Commit graph

73 commits

Author SHA1 Message Date
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
e332dd07d6 SMAA step one 2015-12-26 16:11:47 +01:00
Robert Beckebans
6c4ebf6a75 Added ambient pass to make game less dark 2015-12-24 18:47:16 +01:00
Robert Beckebans
2d8a0b3536 Tweaked tone mapping and implemented r_hdrDebug view 2015-12-21 11:39:19 +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
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
055cc09c8b GLEW fixes 2014-04-25 20:23:34 +02:00
RobertBeckebans
8018378c3c Merge branch 'master' into glew
Conflicts:
	neo/renderer/OpenGL/glext.h
	neo/renderer/OpenGL/qgl.h
	neo/renderer/OpenGL/wglext.h
	neo/renderer/RenderProgs.cpp
	neo/renderer/RenderProgs_GLSL.cpp
	neo/renderer/RenderSystem_init.cpp
	neo/renderer/tr_backend_draw.cpp
	neo/sys/win32/win_qgl.cpp
2014-04-21 15:01:50 +02:00
Robert Beckebans
3b19aa7991 Added glConfig.vendorType settings for Linux and disabled unused shaders. #90 2014-04-20 17:20:50 +02:00
RobertBeckebans
cce21e0d76 Added GLSL ES 1.0 backend for Mesa drivers #90 2014-04-20 16:29:58 +02:00
Robert Beckebans
aefa4ac6e3 Merge branch 'master' into glew and fixed a crash on Intel HD drivers 2013-04-23 00:41:54 +02:00
Robert Beckebans
d176bca1e7 Fixed critical out of bounds bug in RB_DrawShaderPasses() 2013-04-10 02:13:27 +02:00
Robert Beckebans
c038a836f2 Merge branch 'master' into glew 2013-01-14 17:33:25 +01:00
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
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