Andrzej Kapolka
2dfabdfe64
Support for scaling splat textures in S and T, use mipmaps for them.
2014-08-22 16:43:09 -07:00
Andrzej Kapolka
72500630b0
Basic splatting.
2014-08-20 19:26:06 -07:00
Andrzej Kapolka
416d9bac2e
Working on texture rendering.
2014-08-20 14:48:02 -07:00
Andrzej Kapolka
668f6d3cfd
Support for shadows on heightmaps.
2014-08-15 16:13:47 -07:00
Andrzej Kapolka
2c0f8ff57e
Working on rejiggering the heightfield tiles.
2014-08-12 10:56:15 -07:00
Andrzej Kapolka
b7b1b018ee
No need to use a texture for the cursor; we can just use a fragment shader.
2014-08-08 11:24:57 -07:00
Andrzej Kapolka
0fc34a47aa
Show heightfield cursor.
2014-08-07 18:19:58 -07:00
Andrzej Kapolka
4696832ec6
Compute heightfield normals from adjacent values in vertex shader.
2014-08-05 15:13:50 -07:00
Andrzej Kapolka
c3c2265ddd
Hide the unset (black) bits.
2014-07-30 18:14:11 -07:00
Andrzej Kapolka
6824479762
Progress on rendering heightfield buffers.
2014-07-29 16:06:35 -07:00
Andrzej Kapolka
aeee369286
Working on heightfield implementation.
2014-07-28 19:10:59 -07:00
Andrzej Kapolka
bbd977777a
Merge branch 'master' of https://github.com/highfidelity/hifi into metavoxels
2014-07-22 19:24:02 -07:00
Andrzej Kapolka
4f87524821
Switched back to using uniforms for light parameters, as using the fixed
...
function state killed my frame rate. Also cleaned up some of the location
tracking.
2014-07-22 18:03:13 -07:00
Andrzej Kapolka
be028c2b01
Fixes for local lights.
2014-07-22 14:13:51 -07:00
Andrzej Kapolka
0ddd3e650c
More point bits (trying a different tack).
2014-07-21 19:00:13 -07:00
TonyPeng
ef4b95c6e0
Merged from master. Get rid of redundant GL fog states. Moved local light parameters to shader uniform arrays.
2014-07-09 13:27:42 -07:00
TonyPeng
56eadcb0dc
Get rid of redundant GL calls for fog. Enable and disable fog during rendering stage of voxels. Moved the local light parameters to shader uniform arrays.
2014-07-09 12:05:34 -07:00
TonyPeng
94e81da557
Added local lights to avatar. Added haze to voxel.
2014-07-08 09:44:28 -07:00
Chris Oates
2d9a42c07a
Merge branch 'master' of https://github.com/highfidelity/hifi
2014-07-02 13:12:37 -07:00
Chris Oates
e903b1659a
Implemented Improved Perlin Noise in existing "textured voxels" option.
...
TextureCache.cpp: modified so that permutation texture contains known permutation of 0..255 rather than random set of values. Does not noticeably affect visuals.
perlin_modulate.frag: implementation of improved noise, per 2002 SIGGRAPH paper, including "turbulence" summation.
2014-07-02 13:09:16 -07:00
barnold1953
1af2996cf2
Properly use body orientation for Oculus camera
2014-06-27 09:53:31 -07:00
barnold1953
67c5281205
Fixed CMake for oculus. Gave Oculus its own camera for minimum latency.
2014-06-26 17:10:53 -07:00
barnold1953
61b20b2be0
Working 3.2 Oculus SDK
2014-06-26 09:56:19 -07:00
Andrzej Kapolka
391902f79b
Cascaded shadow maps for models.
2014-05-29 15:30:40 -07:00
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