Christoph Oelckers
215cb14401
- use a non-0 depth bias for sprites.
...
Hopefully this helps fixing the z-fighting issue with wall sprites in some Blood maps.
2020-02-06 18:44:06 +01:00
Christoph Oelckers
245aa5d3bc
- reworked global palette state for robustness.
2020-01-26 10:58:00 +01:00
Christoph Oelckers
99c4b6b6d7
- don't let environmental palettes (like underwater) affect the HUD and menu.
2020-01-25 18:48:48 +01:00
Christoph Oelckers
b209b1f960
- make sure that the first matrix is always the identity matrix. It was just random luck that it was always put there before.
...
- let the matrix setters return the previous value for easy restoring without creating yet another matrix.
2020-01-19 14:08:48 +01:00
Christoph Oelckers
454f796b69
- collect all 3D geometry in a list so that it can be rendered later.
...
With this out of the way the renderer can now be switched to the core profile.
2020-01-18 22:41:08 +01:00
Christoph Oelckers
8cd9775513
- fixed VP8 video player.
...
Also do the color space conversion on the CPU to avoid the shader hassle, performance wise it is utterly irrelevant here.
2020-01-18 16:14:30 +01:00
Christoph Oelckers
2e06ccfec6
- draw the screen overlays using the vertex buffer.
2020-01-18 16:14:30 +01:00
Christoph Oelckers
55dab6d3d3
- hooked up the high color texture colorization code.
...
Not tested and probably still not working correctly, the entire feature was a nearly impenetrable mess of convoluted code. This definitely needs verification with multiple mods using it.
2020-01-11 22:18:06 +01:00
Christoph Oelckers
9e7f91b5ac
- fixed size of texture arrays.
...
We need 6 slots, not 5.
2020-01-05 12:56:32 +01:00
Christoph Oelckers
6c6874cb0e
- fixed scissoring with out of range coordinates.
...
Blood's status bar sets such a bogus clipping rectangle.
2020-01-05 10:21:34 +01:00
Christoph Oelckers
e84acb7e2f
- invalidate the render state after finishing a frame.
...
Last bound textures in particular may not be valid anymore in the next frame in movie playback.
2020-01-05 09:38:44 +01:00
Christoph Oelckers
e61e77fb82
- handle textures in the render state.
...
This should complete the transition and allow storing the render state in an array so that Polymost can be rewritten to create draw lists instead of actually doing the rendering itself.
2020-01-04 23:58:26 +01:00
Magnus Norddahl
0714155e3a
Fix ssao no longer working
2020-01-04 09:54:47 +01:00
Christoph Oelckers
d4b32c535a
- moved matrices to render state.
2020-01-03 23:38:50 +01:00
Christoph Oelckers
f743b22661
- render voxels as triangles instead of quads.
...
Quads are not available in the core profile which is required to run GL 3.3 on macOS.
2020-01-03 18:09:05 +01:00
Christoph Oelckers
ce75832945
- color and depth func moved to render state.
2020-01-03 11:43:44 +01:00
Christoph Oelckers
27ed6cdae5
- viewport and scissor moved to render state.
2020-01-03 10:48:22 +01:00
Christoph Oelckers
cfc0ba48cb
- moved render style handling to the render state and simplified its storage to use FRenderStyle instead of its components.
2020-01-03 10:48:22 +01:00
Christoph Oelckers
3380420de9
- converted the clear screen commands.
2020-01-02 23:56:35 +01:00
Christoph Oelckers
3608a646e6
- converted the simple state settings into renderstate flags.
2020-01-02 23:34:21 +01:00
Christoph Oelckers
6156e7382a
- preparation for moving GL state into the renderstate struct.
2020-01-02 23:15:16 +01:00
Christoph Oelckers
3d47652d08
- had a look at Exhumed's shade tables and implemented the necessary adjustments for the 3 with abnormal gradients.
2019-12-31 22:53:03 +01:00
Christoph Oelckers
5830e72ab0
- fixed some rotatesprite issues:
...
* scissor was not applied
* texture coordinates were fetched from the wrong texture, courtesy of using global variables.
2019-12-30 19:37:23 +01:00
Christoph Oelckers
6459f4e532
- refactored rotatesprite to really use the 2D drawer.
...
Mostly working, except clipping and weapon sprites.
2019-12-30 19:37:23 +01:00
Christoph Oelckers
737bf15ad8
- added GZDoom's postprocessing/presentation code.
...
Compiles but only draws a black screen. Something must be missing but no idea yet what that might be.
2019-12-28 22:36:47 +01:00
Christoph Oelckers
68a3a60d0b
- Exhumed menu tweaks - draw a background and caption for the option menus the game originally did not have.
...
- fixed a crash in the 2D drawer when two consecutively allocated vertex buffers had the same address. Strangely this only occured with Exhumed but not the other games
- fixed Exhumed crashing with sound disabled.
2019-12-26 17:42:45 +01:00
Christoph Oelckers
120a985b98
- disable palette transparency for color 255 when running an animation.
...
There's several intro cutscenes using the full palette and for these the color must not be nulled as it should for in-game textures.
2019-12-25 14:13:15 +01:00
Christoph Oelckers
62ecedf1f8
- got it to the point where it can render to the GL surface from the native backend.
2019-12-23 19:37:40 +01:00
Christoph Oelckers
dc60c7f72e
- fixed use of brightmaps.
...
Due to the blending they are essentially inactive on translucent content and Duke Nukem heavily abuses this.
2019-11-15 20:51:02 +01:00
Christoph Oelckers
3be9deb070
- removed the different shadeDiv for Ion Fury.
...
This isn't necessary and was apparently caused by a bug that got fixed in the mean time.
2019-11-11 23:24:31 +01:00
Christoph Oelckers
79561ace09
- use the precalculated or script-specified fade colors, if present.
2019-11-10 21:11:17 +01:00
Christoph Oelckers
cae710bd59
- fixed alpha threshold.
...
Not only is this a deprecated feature - it also does not work right when complex lighting is at play, it must be done in the shader to get proper results.
2019-11-10 10:01:31 +01:00
Christoph Oelckers
2d46827ecc
font
...
- Dear ImGUI test.
2019-11-07 20:32:49 +01:00
Christoph Oelckers
b6a3a60251
- console output is functional.
2019-11-06 23:40:10 +01:00
Christoph Oelckers
de829128ea
- hooked up the 2D drawer
...
compiles but not tested yet.
2019-11-05 23:35:38 +01:00
Christoph Oelckers
85d377647a
- tweaked the fade ramp a bit.
...
For Duke Nukem and its direct offspring (Nam, WW2GI and Redneck Rampage) the ramp is not a linear fade from 0 to 1, it needs to be a little darker than that.
Unfortunately the proper factor needed here must be set manually, this cannot really be calculated from the lookup tables.
2019-10-20 01:14:48 +02:00
Christoph Oelckers
9437387b4a
- fixed handling of FogDisabled flag
2019-10-20 00:45:47 +02:00
Christoph Oelckers
bb4a19cf3a
- added a few more texture formats to FHardwareTexture.
...
For brightmaps we do not need full RGBA8 data with mipmaps - RGBA2 without mipmaps is fully sufficient here and will save a lot of video memory.
2019-10-19 23:14:36 +02:00
Christoph Oelckers
7d2f61db2e
- converted all boolean parameters of the shader into a single flag word.
...
- discarded the idea of transient palettes because the maintenance here stood in no relation to the savingd.
2019-10-19 22:46:37 +02:00
Christoph Oelckers
2152780806
- added some hackery to render voxels properly again.
...
Something about their data preparation is not right, their depth looks totally off and causes fog to become to dense.
One more reason to reconstruct the renderer in a sane fashion.
2019-10-19 18:14:13 +02:00
Christoph Oelckers
cd7bbe35a8
- removed all legacy fog code.
2019-10-19 15:52:46 +02:00
Christoph Oelckers
bc986b8054
- make the engine consistently use BGRA data - the internal palettes were still RGBA, which caused problems down the line.
...
- increased cache size to 200 MB (Note: The cache really needs to be replaced with something better that can adapt better to a system's RAM size.)
2019-10-19 10:22:02 +02:00
Christoph Oelckers
dab7c43f7c
- fixed all compiler errors.
...
It mostly works again, but still has a few glitches.
2019-10-18 19:06:57 +02:00
Christoph Oelckers
23265ad213
- rework of texture management for models
...
Voxels yet to do.
This also removes the redundant texture matrix for the glow texture.
2019-10-18 14:04:32 +02:00
Christoph Oelckers
530a9944f7
- texture loader redone but not tested yet
...
Models are currently non-functional and need to reroute their texture handling to the global texture manager instead of handling everything themselves.
Voxels also need a bit of work to make their texture management more automated.
2019-10-18 11:37:07 +02:00
Christoph Oelckers
c6514949e3
- texture creation WIP.
2019-10-18 00:20:27 +02:00
Christoph Oelckers
3da49ad20a
- safety commit: all relevant code for the texturing system has been moved to texcache.cpp.
2019-10-17 21:44:34 +02:00
Christoph Oelckers
bef8c9ae76
- hictinting cleanup.
...
This needs to be moved into the backend, and partially into the shader. So far this only removes the code from the main rendering logic, the final implementation is not done yet.
It had to go because it required the main rendering code to look deep into the texture data which would be a major blocker for refactoring.
2019-10-17 20:29:58 +02:00
Christoph Oelckers
304a906aa7
copy code
2019-10-17 14:21:51 +02:00
Christoph Oelckers
c588cd499a
- let GLInstance::Draw set the palette indexing mode.
...
This can be trivially decided based on the texture type, so there's really no need to let the higher level code deal with this.
2019-10-10 23:14:57 +02:00