Commit graph

221 commits

Author SHA1 Message Date
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