Robert Beckebans
f95076984f
Shadow LOD fix for parallel lights
2014-05-11 22:59:21 +02:00
Robert Beckebans
0eaaea4b96
Improved shadow mapping performance using the shadow LOD and tweaked
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polygon offsets to fight shadow acne
2014-05-11 22:30:01 +02:00
Robert Beckebans
5153422d0d
Added shadow LOD calculation
2014-05-11 17:24:24 +02:00
Robert Beckebans
fc51a7cf70
Updated embedded shaders
2014-05-11 14:37:58 +02:00
Robert Beckebans
2307a94d53
Added r_forceShadowMapsOnAlphaTestedSurfaces 1
2014-05-11 14:36:51 +02:00
Robert Beckebans
5c0fedf190
Patched GLEW to get the extensions with OpenGL >= 3.2 for the case that glGetString(GL_EXTENSIONS) fails
2014-05-11 12:19:10 +02:00
Robert Beckebans
f72d98a1eb
Disabled shadow mapping for Mesa drivers fixes #103
2014-05-11 11:49:14 +02:00
Robert Beckebans
11456a231d
Changed Mesa backend to output GLSL ES 3.00 in order to support shadow mapping
2014-05-11 11:30:56 +02:00
Robert Beckebans
14f87fe9db
Added support for loading .png image files as textures and changed screenshot command to write in .png format
2014-05-10 18:15:33 +02:00
Robert Beckebans
887773cb24
Removed dangerous and obsolete memset
2014-05-10 16:03:28 +02:00
Robert Beckebans
96e879361d
Fixed a problem with the searching for embedding local and embedded shaders
2014-05-10 16:00:18 +02:00
Robert Beckebans
485417ab41
Removed obsolete sdl_qgl.cpp and fixed some compile errors
2014-05-10 15:29:59 +02:00
Robert Beckebans
08cacdfe17
Added utility functions for dmap
2014-05-10 15:03:06 +02:00
Robert Beckebans
277964f074
Because I can :)
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- 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
e1661f8cde
Merge branch 'master' into glew
2014-04-30 12:05:30 +02:00
RobertBeckebans
6b2793ed6a
Removed null characters from RenderProgs_embedded.h
2014-04-28 11:29:11 +02:00
RobertBeckebans
cacf1bb46b
Embedded Cg renderprog sources into the renderer using Lua/Premake. Now the renderer can export the renderprogs to any GLSL version without having the user to copy the renderprogs/* shaders to the Doom 3 BFG installation directory. fixes #95
2014-04-26 14:13:25 +02:00
RobertBeckebans
60ccf3567b
Merge branch 'master' into glew
2014-04-25 20:24:30 +02:00
RobertBeckebans
055cc09c8b
GLEW fixes
2014-04-25 20:23:34 +02:00
Robert Beckebans
d326d49cf0
Merge pull request #93 from dekadenZ/fix-renderer-string-cmp
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Fix length error in prefix comparison
2014-04-25 11:07:12 +02:00
dekadenZ
20e5cf5ae2
Fix length error in prefix comparison
2014-04-25 02:39:49 +02:00
Robert Beckebans
8943a6d4a2
Fixed FFmpeg video timings and crashes. Also fixes the black screen problem with Ubuntu 14.04 #92
2014-04-21 23:56:46 +02:00
RobertBeckebans
8018378c3c
Merge branch 'master' into glew
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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
b0b0d8ed76
gfxInfo Typo
2014-04-20 17:55:03 +02:00
Robert Beckebans
a8cda090c1
Disabled timing queries when using the Mesa driver #90
2014-04-20 17:50:37 +02:00
Robert Beckebans
3b19aa7991
Added glConfig.vendorType settings for Linux and disabled unused shaders. #90
2014-04-20 17:20:50 +02:00
RobertBeckebans
cce21e0d76
Added GLSL ES 1.0 backend for Mesa drivers #90
2014-04-20 16:29:58 +02:00
Robert Beckebans
1115b52dd2
Fixed another crash in cinametic code. Now it should be stable
2014-04-11 10:28:53 +02:00
RobertBeckebans
647a3ebad8
Fixed crashes in cinematic code
2014-04-06 12:15:27 +02:00
RobertBeckebans
899982b0b2
Made FFmpeg optional and fixed potential crashes
2014-04-06 11:38:38 +02:00
Robert Beckebans
1e443f6857
Bink support on Linux with CMake
2014-04-05 17:38:42 +02:00
RobertBeckebans
730a1f2baa
Merged FFmpeg Bink video support from DOOM-3-BFG-VR fork
2014-04-05 15:41:19 +02:00
Andreas Bergmeier
f66591f244
Force format invocations to be correct (on gcc and clang) and fix them.
2014-02-23 19:16:23 +01:00
Robert Beckebans
a315630d7d
Changed astyle-code.sh script to use the system astyle which is 2.03 on Kubuntu 13.10
2014-02-23 15:19:11 +01:00
RobertBeckebans
7b6ceb48c8
Formatted code with AStyle
2014-02-18 11:57:59 +01:00
Andreas Bergmeier
a7b258ac2b
Fix multiple compiler warnings and properly handle st_lwPolygon::surf for 64bit.
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Changed surf member to now be a union of a intptr_t index and a lwSurface*.
Index member has to be signed to prevent overflow (by assigning a possibly negative short).
For most platforms, sizeof(int*) should be the same as sizeof(lwSurface*), though this might still be a race condition.
2014-02-17 14:22:01 +01:00
Robert Beckebans
573905e295
Compile fix
2014-01-09 17:53:30 +01:00
Robert Beckebans
7690fb4b8e
Merge branch 'master' into glew
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Conflicts:
neo/renderer/OpenGL/glext.h
neo/renderer/RenderSystem_init.cpp
2013-12-24 15:49:06 +01:00
Jonathan Young
bb2e41b5d7
Added r_useVirtualScreenResolution cvar to control whether to do 2D rendering at 640x480 and stretch to the current resolution (default), or render at the current resolution.
2013-09-21 22:12:42 +10:00
Jonathan Young
b3983e582a
astyle
2013-09-21 19:37:12 +10:00
Jonathan Young
4c7a2c5de3
Prioritize source SWF and image (for SWF atlas) files over their binary equivalents in resources files when not in production mode. Now you can replace individual menus without having to extract and delete all the base/*.resources files first.
2013-09-21 19:35:00 +10:00
Jonathan Young
a1776a22d0
r_vidMode sanity check was off by 1.
2013-09-18 12:39:31 +10:00
Daniel Gibson
9372fddabb
Fix compile when system GLDEBUGPROCARB signature is without const
...
.. by just casting our DebugCallback to GLDEBUGPROCARB.
It shouldn't make a difference ABI-wise, if there is a const at
a parameter or not.
Fixes #61
2013-08-31 19:23:45 +02:00
Robert Beckebans
d3ddf61d9c
Changed signature of GLDEBUGPROCARB to match OpenGL GL_ARB_debug_output specs
2013-08-29 09:38:52 +02:00
Robert Beckebans
db715535cc
Merged generic C++ fallbacks for SSE optimized code to allow support for non-x86 based platforms like ARM
2013-06-01 15:13:00 +02:00
Robert Beckebans
e510691c36
Changed model loader to not generate binary files for defaulted models. closes #39
2013-05-24 19:27:18 +02:00
Robert Beckebans
fe22638fdd
Merge branch 'master' into glew and fixed a crash on Intel HD drivers
2013-04-23 00:43:00 +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