Commit graph

500 commits

Author SHA1 Message Date
Magnus Norddahl
dfae2a25b0 Add support for using #include in postprocess shaders 2023-12-14 12:28:11 +01:00
Magnus Norddahl
a76dfafbaa Fix misc bugs in the fogball implementation - it works now 2023-12-11 11:37:24 +01:00
dpjudas
c8f6182f36 Some minor adjustments 2023-12-11 11:36:42 +01:00
dpjudas
81cdc402c9 Add code collecting fogballs from the visible scene 2023-12-11 11:34:14 +01:00
Magnus Norddahl
1d0fed0326 Add the shader math needed to draw fogballs 2023-12-11 11:28:55 +01:00
Magnus Norddahl
91ca6c39a3 Add support for loading older custom shaders 2023-12-07 12:19:19 +01:00
Christoph Oelckers
92bbaa7531 fix a few minor issues.
* make Corona a fully scripted class so that AActor can be made final again.
* add global vkversion variable for use by the survey code.
* move progress bar on generic start screen to the bottom and made it longer.
* revert BulletPuff to its GZDoom version because the changes are not compatible with Dehacked.
2023-10-19 22:48:25 +02:00
Magnus Norddahl
dec03cb265 Fix compile errors after rebase 2023-10-19 22:16:11 +02:00
Magnus Norddahl
05e46e0cb4 Fix DrawLevelMesh bugs 2023-10-19 22:10:26 +02:00
Magnus Norddahl
fc65d43ae8 Add code that should draw the mesh 2023-10-19 22:09:26 +02:00
Magnus Norddahl
6dd72e5439 Begin code for drawing the level mesh 2023-10-19 22:09:26 +02:00
Magnus Norddahl
52ec71b05b Remove allowSSBO, useSSBO, glslversion, hwcaps and BuffersArePersistent as none of them apply to Vulkan 2023-10-19 21:31:12 +02:00
Magnus Norddahl
e75e5a387b Merge remote-tracking branch 'gzdoom/master' into merge-gzdoom 2023-10-19 21:05:17 +02:00
dpjudas
58e4a01f62 Fix another descriptor pool out of memory error 2023-10-18 02:21:34 +02:00
Magnus Norddahl
9a334570f0 Add lm_dynamic UDMF boolean on sectors for marking if a sector should update its lightmap dynamically 2023-10-17 19:10:39 +02:00
Magnus Norddahl
9c6b2f190e Fix going out of bounds for the render area 2023-10-17 18:30:48 +02:00
dpjudas
84753ffaa7 Fix descriptor pool out of memory error 2023-10-17 01:42:46 +02:00
Magnus Norddahl
5e3d6e39a0 Merge gl_light_shadowmap and gl_light_raytrace cvars as gl_light_shadows
Rename gl_shadowmap_filter to gl_light_shadow_filter as it applies to raytraced shadows as well
2023-10-15 16:14:00 +02:00
Magnus Norddahl
9bcef148bf Minor menu tweaks and display the vulkan device name in the menus 2023-10-15 15:23:23 +02:00
Magnus Norddahl
f532975754 Fix crash on maps with polyobjs 2023-10-09 23:32:48 +02:00
dpjudas
411b281e7c Remove multithreading RenderState as that seemed to be a poor approach 2023-10-09 03:20:19 +02:00
Christoph Oelckers
c94c63110e added a third batch of GetChars call to FStrings. 2023-10-07 23:03:40 +02:00
Christoph Oelckers
89535b803a Backend update from Raze. 2023-10-07 18:42:24 +02:00
Magnus Norddahl
9799bd70d1 Add vk_rayquery CVAR and prevent the shader from looping until the OS kills the entire process! 2023-10-04 20:11:09 +02:00
Professor Hastig
ab8711b57a removed several bad casts to 'long'.
The 'long' type should generally be avoided because its size differs on Windows and Linux/Mac so it is almost guaranteed to cause undefined behavior
2023-10-04 16:47:43 +02:00
Magnus Norddahl
ef3074edfe Add lm_blur debugging cvar 2023-10-04 03:31:08 +02:00
Magnus Norddahl
a3820a0e1e Extend the baking border to avoid blur from neighbor tiles and fix unmap assert if the shader compile fails 2023-10-04 01:49:03 +02:00
Magnus Norddahl
4f86a0ba81 Control ambient occlusion, sunlight and softshadows via cvars 2023-10-04 00:24:32 +02:00
Christoph Oelckers
48ba63c022 added even more explicit GetChars() calls. 2023-10-03 15:55:08 +02:00
Christoph Oelckers
1717ff47b2 add GetChars() accessors to many FString uses where const char* is wanted.
By no means complete, it's just a start to get rid of that automatic type conversion operator.
2023-10-03 14:27:39 +02:00
Magnus Norddahl
bcea260f33 Fix misc bugs related to the dynamic lightmap and polybsp lines in the lightmapper 2023-10-02 02:40:40 +02:00
Rachael Alexanderson
d33f2697a3 - set default backend to Vulkan, if Vulkan fails go GLES not OpenGL 2023-10-01 10:35:11 -04:00
Magnus Norddahl
be81f74954 Turn on backface culling 2023-10-01 13:08:57 +02:00
Magnus Norddahl
925e0b114d Remove unused MeshUVIndex array 2023-09-30 22:58:37 +02:00
Magnus Norddahl
e2e0a78a2b More code cleanup 2023-09-30 22:24:24 +02:00
Magnus Norddahl
b5095a4790 Group LightList variables 2023-09-30 21:46:27 +02:00
Magnus Norddahl
7bc52386f9 Make doom specific surface fields private to doom 2023-09-30 21:33:07 +02:00
Magnus Norddahl
6ec58006ad Fixed crash when second submesh is empty 2023-09-30 13:19:33 +02:00
Magnus Norddahl
757320c5bc Fix node buffers not working for the rayquery polyfill shader path
Rearrange how the upload code is done for the level mesh
2023-09-30 01:31:07 +02:00
Magnus Norddahl
ef0fb85103 Fix some image transition errors 2023-09-28 21:33:17 +02:00
Magnus Norddahl
2d2fb5efaa Fix crash if there are no surfaces in the mesh 2023-09-27 00:29:13 +02:00
Magnus Norddahl
743ba922b8 Split frag_raytrace.glsl into multiple files as it has become completely unreadable 2023-09-26 22:56:01 +02:00
Magnus Norddahl
bfdca1a069 Implement dynamic update of the acceleration structure 2023-09-26 18:10:45 +02:00
Magnus Norddahl
65929d021f Add support for multiple meshes (DoomLevelSubmesh) 2023-09-25 23:28:49 +02:00
Magnus Norddahl
fae22f1bb7 Remove smoothing groups from vk_lightmap and fix some warnings 2023-09-25 20:35:34 +02:00
dpjudas
9677453f6b Prepare VkRaytrace to have a dynamic bottom level acceleration structure 2023-09-25 00:17:53 +02:00
Magnus Norddahl
6bdc1d44b4 Prevent buffer overrun 2023-09-24 13:15:00 +02:00
Magnus Norddahl
e6f0fec1b8 Finish and enable the indirect draw calls, reducing the direct command buffer draw calls in the lightmapper to 5 2023-09-24 12:40:04 +02:00
dpjudas
8a40cf39d2 Prepare for doing indirect draw calls 2023-09-24 01:37:00 +02:00
Magnus Norddahl
1dd2605200 Retrieve the light list on the fly rather than try to sync it 2023-09-22 16:35:50 +02:00