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 lat temu |
Alex Parlett
|
51a1e84248
Changed WorkQueue to use a List<SharedPtr<WorkItem> > and ensure that it doesn't contain duplicates.
|
12 lat temu |
Lasse Öörni
|
0c4466d3f3
Optimized away going through renderpath commands just to find the litbase-flag.
|
12 lat temu |
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 lat temu |
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 lat temu |
Lasse Öörni
|
45003707c0
Fixed substituteRenderTarget_ possibly being uninitialized.
|
12 lat temu |
Lasse Öörni
|
dc5f4a1834
Merge branch 'master' into shader-refactor
|
12 lat temu |
Lasse Öörni
|
0610520768
Quads that don't read the viewport should not begin the pingpong chain. Fixes #167.
|
12 lat temu |
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 lat temu |
Lasse Öörni
|
3e14caf89e
Load/save cached binary HLSL shaders. Report SM3 supported on OpenGL to simplify code.
|
12 lat temu |
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 lat temu |
Lasse Öörni
|
db713bdba2
Avoid string allocations during View::Define() and Renderer::GetShader().
|
12 lat temu |
Lasse Öörni
|
07f06563bc
Optimized Renderer::GetShader() so that caching shader variation pointers becomes unnecessary for the most part.
|
12 lat temu |
Lasse Öörni
|
ea334e4393
Merge branch 'master' into shader-refactor
|
12 lat temu |
Lasse Öörni
|
6d5ddc23e0
Bump the copyright for 2014.
|
12 lat temu |
Lasse Öörni
|
e0f391b0fc
Started shader refactoring.
|
12 lat temu |
Lasse Öörni
|
c6b906a822
Distinguish between cube/3D textures in renderpath commands by the texture unit.
|
12 lat temu |
primitivewaste
|
d4fb9a9450
Add Zone height fog support, HeightFog shader option and techniques.
|
12 lat temu |
Lasse Öörni
|
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.
|
12 lat temu |
Lasse Öörni
|
030f890ed5
Further fixes and optimizations to View render target pingpong handling. Update Material memory use when modified programmatically.
|
12 lat temu |
Lasse Öörni
|
3718b3dc29
Set currentRenderTarget for safety in case the renderpath has no commands.
|
12 lat temu |
Lasse Öörni
|
4aeeefdd38
Safety check to skip renderpath commands with no output names, could cause out-of-bounds indexing.
|
12 lat temu |
Lasse Öörni
|
30455bfba2
Rewrote viewport resolve / pingpong logic in View. Optimizes away unnecessary framebuffer copies and fixes #138.
|
12 lat temu |
Lasse Öörni
|
cadb503976
Added transform by matrix functions to Plane. Added camera clipping plane support. Added basic reflective+refractive water shader + material.
|
12 lat temu |
Lasse Öörni
|
f9a6235f47
Added "refract" pass to default renderpaths. This has the rendered scene so far (opaque + sky) available in the environment texture unit.
|
12 lat temu |
Lasse Öörni
|
7636bd6310
Fixed depth getting unnecessarily reset when ping-ponging rendertargets for a pass that both reads & writes the scene viewport.
|
12 lat temu |
Lasse Öörni
|
79eac917be
Fixed distance update for Drawables for draw distance & shadow draw distance checks. Closes #56.
|
12 lat temu |
Lasse Öörni
|
40c7c0f7af
Initialize geometry type of light volume batches.
|
12 lat temu |
Lasse Öörni
|
168b69c09d
Added StaticObjectGroup component for optimizing culling, light and drawcall processing. Update HugeObjectCount to use it. Not yet exposed to script.
|
12 lat temu |
Lasse Öörni
|
c20257cdf7
Merged the shaderData_ and worldTransform_ members of Batch & SourceBatch. The idea is that a batch can define multiple world transforms. For static geometry this means instance transforms. For skinned geometry they are bone transforms instead.
|
12 lat temu |