Lasse Öörni
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c647ae7dfa
Put zone texture to environment texture unit on OpenGL ES. Fix web build including texture unit mappings which are not included in the shaders.
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il y a 9 ans |
Eugene Kozlov
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c92894d250
Add support of custom per-instance data in batches.
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il y a 9 ans |
Lasse Öörni
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97bb1769d0
Rework renderpath quad commands to use same quad transform as deferred directional lights, with the camera projection set correctly. Set quad command's shader parameters last to allow overriding any engine shader parameter (except the quad's model transform.) Remove unused function parameters. Closes #1370.
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il y a 9 ans |
Lasse Öörni
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7da8374a3b
Option to override culling mode in pass. Closes #1363.
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il y a 9 ans |
Lasse Öörni
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7220b37676
Fix spotlight spot matrix in deferred rendering. Remove unused variables.
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il y a 9 ans |
Lasse Öörni
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7160a0ab7c
Normal offset shadow support for HLSL. Fix deferred specular calculation on HLSL.
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il y a 9 ans |
Lasse Öörni
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2151426adc
Use proper world space in deferred light shaders. This allows the cLightPos uniform and shadow matrices to behave the same in all passes (simplifies code.) Closes #1335.
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il y a 9 ans |
Lasse Öörni
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a458d30fd5
Initial freeform vertex declarations for D3D9.
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il y a 9 ans |
Lasse Öörni
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d9a295a595
Re-enable the unsigned/signed mismatch warning. Code cleanup.
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il y a 10 ans |
urho3d-travis-ci
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c4f6f315ff
Travis CI: bump copyright to 2016.
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il y a 10 ans |
Lasse Öörni
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6a3bbb8aab
Fix D3D11 constant buffers for VSM. Fix editor shadow mode selection. Fix script API for new shadow modes. Fix debughud for new shadow modes. Edit documentation to refer to new shadow modes. Added contributor credit. Some code convention edits, e.g. VSM instead of Vsm. Dump new NinjaSnowWarShaders.xml file.
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il y a 10 ans |
Xavier Maupeu
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dbcfc9721e
merge VSM shadow
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il y a 10 ans |
Xavier Maupeu
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cf501d9585
add functions in Renderer to set shadow softness and VSM shadow parameters
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il y a 10 ans |
Lasse Öörni
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2b25100ef6
Fix writing to the inverse size uniforms as if they were Vector4's. Closes #1087.
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il y a 10 ans |
Xavier Maupeu
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4e41906157
first modifications in order to integrate VSM shadow
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il y a 10 ans |
Lasse Öörni
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5161060d5b
Allow to define a culling camera for Viewport. When defined, multiple views can share the same culling and other view preparations, reducing CPU use.
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il y a 10 ans |
Lasse Öörni
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b53b584123
8-bit render order support in materials. This adjusts the drawing order within a scene pass, and takes precedence over both state & distance sorting.
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il y a 10 ans |
Yao Wei Tjong 姚伟忠
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fa77a456f8
Reformat Urho3D source files to get rid of the indents on empty lines.
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il y a 10 ans |
Lasse Öörni
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97fb2638db
Add fill mode to materials.
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il y a 10 ans |
Lasse Öörni
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607b173e53
Reinterpret-cast shader parameter source hash values consistently to const void* to avoid potential 64bit build warnings.
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il y a 11 ans |
Lasse Öörni
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cdfb6b77d9
Set shaders before material state to ensure changing the depth bias on OpenGL dirties the camera shader parameter group properly.
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il y a 11 ans |
Lasse Öörni
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bd8f455e15
Minor code formatting.
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il y a 11 ans |
Lasse Öörni
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e2afa34bb7
Refactor Technique to not use HashTable for passes, but instead a vector with dynamically allocated pass indices. HashTable class removed as there were no other uses for it, and it was programmer-unfriendly compared to HashMap.
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il y a 11 ans |
Lasse Öörni
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c8e406489d
Revert OpenGL-incompatible change in Batch::Prepare().
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il y a 11 ans |
Lasse Öörni
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401585972d
Optimize Graphics::SetVertexBuffers() on D3D11.
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il y a 11 ans |
Lasse Öörni
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5ac8f1fb43
Clean up / reorder light shader parameter handling.
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il y a 11 ans |
Lasse Öörni
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48483ac07c
Reduce number of distinct shader parameter groups to prepare for mapping them to constant buffers.
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il y a 11 ans |
Lasse Öörni
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88080dad31
Remove Shader Model 2 mode & instancing without stream offset (D3D9) as they are hard to test. Added Graphics::GetApiName() function.
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il y a 11 ans |
Lasse Öörni
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21d7883455
Optimize and clean up base batch / vertex light batch processing. Fix light limiting not taking point light's effective intensity into account properly.
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il y a 11 ans |
Lasse Öörni
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56f64c60b9
Texture unit refactoring. On desktop ensure continuous range of 8 material texture units, while mobile has 5. Material can define a volume (3D) texture in the volume unit (desktop only.)
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il y a 11 ans |