Areloch
1fc38d496f
Added deletion tracking so when we delete a probe, it'll delete the prefilter/irrad bakes if they exist.
...
WIP of static cubemap bake(not working).
2018-12-07 00:30:08 -06:00
Azaezel
74ca8d106c
retweaked filter for wether ot not to supress the zonelight culling methods when not in the diffuse pass
2018-12-05 10:55:29 -06:00
Azaezel
bd742bbf75
registergloballights now taks a (by default on) cullSceneLights. off for reflection capture as that is presently acting up
2018-12-04 12:41:15 -06:00
Azaezel
0974902cc8
put lerp back after verifying we were indeed getting values passed along.
2018-11-28 14:25:48 -06:00
Azaezel
4ef1a25610
put sphereical influence back via the new spherical attenuation methods, shifted the stateblock for probes specifically to max of either source or desitination alpha (though not entirely convinced that is in fact the case)
2018-11-28 12:00:06 -06:00
Tim Barnes
ab10cc0c87
timmy merge work
2018-11-28 17:51:52 +10:00
Azaezel
f1e584ca69
stateblocks: skylight uses one+(dest)zero. probes use (src)alpha+(dst(1.0-alpha) for a lerp blend. skylight writes out 0 alpha to ensure probes always win if even only a little.
2018-11-27 08:50:44 -06:00
Azaezel
0f0fc5279b
missed mscore pasalong in .set
2018-11-27 08:03:04 -06:00
Azaezel
79d506d439
1)use standard setupPass inheritance chain. already checks for !mprocessedmaterial and a few other things
...
2)pass along mIsSkylight from probes to matinstances
3) stubbs in a seperate setupPass for skylightmatinstance
2018-11-23 02:05:36 -06:00
Tim Barnes
9e65e940d0
lighting single buffer
2018-11-21 15:53:02 +10:00
Areloch
c4a4fe5304
Implemented registration of probes to avoid rendering all probes when unneeded.
2018-11-19 01:18:09 -06:00
Tim Barnes
c64aee9dcc
point light WIP & moved lighting position/direction to WS
2018-11-14 20:58:47 +10:00
Azaezel
79e2d5d459
REVIEW LATER: invert the world transform for probes to shove them into cam space as far as rotation goes. keep position.
2018-11-09 20:16:15 -06:00
Tim Barnes
6e17475f86
WIP shader work - not complete!
2018-11-02 09:08:45 +10:00
Tim Barnes
9a39afa0eb
reflection probe updates
2018-10-28 20:42:26 +10:00
Areloch
e72f04648a
Adjusts the lightbin manager to be a regular bin, and shifts ownership of both lighting targets to the deferred manager. Probes now render ahead of lights to make the additive order jive.
...
Also reordered the probe targets used so they match lights for consistency.
2018-10-24 23:43:12 -05:00
Azaezel
1b8549b146
stateblock work for probe blending
2018-10-24 18:27:59 -05:00
Azaezel
b4e28343da
crashfix. free will eventually lead to destroyself so don't doubleup or it trys to kill the dead. zombu bad.
2018-10-17 21:05:38 -05:00
Areloch
aad37bc0f5
Corrected some missed bits in the template, and a check in the forward-lit probes
2018-10-10 01:52:19 -05:00
Areloch
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.
2018-10-07 17:32:23 -05:00
Areloch
f31445751f
Updates and fixes to probe and lighting logic.
2018-09-17 01:52:18 -05:00
Areloch
b19a4b22c8
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
b4a1d18f42
Core implementation of Physical Based Rendering.
2018-09-15 20:19:57 -05:00
Azaezel
33ebe34440
more gfx shadowvar cleanups
2018-03-13 21:25:45 -05:00
Azaezel
1c62080f7f
cleaned up member::radius
2018-03-13 15:31:00 -05:00
Azaezel
654fc29dc2
bounds to mBounds conflict avoidance
2018-03-13 01:05:15 -05:00
chaigler
4a72d54782
Fix assert on exit when Basic Lighting is removed
...
Occurs because ShadowMapManager is destroyed before
AdvancedLightManager.
2018-01-24 16:30:34 -05:00
chaigler
37b0ec68f7
Fixes linker errors when Basic Lighting is removed
2018-01-24 16:27:29 -05:00
Areloch
212fc80dfc
Includes a fix to get lights to render more correctly in the reflection pass. Also includes a helper function to force a render from a passed in transform and frustum.
2017-07-07 02:55:56 -05:00
Areloch
25686ed4be
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
Areloch
adb875cb54
Conflict resolution with devhead.
...
Cleaned up a few remaining d3d9 references in the cmake file.
2017-06-01 23:54:44 -05:00
Areloch
edd1e0a270
Removes Direct3D9 functionality.
2017-05-28 16:51:31 -05:00
Areloch
ec3806bb0a
Catches the remaining prepass to deferred changes on the engine side.
2017-05-14 18:28:17 -05:00
Areloch
124ecb2fe0
Merge pull request #1984 from FooBarbarians/fix-1912
...
Reordering initialization methods #1912
2017-04-26 01:11:51 -05:00
Masquara
15f67015d3
Reordering initialization methods #1912
2017-04-19 14:02:45 -04:00
Areloch
dba8b5b327
Merge branch 'development' into Xenon_Removal
2017-04-18 20:47:43 -05:00
Areloch
af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
2017-04-11 00:23:14 -05:00
Areloch
ed14b6fced
Removes bits of code and includes that are based on old 360, xbox and PS3 flags that are no longer needed.
2017-04-08 20:30:57 -05:00
Thomas "elfprince13" Dickerson
1c2b096a72
Whitespace consistency
2017-01-06 23:10:14 -05:00
Thomas "elfprince13" Dickerson
88106f9032
Fixed type inference for nulls in console functions
2017-01-06 17:18:37 -05:00
Azaezel
55b26be9ba
account for fov change (also, internal docs)
2016-11-29 15:57:41 -06:00
Azaezel
01419d7935
motion based updates for shadow caching
...
adds a $pref::Shadows::teleportDis and $pref::Shadows::turnRate (defaults 4, and 1 respectively)
if either is exceeded during a given frame, shadow chaches are forced to refresh themselves.
2016-11-29 14:13:23 -06:00
Anis
60e258e5a9
Merge pull request #1806 from Azaezel/byeByeVarVar2
...
more unused variable cleanups
2016-10-23 21:04:36 +02:00
Azaezel
1ee127b753
more unused variable cleanups
2016-10-16 14:41:34 -05:00
Azaezel
fbfd3ed8ed
clang: constructor initialization order
...
while not a major issue per-se, the sheer number of times the engine has to jump back in memory and backfill data in a given class can add up. First run of... many.,
2016-10-14 18:16:55 -05:00
James Urquhart
f91aa639d6
Remove projection offset, add the hmd head matrix. Also tidy up a few things.
2016-09-11 22:42:42 +01:00
Azaezel
13f00ca79d
adds toLinear and toGamma helper functions for ColorF, uses the former in adjusting lights.
2016-08-09 14:49:03 -05:00
Areloch
dfb8f4f5e5
Makes point and spot lights be correctly culled with zoning like other objects.
2016-06-17 00:47:46 -05:00
Azaezel
b6ec969fb3
worst case scenario fallback for if we can't track down why vector lighting seems determined to shift positions periodically based upon some influence by the dynamicrefreshfrequency rate
2016-06-08 19:15:10 -05:00
rextimmy
41e5caf22b
Direct3D11 Engine/source changes
2016-03-20 21:52:11 +10:00