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 |
Lasse Öörni
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bd8f455e15
Minor code formatting.
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10 years ago |
Lasse Öörni
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e2afa34bb7
Refactor Technique to not use HashTable for passes, but instead a vector with dynamically allocated pass indices. HashTable class removed as there were no other uses for it, and it was programmer-unfriendly compared to HashMap.
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10 years ago |
Lasse Öörni
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c8e406489d
Revert OpenGL-incompatible change in Batch::Prepare().
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10 years ago |
Lasse Öörni
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401585972d
Optimize Graphics::SetVertexBuffers() on D3D11.
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10 years ago |
Lasse Öörni
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5ac8f1fb43
Clean up / reorder light shader parameter handling.
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10 years ago |
Lasse Öörni
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48483ac07c
Reduce number of distinct shader parameter groups to prepare for mapping them to constant buffers.
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10 years ago |
Lasse Öörni
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88080dad31
Remove Shader Model 2 mode & instancing without stream offset (D3D9) as they are hard to test. Added Graphics::GetApiName() function.
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10 years ago |
Lasse Öörni
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21d7883455
Optimize and clean up base batch / vertex light batch processing. Fix light limiting not taking point light's effective intensity into account properly.
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10 years ago |
Lasse Öörni
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56f64c60b9
Texture unit refactoring. On desktop ensure continuous range of 8 material texture units, while mobile has 5. Material can define a volume (3D) texture in the volume unit (desktop only.)
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10 years ago |
Lasse Öörni
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0990fd72f2
Added Graphics::GetPixelUVOffset() to get the half-pixel offset required by D3D9, avoids #ifdef'ing. Clean up shadow matrix calculation.
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11 years ago |
Lasse Öörni
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90833996fa
Make sure to avoid memory overwrite in case the light's cascade splits would be configured incorrectly in respect to hardware limits.
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11 years ago |
Lasse Öörni
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c08fa5e94d
Calculate a shader parameter hash value to eliminate setting of unnecessary constants/uniforms when rendering with multiple materials that have the same parameters.
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11 years ago |
Lasse Öörni
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79e45ba7e3
Reduce cost of shader switching on Direct3D9 by maintaining shader parameter list for each vertex/pixel shader combination similarly to the OpenGL ShaderProgram class. Remove the shadertype parameter from Graphics::HasShaderParameter() as unnecessary.
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11 years ago |
Lasse Öörni
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bb2ebf7568
Bump copyright to 2015.
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11 years ago |
Yao Wei Tjong 姚伟忠
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f719e3a429
Remove explicit inclusion of precompiled header file.
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11 years ago |
Lasse Öörni
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d023b06b3d
Get rid of overrideView_ member in Batch, as it is no longer used by Skybox, and directional light quads can be made to work without it. Cleanup Light code.
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11 years ago |
Lasse Öörni
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b6caeb02a5
Document depth rendering. Disable depth write when sampling a HW depth texture. Disable stencil optimizations when using a custom depth texture, as in that case stencil channel availability can't be guaranteed. Changed -renderpath command line option to use the full resource name instead of defaulting to the RenderPaths directory. Removed test code from ForwardHWDepth renderpath. Closes #597.
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11 years ago |
Yao Wei Tjong 姚伟忠
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359efb2d37
Move the DebugNew.h from Urho3D/Container subdir to Urho3D subdir.
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11 years ago |
Yao Wei Tjong 姚伟忠
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0a2e601307
Change the include path for Precompiled header to fix MSVC build.
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11 years ago |
Yao Wei Tjong 姚伟忠
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b51e419c88
Change impl. file to include the header file from corresponding subdir.
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11 years ago |
Yao Wei Tjong 姚伟忠
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bcf7c94ec8
Rename Source/Engine to Source/Urho3D.
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11 years ago |