Magnus Norddahl
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265df4b797
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- Change shadowmap resolution from 1024 to 128
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2017-06-03 21:19:34 +02:00 |
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Magnus Norddahl
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85a9984807
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- Add OpenGL ES 3 support to GL renderer
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2017-04-06 23:34:42 -04:00 |
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Christoph Oelckers
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9eae422dab
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Merge branch 'shadowmaps' of https://github.com/raa-eruanna/qzdoom into 3.0_work
# Conflicts:
# src/CMakeLists.txt
# wadsrc/static/language.enu
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2017-03-11 19:55:43 +01:00 |
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Magnus Norddahl
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59ec97d2d5
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Fix shadow map acne and the attenuate flag
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2017-03-10 22:08:55 +01:00 |
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Magnus Norddahl
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b660493051
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Add menu option for disabling shadow maps and detecting if storage buffers are available or not
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2017-03-10 19:10:40 +01:00 |
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Magnus Norddahl
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cb40c369cd
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Added PCF shadows
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2017-03-08 01:35:07 +01:00 |
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Magnus Norddahl
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818b72fbf5
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Reduce margin a little
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2017-03-08 00:33:42 +01:00 |
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Magnus Norddahl
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6df3b3fbca
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Changed the light collision structure uploaded to the GPU to be a binary tree using AABBs for the nodes instead of a BSP plane
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2017-03-07 15:58:22 +01:00 |
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Magnus Norddahl
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8515f9720a
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1D shadow maps are now working
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2017-03-04 09:14:01 +01:00 |
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Magnus Norddahl
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0d1deddae5
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Bind shadow map texture for main.fp and sample from the shadowmap texture
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2017-03-02 19:10:57 +01:00 |
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Magnus Norddahl
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538d516c9a
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Upload shadow map index for each light to main.fp
Move storage buffer binding location
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2017-03-02 18:07:47 +01:00 |
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Magnus Norddahl
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d450deee76
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Generate shadow map for lights
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2017-03-02 16:19:07 +01:00 |
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Magnus Norddahl
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62c285f7b3
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Create a shadowmap texture and upload light list
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2017-03-02 16:19:06 +01:00 |
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Magnus Norddahl
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7a4b01471d
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Add class updating and managing the shadow map texture
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2017-03-02 16:19:06 +01:00 |
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Magnus Norddahl
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6363c6cf58
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Add a shadowmap shader
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2017-03-02 16:19:06 +01:00 |
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Rachael Alexanderson
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226e5238fc
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Merge https://github.com/coelckers/gzdoom
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2017-02-01 21:57:37 -05:00 |
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alexey.lysiuk
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1fd37ff2ff
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Removed unused input from fog boundary fragment program
This should fix https://mantis.zdoom.org/view.php?id=151
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2017-02-01 10:05:38 +02:00 |
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Rachael Alexanderson
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0c101102dc
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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
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2017-01-28 17:39:55 -05:00 |
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Christoph Oelckers
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ee22a9371b
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- use Doom64 colors on sectors and linedefs.
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2017-01-28 20:44:46 +01:00 |
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Christoph Oelckers
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12d073a27d
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- objectcolor stuff.
# Conflicts:
# src/gl/renderer/gl_renderstate.cpp
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2017-01-28 19:06:21 +01:00 |
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Magnus Norddahl
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9c4b11b671
|
Add OpenGL ES support to Linux target and enable it for ARM devices
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2017-01-25 07:18:26 +01:00 |
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Rachael Alexanderson
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a04699ec1c
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Merge https://github.com/coelckers/gzdoom
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2017-01-24 18:15:39 -05:00 |
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Rachael Alexanderson
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3154652885
|
- fixed possible AMD compilation error.
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2017-01-24 22:24:53 +01:00 |
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Rachael Alexanderson
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9a777f719b
|
- Added "gl_bandedswlight" to reduce the software light emulation gradient to 32 levels.
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2017-01-24 22:24:53 +01:00 |
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Magnus Norddahl
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057060022a
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Merge remote-tracking branch 'gzdoom/master' into ssao
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2016-11-27 09:59:57 +01:00 |
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Rachael Alexanderson
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b460ce31e8
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Merge http://github.com/coelckers/gzdoom
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2016-10-24 21:02:09 -04:00 |
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Christoph Oelckers
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bea625a42c
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- 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.
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2016-10-23 20:42:48 +02:00 |
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Magnus Norddahl
|
be2c50f11c
|
Merge remote-tracking branch 'gzdoom/master' into ssao
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2016-10-21 23:48:30 +02:00 |
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Magnus Norddahl
|
8b297221fe
|
Merge branch 'gl_swframebuffer' into qzdoom
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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
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2016-10-13 18:12:56 +02:00 |
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Magnus Norddahl
|
14c1a77f8a
|
Fix AmbientOcclusionColor bug where pixelpos was assumed to be in eye space coordinates
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2016-10-13 18:08:04 +02:00 |
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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 |
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Magnus Norddahl
|
682b040b97
|
OpenGL based software renderer hardware accel now works for most things
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2016-10-11 00:03:46 +02:00 |
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Magnus Norddahl
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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 |
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Magnus Norddahl
|
1b7c42f45f
|
Multisampling ssao bug fixes and split linear depth to its own buffer
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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 |
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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 |
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Magnus Norddahl
|
9af34bac69
|
Add gbuffer pass support to FShaderManager and FRenderState
|
2016-09-25 00:22:32 +02:00 |
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