This is a renderer for ioquake3 that uses bgfx to support multiple graphics APIs.
Minimum requirements: OpenGL 3.2 or Direct3D 11.
- Anti-aliasing - MSAA, SMAA
- Soft sprites
- Real dynamic lights, with extra dynamic lights for Q3A weapons - BFG, Lightning, Plasma, Railgun
- Bloom
Bloom | Extra Dynamic Lights |
---|---|
Planar Reflections | Soft Sprites |
---|---|
premake5 gmake
if premake5 is in your PATH. Otherwise, ./bin/premake5 gmake
to use the local copy of premake.
The generated makefiles are written to build
.
Packages: libgl1-mesa-dev libsdl2-dev
ioquake3 SDL2 libs and headers are required. Clone ioquake3 to the same parent directory as ioq3-renderer-bgfx.
Use ioq3-premake-msvc.
Linux/Cygwin/MinGW-w64/MSYS2: premake5 shaders
or ./bin/premake5 shaders
Visual Studio: run bin/shaders.bat
Copy the renderer binaries from build\bin_*
to where you have a ioquake3 test build installed.
Select the renderer in-game with cl_renderer bgfx
followed by vid_restart
.
Run the following console variables without any arguments to see a list of possible values.
Variable | Description |
---|---|
r_aa | Anti-aliasing. |
r_backend | Rendering backend - OpenGL, Direct3D 9 etc. |
r_bgfx_stats | Show bgfx statistics. |
r_bloom | Enable bloom. |
r_bloomScale | Scale the bloom effect. |
r_dynamicLightIntensity | Make dynamic lights brighter/dimmer. |
r_dynamicLightScale | Scale the radius of dynamic lights. |
r_extraDynamicLights | Enable extra dynamic lights on Q3A weapons. |
r_fastPath | Disables all optional features to improve performance. |
r_lerpTextureAnimation | Use linear interpolation on texture animation - flames, explosions. |
r_maxAnisotropy | Enable anisotropic filtering. |
r_textureVariation | Hide obvious texture tiling in a few Q3A maps. |
r_waterReflections | Show planar water reflections. Only enabled on q3dm2 for now. |
Command | Description |
---|---|
r_captureFrame | Capture a RenderDoc frame. |
screenshotPNG |
The renderer must be built in debug mode - make config=debug_x86
or make config=debug_x86_64
.
Place the RenderDoc shared library - renderdoc.dll
or librenderdoc.so
- in the same directory as the renderer binary.
Use the r_captureFrame
console command to capture a frame. Bind it to a key so the console doesn't show up in the capture.
Capture files will be saved to the same directory as the ioquake3 executable as ioq3-renderer-bgfx_frameX.rdc
where X is the frame number.