Commit graph

20 commits

Author SHA1 Message Date
Admer
2f58f2b0c2 Re-order all pragma once statements to be AFTER the precompiled.h include, to silence IntelliSense's warning about PCH header stops 2021-09-11 17:53:30 +02:00
Robert Beckebans
0964c02bcf Ran Astyle 2021-04-29 15:20:45 +02:00
Stephen Saunders
0aae6f0902 macOS support for OpenGL and MoltenVK, demo recording/playback improvements 2021-04-19 14:32:52 -04:00
Robert Beckebans
f9a1c5ff36 Added high performance timer queries for OpenGL 2020-05-09 16:48:55 +02:00
Robert Beckebans
d3bc29d510 Added GPU timer queries for Vulkan 2020-05-05 01:21:29 +02:00
Robert Beckebans
faefaa4669 Updated idRenderLog to support RenderDoc and Nvidia's Nsight 2020-05-03 13:39:38 +02:00
Robert Beckebans
4a6af2d609 Applied new Astyle settings 2019-11-11 20:27:44 +01:00
Robert Beckebans
a917b8c258 Stubbed out all OpenGL code 2018-10-03 23:40:35 +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
9e4b6188cc Screen Space Global Illumination first step 2016-01-09 22:24:57 +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
7e49606cc8 Removed ARB endings from OpenGL calls 2014-08-20 11:09:02 +02:00
Robert Beckebans
5153422d0d Added shadow LOD calculation 2014-05-11 17:24:24 +02:00
Robert Beckebans
96e879361d Fixed a problem with the searching for embedding local and embedded shaders 2014-05-10 16:00:18 +02:00
Robert Beckebans
485417ab41 Removed obsolete sdl_qgl.cpp and fixed some compile errors 2014-05-10 15:29:59 +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
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