Lasse Öörni
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b068022660
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Use function pointers directly for preparing AngelScript context.
Use bilinear filtering also in non-hardware shadow map mode for consistency between Direct3D9 & OpenGL.
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2011-11-13 22:04:19 +00:00 |
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Lasse Öörni
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47ffc91908
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Reverted AngelScript fixes due to assert in debug mode and NinjaSnowWar not working.
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2011-11-13 21:45:19 +00:00 |
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Lasse Öörni
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f568ce93e6
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Applied AngelScript patch from SVN and removed AS_OLD workaround.
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2011-11-13 17:09:37 +00:00 |
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Lasse Öörni
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3313a7a66b
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Updated script API.
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2011-11-12 21:53:41 +00:00 |
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Lasse Öörni
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1b08deec28
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Fixed editor gizmo movement in local axes mode.
Added local Z-direction ambient color gradient support to Zone.
Draw Zone debug geometry as an oriented bounding box.
Shader code cleanup.
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2011-11-12 21:35:12 +00:00 |
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Lasse Öörni
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dabf92dcbd
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Use the AS_OLD define instead of script workaround for the VariantMap crash.
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2011-11-10 08:29:42 +00:00 |
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Lasse Öörni
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2f0d3caecd
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Migrated to AngelScript 2.22.0.
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2011-11-10 00:05:05 +00:00 |
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Lasse Öörni
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1ae6e878f7
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Added an initialization-time test to TestScene script for disabling unnecessary shadowcasters.
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2011-11-09 08:13:30 +00:00 |
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Lasse Öörni
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baefa6fb4e
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Corrected the constness of WorkQueue::IsCompleted().
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2011-11-07 23:11:28 +00:00 |
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Lasse Öörni
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8a52455faa
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Added shadow mask feature, which allows selective shadow casting by different lights.
Documented multithreading.
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2011-11-07 20:11:20 +00:00 |
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Lasse Öörni
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787f1d5de0
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Code cleanup.
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2011-11-07 07:51:27 +00:00 |
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Lasse Öörni
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0da41425b5
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Fixed debug mode assert.
Do not build raycast work items if no worker threads.
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2011-11-04 19:55:18 +00:00 |
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Lasse Öörni
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d470af37cb
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Added command line option to disable worker threads.
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2011-11-04 08:44:54 +00:00 |
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Lasse Öörni
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39bbcd1b81
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Reverted to the previous worker thread sleeping behaviour as on other systems no performance gain was observed.
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2011-11-03 23:17:01 +00:00 |
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Lasse Öörni
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f50422a04b
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Repositioned the sleep in the worker thread for improved performance in starting work.
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2011-11-03 13:35:03 +00:00 |
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Lasse Öörni
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8a57a3ee18
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Threaded ray query.
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2011-11-03 08:38:23 +00:00 |
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Lasse Öörni
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950e37beb1
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Refactored raycast query handling in preparation to threading it.
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2011-11-03 07:55:48 +00:00 |
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Lasse Öörni
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14678bfad0
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Fixed editor script.
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2011-11-02 19:43:15 +00:00 |
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Lasse Öörni
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6a502fad89
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Cleaned up WorkQueue code. Removed WorkerThread.cpp & .h.
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2011-11-02 19:19:10 +00:00 |
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Lasse Öörni
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b204b2031d
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Removed directional light shadowcaster occlusion for potentially taking much CPU time for relatively little gain, and/or being inaccurate.
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2011-11-02 19:07:42 +00:00 |
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Lasse Öörni
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f3b5dae787
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Threaded occlusion check for the main view.
Fixed worker thread work distribution in Octree & View.
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2011-11-02 18:17:51 +00:00 |
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Lasse Öörni
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db5fbec28f
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Get main view zones, occluders, lights and geometries using one octree query.
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2011-11-02 10:16:01 +00:00 |
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Lasse Öörni
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d958692faf
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Further work item building optimizations.
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2011-11-02 00:47:30 +00:00 |
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Lasse Öörni
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714414a755
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Code cleanup and work item building optimization in Octree & View.
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2011-11-02 00:04:52 +00:00 |
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Lasse Öörni
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f2b5b45f59
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Added Pause() & Resume() functions to WorkQueue.
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2011-11-01 22:56:57 +00:00 |
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Lasse Öörni
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0bc0b668ab
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For some performance gain, use only a mutex to synchronize the work queue, instead of an event.
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2011-11-01 19:21:41 +00:00 |
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Lasse Öörni
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6b504a0b21
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Refactored occlusion buffer allocation to be thread-safe. Thread queries for directional shadowed lights as well.
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2011-11-01 18:16:15 +00:00 |
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Lasse Öörni
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4bdc1cf2c1
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Create worker threads in Engine.
Refactored the WorkQueue implementation into a separate Signal class.
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2011-11-01 11:37:21 +00:00 |
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Lasse Öörni
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7df7b2eaac
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Profiling blocks cleanup.
Threaded zone query.
Reduced the amount of temporary vectors used in View.
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2011-11-01 08:48:41 +00:00 |
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Lasse Öörni
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cccb072a3d
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Threaded light queries.
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2011-10-31 19:26:15 +00:00 |
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Lasse Öörni
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80656971de
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Removed SpinLock class.
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2011-10-31 17:26:07 +00:00 |
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Lasse Öörni
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d29885dd9f
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Clamp max. amount of worker threads.
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2011-10-31 16:36:09 +00:00 |
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Lasse Öörni
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9e7295d666
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Threaded batch sorting.
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2011-10-31 08:18:09 +00:00 |
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Lasse Öörni
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aadc22f05a
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Changed WorkItem to a value type to make it easier to construct work queue tasks.
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2011-10-31 07:56:48 +00:00 |
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Lasse Öörni
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f843523ee8
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Removed the start/stop mechanism from WorkQueue.
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2011-10-31 07:22:32 +00:00 |
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Lasse Öörni
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8c11839139
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Optimized octree reinsertion of AnimatedModel by recalculating the bounding box during the threaded update.
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2011-10-31 00:53:46 +00:00 |
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Lasse Öörni
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f5bb9e5487
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Work queue & octree reinsertion optimizations.
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2011-10-30 23:57:26 +00:00 |
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Lasse Öörni
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313610c346
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Fixed GCC build. Log amount of created worker threads.
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2011-10-30 21:30:03 +00:00 |
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Lasse Öörni
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f9d04676f8
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Queue octree updates & reinsertions in a PODVector instead of a HashSet.
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2011-10-30 20:50:43 +00:00 |
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Lasse Öörni
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d976a8043b
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Reverted TestSceneOld.as modifications.
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2011-10-30 19:24:15 +00:00 |
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Lasse Öörni
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721885ba4a
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Divide geometry updates explicitly into main thread, worker threads, and none.
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2011-10-30 19:22:26 +00:00 |
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Lasse Öörni
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c8089b1687
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Initial work queue & multithreading support.
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2011-10-30 18:08:39 +00:00 |
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Lasse Öörni
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7dad787a9d
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Added SpinLock class.
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2011-10-29 19:27:06 +00:00 |
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Lasse Öörni
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62e5541039
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Removed the duplicate FrameInfo structure for shadow rendering as unnecessary.
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2011-10-29 12:32:05 +00:00 |
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Lasse Öörni
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353270e6c7
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UpdateDistance() / UpdateGeometry() refactoring. LOD levels are calculated in UpdateDistance(), while UpdateGeometry() is strictly used for preparing GPU resources, and is called after culling and preparing batches.
Fixed possible bug in FindZone().
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2011-10-29 12:18:47 +00:00 |
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Lasse Öörni
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668da79dc4
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Added SM3 requirement to instancing shaders.
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2011-10-27 20:35:44 +00:00 |
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Lasse Öörni
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41f5aeae88
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Reduce shader permutations by requiring diffuse map for normal & specular mapping.
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2011-10-27 20:08:25 +00:00 |
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Lasse Öörni
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163688c577
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Removed unnecessary GLSL shader variations.
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2011-10-27 19:57:37 +00:00 |
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Lasse Öörni
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0be37e8495
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Shader refactoring. Forward shader split to Ambient, BlinnPhong, Unlit & Volumetric.
Added support for multiple variation groups to ShaderCompiler & GLShaderProcessor.
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2011-10-27 19:51:14 +00:00 |
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Lasse Öörni
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960b8de398
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Folded GetShadowPos() back into the lighting shader code as the function contains light-specific #ifdefs.
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2011-10-27 07:56:33 +00:00 |
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