Commit History

Autor SHA1 Mensaxe Data
  Areloch dd3422b5a2 Added ability to pass ints to post effect shader consts %!s(int64=6) %!d(string=hai) anos
  Areloch b40d33a663 WIP of shifting the skylight cubemap to be packed into the cubemap array %!s(int64=6) %!d(string=hai) anos
  Areloch 27b304eec3 Various fixes %!s(int64=6) %!d(string=hai) anos
  Areloch a552471e4e Reorg of the probe initialization/update code to streamline parts of it, and make it flow more obviously %!s(int64=6) %!d(string=hai) anos
  Areloch 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. %!s(int64=6) %!d(string=hai) anos
  Areloch 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. %!s(int64=6) %!d(string=hai) anos
  Areloch 6db975e81c random testing bits trying to isolate remaining forward issues. %!s(int64=6) %!d(string=hai) anos
  AzaezelX 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 %!s(int64=6) %!d(string=hai) anos
  AzaezelX 15ca6eabb4 cleanup duplicate var, and constructor-init skylight shaderconsts %!s(int64=6) %!d(string=hai) anos
  Areloch c025760422 Majority of forward work. Some state/register count issues and further testing required. %!s(int64=6) %!d(string=hai) anos
  Areloch afb5a589c3 Cleanup/consolidation of shader logic. moved the common methods over to lighting.hlsl %!s(int64=6) %!d(string=hai) anos
  Areloch 1627cbabe6 ongoing WIP to sort out init'ing issues as well as correcting values so the probes actually correctly update data into the arrays %!s(int64=6) %!d(string=hai) anos
  Areloch 26471aaa77 WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet. %!s(int64=6) %!d(string=hai) anos
  Azaezel ba8948a5b1 hook up attenuation value. todo: sort networkjing properly %!s(int64=6) %!d(string=hai) anos
  Areloch 2bf67f7fa5 Corrections to make it use the correct transform, as well as passing along the scale as our extents in the bbMax. %!s(int64=6) %!d(string=hai) anos
  Areloch 70d85d2241 Begun hook-in of skylight into array %!s(int64=6) %!d(string=hai) anos
  Azaezel c1bf59bf07 destructor code+ removed a crash-causing redundancy in onRemove %!s(int64=6) %!d(string=hai) anos
  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. %!s(int64=6) %!d(string=hai) anos
  Areloch b754c022ba Corrected the blending logic somewhat, added visualization modes for spec/diffuse probe influences, attenuation and contribution. %!s(int64=6) %!d(string=hai) anos
  Areloch 788e265477 Finished current cleanup/reorg. %!s(int64=6) %!d(string=hai) anos
  Areloch 58e3349286 Further cleanup, proper hook-in of CubeReflector for bake capture. %!s(int64=6) %!d(string=hai) anos
  Areloch 050f1e226a WIP of adjusting the reflection probe's bake to utilize the ReflectionManager and CubeReflector instead of duplicating the capture code. %!s(int64=6) %!d(string=hai) anos
  Areloch fd8840ff53 Updated the PostFX ability to setShaderConsts and cubetextures for probes %!s(int64=6) %!d(string=hai) anos
  Areloch 64db2b1d15 Ongoing PostFX org rework. %!s(int64=6) %!d(string=hai) anos
  Areloch b221b312d2 Org rework and postFX-setup WIP %!s(int64=6) %!d(string=hai) anos
  Azaezel 0caac1a28c cut down on some of that per-frame allocation via prepping our vector 'registers' during the constructor %!s(int64=6) %!d(string=hai) anos
  Azaezel 2eb58e4cb7 portwork from jeff to use farFrustumQuad for the vertex shader %!s(int64=6) %!d(string=hai) anos
  Areloch 3efbdbf9e1 Shifts the verts used to match the fullscreen quad setup of vector light, utilizing FarFrustuQuadVerts %!s(int64=6) %!d(string=hai) anos
  Azaezel 7a8dd96808 should only need to set the brdf texture the once %!s(int64=6) %!d(string=hai) anos
  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) %!s(int64=6) %!d(string=hai) anos