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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il y a 6 ans |
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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il y a 6 ans |
Azaezel
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c6d4ea37b9
hook up the right ConvexConnectP
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il y a 6 ans |
Azaezel
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26ee0d986f
reference cleanups:
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il y a 6 ans |
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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il y a 6 ans |
Azaezel
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7a8dd96808
should only need to set the brdf texture the once
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il y a 6 ans |
Azaezel
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1607f58bc4
typofix for bbMinArray, cubemap array lookups for irradiance and spec
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il y a 6 ans |
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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il y a 6 ans |
Azaezel
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fcd0dabc48
probe-array specific vert shader. may be able to re-use the postfx one, but either way, definately shouldn't be trying to calc from the convex geo one.
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il y a 6 ans |
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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il y a 6 ans |
Areloch
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5b7e2edb66
WIP hook-in of the cubemap array.
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il y a 6 ans |
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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il y a 6 ans |
Azaezel
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8272a468d5
adds a #define TORQUE_TEXCUBEARRAYLOD(tex,coords,id,lod) texture_##tex.SampleLevel(tex,float4(coords.xyz,id),lod) macro. puts everything in a compilable state
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il y a 6 ans |
Azaezel
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a526bbe2b0
swap methods on over to surface+id ref for uniform arrays
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il y a 6 ans |
Azaezel
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0efe0a5856
partial compilation fixes
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il y a 6 ans |
Azaezel
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086a841535
'frontend' wipwork for the probe array. takes up to 50 probes, calcs a weighted blend, and displays them all in a batch.
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il y a 6 ans |
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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il y a 6 ans |
Areloch
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f110158654
Probe Array WIP
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il y a 6 ans |
Azaezel
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453958234e
console conversion
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il y a 6 ans |
Azaezel
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1eed979a9c
Merge branch 'method_Unmangle' into PBR_PR
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il y a 6 ans |
Azaezel
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a7fc407284
corrects a pair of conversions. one object oriented, one not.
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il y a 6 ans |
Azaezel
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c3f0157331
ReflectProbeMaterialInfo::setProbeParameters buffer binding correction (again, set order as colorbuffer = 1, matinfo = 2 for gbuffer consistency)
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il y a 6 ans |
Azaezel
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6aff0c26bf
Merge branch 'PBR_PR' into PBR_PR_GLWIP
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il y a 6 ans |
Areloch
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835513b861
Deleting a probe in the editor now automatically does a cleanup of it's baked cubemap files
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il y a 6 ans |
Azaezel
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ab5034b1c2
vectorlight ssao macro fix, z=w trick gl side for cloudlayer variants
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il y a 6 ans |
Azaezel
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a9cb78b67f
straight convert of RGBA16F saving support for probes. should note gl side seems to be having an issue with loading probes thats resulting in color channel swapping.
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il y a 6 ans |
Azaezel
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9d560d9b12
skylight conversion
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il y a 6 ans |
Azaezel
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78f81e2b83
pointlight: forgot a secondary ssPos.xy/ssPos.w entry. GL rightly doesn't you to modify an input variable with impunity and reuse it. if we waant to go back to the precalculated .xyz/w route, pick a different varname (one that makes real sense, not just IN_ tacked on), or better yet precalculate the var itsself rather than going perpixel.
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il y a 6 ans |
Areloch
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58cf310971
Merge pull request #2284 from OTHGMars/SDLMonitor
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il y a 6 ans |
Areloch
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368a0041d1
Merge pull request #2283 from OTHGMars/SDLFocus
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il y a 6 ans |