Magnus Norddahl
|
6190ffecda
|
Also expand the bbox for the TLAS tree
|
2024-12-10 23:12:12 +01:00 |
|
Magnus Norddahl
|
bc5bf8ca7b
|
Increase the bounding box for numerical stability
|
2024-12-10 23:10:16 +01:00 |
|
dpjudas
|
55aa1d44eb
|
Resize node buffer if too small
|
2024-12-08 04:40:24 +01:00 |
|
Boondorl
|
57202305d6
|
Added toggle for lm_dynamic
|
2024-11-02 09:20:23 +01:00 |
|
dpjudas
|
4fee895c2b
|
Remove unused struct
|
2024-10-22 02:30:18 +02:00 |
|
dpjudas
|
dfbef085e6
|
Group lightmap variables and put polyobj walls in a dynamic lightmap atlas
|
2024-10-22 02:29:12 +02:00 |
|
Magnus Norddahl
|
c866937262
|
Fix upload bug and skip upload when RT cores are available
|
2024-10-21 20:50:25 +02:00 |
|
dpjudas
|
e7c2716191
|
Remove old node header node from upload code
|
2024-10-21 02:03:09 +02:00 |
|
dpjudas
|
9bf6e60021
|
Fix TLAS to BLAS links not pointing at the root node of the BLAS
|
2024-10-21 01:38:23 +02:00 |
|
dpjudas
|
8cbef52626
|
Fix typo making it rebuild every BLAS if level changes
|
2024-10-21 00:52:33 +02:00 |
|
Magnus Norddahl
|
1073bcfa69
|
Fix TLAS bug
|
2024-10-21 00:09:47 +02:00 |
|
dpjudas
|
4a425c4493
|
Add support for updating the CPU-side accelstruct used for actor tracing
|
2024-10-20 23:54:15 +02:00 |
|
Rachael Alexanderson
|
7980d351b7
|
Merge branch '4.13' of ../gzdoom into gz4.13.1-merge
|
2024-10-20 10:25:15 -04:00 |
|
Christoph Oelckers
|
769274656e
|
made FCommandLine::operator[] return a const char * and fixed two places where this triggered a compile error.
|
2024-10-19 08:06:53 -04:00 |
|
Magnus Norddahl
|
fee5e3a58b
|
Fix lightmap lights not updating
|
2024-10-16 21:38:30 +02:00 |
|
Ricardo Luís Vaz Silva
|
c1442f1c21
|
clean up HWViewpointUniforms
|
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
|
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
|
c0bbe3a43a
|
Hook up some more PBR stuff
|
2024-10-03 02:37:08 +02:00 |
|
nashmuhandes
|
5ac0b1b84c
|
Apply limits to the ZDRayInfo lm_sampledist value
|
2024-10-02 01:37:30 +08:00 |
|
nashmuhandes
|
9cd2f7530d
|
Change default LightmapSampleDistance value to match the default value in UDB
|
2024-10-02 00:54:19 +08:00 |
|
Magnus Norddahl
|
d69d190dc3
|
Add savelightmap and deletelightmap ccmds
|
2024-09-30 18:48:48 +02:00 |
|
Magnus Norddahl
|
7e83d726ca
|
Improve light level updates
|
2024-09-29 14:21:57 +02:00 |
|
dpjudas
|
ec4dd5d1c2
|
Limit occlusion queries to 32k as that's what MoltenVK can handle
|
2024-09-19 03:00:51 +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
|
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 |
|
dpjudas
|
98e58bf340
|
Create images and buffers needed for finding dynamic light visibility on the GPU
|
2024-09-13 02:21:03 +02:00 |
|
Magnus Norddahl
|
f0c018fdc6
|
Update light level in level mesh
|
2024-09-11 01:39:47 +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 |
|
Magnus Norddahl
|
f41e7f044a
|
Fix SceneLinearDepth texture using wrong size
|
2024-09-08 23:15:48 +02:00 |
|
Magnus Norddahl
|
f8f4ef5cbb
|
And the AMD image transition fun (Thanks AMD!)
|
2024-09-08 22:29:41 +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 |
|
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
|
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
|
d2958d8366
|
Change how visible surfaces for a tile are collected by the light mapper
|
2024-09-07 03:11:36 +02:00 |
|
Magnus Norddahl
|
5a1c8131c5
|
Move inlined functions out of the class definition for better readability
|
2024-09-07 00:42:49 +02:00 |
|
dpjudas
|
6b3803cb3b
|
Fix descriptor pool size
|
2024-09-05 10:14:23 +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
|
db5f47d14f
|
Fix SSAO not working in gl_levelmesh
|
2024-09-04 02:27:10 +02:00 |
|
Magnus Norddahl
|
4b0d4a210a
|
Remove unused class
|
2024-09-01 23:47:16 +02:00 |
|