Commit Graph

10192 Commits

Author SHA1 Message Date
Lasse Öörni
e4ab3b3b1f Fixed UI not being rendered correctly if multiple 3D viewports active. 2011-12-06 22:24:38 +00:00
Lasse Öörni
b9ffb1fc2d Documentation tweaks. 2011-12-06 22:07:32 +00:00
Lasse Öörni
c4e569879d Restored the optional lit base pass optimization, but with the limitation of no ambient gradient.
Removed unneeded GLSL shader permutations.
2011-12-06 21:36:03 +00:00
Lasse Öörni
31b2a692d5 Fixed multithreading documentation. 2011-12-06 14:57:07 +00:00
Lasse Öörni
8f882f8225 Rewrote the zone ambient color gradient system. Now zones only define one ambient color, but look for neighbor zones' ambient colors when gradient mode is enabled.
Fixed missing script bindings to the zone ambient gradient & camera override flags.
Added a default bounding box size for newly created zones.
Added documentation on zones.
2011-12-06 14:48:53 +00:00
Lasse Öörni
738a159c59 Small documentation tweaks. 2011-12-05 22:41:26 +00:00
Lasse Öörni
23f4ba9710 Added more detailed documentation on light pre-pass rendering. 2011-12-05 22:10:05 +00:00
Lasse Öörni
80da6c449f Fixed light prepass orthographic mode. 2011-12-05 20:48:03 +00:00
Lasse Öörni
19b7286fce On OpenGL, do not automatically create the readable hardware depth stencil texture, as it is only usable in light pre-pass rendering. 2011-12-05 20:31:33 +00:00
Lasse Öörni
d607c59137 Added OpenGL hardware depth path for light pre-pass (for now NVIDIA-only.) 2011-12-05 16:13:11 +00:00
Lasse Öörni
a54a526471 Fixed HLSL light buffer sampler index. 2011-12-05 00:28:54 +00:00
Lasse Öörni
0626f46fa8 Fixed missing light pre-pass rendering on OS X by not binding the light buffer to the same texture unit as the shadow map. Unbind buffer textures after use. 2011-12-05 00:09:43 +00:00
Lasse Öörni
21c8926da3 Fixed OpenGL light prepass capability detection.
Fixed PackDepthRGB().
2011-12-04 23:03:46 +00:00
Lasse Öörni
9c40326a8c Pack linear depth to RGBA manually to comply with FBO specification. 2011-12-04 22:55:08 +00:00
Lasse Öörni
486867cb6c Added back the "view texture" feature to prevent the final rendertarget being possibly sampled during light pre-pass rendering. 2011-12-04 20:40:58 +00:00
Lasse Öörni
e5dca926cb Fixed possible negative specular lighting in OpenGL mode. 2011-12-04 17:20:24 +00:00
Lasse Öörni
c27ab40f7f Check needed OpenGL extensions more carefully.
Cleaned up unnecessary GLee code.
Initial OpenGL light pre-pass rendering.
2011-12-04 16:38:14 +00:00
Lasse Öörni
6927daf567 Combined G-buffer shader interpolated variables. 2011-12-03 22:00:28 +00:00
Lasse Öörni
8de93e90ad Removed unused shader code. 2011-12-03 20:55:42 +00:00
Lasse Öörni
7008b59d96 Fixed missing null initialization for vertex light queue. 2011-12-03 19:33:18 +00:00
Lasse Öörni
1b71cc600e Added missing file. 2011-12-03 19:08:10 +00:00
Lasse Öörni
b9650b9a50 Reverted CMakeLists.txt. 2011-12-03 17:52:09 +00:00
Lasse Öörni
644c37a099 Mark light masks to G-buffer stencil for light culling.
Fixed OpenGL forward rendering.
Documentation fixes.
2011-12-03 17:51:18 +00:00
Lasse Öörni
4beeb72cd2 Disregard normals in billboard vertex lighting.
Removed light stencil masking toggle, as there is no corresponding mechanism in light pre-pass rendering, and toggling it off usually results in a large performance drop.
2011-12-03 15:51:35 +00:00
Lasse Öörni
f9bfd4948f Shader refactoring.
Removed ambient + lit pass combining for less shader permutations, and to prime the Z-buffer with a lightweight pass in case there is a large amount of overdraw.
Moved ambient light calculation to the ambient pass vertex shader.
Added render mode toggle to the editor settings.
Note: OpenGL rendering is currently broken.
2011-12-03 14:06:35 +00:00
Lasse Öörni
cbbf1a74f9 Fixed non-shadowed spotlights in light pre-pass rendering.
Removed fallback pre-pass rendering due to objectionable visual quality.
2011-12-02 23:49:41 +00:00
Lasse Öörni
2d8e33949a Fixed SM2 fallback mode light pre-pass rendering. 2011-12-02 22:16:10 +00:00
Lasse Öörni
7e3be41dfb More fixes to light pre-pass light volume rendering. 2011-12-02 21:48:46 +00:00
Lasse Öörni
2f48b9bbe4 Deferred shadow/spot matrices fix. 2011-12-02 17:16:18 +00:00
Lasse Öörni
ceee03d828 Light rendering fixes. 2011-12-02 13:23:31 +00:00
Lasse Öörni
ac20c662e7 Fixed missing vertex lighting in light pre-pass material pass. 2011-12-02 09:49:37 +00:00
Lasse Öörni
c0d05666f8 Initial light volume rendering. 2011-12-02 08:22:37 +00:00
Lasse Öörni
fefa7bf6cd Initial light pre-pass rendering. Lighting not rendered yet. 2011-12-01 23:57:16 +00:00
Lasse Öörni
c20e0ada86 Added initial light pre-pass shaders. 2011-12-01 09:35:03 +00:00
Lasse Öörni
b90ceaf4d1 Initial preparation for light pre-pass rendering. 2011-11-30 22:26:37 +00:00
Lasse Öörni
0fbb02b5b5 Create an INTZ depth buffer on Direct3D9 if possible. 2011-11-30 18:01:16 +00:00
Lasse Öörni
50284fe9b6 Added extra keys to LightTest. 2011-11-29 23:53:12 +00:00
Lasse Öörni
abf00cafa9 Merged pixel shader uniforms.
Script code cleanup.
Added LightTest script.
2011-11-29 23:15:34 +00:00
Lasse Öörni
9a080ee900 Cleaned up comments. Removed Object::CreateObject() as unnecessary. 2011-11-28 19:00:28 +00:00
Lasse Öörni
0be96b3fca Updated documents. 2011-11-28 18:05:15 +00:00
Lasse Öörni
fbdd44c3b8 Fixed comments.
Added -logdebug command line option.
2011-11-28 18:04:25 +00:00
Lasse Öörni
aa5d18f5dd Updated License.txt. 2011-11-28 11:05:30 +00:00
Lasse Öörni
8cb99ac13b Updated to libcpuid 0.2.0 to not require the CPU core amount sanitation hack. 2011-11-28 09:31:20 +00:00
Lasse Öörni
65af224fa6 Removed zero-length file.
Disabled shader compilation warning related to vertex lights.
2011-11-27 19:47:02 +00:00
Lasse Öörni
471d3ec5ff Added libcpuid for improved CPU detection.
Added separate functions for querying logical & physical CPU count.
2011-11-27 17:45:03 +00:00
Lasse Öörni
b1ba025970 Fixed hyperthreading detection again.
Send frame update events in Engine::Update(), not in Timer::BeginFrame().
2011-11-27 13:40:40 +00:00
Lasse Öörni
998333b4b5 Fixed GCC build. 2011-11-27 12:26:10 +00:00
Lasse Öörni
e8c8a33ea0 Fixed hyperthreading detection code. 2011-11-27 12:11:26 +00:00
Lasse Öörni
92128e4bc4 Detect hyperthreading and halve amount of worker threads only if detected. 2011-11-27 01:08:09 +00:00
Lasse Öörni
1fbbf5f2cd Limit the amount of worker threads to half the available CPU cores. 2011-11-26 20:00:29 +00:00