Commit graph

3277 commits

Author SHA1 Message Date
Nissim Hadar
4acd0a34f5 Seems OK. Before adding flag to entity. 2018-02-12 12:55:14 -08:00
NissimHadar
7ee5245aeb Added shadow caster flag to filter. 2018-02-09 10:45:29 -08:00
NissimHadar
950a62f3f8 Global graphics flag default to on.
Added cast shadows flag to zone/keylight.
Exit the RenderShadowMap job if current keylight doesn't cast shadows.
2018-02-08 15:52:20 -08:00
Olivier Prat
179aca2bf9 Shadow task now uses LOD culling from main view task 2018-02-06 11:47:39 +01:00
Olivier Prat
445ffbd82f Added tag bits to shadow octree query 2018-02-05 16:35:55 +01:00
Olivier Prat
2940a67b3e Merged with master 2018-02-03 16:55:25 +01:00
John Conklin II
c8bb26ae74
Merge pull request #12294 from samcake/pastel
Improve startup time by optimizing shader bookkeeping
2018-02-02 16:37:44 -08:00
John Conklin II
9f4820df3b
Merge pull request #12255 from Zvork/trnormalmap
Normal map support on translucent objects
2018-02-02 14:19:50 -08:00
Olivier Prat
03daba9bac Removed duplicate shader include 2018-02-02 18:18:24 +01:00
Olivier Prat
8a011036ef Removed warnings on mac and ubuntu 2018-02-02 18:07:35 +01:00
Seth Alves
861497e907 Merge branch 'master' of github.com:highfidelity/hifi into cauterize-head-av-entities-1 2018-02-02 08:56:18 -08:00
Seth Alves
14d5029f4d only update cauterization of child entities when something relevant changes 2018-02-02 08:56:11 -08:00
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
a44c5c9814 Merge branch 'master' of http://github.com/highfidelity/hifi into trnormalmap 2018-02-02 08:46:38 +01:00
Anthony J. Thibault
a1b67afabf Fix for rigidly bound mesh not being properly cauterized.
For example, sometimes in first person view, you can see the back of your avatar's eyes or the brim of your avatar's hat.
2018-02-01 11:57:50 -08:00
Seth Alves
482be7ba4e Merge branch 'master' of github.com:highfidelity/hifi into cauterize-head-av-entities-1 2018-02-01 06:36:04 -08:00
Sam Gateau
351f619555 Fixing a shader error on android 2018-01-31 23:35:16 -08:00
samcake
582ef2a8a2 MErging with master 2018-01-31 11:00:23 -08:00
Seth Alves
64a46bf5df merge from upstream 2018-01-31 10:43:41 -08:00
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
Atlante45
bc819c698e Merge branch 'stable' of https://github.com/highfidelity/hifi into merge-back 2018-01-30 16:09:30 -08:00
MiladNazeri
3585bead96
Merge pull request #12037 from humbletim/Leopoly_Phase1_004_RayPick-Changes
Leopoly_Phase1_004_RayPick-Changes
2018-01-29 14:02:38 -08:00
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
John Conklin II
92b9290294
Merge pull request #12267 from hyperlogic/bug-fix/rc63-neck-cauterization
RC63: Bug fix for avatar neck cauterization
2018-01-29 10:52:10 -08:00
Olivier Prat
0324f41565 Trying to improve adaptive shadow bias 2018-01-29 17:23:35 +01:00
Olivier Prat
70a7ecc5f0 Fixed merge with remote trnormalmap 2018-01-29 10:50:17 +01:00
Olivier Prat
4cbfef55ef Merged with master. Had to add back shaders and code 2018-01-29 10:33:16 +01:00
Sam Gateau
221475d7d9 FIxing the dark ambient lighting on scattering surface 2018-01-27 10:37:32 -08:00
Sam Gateau
3d9985fa67 FIx the scattering ambient lighting diffuse which was too dark (got divided by PI) comparedd to non scattering 2018-01-27 08:48:19 -08:00
samcake
8dfa3aace3 cleaning en route 2018-01-26 17:34:37 -08:00
Anthony J. Thibault
3be857567b updated Skinning.slh comment and constant.
(cherry picked from commit 43eaa02ef0)
2018-01-26 14:02:18 -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
23b99f04cd Merge branch 'master' of https://github.com/highfidelity/hifi into seth-branch 2018-01-25 18:33:37 -08:00
Anthony J. Thibault
1ad65b8da5 Bug fix for twisted knees on some avatars.
The FBXReader inverse bind pose calculation can sometimes introduce floating point fuzz into
the bottom row of the matrix.  The Transform class checks this bottom row before doing decomposition
into translation, rotation and scale.  If it detects that this row is not exactly (0, 0, 0, 1) it aborts.
And returns identity.  To guarantee that it preforms the decomposition correctly slam the row to (0, 0, 0, 1),
before conversion to a Transform instance.

(cherry picked from commit 991ba7f195)
2018-01-25 18:31:41 -08:00
Anthony J. Thibault
21c1e32490 Bug fix for avatar neck cauterization
The basic dual-quaternion skinning algorithm does not handle non-rigid transformations like scale well.
Because we only use scaling for head cauterization, we special case this by passing in a cauterization factor,
as well as a cauterization position to the vertex shader.  If a vertex is flagged as cauterized, we slam it to equal the cauterization position.
Although, not as smooth as the previous method, it seems to work well enough on the avatar's I've tested.

(cherry picked from commit faf8350369)
2018-01-25 17:47:39 -08:00
samcake
2f4e61888f Making it work maybe 2018-01-25 16:57:35 -08:00
samcake
ae6a95ec0d fixing my bugs on vissibility 2018-01-24 18:07:35 -08:00
Olivier Prat
d0f2138e87 Merged with master 2018-01-24 10:00:41 +01:00
Olivier Prat
c92a9975ba Merged with master 2018-01-24 09:53:38 +01:00
Seth Alves
1cbc2e31cf merge from upstream 2018-01-23 15:21:03 -08:00
humbletim
65455e7b50 Merge remote-tracking branch 'upstream/master' into Leopoly_Phase1_004_RayPick-Changes 2018-01-23 14:57:33 -05:00
Olivier Prat
55abaf33fb Added shaders to support normal maps on translucent objects 2018-01-23 17:35:01 +01:00
Olivier Prat
24692f13fd Added separate scribe function to evalGlobalLightingAlphaBlendedWithHaze to shorten shader C string 2018-01-23 14:19:39 +01:00
Olivier Prat
43f7bb5f56 Fixed compilation error due to really long shader 2018-01-22 16:50:03 +01:00