Commit graph

170 commits

Author SHA1 Message Date
Magnus Norddahl
1e47db3cf3 Rename MeshSurfaces to MeshSurfaceIndexes for clarity 2023-09-02 12:34:00 +02:00
RaveYard
2b74f408aa Use lightmapper output 2023-09-02 11:07:14 +02:00
Magnus Norddahl
cff50b8087 Initialize lightmap texture in SetLevelMesh
Create VkLightmap class on VulkanRenderDevice
2023-09-01 00:03:18 +02:00
RaveYard
23deb11399 Merge Surface into hwrenderer::Surface 2023-08-31 22:57:58 +02:00
RaveYard
6fc7eaf2fa First step towards refactoring 2023-08-31 22:57:57 +02:00
RaveYard
4e57deaf33 Buffer data now in Levelmesh 2023-08-31 22:57:57 +02:00
RaveYard
651903fe71 WIP VkLightmap integration 2023-08-31 22:57:56 +02:00
Magnus Norddahl
3750173eae Import ZDRay's GPURaytracer class as VkLightmap as the first step in letting the backend update them dynamically 2023-08-31 02:47:11 +02:00
nashmuhandes
9e0bf90be6 Merge remote-tracking branch 'remotes/ZDoom/gzdoom/staging' into gzd_staging 2023-08-22 09:09:51 +08:00
Cacodemon345
14a3cf8fc2 CMakeLists upgrade to 3.16 and cleanup
* Remove precompiled header hack
* Fixes for compilation on VS2022 Debug configurations
2023-08-14 19:30:50 +02:00
Christoph Oelckers
16cefb7528 - some angle cleanup
* clean out the angle conversion helpers from basics.h.
* use degrees instead of radians in TMatrix3x3.
2023-08-12 10:10:27 +02:00
Professor Hastig
666a99f204 lightmode refactor
* make all legacy light modes except 'Doom' MAPINFO only. A CVAR still exists for testing but its value won't be saved to the config.
* user can only select between "performance', 'software' and 'vanilla'. 'performance' is the old 'Doom' mode which is still needed to speed things up on low end hardware.
* MAPINFO can not enforce any of the two software light modes, as low end users require the option to change this to the 'performance' setting. Selecting one will always revert to the user's light mode selection.
2023-07-17 22:50:05 +02:00
nashmuhandes
07f722b6f3 Merge branch 'master' of https://github.com/ZDoom/gzdoom into GZDoomUpdate-12-07-2023 2023-07-12 20:51:41 +08:00
l2ksolkov
245dac814e Add missing include guards 2023-05-29 07:35:26 +02:00
Magnus Norddahl
83254204ff Add support for submitting command buffers from worker threads 2023-05-17 22:02:27 +02:00
Magnus Norddahl
1fd14f1140 Remove FFlatVertexBuffer 2023-05-08 23:12:14 +02:00
Magnus Norddahl
154cb2e967 Prepare FFlatVertexBuffer for removal 2023-05-07 03:19:43 +02:00
Magnus Norddahl
1fe5b8e26f Remove IRenderQueue 2023-05-07 01:02:54 +02:00
Magnus Norddahl
84c2980398 Remove the reserved vbo_shadowdata so only hw_vertexbuffer still needs it 2023-05-07 00:49:54 +02:00
Magnus Norddahl
9203784ee0 Use a uniform buffer for the light list 2023-05-06 02:45:17 +02:00
Magnus Norddahl
eba0bee9f6 Change the matrix interface on RenderState so the backend doesn't have to try detect changes on each Apply
Include the texture matrix in the mesh builder
2023-05-06 00:34:42 +02:00
Magnus Norddahl
1d8f406162 Let the backend manage the shadowmap buffers 2023-05-01 02:10:43 +02:00
Magnus Norddahl
d7a7953d10 Move bone buffer to backend 2023-04-30 04:49:06 +02:00
Magnus Norddahl
f2585a3b17 Manage the light buffer in the backend 2023-04-30 03:43:38 +02:00
Magnus Norddahl
aadb1c31b6 Manage viewpoint buffer internally in the backend 2023-04-30 02:32:04 +02:00
Magnus Norddahl
ae443c78d4 There is no reason to default to poor stuttery performance 2023-04-27 11:22:11 +02:00
Magnus Norddahl
87c3be94d5 Adjust meshbuilder to vkdoom changes and make sure the drawinfo functions always allocate vertices from the output renderstate object 2023-04-26 04:22:07 +02:00
Magnus Norddahl
71a78f2baf Merge all sectors into one mesh 2023-04-26 01:09:06 +02:00
Magnus Norddahl
a5a0279fd2 Upload vertices to vertex buffers 2023-04-26 01:09:06 +02:00
Magnus Norddahl
26dcb77f5e Add support for drawing flats into the mesh cache 2023-04-26 01:09:05 +02:00
Magnus Norddahl
88595c7777 Only create a Mesh if anything was actually drawn 2023-04-26 01:09:05 +02:00
Magnus Norddahl
463315fec0 Fix misc state init issues 2023-04-26 01:09:05 +02:00
Magnus Norddahl
28ef69ca5a Add the most basic implementation of a Mesh drawer as technically possible :) 2023-04-26 01:09:05 +02:00
Magnus Norddahl
3fe8b6909b Add a basic renderstate->mesh builder class 2023-04-26 01:09:04 +02:00
Magnus Norddahl
2498b2d3bc Add hint which of the uniforms are used by SetColor (maybe later move them to a secondary uniform block for independent updating) 2023-04-26 00:38:00 +02:00
Magnus Norddahl
eef9b05f46 Remove mAlphaThreshold 2023-04-24 22:50:04 +02:00
Magnus Norddahl
02be512738 Remove mClipSplit 2023-04-24 22:45:19 +02:00
Magnus Norddahl
ac1a918989 Remove mLightParms 2023-04-24 22:41:07 +02:00
Magnus Norddahl
b7236f3031 Remove unused uniforms and restrict push constants to only control offsets into buffers 2023-04-24 22:10:17 +02:00
Magnus Norddahl
5c9ff283a6 Only add the lightmode actually being used into the shader 2023-04-19 02:28:32 +02:00
Magnus Norddahl
6381280177 Remove virtual inheritance 2023-04-16 21:49:05 +02:00
Magnus Norddahl
6894eb013f Begin removing binding points from the hwrenderer layer.
Well known buffers should be created and managed by the backend, otherwise the backend just becomes an OpenGL emulator.
2023-04-16 19:30:27 +02:00
Magnus Norddahl
1b221db996 Remove dead code 2023-04-16 17:34:52 +02:00
Magnus Norddahl
d5d6c07f53 Fix misc shader related issues 2023-04-06 19:36:58 +02:00
Magnus Norddahl
fd2ae4865c Merge tracelights 2023-04-05 23:14:25 +02:00
Magnus Norddahl
44fed1451d Fix shader build errors and remove support for old deprecated shader types 2023-03-24 03:34:24 +01:00
Magnus Norddahl
c495c8c094 Add support for using #include in glsl files and improve glsl compile errors 2023-03-22 00:06:13 +01:00
nashmuhandes
896102c179 Change more default settings
- Show item counter on automap
- Enable thicker automap lines and anti-aliased lines for better visibility with high res displays
- Enable textured automap
- HUD border scaling factor to better match default status bar scaling
- Enable subtitles
- Set render quality to "quality" to fix level mesh seams (gl_seamless)
- Enable mouse in menus by default (instead of touchscreen-like)
- Don't show ENDDOOM when quitting the app
- Enable the first crosshair, and set its scale slightly smaller
- Grow crosshair when picking up items
- Set autoaim slider to 0
- Show nametags when switching items and weapons
- Always run enabled
- Disable save/load confirmation dialog
- Enable quicksave rotation
- Enable additively-translucent Doom rocket explosion
- Increase default particles to 10k, and increase the slider to 65k (engine limit)
- Disable night vision effect
- Set sprite clipping to "Always" as this looks better than having sprites sink into the geometry
- Set particle style to round as it matches the pixelated aesthetics better
2023-03-19 04:35:27 +08:00
Magnus Norddahl
7eb9053e30 Update ZVulkan, rename vk_raytrace to gl_light_raytrace and support turning it on and off without a restart 2023-03-16 23:15:02 +01:00
Magnus Norddahl
df7d31968d Change various defaults 2023-03-16 22:56:21 +01:00