Ricardo Luís Vaz Silva
42e20f248d
force allow light updates when lm_dynlights is on
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
2086f8ffa6
Fix culling lines too close to the camera position
2025-05-30 23:27:43 +02:00
Magnus Norddahl
2121047fa2
Cull lines not visible from the camera
2025-05-30 22:20:19 +02:00
Magnus Norddahl
4de06b3175
Turn off the light tiles
2025-05-30 20:43:30 +02:00
Magnus Norddahl
a71c050062
Don't do a copy
2025-05-30 19:50:56 +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
dpjudas
3b34a9d138
Fix compile error
2025-05-29 12:24:27 +02:00
Magnus Norddahl
00e200559a
Fix crash for uneven core count and clock the draw times
2025-05-29 04:22:14 +02:00
Magnus Norddahl
c7a5914609
More reduce on the worker threads
2025-05-29 04:07:23 +02:00
Magnus Norddahl
b5f309ade9
Fix sprites
2025-05-29 03:08:09 +02:00
Magnus Norddahl
858013e607
Slice the BSP and process it on worker threads
2025-05-29 02:09:29 +02:00
Magnus Norddahl
3e1f22e4c0
Move CheckUpdate to main thread and use the portal clip
2025-05-29 01:21:20 +02:00
Magnus Norddahl
ead947b8b0
Add BSP walker class that can be run on multiple threads
2025-05-29 01:02:21 +02:00
dpjudas
9916b96e23
DispatchLightTiles seems to be crashing in some configurations
2025-05-28 03:21:43 +02:00
dpjudas
cc92dda41a
Avoid applying state on every draw
2025-05-26 04:26:36 +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
Ricardo Luís Vaz Silva
44710c6b1f
implement linearity for cpu spritelight
2025-05-21 11:55:01 +08:00
Magnus Norddahl
a85cd66747
Use the tonemap PP pass to convert blended render styles back to palette colors
2025-05-20 04:09:31 +02:00
Magnus Norddahl
3a9373da6c
Don't draw translucent stuff with indexed textures
2025-05-20 03:41:20 +02:00
Magnus Norddahl
ac335a5fbf
Apply colormaps
2025-05-20 02:59:52 +02:00
Magnus Norddahl
990ce7c6c9
Render scene with indexed textures for vid_rendermode 2
2025-05-19 05:55:03 +02:00
Ricardo Luís Vaz Silva
56e94cc268
don't use per-pixel lighting for particles/visualthinkers
2025-05-17 22:56:51 +08:00
nashmuhandes
af7c9db9c5
GLDEFS light intensity and A_AttachLight intensity, VKDoom edition
2025-05-17 21:43:47 +08:00
Ricardo Luís Vaz Silva
60baa0fdaa
allow toggling nearest dither
2025-05-17 13:36:21 +02:00
nashmuhandes
b44f8f0cc9
- Add "Intensity" property for dynamic lights in GLDEFS that will multiply the brightness of the light, useful for overbrightening/underbrightening a light.
...
- Also add an "intensity" parameter for A_AttachLight in ZScript.
Note that for any kind of light overbrightening to do anything at all, one of the unclamped LightBlendModes in MAPINFO must be enabled.
2025-05-17 00:42:01 -03:00
Dileep V. Reddy
c6a6ae23a6
ThickFogDistance and ThickFogMultiplier MAPINFO variables adds thicker fog (Vulkan and OpenGL only) beyond ThickFogDistance, as long as it is possible. But default it is -1.f (disabled).
2025-05-15 23:24:49 -03:00
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
dfeec3c123
Hook up lm_always_update
2025-05-15 10:07:25 +02:00
Magnus Norddahl
23e4c46684
Restrict light-only changes to only happen in sectors with the SECF_LM_DYNAMIC flag
2025-05-14 13:26:10 +02:00
Magnus Norddahl
156d7e7af2
Correctly apply sunlight to line portals
2025-05-13 15:18:33 +02:00
Magnus Norddahl
0c0e29b18d
Add sunlight to line portals
2025-05-13 14:38:35 +02:00
Magnus Norddahl
76fb5901d7
Only force baking of tiles where the geometry changed
2025-05-13 01:52:02 +02:00
Magnus Norddahl
398c9304b6
Enable background tile updates again
2025-05-13 00:27:42 +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
5f3f51140f
Remove debugging code
2025-05-12 12:10:08 +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