Commit graph

24 commits

Author SHA1 Message Date
Robert Beckebans
185f2aaf90 Disabled some GL_CheckErrors() calls that can be a slowdown 2014-05-18 15:17:15 +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
87b0040f92 Changed r_useShadowMapping 1: medium+faster, 2: high quality 2014-05-16 00:14:42 +02:00
Robert Beckebans
42874cfd05 Added graphics option to make soft shadows optional 2014-05-15 12:14:37 +02:00
Robert Beckebans
4a68a5ef59 Made interactionSM shader sampler loop to use r_shadowMapSamples many iterations 2014-05-14 18:49:56 +02:00
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
2307a94d53 Added r_forceShadowMapsOnAlphaTestedSurfaces 1 2014-05-11 14:36:51 +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
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
RobertBeckebans
cce21e0d76 Added GLSL ES 1.0 backend for Mesa drivers #90 2014-04-20 16:29:58 +02:00
RobertBeckebans
730a1f2baa Merged FFmpeg Bink video support from DOOM-3-BFG-VR fork 2014-04-05 15:41:19 +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
e7ffc153c2 Added back workaround in RB_DrawElementsWithCounters 2013-04-10 02:40:09 +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
Daniel Gibson
478d7e4f6e Workaround for erebus1 crash in debug mode on Linux 2012-12-30 16:24:12 +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
a1730fa430 Supplemented Linux backend with missing functions. -> [100%] Built target RBDoom3 on Kubuntu 12.10 2012-12-11 23:17:23 +01:00
Robert Beckebans
3b0dabe30a Formatted code. 2012-12-08 18:20:13 +01:00
Robert Beckebans
948865123d More Linux specific fixes, especially 64 bit 2012-12-07 17:06:44 +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