TonyPeng
ef4b95c6e0
Merged from master. Get rid of redundant GL fog states. Moved local light parameters to shader uniform arrays.
2014-07-09 13:27:42 -07:00
TonyPeng
56eadcb0dc
Get rid of redundant GL calls for fog. Enable and disable fog during rendering stage of voxels. Moved the local light parameters to shader uniform arrays.
2014-07-09 12:05:34 -07:00
TonyPeng
94e81da557
Added local lights to avatar. Added haze to voxel.
2014-07-08 09:44:28 -07:00
Chris Oates
2d9a42c07a
Merge branch 'master' of https://github.com/highfidelity/hifi
2014-07-02 13:12:37 -07:00
Chris Oates
e903b1659a
Implemented Improved Perlin Noise in existing "textured voxels" option.
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TextureCache.cpp: modified so that permutation texture contains known permutation of 0..255 rather than random set of values. Does not noticeably affect visuals.
perlin_modulate.frag: implementation of improved noise, per 2002 SIGGRAPH paper, including "turbulence" summation.
2014-07-02 13:09:16 -07:00
barnold1953
1af2996cf2
Properly use body orientation for Oculus camera
2014-06-27 09:53:31 -07:00
barnold1953
67c5281205
Fixed CMake for oculus. Gave Oculus its own camera for minimum latency.
2014-06-26 17:10:53 -07:00
barnold1953
61b20b2be0
Working 3.2 Oculus SDK
2014-06-26 09:56:19 -07:00
Andrzej Kapolka
391902f79b
Cascaded shadow maps for models.
2014-05-29 15:30:40 -07:00
Andrzej Kapolka
09231f01f3
Retain "simple" shadows, supply cascaded as option.
2014-05-29 12:48:41 -07:00
Andrzej Kapolka
ff77644caa
Progress on selecting cascades.
2014-05-28 18:35:30 -07:00
Andrzej Kapolka
c3f6cab199
Working on cascading shadow maps.
2014-05-28 15:20:09 -07:00
Andrzej Kapolka
7c12417653
Use multisampling on the shadow maps for the voxels, too.
2014-05-27 17:26:19 -07:00
Andrzej Kapolka
e22d239d4d
What the heck; let's try using some multisampling on the shadow maps.
2014-05-27 12:30:45 -07:00
Andrzej Kapolka
67e3454a86
Missed a few files.
2014-05-23 16:37:12 -07:00
Andrzej Kapolka
0baf757c0d
Basic support for shadows on models.
2014-05-23 16:35:51 -07:00
Andrzej Kapolka
bfd00f1b15
Use local viewer model for specular.
2014-05-23 10:57:14 -07:00
Andrzej Kapolka
4f4b4c08bb
Restore specular lighting--but, per the OpenGL spec, shut off specular
...
contribution if the surface isn't facing the light.
2014-05-19 12:29:49 -07:00
Kai Ludwig
51965fd283
changed
...
float specular = max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)), normalizedNormal));
to
float specular = max(0.0, dot(gl_LightSource[0].position, normalizedNormal));
Calculation for specular value has to be done like in all other shaders with the unmodified unnormalized lightsource position. Otherwise the specular effect will have weird behaviour.
2014-05-16 15:44:07 +02:00
Andrzej Kapolka
d0537e7ead
Specular map support.
2014-05-06 17:32:10 -07:00
Stephen Birarda
f969e050cd
add apache license to shader headers
2014-04-09 09:59:05 -07:00
Andrzej Kapolka
563725e781
Use the "correct" shadow strategy: include only ambient term when in shadow.
2014-03-27 13:44:34 -07:00
Andrzej Kapolka
7cc7230745
Adjust the shadow shader to prevent seeing shadows on the opposite sides of
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objects. Closes #2544 .
2014-03-27 13:18:45 -07:00
Andrzej Kapolka
62884f1f4f
Don't use textures/fancy shaders when rendering shadow map. Closes #2270 .
2014-03-24 13:15:03 -07:00
ZappoMan
d6b71f19a8
fix voxel texture to work better with larger TREE_SCALE
2014-02-12 18:00:09 -08:00
Andrzej Kapolka
4deb9936ba
Don't add the specular alpha in the model fragment shaders.
2014-01-27 17:44:13 -08:00
Andrzej Kapolka
aabff3f141
Adjust the fog density; getting different results on Linux vs. OS X.
2014-01-22 14:17:02 -08:00
Andrzej Kapolka
0a3d6ae5e0
More work on metavoxel editing (grid, etc.)
2014-01-21 19:31:56 -08:00
Andrzej Kapolka
e7a3beed78
Removed a couple more resources.
2014-01-16 15:17:38 -08:00
Andrzej Kapolka
1b891cb326
Removed unused resources.
2014-01-16 15:16:19 -08:00
Andrzej Kapolka
c003a55c37
Diffuse lighting.
2013-12-12 16:19:05 -08:00
Andrzej Kapolka
c1aec11b32
More work on rendering voxels.
2013-12-12 15:14:19 -08:00
Andrzej Kapolka
f6b3a6ceca
The other part of the Oculus ambient occlusion fix.
2013-11-26 17:53:31 -08:00
Andrzej Kapolka
e406988ed3
Partial fix for ambient occlusion with Oculus.
2013-11-26 17:18:03 -08:00
Andrzej Kapolka
c5406c47a6
Moved Oculus code out of Application, started on using StereoConfig to get
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actual values to replace the magic numbers.
2013-11-26 11:59:06 -08:00
Andrzej Kapolka
f0e5872b89
Lighten the shadows, remove some debug code.
2013-11-21 12:29:22 -08:00
ZappoMan
c4a2b3c49b
fix thinning in voxels as points by using correct points to calculate width of voxel based on camera position relative to voxel
2013-11-03 11:10:00 -08:00
ZappoMan
508b8f4678
change in comment to kick off build
2013-11-01 16:29:49 -07:00
ZappoMan
b103f9dacf
clean up
2013-11-01 15:32:17 -07:00
ZappoMan
e62322b805
clean up comment
2013-11-01 15:28:54 -07:00
ZappoMan
61b6d6a4a4
added comment about fixing point selection
2013-11-01 15:27:57 -07:00
ZappoMan
cab87c3a97
added comment about fixing point selection
2013-11-01 15:27:25 -07:00
ZappoMan
b3aac56d29
first cut a variable point size point rendering
2013-11-01 14:33:06 -07:00
Andrzej Kapolka
12374c2cc4
Allow more clusters per mesh.
2013-10-31 17:01:00 -07:00
Andrzej Kapolka
06e050f1c1
Normal map support almost there.
2013-10-29 22:13:00 -07:00
Andrzej Kapolka
62b2388592
Temporary fix for Mavericks: the skin shader isn't getting the color, so just
...
use white. We're not using vertex colors on anything skinned yet, anyway.
2013-10-25 14:40:00 -07:00
Andrzej Kapolka
bae4a17605
Voxel attachments.
2013-10-24 13:59:04 -07:00
Andrzej Kapolka
7ddac20c62
Allow more bones. The model I'm testing with has about 60.
2013-10-18 19:18:48 -07:00
Andrzej Kapolka
7e174093e4
Factoring the FBX model code out to a shared base class.
2013-10-18 17:26:03 -07:00
Andrzej Kapolka
a79c0a9244
Removed unused shader.
2013-10-15 17:14:20 -07:00