Christoph Oelckers
a3aaa5cc8b
- removed old RenderStyle management.
2018-10-21 14:18:08 +02:00
Christoph Oelckers
acad8315d0
- move stencil recursion counter to render state.
2018-10-21 10:58:11 +02:00
Christoph Oelckers
a97d71a3c3
- draw decals in hardware independent code.
2018-10-21 10:51:26 +02:00
Christoph Oelckers
1768508c80
- first adjustments to decal code.
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- moved texture mode constants to a global header and consolidated with the variants of the 2D drawer.
2018-10-21 08:14:48 +02:00
Christoph Oelckers
e8f48e7535
- moved the color/fog setters to hwrenderer.
2018-10-20 23:33:07 +02:00
Christoph Oelckers
fac7c7a31c
- abstraction of render style in render state.
2018-10-20 23:14:57 +02:00
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
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
a4f7fd2e46
- started splitting the render state struct.
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Reusable parts should be in hwrenderer later.
2018-10-20 13:34:29 +02:00
Christoph Oelckers
4603d01ba1
- removed some unused content from FGLRenderState.
2018-10-20 13:11:03 +02:00
Christoph Oelckers
9a03ba3cc5
- renamed FRenderState to FGLRenderState.
2018-10-20 13:05:36 +02:00
Christoph Oelckers
9253118bdc
- removed the quad drawer class
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This isn't needed anymore.
2018-10-20 11:59:12 +02:00
Christoph Oelckers
bc1e659c7b
Revert "- reworked fog uniforms to move the global fog mode setting to the viewpoint buffer."
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This reverts commit 8b26b6dd1e .
This was causing problems with light mode 2 because some edge cases were no longer handled properly.
2018-09-16 22:38:20 +02:00
Christoph Oelckers
2d53ad6f10
- fixed misplaced parenthesis.
2018-09-09 19:18:22 +02:00
Christoph Oelckers
1c3d4b46c6
- fixed the use of Doom-Legacy-style 3D floor lighting in light mode 8.
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Legacy used some strange blending formula to calculate its colormaps for colored 3D floor lighting, this is not available in the software lighting mode, so for these the engine has to temporarily revert to light mode 2 to render them correctly.
2018-09-08 13:08:04 +02:00
Christoph Oelckers
8b26b6dd1e
- reworked fog uniforms to move the global fog mode setting to the viewpoint buffer.
2018-09-06 19:14:30 +02:00
Christoph Oelckers
22e8c57a59
- reset the viewpoint buffer only once per scene, not per viewpoint.
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This doesn't work for camera textures because they are a separate viewpoint.
2018-09-02 20:05:36 +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
b570f28597
- restored block of code that got deleted by a bad merge of a cherry-picked commit.
2018-09-02 12:43:13 +02:00
Christoph Oelckers
9af01c4667
- Untested wipe refactor
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# Conflicts:
# src/gl/renderer/gl_renderer.cpp
# src/gl/system/gl_wipe.cpp
# src/hwrenderer/scene/hw_attributebuffer.cpp
2018-09-02 12:02:36 +02:00
Christopher Bruns
03fa1a12cb
Avoid overriding vr eye-specific buffer binding during 2D rendering.
2018-08-20 00:59:52 +02:00
alexey.lysiuk
b6ff468aaf
- creation of dither texture no longer affects active unit
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Red checkerboard was rendered upon startup instead of
* the first saved game's thumbnail
* the first game frame
2018-08-12 10:55:24 +03:00
Christoph Oelckers
19a5a2fd2b
- fixed dither math.
2018-08-11 09:27:35 +02:00
Rachael Alexanderson
ecdc485e05
- Allow specifying monitor bits-per-channel for dithering output. Not all displays are created equal, so this option is actually important for specifying the exact amount for your display.
2018-08-09 15:13:26 -04:00
Magnus Norddahl
d121fa21bf
- add gl_dither for toggling dithered output on and off
2018-08-08 21:58:23 +02:00
Christoph Oelckers
863b9fff8a
Make dither texture data constant
2018-08-08 08:43:46 +02:00
Rachael Alexanderson
24e2c3a611
- replace dither texture with a hand pre-calculated table)
2018-08-07 20:47:17 -04:00
Magnus Norddahl
31addbc859
- use a texture for the dither matrix
2018-08-08 00:54:12 +02:00
Magnus Norddahl
5b8a016cad
- add vid_hdr cvar that enables higher than 8bpc output for monitors that support it
2018-07-30 22:01:05 +02:00
Christoph Oelckers
96bb8a779c
- fixed incomplete reordering of code.
2018-07-23 21:17:57 +02:00
Christoph Oelckers
6076f0a69d
- disable any texture clamping for textures with a user shader.
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This cannot be reliably determined so the least restrictive setting must be used.
2018-07-23 17:53:35 +02:00
Christoph Oelckers
6ca2b3fce1
- fixed display for smaller screeblocks value.
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When refactoring the screen scaling one line too many was altered by accident.
2018-07-21 12:13:17 +02:00
Christoph Oelckers
57f65a9379
- fixed: The 2D drawer did not restore the blend mode after finishing.
2018-07-20 19:46:53 +02:00
Christoph Oelckers
33ee0f3c27
Merge branch 'master' into modern
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# Conflicts:
# src/gl/renderer/gl_renderer.cpp
# src/gl/renderer/gl_renderer.h
# src/gl/renderer/gl_renderstate.h
# src/gl/system/gl_framebuffer.cpp
# src/gl/system/gl_framebuffer.h
2018-07-14 13:18:34 +02:00
Christoph Oelckers
7817e6a7b2
- moved the texture binding code back to the OpenGL specific parts.
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turns out that this cannot be consolidated with Vulkan because the semantics are far too different here.
2018-07-14 13:05:49 +02:00
Magnus Norddahl
ebae12e74b
- Make members private that are not used outside FGLRenderBuffers
2018-07-03 23:35:34 +02:00
Magnus Norddahl
092b2953ea
- add GL to OpenGL specific postprocess classes to make it more clear which belongs to the generic hw interface and which belong to the OpenGL implementation
2018-07-03 23:31:40 +02:00
Magnus Norddahl
fcee021753
Fix frame buffer binding bug that caused PP textures to end up with bad data
2018-07-03 21:44:49 +02:00
Magnus Norddahl
4482ad2b78
- fix saved texture bindings to work for any number of binds
2018-07-01 14:31:30 +02:00
Magnus Norddahl
8eb825e25a
- fix some postprocess bugs
2018-06-30 16:44:09 +02:00
Magnus Norddahl
ba09af7cbb
- add GL debug group for the 2D drawer
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- remove pointless opengl calls from effects that are doing nothing
2018-06-30 15:41:12 +02:00
Magnus Norddahl
35c13763db
- convert the SSAO pass to use hw_postprocess
2018-06-30 15:24:13 +02:00
Magnus Norddahl
ecb5d69ae3
- Simplify FGLRenderer::PostProcessScene
2018-06-29 21:55:46 +02:00
Magnus Norddahl
32d837cdf1
Merge remote-tracking branch 'gzdoom/modern' into hw_postprocess
2018-06-24 17:57:02 +02:00
Christoph Oelckers
491898fe2c
- fixed calculation of projection matrix for weapon sprites.
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- fixed color mask for green/magenta.
- fixed crash when initializing video, because it was accessing 'screen' before it was set from within the framebuffer's constructor.
2018-06-24 17:16:07 +02:00
Christoph Oelckers
c3d5b960ee
- refactored the entire Stereo3D system to get rid of the class hierarchy and all its ugly implications.
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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
532fba5c26
- moved the Stereo3D EyePose to their own file in hwrenderer/.
2018-06-24 10:47:42 +02:00
Magnus Norddahl
b2fad453fa
- change tonemaps to steps
2018-06-23 19:25:49 +02:00
Christoph Oelckers
1cf3af9c41
- moved the current portal pointer to HWDrawInfo so that the portal managed does not need to save and restore a global variable for each portal.
2018-06-23 13:51:19 +02:00