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.
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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.
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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.
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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
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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.
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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.
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* 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