Teejoon
91cad561a4
Some more optimization and fixed sorting of render job objects in RenderSystem
2016-03-09 16:51:24 +01:00
Teejoon
d51bea798a
Merge remote-tracking branch 'origin/Render_Optimization' into RendererBugFixes
2016-03-08 16:20:23 +01:00
Teejoon
155d700a44
WIP
2016-03-08 16:19:56 +01:00
Tleety
47ece6a5bf
Changed shield component to track Active, so it and sprint glow full if they are active.
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Changed how reflections are calculated with light.
2016-03-07 14:42:50 +01:00
Tobias Dahl
73b8bff1f3
Revert "Shadows"
2016-03-03 14:24:43 +01:00
Tobias Dahl
1deb506fb2
Merge pull request #145 from teamfisk/Shadows
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Shadows
2016-03-03 14:06:48 +01:00
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
Jace
fb9914d08a
Fixed AMD shader compilation error
2016-03-02 19:48:20 +01:00
Teejoon
ef66f3ebe5
Transparancy with shild fix
2016-03-01 23:14:23 +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
70374fa10e
It compiles, but no shadows
2016-02-29 18:20:32 +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
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
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
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
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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
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