Commit Graph

199 Commits

Author SHA1 Message Date
Vincent Lejeune
dbcf60003b SunLight: Use DepthBuffer 2014-01-27 20:25:45 +01:00
Vincent Lejeune
ecac127dd6 Fog: Use depthbuffer. 2014-01-27 20:25:19 +01:00
Vincent Lejeune
0b531b20f7 SSAO: Use depth buffer. 2014-01-27 20:24:57 +01:00
Vincent Lejeune
5e68334ce9 PointLight: Use depthbuffer 2014-01-27 20:22:01 +01:00
Vincent Lejeune
c77ffb1882 STKBillboard: Create new SceneNode wrapper. 2014-01-27 17:33:08 +01:00
Vincent Lejeune
ac8a729bcd SSAO: Actually simplifying code was a mistake. 2014-01-27 00:56:58 +01:00
Vincent Lejeune
684d265924 SSAO: Disable alpha test and simplify code 2014-01-27 00:53:52 +01:00
Vincent Lejeune
993d1e26dc Revert "SSAO: Remove the strenght parameter"
This reverts commit b92f0b6ecc.
2014-01-27 00:52:20 +01:00
Vincent Lejeune
63882318a7 SSAO: Fix typo and use 16 samples 2014-01-27 00:47:35 +01:00
Vincent Lejeune
b92f0b6ecc SSAO: Remove the strenght parameter 2014-01-27 00:41:41 +01:00
Vincent Lejeune
31991ecd7e SSAO: Improve randomness using NEAREST filtering 2014-01-27 00:09:36 +01:00
Marianne Gagnon
30011be115 My tweaks to SSAO, to improve randomness and final blending 2014-01-25 22:03:47 -05:00
Vincent Lejeune
8b5df4143f Fix attempt for black objects. 2014-01-26 01:56:08 +01:00
Vincent Lejeune
88561aa838 STKMesh: Implement (single) texture detail support for objectpass shaded objects. 2014-01-26 01:33:13 +01:00
Vincent Lejeune
2e994502e3 Properly handle unlit object. 2014-01-26 01:09:25 +01:00
Vincent Lejeune
8bd6d7945c STKAnimatedMesh: Support for rimlit karts 2014-01-24 20:29:54 +01:00
Vincent Lejeune
b94f8f0c18 Light: Factorize some code. 2014-01-22 22:22:54 +01:00
Vincent Lejeune
68976a7a8e STKMesh: Found the correct swizzle for untextured geometry 2014-01-22 19:07:59 +01:00
Vincent Lejeune
d13032ca9b STKMesh: Support for untextured object
The color are not the correct one though...
2014-01-22 18:47:22 +01:00
Vincent Lejeune
4cbbf91e4e Light: Sunlight uses the new shaders. 2014-01-21 23:45:53 +01:00
samuncle
5efa395acb SSAO is stronger now 2014-01-21 20:06:06 +01:00
Vincent Lejeune
7faed75a84 STKMesh: Add support for Displacing 2014-01-21 18:42:18 +01:00
Vincent Lejeune
a67f5bf511 STKMesh: Use forward rendering for transparent
Transparent objects may be double sided (like bubble),
it doesn't make sense to use a deferred renderer.
2014-01-20 21:42:38 +01:00
Vincent Lejeune
f3a9b24880 STKMesh: Start support for transparent object.
Highly experimental, only applies on the blob shadow under karts.
2014-01-20 20:43:39 +01:00
Vincent Lejeune
ceb1fdc88a SSAO: Use a single texture fetch for random. 2014-01-20 20:43:03 +01:00
Vincent Lejeune
32836cf93d Use 8 samples instead of 16 2014-01-19 20:57:58 +01:00
Vincent Lejeune
24443829db STKMesh: Support grass shader 2014-01-19 20:56:10 +01:00
Vincent Lejeune
859be83074 Explicitly define fragment exported values. 2014-01-19 19:31:00 +01:00
Vincent Lejeune
fb6649eaad texture2D is deprecated, use texture instead 2014-01-19 18:53:35 +01:00
Vincent Lejeune
d6d8301f17 SSAO: Use a noise texture rather than a function 2014-01-19 18:20:57 +01:00
Vincent Lejeune
4d66503dae STKMesh: Use objectref now 2014-01-19 02:15:17 +01:00
Vincent Lejeune
2609e5c709 LightPrepass: start porting object_ref 2014-01-19 01:32:08 +01:00
Vincent Lejeune
00cf026051 Tweak glow so that black halo is less visible. 2014-01-18 20:11:18 +01:00
Vincent Lejeune
dec2cb29ec STKMesh: Support splatting 2014-01-18 19:03:10 +01:00
Vincent Lejeune
fbe9b26127 STKMesh: Support spheremap material 2014-01-18 18:10:22 +01:00
Vincent Lejeune
002bb9c276 Remove unused spheremap.vert/frag 2014-01-18 17:26:01 +01:00
Vincent Lejeune
42e6da443a Simplify Spheremap shader. 2014-01-18 03:25:54 +01:00
Vincent Lejeune
787866909d SSAO: Do not use trilinear filtering
Normals RTT is not mipmapped and thus bad things happened above a
certain value in the depth buffer because of trilinear filtering.
2014-01-17 23:59:08 +01:00
Vincent Lejeune
693e2c7e33 STKMesh: Support NormalMapped meshes. 2014-01-17 23:50:06 +01:00
Vincent Lejeune
7da65c15f0 Enable tangents on every lod instance and fix normalmap
This will increase the memory footprint of lod object,
however this is the only way I found to make meshbuffer using
GE_NORMAL_MAP to provide the necessary info to this shader.

Now the pedestal in overlord looks perfectly normal mapped.
2014-01-17 21:55:25 +01:00
Vincent Lejeune
77c9289645 LightPrepass: Reenable glow pass. 2014-01-17 18:52:44 +01:00
vlj
6ac970d9a3 STKMesh: Use SSAO 2014-01-16 23:14:59 +01:00
Vincent Lejeune
c7fe307a52 LightPrepass: Split the rendering in 2 phases. 2014-01-16 17:51:33 +01:00
vincentlj
f338fbacb1 SSAO: Use a proper rand() function to generate fragment local coordinate system.
This new level of randomness get rid of most banding effect, SSAO now looks quite good.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15072 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-14 14:22:01 +00:00
vincentlj
23d0b42b5f Light: Simplify slightly shader
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15069 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-14 01:24:28 +00:00
vincentlj
a5c84822cc Fix colortexturedquad shader/vertexpointer.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15068 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-14 01:05:03 +00:00
vincentlj
d5c06c8583 Fix colored rectangle color.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15067 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-14 00:11:59 +00:00
vincentlj
35f37a62c2 Font looks better now.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15061 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-13 22:28:10 +00:00
vincentlj
43a206ff2c Characters are now black again.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15060 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-13 22:16:04 +00:00
vincentlj
c88d89a4f0 SSAO: Some tweaks.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15059 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-13 18:59:59 +00:00