Olivier Prat
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da6bd92ff6
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Merged with master
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2018-03-09 10:07:25 +01:00 |
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NissimHadar
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1eb0dde3d2
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Merge branch 'master' of github.com:highfidelity/hifi into shadowControlsOffZvork
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2018-03-05 11:36:39 -08:00 |
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NissimHadar
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0f2cf8ea85
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Re-implemented shadow controls.
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2018-03-01 14:24:20 -08:00 |
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samcake
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a7542d5b90
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fixing the shadow
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2018-02-28 17:46:22 -08:00 |
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SamGondelman
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0fca56eef0
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Revert "Merge pull request #12407 from NissimHadar/shadowControlsOffZvork"
This reverts commit 3201d2ba21 , reversing
changes made to c0f20900a0 .
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2018-02-27 11:33:05 -08:00 |
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Olivier Prat
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2d71d7da9f
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Merge branch 'master' of http://github.com/highfidelity/hifi into taa
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2018-02-27 09:11:43 +01:00 |
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NissimHadar
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3150b963c0
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Implemented call to abortTask().
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2018-02-22 16:29:58 -08:00 |
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Nissim Hadar
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6a9bbaf0a5
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WIP - clean-up.
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2018-02-19 12:00:30 -08:00 |
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Olivier Prat
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f5a2557a2e
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Merged with master
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2018-02-19 17:28:39 +01:00 |
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Nissim Hadar
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df7a8389b3
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Fixed possible crash.
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2018-02-15 11:51:06 -08:00 |
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Nissim Hadar
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26e7a85a95
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Fixed possible crash.
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2018-02-14 21:15:29 -08:00 |
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Nissim Hadar
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1632ab9782
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Changed flag to "cast shadow" instead of "don't cast shadow".
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2018-02-13 18:27:36 -08:00 |
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Nissim Hadar
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23a29b8d4b
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Added don't castr shadow flag to entity and shape classes.
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2018-02-13 16:16:04 -08:00 |
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Nissim Hadar
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4acd0a34f5
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Seems OK. Before adding flag to entity.
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2018-02-12 12:55:14 -08:00 |
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NissimHadar
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7ee5245aeb
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Added shadow caster flag to filter.
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2018-02-09 10:45:29 -08:00 |
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NissimHadar
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950a62f3f8
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Global graphics flag default to on.
Added cast shadows flag to zone/keylight.
Exit the RenderShadowMap job if current keylight doesn't cast shadows.
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2018-02-08 15:52:20 -08:00 |
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Olivier Prat
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179aca2bf9
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Shadow task now uses LOD culling from main view task
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2018-02-06 11:47:39 +01:00 |
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Olivier Prat
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445ffbd82f
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Added tag bits to shadow octree query
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2018-02-05 16:35:55 +01:00 |
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Olivier Prat
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2940a67b3e
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Merged with master
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2018-02-03 16:55:25 +01:00 |
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Olivier Prat
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e9747e9d85
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Small optimisations in shadow shader
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2018-02-02 15:06:22 +01:00 |
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Olivier Prat
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234cb1e3e6
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Added anti frustum test to remove lower cascade objects from higher shadow cascades
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2018-02-02 12:15:43 +01:00 |
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Olivier Prat
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1f4671ba17
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Cleaned up orthographic shadow culling functor
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2018-02-02 11:09:28 +01:00 |
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Olivier Prat
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3804917cf4
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Orthographic octree selection seems to be working
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2018-02-02 09:40:57 +01:00 |
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Olivier Prat
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d422545c78
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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
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2018-01-31 17:13:06 +01:00 |
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Olivier Prat
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3fa2babec2
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Moved cascade frustum pre-computation to single ShadowSetup job
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2018-01-31 11:55:46 +01:00 |
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Olivier Prat
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f344e44d26
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Switched to a simpler manual fixed/slope based shadow bias system. Automatic stuff fail most of the time
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2018-01-31 10:19:17 +01:00 |
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samcake
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1fd4c5c1a4
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Integrating the tag flags to the render item key and adding configration of the render pipelien with the Tag information
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2018-01-29 12:20:51 -08:00 |
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Olivier Prat
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0324f41565
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Trying to improve adaptive shadow bias
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2018-01-29 17:23:35 +01:00 |
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samcake
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8dfa3aace3
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cleaning en route
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2018-01-26 17:34:37 -08:00 |
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Olivier Prat
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6b0b17ff63
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Working on better adaptive bias algorithm for shadow
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2018-01-26 17:57:20 +01:00 |
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Sam Gateau
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51dac04374
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Introducing the tag in lieu of the vsisiblity mask
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2018-01-26 02:59:43 -08:00 |
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Sam Gateau
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7a9740d258
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visible-perview
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2018-01-18 02:18:46 -08:00 |
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samcake
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51ed878683
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Merge branch 'master' of https://github.com/highfidelity/hifi into visible-perview
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2018-01-17 09:32:03 -08:00 |
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humbletim
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b91d536dd0
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rename model:: -> graphics::
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2018-01-16 12:46:16 -05:00 |
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samcake
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836b69ab1b
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exposing several visibility flags
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2018-01-12 17:42:18 -08:00 |
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Olivier Prat
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b9d49318e7
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Fixed bug which culled medium sized objects in shadow maps due to perspective frustum assumed octree selection
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2017-12-11 12:19:10 +01:00 |
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Olivier Prat
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92e1fe8e5c
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Removed jitter samples from shader and added name to batches in DEBUG mode to ease render debug
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2017-12-08 18:02:27 +01:00 |
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Olivier Prat
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8d710c8f73
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Factorised out some computation needed for all cascades
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2017-12-06 18:08:27 +01:00 |
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Olivier Prat
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c9c93370da
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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
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2017-12-06 15:26:44 +01:00 |
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Olivier Prat
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1d8d8335c5
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Moved shadow cascade distances computation to shadow, not shadow task
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2017-12-06 10:05:39 +01:00 |
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Olivier Prat
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e16b427ab6
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Switched to 4 cascades for key light and working on a better distribution
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2017-12-05 18:57:04 +01:00 |
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Olivier Prat
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c0ca7a129d
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Fixed issue with far distance of cascades being underestimated, especially first cascade
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2017-12-05 17:33:11 +01:00 |
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Olivier Prat
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d98dfff0a8
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Still working on solving that underestimated shadow far plane on the first cascade. I have finally understood the problem (see TODO in LightStage)
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2017-11-17 19:25:21 +01:00 |
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Olivier Prat
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b246c479e3
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Much better cascade blend
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2017-11-17 11:25:15 +01:00 |
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Olivier Prat
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f8c241c429
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Merged disappearing shadow bug fix from pcf branch
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2017-11-16 12:19:19 +01:00 |
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Olivier Prat
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e574be7855
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Fixed potential mismatch between push/popViewFrustum in shadow task
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2017-11-16 10:00:32 +01:00 |
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Olivier Prat
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d14ebdc0e1
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Adjusted cascade partitions
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2017-11-14 18:53:50 +01:00 |
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Olivier Prat
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74b0b52edb
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Working CSM with smooth blend between cascades. Switched to 4 1024 cascades
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2017-11-14 16:57:22 +01:00 |
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Olivier Prat
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ac0e816f8c
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Cascade selection working on shadow but not in Luci debug mode
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2017-11-13 18:42:34 +01:00 |
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Olivier Prat
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103e036b70
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Shadow maps rendered in cascades
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2017-11-10 18:30:37 +01:00 |
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