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Rend2 SP #1179
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Rend2 SP #1179
Commits on Dec 12, 2023
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[vanilla] LS_NONE -> LS_LSNONE
Theres a define in MP that clashes, so it was renamed in MP. Apply this to vanilla too. Co-Authored-By: AntiAnti <17278566+antianti@users.noreply.github.com>
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q_shared.h defines "int COM_GetCurrentParseLine( void )" q_shared.cpp implemented "int COM_GetCurrentParseLine( int index )" Fixed now, so function can actually be used. Co-Authored-By: AntiAnti <17278566+antianti@users.noreply.github.com>
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Adding mdr structs, one more texture compression algorithm, some zone tags, and SkipBracedSection function Co-Authored-By: AntiAnti <17278566+antianti@users.noreply.github.com>
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Cleaned up alot of noise. Code formating will happen in another commit. All work based on: https://github.com/AntiAnti/OpenJK Co-Authored-By: AntiAnti <17278566+antianti@users.noreply.github.com>
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[MP] Get rid of _skinSurface_t
Chose the SP variant of this to get rid of the void pointer in the struct, so potentially less casting.
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[Rend2] Fix cg_showtris depthtest
cg_showtris 1 shouldnt use depth culling. Had overseen this before.
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[rend2] make sp renderer use the shared rend2 files
ifdefed sp / mp differences
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Fix incorrect texture coordnates
The saber marks in SP use some additional scaling and there's some missing parts still. Also fixed incorrect ifdeffed if else constructs.
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Added working IsShaking Co-Authored-By: AntiAnti <17278566+antianti@users.noreply.github.com>
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[rend2-sp] Fix broken endscreen yavin2
Because there's a skyportal in this map, it always culled all the ui elements because they aren't sky surfaces.
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[rend2] Add md3 animations back, just CPU for now
Need to implement gpu vertex animations, but use the cpu fallback solution for now.
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[rend2-sp] Fix ghoul2 saber marks
Its drawing at least. Potentially missing extra SP features.
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[rend2-sp] Enabling additional sp g2 gore features
I have no idea what this does. Can't find a difference visually myself.
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[rend2] Init Uniforms for the splashScreenShader
so we can use Free on the program without checking if everything has been allocated.
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[rend2-sp] Fix fog assignments
taspir2 and yavin_swamp now look correct too.
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[rend2] Fix depth writes for shaders with blendFunc & sort opaque
Dont do that. GLS_DSTBLEND_BITS & GLS_SRCBLEND_BITS should be 0 for opaque objects that can write depth.
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[rend2] Load weather images as SRGB in hdr lighting conditions
Also fixes depth lookup for weather surfaces that have no downwards velocity because we wont divide by zero anymore.
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[SP/MP] Match most of tr_types.h
Flags and structs should match perfectly now. Also removes some miniRefEntity structs from MP that aren't used and are also made useless already. So, just some cleanup in this regard.
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[rend2] Fix compile after rebase
Rebase obviously couldnt apply this change automatically, see: JACoders@e8454e3
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Commits on Jan 2, 2024
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Commits on Feb 16, 2024
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Commits on Feb 18, 2024
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and some additional cleanup. Makes the entity ubo struct smaller, which is good. I unintentionally broke portal alphaGen when I rewrote the scene handling. u_LocalViewOrigin is not correct in any case anymore, because we can have the same entity in multiple views but we only upload one entity representation now. So we compute the needed vectors in the shaders in worldspace insted of localspace now.
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Commits on Feb 19, 2024
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[rend2] Fix rendering misc_bsps
It works as expected now. The model handle was simply incorrect.
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[rend2] Fix volume shadow inaccuracies
More or less broken in a257512#diff-15a6e6b851882a24a69cb29a788cafb3771b6b579ace4aa497a00e3cb0f53354
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Commits on Feb 20, 2024
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[rend2] Fix out-of-bounds crash with weather
Thanks @kuvirah for this fix.
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Commits on Mar 2, 2024
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[rend2] Fix sprites related compiler warning
rd-rend2/tr_bsp.cpp:4020:25: warning: comparison between NULL and non-pointer ('GLuint' (aka 'unsigned int') and NULL) [-Wnull-arithmetic] Thanks to @ensiform for reporing
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Commits on Mar 7, 2024
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Commits on Mar 18, 2024
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Commits on Mar 20, 2024
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Commits on Mar 21, 2024
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Commits on Apr 4, 2024
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Commits on Apr 9, 2024
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Commits on Apr 17, 2024
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Commits on Apr 23, 2024
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[rend2] Fix parallax mapping on alpha tested stages
The parallax offset simply never got applied to the prepass, which created a mismatch between depth and actual stage rendering.
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Commits on Apr 25, 2024
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Commits on Apr 26, 2024
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[rend2-sp] Fix precaching related memory leaks
Gpu buffers, fbos, the gpu shaders and the image pool were allocated twice and leaking the second time... Looks like there's still something that leaks though.
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Commits on Apr 29, 2024
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// tr_shade.cpp @ 1549 // hModel is an enum so this is not a valid check null arithmetic if (backEnd.currentEntity->e.hModel != NULL) Thanks to @ensiform for finding it
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From the Khronos description about the "new" platform header The OpenGL headers all depend on the shared <KHR/khrplatform.h> header from the EGL Registry . This is a new dependency, introduced in OpenGL-Registry pull request 183 for increased compatibility between OpenGL and OpenGL ES headers.
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Commits on May 1, 2024
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[rend2] Attempt at fixing UI scene rending on AMD
Now there shouldn't be any attempts at updating UBOs while being used anymore.
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Commits on May 2, 2024
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Commits on May 3, 2024
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[rend2] Get rid of alphatest and glow shader permutations
Those are handled via uniforms now. Less shaders to compile speeds up load times, having to switch less between glsl shaders speeds up ingame performance. Alphatest cases only commented out for now, will put these behind a cvar later, as some gpus might require to know if a discard can happen or not. [rend2] Fix sky glowing when last rendered surface had a glow stage
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Commits on May 6, 2024
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[rend2] Fixing shaders spriteUbo again
it's an UNsigned integer, make sure to use unsigned integers... related bad fix: 9a61f07
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Commits on May 13, 2024
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[rend2] Fix korriban shaders with multiply blend stages
Stages that are used to get some more detail shouldnt be collapsed with lighting because it will multiply lighting again and again which leads to incorrect darkening
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Commits on Jun 12, 2024
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[rend2] Fix surface sprites vertex colors behaviour
Vanilla doesn't use rgbGens for surface sprites, only the approximated lighting from the emitting surfaces vertex colors.
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[rend2-sp] Fix G2API_SetNewOrigin incorrect drop error
Fixes #54 Co-Authored-By: AntiAnti <17278566+antianti@users.noreply.github.com>
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Commits on Oct 15, 2024
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[rend2] Fix dynamic lights on transparent surfaces
Dynamic lights should also work on transparent surfaces that aren't sorted in the opaque sort bucket.
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[rend2] Tweak default tonemap and exposure values
Disabling autoexposure should give you a comparable image to the vanilla renderer. Now it does. Before it was way to dark in comparison.
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Commits on Oct 17, 2024
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[rend2] Add special case for glow surfaces with sort < 2
In vanilla this leads to glow being drawn but not the actual stage. So we mask the first render target in this case to achieve the same look. Currently having flickering issues with surfaces nearly perpendicular to the viewer and enabled msaa. This sometimes leads to fireflys and I have no idea why. Is this a driver issue or is this intended behaviour? Need to look into that.
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[rend2] Edit default auto exposure values
I decided against overbrightening the screen like it did with the last edit.
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Commits on Oct 18, 2024
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