and I_ClosestResolution. 2018-06-17 12:30:01 +02:00
Christoph Oelckers
e9e1911fa5 - made the scene scale and offset calculations inline functions of DFrameBuffer.
These got repeated quite often.
2018-06-17 12:23:29 +02:00
Christoph Oelckers
1fdf6a20d1 - fixed incomplete null pointer check. 2018-06-17 10:53:55 +02:00
Christoph Oelckers
acdb7e391f - fixed bad pointer use in stereo3d code. 2018-06-17 10:53:33 +02:00
Christoph Oelckers
684dd8f716 - moved the palette tester to its own file. 2018-06-17 09:55:30 +02:00
Christoph Oelckers
6adff55b5d - fixed typo in screen blend rendering. 2018-06-17 07:57:29 +02:00
Magnus Norddahl
b4351e538f - fix weapon missing when bloom was off (scene was already copied to post processing, but nothing had bound the PP frame buffer) 2018-06-17 01:45:20 +02:00
Christoph Oelckers
523104b2a8 - simplify some code. 2018-06-16 23:35:12 +02:00
Christoph Oelckers
4937848123 - refactoring of fixed colormap stuff to have it better organized and to reduce the number of uniforms in the main shader.
This removes 3 uniforms, consisting of 9 floats. Those were merged into other values that never get used at the same time.
It also moves the costly setup of the fixed colormap out of the render state into the 2D processing code.
Since 3D forces use of render buffers now, it is no longer necessary to draw the entire scene with the colormap active, meaning it can be handled more efficiently.
2018-06-16 22:40:44 +02:00
Christoph Oelckers
9ff7e5a4ef - force render buffers to be active.
For modern hardware the fallback path really makes no sense and this allows to simplify some things quite a bit.
2018-06-16 09:37:01 +02:00
Christoph Oelckers
8ab68264c1 - removal of all code to handle OpenGL 2. From this commit on the main build of GZDoom will be OpenGL 3.3 or higher.
# Conflicts:
#	src/gl/renderer/gl_renderer.cpp
#	src/gl/shaders/gl_shader.cpp
#	src/gl/system/gl_framebuffer.cpp
#	src/gl_load/gl_interface.cpp
2018-06-15 21:45:05 +02:00
Christoph Oelckers
1455111ddc - removed unused declarations. 2018-06-14 22:57:08 +02:00
Christoph Oelckers
612fb40f3a - don't use uniforms related to fixed colormaps for other things.
The fixed colormap is a per-scene global setting that normally does not need to change ever during rendering of a scene so it's easily shoved aside into a static uniform buffer.
Having to change this buffer for inconsequential stuff should be avoided, especially when there's other uniforms that are just as good to hold these values.
2018-06-14 21:28:03 +02:00
alexey.lysiuk
0643b2b1aa - updated list of headers for CMake generated projects 2018-06-14 15:11:36 +03:00
alexey.lysiuk
19ca416d09 - fixed compilation with GCC and Clang
error: no template named 'unique_ptr' in namespace 'std'
2018-06-14 15:10:49 +03:00
Christoph Oelckers
2f4c2e0425 - fixed some includes which did not cause VC++ to error out. 2018-06-13 23:32:43 +02:00
Christoph Oelckers
9a7f9bdb4c - moved postprocessing shader classes to hwrenderer after removing all dependencies on OpenGL. 2018-06-13 22:37:01 +02:00
Christoph Oelckers
3401876476 - use FShaderProgram through an abstract interface and remove all dependencies on the GL renderer from the shader definition source files. 2018-06-13 22:08:55 +02:00
Christoph Oelckers
8bf009bd89 - added a RenderQueue parameter to all Bind functions of the postprocessing shaders. This is unused for now. All places calling these pass a dummy NOQUEUE value which is just a nullptr.
This is for Vulkan preparation where all of this needs to run in a user-specified context so that this code can be moved out of the GL folder without depending on OpenGL's global state model.
2018-06-13 20:30:51 +02:00
Christoph Oelckers
0b9eaac5e1 - fixed SSAO shader texture assignments. 2018-06-13 19:04:19 +02:00
Christoph Oelckers
ce50b0e46b - read sampler bindings from the shader instead of tagging along a large amount of support data.
Works for most shaders, except SSAO.
2018-06-13 17:44:49 +02:00
Christoph Oelckers
59827cd601 - use layout binding qualifiers on uniform buffers when GLSL version >= 4.2
This has no performance benefits but allows checking shader generation correctness without having to implement Vulkan first.
2018-06-13 13:16:07 +02:00
Christoph Oelckers
d2dea17e81 - specify vertex attributes in the shader source for Vulkan compatibility. 2018-06-13 08:40:04 +02:00