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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-18 10:19:20 +02:00
Commit Graph

25 Commits

Author SHA1 Message Date
maj00r
db49039b9d Put the editor viewport into a top-down orthographic plan view
Opening the Plan tool now switches the whole colour pass to an orthographic
projection and pins the camera looking straight down, so the plan is drawn
against the loaded scenery rather than in a window of its own. Closing the
tool hands the camera's orientation back; leaving the editor clears the view
outright. The wheel changes how much ground fits on screen instead of moving
the camera, which with no perspective would change nothing but the clipping.

Both configured backends follow: the experimental renderer swaps the pass
projection (and fits its shadow cascades to it), the modern GL renderer uses
its existing ortho helpers. Everything reading the pass projection - the
mouse ray, the frustum test - picks the change up on its own.

The experimental renderer also publishes its colour pass camera now, which
it previously left at the interface defaults, so overlays can place world
points on screen.
2026-08-27 19:36:55 +02:00
docentYT
ec1dfae953 Replace starts_with and ends_with with string class methods 2026-05-01 17:31:11 +02:00
docentYT
b59ccb6de5 Better Split implementation and remove of unused overloads 2026-05-01 01:55:46 +02:00
docentYT
7d561f8443 use glm::length2 instead of glm::dot for squared length 2026-04-27 23:13:12 +02:00
jerrrrycho
9f43dca48b refactor: create paths namespace instead of global variables 2026-03-15 11:55:30 +01:00
0715437108 Fix include directives 2026-03-14 20:51:11 +01:00
copilot-swe-agent[bot]
4b1913438d Fix #includes in betterRenderer and ci_shadervalidator after file reorganization
Co-authored-by: Hirek193 <23196899+Hirek193@users.noreply.github.com>
2026-03-14 19:26:52 +00:00
Wls50
0794a0f621 add clouds 2025-12-22 21:43:52 +01:00
Wls50
76488fab43 attempt to fix invalid ressource state on render target 2025-12-04 22:17:36 +01:00
Wls50
3f68c543bb make gtao quality variant actually selectable 2025-12-04 21:44:34 +01:00
Wls50
7316a35b00 support specular occlusion using bent normals 2025-12-04 21:44:27 +01:00
Wls50
aa0b6e9965 mouse picking improvements: filter out backfacing; include near plane in ray origin computation 2025-12-04 21:44:22 +01:00
Wls50
a22f449ecd fix gtao glitches; add timer to measure animation phase 2025-12-04 21:44:16 +01:00
Wls50
0820873a45 disable alpha blend on refractive materials 2025-12-04 21:44:07 +01:00
Wls50
76d5d3831d refractive material support contd. 2025-12-04 21:44:00 +01:00
Wls50
ff50fdf110 add refraction support for materials; two pass rain shader 2025-12-04 21:43:51 +01:00
Wls50
90538c8878 initial rain material optimizations 2025-12-04 21:43:44 +01:00
Wls50
593a8a288f add depth prepass in preparation for moving from deferred back to forward renderer 2025-12-04 21:43:34 +01:00
Wls50
915e4c769e support rain shader in experimental 2025-11-22 18:53:38 +01:00
Wls50
596ff9d5c2 squash commits from internal:
use gfx queue when loading dynamic textures
fix possible timeout in light culling
exclude lods & transparencies from lod test
add cpu-side submodel structure for ray testing
2025-11-16 19:00:38 +01:00
d018365780 nvrenderer: fix negative resolution for buffer init 2025-10-29 17:13:28 +01:00
2b75b17ca4 Remove workflow since it doesn't work on github 2025-04-29 02:49:26 +02:00
f07b220dba Fix framerate counter 2025-04-23 23:57:50 +02:00
dc49b771bb Change renderer config paths 2025-04-15 01:43:32 +02:00
a39d972126 Some renaming 2025-04-15 01:32:56 +02:00