Commit graph

15 commits

Author SHA1 Message Date
Robert Beckebans
2b28723751 Render environment probes to HDRA16F target 2021-03-14 15:59:02 +01:00
Robert Beckebans
71e2ea9aa3 Added extra rendertarget for environment probes 2021-03-14 13:22:17 +01:00
Robert Beckebans
624f61b025 First time that multiple environment probes work 2020-05-17 17:37:06 +02:00
Robert Beckebans
71d768cceb Fixed all known problems with sRGB -> linear RGB conversions (fog, GUIs, screen effects) 2020-05-15 16:25:36 +02:00
Robert Beckebans
4a6af2d609 Applied new Astyle settings 2019-11-11 20:27:44 +01:00
Robert Beckebans
3d9f9b75db Deleted almost all OpenGL code from _VK backend files 2018-10-03 21:14:28 +02:00
Robert Beckebans
c158a16a93 Fixed rendering of mirrors 2016-01-18 23:21:53 +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
08f28edfb0 Disabled HDR MSAA support in favor of SMAA 2015-12-28 23:44:22 +01:00
Robert Beckebans
3bb28ab144 SMAA neighborhood blending shader 2015-12-28 13:34:39 +01:00
Robert Beckebans
e332dd07d6 SMAA step one 2015-12-26 16:11:47 +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
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
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
Renamed from neo/renderer/RenderTexture.h (Browse further)