История коммитов

Автор SHA1 Сообщение Дата
  Lasse Öörni 2bedd953ce Fixes to sceneless renderpath on OpenGL. 11 лет назад
  Lasse Öörni 6bfcc28010 Allow a pass to be marked as SM3-only, so that rendering limitations can be defined as data-driven instead of hardcoding in the engine. Moved specular disable for SM2 shadowed pointlight from code to shaders. Mention in the documentation that some materials may be too complex for SM2 and dynamic shadows. 11 лет назад
  Lasse Öörni 1418fb7e83 Changed the SM2.0 tradeoffs to allow 4-sample shadow mapping and to verify that shaders again work on GPU's without hardware shadow compare (eg. Radeon 9800.) Removed unnecessary shader code & simplified the LitSolid & light volume shaders. 11 лет назад
  Lasse Öörni c3425334a3 Switch forward light calculations back to world space instead of tangent space to avoid light attenuation bugs when TBN matrix is not orthogonal. Shader code becomes simpler and more similar between forward and deferred, and number of vertex shader variations is reduced, but disadvantage is a more complex pixel shader which requires disabling expensive features on SM2.0 to avoid exceeding the arithmetic instruction limit. Fix cube mapped point light displaying the cube map upside down. Closes #276. 11 лет назад
  Lasse Öörni 6833f858dc If a view's renderpath has no scene passes, allow rendering it also when no scene, camera & octree are provided. Closes #267. 11 лет назад
  Lasse Öörni 0246ae607f Improve Camera documentation. To avoid potential confusion, disable auto aspect ratio mode from Camera if aspect ratio is set explicitly, or if the Vector2 form of Camera::SetOrthoSize() is used. 11 лет назад
  Lasse Öörni 882f4da62e Added quad rendering missing elapsed time parameter fix from szamq. Also add delta time parameter to batch rendering. Closes #272. 11 лет назад
  Lasse Öörni 094006ef91 Added brightness attribute to Light. Added separate equality test with and without epsilon to Color, similar to Vector2/3/4. 11 лет назад
  Lasse Öörni 02e543ba5c Support for per-pixel negative lights. Added BLEND_SUBTRACT & BLEND_SUBTRACTALPHA blend modes. Light code cleanup. 11 лет назад
  Lasse Öörni 0eb0a5d7a5 When a Zone moves or is removed from octree, clear zone from all drawables within the bounding box, not just from those that belong to the zone. This allows zone search in View to perform more optimally. 11 лет назад
  Lasse Öörni 2082c026c2 Handle zone search better to avoid erroneous lower-priority zone assignment. Added OnRemoveFromOctree() virtual function to Drawable. Zone code simplified. Remove zone reference from drawables within its bounding box when the zone is being destroyed. 11 лет назад
  Lasse Öörni 6fbda65a4f Initial negative light support. Right now works only with per-vertex lights. Set negative light color to use. Per-pixel negative lights may be problematic, as they require different blend mode, will also darken any emissive materials, and will not work in light pre-pass mode (there is nothing to subtract from, as light buffer is initialized with black) 11 лет назад
  Lasse Öörni 1941c508b4 Removed erroneous comment from View. Do not treat it a fatal error in OgreImporter if index optimization can't be done. 11 лет назад
  Lasse Öörni 03043038a0 Visualize camera as a frustum. Do not draw debug geometry in the editor's camera preview. 11 лет назад
  Lasse Öörni 4bd2eb0356 Refactoring of Drawable::IsInView() functions and drawable view tracking. 11 лет назад
  Lasse Öörni bfd968f9d7 Removed the base batch / non-base batch separation from BatchGroup. This is only needed for light queues, so rather have LightBatchQueue have separate queues for base & non-base. 11 лет назад
  Lasse Öörni abc6fcd8b8 Shader precaching mechanism. Call Graphics::BeginDumpShaders() or use the engine command line parameter -ds <file> to create a shader dump file of the variations that are loaded during program run, and Graphics::PrecacheShaders() to load the dump file. 12 лет назад
  Lasse Öörni e44e3f7652 Only signal work items that have specified or higher priority in WorkQueue::Complete(), to prevent lower priority work item events triggering when they shouldn't (in the middle of render update.) Set explicit max priority in Octree & View items, but leave default priority to the lowest for user items. Removed a static variable from WorkQueue::PurgePool(). 12 лет назад
  Alex Parlett e8abdfc366 Added Pool for WorkItem SharedPtrs to save allocation every frame. Its an optional construct to allow the user to create their own pools or not use the pool if they so desire. 12 лет назад
  Alex Parlett 51a1e84248 Changed WorkQueue to use a List<SharedPtr<WorkItem> > and ensure that it doesn't contain duplicates. 12 лет назад
  Lasse Öörni 0c4466d3f3 Optimized away going through renderpath commands just to find the litbase-flag. 12 лет назад
  Lasse Öörni 809efdb4c6 Added the concept of persistent target in renderpath, which are not mixed in the rendertarget pool with other textures of same size & format. Used for the AutoExposure previous frame luminance. 12 лет назад
  Lasse Öörni f0501cbeae Fixed Blur postprocess effect XML. Fixed View spamming the log with attempts to get an empty quad shader after failing to get the proper shaders once. 12 лет назад
  Lasse Öörni 45003707c0 Fixed substituteRenderTarget_ possibly being uninitialized. 12 лет назад
  Lasse Öörni dc5f4a1834 Merge branch 'master' into shader-refactor 12 лет назад
  Lasse Öörni 0610520768 Quads that don't read the viewport should not begin the pingpong chain. Fixes #167. 12 лет назад
  Lasse Öörni c3c177525d Removed the "view texture" abstraction, which is unnecessary now, as all deferred renderpaths write directly to the destination rendertarget. Fixes #166. 12 лет назад
  Lasse Öörni 3e14caf89e Load/save cached binary HLSL shaders. Report SM3 supported on OpenGL to simplify code. 12 лет назад
  Lasse Öörni 782c3ac54e Removed the "view texture" abstraction, which is unnecessary now, as all deferred renderpaths write directly to the destination rendertarget. Fixes #166. 12 лет назад
  Lasse Öörni db713bdba2 Avoid string allocations during View::Define() and Renderer::GetShader(). 12 лет назад