Commit Graph
47 Commits
Author SHA1 Message Date
Zacam 755d7326b3 From Valathil, glCleanup to reduce the amount of calls.
First post here: http://www.hard-light.net/forums/index.php?topic=82886.0
Mantis Here: http://scp.indiegames.us/mantis/view.php?id=2728
2012-11-18 10:05:44 +00:00
The_E 9a54bd0cc4 New game_settings.tbl setting: "$Enable External Shaders:", which allows the use of, you may have guessed it, external shaders. Default is off. 2012-08-03 20:31:57 +00:00
The_E cc2b907673 Changes the glBegin()/glEnd() stuff we were using in some places to the more modern glDrawArrays() way of doing things. Thanks to Kromaatikse for the initial implementation. 2012-07-02 15:48:56 +00:00
Goober5000 7ef1c9f99a MSVC6 compatibility 2012-06-17 05:43:28 +00:00
Echelon9 e5ef4467da GCC warning: missing initialiser for member ‘opengl_shader_file_t::attributes’ 2012-06-13 14:26:30 +00:00
Echelon9 4d31532aad GCC warning: passing NULL to non-pointer argument, in gropenglpostprocessing.cpp 2012-05-27 14:13:25 +00:00
Echelon9 28c20e0468 GCC warning: converting to non-pointer type 'int' from NULL 2012-05-27 13:53:04 +00:00
Echelon9 c4c33bea34 Fix Mantis 2642: Cockpits are rendered incorrectly when post-processing is disabled, thanks m_m 2012-04-22 13:34:37 +00:00
The_E 95f56d3af7 New shader initialization code. This removes the big, ugly GL_Shader_file[] array, and changes shader compilation behaviour to only compile shaders on demand, not on program startup 2012-04-02 10:20:31 +00:00
Valathil 42a0fd0626 Fix cockpit simulated brightness for lightshafts: Recalculate even if falloff is 1.0 and use the actual sample number 2012-01-17 17:13:01 +00:00
The_E b9f9b49e4f Make sure the FXAA pass only draws to COLOR_ATTACHMENT0 2012-01-11 17:41:52 +00:00
The_E ecb11b095c We were disabling the framebuffer a bit too soon here. 2012-01-06 01:03:37 +00:00
The_E 41d68f3aca From m|m: Fix for Mantis 2400 (RTT rendering broken in current builds). Also changes GL_rendering_to_framebuffer to the more aptly named GL_rendering_to_texture. 2011-12-23 13:09:39 +00:00
Echelon9 e98f25198c Adjust alignment when shader debug logs are written. 2011-12-23 00:15:46 +00:00
The_E 09b8d1e3d1 Adds an intermediate render target for FXAA to work against, this removes a previous reliance on undocumented behaviour in OpenGL. 2011-12-22 15:12:18 +00:00
Valathil 7ffe518adb Allow for FS1 shader effect to be customized in post_process.tbl 2011-12-22 14:40:30 +00:00
Valathil a0d1c8445a Added Lightshafts as a replacement for sun glare. Look at http://www.hard-light.net/forums/index.php?topic=78923.80 for post_processing.tbl format 2011-12-08 20:57:11 +00:00
Echelon9 9f711bf53e Documentation: General code cleanup for 64bit 2011-11-05 08:12:04 +00:00
Echelon9 6d4f266e52 Use SCP_* types to access STL types wherever possible. This allows more complete memory monitoring 2011-10-03 09:06:56 +00:00
The_E b1fc8971de Little change to fix bug with external post shaders not loading 2011-09-17 19:36:24 +00:00
Echelon9 9bd9ea619d PVS-Studio fix: V519 The 'list_size' variable is assigned values twice successively. Perhaps this is a mistake. Check lines: 597, 604 (gropenglpostprocessing.cpp) 2011-08-28 09:31:21 +00:00
The_E 94bb513f0f Another FXAA change to stop it from murdering our pretty pretty starfields. 2011-08-23 19:07:58 +00:00
Swifty fe605149c4 Soft sphere sprite rendering for particles, explosions, shockwaves, and thrusters. 2011-08-20 22:14:52 +00:00
The_E d5c065bf74 When loading FXAA shaders, always use the built-in defaults. 2011-08-14 15:08:28 +00:00
The_E 4c919f0a59 Fixes issue with post_processing.tbl parsing 2011-07-30 22:45:53 +00:00
The_E 2dc34f3e1f This is the correct version now. 2011-07-30 22:39:49 +00:00
The_E 7f219cad2c Reverting due to bugs 2011-07-30 22:32:09 +00:00
The_E 32c5491d83 Adding support for the new cloaking effect. 2011-07-30 21:13:02 +00:00
The_E 83d1fe8f5f Update to FXAA 3.11 2011-07-23 10:14:36 +00:00
The_E bbae282db5 Update FXAA to 3.10. Also changes the fxaa preset selection method to recompile shaders when preset changes, should yield some speed improvements. 2011-07-21 12:18:37 +00:00
The_E 4fdfd96b8f Major change to FXAA. Now doing a prepass to convert the main shaders' RGBA output into RGBL. Also enables minor speedup for OpenGL 4/4.1 capable chips. Default preset changed to 6. 2011-07-06 10:48:56 +00:00
The_E 28bbbdab09 Reverting, due to unforeseen consequences 2011-07-04 14:55:07 +00:00
The_E 48610b1de5 Small update to the FXAA shaders. Also adds a function for shader uniform access that was previously missing. 2011-07-04 13:59:02 +00:00
Zacam 0801b6861f Back port from AP: removes a couple of Unreachable NULL returns 2011-06-07 02:30:00 +00:00
The_E 784da1e0d0 Adding the FSU main shaders, FSU post-processing.tbl, as well as the post-processing and FXAA shaders to def_files. 2011-05-21 17:07:41 +00:00
The_E 3cbf515fe3 Since bloom can now be changed in-game, we always need to compile the shaders. 2011-05-20 15:56:30 +00:00
The_E ad1297167d Adding a bit of configurability to the FXAA business. This alters the F3 Lab so that the number keys correspond to FXAA presets (with 0 being lowest and fastest, default being 3). Also adds the "-fxaa_preset" commandline argument, which accepts a single int parameter. New Shaders needed to take full advantage of this, see forum thread (http://www.hard-light.net/forums/index.php?topic=76145.0) for details. 2011-05-18 11:37:27 +00:00
The_E 814f9777c5 Adding an error message in case FXAA shader compilation fails. 2011-05-17 16:29:43 +00:00
The_E 41bfa86911 This will enable FXAA support in FSO (Read: Antialiasing as a post-process stage). In order to use it, the shaders found here: http://blueplanet.fsmods.net/E/stuff/FXAA-shaders.7z need to be in data/effects. 2011-05-17 14:57:33 +00:00
The_E 8726f7e0fb Fix for Mantis 2344 (Post-processing sexps don't show correctly in FRED) 2010-11-25 18:48:00 +00:00
Zacam 75043ff5b1 go_faster from Antipodes 6. Everybody, say "Thank you, taylor!" 2010-10-18 18:32:37 +00:00
taylor d36f675f50 no comment. (nothing nice to say) 2010-03-10 10:05:42 +00:00
Hery 1f40c55c1a Fix for mantis 2078, two pass bilinear downscaling in order to reduce artifacts 2010-01-05 12:56:33 +00:00
Hery bce99b342e shader manager and post-procesing files need svn:eol-style set to LF 2009-12-27 16:35:39 +00:00
Hery 6939a6c05b fix problems with lua scripts and post-processing 2009-12-27 13:01:42 +00:00
Echelon9 94a1b2d275 MIN() is defined as capitalised at pstypes.h:274 2009-12-15 06:16:04 +00:00
portej05 016d01c345 Woops - missed the two important files! 2009-12-14 17:17:29 +00:00