Commit graph

199 commits

Author SHA1 Message Date
Andrzej Kapolka
09231f01f3 Retain "simple" shadows, supply cascaded as option. 2014-05-29 12:48:41 -07:00
Andrzej Kapolka
ff77644caa Progress on selecting cascades. 2014-05-28 18:35:30 -07:00
Andrzej Kapolka
c3f6cab199 Working on cascading shadow maps. 2014-05-28 15:20:09 -07:00
Andrzej Kapolka
7c12417653 Use multisampling on the shadow maps for the voxels, too. 2014-05-27 17:26:19 -07:00
Andrzej Kapolka
e22d239d4d What the heck; let's try using some multisampling on the shadow maps. 2014-05-27 12:30:45 -07:00
Andrzej Kapolka
67e3454a86 Missed a few files. 2014-05-23 16:37:12 -07:00
Andrzej Kapolka
0baf757c0d Basic support for shadows on models. 2014-05-23 16:35:51 -07:00
Andrzej Kapolka
bfd00f1b15 Use local viewer model for specular. 2014-05-23 10:57:14 -07:00
Andrzej Kapolka
4f4b4c08bb Restore specular lighting--but, per the OpenGL spec, shut off specular
contribution if the surface isn't facing the light.
2014-05-19 12:29:49 -07:00
Kai Ludwig
51965fd283 changed
float specular = max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)), normalizedNormal));
to
    float specular = max(0.0, dot(gl_LightSource[0].position, normalizedNormal));

Calculation for specular value has to be done like in all other shaders with the unmodified unnormalized lightsource position. Otherwise the specular effect will have weird behaviour.
2014-05-16 15:44:07 +02:00
Andrzej Kapolka
d0537e7ead Specular map support. 2014-05-06 17:32:10 -07:00
Stephen Birarda
f969e050cd add apache license to shader headers 2014-04-09 09:59:05 -07:00
Andrzej Kapolka
563725e781 Use the "correct" shadow strategy: include only ambient term when in shadow. 2014-03-27 13:44:34 -07:00
Andrzej Kapolka
7cc7230745 Adjust the shadow shader to prevent seeing shadows on the opposite sides of
objects.  Closes #2544.
2014-03-27 13:18:45 -07:00
Andrzej Kapolka
62884f1f4f Don't use textures/fancy shaders when rendering shadow map. Closes #2270. 2014-03-24 13:15:03 -07:00
ZappoMan
d6b71f19a8 fix voxel texture to work better with larger TREE_SCALE 2014-02-12 18:00:09 -08:00
Andrzej Kapolka
4deb9936ba Don't add the specular alpha in the model fragment shaders. 2014-01-27 17:44:13 -08:00
Andrzej Kapolka
aabff3f141 Adjust the fog density; getting different results on Linux vs. OS X. 2014-01-22 14:17:02 -08:00
Andrzej Kapolka
0a3d6ae5e0 More work on metavoxel editing (grid, etc.) 2014-01-21 19:31:56 -08:00
Andrzej Kapolka
e7a3beed78 Removed a couple more resources. 2014-01-16 15:17:38 -08:00
Andrzej Kapolka
1b891cb326 Removed unused resources. 2014-01-16 15:16:19 -08:00
Andrzej Kapolka
c003a55c37 Diffuse lighting. 2013-12-12 16:19:05 -08:00
Andrzej Kapolka
c1aec11b32 More work on rendering voxels. 2013-12-12 15:14:19 -08:00
Andrzej Kapolka
f6b3a6ceca The other part of the Oculus ambient occlusion fix. 2013-11-26 17:53:31 -08:00
Andrzej Kapolka
e406988ed3 Partial fix for ambient occlusion with Oculus. 2013-11-26 17:18:03 -08:00
Andrzej Kapolka
c5406c47a6 Moved Oculus code out of Application, started on using StereoConfig to get
actual values to replace the magic numbers.
2013-11-26 11:59:06 -08:00
Andrzej Kapolka
f0e5872b89 Lighten the shadows, remove some debug code. 2013-11-21 12:29:22 -08:00
ZappoMan
c4a2b3c49b fix thinning in voxels as points by using correct points to calculate width of voxel based on camera position relative to voxel 2013-11-03 11:10:00 -08:00
ZappoMan
508b8f4678 change in comment to kick off build 2013-11-01 16:29:49 -07:00
ZappoMan
b103f9dacf clean up 2013-11-01 15:32:17 -07:00
ZappoMan
e62322b805 clean up comment 2013-11-01 15:28:54 -07:00
ZappoMan
61b6d6a4a4 added comment about fixing point selection 2013-11-01 15:27:57 -07:00
ZappoMan
cab87c3a97 added comment about fixing point selection 2013-11-01 15:27:25 -07:00
ZappoMan
b3aac56d29 first cut a variable point size point rendering 2013-11-01 14:33:06 -07:00
Andrzej Kapolka
12374c2cc4 Allow more clusters per mesh. 2013-10-31 17:01:00 -07:00
Andrzej Kapolka
06e050f1c1 Normal map support almost there. 2013-10-29 22:13:00 -07:00
Andrzej Kapolka
62b2388592 Temporary fix for Mavericks: the skin shader isn't getting the color, so just
use white.  We're not using vertex colors on anything skinned yet, anyway.
2013-10-25 14:40:00 -07:00
Andrzej Kapolka
bae4a17605 Voxel attachments. 2013-10-24 13:59:04 -07:00
Andrzej Kapolka
7ddac20c62 Allow more bones. The model I'm testing with has about 60. 2013-10-18 19:18:48 -07:00
Andrzej Kapolka
7e174093e4 Factoring the FBX model code out to a shared base class. 2013-10-18 17:26:03 -07:00
Andrzej Kapolka
a79c0a9244 Removed unused shader. 2013-10-15 17:14:20 -07:00
Andrzej Kapolka
d06acdd169 Per-pixel shading, material tweaks. 2013-10-15 11:50:29 -07:00
Andrzej Kapolka
e97cfb8cf8 Per-pixel specular for blend faces. 2013-10-14 19:59:13 -07:00
Andrzej Kapolka
124966d2e4 More progress on skinning. 2013-10-14 18:39:19 -07:00
ZappoMan
dbfc0956c1 added normals to voxel shader 2013-09-27 13:26:58 -07:00
Philip Rosedale
0fbabe9891 Merge pull request #984 from ZappoMan/voxel_geo_shader
Voxel Geometry Shader Experiment
2013-09-26 17:22:55 -07:00
ZappoMan
3ab92a592a fix comments in shaders 2013-09-26 17:05:04 -07:00
ZappoMan
07515d1c5f fix projection between shaders 2013-09-26 17:03:50 -07:00
ZappoMan
c0bfdfbc4f fix comment 2013-09-26 16:54:20 -07:00
ZappoMan
57b30c13d8 style cleanup 2013-09-26 16:45:09 -07:00
ZappoMan
864c00c6e0 removed some dead code 2013-09-26 16:38:29 -07:00
ZappoMan
552d9fadd8 rearranged menus, some hacking on voxel shader 2013-09-26 14:51:57 -07:00
Andrzej Kapolka
736dae0c81 Use shaders for eyes (like the ones for the iris). 2013-09-25 15:26:29 -07:00
ZappoMan
3d4341cee4 hacking on voxel geometry shader 2013-09-23 15:18:45 -07:00
Andrzej Kapolka
ddf92b39c7 Fix for off-axis ambient occlusion. 2013-09-08 17:52:35 -07:00
Andrzej Kapolka
d63bb3afaa Fixed glow/ambient occlusion with Oculus. 2013-08-21 15:44:57 -07:00
Andrzej Kapolka
f3a32a7934 Might as well convert the divide to a multiply. 2013-08-20 17:04:29 -07:00
Andrzej Kapolka
590672d035 Fewer texture lookups when diffusing. 2013-08-20 17:02:35 -07:00
Andrzej Kapolka
5b923bc6f2 More cleanup. 2013-08-20 13:46:13 -07:00
Andrzej Kapolka
22598ceb4f Optimizations for occlusion blur (the main one being that we only need to
sample the texture four, not sixteen, times if we turn on linear filtering
and sample between the texels).
2013-08-20 11:52:43 -07:00
Andrzej Kapolka
b41fa1e03c Basic ambient occlusion effect up and running; needs tweaking and
optimization.
2013-08-16 17:26:47 -07:00
Andrzej Kapolka
3ddab484e0 Beginnings of ambient occlusion. Looks like an architectural drawing. 2013-08-15 17:52:31 -07:00
Andrzej Kapolka
cceeb1c6ff Merge branch 'master' of https://github.com/worklist/hifi into ssao 2013-08-15 13:11:12 -07:00
Andrzej Kapolka
3ad0b8b99d Merge branch 'master' of https://github.com/worklist/hifi into ssao
Conflicts:
	interface/src/Application.h
2013-08-15 10:06:22 -07:00
Andrzej Kapolka
a9ccca3f72 Diffuse/add glow mode. 2013-08-14 16:13:30 -07:00
Andrzej Kapolka
15f129f32d Added simple additive/blur-with-persist glow modes, means to cycle through
modes.
2013-08-14 14:14:47 -07:00
Andrzej Kapolka
d24e340c91 To keep the frame rate up, let's only sample eight points for the blur. 2013-08-13 14:52:35 -07:00
Andrzej Kapolka
01cd0d2a1f Have the glow effect add half of the original texture, too, and use it on the
follow indicator.
2013-08-13 14:22:29 -07:00
Andrzej Kapolka
b05b43f027 Render to texture first, rather than copying from the frame buffer. Copying
from the frame buffer requires it to have an alpha channel, which actually
does something on OS X (meaning we have to set it to 1.0).  We're going to
want to render to texture anyway for SSAO (or other effects).
2013-08-13 12:27:52 -07:00
Andrzej Kapolka
1828a105d4 Basic glow effect. 2013-08-08 16:55:45 -07:00
Andrzej Kapolka
bd3c235fe4 Switching between textured and untextured modes. 2013-08-06 16:23:58 -07:00
Andrzej Kapolka
720ae561df Working on support for a textured face mode that doesn't rely on the video
stream.
2013-08-06 13:27:54 -07:00
Andrzej Kapolka
ba9b5888d2 More work on full frame sending. 2013-08-01 13:00:01 -07:00
Andrzej Kapolka
ff0d63173c Pass the aspect ratio into the shader, since it no longer necessarily
corresponds to the texture rectangle's aspect ratio.
2013-07-18 21:25:11 -07:00
Andrzej Kapolka
b15724665b Removed unused variable, fixed shader comments. 2013-07-18 18:16:45 -07:00
Andrzej Kapolka
fdeb63c121 More work on face points. 2013-07-15 16:09:49 -07:00
Andrzej Kapolka
5c590638f3 Working on mesh rendering for faces. 2013-07-15 13:12:22 -07:00
Andrzej Kapolka
84bb2aa265 Started on C++ side of SSAO effect. 2013-07-14 18:21:18 -07:00
Andrzej Kapolka
411cb92300 Working on face rendering as point cloud. 2013-07-14 15:54:29 -07:00
Andrzej Kapolka
b294b33ac7 Started on ambient occlusion shader. 2013-07-05 18:21:59 -07:00
Andrzej Kapolka
c11ab45474 It seems gl_ModelViewMatrixInverse is problematic on OS X; let's try passing
in the camera's position as transformed into model space.
2013-06-14 17:21:35 -07:00
Andrzej Kapolka
790cdfb0bd Added refraction to irises. 2013-06-14 16:46:34 -07:00
Andrzej Kapolka
5241c41ddd Shed some light on what these shaders are doing, so to speak. 2013-06-14 11:29:32 -07:00
Andrzej Kapolka
e401663459 Added per-pixel specular highlight to irises. 2013-06-13 15:58:49 -07:00
Geenz
d512b414ee Correct after blending. 2013-06-09 22:48:14 -04:00
Andrzej Kapolka
d09700adde Merge branch 'master' of https://github.com/worklist/hifi into voxeltars
Conflicts:
	interface/src/Avatar.cpp
	interface/src/Avatar.h
	interface/src/Skeleton.h
	interface/src/VoxelSystem.h
2013-06-04 11:00:59 -07:00
Andrzej Kapolka
26b7976489 Merge branch 'master' of https://github.com/worklist/hifi into voxeltars 2013-06-03 09:49:50 -07:00
Jeffrey Ventrella
cf67f28b57 merge 2013-06-03 08:10:41 -07:00
Andrzej Kapolka
6c975f9c6f More work on avatar voxels. 2013-06-01 15:06:29 -07:00
Geenz
de76851207 Remove unnecessary normalize. 2013-05-31 20:35:26 -04:00
Geenz
d98b28d4ab So apparently, this was a scale problem the entire time. 2013-05-31 20:30:42 -04:00
Geenz
1eac57dd0c #19351 - Atmosphere shaders should be handled per-pixel instead of per-vertex. 2013-05-30 15:02:11 -04:00
Andrzej Kapolka
86ddcea87f Better names for the shaders. 2013-05-16 13:08:21 -07:00
Andrzej Kapolka
0a6b4702c6 Experimenting with simple Perlin noise shader for voxels. 2013-05-15 22:18:56 -07:00
Andrzej Kapolka
f0055bd419 Fixes for OS X: GLSL version must be first line in source, don't init glut
(Qt apparently uses it?)
2013-05-15 16:19:42 -07:00
Andrzej Kapolka
5138f62aef Use the "proper" alpha value (i.e., the one from the original shader). This
makes the sky somewhat darker, but that probably just means we need more
scattering or a brighter sun.
2013-05-08 11:50:59 -07:00
Andrzej Kapolka
82f16e7f34 Include the "sky from space" shaders, too, and use them when the camera is
outside the atmosphere's outer radius.
2013-05-08 11:42:31 -07:00
Andrzej Kapolka
4567c31a26 Added licensing information from the GPU Gems site, fixed spacing. 2013-05-08 09:55:46 -07:00
Andrzej Kapolka
7faa9e4318 More work on atmosphere rendering; rendering now working. 2013-05-07 12:40:15 -07:00