vladislavbelov
23a023507a
Replaces GL_LINES, GL_QUADS, GL_TRIANGLE_STRIP and GL_TRIANGLE_FAN by GL_TRIANGLES.
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This was SVN commit r26488.
2022-02-26 00:37:27 +00:00
vladislavbelov
59a0a74951
Fixes a degenerate triangle on terrain sides of map corners.
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This was SVN commit r26487.
2022-02-25 23:45:54 +00:00
vladislavbelov
d5d1754991
Moves polygon mode handling to PipelineState and CDeviceCommandContext.
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This was SVN commit r26486.
2022-02-25 22:05:06 +00:00
vladislavbelov
a87cb6c94d
Moves GL depth comparison function to SamplerDesc.
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This was SVN commit r26485.
2022-02-25 20:02:03 +00:00
vladislavbelov
8a63adc40d
Uses CDeviceCommandContext as an input parameter for CCanvas2D.
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This was SVN commit r26480.
2022-02-25 08:14:11 +00:00
vladislavbelov
d1f1d41a9f
Uses triangles for drawing lines in CCanvas2D.
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Differential Revision: https://code.wildfiregames.com/D4444
This was SVN commit r26479.
2022-02-25 06:59:57 +00:00
vladislavbelov
6a0fc31c33
Replaces GL_QUADS by GL_TRIANGLES for drawing overlays and debug frustums.
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This was SVN commit r26465.
2022-02-22 18:41:31 +00:00
vladislavbelov
731b85b9a2
Adds GPU scoped labels for console, logger and profiler.
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This was SVN commit r26444.
2022-02-20 21:55:29 +00:00
vladislavbelov
aac1a64675
Moves dynamic geometry for rendering sky to static vertex buffer.
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This was SVN commit r26424.
2022-02-19 20:07:55 +00:00
vladislavbelov
b0826da1bc
Fixes not drawing brushes under water when refractions are enabled.
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This was SVN commit r26411.
2022-02-19 15:44:32 +00:00
vladislavbelov
36833d1df2
Moves max texture size to backend device capabilities.
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This was SVN commit r26409.
2022-02-18 23:17:48 +00:00
vladislavbelov
5eb21cbfbf
Adds debug labels to backend framebuffers.
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This was SVN commit r26408.
2022-02-18 23:00:11 +00:00
vladislavbelov
b949f19875
Moves GL debug information toggle to run-time to make it easier to test after release.
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This was SVN commit r26407.
2022-02-18 22:38:45 +00:00
vladislavbelov
cff79b421a
Moves GL vertex and index buffer management to CDeviceCommandContext.
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Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4493
This was SVN commit r26406.
2022-02-18 17:33:12 +00:00
vladislavbelov
aaf378f041
Moves backend capabilities to CDevice.
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This was SVN commit r26366.
2022-02-13 21:46:03 +00:00
vladislavbelov
4de89c3db1
Moves texture management to CDeviceCommandContext, adds quality options.
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Comments By: nwtour, Stan
Tested By: nwtour, Stan
Differential Revision: https://code.wildfiregames.com/D4488
This was SVN commit r26365.
2022-02-13 19:30:28 +00:00
vladislavbelov
a17fad722a
Moves framebuffer management to CDeviceCommandContext.
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Tested By: Langbart, nwtour
Differential Revision: https://code.wildfiregames.com/D4475
This was SVN commit r26302.
2022-02-05 16:59:23 +00:00
vladislavbelov
37aa0456c8
Fixes missed assignment to currentTech in ParticleRenderer added in 5adbe4f1a3.
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This was SVN commit r26296.
2022-02-04 16:27:35 +00:00
vladislavbelov
ac77d1c3e0
Moves scissor test management to DeviceCommandContext.
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This was SVN commit r26288.
2022-02-01 17:58:21 +00:00
vladislavbelov
aeaf495da3
Renames GL::CTexture levelCount to MIPLevelCount to match Tex.
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This was SVN commit r26287.
2022-02-01 16:48:24 +00:00
vladislavbelov
a1f98b016b
Moves depth and stencil tests to PipelineState and DeviceCommandContext.
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Differential Revision: https://code.wildfiregames.com/D4471
This was SVN commit r26286.
2022-02-01 16:38:55 +00:00
vladislavbelov
709e8292b0
Moves color mask, depth mask and function management from CShaderPass to DeviceCommandContext.
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Tested By: Langbart
Comments By: Stan
Differential Revision: https://code.wildfiregames.com/D4465
This was SVN commit r26284.
2022-01-31 20:10:06 +00:00
vladislavbelov
22db9202f1
Fixes EOL in PipelineState files after 5adbe4f1a3.
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This was SVN commit r26283.
2022-01-31 11:47:58 +00:00
vladislavbelov
02c96903c5
Renames sgn function to Sign to fit the naming of other MathUtil functions.
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This was SVN commit r26276.
2022-01-30 20:51:01 +00:00
wraitii
410d2e883a
Remove leftover terrain-based movement cost code.
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6581796103 removed the ability for terrain to affect movement speed. The
JPS pathfinder cannot support it, and the approach was poor anyways,
coupling rendering data with simulation data.
This lets us remove the dependency on CTerrainTextureManager everywhere.
Tested by: langbart
Differential Revision: https://code.wildfiregames.com/D4459
This was SVN commit r26269.
2022-01-29 08:22:28 +00:00
vladislavbelov
1e07283bac
Disables possibility to mix shader types with a single backend.
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Differential Revision: https://code.wildfiregames.com/D4463
This was SVN commit r26264.
2022-01-28 06:34:34 +00:00
vladislavbelov
d4d1bc039f
Moves culling mode and front face state management to DeviceCommandContext.
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Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4456
This was SVN commit r26259.
2022-01-27 17:25:37 +00:00
wraitii
330b570ba8
Remove RENDERDATA_UPDATE_COLOR, which is not used, and cleanup.
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RENDERDATA_UPDATE_COLOR was used to precompute lightEnv-dependent data
on the CPU. This is no longer done following engine upgrades, and in
particular d7d02a4740 which explictly always did this on the GPU.
ModelAbstract had a 'SetDirtyRec' hack for it because of decals, which
can also be removed. The 'dirty' bit of CRenderableObject is renderdata
for the specific item, never its props, so it never actually needs to be
recursive.
CheckLightEnv is also useless as a result, and removed.
Differential Revision: https://code.wildfiregames.com/D4453
This was SVN commit r26249.
2022-01-25 16:59:29 +00:00
vladislavbelov
acb043f4a2
Adds a rasterization state to the renderer backend pipeline state.
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This was SVN commit r26248.
2022-01-25 16:28:58 +00:00
vladislavbelov
ad5377bc0e
Fixes fancy water shores drawing after 1d9a8b2b0b.
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Reported By: wraitii
This was SVN commit r26231.
2022-01-20 17:31:21 +00:00
vladislavbelov
5adbe4f1a3
Moves blend state management to DeviceCommandContext. Fixes #6420
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Tested By: Langbart
Comments By: Stan
Differential Revision: https://code.wildfiregames.com/D4441
This was SVN commit r26228.
2022-01-19 17:28:47 +00:00
vladislavbelov
40e75f9c89
Removes binding additional attribute for water shader added in 1d9a8b2b0b.
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Reported By: Freagarach
This was SVN commit r26223.
2022-01-15 16:47:42 +00:00
vladislavbelov
a4a647e9f0
Removes unused variable in ParticleRenderer after fc223e3540.
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This was SVN commit r26222.
2022-01-15 16:29:26 +00:00
vladislavbelov
971b734873
Moves hardcoded blend state in debug overlay and water to their techniques.
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This was SVN commit r26218.
2022-01-14 18:44:40 +00:00
vladislavbelov
fc223e3540
Moves hardcoded blend state in ParticleRenderer to the transparent particles technique.
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This was SVN commit r26217.
2022-01-14 18:18:28 +00:00
vladislavbelov
1d9a8b2b0b
Splits water surface and shore drawing functions and fixes their switch.
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Differential Revision: https://code.wildfiregames.com/D4436
This was SVN commit r26215.
2022-01-14 17:34:58 +00:00
vladislavbelov
5cbd46de94
Removes deprecated GL alpha test.
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In GL3.0 alpha test mode was deprecated and removed in GL3.3. We should
use discard/kill in shaders instead.
In shaders alpha test was removed in d3a24c26ba , in FFP it was removed
with FFP in b7e6811ea6 .
Differential Revision: https://code.wildfiregames.com/D4434
This was SVN commit r26211.
2022-01-13 17:50:28 +00:00
vladislavbelov
9757cc2539
Removes direct shader binding, uses BeginPass always following e1374252b7.
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Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4431
This was SVN commit r26199.
2022-01-11 05:56:44 +00:00
vladislavbelov
0cda752ec3
Uses CVertexBufferManager handle instead of raw VBChunk pointer management.
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Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4430
This was SVN commit r26196.
2022-01-10 16:51:43 +00:00
vladislavbelov
795fb070af
Removes asking GL of current bind framebuffer to avoid syncs.
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Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4422
This was SVN commit r26193.
2022-01-09 07:36:56 +00:00
vladislavbelov
95318d34ff
Removes redundant layer check added in f715b73f4f.
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Reported By: Freagarach
This was SVN commit r26189.
2022-01-08 13:44:40 +00:00
vladislavbelov
9924450d36
Moves default GL state setup to GL device.
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This was SVN commit r26187.
2022-01-07 22:21:22 +00:00
vladislavbelov
5610c71fc6
Fixes rendering big screenshot pieces onto screen, refs 52a8793450.
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This was SVN commit r26186.
2022-01-07 20:15:48 +00:00
vladislavbelov
f715b73f4f
Uploads cube textures in SkyManager via DeviceCommandContext.
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Commented By: Stan
Differential Revision: https://code.wildfiregames.com/D4421
This was SVN commit r26185.
2022-01-07 20:00:41 +00:00
vladislavbelov
15c40861b4
Separates terrain alphamap combining and uploading.
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Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4419
This was SVN commit r26184.
2022-01-07 14:33:54 +00:00
vladislavbelov
9d7457da9b
Removes ogl_tex usage from CRenderer.
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This was SVN commit r26181.
2022-01-06 23:23:36 +00:00
vladislavbelov
b061a7ead4
Optimizes FBO usages for LOSTexture and water shore foam.
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Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4418
This was SVN commit r26180.
2022-01-06 22:44:54 +00:00
vladislavbelov
9bc3dd4699
Fixes terrain overlay texture upload after fd976456d7.
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Reported By: nwtour
This was SVN commit r26176.
2022-01-06 14:16:32 +00:00
vladislavbelov
912202ff0c
Uses core GL functions for GLSL shaders.
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Tested By: nwtour, Stan
Differential Revision: https://code.wildfiregames.com/D4416
This was SVN commit r26175.
2022-01-06 11:41:04 +00:00
vladislavbelov
cee0ce48eb
Disables redundant mipmap generation for postprocessing.
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Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4417
This was SVN commit r26174.
2022-01-06 11:09:42 +00:00