Commit Graph

12029 Commits (b767f2a5d5c61e01b0eb270f951fb2e6c98dbdd4)

Author SHA1 Message Date
Dave Parks b767f2a5d5 Tweak detail settings and make graphics preferences widget enabling respect requirements. 2010-03-20 16:56:36 -05:00
Dave Parks 5add36d898 SSAO version of sunLight shaders. 2010-03-20 14:15:13 -05:00
Dave Parks a40bbd868c Make gcc happy 2010-03-19 21:25:43 -05:00
Dave Parks 64b38f3eac Line ending fix. 2010-03-19 18:19:18 -05:00
Dave Parks 3793360167 RenderDeferredSSAO works as an independent setting -- decoupled shadows from SSAO. 2010-03-19 18:14:17 -05:00
Dave Parks 38205c1efb Replace RenderDeferredShadow/RenderDeferredSunShadow with RenderShadowDetail 2010-03-19 15:25:35 -05:00
Dave Parks 1dc978cad7 Cleanup of RenderReflectionDetail getting duplicated in low/mid_graphics.xml 2010-03-19 15:25:04 -05:00
Dave Parks bee8774886 Replace usage of RenderWaterReflections with RenderReflectionDetail. 2010-03-19 14:34:49 -05:00
Dave Parks 97d13488d6 XML changes for new graphics preferences 2010-03-18 15:43:37 -05:00
Dave Parks 16bbd7bf08 CTS-110 Remove soft alpha in deferred pipeline (breaks some content). Will revisit soft alpha in materials project. 2010-03-17 22:22:02 -05:00
Dave Parks 39a08368bb Fix for impostors being fullbright when deferred rendering enabled. 2010-03-17 21:17:01 -05:00
Tofu Linden 6b08cc3a2d We can enable alpha masking for fullbright faces as long as we're not in deferred mode. Deferred masked fullbrights are still broken (we fall back to blending instead of masking as a workaround), but they always have been. :/ 2010-03-09 13:45:53 +00:00
Tofu Linden 43c425db24 Disable alpha-masking for glowing surfaces. It seems beyond my ability to get right.
Refactor some replicated and/or strangely-expressed logic.
2010-03-09 13:28:23 +00:00
Tofu Linden d429a4787f Remove a '#error XXX' I was using to test ifdef-hell. 2010-03-08 15:48:27 +00:00
Tofu Linden 6de84031ee VWR-4214 followup
Make the fix work for alpha masks ('fast alpha') too - ironically this hasn't ever worked either AFAICT.
2010-03-08 14:51:27 +00:00
Tofu Linden 5461959d33 fixes VWR-4214 Glow effect passes through alpha textures where alpha is actually "solid"
and its many many dupes.

In summary this does the following:
* When laying down alpha, uses the new separated color-and-alpha blend func support to suppress existing glow in proportion to the opacity of the incoming fragments
* Moves glowing-alpha support from the glow pool to the alpha pool, ensures that the glow pass for a vertex buffer happens after the alpha pass for the vertex buffer so that it doesn't suppress its *own* glow.

Tested with all shader modes, FBO on/off, and deferred rendering.  Tested with every permutation of alpha/non-alpha/glow/non-glow/fullbright/waterglow/particle interaction I could contrive so far. :)
2010-03-08 12:28:33 +00:00
Tofu Linden b307d020a8 Add support for glBlendFuncSeparate().
I want it to fix glow-through-alpha, but this checkin doesn't includes any of those changes.
2010-03-07 18:31:32 +00:00
Tofu Linden 550922aa84 Add a touch of fakey ripple to shadows on the surface of water, as if the water has depth. Using 4th component of the normal map to encode a position displacement (along the normal) in the class2 shadow lookup. 2010-03-07 11:34:31 +00:00
Tofu Linden 23f03d9f6c Some extra comments to help me get things straight. 2010-03-07 10:15:07 +00:00
Tofu Linden 12d6214f0f trivial comment typo fix. 2010-03-07 10:09:06 +00:00
Tofu Linden a6c5980978 Remove an extraneous normalize() from the water fragment shader - the last thing we did to this vector was normalize it anyway. 2010-03-07 09:41:47 +00:00
Tofu Linden 181b0a4ede Remove the class2/class3 water shaders, which aren't materially different from class1 except for some minor const tweaks (I've migrated class3's tweaks into class1 on the assumption that this was what davep sees all the time) 2010-03-07 09:40:11 +00:00
Dave Parks c6a2960a2d COMMENTS! 2010-03-05 14:33:14 -06:00
Dave Parks aa07c77819 Fix for avatar eyes not showing up when deferred rendering enabled. 2010-03-05 10:50:29 -06:00
Dave Parks f2e6f26e20 Fix for sun specular highlights showing up in shadow when diffuse ambiance greater than 0. 2010-03-05 10:49:52 -06:00
Dave Parks 60dde53d72 Remove some fast timers that were being futzy. 2010-03-05 10:49:05 -06:00
Dave Parks 16ce2652e4 Tweak LLDynamicArrayIndexed to not abuse its std::vector. 2010-03-05 10:48:25 -06:00
Dave Parks 4ffac61994 Optimiziation pass.
Added RenderUseStreamVBO to enable/disable usage of VBO's for streaming buffers.
Faster traversal of LLCullResult members.
Removal of llpushcallstacks from inner loops.
Sprinkling in fast timers.
2010-03-04 15:30:15 -06:00
Palmer Truelson 4b58bc323d Turn of FBOs on x1600 on mac 2010-02-25 16:02:23 -08:00
Tofu Linden 6fb93cdfbf raise RenderDeferredSSAOMaxScale from 60 to 200. This is fine. 2010-02-20 17:50:18 +00:00
Tofu Linden 45529e8cad EXT-5553 improve alpha mask ('fast alpha') heuristic
rev'd by davep
2010-02-19 09:45:30 +00:00
Tofu Linden 84ffc72c01 Probably the real fix for isLightSpotlight() - PARAMS_LIGHT_IMAGE isn't guaranteed, duh. 2010-02-02 22:45:30 +00:00
Tofu Linden bc9096bea2 Trying to resolve a strange crash in LLUUID::isNull()... by avoiding it for now. 2010-02-02 22:38:39 +00:00
Tofu Linden a23a7131cd const fix. 2010-02-01 17:50:55 +00:00
Tofu Linden 956074541f start to abstract-out the 'is a spotlight' question so one day we can perhaps make the UI hurt less. 2010-02-01 17:29:08 +00:00
Tofu Linden c8e4997395 fix a variety of shader errors, mostly due to my confusing glsl with C++... again 2010-01-29 01:45:13 -08:00
Tofu Linden fcfcb1860d duh, use the proper param name. 2010-01-29 00:57:28 -08:00
Tofu Linden b734d11f8c Don't scale windlight lights up just to scale them down again later. avoid this with rearrangement.
not tested.
2010-01-29 00:31:39 -08:00
Tofu Linden a831136347 spot-aware light func usage in ALL shaders. 2010-01-29 00:22:13 -08:00
Tofu Linden 7e7331c0e5 cheap no-branch goodness for rendering both spotlights and pointlights with the same shader code.
kill already-nerfed quadratic attenuation which it seems we won't be supporting any decade soon.
2010-01-28 23:58:50 -08:00
Tofu Linden 5a1cf512e9 cheaper, cuter way to deal with spot vs point in the shader 2010-01-28 21:49:31 -08:00
Tofu Linden 1bf2a13835 getting closer to point/spot interchangability 2010-01-28 21:48:22 -08:00
Tofu Linden ae75d7b9dc cheaply resurrect the difference between spotlight and omnidirectional, as far as the shader is concerned.
not complete.
2010-01-28 18:50:10 -08:00
Tofu Linden 4c8266e0a2 fix the shader dp light going negative! 2010-01-28 18:36:04 -08:00
Tofu Linden 941026459d woo, dumb GL lights now match up to our dumb shader model pretty well.
next: shader model needs to grok point vs directional, shader model needs to resurrect ambient which I seem to have broken
2010-01-28 18:21:33 -08:00
Tofu Linden b7aa0ce244 enable basic directional lighting for basic/atmospheric shaders - yay.
next, needs the non-shader GL lighting model to be equally dumb (it's too smart - kill the spot angle.
2010-01-28 18:01:12 -08:00
Tofu Linden ec2eae01fa first dribble of directional lights for shaderless path. 2010-01-28 16:20:06 -08:00
Dave Parks 176a8d9030 Cleaned up visible edges of projector frustum in diffuse/specular/ambient lighting from projectors. 2010-01-08 13:31:04 -06:00
Dave Parks ba2a45ecae CTS-54 Fix for SSAO artifacts far away. 2010-01-04 11:50:04 -06:00
Dave Parks 130b6fb7b5 Timers to track time spent waiting on message system. 2009-12-18 13:21:55 -06:00