Magnus Norddahl
941cf6228a
Sort surfaces into smoothing groups and render the entire group into a surface tile
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Extend the raytracing of a surface tile by one to get better transitions
Fix Plane.Distance(point) not actually returning the distance to the point!
2022-08-28 21:04:41 +02:00
Magnus Norddahl
9c43d0336d
Add multisampling
2022-08-27 05:38:40 +02:00
Magnus Norddahl
c53ebe8121
Only process lights within range of a surface
2022-08-17 16:10:10 +02:00
Magnus Norddahl
f6f11af04a
Make the fragment shader a little more readable
2022-08-17 02:38:05 +02:00
Magnus Norddahl
0ca74c2e42
Speed up rayquery raytracer by using an atlas
2022-08-17 01:35:12 +02:00
Magnus Norddahl
89a3927a66
Clean up some variables
2022-08-16 23:59:06 +02:00
alexey.lysiuk
d3220278cc
Fix compilation error on Linux
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src/framework/tarray.h:386:46: error: ‘intptr_t’ was not declared in this scope
2022-07-25 10:52:16 +03:00
RaveYard
c3ab08c4af
Fix blur code but keep it inactive
2022-07-17 14:46:19 +02:00
RaveYard
8e6c4b98ec
Remove use of DelauneyTriangulator
2022-07-09 14:25:04 +02:00
RaveYard
baba15b9b5
Use library to improve lightmap texture packing
2022-07-08 22:51:41 +02:00
RaveYard
48430fb306
Add --preview switch that significantly reduces sample count
2022-07-06 11:45:36 +02:00
RaveYard
e97babc617
Fix bad control flow in GPU sunlight normal test
2022-07-05 14:56:50 +02:00
RaveYard
4675ab5b81
Fix GPURayTracer::CreateTask accidentally creating useless tasks
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and reserve task size in CPU for lightprobes
2022-07-05 09:33:44 +02:00
RaveYard
00ae64b79d
Discard traces via dot product for every light in GPU/CPU
2022-07-05 09:32:13 +02:00
RaveYard
866d02fc4a
Discard GPU trace tasks that are out of surface bounds
2022-07-04 12:26:52 +02:00
RaveYard
020b053398
Move task discard test from CPU tracer to surfaceclip.h
2022-07-04 12:26:05 +02:00
RaveYard
3a53ffeca9
Discard CPU sun traces via normal dot product test
2022-07-03 23:06:40 +02:00
Magnus Norddahl
ff4d4fe56d
Merge pull request #41 from MrRaveYard/pr_cull_tasks
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Discard tasks for CPURaytracer that are not on the surface
2022-07-03 22:25:08 +02:00
RaveYard
00a4e6a73e
Discard trace tasks for CPURaytracer that are outside of any real geometry
2022-07-03 21:32:42 +02:00
Magnus Norddahl
bc0f419fff
Add ambient occlusion
2022-07-03 13:22:17 +02:00
Magnus Norddahl
b67f265c75
Move pipeline barrier to a more logical location
2022-07-03 03:10:39 +02:00
Magnus Norddahl
6e8757649c
Trace the sun
2022-07-03 02:57:05 +02:00
Magnus Norddahl
1d51bc17de
Fix triangle strip not covering the entire tile
2022-07-03 02:01:01 +02:00
Magnus Norddahl
65445a7b07
Implement enough of a ray query raytracer that it at least outputs something
2022-07-03 01:47:11 +02:00
Magnus Norddahl
12ffde80bc
Minor code cleanup
2022-07-02 05:18:08 +02:00
Magnus Norddahl
2898242f12
Remove prototype declaration missing from last commit
2022-07-02 01:37:32 +02:00
Magnus Norddahl
1bb8408b75
Create the output framebuffer
2022-07-02 01:36:28 +02:00
Magnus Norddahl
582cd7f7c0
RunAsync serves no purpose anymore as it now doesn't actually do anything in the main thread
2022-07-02 01:35:52 +02:00
nashmuhandes
496b1cb783
Print the hex representation of the sun color, too (might be useful for user's reference)
2022-07-01 14:46:02 +08:00
nashmuhandes
e2ff176e3a
Use integer for the sun color. UDB's color picker actually stores the color as an int when you save the map (despite exposing it in the UI as XXRRGGBB).
2022-07-01 14:34:55 +08:00
Magnus Norddahl
71c6552258
Prepare the vertex shader to draw without a vertex buffer
2022-06-30 23:59:37 +02:00
Magnus Norddahl
8ec576c3bd
Begin work on a new GPU raytracer that uses ray queries instead of the raytracing pipeline
2022-06-30 23:26:31 +02:00
RaveYard
04d8aabc92
Fix ambient occlusion pass not considering sky as a miss
2022-06-30 15:55:44 +02:00
RaveYard
443d447fcb
Remove unused indirect samples buffer
2022-06-30 12:31:28 +02:00
Magnus Norddahl
44b1d90968
Fix missing ShInitialize call
2022-06-30 10:42:10 +02:00
Magnus Norddahl
d88c2ef41c
Update builders to use the new form also used by the gzd backend
2022-06-29 20:12:36 +02:00
nashmuhandes
29d38a2969
Suffix _line to the linedef sample distance UDMF property as its naming is too close to the ZDRayInfo sample distance property
2022-06-29 15:04:52 +08:00
nashmuhandes
18e291c13a
Update documentation (per surface sampling distance)
2022-06-29 14:56:19 +08:00
RaveYard
023d75f879
Add line_horizont support
2022-06-24 22:39:29 +02:00
RaveYard
4d40108906
Fix top side textures not counting towards sky
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I checked how GZDoom and chocolate Doom behave and it turns out that the top texture is irrelevant
but the bottom one is relevant
2022-06-24 22:36:42 +02:00
RaveYard
ce3060708d
Add --dump-mesh option and improve LevelMesh::Export
2022-06-24 20:53:44 +02:00
RaveYard
867af9edcc
Update CheckSkySectors to consider floors
2022-06-24 16:24:03 +02:00
RaveYard
3e701313dc
Fix printf and conversion warnings
2022-06-24 14:00:15 +02:00
RaveYard
114b5c68d2
Fix certain broken normals
2022-06-22 14:30:56 +02:00
RaveYard
038259a590
Add support for most common slope types
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Certain actors used to make slopes aren't still supported
2022-06-22 14:30:51 +02:00
RaveYard
152b5092b9
Display percentage progress instead of dots
2022-06-16 22:43:07 +02:00
RaveYard
0479d4fce3
Support customizable sampling distance per surface
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- Fix sampleDistance UDMF
- Refactoring code
- Handle 3D floors sides via lm_sampledist_mid per each wall in the
applied sector
2022-06-16 15:33:28 +02:00
nashmuhandes
4107176f0d
Standardize and finalize the naming conventions for the new UDMF keys to everything lightmap-related to use an "lm_" prefix.
2022-06-15 23:32:26 +08:00
nashmuhandes
5124788013
Strip quotes from the sun color string
2022-06-15 19:24:43 +08:00
nashmuhandes
b2b4dd4cfc
- Moved ZDRayInfo properties back to UDMF keys... the idea to put these as thing args in the first place wasn't a good idea after all. :P
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- Use a hex color string for the sun color on ZDRayInfo, because UDB's color picker usually uses strings for colors values.
2022-06-15 15:28:40 +08:00
nashmuhandes
3a1cf7fc43
Temporarily disable surface lights too. Same reason as previous commit
2022-06-15 14:52:08 +08:00
nashmuhandes
5bb277ff31
Disable light bounces for now, after some internal discussion pertaining to future improvements
2022-06-15 14:42:02 +08:00
RaveYard
f4479a17d5
Add default auto probe grid size
2022-06-14 19:51:05 +02:00
nashmuhandes
a0935ba604
If arg0str is used for a spotlight's color, convert that string to an int and pass that value as the light color. UDB's color picker interface uses the arg0str field for spotlight color.
2022-06-03 02:55:52 +08:00
nashmuhandes
bfb23302ef
- Report sun vector
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- Various styling fixes to the messages
2022-02-20 08:42:30 +08:00
nashmuhandes
25345c2477
Replace Thing UDMF keys for the ZDRayInfo with args instead
2022-02-20 04:46:19 +08:00
nashmuhandes
05eed4d4a2
Add "line" suffix to the surface light keywords to clearly label their intended usage
2022-02-20 04:28:28 +08:00
nashmuhandes
f38995889d
Remove 'lightintensity' UDMF key from Things, replaced it with the Thing's alpha instead
2022-02-20 04:17:45 +08:00
nashmuhandes
7f822dd250
Use ZDRayInfo's angle and pitch to determine the sun direction
2022-02-16 06:42:33 +08:00
nashmuhandes
3f191651aa
For static light things, have ZDRay use args instead of UDMF keys. This aligns them with dynamic lights, and will help with UDB integration.
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Only 'lightintensity' remains as a UDMF key, because there is no more free arg slots for it.
Also made constants for the various thing types to reduce coding mistakes.
2022-02-16 02:14:21 +08:00
nashmuhandes
15b31f0526
Only create lights for the actual static light things
2022-02-15 22:10:32 +08:00
Magnus Norddahl
c5d09682a0
Fix threadIndex mistakenly getting captured by reference
2022-02-15 14:35:32 +01:00
Kevin Caccamo
9ae145358f
Fix GCC compilation errors
2022-01-25 10:19:17 -05:00
Magnus Norddahl
0772f148c4
Improve the AO pass
2021-11-25 01:13:53 +01:00
Magnus Norddahl
bde4c60f82
Add an ambient occlusion pass
2021-11-24 03:37:46 +01:00
Magnus Norddahl
583f720007
Limit the number of lights per trace to 50
2021-11-16 02:15:14 +01:00
Magnus Norddahl
95232aedf4
Add progress dots for CPU tracer and streamline how they look
2021-11-16 00:57:06 +01:00
Magnus Norddahl
4cb0f59f66
Minor file structure cleanup
2021-11-16 00:30:54 +01:00
Magnus Norddahl
8b26826cee
Replace zlib with miniz as that is much easier to link with and removes a linker warning
2021-11-16 00:04:05 +01:00
Magnus Norddahl
955632f1f8
Remove worker class
2021-11-15 23:36:29 +01:00
Magnus Norddahl
e61f10af24
Flip surface sort order for better lightmap packing and add some border between the surfaces
2021-11-14 19:54:44 +01:00
Magnus Norddahl
346f71e60a
Improve lightmap atlas and add some more error checks
2021-11-13 04:52:13 +01:00
Magnus Norddahl
5d0fe12221
Align the uniforms as the Nvidia 10 series requires that
2021-11-13 01:06:36 +01:00
Magnus Norddahl
fc56a552fd
Remove the KHR_RAY_QUERY requirement as it isn't being used anyway
2021-11-13 00:43:53 +01:00
Magnus Norddahl
cb42f82bfc
Replace the vector/matrix classes with something behaving a bit more like glsl
2021-11-12 22:40:29 +01:00
Magnus Norddahl
6b4fef6a2b
Fix missing normalization of the first plane vector after cross product
2021-11-12 17:00:07 +01:00
Magnus Norddahl
2a91f530c9
Fix some more compile errors
2021-11-12 16:24:27 +01:00
Magnus Norddahl
e54477cb93
Fix linux compile errors
2021-11-12 17:08:15 +01:00
Magnus Norddahl
edc22ed06f
Fix the include error
2021-11-12 16:49:11 +01:00
Magnus Norddahl
581b87a745
Merge branch 'master' of https://github.com/dpjudas/ZDRay
2021-11-12 16:17:52 +01:00
Magnus Norddahl
04b01426e6
Add automatic fallback to CPU ray tracing if no vulkan device supports the ray tracing extension
2021-11-12 16:17:44 +01:00
dpjudas
d407d73c36
Remove unused code
2021-11-12 05:11:19 +01:00
dpjudas
f44e73d8d0
Fix error when baking a map with no lights in it
2021-11-12 05:07:57 +01:00
Magnus Norddahl
5035f3671f
Adjust usage print slightly
2021-11-11 05:52:40 +01:00
Magnus Norddahl
031dc4a4db
Move sample distance, bounces and light probe grid size settings to the zdrayinfo actor as they affect map visuals
2021-11-11 05:51:00 +01:00
Magnus Norddahl
cd3563759c
Rewrite the CPU ray tracer
2021-11-11 05:04:33 +01:00
Magnus Norddahl
96b31d8a69
Implement light probe tracing on the GPU
2021-11-10 02:25:03 +01:00
Magnus Norddahl
43bdb1cbca
Improve performance by tracing all lights in one shader
2021-11-10 00:37:56 +01:00
Magnus Norddahl
be1a94931b
Improve tracing times and remove the map size limitation
2021-11-09 19:53:45 +01:00
Magnus Norddahl
0c4199b281
Implement bounces and emissive surfaces
2021-11-07 23:52:44 +01:00
Magnus Norddahl
8df36944eb
Split shaders into three types (light, sun, bounce)
2021-11-07 04:05:19 +01:00
Magnus Norddahl
9ce4c027bd
Remove unused SurfaceLight class
2021-11-06 03:03:07 +01:00
Magnus Norddahl
ca5c48836f
Trace sunlight on the GPU
2021-11-06 02:51:36 +01:00
Magnus Norddahl
b12f31f182
Minor code clean up
2021-11-05 23:50:19 +01:00
Magnus Norddahl
9ebe31ee72
Remove the old dlight based ray tracer and add an option to choose between the CPU and GPU ray tracers
2021-11-05 23:42:01 +01:00
Magnus Norddahl
c7b220c2ba
Add surface and sunlight to the new CPU ray tracer
2021-11-05 23:31:23 +01:00
Magnus Norddahl
75798fae9b
Move glsl shader code to files
2021-11-05 18:23:31 +01:00
Magnus Norddahl
973a5b28b7
Improve direct light sampling quality
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Fix command line argument bug
2021-11-05 03:17:06 +01:00
Magnus Norddahl
2efd031fa2
Raytrace direct light sources on the GPU
2021-11-05 00:19:38 +01:00
Magnus Norddahl
178c918af6
Fix closest hit and miss shaders not working
2021-11-04 20:24:38 +01:00