Ricardo Luís Vaz Silva
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37a7907221
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Allow setting light attenuation mode from mapinfo
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2024-10-09 04:44:51 +02:00 |
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nashmuhandes
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58ddcd4806
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Merge commit '6b5be653dc'
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2024-10-06 21:29:38 +08:00 |
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Christoph Oelckers
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f0676cdf01
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fixed a few memory leaks
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2024-10-05 10:22:05 +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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Christoph Oelckers
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3798fd815f
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the MISSILE(EVEN)MORE flags still need to be accessible by ZScript for backwards compatibility.
Since these do not exist anymore an internal interface to Handle/CheckDeprecatedFlags was added.
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2024-10-03 12:32:09 +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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nashmuhandes
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5ac0b1b84c
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Apply limits to the ZDRayInfo lm_sampledist value
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2024-10-02 01:37:30 +08:00 |
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nashmuhandes
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9cd2f7530d
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Change default LightmapSampleDistance value to match the default value in UDB
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2024-10-02 00:54:19 +08:00 |
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Cacodemon345
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e88d912892
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ID24 interlevel lumps implementation
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2024-10-01 16:48:07 +02:00 |
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Magnus Norddahl
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4d934ab310
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Add missing declaration on posix systems
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2024-09-30 20:13:50 +02:00 |
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Magnus Norddahl
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a5099699e8
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Extract the call stack from the minidump file and display the call stack if PDB files are available
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2024-09-30 19:49:23 +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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Rachael Alexanderson
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0b3ee04025
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- bail out if shape is null in F2DDrawer::AddShape
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2024-09-30 02:09:52 -04:00 |
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Boondorl
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1e96ed31aa
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Exported DPrintf
Allows for custom debug message handling using the built-in
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2024-09-29 17:56:16 -04:00 |
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Magnus Norddahl
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7e83d726ca
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Improve light level updates
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2024-09-29 14:21:57 +02:00 |
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nashmuhandes
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1fae4b9d4a
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Merge branch 'master' of https://github.com/ZDoom/gzdoom
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2024-09-24 15:31:08 +08:00 |
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Rachael Alexanderson
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3524d06813
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- export FFont::GetChar() to ZScript
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2024-09-20 20:00:01 +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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Magnus Norddahl
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521e2ed39c
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Run the light tiles compute shader
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2024-09-14 04:59:39 +02:00 |
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Ricardo Luís Vaz Silva
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79dacdf1b7
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Properly fix double interpolation for IQM models
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2024-09-13 17:05:22 -03:00 |
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Ricardo Luís Vaz Silva
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1429e22441
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rework interpolation to allow for precalculated frames
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2024-09-13 17:05:22 -03:00 |
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Magnus Norddahl
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2ba2c24f6b
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Add shaders for light tiles
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2024-09-13 20:45:36 +02:00 |
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dpjudas
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98e58bf340
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Create images and buffers needed for finding dynamic light visibility on the GPU
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2024-09-13 02:21:03 +02:00 |
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Cacodemon345
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38290b6615
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Truecolor sky: Draw opaque black background on transparent texels
Fixes HOM effect
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2024-09-12 08:38:19 +02:00 |
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Cacodemon345
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ce24849adf
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Add support for fire textures in ANIMDEFS
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2024-09-12 08:38:19 +02:00 |
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Magnus Norddahl
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f0c018fdc6
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Update light level in level mesh
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2024-09-11 01:39:47 +02:00 |
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nashmuhandes
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58fecd4b92
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Move depth fade definition to GLDEFS
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2024-09-09 18:57:07 +08:00 |
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nashmuhandes
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27058efe85
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Rename "depth fade falloff" to "depth fade threshold" as it makes more sense
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2024-09-09 17:06:04 +08:00 |
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Magnus Norddahl
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f41e7f044a
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Fix SceneLinearDepth texture using wrong size
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2024-09-08 23:15:48 +02:00 |
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Magnus Norddahl
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f8f4ef5cbb
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And the AMD image transition fun (Thanks AMD!)
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2024-09-08 22:29:41 +02:00 |
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Magnus Norddahl
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b2040a0892
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Add support for the poor souls on a 386 that can't afford to use full screen
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2024-09-08 22:25:24 +02:00 |
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Magnus Norddahl
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cc06294932
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Remove linear depth from texture manager again (this wasn't a good idea)
Add linear depth texture to the fixed descriptor set
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2024-09-08 21:18:22 +02:00 |
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Magnus Norddahl
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c62bb7a0f0
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Add RenderState.SetDepthFadeFalloff
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2024-09-08 20:32:30 +02:00 |
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Magnus Norddahl
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1b8effe1ea
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Make linearized depth data available to translucent material shaders via the texture name SceneLinearDepth. Does it work? Who knows!
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2024-09-08 02:32:01 +02:00 |
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Magnus Norddahl
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d2958d8366
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Change how visible surfaces for a tile are collected by the light mapper
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2024-09-07 03:11:36 +02:00 |
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Magnus Norddahl
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5a1c8131c5
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Move inlined functions out of the class definition for better readability
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2024-09-07 00:42:49 +02:00 |
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dpjudas
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6b3803cb3b
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Fix descriptor pool size
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2024-09-05 10:14:23 +02:00 |
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Magnus Norddahl
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4655b02f06
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Fix using wrong surface for the extra BLAS structures for trace hits
Add gl_raytrace for ray tracing the level mesh
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2024-09-05 00:15:59 +02:00 |
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Magnus Norddahl
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db5f47d14f
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Fix SSAO not working in gl_levelmesh
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2024-09-04 02:27:10 +02:00 |
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Magnus Norddahl
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4b0d4a210a
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Remove unused class
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2024-09-01 23:47:16 +02:00 |
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Magnus Norddahl
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4ba0b47665
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Dont draw sectorstack atm
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2024-09-01 23:01:39 +02:00 |
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dpjudas
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4666fa6241
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Split masked from opaque in the level mesh draw lists
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2024-09-01 22:44:25 +02:00 |
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dpjudas
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66288b539c
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Fix crash on GPUs that doesn't support ray query
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2024-08-31 03:42:03 +02:00 |
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Magnus Norddahl
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3cb2b31d95
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Create up to 32 bottom level acceleration structures to avoid rebuilding the entire map on geometry changes
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2024-08-30 03:12:24 +02:00 |
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