提交歷史

作者 SHA1 備註 提交日期
  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. 6 年之前
  Areloch 65fb8bc5f3 Ongoing fiddling with correcting the forward render behavior. 6 年之前
  Areloch 6db975e81c random testing bits trying to isolate remaining forward issues. 6 年之前
  AzaezelX 404cb929c1 we likely don't want to be overwriting that set of cubemap array registers for every forward lit object instance 6 年之前
  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 6 年之前
  AzaezelX d034ea2be8 no point in resetting effectiveprobecount or mipcount in the compute4probes method. the latter is going to remain a fixed global var to support the cubemap arrays while the latter isn't even used by forward lit (though it likely should be, rather than trying to cook up 2 bound vectors) 6 年之前
  AzaezelX a0d1a076d5 Merge branch 'PBR_ProbeArrayForward' into PBR_ProbeArrayGLWIP 6 年之前
  Areloch 000c7b2263 GL work 6 年之前
  AzaezelX 0cd8948fcf stray var killoffs 6 年之前
  AzaezelX 15ca6eabb4 cleanup duplicate var, and constructor-init skylight shaderconsts 6 年之前
  Areloch c025760422 Majority of forward work. Some state/register count issues and further testing required. 6 年之前
  Areloch afb5a589c3 Cleanup/consolidation of shader logic. moved the common methods over to lighting.hlsl 6 年之前
  Azaezel 5703618dc0 shift bbminmax to relative when sent to the gpu so folks can stick to realworld values 6 年之前
  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. 6 年之前
  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 6 年之前
  Areloch 26471aaa77 WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet. 6 年之前
  Azaezel ba8948a5b1 hook up attenuation value. todo: sort networkjing properly 6 年之前
  Azaezel df6b7f3351 put probe.boxmax/min code back as it was prior to merge. still having that /4 oddness. 6 年之前
  Azaezel 04a6130df8 sync correction 6 年之前
  Azaezel caf73ea84f Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP 6 年之前
  Areloch 2bf67f7fa5 Corrections to make it use the correct transform, as well as passing along the scale as our extents in the bbMax. 6 年之前
  Azaezel edcdd21379 suggested alterations to the probe.worldToLocal math feeding and usage (and a divnull safety for attenuation) 6 年之前
  Areloch 70d85d2241 Begun hook-in of skylight into array 6 年之前
  Areloch 2903aaeea0 WIP of the rewrite of blend/projection to follow BSF's math approach. 6 年之前
  Azaezel c1bf59bf07 destructor code+ removed a crash-causing redundancy in onRemove 6 年之前
  Azaezel 309d518249 scale reflection properly 6 年之前
  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. 6 年之前
  Areloch 87e9d3edbd Correct stateblock settings to display probes more correctly without crushing other forward elements. 6 年之前
  Areloch b754c022ba Corrected the blending logic somewhat, added visualization modes for spec/diffuse probe influences, attenuation and contribution. 6 年之前
  Areloch 788e265477 Finished current cleanup/reorg. 6 年之前