Robert Beckebans
461001d5c0
Fixed filmic post processing #661
2022-05-29 15:11:12 +02:00
Robert Beckebans
1279a27a43
Copied TAA from Donut framework
2022-04-12 18:15:48 +02:00
Robert Beckebans
0d9d13d6f0
Fixed shadow plopping effects and reeanbled vogel disk sampling
2022-04-02 11:57:33 +02:00
Robert Beckebans
c0e4082651
Use shadow atlas for interaction rendering
2022-03-31 22:07:05 +02:00
Robert Beckebans
63fe4a167a
Sort and render shadows into shadowmap atlas
2022-03-31 18:42:52 +02:00
Robert Beckebans
52545c8230
Shadow atlas preparations
2022-03-30 12:19:06 +02:00
Robert Beckebans
a18d2609ce
Merge branch 'master' into 635-nvrhi1
2022-03-30 12:08:40 +02:00
Robert Beckebans
219033e26a
Fixed black screen after reloadImages #621
2022-03-06 10:10:18 +01:00
Robert Beckebans
f1668b7db8
Stencil shadows work again (thanks to Stephen Pridham), Renderer Sync #395
2022-03-05 18:27:27 +01:00
Robert Beckebans
16a21fdeb8
NVRHI merge by Stephen Pridham part 1
2022-02-21 16:29:53 +01:00
Robert Beckebans
c119cf3513
Several bugfixes that address cubemap processing for SH/GGX data
2021-05-03 20:36:26 +02:00
Robert Beckebans
b96b085d04
Don't use 1 pixel border for non-lightgrid octahedrons
2021-04-27 14:15:11 +02:00
Robert Beckebans
f3ee2baac8
Enable linear filtering for octahedron lightgrid probes
2021-04-23 00:21:22 +02:00
Robert Beckebans
2391ba1b43
Implemented GGX Split Sum approximation using a 2D atlas trick
2021-03-22 20:45:25 +01:00
Robert Beckebans
2b28723751
Render environment probes to HDRA16F target
2021-03-14 15:59:02 +01:00
Robert Beckebans
71e2ea9aa3
Added extra rendertarget for environment probes
2021-03-14 13:22:17 +01:00
Robert Beckebans
624f61b025
First time that multiple environment probes work
2020-05-17 17:37:06 +02:00
Robert Beckebans
71d768cceb
Fixed all known problems with sRGB -> linear RGB conversions (fog, GUIs, screen effects)
2020-05-15 16:25:36 +02:00
Robert Beckebans
4a6af2d609
Applied new Astyle settings
2019-11-11 20:27:44 +01:00
Robert Beckebans
3d9f9b75db
Deleted almost all OpenGL code from _VK backend files
2018-10-03 21:14:28 +02:00
Robert Beckebans
c158a16a93
Fixed rendering of mirrors
2016-01-18 23:21:53 +01:00
Robert Beckebans
d9f9db3b37
Framework for hierarchical depth buffer optimization
2016-01-09 13:38:49 +01:00
Robert Beckebans
8a861c7914
Render SSAO to offscreen FBO
2016-01-06 22:37:16 +01:00
Robert Beckebans
08f28edfb0
Disabled HDR MSAA support in favor of SMAA
2015-12-28 23:44:22 +01:00
Robert Beckebans
3bb28ab144
SMAA neighborhood blending shader
2015-12-28 13:34:39 +01:00
Robert Beckebans
e332dd07d6
SMAA step one
2015-12-26 16:11:47 +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
0eaaea4b96
Improved shadow mapping performance using the shadow LOD and tweaked
...
polygon offsets to fight shadow acne
2014-05-11 22:30:01 +02:00
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