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
411b281e7c
Remove multithreading RenderState as that seemed to be a poor approach
2023-10-09 03:20:19 +02:00
Magnus Norddahl
bb7a33d7b1
Add bindless texture support
2023-09-19 23:58:17 +02:00
RaveYard
6f44e2b5d4
Change surfaceIndices to surfaces
2023-09-10 23:42:00 +02:00
RaveYard
6ccb92ef60
Fix surface index passed to glsl
2023-09-10 23:42:00 +02:00
RaveYard
b163901862
WIP partial lightmapping
2023-09-10 23:42:00 +02:00
Magnus Norddahl
375e71dc0d
Namespace fixes
2023-09-02 13:09:57 +02:00
Magnus Norddahl
cff50b8087
Initialize lightmap texture in SetLevelMesh
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Create VkLightmap class on VulkanRenderDevice
2023-09-01 00:03:18 +02:00
RaveYard
18842eb30c
GenerateLightmap in DFrameBuffer
2023-08-31 22:57:57 +02:00
RaveYard
651903fe71
WIP VkLightmap integration
2023-08-31 22:57:56 +02:00
Christoph Oelckers
ebb71cebf1
- put the entire filesystem code into a namespace and created some subdirectories.
2023-08-22 22:54:54 +02:00
Magnus Norddahl
7bdf3f7364
Create a RenderState object for each thread
2023-05-17 22:39:22 +02:00
Magnus Norddahl
1fd14f1140
Remove FFlatVertexBuffer
2023-05-08 23:12:14 +02:00
Magnus Norddahl
ca5fae50d6
Improve vid_fps stats
2023-05-06 04:52:56 +02:00
Magnus Norddahl
1d8f406162
Let the backend manage the shadowmap buffers
2023-05-01 02:10:43 +02:00
Magnus Norddahl
d7a7953d10
Move bone buffer to backend
2023-04-30 04:49:06 +02:00
Magnus Norddahl
f2585a3b17
Manage the light buffer in the backend
2023-04-30 03:43:38 +02:00
Magnus Norddahl
aadb1c31b6
Manage viewpoint buffer internally in the backend
2023-04-30 02:32:04 +02:00
Christoph Oelckers
18daf2c510
- update comment on SSBOs.
2023-04-21 00:41:21 +08:00
Magnus Norddahl
6381280177
Remove virtual inheritance
2023-04-16 21:49:05 +02:00
Magnus Norddahl
6894eb013f
Begin removing binding points from the hwrenderer layer.
...
Well known buffers should be created and managed by the backend, otherwise the backend just becomes an OpenGL emulator.
2023-04-16 19:30:27 +02:00
Magnus Norddahl
d5d6c07f53
Fix misc shader related issues
2023-04-06 19:36:58 +02:00
Christoph Oelckers
7537f415ce
- update comment on SSBOs.
2023-03-26 10:43:27 +02:00
Magnus Norddahl
151b60c436
Remove OpenGL and OpenGL ES backends
2023-03-16 22:09:19 +01:00
Christoph Oelckers
087050c201
- use uniform buffers for dynamic lights everywhere.
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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
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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
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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
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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
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# 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)
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- 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
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- 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.
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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