Magnus Norddahl
a76dfafbaa
Fix misc bugs in the fogball implementation - it works now
2023-12-11 11:37:24 +01:00
nashmuhandes
909309f1e8
Use the actor fields intended for fogball customization
2023-12-11 11:36:43 +01:00
dpjudas
81cdc402c9
Add code collecting fogballs from the visible scene
2023-12-11 11:34:14 +01:00
Magnus Norddahl
58381ec762
Use a TArrayView for the lightmap arrays
2023-12-07 12:48:48 +01:00
Magnus Norddahl
d93c1798f6
Merge remote-tracking branch 'gzdoom/master'
2023-10-27 20:44:09 +02:00
Christoph Oelckers
fb4667b9bb
fix coronas
2023-10-27 20:35:06 +02:00
Professor Hastig
77e5fd3081
fixed skewing for lower tiers.
2023-10-26 09:40:31 -04:00
Magnus Norddahl
4665f8ff79
Merge remote-tracking branch 'gzdoom/master'
2023-10-25 22:25:12 +02:00
Christoph Oelckers
eeac40fffc
take most direct drawinfo references out of HWWall.
2023-10-25 21:35:42 +02:00
Christoph Oelckers
1f5df23818
took several functions out of HWDrawInfo.
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The only thing they needed from that class is the Level pointer and the light mode, this is better passed in as function argument.
2023-10-25 21:19:58 +02:00
Christoph Oelckers
b48caddb96
reworked the skewing properties.
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The Eternity-based definitions are currently disabled due to unclear semantics and overall unsatisfying design. They can be re-enabled once their precise working has been established.
New properties were added to replace them with something that will be clearly specified and is fully ortohonal i.e. they will allow to align an upper tier skew with the floor as well and a lower tier's skew with a ceiling.
2023-10-20 18:14:20 +02:00
Professor Hastig
f92f6b8de4
added wall texture skewing.
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This uses the same UDMF properties as Eternity recently introduced for the same feature.
2023-10-20 08:23:56 +02:00
Christoph Oelckers
92bbaa7531
fix a few minor issues.
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* make Corona a fully scripted class so that AActor can be made final again.
* add global vkversion variable for use by the survey code.
* move progress bar on generic start screen to the bottom and made it longer.
* revert BulletPuff to its GZDoom version because the changes are not compatible with Dehacked.
2023-10-19 22:48:25 +02:00
Magnus Norddahl
ff8b51a1b6
Remove SplitWallComplex
2023-10-19 22:07:21 +02:00
Magnus Norddahl
52ec71b05b
Remove allowSSBO, useSSBO, glslversion, hwcaps and BuffersArePersistent as none of them apply to Vulkan
2023-10-19 21:31:12 +02:00
Magnus Norddahl
e75e5a387b
Merge remote-tracking branch 'gzdoom/master' into merge-gzdoom
2023-10-19 21:05:17 +02:00
Christoph Oelckers
9cd57faec1
rewrite of HWWalls to allow grabbing the output from the render item generator.
2023-10-19 18:35:51 +02:00
Magnus Norddahl
9a334570f0
Add lm_dynamic UDMF boolean on sectors for marking if a sector should update its lightmap dynamically
2023-10-17 19:10:39 +02:00
Magnus Norddahl
5e3d6e39a0
Merge gl_light_shadowmap and gl_light_raytrace cvars as gl_light_shadows
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Rename gl_shadowmap_filter to gl_light_shadow_filter as it applies to raytraced shadows as well
2023-10-15 16:14:00 +02:00
dpjudas
411b281e7c
Remove multithreading RenderState as that seemed to be a poor approach
2023-10-09 03:20:19 +02:00
Christoph Oelckers
89535b803a
Backend update from Raze.
2023-10-07 18:42:24 +02:00
Professor Hastig
ab8711b57a
removed several bad casts to 'long'.
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The 'long' type should generally be avoided because its size differs on Windows and Linux/Mac so it is almost guaranteed to cause undefined behavior
2023-10-04 16:47:43 +02:00
Magnus Norddahl
61635772fe
Remove XFloorToSurface and XFloorToSurfaceSides as they aren't needed
2023-09-30 22:56:10 +02:00
Magnus Norddahl
7bc52386f9
Make doom specific surface fields private to doom
2023-09-30 21:33:07 +02:00
Magnus Norddahl
65929d021f
Add support for multiple meshes (DoomLevelSubmesh)
2023-09-25 23:28:49 +02:00
Magnus Norddahl
1dd2605200
Retrieve the light list on the fly rather than try to sync it
2023-09-22 16:35:50 +02:00
RaveYard
f9b7332aed
Fix mid textures not pushed into visible surface list
2023-09-22 15:43:11 +02:00
Magnus Norddahl
5b2dad99a7
Disable moving lights for now as that's what caused the FPS drop for lm_always_update
2023-09-22 11:32:20 +02:00
RaveYard
3827d51784
WIP wall UVs for levelmesh
2023-09-21 00:15:23 +02:00
RaveYard
fff23e0724
Extract flat rotation from SetPlaneTextureRotation
2023-09-21 00:15:23 +02:00
RaveYard
42e02ec87a
Add WIP mid texture support
2023-09-19 09:34:49 +02:00
RaveYard
dc936ed32b
Use LIGHTMAP lump surface dimensions before packing the lightmap atlas
2023-09-18 16:36:09 +02:00
RaveYard
3dfa79c71f
Fix nullptr crash in HWWall::BuildFFBlock
2023-09-18 13:59:06 +02:00
Christoph Oelckers
5f11fd051b
- fixed the overlapping sector handler in hw_fakeflat.cpp.
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this picked the wrong plane as the proper texture cutoff.
2023-09-16 22:17:09 +02:00
RaveYard
4e7e1d772b
Reintroduce lm_max_updates
2023-09-16 15:13:16 +02:00
Magnus Norddahl
733624f111
Update the light list (we really need to do this in a less retarded way) when lm_always_update is active
2023-09-16 05:38:30 +02:00
Magnus Norddahl
24bd3d089d
Add cvar for speed testing always updating the lightmap
2023-09-16 05:33:00 +02:00
Magnus Norddahl
2178de0c6c
- Fix VkRaytrace::Raytrace not working properly if called multiple times per frame.
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- Only call VkRaytrace::Raytrace once per scene
2023-09-16 05:12:31 +02:00
RaveYard
b588d0ef22
Fix missing 'needsUpdate' check before pushing surface to the list
2023-09-16 02:57:23 +02:00
Magnus Norddahl
d9b066ad37
Move the visible surface list to HWDrawInfo
2023-09-15 20:45:03 +02:00
Christoph Oelckers
6847a9a5c1
- added a nomirrors compatibility handler and applied it to Conf256's CONF55 map.
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This is for disabling broken plane reflection setups.
2023-09-14 20:21:35 +02:00
RaveYard
59c93e6e4f
Workaround to make 3d floor side surfaces detectable
2023-09-14 15:15:57 +02:00
RaveYard
06d137e4da
Skip portal and sky surfaces
2023-09-14 15:14:59 +02:00
RaveYard
7cd33cc060
Optimize which surfaces are passed to lightmapper
2023-09-14 15:14:59 +02:00
RaveYard
c6b92e1c1b
Initial implementation for lightmap lump loading
2023-09-13 21:58:11 +02:00
RaveYard
5912a2c30b
Remove awful hardcoded byte offset hack
2023-09-10 23:42:00 +02:00
RaveYard
9ef93da6de
Somehow fix lightmaps being corrupted in debug build
2023-09-10 23:42:00 +02:00
RaveYard
6f44e2b5d4
Change surfaceIndices to surfaces
2023-09-10 23:42:00 +02:00
RaveYard
f19e2e712d
Fix floors not being updated
2023-09-10 23:42:00 +02:00
RaveYard
d96d1aeffc
Visible surfaces are gathered in processing (gathering) render phase and lightmaps drawn before rendering
2023-09-10 23:42:00 +02:00