samcake
4374bd26ae
Disabling COmpression
2016-04-08 01:37:27 -07:00
samcake
76dd740578
Cleaning up to test before merge, not solved the stuttering happening when using compressed textures. cleaned up a bit of the TextureMap doanload callbacks
2016-04-07 20:05:05 -07:00
samcake
a6bac7ad92
Experimenting with a hidden gltexture object while beeing transfered
2016-04-06 18:30:18 -07:00
samcake
16174df0f3
POlishing the size evaluation and trying to debug the compression scheme
2016-04-06 16:33:45 -07:00
samcake
f3e6c490a4
merging with master, moving the TexelFOrmat function to a cpp
2016-04-04 12:03:37 -07:00
Triplelexx
a4775983a2
Merge branch 'master' into 20769
...
# Conflicts:
# interface/src/Application.cpp
conflicting line 2528 wheelEvent is now const
2016-04-04 19:19:55 +01:00
Lexx
0b313afd74
Rename Skybox.slv to skybox.slv
2016-04-04 00:32:20 +01:00
Lexx
bc0ea31534
Rename Skybox.slf to skybox.slf
2016-04-04 00:32:05 +01:00
Triplelexx
11af0a421b
Merge branch 'master' into 20769
2016-04-03 22:57:55 +01:00
samcake
be38de3239
Cleaning up the TextureMap loaders and cleaning for pr
2016-04-01 17:16:22 -07:00
Zach Pomerantz
0e9b783ca3
Release skybox texs when not rendering
2016-04-01 14:46:50 -07:00
samcake
1ca87fa069
Refactoring a bit the texture loaders to factorize work
2016-04-01 11:44:57 -07:00
samcake
9d1f91fa19
First pass at using compressed format when uploading textures
2016-03-31 19:27:35 -07:00
Anthony J. Thibault
940f3e636d
Merge branch 'master' into tony/animated-culling
2016-03-28 19:58:38 -07:00
Anthony J. Thibault
e77cf54483
Geometry.cpp: rename method
2016-03-28 13:29:28 -07:00
Anthony J. Thibault
b4e70d9101
WIP: checkpoint
...
* 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
af55547766
Copy material schema buffers as new ref
2016-03-25 11:46:24 -07:00
Zach Pomerantz
fc8b34f8c7
Move tex alpha detection to cv method
2016-03-24 09:48:33 -07:00
samcake
1e46b0803c
fixing repported issues during review
2016-03-23 15:59:57 -07:00
samcake
3274df9923
Fixing the missing field for blender translucent map
2016-03-22 16:18:51 -07:00
samcake
3c075532f8
Good to go for merge
2016-03-22 15:14:01 -07:00
samcake
67abdab8b2
Merge branch 'master' of https://github.com/highfidelity/hifi into orange
2016-03-22 10:13:50 -07:00
samcake
695e558851
Trying to clena up the problem?
2016-03-21 16:36:47 -07:00
Zach Pomerantz
2b92756c65
Default bg to SKY_DOME
2016-03-21 15:11:26 -07:00
samcake
ec7165983d
Merge branch 'master' of https://github.com/highfidelity/hifi into orange
2016-03-21 13:30:28 -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
samcake
f7847f6561
Trying to fix names
2016-03-18 17:32:00 -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
Zach Pomerantz
a0ba5d3c29
Look at whole tex for alpha mask
2016-03-18 11:00:36 -07:00
Zach Pomerantz
ee1fb698a4
Add texture transparency to material key
2016-03-11 14:27:35 -08:00
Zach Pomerantz
2508b14126
Workaround for scribe not scrubbing #else
2016-03-10 22:53:21 -08:00
Zach Pomerantz
4dad797e20
Only add buffer/tex to skymap if asked for
2016-03-10 22:52:44 -08:00
Zach Pomerantz
4eca43027a
Add texture, color to px skybox
2016-03-10 21:05:36 -08:00
Zach Pomerantz
b627a17ce9
Allow px/color skybox without tex
2016-03-10 12:58:49 -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
99ba011996
Post merge with Zach work for environment map
2016-02-26 16:04:50 -08:00
samcake
5401149713
Cleaning the tlist of textures in the NetworkTexture and in FBXMaterial
2016-02-26 12:10:13 -08:00
Zach Pomerantz
712cf911b1
Differentiate global sun and skyStage sun
2016-02-26 11:06:02 -08:00
samcake
d64b9bb6d9
Drafting the support for gloss map
2016-02-26 09:18:40 -08:00
samcake
3ee6f9d6f2
Merge branch 'master' of https://github.com/highfidelity/hifi into orange
2016-02-25 23:48:53 -08:00
Brad Hefta-Gaub
82cbf19bca
Merge pull request #7078 from zzmp/fix/light-intensity
...
Reimplement light attenuation for spot and point lights
2016-02-25 16:08:28 -08:00
samcake
96fb9c4466
cleaning up macos warnings, separating Metallic maps from the default, gamma corrected gray textures
2016-02-25 14:13:35 -08:00
Zach Pomerantz
32ce7c6eab
Rename light surfaceRadius->falloffRadius
2016-02-25 10:02:33 -08:00
samcake
a0d7ce145e
Adding support for emissive and occlusion maps, on to pr land
2016-02-24 17:30:29 -08:00
Zach Pomerantz
95d98e3ed7
Wire up zone ambientURL
2016-02-24 16:07:04 -08:00
samcake
2f5800a4cc
IMproving the shading model and the loading, added the roughness, needt to clean up
2016-02-23 18:31:38 -08:00
samcake
00782b0e76
GOing home, this is in the middle of adding the Roughness texture and potentially cleaning up the different compinations of shaders regarding the material textures
2016-02-22 18:19:36 -08:00
Zach Pomerantz
329202def7
Remove light curve scale/bias from cutoff
...
Light intensity attenuation is still calculated
as a function of distance from the light surface,
but is biased back so that the curve begins at
the light source, not the surface.
Light maximum radius is still user-inputted, but
if the radius is after a MIN_CUTOFF_INTENSITY,
a new cutoff radius will be calculated from the
intensity to avoid extra shader processing.
2016-02-22 13:54:14 -08:00
samcake
39a7852979
MOving forward with PBR rendering, cleaning up the lighting shaders and the packi/unpack deferredBuffer shaders
2016-02-19 18:43:07 -08:00
samcake
903824809c
trying to have better support for the materials
2016-02-18 18:33:32 -08:00
samcake
b88501784c
Making progress toward the PBR material
2016-02-17 18:47:52 -08:00
Zach Pomerantz
7ccb7e1c79
Merge branch 'master' of github.com:highfidelity/hifi into fix/light-intensity
2016-02-17 13:57:42 -08:00
Zach Pomerantz
bab29a0d3e
Compare fragLightVec square to LightCutoffSquareRadius
2016-02-17 12:49:41 -08:00
samcake
2ed7f997e3
A few changes in the material call back
2016-02-17 10:44:15 -08:00
samcake
b03f639e2c
Renaming and rearranging the material fields to support PBR fbx materials
2016-02-16 17:20:23 -08:00
samcake
0ad7bacf02
Changing diffuse to albedo and breaking everything...
2016-02-15 21:50:10 -08:00
samcake
4c82e0b2b1
Removing dead comment
2016-02-15 17:44:40 -08:00
samcake
e149daa49b
Cleaning the Light.slh
2016-02-15 13:27:28 -08:00
samcake
0a6ceb67ad
Fixing a typo
2016-02-15 12:01:28 -08:00
samcake
4559e75f90
Trying to solve the ambient issue
2016-02-12 18:22:01 -08:00
Zach Pomerantz
84f810bdc0
Style nits on Light
2016-02-11 08:28:17 -08:00
Zach Pomerantz
399861087d
Reimplement lighting model
2016-02-10 20:02:44 -08:00
Zach Pomerantz
19e318c3f0
Enforce maximum radius for lights
...
Light attenuation is based on the intensity,
in that intensity is used to calculate a light's surface area.
Lights of sufficiently low intensities generated either
incredibly large or negative surface areas, causing them to
appear much brighter than similar lights of greater intensity.
This enforces an already present maximum.
2016-02-10 15:57:01 -08:00
Brad Davis
7d99f9e72f
PR comments
2016-02-09 10:16:44 -08:00
Brad Davis
839b8d432e
Don't burn CPU cycles calculating an average color we don't use
2016-02-09 09:39:34 -08:00
Brad Davis
f9f9ddd8bd
Yet more atmosphere removal
2016-01-21 15:15:17 -08:00
Zach Pomerantz
c6e6aceb85
Optimize getVertexStream() by using a const&
2015-12-31 11:51:05 -08:00
Zach Pomerantz
12fa223004
Render SKY_DOME when SKY_MAP tex is loading
2015-12-29 10:58:23 -08:00
Zach Pomerantz
5a86f0c23f
Nest JS props in SceneScriptingInterface
2015-12-21 14:32:06 -08:00
samcake
8d4d0d4e9a
FIxing the bad returned value per reference
2015-12-17 10:08:40 -08:00
samcake
7bc815448e
The material colors for diffuse and emissive are now gamma corrected by default
2015-12-16 18:14:43 -08:00
samcake
a50b14dfae
Merging with upstream graphics
2015-12-14 18:18:39 -08:00
samcake
3554f54e17
Merge branch 'master' of https://github.com/highfidelity/hifi into graphicsMaster
2015-12-14 17:38:56 -08:00
Atlante45
b8495a6912
Merge branch 'master' of https://github.com/highfidelity/hifi into warnings-win
2015-12-11 18:05:47 -08:00
samcake
b3acde4462
Merge branch 'master' of https://github.com/highfidelity/hifi into graphicsMaster
2015-12-11 17:49:00 -08:00
samcake
68134aafe5
Fix the broken skybox and simplify a bit the vertex shader used
2015-12-11 16:14:55 -08:00
Atlante45
ce51350b65
Fix warnings on windows 64bit
2015-12-11 15:42:15 -08:00
samcake
5d395ae54f
Merge branch 'master' of https://github.com/highfidelity/hifi into graphicsMaster
2015-12-10 18:06:43 -08:00
samcake
3728a9c6f0
Merging with Master
2015-12-10 16:55:30 -08:00
samcake
9eb40bcd65
Trying to redner the collision geometry correctly but still an issue with the bounding box i get
2015-12-09 16:58:14 -08:00
Atlante45
1d513cfbba
Merge branch 'master' of https://github.com/highfidelity/hifi into particle
2015-12-09 15:09:19 -08:00
Sam Cake
9faec326da
CHanging the lighting BUffer format and adding tone mapping
2015-12-08 08:34:42 -08:00
Sam Cake
3595d0d719
less commented stuff
2015-12-07 01:15:10 -08:00
samcake
b28e3d0045
Merging MAster and Graphics
2015-12-04 17:51:30 -08:00
samcake
cfd7373585
Merge branch 'master' of https://github.com/highfidelity/hifi into graphicsMaster
2015-12-04 16:52:50 -08:00
samcake
ef7ddce2b6
Trying to fix the problem of the background not showing correctly
2015-12-04 16:52:14 -08:00
Atlante45
3da80f5861
gpu::Shader::create* return shared_ptr
2015-12-03 14:56:07 -08:00
samcake
762a241fa6
Adding specific path for loading lightmaps
2015-12-02 18:03:58 -08:00
Atlante45
e25ea122d8
Start moving update to shader
2015-11-24 11:51:56 -08:00
Andrew Meadows
7fa069cf30
fix line endings grumble gruble
2015-10-20 09:38:25 -07:00
Brad Hefta-Gaub
bddb0e1e7b
ifdef out buggy texture map code
2015-10-19 09:43:08 -07:00
Brad Davis
6f5f6450df
Cleanup CMake files
2015-10-11 00:01:03 -07:00
samcake
12fedb6ff0
Move skinning shader features in its own slh and get ready for moving cluster matrices to uniform buffer
2015-10-05 18:31:05 -07:00
samcake
690620d74d
Cleaning code
2015-10-01 19:23:32 -07:00
samcake
0398f9429e
fix the coo/texel blender mode for the case when color is black and the stereo issue
2015-09-30 18:39:13 -07:00
samcake
69c4075439
Fix the behavior when skybox color is black and skymap is available
2015-09-30 18:08:01 -07:00
samcake
d3d4775232
THe dataBuffer contining the properties of the skybox is now per instace and not static and shared so it's static from frames to frames
2015-09-30 17:54:20 -07:00
samcake
be9b244779
Fix the skybox color issue with background rendering when no texture is there
2015-09-30 17:21:52 -07:00
samcake
75e858cd13
Putting together the stencil buffer for opaque vs background and using it for the backgroud render items
2015-09-30 15:54:03 -07:00