Commit graph

215 commits

Author SHA1 Message Date
Ricardo Luís Vaz Silva
d42ebe9760 limit levelmesh models to StaticMapModel class 2025-06-11 03:55:34 +02:00
Magnus Norddahl
3f1dcce970 Bake models into the level mesh 2025-06-11 03:38:40 +02:00
Magnus Norddahl
cfe282f4bd Model rendering to mesh builder 2025-06-10 20:32:27 +02:00
Ricardo Luís Vaz Silva
daab336784 make lm_dynlights toggling work 2025-06-01 01:10:42 +02:00
Magnus Norddahl
88c57a6677 Draw decals 2025-06-01 01:06:51 +02:00
Magnus Norddahl
8d10617762 Disable skyhack for level mesh and fix frustum test against skies 2025-05-31 23:57:38 +02:00
Magnus Norddahl
1d635d9a39 Add missing lower and upper 2025-05-31 20:00:29 +02:00
Magnus Norddahl
bda01dec98 Hook up sector portals 2025-05-31 17:45:42 +02:00
dpjudas
6da5f8e83f Add the missing draw list types to LevelMeshDrawType 2025-05-31 04:09:48 +02:00
Magnus Norddahl
1791167fe5 Draw sorted by pipeline 2025-05-30 18:52:44 +02:00
Magnus Norddahl
83441734da Improve side and sector draw performance a bit 2025-05-30 02:19:24 +02:00
Magnus Norddahl
addddcd8ed Use clipper to find visible walls for hw_levelmesh 2025-05-26 02:03:47 +02:00
Magnus Norddahl
f302f03287 Change level mesh draw code to draw ranges in the mesh rather than the entire mesh 2025-05-25 18:18:29 +02:00
Magnus Norddahl
66d4d2d7d0 Add regular sky into the IsSky check 2025-05-16 00:32:49 +02:00
Ricardo Luís Vaz Silva
814eb8da77 flag only skies as skies 2025-05-16 00:29:39 +02:00
Magnus Norddahl
b281c333a1 Simplify the check in the inner loop 2025-05-16 00:11:33 +02:00
Magnus Norddahl
1c4c5d93ca Only move plane up if its a doom sky 2025-05-16 00:07:48 +02:00
Magnus Norddahl
51c6e8add6 Create VBO vertex data before the level mesh since the mesh uses it to build geometry.
Draw all sectors as subsectors if lightmaps are enabled (even if a sector doesn't have a tile initially it could gain one)
2025-05-15 23:53:34 +02:00
Magnus Norddahl
76fb5901d7 Only force baking of tiles where the geometry changed 2025-05-13 01:52:02 +02:00
Magnus Norddahl
b27d094def Improve GetVisibleSurfaces performance 2025-05-12 22:43:30 +02:00
Magnus Norddahl
5d3f16b0d6 Only update VBO lightmap if its a full update 2025-05-12 13:41:51 +02:00
Magnus Norddahl
3127e2598a Implement the shadow and light list updates 2025-05-12 13:23:56 +02:00
Magnus Norddahl
2c069349a3 Portal and high update count fixes 2025-05-12 00:39:41 +02:00
Magnus Norddahl
8bf31755df Update sectors and sides where light falls 2025-05-11 20:32:43 +02:00
Magnus Norddahl
6cf3cdb871 Make LevelMeshUpdater responsible for updating the tiles (playsim tells the mesh updater, the level mesh tells the tiles) 2025-05-11 20:11:18 +02:00
Magnus Norddahl
bfb37a89c3 Fix deactivated lightmap light not working 2025-05-11 17:58:07 +02:00
Magnus Norddahl
b61941b4a6 Add IsActive check in DoomLevelMesh::CreateLightList 2025-05-10 16:03:35 +02:00
Magnus Norddahl
6e5df8ef4c Fix the shadow data VBO not updating its lightmap UVs 2025-05-10 03:07:17 +02:00
Magnus Norddahl
737b7ece96 Dynamically allocate and free lightmap tiles 2025-05-10 03:07:17 +02:00
Magnus Norddahl
f360ae82cf Part of the patent-pending light list design in gzdoom keeps invalid lights in the light lists and you must check for that everywhere... 2025-04-26 17:03:46 +02:00
RaveYard
0c53fbe174 Minor refactor of lightmap loading code 2025-03-15 20:32:04 +01:00
Magnus Norddahl
7a59234bb4 Add lm_dynlights CVAR for running dynamic lights entirely in lightmaps 2025-02-01 21:21:33 +01:00
Ricardo Luís Vaz Silva
c923ed233e remove SectorChangedOther/OnSectorChangedOther 2025-01-28 08:50:50 +08:00
Ricardo Luís Vaz Silva
65b75814ab update walls on texZ change 2025-01-28 08:50:50 +08:00
Ricardo Luís Vaz Silva
a7b20183f1 gpu actor tracing (NOT WORKING) 2025-01-20 16:45:08 +01:00
Ricardo Luís Vaz Silva
693413e606 replace vec4 list with proper struct for lights 2025-01-20 16:45:08 +01:00
Magnus Norddahl
d8d1742d0a Add lm_bounce and lm_ao to ZDRayInfo
Make vktool ignore the existing lightmap lump
Ignore the lightmapper cvars in vktool
2025-01-19 15:34:39 +01:00
Magnus Norddahl
d435c9c144 Fix crash when switching from a level with lightmaps to one without 2025-01-19 12:36:40 +01:00
Magnus Norddahl
6ba2cff8cb Replace the savelightmap and deletelightmap ccmds with vktool 2025-01-12 20:03:19 +01:00
Ricardo Luís Vaz Silva
aa51ac7b6d only lightmap updated tiles once they're visible 2024-12-22 00:28:03 +01:00
nashmuhandes
c2808809b7 Add customizable sunlight intensity (both to ZDRayInfo and ZScript) 2024-12-21 17:48:17 +01:00
nashmuhandes
f455990b7b Bump the lightmap lump version to invalidate really old (ZDRay) lightmaps. 2024-12-21 18:43:07 +08:00
Magnus Norddahl
acdf49ee7a Don't use glcycle_t 2024-12-17 00:39:38 +01:00
Magnus Norddahl
e30831a409 Clean up the ranges code a bit 2024-12-16 22:17:18 +01:00
Magnus Norddahl
e002697598 Add cpublasinfo ccmd 2024-12-15 16:30:19 +01:00
Boondorl
4d5bba8d02 Clean up decal behavior
Only update the mesh if a decal was truly created/destroyed
2024-12-14 05:40:45 +08:00
Magnus Norddahl
36d74cf8f9 Try try again 2024-12-12 23:21:45 +01:00
Magnus Norddahl
2040be87a5 One more save fix 2024-12-12 23:10:13 +01:00
Magnus Norddahl
bd3b41cffb Don't save dynamic lightmap textures 2024-12-12 21:19:17 +01:00
Magnus Norddahl
22aab27058 Add some lame free list info 2024-12-12 18:58:47 +01:00