overte-HifiExperiments/libraries/render-utils/src
Anthony J. Thibault 39d68828ab Disable FXAA on tablet overlay in desktop mode.
This introduces the "isAA" property to 3d overlays. When false, the overlay is rendered after
the "Antialiasing" render pass.  Ironically, disabling FXAA makes the text more readable, which is
essential in 2D desktop mode.

Two new shaders were introduced.

simple_opaque_web_browser_overlay.slf
simple_transparent_web_browser_overlay.slf

These are tailored to write into the main framebuffer instead of the g-buffer.
2017-01-30 11:24:59 -08:00
..
text Fix drop in text rendering quality on texture memory constrained systems 2016-12-05 14:12:57 -08:00
AbstractViewStateInterface.cpp
AbstractViewStateInterface.h delete websurfaces on shutdown 2016-10-28 14:29:52 -07:00
AmbientOcclusionEffect.cpp Merge with upstream 2016-11-02 18:15:08 -07:00
AmbientOcclusionEffect.h Developping the Light Clusters, adding visualization 2016-09-08 18:02:35 -07:00
AnimDebugDraw.cpp Encapsulate AnimPose members for easier optimizations 2016-12-28 12:11:24 -08:00
AnimDebugDraw.h
animdebugdraw.slf
animdebugdraw.slv
AntialiasingEffect.cpp Remove the use of implicit ids in geometry cache 2016-10-19 11:18:25 -07:00
AntialiasingEffect.h Remove the use of implicit ids in geometry cache 2016-10-19 11:18:25 -07:00
debug_deferred_buffer.slf Performing the curvature generation and diffusion at half the resolution 2016-07-18 03:54:05 -07:00
debug_deferred_buffer.slv
DebugDeferredBuffer.cpp Merge with upstream 2016-11-02 18:15:08 -07:00
DebugDeferredBuffer.h Remove the use of implicit ids in geometry cache 2016-10-19 11:18:25 -07:00
deferred_light.slv Adapt shader for GL ES support which requires operators of the same datatype 2016-10-11 12:15:49 -03:00
deferred_light_limited.slv fixing the lighting problem in stereo 2016-10-31 17:40:34 -07:00
deferred_light_point.slv Tried many different things to narrow down the issue of the corrupted memory, it seems to be linked to the grid dimendsions somehow, i m now forcing to reassign the frustum grid dimension on the 10th iteration which seems to fix the issue.... 2016-10-05 18:28:19 -07:00
deferred_light_spot.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
DeferredBuffer.slh chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
DeferredBufferRead.slh Merging with upstream after resolving some conflicts 2016-10-12 09:22:12 -07:00
DeferredBufferWrite.slh chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
DeferredFramebuffer.cpp Additional plugin debugging, better plugin resource cleanup 2016-10-11 19:40:02 -07:00
DeferredFramebuffer.h Clenaing the rendering and the framebuffer allocations 2016-07-12 14:34:54 -07:00
DeferredFrameTransform.cpp Fix the curvature issue in stereo by evaluating in the mono clip space, not stereo. INtegrate the scattering in simple ambient without IBL 2016-06-28 13:47:55 -07:00
DeferredFrameTransform.h Fixing comments from review 2016-07-20 11:02:27 -07:00
DeferredGlobalLight.slh chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
DeferredLighting.slh chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
DeferredLightingEffect.cpp tracing polish 2016-12-16 14:02:27 -08:00
DeferredLightingEffect.h separate the rendering of the light outline from the main rendering and introduce a way to support both platform 2016-10-03 18:28:44 -07:00
DeferredTransform.slh Merge branch 'master' of https://github.com/highfidelity/hifi into hdr 2016-08-18 10:20:33 -07:00
directional_ambient_light.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
directional_ambient_light_shadow.slf Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward 2016-07-08 18:14:05 -07:00
directional_light.slf Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward 2016-07-08 18:14:05 -07:00
directional_light_shadow.slf Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward 2016-07-08 18:14:05 -07:00
directional_skybox_light.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
directional_skybox_light_shadow.slf Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward 2016-07-08 18:14:05 -07:00
drawOpaqueStencil.slf
FboCache.cpp cleanup naked qDebug() calls 2016-12-19 22:24:25 -08:00
FboCache.h
forward_model.slf Create render forward version of pixel shaders 2017-01-18 19:18:59 -03:00
forward_model_normal_map.slf Create render forward version of pixel shaders 2017-01-18 19:18:59 -03:00
forward_model_normal_specular_map.slf Create render forward version of pixel shaders 2017-01-18 19:18:59 -03:00
forward_model_specular_map.slf Create render forward version of pixel shaders 2017-01-18 19:18:59 -03:00
forward_model_unlit.slf Create render forward version of pixel shaders 2017-01-18 19:18:59 -03:00
FramebufferCache.cpp Additional plugin debugging, better plugin resource cleanup 2016-10-11 19:40:02 -07:00
FramebufferCache.h Merging with master 2016-08-01 12:42:33 -07:00
fxaa.slf
fxaa.slv
fxaa_blend.slf
GeometryCache.cpp Disable FXAA on tablet overlay in desktop mode. 2017-01-30 11:24:59 -08:00
GeometryCache.h Disable FXAA on tablet overlay in desktop mode. 2017-01-30 11:24:59 -08:00
glowLine.slf Glow line replacement without geometry shader 2016-11-18 17:42:55 -08:00
glowLine.slv Glow line replacement without geometry shader 2016-11-18 17:42:55 -08:00
grid.slf fix grid shader 2016-07-23 11:09:16 +02:00
hit_effect.slf
hit_effect.slv
HitEffect.cpp Remove the use of implicit ids in geometry cache 2016-10-19 11:18:25 -07:00
HitEffect.h Remove the use of implicit ids in geometry cache 2016-10-19 11:18:25 -07:00
LightAmbient.slh Merging with upstream after resolving some conflicts 2016-10-12 09:22:12 -07:00
LightClusterGrid.slh rewind all the unecessary changes and do just the minimum layout(std140) and accessing the big arrays in vec4s to fix the amd bug 2016-12-09 02:58:09 -08:00
LightClusterGrid_shared.slh writting the abs differently 2016-12-13 15:27:50 -08:00
LightClusters.cpp cleanup naked qDebug() calls 2016-12-19 22:24:25 -08:00
LightClusters.h rewind all the unecessary changes and do just the minimum layout(std140) and accessing the big arrays in vec4s to fix the amd bug 2016-12-09 02:58:09 -08:00
lightClusters_drawClusterContent.slf clean up and less changes 2016-12-09 03:05:25 -08:00
lightClusters_drawClusterContent.slv Merge and fix the bug!!! 2016-11-16 19:12:56 -08:00
lightClusters_drawClusterFromDepth.slf clean up and less changes 2016-12-09 03:05:25 -08:00
lightClusters_drawClusterFromDepth.slv Merge and fix the bug!!! 2016-11-16 19:12:56 -08:00
lightClusters_drawGrid.slf Developping the Light Clusters, adding visualization 2016-09-08 18:02:35 -07:00
lightClusters_drawGrid.slv Merge and fix the bug!!! 2016-11-16 19:12:56 -08:00
LightDirectional.slh Rearrange the light struc description in the shader side, needs the c++ to match now 2016-09-28 18:32:35 -07:00
LightingModel.cpp Adding the check for Obscurrance 2016-07-18 18:11:51 -07:00
LightingModel.h separate the rendering of the light outline from the main rendering and introduce a way to support both platform 2016-10-03 18:28:44 -07:00
LightingModel.slh Merging with upstream after resolving some conflicts 2016-10-12 09:22:12 -07:00
LightPayload.cpp cleaning up the comments from review and trying something to adress the issue that showed up on i5 2016-10-07 16:04:19 -07:00
LightPayload.h pass the visibility of the enitity to the LightPaylkoad correctly, clean up the ambient shader 2016-10-03 00:08:30 -07:00
LightPoint.slh Merging with upstream after resolving some conflicts 2016-10-12 09:22:12 -07:00
LightSpot.slh Merging with upstream after resolving some conflicts 2016-10-12 09:22:12 -07:00
LightStage.cpp FOund 2 bugs causing the empty clusters. now back to working 2016-10-07 05:02:04 -07:00
LightStage.h FOund 2 bugs causing the empty clusters. now back to working 2016-10-07 05:02:04 -07:00
local_lights_drawOutline.slf clean up and less changes 2016-12-09 03:05:25 -08:00
local_lights_shading.slf clean up and less changes 2016-12-09 03:05:25 -08:00
MaterialTextures.slh Adding the lighting model class to configure accross the jobs the lighting 2016-07-01 18:36:51 -07:00
MeshPartPayload.cpp cleanup model fade logic 2017-01-19 14:17:50 -08:00
MeshPartPayload.h cleanup model fade logic 2017-01-19 14:17:50 -08:00
Model.cpp Merge branch 'master' of github.com:highfidelity/hifi into tablet-ui 2017-01-26 13:48:59 -08:00
Model.h Merge branch 'master' of github.com:highfidelity/hifi into tablet-ui 2017-01-26 13:48:59 -08:00
model.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_lightmap.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_lightmap.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_lightmap_normal_map.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_lightmap_normal_map.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_lightmap_normal_specular_map.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_lightmap_specular_map.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_normal_map.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_normal_map.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_normal_specular_map.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_shadow.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_shadow.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_specular_map.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_translucent.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_translucent_unlit.slf Fixing the default value for the lightingMOdel flag when using debugDeferredLighting 2016-07-14 16:45:56 -07:00
model_unlit.slf Adjust qml positions and fix one shader bug 2016-07-19 13:20:19 -07:00
nop.slf merge from upstream 2017-01-17 09:29:30 -08:00
overlay3D.slf Rearrange the light struc description in the shader side, needs the c++ to match now 2016-09-28 18:32:35 -07:00
overlay3D.slv FIxing the reflection jittering by moving the normal into world space 2016-05-27 19:24:56 -07:00
overlay3D_translucent.slf Rearrange the light struc description in the shader side, needs the c++ to match now 2016-09-28 18:32:35 -07:00
overlay3D_translucent_unlit.slf Changing emissive to unlit 2016-05-09 17:18:07 -07:00
overlay3D_unlit.slf Changing emissive to unlit 2016-05-09 17:18:07 -07:00
point_light.slf Rearrange the light struc description in the shader side, needs the c++ to match now 2016-09-28 18:32:35 -07:00
RenderDeferredTask.cpp First cut of Web3DOverlays without FXAA applied. 2017-01-30 11:24:58 -08:00
RenderDeferredTask.h FetchSortCull->FetchCullSort 2016-12-29 19:27:37 -05:00
RenderForwardTask.cpp merge from upstream 2017-01-17 09:29:30 -08:00
RenderForwardTask.h merge from upstream 2017-01-17 09:29:30 -08:00
RenderPipelines.cpp Create render forward version of pixel shaders 2017-01-18 19:18:59 -03:00
RenderShadowTask.cpp templatize graphics engine tasks' run method 2016-12-23 14:58:40 -05:00
RenderShadowTask.h templatize graphics engine tasks' run method 2016-12-23 14:58:40 -05:00
RenderUtilsLogging.cpp
RenderUtilsLogging.h
sdf_text3D.slf try to make text entities fade 2016-08-03 16:27:51 -07:00
sdf_text3D.slv FIxing the reflection jittering by moving the normal into world space 2016-05-27 19:24:56 -07:00
sdf_text3D_overlay.slf
Shadow.slh chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
simple.slf fixed procedural entity fade 2016-08-05 16:15:10 -07:00
simple.slv FIxing the reflection jittering by moving the normal into world space 2016-05-27 19:24:56 -07:00
simple_opaque_web_browser.slf Disable FXAA on tablet overlay in desktop mode. 2017-01-30 11:24:59 -08:00
simple_opaque_web_browser_overlay.slf Disable FXAA on tablet overlay in desktop mode. 2017-01-30 11:24:59 -08:00
simple_textured.slf try to fade in web entities 2016-08-03 15:56:41 -07:00
simple_textured_unlit.slf try to fade in web entities 2016-08-03 15:56:41 -07:00
simple_transparent_web_browser.slf Disable FXAA on tablet overlay in desktop mode. 2017-01-30 11:24:59 -08:00
simple_transparent_web_browser_overlay.slf Disable FXAA on tablet overlay in desktop mode. 2017-01-30 11:24:59 -08:00
skin_model.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
skin_model_normal_map.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
skin_model_shadow.slf
skin_model_shadow.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
Skinning.slh
spot_light.slf Tried many different things to narrow down the issue of the corrupted memory, it seems to be linked to the grid dimendsions somehow, i m now forcing to reassign the frustum grid dimension on the 10th iteration which seems to fix the issue.... 2016-10-05 18:28:19 -07:00
ssao.slh Fixing the stereo issue 2016-08-12 19:18:05 -07:00
ssao_debugOcclusion.slf Fixing bad include not respecting filename case (for linux) 2016-08-22 10:36:43 -07:00
ssao_makeHorizontalBlur.slf
ssao_makeOcclusion.slf back to noise seeded in image space 2016-08-21 23:37:24 -07:00
ssao_makePyramid.slf
ssao_makeVerticalBlur.slf
standardDrawTexture.slf
standardTransformPNTC.slv FIxing the reflection jittering by moving the normal into world space 2016-05-27 19:24:56 -07:00
SubsurfaceScattering.cpp Merge with upstream 2016-11-02 18:15:08 -07:00
SubsurfaceScattering.h Clenaing the rendering and the framebuffer allocations 2016-07-12 14:34:54 -07:00
SubsurfaceScattering.slh Adapt shader for GL ES support which requires operators of the same datatype 2016-10-11 12:15:49 -03:00
subsurfaceScattering_drawScattering.slf Trying to migrate to a light array instead of each individual lights 2016-09-02 17:51:35 -07:00
subsurfaceScattering_makeLUT.slf introducing the depth aware blur 2016-06-27 17:04:37 -07:00
subsurfaceScattering_makeProfile.slf introducing the depth aware blur 2016-06-27 17:04:37 -07:00
subsurfaceScattering_makeSpecularBeckmann.slf Bringing Beckmann specular to the lighting 2016-06-30 19:03:24 -07:00
SurfaceGeometry.slh Intoducing the bluring as a separate Job reusable and the first version of curvature 2016-06-07 18:13:40 -07:00
surfaceGeometry_downsampleDepthNormal.slf Separating the normal packing into it s own file and make sure to sclae the filter radius correctly dpeending on the resolution of diffusion 2016-07-19 12:23:57 -07:00
surfaceGeometry_makeCurvature.slf Finish the integration of the diffusion pass in the SurfaceGeometryPass job, clean up ui 2016-07-19 10:34:06 -07:00
surfaceGeometry_makeLinearDepth.slf Correcting the Z sign 2016-06-06 09:29:50 -07:00
SurfaceGeometryPass.cpp Merge with upstream 2016-11-02 18:15:08 -07:00
SurfaceGeometryPass.h Investigate why the disable depth Bclamp doesn't work 2016-08-31 19:14:35 -07:00
TextRenderer3D.cpp
TextRenderer3D.h
TextureCache.h
toneMapping.slf Fix the transformation problem for rendering the mini mirror (scattering is still screwed though) 2016-07-13 18:26:53 -07:00
ToneMappingEffect.cpp Rename clearViewTransform 2016-08-12 22:28:59 -07:00
ToneMappingEffect.h BRinging the intermediate render textures in the pipeline as varyings and not throug the singletonn anymore 2016-07-11 18:33:57 -07:00