Commit graph

21245 commits

Author SHA1 Message Date
Magnus Norddahl
2c9a1cbab7 Fix offset bug when using more than 1024 lights in a scene 2023-09-25 21:19:05 +02:00
Magnus Norddahl
e4578a7626 Improve vid_fps stats 2023-09-25 21:19:05 +02:00
Magnus Norddahl
795c0d90de Use a uniform buffer for the light list 2023-09-25 21:19:05 +02:00
Magnus Norddahl
bc2105eab9 Change the matrix interface on RenderState so the backend doesn't have to try detect changes on each Apply
Include the texture matrix in the mesh builder
2023-09-25 21:19:04 +02:00
Magnus Norddahl
fd3febaf7a Don't use VkHardwareDataBuffer for internal backend buffers 2023-09-25 21:19:04 +02:00
Magnus Norddahl
b413c80e49 Let the backend manage the shadowmap buffers 2023-09-25 21:19:04 +02:00
Magnus Norddahl
930107636e Move bone buffer to backend 2023-09-25 21:19:04 +02:00
Magnus Norddahl
d24ffc021b Manage the light buffer in the backend 2023-09-25 21:19:04 +02:00
Magnus Norddahl
62a227621a Manage viewpoint buffer internally in the backend 2023-09-25 21:19:04 +02:00
Magnus Norddahl
309330d222 There is no reason to default to poor stuttery performance 2023-09-25 21:19:04 +02:00
Magnus Norddahl
e7610904dd Adjust meshbuilder to vkdoom changes and make sure the drawinfo functions always allocate vertices from the output renderstate object 2023-09-25 21:19:03 +02:00
Magnus Norddahl
34470aa588 Merge all sectors into one mesh 2023-09-25 21:19:03 +02:00
Magnus Norddahl
1a64adf2be Add gl_meshcache cvar for toggling it on and off 2023-09-25 21:19:03 +02:00
Magnus Norddahl
9365af7bfe Upload vertices to vertex buffers 2023-09-25 21:19:03 +02:00
Magnus Norddahl
43cef43e9b Add support for drawing flats into the mesh cache 2023-09-25 21:19:03 +02:00
Magnus Norddahl
0ee22ccd80 Test drawing all cached sectors every frame 2023-09-25 21:19:03 +02:00
Magnus Norddahl
bd762a17eb Only create a Mesh if anything was actually drawn 2023-09-25 21:19:03 +02:00
Magnus Norddahl
31a861f343 Build a mesh cache for all sectors 2023-09-25 21:19:03 +02:00
Magnus Norddahl
528afe3ee3 Fix misc state init issues 2023-09-25 21:19:02 +02:00
Magnus Norddahl
fadda8146d Add the most basic implementation of a Mesh drawer as technically possible :) 2023-09-25 21:19:02 +02:00
Magnus Norddahl
3cae271219 Adjust HWWall to allocate vertices from renderstate 2023-09-25 21:19:02 +02:00
Magnus Norddahl
4be3e2d53a Add a basic renderstate->mesh builder class 2023-09-25 21:19:02 +02:00
Magnus Norddahl
b5e2de91a4 Add hint which of the uniforms are used by SetColor (maybe later move them to a secondary uniform block for independent updating) 2023-09-25 21:19:02 +02:00
Magnus Norddahl
367c1f8aaa Remove mAlphaThreshold 2023-09-25 21:19:02 +02:00
Magnus Norddahl
5de7c1ee03 Remove mClipSplit 2023-09-25 21:19:02 +02:00
Magnus Norddahl
59c72e98a4 Remove mLightParms 2023-09-25 21:19:02 +02:00
Magnus Norddahl
f80807d26a Remove unused uniforms and restrict push constants to only control offsets into buffers 2023-09-25 21:19:02 +02:00
Magnus Norddahl
6d3cb20699 Remove EPassType from VkShaderManager::Get and CompileNextShader() from VkShaderManager constructor 2023-09-25 21:19:01 +02:00
Magnus Norddahl
f220577ca4 Change the options menu to follow a more logical modern layout
Remove the old simple menu as that only made things worse
2023-09-25 21:19:01 +02:00
Magnus Norddahl
85f138841c Only add the lightmode actually being used into the shader 2023-09-25 21:19:01 +02:00
Magnus Norddahl
ca7e5be6b4 Remove virtual inheritance 2023-09-25 21:19:01 +02:00
Magnus Norddahl
ae72639853 Begin removing binding points from the hwrenderer layer.
Well known buffers should be created and managed by the backend, otherwise the backend just becomes an OpenGL emulator.
2023-09-25 21:19:01 +02:00
Magnus Norddahl
c22c9bea29 Remove dead code 2023-09-25 21:19:01 +02:00
Magnus Norddahl
9caa966f6f Add GetDevice function instead of accessing device member directly 2023-09-25 21:19:01 +02:00
Magnus Norddahl
3551e1e5e9 More folder adjustments 2023-09-25 21:19:00 +02:00
Magnus Norddahl
dd9feeea45 Change the folder structure of the vulkan backend to better reflect what is going on 2023-09-25 21:19:00 +02:00
Magnus Norddahl
6781b3215c Fix null pointer crash when drawing sprites with a null actor 2023-09-25 21:19:00 +02:00
Magnus Norddahl
447932025f Add support for gl_light_raytrace for cards that do not support rayquery 2023-09-25 21:19:00 +02:00
Christoph Oelckers
16ad25b382 disable 'unfriendly' option like blocking automap or savegames via #ifdef.
Leave them in the code for modified engines but in the context of Doom using them has to be considered extremely unfriendly to the player so they should not be available physically.
2023-09-25 21:19:00 +02:00
nashmuhandes
0dbf988d35 Allow ZScript to control saving and the automap 2023-09-25 21:19:00 +02:00
nashmuhandes
1bae44c39b Stop rotating the models if the game is actually paused. 2023-09-25 21:19:00 +02:00
nashmuhandes
356391b1d7 Re-add corona docs that was meant to be part of the original pull request that didn't make it into GZDoom 2023-09-25 21:19:00 +02:00
nashmuhandes
447f825831 Allow gl_texture to affect models. Aids in debugging lightmap contribution on models. 2023-09-25 21:18:59 +02:00
nashmuhandes
da1b0530b9 Add hitbox debug rendering (r_showhitbox) 2023-09-25 21:18:59 +02:00
Magnus Norddahl
e1b333432d Cache the result of traces so that it only needs to be done for visible moving actors 2023-09-25 21:18:59 +02:00
Magnus Norddahl
d97f9f3055 Fix sunlight not working on models 2023-09-25 21:18:59 +02:00
Magnus Norddahl
c23a109105 Improve shader performance significantly by only including raytracing or shadowmaps in the shader if enabled 2023-09-25 21:18:59 +02:00
Magnus Norddahl
cfa3f8ecc4 Remove the old shaders 2023-09-25 21:18:59 +02:00
Magnus Norddahl
ee00ce86cc Add +NOGRAVITY to coronas 2023-09-25 21:18:59 +02:00
Magnus Norddahl
583f194622 Fix coronas 2023-09-25 21:18:59 +02:00