Commit graph

85 commits

Author SHA1 Message Date
myT
ad3f942a8d added the Cinematic Rendering Pipeline 2024-01-13 22:40:13 +01:00
myT
19aad64607 added Nuklear extensions for UI and CGame 2023-11-29 02:57:28 +01:00
myT
9a6e253dc3 removed screenshot/videoframe requests from the render command list 2023-11-23 19:59:39 +01:00
myT
61fbcb5304 fixed RT format mismatch with r_rtColorFormat > 0 and r_smaa > 0
only the inverse tone map needed multiple pipelines
2023-11-18 15:32:39 +01:00
myT
457ca2ab65 no longer tessellating in RB_SurfaceSizeGrid 2023-11-12 01:33:01 +01:00
myT
e3f0afc117 implemented gfxinfo 2023-11-12 01:33:01 +01:00
myT
35f58c507e removed r_showsky, r_showtris, r_shownormals 2023-11-12 01:33:01 +01:00
myT
13c14ee2f2 removed the RB_CHECKOVERFLOW macro and some dead declarations 2023-11-12 01:33:01 +01:00
myT
e52f482a4b added custom font support and font licenses 2023-11-12 01:33:00 +01:00
myT
e52133ea5d no longer drawing the scene when in hyperspace 2023-11-12 01:33:00 +01:00
myT
00840e10d8 implemented depth fade
improved PSO change tracking
embedded more common uber pixel shader permutations
2023-11-12 01:33:00 +01:00
myT
29939c951c removed unused fog logic and data 2023-11-12 01:33:00 +01:00
myT
ffde1f2b1b implemented dynamic lights 2023-11-12 01:32:59 +01:00
myT
ccb9827b03 added GUI for options and front-end stats
added keycatchgui
added VS2019 project files
renamed r_swapInterval
removed r_speeds
fixed r_mode 1 cursor
fixed device caps
2023-11-12 01:32:59 +01:00
myT
fd035c0f70 added r_shadingRate 2023-11-12 01:32:59 +01:00
myT
e2f6e05ebe fixed mirror portal rendering 2023-11-12 01:32:59 +01:00
myT
a60693ae65 partial depth pre-pass with some hacky heuristics 2023-11-12 01:32:59 +01:00
myT
2789da3a48 added live shader code editing 2023-11-12 01:32:59 +01:00
myT
f8567ecba0 added world shader tracing 2023-11-12 01:32:59 +01:00
myT
3b6a3a5019 added D3D12 rendering and removed D3D11, GL2, GL3
don't track .user files except for cnq3 and cnq3-server

disabled FPS hack

disabled FPS hack, part 2
2023-11-12 01:32:58 +01:00
myT
c8e1eb546f added r_teleporterFlash 2023-07-03 03:44:06 +02:00
myT
8ed8d26481 removed the R_SetPVSCulling extension
reverted 7e0de354c2
the mod can feed a different area mask to force drawing everything
2023-04-04 22:42:24 +02:00
myT
7e0de354c2 added the R_SetPVSCulling extension 2023-02-25 23:01:11 +01:00
myT
6b9d35df8c fixed /imageinfo and /shadermixeduse 2022-12-11 19:09:34 +01:00
myT
a7e87a065b fixed the reported selected MSAA sample counts for GL2/GL3 2022-12-04 01:02:37 +01:00
myT
69c1bee127 simplified and improved r_vertexLight handling 2022-12-03 04:57:58 +01:00
myT
cfdba32b24 added /imageinfo and /shadermixeduse 2022-11-25 03:32:41 +01:00
myT
0be40a60a7 the new demo player now has smoother animations at low time scales 2022-11-04 05:06:38 +01:00
myT
f401f742ee added a new demo player with fast seeking support
added cl_demoPlayer and cl_escapeAbortsDemo
2022-11-04 05:01:00 +01:00
myT
c8c9bef131 added r_depthClamp and cap_DepthClamp 2022-10-23 02:58:20 +02:00
myT
1b74aed8b9 removed the useless myftol macro 2022-06-17 03:38:39 +02:00
myT
3dc34d47f3 replaced the CPU image resampling functions with something better 2022-06-17 01:59:56 +02:00
myT
2389b5db39 updated stb_image.h 2022-06-17 01:46:01 +02:00
myT
e56a11b638 added /shaderinfo 2022-05-28 16:50:42 +02:00
myT
866b93ef5e turned r_showtris and r_shownormals into bitmasks 2022-04-29 21:12:01 +02:00
myT
4670a811c1 added r_ignoreShaderSortKey as a work-around for broken maps 2022-04-24 22:44:25 +02:00
myT
8c32b986f6 added r_mapGreyscale and r_mapGreyscaleCTF 2022-04-23 23:38:06 +02:00
myT
dbfb3c5028 fixed delayed shader loads leading to incorrect rendering and crashes (dynamic lights) 2022-04-10 22:14:19 +02:00
myT
981f059b7b do not replace older surfaces with newer ones but refuse to add new ones instead
surfaces added first are part of the map itself
it's better to drop e.g. some plasma cells rather than e.g. entire walls
it's also less error-prone to work with since we don't need to fix numbers on read
but only check on write in exactly 2 spots

also removed tr.shiftedEntityNum because it was unnecessary...
2022-04-10 21:45:59 +02:00
myT
f4e8e81ab5 fixed draw surface sorting
got broken with commit 633c5bd13c
2020-11-05 03:47:55 +01:00
myT
633c5bd13c tweaked the draw surface sort key for better performance
it minimizes depth fade <-> generic pipeline transitions
2020-10-08 04:08:38 +02:00
myT
7412c4b373 added r_alphaToCoverageMipBoost and did some other changes to A2C
- r_alphaToCoverageMipBoost scales the alpha value based on the current texture LoD
  this prevents the "fading with distance" effect
- mip 0 dimensions are tested to decide whether contrast boosting around 0.5 is enabled
  this is to deal with high r_picmip configs
- improved algorithm for excellent sharpness and minimized temporal artefacts
- GLSL 4.00 is required for the GL3 backend to use A2C (for textureQueryLod)
2020-07-07 03:49:52 +02:00
myT
d6f77a9b35 fixed crashes due to render command list overflows
also increased the buffer's size (e.g. to draw all chars in the console in 4K)

one of the crashes happens in R_SortDrawSurfs:
-> render command list is too full
-> RE_EndFrame returns early because it can't allocate RC_SWAP_BUFFERS
-> R_ClearFrame in RE_EndFrame doesn't get called
-> the next frame starts with r_firstSceneDrawSurf etc. not being reset to 0
-> r_firstSceneDrawSurf becomes really close to the maximum draw surface limit
-> the draw surface list is iterated incorrectly (no wrapping handled)
-> we fetch a draw surface we shouldn't
-> its sort key gets decoded and we get an invalid sorted shader index
-> we fetch a NULL shader at that index location
-> we attempt to read shader->sort
-> we crash reading address 76
-> 76 bytes is exactly the offset of the sort member into the shader_t struct
2020-05-08 03:38:26 +02:00
myT
1994475982 renamed r_noiseScale to r_ditherStrength for consistency 2020-04-28 17:04:43 +02:00
myT
718b966414 depth fade fixes and improvements
- renamed r_softSprites to r_depthFade
  the term's more descriptive and it helps that UE4 uses it
- fixed the GL3 fragment shader halving the depth bias
- fixed the D3D11 pixel shader only fetching depth sample 0
  not fixed for GL3 yet, see the code comments for that
- added support for more blend states
- added the q3map_cnq3_depthFade general shader directive
2020-04-26 16:32:51 +02:00
myT
a5e28eb08f added r_transpSort and we can now sort all surface types by depth
also fixed up RE_AddPolyToScene's overflow check
2020-04-16 05:01:48 +02:00
myT
d5984db690 removed r_nobind and r_showImages, wrote help etc. for the renderer's other temp/cheat CVars 2020-04-02 05:06:00 +02:00
myT
546296e6ef fixed r_showsky and cleaned up the related GAL code 2020-04-02 04:50:12 +02:00
myT
ae30c5a311 r_mapBrightness can now be used with r_fullbright for lightmapped surfaces 2020-02-27 05:26:19 +01:00
myT
36f363b47a D3D11 tweaks, added r_d3d11_presentMode, removed r_d3d11_maxQueuedFrames
the D3D11 tweaks:
- better error message formatting
- D3DDDIERR_DEVICEREMOVED from Present is a fatal error too
- synchronized offsets is always the automatic behavior for now
  it turns out that split mode isn't always the fastest for nVidia
2020-02-24 01:48:43 +01:00