Ricardo Luís Vaz Silva
711f2b5f92
add custom vertex shaders
2025-01-08 18:25:36 +08:00
Ricardo Luís Vaz Silva
3a31008aa8
implement global shaders
2025-01-08 18:25:36 +08:00
Ricardo Luís Vaz Silva
e75d8d35eb
move gl_light_shadow_filter from HWViewpointUniforms to VkShaderKey
2025-01-03 07:30:54 +01:00
Ricardo Luís Vaz Silva
728b6c0039
add portals/midtextures to ray-traced dynamic lights
2024-12-30 20:37:18 +01:00
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
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
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
c62bb7a0f0
Add RenderState.SetDepthFadeFalloff
2024-09-08 20:32:30 +02:00
Dileep V. Reddy
8a5e7449c1
Consolidated isometric mode commits.
2024-08-11 15:55:21 +02:00
Magnus Norddahl
73ee25ad39
Remove the need for pipelines for each material layer count
2024-02-10 01:42:28 +01:00
Magnus Norddahl
e9e9081372
Shader backwards compatibility support
2024-01-21 14:40:04 +01:00
Magnus Norddahl
e7e89fce09
Make the vk_rayquery cvar a bit more robust
2024-01-21 14:25:08 +01:00
Magnus Norddahl
d181774e02
Fix shadows not working for non-rt render path
2024-01-17 13:27:30 +01:00
Magnus Norddahl
805bce1166
Merge remote-tracking branch 'gzdoom/master'
2024-01-10 04:03:35 +01:00
Christoph Oelckers
a020b8c2f5
do not compile the first shader in the shader manager's constructor
...
This was crashing with the move of the V_Init2 call. Instead do it when we first render something so that we can open the window without immediately making the full backend operational.
This was only working on GLES because it performs lazy shader compilation.
2024-01-05 16:55:11 +01:00
Magnus Norddahl
4ca2ffd58e
Implement line portals and improve sky handling
2023-12-26 04:31:00 +01:00
dpjudas
57fe68c8a1
Draw depth pass and portal occlusion test
2023-12-26 04:30:57 +01:00
Magnus Norddahl
f550f5b05a
Hook up bindless textures for gl_levelmesh
2023-12-26 04:30:55 +01:00
Magnus Norddahl
e713299410
Rename StreamData to SurfaceUniforms
2023-12-26 04:30:54 +01:00
Christoph Oelckers
df3e82d94c
cleaned up some redundant file reads and fixed file opening in the movie player.
...
As a streaming action this cannot borrow the one from the archive.
2023-12-14 17:22:31 +01:00
Magnus Norddahl
e9620e64a4
Enable include directive and use the latest version of glsl, if available
2023-12-14 12:39:24 +01:00
Magnus Norddahl
dfae2a25b0
Add support for using #include in postprocess shaders
2023-12-14 12:28:11 +01:00
Magnus Norddahl
a76dfafbaa
Fix misc bugs in the fogball implementation - it works now
2023-12-11 11:37:24 +01:00
dpjudas
81cdc402c9
Add code collecting fogballs from the visible scene
2023-12-11 11:34:14 +01:00
Magnus Norddahl
1d0fed0326
Add the shader math needed to draw fogballs
2023-12-11 11:28:55 +01:00
Magnus Norddahl
91ca6c39a3
Add support for loading older custom shaders
2023-12-07 12:19:19 +01:00
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
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
1717ff47b2
add GetChars() accessors to many FString uses where const char* is wanted.
...
By no means complete, it's just a start to get rid of that automatic type conversion operator.
2023-10-03 14:27:39 +02:00
Magnus Norddahl
757320c5bc
Fix node buffers not working for the rayquery polyfill shader path
...
Rearrange how the upload code is done for the level mesh
2023-09-30 01:31:07 +02:00
Magnus Norddahl
45a2cbe081
Update zvulkan to latest version
2023-09-16 00:32:15 -04:00
Christoph Oelckers
ebb71cebf1
- put the entire filesystem code into a namespace and created some subdirectories.
2023-08-22 22:54:54 +02:00
Christoph Oelckers
2c2bf0265f
- refactored all places which treated FileData as zero terminated.
2023-08-22 22:54:53 +02:00
Christoph Oelckers
4906d287cb
- use std::vector<std::string> to pass the file list to InitMultipleFiles
2023-08-22 22:54:52 +02:00
Christoph Oelckers
eccbafc1bc
- let FileData.GetString only return a const char pointer.
...
Not exposing the implementation will allow a lot more optimization in the backend and we also want to get rid of FString here.
2023-08-22 22:18:53 +02:00
Magnus Norddahl
9203784ee0
Use a uniform buffer for the light list
2023-05-06 02:45:17 +02:00
Magnus Norddahl
b7236f3031
Remove unused uniforms and restrict push constants to only control offsets into buffers
2023-04-24 22:10:17 +02:00
Magnus Norddahl
e0c11c1e48
Remove EPassType from VkShaderManager::Get and CompileNextShader() from VkShaderManager constructor
2023-04-24 00:14:04 +02:00
Magnus Norddahl
5c9ff283a6
Only add the lightmode actually being used into the shader
2023-04-19 02:28:32 +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