Commit graph

119 commits

Author SHA1 Message Date
Robert Beckebans
f01738a429 Added missing BRDF.inc to renderprogs manifest. #286 2016-01-20 19:31:48 +01:00
Robert Beckebans
fb618feeca Always render 2D GUIs in sRGB color space 2016-01-18 22:21:32 +01:00
Robert Beckebans
9c324b53d1 Corrected ARM BRDF formula. Thanks SmileTheory 2016-01-17 13:41:26 +01:00
Robert Beckebans
8f1512dc5e Tweaked HDR tone mapping and linear RGB bugfixes 2016-01-17 12:49:04 +01:00
Robert Beckebans
d50c93f26f Added r_exposure and tweaked lighting 2016-01-14 00:59:41 +01:00
Robert Beckebans
f82b700598 Improved linear RGB lighting and added ACES tonemap 2016-01-13 20:33:16 +01:00
Robert Beckebans
a96eb702b5 Merge remote-tracking branch 'RBDOOM-3-BFG/PBR' into HDR-linearRGB
Conflicts:
	base/renderprogs/global.inc
	base/renderprogs/interaction.pixel
	base/renderprogs/interactionSM.pixel
2016-01-11 20:06:21 +01:00
Robert Beckebans
29f5488c89 Merge branch 'SSGI' into HDR-linearRGB
Conflicts:
	base/renderprogs/global.inc
	base/renderprogs/interactionAmbient.pixel
	neo/renderer/OpenGL/gl_Image.cpp
	neo/renderer/RenderProgs_embedded.h
2016-01-11 19:35:34 +01:00
Robert Beckebans
05da7306d4 More SSGI and SSAO bugfixes 2016-01-11 19:00:20 +01:00
Robert Beckebans
dec7944856 SSGI and SSAO bugfixes 2016-01-10 23:47:16 +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
a3c2be7235 Fixed ambient light so muzzleflash doesn't look like shit in Ultimate BFG 2015-12-31 12:11:11 +01:00
Robert Beckebans
2e0fd4ac4a Misc fixes 2015-12-30 14:28:37 +01:00
Robert Beckebans
523410e8cf Merge branch 'SMAA' into HDR-linearRGB 2015-12-30 13:32:05 +01:00
Robert Beckebans
e1195615a3 Added SMAA shaders to renderprogs manifest 2015-12-30 12:22:05 +01:00
Robert Beckebans
a74956208e Lighting in linear RGB. One step closer to PBR 2015-12-30 11:01:57 +01:00
Robert Beckebans
195f8082b8 Merge branch 'SMAA' into HDR-linearRGB
Conflicts:
	base/renderprogs/global.inc
	neo/renderer/RenderProgs_GLSL.cpp
	neo/renderer/RenderProgs_embedded.h
2015-12-30 10:08:25 +01:00
Robert Beckebans
127b2ed5e8 Finally, Crytek's SMAA works at leat in SMAA 1x mode 2015-12-28 23:22:58 +01:00
Robert Beckebans
0b5d931e1e SMAA debugging 2015-12-28 21:36:25 +01:00
Robert Beckebans
3bb28ab144 SMAA neighborhood blending shader 2015-12-28 13:34:39 +01:00
Robert Beckebans
794f9ae5e1 SMAA blending weight calculation shader 2015-12-28 11:42:11 +01:00
Robert Beckebans
43b0cb2415 SMAA edge detection shader 2015-12-27 17:45:41 +01:00
Robert Beckebans
e332dd07d6 SMAA step one 2015-12-26 16:11:47 +01:00
Robert Beckebans
65589354c5 Added unmodified SMAA shader 2015-12-26 15:30:07 +01:00
Robert Beckebans
6aa87784a3 Tweaked HDR/ambient 2015-12-25 12:03:59 +01:00
Robert Beckebans
ad0ff8ec8d Tweaked HDR/ambient 2015-12-24 18:47:16 +01:00
Robert Beckebans
5556231d71 Tweaked HDR parameters 2015-12-24 18:47:16 +01:00
Robert Beckebans
6c4ebf6a75 Added ambient pass to make game less dark 2015-12-24 18:47:16 +01:00
Robert Beckebans
da7eedf04d Added filmic post process effects 2015-12-23 13:53:21 +01:00
Robert Beckebans
a38bfe949e Fixed renderprogs _manifest.lua 2015-12-22 18:03:44 +01:00
Robert Beckebans
5e2f7375ac Tweaked chromatic burning bloom 2015-12-22 17:53:18 +01:00
Robert Beckebans
f7fc5b59ab Misc linear RGB experiments 2015-12-21 14:12:03 +01:00
Robert Beckebans
a378e73823 Merge remote-tracking branch 'RBDOOM-3-BFG/gamma-correction' into HDR-linearRGB
Conflicts:
	base/renderprogs/global.inc
	neo/renderer/tr_local.h
2015-12-21 13:27:12 +01:00
Robert Beckebans
51cac2394f Merge branch 'master' into gamma-correction 2015-12-21 13:00:52 +01:00
Robert Beckebans
2d8a0b3536 Tweaked tone mapping and implemented r_hdrDebug view 2015-12-21 11:39:19 +01:00
Robert Beckebans
b746c06bef Added missing renderprogs 2015-12-20 21:52:38 +01:00
Robert Beckebans
be030e5548 Workarounds for Mesa. closes #256 #245 2015-11-23 14:01:59 +01:00
Robert Beckebans
05f06b7131 sRGB gamma correct rendering experiment 2015-04-12 11:11:03 +02:00
Robert Beckebans
96aff1e923 r_useSRGB fixes 2015-03-24 01:11:30 +01:00
Robert Beckebans
395ef525b1 Tweaked shadowmap bias to fight shadow acne 2015-03-19 01:27:44 +01:00
Robert Beckebans
319b659302 Tweaked shadowmap bias to fight Peter Pan effect 2015-03-19 00:31:08 +01:00
Robert Beckebans
e9e0fd3c08 Implemented experimental direct physically based shading.
The implementation is similar to the one used in Marmoset Toolbag 2

See blog.selfshadow.com/publications/s2013-shading-course/ for more
information.
2014-09-27 12:25:41 +02:00
Robert Beckebans
f6f02b7c71 Merge branch 'master' of github.com:RobertBeckebans/RBDOOM-3-BFG 2014-08-02 14:36:52 +02:00
Robert Beckebans
f7e3f4b34d Shadersync from private project 2014-08-02 14:36:46 +02:00
BielBdeLuna
2bd87d1a88 ambient fix works 2014-07-29 12:10:43 +02:00
Jonathan Gray
79b8e04e95 avoid an implicit type conversion in a shader
renderprogs/interactionSM.pixel does not compile with the Mesa
shader compiler due to a an implicit type conversion.

This gives a console warning on a release build and fatally
asserts on an debug build:

0:135(19): error: could not implicitly convert operands to arithmetic operator

Avoid this by changing an int declaration to a float.
2014-07-20 21:25:24 +10:00
Robert Beckebans
4c7451aee3 Added extract_resources.cfg for modding purposes 2014-05-22 11:35:47 +02:00
Robert Beckebans
952907fa77 ATI hotfix for shadow mapping. #116 2014-05-17 10:53:14 +02:00
Robert Beckebans
54c31bff8f Fixed r_shadowMapJitterScale for Poisson disc algorithm 2014-05-16 22:32:56 +02:00
Robert Beckebans
c17773306c Revert "Changed r_useShadowMapping 1: medium+faster, 2: high quality"
This reverts commit 87b0040f92.

Conflicts:
	neo/renderer/RenderSystem_init.cpp
	neo/renderer/tr_backend_draw.cpp
	neo/renderer/tr_local.h
2014-05-16 21:50:49 +02:00
Robert Beckebans
ef9869972d Improved shadow mapping performance using randomly rotated Poisson discs 2014-05-16 21:33:39 +02:00
Robert Beckebans
e13fc0f4e9 Added cvar r_useHalfLambertLighting to make it optional, it requires reloadShaders 2014-05-15 16:37:55 +02:00
Robert Beckebans
75d6e89876 Made interactionSM shader sampler loop to use r_shadowMapSamples many iterations 2014-05-14 18:57:53 +02:00
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
11456a231d Changed Mesa backend to output GLSL ES 3.00 in order to support shadow mapping 2014-05-11 11:30:56 +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
RobertBeckebans
cacf1bb46b Embedded Cg renderprog sources into the renderer using Lua/Premake. Now the renderer can export the renderprogs to any GLSL version without having the user to copy the renderprogs/* shaders to the Doom 3 BFG installation directory. fixes #95 2014-04-26 14:13:25 +02:00
RobertBeckebans
e2ad1b2989 More Cg shader fixes for Mesa and Qualcomm drivers #90 2014-04-20 17:44:17 +02:00
RobertBeckebans
a61dbbdd9f Cg shader fixes for Mesa and Qualcomm drivers #90 2014-04-20 17:04:04 +02:00
Robert Beckebans
683861eb45 Added initial CMake configuration. 2012-11-27 23:23:32 +01:00
Brian Harris
5016f605b8 Initial commit 2012-11-26 12:58:24 -06:00