Commit graph

733 commits

Author SHA1 Message Date
Ricardo Luís Vaz Silva
4615a8e103 update GetDynSpriteLight to use new strength field 2024-10-09 04:44:51 +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
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
a79ea9414b inverse square lights for sprites
had to add a minimum distance to make sure smaller lights don't completely blow out actors nearby
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
nashmuhandes
58ddcd4806 Merge commit '6b5be653dc' 2024-10-06 21:29:38 +08:00
dpjudas
c64b5bb2cb Fix ccmd message 2024-10-01 01:01:46 +02:00
Magnus Norddahl
d69d190dc3 Add savelightmap and deletelightmap ccmds 2024-09-30 18:48:48 +02:00
Dileep V. Reddy
568a39d203 Removing pre-clipping of Frustum if pitch > 46 degrees and viewpoint is not allowed out of bounds. This is like old behavior. 2024-09-30 10:16:50 -04:00
Rachael Alexanderson
bbeaea1ea7
- implement anamorphesis proof-of-concept (#2431)
Co-authored-by: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
2024-09-29 18:09:07 -04:00
Rachael Alexanderson
85ae8f8194
- flat sprites are already square, no need to adjust them 2024-09-29 10:05:43 -04:00
Magnus Norddahl
7e83d726ca Improve light level updates 2024-09-29 14:21:57 +02:00
dpjudas
9fdd01736e Don't store HWDecal directly as they may move and animate 2024-09-29 01:13:23 +02:00
Magnus Norddahl
1e23dcee7c Some initial decal rendering 2024-09-28 22:17:17 +02:00
nashmuhandes
1fae4b9d4a Merge branch 'master' of https://github.com/ZDoom/gzdoom 2024-09-24 15:31:08 +08:00
Gene
de87493c41
Fix incorrect boolean logic for drawBillboardFacingCamera 2024-09-20 08:38:45 -04:00
Gene
5347cdf569
Fix billboard facing camera only taking effect when used with XY billboarding 2024-09-19 10:56:24 -04:00
nashmuhandes
686320c94d Don't light decal from lightmap tile if it's supposed to be fullbright 2024-09-18 20:00:31 +08:00
nashmuhandes
9c4814350f Fix broken corona when the sprite contains alpha 2024-09-17 05:26:59 +08:00
Magnus Norddahl
1c3538d77e Draw the particles 2024-09-16 22:53:01 +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
b43f84def6 Hook up light tile visibility test 2024-09-16 01:04:53 +02:00
Magnus Norddahl
521e2ed39c Run the light tiles compute shader 2024-09-14 04:59:39 +02:00
Magnus Norddahl
d96dd8e7ba Fix using wrong location for the light update 2024-09-11 01:58:34 +02:00
Magnus Norddahl
f0c018fdc6 Update light level in level mesh 2024-09-11 01:39:47 +02:00
nashmuhandes
fa0a88f85e Merge branch 'master' of https://github.com/ZDoom/gzdoom 2024-09-11 00:11:39 +08:00
Dileep V. Reddy
aacc4d7278 PointToPseudoPitch() was being called even when viewpoint was not allowed out of bounds. And its sqrt was slow even when it was necessary (thanks dpjudas for the speedup code). 2024-09-10 10:58:36 -04:00
Magnus Norddahl
ab9c6c0f63 Use SSE2 for the sqrt as the other thing is super slow 2024-09-09 20:16:43 +02:00
nashmuhandes
58fecd4b92 Move depth fade definition to GLDEFS 2024-09-09 18:57:07 +08:00
nashmuhandes
27058efe85 Rename "depth fade falloff" to "depth fade threshold" as it makes more sense 2024-09-09 17:06:04 +08:00
dpjudas
6c57283b25 Fix null pointer crash when there is no actor 2024-09-09 02:08:33 +02:00
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
166d69164d Set the depth fade render state from sprites 2024-09-09 02:53:31 +08:00
Rachael Alexanderson
5895f9b1b1
- implement +SQUAREPIXELS flag 2024-09-07 23:09:36 -04:00
Magnus Norddahl
1b8effe1ea Make linearized depth data available to translucent material shaders via the texture name SceneLinearDepth. Does it work? Who knows! 2024-09-08 02:32:01 +02:00
Magnus Norddahl
e65b3058cf Fix mesh builder not getting cleared correctly 2024-09-07 04:14:22 +02:00
Magnus Norddahl
d2958d8366 Change how visible surfaces for a tile are collected by the light mapper 2024-09-07 03:11:36 +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
dpjudas
d77b9c1e2b Include 3d floors in level mesh limits 2024-09-03 01:09:50 +02:00
Magnus Norddahl
4ba0b47665 Dont draw sectorstack atm 2024-09-01 23:01:39 +02:00
dpjudas
c71261bd0f Forgot color write was disabled for the first draw 2024-09-01 22:49:45 +02:00
dpjudas
4666fa6241 Split masked from opaque in the level mesh draw lists 2024-09-01 22:44:25 +02:00
Magnus Norddahl
75dd9e13c9 Fix line portals drawn as opaque 2024-08-30 21:58:13 +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
Magnus Norddahl
dedd7245f2 Fix wall portals not getting freed 2024-08-26 02:05:38 +02:00
Magnus Norddahl
e94bd7f641 Fix 'Could not find space in level mesh buffer' error
Interpolate sector height updates
2024-08-26 00:49:30 +02:00
Dileep V. Reddy
b2976444c9 Smaller aspect ratio screens were getting clipped a bit too much. This is a brute-force if-else solution. Larger aspect ratios (wider screens) were always good. 2024-08-25 11:18:05 -04:00