Commit graph

75 commits

Author SHA1 Message Date
samcake
d8a71db929 Merge branch 'master' of https://github.com/highfidelity/hifi into graphicsMaster 2015-12-17 10:11:03 -08:00
AlessandroSigna
08f7591787 Fix misspelling 2015-12-16 10:02:47 -08:00
samcake
9ddc3c27bf compilation errors fixed 2015-12-07 13:25:55 -08:00
samcake
5d207d0c9c INtroducing the tonemapping job in its separate file and clean DeferredLightingEffect 2015-12-07 13:19:43 -08:00
Sam Cake
a018c51945 Drawing background first in the Lighting buffer then lighting passes with stencil test 2015-12-06 23:51:29 -08:00
Bradley Austin Davis
e024d23366 Instancing work, second pass 2015-09-21 13:27:02 -07:00
Brad Davis
8a703d0363 Instanced rendering, first pass 2015-09-18 16:29:29 -07:00
Sam Gateau
f00e3829f1 Cleaning for PR 2015-09-15 16:54:04 -07:00
Sam Gateau
dc8756e465 Need to pull master, just updated all the deferred shaders to use scribe func declare blocks to avoid long shaders... didn;t validate the current clip to eye position evaluation 2015-09-15 14:40:23 -07:00
Sam Gateau
400f90aea4 Introducing a stereo loop that should do the right thing but doesn't yet 2015-09-15 08:34:46 -07:00
Sam Gateau
45dc5be53d DeferredTransform buffer working for the deferred rendering in mono 2015-09-14 17:48:15 -07:00
Sam Gateau
00688172dd work in progress, gathering th eindvidual parameters of the deferred pass into a single UBO that is bound once for all the deferred lighting passes 2015-09-14 15:49:05 -07:00
Sam Gateau
3690d5a4c2 Merge branch 'master' of https://github.com/highfidelity/hifi into HMDLightingBug 2015-09-14 12:28:59 -07:00
Sam Gateau
6c63dc0444 work in progress 2015-09-14 12:28:33 -07:00
Brad Davis
1bb15e28d6 Fixing differing highlights between left and right eyes in stereo modes 2015-09-14 11:24:28 -07:00
ericrius1
3910cb0d69 Merge branch 'master' into polyLineInProgress 2015-08-07 10:12:02 -07:00
Sam Gateau
95682e6270 Introducing the Normal fitting algorithm for better normal in the deferred buffer 2015-08-05 17:17:00 -07:00
ericrius1
47bc8f50ab cleaning 2015-08-03 08:45:14 -07:00
Brad Davis
d68618e206 Removing GL headers from most files, and some naked GL from application.cpp 2015-07-18 00:46:09 -07:00
ericrius1
0ce6737b34 merged and normals flipping 2015-07-13 09:43:15 -07:00
Sam Gateau
fb37af3e04 Removing dead code 2015-07-09 09:25:07 -07:00
Sam Gateau
8314fe8c7f FInally getting a nice spot light volume working for all angles 2015-07-09 03:45:19 -07:00
samcake
5557dc4da2 clean and release the new deferredLIghtingEffect 2015-07-07 10:00:05 -07:00
Atlante45
0093403bba Add depth bias option to simple programs
Simple programs are now lazily generated and stored in a hash
2015-07-04 18:33:03 -07:00
samcake
84b70fbaca Mergin yellow with the Status bar rendering into Daft cwith the switch to batch for deferred pass 2015-07-03 11:36:19 -07:00
ericrius1
ad97b28734 fixed merge conflicts 2015-07-02 11:01:40 -07:00
ericrius1
cf720f9e2e merged master 2015-06-29 09:27:40 -07:00
Atlante45
efd805bea7 Introduce new emissive simple program
Also fixes the shading on web entities using that program
2015-06-26 16:17:41 -07:00
Sam Gateau
c41ebcae78 Covering all the case for rendering the light passes 2015-06-26 15:40:08 -07:00
ericrius1
0a7c787109 created a custom pipeline that is a static class variable for renderable quad entity item 2015-06-26 13:44:54 -07:00
Sam Gateau
f7ca1f608f Migrating the deferred lighting effect to Batch and in doing so, introducing the StandardShaderLib to gpu and the first 2 shaders 2015-06-22 14:06:14 +02:00
Clément Brisset
5192796851 Merge pull request #5168 from samcake/daft
Improving the rendering job architecture
2015-06-19 18:00:39 +02:00
Atlante45
9c7f24eeb6 Add culled option for simple programs 2015-06-19 16:50:38 +02:00
Sam Gateau
9be87758fd Improving the design of the Jobs and varying 2015-06-16 15:00:47 +02:00
samcake
5e351c0328 FIxing the transparent rendering on Mac 2015-06-08 18:36:12 +02:00
Sam Gateau
8d3a3221b0 shuffling the rendering steps to get to render transparent and light it correctly 2015-06-06 09:50:56 -07:00
Atlante45
51570aac68 Add simple textured pipeline 2015-05-29 16:49:31 +02:00
Clément Brisset
e980859059 Simple Program uses gpu API 2015-05-22 16:14:32 +01:00
Atlante45
5d2187cedf Remove non batch call to bind/releaseSimpleProgram 2015-05-22 16:37:02 +02:00
Atlante45
ee264368c0 Add renderQuad to DeferredLighting 2015-05-20 16:45:21 +02:00
Atlante45
a7ee10001a Remove used deprecated methods
Also added a warning on the single one in use right now,
so that it gets deleted once it is moved to the rendering pipeline
2015-05-18 16:37:28 +02:00
Atlante45
b8fffdb2ef bind/releaseSimpleProgram takes Batch 2015-05-16 04:26:57 +02:00
Ryan Huffman
5abd4bb08e Update GeometryCache to accept gpu::Batch 2015-05-15 15:20:50 -07:00
Seth Alves
38caed00ca Attempt to draw line entity item 2015-05-12 10:25:50 -07:00
Sam Gateau
5a11143a5d Using the skybox cubemap for ambient lighting 2015-05-09 11:40:46 -07:00
Stephen Birarda
94739cf8d3 move number constants out of SharedUtil to NumericalConstants 2015-05-01 10:26:53 -07:00
Sam Gateau
b5b146b81b Training Team: improving the sun lighting interface to javascript to enable / disable the earthSkyModel, assign explicitely the SUnDirection and getter, and expose a AmbientINtensity to control the amount of the ambient lighting contribution
Expose these to javascript
2015-04-16 17:35:37 -07:00
Sam Gateau
69667fb5ca making the state work 2015-03-23 10:21:35 -07:00
Sam Gateau
d9c071a2a9 trying to put the atmospheric effect in a shader header and use it on the directional lighting pass 2015-03-10 00:47:27 -07:00
ZappoMan
5c3c94a618 remove metavoxels 2015-03-02 17:21:43 -08:00