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
ec69975146
Fixed uninitialized texture id in opengl
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This could cause an invalid operation error at texture binding
2015-09-21 21:01:44 +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
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
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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
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.
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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
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
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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
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
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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
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
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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
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
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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