Lasse Öörni
2f28445d94
Removed the "directional light occluded shadowcaster" -optimization, as it may produce missing light at the far distance when shadow starts to fade.
2011-09-30 07:13:20 +00:00
Lasse Öörni
589c0ee141
Expanded the lit base pass optimization to cover also the first spot or point light affecting a drawable.
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Do not render light to stencil if camera is inside the light volume.
Added optimization for directional light shadow casters that are fully occluded by another shadow caster: do not render the lit pass for them.
Removed the alpha masking hint. Alpha test no longer gives the batch a lower priority.
2011-09-29 22:53:16 +00:00
Lasse Öörni
399137b540
Force occlusion buffer to an even pixel height to prevent slightly different aspect ratio from generating worse occlusion results.
2011-09-29 19:05:25 +00:00
Lasse Öörni
a827f8c1fb
Fixed potential bug in handling the first light affecting a drawable.
2011-09-29 06:54:03 +00:00
Lasse Öörni
b9dd734539
Visualize also the node of the currently hovered drawable or collision shape.
2011-09-28 22:33:06 +00:00
Lasse Öörni
f26ff1c2f6
Sort batch groups front to back according to the distance of the first batch to reduce overdraw.
2011-09-28 22:08:18 +00:00
Lasse Öörni
457aa72c37
When adding or removing ListView items, update the selection only if something was selected in the first place.
2011-09-28 20:26:50 +00:00
Lasse Öörni
baa3efacc3
Fixed the Data directory getting removed in the editor, if a scene was first loaded from there, and then from elsewhere.
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Added scene node visualization to DebugRenderer.
2011-09-28 20:14:48 +00:00
Lasse Öörni
fd06d3cf4a
Fixed component ID overwrite when copy-pasting scene nodes in the editor.
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Fixed light's bounding box not updating on light type, range, fov or aspect ratio change.
Fixed possible light stencil volume clipping bug when approaching a point light.
Fall back to non-specular or non-shadowed shaders if the desired light shader variation does not exist.
Unified order of light vertex & pixel shader variations.
Added support for enum accessor attributes.
Added light stencil mask toggle in the editor.
2011-09-28 19:19:28 +00:00
Lasse Öörni
cd2de4b25b
Shadow map UV offsets optimization.
2011-09-28 06:49:33 +00:00
Lasse Öörni
5139e5322e
Use alpha test instead of discard in shadow shaders for very slight speed gain.
2011-09-27 21:21:27 +00:00
Lasse Öörni
9ba1e748a5
Fixed unclamped specular calculations.
2011-09-27 19:31:18 +00:00
Lasse Öörni
f456812466
Fixed Light attribute names.
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Fixed GLFW mouse wheel input.
2011-09-27 19:18:36 +00:00
Lasse Öörni
b7c32f5887
Fixed unlit shaders possibly referring to nonexistent vertex normal, causing the D3D debug runtime to complain.
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Set z = w in skybox vertex shader, instead of rewriting depth in the pixel shader.
Fixed GLSL shaders.
2011-09-27 18:29:06 +00:00
Lasse Öörni
8f921642cd
Returned to Blinn-Phong equation for more pleasing specular highlights.
2011-09-27 06:59:55 +00:00
Lasse Öörni
80a6948b22
Large rendering architecture refactoring.
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Optimized shaders to do more work in the vertex shader.
Deferred rendering removed, at least for now.
Switched to RGB normal maps, with specular intensity in the alpha channel. Removed NormalMapTool.
Optimization of light influence on objects by stencil masking.
Split shadowed lights are now rendered in one pass. A virtual shadow depth cube texture is used for point lights.
Refactored shadow map allocation. Allow to use lower resolution shadow maps than quarter size.
Added the Polyhedron math object, used for improved shadow map focusing.
Reversed the convention for the plane intercept parameter.
Math-related code cleanup.
2011-09-26 21:56:31 +00:00
Lasse Öörni
7e00d6aa1d
Removed PortAudio from Direct3D9 build, as it is not used.
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Fixed check in setting the scissor rectangle.
2011-09-22 17:02:25 +00:00
Lasse Öörni
babd8050a1
Eliminated temporary vector allocation during instanced rendering.
2011-09-16 20:27:06 +00:00
Lasse Öörni
18edecbb70
Added release history.
2011-09-11 08:02:10 +00:00
Lasse Öörni
9160dbb0c9
Fixed shadow quality settings in the editor.
2011-09-11 07:30:08 +00:00
Lasse Öörni
f67165bcf3
Documentation fixes.
2011-09-10 20:06:37 +00:00
Lasse Öörni
fe495f6bcc
Added deferred fallback mode, which renders the G-buffer in 2 passes.
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Made the OpenGL extensions mandatory to unify expected functionality with Direct3D9 mode.
2011-09-10 19:28:59 +00:00
Lasse Öörni
1e086c84f6
For less confusing code, do not allocate a depth stencil into colorShadowMaps_ in fallback mode. Instead define a separate variable shadowDepthStencil_.
2011-09-09 21:10:39 +00:00
Lasse Öörni
cbad673d09
Show profiler by default in TestSceneOld.
2011-09-09 20:49:21 +00:00
Lasse Öörni
d6a3f89393
Added low-quality (1-sample) shadow filtering option.
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Refactored fallback shaders so that they are compiled as variations into the SM2 directory.
2011-09-09 20:41:56 +00:00
Lasse Öörni
514ef8966d
Fixed OpenGL path.
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Documentation update.
2011-09-09 07:51:13 +00:00
Lasse Öörni
a25592dfe9
Fixed uninitialized variable.
2011-09-08 23:24:13 +00:00
Lasse Öörni
292ebed51f
Added initial fallback mode (no MRT, no hardware shadows.)
2011-09-08 23:12:48 +00:00
Lasse Öörni
c65998f0e3
For a slight speed gain, do not draw a GBufferFill fullscreen quad when hardware depth is available, instead just clear the diffuse buffer.
2011-09-08 07:03:47 +00:00
Lasse Öörni
1fd39c6922
Fixed TestSceneOld to randomize the scene similarly as in Urho3D 1.0.
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Comments cleanup.
2011-09-08 06:40:58 +00:00
Lasse Öörni
91500591c3
Reverted the previous shader parameter query optimization. Instead, added possibility to rehash a hashmap/hashset manually to a specified bucket count.
2011-09-07 06:48:03 +00:00
Lasse Öörni
1c06a3b463
Use HashMap instead of Map for the shader variations.
2011-09-06 21:28:32 +00:00
Lasse Öörni
0e337f493d
Optimized checking whether shader parameters need updating.
2011-09-06 20:44:06 +00:00
Lasse Öörni
e2e29ff790
Re-enabled AngelScript type caching.
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Eliminated constant reallocation of lighting related helper hashsets/hashmaps in View.
2011-09-06 19:11:29 +00:00
Lasse Öörni
b9d7839d94
OctreeQuery micro-optimizations.
2011-09-06 06:50:42 +00:00
Lasse Öörni
ad6243870b
Updated to newest kNet & AngelScript.
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Fixed spot light shadow map focusing.
Code cleanup.
2011-09-05 19:17:44 +00:00
Lasse Öörni
a5089929b6
Documentation update.
2011-09-05 07:02:03 +00:00
Lasse Öörni
fc3896fe02
Added configurable instancing group minimum size and maximum triangles per instanced object.
2011-09-05 06:39:28 +00:00
Lasse Öörni
80aee649df
Re-enabled lit base pass optimization, with more careful checks to ensure proper rendering order.
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Fixed temporal AA shader GLSL syntax for ATI GPUs.
Code cleanup.
2011-09-04 14:30:42 +00:00
Lasse Öörni
8f2005f7b8
Fixed temporal antialiasing shader when INTZ depth is not used.
2011-09-02 18:44:31 +00:00
Lasse Öörni
a4508509ee
Documentation edits.
2011-09-01 10:42:31 +00:00
Lasse Öörni
56be63eca6
Fixed shader code.
2011-09-01 07:21:40 +00:00
Lasse Öörni
a89cb22161
Replaced edge filtering with temporal antialiasing with ghosting prevention.
2011-09-01 07:19:32 +00:00
Lasse Öörni
6b86e66f93
More pleasant formatting of shader variation not found -error.
2011-08-30 11:52:51 +00:00
Lasse Öörni
c590973745
Print one-time error if shader variation is not found.
2011-08-30 06:55:24 +00:00
Lasse Öörni
275391a561
Fixed SplitPath() getting confused by ./ character sequence.
2011-08-29 22:20:56 +00:00
Lasse Öörni
fc3651ab51
Fixed CMakeLists.txt
2011-08-29 20:16:54 +00:00
Lasse Öörni
3c0298dcf8
Updated documentation on G-buffer setup.
2011-08-29 20:00:26 +00:00
Lasse Öörni
630edabb4b
Fixed directional lights and fog in OpenGL orthographic mode.
2011-08-29 18:22:11 +00:00
Lasse Öörni
40c8306691
Added triple buffering option. On OpenGL it is a no-op.
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Removed the pass HashMap from Technique. Now it is just a static array.
2011-08-29 17:45:48 +00:00