Commit graph

45 commits

Author SHA1 Message Date
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