Gene
5347cdf569
Fix billboard facing camera only taking effect when used with XY billboarding
2024-09-19 10:56:24 -04:00
nashmuhandes
686320c94d
Don't light decal from lightmap tile if it's supposed to be fullbright
2024-09-18 20:00:31 +08:00
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
76536be804
Use the dynamic lights from the level mesh in the light tiles shader
2024-09-16 18:06:21 +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
Christoph Oelckers
ed39413532
Render the bottom sky layer always with full opacity in the SW true color renderer.
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No need to add explicit checks for color (0,0,0,0) here.
2024-09-12 08:47:00 +02:00
Cacodemon345
38290b6615
Truecolor sky: Draw opaque black background on transparent texels
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Fixes HOM effect
2024-09-12 08:38:19 +02:00
Magnus Norddahl
d96dd8e7ba
Fix using wrong location for the light update
2024-09-11 01:58:34 +02:00
Magnus Norddahl
f0c018fdc6
Update light level in level mesh
2024-09-11 01:39:47 +02:00
nashmuhandes
fa0a88f85e
Merge branch 'master' of https://github.com/ZDoom/gzdoom
2024-09-11 00:11:39 +08:00
Dileep V. Reddy
aacc4d7278
PointToPseudoPitch() was being called even when viewpoint was not allowed out of bounds. And its sqrt was slow even when it was necessary (thanks dpjudas for the speedup code).
2024-09-10 10:58:36 -04:00
Magnus Norddahl
ab9c6c0f63
Use SSE2 for the sqrt as the other thing is super slow
2024-09-09 20:16:43 +02:00
nashmuhandes
58fecd4b92
Move depth fade definition to GLDEFS
2024-09-09 18:57:07 +08:00
nashmuhandes
27058efe85
Rename "depth fade falloff" to "depth fade threshold" as it makes more sense
2024-09-09 17:06:04 +08:00
dpjudas
6c57283b25
Fix null pointer crash when there is no actor
2024-09-09 02:08:33 +02:00
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
nashmuhandes
166d69164d
Set the depth fade render state from sprites
2024-09-09 02:53:31 +08:00
Rachael Alexanderson
5895f9b1b1
- implement +SQUAREPIXELS flag
2024-09-07 23:09:36 -04:00
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
e65b3058cf
Fix mesh builder not getting cleared correctly
2024-09-07 04:14:22 +02:00
Magnus Norddahl
d2958d8366
Change how visible surfaces for a tile are collected by the light mapper
2024-09-07 03:11:36 +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
d77b9c1e2b
Include 3d floors in level mesh limits
2024-09-03 01:09:50 +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
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
dedd7245f2
Fix wall portals not getting freed
2024-08-26 02:05:38 +02:00
Magnus Norddahl
e94bd7f641
Fix 'Could not find space in level mesh buffer' error
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Interpolate sector height updates
2024-08-26 00:49:30 +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
Magnus Norddahl
03e36e9d38
Fix polyobj height
2024-08-25 15:48:17 +02:00
Magnus Norddahl
944c6994b7
Update polyobjs every frame (wtb UpdateLevelMesh notification about this)
2024-08-25 15:10:30 +02:00
Magnus Norddahl
a4b57c5fbe
Also apply the alpha scale to sprites
2024-08-25 14:54:58 +02:00
Magnus Norddahl
cd2fdb0cd9
Apply light alpha to intensity
2024-08-25 14:50:51 +02:00
Magnus Norddahl
18db0b49a7
Update level mesh on sector changes
2024-08-25 01:06:44 +02:00
Magnus Norddahl
d28a3571b5
More level mesh buffer fun
2024-08-23 00:01:08 +02:00
Magnus Norddahl
356ad2fe9f
Split doom specific surface data from common/gpu surface data
2024-08-20 02:06:05 +02:00
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
Magnus Norddahl
e9946bead2
Fix not lights in the internal lightmapper
2024-08-13 23:35:32 +02:00
dpjudas
b6cbaaedbc
Update the bottom level accel structure if vertices or indexes change
2024-08-11 23:03:32 +02:00
Rachael Alexanderson
a4e3aca33c
- add messages for sector light change, thinker creation, and destruction
2024-08-11 15:58:33 -04:00
Magnus Norddahl
766b558119
Ranges in buffers are so fun!
2024-08-11 20:39:45 +02:00
Magnus Norddahl
e0cba77646
Move levelmeshhelper completely out of the Common folder
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Connect the level updates to the level mesh
2024-08-11 18:34:03 +02:00
Magnus Norddahl
e80615e167
Move the level mesh dirty ranges to levelmesh so that it can be updated
2024-08-11 17:51:45 +02:00
dileepvr
95b264bdb6
Isometric Mode and Robin ( #2618 )
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* 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