Magnus Norddahl
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1d2a4961ad
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Fix descriptor set bug
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2025-01-23 15:01:23 +01:00 |
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Magnus Norddahl
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68489d6bf0
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Fix the vertex attribute bindings
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2025-01-23 14:52:25 +01:00 |
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Magnus Norddahl
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4ff328e074
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Should have launched the app before committing the previous commit :)
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2025-01-23 13:22:38 +01:00 |
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Magnus Norddahl
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02603370b5
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Fix how layout_shared is added to the shader
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2025-01-23 13:19:31 +01:00 |
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Magnus Norddahl
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f813ff517f
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Fix BLAS vertex format (has to be XYZ and not XYZW)
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2025-01-23 12:52:19 +01:00 |
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Magnus Norddahl
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6cbd89d032
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Fix surface index upload bug and add bounds checking
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2025-01-22 20:10:36 +01:00 |
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Ricardo Luís Vaz Silva
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421029e1df
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fix mipmapping
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2025-01-20 16:45:08 +01:00 |
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Ricardo Luís Vaz Silva
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91fb87e95e
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trace from actor center
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2025-01-20 16:45:08 +01:00 |
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Ricardo Luís Vaz Silva
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b862adb747
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fix normals for sprite lighting
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2025-01-20 16:45:08 +01:00 |
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Ricardo Luís Vaz Silva
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a7b20183f1
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gpu actor tracing (NOT WORKING)
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2025-01-20 16:45:08 +01:00 |
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Ricardo Luís Vaz Silva
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5adb61a9b4
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implement per-vertex shading in preparation for actor tracing
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2025-01-20 16:45:08 +01:00 |
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Ricardo Luís Vaz Silva
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693413e606
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replace vec4 list with proper struct for lights
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2025-01-20 16:45:08 +01:00 |
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Ricardo Luís Vaz Silva
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998fdec6e8
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unify layouts (and move in/out variables to c++) in preparation for gpu sprite traces
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2025-01-20 16:45:08 +01:00 |
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Ricardo Luís Vaz Silva
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8d0ab22e05
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wireframe improvements
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2025-01-20 16:45:08 +01:00 |
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Magnus Norddahl
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d8d1742d0a
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Add lm_bounce and lm_ao to ZDRayInfo
Make vktool ignore the existing lightmap lump
Ignore the lightmapper cvars in vktool
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2025-01-19 15:34:39 +01:00 |
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Magnus Norddahl
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d435c9c144
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Fix crash when switching from a level with lightmaps to one without
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2025-01-19 12:36:40 +01:00 |
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Ricardo Luís Vaz Silva
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5b1c1db0e9
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move PBR and SPECULAR handling into SetMaterialProps
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2025-01-12 13:19:12 +01:00 |
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Ricardo Luís Vaz Silva
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24abcc18d1
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deduplicate defines/layout block code
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2025-01-11 11:23:42 +01:00 |
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Ricardo Luís Vaz Silva
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e246639085
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implement per-map shaders
per-class shaders TODO
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2025-01-11 11:23:42 +01:00 |
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Ricardo Luís Vaz Silva
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c72bad053f
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add gl_wireframe and gl_wireframecolor
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2025-01-09 21:53:28 +01:00 |
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Magnus Norddahl
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794cfd78c8
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Process commandlets without always initializing the entire engine
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2025-01-08 23:29:01 +01:00 |
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Magnus Norddahl
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77b23a58f0
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Boot vulkan without a surface
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2025-01-08 23:29:00 +01:00 |
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Ricardo Luís Vaz Silva
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fee7fed1d0
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add in/out varyings to materials in gldefs
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2025-01-09 05:49:10 +08:00 |
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Ricardo Luís Vaz Silva
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ea09ae1461
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implement custom uniforms for material shaders
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2025-01-08 18:25:36 +08:00 |
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Ricardo Luís Vaz Silva
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d23c727350
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refactor custom uniforms in preparation for custom material uniforms
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2025-01-08 18:25:36 +08:00 |
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Ricardo Luís Vaz Silva
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711f2b5f92
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add custom vertex shaders
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2025-01-08 18:25:36 +08:00 |
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Ricardo Luís Vaz Silva
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3a31008aa8
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implement global shaders
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2025-01-08 18:25:36 +08:00 |
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Ricardo Luís Vaz Silva
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e75d8d35eb
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move gl_light_shadow_filter from HWViewpointUniforms to VkShaderKey
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2025-01-03 07:30:54 +01:00 |
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Ricardo Luís Vaz Silva
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728b6c0039
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add portals/midtextures to ray-traced dynamic lights
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2024-12-30 20:37:18 +01:00 |
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nashmuhandes
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c2808809b7
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Add customizable sunlight intensity (both to ZDRayInfo and ZScript)
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2024-12-21 17:48:17 +01:00 |
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nashmuhandes
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22eb817db1
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Don't save the lm_ao and lm_bounce CVARs as they're meant to be used during the baking step only, on top of being too slow for realtime use.
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2024-12-21 18:57:20 +08:00 |
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Magnus Norddahl
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e30831a409
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Clean up the ranges code a bit
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2024-12-16 22:17:18 +01:00 |
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dpjudas
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55aa1d44eb
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Resize node buffer if too small
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2024-12-08 04:40:24 +01:00 |
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Boondorl
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57202305d6
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Added toggle for lm_dynamic
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2024-11-02 09:20:23 +01:00 |
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dpjudas
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dfbef085e6
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Group lightmap variables and put polyobj walls in a dynamic lightmap atlas
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2024-10-22 02:29:12 +02:00 |
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Magnus Norddahl
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c866937262
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Fix upload bug and skip upload when RT cores are available
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2024-10-21 20:50:25 +02:00 |
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dpjudas
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e7c2716191
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Remove old node header node from upload code
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2024-10-21 02:03:09 +02:00 |
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dpjudas
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4a425c4493
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Add support for updating the CPU-side accelstruct used for actor tracing
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2024-10-20 23:54:15 +02:00 |
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Ricardo Luís Vaz Silva
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159ae02a2a
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fix includes
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2024-10-09 04:44:51 +02:00 |
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Ricardo Luís Vaz Silva
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04ee3c335e
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switch from uniform to shader keys
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2024-10-09 04:44:51 +02:00 |
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Magnus Norddahl
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7df842bbed
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Add the shaders needed to create convoluted PBR maps
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2024-10-04 02:46:07 +02:00 |
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Magnus Norddahl
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c0bbe3a43a
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Hook up some more PBR stuff
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2024-10-03 02:37:08 +02:00 |
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Magnus Norddahl
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d69d190dc3
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Add savelightmap and deletelightmap ccmds
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2024-09-30 18:48:48 +02:00 |
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dpjudas
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ec4dd5d1c2
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Limit occlusion queries to 32k as that's what MoltenVK can handle
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2024-09-19 03:00:51 +02:00 |
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Magnus Norddahl
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c3f65fecdb
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Half the scene (all upper and lower walls) is drawn as masked unfortunately
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2024-09-16 21:58:10 +02:00 |
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Magnus Norddahl
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76536be804
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Use the dynamic lights from the level mesh in the light tiles shader
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2024-09-16 18:06:21 +02:00 |
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Magnus Norddahl
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83009db3ec
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Fix zminmax not being linear depth
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2024-09-16 01:45:44 +02:00 |
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Magnus Norddahl
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b43f84def6
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Hook up light tile visibility test
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2024-09-16 01:04:53 +02:00 |
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dpjudas
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a885833db2
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Add more code to the shader
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2024-09-15 04:12:19 +02:00 |
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Magnus Norddahl
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2778225048
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Run the ZMinMax pass before the light tiles compute shader
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2024-09-15 01:44:34 +02:00 |
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