b430f6037e
First draft of vegetation layers (WIP)
2015-10-18 17:26:19 +02:00
52bad18d26
Added "backface culling" and "previous fragment" in rasterizers
...
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
...
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
...
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
...
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
...
Also added the tool camera mode to focus on the sun while altering its radius
2015-09-21 23:12:43 +02:00
ec69975146
Fixed uninitialized texture id in opengl
...
This could cause an invalid operation error at texture binding
2015-09-21 21:01:44 +02:00
7658bf256f
Optimized terrain rendering
...
Painted height map is not queried anymore when empty
2015-09-21 01:36:03 +02:00
aacb4addd5
Optimized texture rendering
...
Texture layers fully masked by another are not shaded anymore
2015-09-21 00:42:58 +02:00
6e45fc4c2f
Small performance improvement in opengl drawing
2015-09-15 18:18:24 +02:00
20c03f84b7
Added an initial loading screen
2015-09-14 19:25:54 +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
...
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
...
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
3cb287dfeb
Removed dependency to GLU
2015-09-07 01:20:57 +02:00
a96699dece
Added mouse tracking on 3d view for future operations
2015-09-07 01:15:59 +02:00
0cf8b0fcee
Fixed opengl humidity rendering
2015-08-26 00:40:10 +02:00
c450774995
Applied atmosphere humidity to opengl renderer
2015-08-25 23:33:47 +02:00
98f0708d3e
Fixed OpenGL rendering ratio being discarded on camera move
2015-08-25 00:52:33 +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.
...
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
28c9c08d74
Added water rendering toggle in opengl
2015-08-21 00:25:34 +02:00
f19433457e
More detailed terrain tessellation in opengl renderer
2015-08-20 23:07:09 +02:00
87acc42041
Experimental scenery generate/save/load from UI
2015-08-19 20:06:47 +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
...
...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
100ee0eec1
Fixed underwater terrain detection in opengl renderer
2015-08-19 17:22:14 +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
e96fdd9721
Added pause of opengl renderer while rendering picture
2015-08-18 19:12:54 +02:00
8fa0d8af29
Added DefinitionWatcher system
...
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
46e9e73793
Refactored logging system using iostream
2015-08-13 00:33:16 +02:00
a8ae50df94
Removed unused preview renderers
2015-08-12 22:53:54 +02:00
44c03e46a9
Tweaked opengl terrain tessellation to speed up rendering
2015-08-12 17:26:17 +02:00
fc15f7d9b8
Added ground texture resetting while changing time of day
2015-07-26 18:30:30 +02:00
261eb5a674
opengl: Replaced temp lighting with sun transmission lighting
2014-11-21 11:40:47 +01:00
f7715b612e
Changed some old int-bools to true booleans
2014-11-21 09:45:19 +01:00
57b90af132
Added progressive camera change to opengl view
2014-09-18 17:38:37 +02:00
06a8227de3
Added quick render to QtQuick UI
2014-09-09 17:56:52 +02:00
d0a5f19cc5
Added daytime control to QtQuick UI
2014-08-28 19:46:06 +02:00
d909ff380f
Fixed opengl drawing in qtquick window
2014-08-27 18:19:48 +02:00
818d82607e
Optimized lighting of underwater terrain
...
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'
...
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
6c4a16966c
Larger maximal canvas portion size
2014-08-21 10:11:44 +02:00
0bb1cf5bed
Added canvas portion writing to disk
2014-08-21 09:58:11 +02:00
13904be001
Optimization: replaced some divisions by inverse multiplications
2014-08-20 16:45:45 +02:00
14e0320848
Restored (partially) render progress
2014-08-20 15:58:37 +02:00
18a669675f
Restored tone mapping control of canvas preview
2014-08-20 14:31:28 +02:00
8ef8b0386c
Canvas preview widget is immediately sized (so that render dialog don't resize later)
2014-08-20 14:23:35 +02:00
2b135eedac
Removed old render_progress in SoftwareRenderer
2014-08-19 14:20:37 +02:00
1bf6d9382b
Removed size information from SoftwareRenderer + removed full render tests
2014-08-19 12:22:27 +02:00
0c48fb075f
Rasterizers now use their own interrupt system
2014-08-19 11:44:54 +02:00
915f43503e
Removed unused ParallelQueue
2014-08-19 11:32:23 +02:00
dc3584cefc
Check canvas preview coordinates to avoid segfault
2014-08-19 11:25:27 +02:00
8f24d54568
Restored render interruption
2014-08-19 09:18:55 +02:00
31b74c660e
Iterate over portions to render the whole canvas
2014-08-18 17:33:15 +02:00
3a2ec1c75f
Only allocate canvas portion pixels when needed
...
This will allow for larger renders in constant memory footprint
2014-08-18 17:16:17 +02:00
c9fa33984b
Restored color profile in canvas preview
2014-08-18 16:33:09 +02:00
9c2d545e6a
Fixed parallel canvas shading
2014-08-18 16:25:44 +02:00
b5ee4c432f
Added parallel pixel shader for second-pass rendering
2014-08-18 16:04:46 +02:00
0566f2bdd8
Refactored ParallelWork for better performance
2014-08-18 15:20:04 +02:00
2aeecdec62
WIP on canvas pixel shading
2014-08-18 12:17:16 +02:00
b86669c5a0
Added color to rasterized polygons
2014-08-16 13:34:55 +02:00
bc34a2b823
Removed RenderArea and added terrain rasterization to canvas
2014-06-18 22:10:46 +02:00
f94d93ae60
Fixed canvas Z-index
2014-06-18 20:10:05 +02:00
cf58bea1b7
WIP on new canvas system
2014-06-12 17:45:59 +02:00
8099361cc9
WIP on new canvas system
2014-06-10 15:13:16 +02:00
43431aae87
New Canvas software rendering structure (WIP)
2014-06-05 17:12:49 +02:00
c57c5f45d4
Merge branch 'master' into water_shader
2014-05-20 09:55:44 +02:00
1158aa248b
cloud_types: Added cumulo-nimbus model
2014-03-18 21:27:35 +01:00
eea639a7fb
cloud_types: Added cirrus model
2014-03-18 21:17:41 +01:00
0ab61f8060
cloud_types: Added alto cumulus model
2014-03-18 21:08:17 +01:00
49564acc3c
Fixed build for windows systems
2014-03-01 01:34:34 +01:00
6e323dbea7
BasePreview no longer fix its own size in constructor
...
This prevented free-sized previews from correctly sizing
2014-02-24 22:25:53 +01:00
a610d69f84
opengl: Fixed artifacts on water reflection
2014-01-21 22:31:17 +01:00
3e72fc7bf8
Replaced NoiseGenerator by NoiseState in WaterDefinition
2014-01-21 21:51:11 +01:00
e79692bb5d
Refactored noise shader
2014-01-21 21:41:15 +01:00
25d9a95141
Water is now always at y=0.0
2014-01-06 20:22:00 +01:00
33c5d89783
Added skybox reflection to water shader
2014-01-05 22:20:15 +01:00
49b7055655
[WIP] Use simple normal map for opengl water
2014-01-05 21:52:09 +01:00
c52eeac71d
[WIP] Added the simplex sampler to opengl water shader
2014-01-05 20:37:51 +01:00
98646efb99
Fixed camera reverting in 3d explorer not reverting fov slider
2014-01-04 11:43:40 +01:00
ec71b09f2e
[WIP] Texture form previews
2014-01-02 17:36:19 +01:00
f0ed8d4b4a
Added textures mix preview
2014-01-02 15:19:20 +01:00
1db49afaed
Restored correct terrain tessellation
2014-01-02 15:08:00 +01:00
5579045604
Fixed the terrain walker hitting displacement immediately at high quality
2013-12-31 16:55:10 +01:00
e61dae6f0a
Added NoiseState to maintain the noise offsets in clouds
2013-12-31 15:50:28 +01:00
123e434b0a
Small adjustements
2013-12-30 17:22:01 +01:00
1131972759
Improved the opengl terrain rendering queue
2013-12-30 16:02:33 +01:00
eb795b0f83
Added camera FOV control (and better initial fov)
2013-12-30 14:59:42 +01:00
134158c33a
Stars optimization and small tweaks
2013-12-29 18:44:12 +01:00
220fe89b05
Use the new terrain walker for improved shadows
2013-12-29 18:18:18 +01:00
eabe68b77d
New terrain walker (now used for ray casting)
2013-12-29 14:14:49 +01:00
938242a7de
Optimization for moon lighting
2013-12-26 19:03:19 +01:00
0e837f00c6
Added lighting done by moon
2013-12-26 18:28:25 +01:00
3786b21e15
Added stars to night sky
2013-12-26 17:30:22 +01:00
c651b436ab
Added moon configuration
2013-12-26 16:55:37 +01:00
d2f49a124f
Added moon basic lighting
2013-12-26 16:35:29 +01:00
6589589ad4
Added basic night sky with a plain moon
2013-12-26 15:36:15 +01:00
a9a6134633
Fixed material dialog validation and made material hardness to work
2013-12-25 19:45:56 +01:00
de79f912c3
Moved small things from WidgetExplorer to OpenGLRenderer
2013-12-24 16:36:45 +01:00
742b93d3d9
Small fixes to opengl rendering
2013-12-24 15:00:32 +01:00
3d54ce974a
Added view distance blending in opengl renderer
2013-12-24 13:22:34 +01:00
74e707a989
Fixed water color in opengl rendering
2013-12-24 11:48:06 +01:00
bf47e058ee
Rendering terrain chunks with new shader system
2013-12-24 11:44:39 +01:00
f97823604e
Introduced VertexArray object to handle terrain vertex data
...
This will be used later with opengl vertex arrays
2013-12-23 17:24:05 +01:00
ac5c0fd584
Refactored opengl terrain rendering for future use of shaders
2013-12-23 14:09:52 +01:00
8098482d50
Retrograded to OpenGL 3.0 functions
2013-12-23 10:26:29 +01:00
39789aea3f
Allow shaders source code to be split in several files (and thus included)
2013-12-22 18:47:24 +01:00
992089f0ef
Added textures to OpenGLSharedState
2013-12-22 18:05:11 +01:00
645bada91b
Added camera to OpenGLSharedState
2013-12-22 17:30:48 +01:00
666420bbb2
New OpenGLSharedState class to manage shader variables
2013-12-22 15:04:33 +01:00
994dcb5f44
Add aerial perspective to water shader
2013-12-22 01:17:57 +01:00
3696adc90b
Use opengl shaders for water rendering
2013-12-22 00:41:19 +01:00
65e5a194ba
Use QOpenGLFunctions for gl* calls (except legacy code)
2013-12-22 00:10:18 +01:00
7b790d2015
Switched opengl skybox to shaders
2013-12-21 23:48:54 +01:00
c497cf2127
Restored clouds aspect preview
2013-12-20 17:30:27 +01:00
1d9f622a26
Small cloud adjustments
2013-12-19 18:19:18 +01:00
5f8cd19e0c
Fixed preview updates drawing outside pixbuf on resize
2013-12-19 15:22:49 +01:00
a3d2150349
Restored clouds rendering
2013-12-18 22:09:35 +01:00
3271b7ed5e
WIP on restoring clouds rendering
2013-12-17 23:45:09 +01:00
192aa7604e
Fixed several minor memory race bugs
2013-12-17 23:01:36 +01:00
97b9992aa4
Small optimization
2013-12-15 19:03:57 +01:00
6b5a652d5c
Fixed several renderer problems due to scenery sharing
2013-12-15 18:44:54 +01:00
cc9c68bef9
Fixed layers not adding children to BaseDefinition
2013-12-15 15:33:54 +01:00
bd29ee97cf
Fixed top-down preview and opengl renderer
2013-12-15 15:18:11 +01:00
1685efcfbe
Fixed opengl explorer
2013-12-15 15:06:43 +01:00
02bf40c3c6
Fixed top-down render preview
2013-12-15 14:50:43 +01:00
a814a530de
Fixed rendering camera not being applied
2013-12-15 14:45:38 +01:00