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
alexey.lysiuk
0187b0aa5b
- fixed mirrors and reflections in hardware renderer
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https://forum.zdoom.org/viewtopic.php?t=60671
2018-05-28 11:51:43 +03:00
Christoph Oelckers
8987aba4a4
- restored accidentally deleted line of code.
2018-05-22 21:08:00 +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.
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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.
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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.
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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.
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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
401c9ab8ca
- moved gl_interface.cpp/h to gl_load folder.
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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
8f96729e06
- fixed portal benchmarking and added separate output for 2D and finishing the main scene.
2018-05-13 09:48:19 +02:00
Christoph Oelckers
52d73eabbf
- weapon drawing code refactor complete.
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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
d1720ad790
- GLSprite rework.
2018-04-28 20:02:17 +02:00
Christoph Oelckers
c5641a0e72
- GLFlat split into API-dependent and -independent data.
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No resorting of the files yet.
2018-04-28 12:34:09 +02:00
Christoph Oelckers
cc926dec1e
- removed gl dependencies from gl_sky.cpp by moving some data into other places.
2018-04-28 00:18:49 +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
9a1603b246
- made GLWall ready for multithreaded processing.
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* 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
982776d48d
- removed dependencies on GL-API related classes from gl_walls.cpp and gl_sky.cpp
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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
0dcc6ec6d3
Merge branch 'master' of https://github.com/coelckers/gzdoom
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# Conflicts:
# src/CMakeLists.txt
# src/gl/renderer/gl_renderer.h
# src/gl/scene/gl_portal.cpp
# src/gl/scene/gl_scene.cpp
2018-04-24 17:39:03 +02:00
alexey.lysiuk
2ae8d39441
Removed all superfluous #include's
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Automatically optimized by CLion IDE with manual corrections
2018-04-24 14:30:35 +03:00
Christoph Oelckers
5ca1fca8d1
- moved gl_clipper and gl_fakeflat to the hwrenderer folder because both files do not contain anything API specific.
2018-04-23 22:18:13 +02:00
Christoph Oelckers
71c8417578
- removed UniqueLineToLines because it wasn't used anywhere.
2018-04-14 21:24:48 +02:00
Christoph Oelckers
2f96d3c61a
- moved global variable definitions to the top of a few files.
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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
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
8080e039e0
- moved most of gl_setup.cpp to r_data as this is only some data setup in the main map data structures.
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- made currentmapsections array something nicer to look at and made it a member of the scene drawer class.
2018-04-02 09:27:40 +02:00
Christoph Oelckers
248a29bf06
- resorted portal render data.
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Compiles but does not work...
2018-04-01 22:26:57 +02:00
Christoph Oelckers
1461059dae
- moved contents of gl_templates.h to files outside of gl/
2018-04-01 11:59:12 +02:00
alexey.lysiuk
8ca3427850
Fixed applying of Doom 64 lighting to horizon portals
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https://forum.zdoom.org/viewtopic.php?t=58878
2017-12-28 18:32:26 +02:00
Christoph Oelckers
836970f012
- moved the matrix code out of 'gl' because the model code also needs it.
2017-11-25 13:51:09 +01:00
alexey.lysiuk
0c90253a5d
Fixed potentially broken portal rendering after OpenGL context change
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https://forum.zdoom.org/viewtopic.php?t=56393
2017-05-30 13:01:51 +03:00
Christoph Oelckers
437dd68d79
- the Render state must be applied before performing a portal clear screen, because it would still be set to stencil drawing at this point.
2017-05-14 12:42:25 +02:00
Christoph Oelckers
ef7e4fe678
- draw empty portals in black, not the last set color.
2017-05-14 12:31:51 +02:00
Christoph Oelckers
b5dc5ceb3c
- removed some unused static variables
2017-04-26 14:48:33 +02:00
Christoph Oelckers
fea4079b7c
- moved nodes into FLevelLocals.
2017-03-17 01:42:37 +01:00
Christoph Oelckers
f201dab534
- moved the subsectors into FLevelLocals.
2017-03-17 00:22:52 +01:00
Christoph Oelckers
9a24771a7d
- refactored FDynamicColormap out of sector_t.
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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.
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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
Christoph Oelckers
4c61048278
- moved gl_fixedcolormap into GLSceneDrawer.
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This means that one of the most extensively used global variables is gone.
2017-03-12 21:57:39 +01:00
Christoph Oelckers
e4d7d9de8b
- moved several more functions from FGLRenderer to GLSceneDrawer.
2017-03-12 12:03:54 +01:00
Christoph Oelckers
9b33d1dd18
Merge branch 'scene_multithreaded' of https://github.com/raa-eruanna/qzdoom into 3.0_work
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# Conflicts:
# src/gl/scene/gl_clipper.cpp
# src/gl/scene/gl_portal.cpp
# src/gl/scene/gl_scene.cpp
# src/swrenderer/scene/r_scene.cpp
2017-03-12 00:38:55 +01:00
Magnus Norddahl
c79051126e
Fix ssao being applied to skybox portals
2017-03-12 00:22:58 +01:00
Christoph Oelckers
0aa0db637c
- started adding a SceneDrawer class to the OpenGL renderer.
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This will eventually hold all the global variables for the rendering.
2017-03-12 00:19:20 +01:00
Magnus Norddahl
0c9014b984
- move r_utility globals into r_viewpoint and r_viewwindow
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- change r_utility functions to only work on FRenderViewpoint and FViewWindow
2017-03-11 23:28:07 +01:00
Christoph Oelckers
921abc404d
- fixed GCC warnings and errors
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(Is there anyway to tone down GCC's warning level? It outputs too many false positives for potentially uninitialized variables in which the genuine errors get drowned.)
2017-03-11 19:02:35 +01:00
Christoph Oelckers
4ed5b91b0f
- added a few missing includes which were not triggered as error in a debug build.
2017-03-10 09:57:10 +01:00
Christoph Oelckers
d2beacfc5f
- except for DWORD, all homegrown integer types are gone - a handful were left where they represent genuine Windows types.
2017-03-09 19:54:41 +01:00
Christoph Oelckers
acf66d9f8f
- fixed some edge cases with visible player sprites through non-static line portals. This required reinstating some code which I thought was no longer needed.
2017-01-07 15:44:38 +01:00
Christoph Oelckers
a000b57204
- fixed player visibility determination by tracking and translating the actual actor position in addition to the camera position through portals. I hope this fixes the randomly appearing player sprites for good.
2016-12-29 22:19:09 +01:00