Robert Beckebans
0814287639
Updated release notes with screenshots
2021-05-08 11:34:12 +02:00
Robert Beckebans
329d822d32
Show all valid light material textures with editLights
2021-05-06 13:31:58 +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
30373922c3
Optimized bakeLightGrids
2021-05-01 15:59:46 +02:00
Robert Beckebans
5b0a3a8ac8
Merge branch '545-irradiance-light-grid'
2021-04-29 16:33:10 +02:00
Robert Beckebans
dbbcea94c5
Pull request cleanup
2021-04-29 16:32:15 +02:00
Robert Beckebans
0964c02bcf
Ran Astyle
2021-04-29 15:20:45 +02:00
Robert Beckebans
b96b085d04
Don't use 1 pixel border for non-lightgrid octahedrons
2021-04-27 14:15:11 +02:00
Stephen Saunders
0aae6f0902
macOS support for OpenGL and MoltenVK, demo recording/playback improvements
2021-04-19 14:32:52 -04:00
Robert Beckebans
03c5e0273b
Small bugfixes and r_useHDR 1 is now fixed for OpenGL
2021-04-18 21:20:29 +02:00
Robert Beckebans
884658d6dd
Added lightgrid debug shader
2021-04-15 13:11:27 +02:00
Robert Beckebans
99c7d58dc6
Compute irradiance for each light grid point
2021-04-13 17:51:16 +02:00
Robert Beckebans
6decaa2293
Started to bring back the Quake 3 lightgrid as irradiance cache
2021-04-13 15:50:46 +02:00
Robert Beckebans
97656fb9cf
Defaulted r_forceAmbient to 0.4
2021-03-26 18:40:02 +01:00
Robert Beckebans
5bbca6f98c
Use id Tech 5 multithreading for generateEnvironmentProbes
2021-03-23 21:53:21 +01:00
Robert Beckebans
8c397e9463
Bugfixed and flipped environment probe glReadPixels output
2021-03-23 09:36:39 +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
2b28723751
Render environment probes to HDRA16F target
2021-03-14 15:59:02 +01:00
Robert Beckebans
8a4253a643
Skip r_useVirtualScreenResolution
2021-02-25 19:36:59 +01:00
Robert Beckebans
c0376eacaf
Merged some smaller bugfixes from Stephen's branch
2021-02-20 12:03:11 +01:00
Robert Beckebans
f560ee861b
Renamed r_useFilmicPostProcessEffects to r_useFilmicPostProcessing
2021-02-10 16:35:08 +01:00
Robert Beckebans
6cff363845
Defaulted off r_showViewEnvprobes
2021-02-10 16:28:16 +01:00
Robert Beckebans
74d1fc5213
Defaulted r_ignoreGLErrors to 1
2020-07-14 18:37:41 +02:00
Robert Beckebans
8501ea46ba
Show environment probes as spheres instead of cubes
2020-05-20 18:24:45 +02:00
Robert Beckebans
624f61b025
First time that multiple environment probes work
2020-05-17 17:37:06 +02:00
Robert Beckebans
1a66dc50af
Added r_showViewEnvprobes
2020-05-17 13:29:18 +02:00
Robert Beckebans
804c16d0a4
First step at generating multiple env probes
2020-05-16 17:40:30 +02:00
Robert Beckebans
5b56ab3392
r_forceAmbient can be saved and r_antiAliasing 1 is new default
2020-05-15 16:21:48 +02:00
Robert Beckebans
1b3378cb94
Added Vogel Disk Sampling by Panos Karabelas
2020-05-11 23:49:04 +02:00
Robert Beckebans
9931fab681
Improved SSAO performance with Blue Noise
2020-05-10 15:05:46 +02:00
Robert Beckebans
14a331fadd
Made ImGui to work with the Vulkan builds
2020-05-04 17:22:51 +02:00
Robert Beckebans
b8e25612fb
Fixed several problems with the HDR light equations
2020-05-01 23:30:16 +02:00
Robert Beckebans
3f9b85d434
Fixed textureLod with Vulkan and tweaked IBL to use r_lightScale
2020-05-01 21:11:13 +02:00
Robert Beckebans
605944924a
Renamed r_useIBL to r_usePBR and fixed r_pbrDebug rendering
2020-04-26 10:38:28 +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
Robert Beckebans
1972bcdad4
Added second interaction shader path for PBR so old materials don't look glossy
2020-04-16 18:08:50 +02:00
Robert Beckebans
bc7d66a740
Fixed bug when looking for PBR image timestamp
2020-04-13 18:20:45 +02:00
Robert Beckebans
56a2ec0dfc
Added HACK to look for PBR maps with the suffix _rmao
2020-04-13 17:31:07 +02:00
Robert Beckebans
9fb3f686a1
Updated README with some documentation about the modding support
2020-03-31 21:01:44 +02:00
Robert Beckebans
62466b41b7
Use ImGui to draw renderer stats for com_showFPS 1
2020-03-29 17:12:11 +02:00
Robert Beckebans
af701aea33
Vulkan works on Kubuntu 19.10, g++ and open source drivers for the AMD RX 580
2020-03-22 15:29:24 +01:00
Robert Beckebans
6b524f0bcb
Turned off HDR and shadow mapping defaults for Vulkan builds
2020-03-22 13:46:58 +01:00
Robert Beckebans
bcb61ce306
Applied Astyle
2020-03-22 12:23:52 +01:00
Eric Womer
e9ef21ce5c
SDL2/Vulkan on Linux, still broken for Doom3BFG
2019-12-30 15:20:15 -05:00
Robert Beckebans
fa3df4e2d2
Fixed OpenGL backend, Added r_usePBR to toggle Image Based Lighting
2019-11-22 18:25:33 +01:00
Robert Beckebans
4a6af2d609
Applied new Astyle settings
2019-11-11 20:27:44 +01:00
Robert Beckebans
ab5b233e8e
Fixed dynamic shadows on Vulkan. Enabled PBR GGX for interaction shaders
2019-11-11 20:07:33 +01:00
Robert Beckebans
2c07265be5
Merge branch 'master' into IBL-environment-probes2
2019-10-30 10:38:44 +01:00
Robert Beckebans
a3e8b52170
Ported ImGui light editor from OpenTechBFG
2019-10-28 15:39:00 +01:00
Robert Beckebans
e6498e2975
Tweaked HDR/ambient
2019-10-19 22:14:51 +02:00
Robert Beckebans
0ef3fcfe92
Fixed a bug in the Vulkan Swapchain
2018-10-07 17:58:32 +02:00
Robert Beckebans
f180da6f63
Merged more Vulkan code from vkneo
2018-10-05 21:43:55 +02:00
Robert Beckebans
a7d5c16e0a
Vulkan CreateInstance Hello World
2018-10-04 00:30:20 +02:00
Robert Beckebans
a917b8c258
Stubbed out all OpenGL code
2018-10-03 23:40:35 +02:00
Robert Beckebans
bca006b8fc
Moved OpenGL initialization to GL backend
2018-10-03 22:05:30 +02:00
Robert Beckebans
3d9f9b75db
Deleted almost all OpenGL code from _VK backend files
2018-10-03 21:14:28 +02:00
Robert Beckebans
d115d84980
Merged improved VBO/UBO handling from vkneo
2018-10-02 17:50:51 +02:00
Robert Beckebans
a6169afac6
More render backend refactoring. Fixed image stuff
2017-09-10 13:32:44 +02:00
Robert Beckebans
a54612c0be
More renderer backend refactoring. DOES NOT COMPILE
2017-09-09 14:57:48 +02:00
Robert Beckebans
c91f8f4338
Merge branch 'master' into vkdoom3-merge
2017-09-03 10:32:19 +02:00
Robert Beckebans
657b5c02f9
Optimized makeAmbient importance sampling with Hammersley point set
2017-09-03 10:28:23 +02:00
Robert Beckebans
736ccadcb3
Started to move files so it can be compared to vkdoom3
2017-09-03 10:22:36 +02:00
Robert Beckebans
4daffd67c0
Astyle
2017-09-03 09:45:03 +02:00
Darren Salt
01be91c9c8
Fix detection of Mesa >= 17.2.
...
This handles accelerated drivers (vendor == "X.Org") and software rendering (llvmpipe).
2017-08-09 17:02:35 +01:00
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
081c848f87
envShot cleanup
2016-07-02 11:24:22 +02:00
Robert Beckebans
30f85f5b46
Merged Steel Storm 2 envShot bugfix by LordHavoc
2016-07-02 11:24:22 +02:00
Robert Beckebans
8f1512dc5e
Tweaked HDR tone mapping and linear RGB bugfixes
2016-01-17 12:49:04 +01:00
Robert Beckebans
d50c93f26f
Added r_exposure and tweaked lighting
2016-01-14 00:59:41 +01:00
Robert Beckebans
f82b700598
Improved linear RGB lighting and added ACES tonemap
2016-01-13 20:33:16 +01:00
Robert Beckebans
3c9bc63f61
SSGI radiosity blur
2016-01-10 17:20:38 +01:00
Robert Beckebans
d9f9db3b37
Framework for hierarchical depth buffer optimization
2016-01-09 13:38:49 +01:00
Robert Beckebans
94c28fa8ff
Working Alchemy SSAO shaders
2016-01-08 19:30:21 +01:00
Robert Beckebans
08c7b35fd1
Normals-only G-Buffer for screen space effects
2015-12-31 18:11:34 +01:00
Robert Beckebans
5846953302
Fixed missing multiSamples initialization for OpenGL. #276
2015-12-30 19:28:14 +01:00
Robert Beckebans
e2e4295556
Replaced r_multiSamples with r_antiAliasing to switch between SMAA, MSAA ( and TXAA future)
2015-12-30 12:07:24 +01:00
Robert Beckebans
6aa87784a3
Tweaked HDR/ambient
2015-12-25 12:03:59 +01:00
Robert Beckebans
ad0ff8ec8d
Tweaked HDR/ambient
2015-12-24 18:47:16 +01:00
Robert Beckebans
5556231d71
Tweaked HDR parameters
2015-12-24 18:47:16 +01:00
Robert Beckebans
6c4ebf6a75
Added ambient pass to make game less dark
2015-12-24 18:47:16 +01:00
Robert Beckebans
da7eedf04d
Added filmic post process effects
2015-12-23 13:53:21 +01:00
Robert Beckebans
5e2f7375ac
Tweaked chromatic burning bloom
2015-12-22 17:53:18 +01:00
Robert Beckebans
2d8a0b3536
Tweaked tone mapping and implemented r_hdrDebug view
2015-12-21 11:39:19 +01:00
Robert Beckebans
37005ba506
64 bit HDR with adaptive tone mapping ported from XreaL
2015-12-20 12:28:46 +01:00
Robert Beckebans
1c14ab2db9
Changed extension check for GL_ARB_framebuffer_object
2015-11-23 14:42:01 +01:00
Robert Beckebans
be030e5548
Workarounds for Mesa. closes #256 #245
2015-11-23 14:01:59 +01:00
Robert Beckebans
395ef525b1
Tweaked shadowmap bias to fight shadow acne
2015-03-19 01:27:44 +01:00
Robert Beckebans
0722718307
Disabled GPU Skinning for Mesa driver #187
2014-11-12 12:39:53 +01:00
Robert Beckebans
d295a6aea9
Disabled usage of OpenGL 3.2 compatibility profiles for Linux #187
2014-11-12 12:34:07 +01:00
Robert Beckebans
6a906704c5
Made GL_ARB_multitexture exception for OpenGL core profiles and Mesa #189
2014-11-09 11:24:37 +01:00
Robert Beckebans
ce0e83ebca
Merge pull request #160 from BielBdeLuna/envshot
...
Envshot and cubemap to skymap transforms
2014-08-25 17:17:47 +02:00
BielBdeLuna
fc7ed840bc
astyle and other wonderbar stuff!
2014-08-25 15:25:54 +02:00
BielBdeLuna
fedaf6b691
envshot and others working
2014-08-24 00:10:50 +02:00
Robert Beckebans
9147482a37
Added check for Gallium drivers to use GLSL ES 3.00. #137
2014-08-20 13:07:59 +02:00
BielBdeLuna
d7345d6168
envToSky not working yet
2014-08-20 12:12:01 +02:00
BielBdeLuna
095cf836c6
screen shots are PNG and envshots are TGA, but still envshots come out somewhat wrong
2014-08-19 11:35:50 +02:00
BielBdeLuna
706d98f24c
now envshot does the target renderers at a proportionatesize and unskewed, but still the first of them fails.
2014-08-18 03:38:55 +02:00
BielBdeLuna
71b26cf128
envshot working but not correctly
2014-08-16 23:20:46 +02:00
Radegast
0ae98f62c4
It's no fun without textures. #87
2014-05-18 23:49:03 +01:00
Radegast
812fb78d52
Initial OS X support. #87
2014-05-18 23:14:28 +01:00
Robert Beckebans
185f2aaf90
Disabled some GL_CheckErrors() calls that can be a slowdown
2014-05-18 15:17:15 +02:00
Robert Beckebans
63add75e7f
Disabled MSAA 16x option which is a performance killer in combination with shadow mapping
2014-05-16 23:57:17 +02:00
Robert Beckebans
54c31bff8f
Fixed r_shadowMapJitterScale for Poisson disc algorithm
2014-05-16 22:32:56 +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
e0c8243ee7
Make high quality shadow mapping the default
2014-05-16 00:22:34 +02:00
Robert Beckebans
87b0040f92
Changed r_useShadowMapping 1: medium+faster, 2: high quality
2014-05-16 00:14:42 +02:00
Robert Beckebans
cd3ed5a927
Sacrificed texture bias option for shadows option. fixes #109
...
We can't add new graphics options without altering the original Flash menu
files which we don't have. I disabled the r_lodBias functionality which
can make the game look worse by adding a bias to the texture lookup
functions which cause choosing texture mip maps that are smaller than the
original image size in every view even though we want the first mip map
level 0 which is the best quality.
2014-05-15 23:46:53 +02:00
Robert Beckebans
e13fc0f4e9
Added cvar r_useHalfLambertLighting to make it optional, it requires reloadShaders
2014-05-15 16:37:55 +02:00
Robert Beckebans
42874cfd05
Added graphics option to make soft shadows optional
2014-05-15 12:14:37 +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
5153422d0d
Added shadow LOD calculation
2014-05-11 17:24:24 +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
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
60ccf3567b
Merge branch 'master' into glew
2014-04-25 20:24:30 +02:00
Robert Beckebans
d326d49cf0
Merge pull request #93 from dekadenZ/fix-renderer-string-cmp
...
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
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
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
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
573905e295
Compile fix
2014-01-09 17:53:30 +01:00
Robert Beckebans
7690fb4b8e
Merge branch 'master' into glew
...
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
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
fe22638fdd
Merge branch 'master' into glew and fixed a crash on Intel HD drivers
2013-04-23 00:43:00 +02:00
Robert Beckebans
c038a836f2
Merge branch 'master' into glew
2013-01-14 17:33:25 +01:00
Daniel Gibson
d6c32cd49b
Support resizing windows + improve fullscreen for SDL2
...
By implementing GLimp_SetScreenParms() and enhancing the
event handling
2013-01-04 14:40:35 +01:00
Daniel Gibson
876aa96637
Fix messed up view angle after taking screenshots
...
Pretty much like https://github.com/dhewm/dhewm3/issues/18
but here it took some more changes
2012-12-23 06:43:20 +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
d7888cf99d
Added support for SDL 2.0
2012-12-14 19:03:30 +01:00
Robert Beckebans
8b8cfe7d25
Small changes to pthreads.
2012-12-14 13:10:52 +01:00
Daniel Gibson
67d6a5a1fa
Make sure SDL_Init() was called before SDL_VideoInfo()
...
by adding GLimp_PreInit()
2012-12-14 00:51:22 +01:00
Robert Beckebans
86deed26b8
Merged 64 bit fixes.
2012-12-12 12:11:55 +01:00
Daniel Gibson
9eeea7adf3
Fix tons of compiler warnings
...
mostly -Wreorder, use const char* instead of char* for "static strings",
fix inappropriate usage of NULL (e.g. instead of '\0' or (int)0)
2012-12-11 23:57:05 +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