Commit graph

16 commits

Author SHA1 Message Date
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
96e879361d Fixed a problem with the searching for embedding local and embedded shaders 2014-05-10 16:00:18 +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
e1661f8cde Merge branch 'master' into glew 2014-04-30 12:05:30 +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
055cc09c8b GLEW fixes 2014-04-25 20:23:34 +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
Robert Beckebans
aefa4ac6e3 Merge branch 'master' into glew and fixed a crash on Intel HD drivers 2013-04-23 00:41:54 +02:00
Daniel Gibson
e2359ba333 Add CVar r_displayGLSLCompilerMessages to suppress AMD driver warnings
The AMD drivers output a lot of useless warnings when compiling the shaders.
Those are pretty annoying, especially as idRenderProgManager::LoadGLSLShader
prints out the whole shader with them..
So I added this CVar to suppress them (when it's set to 0)
2013-03-17 23:35:12 +01:00
Robert Beckebans
c038a836f2 Merge branch 'master' into glew 2013-01-14 17:33:25 +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
202c54ffff Fixed backslashes bug in idRenderProgManager::LoadGLSLShader() 2012-12-14 14:21:50 +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