Commit graph

176 commits

Author SHA1 Message Date
ericrius1
3910cb0d69 Merge branch 'master' into polyLineInProgress 2015-08-07 10:12:02 -07:00
Sam Gateau
95682e6270 Introducing the Normal fitting algorithm for better normal in the deferred buffer 2015-08-05 17:17:00 -07:00
Sam Gateau
730ad2da2f removing dead code 2015-08-04 16:37:01 -07:00
Sam Gateau
fc0ee28b84 FIx the mirror rendering bugs by replacing the prvious technique by a simple true mirror during the final blit for both rear view mirror and full screen mirror, not working for HMD 2015-08-04 16:31:20 -07:00
ericrius1
47bc8f50ab cleaning 2015-08-03 08:45:14 -07:00
samcake
fbf21cb089 FIxed the problem on Mac, by removing all of the gpuConfig includesgit status
q
:q
wq
2015-07-30 18:27:47 -07:00
Andrew Meadows
77a12eb50e compile on linux with GLEW 2015-07-28 17:53:01 -07:00
Sam Gateau
cb375e8ece FIund a nasty bug with the scissor which was the reason for many issues, tried to integrate the framebuffer setup and clear as part of the enginepipeline so calling display side is simpler 2015-07-24 02:15:50 -07:00
Sam Gateau
a002560003 Merge branch 'master' of https://github.com/highfidelity/hifi into yellow 2015-07-23 16:32:00 -07:00
Sam Gateau
dc10f30d3d Merged 2015-07-23 15:10:42 -07:00
Sam Gateau
a561874ce3 Render the rear view mirror in a separate target and then display it during overlay pass 2015-07-23 14:56:14 -07:00
ZappoMan
a0666d5e99 testing windows render bug 2015-07-23 13:17:12 -07:00
samcake
805e7326e0 Merge pull request #5396 from ZappoMan/deadCodeRemoval
remove non-batch versions of GeometryCache renderXYZ() methods
2015-07-23 11:11:35 -07:00
Bradley Austin Davis
f19800f0de Don't overwrite the normals buffer when copying the resolved lighting back to the primary FBO 2015-07-23 12:37:58 -04:00
ZappoMan
c2113ea96b remove non-batch versions of GeometryCache renderXYZ() methods 2015-07-23 07:42:58 -07:00
Bradley Austin Davis
9596452c32 Trying to fix oculus rendering 2015-07-22 08:07:44 -04:00
Bradley Austin Davis
fda1cb6f7b Merge remote-tracking branch 'upstream/master' into marge 2015-07-21 08:59:29 -07:00
Brad Davis
c3a2b72c13 Breaking framebuffer ops out of texture cache 2015-07-20 17:26:26 -07:00
Atlante45
59acfc9f47 Merge branch 'master' of https://github.com/highfidelity/hifi into smart_pointers 2015-07-20 13:51:51 -07:00
Brad Davis
d68618e206 Removing GL headers from most files, and some naked GL from application.cpp 2015-07-18 00:46:09 -07:00
Atlante45
052c3c987b Fix some more smart pointer 2015-07-17 18:10:34 -07:00
Atlante45
256c786e28 Merge branch 'master' of https://github.com/highfidelity/hifi into smart_pointers 2015-07-17 17:59:19 -07:00
ericrius1
a44e5f949c Merge branch 'master' into polyLineInProgress 2015-07-17 15:01:40 -07:00
samcake
de7aed1abc Merge pull request #5338 from ZappoMan/removeGlowEffect
Remove the glow effect.
2015-07-15 14:50:15 -07:00
ZappoMan
c17794849d more GlowEctomy 2015-07-15 12:58:15 -07:00
samcake
9df26c8488 removing naked glViewport from DeferredLightingEffect by adding the current viewport in renderArgs 2015-07-15 00:24:43 -07:00
Sam Gateau
5555ccd225 Merge branch 'master' of https://github.com/highfidelity/hifi into punk 2015-07-13 16:19:09 -07:00
Sam Gateau
4743bbad80 Adding shaders to the lib for rendering simple textured quad and solve the ImageOverlay issue for edit.js 2015-07-13 16:18:39 -07:00
Clément Brisset
24eb4c8263 Merge pull request #5309 from sethalves/quiet-compiler
quiet compiler
2015-07-13 15:55:35 -07:00
ericrius1
0ce6737b34 merged and normals flipping 2015-07-13 09:43:15 -07:00
Seth Alves
c17c9f1818 quiet compiler 2015-07-12 10:29:43 -07:00
Atlante45
80fe090a94 Merge branch 'master' of https://github.com/highfidelity/hifi into smart_pointers 2015-07-10 20:20:03 -07:00
Sam Gateau
2c05349b06 Merge branch 'master' of https://github.com/highfidelity/hifi into yellow 2015-07-10 11:10:07 -07:00
Sam Gateau
7fc9fd97ff Replacing setUniformTexture by setResourceTexture in order to differenciate the 2 types of binding points for the BUffers. 2015-07-10 11:03:12 -07:00
Sam Gateau
11f2d74030 Simple cleaning to remove dependancies on the viewStateInterface in the deferredLightingEffect 2015-07-09 17:33:25 -07:00
samcake
1f13106f51 FIxed the issue on mac due to the abs function not correctly executing 2015-07-09 15:05:03 -07:00
Sam Gateau
110b009aa4 Less magic in this world 2015-07-09 09:55:25 -07:00
Sam Gateau
8f4a108441 Dead code and disable debug info 2015-07-09 09:37:35 -07:00
Sam Gateau
fb37af3e04 Removing dead code 2015-07-09 09:25:07 -07:00
Sam Gateau
e901d5cad0 Uncommented a block left behind... 2015-07-09 09:21:53 -07:00
Sam Gateau
8314fe8c7f FInally getting a nice spot light volume working for all angles 2015-07-09 03:45:19 -07:00
samcake
5557dc4da2 clean and release the new deferredLIghtingEffect 2015-07-07 10:00:05 -07:00
samcake
a2f6693bd7 getting the deferred lighting to work 2015-07-06 14:40:10 -07:00
Atlante45
0093403bba Add depth bias option to simple programs
Simple programs are now lazily generated and stored in a hash
2015-07-04 18:33:03 -07:00
samcake
84b70fbaca Mergin yellow with the Status bar rendering into Daft cwith the switch to batch for deferred pass 2015-07-03 11:36:19 -07:00
ericrius1
c4b780d922 added accessors for deferred lighting shaders 2015-07-02 11:14:06 -07:00
ericrius1
ad97b28734 fixed merge conflicts 2015-07-02 11:01:40 -07:00
Atlante45
7b5a5a339a Use make_shared/create to make shared pointers 2015-07-01 19:46:06 -07:00
ericrius1
cf720f9e2e merged master 2015-06-29 09:27:40 -07:00
samcake
1b69b38835 fix shader issue on mac 2015-06-27 06:34:58 -07:00
Atlante45
efd805bea7 Introduce new emissive simple program
Also fixes the shading on web entities using that program
2015-06-26 16:17:41 -07:00
Sam Gateau
c41ebcae78 Covering all the case for rendering the light passes 2015-06-26 15:40:08 -07:00
ericrius1
0a7c787109 created a custom pipeline that is a static class variable for renderable quad entity item 2015-06-26 13:44:54 -07:00
Sam Gateau
f7ca1f608f Migrating the deferred lighting effect to Batch and in doing so, introducing the StandardShaderLib to gpu and the first 2 shaders 2015-06-22 14:06:14 +02:00
Clément Brisset
5192796851 Merge pull request #5168 from samcake/daft
Improving the rendering job architecture
2015-06-19 18:00:39 +02:00
Atlante45
9c7f24eeb6 Add culled option for simple programs 2015-06-19 16:50:38 +02:00
Sam Gateau
9be87758fd Improving the design of the Jobs and varying 2015-06-16 15:00:47 +02:00
samcake
5e351c0328 FIxing the transparent rendering on Mac 2015-06-08 18:36:12 +02:00
Sam Gateau
8d3a3221b0 shuffling the rendering steps to get to render transparent and light it correctly 2015-06-06 09:50:56 -07:00
ZappoMan
1b8572640b more hacking sams tweaks 2015-06-01 09:07:32 -07:00
Atlante45
51570aac68 Add simple textured pipeline 2015-05-29 16:49:31 +02:00
Atlante45
c9022212e8 More work on the text renderer 2015-05-26 20:34:23 +02:00
Clément Brisset
e980859059 Simple Program uses gpu API 2015-05-22 16:14:32 +01:00
Atlante45
5d2187cedf Remove non batch call to bind/releaseSimpleProgram 2015-05-22 16:37:02 +02:00
Atlante45
ee264368c0 Add renderQuad to DeferredLighting 2015-05-20 16:45:21 +02:00
Atlante45
a7ee10001a Remove used deprecated methods
Also added a warning on the single one in use right now,
so that it gets deleted once it is moved to the rendering pipeline
2015-05-18 16:37:28 +02:00
Atlante45
ede94e4248 Merge branch 'master' of https://github.com/highfidelity/hifi into remove_gl_transform 2015-05-18 11:39:17 +02:00
Atlante45
b8fffdb2ef bind/releaseSimpleProgram takes Batch 2015-05-16 04:26:57 +02:00
Atlante45
b11525debf Add missing batch args 2015-05-16 04:03:46 +02:00
Ryan Huffman
5abd4bb08e Update GeometryCache to accept gpu::Batch 2015-05-15 15:20:50 -07:00
Sam Cake
765145b898 Moving the load of the texture and the generation of the cube map irradiance in the same thread 2015-05-15 11:28:59 -07:00
Sam Cake
238d3751c5 cleaning up the SH generation 2015-05-13 16:00:05 -07:00
Sam Cake
65e83df214 Generating the SH from the cube map! 2015-05-13 11:08:18 -07:00
Seth Alves
7a85bfa0d1 fix up grab.js to use line entity 2015-05-12 11:36:05 -07:00
Seth Alves
38caed00ca Attempt to draw line entity item 2015-05-12 10:25:50 -07:00
Sam Gateau
5a11143a5d Using the skybox cubemap for ambient lighting 2015-05-09 11:40:46 -07:00
Sam Gateau
b5b146b81b Training Team: improving the sun lighting interface to javascript to enable / disable the earthSkyModel, assign explicitely the SUnDirection and getter, and expose a AmbientINtensity to control the amount of the ambient lighting contribution
Expose these to javascript
2015-04-16 17:35:37 -07:00
Sam Gateau
fec52f6b10 Removing almost all the QFramebufferObject (instead in overlay layer) in favor of gpu::Framebuffer, eveyrthing seems to work properly 2015-04-14 18:27:24 -07:00
Sam Gateau
87030236cb working version with the gpu::SAmpler and the gpu::Framebuffer 2015-04-14 15:53:24 -07:00
Sam Gateau
c34c5f6075 adding the Fremabuffer to be used for shadows and main rendering 2015-04-14 08:47:52 -07:00
Sam Gateau
0d721ec1e9 merging 2015-03-31 17:47:05 -07:00
Sam Gateau
74f04c0c84 remove useless comment 2015-03-31 14:57:51 -07:00
Sam Gateau
edf0ca2b06 Forbifd the global ambient lighting to go the simple global value and instead fallback to the first Spherical harmonics preset 2015-03-31 10:29:03 -07:00
Seth Alves
a47ae9212b quiet compiler 2015-03-28 17:13:31 -07:00
Sam Gateau
69667fb5ca making the state work 2015-03-23 10:21:35 -07:00
Sam Gateau
07bcd115c2 trying to remove useless glsl code for Legacy path 2015-03-20 13:28:42 -07:00
Sam Gateau
0bd78be7f4 Transition model shaders to gpu:Shader 2015-03-18 15:57:01 -07:00
Sam Gateau
5a40fcee17 set the defines for GPU profile correctly AGAIN 2015-03-17 16:51:59 -07:00
Sam Gateau
03da3aeab4 Clean up on the GPU Profile defines in order to control features 2015-03-17 16:15:10 -07:00
Sam Gateau
d9c071a2a9 trying to put the atmospheric effect in a shader header and use it on the directional lighting pass 2015-03-10 00:47:27 -07:00
Ryan Huffman
dc2b670fa8 Remove extraneous comments 2015-02-26 14:46:05 -08:00
Ryan Huffman
e42b708b56 Update deferredLightingEffect::add*Light methods 2015-02-26 11:03:47 -08:00
Sam Gateau
23a54b17ce Clean up comments 2015-02-09 15:33:55 -08:00
Sam Gateau
48fca4c11d introducing PBR shading 2015-02-08 23:22:14 -08:00
Sam Gateau
1b22a3ef36 connecting the globalLight info to the DeferredLightingEffect 2015-02-05 17:30:57 -08:00
Sam Gateau
9b0036d010 adding Light and replace glLights also for the first deferred pass 2015-02-05 14:10:06 -08:00
Sam Gateau
00a9f55bc3 lightings seems to work correctly now 2015-02-05 10:20:19 -08:00
Sam Gateau
8e1eebbbd4 FInally getting the angular attenuation 2015-02-04 17:24:23 -08:00
Sam Gateau
c3e1311ed1 avoid recreating lights every frame, just have a pool of lights edited each frames 2015-01-30 17:03:28 -08:00
Sam Gateau
38129c2988 Merging with latest build 2015-01-30 12:58:50 -08:00