samcake
4ec971b449
MOre debugging
2016-08-01 23:17:32 -07:00
SamGondelman
0b5c7909b8
a calculated change
2016-08-01 18:45:25 -07:00
Seth Alves
b953e6f0ff
when an avatar URL fails, switch to the default
2016-08-01 18:12:30 -07:00
SamGondelman
6154aaddda
try to fix linux build
2016-08-01 16:19:03 -07:00
SamGondelman
ae0b9ea9a3
fade wireframes
2016-08-01 15:26:04 -07:00
SamGondelman
313ba87fce
fade on texture load
2016-08-01 14:47:20 -07:00
SamGondelman
217a102926
working on loading fade
2016-08-01 13:15:55 -07:00
samcake
3ca1cdd645
Merging with master
2016-08-01 12:42:33 -07:00
samcake
beb42332ef
save the current state of adding debug and evolving the ao job
2016-07-31 16:05:25 -07:00
SamGondelman
676f4bdfcf
misc fixes from particles branch
2016-07-29 15:36:32 -07:00
Anthony Thibault
ea310bcc43
Web Entities now render correctly as well
2016-07-28 14:11:19 -07:00
Anthony Thibault
be6e401e9a
Merge branch 'master' into bug-fix/web3doverlay-rendering
2016-07-28 11:20:35 -07:00
Anthony Thibault
6b8e912114
Fix for mac and linux builds
2016-07-28 10:02:19 -07:00
samcake
afb1ebf42e
Revolutionizing ao
2016-07-26 23:19:41 -07:00
Bradley Austin Davis
fa20898285
Remove last direct use of gpu::Context::render()
2016-07-26 16:13:22 -07:00
Bradley Austin Davis
bb6abf11d3
FramebufferCache, cleanup & thread safety
2016-07-26 15:32:31 -07:00
Anthony J. Thibault
0a35c13a94
Moved creation of pipeline into call_once block
2016-07-25 16:30:29 -07:00
Anthony J. Thibault
fb84f058d6
Fix alpha cut-outs and incorrect gamma on Web3DOverlays
2016-07-25 15:56:05 -07:00
Chris Collins
e1e1ca1c12
Merge pull request #8306 from AndrewMeadows/fix-crash-on-avatar-change
...
fix interface crash when chaning avatar models
2016-07-25 12:11:46 -07:00
Chris Collins
3c9b9aef4f
Merge pull request #8304 from ChristophHaag/fixGridShader
...
fix grid shader
2016-07-25 09:47:12 -07:00
Andrew Meadows
d876251f1e
release geometry refs in Model::deleteGeometry()
2016-07-24 19:17:39 -07:00
Brad Davis
85b0440e32
Disable glow lines (and the use of geometry shaders) on non-Windows platforms for now
2016-07-23 11:06:33 -07:00
Christoph Haag
7134d2bfd4
fix grid shader
...
this shader is used for example in
developer - audio - audio scope - show scope
2016-07-23 11:09:16 +02:00
Ryan Downe Karpf
91714aaca6
Merge pull request #8258 from AlexanderOtavka/edit-model-ui
...
Edit model dialog improvements
2016-07-22 17:11:52 -07:00
samcake
1c4742e710
Fixing comments from review
2016-07-20 11:02:27 -07:00
Andrew Meadows
2afd65467a
fix bug where model is not yet ready for col shape
2016-07-19 18:01:22 -07:00
samcake
8f663f20e0
FIx warnings
2016-07-19 13:24:03 -07:00
samcake
7f169b8e4f
Adjust qml positions and fix one shader bug
2016-07-19 13:20:19 -07:00
samcake
3e7126f5be
Removed reference to LIghtingModel.slh in teh DefereedBufferWrite.slh to avoid side effects
2016-07-19 13:06:26 -07:00
samcake
4742f40128
Separating the normal packing into it s own file and make sure to sclae the filter radius correctly dpeending on the resolution of diffusion
2016-07-19 12:23:57 -07:00
samcake
36d58a2b82
Finish the integration of the diffusion pass in the SurfaceGeometryPass job, clean up ui
2016-07-19 10:34:06 -07:00
samcake
ff132fa712
Gathering the diffusion passes in the SUrfaceGEometryPAss job
2016-07-19 02:11:22 -07:00
samcake
a8dd06ad38
Better groupint of the diffuseion of the curvature for easier fix for mini mirror
2016-07-18 19:24:43 -07:00
samcake
34f2a96888
Adding the check for Obscurrance
2016-07-18 18:11:51 -07:00
samcake
80587ca8a3
using the textureGather lookup
2016-07-18 12:52:21 -07:00
samcake
be4839d46c
a better depth filter
2016-07-18 12:26:04 -07:00
samcake
a4ad4659c4
Fixing build warnings
2016-07-18 11:17:06 -07:00
samcake
a44aee84ce
Merge branch 'master' of https://github.com/highfidelity/hifi into skin
2016-07-18 10:16:55 -07:00
samcake
86d9ee56d2
Downsampling shader pass
2016-07-18 03:56:11 -07:00
samcake
5a0ce81516
Performing the curvature generation and diffusion at half the resolution
2016-07-18 03:54:05 -07:00
samcake
378f4576fa
a bit better making the curvature and diffusion passes
2016-07-17 20:18:06 -07:00
samcake
cfa51ae1f5
REmoving problematic timers for mac
2016-07-17 18:32:43 -07:00
samcake
9332f82d54
Carrefully improving the curvature generation performances
2016-07-17 17:13:07 -07:00
samcake
744474982d
Merge branch 'master' of https://github.com/highfidelity/hifi into skin
2016-07-17 13:28:03 -07:00
Brad Davis
03cb6175ab
Support triangle and hexagon shapes, add shape support to overlays.
2016-07-15 22:02:17 -07:00
samcake
076b8cd297
Instrumenting the GPU git status
2016-07-15 17:47:54 -07:00
Brad Davis
b31300406a
Don't extend glow line length
2016-07-15 16:20:05 -07:00
samcake
22ac95d463
REvisiting the RangeTimer to measure the real gpu duration
2016-07-15 09:12:16 -07:00
samcake
d69be5e4d2
Fixing the default value for the lightingMOdel flag when using debugDeferredLighting
2016-07-14 16:45:56 -07:00
samcake
776bcb6655
FIxing the web entity rendering
2016-07-14 15:49:49 -07:00
Zach Pomerantz
e4dabc6be4
fix task config initialization
2016-07-14 13:16:19 -07:00
samcake
3ab56062d4
Address some warnings and syntax issues
2016-07-14 12:06:02 -07:00
samcake
a42f9a5d0e
FIxing the mini mirror perf issue and the gamma correction
2016-07-14 10:53:13 -07:00
samcake
b9a2b2778e
Adding the support for the subregion in the blur passes to apply it correctly to mini mirror
2016-07-13 18:53:37 -07:00
samcake
f6671b34fa
Fix the transformation problem for rendering the mini mirror (scattering is still screwed though)
2016-07-13 18:26:53 -07:00
samcake
219b41e813
Fix the mini mirror perf issue and improve the debugDeferredLighting script
2016-07-13 17:37:35 -07:00
Andrew Meadows
3e43859139
setCollisionModelURL() more symmetric with setURL()
2016-07-13 15:13:35 -07:00
Andrew Meadows
4bebb682dc
namechange: fetchResource --> getGeometryResource
2016-07-13 15:13:35 -07:00
Andrew Meadows
9f7d2cf263
NetworkGeometry --> GeometryResourceWatcher
...
Model class gets render and collision geometries with watchers
also changed names for readability
2016-07-13 15:00:12 -07:00
Andrew Meadows
f6681d4b3d
remove unused cruft
2016-07-13 15:00:12 -07:00
samcake
8acc18ae8b
Merge branch 'master' of https://github.com/highfidelity/hifi into skin
2016-07-13 11:42:07 -07:00
samcake
307243da8b
cleaning compilation warnings and tuning the FBX material mapping pass
2016-07-13 11:04:53 -07:00
samcake
2c584f7690
Fixing a bad autoRef usage
2016-07-13 10:34:43 -07:00
samcake
9f91dd5bfc
Cleaning the gpu-test app to work with the new deferred pipeline
2016-07-13 10:19:42 -07:00
samcake
51594fefa2
more clean up
2016-07-12 18:21:31 -07:00
Brad Hefta-Gaub
819cab4aab
Merge pull request #8158 from sethalves/raypick-avatars
...
Raypick avatars
2016-07-12 15:27:30 -07:00
samcake
cde17ecaab
Clenaing the rendering and the framebuffer allocations
2016-07-12 14:34:54 -07:00
samcake
504e9f154c
Less comments
2016-07-12 09:18:02 -07:00
samcake
e0993c593b
BRinging the intermediate render textures in the pipeline as varyings and not throug the singletonn anymore
2016-07-11 18:34:18 -07:00
samcake
ba7590712a
BRinging the intermediate render textures in the pipeline as varyings and not throug the singletonn anymore
2016-07-11 18:33:57 -07:00
samcake
0e99a4ac97
Merge branch 'master' of https://github.com/highfidelity/hifi into skin
2016-07-11 10:49:28 -07:00
Brad Davis
2c72037e81
Fixing warnings
2016-07-09 20:43:31 -07:00
Brad Davis
31948bce2d
Support alpha and color gradients in circle overlays
2016-07-09 20:43:30 -07:00
samcake
2fbdb22493
Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward
2016-07-08 18:14:05 -07:00
Seth Alves
5c69e55475
Merge branch 'master' of github.com:highfidelity/hifi into raypick-avatars
2016-07-08 17:43:52 -07:00
Brad Davis
ae1dd29a7a
Fix depth writing for glow lines
2016-07-08 10:27:53 -07:00
samcake
37f7596183
Trying to unify the shaders with/without scattering eve more but found a scribe bug. REnder emissive and lightmap during forward pass
2016-07-08 09:04:10 -07:00
samcake
fff2a9a5a2
REfactoring the shading functions interface to account for scattering
2016-07-07 21:16:28 -07:00
Brad Davis
c644c87e69
Fix glow line vanishing, improve transparency interaction
2016-07-07 19:01:41 -07:00
Seth Alves
11542aeca2
pick against avatar's capsule and then against the T-pose mesh
2016-07-07 16:36:25 -07:00
samcake
5827993125
Fixing warnings
2016-07-07 16:30:10 -07:00
samcake
1eb4acf815
Unifying the lighting pass for scaterring and not
2016-07-07 15:41:00 -07:00
Brad Davis
8ca3630cfa
Support glow effect in 3D line overlays
2016-07-07 13:36:48 -07:00
samcake
8f2bf2b423
Integrating the scattering to the local lights
2016-07-06 17:13:16 -07:00
samcake
66b65391a4
Cleaning up the lighting equations
2016-07-05 18:21:49 -07:00
Seth Alves
5ab82cd7c8
Merge branch 'master' of github.com:highfidelity/hifi into raypick-avatars
2016-07-02 15:11:59 -07:00
samcake
2a52f1db7f
Adding the lighting model class to configure accross the jobs the lighting
2016-07-01 18:36:51 -07:00
samcake
9281b28d43
Merge branch 'master' of https://github.com/highfidelity/hifi into skin
2016-07-01 13:39:12 -07:00
samcake
9a604d0ede
Bringing Beckmann specular to the lighting
2016-06-30 19:03:24 -07:00
Brad Davis
b7926b8582
Don't render wire geometry with lighting effects
2016-06-30 16:11:05 -07:00
samcake
ab21a5a5d5
FIxing the bad brdf and adding better debug tool and better Pipeline architecture
2016-06-29 18:59:06 -07:00
Seth Alves
5f9c7b6ea5
trying to take joint information into account when raypicking against models
2016-06-29 17:02:49 -07:00
Seth Alves
d53c7ae5d8
experimenting
2016-06-29 12:39:04 -07:00
samcake
7f5e22d0eb
Post tuesday review, clean up
2016-06-28 17:20:24 -07:00
samcake
d128af48db
Fix the curvature issue in stereo by evaluating in the mono clip space, not stereo. INtegrate the scattering in simple ambient without IBL
2016-06-28 13:47:55 -07:00
samcake
197d49fc03
introducing the depth aware blur
2016-06-27 17:04:37 -07:00
samcake
9bc8441c73
Friday night build, working on getting the LUT generated on the GPU
2016-06-24 17:50:43 -07:00
samcake
a619a142ed
Friday night build, working on getting the LUT generated on the GPU
2016-06-24 17:48:40 -07:00
samcake
ec68eba3cb
Merge branch 'master' of https://github.com/highfidelity/hifi into skin
2016-06-24 09:37:52 -07:00
samcake
e95a31f760
CLeaning up and debugging the splotch
2016-06-24 09:18:04 -07:00
samcake
884b9211c6
Curvature is looking correct now without artefact, moving on to the lighting
2016-06-23 17:13:48 -07:00
samcake
3ec14fd746
MErging and still trying to understand the curvature isssue
2016-06-22 18:06:55 -07:00
samcake
bd28498833
trying to fix the curvature artefact
2016-06-21 18:25:02 -07:00
samcake
0c882832bf
Bringing the Scattering type to the pixels and having a different shading during the lighting pass (for global right now)
2016-06-20 17:58:35 -07:00
Andrew Meadows
5d5dc2837b
fix comment
2016-06-20 17:29:20 -07:00
samcake
37a6d29406
Finally clean the lighting pass for global and local lights, split it into global and locals and make it work with the stereo single drawcall
2016-06-17 17:19:49 -07:00
samcake
904efc8076
SPlitting appart the DeferredLIghting Effect
2016-06-17 09:31:32 -07:00
samcake
350f06465d
Introducing the deferredFRameTransform to DeferredLighting Effect and simplifying the rendering!
2016-06-16 18:28:08 -07:00
samcake
40a4e72f73
Merge branch 'master' of https://github.com/highfidelity/hifi into skin
2016-06-15 15:14:19 -07:00
samcake
e31a3b4d08
After trying stop trying to expose a generic [] operator on Varying and Containers
2016-06-15 15:13:51 -07:00
samcake
42eaaf742d
Protoype done
2016-06-14 18:29:06 -07:00
samcake
8858f9dc82
IUse the light stage finally for the scattering prototype
2016-06-14 09:54:51 -07:00
Brad Davis
196ab401e5
Merge pull request #8046 from SamGondelman/proceduralRaymarch
...
Exposed orientation and eye position to procedural entity shaders
2016-06-14 09:48:07 -07:00
samcake
414c43c012
Current state
2016-06-13 19:10:50 -07:00
samcake
f69c72f984
Fixing the VaryingPair problem
2016-06-13 10:44:31 -07:00
samcake
6a5dff06c4
Pushing a shitty state where the pairs of Varyings don;t get copied correctly
2016-06-13 09:46:24 -07:00
samcake
c325cc50dd
Adding the depth aware blur
2016-06-11 18:54:22 -07:00
samcake
28886f6ec3
Many improvments
2016-06-10 17:18:12 -07:00
SamGondelman
8a682450a9
still trying to fix cmake errors
2016-06-10 17:01:22 -07:00
samcake
6831710efb
Adding the deawSCattering pass
2016-06-09 19:13:28 -07:00
samcake
75a2864845
Merge branch 'master' of https://github.com/highfidelity/hifi into skin
2016-06-09 14:36:28 -07:00
samcake
0b873365ed
save current state
2016-06-09 14:35:44 -07:00
samcake
7bd686167e
Adding the generation of the Scattering on GPU
2016-06-09 09:33:03 -07:00
samcake
e69022285e
A lot more stuff to try to see the skin scattering
2016-06-08 18:58:50 -07:00
Brad Hefta-Gaub
262e0262fc
Merge pull request #7889 from samcake/color
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add support for ambient occlusion texture and lightmap texture for fbx exported from Blender
2016-06-08 17:38:45 -07:00
samcake
75a5f6bd89
Intoducing the bluring as a separate Job reusable and the first version of curvature
2016-06-07 18:13:40 -07:00
samcake
8d90570f72
Correcting the Z sign
2016-06-06 09:29:50 -07:00
samcake
0ea1e7c6b5
Adding acleaner way to do all the deferred frame transform manipulation
2016-06-03 19:29:48 -07:00
Andrew Meadows
c73757f740
use many colors for collision hull rendering
2016-06-03 10:47:54 -07:00
samcake
079f6af2cc
Fixing the gamma correction for the debug view of occlusion
2016-06-02 16:14:46 -07:00
samcake
2489df8229
Merge branch 'master' of https://github.com/highfidelity/hifi into color
2016-06-02 15:16:41 -07:00
samcake
25eb569433
Merge branch 'master' of https://github.com/highfidelity/hifi into color
2016-06-02 10:38:40 -07:00
samcake
1dca62f752
Introducing a new technique for normal packing and fixing a bug on the normal buffer format
2016-06-01 17:51:53 -07:00
samcake
3fe9b67e45
FIxing the reflection jittering by moving the normal into world space
2016-05-27 19:24:56 -07:00
Andrew Meadows
1132b4666a
Merge pull request #7975 from jherico/shared_shapes
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Moving shape definition to a shared location
2016-05-27 07:28:11 -07:00
Brad Davis
2c02c963d4
Moving shape definition to a shared location
2016-05-26 12:22:39 -07:00
Brad Hefta-Gaub
06cb625d09
Merge pull request #7959 from hyperlogic/tony/improved-avatar-mixer-precision
...
Improved Avatar Mixer Rotation Precision
2016-05-25 17:14:12 -07:00
samcake
b76cda3c89
Merge pull request #7945 from Geenz/20901
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20901: Add Range Based Light Attenuation
2016-05-25 16:39:01 -07:00
Brad Hefta-Gaub
b8b39b962d
Merge pull request #7868 from jherico/entity_shape
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Add a generic shape primitive
2016-05-24 08:40:58 -07:00
Anthony J. Thibault
a1c32f8c44
Merge branch 'master' into tony/improved-avatar-mixer-precision
2016-05-23 10:24:52 -07:00
Geenz
bd6f6d2eef
Typo.
...
Not quite sure how this got here.
2016-05-23 09:53:22 -04:00
Brad Davis
2c703e963c
More shapes
2016-05-22 19:48:59 -07:00
Geenz
ff3fca3dc3
Remove no longer necessary light vector parameter.
2016-05-22 21:50:48 -04:00
Brad Davis
cd1e910844
Add a generic shape primitive
2016-05-21 23:46:44 -07:00
Seth Alves
40e862cf9e
quiet gcc 5 warnings
2016-05-21 16:53:01 -07:00
Geenz
a80f47e550
Merge remote-tracking branch 'highfidelity/master' into 20901
2016-05-20 21:12:42 -04:00
Brad Hefta-Gaub
95f7ea5609
Merge pull request #7922 from samcake/red
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improve performance of Light volume pass
2016-05-20 09:33:55 -07:00
Geenz
6ecbdc6b9a
Modify evalLightAttenuation to "fade" edges of lights.
...
This provides a more attractive light falloff around the bounds of a
light - removing harsh edges.
This also adds a new parameter to evalLightAttenuation - the
unnormalized light vector.
2016-05-19 20:03:05 -04:00
samcake
2d7118dacc
clening up the code
2016-05-19 10:21:00 -07:00
Zach Pomerantz
e1971f5ed3
Fix shadow bounds checking
2016-05-18 18:58:28 -07:00
samcake
185f069441
Merge branch 'master' of https://github.com/highfidelity/hifi into red
2016-05-18 13:16:14 -07:00
samcake
89f18aee3b
Simplifying the deferredbuffer clear and enableing z test for lighting pass
2016-05-18 13:14:42 -07:00
samcake
8ec280535b
FIx bad roughness value read from the deferred buffer
2016-05-17 11:13:34 -07:00
samcake
d06c6e2a59
Fix forgotten vertex shader case
2016-05-16 17:54:42 -07:00
Anthony J. Thibault
55b0060df9
Convert JointData from relative frame to absolute.
2016-05-16 17:48:52 -07:00
samcake
a12e56f880
Fix forgotten vertex shader case
2016-05-16 17:43:54 -07:00
samcake
c1fa096e78
adding texcoord 1 on all the material/model and go fetch occlusion map with this uv instead of texcoor0. this allow for separate transforms just for occlusoin map
2016-05-16 15:42:48 -07:00
Brad Hefta-Gaub
1f800294c6
Merge pull request #7880 from jherico/gpu_smart_buffers
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Support partial CPU->GPU buffer transfers
2016-05-14 17:44:26 -07:00
Brad Davis
1e136ed71f
Fix procedural rendering on primitives
2016-05-14 10:59:59 -07:00
Brad Davis
9509e32928
PR feedback
2016-05-14 08:28:51 -07:00
Brad Hefta-Gaub
e754b9e19c
Merge pull request #7871 from samcake/hdr
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Defaulting the color formats used in the rendering pipeline to sRGB
2016-05-13 17:35:48 -07:00
Brad Davis
85272a87ba
Merge pull request #7859 from samcake/lemon
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Introduce the "Unlit" shading model support and apply it to Web Enitities
2016-05-12 15:09:50 -07:00
samcake
d5a9d39edf
Defaulting the color formats used in the rendering pipeline to sRGB
2016-05-11 18:01:19 -07:00
samcake
1ec9ef560e
Fixing the srgb color format conversion for web entities
2016-05-11 10:46:54 -07:00
samcake
e40a795a27
Trying to clean up for pr
2016-05-10 19:25:22 -07:00
Anthony J. Thibault
80a349c65b
Merge branch 'master' into tony/improved-avatar-debug-draw
2016-05-10 14:50:13 -07:00
samcake
303cade547
Merge branch 'master' of https://github.com/highfidelity/hifi into lemon
2016-05-10 09:56:05 -07:00
samcake
00f2e34aa9
Changing emissive to unlit
2016-05-09 17:18:07 -07:00
samcake
615f4028c4
fixing the web enitites lighting, still need to solve the sRGB for it, starting to introduce the unlit feature to the overlays
2016-05-09 17:17:16 -07:00
Anthony J. Thibault
641e152699
Eye tracking bug fix and debug rendering improvement
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* Bug fix for eye tracking in HMD, the "up" orientation of your eyes now match your head.
* DebugDraw: added drawRay method.
* Application: Renamed preRender to postUpdate
* AvatarManager: added postUpdate method that iterates over all avatars.
* MyAvatar: Renamed preRender to preDisplaySide
* MyAvatar: split preRender code into postUpdate and preDisplaySide.
* Removed "Show who is looking at me", "Render focus indicator" and "Render lookat target" debug draw.
* Split "Show Look At Vectors" into "Show My Look At Vectors" and "Show Other Look At Vectors", to make it easier to debug eye tracking.
* "Show Look at Vectors" now draws the right eye red and the left eye blue.
* Removed Avatar and MyAvatar renderBody
* Removed look at rendering from head.
* GLMHelpers: Bugfix for generateBasisVectors when up primary and secondary axis were orthogonal
2016-05-08 16:20:32 -07:00
samcake
a8347cac6e
Getting the unlit to work from the pipeline, and found the isLinear for texture bug!
2016-05-06 18:36:55 -07:00
Andrew Meadows
71b2d647e8
add locks and explicitly copy ViewFrustums
2016-05-05 18:28:27 -07:00
Andrew Meadows
bcf2cc8074
use references not pointers for ViewFrustums
...
also unravelling some spaghetti:
(1) split Octree stuff out of ViewFrustum
(2) moved ViewFrustum from octree to shared lib
(3) removed some cruft
2016-05-05 18:28:27 -07:00
Andrew Meadows
60a72c6660
getViewFrustum() provides const pointer
2016-05-05 18:28:27 -07:00
samcake
e306a24a1b
INtroducing the unlit mode for fragments
2016-05-05 17:08:52 -07:00
samcake
f1b236f3be
adding the DeferredBUfferRead.slh
2016-05-04 18:51:35 -07:00
samcake
2d573963bb
Introducing the unlit material
2016-05-04 18:50:52 -07:00
Brad Hefta-Gaub
bbf358f81d
Merge pull request #7796 from samcake/blue
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Improve Translucent shapes global lighting with support for the ambient map reflection
2016-05-03 11:14:06 -07:00
Geenz
85e0620261
Merge branch 'master' of https://github.com/highfidelity/hifi
2016-04-30 15:40:28 -04:00
samcake
257c8c94c3
clean up the lighting function and put the global specular lighting in a separate function
2016-04-29 10:58:55 -07:00
samcake
88f816fab4
Adding reflection of the ambient map for translucent
2016-04-28 18:18:18 -07:00
samcake
4202e60ac3
trying to add the skymap on translucents
2016-04-26 18:20:15 -07:00
Geenz
bf31fc728a
And another.
2016-04-26 18:54:02 -04:00
Geenz
ef7098b39a
Missed a few.
2016-04-26 17:12:04 -04:00
samcake
5cb346330b
Merging with master
2016-04-25 18:48:58 -07:00
Chris Collins
9bd9de5710
Merge pull request #7636 from samcake/red
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Stereo drawcall amplification
2016-04-22 15:46:18 -07:00
samcake
43caca901f
Merge branch 'master' of https://github.com/highfidelity/hifi into color
2016-04-22 10:57:14 -07:00
samcake
fd3efa37e3
Cleanup the shaders to avoid any uniform in genral, fixed a bug woith the emissive params applied twice for model_lightmap.slf
2016-04-22 10:56:21 -07:00
samcake
5a67411d75
Removing separate uniforms for the texcoord transforms and lightmap params, shader still failing
2016-04-21 18:35:37 -07:00
Ryan Huffman
f90e1aaa23
Remove #line from starsGrid.slf
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Fails to compile with certain drivers.
2016-04-20 15:04:10 -07:00
Brad Davis
882267e08f
Merge pull request #7709 from samcake/blue
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Introduce Shader Compilation versions
2016-04-19 11:14:22 -07:00
samcake
21b0341e50
REmoving extra cruff
2016-04-19 10:51:44 -07:00
samcake
265f6f1275
Updating & Merging with master
2016-04-19 10:05:44 -07:00
Brad Hefta-Gaub
5d550197bd
Merge pull request #7697 from samcake/orange
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Introduce a simple state sort for drawing opaque items
2016-04-19 08:41:49 -07:00
Brad Hefta-Gaub
c41b320d40
Merge pull request #7706 from zzmp/fix/text3d-font
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Fix text3d to allow transparent text
2016-04-19 07:50:36 -07:00
samcake
85fd1dcb5b
Merge branch 'master' of https://github.com/highfidelity/hifi into blue
2016-04-18 18:25:16 -07:00
samcake
cadb53b703
Adding shader versioning and defines from GLBackendShader allowing for runtime defines injection to shaders and more
2016-04-18 18:24:27 -07:00
Zach Pomerantz
2d9dcc8595
Fix text3d to allow transparent text
2016-04-18 16:02:45 -07:00
samcake
ca720efce6
Exposing the timing of the jobs by default
2016-04-18 14:53:06 -07:00
samcake
3887dfdf34
Merge branch 'master' of https://github.com/highfidelity/hifi into lemon
2016-04-18 11:52:45 -07:00
samcake
88c58cc276
Adding the simple state sort to draw opaque deferred
2016-04-18 10:51:31 -07:00
samcake
0531f90675
Adding state sorting for free
2016-04-18 00:22:05 -07:00
samcake
298300e42f
Merge branch 'master' of https://github.com/highfidelity/hifi into red
2016-04-15 14:16:02 -07:00
Zach Pomerantz
2e4e1dd590
Fix leaking Font
2016-04-14 17:00:23 -07:00
samcake
7653fa2c37
Fixing the resize of framebuffer to avoid reassigning the render buffer every frame
2016-04-13 10:56:29 -07:00
samcake
e9a0365454
Removing an include not needed
2016-04-13 00:16:04 -07:00
samcake
ab9f41f5eb
Trying something a bit more radical for timing
2016-04-12 15:29:31 -07:00
samcake
042a419669
Adding counters, not sure they are really useful or that this is the best way to do this...
2016-04-12 02:44:10 -07:00
samcake
816a35099a
Adding tcpu timer on some jobs
2016-04-11 18:34:52 -07:00
samcake
90fd9d77a5
Merging with Master
2016-04-11 18:34:14 -07:00
samcake
8964c2427d
adding support for the 2 versions of the shaders nad solving the mapping of uniforms that arise with it
2016-04-08 18:47:21 -07:00
samcake
2f8d30e7ce
Merge branch 'master' of https://github.com/highfidelity/hifi into red
2016-04-08 09:34:55 -07:00
howard-stearns
5284af6b51
Update text3d shader post pbr.
2016-04-06 12:15:19 -07:00
samcake
d3a87f8db2
need to merge, commiting at a broken state
2016-04-04 18:25:23 -07:00
Anthony Thibault
865a77ae20
Model: fixed two crash issues when changing avatars
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* When the GeometryReader has the last ref to the GeometryResource ptr
It needs to hold on to the reference until invokeMethod is completed.
Otherwise, invokeMethod will call a method on a deleted object, leading
to memory corruption or crashes.
* When the Model URL is changed, the clusterMatrices are invalided and the
RenderItemsSets are cleared. However, there still might be renderItems in
the scene pending changes list that might refer to those RenderItems and their
clusterMatrices. We need to guard against this access to prevent reading from
memory that was previously freed.
Both of these issues were uncovered using the [avatar-thrasher](https://gist.github.com/hyperlogic/d82a61d141df43d576428501a82c5ee6 ) test script.
2016-04-02 21:48:22 -07:00
Anthony J. Thibault
5e81cccc6c
Merge branch 'master' into tony/culling-fixes
2016-04-01 09:29:46 -07:00
Anthony J. Thibault
d670853941
AnimDebugDraw: enable bound now that culling works. :)
2016-03-31 16:10:04 -07:00
Anthony J. Thibault
bc967f0ab0
Model: update renderItems when items are added to the scene.
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* Renamed enqueueLocationChange to updateRenderItems
* Call updateRenderItems when models are added to the scene.
This will fix entity render bounds being incorrect when they are first added to the scene,
then later being correct after a position update.
* Renamed getMeshPartBound to getRenderableMeshBound.
* Avatar now uses getRenderableMeshBound() to do boundingRadius vs frustum check.
* Model::getRenderableMeshBound now returns a more accurate bound, because it is the same one used for rendering.
This will fix avatar freezing, when they are in the corner of your frustum.
This was due to matrices not being updated because the avatar had to a small bounding sphere.
2016-03-31 14:59:27 -07:00
Anthony J. Thibault
635f58629a
MeshPartPayload: remove dead code
2016-03-31 14:58:25 -07:00
samcake
1b54a29491
small improvments adn exploring the jittering bug for reflections
2016-03-31 11:34:27 -07:00
Zach Pomerantz
e4cba14333
Avoid recreating model items when adding to scene
2016-03-31 10:46:51 -07:00
Zach Pomerantz
3de5f73a1f
Fixup model on tex load
2016-03-31 10:46:51 -07:00
samcake
a07ae70ea0
Merge branch 'master' of https://github.com/highfidelity/hifi into lemon
2016-03-31 10:04:51 -07:00
samcake
10ddecd536
Debuggingh the reflection jittering
2016-03-31 01:51:26 -07:00
Brad Hefta-Gaub
a7f93aa75c
Merge pull request #7519 from zzmp/fix/avatar-crash
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Fix crash from updating/resetting avatar
2016-03-30 21:31:17 -07:00
Anthony Thibault
26b9469df5
Merge pull request #7516 from hyperlogic/tony/show-collision-geometry-crash-fix
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Model: fix for crash when displaying collision mesh
2016-03-30 16:48:07 -07:00
Seth Alves
d9909fb7da
Merge pull request #7518 from hyperlogic/tony/model-hand-grab-fix
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Model: Fix for equipped models not updating their matrices
2016-03-30 16:10:21 -07:00
samcake
c13e24438c
Merge pull request #7512 from zzmp/fix/light-buf-fmt
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Correctly represent lighting framebuffer
2016-03-30 16:10:10 -07:00
samcake
6033ad81db
Adding time counter
2016-03-30 16:09:33 -07:00
Zach Pomerantz
6e0d6ee45b
Guard updateClusterMatrices from unloaded geo
2016-03-30 16:04:00 -07:00
Zach Pomerantz
00db095306
Guard against reset model geo on scene update
2016-03-30 15:49:45 -07:00
Anthony J. Thibault
f6344c34e7
Model: Fix for equipped models not updating their matrices
2016-03-30 15:19:35 -07:00
Anthony J. Thibault
103257493c
Model: fix for crash when displaying collision mesh.
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This was due to a default constructed PayloadPointer being sent to the scene via resetItem.
The fix is to A) not do that anymore, B) make resetItem more robust and not crash if this happens.
2016-03-30 14:24:28 -07:00
Zach Pomerantz
1234514e8f
Correctly represent light fbo fmt
2016-03-30 11:22:44 -07:00
samcake
0ee1f039e9
Telling like it is...
2016-03-30 11:15:10 -07:00
samcake
11b6952eff
Merge branch 'master' of https://github.com/highfidelity/hifi into orange
2016-03-30 09:49:17 -07:00
samcake
b492c4b52c
DUmb fix to the flickering issue by overshooting the inside volume of the light and avoid the failing region
2016-03-30 09:32:40 -07:00
Brad Hefta-Gaub
d99dcf5450
Merge pull request #7487 from hyperlogic/tony/animated-culling
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Improved render bounding boxes for animated models
2016-03-30 09:27:43 -07:00
samcake
be27eaff24
Moving the scripts for render that where in utilities/tools/render to utilities/render, adding counters for lights
2016-03-29 17:51:24 -07:00
Zach Pomerantz
29dedd5524
Update model URL on render thread
2016-03-29 10:42:40 -07:00
Anthony J. Thibault
24ca5b3d60
Update after merge changes to NetworkGeometry.
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Also cleaned up API for ModelMeshPartPayload::updateTransformForSkinnedMesh() to pass a QVector const ref, instead of a raw pointer and a size.
2016-03-28 20:29:02 -07:00
Anthony J. Thibault
940f3e636d
Merge branch 'master' into tony/animated-culling
2016-03-28 19:58:38 -07:00
Anthony J. Thibault
115fd607a0
Address performance issues introduced with this PR.
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* Prevent clusterMatrices from being invalidated and re-computed in each updateItem lambda.
We do this by not setting _model->_needsUpdateClusterMatrices = true;
* Prevent redundant work if Model::enqueueLocationChange is called multiple times per frame.
We do this by introducing a preRenderLambdas map in the Application class.
Instead of adding work directly to the scene PendingChanges queue Model::enqueueLocationChange
adds a lambda to the Application preRenderLambdas map. The Application ensures that only one lambda will
be invoked for each model per frame.
2016-03-28 19:47:30 -07:00
Anthony J. Thibault
f5a86666a1
Model: fix for collision mesh rendering
2016-03-28 09:56:15 -07:00
Zach Pomerantz
d6640ac520
Update Model::_hasTransparentTextures
2016-03-27 16:38:45 -07:00
Anthony J. Thibault
49a4d104a6
Minimize diff with master
2016-03-26 13:27:05 -07:00
Anthony J. Thibault
bf433487fa
Dynamic bound update for skinned mesh
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* Use all cluster matrices to compute bound for skinned mesh.
This is far less expensive then doing per-vertex work, but it's not free, for avatars especially.
* Remove skinnedMeshBound, compute it instead.
* Compute clusterMatrices in render update, because we need them to update bounds.
2016-03-26 12:22:02 -07:00
Anthony J. Thibault
b4e70d9101
WIP: checkpoint
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* bug fix in AABox::operator+=
* added AABox::emiggen
* Avatar now has a default bound for it's skinned mesh.
* WIP: AABox tests; NEED MORE
* Model: split collision and model mesh render items.
Because ModelMeshRenderItems need special handling to update bounds for animated joints.
* Model: dynamically update the bound for rigidly bound animated meshes
* Rig: added access to geometryToRigTransform
* RenderableModelEntityItem: try to update bounds for skinned mesh to be the entity dimentions (this doesn't seem to be working)
* Geometry.cpp: removed unused bounds parameter in evalPartBounds
* ModelMeshPartPayload: bounds updating
* non-animated: use existing _localBound
* rigid bound mesh: use _localBound transformed by clusterMatrix joint transform
* fully skinned mesh: use _skinnedMeshBound provided by the application.
2016-03-25 21:29:20 -07:00
Zach Pomerantz
3402635f99
Lock geometry on blender
2016-03-24 18:50:43 -07:00
Zach Pomerantz
3e9e083df5
Update users of NetworkGeometry
2016-03-24 11:35:41 -07:00
samcake
1e46b0803c
fixing repported issues during review
2016-03-23 15:59:57 -07:00
samcake
7d99183474
Merge branch 'master' of https://github.com/highfidelity/hifi into orange
2016-03-23 15:47:00 -07:00
Brad Hefta-Gaub
9f0084dbb1
make Blender keep a shared pointer to the model it's blending
2016-03-22 16:01:31 -07:00
samcake
67abdab8b2
Merge branch 'master' of https://github.com/highfidelity/hifi into orange
2016-03-22 10:13:50 -07:00
Brad Hefta-Gaub
513138ca98
one more crack at fixing the blender
2016-03-21 18:28:26 -07:00
samcake
695e558851
Trying to clena up the problem?
2016-03-21 16:36:47 -07:00
Chris Collins
6324d0e3be
Merge pull request #7393 from ZappoMan/protectMeshBoxes
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Fix for crash in recalculateMeshBoxes()
2016-03-21 15:46:28 -07:00
Brad Hefta-Gaub
d28db7bec6
fix typo
2016-03-21 14:47:53 -07:00
samcake
ec7165983d
Merge branch 'master' of https://github.com/highfidelity/hifi into orange
2016-03-21 13:30:28 -07:00
samcake
d189dc4af2
Problem not fixed yet, need to merge with upstream
2016-03-21 13:30:08 -07:00
Brad Hefta-Gaub
2389295217
actually properly remove pending blendshapes
2016-03-21 13:04:37 -07:00
samcake
227ddb12a6
Trying to clen up the way the opacity final value comes to the fragment shader
2016-03-21 12:14:59 -07:00
Brad Hefta-Gaub
492e71345a
Revert "Revert "Fix ModelBlender crash""
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This reverts commit f274cdcc7f
.
2016-03-21 11:42:25 -07:00
Brad Hefta-Gaub
f274cdcc7f
Revert "Fix ModelBlender crash"
2016-03-21 10:47:31 -07:00
Andrew Meadows
cd802a6549
Merge pull request #7406 from hyperlogic/tony/transparent-texture-fix
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Model: fix for avatars with late loaded transparent textures.
2016-03-21 09:19:33 -07:00
Anthony Thibault
b06f027f2e
Model: fix for avatars with late loaded transparent textures.
2016-03-20 18:20:03 -07:00
samcake
225b330d41
Trying to better load aand detect the case for transparent textures oor opacity mask
2016-03-18 12:47:33 -07:00
Brad Hefta-Gaub
925d5d36ac
clean up the recalculateMeshBoxes() calls in findRayIntersectionAgainstSubMeshes()
2016-03-18 12:20:45 -07:00
Brad Hefta-Gaub
eb8a6527c6
change ModelBlender to use a set<WeakPointers> to safely handle model lifetime
2016-03-17 19:44:42 -07:00
Brad Hefta-Gaub
7483b8546b
remove FaceModel, make Model support shared_from_this() so we can ave shared and weak pointers to it
2016-03-17 17:05:35 -07:00
Andrew Meadows
7acc56bf00
Merge pull request #7359 from zzmp/feat/bg-gpu-timer
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Add a DrawBackgroundDeferred gpu timer
2016-03-16 07:58:53 -07:00
samcake
d58ac269ee
Fixing a bug when albedo map transaprent but not quite loaded yet
2016-03-15 17:01:26 -07:00
samcake
f30e8e9e0c
Merge pull request #7281 from zzmp/fix/png-opacity
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Fix materials to honor png texture opacity
2016-03-15 16:08:36 -07:00
samcake
f3daa9e1c5
Fixing the lighting issue in stereo
2016-03-15 14:35:43 -07:00
Zach Pomerantz
5ab21588f2
Add gpu timer to background
2016-03-14 17:53:39 -07:00
David Rowe
f7c6725f63
Improve text3d rendering
2016-03-12 23:24:52 +13:00
Zach Pomerantz
a89a76dc4b
Require model fixup if tex is transparent
2016-03-11 14:33:19 -08:00
Zach Pomerantz
ee1fb698a4
Add texture transparency to material key
2016-03-11 14:27:35 -08:00
Anthony J. Thibault
0ce004c8a7
Removed passive-aggressive comment, (it was a late night)
2016-03-11 13:36:48 -08:00
Anthony J. Thibault
ab19d3e5a2
Moved animation after physics, hand poses are in world frame.
...
There are still some debug hacks enabled so I can test in the vive room.
2016-03-10 20:44:35 -08:00
Brad Davis
aad2aaa764
Fix link problem with shaders that use transparency and normal maps
2016-03-09 20:01:18 -08:00
Zach Pomerantz
d1324b2e7a
Merge branch 'master' of github.com:highfidelity/hifi into fix/resort-in-octree
2016-03-08 10:22:25 -08:00
samcake
193b98f24f
Gamma correct the text color
2016-03-05 10:59:03 -08:00
samcake
d3b84311c5
FIxing the color
2016-03-05 10:36:45 -08:00
samcake
2d3f0b12f5
Simple fix to the text bug
2016-03-05 10:18:50 -08:00
samcake
e3d11560eb
With a shader compiling
2016-03-04 19:08:48 -08:00
samcake
3278b76eef
Starting investigating the text rendering bug
2016-03-04 18:24:36 -08:00
samcake
aed2ad72d1
Using another formula for the specularDistribution giving much better results
2016-03-01 17:09:57 -08:00
samcake
16ac69315f
Imroving the roughness/specular highlight nd fixing a bug with the CUbemap texture
2016-03-01 16:38:02 -08:00
Zach Pomerantz
5c64115b26
Use keyLight in DLE instead of _skyboxTexture
2016-03-01 14:44:34 -08:00
samcake
9fb318570b
Ajusting the pure Ambient SH lighting pass and more review issues
2016-03-01 12:24:44 -08:00
samcake
89920370db
A bunch of typo fixes after review
2016-03-01 10:53:08 -08:00
samcake
630c61e61d
Reflection is working correctly with the PBR property, ship t
2016-02-29 18:54:43 -08:00
samcake
cfcde5032c
Post merge with Zach work for environment map
2016-02-26 16:32:29 -08:00
Zach Pomerantz
32807012e8
Rm redundant texture reset in overlay draw
2016-02-26 16:26:16 -08:00
samcake
99ba011996
Post merge with Zach work for environment map
2016-02-26 16:04:50 -08:00
Zach Pomerantz
30fbd99d11
Factor out SortTask to fix shadows
2016-02-26 16:04:15 -08:00
Zach Pomerantz
2cd6706a6a
Update fetch to use nonspatialSet
2016-02-26 14:46:42 -08:00
Zach Pomerantz
6c3dd027a7
Use spatial tree for shadow fetch
2016-02-26 14:46:41 -08:00
Zach Pomerantz
1fbcaea4b4
Fix evalSkyboxGlobalColor
2016-02-26 14:20:21 -08:00