Jace
e3767996a1
Added DEBUG flags to all debug imgui stuff
2016-03-14 04:01:04 +01:00
Tobias Dahl
8c48e96ad1
Merge pull request #211 from teamfisk/MSAA
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MSAA
2016-03-13 21:47:43 +01:00
Tobias Dahl
7fa634ef7c
Revert "Shadow will actually shut itself off and delete itself now"
2016-03-13 21:35:57 +01:00
Tobias Dahl
080f5ac856
Merge pull request #216 from teamfisk/ShadowOptimization
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Shadow will actually shut itself off and delete itself now
2016-03-13 21:32:42 +01:00
Jace
8a1217e8b5
Hoodwinked GLFW into creating a fullscreen windowed window by initializing it one pixel higher than the resolution height
2016-03-13 21:29:39 +01:00
FakeShemp
9b5e4c10fd
Shadow will actually shut itself off and delete itself now
2016-03-13 16:19:17 +01:00
Teejoon
5146d21173
MSAA is now working
2016-03-12 22:22:53 +01:00
Teejoon
70b0ca8776
Merge remote-tracking branch 'origin/master' into MSAA
2016-03-12 18:04:26 +01:00
Teejoon
90d848e8d9
Made texture getters from draw finalpass from const
2016-03-12 18:04:10 +01:00
Teejoon
e96ad44e44
BlurHUDPass now works correct when resizing window.
2016-03-11 11:23:23 +01:00
Jace
dd63f4a1b4
Fixed FOV being used to calculate projection matrix being degrees when it should be radians, AGAIN. FOV angles are now correct!
2016-03-10 13:51:18 +01:00
Jace
0346f81234
Renderer resizing updated to send EResolutionChanged when the resolution is updated so cameras can update their aspect ratio and have a correct FOV. Renderer::SetResolution actually changes the resolution now too.
2016-03-10 13:09:34 +01:00
FakeShemp
e25c9ee690
Merge remote-tracking branch 'origin/master' into Shadows
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# Conflicts:
# include/Engine/Rendering/DrawFinalPass.h
# include/Engine/Rendering/Renderer.h
# resources/Shaders/ForwardPlus.vert.glsl
# resources/Shaders/ForwardPlusSkinned.vert.glsl
# src/Engine/Rendering/Renderer.cpp
2016-03-09 19:38:55 +01:00
Teejoon
974d9101bd
Merge remote-tracking branch 'origin/master' into RendererBugFixes
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Conflicts:
assets
2016-03-09 17:50:42 +01:00
Tleety
1104166039
TextureSprite Resource that use GL_NEAREST for sampling aswell as some StartMenu changes
2016-03-09 17:24:21 +01:00
Teejoon
fad93ca5aa
Merge remote-tracking branch 'origin/master' into RendererBugFixes
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Conflicts:
include/Engine/Rendering/DrawFinalPass.h
2016-03-09 16:54:26 +01:00
Tleety
01f29b6d4e
Blur behind buttons/sprites should now be working as intended.
2016-03-08 11:14:09 +01:00
Tleety
6b7f598c4d
WIP
2016-03-07 23:35:58 +01:00
Tleety
5c0d9070c7
WIP
2016-03-07 23:25:06 +01:00
FakeShemp
2049d630e9
Revert "Revert "Shadows""
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This reverts commit 73b8bff1f3 .
2016-03-07 19:45:46 +01:00
Teejoon
fd994ca93d
Deleting texture thats getting rended too.
2016-03-07 17:52:47 +01:00
Jace
b431a875f7
New weapon behaviours
2016-03-02 22:48:01 +01:00
Teejoon
ef66f3ebe5
Transparancy with shild fix
2016-03-01 23:14:23 +01:00
Teejoon
df7ace6626
We only uses one depth buffer now
2016-02-29 11:44:29 +01:00
Teejoon
d3a245606a
SSAO and Glow is no longe conflicting with each other.
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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
Teejoon
b320d8d1e4
WIP
2016-02-26 18:01:38 +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
Tleety
fc18932068
Merge remote-tracking branch 'origin/master' into CubeMap
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# Conflicts:
# src/Engine/Rendering/Renderer.cpp
2016-02-24 15:45:30 +01:00
Tleety
feeff5b164
Debug tool for different CubeMap
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changed cubemap influence.
2016-02-24 14:47:47 +01:00
Teejoon
6465fe6ed6
Have fix the resizing errors
2016-02-24 13:22:41 +01:00
Tleety
91b0ac5fbd
Some groundwork for cubemaps.
2016-02-23 16:00:43 +01:00
Teejoon
4cf8c3d8d7
Fixed PerformanceTimer start and stop in Renderer.cpp since I have changed a little code there
2016-02-22 15:02:20 +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.
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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
d135ea2da6
Small fix
2016-02-19 13:53:43 +01:00
Tleety
cf2bf4e14d
Merge remote-tracking branch 'origin/master' into ResolutionChange
2016-02-19 13:17:31 +01:00
Tleety
8c9f4bb84b
Resize should now be working correctly.
2016-02-19 11:42:52 +01:00
Tleety
e15a7b9485
You can now change resolution without any apparent bugs.
2016-02-18 18:00:26 +01:00
Tleety
3e7936ef00
You can now change resolution by pressing buttons.
2016-02-17 17:44:33 +01:00
verysecrethero
42b49f9dba
Added more timers to Rendering.
2016-02-16 17:51:39 +01:00
viktorljung
fb5164221f
HealthHUD redesigned
2016-02-12 01:57:53 +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
f5de267f25
Merge fixes and CapturePointHUD component skeleton added.
2016-02-10 20:58:10 +01:00
Tleety
2cae4e3fb2
Merge remote-tracking branch 'origin/master' into Menu
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# 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
Jace
2c0f66d9c7
Merge remote-tracking branch 'origin/master' into WeaponSystem
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# Conflicts:
# include/Engine/Collision/FillFrustumOctreeSystem.h
# include/Engine/Core/Octree.h
# include/Engine/Rendering/RenderSystem.h
# include/Game/Game.h
# resources/DefaultInput.ini
# resources/Schema/Components.xsd
# resources/Schema/Entities/Player.xml
# resources/Schema/Types/Entity.xsd
# src/Engine/Rendering/RenderSystem.cpp
# src/Game/Game.cpp
# src/Game/Systems/PlayerMovementSystem.cpp
2016-02-10 17:02:00 +01:00
Jace
d3bc48f5f7
Major networking refactoring to allow for snapshot filtering outside of netcode
2016-02-09 13:22:21 +01:00
Tleety
94b59af973
Defender shield should now be working
2016-02-08 11:47:35 +01:00