Areloch
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98f50a4453
Fixed probe cubemap reindexing assignment
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6 years ago |
Areloch
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dd3422b5a2
Added ability to pass ints to post effect shader consts
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6 years ago |
Areloch
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b40d33a663
WIP of shifting the skylight cubemap to be packed into the cubemap array
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6 years ago |
Areloch
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27b304eec3
Various fixes
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6 years ago |
Areloch
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a552471e4e
Reorg of the probe initialization/update code to streamline parts of it, and make it flow more obviously
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6 years ago |
Areloch
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17cec11b97
Added refactor of Editor Settings window
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6 years ago |
Areloch
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e2b194182c
Undid debug work, shifted logic over entirely to utilize the updateTexture methods. Refactored probe init'ing so they'll load correctly without nudging, properly sequestered skylights from the probe array and updated the shader to contain az's changes as well as skylight and probe array changes.
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6 years ago |
Areloch
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1627cbabe6
ongoing WIP to sort out init'ing issues as well as correcting values so the probes actually correctly update data into the arrays
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6 years ago |
Areloch
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26471aaa77
WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet.
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6 years ago |
Areloch
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2bf67f7fa5
Corrections to make it use the correct transform, as well as passing along the scale as our extents in the bbMax.
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6 years ago |
Areloch
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70d85d2241
Begun hook-in of skylight into array
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6 years ago |
Azaezel
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cf50803e72
swap over to wireframe, plus a few misc cleanups
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6 years ago |
Azaezel
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5bce2d0904
seperated offset from position (we pass the net to the shader for use in the reflection box), and added a scalar (also only used in the reflection box). maked both as probeRef to denote reflection parameters.
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6 years ago |
Areloch
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b754c022ba
Corrected the blending logic somewhat, added visualization modes for spec/diffuse probe influences, attenuation and contribution.
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6 years ago |
Areloch
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788e265477
Finished current cleanup/reorg.
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6 years ago |
Areloch
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58e3349286
Further cleanup, proper hook-in of CubeReflector for bake capture.
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6 years ago |
Areloch
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050f1e226a
WIP of adjusting the reflection probe's bake to utilize the ReflectionManager and CubeReflector instead of duplicating the capture code.
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6 years ago |
Areloch
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2abdef7459
Collapse the ProbeManager into RenderProbeMgr to simplify the probe management/rendering behavior(as the game sim doesn't require simple access to probe data, unlike lights)
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6 years ago |
Areloch
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5b7e2edb66
WIP hook-in of the cubemap array.
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6 years ago |
Areloch
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835513b861
Deleting a probe in the editor now automatically does a cleanup of it's baked cubemap files
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6 years ago |
Areloch
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1fc38d496f
Added deletion tracking so when we delete a probe, it'll delete the prefilter/irrad bakes if they exist.
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6 years ago |
Tim Barnes
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6937989d61
RGBA16F saving support for probes
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6 years ago |
Azaezel
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0d915b31ae
bump effective LOD (Level Of Detail) up during the capture phase to work arround things like trying to capture within a building with agressive optimization killing off the internals due to the smaller effective 'screen' being rendered.
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6 years ago |
Tim Barnes
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ab10cc0c87
timmy merge work
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6 years ago |
Azaezel
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b2ca85b988
couple additinal places for scroe to be set
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7 years ago |
Tim Barnes
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9e65e940d0
lighting single buffer
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7 years ago |
Areloch
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c4a4fe5304
Implemented registration of probes to avoid rendering all probes when unneeded.
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7 years ago |
Azaezel
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29e78d2034
mUseHDRCaptures needs more work. shut that back off till we've time to circle back
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7 years ago |
Azaezel
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9ec243cb87
fix to display that second box
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7 years ago |
Azaezel
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79e2d5d459
REVIEW LATER: invert the world transform for probes to shove them into cam space as far as rotation goes. keep position.
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7 years ago |