Commit graph

37 commits

Author SHA1 Message Date
Ricardo Luís Vaz Silva
5d35ae9b4d also do Actor Trace for non-lightmaplights if gl_light_shadows is 2 2024-12-19 12:53:17 +08:00
nashmuhandes
be36118017 Exclude fullbright stuff from tracelighting 2024-12-17 10:07:44 +08:00
Boondorl
57202305d6 Added toggle for lm_dynamic 2024-11-02 09:20:23 +01:00
Ricardo Luís Vaz Silva
4615a8e103 update GetDynSpriteLight to use new strength field 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
Magnus Norddahl
a4b57c5fbe Also apply the alpha scale to sprites 2024-08-25 14:54:58 +02:00
RaveYard
57d39048c8 Apply 2D shadowmapping to particles as they do not use levelmesh raytracing 2024-06-20 11:33:06 +08:00
RaveYard
c72092ffed Fix redundant 2D shadowmap test for lightmap lights 2024-06-19 13:23:32 +02:00
RaveYard
9534e7b76e Increase and unify max distance for sunlight rays 2024-01-01 14:36:08 +01:00
Magnus Norddahl
bdea7b6c13 Always update sprite light in dynamic lm sectors 2023-12-26 04:31:01 +01:00
RaveYard
759320b189 CPU tracelight portal fix 2023-09-06 19:04:26 +02:00
Magnus Norddahl
cff50b8087 Initialize lightmap texture in SetLevelMesh
Create VkLightmap class on VulkanRenderDevice
2023-09-01 00:03:18 +02:00
Magnus Norddahl
a7f4971d5d Add HWDrawContext so that multiple threads can maintain their own drawinfo without need for synchronization 2023-06-29 03:33:07 +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
4638cc44d2 Fix null pointer crash when drawing sprites with a null actor 2023-04-16 14:35:01 +02:00
Magnus Norddahl
4c3848cfb2 Cache the result of traces so that it only needs to be done for visible moving actors 2023-04-07 18:44:59 +02:00
Magnus Norddahl
ba0243e378 Fix sunlight not working on models 2023-04-07 18:00:48 +02:00
Magnus Norddahl
34d2b2e440 Add sunlight trace 2023-04-06 16:13:03 +02:00
Magnus Norddahl
187b7f0956 Add some of the sunlight trace code 2023-04-06 01:04:03 +02:00
Magnus Norddahl
943cbd59e9 Add AABB tree collision structure to the doom level mesh for threadsafe trace calls for the sprite light 2022-09-25 21:58:54 +02:00
Magnus Norddahl
d3ed7be087 Remove light probes completely and make decals use the lightmap 2022-09-21 22:43:43 +02:00
Magnus Norddahl
815720f4db Switch actors from using light probes to performing trace visibility tests 2022-08-18 04:11:04 +02:00
nashmuhandes
db92e63e22 Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2022-01-22 18:06:05 +08:00
Rachael Alexanderson
64f4332b43 - add cmath includes to fix the mac compile std::floor errors 2022-01-20 13:31:57 -05:00
Magnus Norddahl
81f7b083c0 Improve light probe lookup speed for large sectors by using a grid instead of subsectors 2021-10-15 04:21:18 +02:00
Magnus Norddahl
764a08752f Use a faster way to find the closest light probe
Fix light probe not being applied to psprite
2021-10-14 05:43:35 +02:00
Magnus Norddahl
b59bd46b79 Fix crash in GetDynSpriteLight when the actor is null 2021-10-08 21:47:43 +02:00
Magnus Norddahl
e0ea5e3b55 Add light probe support for sprites 2021-09-25 18:53:18 +02:00
Christoph Oelckers
3ee1aa76c3 - moved model code to 'common'. 2020-04-27 20:50:46 +02:00
Christoph Oelckers
fde9172ea3 - moved shadowmap to 'common'. 2020-04-26 20:28:43 +02:00
Christoph Oelckers
0a3e9a49f8 - changed the light parameter of ShadowTest to a position vector.
This was one of two places where game state leaked into the shadowmap implementation.
2020-04-26 14:53:26 +02:00
Christoph Oelckers
69d724ae73 - moved lightbuffers and flatvertices to 'common'. 2020-04-26 12:41:13 +02:00
Christoph Oelckers
59360f2d77 - started cleanup of dependencies of the framebuffer class.
* made the portal state global, outside the framebuffer, because it is pure logic state without dependencies on the backend.
* took the setup functions out of FDynLightData - there is no need to have them as members and they age game dependent.
2020-04-25 21:08:07 +02:00
Christoph Oelckers
ac9133eda0 - fixed radius use in dynamic light traversal for models. 2019-04-19 08:23:08 +02:00
Christoph Oelckers
89d607c9a6 - moved all rendering code into a common subdirectory.
No changes to the files themselves was made.
2019-01-31 19:58:17 +01:00
Renamed from src/hwrenderer/scene/hw_spritelight.cpp (Browse further)