Lasse Öörni
1f45d256f4
Time-based removal of unused occlusion and screen buffers.
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Renamed RenderBuffer to ScreenBuffer to not clash with OpenGL terminology.
2011-12-21 11:54:49 +00:00
Lasse Öörni
907c1670e3
Removed the G-buffer size restriction. A G-buffer matching the dimensions of the rendertarget will be allocated on demand.
2011-12-21 09:01:13 +00:00
Lasse Öörni
97f1fbd7e1
Added relative scale flag to ParticleEmitter XML description file format.
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Fixed ParticleEmitter documentation.
2011-12-20 23:42:47 +00:00
Lasse Öörni
e47d9ab6e7
More attribute fixes.
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Fixed different size of "Pick" and "Open" buttons in the editor.
2011-12-20 23:37:20 +00:00
Lasse Öörni
75beda5f3a
Removed the "unculled drawable" mechanism. Instead added occludee-flag to Drawable.
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Added missing attributes to ParticleEmitter.
2011-12-20 23:25:22 +00:00
Lasse Öörni
3e2f8e72c8
Comment cleanup.
2011-12-20 23:01:05 +00:00
Lasse Öörni
2b553167b9
Fixed OpenGL rendering.
2011-12-20 22:51:39 +00:00
Lasse Öörni
75096fe6f9
Refactored screen-size rendertarget allocation in preparation for postprocessing.
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Removed the "size 0,0 follows window size" mechanism from Texture2D.
2011-12-20 22:24:09 +00:00
Lasse Öörni
cc97e7650e
On Direct3D9, return the INTZ format from GetDepthStencilFormat() if supported.
2011-12-20 08:38:05 +00:00
Lasse Öörni
d449b946bd
Additions to the PostProcess API.
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Exposed PostProcess to script.
Code cleanup.
2011-12-19 23:44:28 +00:00
Lasse Öörni
9ce5d0b836
Added initial PostProcess class. Not yet used and does not render anything yet.
2011-12-19 21:57:56 +00:00
Lasse Öörni
194e0f567c
Fixed shader parameter overwrite with non-shadowed spot lights.
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Do not draw the light stencil volume in forward rendering if no batches need it.
2011-12-19 07:57:21 +00:00
Lasse Öörni
80345e3e30
Shader parameter code cleanup.
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Slight optimization to defining polyhedrons from a bounding box or a frustum.
2011-12-18 23:28:18 +00:00
Lasse Öörni
7b293186cf
Fixed point light shader parameter overwrite.
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To simplify code, assume that HLSL parameter overlap always occurs.
2011-12-18 22:09:29 +00:00
Lasse Öörni
c77dc68bc8
Doxygen formatting fix.
2011-12-18 18:02:43 +00:00
Lasse Öörni
a341b9ea4f
Cleaned up Menu code.
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Added Node::Clone().
2011-12-18 17:45:11 +00:00
Lasse Öörni
f58e2595bf
Rewrite node & component IDs when instantiating content from file.
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Added choice to instantiate content as either replicated or local.
Fixed popup menu & editor hierarchy window update bugs.
2011-12-18 13:44:03 +00:00
Lasse Öörni
7f2f278c58
Added Scene::Instantiate() & Scene::InstantiateXML(), which load a partial scene from binary or XML.
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Added editor functions Load node & Save node, which use the above functionality.
Fixed threading crash with multiple shadowed directional lights.
2011-12-18 00:57:50 +00:00
Lasse Öörni
1e1496e7d4
Refactored setting variants from strings.
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Refactored nodes and components to write their type & ID when saving, instead of the parent node doing that.
Do not save attribute types into the XML format scene, as they are known.
When loading a node hierarchy, store also the root node reference into the SceneResolver.
Fixed bugs in async binary scene loading.
Removed the redundant .dat file extension filter from the editor. Instead .bin should be always used for binary scenes.
2011-12-17 18:37:23 +00:00
Lasse Öörni
de2d2f58c9
Removed explicit HLSL register allocations to allow for defining more custom shader parameters.
2011-12-16 08:32:56 +00:00
Lasse Öörni
a3c6e580c3
Added Graphics::GetFloatFormat().
2011-12-15 21:06:00 +00:00
Lasse Öörni
a4aed67509
Optimized deferred shadowed directional light shader in both HLSL & GLSL.
2011-12-14 22:51:03 +00:00
Lasse Öörni
c057b66c38
Fixed parameters of Matrix3x4 & Matrix4 Decompose() when exposed to script.
2011-12-14 10:00:30 +00:00
Lasse Öörni
2d5cfd889e
Restored earlier use of forward lighting shader interpolators to fix rendering bugs on Intel 3150.
2011-12-14 08:29:19 +00:00
Lasse Öörni
b3aa4c6c37
Removed unneeded shader code.
2011-12-13 22:26:52 +00:00
Lasse Öörni
35c21f06d7
Removed the fallback shadow code, as GPUs that actually need it are also too low-performance to render shadows acceptably.
2011-12-13 22:22:46 +00:00
Lasse Öörni
a207ec96c1
Updated script API documentation.
2011-12-13 21:32:15 +00:00
Lasse Öörni
97d66e82b4
Exposed Matrix classes to script.
2011-12-13 21:30:59 +00:00
Lasse Öörni
8fcba14bfb
Disable light buffer optimization if opaque objects with zero lightmask exist.
2011-12-13 11:49:58 +00:00
Lasse Öörni
bea4a7d9f6
Use replace blend mode for the first light volume, and skip light buffer clear if applicable.
2011-12-13 11:22:31 +00:00
Lasse Öörni
9abf84de11
Cleaned up SceneResolver related code. Moved post-load ApplyAttributes() to Node.
2011-12-13 09:23:28 +00:00
Lasse Öörni
ff3f24017d
For slight optimization, use a stenciled fullscreen quad to clear the rendertarget in light pre-pass mode.
2011-12-13 08:09:45 +00:00
Lasse Öörni
b6b8279174
Added a mechanism for resolving possibly changed component & node ID attributes after scene load.
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Fixed incorrect world transforms for parented nodes in networking.
2011-12-12 23:35:12 +00:00
Lasse Öörni
9e4a9362cb
Node::SetParent() retains the world transform.
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Added GetDerivedComponent() to Node.
Added SetWorldPosition() and related functions to Node.
Added unparent command (Ctrl+U) to the editor.
2011-12-12 22:12:05 +00:00
Lasse Öörni
bb8d706428
Corrected the data type of the FogParams uniform.
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Removed unused GLSL code.
2011-12-12 07:47:55 +00:00
Lasse Öörni
95e9d73403
Output unnormalized normals to the G-buffer as a slight optimization, as the light volume shader will normalize in any case.
2011-12-11 23:55:11 +00:00
Lasse Öörni
86d9004c63
Small optimization to GLSL material pass shader.
2011-12-11 23:22:26 +00:00
Lasse Öörni
b9e62689f2
Freed up pixel shader uniforms.
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Allow defining material specular color instead of just intensity.
2011-12-11 23:16:49 +00:00
Lasse Öörni
534aed5ccf
Fixed offsetof for new GCC.
2011-12-11 21:48:35 +00:00
Lasse Öörni
cbe84013ad
Code cleanup in Renderer::Update().
2011-12-11 17:05:57 +00:00
Lasse Öörni
9478103cd0
#ifdef vertex lighting shader code.
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Added missing dependency for GLSL shaders.
2011-12-11 11:15:23 +00:00
Lasse Öörni
720a19dea3
#ifdef the shadow HLSL/GLSL code to potentially speed up shader compilation.
2011-12-11 10:49:52 +00:00
Lasse Öörni
d14b968e79
Removed unused G-buffer shader code.
2011-12-11 10:38:21 +00:00
Lasse Öörni
51cf76b99a
Renamed SetLinkedDepthBuffer() -> SetLinkedDepthStencil().
2011-12-10 16:36:59 +00:00
Lasse Öörni
d892a120e7
Reverted the OpenGL viewport reset logic.
2011-12-10 15:57:48 +00:00
Lasse Öörni
8c14956ebe
Documentation update.
2011-12-10 15:35:45 +00:00
Lasse Öörni
dec13dac7a
Draw render-to-texture views upside down on OpenGL so that they match the UV coordinates of regular textures.
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Fixed possible incorrect viewport after render target change on OpenGL.
Fixed incorrect G-buffer vertical offset coordinates on OpenGL.
2011-12-10 13:21:43 +00:00
Lasse Öörni
c334b471e0
Exposed texture formats to script.
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Fixed directional lights in light pre-pass mode when using the same camera for multiple views with different aspect ratios.
2011-12-09 23:57:10 +00:00
Lasse Öörni
f564e2bc83
Documentation update.
2011-12-09 21:19:39 +00:00
Lasse Öörni
5dd9673112
Moved debug geometry rendering before possible framebuffer blit so that it will be properly depth tested in all cases.
2011-12-09 20:06:10 +00:00