Commit graph

139 commits

Author SHA1 Message Date
SamGondelman
444534f4ff model behaves correctly if missing material
(cherry picked from commit 1e89debc4e)
2018-03-16 15:51:37 -07:00
NissimHadar
0f2cf8ea85 Re-implemented shadow controls. 2018-03-01 14:24:20 -08:00
SamGondelman
0fca56eef0 Revert "Merge pull request #12407 from NissimHadar/shadowControlsOffZvork"
This reverts commit 3201d2ba21, reversing
changes made to c0f20900a0.
2018-02-27 11:33:05 -08:00
Anthony J. Thibault
f5fcaae283 Merge branch 'master' into bug-fix/entity-mat-avatar-dual-quaternions 2018-02-26 10:55:44 -08:00
Anthony J. Thibault
0404b722e4 Code review feedback 2018-02-26 10:00:32 -08:00
Anthony J. Thibault
0469eafbe4 Switch between dualQuats and matrix skinning based on model entity scale factor. 2018-02-22 18:35:16 -08:00
Anthony J. Thibault
86351f19a9 Merge branch 'master' into bug-fix/entity-mat-avatar-dual-quaternions 2018-02-22 08:44:21 -08:00
Nissim Hadar
b2a06cdb98 Merge branch 'master' of https://github.com/highfidelity/hifi into shadowControlsOffZvork
# Conflicts:
#	libraries/entities/src/EntityItemProperties.cpp
#	libraries/entities/src/ShapeEntityItem.h
#	libraries/networking/src/udt/PacketHeaders.cpp
#	libraries/networking/src/udt/PacketHeaders.h
2018-02-19 13:05:57 -08:00
Nissim Hadar
194c7f4101 WIP - for review. 2018-02-16 09:28:15 -08:00
SamGondelman
b189433855 merge 2018-02-15 15:50:36 -08:00
SamGondelman
2d754edf74 CR 2018-02-15 15:48:41 -08:00
Sam Gondelman
15cdfef16a
Merge branch 'master' into decals 2018-02-14 17:33:01 -08:00
samcake
1d3ae1b187 Work in progress to get the render items beeing tagged correctly for groupCulled 2018-02-13 17:50:01 -08:00
Anthony J. Thibault
d2c199104e Avatars use Dual Quaternion Skinning and Model Entities do not. 2018-02-13 17:47:49 -08:00
Anthony J. Thibault
7f5f48bca9 Models can now switch between dual quats and matrix palette skinning.
but not dynamically, because we still only compile one version of the shader.
2018-02-13 11:37:14 -08:00
Anthony J. Thibault
cf5452313a WIP check in of making the use of dq or mat dynamic per model 2018-02-12 18:44:24 -08:00
SamGondelman
84cd0e1529 wip live material swapping on model entities, model overlays, avatars,
and albedo swap on shape entities
2018-02-09 12:00:08 -08:00
SamGondelman
4d4294dd6a Merge remote-tracking branch 'upstream/master' into decals 2018-02-02 16:50:01 -08:00
SamGondelman
d7f4b033e8 wip finish adding material entity 2018-02-02 16:49:33 -08:00
samcake
8dfa3aace3 cleaning en route 2018-01-26 17:34:37 -08:00
Seth Alves
fb974b0b9c attempt to straighten out use of view-visibility masks 2018-01-18 10:09:23 -08:00
Sam Gateau
7a9740d258 visible-perview 2018-01-18 02:18:46 -08:00
humbletim
b91d536dd0 rename model:: -> graphics:: 2018-01-16 12:46:16 -05:00
humbletim
08ccda9cfc rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
Anthony J. Thibault
e86fd4f992 Removed SKIN_COMP define, re-enabled cauterization 2018-01-04 16:15:42 -08:00
Anthony J. Thibault
8bdddf7211 Full Dual Quaternion support 2018-01-04 16:15:38 -08:00
Anthony J. Thibault
18113d824c Created Model::TransformComponents class 2018-01-04 16:13:44 -08:00
SamGondelman
69c1c65eb8 get rid of _model completely 2017-12-21 14:08:21 -08:00
SamGondelman
2ba3e337db cleanup 2017-12-20 14:18:01 -08:00
SamGondelman
bd06dc6443 cleaning up modelmeshpartpayload 2017-12-20 11:00:14 -08:00
Sam Gateau
c11f46a8d3 cleaning more code 2017-11-02 23:35:18 -07:00
Sam Gateau
56510abd1e Trying to set the ClusterBuffer in the render loop instead of the game loop 2017-11-02 03:45:27 -07:00
Olivier Prat
4256a1f2a7 Preparing for merge with stage. DOESN'T COMPILE! 2017-07-07 15:16:20 +02:00
Olivier Prat
69a7ec42fd Added fade state in render::Item 2017-07-07 09:16:54 +02:00
Olivier Prat
8a12d0c106 Fade effect working again for basic enter domain but with various Fade jobs 2017-06-29 08:54:23 +02:00
Olivier Prat
cba70e6be0 Fade working on voxel objects 2017-06-08 14:57:09 +02:00
Olivier Prat
de143d0ea2 Switched to uniforms for sending fade shader data. Moved more fade functions to FadeEffect class 2017-06-06 17:07:20 +02:00
Olivier Prat
8af2f75996 Added FadeManager to centralize some common fade effect data and functions 2017-06-06 16:11:12 +02:00
Olivier Prat
1433ae4b34 Merged from 21274 2017-06-05 11:12:57 +02:00
Andrew Meadows
f7db877b7f payload keeps weak pointer to Model 2017-05-22 17:29:15 -07:00
Olivier Prat
111f0762ea Added debug scripts and fade position is now stable 2017-04-30 14:42:27 +02:00
Olivier Prat
6a39c25dc7 Merged from master because protocol has changed 2017-04-27 10:59:51 +02:00
Olivier Prat
8071c04e98 Added fade effect prototype version 2017-04-27 10:31:06 +02:00
Atlante45
a2f7a88433 Start drawing models before we get the textures 2017-04-26 10:49:23 -07:00
Andrew Meadows
f250c0d298 simpler bindTransform() for ModelMeshPartPayload 2017-03-15 14:41:13 -07:00
samcake
04d5173328 Merge pull request #9530 from AndrewMeadows/computeBoundsOutsideLambda
compute Model's local bounds outside pending changes queue
2017-01-31 11:40:21 -08:00
samcake
3c56bd2960 Adding support for disabling texturing from the material 2017-01-30 15:03:04 -08:00
Andrew Meadows
489fbc6299 compute Model's local bounds outside render lambda 2017-01-27 09:35:36 -08:00
Andrew Meadows
10cdea9cd8 cleanup model fade logic 2017-01-19 14:17:50 -08:00
Andrew Meadows
1d6f47e3d8 repack to reduce MeshPartPayload footprint 8 bytes 2017-01-19 12:56:08 -08:00
Andrew Meadows
3dd8fd838b move cauterization out of Model class 2017-01-19 12:56:07 -08:00
Andrew Meadows
fd28457807 fix cauterization hack 2017-01-16 15:13:28 -08:00
Andrew Meadows
5d880487a0 cleanup class method declarations 2017-01-11 06:56:07 -08:00
Andrew Meadows
44699fc661 modelToWorld rotation not in cluster matrices 2017-01-10 16:21:13 -08:00
samcake
c435afb728 Introducing a fix for the overlayered model drawn in front 2016-12-19 13:17:56 -08:00
Brad Hefta-Gaub
7fe16442fa make calculateTextureInfo thread safe 2016-10-01 15:47:17 -07:00
David Rowe
68499f49ad Fix count of textures 2016-09-10 10:15:13 +12:00
Brad Hefta-Gaub
e1845e2c3f add support for renderInfo properties to model entities 2016-08-31 15:00:21 -07:00
Andrew Meadows
fe4198530f don't render raw compound collision geometry 2016-08-24 22:26:56 -07:00
SamGondelman
ccca6d935f don't fade after physics kick in 2016-08-12 14:35:22 -07:00
SamGondelman
36d9f92101 performance optimization to minimize calling usecTimestampNow 2016-08-09 13:10:02 -07:00
SamGondelman
ae9fb3768c CR notes 2016-08-08 17:45:25 -07:00
Brad Hefta-Gaub
83280aa3f2 implement support for updating the render items of models when they finish their fade 2016-08-05 10:11:07 -07:00
SamGondelman
d63a0ef08f working on making other entities transparent 2016-08-02 18:09:42 -07:00
SamGondelman
0b5c7909b8 a calculated change 2016-08-01 18:45:25 -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
Anthony J. Thibault
24ca5b3d60 Update after merge changes to NetworkGeometry.
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
49a4d104a6 Minimize diff with master 2016-03-26 13:27:05 -07:00
Anthony J. Thibault
bf433487fa Dynamic bound update for skinned mesh
* 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
* 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
3e9e083df5 Update users of NetworkGeometry 2016-03-24 11:35:41 -07:00
Zach Pomerantz
7a5562abce Do not cauterize bones in SHADOW_RENDER_MODE 2016-01-18 20:51:28 -08:00
Zach Pomerantz
56aba41299 Rename ShapeRender to DeferredPipelineLib 2016-01-08 14:02:49 -08:00
Zach Pomerantz
1b3e144395 Rename Shape to ShapePipelineLib, Shape.h to ShapePipeline.h 2016-01-07 13:29:35 -08:00
Zach Pomerantz
9bc661adc8 Cleanup for style/dead code 2016-01-06 11:42:58 -08:00
Zach Pomerantz
63444aac72 Back to shapeContext, compiling 2016-01-05 17:20:08 -08:00
Zach Pomerantz
7913ca7f3b Render using ShapeRender, pickPipeline in renderItems 2016-01-05 17:20:08 -08:00
Zach Pomerantz
59a354ea8c Change payload interface to return ShapeKey, not MaterialKey 2016-01-05 17:20:08 -08:00
samcake
20f3d6abe1 REmoving comments 2015-12-10 16:52:03 -08:00
samcake
dffb83a488 Potentially working correctly 2015-12-10 16:31:00 -08:00
samcake
5805cc8f2b Adding the AABox transform features (from Extents) adn introducing a simple MeshPartPayload to render simple geometry 2015-12-10 14:59:04 -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
samcake
1adf2cc8ba Repesenting the collision meshes of a Model correctly 2015-12-08 16:45:12 -08:00
samcake
b24af06589 Fixing the display of the collision hull mesh 2015-12-07 18:26:55 -08:00
Seth Alves
bc99ef778c change how render engine is told about model position changes 2015-10-20 12:04:29 -07:00
Brad Hefta-Gaub
110adc5c22 fix model LOD behavior 2015-10-19 15:21:25 -07:00
samcake
c92a6d58ab Dispatch classes in their properly named files to appease the coding standard gods 2015-10-06 09:46:32 -07:00