Commit graph

19 commits

Author SHA1 Message Date
Robert Beckebans
16a21fdeb8 NVRHI merge by Stephen Pridham part 1 2022-02-21 16:29:53 +01:00
Robert Beckebans
3d9f9b75db Deleted almost all OpenGL code from _VK backend files 2018-10-03 21:14:28 +02:00
Robert Beckebans
a5b5840ca7 Started to refactor RB_ functions into idRenderBackend. DOES NOT COMPILE 2017-09-03 23:17:44 +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
4daffd67c0 Astyle 2017-09-03 09:45:03 +02:00
Codes4Fun
2ce3f660bd Fixed resolution changing bug with MSAA and HDR.
After a resolution change the hdrNonMSAAFBO needed to be reattached
after Resize, not doing that resulted in a black screen (being attached
to the old deleted texture).
2016-10-24 16:07:17 -07:00
Codes4Fun
d53b9cafda Update to use glConfig.multisamples.
code under USE_HDR_MSAA was stil using r_multiSamples, so switched it to
use glConfig.multiSamples.
2016-10-24 16:06:21 -07:00
Codes4Fun
e83aa52d4f Fix for Stereoscopic 3D modes.
A lot of places using glConfig.nativeScreenWidth, when they should be
calling renderSystem->GetWidth() (and height equivalent) which take into
account stereoscopic 3d modes.
2016-10-23 18:55:16 -07:00
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
c4316b14a4 Reenabled filmic post effects 2015-12-28 23:33:39 +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
f64b7b80d4 HDR framebuffer resize bugfix 2015-12-21 12:11:56 +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