Commit graph

21 commits

Author SHA1 Message Date
Tim Barnes
15aeba20e7 timmy merge work 2018-11-28 17:51:52 +10:00
Tim Barnes
b0fff30d33 lighting single buffer 2018-11-21 15:53:02 +10:00
Areloch
62a6a6a5f0 Adjusts the lightbin manager to be a regular bin, and shifts ownership of both lighting targets to the deferred manager. Probes now render ahead of lights to make the additive order jive.
Also reordered the probe targets used so they match lights for consistency.
2018-10-24 23:43:12 -05:00
Areloch
83dd55e851 Add cubemap arrays, as well as control for generation of MIPs on texture targets. 2018-09-16 18:19:04 -05:00
rextimmy
56ba98ac12 Fix potential crash with D3D11 2017-08-12 19:24:09 +10:00
Areloch
7567ca10c3 Reworks the $Core::commonShaderPath variable usage to be a static variable in ShaderGen for efficiency(only one getVariable when shadergen is initialized), as well as implements the ability to set a default value, and ensures that it tries to set a path even if the pref variable is missing which is important for ported projects from older builds. 2017-07-24 00:40:27 -05:00
Areloch
60b1922bc5 Includes the D3D feature level detection. 2017-07-05 22:27:37 -05:00
Areloch
0801a3cca8 Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
Areloch
7e5e3b5105 Removes Direct3D9 functionality. 2017-05-28 16:51:31 -05:00
Areloch
d680dc9934 Initial implementation of the new Base Game Template and some starting modules.
This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded.

Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect.

This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
2017-02-24 02:40:56 -06:00
rextimmy
86a95e748e Added getShaderModel string to D3D11 for use with shader version macros. 2016-12-30 11:40:00 +10:00
rextimmy
46037622c9 D3DPER debug events for DX11 2016-12-23 15:59:32 +10:00
rextimmy
4857e89ca8 D3D11 fullscreen fix 2016-12-23 15:43:45 +10:00
rextimmy
48dc2551c4 GFXD3D11StateBlock improvements 2016-12-23 15:08:23 +10:00
rextimmy
983b3211ed D3D11 Feature level 10 support and D3D11 device cleanup. 2016-12-23 15:00:07 +10:00
rextimmy
efab1299ca DX11 multiple canvas support 2016-12-14 21:24:44 +10:00
James Urquhart
455aa99046 Add missing bracket 2016-09-13 10:24:23 +01:00
James Urquhart
212ac36cc1 Tidy up indentation in openvr changes 2016-09-11 22:51:00 +01:00
James Urquhart
64b751a7c8 Basic port of code 2016-09-11 22:42:42 +01:00
James Urquhart
3496c549b5 Hardware Skinning Support
- Supports GL, D3D9 & D3D11
- Extends vertex formats & shadergen to support blend indices and weights
- Adds basic support for using 4x3 matrices for shader constants
- Supports software fallback
2016-08-21 01:43:30 +01:00
rextimmy
1ff6f221fb Direct3D11 GFX device. 2016-03-20 21:48:52 +10:00