Commit graph

102 commits

Author SHA1 Message Date
Christoph Oelckers
510aa600dd - moved hw_renderstate.h to hwrenderer folder and renamed one GL constant it was using. 2018-10-20 18:37:12 +02:00
Christoph Oelckers
c3d5b960ee - refactored the entire Stereo3D system to get rid of the class hierarchy and all its ugly implications.
Ultimately all this needs is a small data table describing the geometric properties of each mode and a single Present function that calls the mode specific variants.
Code size got reduced from 50kb to less than 20kb with proper separation of the generic parts from the OpenGL parts.
2018-06-24 17:16:07 +02:00
Christoph Oelckers
1967165633 - move view and projection matrices to DrawInfo. 2018-06-21 21:02:14 +02:00
Christoph Oelckers
7f5272c23f Deleted GLSceneDrawer
Since it didn't contain any data anymore it was relatively pointless. Code has been moved to FDrawInfo and GLRenderer, depending on its scope.
2018-06-20 13:14:50 +02:00
Christoph Oelckers
d2309af3d5 Merge remote-tracking branch 'remotes/origin/master' into modern
# Conflicts:
#	src/d_main.cpp
#	src/hwrenderer/scene/hw_weapon.cpp
2018-06-19 19:40:52 +02:00
Christoph Oelckers
46d73e7b4b Pass ticFrac to the model renderer as a parameter
This also removes the rather pointless gl_RenderModel functions because with their two lines of content they can just be placed inline.
2018-06-19 09:18:27 +02:00
Christoph Oelckers
4937848123 - refactoring of fixed colormap stuff to have it better organized and to reduce the number of uniforms in the main shader.
This removes 3 uniforms, consisting of 9 floats. Those were merged into other values that never get used at the same time.
It also moves the costly setup of the fixed colormap out of the render state into the 2D processing code.
Since 3D forces use of render buffers now, it is no longer necessary to draw the entire scene with the colormap active, meaning it can be handled more efficiently.
2018-06-16 22:40:44 +02:00
Christoph Oelckers
c0837f42bd - gl_system.h as well, in particular this has no place in hw_* files. 2018-05-16 23:34:52 +02:00
Christoph Oelckers
401c9ab8ca - moved gl_interface.cpp/h to gl_load folder.
These files are not part of the actual renderer but part of the system code.
This means, for separated modern and legacy GL renderers, there still will only be one set of this, unlike everything else.
2018-05-16 23:21:21 +02:00
Christoph Oelckers
52d73eabbf - weapon drawing code refactor complete.
Setup and drawing are now done separately, this also no longer needs the Quad drawer.
2018-05-04 23:11:37 +02:00
Christoph Oelckers
e0833d5005 - prepared the weapon sprite drawer for full separation. 2018-05-03 23:49:16 +02:00
Christoph Oelckers
43b491ea33 - moved the global 'no dynamic lights' variable to FLevelLocals so that it is outside renderer specific data. 2018-05-03 21:27:45 +02:00
Christoph Oelckers
ecb1578a7a - changed model lighting setup to be done in the processing pass.
This eliminates the different code paths for GL3 and GL4.5.
2018-04-30 23:06:48 +02:00
Christoph Oelckers
fbbf2f8346 - fixed a few things in the weapon drawer. 2018-04-30 21:42:36 +02:00
alexey.lysiuk
76ed80fe56 Fixed randomly colored weapons 2018-04-30 10:35:18 +03:00
Christoph Oelckers
ebc1c5741b - some more weapon code extracted. 2018-04-30 00:09:42 +02:00
Christoph Oelckers
c2ac985357 - split off the utility functions from gl_weapon.cpp.
Meaning there's only half as much code left to clean up.
2018-04-29 23:38:26 +02:00
Christoph Oelckers
d904fba05b - trying to clean up the weapon renderer.
Some of the data generation has been offloaded to subfunctions to get the main function down to something manageable for refactoring.
2018-04-29 22:30:52 +02:00
Christoph Oelckers
634b3cf413 - moved gl_spritelight out of gl/. This required a few more changes:
* split gl_shadowmap.cpp into a GL dependent and an API independent part.
* gl_drawinfo must be kept around for the HUD sprite because it connects the renderer with the hardware indpendent part of the engine.
2018-04-29 11:00:34 +02:00
Christoph Oelckers
819ea8f937 - reduced gl_spritelight.cpp to pure data setup so that it can be moved out of gl/.
- added thread_local to some static arrays being used for setting up dynamic lights.

Right now it's of little consequence but these will have to be maintained per thread if the render data setup is done by worker tasks.
2018-04-29 09:33:36 +02:00
Christoph Oelckers
dd524b046e - GLWall is mostly clean, except some smaller things in gl_sky.cpp 2018-04-27 00:22:00 +02:00
Christoph Oelckers
ceeb479261 - moved the CVAR definitions from gl/ to hwrenderer/.
- disabled gl_texture_format because in its existing form it is mostly a useless feature.
2018-04-25 20:33:55 +02:00
Christoph Oelckers
8d62ebd2f4 - renamed the functions in hw_fakeflat.cpp 2018-04-24 17:52:35 +02:00
alexey.lysiuk
2ae8d39441 Removed all superfluous #include's
Automatically optimized by CLion IDE with manual corrections
2018-04-24 14:30:35 +03:00
Christoph Oelckers
5d94af913a - no, we do not want to use global variables to pass parameters around... 2018-04-02 18:13:18 +02:00
Christoph Oelckers
60aebff4a1 - starting separation of hardware dependent and hardware independent code, starting with aabbtree, because it was easy. 2018-04-02 15:58:28 +02:00
Christoph Oelckers
52c5328412 - made the glow getter functions members of sector_t. 2018-04-02 13:36:28 +02:00
Christoph Oelckers
d01bc452ba - moved all variables not related to the hardware renderer's texture state out of gl_info. 2018-04-02 13:00:33 +02:00
Christoph Oelckers
65e7b6dfaa - moved the code in gl_data.cpp to better fitting places
* the MAPINFO options now get handled in g_mapinfo.cpp and g_level.cpp, just like the rest of them as members of level_info_t and FLevelLocals.
* RecalcVertexHeights has been made a member of vertex_t and been moved to p_sectors.cpp.
* the dumpgeometry CCMD has been moved to p_setup.cpp
2018-04-01 18:45:27 +02:00
Christoph Oelckers
8b79eedfea - moved CreateTexBuffer out of the GL code.
This is merely a buffer creation function with no dependencies on the renderer.
2018-04-01 14:38:48 +02:00
Magnus Norddahl
48e534bf19 - Add per-pixel model light to the OpenGL 3.3 render path 2018-03-01 01:27:12 +01:00
Magnus Norddahl
0f69778e23 - Add new material shader entries for specular and PBR light modes 2018-01-21 01:53:44 +01:00
alexey.lysiuk
0afc09678f Fixed bright sprites in sectors with Doom 64 lighting
https://forum.zdoom.org/viewtopic.php?t=58703
2017-12-16 17:37:03 +02:00
Magnus Norddahl
d4ebe51e83 - Place the HUD model correctly in the world so that shader light calculations work 2017-11-05 15:35:03 +01:00
Magnus Norddahl
801fbddd47 - Fix gcc compile error
- Fix weapon null pointer crash
2017-08-02 01:41:48 +02:00
Magnus Norddahl
aaa00cbcb9 - Include all lights touching a model actor's render radius 2017-08-01 00:43:58 +02:00
Magnus Norddahl
cbda6e9427 - Improve dynamic lights for the HUD model 2017-07-26 09:18:05 +02:00
Rachael Alexanderson
e72ae3f266 Merge ../gzdoom
# Conflicts:
#	src/version.h
#	wadsrc/static/compatibility.txt
2017-05-31 09:08:13 -04:00
Christoph Oelckers
977d5988c5 - fixed weapon sprite light calculation for low light levels. 2017-05-31 09:27:50 +02:00
Major Cooke
35583621cf PSPF_MIRROR now corrects the bobx direction. 2017-05-26 18:28:09 -05:00
Major Cooke
636e36b90d Clean-up. 2017-05-26 11:34:26 -05:00
Major Cooke
a25a536c9f Removed the auto PSPF_FLIP implimentation. 2017-05-25 20:40:54 -05:00
Major Cooke
a111c59286 Added PSPF_MIRROR.
- Flips the sprite's drawing and position over entirely. Automatically implies PSPF_FLIP.
2017-05-25 19:46:36 -05:00
Christoph Oelckers
4a5fe65ce8 - added missing check for RenderStyle None to GL weapon drawer. 2017-05-08 19:13:18 +02:00
Christoph Oelckers
47bcd8aaa2 - added per-layer translucency support to the OpenGL PSprite drawer. 2017-04-15 17:25:46 +02:00
Christoph Oelckers
1d4ab0cc2a - implemented proper scaling for the status bar itself.
This allows using the UI scale or its own value, like all other scaling values.
In addition there is a choice between preserving equal pixel size or aspect ratio because the squashed non-corrected versions tend to look odd, but since proper scaling requires ununiform pixel sizes it is an option.

- changed how status bar sizes are being handled.

This has to recalculate all scaling and positioning factors, which can cause problems if the drawer leaves with some temporary values that do not reflect the status bar as a whole.
Changed it so that the status bar stores the base values and restores them after drawing is complete.
2017-03-29 19:23:40 +02:00
Christoph Oelckers
b529b1e3a7 - removed several unneeded GL headers from the software renderer's sources.
- consolidated the code to calculate a sprite's display angle for all 3 renderers.

As it turned out, they all differed in their feature support because they had always been updated independently by different people.
2017-03-16 13:49:34 +01:00
Christoph Oelckers
3aa7687d91 - made 'nocoloredspritelighting' a global option and also implemented it in the software renderer. 2017-03-16 00:56:03 +01:00
Christoph Oelckers
9a24771a7d - refactored FDynamicColormap out of sector_t.
This has increasingly become an obstacle with the hardware renderer, so now the values are being stored as plain data in the sector, with the software renderer getting the actual color tables when needed. While this is a bit slower than storing the pregenerated colormap, in realistic situations the added time is mostly negligible in the microseconds range.
2017-03-15 22:04:59 +01:00
Christoph Oelckers
d72623b9b5 - eliminated global in_area variable.
Removing this made me realize that calling the renderers' FakeFlat functions from the automap is inherently unsafe with the recent refactorings because there is absolutely no guarantee that the data may actually still be defined when the automap is being drawn.
So the best approach here is to give the automap its own FakeFlat function that runs independently of render data and assumptions of data preservation. This one can also be a lot simpler because it only needs the floor, not the ceiling info.
2017-03-12 23:13:07 +01:00