Commit Graph

715 Commits

Author SHA1 Message Date
mafiesto4 280da1702b Fix incorrect culling when drawing actors depth only 2026-09-02 23:08:39 +02:00
mafiesto4 cb513e9271 Add **HZB Occlusion Culling** 2026-09-02 23:08:07 +02:00
mafiesto4 97186f1970 Add **Hardware Occlusion Culling** to models, foliage, particles, terrain and local light shadows 2026-08-28 19:53:10 +02:00
mafiesto4 4123e6f638 Various fixes to graphics 2026-08-28 19:32:12 +02:00
mafiesto4 a1cb0b5f00 Minor fixes 2026-08-26 16:19:45 +02:00
mafiesto4 9556a69e09 Fix render stats to be ignored from wireframe overlay 2026-08-26 16:13:37 +02:00
mafiesto4 14df537817 Refactor engine shaders folder to have better organization 2026-08-26 12:59:23 +02:00
mafiesto4 3fa73c2d69 Minor improvements 2026-08-23 14:32:38 +02:00
mafiesto4 dfb0db0b70 Refactor Actor::Draw to use only variant with RenderContextBatch to simplify rendering code 2026-08-20 22:50:32 +02:00
mafiesto4 5182629c9c Fix Quad Overdraw pass to skip draws from materials that don't support it 2026-08-18 12:01:20 +02:00
mafiesto4 58edc4c897 Refactor Wireframe view mode to draw wireframe on top of lit view 2026-08-18 12:01:03 +02:00
mafiesto4 70d0a05e47 Revert part of 1c25519d99 2026-08-17 06:03:55 +02:00
mafiesto4 708bdc7bcb Add MaterialTextureMipBias to control texture mip bias in materials for better frame upscaling 2026-08-16 14:30:53 +02:00
mafiesto4 1c25519d99 Backport rendering fixes from https://github.com/RomanZhu/FlaxEngine 2026-08-16 12:50:44 +02:00
mafiesto4 926d9a0a0d Refactor rendering code by moving RenderContext to a separate harder file 2026-08-16 12:45:54 +02:00
mafiesto4 05ebbe7448 Add new temporal upsampling option (TAAU) when using location DuringAntiAliasing
Refactor `RenderingUpscaleLocation` enum item names.
2026-08-13 11:26:27 +02:00
mafiesto4 59227bbc8b Merge remote-tracking branch 'origin/master' into 1.13
# Conflicts:
#	Source/Engine/Graphics/Materials/DeformableMaterialShader.h
#	Source/Engine/Platform/Windows/WindowsWindow.cpp
#	Source/Engine/Platform/Windows/WindowsWindow.h
2026-08-08 06:40:11 +02:00
David Svez 236e9c27c7 Window live resize + second monitor High DPI support without turning black 2026-08-08 06:10:01 +02:00
mafiesto4 8632890068 Missing change for fix e8c63066e3 2026-08-03 07:47:30 +02:00
mafiesto4 d845eb54ce Refactor GeometryDrawStateData storage into RenderBufers for correct split-screen rendering
Refactor `ISceneRenderingListener` events to contain more data
2026-08-03 07:08:27 +02:00
mafiesto4 e8c63066e3 Fix LOD Dither Factor regression from bc36168318 on negative values 2026-08-03 07:04:49 +02:00
mafiesto4 eb69dafb7c Add Loaded event to Asset in scripting
Refactor `Asset` events naming to match engine scheme
2026-07-28 22:32:36 +02:00
mafiesto4 d0ab5c961e Merge remote-tracking branch 'origin/master' into 1.13
# Conflicts:
#	Flax.flaxproj
2026-07-21 17:18:33 +02:00
mafiesto4 a4bb293c3e Add Global SDF trace step scale for SSR reflections to handle SSR Quality 2026-07-21 14:06:17 +02:00
mafiesto4 b6204ceb76 Add DDGI reflections to transparent materials 2026-07-21 13:25:09 +02:00
mafiesto4 8a5ff58b9e Add roughness-based filtering when sampling DDGI probes 2026-07-21 11:29:24 +02:00
mafiesto4 078a45c4b7 Add half-res DDGI reflections resolving to optimzie rendering on low-end devices 2026-07-20 12:06:13 +02:00
mafiesto4 401bfbd52d Add new DDGI Reflections rendering mode for fully dynamic indirect specular 2026-07-14 23:09:34 +02:00
mafiesto4 4c0a2e26cd Optimize dirty shadow bounds update for particles and foliage 2026-07-13 17:38:59 +02:00
mafiesto4 7d387a11c7 Simplify binding depth buffer as read-only 2026-06-30 15:18:43 +02:00
mafiesto4 049e13202b Optimize DDGI indirect lighting resolving to use depth bounds test 2026-06-27 00:57:54 +02:00
mafiesto4 7f403658df Add option to render DDGI indirect lighting in half-res with bilateral upscaling
Cuts irradiance resolving time in half at cost of some aliasing. Ideal for low-quality settings or when rendering at high native res.
2026-06-27 00:44:20 +02:00
mafiesto4 1a2d86826d Minor DDGI changes 2026-06-26 14:51:59 +02:00
mafiesto4 df2794c798 Optimize rendering when using TAA to draw PostFX directly to backbuffer 2026-06-25 23:04:23 +02:00
mafiesto4 a45dec5170 Add Graphics.GI.Dump command for profiling DDGI/GlobalSDF 2026-06-25 22:49:32 +02:00
mafiesto4 1385d5282f Add Graphics.Shadows.Dump command for profiling shadow mapping 2026-06-25 19:02:35 +02:00
mafiesto4 5c5641efc2 Add profile events for shadow map tiles operations 2026-06-25 16:39:10 +02:00
mafiesto4 404cd450b3 Fix compilation regressions on Clang 2026-06-25 16:16:21 +02:00
mafiesto4 a3694203a2 Optimize development-only shaders and rendering code to compile it out in Release game builds 2026-06-25 11:21:13 +02:00
mafiesto4 3cd04b74b7 Rename BRDF visibility functions prefix to V_ from Vis_ 2026-06-25 08:33:52 +02:00
mafiesto4 11a226952c Update graphics API 2026-06-24 23:32:16 +02:00
mafiesto4 49b5a2e912 Add Light Overlap debug view mode 2026-06-24 23:26:38 +02:00
mafiesto4 dd71bc90f6 Fix DDGI/SDF quality in editor view when moving static objects around 2026-06-24 16:55:50 +02:00
mafiesto4 91268116b0 Fix self-shadowing artifacts in DDGI on fast moving objects 2026-06-24 16:54:43 +02:00
mafiesto4 7468c85ffb Add Global SDF dynamic chunks updates between full cascade updates to hide latency on fast moving objects 2026-06-24 12:56:01 +02:00
mafiesto4 2486fecca5 Add RealtimeSkybox mode to SkyLight for dynamic skylight 2026-06-23 13:42:46 +02:00
mafiesto4 0477d37aeb Add IndirectShadowsStrength to GI settings for artist-controlled light leaking 2026-06-23 12:33:11 +02:00
mafiesto4 4ac28b7d8a Add temporal dithering and more accurate blending for contact shadows 2026-06-22 23:55:16 +02:00
mafiesto4 808af45191 Fix various rendering elements when using upscaling 2026-06-22 23:37:38 +02:00
mafiesto4 3db688e5fd Add GIProbesSpacing and GlobalSurfaceAtlasResolution to global Graphics for runtime editing
#4001
2026-06-21 23:07:17 +02:00