Commit graph

265 commits

Author SHA1 Message Date
Christoph Oelckers
ba397f5ca1 - always draw floors opaque 2020-06-11 23:55:23 +02:00
Christoph Oelckers
22aad4999c - use the engine backend to render the scene 2020-06-11 22:26:46 +02:00
Christoph Oelckers
17e1e4175e - switched NPOT emulation to the renamed uniforms.
This was the last feature that needed to be mapped to a GZDoom compatible render state
2020-06-08 08:16:50 +02:00
Christoph Oelckers
a6545788a6 - do RR's lightning flash as a postprocessing effect. 2020-06-07 22:06:47 +02:00
Christoph Oelckers
d7225c1965 - backend update from GZDoom 2020-06-07 15:02:54 +02:00
Christoph Oelckers
4c6abe1bb9 - pass the shade through the 2D drawer, so that palette emulation can still use it. 2020-06-07 14:50:12 +02:00
Christoph Oelckers
9fc5f2d2e7 - some shader cleanup.
I think it's now as close to GZDoom's backend interface as it can be without disabling needed features.
2020-06-07 10:15:31 +02:00
Christoph Oelckers
60d7f4f7c2 - got rid of the RF_NPOTEmulation flag.
This can easily be controlled with the 2 main variables alone.
2020-06-07 09:30:55 +02:00
Christoph Oelckers
353e3eb1fa - fixed RRRA E2L1 fog. 2020-06-07 08:24:12 +02:00
Christoph Oelckers
3adfdfcac5 - renamed a few more things in the shader. 2020-06-07 08:16:04 +02:00
Christoph Oelckers
232b0c1bb6 - store the lighting related uniforms in a GZDoom-style LightParms vec4. 2020-06-06 00:44:57 +02:00
Christoph Oelckers
f159496f6e - moved the ShadeDiv array into the lookup table and took the numshades-2 divisor out of the stored value.
The value was changed to allow easier reuse in scenarios where the size of the shade table does not matter anymore.
2020-06-05 23:18:21 +02:00
Christoph Oelckers
0bd460d9e3 - split up the visibility factor into a scene specific and an element specific part.
The main reason here is that the scene specific part contains a projection dependent component which would be a problem when transitioning to GZDoom's code. The global viewpoint data already has a field for such a factor so now that gets used.
This also means a significant simplification of the visibility code in Polymost and the removal of several global variables.
2020-06-05 19:06:31 +02:00
Christoph Oelckers
9dfd3ddd02 - migration of texture tinting to GZDoom's version.
- start of visibility migration - removing unused globvis variable.
2020-06-05 17:02:21 +02:00
Christoph Oelckers
d812c2997c - start renaming uniforms to match GZDoom.
Needed to allow using the same shader with the backend.
2020-06-04 21:34:27 +02:00
Christoph Oelckers
b15cc31a38 - transitioned matrix setup to use the backend's uniform buffer implementation. 2020-06-04 20:14:48 +02:00
Christoph Oelckers
40f085adea - draw fullscreen blends with the 2D drawer.
Removing one special case of render setup. Now all 2D content is done by the same code.
2020-06-04 18:54:10 +02:00
Christoph Oelckers
cf6855904d - took projection and view matrix out of the render state.
This is a preparation to migrate to GZDoom's HWViewpointUniforms buffer.
2020-06-04 18:46:44 +02:00
Christoph Oelckers
7638ead1c8 - simplified the texture sampler setup.
DAMETH_CLAMPED was redundant and only causig problems.
2020-06-02 16:55:02 +02:00
Christoph Oelckers
350acd2ac3 - scale the vertex coordinates that get output to the hardware by 1024.
This is needed to get a coordinate system that is compatible with GZDoom's so that its lighting code can be reused more easily.
2020-06-01 09:55:28 +02:00
Christoph Oelckers
783dff41b6 - fixed clamp mode setup. 2020-05-31 23:08:56 +02:00
Christoph Oelckers
bd0c8acd46 - replaced detail matrix with a two element scale vector because that is all that is needed. 2020-05-31 12:23:35 +02:00
Christoph Oelckers
d752e33909 - removed the unused SurfaceShader class. 2020-05-31 11:47:19 +02:00
Christoph Oelckers
611dad7f69 - added the softpoly and Vulkan backend code fron GZDoom.
Not hooked up yet.
2020-05-31 10:53:11 +02:00
Christoph Oelckers
2841154683 - moved code around, got a few more utilities from GZDoom. 2020-05-31 10:37:19 +02:00
Christoph Oelckers
1d15fe63a6 - another backend update, pulling in the sky renderer. 2020-05-31 10:32:10 +02:00
Christoph Oelckers
1e2a3da5fd - video base code unified.
# Conflicts:
#	source/core/rendering/v_video.cpp
2020-05-31 09:18:43 +02:00
Christoph Oelckers
edb2cb31ee - backend update with GZDoom model code. 2020-05-31 08:55:00 +02:00
Christoph Oelckers
5728241c1c - updated backend from GZDoom. 2020-05-30 23:10:17 +02:00
Christoph Oelckers
88eea8269a - set proper palette for null translation. 2020-05-30 22:35:21 +02:00
Christoph Oelckers
82eb807090 - activate the texture layers if needed. 2020-05-30 22:27:59 +02:00
Christoph Oelckers
58c62e071c - use FMaterial. 2020-05-30 22:20:06 +02:00
Christoph Oelckers
423f758314 - texture code restructuring. 2020-05-30 21:42:35 +02:00
Christoph Oelckers
cdcb25bc1f - use high level textures to render voxels. 2020-05-30 00:30:56 +02:00
Christoph Oelckers
cca4fc609f - texture code cleanup, mainly cppying layer data into the textures at startup to be able to use a real material system. 2020-05-29 23:33:26 +02:00
Christoph Oelckers
2c94b2bb6d - split texture selection from binding. 2020-05-29 21:53:28 +02:00
Christoph Oelckers
1bc744b77b - moved hictinting data into the lookup tables. 2020-05-29 20:15:42 +02:00
Christoph Oelckers
594ec6626c - transitioned to using GZDoom's texture creation code.
Also added support for creating indexed textures directly into CreateTexBuffer, where this functionality can be shared.
As an added plus, brightmaps are working again, this time with less hackery.
2020-05-29 19:21:18 +02:00
Christoph Oelckers
66809ca9f4 - fixed indexed display of 2D content. 2020-05-29 16:46:36 +02:00
Christoph Oelckers
87a87c155d - moved to GZDoom's gl_hwtexture.cpp. 2020-05-29 01:03:01 +02:00
Christoph Oelckers
381e53017d - some hackery to make the camera textures in DN3D work again.
They depend on a deleted texture not writing to the depth buffer, but other parts in the engine like ROR surfaces depend on them writing a proper depth buffer value, so for now there is a global variable that allows to exclude a single tile from ever getting rendered.
2020-05-29 00:44:13 +02:00
Christoph Oelckers
72889540a5 - use GZDoom's gl_samplers.cpp 2020-05-28 23:48:50 +02:00
Christoph Oelckers
362be65060 - removed FHardwareTexture's mSampler member.
This was a mostly unused relic of early development, the few places using it were static sampler settings.
2020-05-28 21:45:33 +02:00
Christoph Oelckers
4ebe67ba3d - never render the null texture.
Blood's ROR effects won't work if this is not done.
2020-05-27 22:54:39 +02:00
Christoph Oelckers
193b940eef - palette code cleanup. 2020-05-27 22:19:02 +02:00
Christoph Oelckers
c4017de12f - updated to GZDoom's new texture management system. 2020-05-25 23:59:07 +02:00
Christoph Oelckers
55a3c62b59 - use GZDoom's 2D drawer.
Console and menu font colors are not ok yet, aside from that it works.
2020-05-25 17:11:32 +02:00
Christoph Oelckers
758e4ad7cb - stripped down the palette manager in the GL backend and let it use the data that's managed elsewhere.
This class is only needed to manage the palette textures used by the indexed render mode, all the rest is available globally.
2020-05-25 00:31:55 +02:00
Christoph Oelckers
4178d48fb6 - re-enabled GPalette and disabled brightmaps.
In order to finish this I need the switchover, but brightmaps need an update of the texture code which requires merging a few more WIP changes before the code can be fixed.
2020-05-25 00:31:55 +02:00
Christoph Oelckers
6bd4f77c5b - fix compilation. 2020-05-25 00:31:55 +02:00
Christoph Oelckers
72c323cf32 - disabled switch to GPalette because it's not working right yet. 2020-05-25 00:05:26 +02:00
Christoph Oelckers
531c68edfe - use GZDoom's font code to fix the crash issues and moved around some files in the PK3.
This pulls in a lot of Doom specific font setup, this can be sorted out later as it won't get into the way.

# Conflicts:
#	source/CMakeLists.txt

# Conflicts:
#	source/glbackend/hw_draw2d.cpp

# Conflicts:
#	source/CMakeLists.txt

# Conflicts:
#	source/glbackend/gl_texture.cpp

# Conflicts:
#	source/CMakeLists.txt

# Conflicts:
#	source/build/src/palette.cpp
#	source/core/gamecontrol.cpp
2020-05-24 23:28:44 +02:00
Christoph Oelckers
6bffdf80a1 - finally managed to merge in the original texture system commit.
Game compiles and runs but transparency doesn't work yet.

# Conflicts:
#	source/CMakeLists.txt
#	source/core/menu/menu.cpp
#	source/core/textures/buildtiles.cpp
2020-05-24 22:53:14 +02:00
Christoph Oelckers
7a84887fc4 - transitioned FTexture.
Mostly working. Note: Brightmaps must be per-translation!
2020-05-24 19:12:22 +02:00
Christoph Oelckers
e985db3d08 - added GZDoom's texture manager.
It doesn't do anything yet, but it can now be used to manage textures.
2020-05-24 16:11:10 +02:00
Christoph Oelckers
d6786cf0eb - final cleanup of picanm code. 2020-05-24 13:53:27 +02:00
Christoph Oelckers
db4850a028 - added a reverse tile map so that the tile manager can retrieve special info even when a tile texture is passed by object to the render code and not by index. 2020-05-24 10:30:09 +02:00
Christoph Oelckers
0c029750b6 - moved hightile replacements out of the texture class. 2020-05-24 08:47:45 +02:00
Christoph Oelckers
00e7b2fa25 - simple stuff from the texture manager inclusion commit.
To get this out of the way first...
2020-05-24 00:27:24 +02:00
Christoph Oelckers
ab6e87b5f8 - workaround for Ion Fury display glitches on the first map.
I have no idea why this needs to be different than in EDuke32, but without always clearing the depth buffer before rendering a scene viewpoint the game will glitch like crazy.
2020-05-23 22:43:06 +02:00
Christoph Oelckers
f64bdccaca - moved renderstyle to 'common' and use GZDoom's color table code unaltered.
# Conflicts:
#	source/CMakeLists.txt
#	source/common/engine/serializer.h
2020-05-23 22:43:05 +02:00
Christoph Oelckers
f929419a0a - refactoring of the lookup tables. 2020-05-23 22:43:04 +02:00
Christoph Oelckers
b971bc2717 - avoid using global palette settings when drawing 2D content with a custom palette.
Instead pass the palette info with the render call to avoid stale global state.
2020-05-23 22:43:01 +02:00
Christoph Oelckers
d46ea7481f - handle RRRA E1L2's fog in the shader instead of hacking the shade tables. 2020-04-12 08:30:43 +02:00
Christoph Oelckers
5584c726ba - file system update and adjustment. 2020-04-12 08:30:40 +02:00
Christoph Oelckers
41545b644a - cleaned out most of the software renderer's static global variables. 2020-03-29 16:59:49 +02:00
Christoph Oelckers
3f69044770 - removed all references to sdlayer.cpp as all that was left in there was only needed for software rendering.
- removed now unused a-c.cpp.
2020-03-29 15:22:07 +02:00
Christoph Oelckers
621a9338e5 - render camera textures with the hardware renderer.
This removes the last active use case for the software renderer and allows rendering the camera views at a higher resolution.
For Shadow Warrior this necessitated a split of JS_DrawMirrors, because it processed cameras and mirrors in the same loop which cannot be done with the hardware renderer.
2020-03-29 14:01:46 +02:00
Christoph Oelckers
7533fbaa8e - fixed: special 2D palettes do not have brightmaps so any such texture must be completely excluded from being checked. 2020-02-26 18:10:06 +01:00
Christoph Oelckers
6282062492 - fixed brightmaps.
They are no longer run through the texture postprocessor and the shader now applies them correctly.
2020-02-18 20:43:16 +01:00
Christoph Oelckers
286d53d3bf - added the missing handling for the basepal tinting. 2020-02-11 20:55:47 +01:00
Christoph Oelckers
c53d9cfc3a - reworked voxel texture generation to use the backend's palette manager.
The original code was not able to handle changing palettes and only worked if each palette change resulted in a full texture flush - which Raze does not perform.
2020-02-09 20:14:26 +01:00
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
dbc958baeb - fixed swapped color channels in the tinting part of the shader. 2020-02-05 20:02:50 +01:00
Christoph Oelckers
5d4514060b - disable palette emulation for Blood's cutscenes.
These use color 255 as a valid index which the palette emulation shader does not handle.
2020-02-04 20:40:10 +01:00
Christoph Oelckers
7bbbe63bd9 - fixed: hictint must not be enabled if the flags are 0. 2020-02-04 20:19:26 +01:00
Christoph Oelckers
ab3811bac0 - fixed: The 2D drawer must apply the render state before it finishes.
Otherwise the global state settings will not be reset.
2020-01-31 22:07:51 +01:00
Christoph Oelckers
245aa5d3bc - reworked global palette state for robustness. 2020-01-26 10:58:00 +01:00
Christoph Oelckers
be0242e919 - use correct indices for the palette tester CVARs. 2020-01-25 19:10:05 +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
6f39b87d5b - actually draw the fullscreen blends. 2020-01-19 23:49:53 +01:00
Christoph Oelckers
b066f725d4 - clear the matrix list after rendering the 2D content. 2020-01-19 23:27:59 +01:00
Christoph Oelckers
aa1361acbb - make palfadedelta explicitly unsigned 2020-01-19 23:18:38 +01:00
Christoph Oelckers
c8fa2443d3 - completely separated view and model matrix.
This way the view matrix will remain constant per scene and an update of the model matrix is only needed for rendering a model or voxel, reducing the total amount of generated matrices to the point where they can be written to a buffer instead of constantly uploading them as uniforms.
2020-01-19 16:07:09 +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
352c099b5a - basics for hardware rendered camera textures. 2020-01-19 08:40:03 +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
2bc1708870 - removed the complete crosshair color hackery.
The code needs to be refactored anyway to allow better crosshair control but this also seemed to affect global render state, considering how poorly it was all implemented.
2020-01-18 16:14:31 +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
4aacd6d958 - display the savepics.
- fixed level name list in Exhumed.
2020-01-14 22:37:23 +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
fb985d2503 - more macOS compilation fixes
Still not complete…
2020-01-07 01:11:19 +01:00
Christoph Oelckers
134122335b - first attempt to compile on a Mac
This could have gone better, there's far too many warnings here
2020-01-06 02:41:47 +01:00
Christoph Oelckers
2dc0de5824 - fixed incorrect sampler binding. 2020-01-05 17:37:28 +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