Commit graph

34 commits

Author SHA1 Message Date
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
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
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
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.
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
Renamed from src/common/rendering/vulkan/renderer/vk_renderstate.h (Browse further)