Commit graph

32 commits

Author SHA1 Message Date
Christoph Oelckers
05d8856fe0 - moved file system implementation to 'common'. 2020-04-11 14:00:20 +02:00
Christoph Oelckers
5490ffcd77 - removed the obsolete Doomsday 1.8-style texture pack support.
This poorly integrated into the texture system and wasn't compatible with modern texture packs anymore so its usefulness was questionable.
2020-04-04 12:55:24 +02:00
Rachael Alexanderson
7c9d8a0b99 - fix nullptr crash in player.camera reference when player.camera is nullptr 2020-03-26 17:53:32 +01:00
Magnus Norddahl
fca3da8af4 Update and clarify the licenses for the postprocess, vulkan and softpoly parts 2020-01-03 05:52:01 +01:00
Christoph Oelckers
bb8db9422f - scaled down the texture colorization feature for easier usability.
It makes little sense exposing every minute detail of this through UDMF.
Setting it up that way is far too complicated. Using virtual textures that map to a real texture plus a colorization record should be far easier to use by mappers.
This also doesn't piggyback on the Doom64 color feature anymore and is completely separate, despite some redundancies.
This is still missing the texture definition part, though.
2019-12-20 22:25:10 +01:00
Christoph Oelckers
3209d4ed23 - added a few more texture coloring options to the shader.
Aside from adding an additive component it can now also do:

- desaturation (not limited to the range of 0..1 so it can also be used for oversaturation by applying a negative number or negative saturation by going above 1.0.
- invert the texture
- apply a blend, including 3 special mode taken from EDuke32.

Currently only the implementation is done, it is not exposed to UDMF yet.
2019-12-20 16:05:00 +01:00
Christoph Oelckers
38fec546a7 - moved the generic palette utilities and the matrix class to 'utility' 2019-08-20 23:05:20 +02:00
Christoph Oelckers
7346288bf5 - moved some more files. 2019-07-14 21:09:49 +02:00
Christoph Oelckers
3d3f364874 - consolidated postprocessing code a bit.
The code that determines the order of effects should not be duplicated between renderers.
2019-06-20 11:55:45 +02:00
Christoph Oelckers
9f2fbc1294 - renamed GLViewpointBuffer to HWViewpointBuffer. 2019-06-10 10:50:45 +02:00
Christoph Oelckers
037b69c8a7 - reworked buffer binding logic.
This shouldn't be in the hardware independent interface because the semantics on OpenGL and Vulkan are too different, so a common implementation is not possible.
Most bind calls were in the GL interface anyway, so these no longer pass through hardware independent code.

This also moves the bind calls in the shadowmap code into the GL interface - these never did anything useful in Vulkan and aren't needed there.

Last but not least, this moves the legacy buffer binding handling into FGLRenderState and performs the initial binding for the light buffer in a more suitable place so that this doesn't have to pollute the render state.
2019-06-09 20:37:11 +02:00
alexey.lysiuk
da2d0e47e6 - removed array length() function from shadowmap shader
Array's length() function is not yet supported by SPIRV-cross and MoltenVK
Its usage was replaced by explicit nodes count value passed as uniform
2019-05-24 14:29:37 +03:00
Magnus Norddahl
1973001834 - use the exact sRGB->linear transfer function in HDR mode as the 2.2 gamma approximation is visibly inaccurate in this case 2019-05-01 00:55:31 +02:00
Magnus Norddahl
81e32ecc72 - implement stat gpu on vulkan and fix it on opengl 2019-04-30 22:55:35 +02:00
Magnus Norddahl
09883431bf - fix wrong clamp mode used in OpenGL
- fix sampler array size on Vulkan
2019-04-20 19:19:34 +02:00
Magnus Norddahl
6699cd5462 - change FRenderState to store directly to the StreamData struct. This simplifies the vulkan backend and also allows the OpenGL backend to use the same uniform block transfer strategy in the future. 2019-04-20 04:16:01 +02:00
Magnus Norddahl
faac0805f0 - implement VKBuffer::Resize 2019-04-18 22:01:42 +02:00
Magnus Norddahl
b30ed99672 - remove the old OpenGL postprocess custom shader implementation 2019-04-08 01:31:22 +02:00
Christoph Oelckers
24a52d65a5 - renamed several data types in the hardware renderer that still had a GL prefix, although they are now generic. 2019-03-22 19:54:19 +01:00
Magnus Norddahl
40ee32a0ce - minor adjustments 2019-03-17 21:14:51 +01:00
Magnus Norddahl
c00a46043d - implement ssao 2019-03-16 23:37:38 +01:00
Magnus Norddahl
990d61f41a - fix compile error 2019-03-16 04:18:35 +01:00
Magnus Norddahl
05f0730c9d - convert PPStep to PPRenderState 2019-03-15 23:24:31 +01:00
Magnus Norddahl
e5e9924c5e - remove IShaderProgram and make the old classes an implementation detail of the OpenGL backend. In the long run they should be removed completely as their weird design is mostly an artifact of once having supported OpenGL 2 2019-03-13 00:52:25 +01:00
Magnus Norddahl
dca0b75038 - change the images to be upside down until presentation to increase compatibility with shaders designed for OpenGL
- clamp scissors fully to avoid NVidia's awful drivers locking up the entire system if they end up out of bounds
- perform buffer clears as part of the render pass. this puts some restrictions on how FRenderState.Clear can be used
- add an offset uniform to the present shaders so the vulkan target can flip the image during presentation
2019-03-12 23:53:20 +01:00
Christoph Oelckers
b7d09c95dd - cleanup of savegame picture code.
* re-added screen blends for images from the hardware renderer.
* moved all postprocessing of the image out of the renderers.
* cleaned out a large piece of cruft for handling the palette in the frame buffer class. This was all a remnant of the old paletted backend that no longer exists. Nowadays the screen blend is just a postprocessing effect drawn over the 3D screen, there is no need to maintain any of it as global state anymore.
* since the engine doesn't produce paletted screenshots anymore there is no need to have handling for it in the generation code. This depended on otherwise obsolete information so it got removed along with that information.
2019-03-09 14:48:14 +01:00
Christoph Oelckers
2fa5a88701 - do not render player sprites to canvases in the hardware renderer. 2019-03-09 12:34:10 +01:00
Christoph Oelckers
99c8ba1288 - use uAddColor instead of uObjectColor2 for the ending color of a special colormap range.
Unlike uObjectColor2, this is more global state. uObjectColor2 is part of gradient calculation which may later be offloaded to a secondary buffer which already resulted in only conditionally setting it, resulting in broken special colormap application for the software renderer.
2019-03-09 12:12:33 +01:00
Christopher Bruns
0fb940632a Reduce number of blits required in stereo 3D by tracking current eye. 2019-03-04 13:14:41 +01:00
Christopher Bruns
52ab4b968f Remove Quad-buffered from list of VR-modes if we know it won't work. 2019-03-03 16:15:38 +01:00
Christopher Bruns
8becc0e78d Enable menu blur in stereo 3d.
Use more blitting to avoid confusing framebuffer state management in stereo 3D.
2019-02-27 09:51:02 +01:00
Christoph Oelckers
89d607c9a6 - moved all rendering code into a common subdirectory.
No changes to the files themselves was made.
2019-01-31 19:58:17 +01:00