Commit graph

44 commits

Author SHA1 Message Date
ZappoMan
fc1e1ecfc0 move DeferredLightingEffect and AmbientOcclusionEffect to libraries, make them DependencyManager enabled 2014-12-16 11:27:44 -08:00
ZappoMan
4d79a08533 remove Application dependencies from AmbientOcclusion and DeferredLightingEffect 2014-12-16 10:32:03 -08:00
ZappoMan
41c135c4e5 move GlowEffect to libraries 2014-12-15 19:19:21 -08:00
ZappoMan
37abe8e89c move RenderUtils.cpp/h to libraries 2014-12-15 17:35:26 -08:00
ZappoMan
e53833b306 make GlowEffect support DependencyManager 2014-12-15 17:29:48 -08:00
ZappoMan
bfcc78c57d replaced Application::resourcesPath() with PathUtils::resourcesPath() 2014-12-15 15:20:18 -08:00
ZappoMan
3bc1321549 reduce calls to DependencyManager::get<> where possible 2014-12-15 11:40:17 -08:00
ZappoMan
90c1132dd5 reduce calls to DependencyManager::get<> where possible 2014-12-15 11:28:57 -08:00
ZappoMan
e0a017e963 make GeometryCache work with DependancyManager 2014-12-15 10:49:34 -08:00
ZappoMan
7d75d2d1bf make TextureCache work with DependancyManager 2014-12-15 10:34:16 -08:00
ZappoMan
4ac673fe63 more render util cleanup 2014-12-15 08:16:42 -08:00
ZappoMan
e9ea6b20ce use TextureCache::getInstance() instead of Application::getInstance()->getTextureCache() 2014-12-15 08:16:18 -08:00
ZappoMan
e68e3fe774 Revert "get rid of redundant _displayViewFrustum and use _viewFrustum"
This reverts commit 6d385d9a75.
2014-12-05 10:06:17 -08:00
ZappoMan
9753c82a3b get rid of redundant _displayViewFrustum and use _viewFrustum 2014-12-05 10:04:23 -08:00
ZappoMan
feab942375 Revert "get rid of redundant _displayViewFrustum and use _viewFrustum"
This reverts commit 6d385d9a75.
2014-12-05 10:01:16 -08:00
ZappoMan
6d385d9a75 get rid of redundant _displayViewFrustum and use _viewFrustum 2014-12-02 11:45:33 -08:00
Atlante45
ae3bcc8f06 No more .f 2014-11-19 16:53:39 -08:00
AndrewMeadows
efd9626c2f Merge pull request #3740 from samcake/temp0
Introduce the input stream stage to the gpu::Batch and apply it for model rendering
2014-11-06 14:14:08 -08:00
Andrzej Kapolka
788f1b91c0 Use near radius as threshold, since we need to switch to full screen rendering
whenever any point of the near window intersects the light volume.
2014-11-06 12:54:49 -08:00
Sam Gateau
b0189efcdf Merge branch 'master' of https://github.com/highfidelity/hifi into temp0 2014-11-06 10:56:54 -08:00
Andrzej Kapolka
fd00461b4e Perspective correction fix (lets us use lower tesselation on light volumes). 2014-11-05 16:50:34 -08:00
Sam Gateau
2b27af51f1 Merge branch 'master' of https://github.com/highfidelity/hifi into temp0 2014-11-05 09:35:26 -08:00
Andrzej Kapolka
a0e0c47701 Depth value tweak. 2014-11-04 18:27:24 -08:00
Sam Gateau
562ecc8e3a fix glLight attenuation bad values by filtering before glcall 2014-11-04 18:18:24 -08:00
Andrzej Kapolka
892987d68a Increase tesselation to minimize artifacts. 2014-11-04 18:13:33 -08:00
Andrzej Kapolka
feabd1d5b3 Use a fullscreen quad when we're actually inside the light influence. 2014-11-04 18:08:56 -08:00
Andrzej Kapolka
1763d8f7f0 Switch to using cones/spheres (as opposed to screen-aligned quads) with depth
testing for light geometry.
2014-11-04 17:29:19 -08:00
Andrzej Kapolka
3b56f613e2 Cone render function, some cleanup of GeometryCache methods. 2014-11-04 13:21:51 -08:00
Sam Gateau
4f26c9e0fa fix formatting and syntax issues 2014-10-06 11:06:23 -07:00
Sam Gateau
738369e21f Replacing glutSolidSphere by a cached Geometry
Instead of calling glutSolidSphere, just call Application::getInstance()->getGeometryCache()->renderSphere(...)

- replaced all the instances of "glutSolidSphere"
- Changed the atmosphere shaders so instead of drawing a sphere of the size of the atmosphere, we draw a unit sphere, the vertices get scaled at the right radius in th vertex shader using  fOuterRadius
2014-10-03 16:55:58 -07:00
Andrzej Kapolka
446c2193ff Limit what we render for deferred point/spot lights based on the light's
radius.
2014-09-19 12:18:00 -07:00
Andrzej Kapolka
b9ae005e53 Working on the actual deferred lights. 2014-09-18 16:12:46 -07:00
Andrzej Kapolka
7580a1da89 Glow fix for simple shader. 2014-09-15 17:33:07 -07:00
Andrzej Kapolka
da05d37015 Leave the glow level alone when writing the deferred-lit bits. 2014-09-15 17:19:15 -07:00
Andrzej Kapolka
0f3a020b5d Working on getting particles/entities to work with deferred lighting;
normalize normals from buffer.
2014-09-15 16:07:48 -07:00
Andrzej Kapolka
70c8c146bc Fix for specular issue on Nvidia, try passing along material colors. 2014-09-15 12:44:25 -07:00
Andrzej Kapolka
919112fe7c Starting to work on handling translucent meshes with deferred lighting. 2014-09-15 12:18:59 -07:00
Andrzej Kapolka
e36ff0d238 Fix deferred lighting for rear view mirror. 2014-09-12 18:56:07 -07:00
Andrzej Kapolka
f8772135b1 Color fix. 2014-09-12 18:35:56 -07:00
Andrzej Kapolka
7074d96c04 Working on support for specular components in deferred lights. 2014-09-12 14:11:56 -07:00
Andrzej Kapolka
618f6415da Working on specular bits for deferred lighting. 2014-09-11 19:36:37 -07:00
Andrzej Kapolka
f954e4d7ea Fix for deferred lighting on voxels. 2014-09-11 19:06:29 -07:00
Andrzej Kapolka
e6f37544fd Use deferred lighting for voxels as well as metavoxels. 2014-09-11 18:06:56 -07:00
Andrzej Kapolka
c2b58c9781 Move deferred lighting into its own class. 2014-09-11 16:39:17 -07:00