Magnus Norddahl
|
e7e89fce09
|
Make the vk_rayquery cvar a bit more robust
|
2024-01-21 14:25:08 +01:00 |
|
Magnus Norddahl
|
d181774e02
|
Fix shadows not working for non-rt render path
|
2024-01-17 13:27:30 +01:00 |
|
Magnus Norddahl
|
286de841eb
|
Fix validation error caused by rebase
|
2023-12-26 04:30:59 +01:00 |
|
Magnus Norddahl
|
9dd485be76
|
Changes needed by rebase
|
2023-12-26 04:30:59 +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 |
|
Magnus Norddahl
|
98c209edbd
|
Rename VkLightmap and VkRaytrace
|
2023-12-26 04:30:58 +01:00 |
|
Magnus Norddahl
|
47f17b1c03
|
Move DrawLevelMesh to RenderState
|
2023-12-26 04:30:57 +01:00 |
|
Magnus Norddahl
|
f550f5b05a
|
Hook up bindless textures for gl_levelmesh
|
2023-12-26 04:30:55 +01:00 |
|
Magnus Norddahl
|
9edfbcd10e
|
Create different buffer for uniform indexes that works for the vertex shader
|
2023-12-26 04:30:55 +01:00 |
|
Magnus Norddahl
|
d06a9e1305
|
Hook up surface index buffer
|
2023-12-26 04:30:55 +01:00 |
|
Magnus Norddahl
|
f8fd08a623
|
Clean up VkDescriptorSetManager a bit and bind the surface uniforms when drawing with gl_levelmesh
|
2023-12-26 04:30:54 +01:00 |
|
Magnus Norddahl
|
e713299410
|
Rename StreamData to SurfaceUniforms
|
2023-12-26 04:30:54 +01:00 |
|
Magnus Norddahl
|
a76dfafbaa
|
Fix misc bugs in the fogball implementation - it works now
|
2023-12-11 11:37:24 +01:00 |
|
dpjudas
|
c8f6182f36
|
Some minor adjustments
|
2023-12-11 11:36:42 +01:00 |
|
dpjudas
|
81cdc402c9
|
Add code collecting fogballs from the visible scene
|
2023-12-11 11:34:14 +01:00 |
|
Magnus Norddahl
|
fc65d43ae8
|
Add code that should draw the mesh
|
2023-10-19 22:09:26 +02:00 |
|
dpjudas
|
411b281e7c
|
Remove multithreading RenderState as that seemed to be a poor approach
|
2023-10-09 03:20:19 +02:00 |
|
Magnus Norddahl
|
757320c5bc
|
Fix node buffers not working for the rayquery polyfill shader path
Rearrange how the upload code is done for the level mesh
|
2023-09-30 01:31:07 +02:00 |
|
Magnus Norddahl
|
bb7a33d7b1
|
Add bindless texture support
|
2023-09-19 23:58:17 +02:00 |
|
Magnus Norddahl
|
4a0a4d2fb3
|
Move VkRSBuffers to new file
|
2023-05-16 23:51:00 +02:00 |
|
Magnus Norddahl
|
753c5b1997
|
Split postprocess pipeline creation to its own files
|
2023-05-16 23:14:14 +02:00 |
|
Magnus Norddahl
|
d74ee4088e
|
Create RenderState buffers for each thread
|
2023-05-12 03:30:40 +02:00 |
|
Magnus Norddahl
|
9203784ee0
|
Use a uniform buffer for the light list
|
2023-05-06 02:45:17 +02:00 |
|
Magnus Norddahl
|
96ac7ba3f0
|
Don't use VkHardwareDataBuffer for internal backend buffers
|
2023-05-05 22:04:11 +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
|
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
|
184e73ab28
|
Add GetDevice function instead of accessing device member directly
|
2023-04-16 17:07:55 +02:00 |
|
Magnus Norddahl
|
cd35a0ad76
|
More folder adjustments
|
2023-04-16 16:51:52 +02:00 |
|
Magnus Norddahl
|
295eb252ab
|
Change the folder structure of the vulkan backend to better reflect what is going on
|
2023-04-16 16:39:15 +02:00 |
|