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
Lasse Öörni
b7c0187bae
Code cleanup.
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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.
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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.
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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.
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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.
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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.
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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.
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Fixed OpenGL forward rendering.
Documentation fixes.
2011-12-03 17:51:18 +00:00
Lasse Öörni
4beeb72cd2
Disregard normals in billboard vertex lighting.
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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.
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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.
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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