Commit Verlauf

Autor SHA1 Nachricht Datum
  Areloch a552471e4e Reorg of the probe initialization/update code to streamline parts of it, and make it flow more obviously vor 6 Jahren
  Areloch 17cec11b97 Added refactor of Editor Settings window vor 6 Jahren
  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. vor 6 Jahren
  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 vor 6 Jahren
  Areloch 26471aaa77 WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet. vor 6 Jahren
  Areloch 2bf67f7fa5 Corrections to make it use the correct transform, as well as passing along the scale as our extents in the bbMax. vor 6 Jahren
  Areloch 70d85d2241 Begun hook-in of skylight into array vor 6 Jahren
  Azaezel cf50803e72 swap over to wireframe, plus a few misc cleanups vor 6 Jahren
  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. vor 6 Jahren
  Areloch b754c022ba Corrected the blending logic somewhat, added visualization modes for spec/diffuse probe influences, attenuation and contribution. vor 6 Jahren
  Areloch 788e265477 Finished current cleanup/reorg. vor 6 Jahren
  Areloch 58e3349286 Further cleanup, proper hook-in of CubeReflector for bake capture. vor 6 Jahren
  Areloch 050f1e226a WIP of adjusting the reflection probe's bake to utilize the ReflectionManager and CubeReflector instead of duplicating the capture code. vor 6 Jahren
  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) vor 6 Jahren
  Areloch 5b7e2edb66 WIP hook-in of the cubemap array. vor 6 Jahren
  Areloch 835513b861 Deleting a probe in the editor now automatically does a cleanup of it's baked cubemap files vor 6 Jahren
  Areloch 1fc38d496f Added deletion tracking so when we delete a probe, it'll delete the prefilter/irrad bakes if they exist. vor 6 Jahren
  Tim Barnes 6937989d61 RGBA16F saving support for probes vor 6 Jahren
  Azaezel 0d915b31ae bump effective LOD (Level Of Detail) up during the capture phase to work arround things like trying to capture within a building with agressive optimization killing off the internals due to the smaller effective 'screen' being rendered. vor 6 Jahren
  Tim Barnes ab10cc0c87 timmy merge work vor 6 Jahren
  Azaezel b2ca85b988 couple additinal places for scroe to be set vor 6 Jahren
  Tim Barnes 9e65e940d0 lighting single buffer vor 7 Jahren
  Areloch c4a4fe5304 Implemented registration of probes to avoid rendering all probes when unneeded. vor 7 Jahren
  Azaezel 29e78d2034 mUseHDRCaptures needs more work. shut that back off till we've time to circle back vor 7 Jahren
  Azaezel 9ec243cb87 fix to display that second box vor 7 Jahren
  Azaezel 79e2d5d459 REVIEW LATER: invert the world transform for probes to shove them into cam space as far as rotation goes. keep position. vor 7 Jahren
  Azaezel 73a7d205e2 add in secondary bounds box display for probes as that is not actually linked to the radius/box-based-on-radius vor 7 Jahren
  Tim Barnes 6e17475f86 WIP shader work - not complete! vor 7 Jahren
  Areloch 43c1abbc96 Added propagated multibake mode. vor 7 Jahren
  Areloch 78b2bcde0c Added the temporary 'use HDR cubemaps' override to use the in-memory full HDR range prefilter and irradiance cubemaps instead of the saved LDR ones. vor 7 Jahren