Commit graph

23,439 commits

Author SHA1 Message Date
Magnus Norddahl
4de06b3175 Turn off the light tiles 2025-05-30 20:43:30 +02:00
Magnus Norddahl
a71c050062 Don't do a copy 2025-05-30 19:50:56 +02:00
Magnus Norddahl
1791167fe5 Draw sorted by pipeline 2025-05-30 18:52:44 +02:00
Magnus Norddahl
83441734da Improve side and sector draw performance a bit 2025-05-30 02:19:24 +02:00
dpjudas
3b34a9d138 Fix compile error 2025-05-29 12:24:27 +02:00
Magnus Norddahl
00e200559a Fix crash for uneven core count and clock the draw times 2025-05-29 04:22:14 +02:00
Magnus Norddahl
c7a5914609 More reduce on the worker threads 2025-05-29 04:07:23 +02:00
Magnus Norddahl
b5f309ade9 Fix sprites 2025-05-29 03:08:09 +02:00
Magnus Norddahl
858013e607 Slice the BSP and process it on worker threads 2025-05-29 02:09:29 +02:00
Magnus Norddahl
3e1f22e4c0 Move CheckUpdate to main thread and use the portal clip 2025-05-29 01:21:20 +02:00
Magnus Norddahl
ead947b8b0 Add BSP walker class that can be run on multiple threads 2025-05-29 01:02:21 +02:00
Florian Piesche
7df36af376 Add Linux desktop launcher and metadata 2025-05-28 21:11:30 +02:00
dpjudas
9916b96e23 DispatchLightTiles seems to be crashing in some configurations 2025-05-28 03:21:43 +02:00
Ricardo Luís Vaz Silva
af653e8b67 bone getters part 2.5 2025-05-26 13:33:51 +02:00
dpjudas
cc92dda41a Avoid applying state on every draw 2025-05-26 04:26:36 +02:00
Magnus Norddahl
addddcd8ed Use clipper to find visible walls for hw_levelmesh 2025-05-26 02:03:47 +02:00
Magnus Norddahl
f302f03287 Change level mesh draw code to draw ranges in the mesh rather than the entire mesh 2025-05-25 18:18:29 +02:00
Ricardo Luís Vaz Silva
7461fc202b match gzdoom light limit 2025-05-25 13:54:16 +02:00
Ricardo Luís Vaz Silva
44710c6b1f implement linearity for cpu spritelight 2025-05-21 11:55:01 +08:00
Magnus Norddahl
aa51b22f9c Add a safety check that the file is being compiled correctly 2025-05-20 20:23:02 +02:00
Magnus Norddahl
4a168993dc Special thanks to the compiler tool vendors for making it so trivial and easy to check for the CPU 2025-05-20 20:15:38 +02:00
Magnus Norddahl
1cec474884 Add AVX2 CPU check on startup 2025-05-20 19:57:42 +02:00
Magnus Norddahl
a85cd66747 Use the tonemap PP pass to convert blended render styles back to palette colors 2025-05-20 04:09:31 +02:00
Magnus Norddahl
3a9373da6c Don't draw translucent stuff with indexed textures 2025-05-20 03:41:20 +02:00
Magnus Norddahl
5a5c8d4bde Use the game palette to find the material color 2025-05-20 03:20:46 +02:00
Magnus Norddahl
ac335a5fbf Apply colormaps 2025-05-20 02:59:52 +02:00
Magnus Norddahl
f1fba4fe98 Move software dynlight stuff to lightmodel 2025-05-19 18:06:50 +02:00
dpjudas
3dbb4d7b9c Add lightmap and dynamic lights 2025-05-19 17:23:28 +02:00
dpjudas
23a5b05e45 Fix alpha test 2025-05-19 15:50:51 +02:00
Magnus Norddahl
990ce7c6c9 Render scene with indexed textures for vid_rendermode 2 2025-05-19 05:55:03 +02:00
nashmuhandes
783a3524ed Remove Linearity from A_AttachLight for now as it goes over the kFuncArgCount limit in the JIT (TODO: struct-ify A_AttachLight in future) 2025-05-18 03:43:07 +08:00
nashmuhandes
051751220b Add SoftShadowRadius and Linearity to GLDEFS and A_AttachLight 2025-05-18 02:08:37 +08:00
Ricardo Luís Vaz Silva
56e94cc268 don't use per-pixel lighting for particles/visualthinkers 2025-05-17 22:56:51 +08:00
nashmuhandes
af7c9db9c5 GLDEFS light intensity and A_AttachLight intensity, VKDoom edition 2025-05-17 21:43:47 +08:00
Ricardo Luís Vaz Silva
60baa0fdaa allow toggling nearest dither 2025-05-17 13:36:21 +02:00
Ricardo Luís Vaz Silva
a8810a16a8 shadowmap lights that don't hit one-sided walls if raytraced lights are enabled 2025-05-17 04:35:18 +02:00
nashmuhandes
4d42be0e90 Actually clamp the global sample distance early 2025-05-17 06:51:00 +08:00
nashmuhandes
631a533272 Remove LANGUAGE key for precise midtexture trace (because the actual feature was removed)
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VKGood
2025-05-16 07:12:49 +08:00
Ricardo Luís Vaz Silva
e0897ae8b2 remove broken precise midtexture trace, fix sky tracing for actors 2025-05-16 00:47:50 +02:00
Magnus Norddahl
66d4d2d7d0 Add regular sky into the IsSky check 2025-05-16 00:32:49 +02:00
Ricardo Luís Vaz Silva
814eb8da77 flag only skies as skies 2025-05-16 00:29:39 +02:00
Magnus Norddahl
b281c333a1 Simplify the check in the inner loop 2025-05-16 00:11:33 +02:00
Magnus Norddahl
1c4c5d93ca Only move plane up if its a doom sky 2025-05-16 00:07:48 +02:00
Magnus Norddahl
51c6e8add6 Create VBO vertex data before the level mesh since the mesh uses it to build geometry.
Draw all sectors as subsectors if lightmaps are enabled (even if a sector doesn't have a tile initially it could gain one)
2025-05-15 23:53:34 +02:00
Magnus Norddahl
dfeec3c123 Hook up lm_always_update 2025-05-15 10:07:25 +02:00
Ricardo Luís Vaz Silva
9f23178e76 save extraArgs to CVar for easier testing 2025-05-14 23:25:19 +02:00
Magnus Norddahl
5299453486 Fix missing lights when baking a map with vktool 2025-05-14 15:08:42 +02:00
Magnus Norddahl
23e4c46684 Restrict light-only changes to only happen in sectors with the SECF_LM_DYNAMIC flag 2025-05-14 13:26:10 +02:00
dpjudas
33b2c792cd Pick up iwads from folders 2025-05-14 02:15:37 +02:00
Magnus Norddahl
156d7e7af2 Correctly apply sunlight to line portals 2025-05-13 15:18:33 +02:00