Commit graph

183 commits

Author SHA1 Message Date
Andrzej Kapolka
4475759461 Revert the normal-based ambient occlusion; I wasn't crazy about the look of
it.  Will perhaps revisit later.
2014-09-15 11:52:44 -07:00
Andrzej Kapolka
48adbdfbd2 Shadow fix. 2014-09-12 19:05:49 -07:00
Andrzej Kapolka
24b193b5dc Alpha testing bits. 2014-09-12 18:11:46 -07:00
Andrzej Kapolka
42c8701b26 Don't use gl_Color for skin. 2014-09-12 17:36:58 -07:00
Andrzej Kapolka
72f38900bb Fix for blending on models. 2014-09-12 17:31:03 -07:00
Andrzej Kapolka
53933fc9c6 Working on deferred lighting for models. 2014-09-12 17:09:07 -07:00
Andrzej Kapolka
7074d96c04 Working on support for specular components in deferred lights. 2014-09-12 14:11:56 -07:00
Andrzej Kapolka
f954e4d7ea Fix for deferred lighting on voxels. 2014-09-11 19:06:29 -07:00
Andrzej Kapolka
e6f37544fd Use deferred lighting for voxels as well as metavoxels. 2014-09-11 18:06:56 -07:00
Andrzej Kapolka
21f3f2b90e Switch to deferred lighting for metavoxels. 2014-09-04 17:17:44 -07:00
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