Magnus Norddahl
f8fd08a623
Clean up VkDescriptorSetManager a bit and bind the surface uniforms when drawing with gl_levelmesh
2023-12-26 04:30:54 +01:00
Magnus Norddahl
e713299410
Rename StreamData to SurfaceUniforms
2023-12-26 04:30:54 +01:00
Magnus Norddahl
240d68d7ae
Merge SurfaceVertex with FFlatVertex and draw the lightmaps
2023-12-26 04:30:54 +01:00
Magnus Norddahl
8c56963fdd
Fix fogball bindings after rebase
2023-12-11 11:41:12 +01:00
nashmuhandes
72e3c01449
Revert Fogball to a scripted class
2023-12-11 11:38:18 +01:00
nashmuhandes
237899b17d
Fogball actor alpha should influence the density, rather than the color
2023-12-11 11:37:24 +01:00
nashmuhandes
17aac06007
- Use the Fogball's 4th arg for the radius
...
- Add Fogball DoomEdNum
2023-12-11 11:37:24 +01:00
Magnus Norddahl
a76dfafbaa
Fix misc bugs in the fogball implementation - it works now
2023-12-11 11:37:24 +01:00
dpjudas
81cdc402c9
Add code collecting fogballs from the visible scene
2023-12-11 11:34:14 +01:00
Magnus Norddahl
a4161eaefa
Forgot to add the shader
2023-12-11 11:28:55 +01:00
Magnus Norddahl
1d0fed0326
Add the shader math needed to draw fogballs
2023-12-11 11:28:55 +01:00
nashmuhandes
054ca24328
Implement fogball class
2023-12-11 11:28:04 +01:00
Magnus Norddahl
111b733954
Add dummy entries for the old simple menus
2023-11-10 11:38:32 +01:00
Magnus Norddahl
d93c1798f6
Merge remote-tracking branch 'gzdoom/master'
2023-10-27 20:44:09 +02:00
Professor Hastig
4d88e82e32
added Wads.GetLumpLength.
2023-10-26 09:41:27 -04:00
Magnus Norddahl
4665f8ff79
Merge remote-tracking branch 'gzdoom/master'
2023-10-25 22:25:12 +02:00
inkoalawetrust
f3d44f8131
Exposed P_GetMidTexturePosition() to ZScript.
2023-10-25 16:23:29 +02:00
Christoph Oelckers
92bbaa7531
fix a few minor issues.
...
* make Corona a fully scripted class so that AActor can be made final again.
* add global vkversion variable for use by the survey code.
* move progress bar on generic start screen to the bottom and made it longer.
* revert BulletPuff to its GZDoom version because the changes are not compatible with Dehacked.
2023-10-19 22:48:25 +02:00
Magnus Norddahl
05e46e0cb4
Fix DrawLevelMesh bugs
2023-10-19 22:10:26 +02:00
Magnus Norddahl
fc65d43ae8
Add code that should draw the mesh
2023-10-19 22:09:26 +02:00
Magnus Norddahl
e75e5a387b
Merge remote-tracking branch 'gzdoom/master' into merge-gzdoom
2023-10-19 21:05:17 +02:00
Ricardo Luís Vaz Silva
d699ba248e
warn when fewer returns than expected are given for a function
2023-10-15 18:51:05 +02:00
Magnus Norddahl
5e3d6e39a0
Merge gl_light_shadowmap and gl_light_raytrace cvars as gl_light_shadows
...
Rename gl_shadowmap_filter to gl_light_shadow_filter as it applies to raytraced shadows as well
2023-10-15 16:14:00 +02:00
Magnus Norddahl
9bcef148bf
Minor menu tweaks and display the vulkan device name in the menus
2023-10-15 15:23:23 +02:00
Ricardo Luís Vaz Silva
0ce4b3e7fb
update/cleanup function pointers
2023-10-11 19:12:48 +02:00
Ricardo Luís Vaz Silva
e3704605d8
Implement Static Function Pointers
2023-10-11 19:12:48 +02:00
Magnus Norddahl
6d6599189b
Rename STARTLOGO to BOOTLOGO
2023-10-10 13:46:33 +02:00
Magnus Norddahl
f9dcd98695
Forgot to commit the logo
2023-10-09 23:23:36 +02:00
Christoph Oelckers
0044da1ca2
added missing VMFunction struct definition
2023-10-09 19:20:44 +02:00
Rachael Alexanderson
29368f0f4e
- make zs Actor.GetReplacement and Actor.GetReplacee clearscope
2023-10-05 12:29:20 -04:00
Magnus Norddahl
9799bd70d1
Add vk_rayquery CVAR and prevent the shader from looping until the OS kills the entire process!
2023-10-04 20:11:09 +02:00
Magnus Norddahl
abf024a157
Fix the sunlight tracing bug
2023-10-04 03:31:29 +02:00
Magnus Norddahl
f2cfcc4635
Fix tile clipping
2023-10-04 01:24:20 +02:00
Magnus Norddahl
bbf73c2766
Apply surface angle to sun light
2023-10-04 00:46:29 +02:00
Magnus Norddahl
4f86a0ba81
Control ambient occlusion, sunlight and softshadows via cvars
2023-10-04 00:24:32 +02:00
Magnus Norddahl
be81f74954
Turn on backface culling
2023-10-01 13:08:57 +02:00
Magnus Norddahl
4e8e3aa546
Add soft shadows the lightmapper
2023-09-28 22:32:53 +02:00
Magnus Norddahl
4dbe9bacc0
Make shadows slightly softer and fix sampling one time too many
2023-09-27 01:42:20 +02:00
Magnus Norddahl
d132a6842f
Use vogel disk sampling for the raytraced soft shadows and reduce the number of samples used for each quality mode
2023-09-27 01:03:05 +02:00
Magnus Norddahl
987421451f
Remove global variable return value hacks!
2023-09-26 23:04:12 +02:00
Magnus Norddahl
743ba922b8
Split frag_raytrace.glsl into multiple files as it has become completely unreadable
2023-09-26 22:56:01 +02:00
Professor Hastig
40ec46e6ea
added missing hit obituaries to Hexen's Chaos Serpents.
2023-09-26 06:21:02 -04:00
Christoph Oelckers
30c49fb769
- language update
2023-09-24 23:02:57 +02:00
nashmuhandes
4817ea2d8c
Rename "static lights" to "lightmap lights" -- they're technically not limited to being completely static anymore...
2023-09-24 20:34:35 +08:00
Magnus Norddahl
e6f0fec1b8
Finish and enable the indirect draw calls, reducing the direct command buffer draw calls in the lightmapper to 5
2023-09-24 12:40:04 +02:00
RaveYard
f23a18352c
Use more accurate light formula for transparency
2023-09-22 15:43:11 +02:00
RaveYard
9f5e8b5e4d
Minor cleanup and lightmapper fixes
2023-09-22 15:42:05 +02:00
Magnus Norddahl
30db3feb5a
Use a shader to copy the pixels as vkCmdCopyImage is very slow. Also gives us more flexibility in the future for composite lightmaps
2023-09-22 01:41:56 +02:00
RaveYard
8012f3bce3
Temporary measure to avoid crashing in non-rtx mode
2023-09-21 00:15:23 +02:00
RaveYard
eb134d3fbf
Add color blending for lights
2023-09-21 00:15:23 +02:00