372 Commits

Author SHA1 Message Date
FakeShemp 70374fa10e It compiles, but no shadows 2016-02-29 18:20:32 +01:00
FakeShemp 20468cba1b Merge branch 'master' into Shadows
# Conflicts:
#	assets
#	include/Engine/Rendering/DrawFinalPass.h
#	include/Engine/Rendering/Renderer.h
#	resources/Shaders/ForwardPlus.frag.glsl
#	resources/Shaders/ForwardPlus.vert.glsl
#	src/Engine/Rendering/DrawFinalPass.cpp
#	src/Engine/Rendering/FrameBuffer.cpp
#	src/Engine/Rendering/Renderer.cpp
2016-02-29 18:03:00 +01:00
viktorljung 5bc0483f49 Removed AnimationOffset and improved BlendTree 2016-02-29 15:51:37 +01:00
Teejoon df7ace6626 We only uses one depth buffer now 2016-02-29 11:44:29 +01:00
FakeShemp 6dd7f1a657 Buggy transparent shadows.
Transparent textures might glow.
2016-02-28 18:00:23 +01:00
Teejoon 9cbc6f7755 Added GenerateTexture, GenerateMipMapTexture and DeleteTexture to CommonFunctions 2016-02-28 16:16:22 +01:00
Teejoon d3a245606a SSAO and Glow is no longe conflicting with each other.
Texture should get the id = 0 when they are deleted and not assigned a new texture after. Else they will start to conflict with each other.
2016-02-28 15:02:40 +01:00
FakeShemp 14b0a64720 begin fixing transparent object's shadows 2016-02-27 18:42:51 +01:00
FakeShemp 8647267cad Make code less dumb, save 7 fps 2016-02-27 18:04:33 +01:00
FakeShemp 38d8cdded2 Texture Array is now working. Enjoy your single Bind(). 2016-02-27 15:53:28 +01:00
Teejoon b320d8d1e4 WIP 2016-02-26 18:01:38 +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 62e22d3821 Fix 2016-02-26 13:32:16 +01:00
Teejoon 0805375483 Deleted SSAO sliders except Quality 2016-02-26 13:25:19 +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 f220d8088c Begin clean-up 2016-02-26 10:53:16 +01:00
viktorljung 5c3b472a4d Merge remote-tracking branch 'origin/master' into Animations
# Conflicts:
#	include/Engine/Rendering/ModelJob.h
#	resources/Schema/Components.xsd
#	resources/Schema/Types/Entity.xsd
#	src/Engine/Rendering/DrawFinalPass.cpp
#	src/Engine/Rendering/PickingPass.cpp
#	src/Engine/Rendering/Renderer.cpp
#	src/Engine/Rendering/Skeleton.cpp
2016-02-26 10:21:22 +01:00
viktorljung af034673f6 BoneAttachments now working and BlendTrees are created in the AnimationSystem 2016-02-26 10:17:47 +01:00
FakeShemp 8867e7ac3c Working shadows, no cascade blend yet 2016-02-25 20:29:41 +01:00
viktorljung c97d0d9381 Fixed memory leaks and cleaned up Skeleton and BlendTree 2016-02-25 11:30:09 +01:00
Tleety fc18932068 Merge remote-tracking branch 'origin/master' into CubeMap
# Conflicts:
#	src/Engine/Rendering/Renderer.cpp
2016-02-24 15:45:30 +01:00
Tobias Dahl b874ea8641 Merge pull request #131 from teamfisk/ResizeWindowFixFromSSAOMerge
Have fix the resizing errors
2016-02-24 15:22:12 +01:00
Tleety feeff5b164 Debug tool for different CubeMap
changed cubemap influence.
2016-02-24 14:47:47 +01:00
Tleety 6f9ce8a0c1 WIP 2016-02-24 13:57:54 +01:00
Teejoon 6465fe6ed6 Have fix the resizing errors 2016-02-24 13:22:41 +01:00
viktorljung 606a9bf94f BlendTree now working but has some memory leaks 2016-02-23 17:06:41 +01:00
Tleety 91b0ac5fbd Some groundwork for cubemaps. 2016-02-23 16:00:43 +01:00
viktorljung 127edb4e60 Fixed some memory leaks 2016-02-22 17:47:30 +01:00
Teejoon 6fab971734 Merge branch 'master' of https://github.com/teamfisk/TacticalZ into SeeTeamMates
Conflicts:
	include/Engine/Rendering/SpriteJob.h
	resources/Schema/Components.xsd
	resources/Schema/Entities/Player.xml
	resources/Schema/Entities/PlayerRed.xml
2016-02-22 16:43:18 +01:00
Teejoon 09aec08d0e Pull request fixes 2016-02-22 16:38:20 +01:00
viktorljung abd36c81f8 Added BlendTree that stores and blends multiple animations 2016-02-22 15:58:38 +01:00
Teejoon 37414ce124 Merge branch 'master' of https://github.com/teamfisk/TacticalZ into SSAO
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 722b795d37 Fixed spelling 2016-02-19 13:30:41 +01:00
Tleety cf2bf4e14d Merge remote-tracking branch 'origin/master' into ResolutionChange 2016-02-19 13:17:31 +01:00
Jace 2ac584bafb Merge pull request #113 from teamfisk/Menu-Tobias
Menu tobias
2016-02-19 13:16:50 +01:00
Tleety fc5d054cb2 Entity is now sent with the click events.
Fixed small things
2016-02-19 12:49:07 +01:00
Tleety 8c9f4bb84b Resize should now be working correctly. 2016-02-19 11:42:52 +01:00
FakeShemp 73a4336206 Try some stuff 2016-02-18 23:33:10 +01:00
FakeShemp f2ab02d860 More WIP
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
Tleety e15a7b9485 You can now change resolution without any apparent bugs. 2016-02-18 18:00:26 +01:00
viktorljung 3c9c95cff4 Animation blending improved and Animation Override added 2016-02-18 16:34:18 +01:00
FakeShemp 178402e964 cascade shadow wip 2016-02-18 10:08:29 +01:00
viktorljung debb1881bf BoneAttachment working 2016-02-17 15:48:45 +01:00
viktorljung db8bc612bd AdditiveBlend now working, needs cleanup 2016-02-17 14:55:02 +01:00
viktorljung e7118ce8e5 WIP 2016-02-17 10:52:50 +01:00
verysecrethero 42b49f9dba Added more timers to Rendering. 2016-02-16 17:51:39 +01:00