Commit graph

15 commits

Author SHA1 Message Date
Christoph Oelckers
1ad2f30e0d - moved sprite CVARs out of the global CVAR storage file.
They are local to hw_sprites.cpp now, as they aren't used anywhere else.
2020-04-26 10:47:57 +02:00
Christoph Oelckers
686aa9779d - moved VR code and IntRect to 'common' 2020-04-26 10:26:29 +02:00
Christoph Oelckers
b9e3c9681b - moved a few files from 'rendering' to 'common'. 2020-04-25 21:52:21 +02:00
Christoph Oelckers
0cb2a1b8e9 - moved gl_load to common. 2020-04-11 20:20:59 +02:00
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
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
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
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
b30ed99672 - remove the old OpenGL postprocess custom shader implementation 2019-04-08 01:31:22 +02:00
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
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
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
Renamed from src/gl/renderer/gl_postprocess.cpp (Browse further)