Ricardo Luís Vaz Silva
c2901404d5
ensure non-dynamic tiles are baked first
2024-12-14 05:40:32 +08:00
dpjudas
dfbef085e6
Group lightmap variables and put polyobj walls in a dynamic lightmap atlas
2024-10-22 02:29:12 +02:00
Ricardo Luís Vaz Silva
04ee3c335e
switch from uniform to shader keys
2024-10-09 04:44:51 +02:00
Ricardo Luís Vaz Silva
37a7907221
Allow setting light attenuation mode from mapinfo
2024-10-09 04:44:51 +02:00
nashmuhandes
58ddcd4806
Merge commit ' 6b5be653dc'
2024-10-06 21:29:38 +08:00
Dileep V. Reddy
568a39d203
Removing pre-clipping of Frustum if pitch > 46 degrees and viewpoint is not allowed out of bounds. This is like old behavior.
2024-09-30 10:16:50 -04:00
Magnus Norddahl
1e23dcee7c
Some initial decal rendering
2024-09-28 22:17:17 +02:00
nashmuhandes
9c4814350f
Fix broken corona when the sprite contains alpha
2024-09-17 05:26:59 +08:00
Magnus Norddahl
1c3538d77e
Draw the particles
2024-09-16 22:53:01 +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
b43f84def6
Hook up light tile visibility test
2024-09-16 01:04:53 +02:00
Magnus Norddahl
521e2ed39c
Run the light tiles compute shader
2024-09-14 04:59:39 +02:00
nashmuhandes
fa0a88f85e
Merge branch 'master' of https://github.com/ZDoom/gzdoom
2024-09-11 00:11:39 +08:00
Magnus Norddahl
b2040a0892
Add support for the poor souls on a 386 that can't afford to use full screen
2024-09-08 22:25:24 +02:00
Magnus Norddahl
1b8effe1ea
Make linearized depth data available to translucent material shaders via the texture name SceneLinearDepth. Does it work? Who knows!
2024-09-08 02:32:01 +02:00
Magnus Norddahl
4ba0b47665
Dont draw sectorstack atm
2024-09-01 23:01:39 +02:00
dpjudas
c71261bd0f
Forgot color write was disabled for the first draw
2024-09-01 22:49:45 +02:00
dpjudas
4666fa6241
Split masked from opaque in the level mesh draw lists
2024-09-01 22:44:25 +02:00
Magnus Norddahl
75dd9e13c9
Fix line portals drawn as opaque
2024-08-30 21:58:13 +02:00
Magnus Norddahl
dedd7245f2
Fix wall portals not getting freed
2024-08-26 02:05:38 +02:00
Dileep V. Reddy
b2976444c9
Smaller aspect ratio screens were getting clipped a bit too much. This is a brute-force if-else solution. Larger aspect ratios (wider screens) were always good.
2024-08-25 11:18:05 -04:00
Rachael Alexanderson
54d43b2856
Merge commit ' 958721e'
2024-08-15 13:11:37 -04:00
Dileep V. Reddy
958721e2b8
Forgot on check.
2024-08-15 02:43:48 -04:00
dileepvr
95b264bdb6
Isometric Mode and Robin ( #2618 )
...
* Feature-complete isometric mode fork.
* Dithered transparency condition tweaks.
* Dithered transparency for non-corpse monsters only (and missiles).
* SpectatorCamera vertical shift.
* Including math.h in hw_sprites.cpp to keep visual studio happy (it couldn't find M_SQRT2 definition).
* Defining MY_SQRT2 in hw_sprites.cpp to keep visual studio happy (it couldn't find M_SQRT2 definition).
* Defining MY_SQRT2 in r_utility.cpp also to keep visual studio happy.
* retrigger checks
* Have correct sprite angle-frame face the camera with orthographic projection enabled.
* Dithered Transparency now works properly on 3D floors. Moved that dither-trans flag setting code within hw_bsp.cpp to handle double-processing of linedefs. Added helper functions to FRenderViewpoint class 'bool IsOrtho()' and 'bool IsAllowedOoB()' to clean up checks everywhere in the code.
* Fixed indents. Added bbox property to subsector struct and use it instead of BSP nodes and Clippers (creating a bbox around viewpoint and checking for overlap) in orthographic mode when no fog of war is active. Turns out to be much faster. Though you need really big maps (Winter's Fury MAP01) to see a difference in fps.
* Non-linux checks don't like uint. Changed to unsigned int.
* Small change of a float to camera.zs. Ignore for testing. Should make no difference.
* Update actor.h to remain mergeable
RF2_NOMIPMAP was introduced, so I had to displace RF_ISOMETRICSPRITES to next bit.
2024-08-11 10:04:40 -04:00
Dileep V. Reddy
8a5e7449c1
Consolidated isometric mode commits.
2024-08-11 15:55:21 +02:00
dpjudas
c7cee9e527
Fix corona texture mode bug
2024-03-06 04:21:45 +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
73ada7f84b
Merge remote-tracking branch 'gzdoom/staging'
2024-01-02 17:10:47 +01:00
Magnus Norddahl
48b6a7ec46
Split level mesh surface from lightmap tiles as we have multiple surfaces per tile
2023-12-26 04:31:00 +01:00
Magnus Norddahl
4ca2ffd58e
Implement line portals and improve sky handling
2023-12-26 04:31:00 +01:00
Magnus Norddahl
e491186c80
Don't use the level mesh recursively through portals for now
2023-12-26 04:30:59 +01:00
Magnus Norddahl
3c9f56d989
Add support for more portal types
2023-12-26 04:30:59 +01:00
Magnus Norddahl
c59108ece0
Lightmapper fixes
2023-12-26 04:30:59 +01:00
Magnus Norddahl
412be46e08
Misc surface and lightmapper related cleanup and renaming
2023-12-26 04:30:59 +01:00
Magnus Norddahl
4a95eafc06
Use the stencil and depth buffer settings from RenderState when drawing the level mesh
2023-12-26 04:30:58 +01:00
Magnus Norddahl
ac212e0147
Use HWFlat for ceilings and floors
2023-12-26 04:30:57 +01:00
Magnus Norddahl
5443ed76ec
Draw the sprites
2023-12-26 04:30:57 +01:00
Magnus Norddahl
86ac07f2f8
Implement drawing HWWall portals using the level mesh and occlusion queries
2023-12-26 04:30:57 +01:00
Magnus Norddahl
47f17b1c03
Move DrawLevelMesh to RenderState
2023-12-26 04:30:57 +01:00
Magnus Norddahl
a76dfafbaa
Fix misc bugs in the fogball implementation - it works now
2023-12-11 11:37:24 +01:00
dpjudas
81cdc402c9
Add code collecting fogballs from the visible scene
2023-12-11 11:34:14 +01:00
Christoph Oelckers
fb4667b9bb
fix coronas
2023-10-27 20:35:06 +02:00
Magnus Norddahl
4665f8ff79
Merge remote-tracking branch 'gzdoom/master'
2023-10-25 22:25:12 +02:00
Christoph Oelckers
92bbaa7531
fix a few minor issues.
...
* 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
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
...
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
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
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
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