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
Magnus Norddahl
a23581be3d
Add support for textureLod
2024-09-13 19:49:10 +02:00
nashmuhandes
4b2cdd375a
Enable DisableAlphaTest feature inside Material blocks. Needed for some custom materials that need to do stuff with the material alpha.
2024-09-13 16:56:55 +08:00
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
d96dd8e7ba
Fix using wrong location for the light update
2024-09-11 01:58:34 +02:00
Magnus Norddahl
f0c018fdc6
Update light level in level mesh
2024-09-11 01:39:47 +02:00
nashmuhandes
fa0a88f85e
Merge branch 'master' of https://github.com/ZDoom/gzdoom
2024-09-11 00:11:39 +08:00
Dileep V. Reddy
aacc4d7278
PointToPseudoPitch() was being called even when viewpoint was not allowed out of bounds. And its sqrt was slow even when it was necessary (thanks dpjudas for the speedup code).
2024-09-10 10:58:36 -04:00
Magnus Norddahl
ab9c6c0f63
Use SSE2 for the sqrt as the other thing is super slow
2024-09-09 20:16:43 +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
dpjudas
6c57283b25
Fix null pointer crash when there is no actor
2024-09-09 02:08:33 +02:00
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
Ricardo Luís Vaz Silva
afcd38907c
add SpawnMultiCoopOnly mapinfo flag to spawn **only** coop spawns in single-player
2024-09-08 17:10:33 -03:00
nashmuhandes
827360e5e2
Fix shader compile error (for real)
2024-09-09 03:42:05 +08:00
Magnus Norddahl
b586fe4b3d
Fix shader compile error
2024-09-08 21:26:22 +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
nashmuhandes
b8248a7744
Fix improper export of the DepthFadeFalloff variable
2024-09-09 03:13:46 +08:00
nashmuhandes
166d69164d
Set the depth fade render state from sprites
2024-09-09 02:53:31 +08:00
nashmuhandes
8f9cc1bc65
Prepare to add Actor depth fade
2024-09-09 02:38:22 +08:00
Magnus Norddahl
c62bb7a0f0
Add RenderState.SetDepthFadeFalloff
2024-09-08 20:32:30 +02:00
Rachael Alexanderson
5895f9b1b1
- implement +SQUAREPIXELS flag
2024-09-07 23:09:36 -04:00
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
e65b3058cf
Fix mesh builder not getting cleared correctly
2024-09-07 04:14:22 +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
dpjudas
d77b9c1e2b
Include 3d floors in level mesh limits
2024-09-03 01:09:50 +02:00
nashmuhandes
e836ff4ccc
Woops
2024-09-02 15:28:07 +08:00
nashmuhandes
a6b0d46155
GZD survey is irrelevant to this project
2024-09-02 15:21:13 +08:00
nashmuhandes
abd869a7e1
We don't have GLES2
2024-09-02 14:08:26 +08:00
Magnus Norddahl
4b0d4a210a
Remove unused class
2024-09-01 23:47:16 +02:00
Magnus Norddahl
4ba0b47665
Dont draw sectorstack atm
2024-09-01 23:01:39 +02:00
dpjudas
c71261bd0f
Forgot color write was disabled for the first draw
2024-09-01 22:49:45 +02:00
dpjudas
4666fa6241
Split masked from opaque in the level mesh draw lists
2024-09-01 22:44:25 +02:00
dpjudas
66288b539c
Fix crash on GPUs that doesn't support ray query
2024-08-31 03:42:03 +02:00
Magnus Norddahl
75dd9e13c9
Fix line portals drawn as opaque
2024-08-30 21:58:13 +02:00
Magnus Norddahl
3cb2b31d95
Create up to 32 bottom level acceleration structures to avoid rebuilding the entire map on geometry changes
2024-08-30 03:12:24 +02:00
Magnus Norddahl
d12cd4d74d
Sort initial draw lists by pipeline
...
Fix applying pipeline state too often for scattered draw ranges
Delay updating sides and sectors until frame start to allow the playsim to mark surfaces dirty multiple times
2024-08-28 19:53:12 +02:00
dpjudas
ddc3b530c7
Fix compile error due to missing include statement
2024-08-26 12:51:16 +02:00
Magnus Norddahl
59205533b2
Bias the trace end point to reduce shadow acne
2024-08-26 02:59:03 +02:00