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
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* 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
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* 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
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* 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
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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.
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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
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- 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