Commit graph

4,642 commits

Author SHA1 Message Date
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