Magnus Norddahl
3cb2b31d95
Create up to 32 bottom level acceleration structures to avoid rebuilding the entire map on geometry changes
2024-08-30 03:12:24 +02:00
Magnus Norddahl
d12cd4d74d
Sort initial draw lists by pipeline
...
Fix applying pipeline state too often for scattered draw ranges
Delay updating sides and sectors until frame start to allow the playsim to mark surfaces dirty multiple times
2024-08-28 19:53:12 +02:00
dpjudas
b6cbaaedbc
Update the bottom level accel structure if vertices or indexes change
2024-08-11 23:03:32 +02:00
Magnus Norddahl
e80615e167
Move the level mesh dirty ranges to levelmesh so that it can be updated
2024-08-11 17:51:45 +02:00
Magnus Norddahl
2eab98b4fb
Fix level mesh upload crash if too large textures gets uploaded
2024-06-24 16:57:10 +02:00
nashmuhandes
1a89307ee7
Rename SourceRadius to SoftShadowRadius
2024-06-15 18:08:37 +08:00
Magnus Norddahl
ab537a4879
Hook up SourceRadius
2024-03-05 16:37:59 +01:00
Magnus Norddahl
ccc5c259ad
Grab the light list from the surfaces in the shader
2024-02-26 16:15:14 +01:00
Magnus Norddahl
68f9fee55b
Make the light list part of the level mesh
2024-02-26 15:57:32 +01:00
Magnus Norddahl
1a7407944e
Always use indirect draw
2024-02-11 02:12:18 +01:00
Magnus Norddahl
c817cba606
Clean up the upload code
2024-02-01 13:08:38 +01:00
Magnus Norddahl
7bc2ed5436
Remove the submesh class as that caused more problems than it solved
2024-01-29 21:56:42 +01:00
Magnus Norddahl
c1f38b18c4
Put all the pipeline barriers in the same function and use a new instance buffer each time the TLAS is updated
2023-12-26 04:31:02 +01:00
Magnus Norddahl
48b6a7ec46
Split level mesh surface from lightmap tiles as we have multiple surfaces per tile
2023-12-26 04:31:00 +01:00
Magnus Norddahl
486a08e882
Create VkLevelMeshUploader
2023-12-26 04:30:58 +01:00
Magnus Norddahl
ed7da1ae25
Moving files
2023-12-26 04:30:58 +01:00