Commit graph

25 commits

Author SHA1 Message Date
Areloch
4c959e1fa1 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. 2019-03-25 23:17:53 -05:00
Areloch
0b7579b42e Corrections to make it use the correct transform, as well as passing along the scale as our extents in the bbMax.
Adjusts the box influence logic to try the bsf method.
2019-03-18 00:14:06 -05:00
Areloch
c6e4b4a0e4 Corrected yorks chapel materials + added to the main test level 2019-03-04 17:57:53 -06:00
Azaezel
a01b470a75 lightmap testbed 2019-03-04 16:48:28 -06:00
Azaezel
460e295677 slimmed down level save 2019-03-03 15:59:02 -06:00
Areloch
08267ce451 Broke the functions out from the probeData struct
Moved ibl stuff back out of lighting.hlsl into probeArray shader for now.
2019-03-03 15:47:28 -06:00
Areloch
dde21794c1 Correct stateblock settings to display probes more correctly without crushing other forward elements. 2019-02-18 00:43:21 -06:00
Areloch
cf1d22ba1b Corrected the blending logic somewhat, added visualization modes for spec/diffuse probe influences, attenuation and contribution. 2019-02-17 03:47:40 -06:00
Areloch
b52799bbce Finished current cleanup/reorg.
Temporarily disabled logic for forward render of probes to avoid data mangle. TODO: fix up forward once deferred math is locked in
Split probe modes out into distinct environmental probe objects
Removed the probes from tracking their own baked cubemap file paths and instead have a pref store it
Removed old probe shaders and materials that aren't used now.
Fixed mLastConst memory leak by removing nono line.
2019-02-14 00:35:22 -06:00
Areloch
9ec7eb999d Further cleanup, proper hook-in of CubeReflector for bake capture.
Shifted update of probe data to be triggered by probe changes.
Pack probes into the data arrays forward-first instead of keeping strict indicies.
todo: move bake to probeManager, clean up old/commented code, remove old probeMaterial stuff
2019-02-13 16:56:28 -06:00
Areloch
f5da79b39f 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. 2019-01-19 00:31:42 -06:00
Azaezel
ed7ace451c add animated spotlight and pointlight to test scene 2018-11-02 16:09:02 -05:00
Tim Barnes
b91126c08c WIP shader work - not complete! 2018-11-02 09:08:45 +10:00
Areloch
4942168529 Corrected some missed bits in the template, and a check in the forward-lit probes 2018-10-10 01:52:19 -05:00
Areloch
2be32ad737 Implementation of reflection and skylight probes.
Moves lighting math to the diffuse/specular two-channel logic.
2018-09-16 22:15:07 -05:00
Areloch
ef5e3a5271 Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
Areloch
0801a3cca8 Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
Daniel Buckmaster
7a54e300e3 Merge pull request #1305 from eightyeight/vignette-settings
Apply vignette settings properly for #1302
2015-05-22 16:27:24 +10:00
Daniel Buckmaster
c1e7041fe9 Corrected another filename case. 2015-05-16 22:50:34 +10:00
Daniel Buckmaster
587afaac4f Case-sensitive filenames for Linux. See #1287. 2015-05-16 22:37:58 +10:00
Daniel Buckmaster
9cfc852192 Apply vignette settings properly for #1302. 2015-05-16 17:52:58 +10:00
Daniel Buckmaster
a8d9f6c499 Fixed Full template art a bit.
Player can now swim properly, and the physical zone elevator is a bit
more helpful (i.e. it sends you to the landing rather than leaving you
floating in midair). Fiddled some more with PostFX settings.
2014-10-06 12:58:32 +11:00
Daniel Buckmaster
e5bc07010c Fixed minor issues with Outpost level.
* Black spots caused by wrongly named images.
 * HDR settings tweaked to be a bit brighter.
2014-10-04 20:30:27 +10:00
Daniel Buckmaster
599ad823b0 Added Outpost testing level by Azaezel. 2014-10-02 10:51:39 +10:00
DavidWyand-GG
f439dc8dcd Full Template for ticket #1 2012-09-19 11:54:25 -04:00