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