Commit Graph

9612 Commits

Author SHA1 Message Date
Lasse Öörni
9478103cd0 #ifdef vertex lighting shader code.
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.
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.
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
Lasse Öörni
b7c0187bae Code cleanup.
Use edge filter only on the backbuffer.
2011-12-09 07:58:34 +00:00
Lasse Öörni
f953254296 Renamed "edgefilter" command line parameter to "fxaa" for less typing. 2011-12-08 23:31:47 +00:00
Lasse Öörni
0f04185efb Fixed edge filter for OpenGL. 2011-12-08 23:23:58 +00:00
Lasse Öörni
b2fae0ccb4 Added FXAA edge filter.
Updated readme for upcoming release.
2011-12-08 23:19:04 +00:00
Lasse Öörni
6b94f902c7 Better check for whether vertex lights have been processed. 2011-12-08 07:08:13 +00:00
Lasse Öörni
d53e808ece Fixed double-lighting bug in light pre-pass mode. 2011-12-08 06:59:00 +00:00
Lasse Öörni
d7884cbfa5 Fixed missing masked pointlight rotation on OpenGL light pre-pass mode. 2011-12-07 22:12:46 +00:00
Lasse Öörni
29cc6d87aa Fixed variable name. 2011-12-07 12:44:39 +00:00
Lasse Öörni
ff247d839a Fixed incorrect viewport size compare. 2011-12-07 07:29:43 +00:00
Lasse Öörni
784530e79a Use scissor test to avoid clearing outside the viewport on OpenGL. 2011-12-06 22:45:48 +00:00
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