Commit graph

110 commits

Author SHA1 Message Date
Andrzej Kapolka
4f87524821 Switched back to using uniforms for light parameters, as using the fixed
function state killed my frame rate.  Also cleaned up some of the location
tracking.
2014-07-22 18:03:13 -07:00
Andrzej Kapolka
be028c2b01 Fixes for local lights. 2014-07-22 14:13:51 -07:00
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.
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
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
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