* 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
+2 -4
View File
@@ -283,12 +283,10 @@ void LoadNode(int nodeIndex, Entity parent, LoaderState& state)
if (node.name.empty())
{
static int camID = 0;
stringstream ss("");
ss << "cam" << camID++;
node.name = ss.str();
node.name = "cam" + std::to_string(camID++);
}
entity = scene.Entity_CreateCamera(node.name, (float)wiRenderer::GetInternalResolution().x, (float)wiRenderer::GetInternalResolution().y, 0.1f, 800);
entity = scene.Entity_CreateCamera(node.name, wiScene::GetCamera().width, wiScene::GetCamera().height, 0.1f, 800);
}
if (entity == INVALID_ENTITY)