Robert Beckebans
a72b78fd26
Synced renderer with SP branch for the most parts
2022-09-14 18:03:29 +02:00
Robert Beckebans
cdc39a0294
Merged some smaller cleanups from the SP branch
2022-07-03 11:26:54 +02:00
Robert Beckebans
461001d5c0
Fixed filmic post processing #661
2022-05-29 15:11:12 +02:00
Robert Beckebans
a7623165b5
Fixed TAA jittering bug
2022-04-19 21:56:30 +02:00
Robert Beckebans
51405a3e8f
Simplified screenshot garbage. Closes #652
2022-04-16 16:29:17 +02:00
Robert Beckebans
6cd2b98491
TAA is working. Fixed wrong output resolution
2022-04-13 22:05:05 +02:00
Robert Beckebans
d078ada2d8
Changed the motionBlur shader to draw motion vectors
2022-04-13 12:35:00 +02:00
Robert Beckebans
1279a27a43
Copied TAA from Donut framework
2022-04-12 18:15:48 +02:00
Robert Beckebans
45b75aa623
Bumped r_shadowMapAtlasSize to 16384
2022-04-01 17:38:52 +02:00
Robert Beckebans
c0e4082651
Use shadow atlas for interaction rendering
2022-03-31 22:07:05 +02:00
Robert Beckebans
52545c8230
Shadow atlas preparations
2022-03-30 12:19:06 +02:00
Robert Beckebans
fd7802dfb4
Sync NVRHI branch by SP
2022-03-14 10:00:30 +01:00
Robert Beckebans
6ae1f07e95
Synced with Steve's latest NVRHI code
2022-03-09 20:40:15 +01:00
Robert Beckebans
16a21fdeb8
NVRHI merge by Stephen Pridham part 1
2022-02-21 16:29:53 +01:00
Admer
2f58f2b0c2
Re-order all pragma once statements to be AFTER the precompiled.h include, to silence IntelliSense's warning about PCH header stops
2021-09-11 17:53:30 +02:00
Robert Beckebans
c119cf3513
Several bugfixes that address cubemap processing for SH/GGX data
2021-05-03 20:36:26 +02:00
Robert Beckebans
1f796a1f08
Embedded default HDR light probe data
2021-03-26 10:49:16 +01:00
Robert Beckebans
2391ba1b43
Implemented GGX Split Sum approximation using a 2D atlas trick
2021-03-22 20:45:25 +01:00
Robert Beckebans
779534626f
Added LoadEXR using tinyexr, LoadHDR using stb_image
2021-03-17 21:01:43 +01:00
Robert Beckebans
71e2ea9aa3
Added extra rendertarget for environment probes
2021-03-14 13:22:17 +01:00
Robert Beckebans
c0376eacaf
Merged some smaller bugfixes from Stephen's branch
2021-02-20 12:03:11 +01:00
Robert Beckebans
86ff6cea87
Fixed a problem with octahedron irradiance sampling
2020-11-15 14:01:14 +01:00
Robert Beckebans
b8907b9754
Octahedron mapping hello world in IBL shader
2020-11-14 18:02:07 +01:00
Robert Beckebans
eeff8100e0
Merge branch 'master' into PBR2
2020-07-14 18:40:48 +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
99235ec92c
Optimized Filmic Dithering with precalculated Blue Noise
2020-05-10 22:10:32 +02:00
Robert Beckebans
d5e8380a5f
Fixed r_ssaoDebug
2020-05-10 12:58:14 +02:00
Robert Beckebans
caa9258289
Optimized shadow mapping using Blue Noise sampling.
...
This reduces the number of shadow mapping taps from 12 to 6 while
keeping very good results.
2020-04-29 01:19:53 +02:00
Robert Beckebans
9823d989c8
Added some PBR intrinsic images
2020-04-20 20:51:31 +02:00
Robert Beckebans
c8250b184b
Added support to load RG16F texture data. Added R_WriteEXR function
2020-04-18 19:16:24 +02:00
Robert Beckebans
28ad01ab80
Added command makeBrdfLut for testing
2020-04-18 17:08:32 +02:00
Tobias Frost
bd9edf3166
Fix some include paths that caused build failures while Debian packaging.
2020-03-31 12:17:26 +02:00
Robert Beckebans
4a6af2d609
Applied new Astyle settings
2019-11-11 20:27:44 +01:00
Robert Beckebans
2c07265be5
Merge branch 'master' into IBL-environment-probes2
2019-10-30 10:38:44 +01:00
Robert Beckebans
d333370637
Fixed problems with newest ImGui version
2019-10-28 23:45:13 +01:00
Robert Beckebans
4605ae32bd
Moved OpenGL specific ImGui code to GL renderer backend
2019-10-28 20:06:10 +01:00
Robert Beckebans
21bdc82d13
IBL indirect lighting test
2019-10-19 22:25:02 +02:00
Robert Beckebans
5483a186d3
First time the renderloop doesn't crash
2018-10-08 12:08:24 +02:00
Robert Beckebans
736ccadcb3
Started to move files so it can be compared to vkdoom3
2017-09-03 10:22:36 +02:00
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
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
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
9f83e84f6f
Added bilateral blur to SSAO
2016-01-02 23:59:44 +01:00
Robert Beckebans
08c7b35fd1
Normals-only G-Buffer for screen space effects
2015-12-31 18:11:34 +01:00
Robert Beckebans
08f28edfb0
Disabled HDR MSAA support in favor of SMAA
2015-12-28 23:44:22 +01:00
Robert Beckebans
127b2ed5e8
Finally, Crytek's SMAA works at leat in SMAA 1x mode
2015-12-28 23:22:58 +01:00
Robert Beckebans
0b5d931e1e
SMAA debugging
2015-12-28 21:36:25 +01:00
Robert Beckebans
e332dd07d6
SMAA step one
2015-12-26 16:11:47 +01:00