Areloch
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64db2b1d15
Ongoing PostFX org rework.
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6 years ago |
Areloch
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b221b312d2
Org rework and postFX-setup WIP
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6 years ago |
Azaezel
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72acec0a3f
set the alignedarray sizes to maxprobes, reguardless of actual probe count
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6 years ago |
Azaezel
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f031ee9e39
duplication cleanups
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6 years ago |
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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6 years ago |
Azaezel
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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.
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6 years ago |
Azaezel
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7837576de7
conversionwork courtessy of jeff. seeems float3f aligned arrays were nonfuncntional, so shifts a few over to float4s
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6 years ago |
Areloch
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847d58a967
Progress in getting array data to comply.
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6 years ago |
Azaezel
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2eb58e4cb7
portwork from jeff to use farFrustumQuad for the vertex shader
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6 years ago |
Areloch
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b03e7a79b7
Broke it down to work with a single probe for confirmation of general math and behavior.
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6 years ago |
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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6 years ago |
Azaezel
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26ee0d986f
reference cleanups:
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6 years ago |
Azaezel
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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...
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6 years ago |
Azaezel
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7a8dd96808
should only need to set the brdf texture the once
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6 years ago |
Azaezel
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1607f58bc4
typofix for bbMinArray, cubemap array lookups for irradiance and spec
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6 years ago |
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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6 years ago |
Azaezel
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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)
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6 years ago |
Areloch
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5b7e2edb66
WIP hook-in of the cubemap array.
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6 years ago |
Areloch
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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.
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6 years ago |
Azaezel
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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
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6 years ago |
Areloch
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f110158654
Probe Array WIP
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6 years ago |
Azaezel
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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
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6 years ago |
Azaezel
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65ab39a2d2
cast to pointer to pointer, not just pointer. (confused yet?)
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6 years ago |
Azaezel
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2c1a5f5647
qsort compilation, though still not quite correct
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6 years ago |
Tim Barnes
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9e65e940d0
lighting single buffer
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6 years ago |
Areloch
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c4a4fe5304
Implemented registration of probes to avoid rendering all probes when unneeded.
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6 years ago |
Tim Barnes
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9a39afa0eb
reflection probe updates
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6 years ago |
Areloch
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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.
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6 years ago |
Azaezel
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83ef5db910
work on getting render bin ordering correct
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6 years ago |
Areloch
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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.
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6 years ago |