Commit graph

486 commits

Author SHA1 Message Date
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
Zach Pomerantz
c6e6aceb85 Optimize getVertexStream() by using a const& 2015-12-31 11:51:05 -08:00
Zach Pomerantz
12fa223004 Render SKY_DOME when SKY_MAP tex is loading 2015-12-29 10:58:23 -08:00
Zach Pomerantz
5a86f0c23f Nest JS props in SceneScriptingInterface 2015-12-21 14:32:06 -08:00
samcake
8d4d0d4e9a FIxing the bad returned value per reference 2015-12-17 10:08:40 -08:00
samcake
7bc815448e The material colors for diffuse and emissive are now gamma corrected by default 2015-12-16 18:14:43 -08:00
samcake
a50b14dfae Merging with upstream graphics 2015-12-14 18:18:39 -08:00
samcake
3554f54e17 Merge branch 'master' of https://github.com/highfidelity/hifi into graphicsMaster 2015-12-14 17:38:56 -08:00
Atlante45
b8495a6912 Merge branch 'master' of https://github.com/highfidelity/hifi into warnings-win 2015-12-11 18:05:47 -08:00
samcake
b3acde4462 Merge branch 'master' of https://github.com/highfidelity/hifi into graphicsMaster 2015-12-11 17:49:00 -08:00
samcake
68134aafe5 Fix the broken skybox and simplify a bit the vertex shader used 2015-12-11 16:14:55 -08:00
Atlante45
ce51350b65 Fix warnings on windows 64bit 2015-12-11 15:42:15 -08:00
samcake
5d395ae54f Merge branch 'master' of https://github.com/highfidelity/hifi into graphicsMaster 2015-12-10 18:06:43 -08:00
samcake
3728a9c6f0 Merging with Master 2015-12-10 16:55:30 -08:00
samcake
9eb40bcd65 Trying to redner the collision geometry correctly but still an issue with the bounding box i get 2015-12-09 16:58:14 -08:00
Atlante45
1d513cfbba Merge branch 'master' of https://github.com/highfidelity/hifi into particle 2015-12-09 15:09:19 -08:00
Sam Cake
9faec326da CHanging the lighting BUffer format and adding tone mapping 2015-12-08 08:34:42 -08:00
Sam Cake
3595d0d719 less commented stuff 2015-12-07 01:15:10 -08:00
samcake
b28e3d0045 Merging MAster and Graphics 2015-12-04 17:51:30 -08:00
samcake
cfd7373585 Merge branch 'master' of https://github.com/highfidelity/hifi into graphicsMaster 2015-12-04 16:52:50 -08:00
samcake
ef7ddce2b6 Trying to fix the problem of the background not showing correctly 2015-12-04 16:52:14 -08:00
Atlante45
3da80f5861 gpu::Shader::create* return shared_ptr 2015-12-03 14:56:07 -08:00
samcake
762a241fa6 Adding specific path for loading lightmaps 2015-12-02 18:03:58 -08:00
Atlante45
e25ea122d8 Start moving update to shader 2015-11-24 11:51:56 -08:00
Andrew Meadows
7fa069cf30 fix line endings grumble gruble 2015-10-20 09:38:25 -07:00
Brad Hefta-Gaub
bddb0e1e7b ifdef out buggy texture map code 2015-10-19 09:43:08 -07:00
Brad Davis
6f5f6450df Cleanup CMake files 2015-10-11 00:01:03 -07:00
samcake
12fedb6ff0 Move skinning shader features in its own slh and get ready for moving cluster matrices to uniform buffer 2015-10-05 18:31:05 -07:00
samcake
690620d74d Cleaning code 2015-10-01 19:23:32 -07:00
samcake
0398f9429e fix the coo/texel blender mode for the case when color is black and the stereo issue 2015-09-30 18:39:13 -07:00
samcake
69c4075439 Fix the behavior when skybox color is black and skymap is available 2015-09-30 18:08:01 -07:00
samcake
d3d4775232 THe dataBuffer contining the properties of the skybox is now per instace and not static and shared so it's static from frames to frames 2015-09-30 17:54:20 -07:00
samcake
be9b244779 Fix the skybox color issue with background rendering when no texture is there 2015-09-30 17:21:52 -07:00
samcake
75e858cd13 Putting together the stencil buffer for opaque vs background and using it for the backgroud render items 2015-09-30 15:54:03 -07:00
samcake
73b458c72e Cleaning the normal texture load path 2015-09-29 09:38:01 -07:00
samcake
2a487a79a3 Getting something done today 2015-09-28 17:24:31 -07:00
Brad Hefta-Gaub
52842cb287 more warnings fixes 2015-09-22 20:34:40 -07:00
Brad Hefta-Gaub
5bb908f081 remove dead code and fix warning 2015-09-22 12:34:47 -07:00
samcake
4513b64b00 fixing review comments 2015-09-21 22:42:24 -07:00
samcake
a485d3d6de Fixing the rendering of ProceduralSkybox 2015-09-21 15:21:48 -07:00
samcake
fa9b0930d2 Bring back the procedural skybox 2015-09-21 14:25:32 -07:00
samcake
d3b1bcb86d Redistributing the files to create the model-networking lib and separate that from the redner-utils 2015-09-21 13:21:35 -07:00
samcake
2875cb99bb Fixing the compilation issue 2015-09-21 09:47:00 -07:00
samcake
6a714f405c Integrate the PR from ALessandro through a different Texture Type and a different TextureLoader to transform a bump map into a normal map 2015-09-21 00:53:48 -07:00
samcake
3614812681 MOving the actual creation of the texture and the pixel manipulation required from TextureCache to TextureSOurce 2015-09-20 23:31:59 -07:00
samcake
6914caac9d Renaming TextureStorage.x to TextureMap.x 2015-09-20 18:14:03 -07:00
samcake
9a8dc6ca5d Fix compilation issues on mac 2015-09-19 08:59:47 -07:00
samcake
8941741508 Migrating the rendering code to the Material Maps and adding the simplae variables to the the TextutreMap 2015-09-18 18:47:18 -07:00
Sam Gateau
9074d0d6e1 very first version of the TextureStorage working 2015-09-14 09:29:46 -07:00
Sam Gateau
c37cdce750 Merging back with master 2015-09-10 17:53:50 -07:00
Brad Davis
5f1affaff9 Procedural skybox work 2015-09-08 14:31:16 -07:00
Sam Gateau
4f7b857130 Merge 2015-08-27 10:01:39 -07:00
Sam Gateau
f6953f8e02 REfining th eTextureMap design but still with the issue of the lightmapped model 2015-08-27 09:52:07 -07:00
Seth Alves
695ffa29c7 call setup_memory_debugger from common macros rather than from every CMakeLists.txt file 2015-08-26 11:09:59 -07:00
Sam Gateau
84d0be134e Merge branch 'master' of https://github.com/highfidelity/hifi into orange 2015-08-25 22:13:22 -07:00
Sam Gateau
1e9fce2a61 Drafting the materials for FBXReader 2015-08-25 22:12:51 -07:00
Brad Davis
380b0cb23c Removing tabs from our javascript and C++ 2015-08-24 15:26:46 -07:00
Sam Gateau
a6db88f257 converting material and mesh from srgb to linear in pipeline 2015-08-24 14:00:48 -07:00
Sam Gateau
c9ddaf78a1 Very simple draft of the Asset concept in model library 2015-08-24 10:22:32 -07:00
Sam Gateau
d9e326258f Take 0 2015-08-21 23:24:33 -07:00
Sam Gateau
799a3cae55 adding the top model Asset 2015-08-21 20:14:06 -07:00
Sam Gateau
518cf3be15 Improve the light attenuation formulae 2015-08-21 16:28:38 -07:00
Seth Alves
c25082d86f use -fsanitize=address in all code rather than just the top-level links 2015-08-20 10:14:16 -07:00
Brad Davis
180f912924 Merge remote-tracking branch 'upstream/master' into core
Conflicts:
	interface/src/ui/overlays/Circle3DOverlay.cpp
	libraries/gpu/src/gpu/Format.h
	libraries/render-utils/src/GeometryCache.cpp
	libraries/render-utils/src/Model.cpp
	libraries/render-utils/src/text/Font.cpp
2015-08-01 20:01:59 -07:00
Brad Davis
b84eef93c9 Core profile shader work and test code 2015-08-01 14:43:52 -07:00
ZappoMan
1dd6c1117d change GeometryCache::renderQuad() to use TRIANGLES as lower level render primitive 2015-08-01 11:29:28 -07:00
Sam Gateau
ca4dbdb996 Merging with upstream and compiling on windows 2015-07-31 16:14:53 -07:00
Brad Davis
aea07fe671 Merge branch 'master' into gl4_1
Conflicts:
	libraries/gpu/src/gpu/Config.slh
	libraries/render-utils/src/deferred_light_limited.slv
	libraries/render-utils/src/simple.slf
	libraries/render-utils/src/simple_textured.slf
	tests/render-utils/src/main.cpp
	tools/scribe/src/main.cpp
2015-07-31 15:08:37 -07:00
Andrew Meadows
77a12eb50e compile on linux with GLEW 2015-07-28 17:53:01 -07:00
Sam Gateau
66cd17ec66 REmove the crappy solution for drawing transparent texture into overlay by a proper shader 2015-07-23 23:09:40 -07:00
Atlante45
8d6ff2d9f9 Merge branch 'master' of https://github.com/highfidelity/hifi into smart_pointers 2015-07-20 14:50:44 -07:00
Atlante45
256c786e28 Merge branch 'master' of https://github.com/highfidelity/hifi into smart_pointers 2015-07-17 17:59:19 -07:00
Stephen Birarda
2bec2f0590 make model depend on octree for ViewFrustum 2015-07-14 17:21:46 -07:00
Atlante45
80fe090a94 Merge branch 'master' of https://github.com/highfidelity/hifi into smart_pointers 2015-07-10 20:20:03 -07:00
Sam Gateau
7fc9fd97ff Replacing setUniformTexture by setResourceTexture in order to differenciate the 2 types of binding points for the BUffers. 2015-07-10 11:03:12 -07:00
samcake
1f13106f51 FIxed the issue on mac due to the abs function not correctly executing 2015-07-09 15:05:03 -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
4019a216d4 Fixed the viewport expressed in int not getting to the shader, needed to be convert to float 2015-07-03 12:12:54 -07:00
Atlante45
7b5a5a339a Use make_shared/create to make shared pointers 2015-07-01 19:46:06 -07:00
Sam Gateau
c41ebcae78 Covering all the case for rendering the light passes 2015-06-26 15:40:08 -07:00
Brad Davis
d4b9a739f5 Still working on GL update 2015-06-23 09:49:10 -07:00
Brad Davis
fbf3a0cbe6 Working on GL 4 2015-06-23 09:48:16 -07:00
Bradley Austin Davis
0000b5a8c8 Working on GL 4.1 core 2015-06-23 09:48:15 -07:00
Brad Davis
f51c43f90d Working on GL 4.1 2015-06-23 09:47:18 -07:00
Seth Alves
021dc64789 merge from upstream 2015-06-18 15:03:09 -07:00
Seth Alves
53b5c8e6e7 more merge fallout 2015-06-18 10:19:12 -07:00
Seth Alves
b258aeaa3d merge from master 2015-06-18 10:04:14 -07:00
Atlante45
a9d2bb1e1c Coding standard 2015-06-18 15:23:50 +02:00
ZappoMan
fb59939cf4 CR feedback 2015-06-17 10:02:02 -07:00
ZappoMan
689e10cc27 build buster fix 2015-06-17 09:53:50 -07:00
ZappoMan
8162c37013 cleanup 2015-06-17 09:33:15 -07:00
ZappoMan
268bb370cc cleanup 2015-06-17 09:24:42 -07:00
ZappoMan
ea98581d22 reorganize files to cleanup headers 2015-06-17 09:18:00 -07:00
Seth Alves
0ec7d3ded8 fix some float/double jumble 2015-06-17 07:02:54 -07:00
ZappoMan
569971582d more hacking on trying to port atmospheres to the new pipeline 2015-06-16 18:39:35 -07:00
Seth Alves
508ae276c6 enable -Wdouble-promotion 2015-06-16 18:23:10 -07:00
ZappoMan
167e7d1377 first cut at atmospheres in batch (doesn't work) 2015-06-16 14:05:14 -07:00
Sam Gateau
2785f1a0e2 Fixing the blackout when entering a zone with a skybox thatis not loaded yet or just a constant color skybox 2015-06-10 01:50:52 -07:00
Sam Gateau
7de4c2eff7 first take on the materialKey 2015-06-09 12:17:10 -07:00
Seth Alves
8cb5717b86 formatting, cleanups 2015-05-27 15:16:15 -07:00
Seth Alves
66760afadb quiet compiler 2015-05-26 14:27:22 -07:00
Seth Alves
728e6d121b changes sam made to get normals to work on a mesh 2015-05-26 14:12:01 -07:00
Seth Alves
fd19c63449 fix bug in mesh 2015-05-21 14:26:40 -07:00
Seth Alves
138077ede9 hook up mesh renderer 2015-05-20 18:22:07 -07:00
Sam Cake
765145b898 Moving the load of the texture and the generation of the cube map irradiance in the same thread 2015-05-15 11:28:59 -07:00
Brad Hefta-Gaub
d1f52231be Merge pull request #4863 from samcake/orange
Using the skymap for ambient lighting
2015-05-14 09:12:46 -07:00
David Rowe
2032d36b1f Fix double/float mismatch build warnings 2015-05-13 17:32:40 -07:00
Sam Cake
238d3751c5 cleaning up the SH generation 2015-05-13 16:00:05 -07:00
Sam Cake
65e83df214 Generating the SH from the cube map! 2015-05-13 11:08:18 -07:00
Sam Cake
536fff4502 Trying to create the SH from the skybox cubemap 2015-05-12 23:11:52 -07:00
Atlante45
00864afe53 Quiet compiler 2015-05-12 17:06:40 +02:00
samcake
449ca6df6d fix the color blending on Mac 2015-05-11 17:27:22 -07:00
Sam Gateau
e6bba04151 Enable the color blending for the skybox 2015-05-11 17:05:45 -07:00
Sam Gateau
6c606f630e adjust the alpha of the skybox to make it work with the glow effect 2015-05-11 15:22:13 -07:00
Sam Gateau
f1fcce3ea0 refactoring th ecube texure loading to support 2 different layouts 2015-05-11 10:47:45 -07:00
Sam Gateau
deb303838d Cleaning code 2015-05-07 17:15:45 -07:00
Sam Gateau
ce5295a55f THese is not final but we have a basic working framework so let's try to share 2015-05-07 17:06:15 -07:00
Sam Gateau
54c47fe3f9 merging 2015-05-07 11:35:58 -07:00
Sam Gateau
653d2e72b1 Skybox kind of working 2015-05-07 11:23:11 -07:00
ZappoMan
496da6fcd5 wire up the skybox color property to the new skybox renderer 2015-05-06 20:36:06 -07:00
Sam Gateau
8fd77f964c Fix include filke case for ubuntu... 2015-05-06 14:23:42 -07:00
Sam Gateau
0fbccf1d33 get ready for PR, SKY_DOME by default 2015-05-06 12:22:19 -07:00
samcake
06e1330e42 Clean up the includes in gpu, make the skybox shader works 2015-05-06 12:12:54 -07:00
Sam Gateau
fe3b5d1867 preparing for PR, back to the default background mode SKy_DOME 2015-05-06 10:27:31 -07:00
Sam Gateau
dc81a3ecc2 Cube texture are working with the GL backend, useing it in SKybox successfullly 2015-05-06 09:53:36 -07:00
Sam Gateau
b1fb05e543 merge 2015-05-05 12:04:30 -07:00
Sam Gateau
6d02d4d25e adding skybox step by step 2015-05-05 11:40:00 -07:00
Sam Gateau
ade404a74d getting rid of QSHaredPointer in favor of std::shared_ptr 2015-05-04 13:43:30 -07:00
Seth Alves
0fb1a83e3b quiet compiler, remove some trailing control-Ms 2015-04-25 09:20:00 -07:00
Sam Gateau
48364cb598 refined the names of the key light porperties in Stage 2015-04-21 11:04:14 -07:00
Sam Gateau
687ca7fee5 Update the cookies.js to be able to edit and test direction and color, validate that the SunDirection and color and on/off is working 2015-04-17 19:00:40 -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
00817ab64f MErging with origin/orange, brinign the fix for shadows 2015-04-05 18:36:39 -07:00
Sam Gateau
3b92910a91 Adding the cookies sciprt that provide a simple ui useful for debug and exemple, complete the interface on the scene script interface to provide the getters 2015-04-01 12:22:35 -07:00
Sam Gateau
c9e0360394 using gpu::Pipeline it s mostly working but still glUniforms to get rid of 2015-03-26 13:48:49 -07:00
Sam Gateau
6284159892 Revisiting the rendering pipeline pick and trying to use our brand new gpu::Pipeline 2015-03-24 14:58:41 -07:00
Sam Gateau
19a96c4815 Adding the State to gpu and wiring the pipeline in glBackend to potentially make it work soon :) 2015-03-23 22:33:25 -07:00
Sam Gateau
69667fb5ca making the state work 2015-03-23 10:21:35 -07:00
Sam Gateau
5f3c4b743f drafting a simple skybox 2015-03-22 19:04:33 -07:00
Sam Gateau
fdbf4e5288 cleaning code for review 2015-03-20 11:55:00 -07:00
Sam Gateau
5a40fcee17 set the defines for GPU profile correctly AGAIN 2015-03-17 16:51:59 -07:00
Sam Gateau
03da3aeab4 Clean up on the GPU Profile defines in order to control features 2015-03-17 16:15:10 -07:00
Stephen Birarda
471e55c8ce fix some lingering warnings 2015-03-12 12:36:39 -07:00
Sam Gateau
853cf75f60 adding the atmosphere in the directional lighting pass, debug 2015-03-10 09:37:13 -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
samcake
ee5409b0a8 fixing compilation on macosx 2015-03-09 14:25:59 -07:00
Sam Gateau
cc85f468d6 splitting the code of GLBackend into separate .cpp, adding the PIpeline,adn the state to gpu 2015-03-09 11:14:42 -07:00
Sam Gateau
23a6326aa1 testing the shader features in Model and refining the shader making workflow 2015-03-08 10:53:29 -07:00
Seth Alves
8a4339e57f stray control-Ms 2015-03-07 07:52:20 -08:00
Sam Gateau
d5f6129082 Merge branch 'master' of https://github.com/highfidelity/hifi into temp0bis 2015-03-06 10:44:15 -08:00
Sam Gateau
c097c6aad2 Adding the self introspection of shaders 2015-03-06 10:41:53 -08:00
Brad Hefta-Gaub
9649ed9936 Merge pull request #4371 from huffman/light-radius
Update Light to set direction when setting orientation
2015-03-03 15:50:04 -08:00
Ryan Huffman
3fef8a1622 Update Light to set direction when setting orientation 2015-03-03 12:41:51 -08:00
Sam Gateau
cb737d64d3 Testing the gpu::Shader compilation and building steps, ready to be used for real 2015-03-01 15:20:32 -08:00
Sam Gateau
660d9237e6 First version of the Shader and the magical shader program 2015-02-28 13:07:16 -08:00
Sam Gateau
ea88cbd75f Merge with upstream master 2015-02-27 13:19:50 -08:00
Sam Gateau
f6a9bd1870 REfining the naming and introducing an orientation offset 2015-02-26 17:26:41 -08:00
Sam Gateau
e3b3c8e1ef Setting the defalt at a better time of the day 2015-02-26 16:09:21 -08:00
Sam Gateau
d8ebb0c5b9 Merge branch 'master' of https://github.com/highfidelity/hifi into temp0 2015-02-26 14:19:23 -08:00
dev
b04dbf7a34 fixing compilation issue on macos 2015-02-26 11:27:40 -08:00
Sam Gateau
fcb293d0b2 CLean up before pr 2015-02-26 10:45:00 -08:00
Sam Gateau
a757229c0e Merge branch 'master' of https://github.com/highfidelity/hifi into temp1 2015-02-25 19:18:01 -08:00
Sam Gateau
4959e2924e add an example script to control the sun light 2015-02-25 19:17:38 -08:00
Sam Gateau
6b29e314c2 Adding the Stage of the Scene and exposing control of the sun light from javascript 2015-02-25 19:05:27 -08:00
Leonardo Murillo
006b3ed0ac Merge pull request #4300 from birarda/dependencies
NOT MERGEABLE - add some externals as cmake external projects
2015-02-25 13:22:49 -08:00
Sam Gateau
6070bf8a37 Merge branch 'master' of https://github.com/highfidelity/hifi into temp0 2015-02-18 16:02:18 -08:00
Sam Gateau
11060ed273 trying to tackle the unenderstood transform value not going through corectly? 2015-02-18 16:00:37 -08:00
Stephen Birarda
b2e587dbbd remove use of include_dependency_includes and use cmake 2015-02-18 14:12:05 -08:00
Atlante45
5230b805d2 Fix warnings 2015-02-18 19:24:29 +01:00
Stephen Birarda
c110fcbfad merge with upstream/master 2015-02-17 17:34:48 -08:00
Stephen Birarda
e99012efbb updates to build guides to remove soxr 2015-02-17 10:33:12 -08:00
Andrew Meadows
53855c89e9 Merge pull request #4289 from birarda/dependencies
add gverb and glm as cmake external projects
2015-02-17 10:00:29 -08:00
Stephen Birarda
8c998a65ee use the glm find_package and check externals 2015-02-13 12:50:32 -08:00
Stephen Birarda
1d90c1c827 use glm external project in model library 2015-02-13 10:31:41 -08:00
Sam Gateau
e2e61c64b1 Support include path to shaders from the hifi libraries to cmake 2015-02-13 01:30:04 -08:00
Sam Gateau
11beb51ec1 Clean up comments 2015-02-09 18:02:34 -08:00
Sam Gateau
1b22a3ef36 connecting the globalLight info to the DeferredLightingEffect 2015-02-05 17:30:57 -08:00
Sam Gateau
9b0036d010 adding Light and replace glLights also for the first deferred pass 2015-02-05 14:10:06 -08:00
Sam Gateau
00a9f55bc3 lightings seems to work correctly now 2015-02-05 10:20:19 -08:00
Sam Gateau
8e1eebbbd4 FInally getting the angular attenuation 2015-02-04 17:24:23 -08:00
Sam Gateau
16f12dd267 working on the point light shader edge representation 2015-02-02 16:31:36 -08:00
Sam Gateau
b6836af071 improving on the poin light attenuatiion formula 2015-01-28 00:09:15 -08:00
Sam Gateau
db427cdf5e adding Light class in model and the shader in render utils 2015-01-27 15:45:10 -08:00
Sam Gateau
ae3233b119 in the middle of something 2015-01-27 15:44:10 -08:00
Sam Gateau
4302db109f First take at using the gpu::Texture in the Model rendering instead of the previous pass with raw glTexture 2015-01-20 16:02:26 -08:00
Sam Gateau
6b88eaceb5 FIx typos 2014-12-22 15:44:46 -08:00
Sam Gateau
1ae682ff21 fix end line typo 2014-12-22 11:36:18 -08:00
Sam Gateau
4c670ac17a merging with upstream master and origin temp0 2014-12-22 10:38:11 -08:00
Sam Gateau
967c6dbc4b Add the Model library 2014-12-19 16:19:06 -08:00