overte-thingvellir/libraries/render-utils/src
2017-10-16 17:27:53 -07:00
..
text working on text3d overlays and entities 2017-09-12 16:49:51 -07:00
AbstractViewStateInterface.cpp
AbstractViewStateInterface.h Removing unused call 2017-09-25 15:10:40 -07:00
AmbientOcclusionEffect.cpp Texture::create returns shared pointer 2017-04-25 15:56:23 -07:00
AmbientOcclusionEffect.h removing the explicit SettingHandle path to REnder?engine 2017-04-24 00:52:09 -07:00
AnimDebugDraw.cpp fixing th e bug on exit due to the debug anim draw of the avatars 2017-10-02 21:31:30 -07:00
AnimDebugDraw.h
animdebugdraw.slf
animdebugdraw.slv
AntialiasingEffect.cpp working on text3d overlays and entities 2017-09-12 16:49:51 -07:00
AntialiasingEffect.h Rendering improvements based on spectator-camera changes 2017-06-13 15:19:29 -07:00
BackgroundStage.cpp adding assert or checks whenever getting a scene stage 2017-07-10 12:37:26 +02:00
BackgroundStage.h CLeaning up comments 2017-06-26 16:43:04 +02:00
CauterizedMeshPartPayload.cpp Show MyAvatar's head in the SpectatorCamera view! 2017-06-15 11:31:20 -07:00
CauterizedMeshPartPayload.h payload keeps weak pointer to Model 2017-05-22 17:29:15 -07:00
CauterizedModel.cpp Merge pull request #10528 from AndrewMeadows/payload-gets-weak-pointer 2017-05-22 21:54:40 -07:00
CauterizedModel.h Model has a Rig rather than a RigPointer 2017-05-19 13:24:16 -07:00
debug_deferred_buffer.slf
debug_deferred_buffer.slv
DebugDeferredBuffer.cpp adding assert or checks whenever getting a scene stage 2017-07-10 12:37:26 +02:00
DebugDeferredBuffer.h
deferred_light.slv
deferred_light_limited.slv
deferred_light_point.slv
deferred_light_spot.slv
DeferredBuffer.slh
DeferredBufferRead.slh New android toolchain 2017-09-19 13:45:12 -07:00
DeferredBufferWrite.slh Fading on polyline now works when the polyline is added to the scene 2017-07-20 12:45:14 +02:00
DeferredFramebuffer.cpp Texture::create returns shared pointer 2017-04-25 15:56:23 -07:00
DeferredFramebuffer.h Cleanup and refactoring 2017-06-15 18:58:56 -07:00
DeferredFrameTransform.cpp Apply the projection and deferred transform fixes found while working on spectator camera 2017-06-28 15:44:17 +02:00
DeferredFrameTransform.h Cleanup and refactoring 2017-06-15 18:58:56 -07:00
DeferredGlobalLight.slh
DeferredLighting.slh
DeferredLightingEffect.cpp working on text3d overlays and entities 2017-09-12 16:49:51 -07:00
DeferredLightingEffect.h REmoving warnings for unused var 2017-07-07 12:19:22 +02:00
DeferredTransform.slh
directional_ambient_light.slf
directional_ambient_light_shadow.slf
directional_skybox_light.slf
directional_skybox_light_shadow.slf
Fade.slh Merge branch 'fade' into fade2 2017-07-20 13:39:56 +02:00
Fade_shared.slh TransitionStage + FadeJob compiling but not linked to entity events 2017-07-07 18:22:11 +02:00
FadeEffect.cpp make sure FadeEffect dependency is created early 2017-09-27 11:58:35 -07:00
FadeEffect.h make sure FadeEffect dependency is created early 2017-09-27 11:58:35 -07:00
FadeEffectJobs.cpp Small changes to respect coding rules 2017-08-14 22:43:39 +02:00
FadeEffectJobs.h Fixed non working fade invert parameter 2017-08-14 11:21:47 +02:00
FboCache.cpp
FboCache.h
forward_model.slf New android toolchain 2017-09-19 13:45:12 -07:00
forward_model_normal_map.slf New android toolchain 2017-09-19 13:45:12 -07:00
forward_model_normal_specular_map.slf New android toolchain 2017-09-19 13:45:12 -07:00
forward_model_specular_map.slf New android toolchain 2017-09-19 13:45:12 -07:00
forward_model_translucent.slf New android toolchain 2017-09-19 13:45:12 -07:00
forward_model_unlit.slf New android toolchain 2017-09-19 13:45:12 -07:00
ForwardBuffer.slh New android toolchain 2017-09-19 13:45:12 -07:00
ForwardBufferWrite.slh New android toolchain 2017-09-19 13:45:12 -07:00
ForwardGlobalLight.slh New android toolchain 2017-09-19 13:45:12 -07:00
FramebufferCache.cpp
FramebufferCache.h
fxaa.slf
fxaa.slv
fxaa_blend.slf
GeometryCache.cpp fix warning about implicit cast from 64 to 32 bits 2017-10-11 06:07:07 -07:00
GeometryCache.h more correct use of BufferView in GeometryCache 2017-10-10 17:02:26 -07:00
glowLine.slf Merge branch 'master' into android_new 2017-09-26 14:31:29 -07:00
glowLine.slv fix alpha on glowLines 2017-09-22 13:22:08 -07:00
grid.slf
hmd_ui.slf move hud rendering to render thread, still need to separate out hud overlays 2017-09-29 09:49:08 -07:00
hmd_ui.slv move hud rendering to render thread, still need to separate out hud overlays 2017-09-29 09:49:08 -07:00
LightAmbient.slh
LightClusterGrid.slh
LightClusterGrid_shared.slh New android toolchain 2017-09-19 13:45:12 -07:00
LightClusters.cpp adding assert or checks whenever getting a scene stage 2017-07-10 12:37:26 +02:00
LightClusters.h Introducing the renderview task 2017-06-06 18:00:41 -07:00
lightClusters_drawClusterContent.slf
lightClusters_drawClusterContent.slv New android toolchain 2017-09-19 13:45:12 -07:00
lightClusters_drawClusterFromDepth.slf
lightClusters_drawClusterFromDepth.slv New android toolchain 2017-09-19 13:45:12 -07:00
lightClusters_drawGrid.slf
lightClusters_drawGrid.slv New android toolchain 2017-09-19 13:45:12 -07:00
LightDirectional.slh
LightingModel.cpp
LightingModel.h Cleanup and refactoring 2017-06-15 18:58:56 -07:00
LightingModel.slh New android toolchain 2017-09-19 13:45:12 -07:00
LightPayload.cpp adding assert or checks whenever getting a scene stage 2017-07-10 12:37:26 +02:00
LightPayload.h Keep iterating on the zones 2017-05-05 18:07:21 -07:00
LightPoint.slh New android toolchain 2017-09-19 13:45:12 -07:00
LightSpot.slh New android toolchain 2017-09-19 13:45:12 -07:00
LightStage.cpp CLeaning up comments 2017-06-26 16:43:04 +02:00
LightStage.h CLeaning up comments 2017-06-26 16:43:04 +02:00
local_lights_drawOutline.slf
local_lights_shading.slf Fixing the bug appearing on Nvidia 284.76 2017-07-05 18:39:09 +02:00
MaterialTextures.slh New android toolchain 2017-09-19 13:45:12 -07:00
MeshPartPayload.cpp wip hud layering and fix crashes 2017-10-04 11:45:21 -07:00
MeshPartPayload.h Preparing for merge with stage. DOESN'T COMPILE! 2017-07-07 15:16:20 +02:00
Model.cpp ifdef out more per-frame-per-entity profiling 2017-10-16 17:27:53 -07:00
Model.h fix animating entities 2017-10-16 15:55:25 -07:00
model.slf
model.slv
model_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
model_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
model_lightmap.slf
model_lightmap.slv
model_lightmap_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
model_lightmap_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
model_lightmap_normal_map.slf
model_lightmap_normal_map.slv
model_lightmap_normal_map_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
model_lightmap_normal_map_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
model_lightmap_normal_specular_map.slf
model_lightmap_normal_specular_map_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
model_lightmap_specular_map.slf
model_lightmap_specular_map_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
model_normal_map.slf
model_normal_map.slv
model_normal_map_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
model_normal_map_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
model_normal_specular_map.slf
model_normal_specular_map_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
model_shadow.slf
model_shadow.slv
model_shadow_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
model_shadow_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
model_specular_map.slf
model_specular_map_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
model_translucent.slf
model_translucent_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
model_translucent_unlit.slf
model_translucent_unlit_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
model_unlit.slf
model_unlit_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
nop.slf
Outline.slf Modified outline shader to do fill branch on CPU. Fixed assymetric outline 2017-09-07 12:15:38 +02:00
Outline.slh Adjustments to half texel fix 2017-09-07 12:30:20 +02:00
Outline_filled.slf Modified outline shader to do fill branch on CPU. Fixed assymetric outline 2017-09-07 12:15:38 +02:00
Outline_shared.slh Adjusted kernel size to real pixel blur width 2017-08-10 10:54:28 +02:00
OutlineEffect.cpp Fixed warning on Mac 2017-09-07 19:03:22 +02:00
OutlineEffect.h Update angular size and i behavior 2017-09-22 11:41:28 -07:00
overlay3D.slf
overlay3D.slv
overlay3D_model.slf
overlay3D_model_translucent.slf
overlay3D_model_translucent_unlit.slf
overlay3D_model_unlit.slf
overlay3D_translucent.slf
overlay3D_translucent_unlit.slf
overlay3D_unlit.slf
PickItemsJob.cpp New android toolchain 2017-09-19 13:45:12 -07:00
PickItemsJob.h New android toolchain 2017-09-19 13:45:12 -07:00
RenderDeferredTask.cpp fix debugDeferredLighting 2017-10-06 15:46:10 -07:00
RenderDeferredTask.h move hud rendering to render thread, still need to separate out hud overlays 2017-09-29 09:49:08 -07:00
RenderForwardTask.cpp working on text3d overlays and entities 2017-09-12 16:49:51 -07:00
RenderForwardTask.h
RenderPipelines.cpp Working with specific zpass rendering for outline. Debug script needs relinking to correct config 2017-09-06 18:40:38 +02:00
RenderShadowTask.cpp Working with specific zpass rendering for outline. Debug script needs relinking to correct config 2017-09-06 18:40:38 +02:00
RenderShadowTask.h removing the explicit SettingHandle path to REnder?engine 2017-04-24 00:52:09 -07:00
RenderUtilsLogging.cpp
RenderUtilsLogging.h
RenderViewTask.cpp Introducing the renderview task 2017-06-06 18:00:41 -07:00
RenderViewTask.h Introducing the renderview task 2017-06-06 18:00:41 -07:00
sdf_text3D.slf working on text3d overlays and entities 2017-09-12 16:49:51 -07:00
sdf_text3D.slv working on text3d overlays and entities 2017-09-12 16:49:51 -07:00
sdf_text3D_transparent.slf working on text3d overlays and entities 2017-09-12 16:49:51 -07:00
Shadow.slh
simple.slf Merge branch 'master' into android_new 2017-09-26 14:31:29 -07:00
simple.slv properly fix AA stenciling 2017-08-10 16:07:40 -07:00
simple_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
simple_fade.slv Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
simple_opaque_web_browser.slf
simple_textured.slf
simple_textured_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
simple_textured_unlit.slf
simple_textured_unlit_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
simple_transparent_textured.slf
simple_transparent_textured_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
simple_transparent_textured_unlit.slf
simple_transparent_textured_unlit_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
simple_transparent_web_browser.slf
skin_model.slv
skin_model_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
skin_model_normal_map.slv
skin_model_normal_map_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
skin_model_shadow.slf Fixed fade for shadow job 2017-06-08 17:09:08 +02:00
skin_model_shadow.slv
skin_model_shadow_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
skin_model_shadow_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
Skinning.slh
SoftAttachmentModel.cpp don't do SoftAttachmentModel::updateClusterMatrices if geometry isn't ready 2017-07-13 13:18:21 -07:00
SoftAttachmentModel.h Model has a Rig rather than a RigPointer 2017-05-19 13:24:16 -07:00
ssao.slh
ssao_debugOcclusion.slf
ssao_makeHorizontalBlur.slf
ssao_makeOcclusion.slf
ssao_makePyramid.slf
ssao_makeVerticalBlur.slf
standardDrawTexture.slf
standardTransformPNTC.slv
stencil_drawMask.slf Refining the stencil configuration and triggering only in hmd mode 2017-06-02 00:22:38 -07:00
StencilMaskPass.cpp working on text3d overlays and entities 2017-09-12 16:49:51 -07:00
StencilMaskPass.h working on text3d overlays and entities 2017-09-12 16:49:51 -07:00
SubsurfaceScattering.cpp adding assert or checks whenever getting a scene stage 2017-07-10 12:37:26 +02:00
SubsurfaceScattering.h
SubsurfaceScattering.slh New android toolchain 2017-09-19 13:45:12 -07:00
subsurfaceScattering_drawScattering.slf
subsurfaceScattering_makeLUT.slf
subsurfaceScattering_makeProfile.slf
subsurfaceScattering_makeSpecularBeckmann.slf
SurfaceGeometry.slh
surfaceGeometry_copyDepth.slf Added PrepareOutline job to save outlined zbuffer 2017-08-08 15:28:36 +02:00
surfaceGeometry_downsampleDepthNormal.slf
surfaceGeometry_makeCurvature.slf New android toolchain 2017-09-19 13:45:12 -07:00
surfaceGeometry_makeLinearDepth.slf
SurfaceGeometryPass.cpp Apply the projection and deferred transform fixes found while working on spectator camera 2017-06-28 15:44:17 +02:00
SurfaceGeometryPass.h
TextRenderer3D.cpp
TextRenderer3D.h
TextureCache.h
toneMapping.slf
ToneMappingEffect.cpp Cleanup and refactoring 2017-06-15 18:58:56 -07:00
ToneMappingEffect.h Cleanup and refactoring 2017-06-15 18:58:56 -07:00
UpdateSceneTask.cpp TransitionStage + FadeJob compiling but not linked to entity events 2017-07-07 18:22:11 +02:00
UpdateSceneTask.h Moving the stage objects under the scene umbrella and creating a cear task to update the scene elements 2017-06-21 18:29:38 -07:00
zone_draw.slh Polishing the scope shaders 2017-05-18 01:06:59 -07:00
zone_drawAmbient.slf Polishing the scope shaders 2017-05-18 01:06:59 -07:00
zone_drawKeyLight.slf Refining the shader for key and testing removing completely the code dealing with Zone lighting in the ENtityTreeREnderer 2017-05-19 17:50:19 -07:00
zone_drawSkybox.slf Polishing the scope shaders 2017-05-18 01:06:59 -07:00
ZoneRenderer.cpp adding assert or checks whenever getting a scene stage 2017-07-10 12:37:26 +02:00
ZoneRenderer.h some clean up: 2017-05-23 18:00:22 -07:00