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Add OpenGL 3.2 renderer #587

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LuisAntonRebollo opened this Issue Mar 17, 2014 · 11 comments

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LuisAntonRebollo commented Mar 17, 2014

Based on https://github.com/BeamNG/Torque3D/tree/dev_linux_opengl

For easy testing, check https://github.com/BeamNG/Torque3D/tree/development_opengl a branch with T3D development + all OpenGL PRs

It's better review all PRs but not merge. We can add a comment For merge or Aproved and merge all at same time. We can track here the Aproved PRs.

Some code are very old, let me revise all work and add a bit of related information. I can mark as Final Review for we can focus our work.

It's desirable we merge as fast we can, for have time to resolve any future issue before Torque3D 3.7 release.

Separate in small PRs:

  • Use GFXDevice::setupGenericShaders for support non Fixed Fuction Pipelines. #608
  • Add sampler names to Templates ShaderData declarations necesary for OpenGL. #611
  • Use shader data for get sampler register in CloudLayer and BasicClouds. #618
  • Add RenderPassData::mSamplerNames for OpenGL code. Not used on DX9. #620
  • Handle texel-pixel offset with diferents graphics APIs. #622
  • Remove GFXDevice::disableShader. #924
  • Add sampler names to ShaderData. #925
  • Fix PrimBuild with non Fixed Function Pipeline. #926
  • Add GFXDevice::setupGenericShader for fix render on non FFP. #927
  • Change RenderParticleMgr for use sampler names #928
  • Remove unnecesary code for handle OpenGL #929
  • Separate OpenGL code from Linux or Mac. #930
  • Set correct terrain layer texture format. #931
  • Reduce innecesary changes on Render Target textures. #932
  • Changes on ShaderGen for generate GLSL shaders. #933
  • Changes on PostFX for OpenGL. #934
  • Fix imposter capture on OpenGL. #935
  • GLEW library for OpenGL. #936
  • Increase FrameBuffer size for use on OpenGL. #937
  • Remove old/unused OpenGL files. #938
  • Templates changes for OpenGL shaders. #939
  • Add/Activate OpenGL render. #940
  • Merge all OpenGL PRs

@LuisAntonRebollo LuisAntonRebollo added this to the 4.0 milestone Mar 17, 2014

@LuisAntonRebollo LuisAntonRebollo self-assigned this Mar 17, 2014

@LuisAntonRebollo LuisAntonRebollo changed the title from Add OpenGL 3.2 to Add OpenGL 3.2 renderer Mar 17, 2014

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crabmusket Apr 17, 2014

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This is fantastic. Great work on all these. I'll unfortunately be fairly useless at testing these, but I'll see what I can do.

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crabmusket commented Apr 17, 2014

This is fantastic. Great work on all these. I'll unfortunately be fairly useless at testing these, but I'll see what I can do.

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With the cortex2 branch on James's github, would it be possible to have support for an openGL 2.1 display device? Maybe in GFX, have GL21 or something as an option? That way anything before intel HD 4000 can run OpenGL (As below 4000, it is OpenGL 3.1 at the max. GL version). Unity for example still seems to support openGL 2.1 as their engine can run on OSX 10.6 snow leopard (which requires no higher than 2.1)

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JeffProgrammer commented Oct 15, 2014

With the cortex2 branch on James's github, would it be possible to have support for an openGL 2.1 display device? Maybe in GFX, have GL21 or something as an option? That way anything before intel HD 4000 can run OpenGL (As below 4000, it is OpenGL 3.1 at the max. GL version). Unity for example still seems to support openGL 2.1 as their engine can run on OSX 10.6 snow leopard (which requires no higher than 2.1)

@LuisAntonRebollo LuisAntonRebollo modified the milestones: 3.7, 4.0 Nov 8, 2014

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@JeffProgrammer

I need to review James's code, sure i can find really good ideas for improve this code :)

I need some time to rethink about Opengl 2.1, after we merge all this code you can create a issue for add support for 2.1.

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LuisAntonRebollo commented Nov 8, 2014

@JeffProgrammer

I need to review James's code, sure i can find really good ideas for improve this code :)

I need some time to rethink about Opengl 2.1, after we merge all this code you can create a issue for add support for 2.1.

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So exciting :D

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crabmusket commented Nov 9, 2014

So exciting :D

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rextimmy Nov 19, 2014

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Awesome work luis :)

I haven't tested the OpenGL stuff for months and months, is the performance anywhere near D3D9 yet?

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rextimmy commented Nov 19, 2014

Awesome work luis :)

I haven't tested the OpenGL stuff for months and months, is the performance anywhere near D3D9 yet?

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LuisAntonRebollo Nov 25, 2014

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@rextimmy
In Windows + NVidia (latest drivers) performance are very good, at least as fast as DX9.

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LuisAntonRebollo commented Nov 25, 2014

@rextimmy
In Windows + NVidia (latest drivers) performance are very good, at least as fast as DX9.

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I'll hopefully get around to checking this out tonight, finally. Mind you, I'll just compile and run to make sure nothing obvious breaks. I won't be knowledgeable enough to do any detailed code review...

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crabmusket commented Nov 25, 2014

I'll hopefully get around to checking this out tonight, finally. Mind you, I'll just compile and run to make sure nothing obvious breaks. I won't be knowledgeable enough to do any detailed code review...

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@LuisAntonRebollo

Great news 👍

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rextimmy commented Nov 25, 2014

@LuisAntonRebollo

Great news 👍

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crabmusket Nov 30, 2014

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OK to close?

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crabmusket commented Nov 30, 2014

OK to close?

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LuisAntonRebollo Nov 30, 2014

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All OpenGL work/code are merged to development branch.

weeeeeh!!!! :)

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LuisAntonRebollo commented Nov 30, 2014

All OpenGL work/code are merged to development branch.

weeeeeh!!!! :)

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🤘

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crabmusket commented Nov 30, 2014

🤘

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