Magnus Norddahl
e4aac749dc
Nuke st_start.h from orbit
2025-08-08 13:54:59 +02:00
Magnus Norddahl
17dacefc9b
Merge remote-tracking branch 'gzdoom/master' into big_beautiful_merge
2025-08-08 12:32:34 +02:00
Ricardo Luís Vaz Silva
773c534896
remove linked lists entirely from lights
2025-08-07 21:04:26 -03:00
Ricardo Luís Vaz Silva
807043b995
dynlight optimize attempt
2025-08-07 21:04:26 -03:00
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
Ricardo Luís Vaz Silva
41baae22c0
minor optimizations to oob/ortho checks
2025-08-06 14:57:34 -03:00
nashmuhandes
cc31619678
Enable filtered sprite edge blending by default. While VKDoom doesn't filter textures initially; should the user choose to enable it, at least make the sprites look better.
2025-08-06 08:27:26 +08:00
Magnus Norddahl
23a344b086
Apply sunlight as a true light source for line horizons
2025-08-05 10:53:26 +02:00
dileepvr
798308a511
fix distant z-fighitng in reflective flats
...
Z-fighting between flat texture and stencil at long distances was occurring, showing up as a "shimmer" at a long distance from the camera. Just increasing the vertical shift of flat texture.
Addressing this bug: https://github.com/ZDoom/gzdoom/issues/3246
2025-08-04 19:17:04 -03:00
Magnus Norddahl
45c9c281e2
Disable camera frustum clipping for portals
2025-08-04 00:58:48 +02:00
nashmuhandes
346f4c0e87
Add gl_weapon_purelightlevel to make view weapon sprites/models match sector light levels purely
2025-08-02 12:00:50 -04:00
Magnus Norddahl
a66e584be0
Add the camera frustum culling to the normal hwrenderer as well
2025-08-01 09:34:13 +02:00
Magnus Norddahl
378d99fcc4
Don't try draw canvas texture as indexed
2025-07-25 03:19:38 +02:00
Magnus Norddahl
b23617475c
Use palette textures for translucent/sprites and apply the translation remap when requesting an indexed texture
2025-07-25 02:50:45 +02:00
Magnus Norddahl
c6a35eb1ef
Reduce light bleeding between sector flats of different heights
2025-07-22 22:58:03 +02:00
Boondorl
7d1f2df404
Added scale and alpha interpolation
...
Similar to angles, needs to be enabled via flags to prevent breaking existing sprites.
2025-07-22 11:35:20 -03:00
Ricardo Luís Vaz Silva
d17a4fd221
fix angled roll if xy billboard is enabled
2025-07-22 10:36:07 -03:00
Dileep V. Reddy
19291c5e5c
Sprite lean/angled roll with geometric consistency in multiplayer and mirrors. An ANGLEDROLL flag ties actor's sprite-rolling axis to physical direction instead of viewpoint. Y-Billboarding occurs about a rolled axis (unlike flatsprites which don't billboard). This makes roll consistent when viewed from all angles and in reflections. Useful for sprite-based laser beams and lean mechanics with third-person cameras and/or multiplayer mods.
2025-07-22 10:36:07 -03:00
Magnus Norddahl
5e7b9e35c9
Fix btsx e1 map01 crash
2025-07-22 04:19:16 +02:00
Dileep V. Reddy
20de33b418
Old stencil update created a new portal rendering bug. Found a way to fix all (reverting stencil and reinit state stuff while drawing caps).
2025-07-21 11:54:55 +08:00
Dileep V. Reddy
da13a7e839
Stencil broke stacked sectors. Fixing.
2025-07-20 23:48:47 -03:00
Dileep V. Reddy
f6481b2876
Stacked-sector portal and reflective flat stencils rewrite to address rendering bug with stencil cap.
2025-07-17 23:26:25 -03:00
Magnus Norddahl
a9c1fdf23a
Add specular highlights to sunlight
2025-07-17 02:52:28 +02:00
Magnus Norddahl
a42e322aa0
Seems sprites can have no actor
2025-07-10 06:34:00 +02:00
Magnus Norddahl
b285d35d80
Link lightprobe targets on map load
2025-07-10 03:18:44 +02:00
Magnus Norddahl
ed0db43eaa
Add PBR lightprobe thing and always bake probes if encountered
2025-07-10 03:10:15 +02:00
Magnus Norddahl
e29e1578bb
Use the sector light probe for the sprites
2025-07-10 01:25:12 +02:00
Magnus Norddahl
7f77dc3d70
Bake probes on the GPU without downloading them to system memory
...
Only apply probes after a full pass has completed
Stop baking after 5 iterations
2025-07-10 01:03:30 +02:00
Magnus Norddahl
50183606d2
Correctly display the light probe locations
2025-07-09 15:44:04 +02:00
Magnus Norddahl
ad1d8fe90a
Add r_showlights for visualizing where light sources and probes are
2025-07-09 15:32:21 +02:00
Magnus Norddahl
af6ec929cc
Move lightmap atlas textures and light probes to the bindless textures array as its impossible to predict up front how many we need
2025-07-08 02:59:10 +02:00
Dileep V. Reddy
8d1a2c39f4
Squashing a non-visual rendering bug in stacked sector portals and reflective flats.
2025-07-07 22:44:37 +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
Boondorl
4e71ec9d46
Fixed camera interpolating when using outdated information
...
If it's been more than a tick since the last render then disable interpolation as the data for the Actor at this point is likely too outdated. Also fixes quaking while the console and menu are open.
2025-06-14 14:03:40 -03:00
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