Robert Beckebans
095c68ca5b
Moving towards vkneo. Started to stub out OpenGL if Vulkan enabled
2018-10-01 19:07:12 +02:00
Robert Beckebans
736ccadcb3
Started to move files so it can be compared to vkdoom3
2017-09-03 10:22:36 +02:00
Robert Beckebans
4daffd67c0
Astyle
2017-09-03 09:45:03 +02:00
Codes4Fun
de899cdbda
Automatic reload of shaders after changing r_useHDR and r_useHalfLambertLighting.
2016-10-24 16:08:27 -07:00
Robert Beckebans
fb618feeca
Always render 2D GUIs in sRGB color space
2016-01-18 22:21:32 +01:00
Robert Beckebans
3c9bc63f61
SSGI radiosity blur
2016-01-10 17:20:38 +01:00
Robert Beckebans
9e4b6188cc
Screen Space Global Illumination first step
2016-01-09 22:24:57 +01:00
Robert Beckebans
e8826caae8
Hierarchical depth buffer for SSAO works
2016-01-09 16:23:49 +01:00
Robert Beckebans
d9f9db3b37
Framework for hierarchical depth buffer optimization
2016-01-09 13:38:49 +01:00
Robert Beckebans
94c28fa8ff
Working Alchemy SSAO shaders
2016-01-08 19:30:21 +01:00
Robert Beckebans
8a861c7914
Render SSAO to offscreen FBO
2016-01-06 22:37:16 +01:00
Robert Beckebans
9f83e84f6f
Added bilateral blur to SSAO
2016-01-02 23:59:44 +01:00
Robert Beckebans
e555e83119
SSAO experiment
2016-01-02 19:28:49 +01:00
Robert Beckebans
08c7b35fd1
Normals-only G-Buffer for screen space effects
2015-12-31 18:11:34 +01:00
Robert Beckebans
e332dd07d6
SMAA step one
2015-12-26 16:11:47 +01:00
Robert Beckebans
6c4ebf6a75
Added ambient pass to make game less dark
2015-12-24 18:47:16 +01:00
Robert Beckebans
2d8a0b3536
Tweaked tone mapping and implemented r_hdrDebug view
2015-12-21 11:39:19 +01:00
Robert Beckebans
37005ba506
64 bit HDR with adaptive tone mapping ported from XreaL
2015-12-20 12:28:46 +01:00
Robert Beckebans
277964f074
Because I can :)
...
- Implemented soft shadows using PCF hardware shadow mapping
The implementation uses sampler2DArrayShadow and PCF which usually
requires Direct3D 10.1 however it is in the OpenGL 3.2 core so it should
be widely supported.
All 3 light types are supported which means parallel lights (sun) use
scene independent cascaded shadow mapping.
The implementation is very fast with single taps (400 fps average per
scene on a GTX 660 ti OC) however I defaulted it to 16 taps so the shadows look
really good which should you give stable 100 fps on todays hardware.
The shadow filtering algorithm is based on Carmack's research which was
released in the original Doom 3 GPL release draw_exp.cpp.
- Changed interaction shaders to use Half-Lambert lighting like in HL2 to
make the game less dark
- Fixed some of the renderer debugging/development tools like r_showTris
2014-05-10 14:40:01 +02:00
RobertBeckebans
055cc09c8b
GLEW fixes
2014-04-25 20:23:34 +02:00
RobertBeckebans
8018378c3c
Merge branch 'master' into glew
...
Conflicts:
neo/renderer/OpenGL/glext.h
neo/renderer/OpenGL/qgl.h
neo/renderer/OpenGL/wglext.h
neo/renderer/RenderProgs.cpp
neo/renderer/RenderProgs_GLSL.cpp
neo/renderer/RenderSystem_init.cpp
neo/renderer/tr_backend_draw.cpp
neo/sys/win32/win_qgl.cpp
2014-04-21 15:01:50 +02:00
Robert Beckebans
3b19aa7991
Added glConfig.vendorType settings for Linux and disabled unused shaders. #90
2014-04-20 17:20:50 +02:00
RobertBeckebans
cce21e0d76
Added GLSL ES 1.0 backend for Mesa drivers #90
2014-04-20 16:29:58 +02:00
Robert Beckebans
aefa4ac6e3
Merge branch 'master' into glew and fixed a crash on Intel HD drivers
2013-04-23 00:41:54 +02:00
Robert Beckebans
d176bca1e7
Fixed critical out of bounds bug in RB_DrawShaderPasses()
2013-04-10 02:13:27 +02:00
Robert Beckebans
c038a836f2
Merge branch 'master' into glew
2013-01-14 17:33:25 +01:00
Robert Beckebans
dd9b8a8710
Added support for precompiled headers for MSVC which reduced the compiled time from 4 minutes to 67 seconds.
2012-12-22 16:18:19 +01:00
Robert Beckebans
ff531907c7
Replaced QGL with GLEW.
2012-12-17 17:30:59 +01:00
Robert Beckebans
f55a763ca4
Formatted code using Artistic Style for better readability.
2012-11-28 16:47:07 +01:00
Brian Harris
5016f605b8
Initial commit
2012-11-26 12:58:24 -06:00