Commit graph

209 commits

Author SHA1 Message Date
bdb2a3edb8 Merge branch 'master' into vegetation 2015-11-08 23:33:09 +01:00
d82fc73531 Small optimizations (use reference to avoid object copy) 2015-11-08 23:32:52 +01:00
1e12b8ac9c vegetation: Now using sphere cap for leaves, to avoid flat effect 2015-11-04 01:08:48 +01:00
f68bba75bb Merge branch 'master' into vegetation 2015-11-02 23:40:00 +01:00
dc27590496 Improved estimated rendering time 2015-11-02 23:39:34 +01:00
2560fe2c53 Fixed holes in vegetation rendering 2015-11-02 23:00:02 +01:00
68945111d1 Improved vegetation rendering
- 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
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
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
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