Commit graph

29 commits

Author SHA1 Message Date
Areloch
25f27318f7 Added fetch for BRDF texture for forward rendering use, re-enabled brdf logic in the lighting shader and got the probe arrays properly sampling into forward as well.
TODO: core::rendering pref on the BRDF texture instead of hardcode path, add best-pick logic for forward probes and double-check ogl forward is playing nice.
2019-05-02 00:05:12 -05:00
Areloch
240e940572 random testing bits trying to isolate remaining forward issues. 2019-04-28 18:32:23 -05:00
AzaezelX
e6a14514e0 tweaked the updating behavior in the probe manager so calling updateProbes just flags a ProbesDirty bool, which is used to kick the update of the static parameters when the bin's render() is called
that way if multiple probes get updated at once, we don't hit the update loop for each one, which is obviously silly
also fixed the 'probes' cubemaps aren't ready until you nudge them'
turns out when we were setting out global var which we used for the irradiance and prefilter cubemap paths, it was being set AFTER the probes got loaded
so it was using an invalid path to look up the cubemaps
-@areloch
2019-04-22 15:39:55 -05:00
AzaezelX
07827b8032 cleanup duplicate var, and constructor-init skylight shaderconsts 2019-04-10 12:54:46 -05:00
Areloch
ec9e8c3563 Majority of forward work. Some state/register count issues and further testing required.
Also requires proper binding of forward probe values, as well as scoring probes for forward selection.
2019-04-07 23:57:05 -05:00
Areloch
283348f7bc Cleanup/consolidation of shader logic. moved the common methods over to lighting.hlsl
Did all the setup work to feed data for forward probestuffs, just have to rewrite the shaderFeature to replicate the regular probe array logic.
2019-04-03 00:13:58 -05:00
Areloch
e241cbc7c9 ongoing WIP to sort out init'ing issues as well as correcting values so the probes actually correctly update data into the arrays
Additional sanity checks on the updateTexture calls added by timmy
2019-03-25 00:06:08 -05:00
Areloch
399088d09e WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet. 2019-03-24 18:18:44 -05:00
Azaezel
ead78ec588 hook up attenuation value. todo: sort networkjing properly 2019-03-21 23:47:01 -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
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
0951d6f082 destructor code+ removed a crash-causing redundancy in onRemove 2019-02-20 16:59:58 -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
34abe1b835 Updated the PostFX ability to setShaderConsts and cubetextures for probes 2019-02-12 01:10:30 -06:00
Areloch
a1b281cc5f Ongoing PostFX org rework. 2019-02-11 00:17:53 -06:00
Areloch
ecad33c598 Org rework and postFX-setup WIP 2019-02-08 01:35:35 -06:00
Azaezel
a3e4ce5146 cut down on some of that per-frame allocation via prepping our vector 'registers' during the constructor 2019-02-07 09:34:23 -06:00
Azaezel
e8c2912498 portwork from jeff to use farFrustumQuad for the vertex shader 2019-01-31 13:00:52 -06:00
Areloch
54a64c0d82 Shifts the verts used to match the fullscreen quad setup of vector light, utilizing FarFrustuQuadVerts 2019-01-30 13:52:59 -06:00
Azaezel
c590c2df2b should only need to set the brdf texture the once 2019-01-28 01:36:17 -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
edbbeaf008 Probe Array WIP 2019-01-07 20:34:19 -06:00
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
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