Commit graph

17 commits

Author SHA1 Message Date
Magnus Norddahl
f216ca4ea8 Merge branch 'master' into lightmaps2 2021-10-21 23:08:55 +02:00
Rachael Alexanderson
bb44f3dcd9 - add cvar r_skipmats - speeds up rendering on slower cards for mods that use a lot of specularity/pbr, effective on both the opengl and vulkan backends 2021-10-20 06:49:45 -04:00
Magnus Norddahl
8a2f445dd6 Fix lightmap texture not getting bound by the OpenGL backend 2021-09-25 00:39:28 +02:00
Magnus Norddahl
24070cba2d Add missing LightMap bind call 2021-09-24 17:24:59 +02:00
nashmuhandes
2f8cff90b6 - Add lightmaps to the main shader (currently only OpenGL)
- Create a version of CreateIndexedSectorVertices that works with lightmap sectors
2021-09-24 16:56:15 +08:00
Christoph Oelckers
67958833b7 Merge branch 'gles2_merge' 2021-09-17 21:22:41 +02:00
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
03c8fd9956 - block user overrides for the logic module of core fragment shaders. 2021-08-24 10:24:23 +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
228dfb5b8d - removed dead uBlendColor uniform. 2020-09-27 11:57:17 +02:00
Christoph Oelckers
c9833a811e - added 3 more texture samplers to the shaders to compensate for the now always occupied slots for brightmap, glow and detail. 2020-06-09 20:40:43 +02:00
Christoph Oelckers
9e51a2f63c - added Build's NPOT emulation to the backend.
For GZDoom this is completely disabled, of course, because the Doom engine does not need it, but in order to have the same backend code in both engines it needs to be present.
2020-06-08 23:37:20 +02:00
Christoph Oelckers
3e8f53e98c - fixed shader building.
We really need a version directive for user shaders, this is getting too messy. :(
2020-05-25 20:26:58 +02:00
Christoph Oelckers
6cf91d3941 - moved the remaining core parts of the GL renderer to 'common'. 2020-04-29 17:19:17 +02:00
Christoph Oelckers
67a50d084a - started cleanup of model code.
* refactored FBoundingBox so that the game dependent members are global functions now.
* changed some methods of the model renderer to take a render style parameter instead of a full actor.
2020-04-27 00:03:23 +02:00
Christoph Oelckers
b58e3172fc - need hw_viewpointuniforms.h as well in 'common', after decoupling it from game data. 2020-04-26 23:02:16 +02:00
Christoph Oelckers
cb1e8a177f - moved gl_shader.cpp to 'common'. 2020-04-26 22:24:27 +02:00
Renamed from src/rendering/gl/shaders/gl_shader.cpp (Browse further)