Commit graph

68 commits

Author SHA1 Message Date
Christoph Oelckers
118bc78fe3 - moved the entire OpenGL backend into a separate namespace. 2018-10-29 13:56:17 +01:00
Christoph Oelckers
a1fb1f60f4 - replaced IUniformBuffer with IDataBuffer, which reuses the code for the other buffer types and is more flexible. 2018-10-28 11:54:26 +01:00
alexey.lysiuk
b6ff468aaf - creation of dither texture no longer affects active unit
Red checkerboard was rendered upon startup instead of
* the first saved game's thumbnail
* the first game frame
2018-08-12 10:55:24 +03:00
Christoph Oelckers
863b9fff8a
Make dither texture data constant 2018-08-08 08:43:46 +02:00
Rachael Alexanderson
24e2c3a611 - replace dither texture with a hand pre-calculated table) 2018-08-07 20:47:17 -04:00
Magnus Norddahl
31addbc859 - use a texture for the dither matrix 2018-08-08 00:54:12 +02:00
Magnus Norddahl
092b2953ea - add GL to OpenGL specific postprocess classes to make it more clear which belongs to the generic hw interface and which belong to the OpenGL implementation 2018-07-03 23:31:40 +02:00
Magnus Norddahl
fcee021753 Fix frame buffer binding bug that caused PP textures to end up with bad data 2018-07-03 21:44:49 +02:00
Magnus Norddahl
4482ad2b78 - fix saved texture bindings to work for any number of binds 2018-07-01 14:31:30 +02:00
Magnus Norddahl
8eb825e25a - fix some postprocess bugs 2018-06-30 16:44:09 +02:00
Magnus Norddahl
ba09af7cbb - add GL debug group for the 2D drawer
- remove pointless opengl calls from effects that are doing nothing
2018-06-30 15:41:12 +02:00
Magnus Norddahl
35c13763db - convert the SSAO pass to use hw_postprocess 2018-06-30 15:24:13 +02:00
Magnus Norddahl
ecb5d69ae3 - Simplify FGLRenderer::PostProcessScene 2018-06-29 21:55:46 +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
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
c0837f42bd - gl_system.h as well, in particular this has no place in hw_* files. 2018-05-16 23:34:52 +02:00
Christoph Oelckers
401c9ab8ca - moved gl_interface.cpp/h to gl_load folder.
These files are not part of the actual renderer but part of the system code.
This means, for separated modern and legacy GL renderers, there still will only be one set of this, unlike everything else.
2018-05-16 23:21:21 +02:00
Magnus Norddahl
46e2e0b57c - reduce the number of direct OpenGL calls done by the post processing steps 2018-05-10 14:43:34 +02:00
Christoph Oelckers
ceeb479261 - moved the CVAR definitions from gl/ to hwrenderer/.
- disabled gl_texture_format because in its existing form it is mostly a useless feature.
2018-04-25 20:33:55 +02:00
alexey.lysiuk
2ae8d39441 Removed all superfluous #include's
Automatically optimized by CLion IDE with manual corrections
2018-04-24 14:30:35 +03:00
Christoph Oelckers
e654a99d39 - changed GLDebug to receive char pointers instead of FStrings.
The most frequent call using this is the regular texture creation function where this results in a pointless allocation and destruction of a temporary string which is easily avoided.
2018-04-14 10:40:11 +02:00
Christoph Oelckers
248a29bf06 - resorted portal render data.
Compiles but does not work...
2018-04-01 22:26:57 +02:00
Magnus Norddahl
7acb492852 - Add gl_shadowmap_quality cvar that controls the resolution of the 1D shadow map texture 2017-06-04 00:44:49 +02:00
Magnus Norddahl
265df4b797 - Change shadowmap resolution from 1024 to 128 2017-06-03 21:19:34 +02:00
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
a4710bcdb0 - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
Magnus Norddahl
6df3b3fbca Changed the light collision structure uploaded to the GPU to be a binary tree using AABBs for the nodes instead of a BSP plane 2017-03-07 15:58:22 +01:00
Magnus Norddahl
62c285f7b3 Create a shadowmap texture and upload light list 2017-03-02 16:19:06 +01:00
alexey.lysiuk
d77718d422 Fixed harmless uninitialized variables warnings
No more 'variable  is used uninitialized whenever switch default is taken' warnings reported by GCC/Clang
2017-01-06 10:40:51 +01:00
alexey.lysiuk
9ed2da176e Fixed signed/unsigned mismatch in comparisons
No more 'comparison of integers of different signs' warnings reported by GCC/Clang
2017-01-06 10:40:51 +01:00
Magnus Norddahl
1b7c42f45f Multisampling ssao bug fixes and split linear depth to its own buffer 2016-10-09 06:17:48 +02:00
Magnus Norddahl
bb79dcb634 SSAO math bug fixes 2016-10-06 07:36:49 +02:00
Magnus Norddahl
00e72028ef Add another gbuffer with normal data and make ssao pass use it 2016-10-05 07:57:27 +02:00
Magnus Norddahl
490dd612b3 Keep using render buffers when ssao is off, for better performance 2016-10-05 03:56:58 +02:00
Magnus Norddahl
9076d46261 Added SSAO pass 2016-09-25 00:19:15 +02:00
Magnus Norddahl
f7b6b1433c Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing 2016-09-22 09:13:32 +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
Magnus Norddahl
aaa3581ee6 Hook up eye textures in renderer 2016-09-09 00:36:10 +02:00
Magnus Norddahl
4bdd872f09 Add eye textures and FBOs to FGLRenderBuffers 2016-09-09 00:36:09 +02:00
Christoph Oelckers
90ab0223a6 - handle colormap parameter reset when renderbuffers are toggled. 2016-09-03 00:36:23 +02:00
Magnus Norddahl
77dde2e3ad Fix not switching back to the default frame buffer when gl_renderbuffers is toggled off 2016-09-03 00:13:05 +02:00
Christoph Oelckers
589936f570 - draw the colormap blend after postprocessing, not before it.
- added colormap shader to postprocessing.

This replaces the in-place application of fullscreen colormaps if renderbuffers are active. This way the fully composed scene gets inverted, not each element on its own which is highly problematic for additively blended things.
2016-09-01 17:14:51 +02:00
Christoph Oelckers
3389a5a74e - removed most of the specific options for legacy hardware and consolidated them in one variable (does not work yet.) 2016-09-01 11:52:52 +02:00
Magnus Norddahl
bb066f6f07 Fall back to gl_renderbuffers 0 if buffer creation fails 2016-08-28 18:07:44 +02:00
alexey.lysiuk
47714509d6 Changed render buffers format back to RGBA16F
Reverted a03b2ff48b to fix issues with nVidia graphics on macOS
2016-08-28 11:15:16 +03:00
Magnus Norddahl
6c5109ec99 Fix uninitialized mPipelineTexture and fix BindCurrentTexture using the wrong handle 2016-08-27 06:24:36 +02:00
Magnus Norddahl
f63635e07a Fix RFL_INVALIDATE_BUFFER check being inverted 2016-08-19 01:11:11 +02:00
Magnus Norddahl
01f9a2d27a Fix clear warning 2016-08-18 00:21:33 +02:00
Magnus Norddahl
d380d765c9 OpenGL object labels and debug groups 2016-08-17 23:18:47 +02:00