Magnus Norddahl
af6ec929cc
Move lightmap atlas textures and light probes to the bindless textures array as its impossible to predict up front how many we need
2025-07-08 02:59:10 +02:00
Magnus Norddahl
e5dd219f56
Workaround AMD driver crash by moving USE_RAYTRACE_PRECISE to a define instead of a specialization constant
2025-06-22 09:32:14 +02:00
Magnus Norddahl
1791167fe5
Draw sorted by pipeline
2025-05-30 18:52:44 +02:00
dpjudas
cc92dda41a
Avoid applying state on every draw
2025-05-26 04:26:36 +02:00
Magnus Norddahl
f302f03287
Change level mesh draw code to draw ranges in the mesh rather than the entire mesh
2025-05-25 18:18:29 +02:00
Magnus Norddahl
990ce7c6c9
Render scene with indexed textures for vid_rendermode 2
2025-05-19 05:55:03 +02:00
Ricardo Luís Vaz Silva
e0897ae8b2
remove broken precise midtexture trace, fix sky tracing for actors
2025-05-16 00:47:50 +02:00
Magnus Norddahl
26b10dbdda
Validation layer wants layout specified during linking (is it right? nobody knows! the vulkan spec is unreadable in this part, thanks khronos!)
...
Fix light probe pass using depth stencil format selection before it was set
2025-04-20 18:15:38 +02:00
dpjudas
8f180e3a3f
Never clear the RenderPassSetup map as that will force pipelines to rebuild
2025-04-14 01:41:44 +02:00
Magnus Norddahl
cc7dea2093
Include the shader key in the push constants
2025-04-03 01:25:46 +02:00
Magnus Norddahl
bb4d4f1bc0
Add generalized shader code
2025-04-03 01:23:06 +02:00
Ricardo Luís Vaz Silva
a4cc4ab9e2
fix pushconstants validation issues
2025-02-25 17:21:14 +01:00
Ricardo Luís Vaz Silva
961e74e0fa
add camera-facing midtexture shadows to dynamic lights, off by default due to fps hit
2025-02-17 02:34:45 +01:00
Magnus Norddahl
a36316e7c5
Log vulkan device lost faults
2025-01-26 13:59:40 +01:00
Magnus Norddahl
68489d6bf0
Fix the vertex attribute bindings
2025-01-23 14:52:25 +01:00
Ricardo Luís Vaz Silva
91fb87e95e
trace from actor center
2025-01-20 16:45:08 +01:00
Ricardo Luís Vaz Silva
b862adb747
fix normals for sprite lighting
2025-01-20 16:45:08 +01:00
Ricardo Luís Vaz Silva
a7b20183f1
gpu actor tracing (NOT WORKING)
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
Ricardo Luís Vaz Silva
c72bad053f
add gl_wireframe and gl_wireframecolor
2025-01-09 21:53:28 +01:00
Ricardo Luís Vaz Silva
ea09ae1461
implement custom uniforms for material 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
Magnus Norddahl
e30831a409
Clean up the ranges code a bit
2024-12-16 22:17:18 +01:00
Ricardo Luís Vaz Silva
04ee3c335e
switch from uniform to shader keys
2024-10-09 04:44:51 +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
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
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
c62bb7a0f0
Add RenderState.SetDepthFadeFalloff
2024-09-08 20:32:30 +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
4666fa6241
Split masked from opaque in the level mesh draw lists
2024-09-01 22:44:25 +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
Magnus Norddahl
18db0b49a7
Update level mesh on sector changes
2024-08-25 01:06:44 +02:00
Magnus Norddahl
73ee25ad39
Remove the need for pipelines for each material layer count
2024-02-10 01:42:28 +01:00
Magnus Norddahl
4fbb58d836
Switch to using bindless textures for the entire hwrenderer
2024-02-10 01:36:27 +01:00
Magnus Norddahl
445170e33f
Fix black screen when frame ended without an active 2D drawer
2024-02-09 02:37:16 +01:00
Magnus Norddahl
7bc2ed5436
Remove the submesh class as that caused more problems than it solved
2024-01-29 21:56:42 +01:00
Magnus Norddahl
4ca2ffd58e
Implement line portals and improve sky handling
2023-12-26 04:31:00 +01:00
Magnus Norddahl
4633029a74
Make sure pipeline is rebound after level mesh drawing
2023-12-26 04:30:59 +01:00
Magnus Norddahl
9dd485be76
Changes needed by rebase
2023-12-26 04:30:59 +01:00
Magnus Norddahl
ed7da1ae25
Moving files
2023-12-26 04:30:58 +01:00