Lasse Öörni
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c0d05666f8
Initial light volume rendering.
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14 years ago |
Lasse Öörni
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fefa7bf6cd
Initial light pre-pass rendering. Lighting not rendered yet.
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14 years ago |
Lasse Öörni
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b90ceaf4d1
Initial preparation for light pre-pass rendering.
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14 years ago |
Lasse Öörni
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fbdd44c3b8
Fixed comments.
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14 years ago |
Lasse Öörni
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a69b8b7568
Fixed vertex lighting shader variation names.
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14 years ago |
Lasse Öörni
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a51afb0631
Initial vertex lighting support.
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14 years ago |
Lasse Öörni
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4c3be1f600
Added List::Resize().
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14 years ago |
Lasse Öörni
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b068022660
Use function pointers directly for preparing AngelScript context.
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14 years ago |
Lasse Öörni
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8a57a3ee18
Threaded ray query.
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14 years ago |
Lasse Öörni
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b204b2031d
Removed directional light shadowcaster occlusion for potentially taking much CPU time for relatively little gain, and/or being inaccurate.
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14 years ago |
Lasse Öörni
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6b504a0b21
Refactored occlusion buffer allocation to be thread-safe. Thread queries for directional shadowed lights as well.
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14 years ago |
Lasse Öörni
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cccb072a3d
Threaded light queries.
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14 years ago |
Lasse Öörni
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c8089b1687
Initial work queue & multithreading support.
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14 years ago |
Lasse Öörni
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0be37e8495
Shader refactoring. Forward shader split to Ambient, BlinnPhong, Unlit & Volumetric.
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14 years ago |
Lasse Öörni
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7e4bc727b4
Cleaned up Batch & instancing code. BatchGroup inherits from Batch to reduce unnecessary copying of values.
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14 years ago |
Lasse Öörni
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80130159ac
Cleaned up graphics features change handling.
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14 years ago |
Lasse Öörni
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6e51dffdeb
Updated readme.
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14 years ago |
Lasse Öörni
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7be9585861
Fixed erroneous use of local axis movement when more than one node selected.
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14 years ago |
Lasse Öörni
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5134b9a778
Do not release shader resources from the cache when reloading them, as subsystems and material passes often hold references to shader variations instead, making the shaders appear unreferenced.
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14 years ago |
Lasse Öörni
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593ce78eaf
Refactored temporary shadow camera creation.
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14 years ago |
Lasse Öörni
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37621a0c4b
Removed View friend class from Renderer. Made more Renderer functions public, as they can be usable also outside of View.
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14 years ago |
Lasse Öörni
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0c22a1076b
Disallow 1-sample shadow mode when hardware PCF not supported.
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14 years ago |
Lasse Öörni
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1421058c9f
Even more optimization of the shadow mapping shader. In 4 sample mode, pre-adjust the shadow map coordinates on the CPU.
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14 years ago |
Lasse Öörni
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399137b540
Force occlusion buffer to an even pixel height to prevent slightly different aspect ratio from generating worse occlusion results.
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14 years ago |
Lasse Öörni
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fd06d3cf4a
Fixed component ID overwrite when copy-pasting scene nodes in the editor.
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14 years ago |
Lasse Öörni
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80a6948b22
Large rendering architecture refactoring.
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14 years ago |
Lasse Öörni
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fe495f6bcc
Added deferred fallback mode, which renders the G-buffer in 2 passes.
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14 years ago |
Lasse Öörni
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1e086c84f6
For less confusing code, do not allocate a depth stencil into colorShadowMaps_ in fallback mode. Instead define a separate variable shadowDepthStencil_.
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14 years ago |
Lasse Öörni
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d6a3f89393
Added low-quality (1-sample) shadow filtering option.
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14 years ago |
Lasse Öörni
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292ebed51f
Added initial fallback mode (no MRT, no hardware shadows.)
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14 years ago |