release-9
* Added a global struct to shaders that contains input and optional custom data, so that it is not necessary anymore to pass input as parameter all over the place.
Rewrote shader parser (#29)
Renamed BOOLEAN shader macro to BOOL1 for consistency
Skeleton stuff
* Added the possibility to sample the scene color in the transparent pass. Atm the color target is copied once at the beginning of the transparent pass so it does not include any transparent object. This might change later. * Added some shader helper functions to calculate refraction and exposed to visual shader. Example in the parkour scene.
More consistent naming of texcoord interpolators
Procedural vertex color (#63)
Introduced simplified shading quality option. Forward renderer in simplified shading is now stereo compatible (more or less, lot of features missing)
WIP VR interface and Open VR impl. -CMake flag EZ_BUILD_OPENVR enables it at which point you need to point C:\Code\OpenVR to the OpenVR SDK root from https://github.com/ValveSoftware/openvr/tree/v1.0.17 -It renders to the device using the simple pipeline (with MSAA or without) and has simple head tracking. -Command line switch '-vr' creates a VR view in the default GameState. -TODO: Hacked into the SimpleMeshRenderer to load the OpenVRPlugin, normally you would set that in the project settings but I don't know how else to do that in code. -TODO: Simple pipeline hardcoded atm. in GameState. -TODO: DirectX complains about leaked resources as soon as you submit one texture to OpenVR API. No idea how to fix that :-/ -TODO: Pose update needs to be called on the render thread as it calls dx methods. It also needs to happen after present or before starting to render, depending on which part of the docu you trust. Added ezGameApplicationEvent::Type::AfterPresent for the time being. -TODO: I disabled multithreaded rendering locally as it generates another frame of delay. Ideally I would like to update the recorded render stuff with the new pose before render but I don't know how. -TODO: Controller input support, virtual space, companion window and all kinds of things.
* Color Picker improvements for HDR colors: Exposure value is now a float. Don't reset exposure when setting a hex color value. Also try to better preserve HSV values for HDR colors. * Sprite component now has a blend mode and can use hdr colors. Improved our blaster projectile with that. * Decals now also affect opacity of transparent objects * Fixed fog on transparent objects
Sky light component (#25)
* Fixed the lighting direction direction on the collision mesh and skeleton visualization * Made sure asset documents are not modified after transformation * Editor now updates the camera volume for mesh assets, collision mesh assets, etc. such that changing the asset scale does not require closing and reopening the document anymore * Improved the default camera angle in mesh documents etc. * Made sure the camera angle in thumbnails is identical to the camera angle in the document.