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
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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
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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