Commit graph

120 commits

Author SHA1 Message Date
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