Commit graph

23 commits

Author SHA1 Message Date
Christoph Oelckers
ebb71cebf1 - put the entire filesystem code into a namespace and created some subdirectories. 2023-08-22 22:54:54 +02:00
Christoph Oelckers
7537f415ce - update comment on SSBOs. 2023-03-26 10:43:27 +02:00
Christoph Oelckers
087050c201 - use uniform buffers for dynamic lights everywhere.
Branching on SSBO content does not work that well on NVidia so it is better disabled.
So far only implemented for OpenGL - Vulkan needs more work.
2023-02-18 12:22:26 +01:00
Magnus Norddahl
181eda0a83 Fix canvas textures getting clipped by wrong scissor box 2022-10-28 18:01:59 -04:00
Shiny Metagross
08f520f1c6 IQM Support Implemented
More info to come
2022-10-19 22:48:57 +02:00
Christoph Oelckers
93e934c8d0 - removed the Softpoly backend.
Its only relevant use case has been to use the software renderer on hardware not capable of OpenGL 3.3, but a large chunk of that can now be serviced with GLES.
In addition it has ceased further development and has not received any of the recent 2D render features which further reduces its viability.
2022-07-28 10:31:56 +02:00
Magnus Norddahl
97073410c4 Upload acceleration structures for the level mesh 2022-06-22 07:55:19 +02:00
Christoph Oelckers
b218b8de6a - removed the unused SCREENPITCH #define 2022-05-23 15:52:30 +02:00
Christoph Oelckers
2be13e1b9f - changed shader loader to load only one shader at a time
This is merely preparation - the actual loading is still in one uninterrupted piece.
2022-05-13 08:22:22 +02:00
Christoph Oelckers
a97a2ec133 - backend sync with Raze
Nothing really useful here…
2022-04-11 00:26:50 +02:00
Christoph Oelckers
45e7badb71 - avoid passing game structs to common backend code
InitLightmap was using a „FLevelLocals“ pointer, better pass the needed elements separately instead.
2022-04-11 00:01:30 +02:00
nashmuhandes
57112742fe Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
# Conflicts:
#	src/common/rendering/gl/gl_shader.cpp
#	src/common/rendering/hwrenderer/data/buffers.h
#	src/common/rendering/v_video.h
2022-01-16 01:57:38 +08:00
Christoph Oelckers
e60e6967c0 - whitespace cleanup, updated from Raze. 2022-01-02 12:23:42 +01:00
nashmuhandes
2f8cff90b6 - Add lightmaps to the main shader (currently only OpenGL)
- Create a version of CreateIndexedSectorVertices that works with lightmap sectors
2021-09-24 16:56:15 +08:00
nashmuhandes
39481f0d07 - Add support for loading lightmap data generated by ZDRay
- Initialize lightmap texture in the hardware abstract parts of the engine
2021-09-24 14:51:48 +08:00
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
441cd0796f - merged gzdoom-gles2 and fixed some issues with pipeline size validation. 2021-08-03 20:12:19 +02:00
Christoph Oelckers
ba146ed5e5 - Backend update from Raze 2021-04-19 12:58:35 +02:00
Christoph Oelckers
b06af634e2 - added a flash component to the colormap shader.
Its main purpose is for RR's lightning flash in Raze but this looks very useful for manipulating fullscreen colormaps. Currently not exposed, though.
2020-06-07 09:16:56 +02:00
Christoph Oelckers
b60fd4d8bc - removed redundant TextureFilterChanged method from DFrameBuffer. 2020-05-29 11:53:37 +02:00
Christoph Oelckers
a517b04908 - texture sampler cleanup. 2020-05-28 22:51:17 +02:00
Christoph Oelckers
4b8fb7d48b - moved around some sky rendering code so that the game independent parts are grouped together. 2020-04-29 00:14:42 +02:00
Christoph Oelckers
b1dd1eff50 - moved video files to 'common'. 2020-04-28 23:08:27 +02:00
Renamed from src/rendering/v_video.h (Browse further)