RaveYard
b163901862
WIP partial lightmapping
2023-09-10 23:42:00 +02:00
RaveYard
759320b189
CPU tracelight portal fix
2023-09-06 19:04:26 +02:00
RaveYard
c05ef67679
Add ZDRay light intensity support
2023-09-06 19:04:26 +02:00
RaveYard
036debfac6
Sector portals sunlight only
2023-09-05 17:43:38 +02:00
RaveYard
137b144fe1
Round sampledist to power of 2
2023-09-04 12:59:44 +02:00
RaveYard
6a579396b5
Read ZDRay info thing
2023-09-04 12:59:44 +02:00
RaveYard
c5da1ecaec
Fix use of uninitialized variables boundsMin and boundsMax
2023-09-04 10:08:43 +02:00
Magnus Norddahl
ea02067b0a
Delay finding the light lists until after map has loaded
2023-09-03 06:28:41 +02:00
Magnus Norddahl
cdb9f3798c
Add lights to surfaces
2023-09-03 06:09:54 +02:00
Magnus Norddahl
c0c0271c7b
Perform the copy from the atlas resolve image to the lightmap texture on the GPU
2023-09-03 05:03:57 +02:00
RaveYard
c2ded2796f
Port BuildSmoothingGroups from ZDray
2023-09-02 21:23:06 +02:00
Magnus Norddahl
13819967f1
Merge LightmapSurface into DoomLevelMeshSurface
2023-09-02 13:50:28 +02:00
Magnus Norddahl
e297b78a25
Create DoomLevelMeshSurface
2023-09-02 13:24:04 +02:00
Magnus Norddahl
375e71dc0d
Namespace fixes
2023-09-02 13:09:57 +02:00
Magnus Norddahl
52a1c62b2c
Move SurfaceInfo and PortalInfo to vk_raytrace
...
Add VSMatrix * FVector4 operator
2023-09-02 12:54:07 +02:00
Magnus Norddahl
1e47db3cf3
Rename MeshSurfaces to MeshSurfaceIndexes for clarity
2023-09-02 12:34:00 +02:00
RaveYard
2b74f408aa
Use lightmapper output
2023-09-02 11:07:14 +02:00
Magnus Norddahl
cff50b8087
Initialize lightmap texture in SetLevelMesh
...
Create VkLightmap class on VulkanRenderDevice
2023-09-01 00:03:18 +02:00
RaveYard
23deb11399
Merge Surface into hwrenderer::Surface
2023-08-31 22:57:58 +02:00
RaveYard
6fc7eaf2fa
First step towards refactoring
2023-08-31 22:57:57 +02:00
RaveYard
4e57deaf33
Buffer data now in Levelmesh
2023-08-31 22:57:57 +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
Christoph Oelckers
16cefb7528
- some angle cleanup
...
* clean out the angle conversion helpers from basics.h.
* use degrees instead of radians in TMatrix3x3.
2023-08-12 10:10:27 +02:00
Professor Hastig
666a99f204
lightmode refactor
...
* make all legacy light modes except 'Doom' MAPINFO only. A CVAR still exists for testing but its value won't be saved to the config.
* user can only select between "performance', 'software' and 'vanilla'. 'performance' is the old 'Doom' mode which is still needed to speed things up on low end hardware.
* MAPINFO can not enforce any of the two software light modes, as low end users require the option to change this to the 'performance' setting. Selecting one will always revert to the user's light mode selection.
2023-07-17 22:50:05 +02:00
nashmuhandes
07f722b6f3
Merge branch 'master' of https://github.com/ZDoom/gzdoom into GZDoomUpdate-12-07-2023
2023-07-12 20:51:41 +08:00
l2ksolkov
245dac814e
Add missing include guards
2023-05-29 07:35:26 +02:00
Magnus Norddahl
83254204ff
Add support for submitting command buffers from worker threads
2023-05-17 22:02:27 +02:00
Magnus Norddahl
1fd14f1140
Remove FFlatVertexBuffer
2023-05-08 23:12:14 +02:00
Magnus Norddahl
154cb2e967
Prepare FFlatVertexBuffer for removal
2023-05-07 03:19:43 +02:00
Magnus Norddahl
1fe5b8e26f
Remove IRenderQueue
2023-05-07 01:02:54 +02:00
Magnus Norddahl
84c2980398
Remove the reserved vbo_shadowdata so only hw_vertexbuffer still needs it
2023-05-07 00:49:54 +02:00
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
...
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