Commit graph

447 commits

Author SHA1 Message Date
Magnus Norddahl
7907c27c7c Reduce AO sample count from 128 to 16 2024-10-17 00:42:08 +02:00
Magnus Norddahl
92dd53703b Increase the bounce sample count 2024-10-17 00:29:25 +02:00
nashmuhandes
2d40055176 Reapplication of 992e01de05 (Apple-GLSL fix for the dither shader) 2024-10-16 02:33:21 +08:00
Magnus Norddahl
8bddbea0bd Turn off softshadow for bounces 2024-10-15 19:34:15 +02:00
Ricardo Luís Vaz Silva
74a49ca919 change light strength to light linearity 0.0 = inverse square, 1.0 = linear 2024-10-11 11:43:09 +02:00
Ricardo Luís Vaz Silva
56787bbc17 Add LightStrength to UDMF, move SoftShadowRadius from AActor to DynamicLight 2024-10-09 04:44:51 +02:00
Ricardo Luís Vaz Silva
159ae02a2a fix includes 2024-10-09 04:44:51 +02:00
Ricardo Luís Vaz Silva
f226d6a00f improve strength for small lights 2024-10-09 04:44:51 +02:00
Ricardo Luís Vaz Silva
f11ed26eb8 deduplicate code 2024-10-09 04:44:51 +02:00
Ricardo Luís Vaz Silva
04ee3c335e switch from uniform to shader keys 2024-10-09 04:44:51 +02:00
Ricardo Luís Vaz Silva
37a7907221 Allow setting light attenuation mode from mapinfo 2024-10-09 04:44:51 +02:00
Magnus Norddahl
7df842bbed Add the shaders needed to create convoluted PBR maps 2024-10-04 02:46:07 +02:00
Magnus Norddahl
b06649097f Use inverse square distance attenuation for PBR materials 2024-10-03 16:55:01 +02:00
Magnus Norddahl
3e0fbff0cc Removed some unused code 2024-10-03 02:59:27 +02:00
Magnus Norddahl
c0bbe3a43a Hook up some more PBR stuff 2024-10-03 02:37:08 +02:00
Magnus Norddahl
7e83d726ca Improve light level updates 2024-09-29 14:21:57 +02:00
Magnus Norddahl
c3f65fecdb Half the scene (all upper and lower walls) is drawn as masked unfortunately 2024-09-16 21:58:10 +02:00
Magnus Norddahl
76536be804 Use the dynamic lights from the level mesh in the light tiles shader 2024-09-16 18:06:21 +02:00
Magnus Norddahl
5992fa44dd Fix culling bug 2024-09-16 02:04:23 +02:00
Magnus Norddahl
83009db3ec Fix zminmax not being linear depth 2024-09-16 01:45:44 +02:00
Magnus Norddahl
b43f84def6 Hook up light tile visibility test 2024-09-16 01:04:53 +02:00
dpjudas
a885833db2 Add more code to the shader 2024-09-15 04:12:19 +02:00
Magnus Norddahl
2778225048 Run the ZMinMax pass before the light tiles compute shader 2024-09-15 01:44:34 +02:00
Magnus Norddahl
521e2ed39c Run the light tiles compute shader 2024-09-14 04:59:39 +02:00
Magnus Norddahl
2ba2c24f6b Add shaders for light tiles 2024-09-13 20:45:36 +02:00
Magnus Norddahl
a23581be3d Add support for textureLod 2024-09-13 19:49:10 +02:00
Magnus Norddahl
f0c018fdc6 Update light level in level mesh 2024-09-11 01:39:47 +02:00
nashmuhandes
27058efe85 Rename "depth fade falloff" to "depth fade threshold" as it makes more sense 2024-09-09 17:06:04 +08:00
Magnus Norddahl
b2040a0892 Add support for the poor souls on a 386 that can't afford to use full screen 2024-09-08 22:25:24 +02:00
nashmuhandes
827360e5e2 Fix shader compile error (for real) 2024-09-09 03:42:05 +08:00
Magnus Norddahl
b586fe4b3d Fix shader compile error 2024-09-08 21:26:22 +02:00
Magnus Norddahl
cc06294932 Remove linear depth from texture manager again (this wasn't a good idea)
Add linear depth texture to the fixed descriptor set
2024-09-08 21:18:22 +02:00
Magnus Norddahl
c62bb7a0f0 Add RenderState.SetDepthFadeFalloff 2024-09-08 20:32:30 +02:00
Magnus Norddahl
4655b02f06 Fix using wrong surface for the extra BLAS structures for trace hits
Add gl_raytrace for ray tracing the level mesh
2024-09-05 00:15:59 +02:00
Magnus Norddahl
59205533b2 Bias the trace end point to reduce shadow acne 2024-08-26 02:59:03 +02:00
Dileep V. Reddy
8a5e7449c1 Consolidated isometric mode commits. 2024-08-11 15:55:21 +02:00
Ashley Miller-Jelfs
7930ee807d Fix Specular not using Material definition for Glossiness and Level 2024-08-08 08:51:10 +02:00
nashmuhandes
1a89307ee7 Rename SourceRadius to SoftShadowRadius 2024-06-15 18:08:37 +08:00
Magnus Norddahl
8d320ec31c Add textureGrad compatibility 2024-06-13 12:50:43 +02:00
Magnus Norddahl
1b6f98e673 Fix gl_ssao_debug 4 rendering glitch when multisample is active 2024-03-18 03:19:51 +01:00
Magnus Norddahl
ab537a4879 Hook up SourceRadius 2024-03-05 16:37:59 +01:00
Magnus Norddahl
958251bfd4 Change the math for two-sided surfaces 2024-03-04 23:39:35 +01:00
Magnus Norddahl
b99cf589e7 Fix midtextures being opaque 2024-03-04 21:40:11 +01:00
Magnus Norddahl
c98930a88c Atlas tile adjustments 2024-02-28 00:59:41 +01:00
Magnus Norddahl
60cdb871d2 Add light bounce 2024-02-26 17:00:28 +01:00
Magnus Norddahl
a831fdb027 Move monte carlo math functions to its own file 2024-02-26 16:21:04 +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
b436903a28 Use constants as bad boys and girls seem to be shadowing the global variables :p 2024-02-19 13:14:53 +01:00
Magnus Norddahl
dea8a7888a Also support texel fetch 2024-02-19 13:07:55 +01:00