TombEngine/Documentation/doc/ldoc.css

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Mirrors (#1519) * WIP TR4 style mirrors * Fixed broken previous commit * Added debris and effects drawing in mirrored rooms; Some optimizations for early skip non mirrored items; * Implemented mirrors in file format * Use default argument value for ReadCount * Use emplace_back and camera room number * Fixed items culling in mirror rooms; Changed file format for having also virtual room; * Cached reflection matrix of mirrors at load time; Fixed lighting in mirrored items; Added bad cull mode after mirrore debrises drawing; Added mirroring of dynamic lights; * Fixed ambient occlusion in mirrored rooms * Fixed random statics positions while shooting * Added logic for hiding selectively reflecting moveables and statics; Added enabled flag for disabling mirrros in the future with LUA; * Simplify renderer code, remove excessive if statements * Update level.cpp * Decopypaste more mirror-related code * More decopypasting, rename inline function, remove unneeded arg * Remove unnecessary inline, dont reflect room lights * Fixed billboards, reintroduce ReflectVectorOptionally * Fixed dynamic lights * Update RendererDraw.cpp * Fixed 3D sprites mirroring * Draw reflections also when Lara is in any of mirrored rooms, not only camera * Remove unrelated changes * Remove lambdas * Rename fields for consistency * Reorganize renderer code a little * Rename * Spawn mirrored dynamic lights in Lara rooms too * Update RendererDraw.cpp * Add option to reflect sprites * Update CHANGELOG.md * Fixed mirrors on savegame reloading * Fix Lara not mirroring when using binoculars * Continuation of previous fix * Fixed 3D non-sorted sprites mirroring * Fixed various binocular / lasersight issues * Fix meshswap, if object is not present * Don't perform binocular animations if binocular meshswap is not present * Rename CamOldPos and use more consistent type for it * Update title.bin * Fixed #1521 * Fixed #1522 * Interpolate Lara flare light, hide target highlighters in binos * Fix #1525 * Fixed postprocessing order and precompile shaders to speed-up loading * Fixed #1524 * Fixed silent crash if several Lara objects are present in level near dynamic light with shadow * Implement proper soft shadows * Disable self-shadowing for now, as it's causing visual glitches * Update RendererInit.cpp * Update CHANGELOG.md * Update CHANGELOG.md * Formatting pass * Revert "Formatting pass" This reverts commit 88a8ba24dea9cf7006920c8d7a52b6d047f6d749. * Reapply "Formatting pass" This reverts commit becd24da93a2eb33bf78b9be97f6dc6b25d6e744. * Update RendererFrame.cpp * Final formatting pass --------- Co-authored-by: MontyTRC89 <montyhammet@hotmail.it> Co-authored-by: Jakub <80340234+Jakub768@users.noreply.github.com> Co-authored-by: Sezz <sezzary@outlook.com>
2024-12-25 11:21:07 +03:00
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Mirrors (#1519) * WIP TR4 style mirrors * Fixed broken previous commit * Added debris and effects drawing in mirrored rooms; Some optimizations for early skip non mirrored items; * Implemented mirrors in file format * Use default argument value for ReadCount * Use emplace_back and camera room number * Fixed items culling in mirror rooms; Changed file format for having also virtual room; * Cached reflection matrix of mirrors at load time; Fixed lighting in mirrored items; Added bad cull mode after mirrore debrises drawing; Added mirroring of dynamic lights; * Fixed ambient occlusion in mirrored rooms * Fixed random statics positions while shooting * Added logic for hiding selectively reflecting moveables and statics; Added enabled flag for disabling mirrros in the future with LUA; * Simplify renderer code, remove excessive if statements * Update level.cpp * Decopypaste more mirror-related code * More decopypasting, rename inline function, remove unneeded arg * Remove unnecessary inline, dont reflect room lights * Fixed billboards, reintroduce ReflectVectorOptionally * Fixed dynamic lights * Update RendererDraw.cpp * Fixed 3D sprites mirroring * Draw reflections also when Lara is in any of mirrored rooms, not only camera * Remove unrelated changes * Remove lambdas * Rename fields for consistency * Reorganize renderer code a little * Rename * Spawn mirrored dynamic lights in Lara rooms too * Update RendererDraw.cpp * Add option to reflect sprites * Update CHANGELOG.md * Fixed mirrors on savegame reloading * Fix Lara not mirroring when using binoculars * Continuation of previous fix * Fixed 3D non-sorted sprites mirroring * Fixed various binocular / lasersight issues * Fix meshswap, if object is not present * Don't perform binocular animations if binocular meshswap is not present * Rename CamOldPos and use more consistent type for it * Update title.bin * Fixed #1521 * Fixed #1522 * Interpolate Lara flare light, hide target highlighters in binos * Fix #1525 * Fixed postprocessing order and precompile shaders to speed-up loading * Fixed #1524 * Fixed silent crash if several Lara objects are present in level near dynamic light with shadow * Implement proper soft shadows * Disable self-shadowing for now, as it's causing visual glitches * Update RendererInit.cpp * Update CHANGELOG.md * Update CHANGELOG.md * Formatting pass * Revert "Formatting pass" This reverts commit 88a8ba24dea9cf7006920c8d7a52b6d047f6d749. * Reapply "Formatting pass" This reverts commit becd24da93a2eb33bf78b9be97f6dc6b25d6e744. * Update RendererFrame.cpp * Final formatting pass --------- Co-authored-by: MontyTRC89 <montyhammet@hotmail.it> Co-authored-by: Jakub <80340234+Jakub768@users.noreply.github.com> Co-authored-by: Sezz <sezzary@outlook.com>
2024-12-25 11:21:07 +03:00
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Mirrors (#1519) * WIP TR4 style mirrors * Fixed broken previous commit * Added debris and effects drawing in mirrored rooms; Some optimizations for early skip non mirrored items; * Implemented mirrors in file format * Use default argument value for ReadCount * Use emplace_back and camera room number * Fixed items culling in mirror rooms; Changed file format for having also virtual room; * Cached reflection matrix of mirrors at load time; Fixed lighting in mirrored items; Added bad cull mode after mirrore debrises drawing; Added mirroring of dynamic lights; * Fixed ambient occlusion in mirrored rooms * Fixed random statics positions while shooting * Added logic for hiding selectively reflecting moveables and statics; Added enabled flag for disabling mirrros in the future with LUA; * Simplify renderer code, remove excessive if statements * Update level.cpp * Decopypaste more mirror-related code * More decopypasting, rename inline function, remove unneeded arg * Remove unnecessary inline, dont reflect room lights * Fixed billboards, reintroduce ReflectVectorOptionally * Fixed dynamic lights * Update RendererDraw.cpp * Fixed 3D sprites mirroring * Draw reflections also when Lara is in any of mirrored rooms, not only camera * Remove unrelated changes * Remove lambdas * Rename fields for consistency * Reorganize renderer code a little * Rename * Spawn mirrored dynamic lights in Lara rooms too * Update RendererDraw.cpp * Add option to reflect sprites * Update CHANGELOG.md * Fixed mirrors on savegame reloading * Fix Lara not mirroring when using binoculars * Continuation of previous fix * Fixed 3D non-sorted sprites mirroring * Fixed various binocular / lasersight issues * Fix meshswap, if object is not present * Don't perform binocular animations if binocular meshswap is not present * Rename CamOldPos and use more consistent type for it * Update title.bin * Fixed #1521 * Fixed #1522 * Interpolate Lara flare light, hide target highlighters in binos * Fix #1525 * Fixed postprocessing order and precompile shaders to speed-up loading * Fixed #1524 * Fixed silent crash if several Lara objects are present in level near dynamic light with shadow * Implement proper soft shadows * Disable self-shadowing for now, as it's causing visual glitches * Update RendererInit.cpp * Update CHANGELOG.md * Update CHANGELOG.md * Formatting pass * Revert "Formatting pass" This reverts commit 88a8ba24dea9cf7006920c8d7a52b6d047f6d749. * Reapply "Formatting pass" This reverts commit becd24da93a2eb33bf78b9be97f6dc6b25d6e744. * Update RendererFrame.cpp * Final formatting pass --------- Co-authored-by: MontyTRC89 <montyhammet@hotmail.it> Co-authored-by: Jakub <80340234+Jakub768@users.noreply.github.com> Co-authored-by: Sezz <sezzary@outlook.com>
2024-12-25 11:21:07 +03:00
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Mirrors (#1519) * WIP TR4 style mirrors * Fixed broken previous commit * Added debris and effects drawing in mirrored rooms; Some optimizations for early skip non mirrored items; * Implemented mirrors in file format * Use default argument value for ReadCount * Use emplace_back and camera room number * Fixed items culling in mirror rooms; Changed file format for having also virtual room; * Cached reflection matrix of mirrors at load time; Fixed lighting in mirrored items; Added bad cull mode after mirrore debrises drawing; Added mirroring of dynamic lights; * Fixed ambient occlusion in mirrored rooms * Fixed random statics positions while shooting * Added logic for hiding selectively reflecting moveables and statics; Added enabled flag for disabling mirrros in the future with LUA; * Simplify renderer code, remove excessive if statements * Update level.cpp * Decopypaste more mirror-related code * More decopypasting, rename inline function, remove unneeded arg * Remove unnecessary inline, dont reflect room lights * Fixed billboards, reintroduce ReflectVectorOptionally * Fixed dynamic lights * Update RendererDraw.cpp * Fixed 3D sprites mirroring * Draw reflections also when Lara is in any of mirrored rooms, not only camera * Remove unrelated changes * Remove lambdas * Rename fields for consistency * Reorganize renderer code a little * Rename * Spawn mirrored dynamic lights in Lara rooms too * Update RendererDraw.cpp * Add option to reflect sprites * Update CHANGELOG.md * Fixed mirrors on savegame reloading * Fix Lara not mirroring when using binoculars * Continuation of previous fix * Fixed 3D non-sorted sprites mirroring * Fixed various binocular / lasersight issues * Fix meshswap, if object is not present * Don't perform binocular animations if binocular meshswap is not present * Rename CamOldPos and use more consistent type for it * Update title.bin * Fixed #1521 * Fixed #1522 * Interpolate Lara flare light, hide target highlighters in binos * Fix #1525 * Fixed postprocessing order and precompile shaders to speed-up loading * Fixed #1524 * Fixed silent crash if several Lara objects are present in level near dynamic light with shadow * Implement proper soft shadows * Disable self-shadowing for now, as it's causing visual glitches * Update RendererInit.cpp * Update CHANGELOG.md * Update CHANGELOG.md * Formatting pass * Revert "Formatting pass" This reverts commit 88a8ba24dea9cf7006920c8d7a52b6d047f6d749. * Reapply "Formatting pass" This reverts commit becd24da93a2eb33bf78b9be97f6dc6b25d6e744. * Update RendererFrame.cpp * Final formatting pass --------- Co-authored-by: MontyTRC89 <montyhammet@hotmail.it> Co-authored-by: Jakub <80340234+Jakub768@users.noreply.github.com> Co-authored-by: Sezz <sezzary@outlook.com>
2024-12-25 11:21:07 +03:00
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Mirrors (#1519) * WIP TR4 style mirrors * Fixed broken previous commit * Added debris and effects drawing in mirrored rooms; Some optimizations for early skip non mirrored items; * Implemented mirrors in file format * Use default argument value for ReadCount * Use emplace_back and camera room number * Fixed items culling in mirror rooms; Changed file format for having also virtual room; * Cached reflection matrix of mirrors at load time; Fixed lighting in mirrored items; Added bad cull mode after mirrore debrises drawing; Added mirroring of dynamic lights; * Fixed ambient occlusion in mirrored rooms * Fixed random statics positions while shooting * Added logic for hiding selectively reflecting moveables and statics; Added enabled flag for disabling mirrros in the future with LUA; * Simplify renderer code, remove excessive if statements * Update level.cpp * Decopypaste more mirror-related code * More decopypasting, rename inline function, remove unneeded arg * Remove unnecessary inline, dont reflect room lights * Fixed billboards, reintroduce ReflectVectorOptionally * Fixed dynamic lights * Update RendererDraw.cpp * Fixed 3D sprites mirroring * Draw reflections also when Lara is in any of mirrored rooms, not only camera * Remove unrelated changes * Remove lambdas * Rename fields for consistency * Reorganize renderer code a little * Rename * Spawn mirrored dynamic lights in Lara rooms too * Update RendererDraw.cpp * Add option to reflect sprites * Update CHANGELOG.md * Fixed mirrors on savegame reloading * Fix Lara not mirroring when using binoculars * Continuation of previous fix * Fixed 3D non-sorted sprites mirroring * Fixed various binocular / lasersight issues * Fix meshswap, if object is not present * Don't perform binocular animations if binocular meshswap is not present * Rename CamOldPos and use more consistent type for it * Update title.bin * Fixed #1521 * Fixed #1522 * Interpolate Lara flare light, hide target highlighters in binos * Fix #1525 * Fixed postprocessing order and precompile shaders to speed-up loading * Fixed #1524 * Fixed silent crash if several Lara objects are present in level near dynamic light with shadow * Implement proper soft shadows * Disable self-shadowing for now, as it's causing visual glitches * Update RendererInit.cpp * Update CHANGELOG.md * Update CHANGELOG.md * Formatting pass * Revert "Formatting pass" This reverts commit 88a8ba24dea9cf7006920c8d7a52b6d047f6d749. * Reapply "Formatting pass" This reverts commit becd24da93a2eb33bf78b9be97f6dc6b25d6e744. * Update RendererFrame.cpp * Final formatting pass --------- Co-authored-by: MontyTRC89 <montyhammet@hotmail.it> Co-authored-by: Jakub <80340234+Jakub768@users.noreply.github.com> Co-authored-by: Sezz <sezzary@outlook.com>
2024-12-25 11:21:07 +03:00
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