Commit graph

30 commits

Author SHA1 Message Date
Ykkrosh
5f7855f7f0 Simplification of #Include paths: relative names are used only for included files in the same directory as the including file; everything else uses the full path relative to source/.
This was SVN commit r3930.
2006-06-02 02:10:27 +00:00
Matei
1a8cb85e08 Some water-related bug fixes:
- Underwater tiles will be tested against the frustum with a bounding
box including the water surface, so the water gets drawn even if the
terrain is off-screen.
- Transparent objects (e.g. trees) should now interact with water
properly. I did this by rendering them twice, first before the water, so
it overlaps the underwater pieces, then after, so the above-water pieces
overlap the water (the water now writes Z as well as colour to allow
this). Before, only the first pass was done, so the tops of trees were
covered by water. There might be more efficient ways of doing this - the
best could be for the transparent objects to be drawn with a shader that
always either discards a pixel or writes alpha of 1.0 instead of using
2-pass depth write then colour write.

This was SVN commit r3904.
2006-05-29 00:49:09 +00:00
Ykkrosh
3d26549032 Fixed file properties - removed svn:executable and svn:keywords (left over from CVS conversion?) from all files; set svn:eol-style=native for *.cpp, *.h (and fixed files with inconsistent line endings)
This was SVN commit r3802.
2006-04-23 23:14:18 +00:00
prefect
0d648b2df8 #More accurate bounds calculations to improve shadow resolution
and a fix for the auto-build: #define enums from EXT_framebuffer_object

* clip shadow bounds to frustum
* add CBrush, a class representing a convex object

This was SVN commit r3695.
2006-03-26 21:58:48 +00:00
prefect
e2bbd9a654 #Models receive shadows now, including self-shadows.
This is a huge patch, including:
* add a LitRenderModifier abstract base class for RenderModifiers with
  shadow+light
* add LitRenderModifiers for all types of models
* add STREAM_TEXGENTOUV1 to request generation of shadow map texcoords
  for models
* create facilities to pass the texture matrix from the
  RenderModifier (fragment stage) to the ModelRenderer (vertex stage)
* split ambient and diffuse terms of lighting until further down in the
  pipeline; this is necessary since shadowed regions receive only
ambient light
* small improvement in how RenderPathVertexShader scales to a greater
  number of vertex shaders

This was SVN commit r3690.
2006-03-26 00:54:20 +00:00
janwas
e2a11fabe8 fix warnings (VC7)
This was SVN commit r3542.
2006-02-19 21:16:54 +00:00
prefect
36fa5ec2bf * clean up CLightEnv a bit
* add CLightEnv::m_TerrainShadowTransparency
* shadows will let a fraction of diffuse light through
* added JS LightEnv objects, so the lighting environment can be changed
  from the console
* new element TerrainShadowTransparency supported in the scenario .xml
format,
  changed cantabrian_generated with an example

This was SVN commit r3513.
2006-02-15 00:45:16 +00:00
prefect
9f055eddb0 Shadow rendering can use depth textures, as a preparation for
self-shadowing and shadows on models in general.
Usage of depth textures can be toggled using
?renderer.useDepthTexture = true/false in the JavaScript console.

This was SVN commit r3495.
2006-02-11 18:04:32 +00:00
prefect
f25de48559 - Seperate ViewCamera (eye position) and CullCamera (model culling, shadow
calculations) internally. Use ?gameView.lockCullCamera = true in the
console
  to move around while the CullCamera stays in place
- add CCamera::Render to visualize a camera's frustum
- use ?renderer.debugFrustum = true in the console to visualize the
frustum
  of the CullCamera

This was SVN commit r3405.
2006-01-22 19:12:30 +00:00
prefect
b889826a3d Some Linux compile fixes over the place.
Create TerrainRenderer, ShadowMap and WaterManager classes to divide
CRenderer's functions into more logical units.

This was SVN commit r3332.
2006-01-07 01:04:26 +00:00
Ykkrosh
124f7171bd More reliable texture blending. Resource unloading. Minor fixes.
This was SVN commit r3106.
2005-11-06 05:05:07 +00:00
prefect
0346ba1b18 Refactor model rendering to perform vertex setup in ModelVertexRenderer.
Sort all transparent models by distance to camera (however, do not sort
polygons by default).

This was SVN commit r3096.
2005-11-05 23:15:23 +00:00
janwas
8c76dc34af g_keys[] has been made redundant by SDL's key array; use SDL_GetKeyState instead to get address of new keys array
fix W4 warnings (unused param and type conversion mostly)

This was SVN commit r3068.
2005-10-31 16:26:51 +00:00
prefect
501acc65f5 Extension function pointers are renamed from glXyzARB to pglXyzARB
to avoid conflicts with system header files.

This was SVN commit r3054.
2005-10-30 01:18:15 +00:00
prefect
b7df6f7fbf Do not sort transparent models by default.
This was SVN commit r3012.
2005-10-25 02:22:22 +00:00
prefect
d977bc27dc Eek.. apparently, I committed in the wrong subdirectory.
Also, fixed a stupid bug that caused transparent objects to be
retransformed
all the time.

This was SVN commit r3011.
2005-10-25 02:00:09 +00:00
prefect
82ee484821 Massive rewrite/refactoring of the model rendering system.
Performance impact:
+ Player color rendered models are batched like normal models
- Transparent sorted models never use the vertex shader path

This was SVN commit r3009.
2005-10-25 01:43:07 +00:00
prefect
f1ee2cd66d Add the notion of render paths and an appropriate configuration option.
Add Ogl_Shader and Ogl_Program handle types for shaders/programs loaded
from
files.
In the vertexshader render path, use a vertex program for lighting for
optimization.

This was SVN commit r2853.
2005-10-05 16:42:09 +00:00
Ykkrosh
0331883a86 Temporary fix for mouse input. Improved performance in player-colour model renderer. Also improved performance in lighting, at least in unoptimised builds.
This was SVN commit r2328.
2005-05-20 17:09:47 +00:00
Ykkrosh
225446d648 Alternative player-colour rendering, which probably works with lights
This was SVN commit r1792.
2005-01-23 22:02:36 +00:00
Ykkrosh
0a4c838185 Exciting space->tab transformations
This was SVN commit r1265.
2004-10-21 15:04:19 +00:00
Calefaction
50dee130ae Updated to properly support LOD bias settings in config. Fixes mipmap blurryness.
This was SVN commit r1254.
2004-10-17 21:01:00 +00:00
notpete
81c829ec4c Minor changes.
This was SVN commit r1217.
2004-10-06 18:44:47 +00:00
Ykkrosh
138df056bd Fixed invalid GL code
This was SVN commit r924.
2004-08-06 15:01:23 +00:00
janwas
15ca5cbf21 newline stomper and fixed warnings
This was SVN commit r473.
2004-06-11 02:14:18 +00:00
MarkT
e4fe4ed602 JS Interface to entities. It even partially works now.
This was SVN commit r469.
2004-06-10 22:24:03 +00:00
notpete
a7d0c194ad Reworked model and terrain rendering to use new VertexBuffer classes; many other smaller changes.
This was SVN commit r411.
2004-06-07 19:53:58 +00:00
janwas
c7a84e84be added precompiled.h everywhere
This was SVN commit r392.
2004-06-03 18:38:14 +00:00
janwas
1eaadd38aa ran everything though mark's newline stomper.
This was SVN commit r322.
2004-05-30 00:46:58 +00:00
notpete
6f20408595 Moved from terrain; contains a whole load of changes related to shadows, props and animation.
This was SVN commit r302.
2004-05-29 20:51:42 +00:00