11 Months Ago
Moved tiled rendering buffers to lightbinner, where it should belong
Remove members that have long been deprecated, start adding support for structured buffer lights
Move all cbuffer stuff to legacy, standard will only have structured buffer path
Start implementing structured buffer lights data structure
Remove all code for calculating mixed shadows, that'll be all allocated in the main light shadow function, iterate structured buffers
Iterate on new lightbinner, let all shadows render through a single rendering path, disregard legacy for now
Remove bMixed from LightEntry, it's complete bullshit, let static lights render only dynamic objects when doing shadows
Unified shadow casting, map indexed lights so we can fetch them easily and without needing to order sequentially, remove more deprecated stuff
Get rid of lightbinner_legacy completely
Eliminate legacy per view lighting constants, eliminate mixed shadows, add placeholder to some constants where they should belong
Cut more code from lightbinner light allocs, means only spots will alloc properly for now but cleans a lot of this, align cbuffers, add ComputeDirectLightingForLight to unify lighting calculation on shader
Remove CSunLightManager, used for old pre-hlvr sun rendering, a lot of code that's only used for dynamic sunlight different to everything else in light rendering
Remove more unused parameters from lightbinner
Remove remaining crumbs of old sun shadowing, remove unused shadow functions, add bBaked to ComputeDirectLightingForLight
Lightcookies and point lights
Remove multiview constants from lightbinner, these have been getting in my way, and we need to think a better way to handle instanced viewports, I'm leaving it to a bigger cleanup later
Start Envmap support on new lightbinner, remove unused environment_map.fxc
Start MATERIAL_LIGHT_DIRECTIONAL support for lightbinner, sets up frusta for lights
Fix conflicts from merge that added removed stuff
Fixup for directional lights, add dummy ambient lighting for fully dynamic scenes, implement flags properly
Fix merge ( g_nNumEnvMaps > NumEnvironmentMaps )
Remove interface definition from Vfx ( It's fucked off from HLSL 2020+ ), add array support to members in classes in Vfx
Store multiple frusta on same light definition rather than using sequential lights, makes this simpler, point light shadows
Ambient light, new strategy for shadow frusta
Disable r_enable_high_precision_lighting, just ends up overcomplicating code, reevaluate if this actually affects much away from world origin, will make vPositionWithOffsetWs just become vPositionWs in shaders if fully removed
Take shadow frustra from BuildShadowFrustaForLight() that matches what's on the shadow map renderer, rather than rebuilding it with twice the code
Test of multiple frusta support for shadow maps on shader 🥳
Support for cascaded shadow maps on new unified multi-frusta system, needs to backport old code
Backport directional CSM code to unified BuildShadowFrustraForDirectionalLight in lightdesc
Shadow filtering and dummy ambient lighting
Calculate spot light resolution proportionally based on light cone and do a LOD system for light shadows based on distance, both are meant to be perceptual
https://files.facepunch.com/sam/1b1211b1/sbox_rl2LTOMdY4.mp4
CSM Adjustments
Pass envmap data to GPU
Fixups for cubemaps on shader, add test for ambient light IBL support
https://files.facepunch.com/sam/1b1311b1/ibl.png
We dont need start indexes for lights anymore, just remap the index for fog and baked, fixup envmap count to shader
Remove refs to CalculatePositionToCameraDirWsMultiview
function call in new lightbinner shader code
Cleanup, remove a bunch of unused or deprecated shit, cleaned up a lot of variable in lightbinner structured buffer that ends up not being needed, document things a bit better
Rename lightconstants.hlsl to lightbinner.hlsl and call the data there BinnedLight/BinnedEnvMap, make baked lights only cast shadows if mixed lights are enabled on them
Fix flags on lightbinner gpu include, oops
Refactor tiled rendering builder to be compatible with new lightbinner, make it implicit under lightbinner.hlsl
Fog lights support, remove second buffer that's meant for fog lights, remove bullshit code to support old directional light from it that was just meant to be tools-only, all light types just works now https://files.facepunch.com/sam/1b2111b1/C3pY5Q7jq9.png
Fix directional light farz https://files.facepunch.com/sam/1b2111b1/Jn16Ruj0ub.png
Remove SetShadowCascadeResolution and SetShadowCascadeDistance, both pointless, cascades use shadow resolution, add SetCascadeDistanceScale, make number of cascade count actually work
Add g_vRandomFloats to replace oddly named ScreenSpaceDitherParams, fix reflections and volume fog using that
Rename Tiled Light Builder to Tiled Light Culling, do fixes for the new system and shrink tiles to 32x32 from 48x48, allowing us to just take a single fetch from depth buffer for GPU culling tests
Fix lightcookie support, add support for colors on indexed lights with lightcookies, remove lightcookie index from lightbinner.hlsl, just pass the transform
https://files.facepunch.com/sam/1b2711b1/zTwJgEDa7N.jpg
Add unified Subsurface Scattering support for skin shadiing, previously every light type implemented this differently causing shading differences, now baked lights show this correctly too
https://files.facepunch.com/sam/1b2711b1/k5L2Punaav.png
Readd SetShadowCascadeResolution and SetShadowCascadeDistance as stub obsolte methods to not break existing games
Finalize things, fix misc warnings, fix SSR and enable directional lightmaps
Unify Two Lobe Specular and normal Specular
Test: do full checkout with clean on shader.yml, delete debug_shaders.yml ( pointless )
Pass skycolor of multiple lights to renderer, works with multiple lights, fixes skycolor attribute doing nothing, while it'd be nice to just pass envmap diffuse lighting for ambients right now it'd break some workflows
Fix typo on cloth shading combos
Remove references to removed files in shaders
CI: Use git checkout to remove stashed changes, shouldn't error if there are no changes to save & drop
debug_sunshadow_vis is gone, update all_shaders with what's actually there
Add LightSupportsTimeSlicedRendering and filter directional lights out of it, fixes cascades being fucked on hammer
Loop rather than unrolling CalculateLightingAtPoint, sucks for perfomance but this function shouldnt take start and end indexes of the light, focus on correctness first
Fix trunkation warning
Pass correct envmap index
Reenable high precision lighting, it's all fine now (but still considering removing it)
[ Pick ] remove specialized decal rendering path from skin
Fix cascade scale for maps that arent compiled with the new light attributes
Apply indirect transmissive lighting, previously would only be affectted by direct lighting
Migrate light api to new lightbinner system
Get light culling render buffer from rendercontext rather than from layer
Fix compilation of tiled_light_culling on vulkan (wtf?)
Transpose matrices on d3d11
Support for multiple suns and fog on atmosphere_sky, code for this still sucks since this came from the first days of development
Remove decal references in skin shader, thought I had that sorted :S
Remove decal_renderer from allshaders.txt
Compile shaders
Refactor fog shader to take lights by index rather than by list, unroll loops still
Minor fixes, x.Load(i) and x[i] has different behaviour between vk and d3d11? Compiled lit user shaders
Shader CI: Do git clean before pull
Compile core shaders
Compile user shaders
Compiled light culling material
Add lightData.HasFrustumFeathering() for seamless fading between light cascades
Consider one texel from edge to be considered outside the shadow region so that multiple frusta won't do smooth sampling on edges
Consider cascade to always be squared
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