Commit graph

431 commits

Author SHA1 Message Date
Ricardo Luís Vaz Silva
a7b20183f1 gpu actor tracing (NOT WORKING) 2025-01-20 16:45:08 +01:00
Ricardo Luís Vaz Silva
5adb61a9b4 implement per-vertex shading in preparation for actor tracing 2025-01-20 16:45:08 +01:00
Ricardo Luís Vaz Silva
693413e606 replace vec4 list with proper struct for lights 2025-01-20 16:45:08 +01:00
Ricardo Luís Vaz Silva
998fdec6e8 unify layouts (and move in/out variables to c++) in preparation for gpu sprite traces 2025-01-20 16:45:08 +01:00
Ricardo Luís Vaz Silva
8d0ab22e05 wireframe improvements 2025-01-20 16:45:08 +01:00
Magnus Norddahl
d8d1742d0a Add lm_bounce and lm_ao to ZDRayInfo
Make vktool ignore the existing lightmap lump
Ignore the lightmapper cvars in vktool
2025-01-19 15:34:39 +01:00
Magnus Norddahl
d435c9c144 Fix crash when switching from a level with lightmaps to one without 2025-01-19 12:36:40 +01:00
Ricardo Luís Vaz Silva
5b1c1db0e9 move PBR and SPECULAR handling into SetMaterialProps 2025-01-12 13:19:12 +01:00
Ricardo Luís Vaz Silva
24abcc18d1 deduplicate defines/layout block code 2025-01-11 11:23:42 +01:00
Ricardo Luís Vaz Silva
e246639085 implement per-map shaders
per-class shaders TODO
2025-01-11 11:23:42 +01:00
Ricardo Luís Vaz Silva
c72bad053f add gl_wireframe and gl_wireframecolor 2025-01-09 21:53:28 +01:00
Magnus Norddahl
794cfd78c8 Process commandlets without always initializing the entire engine 2025-01-08 23:29:01 +01:00
Magnus Norddahl
77b23a58f0 Boot vulkan without a surface 2025-01-08 23:29:00 +01:00
Ricardo Luís Vaz Silva
fee7fed1d0 add in/out varyings to materials in gldefs 2025-01-09 05:49:10 +08:00
Ricardo Luís Vaz Silva
ea09ae1461 implement custom uniforms for material shaders 2025-01-08 18:25:36 +08:00
Ricardo Luís Vaz Silva
d23c727350 refactor custom uniforms in preparation for custom material uniforms 2025-01-08 18:25:36 +08:00
Ricardo Luís Vaz Silva
711f2b5f92 add custom vertex shaders 2025-01-08 18:25:36 +08:00
Ricardo Luís Vaz Silva
3a31008aa8 implement global shaders 2025-01-08 18:25:36 +08:00
Ricardo Luís Vaz Silva
e75d8d35eb move gl_light_shadow_filter from HWViewpointUniforms to VkShaderKey 2025-01-03 07:30:54 +01:00
Ricardo Luís Vaz Silva
728b6c0039 add portals/midtextures to ray-traced dynamic lights 2024-12-30 20:37:18 +01:00
nashmuhandes
c2808809b7 Add customizable sunlight intensity (both to ZDRayInfo and ZScript) 2024-12-21 17:48:17 +01:00
nashmuhandes
22eb817db1 Don't save the lm_ao and lm_bounce CVARs as they're meant to be used during the baking step only, on top of being too slow for realtime use. 2024-12-21 18:57:20 +08:00
Magnus Norddahl
e30831a409 Clean up the ranges code a bit 2024-12-16 22:17:18 +01:00
dpjudas
55aa1d44eb Resize node buffer if too small 2024-12-08 04:40:24 +01:00
Boondorl
57202305d6 Added toggle for lm_dynamic 2024-11-02 09:20:23 +01:00
dpjudas
dfbef085e6 Group lightmap variables and put polyobj walls in a dynamic lightmap atlas 2024-10-22 02:29:12 +02:00
Magnus Norddahl
c866937262 Fix upload bug and skip upload when RT cores are available 2024-10-21 20:50:25 +02:00
dpjudas
e7c2716191 Remove old node header node from upload code 2024-10-21 02:03:09 +02:00
dpjudas
4a425c4493 Add support for updating the CPU-side accelstruct used for actor tracing 2024-10-20 23:54:15 +02:00
Ricardo Luís Vaz Silva
159ae02a2a fix includes 2024-10-09 04:44:51 +02:00
Ricardo Luís Vaz Silva
04ee3c335e switch from uniform to shader keys 2024-10-09 04:44:51 +02:00
Magnus Norddahl
7df842bbed Add the shaders needed to create convoluted PBR maps 2024-10-04 02:46:07 +02:00
Magnus Norddahl
c0bbe3a43a Hook up some more PBR stuff 2024-10-03 02:37:08 +02:00
Magnus Norddahl
d69d190dc3 Add savelightmap and deletelightmap ccmds 2024-09-30 18:48:48 +02:00
dpjudas
ec4dd5d1c2 Limit occlusion queries to 32k as that's what MoltenVK can handle 2024-09-19 03:00:51 +02:00
Magnus Norddahl
c3f65fecdb Half the scene (all upper and lower walls) is drawn as masked unfortunately 2024-09-16 21:58:10 +02:00
Magnus Norddahl
76536be804 Use the dynamic lights from the level mesh in the light tiles shader 2024-09-16 18:06:21 +02:00
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
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
f0c018fdc6 Update light level in level mesh 2024-09-11 01:39:47 +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
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
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