overte/libraries/render-utils/src
2017-01-11 06:57:05 -08:00
..
text Fix drop in text rendering quality on texture memory constrained systems 2016-12-05 14:12:57 -08:00
AbstractViewStateInterface.cpp
AbstractViewStateInterface.h delete websurfaces on shutdown 2016-10-28 14:29:52 -07:00
AmbientOcclusionEffect.cpp Merge with upstream 2016-11-02 18:15:08 -07:00
AmbientOcclusionEffect.h Developping the Light Clusters, adding visualization 2016-09-08 18:02:35 -07:00
AnimDebugDraw.cpp Encapsulate AnimPose members for easier optimizations 2016-12-28 12:11:24 -08:00
AnimDebugDraw.h
animdebugdraw.slf
animdebugdraw.slv
AntialiasingEffect.cpp Remove the use of implicit ids in geometry cache 2016-10-19 11:18:25 -07:00
AntialiasingEffect.h Remove the use of implicit ids in geometry cache 2016-10-19 11:18:25 -07:00
debug_deferred_buffer.slf Performing the curvature generation and diffusion at half the resolution 2016-07-18 03:54:05 -07:00
debug_deferred_buffer.slv
DebugDeferredBuffer.cpp Merge with upstream 2016-11-02 18:15:08 -07:00
DebugDeferredBuffer.h Remove the use of implicit ids in geometry cache 2016-10-19 11:18:25 -07:00
deferred_light.slv Adapt shader for GL ES support which requires operators of the same datatype 2016-10-11 12:15:49 -03:00
deferred_light_limited.slv fixing the lighting problem in stereo 2016-10-31 17:40:34 -07:00
deferred_light_point.slv Tried many different things to narrow down the issue of the corrupted memory, it seems to be linked to the grid dimendsions somehow, i m now forcing to reassign the frustum grid dimension on the 10th iteration which seems to fix the issue.... 2016-10-05 18:28:19 -07:00
deferred_light_spot.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
DeferredBuffer.slh chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
DeferredBufferRead.slh Merging with upstream after resolving some conflicts 2016-10-12 09:22:12 -07:00
DeferredBufferWrite.slh chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
DeferredFramebuffer.cpp Additional plugin debugging, better plugin resource cleanup 2016-10-11 19:40:02 -07:00
DeferredFramebuffer.h Clenaing the rendering and the framebuffer allocations 2016-07-12 14:34:54 -07:00
DeferredFrameTransform.cpp 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
DeferredFrameTransform.h Fixing comments from review 2016-07-20 11:02:27 -07:00
DeferredGlobalLight.slh chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
DeferredLighting.slh chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
DeferredLightingEffect.cpp tracing polish 2016-12-16 14:02:27 -08:00
DeferredLightingEffect.h separate the rendering of the light outline from the main rendering and introduce a way to support both platform 2016-10-03 18:28:44 -07:00
DeferredTransform.slh Merge branch 'master' of https://github.com/highfidelity/hifi into hdr 2016-08-18 10:20:33 -07:00
directional_ambient_light.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
directional_ambient_light_shadow.slf Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward 2016-07-08 18:14:05 -07:00
directional_light.slf Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward 2016-07-08 18:14:05 -07:00
directional_light_shadow.slf Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward 2016-07-08 18:14:05 -07:00
directional_skybox_light.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
directional_skybox_light_shadow.slf Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward 2016-07-08 18:14:05 -07:00
drawOpaqueStencil.slf
FboCache.cpp cleanup naked qDebug() calls 2016-12-19 22:24:25 -08:00
FboCache.h
FramebufferCache.cpp Additional plugin debugging, better plugin resource cleanup 2016-10-11 19:40:02 -07:00
FramebufferCache.h Merging with master 2016-08-01 12:42:33 -07:00
fxaa.slf
fxaa.slv
fxaa_blend.slf
GeometryCache.cpp Glow line replacement without geometry shader 2016-11-18 17:42:55 -08:00
GeometryCache.h Glow line replacement without geometry shader 2016-11-18 17:42:55 -08:00
glowLine.slf Glow line replacement without geometry shader 2016-11-18 17:42:55 -08:00
glowLine.slv Glow line replacement without geometry shader 2016-11-18 17:42:55 -08:00
grid.slf fix grid shader 2016-07-23 11:09:16 +02:00
hit_effect.slf
hit_effect.slv
HitEffect.cpp Remove the use of implicit ids in geometry cache 2016-10-19 11:18:25 -07:00
HitEffect.h Remove the use of implicit ids in geometry cache 2016-10-19 11:18:25 -07:00
LightAmbient.slh Merging with upstream after resolving some conflicts 2016-10-12 09:22:12 -07:00
LightClusterGrid.slh rewind all the unecessary changes and do just the minimum layout(std140) and accessing the big arrays in vec4s to fix the amd bug 2016-12-09 02:58:09 -08:00
LightClusterGrid_shared.slh writting the abs differently 2016-12-13 15:27:50 -08:00
LightClusters.cpp cleanup naked qDebug() calls 2016-12-19 22:24:25 -08:00
LightClusters.h rewind all the unecessary changes and do just the minimum layout(std140) and accessing the big arrays in vec4s to fix the amd bug 2016-12-09 02:58:09 -08:00
lightClusters_drawClusterContent.slf clean up and less changes 2016-12-09 03:05:25 -08:00
lightClusters_drawClusterContent.slv Merge and fix the bug!!! 2016-11-16 19:12:56 -08:00
lightClusters_drawClusterFromDepth.slf clean up and less changes 2016-12-09 03:05:25 -08:00
lightClusters_drawClusterFromDepth.slv Merge and fix the bug!!! 2016-11-16 19:12:56 -08:00
lightClusters_drawGrid.slf Developping the Light Clusters, adding visualization 2016-09-08 18:02:35 -07:00
lightClusters_drawGrid.slv Merge and fix the bug!!! 2016-11-16 19:12:56 -08:00
LightDirectional.slh Rearrange the light struc description in the shader side, needs the c++ to match now 2016-09-28 18:32:35 -07:00
LightingModel.cpp Adding the check for Obscurrance 2016-07-18 18:11:51 -07:00
LightingModel.h separate the rendering of the light outline from the main rendering and introduce a way to support both platform 2016-10-03 18:28:44 -07:00
LightingModel.slh Merging with upstream after resolving some conflicts 2016-10-12 09:22:12 -07:00
LightPayload.cpp cleaning up the comments from review and trying something to adress the issue that showed up on i5 2016-10-07 16:04:19 -07:00
LightPayload.h pass the visibility of the enitity to the LightPaylkoad correctly, clean up the ambient shader 2016-10-03 00:08:30 -07:00
LightPoint.slh Merging with upstream after resolving some conflicts 2016-10-12 09:22:12 -07:00
LightSpot.slh Merging with upstream after resolving some conflicts 2016-10-12 09:22:12 -07:00
LightStage.cpp FOund 2 bugs causing the empty clusters. now back to working 2016-10-07 05:02:04 -07:00
LightStage.h FOund 2 bugs causing the empty clusters. now back to working 2016-10-07 05:02:04 -07:00
local_lights_drawOutline.slf clean up and less changes 2016-12-09 03:05:25 -08:00
local_lights_shading.slf clean up and less changes 2016-12-09 03:05:25 -08:00
MaterialTextures.slh Adding the lighting model class to configure accross the jobs the lighting 2016-07-01 18:36:51 -07:00
MeshPartPayload.cpp remove cruft 2017-01-11 06:55:13 -08:00
MeshPartPayload.h cleanup class method declarations 2017-01-11 06:56:07 -08:00
Model.cpp remove cruft: Model::_pupilDilation 2017-01-11 06:57:05 -08:00
Model.h remove cruft: Model::_pupilDilation 2017-01-11 06:57:05 -08:00
model.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_lightmap.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_lightmap.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_lightmap_normal_map.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_lightmap_normal_map.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_lightmap_normal_specular_map.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_lightmap_specular_map.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_normal_map.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_normal_map.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_normal_specular_map.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_shadow.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_shadow.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_specular_map.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_translucent.slf chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
model_translucent_unlit.slf Fixing the default value for the lightingMOdel flag when using debugDeferredLighting 2016-07-14 16:45:56 -07:00
model_unlit.slf Adjust qml positions and fix one shader bug 2016-07-19 13:20:19 -07:00
overlay3D.slf Rearrange the light struc description in the shader side, needs the c++ to match now 2016-09-28 18:32:35 -07:00
overlay3D.slv FIxing the reflection jittering by moving the normal into world space 2016-05-27 19:24:56 -07:00
overlay3D_translucent.slf Rearrange the light struc description in the shader side, needs the c++ to match now 2016-09-28 18:32:35 -07:00
overlay3D_translucent_unlit.slf
overlay3D_unlit.slf
point_light.slf Rearrange the light struc description in the shader side, needs the c++ to match now 2016-09-28 18:32:35 -07:00
RenderDeferredTask.cpp include spatialSelection in RenderFetchCullSortTask::Output 2016-12-30 15:08:16 -05:00
RenderDeferredTask.h FetchSortCull->FetchCullSort 2016-12-29 19:27:37 -05:00
RenderForwardTask.cpp Merge branch 'master' into graphics/fetch-cull-sort 2017-01-03 14:04:39 -05:00
RenderForwardTask.h Merge branch 'master' into graphics/fetch-cull-sort 2017-01-03 14:04:39 -05:00
RenderPipelines.cpp Brining back support for the ambinet lighting 2016-09-30 16:24:57 -07:00
RenderShadowTask.cpp templatize graphics engine tasks' run method 2016-12-23 14:58:40 -05:00
RenderShadowTask.h templatize graphics engine tasks' run method 2016-12-23 14:58:40 -05:00
RenderUtilsLogging.cpp
RenderUtilsLogging.h
sdf_text3D.slf try to make text entities fade 2016-08-03 16:27:51 -07:00
sdf_text3D.slv FIxing the reflection jittering by moving the normal into world space 2016-05-27 19:24:56 -07:00
sdf_text3D_overlay.slf
Shadow.slh chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
simple.slf fixed procedural entity fade 2016-08-05 16:15:10 -07:00
simple.slv FIxing the reflection jittering by moving the normal into world space 2016-05-27 19:24:56 -07:00
simple_opaque_web_browser.slf Improved web entity rendering 2016-08-25 11:04:23 -07:00
simple_textured.slf try to fade in web entities 2016-08-03 15:56:41 -07:00
simple_textured_unlit.slf try to fade in web entities 2016-08-03 15:56:41 -07:00
simple_transparent_web_browser.slf Improved web entity rendering 2016-08-25 11:04:23 -07:00
skin_model.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
skin_model_normal_map.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
skin_model_shadow.slf
skin_model_shadow.slv chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
Skinning.slh
spot_light.slf Tried many different things to narrow down the issue of the corrupted memory, it seems to be linked to the grid dimendsions somehow, i m now forcing to reassign the frustum grid dimension on the 10th iteration which seems to fix the issue.... 2016-10-05 18:28:19 -07:00
ssao.slh Fixing the stereo issue 2016-08-12 19:18:05 -07:00
ssao_debugOcclusion.slf Fixing bad include not respecting filename case (for linux) 2016-08-22 10:36:43 -07:00
ssao_makeHorizontalBlur.slf
ssao_makeOcclusion.slf back to noise seeded in image space 2016-08-21 23:37:24 -07:00
ssao_makePyramid.slf
ssao_makeVerticalBlur.slf
standardDrawTexture.slf
standardTransformPNTC.slv FIxing the reflection jittering by moving the normal into world space 2016-05-27 19:24:56 -07:00
SubsurfaceScattering.cpp Merge with upstream 2016-11-02 18:15:08 -07:00
SubsurfaceScattering.h Clenaing the rendering and the framebuffer allocations 2016-07-12 14:34:54 -07:00
SubsurfaceScattering.slh Adapt shader for GL ES support which requires operators of the same datatype 2016-10-11 12:15:49 -03:00
subsurfaceScattering_drawScattering.slf Trying to migrate to a light array instead of each individual lights 2016-09-02 17:51:35 -07:00
subsurfaceScattering_makeLUT.slf introducing the depth aware blur 2016-06-27 17:04:37 -07:00
subsurfaceScattering_makeProfile.slf introducing the depth aware blur 2016-06-27 17:04:37 -07:00
subsurfaceScattering_makeSpecularBeckmann.slf Bringing Beckmann specular to the lighting 2016-06-30 19:03:24 -07:00
SurfaceGeometry.slh Intoducing the bluring as a separate Job reusable and the first version of curvature 2016-06-07 18:13:40 -07:00
surfaceGeometry_downsampleDepthNormal.slf Separating the normal packing into it s own file and make sure to sclae the filter radius correctly dpeending on the resolution of diffusion 2016-07-19 12:23:57 -07:00
surfaceGeometry_makeCurvature.slf Finish the integration of the diffusion pass in the SurfaceGeometryPass job, clean up ui 2016-07-19 10:34:06 -07:00
surfaceGeometry_makeLinearDepth.slf Correcting the Z sign 2016-06-06 09:29:50 -07:00
SurfaceGeometryPass.cpp Merge with upstream 2016-11-02 18:15:08 -07:00
SurfaceGeometryPass.h Investigate why the disable depth Bclamp doesn't work 2016-08-31 19:14:35 -07:00
TextRenderer3D.cpp
TextRenderer3D.h
TextureCache.h
toneMapping.slf Fix the transformation problem for rendering the mini mirror (scattering is still screwed though) 2016-07-13 18:26:53 -07:00
ToneMappingEffect.cpp Rename clearViewTransform 2016-08-12 22:28:59 -07:00
ToneMappingEffect.h BRinging the intermediate render textures in the pipeline as varyings and not throug the singletonn anymore 2016-07-11 18:33:57 -07:00