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