Commit Graph

133 Commits

Author SHA1 Message Date
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
Christoph Oelckers fbc7e626e9 - removed the fullbright render pass, because this is better set up as a shader option.
- also removed the legacy fog modes because their implementation did not mix well with the texture system - they are also not really useful to begin with.

The last fog mode will most likely also be removed once true color shading is working but that one is less of an issue.
2019-10-10 21:05:10 +02:00
Christoph Oelckers 1407c18f8b - cleaned out some remains of the non-indexed render path.
All of this will be redone in the backend.
2019-10-10 19:40:33 +02:00
Christoph Oelckers 1fee7a5f01 - cleanup of texture creation code.
There were several mostly pointless options complicating all of this.
2019-10-10 00:07:45 +02:00
Christoph Oelckers 7131fe6c6e - use separate textures for the palswap shade tables.
This creates a lot less mess than one big texture and also allows easier use of texelFetch in the server which is preferable for data textures.
2019-10-08 01:08:08 +02:00
Christoph Oelckers dfaa162bb2 - finished the palswap handling in the palette manager. 2019-10-07 22:11:09 +02:00
Christoph Oelckers c050a0c4c8 - changed palswap management to handle the size of full lookup tables. 2019-10-07 00:34:15 +02:00
Christoph Oelckers 7713860b63 wip. 2019-10-07 00:14:16 +02:00
Christoph Oelckers 734d8b7d1e - moved the palette management into the backend. 2019-10-06 21:15:53 +02:00
Christoph Oelckers ef2de97077 - the harmless changes of the failed refactoring of the shader. 2019-10-06 19:32:35 +02:00
Christoph Oelckers cf30f5560b - upgraded the polymost fragment shader to GLSL 3.3 as well, removing all legacy features from it.
The only compatibility mode feature left is the main drawer function using glBegin/glEnd but changing that is not as urgent as the rest.
This also cleans up the fog application and adds the exponential fog mode again that somehow got lost over time.
2019-10-06 12:42:35 +02:00
Christoph Oelckers 71d132b470 - use explicitly declared matrix uniforms.
The builtin matrices are no longer available in modern GLSL, preventing an upgrade of the shader.
Also perform better reporting of shader compilation errors.
2019-10-06 10:19:51 +02:00
Christoph Oelckers 126f670239 - draft class for in-game textures.
These will abstract away all the gory details so that the using code only sees a single entity to use.
2019-10-06 09:31:36 +02:00
Christoph Oelckers 93ad83b380 - use GZDoom's texture backend to read hightile textures. (Hightile tinting code moved to the shader but isn't active yet.
- remove all code for faking gamma correction through palette manipulated images.
2019-10-05 21:59:03 +02:00
Christoph Oelckers 3c193bb243 - moved the animvpx shader to the backend code.
This removes the final access to OpenGL from the rest of the source, with the exception of the glFinish call in the swap code.
2019-10-05 13:38:02 +02:00
Christoph Oelckers b83349fe6b - moved the surface shader to the backend and the shader source to the resource file. 2019-10-05 13:09:15 +02:00
Christoph Oelckers bd4e4834e3 - moved the main shader and its entire uniform maintenance into the backend. 2019-10-05 12:28:08 +02:00
Christoph Oelckers ae1e090716 - all non-shader related GL calls are gone from the main code base. 2019-10-04 21:13:04 +02:00
Christoph Oelckers f992aebf33 - two more 2019-10-04 19:17:55 +02:00
Christoph Oelckers cb80e877ff - refactored fog and depth func setting into GLInterface. 2019-10-04 18:44:16 +02:00
Christoph Oelckers 204abab724 glColor calls refactored. 2019-10-04 18:25:18 +02:00
Christoph Oelckers 96c0c3197c - abstracted away more OpenGL calls, in particular all matrix access. 2019-10-04 18:12:03 +02:00
Christoph Oelckers e0f823a492 - refactored texture setup to use an intermediate layer. 2019-09-18 22:16:15 +02:00
Christoph Oelckers b1763a8f4a - hooked up the texture management.
Not in active use yet!
2019-09-17 19:03:42 +02:00
Christoph Oelckers 2b439ae181 - work on backend 2019-09-16 23:28:26 +02:00
Christoph Oelckers 9edf6be10d - texture sampler class added, not used yet. 2019-09-16 22:56:48 +02:00
Christoph Oelckers 6536d910b3 - all drawing is being routed through the interface layer, all vertex buffers are gone.
No big loss here, none of them made much sense performance wise.
2019-09-16 21:08:42 +02:00
Christoph Oelckers 318009fd69 - added a centralized drawer and converted the main geometry drawer to use it. 2019-09-16 19:35:04 +02:00