Commit graph

230 commits

Author SHA1 Message Date
Magnus Norddahl
e3cde7a9e9 More big beautiful porting 2025-08-08 00:43:45 +02:00
Magnus Norddahl
3fdd22ef91 Merge remote-tracking branch 'gzdoom/master' into big_beautiful_merge 2025-08-06 21:06:53 +02:00
Magnus Norddahl
c6a35eb1ef Reduce light bleeding between sector flats of different heights 2025-07-22 22:58:03 +02:00
Magnus Norddahl
d1c6fbe61f Misc lightmapper adjustments 2025-06-24 15:04:16 +02:00
dpjudas
e1ec7b2d85 Add partner subsectors to surface list for each subsector 2025-06-24 04:04:29 +02:00
Magnus Norddahl
10a8c85c1f Polyobjs can't use the sidedef light list 2025-06-23 22:21:47 +02:00
Magnus Norddahl
8220991e10 Fix polyobj using invalid vertices in the level mesh 2025-06-23 22:01:42 +02:00
Magnus Norddahl
c8509d000c Fix some warnings reported by gcc 2025-06-22 08:01:47 +02:00
Magnus Norddahl
7f06d3d222 Fix stale pointers when the mesh arrays get resized 2025-06-13 15:21:50 +02:00
nashmuhandes
8def045ab8 Rename this to make more sense 2025-06-13 12:59:32 +08:00
nashmuhandes
a39c84a77a Define the shadow casting style on an Actor using a property. Currently only for lightmaps. 2025-06-13 12:57:02 +08:00
Magnus Norddahl
ad4a923cc9 Remove the mesh limits and resize the GPU buffers as needed 2025-06-11 23:13:07 +02:00
nashmuhandes
c40a36ea7c Allow lm_dynamic to be able to set level-wide in ZDRayInfo 2025-06-12 00:23:36 +08:00
Ricardo Luís Vaz Silva
d55409645f iterate over non-thinking statnums for static models 2025-06-11 22:46:31 +08:00
nashmuhandes
ec9e5db3e3 Enable lightmapped models by default, but keep CVar-gating as a debugging option 2025-06-11 13:18:49 +08:00
Ricardo Luís Vaz Silva
d42ebe9760 limit levelmesh models to StaticMapModel class 2025-06-11 03:55:34 +02:00
Magnus Norddahl
3f1dcce970 Bake models into the level mesh 2025-06-11 03:38:40 +02:00
Magnus Norddahl
cfe282f4bd Model rendering to mesh builder 2025-06-10 20:32:27 +02:00
Ricardo Luís Vaz Silva
daab336784 make lm_dynlights toggling work 2025-06-01 01:10:42 +02:00
Magnus Norddahl
88c57a6677 Draw decals 2025-06-01 01:06:51 +02:00
Magnus Norddahl
8d10617762 Disable skyhack for level mesh and fix frustum test against skies 2025-05-31 23:57:38 +02:00
Magnus Norddahl
1d635d9a39 Add missing lower and upper 2025-05-31 20:00:29 +02:00
Magnus Norddahl
bda01dec98 Hook up sector portals 2025-05-31 17:45:42 +02:00
dpjudas
6da5f8e83f Add the missing draw list types to LevelMeshDrawType 2025-05-31 04:09:48 +02:00
Magnus Norddahl
1791167fe5 Draw sorted by pipeline 2025-05-30 18:52:44 +02:00
Magnus Norddahl
83441734da Improve side and sector draw performance a bit 2025-05-30 02:19:24 +02:00
Magnus Norddahl
addddcd8ed Use clipper to find visible walls for hw_levelmesh 2025-05-26 02:03:47 +02:00
Magnus Norddahl
f302f03287 Change level mesh draw code to draw ranges in the mesh rather than the entire mesh 2025-05-25 18:18:29 +02:00
Magnus Norddahl
66d4d2d7d0 Add regular sky into the IsSky check 2025-05-16 00:32:49 +02:00
Ricardo Luís Vaz Silva
814eb8da77 flag only skies as skies 2025-05-16 00:29:39 +02:00
Magnus Norddahl
b281c333a1 Simplify the check in the inner loop 2025-05-16 00:11:33 +02:00
Magnus Norddahl
1c4c5d93ca Only move plane up if its a doom sky 2025-05-16 00:07:48 +02:00
Magnus Norddahl
51c6e8add6 Create VBO vertex data before the level mesh since the mesh uses it to build geometry.
Draw all sectors as subsectors if lightmaps are enabled (even if a sector doesn't have a tile initially it could gain one)
2025-05-15 23:53:34 +02:00
Magnus Norddahl
76fb5901d7 Only force baking of tiles where the geometry changed 2025-05-13 01:52:02 +02:00
Magnus Norddahl
b27d094def Improve GetVisibleSurfaces performance 2025-05-12 22:43:30 +02:00
Magnus Norddahl
5d3f16b0d6 Only update VBO lightmap if its a full update 2025-05-12 13:41:51 +02:00
Magnus Norddahl
3127e2598a Implement the shadow and light list updates 2025-05-12 13:23:56 +02:00
Magnus Norddahl
2c069349a3 Portal and high update count fixes 2025-05-12 00:39:41 +02:00
Magnus Norddahl
8bf31755df Update sectors and sides where light falls 2025-05-11 20:32:43 +02:00
Magnus Norddahl
6cf3cdb871 Make LevelMeshUpdater responsible for updating the tiles (playsim tells the mesh updater, the level mesh tells the tiles) 2025-05-11 20:11:18 +02:00
Magnus Norddahl
bfb37a89c3 Fix deactivated lightmap light not working 2025-05-11 17:58:07 +02:00
Magnus Norddahl
b61941b4a6 Add IsActive check in DoomLevelMesh::CreateLightList 2025-05-10 16:03:35 +02:00
Magnus Norddahl
6e5df8ef4c Fix the shadow data VBO not updating its lightmap UVs 2025-05-10 03:07:17 +02:00
Magnus Norddahl
737b7ece96 Dynamically allocate and free lightmap tiles 2025-05-10 03:07:17 +02:00
Magnus Norddahl
f360ae82cf Part of the patent-pending light list design in gzdoom keeps invalid lights in the light lists and you must check for that everywhere... 2025-04-26 17:03:46 +02:00
RaveYard
0c53fbe174 Minor refactor of lightmap loading code 2025-03-15 20:32:04 +01:00
Magnus Norddahl
7a59234bb4 Add lm_dynlights CVAR for running dynamic lights entirely in lightmaps 2025-02-01 21:21:33 +01:00
Ricardo Luís Vaz Silva
c923ed233e remove SectorChangedOther/OnSectorChangedOther 2025-01-28 08:50:50 +08:00
Ricardo Luís Vaz Silva
65b75814ab update walls on texZ change 2025-01-28 08:50:50 +08:00
Ricardo Luís Vaz Silva
a7b20183f1 gpu actor tracing (NOT WORKING) 2025-01-20 16:45:08 +01:00