Commit Graph

148 Commits

Author SHA1 Message Date
Christoph Oelckers 9eae422dab Merge branch 'shadowmaps' of https://github.com/raa-eruanna/qzdoom into 3.0_work
# Conflicts:
#	src/CMakeLists.txt
#	wadsrc/static/language.enu
2017-03-11 19:55:43 +01:00
Magnus Norddahl 59ec97d2d5 Fix shadow map acne and the attenuate flag 2017-03-10 22:08:55 +01:00
Magnus Norddahl b660493051 Add menu option for disabling shadow maps and detecting if storage buffers are available or not 2017-03-10 19:10:40 +01:00
Magnus Norddahl cb40c369cd Added PCF shadows 2017-03-08 01:35:07 +01:00
Magnus Norddahl 818b72fbf5 Reduce margin a little 2017-03-08 00:33:42 +01:00
Magnus Norddahl 6df3b3fbca Changed the light collision structure uploaded to the GPU to be a binary tree using AABBs for the nodes instead of a BSP plane 2017-03-07 15:58:22 +01:00
Magnus Norddahl 8515f9720a 1D shadow maps are now working 2017-03-04 09:14:01 +01:00
Magnus Norddahl 0d1deddae5 Bind shadow map texture for main.fp and sample from the shadowmap texture 2017-03-02 19:10:57 +01:00
Magnus Norddahl 538d516c9a Upload shadow map index for each light to main.fp
Move storage buffer binding location
2017-03-02 18:07:47 +01:00
Magnus Norddahl d450deee76 Generate shadow map for lights 2017-03-02 16:19:07 +01:00
Magnus Norddahl 62c285f7b3 Create a shadowmap texture and upload light list 2017-03-02 16:19:06 +01:00
Magnus Norddahl 7a4b01471d Add class updating and managing the shadow map texture 2017-03-02 16:19:06 +01:00
Magnus Norddahl 6363c6cf58 Add a shadowmap shader 2017-03-02 16:19:06 +01:00
Rachael Alexanderson 226e5238fc Merge https://github.com/coelckers/gzdoom 2017-02-01 21:57:37 -05:00
alexey.lysiuk 1fd37ff2ff Removed unused input from fog boundary fragment program
This should fix https://mantis.zdoom.org/view.php?id=151
2017-02-01 10:05:38 +02:00
Rachael Alexanderson 0c101102dc Merge https://github.com/coelckers/gzdoom
# Conflicts:
#	src/r_bsp.cpp
#	src/r_main.cpp
#	src/r_segs.cpp
#	src/r_things.cpp
#	wadsrc/static/language.enu
#	wadsrc/static/menudef.txt
2017-01-28 17:39:55 -05:00
Christoph Oelckers ee22a9371b - use Doom64 colors on sectors and linedefs. 2017-01-28 20:44:46 +01:00
Christoph Oelckers 12d073a27d - objectcolor stuff.
# Conflicts:
#	src/gl/renderer/gl_renderstate.cpp
2017-01-28 19:06:21 +01:00
Magnus Norddahl 9c4b11b671 Add OpenGL ES support to Linux target and enable it for ARM devices 2017-01-25 07:18:26 +01:00
Rachael Alexanderson a04699ec1c Merge https://github.com/coelckers/gzdoom 2017-01-24 18:15:39 -05:00
Rachael Alexanderson 3154652885 - fixed possible AMD compilation error. 2017-01-24 22:24:53 +01:00
Rachael Alexanderson 9a777f719b - Added "gl_bandedswlight" to reduce the software light emulation gradient to 32 levels. 2017-01-24 22:24:53 +01:00
Magnus Norddahl 057060022a Merge remote-tracking branch 'gzdoom/master' into ssao 2016-11-27 09:59:57 +01:00
Rachael Alexanderson b460ce31e8 Merge http://github.com/coelckers/gzdoom 2016-10-24 21:02:09 -04:00
Christoph Oelckers bea625a42c - added an ATTENUATE flag to dynamic lights, this is set by default for attached lights. For placed lights this is off, because it'd interfere with many existing maps that depend on unattenuated lights. 2016-10-23 20:42:48 +02:00
Magnus Norddahl be2c50f11c Merge remote-tracking branch 'gzdoom/master' into ssao 2016-10-21 23:48:30 +02:00
Magnus Norddahl 8b297221fe Merge branch 'gl_swframebuffer' into qzdoom 2016-10-16 23:18:16 +02:00
Magnus Norddahl f81d0d3964 macOS support and Intel driver bug fixes 2016-10-16 22:40:08 +02:00
Magnus Norddahl 2a0ab96341 Merge remote-tracking branch 'origin/ssao' into qzdoom 2016-10-13 18:12:56 +02:00
Magnus Norddahl 14c1a77f8a Fix AmbientOcclusionColor bug where pixelpos was assumed to be in eye space coordinates 2016-10-13 18:08:04 +02:00
Magnus Norddahl f5c069c759 Merge remote-tracking branch 'origin/gl_swframebuffer' into qzdoom 2016-10-11 14:54:18 +02:00
Magnus Norddahl 3c7d6234cb Add wipes 2016-10-11 14:37:57 +02:00
Magnus Norddahl 01dc9de8d1 Misc bug fixes and performance improvements 2016-10-11 10:27:18 +02:00
Magnus Norddahl 682b040b97 OpenGL based software renderer hardware accel now works for most things 2016-10-11 00:03:46 +02:00
Magnus Norddahl f4308b3184 Add glsl shader version of the d3d9 shaders and get enough of it working for it to boot without errors 2016-10-10 21:03:55 +02:00
raa-eruanna 2a7b902a0a Merge http://github.com/coelckers/gzdoom
# Conflicts:
#	src/gl/renderer/gl_renderer.cpp
2016-10-10 10:39:07 -04:00
Christopher Bruns 779e6acb7b Create "final" two non-VR 3D modes: Column-interleaved and checkerboard. 2016-10-09 13:05:50 -04:00
Magnus Norddahl 1b7c42f45f Multisampling ssao bug fixes and split linear depth to its own buffer 2016-10-09 06:17:48 +02:00
Magnus Norddahl bb79dcb634 SSAO math bug fixes 2016-10-06 07:36:49 +02:00
Magnus Norddahl 00e72028ef Add another gbuffer with normal data and make ssao pass use it 2016-10-05 07:57:27 +02:00
Magnus Norddahl ecb57d6cd9 Merge remote-tracking branch 'gzdoom/master' into ssao
# Conflicts:
#	src/gl/renderer/gl_renderer.cpp
#	src/gl/scene/gl_scene.cpp
#	src/gl/shaders/gl_shader.cpp
#	wadsrc/static/language.enu
#	wadsrc/static/menudef.zz
2016-10-04 00:01:03 +02:00
Christoph Oelckers 4eb5f10b02 - use normals to have proper light attenuation. So far only implemented for walls and flats. Models are planned but need some thinking about how to efficiently collect all required lights for an object. 2016-10-03 16:09:32 +02:00
alexey.lysiuk c68aa2b241 Added FXAA post-processing
Implementation of Fast Approximate Anti-Aliasing is based on nVidia sample:
https://github.com/NVIDIAGameWorks/GraphicsSamples/tree/master/samples/es3-kepler/FXAA
2016-10-03 00:15:45 +02:00
Christopher Bruns 0240cdef18 Modulate row interleaved stereo 3d offset with window height parity, because gl_FragCoord.y approaches zero at the bottom, not the top of the window. 2016-10-02 16:10:58 -04:00
Christopher Bruns fcbf9342d6 Compute row location using gl_FragCoord. 2016-10-02 16:10:39 -04:00
Christopher Bruns 460b653709 Row interlaced 3d might be working, at least in fullscreen 1920x1080 mode. 2016-10-02 16:10:21 -04:00
Magnus Norddahl d774136282 Added SceneData texture as the second colorbuffer when rendering a scene and placed fog data into it 2016-09-25 00:22:32 +02:00
Magnus Norddahl 9af34bac69 Add gbuffer pass support to FShaderManager and FRenderState 2016-09-25 00:22:32 +02:00
Magnus Norddahl 0a8cc1b74c Fix depth blur 2016-09-25 00:22:31 +02:00
Magnus Norddahl 24ab13f1ce Fix stripes in the reconstructed normals due to down scaling 2016-09-25 00:22:31 +02:00