Magnus Norddahl
cce96ca87a
- implement shadow maps
2019-03-15 07:54:34 +01:00
Magnus Norddahl
dca0b75038
- change the images to be upside down until presentation to increase compatibility with shaders designed for OpenGL
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- clamp scissors fully to avoid NVidia's awful drivers locking up the entire system if they end up out of bounds
- perform buffer clears as part of the render pass. this puts some restrictions on how FRenderState.Clear can be used
- add an offset uniform to the present shaders so the vulkan target can flip the image during presentation
2019-03-12 23:53:20 +01:00
Magnus Norddahl
0620041228
- remove screenquadscale.vp
2019-03-12 16:24:55 +01:00
alexey.lysiuk
02ed758447
Merge branch 'master' into vulkan2
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# Conflicts:
# src/posix/cocoa/i_video.mm
2019-03-09 16:45:49 +02:00
Christoph Oelckers
99c8ba1288
- use uAddColor instead of uObjectColor2 for the ending color of a special colormap range.
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Unlike uObjectColor2, this is more global state. uObjectColor2 is part of gradient calculation which may later be offloaded to a secondary buffer which already resulted in only conditionally setting it, resulting in broken special colormap application for the software renderer.
2019-03-09 12:12:33 +01:00
Magnus Norddahl
b313f91ab0
- add layout location decl to all postprocess shaders
2019-03-05 18:55:31 +01:00
Magnus Norddahl
56afcd210b
- fix: gl_PointSize is required in Vulkan when drawing points
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- fix: add depthstencil attachment when stencil is active while depth is not
2019-03-03 23:30:36 +01:00
Magnus Norddahl
f8aa48d053
- fix blinking caused by uninitialized clipping planes
2019-03-02 14:16:11 +01:00
Magnus Norddahl
05a6896d4f
- Pass vertex color and normal via uniform buffer when the attribute isn't available
2019-03-02 01:56:08 +01:00
Magnus Norddahl
d4118a755c
- load all the shaders and use the right one for each renderpass
2019-03-01 02:40:02 +01:00
Magnus Norddahl
2e0b34ca72
- hook up enough of renderstate to enable all of main.vp and main.fp
2019-02-28 00:26:49 +01:00
Magnus Norddahl
fe67a2c24f
- fix enough bugs to finally get some visuals
2019-02-26 20:19:54 +01:00
Magnus Norddahl
52460d53d9
- compile main.vp and main.fp for vulkan
2019-02-22 11:30:48 +01:00
Magnus Norddahl
f10ded756e
- split shadowmap AABB tree into two parts. one for static and one for dynamic
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- upload only the dynamic AABB subtree using glBufferSubData
- change internal raytracing stack limit from 16 to 32
- update shadowmap AABB tree after R_SetupFrame for proper frame interpolation
2019-01-04 15:51:59 +01:00
Kevin Caccamo
9622ca7517
Add additive color before applying object colors
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Based on what I saw in this video (https://youtu.be/Yx1tflavea8 ), the
additive colors are applied before the object colors
2018-12-26 16:58:27 +01:00
Kevin Caccamo
33723e8904
Implement additive colour on walls and sprites
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Also, don't modify the alpha channel when adding the additive colour.
2018-12-26 16:58:27 +01:00
Kevin Caccamo
758cd77e55
Rename ColorAdd to AddColor, and use it ingame
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Rename ColorAdd to AddColor
Add AddColor to FRenderState
Tweak SpecialColors array in ZScript to include the additive color
Add uAddColor to the shader compiler
Add uAddColor to the texel
2018-12-26 16:58:27 +01:00
Magnus Norddahl
0c4602507e
- remove shadow acne when dynlights perfectly align with planes
2018-12-23 15:13:38 +01:00
Magnus Norddahl
bc648015c7
- vWorldNormal is not normalized but R_DoomColormap requires this
2018-12-19 11:07:39 +01:00
Magnus Norddahl
f1fe9a0286
- fix vanilla light mode angle calculation
2018-12-15 10:02:57 +01:00
Magnus Norddahl
3af6ae4b37
- add vanilla lightmode that behaves exactly as Doom's original light did
2018-12-15 07:11:28 +01:00
Magnus Norddahl
96df21e3dc
- fix typo
2018-11-20 13:54:18 +01:00
Magnus Norddahl
216191c86d
- interpolate the normal for models
2018-11-20 13:41:27 +01:00
Christoph Oelckers
f2dcff4386
- more options for Doom 64 style gradients on walls:
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* Colors can npw be defined per sidedef, not only per sector.
* Gradients can be selectively disabled or vertically flipped per wall tier.
* Gradients can be clamped to their respective tier, i.e top and bottom of the tier, not the front sector defines where it starts.
The per-wall colors are implemented for hardware and softpoly renderer only, but not for the classic software renderer, because its code is far too scattered to do this efficiently.
2018-11-11 16:04:36 +01:00
Christoph Oelckers
1768508c80
- first adjustments to decal code.
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- moved texture mode constants to a global header and consolidated with the variants of the 2D drawer.
2018-10-21 08:14:48 +02:00
Christoph Oelckers
9253118bdc
- removed the quad drawer class
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This isn't needed anymore.
2018-10-20 11:59:12 +02:00
Magnus Norddahl
4ac43dac36
- fix distance attenuation for PBR materials
2018-10-17 09:03:18 +02:00
Rachael Alexanderson
3d81be1517
- always enforce a minimum distance for fog when fogmode is set to standard. without this, it was possible for the GPU to error out and stop rendering pixels for certain screen blocks
2018-10-09 04:45:23 -04:00
Magnus Norddahl
8ea74770fd
- fix artifact in PCF filter when the texture coordinate wraps
2018-10-05 21:30:16 +02:00
Magnus Norddahl
6135e867a9
- remove shadow acne from PCF shadowmap filter and add three quality levels
2018-10-05 04:36:11 +02:00
Magnus Norddahl
cd520a6528
- fix the nearest shadow map filter to have no shadow acne and replace linear with nearest in the menu
2018-10-04 15:33:07 +02:00
Magnus Norddahl
d65d462268
- add some comments to shadowmap.fp
2018-10-04 01:29:25 +02:00
Magnus Norddahl
36946a47fe
- fix diagonal linear shadow map artifact
2018-10-04 00:46:17 +02:00
Christoph Oelckers
797f88a6c8
- some tweaking of shadowmap filter setting to allow changing the PCF filter's number of samplings.
2018-10-03 13:45:54 +02:00
Christoph Oelckers
c8852b8fea
- enabled the linear shadowmap filter.
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Although this doesn't look as good as the PCF version it is a lot less calculation intensive and therefore more suitable for weaker hardware.
It also tends to bleed through walls a lot less.
2018-09-29 13:23:40 +02:00
Christoph Oelckers
86c7e87767
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-09-29 12:59:11 +02:00
Magnus Norddahl
3b8b312fae
- clamp the software light to never get brighter than the initial light level
2018-09-23 17:58:17 +02:00
Christoph Oelckers
bc1e659c7b
Revert "- reworked fog uniforms to move the global fog mode setting to the viewpoint buffer."
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This reverts commit 8b26b6dd1e
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This was causing problems with light mode 2 because some edge cases were no longer handled properly.
2018-09-16 22:38:20 +02:00
Christoph Oelckers
8b26b6dd1e
- reworked fog uniforms to move the global fog mode setting to the viewpoint buffer.
2018-09-06 19:14:30 +02:00
Christoph Oelckers
5e39890118
- use a uniform buffer for per-scene data like rotation matrices.
2018-09-02 18:40:36 +02:00
Magnus Norddahl
d121fa21bf
- add gl_dither for toggling dithered output on and off
2018-08-08 21:58:23 +02:00
Magnus Norddahl
31addbc859
- use a texture for the dither matrix
2018-08-08 00:54:12 +02:00
Rachael Alexanderson
07c9db682d
- change 'halfstep' in the dither shader to a #define
2018-08-07 17:06:05 -04:00
Rachael Alexanderson
1cfed9de45
- expand the dither matrix from 4x4 to 8x8
2018-08-06 23:00:20 -04:00
Rachael Alexanderson
0cfe79d85d
- further math tweaks
2018-08-06 21:51:23 -04:00
Rachael Alexanderson
cdd77ad5fa
- fix up a bit of math on the dither shader
2018-08-06 21:37:45 -04:00
Magnus Norddahl
7362070504
- add dithering to present shader
2018-08-07 03:03:40 +02:00
Christoph Oelckers
4a7b1aada7
Merge remote-tracking branch 'remotes/origin/modern'
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# Conflicts:
# wadsrc/static/shaders/glsl/main.fp
2018-07-20 10:19:07 +02:00
Magnus Norddahl
8a500a25f5
- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
2018-07-15 23:01:40 +02:00
Christoph Oelckers
124fe63d00
Merge branch 'master' into modern
2018-07-14 10:24:41 +02:00