Last week I was working on camera lens effects and lens flares, and DaniJ has been refactoring the resource management subsystem.
I have been working in a branch called gl2-lensflare
. Much of last week I spent organizing all the current camera lens effects into one, well-defined rendering subsystem. Currently the engine supports applying a simple color filter, vignetting, and lens flares. I also added a new type of effect that allows applying any OpenGL shader on the rendered frame. This is useful for effects like Doom's inverted monochrome invulnerability filter, or for instance a film grain effect.
Here is a screenshot of a test build where an inverted monochrome shader was manually applied using the new "postfx" console command:
(Doomsday on the left; original Ultimate Doom on the right.)
My goal in the work branch is to rewrite lens flare rendering using GL2 graphics. This is a good place to start incorporating GL2 into the renderer because it is mostly a superficial layer on top of the GL1-rendered map. I won't be merging this branch back to master until the flares are looking better than the old ones, so it might take a while before this lands in the unstable builds.
The Oculus Rift support
is in a fine-tuning stage now. The goal is to get it working well enough in time for the 1.13 release, which is planned for late December.
My plan for this week is to continue the work in gl2-lensflare, first trying to render something meaningful using the GL2 classes in such a way that it can be incorporated on top of the GL1 frame.