bzzt
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b6ed2f1718
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Add optional shadow map max distance and fading
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2019-11-02 18:06:39 +03:00 |
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Andrei Kortunov
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b2fca46206
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Fix a couple of minor issues in shadows
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2019-03-19 09:14:07 +04:00 |
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Andrei Kortunov
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bacaa1f789
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Get rid of C-style limits in the shadows code
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2019-03-09 13:52:03 +04:00 |
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elsid
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47e87cc2bd
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Fix ODR violation for VDSMCameraCullCallback
This class is also defined in OpenSceneGraph at global namespace.
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2019-03-07 23:49:23 +03:00 |
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AnyOldName3
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0c8ad0a3bb
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Double buffer debug HUD frustum geometries to prevent race conditions.
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2019-02-19 18:13:03 +00:00 |
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AnyOldName3
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15547750ba
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Correct behaviour of use front face culling setting to not use back face culling either when disabled.
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2019-02-01 00:29:13 +00:00 |
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AnyOldName3
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d82c85913a
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Don't bother multiplying a matrix by its inverse and applying that to the light direction.
Hopefully this will improve numerical stability and reduce shadow flicker a little.
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2019-01-24 23:07:38 +00:00 |
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AnyOldName3
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7b108ae9a2
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Disable depth sorting for translucent objects in the shadow maps
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2018-12-19 01:45:05 +00:00 |
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AnyOldName3
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2d5da1a6fa
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Don't exclusively rely on a shadow map if its bounds have been expanded since the cull traversal.
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2018-12-08 20:39:41 +00:00 |
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AnyOldName3
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0a409c0ab8
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Make shadow map front-face culling configurable
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2018-12-01 00:26:43 +00:00 |
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AnyOldName3
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dd207d9e54
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Make the shadow polygon offset parameters configurable
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2018-11-30 00:55:54 +00:00 |
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AnyOldName3
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aa11832949
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Resolve bugs with depth-clamped shadow maps
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2018-11-29 01:17:58 +00:00 |
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AnyOldName3
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7ad4882f0c
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Fix debug hud frustum outline disappearence
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2018-11-21 23:45:47 +00:00 |
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AnyOldName3
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061fa57335
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Switch to better-performing data types for debug hud geometry
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2018-11-21 22:38:50 +00:00 |
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AnyOldName3
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632b0d8979
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Make shadow maps use their whole depth range for the overlap with the view frustum and rely on depth clamping to ensure objects outside the frustum still cast shadows.
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2018-11-20 23:02:28 +00:00 |
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AnyOldName3
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660e423e99
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Correct debug hud frustum colour
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2018-11-20 23:01:04 +00:00 |
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AnyOldName3
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b0907f8929
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Add todos in case they're left until after the shadow PR is merged
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2018-10-18 16:01:36 +01:00 |
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AnyOldName3
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474770eca8
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Switch shadow map rendering to a specialised, simplified shader.
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2018-10-16 21:23:31 +01:00 |
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AnyOldName3
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db707a31ec
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Add clipping planes when allow shadow map overlap is enabled
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2018-08-23 13:14:02 +01:00 |
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AnyOldName3
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15e820825f
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Fix another convex hull clipping issue and restore z-clipping
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2018-08-21 14:00:29 +01:00 |
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AnyOldName3
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dd501f4132
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Make ConvexHull::clip more resilient against large values.
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2018-08-17 17:47:52 +01:00 |
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AnyOldName3
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987306feb9
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Fix ConvexHull::extendTowardsNegativeZ
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2018-08-16 23:48:19 +01:00 |
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AnyOldName3
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71778e2552
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Disable convex hull clipping based on render leaf traverser results in the z direction.
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2018-07-31 23:42:44 +01:00 |
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AnyOldName3
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02ab3b466a
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Use simplified convex hull clipping maths from the other function doing hte same thing
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2018-07-31 23:30:15 +01:00 |
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AnyOldName3
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ed68db5ef9
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Fix issue where the camera frustum cropping wouldn't consider where casters might cast shadows, just where they actually were.
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2018-06-19 23:48:59 +01:00 |
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AnyOldName3
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f5b144ef77
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Improve bounds calculation for shadow casters outside of the viewing frustum
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2018-06-12 17:04:56 +01:00 |
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AnyOldName3
|
50fdd0be99
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Resolve computed near plane issues with extremely high viewing distances.
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2018-05-29 00:52:43 +01:00 |
|
AnyOldName3
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2c30bc1b4f
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Accidentally fix the one remaing case where shadows look awful while refactoring some stuff.
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2018-05-18 22:39:57 +01:00 |
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AnyOldName3
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9f0a49c303
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Disable CSM when disabled in the settings.
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2018-05-17 20:27:10 +01:00 |
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AnyOldName3
|
5d05aadb37
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Begin to let settings toggle between CSM and PSSM
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2018-05-17 16:57:01 +01:00 |
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AnyOldName3
|
1b30d47d7f
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Add a hacky temporary version of cascading shadow maps
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2018-05-13 12:56:40 +01:00 |
|
AnyOldName3
|
166e7df778
|
Improve debug HUD frustum
|
2018-05-11 19:08:42 +01:00 |
|
AnyOldName3
|
4547151863
|
Add the view frustum to the debug HUD (in the most annoying way possible)
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2018-05-05 00:08:00 +01:00 |
|
AnyOldName3
|
e885612bd7
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Make a dynamic cast static
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2018-03-03 02:05:46 +00:00 |
|
AnyOldName3
|
b553b58de5
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Fix another compiler warning
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2018-03-03 02:03:16 +00:00 |
|
AnyOldName3
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fc41902798
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Replace a dynamic cast with string comarison
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2018-03-01 14:37:11 +00:00 |
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AnyOldName3
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882b63cba9
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Make split point control parameters configurable with the new shadow technique.
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2018-02-26 23:00:46 +00:00 |
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AnyOldName3
|
e233dae1cd
|
Hook up the new shadow technique
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2018-02-26 22:27:09 +00:00 |
|
AnyOldName3
|
478367bef3
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Ensure the debug HUD won't crash if settings are changed at runtime.
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2018-02-26 20:50:54 +00:00 |
|
AnyOldName3
|
7b52091a82
|
Make the debug hud enableable
|
2018-02-26 20:36:43 +00:00 |
|
AnyOldName3
|
5d719e9d5f
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Add the debug HUD to the new shadow technique
|
2018-02-26 20:20:01 +00:00 |
|
AnyOldName3
|
76f23c28b1
|
Make shadows disableable.
|
2018-02-26 16:25:44 +00:00 |
|
AnyOldName3
|
0f1e770c53
|
Transfer changes to cull to new shadow technique
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2018-02-26 15:51:22 +00:00 |
|
AnyOldName3
|
4c31b38f77
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Move CLSB changes to new shadow technique
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2018-02-26 14:58:12 +00:00 |
|
AnyOldName3
|
06b2ce6646
|
Fix alignment issues caused by renaming classes
|
2018-02-26 14:34:14 +00:00 |
|
AnyOldName3
|
ce02c83089
|
Copy debug shader source into new shadow technique
|
2018-02-26 14:27:47 +00:00 |
|
AnyOldName3
|
7bd4c5e4b3
|
Change class name
|
2018-02-24 00:57:58 +00:00 |
|
AnyOldName3
|
11e59d3c11
|
Move to the correct namespace.
|
2018-02-24 00:52:46 +00:00 |
|
AnyOldName3
|
324b398d29
|
Add a notice clarifying the source of the shadow technique files.
|
2018-02-24 00:15:54 +00:00 |
|
AnyOldName3
|
7467248555
|
Undo a modification from the upstream shadow technique which breaks compatibiltiy with OSG 3.4
|
2018-02-24 00:14:29 +00:00 |
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