Magnus Norddahl
07fa310f23
- move material light modes to their own subshader lumps
2018-02-20 00:13:05 +01:00
Magnus Norddahl
eb39e88682
- clean up the main.fp light handling code so that a single ApplyDynLights function applies all dynamic light
2018-02-19 02:01:33 +01:00
Magnus Norddahl
94fbcacf22
Merge branch 'gzdoom' into materials
2018-02-10 00:08:17 +01:00
Magnus Norddahl
3207d8aef7
- generate uniform declarations from c++
2018-02-09 23:29:31 +01:00
Magnus Norddahl
769867475c
- Replaced max(dot(a,b), 0.0) with clamp as some rounding errors caused pow to receive negative values when then value was subtracted from 1.0 (undefined glsl behavior)
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- Fixed that surface angle attenuation was getting applied twice
2018-02-03 23:56:55 +01:00
Magnus Norddahl
7b9a334f77
- Change PBR materials to use quadratic light falloff
2018-02-03 13:17:09 +01:00
Magnus Norddahl
747ef8324e
- Improve sector light slightly for PBR
2018-01-29 19:09:24 +01:00
Magnus Norddahl
6deb51f23c
- disable the tonemapping to let it bloom instead
2018-01-27 00:42:17 +01:00
Magnus Norddahl
a6da1d356a
- add PBR materials to main.fp
2018-01-27 00:22:15 +01:00
alexey.lysiuk
7206bfcfbc
Made software fuzz shader compatible with supported OpenGL versions
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Use array constructors because initializer list is a core feature since OpenGL 4.2
2018-01-26 09:53:31 +02:00
Magnus Norddahl
7a59bcde4c
- move glossiness and specular level to GLDEFS
2018-01-25 19:53:55 +01:00
Magnus Norddahl
0855418475
Merge branch 'gzdoom' into materials
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# Conflicts:
# src/gl/shaders/gl_shader.cpp
# src/gl/shaders/gl_shader.h
2018-01-25 19:21:19 +01:00
Magnus Norddahl
4c0dce875f
Merge branch 'fuzz_software' into gzdoom
2018-01-25 19:00:14 +01:00
Magnus Norddahl
1875902414
- Do not flip the normal based on face direction
2018-01-23 23:59:58 +01:00
Magnus Norddahl
81c6808d2a
- Add specular and normal map handling to main.fp
2018-01-23 23:10:28 +01:00
Magnus Norddahl
e045fb57c9
- Declare new textures for specular and pbr modes
2018-01-23 20:51:48 +01:00
Magnus Norddahl
a23e5f49f6
- Add "fuzz software" to GL that renders fuzz like the scaled fuzz mode in the software renderer
2018-01-07 02:29:55 +01:00
Magnus Norddahl
5f36b86013
- Add dynamic spot lights
2018-01-04 17:58:11 +01:00
Magnus Norddahl
c3562fead2
Merge branch 'dynlightmodels'
2017-08-15 00:27:26 +02:00
Magnus Norddahl
a6d4bfc748
- Added linear and nearest shadowmap filters (enabled with defines)
2017-08-13 13:49:02 +02:00
Magnus Norddahl
5c7b1ee8e1
- Significantly improve shadowmap light performance for faces with a large number of lights but where only a few applies to each individual fragment
2017-08-08 23:28:42 +02:00
Magnus Norddahl
65d5f4ae18
- Fix normal normalize
2017-07-27 22:31:57 +02:00
Magnus Norddahl
2000784307
- normalize the normal vector in the vertex shader because our vertex attribute uses a low precision format (10 bits)
2017-07-25 20:20:13 +02:00
Rachael Alexanderson
8d3d271484
- tweaked the banded software lightmode shader a bit more, looks a little closer (but still not quite...) to real ZDoom in paletted mode
2017-07-21 18:45:08 -04:00
Rachael Alexanderson
e1b4bb11ba
Merge https://github.com/coelckers/gzdoom
2017-07-09 20:09:12 -04:00
Magnus Norddahl
ddd1b629c3
- Calculate globvis/r_visibility in r_utility and use it in GL and poly renderers
2017-07-09 19:01:34 +02:00
Rachael Alexanderson
b4915d624d
- removed 'cooling' component of the shader since it technically wasn't really functional (guess we have to use a separate shader to do that)
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- changed the math to use the 'mix' formula
2017-07-02 16:59:15 -04:00
Rachael Alexanderson
0d8b7c55ef
- added a grayscale formula selector
2017-07-02 16:45:06 -04:00
Rachael Alexanderson
bd02893ce7
- expanded hard limits for saturation to -15.0/15.0
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- added menu option for saturation
- tried to get the new saturation shader to consume less GPU power by turning it off when it is 1.0
2017-07-02 16:45:06 -04:00
Rachael Alexanderson
63da6e70c0
- added a vid_saturation control - works in postprocessing, only.
2017-07-02 16:45:06 -04:00
Rachael Alexanderson
1562d64580
- fixed: in the availability of gl_fogmode == 0, default to having square fog instead of radial fog in gl_lightmode == 8
2017-06-25 09:37:14 -04:00
Magnus Norddahl
b6e035e796
- Implemented radial fog support in software light mode
2017-06-25 15:02:34 +02:00
Rachael Alexanderson
4229389680
- fixed: banded sw light was broken in a recent commit. Added back the 32 light levels and also made it prefer darker shades.
2017-06-21 19:10:39 -04:00
Magnus Norddahl
28acf2ad06
- Fix OpenGL software diminishing light to be identical to truecolor swrenderer and softpoly
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All there is left is to make globVis an uniform and move the LightVisibility::SetVisibility calculations out of the software renderer.
That will make it 100% correct for all r_visiblity values and aspect ratios.
2017-06-22 00:01:57 +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
85a9984807
- Add OpenGL ES 3 support to GL renderer
2017-04-06 23:34:42 -04:00
Christoph Oelckers
9eae422dab
Merge branch 'shadowmaps' of https://github.com/raa-eruanna/qzdoom into 3.0_work
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# 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
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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