Commit graph

18 commits

Author SHA1 Message Date
Robert Beckebans
6cd2b98491 TAA is working. Fixed wrong output resolution 2022-04-13 22:05:05 +02:00
Robert Beckebans
2e363d6f99 Exposed TAA parameters to cvars 2022-04-12 19:24:53 +02:00
Robert Beckebans
ca1c1019d0 Less flickering 2022-04-12 18:29:55 +02:00
Robert Beckebans
1279a27a43 Copied TAA from Donut framework 2022-04-12 18:15:48 +02:00
Robert Beckebans
16a21fdeb8 NVRHI merge by Stephen Pridham part 1 2022-02-21 16:29:53 +01:00
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
raynorpat
b91080902b Convert USE_INTRINSICS to USE_INTRINSICS_SSE and fix CMakeLists.txt logic surrounding its check to focus on x86 and x86_64 CPU types 2021-05-25 20:06:37 -04:00
Robert Beckebans
4a6af2d609 Applied new Astyle settings 2019-11-11 20:27:44 +01:00
Robert Beckebans
49eb54d1ad First time Vulkan can render a map without light interactions 2018-11-03 12:01:03 +01:00
Robert Beckebans
2f8413b2ee The main menu renders with Vulkan 2018-11-02 22:13:15 +01:00
Robert Beckebans
8cdc4aa99c Try to run with OpenGL 4.5 core profile by default on Windows 2018-11-02 13:35:02 +01:00
Robert Beckebans
736ccadcb3 Started to move files so it can be compared to vkdoom3 2017-09-03 10:22:36 +02:00
Robert Beckebans
e555e83119 SSAO experiment 2016-01-02 19:28:49 +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
Robert Beckebans
db715535cc Merged generic C++ fallbacks for SSE optimized code to allow support for non-x86 based platforms like ARM 2013-06-01 15:13:00 +02:00
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
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