Eugene Kozlov
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de249a1963
Remove casts around nullptr.
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8 years ago |
Eugene Kozlov
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5a2bec95f1
Automatic upgrade: override, typedef to using, 0 to nullptr.
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8 years ago |
urho3d-travis-ci
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ee054a1507
Travis CI: bump copyright to 2017.
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9 years ago |
Lasse Öörni
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ade01f61af
Remove isAreaLight variable completely from Light class, as it's unused. Some cleanup / comment changes. Fix PBRDeferred GLSL shader.
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9 years ago |
Lasse Öörni
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b8d55583f7
Squashed commit of the following:
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9 years ago |
Lasse Öörni
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f8ebf2dbc9
Line antialiasing support in Graphics, Material, DebugRenderer classes. Closes #1627.
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9 years ago |
Lasse Öörni
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b22768227f
Possibility to enable alpha-to-coverage in either pass or material (all passes). Requires D3D11 or OpenGL and hardware multisampling enabled. Seems to look slightly different on D3D / OpenGL. Fixed depth bias not being copied in Material::Clone(). Closes #1578.
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9 years ago |
Lasse Öörni
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48f779e234
Add possibility for materials to define vertex & pixel shader compilation defines, like techniques & passes. Related to #1566. As a consequence, removed the "alphamask" hint from techniques (render order can be used instead) and automatic determination if material should occlude. Fixed bugs in Material JSON save. Allow JSONValue::Size() to also work in object mode. Added porting notes as necessary.
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9 years ago |
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 years ago |
Lasse Öörni
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c647ae7dfa
Put zone texture to environment texture unit on OpenGL ES. Fix web build including texture unit mappings which are not included in the shaders.
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9 years ago |
Eugene Kozlov
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c92894d250
Add support of custom per-instance data in batches.
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9 years ago |
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 years ago |
Lasse Öörni
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7da8374a3b
Option to override culling mode in pass. Closes #1363.
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9 years ago |
Lasse Öörni
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7220b37676
Fix spotlight spot matrix in deferred rendering. Remove unused variables.
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9 years ago |
Lasse Öörni
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7160a0ab7c
Normal offset shadow support for HLSL. Fix deferred specular calculation on HLSL.
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9 years ago |
Lasse Öörni
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2151426adc
Use proper world space in deferred light shaders. This allows the cLightPos uniform and shadow matrices to behave the same in all passes (simplifies code.) Closes #1335.
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9 years ago |
Lasse Öörni
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a458d30fd5
Initial freeform vertex declarations for D3D9.
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9 years ago |
Lasse Öörni
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d9a295a595
Re-enable the unsigned/signed mismatch warning. Code cleanup.
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9 years ago |
urho3d-travis-ci
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c4f6f315ff
Travis CI: bump copyright to 2016.
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10 years ago |
Lasse Öörni
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6a3bbb8aab
Fix D3D11 constant buffers for VSM. Fix editor shadow mode selection. Fix script API for new shadow modes. Fix debughud for new shadow modes. Edit documentation to refer to new shadow modes. Added contributor credit. Some code convention edits, e.g. VSM instead of Vsm. Dump new NinjaSnowWarShaders.xml file.
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10 years ago |
Xavier Maupeu
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dbcfc9721e
merge VSM shadow
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10 years ago |
Xavier Maupeu
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cf501d9585
add functions in Renderer to set shadow softness and VSM shadow parameters
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10 years ago |
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 years ago |
Xavier Maupeu
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4e41906157
first modifications in order to integrate VSM shadow
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10 years ago |
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 years ago |
Lasse Öörni
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b53b584123
8-bit render order support in materials. This adjusts the drawing order within a scene pass, and takes precedence over both state & distance sorting.
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10 years ago |
Yao Wei Tjong 姚伟忠
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fa77a456f8
Reformat Urho3D source files to get rid of the indents on empty lines.
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10 years ago |
Lasse Öörni
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97fb2638db
Add fill mode to materials.
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10 years ago |
Lasse Öörni
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607b173e53
Reinterpret-cast shader parameter source hash values consistently to const void* to avoid potential 64bit build warnings.
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10 years ago |
Lasse Öörni
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cdfb6b77d9
Set shaders before material state to ensure changing the depth bias on OpenGL dirties the camera shader parameter group properly.
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10 years ago |