Commit graph

24 commits

Author SHA1 Message Date
Christoph Oelckers
8a0596893b - fixed dynamic light profiling counters.
The draw counters were never incremented and this should be reset only once per scene, not once per viewpoint.
2018-10-29 10:36:48 +01:00
Christoph Oelckers
1bbc9f6730 - removed two of the state flags in SetStencil and handle them explicitly. 2018-10-29 09:53:07 +01:00
Christoph Oelckers
9f9d747a6b - moved all methods that would involve command buffer manipulation in Vulkan to FRenderState, because that's the object that would serve as command buffer builder. 2018-10-28 22:20:51 +01:00
Christoph Oelckers
926a918e0c - moved the light buffer pointer to globally visible state. 2018-10-28 15:22:48 +01:00
Christoph Oelckers
54de0bf59f - changed a bit more stuff that doesn't need to be routed through the OpenGL interface anymore. 2018-10-28 14:25:29 +01:00
Christoph Oelckers
93dac4e4d8 - some reorganization of portal code. 2018-10-23 22:32:00 +02:00
Christoph Oelckers
d45f6b9bea - moved the flat drawer to hwrenderer. 2018-10-21 00:35:39 +02:00
Christoph Oelckers
5f838d52b9 - some cleanup on the OpenGL interface and its flags.
Most importantly, the separate command line options for switching on the legacy buffer handling have been removed.
There's really no need for them anymore, because unlike in earlier versions many of the implementation differences no longer exist - with the exception of where the light and vertex buffer contents are generated.
For testing this, -glversion 3 is sufficient.
2018-10-20 12:55:25 +02:00
Christoph Oelckers
00c8c6e3b2 - generate vertices for skybox sectors in the processing pass.
Aside from the sprites this was the only other remaining use of FQuadDrawer.
2018-10-20 11:22:55 +02:00
Christoph Oelckers
84a55667d9 - removed more old code from flat renderer.
VBOHeightCheck was from early development when interpolation was not reflected by the vertex buffer.

# Conflicts:
#	src/gl/scene/gl_flats.cpp
2018-10-20 10:39:28 +02:00
Christoph Oelckers
acb9505606 - fixed cherry-picked commit so that modern OpenGL can still do the light setup in the render pass. 2018-10-20 10:33:26 +02:00
Christoph Oelckers
a9c8546ba3 - changed dynamic light setup so that it is completely in the processing pass, not the render pass.
# Conflicts:
#	src/gl/scene/gl_flats.cpp
#	src/hwrenderer/scene/hw_flats.cpp
2018-10-20 09:46:53 +02:00
Christoph Oelckers
e13d1e4d0d - do not render lights from uninitialized data. 2018-09-16 13:52:02 +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
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
fba5b872be - reduced number of references to r_viewpoint in hw_flats 2018-06-19 10:31:25 +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
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
496e6e2e8f - fixed: The vertex height updater was using the index buffer offsets to access the vertex buffer.
I missed this part when repurposing the vboindex members to store the index buffer offsets.
However, since both indices are needed, they need another set of variables.
2018-05-24 00:01:56 +02:00
Christoph Oelckers
f54cf561ab - missed this. 2018-05-19 15:40:33 +02:00
Christoph Oelckers
3e204080ae - render sector planes in one draw call.
On a fast and modern graphics card this is a lot faster than doing it per subsector but it may not be without drawbacks on older hardware so it will require some testing on older hardware.
For me Frozen Time's view over the bridge went from 46 fps to 51 fps with this change, the time saved was roughly 2 ms.
2018-05-19 15:20:46 +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
819ea8f937 - reduced gl_spritelight.cpp to pure data setup so that it can be moved out of gl/.
- 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.
2018-04-29 09:33:36 +02:00
Christoph Oelckers
243e12bd8f - split gl_flats.cpp 2018-04-28 13:24:45 +02:00