Histórico de Commits

Autor SHA1 Mensagem Data
  Azaezel c1bf59bf07 destructor code+ removed a crash-causing redundancy in onRemove há 6 anos atrás
  Azaezel 309d518249 scale reflection properly há 6 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. há 6 anos atrás
  Areloch 87e9d3edbd Correct stateblock settings to display probes more correctly without crushing other forward elements. há 6 anos atrás
  Areloch b754c022ba Corrected the blending logic somewhat, added visualization modes for spec/diffuse probe influences, attenuation and contribution. há 6 anos atrás
  Areloch 788e265477 Finished current cleanup/reorg. há 6 anos atrás
  Areloch 58e3349286 Further cleanup, proper hook-in of CubeReflector for bake capture. há 6 anos atrás
  Areloch fd8840ff53 Updated the PostFX ability to setShaderConsts and cubetextures for probes há 6 anos atrás
  Areloch 64db2b1d15 Ongoing PostFX org rework. há 6 anos atrás
  Areloch b221b312d2 Org rework and postFX-setup WIP há 6 anos atrás
  Azaezel 72acec0a3f set the alignedarray sizes to maxprobes, reguardless of actual probe count há 6 anos atrás
  Azaezel f031ee9e39 duplication cleanups há 6 anos atrás
  Azaezel 0caac1a28c cut down on some of that per-frame allocation via prepping our vector 'registers' during the constructor há 6 anos atrás
  Azaezel 4aa371cea2 remove push_back uses in favor of consistent [i], fill probe data with defaults before overriding to ensure no garbage data is getting referenced. há 6 anos atrás
  Azaezel 7837576de7 conversionwork courtessy of jeff. seeems float3f aligned arrays were nonfuncntional, so shifts a few over to float4s há 6 anos atrás
  Areloch 847d58a967 Progress in getting array data to comply. há 6 anos atrás
  Azaezel 2eb58e4cb7 portwork from jeff to use farFrustumQuad for the vertex shader há 6 anos atrás
  Areloch b03e7a79b7 Broke it down to work with a single probe for confirmation of general math and behavior. há 6 anos atrás
  Areloch 3efbdbf9e1 Shifts the verts used to match the fullscreen quad setup of vector light, utilizing FarFrustuQuadVerts há 6 anos atrás
  Azaezel 26ee0d986f reference cleanups: há 6 anos atrás
  Azaezel 1dfd130d85 explicitly bound the namedtexttargets to input slots. shifted brdf slot on up to 3 (from 5) to cluster flat vs array entries. though it does not appear at time of writing that that is in fact binding... há 6 anos atrás
  Azaezel 7a8dd96808 should only need to set the brdf texture the once há 6 anos atrás
  Azaezel 1607f58bc4 typofix for bbMinArray, cubemap array lookups for irradiance and spec há 6 anos atrás
  Areloch 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) há 6 anos atrás
  Azaezel 26a89882c7 tracks wether or not a cubemap has been fully intitialised (as well as defautls for other shared entries). skips out including an uninitialized cuebmap in probe array (inthoery. in practice, need to root arround a bit more) há 6 anos atrás
  Areloch 5b7e2edb66 WIP hook-in of the cubemap array. há 6 anos atrás
  Areloch c0e8b047f5 Shifted the rest of the probe render code to hook into the array'd uniforms, made the reflection probe shader definition refer to the array shader. há 6 anos atrás
  Azaezel 4d3d800051 skylights do actually have a position. 0,0,0. so we can include those without messing with things. and we'll want to sum/count for blending purposes down the line. not render over each other há 6 anos atrás
  Areloch f110158654 Probe Array WIP há 6 anos atrás
  Azaezel 47c36ff59d THIS IS AN ABOMINATION UNTO THE CODEBASE AND SHOULD BE REMOVED THE SECOND WE CAN SORT OUT WHAT THE HECK IS GOING ON WITH THAT QSORT há 6 anos atrás