Commit Graph
15 Commits
Author SHA1 Message Date
Pieter-Jan BriersandGitHub cd3a7ef91e ANGLE+DXGI experiment, window/GL init rewrite (#1982) 2021-08-30 01:35:07 +02:00
Pieter-Jan BriersandGitHub 8efffc471d Multi-window support (#1713) 2021-05-02 14:05:50 +02:00
Pieter-Jan Briers 8d82f48a8f Various GLES fixes. 2021-03-11 13:06:30 +01:00
Pieter-Jan Briers 469f9fd219 Remove #line directives from shaders.
They hurt debugging more than they helped.
2021-03-11 13:06:18 +01:00
20kdcandGitHub 79deaca409 Polar Coordinates: simplify maths, any-angle occluders are no longer evil (#1504)
Someone please performance-test this, but I think the fragment shader code simplifications speak for themselves.

Radrark found the "line in polar coordinates" equation I needed and a diagram that explained the variables.

That equation was essentially the missing piece to the whole thing.
2021-01-14 13:44:25 +01:00
20kdcandGitHub 4f6a4c8a28 Lighting: Polar Coordinates fix: Sparkle-Be-Gone (#1345) 2020-10-24 15:51:17 +02:00
20kdcandGitHub d2949ac474 Polar coordinate lighting implementation (#1324) 2020-10-19 22:39:07 +02:00
20kdcandGitHub 49242f8a0a Auto-replace texture2D with texture to fix issues with deprecated function names (#1278) 2020-09-03 19:15:09 +02:00
20kdcandGitHub 4f5d2664b8 Prevent gl_FragColor deprecation issues on GL3.3 (hopefully finally ending the saga of hotfixes) (#1270) 2020-09-01 20:40:55 +02:00
20kdcandGitHub 880be34b8d GLES2: hotfix: Use in/out to prevent core profile complaints (#1269) 2020-09-01 17:25:06 +02:00
20kdcandGitHub 4777a0adbf GLES2 users, assemble! (#1266) 2020-09-01 15:27:14 +02:00
Pieter-Jan Briers 381cdb5fbb Add OpenGL 3.1 support.
h
2020-08-25 21:44:01 +02:00
Pieter-Jan BriersandGitHub 32bafb66a8 Shadows & FOV. (#992)
* Work on shadow casting.

* Shadowcasting depth works, code cleanup

* Adds #include support to SWSL parser.

* Move lighting shader to swsl.

Also more shader parser fixes.

* Move PI constant to correct file.

* Got functional FOV, working on wall bleed.

* Hey, it kinda works.

* Occluder component now lives in shared.

* Optimizations.

* Fix light map color format.

I set it to something else while testing perf.

* Front face cull final FOV pass.

* Fix holes in occlusion geometry due to disabled occluders.

* Starting work on better wall handling.

* Some comments.

* Improve font-face-culled FOV pass.

* Improve various light biasing things.

* VSM, smooth shadows.

Also unused VSM blurring because it didn't work but committing it like this will forever keep it in Git somewhere.

* FOV smoothing, looks kinda awful.

* Base wall bleed blur strength on camera size.

* The part where I give up.

* Comments. Many comments.

* Allow eyes to disable FOV.

* Improve OccluderComponent on the client.

* Update for occluder component changes.

* Maybe do this properly...
2020-02-23 17:18:58 +01:00
Pieter-Jan Briers 0df2d7c89d More Clyde refactoring, FOV works now. 2020-02-06 14:14:27 +01:00
Pieter-Jan Briers 0169312c0b Not actually functional FOV system.
There's enough various changes in here that this is worth committing already.
2020-02-05 00:10:58 +01:00