Commit Graph

39 Commits

Author SHA1 Message Date
Teejoon df7ace6626 We only uses one depth buffer now 2016-02-29 11:44:29 +01:00
Teejoon 9cbc6f7755 Added GenerateTexture, GenerateMipMapTexture and DeleteTexture to CommonFunctions 2016-02-28 16:16:22 +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 91b0ac5fbd Some groundwork for cubemaps. 2016-02-23 16:00:43 +01:00
Teejoon 09aec08d0e Pull request fixes 2016-02-22 16:38:20 +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 e15a7b9485 You can now change resolution without any apparent bugs. 2016-02-18 18:00:26 +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.
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
viktorljung afebf879a0 Merge fixes 2016-02-10 13:44:47 +01:00
viktorljung 49e6252ee1 Merge remote-tracking branch 'origin/master' into Animations
# 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
Teejoon d2cfa592f0 Supports skinnd and unskinned meshes
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.
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 8034b42c87 spriteComponent WIP 2016-02-05 16:43:57 +01:00
Tleety c526a7af55 WIP stencil stuff 2016-02-04 17:58:36 +01:00
Tleety 7c582898f4 Working stencil buffer for the shield. 2016-02-04 14:33:39 +01:00
Tleety bc01e147c2 Some state stuff, some draw stuff, some QA map stuff 2016-02-03 18:09:44 +01:00
Tleety 7bae2d0873 Added a ShieldComponent and a test area in QA map for defender shield 2016-02-03 11:58:06 +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
Tleety 8102f3a2ea Working transparency in most common cases.
Transparency check is automatically set if the alpha color value is under 1
2016-01-27 12:59:44 +01:00
Tleety cbb17d22d4 WIP 2016-01-27 12:10:00 +01:00
stiffly 44baa47bba Merge remote-tracking branch 'origin/master' into CoolDeathAnimation
# Conflicts:
#	include/Engine/Common.h
#	include/Engine/Rendering/DrawFinalPass.h
#	include/Engine/Rendering/DrawScenePass.h
#	include/Engine/Rendering/RenderQueue.h
#	include/Engine/Rendering/Renderer.h
#	resources/Shaders/ForwardPlus.frag.glsl
#	resources/Shaders/ForwardPlus.vert.glsl
#	src/Engine/Rendering/DrawFinalPass.cpp
#	src/Engine/Rendering/DrawScenePass.cpp
#	src/Engine/Rendering/RenderSystem.cpp
#	src/Engine/Rendering/Renderer.cpp
#	src/Game/Game.cpp
2016-01-25 01:21:15 +01:00
viktorljung ef020a3770 Text fixed 2016-01-23 18:17:20 +01:00
viktorljung 160b7183b2 WIP 2016-01-23 18:07:07 +01:00
Tleety f623232a2b Removed a temp variable. 2016-01-23 14:52:29 +01:00
Tleety b499f4b020 Fixed some rendering bugs and some code refactoring 2016-01-23 12:17:38 +01:00
Tleety 2b8debbfff Added MipMap texture generation 2016-01-22 15:55:32 +01:00
Tleety afe43c5f44 Shader will now handle Glowmaps. However the load code is not there yet. 2016-01-21 14:53:47 +01:00
Tleety 78a1037983 WIP
DrawScreenQuad implemented and working.
Started work on HDR coloring.
2016-01-20 13:34:56 +01:00
Ayumiwii 77e1dacb6f Merge 2016-01-19 09:58:52 +01:00
Tleety ecf524eb4e Merge remote-tracking branch 'origin/master' into Forward+
# Conflicts:
#	include/Engine/Rendering/PickingPass.h
#	include/Engine/Rendering/Renderer.h
#	resources/Schema/Entities/Test.xml
#	src/Engine/Rendering/DrawScenePass.cpp
#	src/Engine/Rendering/PickingPass.cpp
#	src/Engine/Rendering/RenderQueueFactory.cpp
#	src/Engine/Rendering/Renderer.cpp
2016-01-15 11:01:58 +01:00
Tleety 0cf8d26557 Revert "Revert "Forward+""
This reverts commit b908a9f9c6.
2016-01-11 17:56:58 +01:00
Jace b908a9f9c6 Revert "Forward+" 2016-01-11 13:48:55 +01:00
Tleety e510f2b88c Forward plus render pass now removed from Renderer.cpp to it's own class. 2016-01-06 11:32:42 +01:00