FakeShemp
38d8cdded2
Texture Array is now working. Enjoy your single Bind().
2016-02-27 15:53:28 +01:00
Tleety
b1a59e0ed2
Includes now use the key #include. Fixed a bug where it would crash if the file is not found. Fixed a bug where null terminators where included from the included file, causing it to stop reading after the first included file.
2016-02-26 17:46:18 +01:00
FakeShemp
22c391df54
Initial work on texture arrays
2016-02-26 17:40:35 +01:00
Tleety
b3038ef713
Includes are now supported in shader with the key #GLSL
2016-02-26 16:33:55 +01:00
Teejoon
f56705d921
You can now change the quality of SSAO by sliding the SSAO Quality
2016-02-26 11:51:20 +01:00
FakeShemp
df2e4abb52
WE HAVE WORKING CASCADE SHADOWS
2016-02-25 21:21:38 +01:00
FakeShemp
8867e7ac3c
Working shadows, no cascade blend yet
2016-02-25 20:29:41 +01:00
Tleety
feeff5b164
Debug tool for different CubeMap
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changed cubemap influence.
2016-02-24 14:47:47 +01:00
Tleety
607e83134d
Cubemaps working
2016-02-24 14:16:49 +01:00
Tleety
6f9ce8a0c1
WIP
2016-02-24 13:57:54 +01:00
Tleety
8d23c531af
Cubemaps kinda functioning, still somthing wierd with the vectors.
2016-02-23 17:17:50 +01:00
Tleety
91b0ac5fbd
Some groundwork for cubemaps.
2016-02-23 16:00:43 +01:00
FakeShemp
fb80d088e4
Redid many a thing for the sake of efficiency
2016-02-23 10:06:21 +01:00
Tleety
4ffb03fdd5
Merge remote-tracking branch 'origin/master' into SmallFixes-Tobias
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# Conflicts:
# src/Engine/Rendering/DrawFinalPass.cpp
2016-02-23 10:02:53 +01:00
Teejoon
37414ce124
Merge branch 'master' of https://github.com/teamfisk/TacticalZ into SSAO
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Conflicts:
include/Engine/Rendering/Renderer.h
src/Engine/Rendering/Renderer.cpp
2016-02-22 14:51:42 +01:00
Teejoon
adceccf402
SSAO now working. Changed in DrawFinalePass so that th AOTexture is on texture position 0 and only get binded once.
...
Changed so that the picking pass get drawn once in the beginning so that the AO shatde could calculate AO from the depthbuffer generated during pthe pickingpass.
In the ImGUI debugg window there is now sliders to change the behavior of the AO shader. Only the minimum ambient lightning is HardCoded in to the frowardPlus fragmentshaders with a define in the begining.
2016-02-22 14:48:20 +01:00
Teejoon
201480b17f
SSAO is working, but is kinda crappy. You can change shade variables in the debug window.
2016-02-19 16:50:04 +01:00
Tleety
97fcdb342d
Bloom should now show behind transparent objects.
2016-02-19 14:23:40 +01:00
Tleety
949ee76f55
Fallow and name fix
2016-02-19 13:52:16 +01:00
FakeShemp
f2ab02d860
More WIP
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Switching between levels seem to work, but I borked all matrices
2016-02-18 22:38:50 +01:00
FakeShemp
bf376f54b6
WIP
...
I think this is now finding the different segments of the cascade
2016-02-18 20:48:39 +01:00
FakeShemp
178402e964
cascade shadow wip
2016-02-18 10:08:29 +01:00
Tleety
6bc7131290
Glow Intencity can now be changed in the model component.
2016-02-16 14:57:21 +01:00
Jace
c4c53944d9
Merge pull request #103 from teamfisk/WeaponSystem
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Working weapon system
2016-02-11 23:16:44 +01:00
Jace
fee1ed6d6d
FIXME: Temporarily removed glow from sprite shader to prevent transparent sprite from occluding other glow
2016-02-11 20:00:59 +01:00
Teejoon
2096779eb6
Merge branch 'master' of https://github.com/teamfisk/TacticalZ into Importer
2016-02-11 18:48:21 +01:00
Teejoon
f088aa1d85
Commit the files now....
2016-02-11 18:45:48 +01:00
Tleety
f0ae365401
Merge remote-tracking branch 'origin/master' into Menu
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# Conflicts:
# src/Engine/Rendering/Texture.cpp
# src/Game/Game.cpp
2016-02-11 14:43:30 +01:00
Tleety
447f41dbff
HUD for capture points now update with Capture point data.
2016-02-10 23:59:13 +01:00
FakeShemp
36043010af
wip for shadows
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they work, but will be shit until we get cascaded.
2016-02-10 20:51:33 +01:00
Tleety
2cae4e3fb2
Merge remote-tracking branch 'origin/master' into Menu
...
# Conflicts:
# include/Engine/Rendering/DrawFinalPass.h
# include/Engine/Rendering/RenderQueue.h
# resources/Schema/Components.xsd
# resources/Schema/Entities/QualityAssurance.xml
# resources/Schema/Entities/RenderingWorld.xml
# resources/Shaders/Sprite.vert.glsl
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/Model.cpp
# src/Engine/Rendering/RenderSystem.cpp
# src/Engine/Rendering/Renderer.cpp
# src/Game/Game.cpp
2016-02-10 19:52:42 +01:00
Tleety
53265bbc90
PNG is now a resource.
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You can now load textures threaded.
PNG will now throw exceptions when errors happend
SpriteComponent is now working without billboarding.
2016-02-10 17:50:17 +01:00
Teejoon
fa781d5c88
Merge branch 'Importer' of https://github.com/teamfisk/TacticalZ into Importer
2016-02-10 17:16:14 +01:00
Teejoon
97780395cf
... Now mipmaps and Splatmaps i comming :)
2016-02-10 17:15:54 +01:00
FakeShemp
cb77c1ff97
Working pcf, not optimized
2016-02-10 16:16:41 +01:00
FakeShemp
69db32337d
Shado wip
2016-02-10 15:16:58 +01:00
viktorljung
afebf879a0
Merge fixes
2016-02-10 13:44:47 +01:00
Ayumiwii
6af167675d
Shadow WIP stage 2
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- fix cel-shading
2016-02-10 11:48:44 +01:00
viktorljung
49e6252ee1
Merge remote-tracking branch 'origin/master' into Animations
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# Conflicts:
# include/Engine/Rendering/DrawFinalPass.h
# resources/Schema/Components.xsd
# resources/Schema/Entities/CollisionTestLevel.xml
# resources/Schema/Types/Entity.xsd
# src/Engine/Collision/Collision.cpp
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/RenderSystem.cpp
2016-02-10 11:33:45 +01:00
viktorljung
c09c2f4783
Merge remote-tracking branch 'origin/Importer' into Animations
...
# Conflicts:
# resources/Schema/Components.xsd
# resources/Schema/Entities/RenderingWorld.xml
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/PickingPass.cpp
# src/Engine/Rendering/Skeleton.cpp
2016-02-09 22:50:19 +01:00
Ayumiwii
ecd823cb9f
Shadow WIP stage 2
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- Soft shadow
2016-02-09 16:15:11 +01:00
FakeShemp
847c539373
Fix viewport
2016-02-09 14:44:12 +01:00
Ayumiwii
cb7f06573f
Shadows stage 2 WIP
2016-02-09 14:08:57 +01:00
Teejoon
060e674a6f
Picking supports skinned meshes
2016-02-08 17:37:18 +01:00
Teejoon
d2cfa592f0
Supports skinnd and unskinned meshes
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ExplosionEffects now supports SplatMapping
2016-02-08 13:01:10 +01:00
Tleety
94b59af973
Defender shield should now be working
2016-02-08 11:47:35 +01:00
Teejoon
43719f8304
Added texture tiling to shaders (exkluding ExplosinEffects)
2016-02-07 15:27:26 +01:00
Teejoon
92ab22e779
Splatmapping now working.
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Rendering pipleline now support 3 different types of Material:
Basic: a material with a single color on every property (diffuse, specular, ect).
SingleTextures: a material with a single texture in all or any property. Have a single color on the rest.
SplatMapping: has a SplatMap and 0 to 5 different textures to every property. Properties with o texture uses a single color insted.
All materials with a texture has a UVRepeat, telling how many time to till in U and in V.
modelJobs now uses ShadeID, ModelID and TextureID for the Hash insted of only Texture
MayaExported exports 3 differnt types of material, the same as the piplen now supports.
2016-02-07 13:39:13 +01:00
viktorljung
933a32aa8d
Animations kind of working
2016-02-06 18:09:51 +01:00
Ayumiwii
6542d1b444
Shadow WIP
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- DepthTexture working
2016-02-05 17:29:53 +01:00