overte-HifiExperiments/libraries/render-utils/src
Sam Gateau ecf67cc331
Merge pull request #11650 from Zvork/outline
Multiple Outline Groups
2017-11-10 15:45:03 -08:00
..
text working on text3d overlays and entities 2017-09-12 16:49:51 -07:00
AbstractViewStateInterface.cpp
AbstractViewStateInterface.h Removing unused call 2017-09-25 15:10:40 -07:00
AmbientOcclusionEffect.cpp Texture::create returns shared pointer 2017-04-25 15:56:23 -07:00
AmbientOcclusionEffect.h removing the explicit SettingHandle path to REnder?engine 2017-04-24 00:52:09 -07:00
AnimDebugDraw.cpp fixing th e bug on exit due to the debug anim draw of the avatars 2017-10-02 21:31:30 -07:00
AnimDebugDraw.h
animdebugdraw.slf
animdebugdraw.slv
AntialiasingEffect.cpp working on text3d overlays and entities 2017-09-12 16:49:51 -07:00
AntialiasingEffect.h Rendering improvements based on spectator-camera changes 2017-06-13 15:19:29 -07:00
BackgroundStage.cpp Fixed potential link errors on Mac 2017-11-09 11:26:08 +01:00
BackgroundStage.h Fixed potential link errors on Mac 2017-11-09 11:26:08 +01:00
CauterizedMeshPartPayload.cpp fixes from code review 2017-11-08 11:45:40 -08:00
CauterizedMeshPartPayload.h cleaning more code 2017-11-02 23:35:18 -07:00
CauterizedModel.cpp removing warnings 2017-11-03 13:28:20 -07:00
CauterizedModel.h Model has a Rig rather than a RigPointer 2017-05-19 13:24:16 -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 Shadows are now cast by the current zone key light (sun) 2017-10-24 11:09:36 +02:00
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 New android toolchain 2017-09-19 13:45:12 -07:00
DeferredBufferWrite.slh Fading on polyline now works when the polyline is added to the scene 2017-07-20 12:45:14 +02:00
DeferredFramebuffer.cpp Texture::create returns shared pointer 2017-04-25 15:56:23 -07:00
DeferredFramebuffer.h Cleanup and refactoring 2017-06-15 18:58:56 -07:00
DeferredFrameTransform.cpp Apply the projection and deferred transform fixes found while working on spectator camera 2017-06-28 15:44:17 +02:00
DeferredFrameTransform.h Cleanup and refactoring 2017-06-15 18:58:56 -07:00
DeferredGlobalLight.slh Refactoring of the haze 2017-10-27 09:08:58 -07:00
DeferredLighting.slh chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
DeferredLightingEffect.cpp Correction. 2017-10-30 19:20:49 -07:00
DeferredLightingEffect.h Clean-up. 2017-10-02 14:36:45 -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
directional_skybox_light.slf Implemented HazePropertyGroup and added the haze shader. Shader does not work yet! 2017-09-27 17:43:09 -07:00
directional_skybox_light_shadow.slf
DrawHaze.cpp Fixed Mask test. 2017-11-02 12:45:18 -07:00
DrawHaze.h Moving consts into mode::Haze namespace. 2017-10-31 13:46:58 -07:00
Fade.slh Merge branch 'fade' into fade2 2017-07-20 13:39:56 +02:00
Fade_shared.slh TransitionStage + FadeJob compiling but not linked to entity events 2017-07-07 18:22:11 +02:00
FadeEffect.cpp make sure FadeEffect dependency is created early 2017-09-27 11:58:35 -07:00
FadeEffect.h make sure FadeEffect dependency is created early 2017-09-27 11:58:35 -07:00
FadeEffectJobs.cpp Small changes to respect coding rules 2017-08-14 22:43:39 +02:00
FadeEffectJobs.h Fixed non working fade invert parameter 2017-08-14 11:21:47 +02:00
FboCache.cpp cleanup naked qDebug() calls 2016-12-19 22:24:25 -08:00
FboCache.h
forward_model.slf New android toolchain 2017-09-19 13:45:12 -07:00
forward_model_normal_map.slf New android toolchain 2017-09-19 13:45:12 -07:00
forward_model_normal_specular_map.slf New android toolchain 2017-09-19 13:45:12 -07:00
forward_model_specular_map.slf New android toolchain 2017-09-19 13:45:12 -07:00
forward_model_translucent.slf New android toolchain 2017-09-19 13:45:12 -07:00
forward_model_unlit.slf New android toolchain 2017-09-19 13:45:12 -07:00
ForwardBuffer.slh New android toolchain 2017-09-19 13:45:12 -07:00
ForwardBufferWrite.slh New android toolchain 2017-09-19 13:45:12 -07:00
ForwardGlobalLight.slh New android toolchain 2017-09-19 13:45:12 -07:00
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
fxaa.slv
fxaa_blend.slf
GeometryCache.cpp fix rendering of Circles and Quads 2017-10-26 22:58:50 -07:00
GeometryCache.h [WL21389] Fix scaling issue when computing hull point list (details below). 2017-10-24 14:16:25 -04:00
glowLine.slf Merge branch 'master' into android_new 2017-09-26 14:31:29 -07:00
glowLine.slv fix alpha on glowLines 2017-09-22 13:22:08 -07:00
grid.slf
Haze.slf Refactoring of the haze 2017-10-27 09:08:58 -07:00
Haze.slh Refactoring of the haze 2017-10-27 09:08:58 -07:00
HazeStage.cpp Fixed potential link errors on Mac 2017-11-09 11:26:08 +01:00
HazeStage.h Fixed potential link errors on Mac 2017-11-09 11:26:08 +01:00
Highlight.slf Renamed outline to highlight 2017-11-07 11:07:25 +01:00
Highlight.slh Renamed outline to highlight 2017-11-07 11:07:25 +01:00
Highlight_aabox.slv Fixed highlight in stereo mode, including HMD (testing on simulator) 2017-11-08 13:49:18 +01:00
Highlight_filled.slf Renamed outline to highlight 2017-11-07 11:07:25 +01:00
Highlight_shared.slh Renamed outline to highlight 2017-11-07 11:07:25 +01:00
HighlightEffect.cpp Fixed fluttering highlight bug by attaching only stencil when drawing outline 2017-11-07 18:26:15 +01:00
HighlightEffect.h Only non empty selections are now linked to highlight passes 2017-11-07 17:07:37 +01:00
hmd_ui.slf move hud rendering to render thread, still need to separate out hud overlays 2017-09-29 09:49:08 -07:00
hmd_ui.slv move hud rendering to render thread, still need to separate out hud overlays 2017-09-29 09:49:08 -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 New android toolchain 2017-09-19 13:45:12 -07:00
LightClusters.cpp adding assert or checks whenever getting a scene stage 2017-07-10 12:37:26 +02:00
LightClusters.h Introducing the renderview task 2017-06-06 18:00:41 -07:00
lightClusters_drawClusterContent.slf clean up and less changes 2016-12-09 03:05:25 -08:00
lightClusters_drawClusterContent.slv New android toolchain 2017-09-19 13:45:12 -07:00
lightClusters_drawClusterFromDepth.slf clean up and less changes 2016-12-09 03:05:25 -08:00
lightClusters_drawClusterFromDepth.slv New android toolchain 2017-09-19 13:45:12 -07:00
lightClusters_drawGrid.slf Developping the Light Clusters, adding visualization 2016-09-08 18:02:35 -07:00
lightClusters_drawGrid.slv New android toolchain 2017-09-19 13:45:12 -07:00
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 Cleanup and refactoring 2017-06-15 18:58:56 -07:00
LightingModel.slh New android toolchain 2017-09-19 13:45:12 -07:00
LightPayload.cpp adding assert or checks whenever getting a scene stage 2017-07-10 12:37:26 +02:00
LightPayload.h Keep iterating on the zones 2017-05-05 18:07:21 -07:00
LightPoint.slh New android toolchain 2017-09-19 13:45:12 -07:00
LightSpot.slh New android toolchain 2017-09-19 13:45:12 -07:00
LightStage.cpp Fixed potential link errors on Mac 2017-11-09 11:26:08 +01:00
LightStage.h Fixed potential link errors on Mac 2017-11-09 11:26:08 +01:00
local_lights_drawOutline.slf clean up and less changes 2016-12-09 03:05:25 -08:00
local_lights_shading.slf Fixing the bug appearing on Nvidia 284.76 2017-07-05 18:39:09 +02:00
MaterialTextures.slh New android toolchain 2017-09-19 13:45:12 -07:00
MeshPartPayload.cpp removing warnings 2017-11-03 13:28:20 -07:00
MeshPartPayload.h cleaning more code 2017-11-02 23:35:18 -07:00
Model.cpp removing warnings 2017-11-03 13:28:20 -07:00
Model.h cleaning more code 2017-11-02 23:35:18 -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_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
model_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
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_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
model_lightmap_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
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_map_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
model_lightmap_normal_map_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
model_lightmap_normal_specular_map.slf Fixing the failing shader 2017-02-10 14:40:39 -08:00
model_lightmap_normal_specular_map_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
model_lightmap_specular_map.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_lightmap_specular_map_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
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_map_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
model_normal_map_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
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_normal_specular_map_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
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_shadow_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
model_shadow_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
model_specular_map.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_specular_map_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
model_translucent.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_translucent_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
model_translucent_unlit.slf
model_translucent_unlit_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
model_unlit.slf
model_unlit_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
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
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
overlay3D_unlit.slf
PickItemsJob.cpp New android toolchain 2017-09-19 13:45:12 -07:00
PickItemsJob.h New android toolchain 2017-09-19 13:45:12 -07:00
RenderDeferredTask.cpp Renamed outline to highlight 2017-11-07 11:07:25 +01:00
RenderDeferredTask.h Added multiple selections but still only first linked to outline 2017-10-16 10:57:06 +02:00
RenderForwardTask.cpp working on text3d overlays and entities 2017-09-12 16:49:51 -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 Working with specific zpass rendering for outline. Debug script needs relinking to correct config 2017-09-06 18:40:38 +02:00
RenderShadowTask.cpp Shadows are now cast by the current zone key light (sun) 2017-10-24 11:09:36 +02:00
RenderShadowTask.h removing the explicit SettingHandle path to REnder?engine 2017-04-24 00:52:09 -07:00
RenderUtilsLogging.cpp
RenderUtilsLogging.h
RenderViewTask.cpp Introducing the renderview task 2017-06-06 18:00:41 -07:00
RenderViewTask.h Introducing the renderview task 2017-06-06 18:00:41 -07:00
sdf_text3D.slf working on text3d overlays and entities 2017-09-12 16:49:51 -07:00
sdf_text3D.slv working on text3d overlays and entities 2017-09-12 16:49:51 -07:00
sdf_text3D_transparent.slf working on text3d overlays and entities 2017-09-12 16:49:51 -07:00
Shadow.slh chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
simple.slf Merge branch 'master' into android_new 2017-09-26 14:31:29 -07:00
simple.slv properly fix AA stenciling 2017-08-10 16:07:40 -07:00
simple_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
simple_fade.slv Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
simple_opaque_web_browser.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_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
simple_textured_unlit.slf adding different shaders for transparent for simpel 2017-04-04 11:50:38 -07:00
simple_textured_unlit_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
simple_transparent_textured.slf FIxing the bug for image3D overlay drawn in scene 2017-04-04 12:56:43 -07:00
simple_transparent_textured_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
simple_transparent_textured_unlit.slf FIxing the bug for image3D overlay drawn in scene 2017-04-04 12:56:43 -07:00
simple_transparent_textured_unlit_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
simple_transparent_web_browser.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_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
skin_model_normal_map.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
skin_model_normal_map_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
skin_model_shadow.slf Fixed fade for shadow job 2017-06-08 17:09:08 +02:00
skin_model_shadow.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
skin_model_shadow_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
skin_model_shadow_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
Skinning.slh final changes as per samcake 2017-03-27 15:19:28 -07:00
SoftAttachmentModel.cpp removing warnings 2017-11-03 13:28:20 -07:00
SoftAttachmentModel.h Model has a Rig rather than a RigPointer 2017-05-19 13:24:16 -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
stencil_drawMask.slf Refining the stencil configuration and triggering only in hmd mode 2017-06-02 00:22:38 -07:00
StencilMaskPass.cpp Fixed Mask test. 2017-11-02 12:45:18 -07:00
StencilMaskPass.h Fixed Mask test. 2017-11-02 12:45:18 -07:00
SubsurfaceScattering.cpp adding assert or checks whenever getting a scene stage 2017-07-10 12:37:26 +02:00
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 New android toolchain 2017-09-19 13:45:12 -07:00
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
subsurfaceScattering_makeProfile.slf
subsurfaceScattering_makeSpecularBeckmann.slf
SurfaceGeometry.slh
surfaceGeometry_copyDepth.slf Added PrepareOutline job to save outlined zbuffer 2017-08-08 15:28:36 +02:00
surfaceGeometry_downsampleDepthNormal.slf Fix the problem with the cursor and scattering, 2017-03-30 15:15:14 -07:00
surfaceGeometry_makeCurvature.slf New android toolchain 2017-09-19 13:45:12 -07:00
surfaceGeometry_makeLinearDepth.slf
SurfaceGeometryPass.cpp Apply the projection and deferred transform fixes found while working on spectator camera 2017-06-28 15:44:17 +02:00
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
TextRenderer3D.h
TextureCache.h
toneMapping.slf
ToneMappingEffect.cpp Cleanup and refactoring 2017-06-15 18:58:56 -07:00
ToneMappingEffect.h Cleanup and refactoring 2017-06-15 18:58:56 -07:00
UpdateSceneTask.cpp Renamed outline to highlight 2017-11-07 11:07:25 +01:00
UpdateSceneTask.h Moving the stage objects under the scene umbrella and creating a cear task to update the scene elements 2017-06-21 18:29:38 -07:00
zone_draw.slh Polishing the scope shaders 2017-05-18 01:06:59 -07:00
zone_drawAmbient.slf Polishing the scope shaders 2017-05-18 01:06:59 -07:00
zone_drawKeyLight.slf Refining the shader for key and testing removing completely the code dealing with Zone lighting in the ENtityTreeREnderer 2017-05-19 17:50:19 -07:00
zone_drawSkybox.slf Polishing the scope shaders 2017-05-18 01:06:59 -07:00
ZoneRenderer.cpp Haze enable/disable from UI works. 2017-10-03 17:42:04 -07:00
ZoneRenderer.h some clean up: 2017-05-23 18:00:22 -07:00