SamuelCho
520b89408e
Fixed warnings related to graphics code additions.
2015-05-08 21:21:20 -07:00
Swifty
c620372357
Soft shadows, deferred lighting, and various major graphics optimizations.
2015-05-02 14:35:37 -07:00
asarium
9aed627ce7
Replace longjmp with exceptions
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Also added a EditorConfig file
2015-04-24 15:03:59 +02:00
MageKing17
83414b238d
Remove required_string_3() and required_string_4().
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Replaced with usage of required_string_one_of(). (required_string_either() not removed due to different behavior.)
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@11321 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-23 12:09:06 +10:00
zookeeper
4e0beccfc9
Reverted r10944 and r10945 for now, with the exception of the GL_TRIANGLE_STRIP->GL_QUADS fix.
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@11105 387891d4-d844-0410-90c0-e4c51a9137d3
2014-10-07 12:21:56 +10:00
zookeeper
a23438f590
Fixed inverted normals in RTT if post-processing is on.
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10945 387891d4-d844-0410-90c0-e4c51a9137d3
2014-07-27 13:03:04 +10:00
The_E
521e31d766
...aaand cleanup
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10027 387891d4-d844-0410-90c0-e4c51a9137d3
2013-11-10 18:28:58 +10:00
The_E
ec56e7771a
Ooops, small buffer collision. Need to load the depth buffer to texture unit 2.
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10026 387891d4-d844-0410-90c0-e4c51a9137d3
2013-11-10 18:28:58 +10:00
The_E
551a539fe8
Adds depth buffer access to post processing shaders (via use of the depth_tex uniform)
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10025 387891d4-d844-0410-90c0-e4c51a9137d3
2013-11-10 18:28:58 +10:00
The_E
b991499620
From Plombo: Make the FXAA shaders conform to the (absolutely braindead, I might add) GLSL specs. Also makes Mesa happy.
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@9665 387891d4-d844-0410-90c0-e4c51a9137d3
2013-06-11 19:22:15 +10:00
Zacam
755d7326b3
From Valathil, glCleanup to reduce the amount of calls.
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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