Commit Graph

109 Commits (master)

Author SHA1 Message Date
AnyOldName3 fd14dad789 const osg::ref_ptf reference should be faster than value as constructor and destructor are non-trivial
I played around in GodBolt and got into an argument to determine this. The difference will be immeasurably small, but my curiosity has been satisfied.
4 years ago
AnyOldName3 707204133d Double-buffer shadow uniforms that change each frame 4 years ago
AnyOldName3 ce98d7053b Double buffer view-dependent data stateset 4 years ago
AnyOldName3 98b2d5d921 Make shadow debug HUD thread-safe
* Double buffer the frustum uniforms.
* Don't mess with the debug geometry's StateSet.
* Change two-element vectors to arrays so the size is explicit.
4 years ago
elsid 40ad87bc4d
Replace OpenThreads by std types 5 years ago
bzzt lost a hitlab login daa2761c2d alphablending & billboardfix
Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
AnyOldName3 12044a607b Only alpha-test shadows when necessary
Previously we always discarded shadow map fragments if the alpha channel of the output would have been low, but there were some (modded) assets that have non-one alpha but have testing or blending disabled so end up opaque anyway. This lets the shadows of those objects match.
5 years ago
bzzt d340224c95 shadowsbin for gl state reduction 5 years ago
bzzt b6ed2f1718 Add optional shadow map max distance and fading 5 years ago
Andrei Kortunov b2fca46206 Fix a couple of minor issues in shadows 6 years ago
Andrei Kortunov bacaa1f789 Get rid of C-style limits in the shadows code 6 years ago
elsid 47e87cc2bd
Fix ODR violation for VDSMCameraCullCallback
This class is also defined in OpenSceneGraph at global namespace.
6 years ago
AnyOldName3 0c8ad0a3bb Double buffer debug HUD frustum geometries to prevent race conditions. 6 years ago
AnyOldName3 15547750ba Correct behaviour of use front face culling setting to not use back face culling either when disabled. 6 years ago
AnyOldName3 d82c85913a 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.
6 years ago
AnyOldName3 7b108ae9a2 Disable depth sorting for translucent objects in the shadow maps 6 years ago
AnyOldName3 2d5da1a6fa Don't exclusively rely on a shadow map if its bounds have been expanded since the cull traversal. 6 years ago
AnyOldName3 0a409c0ab8 Make shadow map front-face culling configurable 6 years ago
AnyOldName3 dd207d9e54 Make the shadow polygon offset parameters configurable 6 years ago
AnyOldName3 aa11832949 Resolve bugs with depth-clamped shadow maps 6 years ago
AnyOldName3 7ad4882f0c Fix debug hud frustum outline disappearence 6 years ago
AnyOldName3 061fa57335 Switch to better-performing data types for debug hud geometry 6 years ago
AnyOldName3 632b0d8979 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. 6 years ago
AnyOldName3 660e423e99 Correct debug hud frustum colour 6 years ago
AnyOldName3 b0907f8929 Add todos in case they're left until after the shadow PR is merged 6 years ago
AnyOldName3 474770eca8 Switch shadow map rendering to a specialised, simplified shader. 6 years ago
AnyOldName3 db707a31ec Add clipping planes when allow shadow map overlap is enabled 6 years ago
AnyOldName3 15e820825f Fix another convex hull clipping issue and restore z-clipping 6 years ago
AnyOldName3 dd501f4132 Make ConvexHull::clip more resilient against large values. 6 years ago
AnyOldName3 987306feb9 Fix ConvexHull::extendTowardsNegativeZ 6 years ago
AnyOldName3 71778e2552 Disable convex hull clipping based on render leaf traverser results in the z direction. 7 years ago
AnyOldName3 02ab3b466a Use simplified convex hull clipping maths from the other function doing hte same thing 7 years ago
AnyOldName3 ed68db5ef9 Fix issue where the camera frustum cropping wouldn't consider where casters might cast shadows, just where they actually were. 7 years ago
AnyOldName3 f5b144ef77 Improve bounds calculation for shadow casters outside of the viewing frustum 7 years ago
AnyOldName3 50fdd0be99 Resolve computed near plane issues with extremely high viewing distances. 7 years ago
AnyOldName3 2c30bc1b4f Accidentally fix the one remaing case where shadows look awful while refactoring some stuff. 7 years ago
AnyOldName3 9f0a49c303 Disable CSM when disabled in the settings. 7 years ago
AnyOldName3 5d05aadb37 Begin to let settings toggle between CSM and PSSM 7 years ago
AnyOldName3 1b30d47d7f Add a hacky temporary version of cascading shadow maps 7 years ago
AnyOldName3 166e7df778 Improve debug HUD frustum 7 years ago
AnyOldName3 4547151863 Add the view frustum to the debug HUD (in the most annoying way possible) 7 years ago
AnyOldName3 e885612bd7 Make a dynamic cast static 7 years ago
AnyOldName3 b553b58de5 Fix another compiler warning 7 years ago
AnyOldName3 fc41902798 Replace a dynamic cast with string comarison 7 years ago
AnyOldName3 882b63cba9 Make split point control parameters configurable with the new shadow technique. 7 years ago
AnyOldName3 e233dae1cd Hook up the new shadow technique 7 years ago
AnyOldName3 478367bef3 Ensure the debug HUD won't crash if settings are changed at runtime. 7 years ago
AnyOldName3 7b52091a82 Make the debug hud enableable 7 years ago
AnyOldName3 5d719e9d5f Add the debug HUD to the new shadow technique 7 years ago
AnyOldName3 76f23c28b1 Make shadows disableable. 7 years ago
AnyOldName3 0f1e770c53 Transfer changes to cull to new shadow technique 7 years ago
AnyOldName3 4c31b38f77 Move CLSB changes to new shadow technique 7 years ago
AnyOldName3 06b2ce6646 Fix alignment issues caused by renaming classes 7 years ago
AnyOldName3 ce02c83089 Copy debug shader source into new shadow technique 7 years ago
AnyOldName3 7bd4c5e4b3 Change class name 7 years ago
AnyOldName3 11e59d3c11 Move to the correct namespace. 7 years ago
AnyOldName3 324b398d29 Add a notice clarifying the source of the shadow technique files. 7 years ago
AnyOldName3 7467248555 Undo a modification from the upstream shadow technique which breaks compatibiltiy with OSG 3.4 7 years ago
AnyOldName3 273914aba8 Add osgShadow ViewDependentShadowMaps as they can be found in OSG's GitHub Repository 7 years ago