Areloch
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dd3422b5a2
Added ability to pass ints to post effect shader consts
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%!s(int64=6) %!d(string=hai) anos |
Areloch
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b40d33a663
WIP of shifting the skylight cubemap to be packed into the cubemap array
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%!s(int64=6) %!d(string=hai) anos |
Areloch
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27b304eec3
Various fixes
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%!s(int64=6) %!d(string=hai) anos |
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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%!s(int64=6) %!d(string=hai) anos |
Areloch
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8196ad9d32
Removed old code that set the BRDF texture and caused a texture profile conflict with the probe array post effect, leading to a crash.
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%!s(int64=6) %!d(string=hai) anos |
Areloch
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4e557aec83
Added fetch for BRDF texture for forward rendering use, re-enabled brdf logic in the lighting shader and got the probe arrays properly sampling into forward as well.
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%!s(int64=6) %!d(string=hai) anos |
Areloch
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6db975e81c
random testing bits trying to isolate remaining forward issues.
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%!s(int64=6) %!d(string=hai) anos |
AzaezelX
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b5436b6cb7
tweaked the updating behavior in the probe manager so calling updateProbes just flags a ProbesDirty bool, which is used to kick the update of the static parameters when the bin's render() is called
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%!s(int64=6) %!d(string=hai) anos |
AzaezelX
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15ca6eabb4
cleanup duplicate var, and constructor-init skylight shaderconsts
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%!s(int64=6) %!d(string=hai) anos |
Areloch
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c025760422
Majority of forward work. Some state/register count issues and further testing required.
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%!s(int64=6) %!d(string=hai) anos |
Areloch
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afb5a589c3
Cleanup/consolidation of shader logic. moved the common methods over to lighting.hlsl
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%!s(int64=6) %!d(string=hai) anos |
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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%!s(int64=6) %!d(string=hai) anos |
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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%!s(int64=6) %!d(string=hai) anos |
Azaezel
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ba8948a5b1
hook up attenuation value. todo: sort networkjing properly
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%!s(int64=6) %!d(string=hai) anos |
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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%!s(int64=6) %!d(string=hai) anos |
Areloch
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70d85d2241
Begun hook-in of skylight into array
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%!s(int64=6) %!d(string=hai) anos |
Azaezel
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c1bf59bf07
destructor code+ removed a crash-causing redundancy in onRemove
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%!s(int64=6) %!d(string=hai) anos |
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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%!s(int64=6) %!d(string=hai) anos |
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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%!s(int64=6) %!d(string=hai) anos |
Areloch
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788e265477
Finished current cleanup/reorg.
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%!s(int64=6) %!d(string=hai) anos |
Areloch
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58e3349286
Further cleanup, proper hook-in of CubeReflector for bake capture.
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%!s(int64=6) %!d(string=hai) anos |
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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%!s(int64=6) %!d(string=hai) anos |
Areloch
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fd8840ff53
Updated the PostFX ability to setShaderConsts and cubetextures for probes
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%!s(int64=6) %!d(string=hai) anos |
Areloch
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64db2b1d15
Ongoing PostFX org rework.
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%!s(int64=6) %!d(string=hai) anos |
Areloch
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b221b312d2
Org rework and postFX-setup WIP
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%!s(int64=6) %!d(string=hai) anos |
Azaezel
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0caac1a28c
cut down on some of that per-frame allocation via prepping our vector 'registers' during the constructor
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%!s(int64=6) %!d(string=hai) anos |
Azaezel
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2eb58e4cb7
portwork from jeff to use farFrustumQuad for the vertex shader
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%!s(int64=6) %!d(string=hai) anos |
Areloch
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3efbdbf9e1
Shifts the verts used to match the fullscreen quad setup of vector light, utilizing FarFrustuQuadVerts
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%!s(int64=6) %!d(string=hai) anos |
Azaezel
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7a8dd96808
should only need to set the brdf texture the once
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%!s(int64=6) %!d(string=hai) anos |
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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%!s(int64=6) %!d(string=hai) anos |