Lasse Öörni
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48cd15bc5a
Store camera projection matrix as API-independent and convert as necessary (preparation for allowing the user to define a custom projection matrix.) Camera GetProjection() API changed; GetGPUProjection() is now used to get the API-specific projection for use as a shader parameter.
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9 vuotta sitten |
Lasse Öörni
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7b5da6669f
Skip adding a deferred light volume batch when the light has low 8 bits of lightmask cleared; it would not have effect due to the stencil test. Skip shadow map render when there are no forward & deferred batches using it.
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9 vuotta sitten |
Lasse Öörni
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2c2c6d26b1
Merge branch 'api-agnostic-headers'
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9 vuotta sitten |
Lasse Öörni
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28ad5d5dbd
Fix ambiguous operations when C++11 Urho3D features are enabled by using WeakPtr default constructor instead.
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9 vuotta sitten |
Lasse Öörni
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11b1e2cc2d
Shadow batches don't need a zone, since they shouldn't use ambient color or fogging settings. This also fixes a bug with erroneous fog settings when OpenGL constant buffers are used.
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9 vuotta sitten |
Lasse Öörni
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f8d636426c
Make ShaderVariation class header API-agnostic.
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9 vuotta sitten |
Franck Poulain
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332fe215f6
SendEvent new renderpath command
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9 vuotta sitten |
Eugene Kozlov
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c92894d250
Add support of custom per-instance data in batches.
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9 vuotta sitten |
Lasse Öörni
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83e3772a34
Halve default VSM softness. Scale VSM blurring to shadow resolution, so that low resolutions don't receive too much blur. Note: when using VSM, you should set all your large surfaces (such as floors or terrains) to cast shadows. Otherwise shadows will be unnaturally thin. The Urho builtin samples don't do this to avoid artifacts on mobiles where VSM can't be used, and the bias is tricky to get right.
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9 vuotta sitten |
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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9 vuotta sitten |
Lasse Öörni
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ed8740428c
Remove cCameraRot uniform. Instead derive from cViewInv as necessary. Closes #1163.
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9 vuotta sitten |
Lasse Öörni
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0c10106cd8
Dummy implementation for D3D9 Texture2DArray. Texture2DArray Lua bindings.
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9 vuotta sitten |
Lasse Öörni
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55d1d82784
Improved occluder sorting contributed by Enhex. Closes #1305.
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9 vuotta sitten |
reattiva
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e253afe756
Fixed D3D9 build.
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9 vuotta sitten |
reattiva
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88d403b9b8
Added Texture2DArray.
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9 vuotta sitten |
urho3d-travis-ci
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c4f6f315ff
Travis CI: bump copyright to 2016.
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10 vuotta sitten |
Lasse Öörni
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ca3f3ced4f
Prefer to use camera's EffectiveWorldTransform for view inverse to avoid double inversing.
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10 vuotta sitten |
Nick Royer
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360328d2d1
Added inverse view matrix
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10 vuotta sitten |
Xavier Maupeu
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dbcfc9721e
merge VSM shadow
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10 vuotta sitten |
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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10 vuotta sitten |
Xavier Maupeu
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fc41f4bfa6
fix bug with simple shadow and pcf shadow in direct3d9
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10 vuotta sitten |
Xavier Maupeu
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45aa12c496
VSM shadow map can be blurred
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10 vuotta sitten |
Xavier Maupeu
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0567cbeaf4
remove shadow bias for vsm
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10 vuotta sitten |
Xavier Maupeu
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78a85ff2c6
simple VSM is working
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10 vuotta sitten |
Lasse Öörni
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60d946eb64
Option to enable threaded occlusion rendering. May actually result in worse performance, so disabled by default. Report number of rendered occluders accurately (taking into account occluders rejected by being occluded themselves, or by running out of triangles.) Closes #970.
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10 vuotta sitten |
Lasse Öörni
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b616aa6272
Merge remote-tracking branch '1vanK/master'
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10 vuotta sitten |
Lasse Öörni
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48c600711a
Fix wrong boolean check for determining what viewport read/write operations are used by the renderpath. Closes #974.
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10 vuotta sitten |
Ivan K
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db15f0358e
PROFILE -> URHO3D_PROFILE
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10 vuotta sitten |
Lasse Öörni
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9bd1a02655
Copy the nostencil flag correctly from the source view.
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10 vuotta sitten |
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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10 vuotta sitten |