nashmuhandes
db92e63e22
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2022-01-22 18:06:05 +08:00
Rachael Alexanderson
64f4332b43
- add cmath includes to fix the mac compile std::floor errors
2022-01-20 13:31:57 -05:00
nashmuhandes
f79bbed130
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2022-01-20 14:19:45 +08:00
Christoph Oelckers
84458ddb9f
- redid postprocessing shader interface to be free of the player dependency.
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This is something that really should be done in higher level code - the shader interface should only concern itself with the shader and not the conditions that block its use.
The Shader class has been redone as a thin wrapper and been deprecated.
2022-01-17 00:07:43 +01:00
nashmuhandes
1b95f2515b
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-11-10 19:57:49 +08:00
Christoph Oelckers
7f66df2625
- fixed compiler warnings
2021-11-06 23:55:16 +01:00
alexey.lysiuk
8db550d251
- fixed compilation of POSIX Debug targets
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src/rendering/2d/f_wipe.cpp:291: undefined reference to `Wiper_Melt::HEIGHT'
2021-10-30 15:58:07 +03:00
Christoph Oelckers
77d74a11d1
- removed most templates.h includes.
2021-10-30 10:49:12 +02:00
Christoph Oelckers
07a181090b
- missed some MAX's.
2021-10-30 10:45:58 +02:00
Christoph Oelckers
1d0aed219e
- replaced MIN/MAX in all non-common code.
2021-10-30 10:16:52 +02:00
Christoph Oelckers
226666ce7f
- replaced MIN/MAX with min/max from the C++ standard library in the software renderer
2021-10-30 10:08:11 +02:00
Magnus Norddahl
d853961a83
Fix vulkan buffers not using the stream usage for the 2d drawer
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Add BufferUsageType enum to clarify what kind of usage is expected by the buffer allocated by SetData
2021-10-26 22:43:38 -04:00
nashmuhandes
1c3e0f1a75
Added 'NoPerPixelLighting' flag to models to force it to not use per-pixel lighting. Main use case is for voxels that have been converted to models.
2021-10-22 07:57:11 +02:00
nashmuhandes
4b386fd268
Merge branch 'lightmaps2' of https://github.com/dpjudas/gzdoom into lightmaps2
2021-10-15 12:52:17 +08:00
Magnus Norddahl
81f7b083c0
Improve light probe lookup speed for large sectors by using a grid instead of subsectors
2021-10-15 04:21:18 +02:00
nashmuhandes
ea560172f7
Add light probes to wall decals
2021-10-14 17:35:44 +08:00
Magnus Norddahl
6a804cd4c7
Fix lightmaps got applied to model meshes
2021-10-14 06:11:54 +02:00
Magnus Norddahl
764a08752f
Use a faster way to find the closest light probe
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Fix light probe not being applied to psprite
2021-10-14 05:43:35 +02:00
Magnus Norddahl
b59bd46b79
Fix crash in GetDynSpriteLight when the actor is null
2021-10-08 21:47:43 +02:00
nashmuhandes
635a279186
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-10-08 16:26:26 +08:00
Christoph Oelckers
8d9d56c339
- push sprite shadows a little back for distance sorting
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They always need to be behind sprites with the same distance.
2021-10-05 13:57:31 +02:00
Magnus Norddahl
247deff5bb
Fix using wrong lightmap UV coordinates after all the wall clipping did its thing
2021-10-03 03:47:40 +02:00
Magnus Norddahl
0ac1baac48
Simplify the lightmap array slightly
2021-10-02 22:14:56 +02:00
Magnus Norddahl
e0ea5e3b55
Add light probe support for sprites
2021-09-25 18:53:18 +02:00
Magnus Norddahl
63ecb36889
Add lightmap texture support to vulkan backend
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Also fix a warning in SetFlatVertex
2021-09-25 00:13:25 +02:00
nashmuhandes
934b5af975
Add lightmaps to 3D floors
2021-09-24 17:42:34 +08:00
nashmuhandes
3f3769afdb
- implement drawing sides with lightmaps
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- misc bug fixes in lump loading and format
2021-09-24 17:27:23 +08:00
nashmuhandes
2f8cff90b6
- Add lightmaps to the main shader (currently only OpenGL)
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- Create a version of CreateIndexedSectorVertices that works with lightmap sectors
2021-09-24 16:56:15 +08:00
Christoph Oelckers
a0043ec09d
- better handling of texture clamp state.
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Free combination of clamping with all texture modes still missing in GLES and Softpoly renderers!
2021-09-19 14:54:34 +02:00
Christoph Oelckers
fb107f80e6
- fixed vertex generation when splitting walls by planes on old hardware.
2021-09-18 13:09:05 +02:00
Christoph Oelckers
31de21e6aa
- GLES fixed: The weapon sprite must be rendered with the fullscreen colormap on.
2021-09-18 10:27:41 +02:00
Christoph Oelckers
67958833b7
Merge branch 'gles2_merge'
2021-09-17 21:22:41 +02:00
Christoph Oelckers
918e9e9b0d
- fixed texture clamping for elements that are partially behind a slope.
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This is mainly mid textures on linedefs and decals.
2021-09-17 00:25:28 +02:00
Christoph Oelckers
b0382599f6
- removed the SSBO block for desktop OS’s when gl_pipeline_depth is enabled
2021-09-14 00:13:08 +02:00
Christoph Oelckers
b550f57ce3
- fixed: Brightmap application for horizons was undefined..
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This depended on the state of the previously rendered portal which could have switched it off.
2021-09-12 08:37:19 +02:00
Rachael Alexanderson
2096fefcee
Merge remote-tracking branch 'origin/master' into gles2_merge
2021-08-18 12:31:47 -04:00
13bdd324e1
hud models: add nullptr check for psprites without caller.
2021-08-15 08:47:04 +02:00
Christoph Oelckers
109069f718
- removed the unused palette parameter from the V_GetColor family of functions.
2021-08-14 09:57:23 +02:00
Rachael Alexanderson
92a3731f20
Merge remote-tracking branch 'origin/master' into gles2_merge
2021-08-13 08:11:58 -04:00
888eab3063
HUD model tweaks:
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- Look up HUD models by referencing the psprite's caller, rather than player's ReadyWeapon.
- Allow Strife hands psprite to be a model.
2021-08-11 20:09:25 +02:00
Christoph Oelckers
1097bd6c73
- fixed: instead of checking gl_lights, better check Level->HasDynamicLights.
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Especially in the thinker code this is needed for software rendering.
Strictly speaking, the software renderer should do the same, but it checks r_dynlight in so many places deep in the logic where the level is not available.
2021-08-11 14:09:00 +02:00
Christoph Oelckers
f662c629e3
- ensure that shadowmap indices only get set when shadowmaps are enabled.
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Having valid indices set when shadowmaps are off would cause the shader to run the full checks for all lights.
2021-08-11 10:06:22 +02:00
Christoph Oelckers
c24f644a61
- do not perform shadowmap updates when dynamic lights are disabled.
2021-08-11 08:08:29 +02:00
Christoph Oelckers
441cd0796f
- merged gzdoom-gles2 and fixed some issues with pipeline size validation.
2021-08-03 20:12:19 +02:00
Jeroen de Baat
8ac8e31a61
Fix typo in sw renderer comment
2021-07-21 20:58:41 +02:00
Christoph Oelckers
0cffeef2c6
- added map option to disable shadowmaps.
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Prompted by 'Hurt' which has > 4000 lights and runs into both performance issues and unpredictable light selection for the limited amount of shadowmap slots.
2021-07-13 11:54:25 +02:00
Christoph Oelckers
e82fd43313
- tweaked shadow code a bit.
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* let CASTSPRITESHADOW act as an override for render style checks. If this is set we can assume that a shadow is desired regardless of style.
* reordered code to do the more costly checks only when needed.
2021-07-02 09:12:26 +02:00
Christoph Oelckers
5273ef360e
- fixed: shadow alpha for translucent objects was not correct in the hardware renderer.
2021-07-02 08:54:15 +02:00
Christoph Oelckers
8547a55677
- better sprite shadow control
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* exclude sprites which are not either opaque or use regular blended translucency from casting shadows.
* exclude wall and flat sprites from casting shadows.
In both of these cases the shadow math is unable to produce anything useful that doesn't look off.
2021-07-02 08:47:58 +02:00
emily
4f034950be
Make sprite shadows ignore float bob
2021-06-06 13:40:17 +02:00