FakeShemp
7ea26d10ee
Rewritten. Works as a charm now.
2016-03-03 03:28:21 +01:00
FakeShemp
28e9ba1208
Merge branch 'master' into Shadows
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# Conflicts:
# include/Engine/Rendering/DrawFinalPass.h
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/FrameBuffer.cpp
# src/Engine/Rendering/Renderer.cpp
2016-03-03 03:00:05 +01:00
FakeShemp
e23ea78aeb
Merge remote-tracking branch 'origin/master' into Shadows
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# Conflicts:
# resources/Shaders/ForwardPlus.frag.glsl
2016-03-01 13:04:11 +01:00
Teejoon
77eaa45702
Merge remote-tracking branch 'origin/master' into HEAD
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Conflicts:
src/Engine/Rendering/CubeMapPass.cpp
src/Engine/Rendering/DrawFinalPass.cpp
2016-03-01 12:11:27 +01:00
Tleety
eaea645068
Reflectance should now work as an inverse of the specular alpha value.
2016-03-01 11:19:44 +01:00
Tleety
21bf7f4df3
Glow should now legit be working through transparency.
2016-03-01 11:03:16 +01:00
FakeShemp
0908be1e02
Shadows are pretty much done.
2016-02-29 19:45:56 +01:00
FakeShemp
2ed5fad699
The shadows are working
2016-02-29 19:17:16 +01:00
FakeShemp
20468cba1b
Merge branch 'master' into Shadows
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# 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
FakeShemp
7749fc5474
Small fixing up
2016-02-28 19:46:50 +01:00
FakeShemp
6dd7f1a657
Buggy transparent shadows.
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Transparent textures might glow.
2016-02-28 18:00:23 +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
ecab5de056
Various shadow calculation methods implemented and ready for use.
2016-02-27 16:35:15 +01:00
FakeShemp
38d8cdded2
Texture Array is now working. Enjoy your single Bind().
2016-02-27 15:53:28 +01:00
FakeShemp
22c391df54
Initial work on texture arrays
2016-02-26 17:40:35 +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
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.
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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
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
bf376f54b6
WIP
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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
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
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
Ayumiwii
6af167675d
Shadow WIP stage 2
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- fix cel-shading
2016-02-10 11:48:44 +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
43719f8304
Added texture tiling to shaders (exkluding ExplosinEffects)
2016-02-07 15:27:26 +01:00
Jace
bd2da7bc9f
Revert "Revert "Merge pull request #75 from teamfisk/NormalSpecularMapping""
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This reverts commit b56824786c .
2016-02-03 16:30:00 +01:00
Jace
b56824786c
Revert "Merge pull request #75 from teamfisk/NormalSpecularMapping"
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This reverts commit 192de80782 , reversing
changes made to 24aac6a00d .
2016-02-03 16:16:06 +01:00
Tleety
12a181c1ff
Fixed a bug where normals scaled with model scale. Again.
2016-02-02 16:11:03 +01:00
Tleety
9c2e459e0c
Deatheffect color now correctly calculated
2016-02-02 10:58:00 +01:00
Tleety
ed7d00c1d8
Bug where widgets did not get their ambient light now fixed.
2016-02-01 18:19:38 +01:00
Tleety
53cae25eb2
WIP on widget fuckery
2016-02-01 16:56:55 +01:00
Tleety
7054822be2
SceneLight component now working
2016-02-01 11:12:03 +01:00
Tleety
97cbc55223
Some debug features for color corrections and glow strength fix.
2016-01-27 17:21:00 +01:00
Tleety
44302bb0f3
Specular support. Some edits to EditorTestWorld.xml aswell as some debugmodes for textures in the model component
2016-01-27 15:38:54 +01:00
Tleety
a954cbbf50
Normal map support
2016-01-27 13:52:27 +01:00