Commit Graph

146 Commits

Author SHA1 Message Date
Deve
668e10d8ca Don't use srgb format in gles 2017-02-20 21:56:33 +01:00
Benau
31f2a720ca Try to reduce the header size of materials.hpp
Plus header clean up
2016-12-23 14:44:18 +08:00
hiker
8b806dd35a Fixed compiler warnings. 2016-12-06 18:46:03 +11:00
hiker
1939075a1b Merge remote-tracking branch 'origin/master' into nw 2016-12-06 18:45:17 +11:00
Benau
79136e0289 Fix GLES 2016-12-03 14:10:07 +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
hiker
ddcddf4a0a Compile SERVER_ONLY (by #ifdef'ing out all graphics related code).
Does not link yet!!
2016-11-11 23:46:22 +11:00
Benau
7da108c8b1 Header clean up
Also move getUnicolorTexture to a better location
2016-11-04 20:30:08 +08:00
Benau
fc47d6e220 Minor header clean up 2016-10-29 10:37:45 +08:00
Benau
2f0252be98 Merge remote-tracking branch 'origin/master' into renderer_refactoring 2016-10-28 21:41:49 +08:00
Deve
852cc068d3 Restore SSAO on linux with GLES renderer. 2016-09-17 03:55:50 +02:00
Deve
37f3a8e19e Fixed RTTs formats in GLES renderer.
The problem is that textures with float internal formats can be used in framebuffers only when some extensions are available. This is a basic functionality and we need something that is supported on all drivers. As far as I tested, the basic integer GL_RGBA8 format works fine.

Another problem is with GL_BGRA format. The extension with GL_BGRA support is available for almost every device and irrlicht is able to load all textures from files (it has a fallback mode anyway), but when it's used as a texture for framebuffer, it produces a black screen. Again it works fine with GL_RGBA format.

The only issue that is not fixed is SSAO rendering. It uses linear depth rtt, which has GL_R32F type and which can't be easily changed to something other. I disabled SSAO for now, because it is too slow for embedded devices anyway.

I didn't change anything in original OpenGL 3.x rendering, so everything should work as before.
2016-09-09 23:56:22 +02:00
Deve
278d985632 Disable rtt that is not used in GLES renderer anyway 2016-09-09 22:23:01 +02:00
Deve
790634a914 Use proper size for RSM framebuffer when scale rtts parameter is set.
It looks that only RSM visualization was affected.
2016-08-20 23:34:12 +02:00
Elderme
41cd1e0364 merged with master 2016-08-18 22:36:19 +02:00
Deve
5cfed1bc1c Allow to set lower RTTs resolution.
It allows to increase performance on devices that have only one available resolution.

It also allows to draw GUI elements in full resolution while rendering the scene with slightly lower resolution, which gives you few additional FPS.

Note that particles don't work as expected yet with this feature.
2016-08-11 02:04:35 +02:00
Elderme
0630145a5c Fixed rendering issue when switching advanced pipeline on to off in RTT screen 2016-07-07 23:08:31 +02:00
Elderme
a257acfd4b Fixed memory leak and improved interfaces for rendering to texture 2016-01-04 21:36:00 +01:00
Elderme
956ae27eca Added abstract RenderTarget class for rendering to texture, and a renderToTexture method in IrrDriver 2015-12-30 12:02:11 +01:00
Elderme
c158fa1757 Removed getRTT method in irr_driver 2015-12-18 14:19:55 +01:00
Elderme
cba4685d02 Start moving m_rtts from IrrDriver to Renderer classes 2015-12-16 10:15:38 +01:00
Elderme
c5caa610ec Moved functions from render_lighting.cpp to ShaderBasedRenderer class 2015-12-10 15:34:33 +01:00
Elderme
a753008521 Cleaned glow rendering 2015-11-26 20:12:24 +01:00
Elderme
878570f7c1 Moved m_shadow_matrices from IrrDriver to Renderer class 2015-10-12 13:44:49 +02:00
Elderme
7590a90e67 Improved LightingPasses interfaces 2015-10-10 16:06:03 +02:00
Elderme
b2a23acd46 Moved more methods from irr_driver to renderer 2015-09-18 10:45:00 +02:00
Elderme
8642e14bc3 Removed m_diffuse_coefficients_calculated attribute in RTT (diffuse coefficients are now managed in SphericalHarmonic class) 2015-07-30 17:51:42 +02:00
Elderme
39d1c87b11 Fixed incorrect rendering when there is no spherical harmonic textures 2015-07-30 08:14:57 +02:00
Elderme
97ed8b2dbf splitted skybox class in Skybox and SphericalHarmonic classes 2015-07-30 08:14:57 +02:00
Elderme
3640e4a69a Move skybox things from irr_driver to Skybox class. 2015-07-30 08:14:57 +02:00
Marianne Gagnon
01b9ee2a63 RTT: calculate diffuse coefficients only once 2015-06-15 19:47:52 -04:00
Marianne Gagnon
97100db507 RTT: avoid computing diffuse coefficients every frame 2015-06-15 19:21:34 -04:00
hiker
cc9163ca77 Removed one more reference to global function, renamed functions
Bind and BindLayer to bind and bindLayer.
2015-05-22 09:29:42 +10:00
hiker
8e4ee298e0 Moved shaders into render_lighting, fixed coding style for
render_lighting.
2015-05-18 21:33:26 +10:00
hiker
8d07d26c25 Updated (c) year to include 2015. 2015-03-30 11:42:50 +11:00
hiker
d9375c9a43 Revert 65cb55add4 (Make bloom less
pixelated using Intel doc) since it causes crashes on hd3000.
2015-03-16 08:37:59 +11:00
Marianne Gagnon
d5736f3a5e Fix #1954, part 1 2015-03-01 22:04:20 -05:00
Vincent Lejeune
65cb55add4 Make bloom less pixelated using Intel doc 2015-02-23 21:41:22 +01:00
Vincent Lejeune
86b2d2f327 Remove old functions 2015-01-15 18:52:41 +01:00
Vincent Lejeune
019ec344fe Allow to reduce shadow resolution 2015-01-11 00:45:38 +01:00
Vincent Lejeune
1985f188a3 Add some docs 2014-12-31 22:00:47 +01:00
Vincent Lejeune
f644543bc1 Move all gfx related config to a separate file 2014-12-27 03:14:16 +01:00
Vincent Lejeune
239a32b1d8 Add mipmap level for shadow 2014-11-15 21:19:17 +01:00
Vincent Lejeune
448f254a2b Fixes 2014-11-15 21:02:24 +01:00
samuncle
52bc4cebd4 Add the lensflare shader 2014-11-04 21:15:18 +01:00
Vincent Lejeune
f4e0437106 Fix textureview 2014-11-02 02:37:19 +01:00
Vincent Lejeune
57b6d8e415 Revert "Use MSAA for shadowmap"
This reverts commit fce9fe4385aa488a6f02814790022828d5e8f8bf.

Conflicts:
	src/graphics/render_geometry.cpp
	src/graphics/rtts.cpp
2014-11-02 02:37:18 +01:00
Vincent Lejeune
cedbb32a17 Try to fix incomplete fbo attachement 2014-11-02 02:37:17 +01:00
Vincent Lejeune
4e6a7b5192 Use MSAA for shadowmap 2014-11-02 02:37:17 +01:00
Vincent Lejeune
937eb3baf8 Add trilinear + anisotropic on shadows 2014-11-02 02:37:16 +01:00