Magnus Norddahl
6b0e4345a2
Enable face culling
2023-12-26 04:30:57 +01:00
Magnus Norddahl
69b48f8123
Fix black flats
2023-12-26 04:30:57 +01:00
Magnus Norddahl
ac212e0147
Use HWFlat for ceilings and floors
2023-12-26 04:30:57 +01:00
Magnus Norddahl
5443ed76ec
Draw the sprites
2023-12-26 04:30:57 +01:00
Magnus Norddahl
86ac07f2f8
Implement drawing HWWall portals using the level mesh and occlusion queries
2023-12-26 04:30:57 +01:00
Magnus Norddahl
47f17b1c03
Move DrawLevelMesh to RenderState
2023-12-26 04:30:57 +01:00
dpjudas
57fe68c8a1
Draw depth pass and portal occlusion test
2023-12-26 04:30:57 +01:00
Magnus Norddahl
04493ade52
Add support for using the correct pipeline for each surface
2023-12-26 04:30:56 +01:00
dpjudas
2cda07245c
Remove old wall surface creation code
2023-12-26 04:30:56 +01:00
dpjudas
9ca058ccc9
Create wall surfaces directly from the HWWall output
2023-12-26 04:30:56 +01:00
Magnus Norddahl
d0d964ae42
Hook up HWWall and use the real main.fp shader for the level mesh
2023-12-26 04:30:56 +01:00
Magnus Norddahl
5f50160108
Prepare surface creation code to use HWWall
2023-12-26 04:30:56 +01:00
Magnus Norddahl
9f963e2c06
Rename lightmap fields to surface as it is being used for more than lightmaps now
2023-12-26 04:30:56 +01:00
Magnus Norddahl
4f4d859fd9
Move some code
2023-12-26 04:30:56 +01:00
dpjudas
f83ae7487f
Split into more files
2023-12-26 04:30:56 +01:00
Magnus Norddahl
f1b15c5000
Fix the second vertex buffer binding bug
2023-12-26 04:30:55 +01:00
Magnus Norddahl
d3da7a8443
Fix UV order
2023-12-26 04:30:55 +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
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
ba7dfb8a8f
Add uniforms to level mesh and upload them to the GPU
2023-12-26 04:30:54 +01:00
Magnus Norddahl
240d68d7ae
Merge SurfaceVertex with FFlatVertex and draw the lightmaps
2023-12-26 04:30:54 +01:00
nashmuhandes
72e3c01449
Revert Fogball to a scripted class
2023-12-11 11:38:18 +01:00
nashmuhandes
17aac06007
- Use the Fogball's 4th arg for the radius
...
- Add Fogball DoomEdNum
2023-12-11 11:37:24 +01:00
Magnus Norddahl
a76dfafbaa
Fix misc bugs in the fogball implementation - it works now
2023-12-11 11:37:24 +01:00
nashmuhandes
909309f1e8
Use the actor fields intended for fogball customization
2023-12-11 11:36:43 +01:00
dpjudas
81cdc402c9
Add code collecting fogballs from the visible scene
2023-12-11 11:34:14 +01:00
Magnus Norddahl
58381ec762
Use a TArrayView for the lightmap arrays
2023-12-07 12:48:48 +01:00
Magnus Norddahl
d93c1798f6
Merge remote-tracking branch 'gzdoom/master'
2023-10-27 20:44:09 +02:00
Christoph Oelckers
fb4667b9bb
fix coronas
2023-10-27 20:35:06 +02:00
Professor Hastig
77e5fd3081
fixed skewing for lower tiers.
2023-10-26 09:40:31 -04:00
Magnus Norddahl
4665f8ff79
Merge remote-tracking branch 'gzdoom/master'
2023-10-25 22:25:12 +02:00
Christoph Oelckers
eeac40fffc
take most direct drawinfo references out of HWWall.
2023-10-25 21:35:42 +02:00
Christoph Oelckers
1f5df23818
took several functions out of HWDrawInfo.
...
The only thing they needed from that class is the Level pointer and the light mode, this is better passed in as function argument.
2023-10-25 21:19:58 +02:00
Rachael Alexanderson
6d1ebf5f27
- allow FORCEBACKCULLFACES to work with hud models
2023-10-25 10:57:48 -04:00
Christoph Oelckers
b48caddb96
reworked the skewing properties.
...
The Eternity-based definitions are currently disabled due to unclear semantics and overall unsatisfying design. They can be re-enabled once their precise working has been established.
New properties were added to replace them with something that will be clearly specified and is fully ortohonal i.e. they will allow to align an upper tier skew with the floor as well and a lower tier's skew with a ceiling.
2023-10-20 18:14:20 +02:00
Professor Hastig
f92f6b8de4
added wall texture skewing.
...
This uses the same UDMF properties as Eternity recently introduced for the same feature.
2023-10-20 08:23:56 +02:00
Christoph Oelckers
92bbaa7531
fix a few minor issues.
...
* make Corona a fully scripted class so that AActor can be made final again.
* add global vkversion variable for use by the survey code.
* move progress bar on generic start screen to the bottom and made it longer.
* revert BulletPuff to its GZDoom version because the changes are not compatible with Dehacked.
2023-10-19 22:48:25 +02:00
Magnus Norddahl
3cff0de273
Turn off gl_levelmesh
2023-10-19 22:37:17 +02:00
Magnus Norddahl
dec03cb265
Fix compile errors after rebase
2023-10-19 22:16:11 +02:00
Magnus Norddahl
05e46e0cb4
Fix DrawLevelMesh bugs
2023-10-19 22:10:26 +02:00
Magnus Norddahl
fc65d43ae8
Add code that should draw the mesh
2023-10-19 22:09:26 +02:00
Magnus Norddahl
6dd72e5439
Begin code for drawing the level mesh
2023-10-19 22:09:26 +02:00
Magnus Norddahl
ff8b51a1b6
Remove SplitWallComplex
2023-10-19 22:07:21 +02:00
Magnus Norddahl
52ec71b05b
Remove allowSSBO, useSSBO, glslversion, hwcaps and BuffersArePersistent as none of them apply to Vulkan
2023-10-19 21:31:12 +02:00
Magnus Norddahl
e75e5a387b
Merge remote-tracking branch 'gzdoom/master' into merge-gzdoom
2023-10-19 21:05:17 +02:00
Christoph Oelckers
9cd57faec1
rewrite of HWWalls to allow grabbing the output from the render item generator.
2023-10-19 18:35:51 +02:00
Magnus Norddahl
9a334570f0
Add lm_dynamic UDMF boolean on sectors for marking if a sector should update its lightmap dynamically
2023-10-17 19:10:39 +02:00
Magnus Norddahl
5e3d6e39a0
Merge gl_light_shadowmap and gl_light_raytrace cvars as gl_light_shadows
...
Rename gl_shadowmap_filter to gl_light_shadow_filter as it applies to raytraced shadows as well
2023-10-15 16:14:00 +02:00
Rachael Alexanderson
bac12948e5
- add forcecullbackfaces in modeldef
2023-10-14 14:37:40 -04:00