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
b189a63e6b
Test drawing all cached sectors every frame
2023-04-26 01:09:05 +02:00
Magnus Norddahl
640c86d0c7
Build a mesh cache for all sectors
2023-04-26 01:09:05 +02:00
Magnus Norddahl
ed1e8d5986
Adjust HWWall to allocate vertices from renderstate
2023-04-26 01:09:05 +02:00
Magnus Norddahl
5c9ff283a6
Only add the lightmode actually being used into the shader
2023-04-19 02:28:32 +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
4638cc44d2
Fix null pointer crash when drawing sprites with a null actor
2023-04-16 14:35:01 +02:00
Magnus Norddahl
9c67187c13
Merge pull request #5 from nashmuhandes/gl_texture_modeldebugfix
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Allow gl_texture to affect models. Aids in debugging lightmap contrib…
2023-04-08 00:20:04 +02:00
nashmuhandes
fb49a919cb
Allow gl_texture to affect models. Aids in debugging lightmap contribution on models.
2023-04-08 05:58:15 +08:00
nashmuhandes
3a2b451955
Add hitbox debug rendering (r_showhitbox)
2023-04-08 05:19:23 +08:00
Magnus Norddahl
4c3848cfb2
Cache the result of traces so that it only needs to be done for visible moving actors
2023-04-07 18:44:59 +02:00
Magnus Norddahl
ba0243e378
Fix sunlight not working on models
2023-04-07 18:00:48 +02:00
Magnus Norddahl
caefc09549
Improve shader performance significantly by only including raytracing or shadowmaps in the shader if enabled
2023-04-07 04:22:43 +02:00
Magnus Norddahl
74a4ad4633
Fix coronas
2023-04-06 21:11:29 +02:00
Magnus Norddahl
34d2b2e440
Add sunlight trace
2023-04-06 16:13:03 +02:00
Magnus Norddahl
187b7f0956
Add some of the sunlight trace code
2023-04-06 01:04:03 +02:00
Magnus Norddahl
fd2ae4865c
Merge tracelights
2023-04-05 23:14:25 +02:00
nashmuhandes
896102c179
Change more default settings
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- Show item counter on automap
- Enable thicker automap lines and anti-aliased lines for better visibility with high res displays
- Enable textured automap
- HUD border scaling factor to better match default status bar scaling
- Enable subtitles
- Set render quality to "quality" to fix level mesh seams (gl_seamless)
- Enable mouse in menus by default (instead of touchscreen-like)
- Don't show ENDDOOM when quitting the app
- Enable the first crosshair, and set its scale slightly smaller
- Grow crosshair when picking up items
- Set autoaim slider to 0
- Show nametags when switching items and weapons
- Always run enabled
- Disable save/load confirmation dialog
- Enable quicksave rotation
- Enable additively-translucent Doom rocket explosion
- Increase default particles to 10k, and increase the slider to 65k (engine limit)
- Disable night vision effect
- Set sprite clipping to "Always" as this looks better than having sprites sink into the geometry
- Set particle style to round as it matches the pixelated aesthetics better
2023-03-19 04:35:27 +08:00
Magnus Norddahl
eac73d9eba
Re-enable corona support
2023-03-16 23:49:33 +01:00
Magnus Norddahl
7eb9053e30
Update ZVulkan, rename vk_raytrace to gl_light_raytrace and support turning it on and off without a restart
2023-03-16 23:15:02 +01:00
Magnus Norddahl
df7d31968d
Change various defaults
2023-03-16 22:56:21 +01:00
Magnus Norddahl
b0dfa06201
Add dynamic light support to true color slope drawer
2023-02-19 08:06:49 +01:00
Magnus Norddahl
99f2b5d891
Fix misc bugs for dynamic lights in the pal slope drawer
2023-02-19 08:06:49 +01:00
Magnus Norddahl
18bc384807
Add dynamic lights to pal slope drawer
2023-02-19 08:06:49 +01:00
Ricardo Luís Vaz Silva
b84bf176e1
Fix Software Slope Rendering for non-1.2 pixel ratios
2023-02-17 14:15:46 -05:00
Christoph Oelckers
f6bfc48d9f
- Backend update from Raze.
2023-02-11 12:05:45 +01:00
Emile Belanger
7349c95623
Fixes bones when using OpenGL 3.3 (UBO bone data)
2023-01-29 20:03:58 +01:00
Hugo Locurcio
ad49d52b1c
Add cvars to sprite shadows progressively according to thing <-> floor distance
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This also adds the `r_actorspriteshadowalpha` and `r_actorspriteshadowfadeheight`
cvars for greater control (only effective in hardware renderers).
These are set to 0.5 and 0 by default, which means this fading behavior
is disabled by default.
When enabled, this has two benefits:
- It becomes easier for the player to judge an entity's height since
the shadow opacity now gives this information.
- Entities that are far high above the ground no longer cast a shadow,
which looked strange.
2023-01-25 17:43:04 -05:00
Christoph Oelckers
bafd6be342
- removed backend dependencies on game data.
2023-01-15 08:23:26 +01:00
Ricardo Luís Vaz Silva
8e7897233e
Add Alternate Light Blending Options
2023-01-14 11:29:12 -05:00
Ricardo Luís Vaz Silva
de65d1b96f
Misc Fixes for BobWeapon3D
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- Fix inverted Y axis for offset/old BobWeapon
- finish adding PSPF_MIRROR
- fix missing pivot
2022-12-12 15:23:12 +01:00
Ricardo Luís Vaz Silva
46d36cf5c7
add BobWeapon3D
2022-12-09 21:49:38 +01:00
Mitchell Richters
6629944d39
- Make the new scaled angle changes at frame rate opt-in behind new flag SPF_SCALEDNOLERP.
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* This will still test whether the game needs to lerp and will force `SPF_INTERPOLATE` if needed.
2022-12-04 15:11:17 +01:00
Mitchell Richters
cf1ac82da3
- Set up interpolated camera angle changes to occur at framerate when all conditions in P_NoInterpolation() are met.
2022-12-04 15:11:17 +01:00
Mitchell Richters
20bf9e89f5
- Split insane interpolation test if statement into a function, we'll need this elsewhere later on.
2022-12-04 15:11:17 +01:00
Mitchell Richters
9f9c1eb18a
- Make view angles interpolate on a separate flag to the one that forces interpolation for the entire frame.
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* As view angles are an offset, there's no reason why these cannot lerp separately.
2022-12-04 15:11:17 +01:00
Mitchell Richters
6594ec0750
- Remove local angle truncation in R_InterpolateView().
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* Genuinely see no need for this. If the local angle is BAM, why not just use it to its maximum precision?
2022-12-04 15:11:17 +01:00
Ricardo Luís Vaz Silva
f666edc60c
Allow Disabling of XY Billboard for Particles
2022-12-03 23:27:46 +01:00
Rachael Alexanderson
b082ad9cef
- fix colormap remapping when colormap entries may have fullbright entries which should not be considered duplicates
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- this should address the "fullbright teeth" issue with the imps in KDiKDiZD: https://forum.zdoom.org/viewtopic.php?t=76790
2022-11-18 07:42:09 +01:00
Christoph Oelckers
31d8a23046
- avoid infinite portal recursion.
2022-11-12 09:00:18 +01:00
Ricardo Luís Vaz Silva
31ded6dd8a
Enable ANIMDEFS for particles
2022-11-08 23:56:03 -05:00
Christoph Oelckers
706d465781
- removed the unused BaseBlend* variables and the testblend CCMD.
...
When this was still working it was software rendering only anyway so no real loss here.
2022-11-08 11:46:13 +01:00
Christoph Oelckers
500e2d6c5a
Revert software renderer parts of "- sprite lightlevel cleanup and fixes."
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This code had some issues which are not easily fixed, so it's better to just undo it all.
2022-11-05 09:55:25 +01:00
Ricardo Luís Vaz Silva
7d81417829
Particle Rolling
2022-11-01 22:30:16 +01:00
Ricardo Luís Vaz Silva
b6202ffc4c
Add Textured Particles
2022-11-01 21:25:31 +01:00
crashmahoney
0ca868d93f
Fix HUD models not drawing if MODELDEF has been changed with A_ChangeModel
2022-11-01 11:48:16 +01:00
Magnus Norddahl
181eda0a83
Fix canvas textures getting clipped by wrong scissor box
2022-10-28 18:01:59 -04:00
Christoph Oelckers
671b8696bb
- made CVar declarations type safe again.
2022-10-22 09:29:38 +02:00
Christoph Oelckers
453688ccc6
- reworked CVARs to not use a linked list and to be initialized manually.
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This solves two problems:
* The linked list is too slow, a map is better. A map cannot be used with statically allocated CVARs because order of initialization is undefined.
* The current CVAR system is an unordered mishmash of static variables and dynamically allocated ones and the means of identification are unsafe. With this everything is allocated on the heap so it can all be handled the same by the cleanup code.
2022-10-21 18:56:43 +02:00