Commit graph

107 commits

Author SHA1 Message Date
Olivier Prat
da6bd92ff6 Merged with master 2018-03-09 10:07:25 +01:00
NissimHadar
1eb0dde3d2 Merge branch 'master' of github.com:highfidelity/hifi into shadowControlsOffZvork 2018-03-05 11:36:39 -08:00
NissimHadar
0f2cf8ea85 Re-implemented shadow controls. 2018-03-01 14:24:20 -08:00
samcake
a7542d5b90 fixing the shadow 2018-02-28 17:46:22 -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
Olivier Prat
2d71d7da9f Merge branch 'master' of http://github.com/highfidelity/hifi into taa 2018-02-27 09:11:43 +01:00
NissimHadar
3150b963c0 Implemented call to abortTask(). 2018-02-22 16:29:58 -08:00
Nissim Hadar
6a9bbaf0a5 WIP - clean-up. 2018-02-19 12:00:30 -08:00
Olivier Prat
f5a2557a2e Merged with master 2018-02-19 17:28:39 +01:00
Nissim Hadar
df7a8389b3 Fixed possible crash. 2018-02-15 11:51:06 -08:00
Nissim Hadar
26e7a85a95 Fixed possible crash. 2018-02-14 21:15:29 -08:00
Nissim Hadar
1632ab9782 Changed flag to "cast shadow" instead of "don't cast shadow". 2018-02-13 18:27:36 -08:00
Nissim Hadar
23a29b8d4b Added don't castr shadow flag to entity and shape classes. 2018-02-13 16:16:04 -08:00
Nissim Hadar
4acd0a34f5 Seems OK. Before adding flag to entity. 2018-02-12 12:55:14 -08:00
NissimHadar
7ee5245aeb Added shadow caster flag to filter. 2018-02-09 10:45:29 -08:00
NissimHadar
950a62f3f8 Global graphics flag default to on.
Added cast shadows flag to zone/keylight.
Exit the RenderShadowMap job if current keylight doesn't cast shadows.
2018-02-08 15:52:20 -08:00
Olivier Prat
179aca2bf9 Shadow task now uses LOD culling from main view task 2018-02-06 11:47:39 +01:00
Olivier Prat
445ffbd82f Added tag bits to shadow octree query 2018-02-05 16:35:55 +01:00
Olivier Prat
2940a67b3e Merged with master 2018-02-03 16:55:25 +01:00
Olivier Prat
e9747e9d85 Small optimisations in shadow shader 2018-02-02 15:06:22 +01:00
Olivier Prat
234cb1e3e6 Added anti frustum test to remove lower cascade objects from higher shadow cascades 2018-02-02 12:15:43 +01:00
Olivier Prat
1f4671ba17 Cleaned up orthographic shadow culling functor 2018-02-02 11:09:28 +01:00
Olivier Prat
3804917cf4 Orthographic octree selection seems to be working 2018-02-02 09:40:57 +01:00
Olivier Prat
d422545c78 Changed shadow task to do a single octree query as well as pipeline/depth sort for all cascades. Still issue with disapearing objects from shadow map with viewpoint 2018-01-31 17:13:06 +01:00
Olivier Prat
3fa2babec2 Moved cascade frustum pre-computation to single ShadowSetup job 2018-01-31 11:55:46 +01:00
Olivier Prat
f344e44d26 Switched to a simpler manual fixed/slope based shadow bias system. Automatic stuff fail most of the time 2018-01-31 10:19:17 +01:00
samcake
1fd4c5c1a4 Integrating the tag flags to the render item key and adding configration of the render pipelien with the Tag information 2018-01-29 12:20:51 -08:00
Olivier Prat
0324f41565 Trying to improve adaptive shadow bias 2018-01-29 17:23:35 +01:00
samcake
8dfa3aace3 cleaning en route 2018-01-26 17:34:37 -08:00
Olivier Prat
6b0b17ff63 Working on better adaptive bias algorithm for shadow 2018-01-26 17:57:20 +01:00
Sam Gateau
51dac04374 Introducing the tag in lieu of the vsisiblity mask 2018-01-26 02:59:43 -08:00
Sam Gateau
7a9740d258 visible-perview 2018-01-18 02:18:46 -08:00
samcake
51ed878683 Merge branch 'master' of https://github.com/highfidelity/hifi into visible-perview 2018-01-17 09:32:03 -08:00
humbletim
b91d536dd0 rename model:: -> graphics:: 2018-01-16 12:46:16 -05:00
samcake
836b69ab1b exposing several visibility flags 2018-01-12 17:42:18 -08:00
Olivier Prat
b9d49318e7 Fixed bug which culled medium sized objects in shadow maps due to perspective frustum assumed octree selection 2017-12-11 12:19:10 +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
Olivier Prat
8d710c8f73 Factorised out some computation needed for all cascades 2017-12-06 18:08:27 +01:00
Olivier Prat
c9c93370da Fixed weird bug with objects suddenly poping out of the shadow map. Was due to objects with own pipeline corrupting the render state. Don't know why though 2017-12-06 15:26:44 +01:00
Olivier Prat
1d8d8335c5 Moved shadow cascade distances computation to shadow, not shadow task 2017-12-06 10:05:39 +01:00
Olivier Prat
e16b427ab6 Switched to 4 cascades for key light and working on a better distribution 2017-12-05 18:57:04 +01:00
Olivier Prat
c0ca7a129d Fixed issue with far distance of cascades being underestimated, especially first cascade 2017-12-05 17:33:11 +01:00
Olivier Prat
d98dfff0a8 Still working on solving that underestimated shadow far plane on the first cascade. I have finally understood the problem (see TODO in LightStage) 2017-11-17 19:25:21 +01:00
Olivier Prat
b246c479e3 Much better cascade blend 2017-11-17 11:25:15 +01:00
Olivier Prat
f8c241c429 Merged disappearing shadow bug fix from pcf branch 2017-11-16 12:19:19 +01:00
Olivier Prat
e574be7855 Fixed potential mismatch between push/popViewFrustum in shadow task 2017-11-16 10:00:32 +01:00
Olivier Prat
d14ebdc0e1 Adjusted cascade partitions 2017-11-14 18:53:50 +01:00
Olivier Prat
74b0b52edb Working CSM with smooth blend between cascades. Switched to 4 1024 cascades 2017-11-14 16:57:22 +01:00
Olivier Prat
ac0e816f8c Cascade selection working on shadow but not in Luci debug mode 2017-11-13 18:42:34 +01:00
Olivier Prat
103e036b70 Shadow maps rendered in cascades 2017-11-10 18:30:37 +01:00