Historique des commits

Auteur SHA1 Message Date
  Areloch b03e7a79b7 Broke it down to work with a single probe for confirmation of general math and behavior. il y a 6 ans
  Areloch 3efbdbf9e1 Shifts the verts used to match the fullscreen quad setup of vector light, utilizing FarFrustuQuadVerts il y a 6 ans
  Azaezel c6d4ea37b9 hook up the right ConvexConnectP il y a 6 ans
  Azaezel 26ee0d986f reference cleanups: il y a 6 ans
  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... il y a 6 ans
  Azaezel 7a8dd96808 should only need to set the brdf texture the once il y a 6 ans
  Azaezel 1607f58bc4 typofix for bbMinArray, cubemap array lookups for irradiance and spec il y a 6 ans
  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) il y a 6 ans
  Azaezel 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. il y a 6 ans
  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) il y a 6 ans
  Areloch 5b7e2edb66 WIP hook-in of the cubemap array. il y a 6 ans
  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. il y a 6 ans
  Azaezel 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 il y a 6 ans
  Azaezel a526bbe2b0 swap methods on over to surface+id ref for uniform arrays il y a 6 ans
  Azaezel 0efe0a5856 partial compilation fixes il y a 6 ans
  Azaezel 086a841535 'frontend' wipwork for the probe array. takes up to 50 probes, calcs a weighted blend, and displays them all in a batch. il y a 6 ans
  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 il y a 6 ans
  Areloch f110158654 Probe Array WIP il y a 6 ans
  Azaezel 453958234e console conversion il y a 6 ans
  Azaezel 1eed979a9c Merge branch 'method_Unmangle' into PBR_PR il y a 6 ans
  Azaezel a7fc407284 corrects a pair of conversions. one object oriented, one not. il y a 6 ans
  Azaezel c3f0157331 ReflectProbeMaterialInfo::setProbeParameters buffer binding correction (again, set order as colorbuffer = 1, matinfo = 2 for gbuffer consistency) il y a 6 ans
  Azaezel 6aff0c26bf Merge branch 'PBR_PR' into PBR_PR_GLWIP il y a 6 ans
  Areloch 835513b861 Deleting a probe in the editor now automatically does a cleanup of it's baked cubemap files il y a 6 ans
  Azaezel ab5034b1c2 vectorlight ssao macro fix, z=w trick gl side for cloudlayer variants il y a 6 ans
  Azaezel 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. il y a 6 ans
  Azaezel 9d560d9b12 skylight conversion il y a 6 ans
  Azaezel 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. il y a 6 ans
  Areloch 58cf310971 Merge pull request #2284 from OTHGMars/SDLMonitor il y a 6 ans
  Areloch 368a0041d1 Merge pull request #2283 from OTHGMars/SDLFocus il y a 6 ans