Commit graph

56 commits

Author SHA1 Message Date
HifiExperiments
bdf3568aa8
Merge branch 'master' into stages 2024-10-25 12:48:11 -07:00
HifiExperiments
6876742e6f static pipelines + misc render cleanup 2024-10-23 15:53:10 -07:00
HifiExperiments
9da9eb3ca6 DRY up stage classes with templates 2024-10-21 16:41:40 -07:00
Heather Anderson
bcce9a2091 convert explicit shared pointer creation (using "new") to make_shared where possible/appropriate 2021-09-11 15:15:04 -07:00
Brad Davis
c8e664a0a1 New SPIRV Shader toolchain 2018-10-23 10:40:12 -07:00
Brad Davis
ae8f841912 Shader refactoring for explicit bindings 2018-08-03 14:58:11 -07:00
Brad Davis
04e84f1d23 Moving to cmake time shader compiling 2018-08-03 14:58:11 -07:00
Simon Walton
b2e736da70 Remove commented-out code 2018-04-16 11:57:14 -07:00
Simon Walton
b469cdfda2 More shaders to deferred compile scheme 2018-04-13 17:52:33 -07:00
Simon Walton
1ab31d9116 Defer some shader compilation to a batch job - WIP 2018-04-13 15:38:48 -07:00
Olivier Prat
f5a2557a2e Merged with master 2018-02-19 17:28:39 +01:00
Olivier Prat
5e6300ce46 Merged with master 2018-01-30 09:52:30 +01:00
Olivier Prat
49549ced17 Fixed compilation with new shader system 2018-01-17 10:52:58 +01:00
Olivier Prat
3911ce59cc Scribe now outputs .h and .cpp. Need to change how shader source is referenced in C++ code 2018-01-16 19:02:12 +01:00
Olivier Prat
54eab1c878 First working local lights on transparent objects 2018-01-15 17:49:55 +01:00
Olivier Prat
814de4ab81 Scribe now outputs shaders as cpp files. 2018-01-12 11:59:19 +01:00
Olivier Prat
92e1fe8e5c Removed jitter samples from shader and added name to batches in DEBUG mode to ease render debug 2017-12-08 18:02:27 +01:00
Sam Gateau
0c3755483b adding assert or checks whenever getting a scene stage 2017-07-10 12:37:26 +02:00
Sam Cake
07e18eb3a8 Keep cleaning up the DeferredLightingEffect , removing stage s from there... 2017-06-22 01:12:32 -07:00
Atlante45
ad16a935e9 Texture::create returns shared pointer 2017-04-25 15:56:23 -07:00
samcake
63fe579022 simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -07:00
Sam Cake
dd73cb7b8e Use a magic number gpu::Texture::SINGLE_MIP instead of 1 2017-03-30 23:46:37 -07:00
samcake
b6504bba56 Moving the num mips per texture to the creator so it s immutable and simpler 2017-03-29 17:58:56 -07:00
Bradley Austin Davis
7fb7aa87eb Working on new texture management strategy 2017-02-17 07:53:16 -08:00
samcake
6926cd274c Merge with upstream 2016-11-02 18:15:08 -07:00
Brad Davis
28771cbda9 Additional plugin debugging, better plugin resource cleanup 2016-10-11 19:40:02 -07:00
samcake
2a0e67ee2a REvisiting the full lighting code to optimize the perf 2016-09-29 19:06:26 -07:00
samcake
9b94a025fc Refining the voxelization of the sphere in the view frustum grid 2016-09-26 18:41:53 -07:00
Brad Davis
1ff91219a8 Fix strange artifacts in skybox 2016-09-23 12:04:52 -07:00
samcake
61de063b29 Developping the Light Clusters, adding visualization 2016-09-08 18:02:35 -07:00
samcake
4bf93f66df Cleaning up the lights and the light stage 2016-08-26 17:47:20 -07:00
samcake
219b41e813 Fix the mini mirror perf issue and improve the debugDeferredLighting script 2016-07-13 17:37:35 -07:00
samcake
2c584f7690 Fixing a bad autoRef usage 2016-07-13 10:34:43 -07:00
samcake
cde17ecaab Clenaing the rendering and the framebuffer allocations 2016-07-12 14:34:54 -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
5827993125 Fixing warnings 2016-07-07 16:30:10 -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
9a604d0ede Bringing Beckmann specular to the lighting 2016-06-30 19:03:24 -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
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
a619a142ed Friday night build, working on getting the LUT generated on the GPU 2016-06-24 17:48:40 -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
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
samcake
350f06465d Introducing the deferredFRameTransform to DeferredLighting Effect and simplifying the rendering! 2016-06-16 18:28:08 -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
samcake
414c43c012 Current state 2016-06-13 19:10:50 -07:00