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831 Commits

Author SHA1 Message Date
5e12424123 Removes glBegin from scene rendering, removes GL matrix stack dependency from scene rendering.
This was SVN commit r25323.
2021-04-26 21:11:35 +00:00
2086a66340 Adds circle drawing to DebugRenderer.
This was SVN commit r25315.
2021-04-25 21:55:19 +00:00
e90aaf6348 Adds line drawing to DebugRenderer.
This was SVN commit r25314.
2021-04-25 20:48:44 +00:00
5c51ce2e2f Removes old ARB state.matrix usages.
This was SVN commit r25285.
2021-04-17 23:08:55 +00:00
769b0426a7 Removes unused debug render from ShadowMap.
This was SVN commit r25284.
2021-04-17 22:16:01 +00:00
924c6ce34e Rework 7ee94f23df
Following comments by @vladislavbelov.

Differential Revision: https://code.wildfiregames.com/D3860
This was SVN commit r25278.
2021-04-16 16:01:30 +00:00
4a51012442 Adds line drawing to DebugRenderer.
This was SVN commit r25271.
2021-04-15 22:51:25 +00:00
389a5a4379 Removes low-level GL calls from graphics and geometrics primitives and adds DebugRenderer.
Tested By: Freagarach
Differential Revision: https://code.wildfiregames.com/D3857
This was SVN commit r25269.
2021-04-15 18:07:01 +00:00
7ee94f23df Use type_identity to simplify Clamp usage.
Differential Revision: https://code.wildfiregames.com/D3859
This was SVN commit r25266.
2021-04-15 13:01:24 +00:00
092ccfec77 Removes unused header dependencies from CTimeManager.
This was SVN commit r25262.
2021-04-14 22:14:37 +00:00
715dca0701 Removes unused shadow settings forgotten in 12e2428495, removes direct SkipSubmit access.
This was SVN commit r25261.
2021-04-14 20:25:05 +00:00
3759fc8a98 Allow empty actor files.
This allows empty actor files -> they map to a dummy object that renders
nothing.
The use case is automatically hiding objects at lower quality levels &
LOD settings.

Differential Revision: https://code.wildfiregames.com/D3819
This was SVN commit r25224.
2021-04-09 15:45:31 +00:00
76acc4e146 Implement quality levels for actors & corresponding setting.
An actor file, as referenced by the VisualActor, can now define
different actors for different "quality level" setting.
In this initial version, the quality is handled directly by the object
manager.

Actor format impact:
- '<qualitylevels>' may be used as the root node, containing actor nodes
as children.
  - such actor nodes can refer to a file, or to an inline actor, or
simply be inlined.
  - such actor nodes may have a 'quality' attribute, specifying the
maximum quality level of this actor. By default, 255 (the maximum) is
implied.
- The actor format remains valid, but 'groups', 'variants', 'material',
'castshadow' and 'float' can be given a [minquality, maxquality[ range
via XML attributes. Outside of this range, the XML node is ignored
(making it possible to define, in a single actor file, several quality
levels).

Quality is a 0-255 value, with:
- Range 0-99 intended for lower level-of-detail actors (billboards,
etc.)
- Range 100-200 the 'normal' range for models. 100 is "low", 150
"medium", and 200 "high".
- Range 201-255 used for higher quality actors that might be used for
e.g. cinematics.
The range is wide to make it easier to add intermediate levels in the
future and it seemed easier given that an integer value of some kind was
required anyways.

Engine impacts:
- A new CActorDef class is introduced, wrapping an art/actors XML file
and its different quality levels. ObjectBase remains the definition of a
given 'actor', now at a given quality level.
- CActorDef imposes a maximal # of quality level for a particular actor
definition (5 currently).
- CUnit is made to refer to an Actor Definition explicitly, not a
particular ObjectBase.
- As a minor optimisation, variation keys are calculated on
pointer-to-sets-of-selections, instead of raw sets-of-selections, as
this reduces copying.
- some refactoring, including better const-correctness and hotloading
support via std::shared_ptr.

Differential Revision: https://code.wildfiregames.com/D3787
This was SVN commit r25210.
2021-04-08 07:22:24 +00:00
c56c856ed5 Moves Frustum from graphics to maths to more related geometric primitives like bounding ones.
This was SVN commit r25159.
2021-03-29 17:28:13 +00:00
39c8e7f1a2 Cleanups ShadowMap, fixes possibly wrong depth format name for GLES.
This was SVN commit r25117.
2021-03-25 12:09:56 +00:00
4e728bf68f Uses sky as a water reflection instead of a fixed color.
Differential Revision: https://code.wildfiregames.com/D3734
This was SVN commit r25114.
2021-03-24 16:40:03 +00:00
92f94e25c6 Adds ortho projection type and its test.
This was SVN commit r25073.
2021-03-17 23:03:35 +00:00
76af18b23a Removes deprecated gl_*Matrix builtins from GLSL shaders.
Tested By: Freagarach, Stan
Differential Revision: https://code.wildfiregames.com/D3635
This was SVN commit r25018.
2021-03-05 22:32:32 +00:00
143fdf551f Moves glGetError under config to prevent a performance drop on some platforms.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D3620
This was SVN commit r24986.
2021-03-02 21:24:34 +00:00
7ea57932c4 Small style fixes for framebuffer clears.
This was SVN commit r24985.
2021-03-02 21:21:08 +00:00
94ba80d0cb Removes useless framebuffer clears by glClear.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D3622
This was SVN commit r24984.
2021-03-02 21:20:26 +00:00
cb346e207b Refactor all usage of RegisterFunction to ScriptFunction::Register
- Replace ScriptInterface::RegisterFunction with
ScriptFunction::Register
 - Mostly removing unused cmpPrivate*
 - Some usage introduces specific getters (mapgenerator, AIWorker,
XmppClient,...)
 - Several passthrough functions are simply removed in favour of calling
the original, reducing duplication
 - Make use of ScriptRequest/ScriptInterface capabilities where
relevant.
- Make JSI_* headers only expose necessary functions, lightening them
considerably and reducing duplication
 - Reuse namespaces in JSI_* implementations directly, reducing visual
noise there

Follows f3aedf88a6

Differential Revision: https://code.wildfiregames.com/D3626
This was SVN commit r24983.
2021-03-02 20:01:14 +00:00
0363ff112e Fix water wind speed computation
Fixes 2a485c5e3b

(the calculation resulted in mismatched wind speed & wave orientation)

Differential Revision: https://code.wildfiregames.com/D3551
This was SVN commit r24943.
2021-02-27 10:08:00 +00:00
03ed891029 Do not generate render data in case CDecal calculated wrong coordinates.
Tested By: OptimusShepard, Stan
Differential Revision: https://code.wildfiregames.com/D3578
This was SVN commit r24932.
2021-02-18 21:09:41 +00:00
7a71011149 Refactors smart pointers creation, reduces code duplication and improves exception safety.
This was SVN commit r24915.
2021-02-13 23:53:40 +00:00
f175bc4f8d Fixes big screenshots with water (reflection or refraction camera), adds big screenshot customization.
Commented By: Stan, wraitii
Differential Revision: https://code.wildfiregames.com/D3557
This was SVN commit r24891.
2021-02-12 21:20:07 +00:00
65aa3d9292 Switches decals to VBChunk to reduce the number of state changes.
Also allows to use compressed vertex formats in future.

Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D3553
This was SVN commit r24870.
2021-02-10 23:48:43 +00:00
5e1b84ed64 Batches decals and reduces the number of state changes.
Reviewed By: wraitii
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D3545
This was SVN commit r24867.
2021-02-10 16:42:56 +00:00
990f09e67e Changes CVertexBufferManager container from std::list to std::vector.
This was SVN commit r24861.
2021-02-08 22:37:44 +00:00
6d4fd01a59 Separates allocated vertex buffers into groups for data locality.
Tested By: Langbart, OptimusShepard, Stan
Differential Revision: https://code.wildfiregames.com/D3522
This was SVN commit r24860.
2021-02-08 22:34:10 +00:00
5eb7fba3bd Further VertexBuffer improvements after b3cbee6ba9.
Chunk merging is based on patch D2528 by @dm.

This was SVN commit r24835.
2021-02-04 23:48:30 +00:00
b3cbee6ba9 Performance improvements to VertexBuffer.
Patch By: dm
Tested By: OptimusShepard, Stan, wraitii
Differential Revision: https://code.wildfiregames.com/D2528
This was SVN commit r24834.
2021-02-04 23:26:37 +00:00
a564892fab Removes redundant normalizations for float types.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D3517
This was SVN commit r24833.
2021-02-04 20:03:03 +00:00
f8fde587a0 Removes unused dummy shader from decals rendering.
This was SVN commit r24828.
2021-02-04 00:00:55 +00:00
30fc281a4c Significantly reduces number of OpenGL state changes for terrain rendering.
Tested By: Freagarach, Langbart, Stan
Differential Revision: https://code.wildfiregames.com/D3512
This was SVN commit r24826.
2021-02-03 17:01:38 +00:00
55f6eae7c5 Removes unused dummy shader from terrain rendering.
This was SVN commit r24822.
2021-02-02 15:34:52 +00:00
065b03a3db Removes useless transparent pass before the water for lowest settings since the water is opaque there.
This was SVN commit r24756.
2021-01-21 22:38:11 +00:00
9df127f9d1 Removes shader code duplication to calculate LOS.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D3428
This was SVN commit r24732.
2021-01-20 18:46:32 +00:00
5cbf8f04ec Removes code duplications for binding shadows to shaders.
This was SVN commit r24710.
2021-01-19 19:19:04 +00:00
4c4da81cc4 Fix no pch build.
This was SVN commit r24664.
2021-01-17 15:40:10 +00:00
57389cb9cb Partly restores the requested functionality to hide skies removed in 78d4dd0109.
This was SVN commit r24662.
2021-01-17 13:28:37 +00:00
1cb4ee1634 Combines terrain and units ambient colors into the single color.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D3237
This was SVN commit r24661.
2021-01-17 13:10:00 +00:00
4a69e9117e Removes usages of GetRenderPath to checking for support of shaders.
This was SVN commit r24652.
2021-01-16 23:18:56 +00:00
78d4dd0109 Removes useless option to show sky
Differential Revision: https://code.wildfiregames.com/D3382
This was SVN commit r24651.
2021-01-16 21:16:31 +00:00
6282960991 Removes useless option for shadows on water
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D3368
This was SVN commit r24630.
2021-01-15 15:45:39 +00:00
a9c27b412b Removes CPU lighting after no FFP
Comments By: Stan
Differential Revision: https://code.wildfiregames.com/D3346
This was SVN commit r24599.
2021-01-13 21:03:55 +00:00
e5cbd3decd Removes unused GL texture properties after removed FFP.
This was SVN commit r24577.
2021-01-12 23:18:29 +00:00
f1a3b446f7 Removes the unused terrain rendering function after removed FFP.
This was SVN commit r24576.
2021-01-12 23:14:08 +00:00
8ae3c09dc0 Fix renderer crash in GCC 7.5.
The 'arena' allocator does not take memory alignment into account, which
can result in crashes at -O3 with gcc 7.5 (presumably because of SSE
instructions).

This accounts for alignment issues, fixing the issue.
Also do various cleanup in lib/allocators.

Reported by: Bellaz89, Freagarach
Comments by: vladislavbelov
Differential Revision: https://code.wildfiregames.com/D3181
This was SVN commit r24517.
2021-01-06 14:56:17 +00:00
d28d17e96c Remove SSE detection duplication in Colors and ModelRenderer
- Rename macros to be more explicit
 - Move detection code to a separate file
 - Remove a lot of checks in ARB mode (ModelDef.cpp would check for sse
multiple times per frame)
 - Make explicit the SSE2 dependency for Windows

Comments by: @vladislavbelov @wraitii @OptimusShepard
Differential Revision: https://code.wildfiregames.com/D3212
This was SVN commit r24489.
2020-12-31 15:37:28 +00:00
4942cabab5 Fix most Clang 10 Warnings
Refs: #5550, #5294

Remove dead code from f71be3c764
Fix buggy code from ff50b0b74c
Comments by: @wraitii, @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D3177
This was SVN commit r24487.
2020-12-31 14:25:37 +00:00
dd0b56c8aa Replace DISCARD macro with ignore_result template.
Fixes eb7940b418.
As reported by Vladislav, there is possibly confusion on what exactly is
being ignored when there are multiple statements after DISCARD. Explicit
wrapping avoids that.

Differential Revision: https://code.wildfiregames.com/D3206
This was SVN commit r24397.
2020-12-15 09:03:44 +00:00
369c2e8801 Further header & precompiled cleanup, fix no-PCH builds.
GUIObjectBase is made a IGUIObject* to avoid including those headers
un-necessarily. Subsequent diffs ought to clean up the various of
pointers for that with a similar type with reference semantics.

Also:
- Add standard C and C++ headers (mostly cstring for memcpy, string and
vector) where needed.
- Swap out some includes for forward declarations
- Clean up un-necessary boost includes in precompiled and other headers.
- Clean up precompiled headers, including fewer things.
- Move ACPI to the windows-specific folder as it's included there only
and mostly specific to that platform.

Thanks Stan for the testing.

Differential Revision: https://code.wildfiregames.com/D3129
This was SVN commit r24352.
2020-12-09 14:39:14 +00:00
f44390f3fc Fix 3391542fec: AA / Sharpness not being correctly enabled at the start.
Reported by: OptimusShepard
Tested By: OptimusShepard, Stan
Differential Revision: https://code.wildfiregames.com/D3138
This was SVN commit r24318.
2020-12-03 12:19:44 +00:00
d2075bed5d Fix graphics issue with old AMD cards.
Reviewed by: @vladislavbelov
https://upload.jabberfr.org/hUkR3nTdfhbhHI92/0b5c64c3-136c-4744-a4ca-a70222a3cfaf.png

This was SVN commit r24292.
2020-11-29 16:26:28 +00:00
9ae084519f Fix most of the new vs2017 induced warnings.
Refs: https://code.wildfiregames.com/D3096
https://code.wildfiregames.com/D3103 #5862
Reviewed by: @wraitii
Comments by: @Angen
Differential Revision: https://code.wildfiregames.com/D3126
This was SVN commit r24268.
2020-11-26 22:28:50 +00:00
eb7940b418 Silence warnings about unused result.
Introduce a DISCARD macro to ignore the warn_unused_result attribute
used by Spidermonkey, and reuse it elsewhere.

Differential Revision: https://code.wildfiregames.com/D3147
This was SVN commit r24261.
2020-11-26 13:58:59 +00:00
3391542fec Fix rendering options failures following 8a1b3d6769
Two issues are fixed:
- Atlas on non-Mac crashed when started from within the game.
- MSAA options crashed if enabled on startup.

The underlying issues where improper shutdown, and assuming the renderer
was initialised than it might not be (in particular, the post-processor
wasn't).

Tested by: Stan
Differential Revision: https://code.wildfiregames.com/D3131
This was SVN commit r24233.
2020-11-22 11:09:13 +00:00
8a1b3d6769 Allow registering hooks that trigger on config changes.
Rendering options use this capability to simplify their implementation.
This makes it easier to add new options.

Comments by: vladislavbelov
Differential Revision: https://code.wildfiregames.com/D2293
This was SVN commit r24228.
2020-11-21 11:57:14 +00:00
f6348b9617 Clean up header includes, add new forward declarations.
This cleans up many un-necessary header includes, either simply
providing nothing or forward declarations in their place.

No major compilation time change here, though this does reduce depencies
in some headers.

Also fix up old MacOS STL-include fixes that are no longer relevant.

Differential Revision: https://code.wildfiregames.com/D3128
This was SVN commit r24227.
2020-11-21 11:20:29 +00:00
9937116f2b Adds MSAA to anti-aliasing techniques.
Tested By: Freagarach, OptimusShepard, Stan
Differential Revision: https://code.wildfiregames.com/D2812
This was SVN commit r24188.
2020-11-15 20:07:48 +00:00
ab5616b4c4 Mass rename CxPrivate to CmptPrivate.
As part of the SM45->52 migration, a ScriptInterface becomes a wrapper
around a JSCompartment, not a JSContext, thus we ought to store private
data for the compartment and not the context.
This is a mass rename of CxPrivate to CmptPrivate to match that before
the actual changes.

Part of the SM52 migration, stage: SM45 compatible

Patch by: Itms
Tested By: Freagarach
Refs #4893

Differential Revision: https://code.wildfiregames.com/D3089
This was SVN commit r24177.
2020-11-13 16:44:15 +00:00
9669b5f1a9 Removes additional depth texture copying and reusing existing refraction depth.
Tested By: Stan, wraitii
Differential Revision: https://code.wildfiregames.com/D3084
This was SVN commit r24160.
2020-11-11 18:46:52 +00:00
e038f7844b Fixes terrain overlays by removing fixed pipeline dependency.
Tested By: Freagarach, wraitii
Differential Revision: https://code.wildfiregames.com/D3074
This was SVN commit r24154.
2020-11-09 18:50:40 +00:00
61c6da91e8 Moves foam calculation into a separate function and fixes its lighting.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D3071
This was SVN commit r24145.
2020-11-08 22:17:58 +00:00
8c77c4b2b6 Refactors coordinates of SOverlayTexturedLine, replaces array of floats by array of CVector2D.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D3072
This was SVN commit r24144.
2020-11-08 14:47:25 +00:00
4b52e87934 Adds wireframe mode to overlays and replace the private m_TerrainRenderMode usages by related getter.
This was SVN commit r24143.
2020-11-08 11:31:32 +00:00
b7cbfecd19 Replacing losMap usages by existed and more consistent losTex.
losMap was introduces in fe21c5e023.

This was SVN commit r24130.
2020-11-04 22:55:34 +00:00
ad965e167d Moves simple water from fixed pipeline to shader pipelines (ARB/GLSL).
Commented By: Stan
Reported By: Freagarach
Tested By: Freagarach, Stan
Differential Revision: https://code.wildfiregames.com/D3059
This was SVN commit r24129.
2020-11-04 22:25:08 +00:00
2d54653bc3 Little cleanup of PatchRData by reordering includes and correctly formats some loops.
This was SVN commit r24126.
2020-11-04 15:53:33 +00:00
c64f8824d7 Fixes wireframe mode for terrain, continuing remove fixed pipeline dependencies.
Commented By: Stan, wraitii
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D3056
This was SVN commit r24125.
2020-11-04 15:52:26 +00:00
d7d02a4740 Moves terrain lighting calculation to GPU.
Reviewed By: wraitii
Tested By: OptimusShepard, Stan, wraitii
Differential Revision: https://code.wildfiregames.com/D3052
This was SVN commit r24124.
2020-11-04 12:54:17 +00:00
6e3db3d84c Removes remaining fixed program used in shader pipelines and adds check on FFP create.
Commented By: Stan
Differential Revision: https://code.wildfiregames.com/D3048
This was SVN commit r24121.
2020-11-03 18:59:27 +00:00
Angen
dcdc17b2dd Do not use GPUSkinning without glsl [Crash fix]
Disable GPUSkinning when glsl is disabled, because VertexAttribPointer
is not implemented on ARB/GLES and it is called by GPUSkinning.

Differential Revision: D2423
Reviewed by: vladislavbelov
Fixes: #5635

This was SVN commit r24101.
2020-10-13 16:48:04 +00:00
ff9a5fe8f9 Render waves for fancy water effects only if we have water on screen.
Waves were added in 9ce51f4357.

This was SVN commit r24047.
2020-09-16 18:43:58 +00:00
92cbf5ead0 Reduces memory usage for fancy water by merging two textures.
Two textures were added in 9ce51f4357.

Reviewed By: wraitii
Tested By: Angen, Freagarach
Differential Revision: https://code.wildfiregames.com/D2983
This was SVN commit r24046.
2020-09-16 18:03:51 +00:00
4f39e6675a Completely separates fixed and shader paths in sky rendering.
Removes usages of fixed pipeline functions in shader path.

Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D2944
This was SVN commit r23954.
2020-08-09 15:21:06 +00:00
b664a1ae8e Moves GL calls of fixed pipeline under the same condition.
This was SVN commit r23953.
2020-08-09 13:01:58 +00:00
4c1847d3db Removes old matrices from sky rendering in shader path.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D2943
This was SVN commit r23952.
2020-08-09 11:24:09 +00:00
26ae55cad0 Adds contrast-adaptiv-sharpening filter, also helps to partly remove FXAA texture blurring.
Patch By: OptimusShepard
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D2642
This was SVN commit r23947.
2020-08-07 22:16:55 +00:00
f27e5ce139 Fix ODR violation for ShaderModelRendererInternals.
ShaderModelRendererInternals is defined twice, once by ModelRenderer.cpp
and once by HWLightingModelRenderer.cpp.
Having two different definitions in the global namespace is a violation
of the C++ One-Definition-Rule.

Patch by: StefanBruens
Reviewed By: wraitii, Vladislav
Differential Revision: https://code.wildfiregames.com/D2932
This was SVN commit r23941.
2020-08-06 11:33:26 +00:00
57bbd774f6 Makes FXAA working only for GLSL and disabled for ARB.
Also adds option dependency. FXAA was introduced in 113b1c49b9.

Patch By: OptimusShepard
Differential Revision: https://code.wildfiregames.com/D2780
This was SVN commit r23880.
2020-07-24 18:48:18 +00:00
6f70a901f8 Remove duplicated call in tile rendering for TerrainOverlay.
Patch By: vinhig
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D2811
This was SVN commit r23767.
2020-06-12 20:52:18 +00:00
fd8a47f5d9 Moves calculations of bounds for fixed shadows to a separate function.
Reduces complexity of the SetupFrame function. Fixed shadows were added
in 8e48e1b17e.

This was SVN commit r23766.
2020-06-12 20:09:08 +00:00
06bf3a8739 Adds GLSL shaders of overlay lines.
We were using ARB shaders in GLSL mode for overlay lines (unit
selection, ranges and so on).

Tested By: Freagarach, OptimusShepard, Stan
Differential Revision: https://code.wildfiregames.com/D2621
This was SVN commit r23765.
2020-06-12 15:39:44 +00:00
e9361705ae Refactor HWDetect and rendering options setup.
Remove duplication when setting graphic options by reading the configDB
directly.
Properly protect the ModIO config keys.

Approved By: linkmauve
Refs #5538

Differential Revision: https://code.wildfiregames.com/D1931
This was SVN commit r23747.
2020-06-07 13:16:57 +00:00
2e6aecb210 Fixes FXAA for maps with default effects, FXAA was introduced in 113b1c49b9.
Tested By: OptimusShepard, Stan
Differential Revision: https://code.wildfiregames.com/D2712
This was SVN commit r23617.
2020-05-02 22:34:29 +00:00
113b1c49b9 Adds anti-aliasing option with FXAA algorithm.
Differential Revision: https://code.wildfiregames.com/D2537
This was SVN commit r23484.
2020-02-05 21:53:10 +00:00
00989a6560 Uses fixed-function pipeline functions only in FFP mode.
Differential Revision: https://code.wildfiregames.com/D2619
This was SVN commit r23481.
2020-02-05 14:00:52 +00:00
36883f2832 Renames RenderTerrain to RenderTerrainFixed to follow its implementation.
RenderTerrainShader was added in d295dacb9b.

This was SVN commit r23479.
2020-02-04 23:16:30 +00:00
b42ebe99f5 Fixes commented block introduced in ecc7d2913e.
Noticed By: Stan
This was SVN commit r23463.
2020-01-29 23:44:14 +00:00
ecc7d2913e Moves GL error check after SwapBuffers to decrease a possible synchronization during rendering process.
Comments By: Stan, elexis
Differential Revision: https://code.wildfiregames.com/D2600
This was SVN commit r23462.
2020-01-29 22:03:44 +00:00
95b13cda13 Adds const to Material and CShaderProgram::Binding methods, removes a redundant variable from ModelRenderer
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D2598
This was SVN commit r23445.
2020-01-26 21:32:12 +00:00
1750b0b34c Fixes GLES mode builds on Mesa and running on Intel Iris drivers.
Patch By: linkmauve
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D2448
This was SVN commit r23410.
2020-01-17 21:13:51 +00:00
49415f8716 Splits debug display of frustums for an easier debugging of a culling and shadows
This was SVN commit r23395.
2020-01-14 23:51:29 +00:00
b6300eb417 Reorder rendering passes to decrease a possible driver synchronization
Hack inside the ShadowMap was added in b889826a3d and became outdated in
1866c2d3b7.

Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D2541
This was SVN commit r23370.
2020-01-11 15:25:05 +00:00
8e48e1b17e Adds optional fixed shadows without swimming effect
Fixed shadows have fixed rendering distance. Also they don't have a
swimming (blinking) effect on camera movement/rotation.

Comments By: Stan
Differential Revision: https://code.wildfiregames.com/D2465
This was SVN commit r23333.
2020-01-05 22:44:39 +00:00
e1cf1e16b9 Unbind the correct texture slot in SkyManager
Wrong binding pair was introduced in 779a33ee30.

Patch By: linkmauve
Differential Revision: https://code.wildfiregames.com/D2487
This was SVN commit r23263.
2019-12-19 21:41:01 +00:00
b5bac2a2a2 Fixes overlay renderer on fixed render path, it was introduced in 14bfbbf9d4.
This was SVN commit r23247.
2019-12-16 18:45:03 +00:00
2fa18b1503 Replaces direct Camera member usage by appropriate method call (m_Orientation > GetOrientation()).
This was SVN commit r23234.
2019-12-14 12:56:47 +00:00