Commit History

Author SHA1 Message Date
  Areloch 64db2b1d15 Ongoing PostFX org rework. 6 years ago
  Areloch b221b312d2 Org rework and postFX-setup WIP 6 years ago
  Azaezel 72acec0a3f set the alignedarray sizes to maxprobes, reguardless of actual probe count 6 years ago
  Azaezel f031ee9e39 duplication cleanups 6 years ago
  Azaezel 0caac1a28c cut down on some of that per-frame allocation via prepping our vector 'registers' during the constructor 6 years ago
  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. 6 years ago
  Azaezel 7837576de7 conversionwork courtessy of jeff. seeems float3f aligned arrays were nonfuncntional, so shifts a few over to float4s 6 years ago
  Areloch 847d58a967 Progress in getting array data to comply. 6 years ago
  Azaezel 2eb58e4cb7 portwork from jeff to use farFrustumQuad for the vertex shader 6 years ago
  Areloch b03e7a79b7 Broke it down to work with a single probe for confirmation of general math and behavior. 6 years ago
  Areloch 3efbdbf9e1 Shifts the verts used to match the fullscreen quad setup of vector light, utilizing FarFrustuQuadVerts 6 years ago
  Azaezel 26ee0d986f reference cleanups: 6 years ago
  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... 6 years ago
  Azaezel 7a8dd96808 should only need to set the brdf texture the once 6 years ago
  Azaezel 1607f58bc4 typofix for bbMinArray, cubemap array lookups for irradiance and spec 6 years ago
  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) 6 years ago
  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) 6 years ago
  Areloch 5b7e2edb66 WIP hook-in of the cubemap array. 6 years ago
  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. 6 years ago
  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 6 years ago
  Areloch f110158654 Probe Array WIP 6 years ago
  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 6 years ago
  Azaezel 65ab39a2d2 cast to pointer to pointer, not just pointer. (confused yet?) 6 years ago
  Azaezel 2c1a5f5647 qsort compilation, though still not quite correct 6 years ago
  Tim Barnes 9e65e940d0 lighting single buffer 6 years ago
  Areloch c4a4fe5304 Implemented registration of probes to avoid rendering all probes when unneeded. 6 years ago
  Tim Barnes 9a39afa0eb reflection probe updates 6 years ago
  Areloch e72f04648a Adjusts the lightbin manager to be a regular bin, and shifts ownership of both lighting targets to the deferred manager. Probes now render ahead of lights to make the additive order jive. 6 years ago
  Azaezel 83ef5db910 work on getting render bin ordering correct 6 years ago
  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. 6 years ago