Lasse Öörni
5ac8f1fb43
Clean up / reorder light shader parameter handling.
2015-02-28 19:51:18 +02:00
Lasse Öörni
f13a6a338f
Fix typo and unnecessary expansion of the terrain update region.
2015-02-28 19:32:20 +02:00
Yao Wei Tjong 姚伟忠
3af78c291b
Code cleanup on CMake/Emscripten toolchain file.
...
Remove hardcoding that we don't need.
2015-03-01 00:23:24 +08:00
Lasse Öörni
e8d4a05ab8
Fix incorrect partial terrain update when smoothing was used. Improve worst-case performance for partial terrain update by only tracking one rectangular region that encloses the changed area.
2015-02-28 16:07:20 +02:00
Yao Wei Tjong 姚伟忠
52ac4912b4
Minor code clean up on setting up the RPI supported ABIs.
...
[ci skip]
2015-02-28 12:19:01 +08:00
Lasse Öörni
7a91aa0852
Initial Texture2D support.
2015-02-28 02:27:45 +02:00
Yao Wei Tjong 姚伟忠
9612a5c164
For Travis CI - add CI build jobs for Raspberry Pi 2.
2015-02-27 22:45:35 +08:00
Yao Wei Tjong 姚伟忠
536b0a5429
Add new build option for better targeting Raspberry Pi platform.
2015-02-27 22:19:44 +08:00
Lasse Öörni
d4524e25c7
Fixed vertex position not getting passed to pixel shader. Rework the mechanism used to keep track of dirty constant buffers.
2015-02-27 01:27:59 +02:00
Lasse Öörni
cf5f5e4a18
Fixed missing CheckFeatureSupport() & missing PrepareDraw() in instanced draw call.
2015-02-27 01:00:03 +02:00
Lasse Öörni
20756b554d
Applied btGjkPairDetector fix from Bullet head revision.
2015-02-26 11:17:45 +02:00
Yao Wei Tjong 姚伟忠
4b6951f9f4
For Travis CI - return exit code from worker thread correctly.
2015-02-26 17:15:32 +08:00
Yao Wei Tjong 姚伟忠
e6908cf859
Add Emscripten 'aggessive variable elimination' flag on Release build.
2015-02-26 16:14:07 +08:00
Yao Wei Tjong 姚伟忠
ddcdf8ed10
For Travis CI - speed up Emscripten Debug configuration build.
2015-02-26 15:54:10 +08:00
Yao Wei Tjong 姚伟忠
e780854eec
Enhance Rakefile to perform xcodebuild install in a worker thread.
...
The main Ruby thread outputs '.' character while waiting for the worker thread to complete. This should avoid Travis-CI from thinking the install process has stalled.
2015-02-26 15:43:07 +08:00
Lasse Öörni
a936eab7c7
Initial D3D11 constant buffer handling. If URHO3D_D3D11 option given, disable OpenGL, but error out on non-Windows platforms.
2015-02-26 02:50:59 +02:00
Lasse Öörni
48483ac07c
Reduce number of distinct shader parameter groups to prepare for mapping them to constant buffers.
2015-02-26 00:58:25 +02:00
Lasse Öörni
3685373e77
Do not store window position in fullscreen mode; would be 0,0 and position the window to hard top-left after switching back to windowed.
2015-02-26 00:04:56 +02:00
Lasse Öörni
6e6c39c5a8
Add a ShaderProgram class also for D3D9, which holds the combined shader parameters. Cleaned up ShaderProgram handling on OpenGL. Optimized away repeated assignment of constant values from D3D9 SetShaderParameter().
2015-02-25 23:31:10 +02:00
Yao Wei Tjong 姚伟忠
cf77a15e6f
Fix Android build with LuaJIT enabled on Mac OS X host system. Take 2.
2015-02-25 22:46:11 +08:00
Yao Wei Tjong 姚伟忠
904aedef93
Fix Android build with LuaJIT enabled on Mac OS X host system.
...
Close #670 .
2015-02-25 19:07:53 +08:00
Lasse Öörni
4ce7ed6838
Parse shader parameters & texture units. Removed comment stripping as it did not work reliably for SM4 shaders.
2015-02-25 02:05:18 +02:00
Lasse Öörni
1c32e957f8
Create input layouts on demand. Inspect vertex shader's input signature. Fixed setting rendertarget & depth-stencil views. Implement draw calls.
2015-02-24 23:46:27 +02:00
Lasse Öörni
0c48c9df87
Fix Assimp to not give negative light direction. Fix FOV handling for spot lights in AssetImporter. Added error prints to Editor if fails to execute AssetImporter. Closes #669 .
2015-02-24 12:19:25 +02:00
Lasse Öörni
1e1b44c4aa
Added placeholder for shader resource view in Texture classes. Fixed shader creation from bytecode to use the correct bytecode size.
2015-02-24 09:46:36 +02:00
Lasse Öörni
f4aee7da2b
Vertex & index buffer creation & update. State object creation.
2015-02-23 23:04:38 +02:00
Lasse Öörni
7b05a853d4
Merge pull request #668 from AtomicGameEngine/Fix-View3D
...
Fix typo in View3D size check
2015-02-23 02:31:49 +02:00
Josh Engebretson
4339a09194
Fix typo in View3D size check
2015-02-22 16:15:35 -08:00
Lasse Öörni
9f129ecd51
Merge branch 'master' into render-refactor
2015-02-23 01:43:02 +02:00
Lasse Öörni
9a98779ae9
Remove StreamFrequency related functions from Graphics public API as unnecessary.
2015-02-23 00:32:50 +02:00
Lasse Öörni
281809121c
Skeleton of D3D11 graphics classes. Does not render anything visible yet and many functions lack implementation.
2015-02-22 22:44:12 +02:00
Lasse Öörni
4fd2fe20b8
Fix Editor to not use the sm3Support variable any more.
2015-02-22 02:19:23 +02:00
Lasse Öörni
51c80107e9
Removed debug log prints from OGLGraphics.cpp. Fixed build warnings.
2015-02-21 22:08:25 +02:00
Lasse Öörni
88080dad31
Remove Shader Model 2 mode & instancing without stream offset (D3D9) as they are hard to test. Added Graphics::GetApiName() function.
2015-02-21 20:53:12 +02:00
Lasse Öörni
87338ce74c
Minor optimization of GetLitBatches() by calculating only once if the light has a negative color.
2015-02-21 15:32:47 +02:00
Lasse Öörni
21d7883455
Optimize and clean up base batch / vertex light batch processing. Fix light limiting not taking point light's effective intensity into account properly.
2015-02-21 13:54:33 +02:00
hdunderscore
603e5fd7b8
Reverting a change to fix an input bug -- mouse mode relative wasn't being recentered in non-emscripten builds.
2015-02-21 01:32:07 +11:00
Lasse Öörni
e6ab7f5ccc
More kNet include order fixes.
2015-02-19 16:27:44 +02:00
Lasse Öörni
2d3f9bf141
Include Socket.h earlier in kNet to potentially fix Winsock.h / Winsock2.h conflict.
2015-02-19 15:25:01 +02:00
Lasse Öörni
445c87ed96
Enforce LOCAL components in LOCAL nodes, as otherwise scene network synchronization will risk a component ID overwrite.
2015-02-18 19:51:55 +02:00
Lasse Öörni
941821bde7
Minor cleanup / optimization of StaticModel::UpdateBatches() & AnimatedModel::UpdateBatches().
2015-02-18 01:06:37 +02:00
Lasse Öörni
20c79cdaaf
Avoid accessing Node::GetWorldTransform() in StaticModel::UpdateBatches() if possible to reduce cache misses when collecting drawables.
2015-02-17 22:00:31 +02:00
Lasse Öörni
41b2bd749a
Reorder Drawable member variables and combine functions that are called when a Drawable is marked visible for slight performance gain. Remove hardcoded check for SkyBox for whether to not include a drawable in shadow focusing calculations, and instead check for a huge bounding box.
2015-02-17 21:44:04 +02:00
Chris Friesen
28b511df32
Added copy cam transform to editor for easy cam alignment
2015-02-17 00:06:01 -06:00
Yao Wei Tjong 姚伟忠
10e477bbc8
Add flag to consider 'unresolved symbol' as an error.
2015-02-16 14:51:28 +08:00
Lasse Öörni
406b71d4c9
If drawable does not limit number of per-pixel lights, no need to store them per drawable (skips allocation of dynamic memory for the light list.)
2015-02-16 02:04:54 +02:00
Yao Wei Tjong 姚伟忠
d3f90cbe08
Make the URHO3D_LUA build option available for Emscripten build.
2015-02-16 07:23:10 +08:00
Lasse Öörni
5753a90b57
Speed up collecting visible drawables.
2015-02-16 00:12:52 +02:00
Lasse Öörni
56f64c60b9
Texture unit refactoring. On desktop ensure continuous range of 8 material texture units, while mobile has 5. Material can define a volume (3D) texture in the volume unit (desktop only.)
2015-02-15 15:33:16 +02:00
Lasse Öörni
6be3b14855
Merge branch 'master' into render-refactor
2015-02-15 12:59:09 +02:00