68945111d1
Improved vegetation rendering
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- Added early check on terrain height range during iteration
- Added test render of vegetation model
- Tweaked basic tree model
2015-11-02 20:14:35 +01:00
cd006e1093
Fixed vegetation renderer being randomly enabled
2015-10-19 19:14:45 +02:00
030be52f6f
Merge branch 'master' into vegetation
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Conflicts:
src/definition/definition.pro
src/render/software/software.pro
2015-10-19 17:40:17 +02:00
ca7bd84308
Simplified project files + lazy init of data files
2015-10-19 01:39:22 +02:00
48dc1a8f25
Refactored vegetation presence
2015-10-18 22:15:19 +02:00
cd7f30ecae
Add ability to disable vegetation rendering
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It is disabled in opengl rendering for now
2015-10-18 17:35:42 +02:00
b430f6037e
First draft of vegetation layers (WIP)
2015-10-18 17:26:19 +02:00
52bad18d26
Added "backface culling" and "previous fragment" in rasterizers
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Backface culling speeds up rasterization
Previous fragment will be used later by vegetation rasterizer
2015-10-16 00:51:46 +02:00
ac1b6a909b
Extracted RayCastingResult header to speed-up compiling
2015-10-16 00:28:07 +02:00
e81487ae08
Added safety offset on lighting
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This avoids shadow algorithm to hit the surface it is currently checking
2015-10-16 00:14:54 +02:00
cd144b886c
Added TimeManager with basic wind control for videos
2015-10-15 17:52:03 +02:00
c62cf3a0a4
Improved "near_frustum" render test
2015-10-09 00:55:36 +02:00
2be80bf8e2
Fixed aerial perspective being applied at wrong location in clouds
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It was applied at the enter point of the walking algorithm, which
was the camera when it was inside a cloud layer.
Now it is applied at the first found segment, which is still not
optimal but better.
The bruneton model was also fixed to not produce black results for
aerial perspective exactly at the camera location.
2015-10-09 00:43:32 +02:00
3fc8b1c98f
Added automatic tessellation near camera frustum culling
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This allows the camera nearer the ground
and fixes holes in lower quality renders
2015-10-08 19:20:44 +02:00
98e3128c31
Added /atmosphere/godrays/ definition node
2015-09-30 01:08:15 +02:00
b045b731ad
Added god rays manager (initial implementation)
2015-09-29 22:31:25 +02:00
6f2d23d960
Refactored lighting manager
2015-09-25 00:12:31 +02:00
ba02442fea
Slightly improved cloud lighting
2015-09-24 00:13:52 +02:00
704fe839d9
Smoothed opacity in clouds
2015-09-22 18:17:00 +02:00
8a9c3d4b83
Added /atmosphere/sun_radius property
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Also added the tool camera mode to focus on the sun while altering its radius
2015-09-21 23:12:43 +02:00
7658bf256f
Optimized terrain rendering
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Painted height map is not queried anymore when empty
2015-09-21 01:36:03 +02:00
aacb4addd5
Optimized texture rendering
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Texture layers fully masked by another are not shaded anymore
2015-09-21 00:42:58 +02:00
0c8a88cddb
Added render time
2015-09-13 22:38:44 +02:00
cd7eb2f669
Refactored clouds rendering quality factor
2015-09-13 18:58:11 +02:00
2b5b35e3b4
Fixed specular lighting on water not being consistent between opengl and software
2015-09-10 23:41:15 +02:00
3c351bbe5c
Color, Vector3 and CanvasFragment are now PODs
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This can speed up CanvasPortion initialization
2015-09-10 22:06:50 +02:00
8d33a11dc5
Added rasterization quality control
2015-09-10 19:33:52 +02:00
6a45c5dba7
Refactored quality control of terrain rendering
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Terrain scaling factor was removed for quality consistency
2015-09-10 18:16:57 +02:00
4fcf1d071c
Added render tests from command line
2015-09-10 00:40:47 +02:00
982af74c2d
Added /water/reflection property
2015-09-08 01:00:34 +02:00
c450774995
Applied atmosphere humidity to opengl renderer
2015-08-25 23:33:47 +02:00
c199bef7f2
Added /atmosphere/humidity control
2015-08-24 01:19:19 +02:00
d6233c70f0
Fixed small memory leaks
2015-08-23 22:44:45 +02:00
7c7b6043c5
Improved render progress.
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A bug was also fixed where some canvas pixels were shaded twice,
leading to a performance loss.
2015-08-23 20:22:37 +02:00
e8d91e30ac
Partially worked around atmosphere artifacts using an offset to ground
2015-08-21 01:19:55 +02:00
3599c3aecf
Fixed clouds layers being deleted in scenery by opengl renderer
2015-08-19 19:28:36 +02:00
0058a0a8e3
Switched to RGB material colors
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...to avoid otherwise unused HSL conversion, which causes problems
for some RGB values (like Color(1, 0, 0))
2015-08-19 19:14:59 +02:00
9a177352ba
Fixed OpenGL camera management
2015-08-18 22:47:18 +02:00
56dae1e38e
Don't copy scenery in the renderer
2015-08-18 22:29:18 +02:00
db0be5204f
Switched /atmosphere/daytime to new definition system
2015-08-18 20:31:11 +02:00
8fa0d8af29
Added DefinitionWatcher system
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Also switched to the new definition system for /terrain/water_height
2015-08-17 22:55:30 +02:00
d65bc18342
Fixed compiler warnings
2015-08-13 23:59:27 +02:00
f7715b612e
Changed some old int-bools to true booleans
2014-11-21 09:45:19 +01:00
06a8227de3
Added quick render to QtQuick UI
2014-09-09 17:56:52 +02:00
818d82607e
Optimized lighting of underwater terrain
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The water light filter is now applied first to avoid computing
terrain shadows when no light passes through the water layer.
2014-08-22 17:34:07 +02:00
99aff57d6c
Optimized output picture saving
2014-08-21 22:23:04 +02:00
0abfa97295
Merge branch 'cloud_types'
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Conflicts:
src/render/software/software.pro
2014-08-21 21:31:29 +02:00
1afcb907c4
Optimized and fixed canvas portion merging in final picture
2014-08-21 15:30:09 +02:00
04f6ab732d
Normalize colors before writing to final picture
2014-08-21 14:53:49 +02:00
c39ef6adce
Restored final picture saving (in constant memory usage)
2014-08-21 12:36:28 +02:00