Commit graph

316 commits

Author SHA1 Message Date
samcake
20d8c11e28 ALmost there, getting eback everything to work with the light and background stages in the scene, not in deferredLighting Effect anymore 2017-06-22 17:54:16 -07:00
Sam Cake
07e18eb3a8 Keep cleaning up the DeferredLightingEffect , removing stage s from there... 2017-06-22 01:12:32 -07:00
Zach Fox
52ea7e7994 Rendering improvements based on spectator-camera changes 2017-06-13 15:19:29 -07:00
samcake
bac66ee4c7 Introducing the renderview task 2017-06-06 18:00:41 -07:00
samcake
9c1e99fe3f Removing cruft and organizing the stencil config 2017-06-01 13:06:22 -07:00
Sam Cake
b528c2fc60 Merged 2017-05-31 19:33:14 -07:00
samcake
82d348a2ef Stencil rejection is working, and more cleaning 2017-05-31 16:46:20 -07:00
Sam Cake
32c5dac66a Big cleanup of unecessary shaders and legacy from deferred lighting, and messing around with the stencil 2017-05-31 00:55:28 -07:00
samcake
8559ed6260 Starting to add the stencil mask for hmd 2017-05-30 16:37:10 -07:00
Sam Gateau
589bcc19ce 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
samcake
2cd2c95940 Adding more debugging tool 2017-05-16 16:12:31 -07:00
samcake
db4387e55d Trying to mess with the defautl texture for skybox 2017-05-15 17:31:29 -07:00
samcake
bc41be7ec1 Introucing the BackgroundStage to manage the background / skybox in one place 2017-05-09 17:10:05 -07:00
samcake
bbb513220b Moving forward 2017-05-08 17:33:24 -07:00
Sam Cake
d3724116d9 Using the items to pick the key light! 2017-05-08 00:20:20 -07:00
samcake
b6c966ef39 Keep iterating on the zones 2017-05-05 18:07:21 -07:00
Atlante45
ad16a935e9 Texture::create returns shared pointer 2017-04-25 15:56:23 -07:00
sam gateau
0a615f35a7 Merge branch 'master' of https://github.com/highfidelity/hifi into brown 2017-04-21 14:31:15 -07:00
samcake
63fe579022 simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -07:00
Sam Cake
29545f0918 FInally bringing all the shader compilation related fuinctions in the Backend in the same cpp, making specialized version based on the Backend 2017-04-13 23:53:56 -07:00
Sam Cake
dd73cb7b8e Use a magic number gpu::Texture::SINGLE_MIP instead of 1 2017-03-30 23:46:37 -07:00
samcake
b6504bba56 Moving the num mips per texture to the creator so it s immutable and simpler 2017-03-29 17:58:56 -07:00
Bradley Austin Davis
7fb7aa87eb Working on new texture management strategy 2017-02-17 07:53:16 -08:00
Brad Davis
30a9961362 tracing polish 2016-12-16 14:02:27 -08:00
Ryan Huffman
7bb2755913 Add chrome tracing support 2016-12-16 01:14:01 -08:00
samcake
dfc0b7beac adressed reveiw comments 2016-11-22 10:15:49 -08:00
samcake
6926cd274c Merge with upstream 2016-11-02 18:15:08 -07:00
Brad Davis
28771cbda9 Additional plugin debugging, better plugin resource cleanup 2016-10-11 19:40:02 -07:00
samcake
eea5118eab Merge branch 'master' of https://github.com/highfidelity/hifi into hdr 2016-10-11 16:19:00 -07:00
samcake
7ea790aa4f adding a comment to explain what we are doing 2016-10-11 14:43:41 -07:00
samcake
7af3aa53ac Fixing the key light pass with ambient map 2016-10-11 13:20:32 -07:00
sam
567adf651a FOund 2 bugs causing the empty clusters. now back to working 2016-10-07 05:02:04 -07:00
samcake
a378a6eccb separate the rendering of the light outline from the main rendering and introduce a way to support both platform 2016-10-03 18:28:44 -07:00
sam
6f2452815c pass the visibility of the enitity to the LightPaylkoad correctly, clean up the ambient shader 2016-10-03 00:08:30 -07:00
samcake
5b4829e7b6 Brining back support for the ambinet lighting 2016-09-30 16:24:57 -07:00
samcake
2a0e67ee2a REvisiting the full lighting code to optimize the perf 2016-09-29 19:06:26 -07:00
samcake
9b94a025fc Refining the voxelization of the sphere in the view frustum grid 2016-09-26 18:41:53 -07:00
Brad Davis
82db3d5d55 Disable support for framebuffer resizing 2016-09-23 12:04:57 -07:00
Brad Davis
0953027ef3 Identify pre-generated textures 2016-09-23 12:04:56 -07:00
samcake
e8c2dc10f1 best state for now 2016-09-13 14:59:23 -07:00
samcake
821072bb76 REarrange the light stage construction and light frame usage to produce the light clusters 2016-09-12 11:07:55 -07:00
samcake
7a7a60a5c4 INtroducing a true stage for updating the light cluster and ui to debug 2016-09-11 00:17:34 -07:00
samcake
a0d09e3316 Fixing the vizualisation shader for world to cluster space 2016-09-10 10:14:31 -07:00
samcake
108910052a Adding the reverse transformation 2016-09-09 19:00:54 -07:00
samcake
61de063b29 Developping the Light Clusters, adding visualization 2016-09-08 18:02:35 -07:00
sam
a4df8a84b7 introducing the light Clusters 2016-09-08 00:11:54 -07:00
samcake
6a08c74463 Several experimetations without success 2016-09-07 18:39:07 -07:00
samcake
139ba1b71c REnaming the shaders correctly 2016-09-07 14:56:01 -07:00
samcake
34f40e0828 Creating a separate shader for the locallighting pass 2016-09-06 19:01:13 -07:00
samcake
665a79f100 Creating a separate shader for the locallighting pass 2016-09-06 18:59:26 -07:00