Lasse Öörni
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14678bfad0
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Fixed editor script.
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2011-11-02 19:43:15 +00:00 |
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Lasse Öörni
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6a502fad89
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Cleaned up WorkQueue code. Removed WorkerThread.cpp & .h.
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2011-11-02 19:19:10 +00:00 |
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Lasse Öörni
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b204b2031d
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Removed directional light shadowcaster occlusion for potentially taking much CPU time for relatively little gain, and/or being inaccurate.
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2011-11-02 19:07:42 +00:00 |
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Lasse Öörni
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f3b5dae787
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Threaded occlusion check for the main view.
Fixed worker thread work distribution in Octree & View.
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2011-11-02 18:17:51 +00:00 |
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Lasse Öörni
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db5fbec28f
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Get main view zones, occluders, lights and geometries using one octree query.
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2011-11-02 10:16:01 +00:00 |
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Lasse Öörni
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d958692faf
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Further work item building optimizations.
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2011-11-02 00:47:30 +00:00 |
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Lasse Öörni
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714414a755
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Code cleanup and work item building optimization in Octree & View.
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2011-11-02 00:04:52 +00:00 |
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Lasse Öörni
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f2b5b45f59
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Added Pause() & Resume() functions to WorkQueue.
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2011-11-01 22:56:57 +00:00 |
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Lasse Öörni
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0bc0b668ab
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For some performance gain, use only a mutex to synchronize the work queue, instead of an event.
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2011-11-01 19:21:41 +00:00 |
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Lasse Öörni
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6b504a0b21
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Refactored occlusion buffer allocation to be thread-safe. Thread queries for directional shadowed lights as well.
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2011-11-01 18:16:15 +00:00 |
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Lasse Öörni
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4bdc1cf2c1
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Create worker threads in Engine.
Refactored the WorkQueue implementation into a separate Signal class.
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2011-11-01 11:37:21 +00:00 |
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Lasse Öörni
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7df7b2eaac
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Profiling blocks cleanup.
Threaded zone query.
Reduced the amount of temporary vectors used in View.
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2011-11-01 08:48:41 +00:00 |
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Lasse Öörni
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cccb072a3d
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Threaded light queries.
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2011-10-31 19:26:15 +00:00 |
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Lasse Öörni
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80656971de
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Removed SpinLock class.
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2011-10-31 17:26:07 +00:00 |
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Lasse Öörni
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d29885dd9f
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Clamp max. amount of worker threads.
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2011-10-31 16:36:09 +00:00 |
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Lasse Öörni
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9e7295d666
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Threaded batch sorting.
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2011-10-31 08:18:09 +00:00 |
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Lasse Öörni
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aadc22f05a
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Changed WorkItem to a value type to make it easier to construct work queue tasks.
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2011-10-31 07:56:48 +00:00 |
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Lasse Öörni
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f843523ee8
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Removed the start/stop mechanism from WorkQueue.
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2011-10-31 07:22:32 +00:00 |
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Lasse Öörni
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8c11839139
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Optimized octree reinsertion of AnimatedModel by recalculating the bounding box during the threaded update.
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2011-10-31 00:53:46 +00:00 |
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Lasse Öörni
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f5bb9e5487
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Work queue & octree reinsertion optimizations.
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2011-10-30 23:57:26 +00:00 |
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Lasse Öörni
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313610c346
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Fixed GCC build. Log amount of created worker threads.
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2011-10-30 21:30:03 +00:00 |
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Lasse Öörni
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f9d04676f8
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Queue octree updates & reinsertions in a PODVector instead of a HashSet.
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2011-10-30 20:50:43 +00:00 |
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Lasse Öörni
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d976a8043b
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Reverted TestSceneOld.as modifications.
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2011-10-30 19:24:15 +00:00 |
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Lasse Öörni
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721885ba4a
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Divide geometry updates explicitly into main thread, worker threads, and none.
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2011-10-30 19:22:26 +00:00 |
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Lasse Öörni
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c8089b1687
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Initial work queue & multithreading support.
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2011-10-30 18:08:39 +00:00 |
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Lasse Öörni
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7dad787a9d
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Added SpinLock class.
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2011-10-29 19:27:06 +00:00 |
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Lasse Öörni
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62e5541039
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Removed the duplicate FrameInfo structure for shadow rendering as unnecessary.
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2011-10-29 12:32:05 +00:00 |
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Lasse Öörni
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353270e6c7
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UpdateDistance() / UpdateGeometry() refactoring. LOD levels are calculated in UpdateDistance(), while UpdateGeometry() is strictly used for preparing GPU resources, and is called after culling and preparing batches.
Fixed possible bug in FindZone().
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2011-10-29 12:18:47 +00:00 |
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Lasse Öörni
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668da79dc4
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Added SM3 requirement to instancing shaders.
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2011-10-27 20:35:44 +00:00 |
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Lasse Öörni
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41f5aeae88
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Reduce shader permutations by requiring diffuse map for normal & specular mapping.
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2011-10-27 20:08:25 +00:00 |
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Lasse Öörni
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163688c577
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Removed unnecessary GLSL shader variations.
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2011-10-27 19:57:37 +00:00 |
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Lasse Öörni
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0be37e8495
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Shader refactoring. Forward shader split to Ambient, BlinnPhong, Unlit & Volumetric.
Added support for multiple variation groups to ShaderCompiler & GLShaderProcessor.
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2011-10-27 19:51:14 +00:00 |
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Lasse Öörni
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960b8de398
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Folded GetShadowPos() back into the lighting shader code as the function contains light-specific #ifdefs.
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2011-10-27 07:56:33 +00:00 |
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Lasse Öörni
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8fb7ee1a69
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Fixed GLSL code.
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2011-10-27 07:00:39 +00:00 |
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Lasse Öörni
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bef427937c
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Lighting shader code cleanup.
Automatically set black fog color for additive blending, so that shaders do not necessarily have to take it into account themselves.
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2011-10-27 06:57:47 +00:00 |
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Lasse Öörni
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75d74ea3f1
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Removed unnecessary #ifdef from varyings.
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2011-10-26 22:24:13 +00:00 |
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Lasse Öörni
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ce811badc3
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Removed unnecessary shader permutations.
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2011-10-26 22:20:46 +00:00 |
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Lasse Öörni
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dd9597a5ae
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Removed unnecessary #ifdef.
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2011-10-26 21:27:11 +00:00 |
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Lasse Öörni
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0a6538f069
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Further shader cleanup.
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2011-10-26 21:15:12 +00:00 |
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Lasse Öörni
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d0cdfd6f1e
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Shader code cleanup.
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2011-10-26 20:27:39 +00:00 |
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Lasse Öörni
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d5c42e8c2c
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Added Node::LookAt().
Added Quaternion::FromAxes().
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2011-10-25 22:04:11 +00:00 |
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Lasse Öörni
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7e4bc727b4
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Cleaned up Batch & instancing code. BatchGroup inherits from Batch to reduce unnecessary copying of values.
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2011-10-25 20:08:34 +00:00 |
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Lasse Öörni
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b60a806058
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Updated changelog in the docs as well.
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2011-10-23 21:14:46 +00:00 |
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Lasse Öörni
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530a6f02ef
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Removed CoreData/Models directory.
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2011-10-23 20:40:07 +00:00 |
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Lasse Öörni
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f4afb2e092
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Moved the manipulator gizmo to Data directory for consistency.
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2011-10-23 20:36:08 +00:00 |
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Lasse Öörni
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80130159ac
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Cleaned up graphics features change handling.
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2011-10-23 20:01:49 +00:00 |
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Lasse Öörni
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6e51dffdeb
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Updated readme.
Allow to switch force SM2 / force fallback modes at runtime.
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2011-10-23 18:18:47 +00:00 |
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Lasse Öörni
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35e58c42f9
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Added select/deselect all in the editor.
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2011-10-23 16:28:28 +00:00 |
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Lasse Öörni
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58eb27c25c
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Further fix for not rendering unnecessary shadow casters.
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2011-10-23 14:53:11 +00:00 |
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Lasse Öörni
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d1ca0fd6cc
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Do not render unnecessary directional light shadow map splits.
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2011-10-23 14:18:16 +00:00 |
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