Christoph Oelckers
446be98f37
- fixed light application logic for flats.
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The light mode check wasn't done properly anymore after merging GLPASS_ALL and GLPASS_PLAIN.
2018-06-26 09:28:10 +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
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
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
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.
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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
7f0e29db48
- fixed clip plane setup.
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This had to be reordered so that the clip plane gets set before applying the uniforms.
2018-06-22 22:50:33 +02:00
Christoph Oelckers
80a9028938
- mirror clip planes moved - not working yet.
2018-06-22 22:45:05 +02:00
Christoph Oelckers
e7531bb579
- fixed camerapos setup.
2018-06-22 21:44:53 +02:00
Christoph Oelckers
d5af939119
- more uniforms moved.
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(not working yet.)
2018-06-22 21:32:38 +02:00
Christoph Oelckers
43e1a2d249
- moved uViewHeight and uCameraPos to the viewpoint uniform struct.
2018-06-22 21:05:36 +02:00
Christoph Oelckers
9486180843
- simplify the interface.
2018-06-21 21:36:12 +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
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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
f229b05675
- Took more functions out of GLSceneDrawer
2018-06-20 12:57:41 +02:00
Christoph Oelckers
469c9241eb
Moved WriteSavePic implementation to FGLRenderer
2018-06-20 12:29:52 +02:00
Christoph Oelckers
f7d8f32114
- removed some unused code from RenderViewpoint
2018-06-20 11:43:10 +02:00
Christoph Oelckers
3a80160ca0
More code from GLSceneDrawer to FDrawInfo
2018-06-20 11:38:45 +02:00
Christoph Oelckers
b244fa2c8b
Took the main render function out of GLSceneDrawer and moved them into FDrawInfo
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First step of eliminating the intermediate SceneDrawer class which has become mostly redundant.
2018-06-20 11:17:38 +02:00
Christoph Oelckers
677eba3392
- fix the header
2018-06-20 10:48:24 +02:00
Christoph Oelckers
2060402671
Moved the viewpoint setup code in RenderViewpoint to R_SetupFrame
2018-06-20 10:47:03 +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.
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- 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
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# Conflicts:
# src/d_main.cpp
# src/hwrenderer/scene/hw_weapon.cpp
2018-06-19 19:40:52 +02:00
Christoph Oelckers
eddb179e36
- moved ViewActor variable into FRenderViewpoint.
2018-06-19 18:51:46 +02:00
Christoph Oelckers
87dfa34f1f
- save r_viewpoint as a whole when processing portals.
2018-06-19 17:55:42 +02:00
Christoph Oelckers
753cd0aede
- made R_SetViewAngle a member of r_viewpoint
2018-06-19 17:44:11 +02:00
Christoph Oelckers
2c655322c3
… and in gl_sprites.cpp
2018-06-19 11:21:32 +02:00
Christoph Oelckers
74d8c929cc
Give the clipper a reference to the current viewpoint
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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
46d73e7b4b
Pass ticFrac to the model renderer as a parameter
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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
6b92b95068
- moved vertex creation for skybox sector to backend independent code.
2018-06-18 18:41:59 +02:00
Christoph Oelckers
34ee04f2ce
- moved the matrix math for the sky dome into backend independent code.
2018-06-18 18:18:28 +02:00
Christoph Oelckers
322488d1d1
- fixed: Horizon portals must be drawn in the context of their containing drawinfo.
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This data, however, was not passed along to the portal processor and resulted in null pointers when trying to access it.
2018-06-17 18:33:59 +02:00
Christoph Oelckers
523104b2a8
- simplify some code.
2018-06-16 23:35:12 +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.
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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
9ff7e5a4ef
- force render buffers to be active.
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For modern hardware the fallback path really makes no sense and this allows to simplify some things quite a bit.
2018-06-16 09:37:01 +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.
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# 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
612fb40f3a
- don't use uniforms related to fixed colormaps for other things.
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The fixed colormap is a per-scene global setting that normally does not need to change ever during rendering of a scene so it's easily shoved aside into a static uniform buffer.
Having to change this buffer for inconsequential stuff should be avoided, especially when there's other uniforms that are just as good to hold these values.
2018-06-14 21:28:03 +02:00
Christoph Oelckers
20e84fff5a
- fixed crash with GL 3.x and fixed colormap active.
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This must skip all light processing. On GL 4.5 it will only collect useless data but on GL 3.x it will run into an unmapped buffer situation.
2018-06-12 17:55:20 +02:00
Christoph Oelckers
6fced1865f
Moved ScopedViewShifter to hwrenderer/ .
2018-06-12 14:47:05 +02:00
Christoph Oelckers
f33ddd8cce
Made the ScopedViewShifter fully inline
2018-06-12 14:44:58 +02:00
Christoph Oelckers
2baed338f7
- flat rendering must check for missing vertex buffer data.
2018-06-05 21:44:38 +02:00
Magnus Norddahl
f03c02df43
- fix gamepic render buffer issues
2018-06-03 13:59:40 +02:00
Christoph Oelckers
d0aacd3ba8
- fixed: The translucent border draw list must be rendered with depth writing active.
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This gets exclusively used by portal borders which means that for walls the setting is irrelevant but for flats it is needed to cover the portal surface so that translucent parts of the outer scene do not bleed through.
2018-06-02 23:09:51 +02:00
alexey.lysiuk
81f042f08b
- fixed compilation with Clang and GCC
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src/gl/scene/gl_flats.cpp:215:3: error: cannot jump from this goto statement to its label
src/r_data/models/models.cpp💯 18: error: no member named 'floor' in namespace 'std'
2018-06-02 09:43:33 +03:00
Christoph Oelckers
058c5426cd
- fixed: OpenGL2 should not use the precalculated vertex buffer data for flat rendering.
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This wasn't set up properly anymore because the new index-based buffer code is not efficient on GL2, but the render function forgot to skip the buffer checks and jump right to the fallback path.
2018-06-02 07:25:41 +02:00
alexey.lysiuk
4f5911da21
- fixed rendering of environment map on mirrors
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With temporarily mapped buffer this feature seems to never work correctly
With persistently mapped buffer it was broken in 9a1603b246
2018-05-30 15:46:53 +03:00
alexey.lysiuk
f06ee10495
- use proper map section for wall mirror portal
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https://forum.zdoom.org/viewtopic.php?t=60671
2018-05-29 12:16:20 +03:00