Commit graph

1091 commits

Author SHA1 Message Date
Robert Beckebans
bc10bb6ded Reduced peter panning effect and shadow acne with Nvidia cards #959 2025-01-01 18:23:30 +01:00
Robert Beckebans
482317fc01 Deleted NES shader 2024-12-23 20:56:43 +01:00
Robert Beckebans
2ae6a7fe86 Optimized retro shaders by precomputing deviation 2024-12-23 18:46:47 +01:00
Robert Beckebans
35fe78d72e Quadruppled vertex cache limits like before in RBDoom 1.4 2024-12-19 21:22:38 +01:00
Robert Beckebans
edc8a194fd Extended makeMaterials to handle UE4 specular maps 2024-12-19 19:51:25 +01:00
Robert Beckebans
375039c57c glTF culling bugfix caused by uninitialized variable 2024-12-18 23:13:47 +01:00
Robert Beckebans
9a9596b812 Improved gltf culling with MOC. Still buggy 2024-12-18 21:32:13 +01:00
Robert Beckebans
647a1d283e Small improvements in makeMaterials cmd 2024-12-17 16:49:11 +01:00
Robert Beckebans
5418c99b4f Added new .bproc format to avoid crashes with custom maps 2024-12-12 20:42:57 +01:00
Robert Beckebans
6cb57a5725 Updated readme + .plan 2024-12-06 18:05:18 +01:00
Robert Beckebans
ecb67f03f9 Only run SSR if we have a HiZ pass 2024-12-06 17:34:30 +01:00
Robert Beckebans
c94b2caef6 Blend normals for SSR blood decals with the background 2024-12-06 17:09:15 +01:00
Robert Beckebans
93affb33af DDA SSR code works now but could be better 2024-12-05 22:31:23 +01:00
Robert Beckebans
1f3c9aaf38 Small progress towards SSR. Needs more debugging 2024-12-03 22:44:28 +01:00
Robert Beckebans
192742a81b Started to port SSR code by Mara & McGuire 2024-12-01 17:41:10 +01:00
Robert Beckebans
e8c226e08a Fixed reflections in bumpyenvironment2 2024-11-30 16:33:33 +01:00
Robert Beckebans
249397bcb8 Added bumpyenvironment2 shader for some reflective blood experiments 2024-11-30 00:15:27 +01:00
Robert Beckebans
f3fd486c60 Failed specular AA experiment but better PBR shader 2024-11-28 19:53:18 +01:00
Robert Beckebans
80c52c50c8 Fixed progressbar printing of baking cmds 2024-11-28 16:38:10 +01:00
Robert Beckebans
4448296d74 Updated release notes 2024-11-27 21:35:15 +01:00
Robert Beckebans
17deefb535 More PBR light tweaks towards less specular aliasing 2024-11-27 18:54:17 +01:00
Robert Beckebans
9ba5e92b42 Added new PBR roughness estimation by Kennedith98 2024-11-27 16:31:43 +01:00
Robert Beckebans
025627b155 Backported SMAA and TAA bugfixes from openvr3 branch 2024-11-26 21:18:42 +01:00
Robert Beckebans
e7fbad99d1 Keep motion vectors at zero for TAA for ingame 3D guis 2024-10-26 11:34:01 +02:00
Robert Beckebans
6f2aace910 Deleted old unused OpenGL and Vulkan code that lead up to confusion 2024-10-24 11:58:56 +02:00
Robert Beckebans
d6dabb6869 Fixed TAA bug where the frameIndex was a mismatch in renderer frontend/backend. Backported from VR branch 2024-10-23 15:41:42 +02:00
Robert Beckebans
eca0544339 Render MOC faster at half res like in Avalanche Engine 2024-10-18 18:23:16 +02:00
Robert Beckebans
ca3f8cd183 Interpolate env_probes over 2 seconds when running into new triangle set 2024-10-17 21:53:19 +02:00
Robert Beckebans
05a564228a Yet another env_probe interpolation idea 2024-10-15 22:30:47 +02:00
Robert Beckebans
590cc61c24 Better env_probe interpolation when triangles form a line 2024-10-15 20:38:09 +02:00
Robert Beckebans
1056b50103 Fixed some light flickering when MOC is enabled 2024-10-11 16:12:27 +02:00
Robert Beckebans
b05d296fb6 Bumped GLMB_MAGIC and BRM_MAGIC to save the MOC per model data 2024-10-11 15:34:29 +02:00
Robert Beckebans
5f1a5db3df Deleted renderer/CullingThreadpool.cpp, we stick to the single threaded solution for now 2024-10-11 13:53:12 +02:00
Robert Beckebans
cbee44b5f8 Revert "Copied MaskedOcclusionCulling.h to renderer for USE_INTRINSICS_SSE=OFF (arm64 builds)"
This reverts commit d7165b175d.
2024-10-11 13:48:37 +02:00
SRSaunders
d7165b175d Copied MaskedOcclusionCulling.h to renderer for USE_INTRINSICS_SSE=OFF (arm64 builds) 2024-09-08 23:20:27 -04:00
Robert Beckebans
6f19bff3cf Wrote some debug code for capturing env probes 2024-09-04 23:04:20 +02:00
Robert Beckebans
dc7b80aead Added material textures/common/occlusion 2024-09-03 21:43:13 +02:00
Robert Beckebans
6c00d6bcdd Only draw BSP surfs/patches to masked buffer to reduce tris 2024-09-02 23:14:08 +02:00
Robert Beckebans
1e2b1be338 Copied CullingThreadPool to renderer for making an id Tech 5 version 2024-09-02 21:00:01 +02:00
Robert Beckebans
abff15168b Round moc buffer width and height 2024-08-30 21:06:40 +02:00
Robert Beckebans
b3a22ffc7e Some MOC multithreaded code, not working 2024-08-30 18:41:03 +02:00
Robert Beckebans
b889c56e92 Raster triangles faster at the expense of memory 2024-08-30 16:41:32 +02:00
Robert Beckebans
09224febca Show masked occlusion time with com_showFPS 3 2024-08-28 21:43:19 +02:00
Robert Beckebans
8a57cf210a Increased vertex cache limits for TSM mod #918 #660 2024-08-28 21:26:43 +02:00
Robert Beckebans
06c6dd0e4a Fixed viewInsideSurface check which caused much flickering 2024-08-27 23:01:08 +02:00
Robert Beckebans
d747be22d6 Fixed compiling MOC on Linux 2024-08-27 14:01:34 +02:00
Robert Beckebans
d34eaf0b09 Fixed compiling on Linux without MOC 2024-08-27 13:28:43 +02:00
Robert Beckebans
c4e39bdc1c Skip Masked Occlusion Culling on non-SSE2 CPUs 2024-08-27 11:41:39 +02:00
Robert Beckebans
930c968fa9 Turn off occlusion culling for mirrors and subviews 2024-08-26 22:58:59 +02:00
Robert Beckebans
a7d1d7f72e All lights can be culled now 2024-08-26 22:36:58 +02:00