Commit graph

104 commits

Author SHA1 Message Date
Christoph Oelckers
9ef5e00cdf - some cleanup and preparation on RenderState interface. 2018-10-20 21:36:50 +02:00
Christoph Oelckers
3c3be0d349 - started with an abstract render interface, most importantly handle the stencil for plane flooding through the render state object instead of changing GL state directly. 2018-10-20 21:08:24 +02:00
Christoph Oelckers
74ba142eae - allow vertex creation for sprites in the setup pass.
Currently only used by legacy hardware.
2018-10-20 11:53:20 +02:00
Christoph Oelckers
e5ff500c5a - rewrote render hacks to prepare their vertex data in the processing pass.
This eliminates 3 of the 5 remaining occurences of FQuadDrawer and gets a large section of code out of the GL backend into the common hardware rendering code.

# Conflicts:
#	src/gl/scene/gl_scene.cpp
2018-10-20 10:56:12 +02:00
Christoph Oelckers
5e39890118 - use a uniform buffer for per-scene data like rotation matrices. 2018-09-02 18:40:36 +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
e7a0ccf879 - fixed remaining issues with portal refactoring. 2018-06-23 23:03:34 +02:00
Christoph Oelckers
6ebec37baf - moved all portal code that sets up a scene to be rendered into API independent code and let it be handled by a common wrapper class. 2018-06-23 23:03:34 +02:00
Christoph Oelckers
282fdac660 - made the static portal state a struct inside the Renderer object 2018-06-23 13:25:59 +02:00
Christoph Oelckers
82d7e5970f - moved the clipline uniform to the viewpoint buffer.
This was the final one of the per-scene values that could be taken out of the render state.
2018-06-22 23:49:39 +02:00
Christoph Oelckers
43e1a2d249 - moved uViewHeight and uCameraPos to the viewpoint uniform struct. 2018-06-22 21:05:36 +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
9bdb5f1a5d Moved ProcessLowerMinisegs back toAPI independent code. 2018-06-20 10:10:30 +02:00
Christoph Oelckers
54970b60e8 - use locally stored viewpoint variables in the hardware renderer.
- move a few variables from SceneDrawer to FRenderViewpoint.

The global r_viewpoint variable is left alone now to always represent the current viewpoint to the play code.
The main reason behind this change is to reduce the amount of global variables being used by the hardware renderer's scene processing code.
2018-06-19 23:45:17 +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
74d8c929cc Give the clipper a reference to the current viewpoint
This is both for efficiency and encapsulation. At last on MSVC in 64 bit, accessing global variables is very inefficient and the clipper was doing it repeatedly in its worker functions.

It is also one less place where the global viewpoint gets checked.
2018-06-19 09:37:49 +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
8ab68264c1 - removal of all code to handle OpenGL 2. From this commit on the main build of GZDoom will be OpenGL 3.3 or higher.
# Conflicts:
#	src/gl/renderer/gl_renderer.cpp
#	src/gl/shaders/gl_shader.cpp
#	src/gl/system/gl_framebuffer.cpp
#	src/gl_load/gl_interface.cpp
2018-06-15 21:45:05 +02:00
Christoph Oelckers
2514753afb - make the vertex buffer accessible from the hwrenderer code. 2018-05-22 18:48:10 +02:00
Christoph Oelckers
226e8f84da - most of gl_bsp.cpp moved to HWDrawInfo.
Only the vertex buffer update check needs to be done yet.
2018-05-22 00:27:39 +02:00
Christoph Oelckers
df0b1e8dae - moved the clipper out of GLSceneDrawer and let it be handled by HWDrawInfo.
The precise way the clipper needs to be maintained may differ between APIs, so it is no longer owned by any render structure but instead HWDrawInfo only contains a reference.
For OpenGL there is still only one static clipper because without multithreaded BSP traversal there is no need for more.
2018-05-21 22:54:04 +02:00
Christoph Oelckers
5f87e81b6a - moved CurrentMapSections and in_area from GLSceneDrawer to HWDrawInfo.
Not only are they better placed in the common code, but they are also both per-viewpoint and not per-scene, so this is a far more suitable place and avoids saving and restoring them in the portal code.
2018-05-21 22:04:29 +02:00
Christoph Oelckers
e6a447eb6f - removed more occurences of gl_drawinfo. 2018-05-21 20:28:12 +02:00
Christoph Oelckers
31263eeac2 - removed gl_drawinfo-> from FDrawInfo member functions and pass it to some other functions as a parameter.
This really shouldn't be handled as a global variable. The mere fact that several member functions used it incorrectly is ample proof of that.
2018-05-21 11:36:07 +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
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
6285a309ce - added UploadLights to the DrawInfo interface.
- removed GLPASS_PLAIN because it was the same as GLPASS_ALL.
2018-05-03 21:47:58 +02:00
Christoph Oelckers
9350eee0c0 - GLDrawList moved to hwrenderer/. 2018-04-29 12:56:06 +02:00
Christoph Oelckers
77b301612a - some refactoring of GLDrawList to remove implementation-specific parts from this class. 2018-04-29 12:32:21 +02:00
Christoph Oelckers
64b108ff44 - hw_sprites extracted
- moved the variables for OpenGL's special textures to the texture manager because it is far better suited as a container than the GLRenderer.
2018-04-29 00:09:44 +02:00
Christoph Oelckers
d1720ad790 - GLSprite rework. 2018-04-28 20:02:17 +02:00
Christoph Oelckers
c5641a0e72 - GLFlat split into API-dependent and -independent data.
No resorting of the files yet.
2018-04-28 12:34:09 +02:00
Christoph Oelckers
0d7c2527f2 - finished decal render refactoring.
Decals will now be processed into a list in the processing pass, allowing to use the vertex buffer even on GL3 hardware and to offload this part of the work to a multithreaded worker task.
2018-04-27 20:18:52 +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
937a2cf69f - abstracted the vertex allocator. 2018-04-26 20:07:56 +02:00
Christoph Oelckers
9a1603b246 - made GLWall ready for multithreaded processing.
* to do this efficiently the amount of required vertices needs to be calculated up-front
* always create the vertices in the data generation pass, not the render pass.
* added synchronisation code to the vertex buffer allocator.

Without multithreading this causes a slight slowdown, due to added processing cost. (Frozen Time bridge scene drops from 47 fps to 44 fps on my test machine.
2018-04-26 19:25:11 +02:00
Christoph Oelckers
41d5bd76d4 - moved decal rendering from GLWall to FDrawInfo.
First step of turning GLWall into a pure data container.
2018-04-25 22:09:12 +02:00
Christoph Oelckers
982776d48d - removed dependencies on GL-API related classes from gl_walls.cpp and gl_sky.cpp
Not complete yet, but at least the GLWall memberes no longer reference GLSceneDrawer and the implementation dependent parts of FDrawInfo.
2018-04-25 14:58:13 +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
dbb1492bf9 Fully separated HWDrawInfo from GL dependencies.
This also required temoporarily moving one small function because in the current state this cannot be done in the API independent part.
2018-04-24 11:52:15 +02:00
Christoph Oelckers
a803b3d393 Split FDrawInfo in two
Done so that the entire gl_renderhacks.cpp file can be moved out of the GL folder.
Not cleaned up yet
2018-04-24 10:30:26 +02:00
Christoph Oelckers
dcefa3cd12 - GLSprite done, too. 2018-04-15 19:57:28 +02:00
Christoph Oelckers
ee1d1a29a6 - converted GLFLat list to use pointers as well.
- added copy constructors and assignement operators to GLFlat and GLWall so that they can use memcpy instead of field-by-field copy. This actually increases performance slightly.
2018-04-15 19:00:54 +02:00
Christoph Oelckers
d17216d7dd - fixed the translucent wall splitter, it forgot to copy the original wall before making adjustments to it and its copy. 2018-04-15 17:04:02 +02:00
Christoph Oelckers
e8eb8dd596 - store the wall render nodes as pointers, not as objects.
This is mainly for future-proofing because storing these as objects in an array not only has a negative impact when using multithreading due to longer blocking time for the threads but also makes it hard to cache this data for reuse.
2018-04-15 14:25:42 +02:00
Christoph Oelckers
0affc119fd - moved hardware independent part of flat vertex data out of GL folder. 2018-04-14 12:05:31 +02:00
Christoph Oelckers
9a919960c9 - fixd bad comparators for std::sort 2018-04-03 01:01:10 +02:00
Christoph Oelckers
2f96d3c61a - moved global variable definitions to the top of a few files.
Most of these are not critical because they only get used in non-multithreaded contexts but it's definitely easier to look them up this way.
2018-04-02 23:42:45 +02:00