Commit graph

92 commits

Author SHA1 Message Date
Robert Beckebans
a6169afac6 More render backend refactoring. Fixed image stuff 2017-09-10 13:32:44 +02:00
Robert Beckebans
a54612c0be More renderer backend refactoring. DOES NOT COMPILE 2017-09-09 14:57:48 +02:00
Robert Beckebans
c91f8f4338 Merge branch 'master' into vkdoom3-merge 2017-09-03 10:32:19 +02:00
Robert Beckebans
657b5c02f9 Optimized makeAmbient importance sampling with Hammersley point set 2017-09-03 10:28:23 +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
Darren Salt
01be91c9c8 Fix detection of Mesa >= 17.2.
This handles accelerated drivers (vendor == "X.Org") and software rendering (llvmpipe).
2017-08-09 17:02:35 +01:00
Codes4Fun
3241d08740 Added UpdateStereo3DMode function.
This is to consolidate how we update the glConfig.stereo3Dmode, and to
update it before initializing the framebuffers so that they are
initially allocated correctly and avoid framebuffers getting reallocated
later.
2016-10-24 15:58:43 -07:00
Robert Beckebans
081c848f87 envShot cleanup 2016-07-02 11:24:22 +02:00
Robert Beckebans
30f85f5b46 Merged Steel Storm 2 envShot bugfix by LordHavoc 2016-07-02 11:24:22 +02:00
Robert Beckebans
8f1512dc5e Tweaked HDR tone mapping and linear RGB bugfixes 2016-01-17 12:49:04 +01:00
Robert Beckebans
d50c93f26f Added r_exposure and tweaked lighting 2016-01-14 00:59:41 +01:00
Robert Beckebans
f82b700598 Improved linear RGB lighting and added ACES tonemap 2016-01-13 20:33:16 +01:00
Robert Beckebans
3c9bc63f61 SSGI radiosity blur 2016-01-10 17:20:38 +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
08c7b35fd1 Normals-only G-Buffer for screen space effects 2015-12-31 18:11:34 +01:00
Robert Beckebans
5846953302 Fixed missing multiSamples initialization for OpenGL. #276 2015-12-30 19:28:14 +01:00
Robert Beckebans
e2e4295556 Replaced r_multiSamples with r_antiAliasing to switch between SMAA, MSAA ( and TXAA future) 2015-12-30 12:07:24 +01:00
Robert Beckebans
6aa87784a3 Tweaked HDR/ambient 2015-12-25 12:03:59 +01:00
Robert Beckebans
ad0ff8ec8d Tweaked HDR/ambient 2015-12-24 18:47:16 +01:00
Robert Beckebans
5556231d71 Tweaked HDR parameters 2015-12-24 18:47:16 +01:00
Robert Beckebans
6c4ebf6a75 Added ambient pass to make game less dark 2015-12-24 18:47:16 +01:00
Robert Beckebans
da7eedf04d Added filmic post process effects 2015-12-23 13:53:21 +01:00
Robert Beckebans
5e2f7375ac Tweaked chromatic burning bloom 2015-12-22 17:53:18 +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
1c14ab2db9 Changed extension check for GL_ARB_framebuffer_object 2015-11-23 14:42:01 +01:00
Robert Beckebans
be030e5548 Workarounds for Mesa. closes #256 #245 2015-11-23 14:01:59 +01:00
Robert Beckebans
395ef525b1 Tweaked shadowmap bias to fight shadow acne 2015-03-19 01:27:44 +01:00
Robert Beckebans
0722718307 Disabled GPU Skinning for Mesa driver #187 2014-11-12 12:39:53 +01:00
Robert Beckebans
d295a6aea9 Disabled usage of OpenGL 3.2 compatibility profiles for Linux #187 2014-11-12 12:34:07 +01:00
Robert Beckebans
6a906704c5 Made GL_ARB_multitexture exception for OpenGL core profiles and Mesa #189 2014-11-09 11:24:37 +01:00
Robert Beckebans
ce0e83ebca Merge pull request #160 from BielBdeLuna/envshot
Envshot and cubemap to skymap transforms
2014-08-25 17:17:47 +02:00
BielBdeLuna
fc7ed840bc astyle and other wonderbar stuff! 2014-08-25 15:25:54 +02:00
BielBdeLuna
fedaf6b691 envshot and others working 2014-08-24 00:10:50 +02:00
Robert Beckebans
9147482a37 Added check for Gallium drivers to use GLSL ES 3.00. #137 2014-08-20 13:07:59 +02:00
BielBdeLuna
d7345d6168 envToSky not working yet 2014-08-20 12:12:01 +02:00
BielBdeLuna
095cf836c6 screen shots are PNG and envshots are TGA, but still envshots come out somewhat wrong 2014-08-19 11:35:50 +02:00
BielBdeLuna
706d98f24c now envshot does the target renderers at a proportionatesize and unskewed, but still the first of them fails. 2014-08-18 03:38:55 +02:00
BielBdeLuna
71b26cf128 envshot working but not correctly 2014-08-16 23:20:46 +02:00
Radegast
0ae98f62c4 It's no fun without textures. #87 2014-05-18 23:49:03 +01:00
Radegast
812fb78d52 Initial OS X support. #87 2014-05-18 23:14:28 +01:00
Robert Beckebans
185f2aaf90 Disabled some GL_CheckErrors() calls that can be a slowdown 2014-05-18 15:17:15 +02:00
Robert Beckebans
63add75e7f Disabled MSAA 16x option which is a performance killer in combination with shadow mapping 2014-05-16 23:57:17 +02:00
Robert Beckebans
54c31bff8f Fixed r_shadowMapJitterScale for Poisson disc algorithm 2014-05-16 22:32:56 +02:00
Robert Beckebans
c17773306c Revert "Changed r_useShadowMapping 1: medium+faster, 2: high quality"
This reverts commit 87b0040f92.

Conflicts:
	neo/renderer/RenderSystem_init.cpp
	neo/renderer/tr_backend_draw.cpp
	neo/renderer/tr_local.h
2014-05-16 21:50:49 +02:00
Robert Beckebans
ef9869972d Improved shadow mapping performance using randomly rotated Poisson discs 2014-05-16 21:33:39 +02:00
Robert Beckebans
e0c8243ee7 Make high quality shadow mapping the default 2014-05-16 00:22:34 +02:00
Robert Beckebans
87b0040f92 Changed r_useShadowMapping 1: medium+faster, 2: high quality 2014-05-16 00:14:42 +02:00