Areloch
|
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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há 6 anos atrás |
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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há 6 anos atrás |
Areloch
|
26471aaa77
WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet.
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há 6 anos atrás |
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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há 6 anos atrás |
Areloch
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70d85d2241
Begun hook-in of skylight into array
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há 6 anos atrás |
Azaezel
|
cf50803e72
swap over to wireframe, plus a few misc cleanups
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há 7 anos atrás |
Azaezel
|
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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há 7 anos atrás |
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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há 7 anos atrás |
Areloch
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788e265477
Finished current cleanup/reorg.
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há 7 anos atrás |
Areloch
|
58e3349286
Further cleanup, proper hook-in of CubeReflector for bake capture.
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há 7 anos atrás |
Areloch
|
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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há 7 anos atrás |
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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há 7 anos atrás |
Areloch
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5b7e2edb66
WIP hook-in of the cubemap array.
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há 7 anos atrás |
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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há 7 anos atrás |
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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há 7 anos atrás |
Tim Barnes
|
6937989d61
RGBA16F saving support for probes
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há 7 anos atrás |
Azaezel
|
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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há 7 anos atrás |
Tim Barnes
|
ab10cc0c87
timmy merge work
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há 7 anos atrás |
Azaezel
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b2ca85b988
couple additinal places for scroe to be set
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há 7 anos atrás |
Tim Barnes
|
9e65e940d0
lighting single buffer
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há 7 anos atrás |
Areloch
|
c4a4fe5304
Implemented registration of probes to avoid rendering all probes when unneeded.
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há 7 anos atrás |
Azaezel
|
29e78d2034
mUseHDRCaptures needs more work. shut that back off till we've time to circle back
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há 7 anos atrás |
Azaezel
|
9ec243cb87
fix to display that second box
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há 7 anos atrás |
Azaezel
|
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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há 7 anos atrás |
Azaezel
|
73a7d205e2
add in secondary bounds box display for probes as that is not actually linked to the radius/box-based-on-radius
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há 7 anos atrás |
Tim Barnes
|
6e17475f86
WIP shader work - not complete!
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há 7 anos atrás |
Areloch
|
43c1abbc96
Added propagated multibake mode.
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há 7 anos atrás |
Areloch
|
78b2bcde0c
Added the temporary 'use HDR cubemaps' override to use the in-memory full HDR range prefilter and irradiance cubemaps instead of the saved LDR ones.
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há 7 anos atrás |
Areloch
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ef81708e12
Corrected box influence logic for probes to accommodate rotations.
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há 7 anos atrás |
Areloch
|
57f8549abe
Shifted to the static-list arrangement for probe instance tracking to help performance as well as drastically streamline the data submission/material instance flow for probe rendering.
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há 7 anos atrás |