Commit graph

338 commits

Author SHA1 Message Date
Triplelexx
fd4d9761ce merge master and resolve conflicts
* remove use of jointsCaptured flag in inputDevice update, TouchscreenDevice now locks the userInputMapper * resolve conflict in Application.cpp, userInputMapper no longer loads default mapping
2016-06-24 03:34:39 +01:00
samcake
0c882832bf Bringing the Scattering type to the pixels and having a different shading during the lighting pass (for global right now) 2016-06-20 17:58:35 -07:00
samcake
25eb569433 Merge branch 'master' of https://github.com/highfidelity/hifi into color 2016-06-02 10:38:40 -07:00
Geenz
ff3fca3dc3 Remove no longer necessary light vector parameter. 2016-05-22 21:50:48 -04:00
Geenz
180f4ba4f5 Tweaked light attenuation formula some more.
Keeping the ulightvec parameter for now - I want to revisit this later.
2016-05-22 21:02:28 -04:00
Geenz
75532cda08 Document evalLightAttenuation's parameters. 2016-05-19 20:52:28 -04:00
Geenz
a54e8206fa Switch back to using the light's radius + spacing 2016-05-19 20:10:49 -04:00
Geenz
6ecbdc6b9a Modify evalLightAttenuation to "fade" edges of lights.
This provides a more attractive light falloff around the bounds of a
light - removing harsh edges.

This also adds a new parameter to evalLightAttenuation - the
unnormalized light vector.
2016-05-19 20:03:05 -04:00
samcake
c1fa096e78 adding texcoord 1 on all the material/model and go fetch occlusion map with this uv instead of texcoor0. this allow for separate transforms just for occlusoin map 2016-05-16 15:42:48 -07:00
samcake
cdb9cb6519 Fixing the metallic simple material rendering black from obj 2016-05-13 16:33:14 -07:00
samcake
37f16e9c86 Merging with master 2016-05-09 12:01:58 -07:00
Brad Hefta-Gaub
39a4e38485 Merge pull request #7837 from samcake/hdr
Fixing the bad color format for skymaps
2016-05-09 11:47:02 -07:00
samcake
0bfad4a549 Merge branch 'master' of https://github.com/highfidelity/hifi into lemon 2016-05-09 11:33:47 -07:00
samcake
1fec984ead fixing the linear COlor FOrmat flag 2016-05-06 19:07:07 -07:00
samcake
da75c27188 fixing bad color format assignment code and bad color format for the cubemaps 2016-05-06 18:57:19 -07:00
samcake
a8347cac6e Getting the unlit to work from the pipeline, and found the isLinear for texture bug! 2016-05-06 18:36:55 -07:00
Zach Pomerantz
6a6d6dd20f Defer mipmap gen to gpu 2016-05-05 16:34:02 -07:00
samcake
2d573963bb Introducing the unlit material 2016-05-04 18:50:52 -07:00
Brad Hefta-Gaub
bbf358f81d Merge pull request #7796 from samcake/blue
Improve Translucent shapes global lighting with support for the ambient map reflection
2016-05-03 11:14:06 -07:00
Geenz
85e0620261 Merge branch 'master' of https://github.com/highfidelity/hifi 2016-04-30 15:40:28 -04:00
samcake
257c8c94c3 clean up the lighting function and put the global specular lighting in a separate function 2016-04-29 10:58:55 -07:00
Andrew Meadows
93f4bc759d Merge pull request #7743 from samcake/color
group several separate glUniform parameters into a single Uniform Buffer
2016-04-27 10:02:56 -07:00
samcake
91bed86b32 ANd one more warning 2016-04-25 19:04:02 -07:00
samcake
8f2435daf0 No more warnings ? 2016-04-25 18:39:37 -07:00
samcake
e8691c2f20 Fixing comments, code style and constnats 2016-04-25 18:15:52 -07:00
samcake
0e13b1623b Adding support for Equirectangular skymaps 2016-04-25 15:55:12 -07:00
Geenz
ba5fa70b83 Convert sRGB values for materials. 2016-04-25 13:31:50 -04:00
samcake
f587398ca3 Adding support for plate carree 2016-04-22 18:00:22 -07:00
samcake
5a67411d75 Removing separate uniforms for the texcoord transforms and lightmap params, shader still failing 2016-04-21 18:35:37 -07:00
Brad Davis
3a969eed47 Manually generate image mip levels when loading textures 2016-04-17 10:22:24 -07:00
samcake
fc29397d91 Clening up from review comments 2016-04-15 10:10:04 -07:00
samcake
30d0bfcfd3 FIxing the bump map loading which got broken in the past PR, fixed a double call to the glTexSUbIMage function and fixed a texel.Format 2016-04-15 00:41:37 -07:00
samcake
a9fefcc802 Trying ti debug the bad normal maps 2016-04-14 18:16:14 -07:00
samcake
4374bd26ae Disabling COmpression 2016-04-08 01:37:27 -07:00
samcake
76dd740578 Cleaning up to test before merge, not solved the stuttering happening when using compressed textures. cleaned up a bit of the TextureMap doanload callbacks 2016-04-07 20:05:05 -07:00
samcake
a6bac7ad92 Experimenting with a hidden gltexture object while beeing transfered 2016-04-06 18:30:18 -07:00
samcake
16174df0f3 POlishing the size evaluation and trying to debug the compression scheme 2016-04-06 16:33:45 -07:00
samcake
f3e6c490a4 merging with master, moving the TexelFOrmat function to a cpp 2016-04-04 12:03:37 -07:00
Triplelexx
a4775983a2 Merge branch 'master' into 20769
# Conflicts:
# interface/src/Application.cpp

conflicting line 2528 wheelEvent is now const
2016-04-04 19:19:55 +01:00
Lexx
0b313afd74 Rename Skybox.slv to skybox.slv 2016-04-04 00:32:20 +01:00
Lexx
bc0ea31534 Rename Skybox.slf to skybox.slf 2016-04-04 00:32:05 +01:00
Triplelexx
11af0a421b Merge branch 'master' into 20769 2016-04-03 22:57:55 +01:00
samcake
be38de3239 Cleaning up the TextureMap loaders and cleaning for pr 2016-04-01 17:16:22 -07:00
Zach Pomerantz
0e9b783ca3 Release skybox texs when not rendering 2016-04-01 14:46:50 -07:00
samcake
1ca87fa069 Refactoring a bit the texture loaders to factorize work 2016-04-01 11:44:57 -07:00
samcake
9d1f91fa19 First pass at using compressed format when uploading textures 2016-03-31 19:27:35 -07:00
Anthony J. Thibault
940f3e636d Merge branch 'master' into tony/animated-culling 2016-03-28 19:58:38 -07:00
Anthony J. Thibault
e77cf54483 Geometry.cpp: rename method 2016-03-28 13:29:28 -07:00
Anthony J. Thibault
b4e70d9101 WIP: checkpoint
* bug fix in AABox::operator+=
* added AABox::emiggen
* Avatar now has a default bound for it's skinned mesh.
* WIP: AABox tests;  NEED MORE
* Model: split collision and model mesh render items.
  Because ModelMeshRenderItems need special handling to update bounds for animated joints.
* Model: dynamically update the bound for rigidly bound animated meshes
* Rig: added access to geometryToRigTransform
* RenderableModelEntityItem: try to update bounds for skinned mesh to be the entity dimentions (this doesn't seem to be working)
* Geometry.cpp: removed unused bounds parameter in evalPartBounds
* ModelMeshPartPayload: bounds updating
   * non-animated: use existing _localBound
   * rigid bound mesh: use _localBound transformed by clusterMatrix joint transform
   * fully skinned mesh: use _skinnedMeshBound provided by the application.
2016-03-25 21:29:20 -07:00
Zach Pomerantz
af55547766 Copy material schema buffers as new ref 2016-03-25 11:46:24 -07:00
Zach Pomerantz
fc8b34f8c7 Move tex alpha detection to cv method 2016-03-24 09:48:33 -07:00
samcake
1e46b0803c fixing repported issues during review 2016-03-23 15:59:57 -07:00
samcake
3274df9923 Fixing the missing field for blender translucent map 2016-03-22 16:18:51 -07:00
samcake
3c075532f8 Good to go for merge 2016-03-22 15:14:01 -07:00
samcake
67abdab8b2 Merge branch 'master' of https://github.com/highfidelity/hifi into orange 2016-03-22 10:13:50 -07:00
samcake
695e558851 Trying to clena up the problem? 2016-03-21 16:36:47 -07:00
Zach Pomerantz
2b92756c65 Default bg to SKY_DOME 2016-03-21 15:11:26 -07:00
samcake
ec7165983d Merge branch 'master' of https://github.com/highfidelity/hifi into orange 2016-03-21 13:30:28 -07:00
samcake
227ddb12a6 Trying to clen up the way the opacity final value comes to the fragment shader 2016-03-21 12:14:59 -07:00
samcake
f7847f6561 Trying to fix names 2016-03-18 17:32:00 -07:00
samcake
225b330d41 Trying to better load aand detect the case for transparent textures oor opacity mask 2016-03-18 12:47:33 -07:00
Zach Pomerantz
a0ba5d3c29 Look at whole tex for alpha mask 2016-03-18 11:00:36 -07:00
Zach Pomerantz
ee1fb698a4 Add texture transparency to material key 2016-03-11 14:27:35 -08:00
Zach Pomerantz
2508b14126 Workaround for scribe not scrubbing #else 2016-03-10 22:53:21 -08:00
Zach Pomerantz
4dad797e20 Only add buffer/tex to skymap if asked for 2016-03-10 22:52:44 -08:00
Zach Pomerantz
4eca43027a Add texture, color to px skybox 2016-03-10 21:05:36 -08:00
Zach Pomerantz
b627a17ce9 Allow px/color skybox without tex 2016-03-10 12:58:49 -08:00
samcake
89920370db A bunch of typo fixes after review 2016-03-01 10:53:08 -08:00
samcake
630c61e61d Reflection is working correctly with the PBR property, ship t 2016-02-29 18:54:43 -08:00
samcake
99ba011996 Post merge with Zach work for environment map 2016-02-26 16:04:50 -08:00
samcake
5401149713 Cleaning the tlist of textures in the NetworkTexture and in FBXMaterial 2016-02-26 12:10:13 -08:00
Zach Pomerantz
712cf911b1 Differentiate global sun and skyStage sun 2016-02-26 11:06:02 -08:00
samcake
d64b9bb6d9 Drafting the support for gloss map 2016-02-26 09:18:40 -08:00
samcake
3ee6f9d6f2 Merge branch 'master' of https://github.com/highfidelity/hifi into orange 2016-02-25 23:48:53 -08:00
Brad Hefta-Gaub
82cbf19bca Merge pull request #7078 from zzmp/fix/light-intensity
Reimplement light attenuation for spot and point lights
2016-02-25 16:08:28 -08:00
samcake
96fb9c4466 cleaning up macos warnings, separating Metallic maps from the default, gamma corrected gray textures 2016-02-25 14:13:35 -08:00
Zach Pomerantz
32ce7c6eab Rename light surfaceRadius->falloffRadius 2016-02-25 10:02:33 -08:00
samcake
a0d7ce145e Adding support for emissive and occlusion maps, on to pr land 2016-02-24 17:30:29 -08:00
Zach Pomerantz
95d98e3ed7 Wire up zone ambientURL 2016-02-24 16:07:04 -08:00
samcake
2f5800a4cc IMproving the shading model and the loading, added the roughness, needt to clean up 2016-02-23 18:31:38 -08:00
samcake
00782b0e76 GOing home, this is in the middle of adding the Roughness texture and potentially cleaning up the different compinations of shaders regarding the material textures 2016-02-22 18:19:36 -08:00
Zach Pomerantz
329202def7 Remove light curve scale/bias from cutoff
Light intensity attenuation is still calculated
as a function of distance from the light surface,
but is biased back so that the curve begins at
the light source, not the surface.

Light maximum radius is still user-inputted, but
if the radius is after a MIN_CUTOFF_INTENSITY,
a new cutoff radius will be calculated from the
intensity to avoid extra shader processing.
2016-02-22 13:54:14 -08:00
samcake
39a7852979 MOving forward with PBR rendering, cleaning up the lighting shaders and the packi/unpack deferredBuffer shaders 2016-02-19 18:43:07 -08:00
samcake
903824809c trying to have better support for the materials 2016-02-18 18:33:32 -08:00
samcake
b88501784c Making progress toward the PBR material 2016-02-17 18:47:52 -08:00
Zach Pomerantz
7ccb7e1c79 Merge branch 'master' of github.com:highfidelity/hifi into fix/light-intensity 2016-02-17 13:57:42 -08:00
Zach Pomerantz
bab29a0d3e Compare fragLightVec square to LightCutoffSquareRadius 2016-02-17 12:49:41 -08:00
samcake
2ed7f997e3 A few changes in the material call back 2016-02-17 10:44:15 -08:00
samcake
b03f639e2c Renaming and rearranging the material fields to support PBR fbx materials 2016-02-16 17:20:23 -08:00
samcake
0ad7bacf02 Changing diffuse to albedo and breaking everything... 2016-02-15 21:50:10 -08:00
samcake
4c82e0b2b1 Removing dead comment 2016-02-15 17:44:40 -08:00
samcake
e149daa49b Cleaning the Light.slh 2016-02-15 13:27:28 -08:00
samcake
0a6ceb67ad Fixing a typo 2016-02-15 12:01:28 -08:00
samcake
4559e75f90 Trying to solve the ambient issue 2016-02-12 18:22:01 -08:00
Zach Pomerantz
84f810bdc0 Style nits on Light 2016-02-11 08:28:17 -08:00
Zach Pomerantz
399861087d Reimplement lighting model 2016-02-10 20:02:44 -08:00
Zach Pomerantz
19e318c3f0 Enforce maximum radius for lights
Light attenuation is based on the intensity,
in that intensity is used to calculate a light's surface area.
Lights of sufficiently low intensities generated either
incredibly large or negative surface areas, causing them to
appear much brighter than similar lights of greater intensity.
This enforces an already present maximum.
2016-02-10 15:57:01 -08:00
Brad Davis
7d99f9e72f PR comments 2016-02-09 10:16:44 -08:00
Brad Davis
839b8d432e Don't burn CPU cycles calculating an average color we don't use 2016-02-09 09:39:34 -08:00
Brad Davis
f9f9ddd8bd Yet more atmosphere removal 2016-01-21 15:15:17 -08:00