Commit graph

19 commits

Author SHA1 Message Date
Daniel Gibson
3c887d5af5 Integrate (working!) soft particle shader, clean up that code a bit
turned out the whole problem with soft particles what that the vertex
shader used vertex.attrib[8] instead of vertex.texcoord (and with
nvidia drivers those are equivalent)

I integrated the shader source into the c++ code so I don't have to
ship glprogs/soft_particles.vfp
2024-07-25 03:24:20 +02:00
Daniel Gibson
a407a6060f hack to draw softened particles without blending
so when the shader writes a debug value as a color,
I get to see that color
2024-07-25 03:24:20 +02:00
Daniel Gibson
47bd8afa91 Try to ensure currentDepthImage always uses NEAREST filtering
cleaner than only setting it in CopyDepthbuffer()
2024-07-25 03:24:20 +02:00
Daniel Gibson
23627380dd some debug code for soft particles in RB_STD_T_RenderShaderPasses() 2024-07-25 03:24:20 +02:00
Daniel Gibson
41eef54611 Merge soft particles from thedarkmod 2.04
don't really work, though
2024-07-25 03:24:20 +02:00
Daniel Gibson
dc42bdc873 Do gamma correction (r_gamma, r_brightness) in shaders
by injecting code to do it into fragment shaders.

Can be disabled with r_gammaInShaders 0

refs #385
2021-06-20 03:36:39 +02:00
Daniel Gibson
f3a4d92d33 Remove C++11-isms
accidentally used nullptr instead of NULL, oops..
2020-07-13 05:34:13 +02:00
Daniel Gibson
f24f18a61e Use OpenGL2 glStencilOpSeparate() for shadows, if available
can be enabled/disabled with the r_useStencilOpSeparate for comparisons

(like Z-Fail, this doesn't really seem to make a difference on my main
 machine, neither on my RPi4)

Partly based on Pat Raynor's Code:
2933cb5545/neo/renderer/draw_stencilshadow.cpp
2019-11-03 03:13:21 +01:00
Daniel Gibson
aeb03cc4e4 Allow switching off "Carmacks Reverse" via CVar r_useCarmacksReverse
mainly useful for comparisons

The Z-Fail code is based on Leith Bade's code by the way:
d4de024341
2019-11-03 03:13:21 +01:00
Leith Bade
b6b5827aff Put back the old patented "Carmack's Reverse" depth fail stencil shadow technique. 2019-11-03 00:19:03 +01:00
dhewg
f4de0ed8c1 Remove the deprecated arb renderer 2012-07-20 00:13:02 +02:00
dhewg
6aa9b3602e Remove the deprecated nv20 renderer 2012-07-20 00:13:01 +02:00
dhewg
3f67a28abe Remove the deprecated nv10 renderer 2012-07-20 00:13:00 +02:00
dhewg
4b67aae8fe Remove the deprecated r200 renderer 2012-07-20 00:12:59 +02:00
dhewg
32530bf7a2 Get rid of GLimp_EnableLogging
Only stubs left.
2012-01-02 15:44:00 -05:00
dhewg
736ec20d4d Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2011-12-19 23:21:47 +01:00
dhewg
79ad905e05 Fix all whitespace errors
Excluding 3rd party files.
2011-12-10 15:35:54 +01:00
dhewg
ff493f6847 Fix quoting in GPL headers 2011-12-10 15:34:48 +01:00
Timothee 'TTimo' Besset
fb1609f554 hello world 2011-11-22 15:28:15 -06:00