Commit graph

4,591 commits

Author SHA1 Message Date
Magnus Norddahl
9bcef148bf Minor menu tweaks and display the vulkan device name in the menus 2023-10-15 15:23:23 +02:00
Magnus Norddahl
6d6599189b Rename STARTLOGO to BOOTLOGO 2023-10-10 13:46:33 +02:00
Magnus Norddahl
f9dcd98695 Forgot to commit the logo 2023-10-09 23:23:36 +02:00
Magnus Norddahl
9799bd70d1 Add vk_rayquery CVAR and prevent the shader from looping until the OS kills the entire process! 2023-10-04 20:11:09 +02:00
Magnus Norddahl
abf024a157 Fix the sunlight tracing bug 2023-10-04 03:31:29 +02:00
Magnus Norddahl
f2cfcc4635 Fix tile clipping 2023-10-04 01:24:20 +02:00
Magnus Norddahl
bbf73c2766 Apply surface angle to sun light 2023-10-04 00:46:29 +02:00
Magnus Norddahl
4f86a0ba81 Control ambient occlusion, sunlight and softshadows via cvars 2023-10-04 00:24:32 +02:00
Magnus Norddahl
be81f74954 Turn on backface culling 2023-10-01 13:08:57 +02:00
Magnus Norddahl
4e8e3aa546 Add soft shadows the lightmapper 2023-09-28 22:32:53 +02:00
Magnus Norddahl
4dbe9bacc0 Make shadows slightly softer and fix sampling one time too many 2023-09-27 01:42:20 +02:00
Magnus Norddahl
d132a6842f Use vogel disk sampling for the raytraced soft shadows and reduce the number of samples used for each quality mode 2023-09-27 01:03:05 +02:00
Magnus Norddahl
987421451f Remove global variable return value hacks! 2023-09-26 23:04:12 +02:00
Magnus Norddahl
743ba922b8 Split frag_raytrace.glsl into multiple files as it has become completely unreadable 2023-09-26 22:56:01 +02:00
nashmuhandes
4817ea2d8c Rename "static lights" to "lightmap lights" -- they're technically not limited to being completely static anymore... 2023-09-24 20:34:35 +08:00
Magnus Norddahl
e6f0fec1b8 Finish and enable the indirect draw calls, reducing the direct command buffer draw calls in the lightmapper to 5 2023-09-24 12:40:04 +02:00
RaveYard
f23a18352c Use more accurate light formula for transparency 2023-09-22 15:43:11 +02:00
RaveYard
9f5e8b5e4d Minor cleanup and lightmapper fixes 2023-09-22 15:42:05 +02:00
Magnus Norddahl
30db3feb5a Use a shader to copy the pixels as vkCmdCopyImage is very slow. Also gives us more flexibility in the future for composite lightmaps 2023-09-22 01:41:56 +02:00
RaveYard
8012f3bce3 Temporary measure to avoid crashing in non-rtx mode 2023-09-21 00:15:23 +02:00
RaveYard
eb134d3fbf Add color blending for lights 2023-09-21 00:15:23 +02:00
RaveYard
bf87748380 Fix uninitialized surface.TextureIndex crash and cleanup 2023-09-21 00:15:23 +02:00
RaveYard
19adf71ba9 Add alpha testing for TraceFirstHitTriangle 2023-09-21 00:15:23 +02:00
RaveYard
c525ec1b68 Add access to vertex indices in frag_raytrace.glsl 2023-09-21 00:15:23 +02:00
RaveYard
08b03f2d73 Add SurfaceVertex to store texture UVs 2023-09-21 00:15:23 +02:00
RaveYard
c8146d33b5 Fix lights being slightly shifted 2023-09-20 01:01:18 +02:00
Magnus Norddahl
bb7a33d7b1 Add bindless texture support 2023-09-19 23:58:17 +02:00
Magnus Norddahl
e5a4e6c85a Remove LightmapOrigin, LightmapStepX and LightmapStepY as we no longer use them 2023-09-19 00:47:47 +02:00
Magnus Norddahl
dca58bffa8 Don't change the viewport for every tile we trace 2023-09-19 00:25:32 +02:00
Magnus Norddahl
6e660ef023 Move vertex transform to the GPU 2023-09-18 02:42:12 +02:00
nashmuhandes
aec39ef90b - Add static variants of pulsing and flickering lights
- Clean up and reorganize dynlights.zs
2023-09-16 15:12:34 +02:00
nashmuhandes
ce61cb0ac7 Delete the light probe DoomEdNum 2023-09-16 14:24:08 +08:00
dpjudas
42e7a20cf3 Merge branch 'lightmapper' 2023-09-14 03:35:24 +02:00
nashmuhandes
9f7dd88a4f Mark Corona as abstract as it's not meant to be spawned directly 2023-09-10 23:22:12 +08:00
RaveYard
81497cadec Blur changes to avoid darkening the edges 2023-09-06 20:00:02 +02:00
Magnus Norddahl
10a5e4d466 Add missing file and only include static lights in the lightmaps 2023-09-05 17:47:55 +02:00
RaveYard
651903fe71 WIP VkLightmap integration 2023-08-31 22:57:56 +02:00
Magnus Norddahl
3750173eae Import ZDRay's GPURaytracer class as VkLightmap as the first step in letting the backend update them dynamically 2023-08-31 02:47:11 +02:00
nashmuhandes
9e0bf90be6 Merge remote-tracking branch 'remotes/ZDoom/gzdoom/staging' into gzd_staging 2023-08-22 09:09:51 +08:00
nashmuhandes
89b42e3e97 Use a custom naming convention for VKDoom-only stuff 2023-08-21 18:52:05 +02:00
Magnus Norddahl
823a086e3c Use a truetype font for the options menu, although a better one could probably be chosen to match the theme of doom 2023-08-09 22:43:46 +02:00
RaveYard
ea4ffa10e5 A_Chase CHF_DONTLOOKALLAROUND 2023-08-07 11:31:08 -04:00
Ricardo Luís Vaz Silva
bcbb85b1dd Add Weapon::ModifyBobLayer , Weapon::ModifyBobLayer3D and Weapon::ModifyBobPivotLayer3D 2023-08-02 01:05:24 -04:00
Boondorl
5a74e79b92 Added bounce virtual 2023-08-02 00:42:06 -04:00
Boondorl
fe1acc7f40 Localized fix to its own field 2023-08-02 00:41:39 -04:00
Ricardo Luís Vaz Silva
793d6af5d1 add CountSectorTags/CountSectorTags/CountLineIDs/GetLineID 2023-08-02 00:41:10 -04:00
Boondorl
239a288a9a Exported reflection functionality
Localized reflection code to a single function. Fixed an error where NOSHIELDREFLECT was being checked on the wrong Actor. Fixed an oversight where MIRRORREFLECT was checking for valid target despite not needing one.
2023-08-02 00:40:01 -04:00
inkoalawetrust
150e893c67 Added ShadowAimFactor and ShadowPenaltyFactor.
These properties allow to specify how much an actors' aim is degraded when shooting at a shadow actor. And how much the shadow actor itself affects the shooters' aim, respectively.
2023-08-02 00:39:35 -04:00
inkoalawetrust
a7f76fe8b9 Added damage property to earthquakes.
When this property is set to any value above 0. The earthquake does the exact amount of damage specified, instead of a random amount.
2023-08-02 00:38:24 -04:00
inkoalawetrust
a38b151940 Added damage and thrust multipliers to quakes.
These properties allow for scaling the amount of damage an earthquake does and how much it pushes actors around.
2023-08-02 00:38:24 -04:00