Commit graph

22,614 commits

Author SHA1 Message Date
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