Commit Graph

  • 75beda5f3a Removed the "unculled drawable" mechanism. Instead added occludee-flag to Drawable. Added missing attributes to ParticleEmitter. Lasse Öörni 2011-12-20 23:25:22 +0000
  • 3e2f8e72c8 Comment cleanup. Lasse Öörni 2011-12-20 23:01:05 +0000
  • 2b553167b9 Fixed OpenGL rendering. Lasse Öörni 2011-12-20 22:51:39 +0000
  • 75096fe6f9 Refactored screen-size rendertarget allocation in preparation for postprocessing. Removed the "size 0,0 follows window size" mechanism from Texture2D. Lasse Öörni 2011-12-20 22:24:09 +0000
  • cc97e7650e On Direct3D9, return the INTZ format from GetDepthStencilFormat() if supported. Lasse Öörni 2011-12-20 08:38:05 +0000
  • d449b946bd Additions to the PostProcess API. Exposed PostProcess to script. Code cleanup. Lasse Öörni 2011-12-19 23:44:28 +0000
  • 9ce5d0b836 Added initial PostProcess class. Not yet used and does not render anything yet. Lasse Öörni 2011-12-19 21:57:56 +0000
  • 194e0f567c Fixed shader parameter overwrite with non-shadowed spot lights. Do not draw the light stencil volume in forward rendering if no batches need it. Lasse Öörni 2011-12-19 07:57:21 +0000
  • 80345e3e30 Shader parameter code cleanup. Slight optimization to defining polyhedrons from a bounding box or a frustum. Lasse Öörni 2011-12-18 23:28:18 +0000
  • 7b293186cf Fixed point light shader parameter overwrite. To simplify code, assume that HLSL parameter overlap always occurs. Lasse Öörni 2011-12-18 22:09:29 +0000
  • c77dc68bc8 Doxygen formatting fix. Lasse Öörni 2011-12-18 18:02:43 +0000
  • a341b9ea4f Cleaned up Menu code. Added Node::Clone(). Lasse Öörni 2011-12-18 17:45:11 +0000
  • f58e2595bf Rewrite node & component IDs when instantiating content from file. Added choice to instantiate content as either replicated or local. Fixed popup menu & editor hierarchy window update bugs. Lasse Öörni 2011-12-18 13:44:03 +0000
  • 7f2f278c58 Added Scene::Instantiate() & Scene::InstantiateXML(), which load a partial scene from binary or XML. Added editor functions Load node & Save node, which use the above functionality. Fixed threading crash with multiple shadowed directional lights. Lasse Öörni 2011-12-18 00:57:50 +0000
  • 1e1496e7d4 Refactored setting variants from strings. Refactored nodes and components to write their type & ID when saving, instead of the parent node doing that. Do not save attribute types into the XML format scene, as they are known. When loading a node hierarchy, store also the root node reference into the SceneResolver. Fixed bugs in async binary scene loading. Removed the redundant .dat file extension filter from the editor. Instead .bin should be always used for binary scenes. Lasse Öörni 2011-12-17 18:37:23 +0000
  • de2d2f58c9 Removed explicit HLSL register allocations to allow for defining more custom shader parameters. Lasse Öörni 2011-12-16 08:32:56 +0000
  • a3c6e580c3 Added Graphics::GetFloatFormat(). Lasse Öörni 2011-12-15 21:06:00 +0000
  • a4aed67509 Optimized deferred shadowed directional light shader in both HLSL & GLSL. Lasse Öörni 2011-12-14 22:51:03 +0000
  • c057b66c38 Fixed parameters of Matrix3x4 & Matrix4 Decompose() when exposed to script. Lasse Öörni 2011-12-14 10:00:30 +0000
  • 2d5cfd889e Restored earlier use of forward lighting shader interpolators to fix rendering bugs on Intel 3150. Lasse Öörni 2011-12-14 08:29:19 +0000
  • b3aa4c6c37 Removed unneeded shader code. Lasse Öörni 2011-12-13 22:26:52 +0000
  • 35c21f06d7 Removed the fallback shadow code, as GPUs that actually need it are also too low-performance to render shadows acceptably. Lasse Öörni 2011-12-13 22:22:46 +0000
  • a207ec96c1 Updated script API documentation. Lasse Öörni 2011-12-13 21:32:15 +0000
  • 97d66e82b4 Exposed Matrix classes to script. Lasse Öörni 2011-12-13 21:30:59 +0000
  • 8fcba14bfb Disable light buffer optimization if opaque objects with zero lightmask exist. Lasse Öörni 2011-12-13 11:49:58 +0000
  • bea4a7d9f6 Use replace blend mode for the first light volume, and skip light buffer clear if applicable. Lasse Öörni 2011-12-13 11:22:31 +0000
  • 9abf84de11 Cleaned up SceneResolver related code. Moved post-load ApplyAttributes() to Node. Lasse Öörni 2011-12-13 09:23:28 +0000
  • ff3f24017d For slight optimization, use a stenciled fullscreen quad to clear the rendertarget in light pre-pass mode. Lasse Öörni 2011-12-13 08:09:45 +0000
  • b6b8279174 Added a mechanism for resolving possibly changed component & node ID attributes after scene load. Fixed incorrect world transforms for parented nodes in networking. Lasse Öörni 2011-12-12 23:35:12 +0000
  • 9e4a9362cb Node::SetParent() retains the world transform. Added GetDerivedComponent() to Node. Added SetWorldPosition() and related functions to Node. Added unparent command (Ctrl+U) to the editor. Lasse Öörni 2011-12-12 22:12:05 +0000
  • bb8d706428 Corrected the data type of the FogParams uniform. Removed unused GLSL code. Lasse Öörni 2011-12-12 07:47:55 +0000
  • 95e9d73403 Output unnormalized normals to the G-buffer as a slight optimization, as the light volume shader will normalize in any case. Lasse Öörni 2011-12-11 23:55:11 +0000
  • 86d9004c63 Small optimization to GLSL material pass shader. Lasse Öörni 2011-12-11 23:22:26 +0000
  • b9e62689f2 Freed up pixel shader uniforms. Allow defining material specular color instead of just intensity. Lasse Öörni 2011-12-11 23:16:49 +0000
  • 534aed5ccf Fixed offsetof for new GCC. Lasse Öörni 2011-12-11 21:48:35 +0000
  • cbe84013ad Code cleanup in Renderer::Update(). Lasse Öörni 2011-12-11 17:05:57 +0000
  • 9478103cd0 #ifdef vertex lighting shader code. Added missing dependency for GLSL shaders. Lasse Öörni 2011-12-11 11:15:23 +0000
  • 720a19dea3 #ifdef the shadow HLSL/GLSL code to potentially speed up shader compilation. Lasse Öörni 2011-12-11 10:49:52 +0000
  • d14b968e79 Removed unused G-buffer shader code. Lasse Öörni 2011-12-11 10:38:21 +0000
  • 51cf76b99a Renamed SetLinkedDepthBuffer() -> SetLinkedDepthStencil(). Lasse Öörni 2011-12-10 16:36:59 +0000
  • d892a120e7 Reverted the OpenGL viewport reset logic. Lasse Öörni 2011-12-10 15:57:48 +0000
  • 8c14956ebe Documentation update. Lasse Öörni 2011-12-10 15:35:45 +0000
  • 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. Lasse Öörni 2011-12-10 13:21:43 +0000
  • 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. Lasse Öörni 2011-12-09 23:57:10 +0000
  • f564e2bc83 Documentation update. Lasse Öörni 2011-12-09 21:19:39 +0000
  • 5dd9673112 Moved debug geometry rendering before possible framebuffer blit so that it will be properly depth tested in all cases. Lasse Öörni 2011-12-09 20:06:10 +0000
  • b7c0187bae Code cleanup. Use edge filter only on the backbuffer. Lasse Öörni 2011-12-09 07:58:34 +0000
  • f953254296 Renamed "edgefilter" command line parameter to "fxaa" for less typing. Lasse Öörni 2011-12-08 23:31:47 +0000
  • 0f04185efb Fixed edge filter for OpenGL. Lasse Öörni 2011-12-08 23:23:58 +0000
  • b2fae0ccb4 Added FXAA edge filter. Updated readme for upcoming release. Lasse Öörni 2011-12-08 23:19:04 +0000
  • 6b94f902c7 Better check for whether vertex lights have been processed. Lasse Öörni 2011-12-08 07:08:13 +0000
  • d53e808ece Fixed double-lighting bug in light pre-pass mode. Lasse Öörni 2011-12-08 06:59:00 +0000
  • d7884cbfa5 Fixed missing masked pointlight rotation on OpenGL light pre-pass mode. Lasse Öörni 2011-12-07 22:12:46 +0000
  • 29cc6d87aa Fixed variable name. Lasse Öörni 2011-12-07 12:44:39 +0000
  • ff247d839a Fixed incorrect viewport size compare. Lasse Öörni 2011-12-07 07:29:43 +0000
  • 784530e79a Use scissor test to avoid clearing outside the viewport on OpenGL. Lasse Öörni 2011-12-06 22:45:48 +0000
  • e4ab3b3b1f Fixed UI not being rendered correctly if multiple 3D viewports active. Lasse Öörni 2011-12-06 22:24:38 +0000
  • b9ffb1fc2d Documentation tweaks. Lasse Öörni 2011-12-06 22:07:32 +0000
  • c4e569879d Restored the optional lit base pass optimization, but with the limitation of no ambient gradient. Removed unneeded GLSL shader permutations. Lasse Öörni 2011-12-06 21:36:03 +0000
  • 31b2a692d5 Fixed multithreading documentation. Lasse Öörni 2011-12-06 14:57:07 +0000
  • 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. Lasse Öörni 2011-12-06 14:48:53 +0000
  • 738a159c59 Small documentation tweaks. Lasse Öörni 2011-12-05 22:41:26 +0000
  • 23f4ba9710 Added more detailed documentation on light pre-pass rendering. Lasse Öörni 2011-12-05 22:10:05 +0000
  • 80da6c449f Fixed light prepass orthographic mode. Lasse Öörni 2011-12-05 20:48:03 +0000
  • 19b7286fce On OpenGL, do not automatically create the readable hardware depth stencil texture, as it is only usable in light pre-pass rendering. Lasse Öörni 2011-12-05 20:31:33 +0000
  • d607c59137 Added OpenGL hardware depth path for light pre-pass (for now NVIDIA-only.) Lasse Öörni 2011-12-05 16:13:11 +0000
  • a54a526471 Fixed HLSL light buffer sampler index. Lasse Öörni 2011-12-05 00:28:54 +0000
  • 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. Lasse Öörni 2011-12-05 00:09:43 +0000
  • 21c8926da3 Fixed OpenGL light prepass capability detection. Fixed PackDepthRGB(). Lasse Öörni 2011-12-04 23:03:46 +0000
  • 9c40326a8c Pack linear depth to RGBA manually to comply with FBO specification. Lasse Öörni 2011-12-04 22:55:08 +0000
  • 486867cb6c Added back the "view texture" feature to prevent the final rendertarget being possibly sampled during light pre-pass rendering. Lasse Öörni 2011-12-04 20:40:58 +0000
  • e5dca926cb Fixed possible negative specular lighting in OpenGL mode. Lasse Öörni 2011-12-04 17:20:24 +0000
  • c27ab40f7f Check needed OpenGL extensions more carefully. Cleaned up unnecessary GLee code. Initial OpenGL light pre-pass rendering. Lasse Öörni 2011-12-04 16:38:14 +0000
  • 6927daf567 Combined G-buffer shader interpolated variables. Lasse Öörni 2011-12-03 22:00:28 +0000
  • 8de93e90ad Removed unused shader code. Lasse Öörni 2011-12-03 20:55:42 +0000
  • 7008b59d96 Fixed missing null initialization for vertex light queue. Lasse Öörni 2011-12-03 19:33:18 +0000
  • 1b71cc600e Added missing file. Lasse Öörni 2011-12-03 19:08:10 +0000
  • b9650b9a50 Reverted CMakeLists.txt. Lasse Öörni 2011-12-03 17:52:09 +0000
  • 644c37a099 Mark light masks to G-buffer stencil for light culling. Fixed OpenGL forward rendering. Documentation fixes. Lasse Öörni 2011-12-03 17:51:18 +0000
  • 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. Lasse Öörni 2011-12-03 15:51:35 +0000
  • 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. Lasse Öörni 2011-12-03 14:06:35 +0000
  • cbbf1a74f9 Fixed non-shadowed spotlights in light pre-pass rendering. Removed fallback pre-pass rendering due to objectionable visual quality. Lasse Öörni 2011-12-02 23:49:41 +0000
  • 2d8e33949a Fixed SM2 fallback mode light pre-pass rendering. Lasse Öörni 2011-12-02 22:16:10 +0000
  • 7e3be41dfb More fixes to light pre-pass light volume rendering. Lasse Öörni 2011-12-02 21:48:46 +0000
  • 2f48b9bbe4 Deferred shadow/spot matrices fix. Lasse Öörni 2011-12-02 17:16:18 +0000
  • ceee03d828 Light rendering fixes. Lasse Öörni 2011-12-02 13:23:31 +0000
  • ac20c662e7 Fixed missing vertex lighting in light pre-pass material pass. Lasse Öörni 2011-12-02 09:49:37 +0000
  • c0d05666f8 Initial light volume rendering. Lasse Öörni 2011-12-02 08:22:37 +0000
  • fefa7bf6cd Initial light pre-pass rendering. Lighting not rendered yet. Lasse Öörni 2011-12-01 23:57:16 +0000
  • c20e0ada86 Added initial light pre-pass shaders. Lasse Öörni 2011-12-01 09:35:03 +0000
  • b90ceaf4d1 Initial preparation for light pre-pass rendering. Lasse Öörni 2011-11-30 22:26:37 +0000
  • 0fbb02b5b5 Create an INTZ depth buffer on Direct3D9 if possible. Lasse Öörni 2011-11-30 18:01:16 +0000
  • 50284fe9b6 Added extra keys to LightTest. Lasse Öörni 2011-11-29 23:53:12 +0000
  • abf00cafa9 Merged pixel shader uniforms. Script code cleanup. Added LightTest script. Lasse Öörni 2011-11-29 23:15:34 +0000
  • 9a080ee900 Cleaned up comments. Removed Object::CreateObject() as unnecessary. Lasse Öörni 2011-11-28 19:00:28 +0000
  • 0be96b3fca Updated documents. Lasse Öörni 2011-11-28 18:05:15 +0000
  • fbdd44c3b8 Fixed comments. Added -logdebug command line option. Lasse Öörni 2011-11-28 18:04:25 +0000
  • aa5d18f5dd Updated License.txt. Lasse Öörni 2011-11-28 11:05:30 +0000
  • 8cb99ac13b Updated to libcpuid 0.2.0 to not require the CPU core amount sanitation hack. Lasse Öörni 2011-11-28 09:31:20 +0000
  • 65af224fa6 Removed zero-length file. Disabled shader compilation warning related to vertex lights. Lasse Öörni 2011-11-27 19:47:02 +0000