mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-04-22 09:40:46 +00:00
Changed r_useOpenGL45 default to 1 on Win and updated docs
This commit is contained in:
parent
dd9234cb1b
commit
58607c2cca
6 changed files with 34 additions and 19 deletions
23
README.md
23
README.md
|
@ -77,14 +77,15 @@ I started this project in 2012 and focused on making this code being future proo
|
|||
## Modding Support
|
||||
* RBDOOM-3-BFG allows mod editing and has many tiny fixes so custom content can be put into mod directories and the engine accepts it like vanilla Doom 3. DOOM 3 BFG wasn't designed for actual development or modding support. Many things like reading anything outside of the packed resource files was not supported. I also fixed many things in the renderer like r_showTris.
|
||||
* PNG image support
|
||||
* Collada .dae model support in addition to .ase and .lwo for static map models
|
||||
* Collada .DAE model support in addition to .ase and .lwo for static map models
|
||||
* Wavefront OBJ model support
|
||||
* Added back dmap and aas compilers (mapping tools, thanks to Pat Raynor)
|
||||
* Added in-engine Flash debugging tools and new console variables.
|
||||
These tools help to analyse the id Tech view of Flash and what SWF tags are supported and how they are interpreted
|
||||
by id Tech's own ActionScript 2 interpreter
|
||||
- swf_exportAtlas
|
||||
- swf_exportSWF
|
||||
- swf_exportJSON
|
||||
- postLoadExportFlashAtlas
|
||||
- postLoadExportFlashToSWF
|
||||
- postLoadExportFlashToJSON
|
||||
- swf_show : Draws the bounding box of instanced Flash sprites in red and their names
|
||||
|
||||
* Added Steel Storm 2 Engine render demo fixes
|
||||
|
@ -133,6 +134,7 @@ Left: No post processing except HDR tone mapping. Right: r_useFilmicPostProcessi
|
|||
---
|
||||
# ".plan" <a name=".plan"></a>
|
||||
|
||||
* If you want to see what is planned or in progress in a Trello style manner look here: [RBDOOM-3-BFG projects](https://github.com/RobertBeckebans/RBDOOM-3-BFG/projects)
|
||||
* ~~Fix GPU Skinning with Vulkan~~
|
||||
* ~~Fix the lighting with stencil shadows with Vulkan~~
|
||||
* ~~Finish adapting the Vulkan renderer backend based on Dustin Land's vkDOOM3~~
|
||||
|
@ -374,31 +376,30 @@ Anyway:
|
|||
|
||||
|
||||
## Gaming Related
|
||||
Name | Description
|
||||
Name | Description
|
||||
:--------------------------------------| :------------------------------------------------
|
||||
r_antiAliasing | Different Anti-Aliasing modes
|
||||
r_useShadowMapping [0 or 1] | Use soft shadow mapping instead of hard stencil shadows
|
||||
r_useHDR [0 or 1] | Use High Dynamic Range lighting
|
||||
r_hdrAutoExposure [0 or 1] | Adaptive tonemapping with HDR. This allows to have very bright or very dark scenes but the camera will adapt to it so the scene won't loose details
|
||||
r_exposure [0 .. 1] | Default 0.5, Controls brightness and affects HDR exposure key. This is what you change in the video brightness options
|
||||
r_useSSAO [0 .. 1] | Use Screen Space Ambient Occlusion to darken the corners in the scene
|
||||
r_useFilmicPostProcessing | Apply several post process effects to mimic a filmic look
|
||||
r_useFilmicPostProcessing [0, 1] | Apply several post process effects to mimic a filmic look
|
||||
|
||||
## Modding Support
|
||||
Name | Description
|
||||
:--------------------------------------| :------------------------------------------------
|
||||
exportScriptEvents | Command: Generates a new script/doom_events.script that reflects all registered class events in the idClass C++ system. The gamecode still needs to be extended to add the original comments of the events
|
||||
exportFGD `[models]` | Command: Exports all entity defs to exported/_tb/*.fgd for usage in TrenchBroom
|
||||
exportEntityDefsToBlender | Command: Exports all entity and model defs to exported/entities.json for usage in Blender
|
||||
exportEntityFGD | Command: Exports all entity defs to exported/_tb/*.fgd for usage in TrenchBroom
|
||||
postLoadExportModels | Cvar: Export models after loading to OBJ model format. Set it to 1 before loading a map.
|
||||
exportMapToOBJ | Command: Convert .map file to .obj/.mtl
|
||||
postLoadExportFlashAtlas | Cvar: Set to 1 at startup to dump the Flash images to exported/swf/
|
||||
postLoadExportFlashToSWF | Cvar: Set to 1 at startup to dump the Flash .bswf files as .swf (WIP)
|
||||
postLoadExportFlashToJSON | Cvar: Set to 1 at startup to dump the Flash .bswf files as .json. Can be reimported into the engine and imported into Blender for inspection
|
||||
swf_show | Cvar: Draws the bounding box of instanced Flash sprites in red and their names
|
||||
dmap <mapfile> | Command: Compiles a .map to its corresponding BSP .proc, Collision .cm files and Area Awareness System (AI navigation) .aas files. Just type dmap to list all options
|
||||
dmap -glview <mapfile> | DMap option that exports the BSP areas and portals to .obj for debugging purposes
|
||||
convertMapToJSON <mapfile> | Command: Convert .map file to new .json map format with polygons instead of brushes. This was easy because the original .map format is only an array of entities and each entity has a simple dictionary for its values. This JSON format contains all level data and can be imported and exported to Blender without loosing any data. The new DMap can also compile map files with the .json suffix like regular maps.
|
||||
dmap mapfile | Command: Compiles a .map to its corresponding BSP .proc, Collision .cm files and Area Awareness System (AI navigation) .aas files. Just type dmap to list all options
|
||||
dmap `[glfile]` mapfile | DMap option that exports the BSP areas and portals to .obj for debugging purposes
|
||||
convertMapToJSON mapfile | Command: Convert .map file to new .json map format with polygons instead of brushes. This was easy because the original .map format is only an array of entities and each entity has a simple dictionary for its values. This JSON format contains all level data and can be imported and exported to Blender without loosing any data. The new DMap can also compile map files with the .json suffix like regular maps.
|
||||
<img src="https://i.imgur.com/2k9IvJC.png" width="384"> <img src="https://i.imgur.com/MnUVKcl.png" width="384">
|
||||
|
||||
|
||||
|
|
|
@ -15,10 +15,10 @@ Thank you for downloading RBDOOM-3-BFG.
|
|||
|
||||
_______________________________________
|
||||
|
||||
TBD end 2020 - Changes since RBDOOM-3-BFG 1.2.0
|
||||
TBD Q1/2021 - Changes since RBDOOM-3-BFG 1.2.0
|
||||
_______________________________
|
||||
|
||||
RBDOOM-3-BFG 1.3.0 is mainly a Phyiscally Based Rendering Update.
|
||||
RBDOOM-3-BFG 1.3.0 adds PBR rendering and TrenchBroom mapping support.
|
||||
|
||||
Implementing Phyiscally Based Rendering (PBR) in Doom 3 is a challenge and comes with a few compromises because the Doom 3 content was designed to work with the hardware constraints in 2004 and that even meant to run on a Geforce 3.
|
||||
|
||||
|
@ -73,6 +73,15 @@ The main goal is that the new content looks the same in RBDOOM-3-BFG as in Blend
|
|||
|
||||
* ImGui runs with Vulkan by skipping all Vulkan implementation details for it and rendering ImGui on a higher level like the Flash GUI
|
||||
|
||||
[TRENCHBROOM]
|
||||
|
||||
* idMapFile and dmap were changed to support the Valve 220 .map format to aid mapping with TrenchBroom
|
||||
|
||||
* Added exportFGD [models] console command which exports all def/*.def entityDef declarations to base/exported/_tb/ as Forge Game Data files. TrenchBroom has native support to read those files https://developer.valvesoftware.com/wiki/FGD.
|
||||
Using the models argument will also export all needed models by entity declarations to base/_tb/ as Wavefront OBJ files.
|
||||
|
||||
* To make it easier getting static models from Blender/Maya/3D Studio Max into TrenchBroom and the engine Wavefront OBJ model support has been ported from IcedTech
|
||||
|
||||
[MISCELLANEOUS]
|
||||
|
||||
* com_showFPS 1 uses ImGui to show more detailed renderer stats like the console prints with r_speeds
|
||||
|
@ -81,7 +90,7 @@ The main goal is that the new content looks the same in RBDOOM-3-BFG as in Blend
|
|||
|
||||
* Added Blue Noise based Filmic Dithering by Timothy Lottes and Chromatic Aberration
|
||||
|
||||
* Added Contrast Adaptive Sharpening (AMD) by Justin Marshal (IcedTech)
|
||||
* Added Contrast Adaptive Sharpening (AMD) by Justin Marshall (IcedTech)
|
||||
|
||||
* Improved Shadow Mapping quality with Vogel Disk Sampling by Panos Karabelas and using dithering the result with Blue Noise magic by Alan Wolfe
|
||||
|
||||
|
@ -101,6 +110,8 @@ The main goal is that the new content looks the same in RBDOOM-3-BFG as in Blend
|
|||
|
||||
* Replaced Motion Blur System Option with Filmic VFX (r_useFilmicPostProcessing)
|
||||
|
||||
* Windows builds still require OpenGL 4.5 but they run in compatibility profile instead of core profile
|
||||
|
||||
|
||||
|
||||
_______________________________________
|
||||
|
|
|
@ -5,7 +5,7 @@ Doom 3 BFG Edition GPL Source Code
|
|||
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
|
||||
Copyright (C) 2015-2020 Robert Beckebans
|
||||
Copyright (C) 2014 Timothy Lottes (AMD)
|
||||
Copyright (C) 2019 Justin Marshal (IcedTech)
|
||||
Copyright (C) 2019 Justin Marshall (IcedTech)
|
||||
|
||||
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
|
||||
Doom 3 BFG Edition GPL Source Code
|
||||
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
|
||||
Copyright (C) 2019 Justin Marshal (IcedTech)
|
||||
Copyright (C) 2019 Justin Marshall (IcedTech)
|
||||
Copyright (C) 2021 Robert Beckebans
|
||||
|
||||
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
|
||||
|
|
|
@ -7289,7 +7289,7 @@ static const cgShaderDef_t cg_renderprogs[] =
|
|||
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.\n"
|
||||
"Copyright (C) 2015-2020 Robert Beckebans\n"
|
||||
"Copyright (C) 2014 Timothy Lottes (AMD)\n"
|
||||
"Copyright (C) 2019 Justin Marshal (IcedTech)\n"
|
||||
"Copyright (C) 2019 Justin Marshall (IcedTech)\n"
|
||||
"\n"
|
||||
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\").\n"
|
||||
"\n"
|
||||
|
|
|
@ -50,8 +50,11 @@ If you have questions concerning this license or the applicable additional terms
|
|||
|
||||
|
||||
|
||||
|
||||
idCVar r_useOpenGL45( "r_useOpenGL45", "2", CVAR_INTEGER, "0 = OpenGL 4.0, 1 = OpenGL 4.5 compatibility profile, 2 = OpenGL 4.5 core profile", 0, 2 );
|
||||
#if defined(_WIN32)
|
||||
idCVar r_useOpenGL45( "r_useOpenGL45", "1", CVAR_INTEGER, "0 = OpenGL 4.0, 1 = OpenGL 4.5 compatibility profile, 2 = OpenGL 4.5 core profile", 0, 2 );
|
||||
#else
|
||||
idCVar r_useOpenGL45( "r_useOpenGL45", "2", CVAR_INTEGER, "0 = OpenGL 4.0, 1 = OpenGL 4.5 compatibility profile, 2 = OpenGL 4.5 core profile", 0, 2 );
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue