Areloch
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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.
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6 年之前 |
Areloch
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1627cbabe6
ongoing WIP to sort out init'ing issues as well as correcting values so the probes actually correctly update data into the arrays
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6 年之前 |
Areloch
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26471aaa77
WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet.
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6 年之前 |
Areloch
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2bf67f7fa5
Corrections to make it use the correct transform, as well as passing along the scale as our extents in the bbMax.
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6 年之前 |
Areloch
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70d85d2241
Begun hook-in of skylight into array
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6 年之前 |
Azaezel
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cf50803e72
swap over to wireframe, plus a few misc cleanups
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7 年之前 |
Azaezel
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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.
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7 年之前 |
Areloch
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b754c022ba
Corrected the blending logic somewhat, added visualization modes for spec/diffuse probe influences, attenuation and contribution.
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7 年之前 |
Areloch
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788e265477
Finished current cleanup/reorg.
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7 年之前 |
Areloch
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58e3349286
Further cleanup, proper hook-in of CubeReflector for bake capture.
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7 年之前 |
Areloch
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050f1e226a
WIP of adjusting the reflection probe's bake to utilize the ReflectionManager and CubeReflector instead of duplicating the capture code.
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7 年之前 |
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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7 年之前 |
Areloch
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5b7e2edb66
WIP hook-in of the cubemap array.
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7 年之前 |
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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7 年之前 |
Areloch
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1fc38d496f
Added deletion tracking so when we delete a probe, it'll delete the prefilter/irrad bakes if they exist.
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7 年之前 |
Tim Barnes
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6937989d61
RGBA16F saving support for probes
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7 年之前 |
Azaezel
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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.
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7 年之前 |
Tim Barnes
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ab10cc0c87
timmy merge work
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7 年之前 |
Azaezel
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b2ca85b988
couple additinal places for scroe to be set
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7 年之前 |
Tim Barnes
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9e65e940d0
lighting single buffer
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7 年之前 |
Areloch
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c4a4fe5304
Implemented registration of probes to avoid rendering all probes when unneeded.
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7 年之前 |
Azaezel
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29e78d2034
mUseHDRCaptures needs more work. shut that back off till we've time to circle back
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7 年之前 |
Azaezel
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9ec243cb87
fix to display that second box
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7 年之前 |
Azaezel
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79e2d5d459
REVIEW LATER: invert the world transform for probes to shove them into cam space as far as rotation goes. keep position.
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7 年之前 |
Azaezel
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73a7d205e2
add in secondary bounds box display for probes as that is not actually linked to the radius/box-based-on-radius
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7 年之前 |
Tim Barnes
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6e17475f86
WIP shader work - not complete!
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7 年之前 |
Areloch
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43c1abbc96
Added propagated multibake mode.
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7 年之前 |
Areloch
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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.
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7 年之前 |
Areloch
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ef81708e12
Corrected box influence logic for probes to accommodate rotations.
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7 年之前 |
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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7 年之前 |