Benau
752d847b09
Add the remaining shaders for GL3 hardware skinning
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Also use the same shader code for normal map shader
2016-12-15 15:55:14 +08:00
Benau
a696fd6dff
Add transparent skinned mesh shader
2016-12-15 09:52:02 +08:00
Benau
85bd8c3146
Add unlit and normal map skinned mesh shader
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Also fix normal map with skinned mesh, now vertices and joints
will be recalculated for tangents mesh
2016-12-14 16:28:37 +08:00
Benau
e9b68a8a1f
Use a non-hardcoded values for mat4 array (max 1024)
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Also cull mesh that doesn't have enough space to be rendered
2016-12-11 15:50:53 +08:00
Benau
8ca0c54bdc
Merge remote-tracking branch 'origin/master' into hardware_skinning
2016-12-10 10:09:30 +08:00
samuncle
ae0b1136f5
better shader for underwater vegetation
2016-12-09 11:38:56 -05:00
Benau
c68492f42b
Use a for loop for four bones (thanks leyyin suggestion!)
2016-12-09 23:21:41 +08:00
Benau
94f6d09bf5
Allow indirect and azdo shadow rendering for skinned mesh
2016-12-09 22:37:17 +08:00
Benau
76e070b709
Allow GL3 to have hardware skinning
2016-12-09 18:41:13 +08:00
Benau
b7e047b4c1
Avoid using else if in skinning vertex shader
2016-12-09 14:16:30 +08:00
Benau
57d9e83ed4
First version of hardware skinning
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Todo: shadow, non-instanced shaders, culling, changeable offset...
2016-12-07 02:15:11 +08:00
Benau
ed43d16a1c
Allow alpha test shader to be colorizable
2016-12-04 13:21:39 +08:00
Benau
7d5f786da8
Make grass shader colorizable
2016-12-04 00:59:09 +08:00
Benau
4261a96d06
Fix inconsistency between grass shader and the instanced version
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1. Assign the missing depth stencil texture (dtex)
2. Correct the movement and color
2016-12-03 15:54:59 +08:00
Benau
acf0ac909f
And a correct ifdef for bindless texture
2016-11-30 15:00:08 +08:00
Benau
9e8fb63dc4
Fix AZDO with colorization
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Also re-arrange texture layer
2016-11-30 13:52:06 +08:00
Benau
5884d7b9d8
Avoid using matrix4 calculation
2016-11-28 15:44:14 +08:00
Benau
45c5b0ffd6
Improved colorization in instanced rendering
2016-11-28 13:08:27 +08:00
Benau
decf3b9715
4 bindless textures + texture translation + colorization in vao
2016-11-28 10:47:14 +08:00
Benau
60908c3e1d
Try to use vec2 for texture translation only
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In stk, only setTextureTranslate is used which modify 8,9 of
matrix array. Also don't update it when it is identity.
2016-11-28 10:41:27 +08:00
Deve
7e4dfdb97e
Remove version from graphics restrictions for sRGB-capable visual workaround.
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It doesn't look that they're going to fix it soon.
2016-11-11 16:22:31 +01:00
Benau
8b069df97f
Merge remote-tracking branch 'origin/renderer_refactoring'
2016-11-11 08:43:42 +08:00
LoadingPleaseWait
578a3732c0
Add help page with icons for banana penalties
2016-11-04 22:16:06 -05:00
Benau
2f0252be98
Merge remote-tracking branch 'origin/master' into renderer_refactoring
2016-10-28 21:41:49 +08:00
Benau
24f926b780
Merge remote-tracking branch 'origin/spare_tire_kart'
2016-10-18 14:32:44 +08:00
deve
5502fa4ebe
Declare custom alpha also when bindless sampler is enabled
2016-10-17 08:23:27 +02:00
Benau
af223ddf24
Try to use sun color to determine custom alpha for ghost karts
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This may need more adjustments, also add custom_alpha uniform float
to transparent fragment shader to remove duplicated shader
2016-10-17 01:03:10 +08:00
Benau
23a1b08efe
Allow normal map karts to be used in ghost race
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Also split ghost karts out of additive shader, so fixed issues like
"drivers are facing backwards", "water in abyss affects ghost karts"
Todo: maybe transparency depend on current track color?
2016-10-16 15:40:40 +08:00
Legimet
ee17928382
Fix credits for Boom-boom-boom song
2016-10-08 12:07:39 -04:00
Benau
71359a087d
Add heart billboard with red kart for spare tire karts
2016-10-08 14:29:28 +08:00
hiker
ec3dd221a2
Merge branch 'doc' of https://github.com/konstin/stk-code into konstin-doc
2016-09-21 09:12:32 +10:00
Deve
852cc068d3
Restore SSAO on linux with GLES renderer.
2016-09-17 03:55:50 +02:00
Deve
d05cff09c8
Add a graphics restriction for BGRA format on android.
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It causes issues with particles transparency.
2016-09-17 03:55:50 +02:00
auria.mg
6a94d12a11
Update credits
2016-09-15 20:05:06 -04:00
auria.mg
f2bf4eb549
Add new soccer ball icons
2016-09-15 20:00:00 -04:00
Deve
3a9b2b9872
Fixed advanced lighting on android
2016-09-12 21:43:31 +02:00
deve
6c9050f47a
Merge branch 'master' of https://github.com/supertuxkart/stk-code
2016-08-26 10:36:09 +02:00
deve
5abc047b0c
Declare precision also in vertex shaders in GLES renderer.
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Some drivers complain that it was declared only in fragment shaders.
2016-08-26 10:35:48 +02:00
auria.mg
061323ffb0
Add information for translators
2016-08-23 20:01:06 -04:00
auria.mg
a07a8b6516
Fix XML files and regenerate strings
2016-08-23 19:53:41 -04:00
Aapo Rantalainen
38e5799167
Four help?.stkgui -files were treated as binary by git ( #2612 )
2016-08-23 19:36:16 -04:00
konstin
138daf57a4
Move credits file back
2016-08-23 11:07:13 +02:00
konstin
4ce6fb04ea
Remove unused documentation and tool files
2016-08-23 01:58:53 +02:00
Deve
d5fe015ba7
Fixed typo in previous commit.
2016-08-20 08:35:08 +02:00
Deve
a001505abd
Set ForceLegacyDevice for intel ironlake and for old radeon drivers.
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This hopefully will allow to run STK with these graphics cards and drivers.
2016-08-20 08:13:17 +02:00
Alpt
67e94e73ce
In the addons screen, show a tip to remember that the Internet connection is disabled. (Issue #1763 ). ( #2605 )
2016-08-19 18:28:59 -04:00
Elderme
41cd1e0364
merged with master
2016-08-18 22:36:19 +02:00
Michael Murphey
d213bef9db
Place buttons in confirm dialog horizontally ( #2573 )
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* Place buttons in confirm dialog horizontally closes #2548
* Use RibbonWidget for MessageDialog
* Use buttonbar for confirm dialog
2016-08-16 19:08:45 -04:00
Deve
bd6ad544cc
Fixed bloom with scale_rtts_factor parameter.
2016-08-15 08:46:02 +02:00
Benau
2d95df1722
Update appdata file to latest standard
2016-08-12 00:48:57 +08:00
MTres19
8e8433f08c
Credit where credit is due ( #2593 )
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* Give GeekPenguinBR and TuxKartDriver credit
* Give credit to samuncle and konstin
2016-08-05 19:12:52 -04:00
auria.mg
ea939459e8
Improve string as suggested on transifex
2016-07-30 21:51:31 -04:00
Elderme
a21d7b4b71
Merge branch 'master' into renderer_refactoring
2016-07-26 22:16:48 +02:00
Elderme
cd1b9a66a0
Merged master in branch
2016-07-26 21:31:52 +02:00
qwertychouskie
9cbf8a0641
Update link
2016-07-23 14:16:09 -07:00
Benau
744a4705b6
Auto embolden glyph of bold face, without fallback font
2016-07-21 12:26:19 +08:00
Benau
a72f67015c
Remove 36MB CJK fonts, use the previous font instead
2016-07-20 09:49:10 +08:00
Benau
89f06ed8d3
Fix crash with fixed pipeline
2016-07-18 23:56:14 +08:00
Benau
05419cd555
Initial work on new font rendering engine
2016-07-18 16:03:11 +08:00
Benau
8408a7c158
Merge remote-tracking branch 'origin/master' into colorful_track_object
2016-07-15 09:27:59 +08:00
Deve
93fc20e275
Merge OpenGL ES renderer branch
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It adds support for OpenGL ES renderer, which is needed for Android port and for running STK on other embedded devices such as Raspberry Pi.
Currently it works in two ways:
- Shader-based pipeline, which requires OpenGL ES 3.0 (Android >= 4.3)
- Fallback to irrlicht-based fixed pipeline that needs OpenGL ES 2.0. The fixed pipeline generally works, but it is affected by the same issues as our OpenGL 2.1 fixed pipeline renderer.
I tried to modify our OpenGL renderer as little as possible to avoid regressions. The only one major change is that we are now using the "#stk_include" directive in shaders instead of linking multiple shaders into one program.
Currently it works only on linux. The Android port needs some refactoring. In theory it should be possible to make it working on Windows, but we would need some OpenGL ES SDK, or maybe modified libglew.
At this stage it is playable with current mesa drivers. I tested it on intel graphics card and I didn't notice any issues.
On Android only the OpenGL ES 2.0 renderer with fixed pipeline has been tested for now.
2016-07-14 20:54:30 +02:00
Benau
53374176ad
First try to support colorization texture mask
2016-07-15 00:53:22 +08:00
Deve
886382bb54
Merge remote-tracking branch 'origin/master' into gles
2016-07-11 23:43:10 +02:00
Deve
0f7976e5f8
Merge branch 'master' into gles
2016-07-11 23:23:02 +02:00
Benau
19acdad9b4
Replace Ubuntu font with a really free font
2016-07-11 15:52:16 +08:00
Deve
f1effe3208
Revert "Fixed a grass being too dark in some places."
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This reverts commit 2b734a9579
.
2016-07-09 02:20:06 +02:00
Deve
2b734a9579
Fixed a grass being too dark in some places.
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It seems to be an inconsistency in using sRGB rendering.
2016-07-07 01:52:22 +02:00
Deve
04d3bfb9a1
Restore previous version of object pass shader.
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This one doesn't have sense at all. We should make sure that uniforms are always initialized in c++ code.
2016-07-05 01:10:53 +02:00
Deve
9ceab23c5f
Apply ssao fix from master
2016-06-30 00:50:33 +02:00
Deve
0fb119068b
Fixes in more shaders
2016-06-28 21:55:51 +02:00
Benau
22e5c0909c
Allow setting color without copying the mesh
2016-06-28 14:55:48 +08:00
Deve
bf54626815
Added missing file
2016-06-27 23:06:48 +02:00
deve
964baad705
Some fixes
2016-06-27 13:39:20 +02:00
deve
d5e30ee41e
Port also other shaders to use #stk_include
2016-06-27 13:11:27 +02:00
Benau
892bc490f7
Make shaders run as efficient as possible
2016-06-27 13:49:27 +08:00
Deve
f679078e75
Port some basic shaders to use #stk_include.
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Already working race with disabled advanced lighting :)
2016-06-26 16:39:34 +02:00
Benau
8bae12e080
Fix potential warning
2016-06-26 15:52:47 +08:00
Benau
b467d0819d
Add a missed shader
2016-06-26 07:16:07 +08:00
Benau
416050a923
Use a more simple way to render red/blue karts
2016-06-26 07:14:11 +08:00
Deve
ce8a1c4e1b
Already working GUI in shader-based pipeline
2016-06-25 15:10:53 +02:00
Elderme
80713ec019
Fixed glow color issue when GL_ARB_draw_indirect extension is not available
2016-06-25 14:55:51 +02:00
Benau
7e806fe86f
Merge remote-tracking branch 'origin/master' into render_kart_driver_differently
2016-06-25 16:31:08 +08:00
Benau
2f217fd55b
Allow render red or blue karts in soccer mode using shader
2016-06-25 16:29:54 +08:00
Deve
d13716a917
Initial linux version.
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Currently works only with irrlicht-based renderer because shaders are not ported yet.
2016-06-24 02:47:13 +02:00
auria.mg
f90703beb6
Move hardcoded cutscene FOV to a config file
2016-06-23 19:10:56 -04:00
qwertychouskie
c17070209d
Fix warning for cards without "Radeon" in string ( #2523 )
2016-06-21 19:38:44 -04:00
Elderme
b359e8f9fd
Merged with master, solved conflicts
2016-06-18 19:28:54 +02:00
auria.mg
8e886b796a
Improve python script that sets translation authors to be able to process all files at once
2016-06-08 19:54:17 -04:00
auria.mg
1469a9e396
Update pot file, slightly breaking string freeze. Sorry about that, better late than never :S
2016-06-07 19:49:33 -04:00
Deve
cc92ee6ef3
One more tweak in SSAO.
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Just use mod(x, 6.283185307179586) as suggested by mesa developer, instead converting it to degrees and back to radians.
2016-05-26 11:48:57 +02:00
Deve
cee0de3af3
Fixed a bug in my previous commit.
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I forgot that sin and cos functions want angle value in radians.
Now the code looks a bit ugly, but generates proper values.
2016-05-26 02:39:35 +02:00
Deve
cdae595724
Fixed SSAO on intel.
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In ssao.frag we are computing theta valaue and it looks that intel driver doesn't like too big values for sinus and cosinus computations.
I just used modulo 360 to store lower angle values in theta variable.
2016-05-25 23:16:01 +02:00
auria.mg
6f36bc5b34
Update changelog and credits
2016-05-18 20:01:21 -04:00
auria.mg
2c6e678929
Add new volcano track
2016-05-18 19:57:09 -04:00
Deve
edfc7d285c
Fixed shadows and GI for mesa drivers.
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The check for GL_ARB_geometry_shader4 doesn't have sense at all because we don't use this extension and our geometry shaders use functionality which is available in core OpenGL 3.2.
The reason that it wasn't working for older mesa versions must be a bug in mesa or maybe missing other functionality (but not GL_ARB_geometry_shader4).
I checked it with mesa 11.2 and current git version and it works fine on intel, nouveau and with software rendering.
It needs some testing because it potentially affects all drivers with OpenGL >= 3.2 on every platform.
If someone could test it with Radeon drivers, I would be really happy to enable it in upcoming release, at least on linux.
2016-05-18 22:19:31 +02:00
auria.mg
5b2cb52dc5
Add higher-res icon
2016-05-14 21:15:11 -04:00
Deve
58f7424b4f
Add a workaround for skybox.
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The problem was with shader-based pipeline with disabled "advanced effects" in options.
In this case we don't use RTTs and gl_FragCoord contains values in range of whole window. So fo 2 players we still get gl_FragCoord.y = 0..window_size instead of gl_FragCoord.y = 0..window_size/2.
The easiest way to solve it seems to be modulo it by current viewport size. It should be compatible with advanced pipeline as well as single-player games.
Atm. I'm not sure if this should be applied to 0.9.2 branch. It should work fine, but needs some testing.
2016-05-08 21:39:50 +02:00
qwertychouskie
87f3609b06
Update screenshots and description
2016-05-06 19:50:57 -07:00
Deve
d989ae1d4a
Update graphics restrictions for mesa:
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- Increase version for sRGB-capable visual workaround because it doesn't look that it will be fixed anytime soon
- Enable compute shaders because it works fine now
- Enable texture compression because it works now too.
Texture compression for intel should work fine also for older versions, but it's hard to say which one version is the first working one.
2016-05-03 21:48:21 +02:00
Deve
62ea873373
Fixed compute shaders on mesa.
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It was reporting an error:
[error ] GLWrap: Error in shader gaussian6h.comp
[error ] GLWrap: 0:77(1): error: storage qualifiers must come after precise, invariant, interpolation, layout and auxiliary storage qualifiers
2016-05-03 21:48:21 +02:00