Commit graph

88 commits

Author SHA1 Message Date
Olivier Prat
2940a67b3e Merged with master 2018-02-03 16:55:25 +01:00
Olivier Prat
e9747e9d85 Small optimisations in shadow shader 2018-02-02 15:06:22 +01:00
Olivier Prat
234cb1e3e6 Added anti frustum test to remove lower cascade objects from higher shadow cascades 2018-02-02 12:15:43 +01:00
Olivier Prat
1f4671ba17 Cleaned up orthographic shadow culling functor 2018-02-02 11:09:28 +01:00
Olivier Prat
3804917cf4 Orthographic octree selection seems to be working 2018-02-02 09:40:57 +01:00
Olivier Prat
d422545c78 Changed shadow task to do a single octree query as well as pipeline/depth sort for all cascades. Still issue with disapearing objects from shadow map with viewpoint 2018-01-31 17:13:06 +01:00
Olivier Prat
3fa2babec2 Moved cascade frustum pre-computation to single ShadowSetup job 2018-01-31 11:55:46 +01:00
Olivier Prat
f344e44d26 Switched to a simpler manual fixed/slope based shadow bias system. Automatic stuff fail most of the time 2018-01-31 10:19:17 +01:00
samcake
1fd4c5c1a4 Integrating the tag flags to the render item key and adding configration of the render pipelien with the Tag information 2018-01-29 12:20:51 -08:00
Olivier Prat
0324f41565 Trying to improve adaptive shadow bias 2018-01-29 17:23:35 +01:00
samcake
8dfa3aace3 cleaning en route 2018-01-26 17:34:37 -08:00
Olivier Prat
6b0b17ff63 Working on better adaptive bias algorithm for shadow 2018-01-26 17:57:20 +01:00
Sam Gateau
51dac04374 Introducing the tag in lieu of the vsisiblity mask 2018-01-26 02:59:43 -08:00
Sam Gateau
7a9740d258 visible-perview 2018-01-18 02:18:46 -08:00
samcake
51ed878683 Merge branch 'master' of https://github.com/highfidelity/hifi into visible-perview 2018-01-17 09:32:03 -08:00
humbletim
b91d536dd0 rename model:: -> graphics:: 2018-01-16 12:46:16 -05:00
samcake
836b69ab1b exposing several visibility flags 2018-01-12 17:42:18 -08:00
Olivier Prat
b9d49318e7 Fixed bug which culled medium sized objects in shadow maps due to perspective frustum assumed octree selection 2017-12-11 12:19:10 +01:00
Olivier Prat
8d710c8f73 Factorised out some computation needed for all cascades 2017-12-06 18:08:27 +01:00
Olivier Prat
c9c93370da Fixed weird bug with objects suddenly poping out of the shadow map. Was due to objects with own pipeline corrupting the render state. Don't know why though 2017-12-06 15:26:44 +01:00
Olivier Prat
1d8d8335c5 Moved shadow cascade distances computation to shadow, not shadow task 2017-12-06 10:05:39 +01:00
Olivier Prat
e16b427ab6 Switched to 4 cascades for key light and working on a better distribution 2017-12-05 18:57:04 +01:00
Olivier Prat
c0ca7a129d Fixed issue with far distance of cascades being underestimated, especially first cascade 2017-12-05 17:33:11 +01:00
Olivier Prat
d98dfff0a8 Still working on solving that underestimated shadow far plane on the first cascade. I have finally understood the problem (see TODO in LightStage) 2017-11-17 19:25:21 +01:00
Olivier Prat
b246c479e3 Much better cascade blend 2017-11-17 11:25:15 +01:00
Olivier Prat
f8c241c429 Merged disappearing shadow bug fix from pcf branch 2017-11-16 12:19:19 +01:00
Olivier Prat
e574be7855 Fixed potential mismatch between push/popViewFrustum in shadow task 2017-11-16 10:00:32 +01:00
Olivier Prat
d14ebdc0e1 Adjusted cascade partitions 2017-11-14 18:53:50 +01:00
Olivier Prat
74b0b52edb Working CSM with smooth blend between cascades. Switched to 4 1024 cascades 2017-11-14 16:57:22 +01:00
Olivier Prat
ac0e816f8c Cascade selection working on shadow but not in Luci debug mode 2017-11-13 18:42:34 +01:00
Olivier Prat
103e036b70 Shadow maps rendered in cascades 2017-11-10 18:30:37 +01:00
Olivier Prat
08b06281f4 Min / Max cascade distance computation 2017-11-10 16:17:09 +01:00
Olivier Prat
e0b36b800f Added Cascade subclass in LightStage Shadow 2017-11-10 14:55:49 +01:00
Olivier Prat
44393f12d9 Adjusted bias 2017-10-26 17:41:54 +02:00
Olivier Prat
9eed69d7ef Trying to pin point a zone bug 2017-10-26 15:11:42 +02:00
Olivier Prat
6cf689a385 First draft version of tighter shadow frustum 2017-10-26 12:42:36 +02:00
Olivier Prat
a34db5f26d Shadows are now cast by the current zone key light (sun) 2017-10-24 11:09:36 +02:00
Olivier Prat
10643feb78 Working with specific zpass rendering for outline. Debug script needs relinking to correct config 2017-09-06 18:40:38 +02:00
Olivier Prat
2f9885870b First merge with Sam's fader branch with custom pipeline support in shape plumber 2017-07-12 17:29:21 +02:00
Sam Gateau
0c3755483b adding assert or checks whenever getting a scene stage 2017-07-10 12:37:26 +02:00
Sam Gateau
4edea433ce Rename the _pipeline into _shapePipeline in the render::Args 2017-07-10 12:16:53 +02:00
Olivier Prat
06d69d04c3 TransitionStage + FadeJob compiling but not linked to entity events 2017-07-07 18:22:11 +02:00
Olivier Prat
4256a1f2a7 Preparing for merge with stage. DOESN'T COMPILE! 2017-07-07 15:16:20 +02:00
Olivier Prat
8a12d0c106 Fade effect working again for basic enter domain but with various Fade jobs 2017-06-29 08:54:23 +02:00
Sam Gateau
6ab2dccd38 less comments & constant 2017-06-26 16:52:04 +02:00
Sam Cake
07e18eb3a8 Keep cleaning up the DeferredLightingEffect , removing stage s from there... 2017-06-22 01:12:32 -07:00
Olivier Prat
24d45e0f5b Updated from upstream master because of change of protocol 2017-06-13 10:43:25 +02:00
Olivier Prat
7d58c9a741 Fixed fade for shadow job 2017-06-08 17:09:08 +02:00
samcake
bac66ee4c7 Introducing the renderview task 2017-06-06 18:00:41 -07:00
samcake
8e73fa3eb4 Separating the task classes in their own folder, and easing the declaration 2017-04-21 18:16:07 -07:00