Brad Davis
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0550138609
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Merge remote-tracking branch 'upstream/master' into android_dev
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2018-02-23 12:48:10 -08:00 |
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Anthony J. Thibault
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0469eafbe4
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Switch between dualQuats and matrix skinning based on model entity scale factor.
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2018-02-22 18:35:16 -08:00 |
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Brad Davis
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e0e7fb04f2
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Fix merge issues
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2018-02-22 18:08:56 -08:00 |
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Brad Davis
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aeb29db37d
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Merge remote-tracking branch 'upstream/stable' into android_stable
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2018-02-22 17:35:00 -08:00 |
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Anthony J. Thibault
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86351f19a9
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Merge branch 'master' into bug-fix/entity-mat-avatar-dual-quaternions
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2018-02-22 08:44:21 -08:00 |
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SamGondelman
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2d754edf74
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CR
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2018-02-15 15:48:41 -08:00 |
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Anthony J. Thibault
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d2c199104e
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Avatars use Dual Quaternion Skinning and Model Entities do not.
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2018-02-13 17:47:49 -08:00 |
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Sam Gateau
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f20e1a727e
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Removing the specular pipeline since we now take care of it with the base shader, remove unused shader include files adding the tone map pass
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2018-02-08 23:07:39 -08:00 |
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samcake
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b66da1897d
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improving the forward rendering pass, removing the specular variation and making it defautl
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2018-02-08 17:59:07 -08:00 |
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Bradley Austin Davis
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fd007e845d
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Squashed scribe changes
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2018-02-07 10:29:29 -08:00 |
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Olivier Prat
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92279b5939
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Merged with master
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2018-02-05 18:24:05 +01:00 |
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Olivier Prat
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03daba9bac
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Removed duplicate shader include
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2018-02-02 18:18:24 +01:00 |
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Olivier Prat
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5e6300ce46
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Merged with master
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2018-01-30 09:52:30 +01:00 |
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Olivier Prat
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70a7ecc5f0
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Fixed merge with remote trnormalmap
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2018-01-29 10:50:17 +01:00 |
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Olivier Prat
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4cbfef55ef
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Merged with master. Had to add back shaders and code
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2018-01-29 10:33:16 +01:00 |
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Brad Davis
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87a41ef176
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Force the forward pipelines to setup the lighting data
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2018-01-28 14:56:15 -08:00 |
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Brad Davis
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361b767586
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Merge branch 'fix/render_config' into android
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2018-01-25 14:50:41 -08:00 |
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Olivier Prat
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95882e0cde
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Merged with master
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2018-01-24 10:51:54 +01:00 |
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Olivier Prat
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d0f2138e87
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Merged with master
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2018-01-24 10:00:41 +01:00 |
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Olivier Prat
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c92a9975ba
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Merged with master
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2018-01-24 09:53:38 +01:00 |
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Olivier Prat
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55abaf33fb
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Added shaders to support normal maps on translucent objects
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2018-01-23 17:35:01 +01:00 |
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Gabriel Calero
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1ad61b7683
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Adding forward pipelines for translucent objects
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2018-01-17 16:26:17 -03:00 |
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Olivier Prat
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e6caa83d73
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Merged with master
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2018-01-17 16:35:31 +01:00 |
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Olivier Prat
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efa6a8c0b5
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Merged with master
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2018-01-17 15:49:46 +01:00 |
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Olivier Prat
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49549ced17
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Fixed compilation with new shader system
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2018-01-17 10:52:58 +01:00 |
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Brad Davis
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6a06bf405a
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Merge remote-tracking branch 'upstream/master' into android
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2018-01-16 18:24:44 -08:00 |
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Olivier Prat
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3911ce59cc
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Scribe now outputs .h and .cpp. Need to change how shader source is referenced in C++ code
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2018-01-16 19:02:12 +01:00 |
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humbletim
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b91d536dd0
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rename model:: -> graphics::
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2018-01-16 12:46:16 -05:00 |
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Olivier Prat
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32445a5660
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Updated pipelines
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2018-01-15 18:18:13 +01:00 |
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Olivier Prat
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54eab1c878
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First working local lights on transparent objects
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2018-01-15 17:49:55 +01:00 |
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Olivier Prat
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814de4ab81
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Scribe now outputs shaders as cpp files.
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2018-01-12 11:59:19 +01:00 |
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Gabriel Calero
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597114afea
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Prepare forward pipeline for android
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2018-01-03 16:42:19 -03:00 |
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Olivier Prat
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10643feb78
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Working with specific zpass rendering for outline. Debug script needs relinking to correct config
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2017-09-06 18:40:38 +02:00 |
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SamGondelman
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4c55849290
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merge from master
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2017-08-10 15:43:23 -07:00 |
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SamGondelman
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658acd91f2
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experimenting with drawHUDLayer depth testing
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2017-07-25 14:17:39 -07:00 |
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Olivier Prat
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267531cc1a
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First working fade
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2017-07-10 15:27:09 +02:00 |
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Olivier Prat
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06d69d04c3
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TransitionStage + FadeJob compiling but not linked to entity events
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2017-07-07 18:22:11 +02:00 |
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Olivier Prat
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4256a1f2a7
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Preparing for merge with stage. DOESN'T COMPILE!
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2017-07-07 15:16:20 +02:00 |
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samcake
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20d8c11e28
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ALmost there, getting eback everything to work with the light and background stages in the scene, not in deferredLighting Effect anymore
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2017-06-22 17:54:16 -07:00 |
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Olivier Prat
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24d45e0f5b
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Updated from upstream master because of change of protocol
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2017-06-13 10:43:25 +02:00 |
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Olivier Prat
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1936c209a5
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Working fade debugging scripts for both opaque and transparents
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2017-06-05 17:21:33 +02:00 |
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Olivier Prat
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cce99ef8c4
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Added translucent shaders
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2017-06-05 16:56:57 +02:00 |
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Olivier Prat
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74bb3213e4
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Added shadow shader variants
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2017-06-05 16:44:32 +02:00 |
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Olivier Prat
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08fcd6c357
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Added new shaders
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2017-06-05 16:32:36 +02:00 |
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samcake
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4a419f2d07
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Merging with upstream
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2017-06-01 18:25:24 -07:00 |
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Sam Cake
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b528c2fc60
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Merged
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2017-05-31 19:33:14 -07:00 |
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samcake
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82d348a2ef
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Stencil rejection is working, and more cleaning
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2017-05-31 16:46:20 -07:00 |
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Sam Cake
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32c5dac66a
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Big cleanup of unecessary shaders and legacy from deferred lighting, and messing around with the stencil
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2017-05-31 00:55:28 -07:00 |
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Olivier Prat
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8071c04e98
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Added fade effect prototype version
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2017-04-27 10:31:06 +02:00 |
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samcake
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6385a702cd
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FIxing the bug for image3D overlay drawn in scene
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2017-04-04 12:56:43 -07:00 |
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samcake
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b18d82bd19
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adding different shaders for transparent for simpel
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2017-04-04 11:50:38 -07:00 |
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samcake
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a882beb2fd
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Trying to fix the overlay Image3D shading pipeline used
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2017-04-03 17:35:28 -07:00 |
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Sam Cake
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3a08611c26
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Fix the typo in the assert for isWireframe
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2017-03-19 17:33:28 -07:00 |
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Seth Alves
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694fc58374
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restore missing shading pipeline for simple opaque in deferred
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2017-03-07 12:07:24 -08:00 |
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samcake
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6ac85aee7e
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Adding support for the unliti materials too for overlay's
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2017-02-28 18:12:35 -08:00 |
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sam
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709c2e4240
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Fixing the emissive on overlayfor models
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2017-02-27 02:52:00 -08:00 |
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sam
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a53d5e8fbd
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adjusted the PLumber shape keys to coever non material shapes in main pass
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2017-02-25 13:00:37 -08:00 |
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sam
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5257194c48
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SImplify the overlay PLumber
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2017-02-24 01:11:59 -08:00 |
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sam
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e1aad8bd63
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Deep dive into the shape key and filters and the PLumber construction
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2017-02-24 00:35:10 -08:00 |
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sam
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67031850aa
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Deep dive into the shape key and filters and the PLumber construction
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2017-02-24 00:05:54 -08:00 |
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samcake
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6d59144a4f
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Trying to fix the emissive for overlay in front ?
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2017-02-23 17:42:02 -08:00 |
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samcake
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c7b164d8f2
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Adding differenciation for the Material shapeKey bit
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2017-02-22 18:21:18 -08:00 |
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samcake
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a00216cb4f
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debugging the emissive issue for verlay in front
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2017-02-21 18:20:55 -08:00 |
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Gabriel Calero
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5602479988
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Create render forward version of pixel shaders
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2017-01-18 19:18:59 -03:00 |
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Zach Pomerantz
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1b948c7a05
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add skinned forward model shaders
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2017-01-04 15:49:29 -05:00 |
|
Zach Pomerantz
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6b984d38d3
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add opaque forward model shaders
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2017-01-04 15:37:17 -05:00 |
|
Zach Pomerantz
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f7cb2ec85b
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add plain forward model shaders
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2017-01-03 20:41:57 -05:00 |
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Zach Pomerantz
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a414ba4cb5
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take addPipeline lambda out of initDeferredPipelines
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2017-01-03 18:55:13 -05:00 |
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Zach Pomerantz
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62eeb0c807
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clean RenderPipelines with forward decls
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2017-01-03 18:33:14 -05:00 |
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samcake
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5b4829e7b6
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Brining back support for the ambinet lighting
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2016-09-30 16:24:57 -07:00 |
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samcake
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219b41e813
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Fix the mini mirror perf issue and improve the debugDeferredLighting script
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2016-07-13 17:37:35 -07:00 |
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samcake
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1ec9ef560e
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Fixing the srgb color format conversion for web entities
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2016-05-11 10:46:54 -07:00 |
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samcake
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e40a795a27
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Trying to clean up for pr
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2016-05-10 19:25:22 -07:00 |
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samcake
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615f4028c4
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fixing the web enitites lighting, still need to solve the sRGB for it, starting to introduce the unlit feature to the overlays
|
2016-05-09 17:17:16 -07:00 |
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samcake
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e306a24a1b
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INtroducing the unlit mode for fragments
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2016-05-05 17:08:52 -07:00 |
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samcake
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88f816fab4
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Adding reflection of the ambient map for translucent
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2016-04-28 18:18:18 -07:00 |
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samcake
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4202e60ac3
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trying to add the skymap on translucents
|
2016-04-26 18:20:15 -07:00 |
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samcake
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5a67411d75
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Removing separate uniforms for the texcoord transforms and lightmap params, shader still failing
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2016-04-21 18:35:37 -07:00 |
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samcake
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b88501784c
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Making progress toward the PBR material
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2016-02-17 18:47:52 -08:00 |
|
samcake
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b03f639e2c
|
Renaming and rearranging the material fields to support PBR fbx materials
|
2016-02-16 17:20:23 -08:00 |
|
samcake
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0ad7bacf02
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Changing diffuse to albedo and breaking everything...
|
2016-02-15 21:50:10 -08:00 |
|
samcake
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4559e75f90
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Trying to solve the ambient issue
|
2016-02-12 18:22:01 -08:00 |
|
Zach Pomerantz
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a7bafed61b
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Change ShapeKey::CULL to NO_CULL_FACE
|
2016-02-08 13:44:42 -08:00 |
|
Zach Pomerantz
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a1ed29e6f8
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Rename setupTransparent->setupBatch
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2016-02-05 10:53:01 -08:00 |
|
Zach Pomerantz
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65ddb944d2
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Add defaults/light/shaders to plumber
|
2016-02-03 19:18:56 -08:00 |
|
Zach Pomerantz
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666213b7a8
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Add CULL, DEPTH_BIAS to ShapeKey
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2016-02-03 19:18:56 -08:00 |
|
Zach Pomerantz
|
8d0f82fa6a
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Split DrawOverlay3D to Transparent/Opaque
|
2016-02-03 19:18:56 -08:00 |
|
Zach Pomerantz
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d14ce8a9fe
|
Pass an explicit pipeline to render.*Instance calls
|
2016-02-03 19:18:56 -08:00 |
|
Zach Pomerantz
|
aa10af2851
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Revert "Move DrawStencil to use ShapePlumber"
This reverts commit 671f27e5bc .
|
2016-02-02 17:10:21 -08:00 |
|
Zach Pomerantz
|
5d49eacf83
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Move pipeline init to separate file
|
2016-02-01 11:12:11 -08:00 |
|