Commit graph

165 commits

Author SHA1 Message Date
Christoph Oelckers
fa498611f8 - uncoupled texture precaching from regular binding for rendering.
The precaching should not depend on code that may be subject to change.
2018-10-30 19:27:10 +01:00
Christoph Oelckers
118bc78fe3 - moved the entire OpenGL backend into a separate namespace. 2018-10-29 13:56:17 +01:00
Christoph Oelckers
190a225301 - minor cleanup. 2018-10-29 13:00:12 +01:00
Christoph Oelckers
893e08df70 - moved DrawScene to GLRenderer and call it through std::function.
This was the last remaining virtual override of HWDrawInfo.
With it removed this type is now fully API independent.
2018-10-29 12:54:10 +01:00
Christoph Oelckers
8991537e57 - moved the 2D drawer tp hwrenderer. 2018-10-29 12:14:36 +01:00
Christoph Oelckers
90982285ac - moved the mSceneClearColor variable to main DFrameBuffer class. 2018-10-29 09:34:30 +01:00
Christoph Oelckers
98e111eba0 - merged the nearly identical wrapper texture classes for the software render and the wiper. 2018-10-29 07:39:33 +01:00
Christoph Oelckers
2ee2766812 - moved more code from FDrawInfo to HWDrawInfo.
The entire setup/takedown code did not reference any API specific data. The only thing needed is a global virtual creation function.
2018-10-28 19:39:31 +01:00
Christoph Oelckers
926a918e0c - moved the light buffer pointer to globally visible state. 2018-10-28 15:22:48 +01:00
Christoph Oelckers
bd7df13200 - let the light buffer use IDataBuffer as well. 2018-10-28 15:04:57 +01:00
Christoph Oelckers
54de0bf59f - changed a bit more stuff that doesn't need to be routed through the OpenGL interface anymore. 2018-10-28 14:25:29 +01:00
Christoph Oelckers
f7c7c8d1c5 - moved some buffer variables out of GLRenderer into common parts of the code so that they can be accessed from hwrenderer as well.
This will allow more code to be moved out of the API dependent parts.
2018-10-28 13:56:24 +01:00
Christoph Oelckers
b51cc8b115 - base the viewpoint buffer on IDataBuffer. 2018-10-28 13:18:13 +01:00
Christoph Oelckers
3b26e64404 - renamed the 'vertexbuffer' files to 'buffers' because it's now generic for all buffer types. 2018-10-28 12:04:20 +01:00
Christoph Oelckers
a1fb1f60f4 - replaced IUniformBuffer with IDataBuffer, which reuses the code for the other buffer types and is more flexible. 2018-10-28 11:54:26 +01:00
Christoph Oelckers
9e109995cd - moved model renderer to hwrenderer after removing the remaining traces of OpenGL. 2018-10-28 00:40:41 +02:00
Christoph Oelckers
a62cd64138 - removed all direct OpenGL dependencies from gl_models.cpp. 2018-10-27 22:55:33 +02:00
Christoph Oelckers
83e706afe7 - - removed the remains of the old FVertexBuffer class. 2018-10-27 22:04:13 +02:00
Christoph Oelckers
3db26a3a1b - added an abstract index buffer implementation as well. 2018-10-27 10:26:51 +02:00
Christoph Oelckers
346a9ce149 - fixed initialization. 2018-10-21 14:45:03 +02:00
Christoph Oelckers
9ef5e00cdf - some cleanup and preparation on RenderState interface. 2018-10-20 21:36:50 +02:00
Christoph Oelckers
5f838d52b9 - some cleanup on the OpenGL interface and its flags.
Most importantly, the separate command line options for switching on the legacy buffer handling have been removed.
There's really no need for them anymore, because unlike in earlier versions many of the implementation differences no longer exist - with the exception of where the light and vertex buffer contents are generated.
For testing this, -glversion 3 is sufficient.
2018-10-20 12:55:25 +02:00
Christoph Oelckers
bec588eaf4 - moved the two remaining functions from gl_wipe.cpp to gl_framebuffer.cpp and deleted the file.
The single most hideous thing in the GL renderer is finally gone. :)
2018-09-02 12:03:18 +02:00
Christoph Oelckers
ecf6e3f620 Sanitized the Being/End2D interface so that it can be used to keep the attribute buffer mapped while processing 2D commands.
For this to work the 2D mode has to be properly set and unset at the right places so that no double mapping occurs and no render operation can happen while in 2D mode.

# Conflicts:
#	src/d_main.cpp
#	src/v_video.h
2018-09-02 11:59:01 +02:00
Magnus Norddahl
48c83d36b5 - add post processing support to the software renderer and softpoly 2018-08-04 14:58:55 +02:00
Christoph Oelckers
3b53f31da3 - default to fullscreen display. 2018-07-28 10:05:50 +02:00
Christoph Oelckers
d84497c85a - don't let the video scale let the screen end up with a client size less than 320x200, which may cause undefined behavior and trigger asserts in debug builds. 2018-07-22 11:40:12 +02:00
Christoph Oelckers
33ee0f3c27 Merge branch 'master' into modern
# 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.
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
Christoph Oelckers
daf8703fc9 - split up Win32's SystemGLFrameBuffer as well to get the shareable parts between OpenGL and Vulkan into a base class. 2018-06-24 21:26:32 +02:00
Christoph Oelckers
491898fe2c - fixed calculation of projection matrix for weapon sprites.
- 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.
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
1967165633 - move view and projection matrices to DrawInfo. 2018-06-21 21:02:14 +02:00
Christoph Oelckers
b106f72741 - don't route calls to FMaterial::FlushAll through the framebuffer interface. 2018-06-20 22:18:31 +02:00
Christoph Oelckers
b65b83edb3 - removed the hard screen resolution switch that still was present on Windows and cleaned up the entire video backend code from the remaining support code for this.
Like Linux and macOS this will only support borderless fullscreen in the active desktop resolution now, which is what modern systems need.
The list of discrete resolutions has been removed as it makes no sense anymore with a fixed video mode - all the other scaling options remain active, though.
2018-06-17 20:08:35 +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
9ff7e5a4ef - force render buffers to be active.
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.
# 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
3401876476 - use FShaderProgram through an abstract interface and remove all dependencies on the GL renderer from the shader definition source files. 2018-06-13 22:08:55 +02:00
Christoph Oelckers
59827cd601 - use layout binding qualifiers on uniform buffers when GLSL version >= 4.2
This has no performance benefits but allows checking shader generation correctness without having to implement Vulkan first.
2018-06-13 13:16:07 +02:00
Christoph Oelckers
3385e28611 Make it compile 2018-06-12 10:58:32 +02:00
Magnus Norddahl
f03c02df43 - fix gamepic render buffer issues 2018-06-03 13:59:40 +02:00
alexey.lysiuk
ace5ee3c41 - fixed crash after saving a screenshot
https://forum.zdoom.org/viewtopic.php?t=60616
2018-05-19 13:19:24 +03:00
Christoph Oelckers
1656bbf9ec - route the BlurScene call in the menu through DFrameBuffer.
Game code should never ever call the renderer directly. This must be done through the video interface so that it can also work with other framebuffers later.
2018-05-18 00:22:57 +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.
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
44dd48c7fa - moved the palette stuff and some remaining scaling code from OpenGLFrameBuffer to DFrameBuffer and fixed GetFlashedPalette 2018-05-16 22:10:24 +02:00
alexey.lysiuk
fa5f936371 - fixed missing saved game picture in software modes
https://forum.zdoom.org/viewtopic.php?t=60574
2018-05-13 16:11:05 +03:00
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
c2a7a4bf30 - moved viewport code to DFrameBuffer. 2018-05-12 17:23:56 +02:00