Commit graph

155 commits

Author SHA1 Message Date
Christoph Oelckers
e21f899989 - added all #includes needed to compile on Windows without using precompiled headers. 2021-12-14 12:24:09 +01:00
Emile Belanger
9e9bb66e9a GLES: Fix bias state 2021-12-11 13:44:23 +01:00
Emile Belanger
9e1e824f5e GLES: Fixed palette mode and interpolation 2021-12-11 13:23:39 +01:00
Emile Belanger
5a8c57040f GLES: Palette mode now GLES2 compliant. Interpolation not yet working. 2021-12-11 13:23:39 +01:00
Christoph Oelckers
a8c4d61fab - default-enable GL_DEPTH_CLAMP for the GLES renderer.
This brings it in line with the other backends.
2021-12-08 00:19:49 +01:00
Christoph Oelckers
01abe7b2ac - addressed most unused/uninitialized variable warnings from MSVC. 2021-11-29 00:55:30 +01:00
Christoph Oelckers
b7c7328cdd - backend update fromGZDoom.
most importantly this addresses issues with key down/key up events being sent in the same tic not having an effect on game actions that require a key being held down.
2021-11-21 10:19:52 +01:00
Christoph Oelckers
389f760d45 - address C++20 deprecation warnings with enums in floating point arithmetic. 2021-11-02 23:32:31 +01:00
Christoph Oelckers
6e0fbb2043 - removed templates.h includes. 2021-10-30 10:51:03 +02:00
Mitch Richters
b02a6a3ec9 - Replace MIN() from templates.h with version provided in STL. 2021-10-30 10:36:15 +02:00
Mitch Richters
9894729fc2 - Replace MAX() from templates.h with version provided in STL.
# Conflicts:
#	source/common/textures/hw_ihwtexture.cpp
#	source/common/utility/templates.h
2021-10-30 10:36:02 +02:00
Christoph Oelckers
9071949a46 - backend upate from GZDoom
* Vulkan SDK and dependencies updated.
* better interface for buffers in the render backend.
2021-10-30 09:34:38 +02:00
Emile Belanger
14ebe23f0d Fix compilation with USE_GLES2 = 1 2021-10-25 17:50:48 +02:00
Emile Belanger
ff009cbf7a Re-enable depth clamping 2021-10-24 12:06:54 +02:00
Emile Belanger
2a905e8026 Fix palette mode for GLES 2021-10-16 18:42:02 +02:00
Christoph Oelckers
39319a9582 - fixed warnings in common code. 2021-10-08 19:07:56 +02:00
Christoph Oelckers
2348dd8848 - backend update from GZDoom
* GLES backend fixes.
* font colorization fixes.
* option menu spacing fix
2021-10-07 22:46:45 +02:00
Christoph Oelckers
49e0c461c2 - Backend update from GZDoom.
This is mainly bringing the GLES backend up to date.
2021-10-07 22:46:45 +02:00
Christoph Oelckers
a3d9cd9a68 - Backend update from GZDoom - mainly for GLES2 support. 2021-09-18 12:20:28 +02:00
Christoph Oelckers
585f841f96 - core shader override block, backported from GZDoom. 2021-09-12 18:18:26 +02:00
Christoph Oelckers
bad2c2e55f - backend update from GZDoom
* replacement of 'long' in string code.
* palette removal in V_GetColor.
* fixes to DShape2D buffer management.
2021-08-14 10:04:45 +02:00
Christoph Oelckers
b2f7eb5b4f - fixed: Raze did not have gl_lights yet, but recent additions need this CVAR.
Put it in v_video.cpp so that it is in a common backend file.
2021-08-11 12:02:56 +02:00
Christoph Oelckers
8106d788f6 - backend update from GZDoom.
Fixes:
* do not strip 'filter' as a directory prefix.
* proper spacing for scaled sheet fonts.
* fix of transparent color in BMF fonts.
* fix restart button on error pane in Windows.
* do not skip over empty 'if's with a condition that would error out.
2021-08-11 10:28:21 +02:00
Christoph Oelckers
8a8379f5fc - Backend update from GZDoom. 2021-07-11 09:50:36 +02:00
Christoph Oelckers
6ae09f8ec9 - ported Doom's type-on text screens as a screen job overlay. 2021-05-22 12:08:08 +02:00
Christoph Oelckers
5337513044 - ported GZDoom's subtitle drawer to the cutscene framework.
For later use, this isn't used yet.
2021-05-22 10:26:53 +02:00
Christoph Oelckers
264d42179e - optimized the wall drawer a bit to avoid repeated calls to the render API's deoth bias function.
The setters in FRenderState should check if the value actually changes and the wall drawer should only call it for non-translucent wall sprites.
2021-05-21 19:07:22 +02:00
Christoph Oelckers
2f9e32f748 Merge branch 'newrenderer' 2021-05-06 17:04:35 +02:00
Rachael Alexanderson
7b45144023 - these changes were missing from the last Vulkan update 2021-05-06 04:27:58 -04:00
Christoph Oelckers
8c379f7a44 Merge branch 'master' into newrenderer 2021-04-25 11:33:47 +02:00
Christoph Oelckers
dca964444b - backend fixes from GZDoom. 2021-04-25 11:32:50 +02:00
Christoph Oelckers
b8f9bdb7c1 - made savepic work with new renderer. 2021-04-21 22:32:27 +02:00
Christoph Oelckers
82194bbf6b Merge branch 'master' into newrenderer
# Conflicts:
#	source/games/exhumed/src/2d.cpp
2021-04-17 13:22:30 +02:00
Christoph Oelckers
2942e011bf - cleaned up the screen job's fade handling, now that the jobs no longer depend on an external timer. 2021-04-16 21:27:54 +02:00
Christoph Oelckers
a530dfbe35 Merge branch 'master' into newrenderer2 2021-04-08 18:52:54 +02:00
Christoph Oelckers
e0ee3a6701 - fixed: Vulkan did not define NPOT_EMULATION for its fragment shader. 2021-04-08 09:29:08 +02:00
Christoph Oelckers
30c7dbd579 Merge branch 'master' into newrenderer2 2021-04-05 21:25:41 +02:00
Christoph Oelckers
8ea13f7c65 - implemented support for paletted textures to Vulkan backend. 2021-04-05 21:24:29 +02:00
Christoph Oelckers
41072eb020 - fixed uninitialized scale variable in sky code. 2021-04-05 19:20:41 +02:00
Christoph Oelckers
5030ca50ff Merge branch 'master' into newrenderer2 2021-04-05 18:05:53 +02:00
Christoph Oelckers
ec460df2c0 - always ensure that the global index buffer is not empty.
This needs to be valid for Vulkan, even if it isn't used.
2021-04-05 18:05:44 +02:00
Christoph Oelckers
0017b5d9c5 - pad out the StreamData buffer to 16 bytes and avoid any form of conditional compilation here.
Vulkan does not manage to get the shader properly compiled without this.
2021-04-05 18:00:02 +02:00
Christoph Oelckers
f2dd4ceaab - always ensure that the global index buffer is not empty.
This needs to be valid for Vulkan, even if it isn't used.
2021-04-05 18:00:02 +02:00
Christoph Oelckers
96fb96617f - backend update from GZDoom. 2021-04-05 17:59:54 +02:00
Christoph Oelckers
c303884274 - better handling for Duke's scrolling cloudy skies.
* Using the Doom-style dome here because it looks better.
* this necessitated changes to the backend to allow both types of sky domes at the same time
* do not clamp panning fields for cloudy sky with the new renderer because this makes the texture jump.
2021-04-04 20:35:38 +02:00
Christoph Oelckers
ab36b86a59 - sky tweaking
* Build skies need a different mesh for the dome - the one from GZDoom distorts them too much.
* made adjustment to the positioning math after redoing the mesh
* Exhumed abuses some strange effect of the original sky placement math which means the y-offsetting must be disabled for this game.
* RRRA sky initialization fixed. It must be done after setting up the tiles.
2021-04-03 21:06:02 +02:00
Christoph Oelckers
1297e4ed02 - SW's line to sprite portals are working now.
Also fixed a clipper issue with Blood's line to line portals.
2021-03-24 10:33:50 +01:00
Christoph Oelckers
096ce5e025 - initial sky fixes. 2021-03-22 16:02:52 +01:00
Christoph Oelckers
a12f277846 - fixed uninitialized clear color variable. 2021-03-22 12:07:51 +01:00
Christoph Oelckers
e884a418f8 - portal WIP 2021-03-22 12:07:29 +01:00