Commit graph

81 commits

Author SHA1 Message Date
Magnus Norddahl
d380d765c9 OpenGL object labels and debug groups 2016-08-17 23:18:47 +02:00
Magnus Norddahl
41e959e102 Adds the last texture filter mode (trilinear min filter with nearest magnification) 2016-07-23 18:57:37 +02:00
Christoph Oelckers
15933f9c72 - fixed: Texture precaching for sprites had some inverted logic and deleted everything that was still required. 2016-05-10 20:51:23 +02:00
Christoph Oelckers
0e14f00b51 - fixed caching of texture sampler state for old hardware.
- fixed handling of CLAMP_XY_NOMIP sampler mode. This cannot be lumped together with CLAMP_XY because it has different mipmap requirements.
2016-05-03 13:39:41 +02:00
Christoph Oelckers
942138b307 - undid some leftover texture state checks from the first attempt to handle this without sampler objects.
This code was written under the assumption that the glGenerateMipmap function does not exist. But all supported hardware has this function through the GL_EXT_framebuffer_object extension.
2016-05-03 11:27:52 +02:00
Christoph Oelckers
6f2b0a6293 - rewrote texture caching so that not the base texture but the actually used translations for sprites get precached. 2016-05-03 01:00:52 +02:00
alexey.lysiuk
4c4b97316e Fixed inconsistent texture wrapping
Sampler state needs to be reseted when hardware texture resources are released
2016-05-02 13:02:55 +03:00
Christoph Oelckers
24526f7da5 - made adjustments to floating point bounding boxes for nodes and changes to the WarpBuffer function. 2016-05-01 11:56:45 +02:00
Christoph Oelckers
e3fad118d2 - use the templated warp functions instead of the limited GZDoom 1.x version. gl_WarpBuffer has been removed. 2016-04-28 19:04:01 +02:00
Christoph Oelckers
9d71c91f01 - reenabled software warping for shader-less rendering. 2016-04-26 20:20:00 +02:00
Christoph Oelckers
913e3df7e3 - fixed display of alpha textures without shaders.
As it turned out, the translation's alpha channel was clobbered by the whole setup.
2016-04-26 19:11:32 +02:00
Christoph Oelckers
3b1500438d - got rid of VAO's. they have no impact on performance and are a general nuisance if some render paths cannot use them.
- cleaned up gl_interface and removed gl.compatibility.
2016-04-26 16:26:34 +02:00
Christoph Oelckers
f066457a48 - add shader patching to allow running the engine with GLSL 1.2.
- made some initial preparations for the shader-less fallback path.
2016-04-26 15:26:52 +02:00
Christoph Oelckers
a17e0b70d2 - adjustment for function name changes. 2016-04-23 11:38:33 +02:00
Christoph Oelckers
c786b65727 - allow the engine to run without sampler objects. This will create some overhead in the texture code, but that's still better than having to error out on those few systems where it may be an issue. 2016-04-22 19:54:51 +02:00
Christoph Oelckers
caf80e74c4 - fixed multiplication/division mixup in TextureAdjustWidth.
- fixed: For top textures an incorrect ceiling height was passed to DoTexture.
2016-04-13 23:09:45 +02:00
Christoph Oelckers
84c8f38038 - fixed: The divisions in FTexCoordInfo::TextureOffset and RowOffset were turned into multiplications when converting to floating point. 2016-04-10 00:45:48 +02:00
Christoph Oelckers
4d5671d654 - floatified the texture coordinate code. 2016-04-08 01:42:43 +02:00
Christoph Oelckers
eaf055dff4 - floatified the remaining parts of gl_walls.cpp. 2016-04-08 00:19:51 +02:00
Christoph Oelckers
123d503492 Merge branch 'master' into floatcvt 2016-04-04 12:25:36 +02:00
alexey.lysiuk
cbcde3a950 Fixed check for alpha channel in texture to select hqNx upscaling mode
Now it's the initial check with the adjustment in mode indices only, as old hqNx MMX indices (4..6) are now occupied by generic hqNx implementation
See http://forum.drdteam.org/viewtopic.php?t=6872
2016-04-04 12:13:50 +02:00
Christoph Oelckers
a87c292f10 - adjustments to GL code for texture scale and vertex coordinate access. 2016-03-29 11:26:33 +02:00
alexey.lysiuk
7134f53638 - fixed: partial transparency wasn't taken into account
Smoothing of edges could mark textures as non-transparent when hqNx upscale filter is used
See http://forum.drdteam.org/viewtopic.php?t=6812
2016-03-09 13:17:42 +02:00
Christoph Oelckers
bd98182095 - fixed: The check for missing textures in Vavoom skyboxes was inverted. 2016-02-09 15:23:45 +01:00
Christoph Oelckers
22e9fc9b76 - re-fixed FTexture::CheckTrans
The original broken code had it always reset the translucency info to 'not present'.
The first fix completely removed that line, although it was merely misplaced, but still necessary to avoid constant re-checking of the same texture.
2016-02-02 11:37:39 +01:00
Christoph Oelckers
37ac6ef9a0 - fixed: Translucency detection for GL textures was broken.
- fixed: Textures which are already scaled should not be upsampled.
- fixed: The transparency check in the upscaling code checked the wrong modes for exclusion when handling translucent textures.
2016-01-30 02:13:47 +01:00
Christoph Oelckers
d037493ffe - fixed handling of FF_FADEWALLS on 3D floors. The problems with the old method became quite obvious in the demo map after the light list bug got fixed. 2016-01-29 17:13:14 +01:00
Christoph Oelckers
685385635f - made adjustments to FGLBitmap for the changes in its base class. 2016-01-26 12:05:40 +01:00
alexey.lysiuk
1c5d0ccd65 - enabled hqNx MMX on all platforms with Intel intrinsics support 2015-12-25 15:41:06 +02:00
alexey.lysiuk
19ae244f66 - fixed: allow to use all hqNx texture upscale modes 2015-12-25 09:52:27 +02:00
Christoph Oelckers
bead3e046b - fixed weapon positioning again, after finding out that the first fix just worked around the actual problem: The entire coordinate calculation must be done in floating point with no integer math at all. Due to roundoff errors the stored int values needed for wall and flat placement significantly lack precision and with the high scaling factor that needs to be used for weapon HUD sprites these can easily become several pixels. After fixing this the border around sprite textures could be reverted to one pixel again.
- fixed: The 'may not be expanded' state should be stored in the texture and reused later. This also needs to revalidate the material if it decides that expansion should be disallowed.
2015-04-04 17:50:22 +02:00
Christoph Oelckers
91eafed5d3 - fixed coordinate calculations for trimmed sprites which were quite a bit broken. 2015-04-04 13:37:55 +02:00
Christoph Oelckers
67334bfa2b - calculate weapon positions fully in floating point to avoid roundoff errors.
- In order to get reliable results the empty border around scaled sprites must be the same scale as the sprite (i.e. 2 pixels for 2x scale and 4 pixels for 4x scale.)
2015-04-04 12:35:10 +02:00
Christoph Oelckers
1e9a6e667e - GL code adjustments for reworked precaching. 2015-04-01 11:59:41 +02:00
Christoph Oelckers
d4d041d5fc - fixed: FMaterial::ValidateTexture must determine whether to expand sprites before actually constructing the FMaterial object. 2015-01-08 18:44:55 +01:00
Christoph Oelckers
3c7664a460 - we don't really need a bBrightmap in a texture. All it did was duplicate some functionality of bMasked.
- renamed bBrightmapDisablesFullbright flag.
2014-10-26 08:41:52 +01:00
Christoph Oelckers
c5e00dbc53 fixed: The sampler object for camera textures was never initialized. 2014-09-17 10:52:34 +02:00
Christoph Oelckers
32f08adaf3 - moved some code to better places.
- allow GL version 3.0 in Windows, too.
2014-09-14 23:01:57 +02:00
Ralgor
ddf58b43c9 Fix compile errors on linux. 2014-09-14 14:28:05 -05:00
Christoph Oelckers
acf6c259d8 - changed the handling of alpha textures. The only special case they need is with palette-less textures and this can be handled far more easily and robustly with a predefined translation instead of passing another parameter through all the layers of the texture management code. This also fixes problems with paletted PNGs that get used as an alpha texture because the old method clobbered the image's palette. 2014-09-09 13:21:36 +02:00
Christoph Oelckers
4bb320a27c - route texture binding through the renderstate class for better control. Currently it's just a direct passthrough but this will change. 2014-09-09 12:00:42 +02:00
Christoph Oelckers
c6f4c0b6f0 - fixed: FMaterial's tex pointer could be accessed before it was set.
- allow more than two texture units in shaders.
2014-09-09 10:03:34 +02:00
Christoph Oelckers
9b8869e78d Merge branch 'master' into v2.x
Conflicts:
	src/gl/textures/gl_material.cpp
2014-09-09 01:30:11 +02:00
Christoph Oelckers
86d9c7ec8e - add some compatibility settings to fix rendering glitches in BTSX_E1 MAP12. 2014-09-09 01:27:41 +02:00
alexey.lysiuk
e29fce6951 Fixed missing transparency on upscaled textures
Textures with diagonal patterns were treated as opaque after resizing
Images upscaled by hqNx were affected mostly by this issue

http://forum.drdteam.org/viewtopic.php?f=24&t=5370
http://zandronum.com/tracker/view.php?id=269
http://zandronum.com/tracker/view.php?id=315
2014-09-07 11:52:51 +03:00
Christoph Oelckers
a280c20b4e - fixed: If we want to cache texture binding state we have to reset it in all places where a texture becomes unbound. 2014-08-31 19:00:17 +02:00
Christoph Oelckers
12160bd29c - remove some obsolete code from decal rendering.
- avoid rebinding the same texture multiple times, as there's considerable overhead in the texture manager.
- check gl_sort_textures only once per scene, not per draw list.
2014-08-30 15:34:14 +02:00
Christoph Oelckers
bf6079af46 - fixed incorrect check for overrideshader. 2014-08-23 00:47:05 +02:00
Christoph Oelckers
1050013017 major cleanup of the texture manager:
- use sampler objects to avoid creating up to 4 different system textures for one game texture just because of different clamping settings.
- avoids flushing all textures for change of texture filter mode.
- separate sprite and regular dimensions on the material level to have better control over which one gets used. It's now an explicit parameter of ValidateTexture. The main reason for this change is better handling of wall sprites which may not be subjected to such handling.
- create mipmaps based on use case, not texture type.
- allows removal of FCloneTexture hack for proper sharing of the same sprite for decals and other purposes.
- better precaching of skyboxes.
2014-08-22 23:50:38 +02:00
Christoph Oelckers
6f65bccf1c - reinstated the far superior assembly HQnX version for Visual C++. 2014-08-20 12:45:33 +02:00