Commit graph

29 commits

Author SHA1 Message Date
Areloch
8f94d09e6e Begun hook-in of skylight into array
Reworked the reflection reference offset/scale behavior to re-integrate into the editor interface via button(and work)
Hid irrelevent fields from given probe types.
Filter out editPosOffset and bake button fields from being saved to avoid weird loading behavior
2019-03-02 04:48:07 -06:00
Azaezel
077325c0ab swap over to wireframe, plus a few misc cleanups 2019-02-19 13:58:29 -06:00
Azaezel
5c356519e4 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. 2019-02-19 08:58:02 -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
b0c89dddff WIP of adjusting the reflection probe's bake to utilize the ReflectionManager and CubeReflector instead of duplicating the capture code. 2019-02-13 00:37:50 -06:00
Areloch
eedf31b6ad 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) 2019-01-26 02:05:18 -06:00
Areloch
d6ae28b58e WIP hook-in of the cubemap array.
Also inversed probe transforms to make them correct.
2019-01-21 01:50:13 -06:00
Areloch
a4770c19b5 Deleting a probe in the editor now automatically does a cleanup of it's baked cubemap files
Also added it to do the prefilter/irrad processing on any StaticCubemap selected.
2018-12-10 00:46:28 -06:00
Areloch
b2963442e6 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
Tim Barnes
6c43c8d29f RGBA16F saving support for probes 2018-12-05 20:01:58 +10:00
Azaezel
9d1e49a8eb 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. 2018-12-03 11:15:17 -06:00
Tim Barnes
15aeba20e7 timmy merge work 2018-11-28 17:51:52 +10:00
Azaezel
7c72ae665a couple additinal places for scroe to be set 2018-11-25 12:35:02 -06:00
Tim Barnes
b0fff30d33 lighting single buffer 2018-11-21 15:53:02 +10:00
Areloch
ecef09525a Implemented registration of probes to avoid rendering all probes when unneeded. 2018-11-19 01:18:09 -06:00
Azaezel
551b1c5ce6 mUseHDRCaptures needs more work. shut that back off till we've time to circle back 2018-11-10 00:34:23 -06:00
Azaezel
5cf9e3b319 fix to display that second box 2018-11-10 00:33:42 -06:00
Azaezel
78a3c264b4 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
Azaezel
4cf42a0a83 add in secondary bounds box display for probes as that is not actually linked to the radius/box-based-on-radius 2018-11-06 20:00:34 -06:00
Tim Barnes
b91126c08c WIP shader work - not complete! 2018-11-02 09:08:45 +10:00
Areloch
a25f188200 Added propagated multibake mode.
Temporarily disabled Precapture post effect.
2018-10-27 02:21:46 -05:00
Areloch
b89e189047 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.
Also fixed the target order with the skylight shader so it renders to the right targets.
2018-10-26 01:19:14 -05:00
Areloch
d209de9fd9 Corrected box influence logic for probes to accommodate rotations.
Also uncommented line so probe transform is passed along to the render manager.
2018-10-16 16:18:22 -05:00
Areloch
1966d348e4 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
4efcb567b0 Getting the GL side up-to-date to match. 2018-10-06 17:50:15 -05:00
Areloch
24007432e8 Updates and fixes to probe and lighting logic. 2018-09-17 01:52:18 -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