17100 Commits

Author SHA1 Message Date
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
f2422317ba Auto fallback to software skinning if not supported
Currently explicit attribute location, uniform buffer object and
opengl greater or equal 3.3 are required for hardware skinning

So even intel hd3000 in linux can do hardware skinning
2016-12-09 20:50:09 +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
21d9117b2d Fix matrix4 pointer in windows
Also allow minimum azdo rendering and avoid skinning empty joints
2016-12-08 16:12:54 +08:00
Benau
407ed319de Show debug info about total skinning joints being calculated 2016-12-07 16:26:22 +08:00
Benau
d21e5e0f76 Make skinning offset changeable by culling 2016-12-07 16:08:57 +08:00
Benau
fcebb5c2e6 Fix crash with normal map skinned mesh 2016-12-07 09:29:40 +08:00
Benau
ac8d7aa8c7 Try to fix the build 2016-12-07 08:18:19 +08:00
Benau
a3905a1e19 Allow tangent mesh to be converted 2016-12-07 08:07:01 +08:00
Benau
57d9e83ed4 First version of hardware skinning
Todo: shadow, non-instanced shaders, culling, changeable offset...
2016-12-07 02:15:11 +08:00
Deve
23883b83c1 Fixed a crash on startup.
As written in the documentation: "The returned modifiers string is owned by Xlib and should not be modified or freed by the client."
2016-12-04 23:23:09 +01:00
Deve
c0cd915716 Minor fixes in file manager.
The listFiles function returns absolute paths, so the condition if ((*i)=="..") doesn't have a sense. I added a check for absolute paths (file == name + "/.."). Btw. what about Windows? Does it return 'name + "\\.." ' or so?

I also enabled recursive removing of directories on Android. It is needed for example when you have already installed STK with extracted data files, and then you want to upgrade STK to newer version.
2016-12-04 22:22:42 +01:00
Deve
419e9e5351 Some minor modifications that make merging with master easier 2016-12-04 15:11:48 +01:00
Benau
2c8b31379b Don't push color info for shadow and rsm 2016-12-04 13:41:28 +08:00
Benau
ed43d16a1c Allow alpha test shader to be colorizable 2016-12-04 13:21:39 +08:00
Benau
2a50149e62 Remove TODOs about splatting
Splatting will be drawn using non-instanced shader only, it's only
used one place (in overworld) and may be removed eventually
2016-12-04 11:48:52 +08:00
Benau
902f4e20a5 Leave the loop as soon as one material is colorizable 2016-12-04 11:15:32 +08:00
Benau
2d980264b4 Update LOD to support colorization 2016-12-04 10:47:08 +08:00
Benau
7d5f786da8 Make grass shader colorizable 2016-12-04 00:59:09 +08:00
Benau
31b6a0a4b1 Try to fix gcc build 2016-12-03 16:06:46 +08:00
Benau
4261a96d06 Fix inconsistency between grass shader and the instanced version
1. Assign the missing depth stencil texture (dtex)

2. Correct the movement and color
2016-12-03 15:54:59 +08:00
Benau
79136e0289 Fix GLES 2016-12-03 14:10:07 +08:00
Benau
332811af84 Merge branch 'improve_instanced_rendering' 2016-12-03 09:17:15 +08:00
Benau
6a3ad6605b Try to fix release build 2016-12-02 21:00:34 +08:00
Benau
c7d025d81d Fix binding texture error with AZDO
See specification of bindless textures for details
2016-12-02 20:09:08 +08:00
Benau
bfc006b979 Fix wrong texture units 2016-12-02 19:26:40 +08:00
Benau
4fbce474c5 Fix ambient light on track not updated 2016-12-02 19:17:55 +08:00
Deve
3add543a22 Fixed conflict between GLES2 headers included in irrlicht and GLES3 headers included in STK.
There is one minor difference in one declaration, which is probably an inconsistency in these headers. But it may cause compilation errors on some compiler versions.
2016-11-30 21:31:29 +01:00
Benau
acf0ac909f And a correct ifdef for bindless texture 2016-11-30 15:00:08 +08:00
Benau
9e8fb63dc4 Fix AZDO with colorization
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
497b7e3f14 Use reference when possible 2016-11-28 13:34:45 +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
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
716c19325f Update common irrlicht files with modifications from Android branch.
- Added a function in GLES driver, which allows to re-create EGL surface when it's lost after resume event
- Some additional events/keycodes
- Fixed compilation with missing sys/sysctl.h header
2016-11-28 01:56:52 +01:00
hiker
21ca9b40f0 Merge branch 'master' of github.com:supertuxkart/stk-code 2016-11-28 12:46:00 +11:00
hiker
aa36f7856f Fixed compiler warnings. 2016-11-28 09:03:56 +11:00
Benau
3e938a79be Fix #2676 by moving rsm matrix to be assigned lastly 2016-11-27 11:21:16 +08:00
auria.mg
decaac85d9 Tweak item collision box, fixes #2678 2016-11-26 19:01:38 -05:00
Benau
0298d48e24 Try to use the internal template to colorize objects
Todo: instanced version
2016-11-27 01:14:40 +08:00
Benau
9b15bd2c63 Remove useless extern BoundingBox 2016-11-26 10:10:10 +08:00
Benau
a9a6ec0b7f Use the old unrolling draw mesh for RSM shaders on GL3
Todo: fix CustomUnrollArgs for rsm shaders
2016-11-26 00:06:22 +08:00
Benau
f7e0babe02 Fix global illumination on instanced rendering 2016-11-26 00:03:22 +08:00
Benau
df6ab0a7fd Fix god rays regression 2016-11-25 20:44:44 +08:00
Benau
5ca5dc3b3e Clean up culling code 2016-11-25 16:45:00 +08:00
Benau
0c091125b0 Remove const cast in three strikes battle 2016-11-25 12:38:08 +08:00
Benau
fe371a28b5 Add non-const function for STK usage 2016-11-25 12:37:40 +08:00