overte-HifiExperiments/libraries/render-utils/src
2017-04-18 17:08:02 -07:00
..
text Use a magic number gpu::Texture::SINGLE_MIP instead of 1 2017-03-30 23:46:37 -07:00
AbstractViewStateInterface.cpp
AbstractViewStateInterface.h delete websurfaces on shutdown 2016-10-28 14:29:52 -07:00
AmbientOcclusionEffect.cpp simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -07:00
AmbientOcclusionEffect.h simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -07:00
AnimDebugDraw.cpp Renaming the PendingCHanges class to Transaction 2017-04-05 13:10:31 -07:00
AnimDebugDraw.h THursday morning the frustum culling seems broken in one particular angle 2016-02-11 10:05:39 -08:00
animdebugdraw.slf
animdebugdraw.slv Fixing the material names 2016-02-16 09:33:24 -08:00
AntialiasingEffect.cpp simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -07:00
AntialiasingEffect.h simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -07:00
debug_deferred_buffer.slf Revert "Revert "Fixing the rendering bug triggered with Nvidia driver 381.65"" 2017-04-07 02:03:58 -07:00
debug_deferred_buffer.slv
DebugDeferredBuffer.cpp simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -07:00
DebugDeferredBuffer.h simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -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 Deep dive into the shape key and filters and the PLumber construction 2017-02-24 00:35:10 -08:00
DeferredBufferRead.slh Revert "Revert "Fixing the rendering bug triggered with Nvidia driver 381.65"" 2017-04-07 02:03:58 -07:00
DeferredBufferWrite.slh chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
DeferredFramebuffer.cpp Revert "Revert "Fixing the rendering bug triggered with Nvidia driver 381.65"" 2017-04-07 02:03:58 -07:00
DeferredFramebuffer.h Clenaing the rendering and the framebuffer allocations 2016-07-12 14:34:54 -07:00
DeferredFrameTransform.cpp simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -07:00
DeferredFrameTransform.h simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -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 simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -07:00
DeferredLightingEffect.h simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -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 FIx the filtering problem on color and normals introduced since we generate mips with QImage 2017-02-10 11:40:39 -08:00
forward_model_normal_specular_map.slf FIx the filtering problem on color and normals introduced since we generate mips with QImage 2017-02-10 11:40:39 -08:00
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 remove redundant declarations 2017-03-18 05:00:05 +00:00
FramebufferCache.h remove Mini Mirror from View menu 2017-03-18 00:53:13 +00:00
fxaa.slf Fix fxaa shader to use texture 2016-02-24 13:36:08 -08:00
fxaa.slv
fxaa_blend.slf
GeometryCache.cpp Deep dive into the shape key and filters and the PLumber construction 2017-02-24 00:35:10 -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 simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -07:00
HitEffect.h simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -07:00
LightAmbient.slh Revert "Revert "Fixing the rendering bug triggered with Nvidia driver 381.65"" 2017-04-07 02:03:58 -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 simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -07:00
LightClusters.h simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -07:00
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 simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -07:00
LightingModel.h simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -07:00
LightingModel.slh Expose rendering in wireframe mode 2017-03-15 12:23:44 -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 change all references of IDENTITY_FRONT to IDENTITY_FORWARD 2017-03-21 22:13:33 +00:00
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 Trying to address the ktx serialization problem with normal, still have a bug 2017-02-22 17:16:37 -08:00
MeshPartPayload.cpp Remove extra calls for binding default textures, not needed 2017-03-29 10:57:08 -07:00
MeshPartPayload.h simpler bindTransform() for ModelMeshPartPayload 2017-03-15 14:41:13 -07:00
Model.cpp use const reference for ScenePointer when possible 2017-04-18 11:52:22 -07:00
Model.h use const reference for ScenePointer when possible 2017-04-18 11:52:22 -07:00
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 Fixing the failing shader 2017-02-10 14:40:39 -08:00
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 Fixing the failing shader 2017-02-10 14:40:39 -08:00
model_lightmap_specular_map.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_normal_map.slf FIx the filtering problem on color and normals introduced since we generate mips with QImage 2017-02-10 11:40:39 -08:00
model_normal_map.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_normal_specular_map.slf FIx the filtering problem on color and normals introduced since we generate mips with QImage 2017-02-10 11:40:39 -08:00
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_model.slf Fixing the emissive on overlayfor models 2017-02-27 02:52:00 -08:00
overlay3D_model_translucent.slf Fixing the emissive on overlayfor models 2017-02-27 02:52:00 -08:00
overlay3D_model_translucent_unlit.slf Adding support for the unliti materials too for overlay's 2017-02-28 18:12:35 -08:00
overlay3D_model_unlit.slf Adding support for the unliti materials too for overlay's 2017-02-28 18:12:35 -08:00
overlay3D_translucent.slf adjusted the PLumber shape keys to coever non material shapes in main pass 2017-02-25 13:00:37 -08:00
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 simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -07:00
RenderDeferredTask.h simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -07:00
RenderForwardTask.cpp simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -07:00
RenderForwardTask.h simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -07:00
RenderPipelines.cpp FIxing the bug for image3D overlay drawn in scene 2017-04-04 12:56:43 -07:00
RenderShadowTask.cpp simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -07:00
RenderShadowTask.h simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -07:00
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 Update text3d shader post pbr. 2016-04-06 12:15:19 -07:00
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 adding different shaders for transparent for simpel 2017-04-04 11:50:38 -07:00
simple_textured_unlit.slf adding different shaders for transparent for simpel 2017-04-04 11:50:38 -07:00
simple_transparent_textured.slf FIxing the bug for image3D overlay drawn in scene 2017-04-04 12:56:43 -07:00
simple_transparent_textured_unlit.slf FIxing the bug for image3D overlay drawn in scene 2017-04-04 12:56:43 -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 Change shadow debug buffer to reuse shadowMap tex 2016-01-19 12:01:18 -08:00
skin_model_shadow.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
Skinning.slh final changes as per samcake 2017-03-27 15:19:28 -07:00
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 Refining the ao effect on the blur side 2016-01-21 19:02:32 -08:00
ssao_makeOcclusion.slf back to noise seeded in image space 2016-08-21 23:37:24 -07:00
ssao_makePyramid.slf
ssao_makeVerticalBlur.slf Refining the ao effect on the blur side 2016-01-21 19:02:32 -08:00
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 simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -07:00
SubsurfaceScattering.h simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -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 Fix the problem with the cursor and scattering, 2017-03-30 15:15:14 -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 simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -07:00
SurfaceGeometryPass.h simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -07:00
TextRenderer3D.cpp Fix leaking Font 2016-04-14 17:00:23 -07:00
TextRenderer3D.h Fix leaking Font 2016-04-14 17:00:23 -07:00
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 simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -07:00
ToneMappingEffect.h simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -07:00
ZoneRenderer.cpp And introduce a clean sorted select of the items so we keep the order of rendering of the boxes of the zone in the ZOne stack order, the color of box reflect the order (from red to blue) 2017-04-11 01:21:45 -07:00
ZoneRenderer.h REfining the Config behavior, trying to pr next 2017-04-10 19:01:49 -07:00