Magnus Norddahl
04493ade52
Add support for using the correct pipeline for each surface
2023-12-26 04:30:56 +01:00
dpjudas
9ca058ccc9
Create wall surfaces directly from the HWWall output
2023-12-26 04:30:56 +01:00
Magnus Norddahl
d0d964ae42
Hook up HWWall and use the real main.fp shader for the level mesh
2023-12-26 04:30:56 +01:00
Magnus Norddahl
6a971dbaf4
Remove the memory barrier again as such a guarantee is provided by vkSubmitQueue
2023-12-26 04:30:55 +01:00
Magnus Norddahl
418a76ecec
Add pipeline barrier for draw indirect calls
2023-12-26 04:30:55 +01:00
Magnus Norddahl
f1b15c5000
Fix the second vertex buffer binding bug
2023-12-26 04:30:55 +01:00
Magnus Norddahl
f550f5b05a
Hook up bindless textures for gl_levelmesh
2023-12-26 04:30:55 +01:00
Magnus Norddahl
9edfbcd10e
Create different buffer for uniform indexes that works for the vertex shader
2023-12-26 04:30:55 +01:00
Magnus Norddahl
d06a9e1305
Hook up surface index buffer
2023-12-26 04:30:55 +01:00
Magnus Norddahl
f8fd08a623
Clean up VkDescriptorSetManager a bit and bind the surface uniforms when drawing with gl_levelmesh
2023-12-26 04:30:54 +01:00
Magnus Norddahl
ba7dfb8a8f
Add uniforms to level mesh and upload them to the GPU
2023-12-26 04:30:54 +01:00
Magnus Norddahl
e713299410
Rename StreamData to SurfaceUniforms
2023-12-26 04:30:54 +01:00
Magnus Norddahl
240d68d7ae
Merge SurfaceVertex with FFlatVertex and draw the lightmaps
2023-12-26 04:30:54 +01:00
Magnus Norddahl
e9620e64a4
Enable include directive and use the latest version of glsl, if available
2023-12-14 12:39:24 +01:00
Magnus Norddahl
dfae2a25b0
Add support for using #include in postprocess shaders
2023-12-14 12:28:11 +01:00
Magnus Norddahl
a76dfafbaa
Fix misc bugs in the fogball implementation - it works now
2023-12-11 11:37:24 +01:00
dpjudas
c8f6182f36
Some minor adjustments
2023-12-11 11:36:42 +01:00
dpjudas
81cdc402c9
Add code collecting fogballs from the visible scene
2023-12-11 11:34:14 +01:00
Magnus Norddahl
1d0fed0326
Add the shader math needed to draw fogballs
2023-12-11 11:28:55 +01:00
Magnus Norddahl
91ca6c39a3
Add support for loading older custom shaders
2023-12-07 12:19:19 +01:00
Christoph Oelckers
92bbaa7531
fix a few minor issues.
...
* make Corona a fully scripted class so that AActor can be made final again.
* add global vkversion variable for use by the survey code.
* move progress bar on generic start screen to the bottom and made it longer.
* revert BulletPuff to its GZDoom version because the changes are not compatible with Dehacked.
2023-10-19 22:48:25 +02:00
Magnus Norddahl
dec03cb265
Fix compile errors after rebase
2023-10-19 22:16:11 +02:00
Magnus Norddahl
05e46e0cb4
Fix DrawLevelMesh bugs
2023-10-19 22:10:26 +02:00
Magnus Norddahl
fc65d43ae8
Add code that should draw the mesh
2023-10-19 22:09:26 +02:00
Magnus Norddahl
6dd72e5439
Begin code for drawing the level mesh
2023-10-19 22:09:26 +02:00
Magnus Norddahl
52ec71b05b
Remove allowSSBO, useSSBO, glslversion, hwcaps and BuffersArePersistent as none of them apply to Vulkan
2023-10-19 21:31:12 +02:00
Magnus Norddahl
e75e5a387b
Merge remote-tracking branch 'gzdoom/master' into merge-gzdoom
2023-10-19 21:05:17 +02:00
dpjudas
58e4a01f62
Fix another descriptor pool out of memory error
2023-10-18 02:21:34 +02:00
Magnus Norddahl
9a334570f0
Add lm_dynamic UDMF boolean on sectors for marking if a sector should update its lightmap dynamically
2023-10-17 19:10:39 +02:00
Magnus Norddahl
9c6b2f190e
Fix going out of bounds for the render area
2023-10-17 18:30:48 +02:00
dpjudas
84753ffaa7
Fix descriptor pool out of memory error
2023-10-17 01:42:46 +02:00
Magnus Norddahl
5e3d6e39a0
Merge gl_light_shadowmap and gl_light_raytrace cvars as gl_light_shadows
...
Rename gl_shadowmap_filter to gl_light_shadow_filter as it applies to raytraced shadows as well
2023-10-15 16:14:00 +02:00
Magnus Norddahl
9bcef148bf
Minor menu tweaks and display the vulkan device name in the menus
2023-10-15 15:23:23 +02:00
Magnus Norddahl
f532975754
Fix crash on maps with polyobjs
2023-10-09 23:32:48 +02:00
dpjudas
411b281e7c
Remove multithreading RenderState as that seemed to be a poor approach
2023-10-09 03:20:19 +02:00
Magnus Norddahl
9799bd70d1
Add vk_rayquery CVAR and prevent the shader from looping until the OS kills the entire process!
2023-10-04 20:11:09 +02:00
Magnus Norddahl
ef3074edfe
Add lm_blur debugging cvar
2023-10-04 03:31:08 +02:00
Magnus Norddahl
a3820a0e1e
Extend the baking border to avoid blur from neighbor tiles and fix unmap assert if the shader compile fails
2023-10-04 01:49:03 +02:00
Magnus Norddahl
4f86a0ba81
Control ambient occlusion, sunlight and softshadows via cvars
2023-10-04 00:24:32 +02:00
Christoph Oelckers
1717ff47b2
add GetChars() accessors to many FString uses where const char* is wanted.
...
By no means complete, it's just a start to get rid of that automatic type conversion operator.
2023-10-03 14:27:39 +02:00
Magnus Norddahl
bcea260f33
Fix misc bugs related to the dynamic lightmap and polybsp lines in the lightmapper
2023-10-02 02:40:40 +02:00
Magnus Norddahl
be81f74954
Turn on backface culling
2023-10-01 13:08:57 +02:00
Magnus Norddahl
b5095a4790
Group LightList variables
2023-09-30 21:46:27 +02:00
Magnus Norddahl
7bc52386f9
Make doom specific surface fields private to doom
2023-09-30 21:33:07 +02:00
Magnus Norddahl
6ec58006ad
Fixed crash when second submesh is empty
2023-09-30 13:19:33 +02:00
Magnus Norddahl
757320c5bc
Fix node buffers not working for the rayquery polyfill shader path
...
Rearrange how the upload code is done for the level mesh
2023-09-30 01:31:07 +02:00
Magnus Norddahl
ef0fb85103
Fix some image transition errors
2023-09-28 21:33:17 +02:00
Magnus Norddahl
743ba922b8
Split frag_raytrace.glsl into multiple files as it has become completely unreadable
2023-09-26 22:56:01 +02:00
Magnus Norddahl
bfdca1a069
Implement dynamic update of the acceleration structure
2023-09-26 18:10:45 +02:00
Magnus Norddahl
65929d021f
Add support for multiple meshes (DoomLevelSubmesh)
2023-09-25 23:28:49 +02:00