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
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
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
4655b02f06
Fix using wrong surface for the extra BLAS structures for trace hits
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Add gl_raytrace for ray tracing the level mesh
2024-09-05 00:15:59 +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
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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
4fbb58d836
Switch to using bindless textures for the entire hwrenderer
2024-02-10 01:36:27 +01:00
Magnus Norddahl
4ca2ffd58e
Implement line portals and improve sky handling
2023-12-26 04:31:00 +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
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
e713299410
Rename StreamData to SurfaceUniforms
2023-12-26 04:30:54 +01:00
dpjudas
81cdc402c9
Add code collecting fogballs from the visible scene
2023-12-11 11:34:14 +01:00
Magnus Norddahl
fc65d43ae8
Add code that should draw the mesh
2023-10-19 22:09:26 +02:00
dpjudas
411b281e7c
Remove multithreading RenderState as that seemed to be a poor approach
2023-10-09 03:20:19 +02:00
Magnus Norddahl
370bf24d2c
Fix crash when frame buffers are resized
2023-08-30 18:53:45 +02:00
Magnus Norddahl
83254204ff
Add support for submitting command buffers from worker threads
2023-05-17 22:02:27 +02:00
Magnus Norddahl
79d958f665
Add thread safe render pass and pipeline creation and fetching
2023-05-17 00:46:43 +02:00
Magnus Norddahl
4a0a4d2fb3
Move VkRSBuffers to new file
2023-05-16 23:51:00 +02:00
Magnus Norddahl
d74ee4088e
Create RenderState buffers for each thread
2023-05-12 03:30:40 +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
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
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Include the texture matrix in the mesh builder
2023-05-06 00:34:42 +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
6381280177
Remove virtual inheritance
2023-04-16 21:49:05 +02:00
Magnus Norddahl
6894eb013f
Begin removing binding points from the hwrenderer layer.
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Well known buffers should be created and managed by the backend, otherwise the backend just becomes an OpenGL emulator.
2023-04-16 19:30:27 +02:00
Magnus Norddahl
cd35a0ad76
More folder adjustments
2023-04-16 16:51:52 +02:00
Magnus Norddahl
295eb252ab
Change the folder structure of the vulkan backend to better reflect what is going on
2023-04-16 16:39:15 +02:00