Lasse Öörni
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132847926d
Do not unnecessarily calculate batch sort key or choose shaders for instanced batches.
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13 years ago |
Lasse Öörni
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c48f640a18
Changed several structures to HashMap / HashSet for better performance.
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13 years ago |
Lasse Öörni
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139ef6d6e2
Removed the light to light queue map. Instead store the light queue pointer directly to the light.
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13 years ago |
Lasse Öörni
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832ad7ebb0
Code cleanup.
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14 years ago |
Lasse Öörni
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0b7e840a30
Restored fullscreen quad method for deferred screen clear for some FPS gain.
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14 years ago |
Lasse Öörni
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cc3ee34f58
Increased occlusion buffer depth bias.
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14 years ago |
Lasse Öörni
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d34a73bfb9
Added full deferred rendering in addition to light pre-pass.
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14 years ago |
Lasse Öörni
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9fc3d48c12
Changed Viewport to be a reference-counted object.
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14 years ago |
Lasse Öörni
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55ce257a9c
Initial postprocessing implementation. Reimplemented the FXAA edge filter using it.
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14 years ago |
Lasse Öörni
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1f45d256f4
Time-based removal of unused occlusion and screen buffers.
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14 years ago |
Lasse Öörni
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2b553167b9
Fixed OpenGL rendering.
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14 years ago |
Lasse Öörni
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75096fe6f9
Refactored screen-size rendertarget allocation in preparation for postprocessing.
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14 years ago |
Lasse Öörni
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c77dc68bc8
Doxygen formatting fix.
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14 years ago |
Lasse Öörni
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35c21f06d7
Removed the fallback shadow code, as GPUs that actually need it are also too low-performance to render shadows acceptably.
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14 years ago |
Lasse Öörni
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cbe84013ad
Code cleanup in Renderer::Update().
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14 years ago |
Lasse Öörni
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dec13dac7a
Draw render-to-texture views upside down on OpenGL so that they match the UV coordinates of regular textures.
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14 years ago |
Lasse Öörni
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f564e2bc83
Documentation update.
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14 years ago |
Lasse Öörni
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b2fae0ccb4
Added FXAA edge filter.
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14 years ago |
Lasse Öörni
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4beeb72cd2
Disregard normals in billboard vertex lighting.
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14 years ago |
Lasse Öörni
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f9bfd4948f
Shader refactoring.
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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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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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1b08deec28
Fixed editor gizmo movement in local axes mode.
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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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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 |