Magnus Norddahl
9203784ee0
Use a uniform buffer for the light list
2023-05-06 02:45:17 +02:00
Magnus Norddahl
eba0bee9f6
Change the matrix interface on RenderState so the backend doesn't have to try detect changes on each Apply
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Include the texture matrix in the mesh builder
2023-05-06 00:34:42 +02:00
Magnus Norddahl
1d8f406162
Let the backend manage the shadowmap buffers
2023-05-01 02:10:43 +02:00
Magnus Norddahl
d7a7953d10
Move bone buffer to backend
2023-04-30 04:49:06 +02:00
Magnus Norddahl
f2585a3b17
Manage the light buffer in the backend
2023-04-30 03:43:38 +02:00
Magnus Norddahl
aadb1c31b6
Manage viewpoint buffer internally in the backend
2023-04-30 02:32:04 +02:00
Magnus Norddahl
ae443c78d4
There is no reason to default to poor stuttery performance
2023-04-27 11:22:11 +02:00
Magnus Norddahl
87c3be94d5
Adjust meshbuilder to vkdoom changes and make sure the drawinfo functions always allocate vertices from the output renderstate object
2023-04-26 04:22:07 +02:00
Magnus Norddahl
71a78f2baf
Merge all sectors into one mesh
2023-04-26 01:09:06 +02:00
Magnus Norddahl
a5a0279fd2
Upload vertices to vertex buffers
2023-04-26 01:09:06 +02:00
Magnus Norddahl
26dcb77f5e
Add support for drawing flats into the mesh cache
2023-04-26 01:09:05 +02:00
Magnus Norddahl
88595c7777
Only create a Mesh if anything was actually drawn
2023-04-26 01:09:05 +02:00
Magnus Norddahl
463315fec0
Fix misc state init issues
2023-04-26 01:09:05 +02:00
Magnus Norddahl
28ef69ca5a
Add the most basic implementation of a Mesh drawer as technically possible :)
2023-04-26 01:09:05 +02:00
Magnus Norddahl
3fe8b6909b
Add a basic renderstate->mesh builder class
2023-04-26 01:09:04 +02:00
Magnus Norddahl
2498b2d3bc
Add hint which of the uniforms are used by SetColor (maybe later move them to a secondary uniform block for independent updating)
2023-04-26 00:38:00 +02:00
Magnus Norddahl
eef9b05f46
Remove mAlphaThreshold
2023-04-24 22:50:04 +02:00
Magnus Norddahl
02be512738
Remove mClipSplit
2023-04-24 22:45:19 +02:00
Magnus Norddahl
ac1a918989
Remove mLightParms
2023-04-24 22:41:07 +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
5c9ff283a6
Only add the lightmode actually being used into the shader
2023-04-19 02:28:32 +02:00
Magnus Norddahl
6381280177
Remove virtual inheritance
2023-04-16 21:49:05 +02:00
Magnus Norddahl
6894eb013f
Begin removing binding points from the hwrenderer layer.
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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
Magnus Norddahl
1b221db996
Remove dead code
2023-04-16 17:34:52 +02:00
Magnus Norddahl
d5d6c07f53
Fix misc shader related issues
2023-04-06 19:36:58 +02:00
Magnus Norddahl
fd2ae4865c
Merge tracelights
2023-04-05 23:14:25 +02:00
Magnus Norddahl
44fed1451d
Fix shader build errors and remove support for old deprecated shader types
2023-03-24 03:34:24 +01:00
Magnus Norddahl
c495c8c094
Add support for using #include in glsl files and improve glsl compile errors
2023-03-22 00:06:13 +01:00
nashmuhandes
896102c179
Change more default settings
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- Show item counter on automap
- Enable thicker automap lines and anti-aliased lines for better visibility with high res displays
- Enable textured automap
- HUD border scaling factor to better match default status bar scaling
- Enable subtitles
- Set render quality to "quality" to fix level mesh seams (gl_seamless)
- Enable mouse in menus by default (instead of touchscreen-like)
- Don't show ENDDOOM when quitting the app
- Enable the first crosshair, and set its scale slightly smaller
- Grow crosshair when picking up items
- Set autoaim slider to 0
- Show nametags when switching items and weapons
- Always run enabled
- Disable save/load confirmation dialog
- Enable quicksave rotation
- Enable additively-translucent Doom rocket explosion
- Increase default particles to 10k, and increase the slider to 65k (engine limit)
- Disable night vision effect
- Set sprite clipping to "Always" as this looks better than having sprites sink into the geometry
- Set particle style to round as it matches the pixelated aesthetics better
2023-03-19 04:35:27 +08:00
Magnus Norddahl
7eb9053e30
Update ZVulkan, rename vk_raytrace to gl_light_raytrace and support turning it on and off without a restart
2023-03-16 23:15:02 +01:00
Magnus Norddahl
df7d31968d
Change various defaults
2023-03-16 22:56:21 +01:00
Christoph Oelckers
087050c201
- use uniform buffers for dynamic lights everywhere.
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Branching on SSBO content does not work that well on NVidia so it is better disabled.
So far only implemented for OpenGL - Vulkan needs more work.
2023-02-18 12:22:26 +01:00
Emile Belanger
c8bd2deb1e
GLES: Fix first wipe
2023-01-29 20:03:05 +01:00
Christoph Oelckers
ec04a95929
- validate the buffer size in HWViewpointBuffer::Set2D.
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This was causing crashes in Dragon Sector when writing past the buffer's end.
2023-01-27 18:25:13 +01:00
Christoph Oelckers
5b7826f68b
- set lightblendmode to 0 when setting up a 2D viewpoint.
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2D never uses dynamic lights so this should always be 0 - and eliminates another place in the backend referencing game data.
2023-01-15 09:21:01 +01:00
Christoph Oelckers
bafd6be342
- removed backend dependencies on game data.
2023-01-15 08:23:26 +01:00
Ricardo Luís Vaz Silva
8e7897233e
Add Alternate Light Blending Options
2023-01-14 11:29:12 -05:00
Christoph Oelckers
941c0850ba
- Backend update from Raze.
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Mainly optimizations for the sound system and texture manager.
2022-12-18 16:19:18 +01:00
Emile Belanger
f41f393e91
GLES: Added IQM bone support.
2022-11-13 21:19:54 +01:00
Christoph Oelckers
7e0084f56b
- Backend update from Raze.
2022-10-25 07:02:45 +02:00
Christoph Oelckers
671b8696bb
- made CVar declarations type safe again.
2022-10-22 09:29:38 +02:00
Shiny Metagross
13edabac19
Fixed crash on Intel cards with less than 64 uniform block align
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- This should fix the crash with Intel cards. Sprite blinking appears to not occur either
2022-10-19 22:48:57 +02:00
Shiny Metagross
a8bab6a21d
Intel fix
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- GZDoom can launch for Intel users - IQMs work for Intel too
2022-10-19 22:48:57 +02:00
Shiny Metagross
08f520f1c6
IQM Support Implemented
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More info to come
2022-10-19 22:48:57 +02:00
Magnus Norddahl
943cbd59e9
Add AABB tree collision structure to the doom level mesh for threadsafe trace calls for the sprite light
2022-09-25 21:58:54 +02:00
Christoph Oelckers
7ad09c7a77
- fixed sky cap color handling
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Backported from Raze
2022-08-26 18:17:02 +02:00
Christoph Oelckers
f0fbdba593
- disable implicit conversions from float to TAngle
2022-08-26 18:01:26 +02:00
Magnus Norddahl
742ae8c907
Fix viewpoint buffer not getting cleared when in the menus
2022-07-28 13:52:09 +02:00
Magnus Norddahl
753822359e
Add support for multiple 2d drawer viewpoints in the same frame
2022-07-25 18:50:16 +02:00
Magnus Norddahl
e26fb04adf
Some minor bug fixes
2022-06-22 07:55:19 +02:00