Commit graph

21381 commits

Author SHA1 Message Date
RaveYard
2bce8b86c3 Fix bad UV indices in FinishSurface and export UVs in dumplevelmesh 2023-09-25 21:19:59 +02:00
RaveYard
73b968d79a Atlas UV mapping 2023-09-25 21:19:59 +02:00
RaveYard
e09ac00121 Minor cleanup 2023-09-25 21:19:59 +02:00
RaveYard
005bae7348 WIP BuildSurfaceParams from ZDRay 2023-09-25 21:19:59 +02:00
RaveYard
1849d31d7c Add bounds.cpp from ZDRay 2023-09-25 21:19:58 +02:00
Magnus Norddahl
f539d387f2 Adjust names of variables for better readability 2023-09-25 21:19:58 +02:00
Christoph Oelckers
71d06a397e fix lump loading. 2023-09-25 21:19:58 +02:00
Magnus Norddahl
c5b03e016e Import ZDRay's GPURaytracer class as VkLightmap as the first step in letting the backend update them dynamically 2023-09-25 21:19:58 +02:00
Magnus Norddahl
a45fab65e8 Fix crash when frame buffers are resized 2023-09-25 21:19:58 +02:00
RaveYard
ff7dff993d Fix uninitialized bSky 2023-09-25 21:19:58 +02:00
RaveYard
34f8b8524b Add DumpLevelMesh ccmd 2023-09-25 21:19:58 +02:00
RaveYard
60f8c11584 Backport support for Line_Horizon from ZDRay into doom_levelmesh 2023-09-25 21:19:58 +02:00
RaveYard
5e24582c3c Configurable sampling per custom texture in material shaders 2023-09-25 21:19:58 +02:00
nashmuhandes
494ec1b3f9 Go back to the hex font for now 2023-09-25 21:19:57 +02:00
Magnus Norddahl
d94eb5cb31 Use a truetype font for the options menu, although a better one could probably be chosen to match the theme of doom 2023-09-25 21:19:57 +02:00
nashmuhandes
5934fd6ac9 Fix CHANGELEVEL_NOAUTOSAVE logic 2023-09-25 21:19:07 +02:00
RaveYard
01a6dafe6a Fix strange crash when player's weapon is removed. 2023-09-25 21:19:07 +02:00
Christoph Oelckers
ed5d81271b consider LEVEL9_NOAUTOSAVEONENTER unfriendly 2023-09-25 21:19:07 +02:00
nashmuhandes
f3b4c6047e Add CHANGELEVEL_NOAUTOSAVE flag to ChangeLevel to allow scripted level-switching to bypass autosaving 2023-09-25 21:19:07 +02:00
nashmuhandes
693ed25414 Add MAPINFO NoAutoSaveOnEnter - this fully disables autosaves when a map is just entered (ignoring the user's autosave preference). 2023-09-25 21:19:07 +02:00
nashmuhandes
e5a4ed55f3 - Serialize Level.nousersave and Level.noautomap properly
- Also allow them to be settable directly in a map's MAPINFO block (NoUserSave and NoAutoMap respectively)

# Conflicts:
#	src/p_saveg.cpp
2023-09-25 21:19:07 +02:00
Magnus Norddahl
ed2f01ac9a Update menudef to also include Professor Hastig suggestions 2023-09-25 21:19:07 +02:00
Magnus Norddahl
f8f9cf707b Add support for gl_multithread while gl_meshcache is active
Stop building geometry for lines that have a portal (when gl_meshcache is active)
2023-09-25 21:19:07 +02:00
Magnus Norddahl
256dd8fa3d Hook up portals to gl_meshcache 2023-09-25 21:19:06 +02:00
Magnus Norddahl
dba5399635 Add HWDrawContext so that multiple threads can maintain their own drawinfo without need for synchronization 2023-09-25 21:19:06 +02:00
Magnus Norddahl
0adb152913 Create a RenderState object for each thread 2023-09-25 21:19:06 +02:00
Magnus Norddahl
6739b079d0 Add support for submitting command buffers from worker threads 2023-09-25 21:19:06 +02:00
Magnus Norddahl
c06123e040 Make VkMaterial::GetDescriptorSet thread safe 2023-09-25 21:19:06 +02:00
Magnus Norddahl
6ba64b8e2f Add thread safe render pass and pipeline creation and fetching 2023-09-25 21:19:06 +02:00
Magnus Norddahl
9f62679684 Move VkRSBuffers to new file 2023-09-25 21:19:06 +02:00
Magnus Norddahl
0bb6b2c298 Split postprocess pipeline creation to its own files 2023-09-25 21:19:06 +02:00
Magnus Norddahl
17f8027cc9 Create RenderState buffers for each thread 2023-09-25 21:19:05 +02:00
Magnus Norddahl
60fb2af02f Remove FFlatVertexBuffer 2023-09-25 21:19:05 +02:00
Magnus Norddahl
8c4ddea735 Prepare FFlatVertexBuffer for removal 2023-09-25 21:19:05 +02:00
Magnus Norddahl
eb3878ad78 Remove IRenderQueue 2023-09-25 21:19:05 +02:00
Magnus Norddahl
c43cef96d1 Remove the reserved vbo_shadowdata so only hw_vertexbuffer still needs it 2023-09-25 21:19:05 +02:00
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