Lasse Öörni
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4bd2eb0356
Refactoring of Drawable::IsInView() functions and drawable view tracking.
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11 years ago |
Lasse Öörni
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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.
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11 years ago |
Lasse Öörni
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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.
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12 years ago |
Lasse Öörni
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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().
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12 years ago |
Alex Parlett
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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.
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12 years ago |
Alex Parlett
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51a1e84248
Changed WorkQueue to use a List<SharedPtr<WorkItem> > and ensure that it doesn't contain duplicates.
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12 years ago |
Lasse Öörni
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0c4466d3f3
Optimized away going through renderpath commands just to find the litbase-flag.
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12 years ago |
Lasse Öörni
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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.
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12 years ago |
Lasse Öörni
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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.
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12 years ago |
Lasse Öörni
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45003707c0
Fixed substituteRenderTarget_ possibly being uninitialized.
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12 years ago |
Lasse Öörni
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dc5f4a1834
Merge branch 'master' into shader-refactor
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12 years ago |
Lasse Öörni
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0610520768
Quads that don't read the viewport should not begin the pingpong chain. Fixes #167.
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12 years ago |
Lasse Öörni
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c3c177525d
Removed the "view texture" abstraction, which is unnecessary now, as all deferred renderpaths write directly to the destination rendertarget. Fixes #166.
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12 years ago |
Lasse Öörni
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3e14caf89e
Load/save cached binary HLSL shaders. Report SM3 supported on OpenGL to simplify code.
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12 years ago |
Lasse Öörni
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782c3ac54e
Removed the "view texture" abstraction, which is unnecessary now, as all deferred renderpaths write directly to the destination rendertarget. Fixes #166.
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12 years ago |
Lasse Öörni
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db713bdba2
Avoid string allocations during View::Define() and Renderer::GetShader().
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12 years ago |
Lasse Öörni
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07f06563bc
Optimized Renderer::GetShader() so that caching shader variation pointers becomes unnecessary for the most part.
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12 years ago |
Lasse Öörni
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ea334e4393
Merge branch 'master' into shader-refactor
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12 years ago |
Lasse Öörni
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6d5ddc23e0
Bump the copyright for 2014.
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12 years ago |
Lasse Öörni
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e0f391b0fc
Started shader refactoring.
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12 years ago |
Lasse Öörni
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c6b906a822
Distinguish between cube/3D textures in renderpath commands by the texture unit.
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12 years ago |
primitivewaste
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d4fb9a9450
Add Zone height fog support, HeightFog shader option and techniques.
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12 years ago |
Lasse Öörni
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d723bef62b
On OpenGL ES 2.0, create depth renderbuffers in explicit GL_DEPTH_COMPONENT16 format, as GL_DEPTH_COMPONENT is unsupported on some devices. Possibly a fix for #140.
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12 years ago |
Lasse Öörni
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030f890ed5
Further fixes and optimizations to View render target pingpong handling. Update Material memory use when modified programmatically.
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12 years ago |
Lasse Öörni
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3718b3dc29
Set currentRenderTarget for safety in case the renderpath has no commands.
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12 years ago |
Lasse Öörni
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4aeeefdd38
Safety check to skip renderpath commands with no output names, could cause out-of-bounds indexing.
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12 years ago |
Lasse Öörni
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30455bfba2
Rewrote viewport resolve / pingpong logic in View. Optimizes away unnecessary framebuffer copies and fixes #138.
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12 years ago |
Lasse Öörni
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cadb503976
Added transform by matrix functions to Plane. Added camera clipping plane support. Added basic reflective+refractive water shader + material.
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12 years ago |
Lasse Öörni
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f9a6235f47
Added "refract" pass to default renderpaths. This has the rendered scene so far (opaque + sky) available in the environment texture unit.
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12 years ago |
Lasse Öörni
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7636bd6310
Fixed depth getting unnecessarily reset when ping-ponging rendertargets for a pass that both reads & writes the scene viewport.
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12 years ago |