Major Cooke
31fa78d7c9
Added the following GL Light flags:
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- `DontLightOthers`: Acts as the inverse of `DontLightSelf`, where it won't light actors that aren't the owner.
- `DontLightMap`: The light doesn't affect the map.
2022-05-31 09:12:59 +02:00
Rachael Alexanderson
43a419b318
- lock cvar shader uniforms behind a command line parameter for now
2022-04-16 12:12:40 -04:00
Christoph Oelckers
e6184ccb96
- silence some warnings.
2022-02-14 20:05:42 +01:00
Rachael Alexanderson
add4ff12ac
- virtualize player landing on thing sound
2022-02-14 08:07:10 +01:00
Rachael Alexanderson
084c4f84bd
- another fix
2022-02-09 07:20:34 -05:00
Rachael Alexanderson
1b9148a443
- fix a few glaring issues with cvar uniforms
2022-02-09 07:05:21 -05:00
Rachael Alexanderson
eae2704a9b
- allow floats for uniform cvar defaults
2022-02-06 10:33:35 -05:00
Rachael Alexanderson
751f859c7a
- fix compile on clang
2022-02-01 12:50:51 -05:00
Rachael Alexanderson
e7e5bd99fc
- fix compiling on Linux/et-al
2022-02-01 12:32:44 -05:00
Rachael Alexanderson
267e714bf1
- implement direct cvar linking to custom shader uniforms
2022-02-01 11:42:55 -05:00
Christoph Oelckers
77d74a11d1
- removed most templates.h includes.
2021-10-30 10:49:12 +02:00
Christoph Oelckers
109069f718
- removed the unused palette parameter from the V_GetColor family of functions.
2021-08-14 09:57:23 +02:00
drfrag
2d0a876ab1
- Fix wrong thiswad check for materials too.
2021-07-18 13:11:57 +03:00
Gaerzi
3f9a3a454b
Brightmaps fix
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See https://forum.zdoom.org/viewtopic.php?f=2&t=72687 for more information.
2021-07-16 21:14:59 +02:00
Christoph Oelckers
ba146ed5e5
- Backend update from Raze
2021-04-19 12:58:35 +02:00
Christoph Oelckers
720853cff8
- made some changes so that material definitions can properly check automatic layers when determining their material type.
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Most importantly this means that any texture with a custom material definition needs to load its automatic layers before applying the definition.
2020-06-03 21:16:36 +02:00
Christoph Oelckers
fa54afbd08
- addressed a problem with materials depending on automatically added textures.
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This isn't a fix, it just removes a sanity check that really shouldn't be, but thanks of an underspecification of the material definition it was never possible to do this case properly.
2020-06-03 00:16:25 +02:00
Christoph Oelckers
f118cd78bf
- fixed missing custom shader setup in cases where a shader got used more than once.
2020-06-02 20:20:18 +02:00
Christoph Oelckers
cedc95c2a5
- split out FGameTexture into its own files.
2020-04-19 10:57:56 +02:00
Christoph Oelckers
718949f74d
- moved the texture name to FGameTexture.
2020-04-19 10:57:53 +02:00
Christoph Oelckers
70ec20c137
- optimization of texture scaling checks.
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The texture dimension checks can be performed up front when the texture is inserted into the texture manager.
2020-04-19 10:57:51 +02:00
Christoph Oelckers
7bdef7fe9a
- cleaned the texture manager's method interface from FTexture references.
2020-04-19 10:57:49 +02:00
Christoph Oelckers
f5d5888c22
- thinned out the Texturemanager interface.
2020-04-19 10:57:49 +02:00
Christoph Oelckers
83817080bb
- more texture cleanup.
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It is now in a state where FTexture really needs to be separated from FGameTexture.
2020-04-19 10:57:48 +02:00
Christoph Oelckers
72835c5462
- transitioned the GLDEFS parser to FGameTexture.
2020-04-19 10:57:46 +02:00
Christoph Oelckers
8381092cce
- major shader rework
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* handle brightmaps in the main shader instead of keeping separate instances around.
* added detail and glow layers from Raze.
* fixed material setup which could not guarantee that everything was initialized correctly.
* for warped textures, warp all layers. With this brightmaps finally work on warped textures.
Note: Vulkan reports a "device lost" error with this which still needs to be investigated.
2020-04-19 10:57:43 +02:00
Christoph Oelckers
d586ffa79c
- const-ified the palette pointers in the texture creation code.
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- fixed includes.
2020-04-11 20:20:39 +02:00
Christoph Oelckers
580e463498
- moved texture code to 'common'.
2020-04-11 20:20:38 +02:00
Christoph Oelckers
f8e9cb8fbc
- major dependency reduction of the texture system.
2020-04-11 20:20:37 +02:00
Christoph Oelckers
05d8856fe0
- moved file system implementation to 'common'.
2020-04-11 14:00:20 +02:00
Christoph Oelckers
80c6d5b276
- renamed more stuff and also moved the Strife teaser voice handling out of the file system.
2020-04-11 14:00:19 +02:00
Christoph Oelckers
6bccde3b51
- renamed the file system related classes to actually use the term "FileSystem".
2020-04-11 14:00:18 +02:00
Rachael Alexanderson
98ee0a7035
- move colorization parser from 'textures' to 'gldefs'
2020-01-05 16:30:01 -05:00
Christoph Oelckers
8177583e2f
- treat configurations which load a secondary WAD on top of a primary IWAD like SVE to consider the secondary WAD an actual IWAD as well.
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This fixes localization of the SVE menu.
2019-07-15 20:48:00 +02:00
alexey.lysiuk
8bf2683b4a
- added message about missing texture for material definition
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https://forum.zdoom.org/viewtopic.php?t=64234
2019-04-11 14:48:45 +03:00
alexey.lysiuk
ab53509774
- fixed crash in GLDEFS parser caused by missing texture
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https://forum.zdoom.org/viewtopic.php?t=64234
2019-04-11 13:26:10 +03:00
Christoph Oelckers
e3eaa5964d
- removed v_video.h include from portals.h
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This has no business in a play related file which also made no use of it.
2019-02-01 00:30:21 +01:00
Christoph Oelckers
f6a91e1722
- moved the I_Error prototypes to doomerrors.h to avoid having to include the low level system header for this.
2019-01-31 19:38:04 +01:00
Christoph Oelckers
4af5ea25c1
- change per-level attenuation of dynamic lights for each viewpoint.
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To avoid unnecessary work, the current state is tracked.
2019-01-29 20:09:06 +01:00
Christoph Oelckers
8da1b5c1b0
- properly handle passing of the light flags.
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Since these can be changed on the placed light actor they have to be read from there, so this is now a pointer in FDynamicLight, just like the other properties that can be user-changed.
Also did some cleanup on the interface so that external code doesn't need to dereference the lightflags pointer but can use utility functions for all flags.
2019-01-03 09:24:22 +01:00
Christoph Oelckers
d654e02dea
- rewrote dynamic lights to not use actors for the internal representation and made DynamicLight a purely scripted class.
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This should be less of a drag on the playsim than having each light a separate actor. A quick check with ZDCMP2 showed that the light processing time was reduced to 1/3rd from 0.5 ms to 0.17 ms per tic.
It's also one native actor class less.
2019-01-01 19:35:55 +01:00
Christoph Oelckers
c597b16f30
- fixed: 'frame' in GLDEFS light definitions was case sensitive.
2018-12-18 19:36:50 +01:00
Christoph Oelckers
1aba33122b
- fixed: The light defaults were not fully deleted on an engine restart.
2018-12-15 15:36:43 +01:00
Christoph Oelckers
91bb7c0641
Let FSkyboxTexture map to the last defined regular texture of the same name instead of its first face
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This is normally a better fallback for the software renderer.
2018-12-10 02:56:49 +01:00
Christoph Oelckers
9409843931
- replaced the last access operator, too
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Now everything uses a function.
This really wasn't what operators are supposef to be used for.
2018-12-07 03:01:40 +01:00
Christoph Oelckers
9fedecbe60
Renamed FTextureManager::GetTexture to GetTextureID
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It doesn't return a texture after all and I want to repurpose the name for something else.
2018-12-07 02:31:30 +01:00
Christoph Oelckers
6eab4a882c
- narrowing down the public interface of the texture class
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Cannot refactor if the entire class is this wide open to everything.
Not complete yet, doesn't fully compile!
2018-12-06 01:11:04 +01:00
Christoph Oelckers
91df3f8c73
- added option to disable alpha testing for user shaders.
2018-10-31 15:56:20 +01:00
Christoph Oelckers
118bc78fe3
- moved the entire OpenGL backend into a separate namespace.
2018-10-29 13:56:17 +01:00
Magnus Norddahl
1ef9938320
- fix user defines and textures not working
2018-07-15 23:34:58 +02:00