История коммитов

Автор SHA1 Сообщение Дата
  Areloch fd8840ff53 Updated the PostFX ability to setShaderConsts and cubetextures for probes 7 лет назад
  Areloch 64db2b1d15 Ongoing PostFX org rework. 7 лет назад
  Areloch b221b312d2 Org rework and postFX-setup WIP 7 лет назад
  Azaezel 72acec0a3f set the alignedarray sizes to maxprobes, reguardless of actual probe count 7 лет назад
  Azaezel f031ee9e39 duplication cleanups 7 лет назад
  Azaezel 0caac1a28c cut down on some of that per-frame allocation via prepping our vector 'registers' during the constructor 7 лет назад
  Azaezel 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. 7 лет назад
  Azaezel 7837576de7 conversionwork courtessy of jeff. seeems float3f aligned arrays were nonfuncntional, so shifts a few over to float4s 7 лет назад
  Areloch 847d58a967 Progress in getting array data to comply. 7 лет назад
  Areloch 00e19a2d3d Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Azaezel/Torque3D into PBR_ProbeArrayWIP 7 лет назад
  Azaezel 2eb58e4cb7 portwork from jeff to use farFrustumQuad for the vertex shader 7 лет назад
  Areloch b03e7a79b7 Broke it down to work with a single probe for confirmation of general math and behavior. 7 лет назад
  Areloch 3efbdbf9e1 Shifts the verts used to match the fullscreen quad setup of vector light, utilizing FarFrustuQuadVerts 7 лет назад
  Azaezel c6d4ea37b9 hook up the right ConvexConnectP 7 лет назад
  Azaezel 26ee0d986f reference cleanups: 7 лет назад
  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... 7 лет назад
  Azaezel 7a8dd96808 should only need to set the brdf texture the once 7 лет назад
  Azaezel 1607f58bc4 typofix for bbMinArray, cubemap array lookups for irradiance and spec 7 лет назад
  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) 7 лет назад
  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. 7 лет назад
  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) 7 лет назад
  Areloch 5b7e2edb66 WIP hook-in of the cubemap array. 7 лет назад
  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. 7 лет назад
  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 7 лет назад
  Azaezel a526bbe2b0 swap methods on over to surface+id ref for uniform arrays 7 лет назад
  Azaezel 0efe0a5856 partial compilation fixes 7 лет назад
  Azaezel 086a841535 'frontend' wipwork for the probe array. takes up to 50 probes, calcs a weighted blend, and displays them all in a batch. 7 лет назад
  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 7 лет назад
  Areloch f110158654 Probe Array WIP 7 лет назад
  Azaezel 453958234e console conversion 7 лет назад