Commit graph

50 commits

Author SHA1 Message Date
SamGondelman
04198c6bfc use weak ptrs, add comment about SelectSortItems performance 2019-05-08 13:13:05 -07:00
SamGondelman
da092cc5f0 fix zone issues 2019-05-08 11:04:54 -07:00
Sam Gateau
50fcd7f40a trying... 2018-12-06 22:45:44 -08:00
SamGondelman
c10bb7d525 pointers 2018-10-08 18:05:09 -07:00
SamGondelman
de90ce5f2b move stage frames to varyings 2018-10-01 11:26:02 -07:00
SamGondelman
a0c3c09b05 Merge remote-tracking branch 'upstream/master' into bloom 2018-08-08 14:44:02 -07:00
SamGondelman
2959a406d7 working on enabling bloom 2018-08-07 21:52:05 -07:00
Brad Davis
ae8f841912 Shader refactoring for explicit bindings 2018-08-03 14:58:11 -07:00
Brad Davis
04e84f1d23 Moving to cmake time shader compiling 2018-08-03 14:58:11 -07:00
Olivier Prat
da6bd92ff6 Merged with master 2018-03-09 10:07:25 +01:00
Olivier Prat
f5a2557a2e Merged with master 2018-02-19 17:28:39 +01:00
samcake
b66da1897d improving the forward rendering pass, removing the specular variation and making it defautl 2018-02-08 17:59:07 -08:00
Bradley Austin Davis
fd007e845d Squashed scribe changes 2018-02-07 10:29:29 -08:00
Olivier Prat
5e6300ce46 Merged with master 2018-01-30 09:52:30 +01:00
Olivier Prat
e6caa83d73 Merged with master 2018-01-17 16:35:31 +01:00
Olivier Prat
efa6a8c0b5 Merged with master 2018-01-17 15:49:46 +01:00
Olivier Prat
49549ced17 Fixed compilation with new shader system 2018-01-17 10:52:58 +01:00
Olivier Prat
3911ce59cc Scribe now outputs .h and .cpp. Need to change how shader source is referenced in C++ code 2018-01-16 19:02:12 +01:00
humbletim
b91d536dd0 rename model:: -> graphics:: 2018-01-16 12:46:16 -05:00
Olivier Prat
54eab1c878 First working local lights on transparent objects 2018-01-15 17:49:55 +01:00
Olivier Prat
814de4ab81 Scribe now outputs shaders as cpp files. 2018-01-12 11:59:19 +01:00
Nissim Hadar
b53e411184 Corrected pushing of default lights. 2018-01-09 15:24:46 -08:00
SamGondelman
a9d5dda976 always push default haze to current frame 2018-01-04 17:54:23 -08:00
Olivier Prat
92e1fe8e5c Removed jitter samples from shader and added name to batches in DEBUG mode to ease render debug 2017-12-08 18:02:27 +01:00
Nissim Hadar
48e5b9d1bc Haze enable/disable from UI works. 2017-10-03 17:42:04 -07:00
Nissim Hadar
1cf7f5a732 For testing. 2017-10-03 09:54:44 -07:00
Nissim Hadar
cdbf067a24 Rename (haze)getParametersBuffer to getHazeParametersBuffer.
Add corrections from Sam
2017-10-02 16:54:02 -07:00
Nissim Hadar
0acf4b9de9 Working on adding zone to haze. 2017-09-28 23:53:53 -07:00
Sam Gateau
0c3755483b adding assert or checks whenever getting a scene stage 2017-07-10 12:37:26 +02:00
Sam Gateau
4c1bf6af47 REmoving comments 2017-07-07 11:38:25 +02:00
samcake
20d8c11e28 ALmost there, getting eback everything to work with the light and background stages in the scene, not in deferredLighting Effect anymore 2017-06-22 17:54:16 -07:00
Sam Cake
07e18eb3a8 Keep cleaning up the DeferredLightingEffect , removing stage s from there... 2017-06-22 01:12:32 -07:00
samcake
14f9a9848e Merge branch 'master' of https://github.com/highfidelity/hifi into brown 2017-06-01 18:05:47 -07:00
samcake
c5e9551bab more cleanup 2017-06-01 18:05:18 -07:00
samcake
9c1e99fe3f Removing cruft and organizing the stencil config 2017-06-01 13:06:22 -07:00
Sam Cake
d19956f93c Fixing warnings 2017-05-31 22:02:47 -07:00
samcake
c256893575 some clean up: 2017-05-23 18:00:22 -07:00
Sam Gateau
b8a2b38fd5 Displaying the stack of zone components 2017-05-18 12:54:25 -07:00
Sam Cake
5edcc38eba Polishing the scope shaders 2017-05-18 01:06:59 -07:00
Sam Gateau
966afa1e4a Adding the drawKeyLight shader 2017-05-17 18:26:49 -07:00
Sam Gateau
3e7795ec11 Adding the drawKeyLight shader 2017-05-17 18:23:47 -07:00
Sam Gateau
79f700e8ce Adding the drawKeyLight shader 2017-05-17 18:12:48 -07:00
samcake
2cd2c95940 Adding more debugging tool 2017-05-16 16:12:31 -07:00
Sam Cake
4c3ddfbff9 Adding debuging of the ambient lighting 2017-05-16 01:01:19 -07:00
Sam Cake
d3724116d9 Using the items to pick the key light! 2017-05-08 00:20:20 -07:00
Sam Cake
1dd98af1dd And introduce a clean sorted select of the items so we keep the order of rendering of the boxes of the zone in the ZOne stack order, the color of box reflect the order (from red to blue) 2017-04-11 01:21:45 -07:00
Sam Cake
a458828590 MOving forward with the TaskConcept and TaskModel, all working 2017-04-10 02:30:13 -07:00
Sam Cake
b65448bcbe Trying to improve the Job/Task classes and testing it with the ZoneRenderer 2017-04-09 11:08:35 -07:00
samcake
e6844f4294 Cleaning up the basic jobs of render 2017-04-07 18:35:27 -07:00
samcake
6fc965072c Adding the Selection, and not the Tag concept fro real, and beeing able to reset it from the Transaction and simply communicating the ranked zones to the engine through a selection, ready to be used by the ZOneREnderer 2017-04-06 15:19:55 -07:00