Magnus Norddahl
f10ded756e
- split shadowmap AABB tree into two parts. one for static and one for dynamic
...
- upload only the dynamic AABB subtree using glBufferSubData
- change internal raytracing stack limit from 16 to 32
- update shadowmap AABB tree after R_SetupFrame for proper frame interpolation
2019-01-04 15:51:59 +01:00
Magnus Norddahl
d65d462268
- add some comments to shadowmap.fp
2018-10-04 01:29:25 +02:00
Magnus Norddahl
36946a47fe
- fix diagonal linear shadow map artifact
2018-10-04 00:46:17 +02:00
Christoph Oelckers
ad7aaa8f2a
- specify fragment output locations in the shader source.
...
OpenGL has been supporting this since version 3.3 and Vulkan requires it so it's the way to go.
2018-06-12 23:52:33 +02:00
Magnus Norddahl
48f753061a
- uniform buffers for the present and shadowmap shaders
2018-06-11 21:42:09 +02:00
Magnus Norddahl
7acb492852
- Add gl_shadowmap_quality cvar that controls the resolution of the 1D shadow map texture
2017-06-04 00:44:49 +02:00
Magnus Norddahl
265df4b797
- Change shadowmap resolution from 1024 to 128
2017-06-03 21:19:34 +02:00
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
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