Commit graph

138 commits

Author SHA1 Message Date
c12cd91f9b Removed header inlining of Vector3 and Color methods
This made cross-platform compiling and profiling more complicated
2015-12-09 00:32:29 +01:00
2b65f1d26a Refactored layers system to work better as DefinitionNode
It now features undo/redo of layer creation and removal
2015-11-20 01:07:31 +01:00
10f8f46ca6 Fixed CanvasPortion using the same temp files across processes 2015-11-18 22:22:09 +01:00
6166031c8b Speeded up compile time
Reworked *_global.h heavy inclusions
2015-11-18 19:37:00 +01:00
65b4cd150c Fixed render camera size being inconsistent between renderers 2015-11-18 18:39:31 +01:00
88d2a78b70 Enforced coding style using clang-format 2015-11-09 22:30:46 +01:00
d82fc73531 Small optimizations (use reference to avoid object copy) 2015-11-08 23:32:52 +01:00
dc27590496 Improved estimated rendering time 2015-11-02 23:39:34 +01:00
ca7bd84308 Simplified project files + lazy init of data files 2015-10-19 01:39:22 +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
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
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
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.
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
...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
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
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