Commit graph

6 commits

Author SHA1 Message Date
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