* large renderer state refactor;
added subsurface scattering energy conservation;
added emitted particle subsurface scattering;
removed area lights;
optimizations;

* added layerMask support in shaders

* fixed incorrect shadow priority for directional light;
fix point light shadow disconnect;

* fix incorrect shadow assignment
This commit is contained in:
Turánszki János
2020-12-07 01:32:44 +01:00
committed by GitHub
parent 00a3a4c277
commit 5efe28fdf9
67 changed files with 776 additions and 1151 deletions
+1 -3
View File
@@ -100,15 +100,12 @@ This is the graphics renderer, which is also responsible for managing the scene
parent-child relationships between the scene hierarchy, updating the world, animating armatures.
You can use the Renderer with the following functions, all of which are in the global scope:
- GetGameSpeed() : float result
- SetResolutionScale(float scale)
- SetGamma(float gamma)
- SetGameSpeed(float speed)
- GetScreenWidth() : float result
- GetScreenHeight() : float result
- GetRenderWidth() : float result
- GetRenderHeight(): float result
- GetCamera() : Camera result -- returns the main camera
- AttachCamera(Entity entity) -- attaches camera to an entity in the current frame
- HairParticleSettings(opt int lod0, opt int lod1, opt int lod2)
- SetShadowProps2D(int resolution, int count)
- SetShadowPropsCube(int resolution, int count)
@@ -417,6 +414,7 @@ An entity is just an int value (int in LUA and uint32 in C++) and works as a han
The scene holds components. Entity handles can be used to retrieve associated components through the scene.
- [constructor]Scene() : Scene result -- creates a custom scene
- [outer]GetScene() : Scene result -- returns the global scene
- [outer]GetCamera() : Camera result -- returns the global camera
- [outer]LoadModel(string fileName, opt Matrix transform) : int rootEntity -- Load Model from file. returns a root entity that everything in this model is attached to
- [outer]LoadModel(Scene scene, string fileName, opt Matrix transform) : int rootEntity -- Load Model from file into specified scene. returns a root entity that everything in this model is attached to
- [outer]Pick(Ray ray, opt PICKTYPE pickType, opt uint layerMask, opt Scene scene) : int entity, Vector position,normal, float distance -- Perform ray-picking in the scene. pickType is a bitmask specifying object types to check against. layerMask is a bitmask specifying which layers to check against. Scene parameter is optional and will use the global scene if not specified.