Magnus Norddahl
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7bc2ed5436
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Remove the submesh class as that caused more problems than it solved
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2024-01-29 21:56:42 +01:00 |
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Magnus Norddahl
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4ca2ffd58e
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Implement line portals and improve sky handling
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2023-12-26 04:31:00 +01:00 |
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Magnus Norddahl
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4633029a74
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Make sure pipeline is rebound after level mesh drawing
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2023-12-26 04:30:59 +01:00 |
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Magnus Norddahl
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9dd485be76
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Changes needed by rebase
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2023-12-26 04:30:59 +01:00 |
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Magnus Norddahl
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ed7da1ae25
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Moving files
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2023-12-26 04:30:58 +01:00 |
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Magnus Norddahl
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98c209edbd
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Rename VkLightmap and VkRaytrace
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2023-12-26 04:30:58 +01:00 |
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Magnus Norddahl
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4a95eafc06
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Use the stencil and depth buffer settings from RenderState when drawing the level mesh
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2023-12-26 04:30:58 +01:00 |
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Magnus Norddahl
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86ac07f2f8
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Implement drawing HWWall portals using the level mesh and occlusion queries
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2023-12-26 04:30:57 +01:00 |
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Magnus Norddahl
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47f17b1c03
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Move DrawLevelMesh to RenderState
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2023-12-26 04:30:57 +01:00 |
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Magnus Norddahl
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f1b15c5000
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Fix the second vertex buffer binding bug
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2023-12-26 04:30:55 +01:00 |
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Magnus Norddahl
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f8fd08a623
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Clean up VkDescriptorSetManager a bit and bind the surface uniforms when drawing with gl_levelmesh
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2023-12-26 04:30:54 +01:00 |
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Magnus Norddahl
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e713299410
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Rename StreamData to SurfaceUniforms
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2023-12-26 04:30:54 +01:00 |
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Magnus Norddahl
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a76dfafbaa
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Fix misc bugs in the fogball implementation - it works now
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2023-12-11 11:37:24 +01:00 |
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dpjudas
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c8f6182f36
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Some minor adjustments
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2023-12-11 11:36:42 +01:00 |
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dpjudas
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81cdc402c9
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Add code collecting fogballs from the visible scene
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2023-12-11 11:34:14 +01:00 |
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Magnus Norddahl
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fc65d43ae8
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Add code that should draw the mesh
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2023-10-19 22:09:26 +02:00 |
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Magnus Norddahl
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5e3d6e39a0
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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
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2023-10-15 16:14:00 +02:00 |
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dpjudas
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411b281e7c
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Remove multithreading RenderState as that seemed to be a poor approach
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2023-10-09 03:20:19 +02:00 |
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Magnus Norddahl
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370bf24d2c
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Fix crash when frame buffers are resized
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2023-08-30 18:53:45 +02:00 |
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Magnus Norddahl
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83254204ff
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Add support for submitting command buffers from worker threads
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2023-05-17 22:02:27 +02:00 |
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Magnus Norddahl
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9067d7529d
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Make VkMaterial::GetDescriptorSet thread safe
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2023-05-17 19:08:57 +02:00 |
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Magnus Norddahl
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79d958f665
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Add thread safe render pass and pipeline creation and fetching
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2023-05-17 00:46:43 +02:00 |
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Magnus Norddahl
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d74ee4088e
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Create RenderState buffers for each thread
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2023-05-12 03:30:40 +02:00 |
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Magnus Norddahl
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1fd14f1140
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Remove FFlatVertexBuffer
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2023-05-08 23:12:14 +02:00 |
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Magnus Norddahl
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154cb2e967
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Prepare FFlatVertexBuffer for removal
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2023-05-07 03:19:43 +02:00 |
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Magnus Norddahl
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84c2980398
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Remove the reserved vbo_shadowdata so only hw_vertexbuffer still needs it
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2023-05-07 00:49:54 +02:00 |
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Magnus Norddahl
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f05fccb110
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Fix offset bug when using more than 1024 lights in a scene
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2023-05-06 06:14:15 +02:00 |
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Magnus Norddahl
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9203784ee0
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Use a uniform buffer for the light list
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2023-05-06 02:45:17 +02:00 |
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Magnus Norddahl
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eba0bee9f6
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Change the matrix interface on RenderState so the backend doesn't have to try detect changes on each Apply
Include the texture matrix in the mesh builder
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2023-05-06 00:34:42 +02:00 |
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Magnus Norddahl
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96ac7ba3f0
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Don't use VkHardwareDataBuffer for internal backend buffers
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2023-05-05 22:04:11 +02:00 |
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Magnus Norddahl
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d7a7953d10
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Move bone buffer to backend
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2023-04-30 04:49:06 +02:00 |
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Magnus Norddahl
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f2585a3b17
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Manage the light buffer in the backend
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2023-04-30 03:43:38 +02:00 |
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Magnus Norddahl
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aadb1c31b6
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Manage viewpoint buffer internally in the backend
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2023-04-30 02:32:04 +02:00 |
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Magnus Norddahl
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eef9b05f46
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Remove mAlphaThreshold
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2023-04-24 22:50:04 +02:00 |
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Magnus Norddahl
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02be512738
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Remove mClipSplit
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2023-04-24 22:45:19 +02:00 |
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Magnus Norddahl
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ac1a918989
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Remove mLightParms
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2023-04-24 22:41:07 +02:00 |
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Magnus Norddahl
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b7236f3031
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Remove unused uniforms and restrict push constants to only control offsets into buffers
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2023-04-24 22:10:17 +02:00 |
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Magnus Norddahl
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e0c11c1e48
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Remove EPassType from VkShaderManager::Get and CompileNextShader() from VkShaderManager constructor
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2023-04-24 00:14:04 +02:00 |
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Magnus Norddahl
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5c9ff283a6
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Only add the lightmode actually being used into the shader
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2023-04-19 02:28:32 +02:00 |
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Magnus Norddahl
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6381280177
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Remove virtual inheritance
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2023-04-16 21:49:05 +02:00 |
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Magnus Norddahl
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6894eb013f
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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.
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2023-04-16 19:30:27 +02:00 |
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Magnus Norddahl
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184e73ab28
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Add GetDevice function instead of accessing device member directly
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2023-04-16 17:07:55 +02:00 |
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Magnus Norddahl
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295eb252ab
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Change the folder structure of the vulkan backend to better reflect what is going on
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2023-04-16 16:39:15 +02:00 |
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