dd7baf6db5
Merge branch 'master' into vegetation
2015-11-18 19:41:54 +01:00
6166031c8b
Speeded up compile time
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Reworked *_global.h heavy inclusions
2015-11-18 19:37:00 +01:00
63a9f780ca
Merge branch 'master' into vegetation
2015-11-18 18:39:50 +01:00
65b4cd150c
Fixed render camera size being inconsistent between renderers
2015-11-18 18:39:31 +01:00
e2d03642f4
Added some vegetation rendering optimizations
2015-11-10 01:12:14 +01:00
f990ec4032
Added control of perspective correction
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This allows for some optimization in render tests and
improves low-quality render times
2015-11-10 00:34:19 +01:00
9a096ec329
Merge branch 'master' into vegetation
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Conflicts:
src/basics/Disk.cpp
src/basics/Disk.h
src/basics/SpaceSegment.cpp
src/definition/DefinitionNode.cpp
src/definition/DefinitionNode.h
src/definition/Scenery.cpp
src/definition/Scenery.h
src/definition/SurfaceMaterial.cpp
src/definition/SurfaceMaterial.h
src/definition/TextureLayerDefinition.cpp
src/definition/definition_global.h
src/interface/commandline/tests.cpp
src/render/opengl/OpenGLRenderer.cpp
src/render/software/SoftwareCanvasRenderer.cpp
src/render/software/SoftwareCanvasRenderer.h
src/render/software/SoftwareRenderer.h
src/render/software/TerrainRasterizer.cpp
src/render/software/TerrainRasterizer.h
src/render/software/TerrainRenderer.h
src/render/software/software_global.h
2015-11-09 22:38:00 +01:00
88d2a78b70
Enforced coding style using clang-format
2015-11-09 22:30:46 +01:00
72877c4361
Tweaked vegetation rendering, and improved render tests
2015-11-09 01:07:33 +01:00
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
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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