userSam Pavloviccancel
branchsbox/mastercancel

700 Commits over 1,553 Days - 0.02cph!

1 Hour Ago
Add albedo absorption parameter to glass https://files.facepunch.com/sampavlovic/1b1811b1/GpgOqFCTvs.png
Today
Remove duplicate nvpatch postbuild event Avoid using parallax for diffuse IBLs, it's causing issues with non-uniform scaled envmaps for minimal actual gains https://files.facepunch.com/sampavlovic/1b1711b1/SMr1GfypB3.png
4 Days Ago
Feathering from legacy maps should point outwards rather than innards, still approximate with current behavior of world units
6 Days Ago
Readd IndirectLightScale property to lighting entities for enhanced control over light bounce brightness, values beyond 1.0f are not energy conserving https://files.facepunch.com/sampavlovic/1b1311b1/sbox-dev_6TJvtGnbXi.png
6 Days Ago
Revert "Use Unix trailing paths for codegen" This reverts commit eb86cb41a20dc2d3b57a0b5a67b2be5563d4d513.
6 Days Ago
Mac/Linux build scripts Mac: Add Makefile for VPC so we can actually build it without actually having vpc Rename some IOSALL flags to just PLATFORM_APPLE, we always imply arm64 SDL_config doesnt always imply windows Update gitignore Mac: Managed Build Scripts, no need for nvpatch for non-windows targets Use Unix trailing paths for codegen
13 Days Ago
We aren't using m_pTransformBufferPrevData and probably won't need to with compute transforms, also remove m_hTransformTexture which has been deprecated for years
18 Days Ago
Add support for custom I16F color format, a generic grayscale 16-bpp float texture, unlike R16F it'll sample all channels to gray (#1813)
20 Days Ago
Update shaders Fix implicit truncation
20 Days Ago
Mode fallback / VrForward > Forward (#1805) * Add Mode fallback, used for both using Depth() as a fallback if shader doesn't have DepthNormal() and to move VrForward() to just Forward() * VrForward > Forward, reverse fallback so that old shaders with VrForward use that still * Remove duplicate Forward() and remove DepthNormal fallback * Put mode fallbacks on materialsystem init instead of gameinfo
20 Days Ago
GrabFrameTexture/GrabDepthTexture returns grabbed render target instead of void
20 Days Ago
Use BC7 for default material input, higher precision than DXT5, this whole material input stuff feels like bogus now Make sure we don't composite SSAO/SSR to glass, this can handled better https://files.facepunch.com/sampavlovic/1b2911b1/rcWAoleK3t.png
25 Days Ago
Make shaders compile with Vulkan 1.2, allows for wave ops instructions used in new SSR, etc Microsoft/DirectXShaderCompiler/wiki/Wave-Intrinsics Bitch when variables are uninitialized in HLSL, can cause all sorts of weird undefined behavior in certain drivers Fix warnings on all shaders, remove D_EYE_WHITE (bullshit?) Avoid sampling diffuse cubemap for fog at lod0 to not have fireflies like in Eagle One Rain Demo
26 Days Ago
Reapply "Bindless lightmaps/Lightmap Combo Removal (#1765)" This reverts commit de7b93d17c7a036a567347794ca51163132ef42a. Reapply BATCH_FLAGS_CONTROLLING_COMBO_CHANGES for legacy shaders, accidentally removed binding lightmap for legacy shaders Initialize vertex output of lightmap uv when lightmapping is disabled Update drivers with bindless lightmaps & amd fix
27 Days Ago
Bindless lightmaps/Lightmap Combo Removal (#1765)
29 Days Ago
Overlay is considered a game layer since it draws to color, fixes depth prepass for overlays, remove overlay prepass from renderpipeline_standard
29 Days Ago
CommandList.GetRenderTarget with SizeFactor, don't allocate DepthTexture for it since it's not being used anywhere yet
34 Days Ago
Up TEXTURE_COMPILER_VERSION_MIP_GGXCUBEMAPBLUR version ( Negative cubemap color check )
35 Days Ago
Some float skyboxes have negative color, don't sample negative values when doing GGX filtering https://files.facepunch.com/sampavlovic/1b1411b1/mspaint_YDO07zEdFf.png
40 Days Ago
Remove ToolsVis Mode (#1763) * Remove ToolsVis from RenderingPipeline, remove ToolsVis combo, make it toggle through the integer only * Remove ToolsVis() MODES from all shaders 🙏🏻 * Remove ToolsWireframe and ToolsVis from shadergraph template * Legacy ToolsVis isn't even supported, any legacy variable refs to it can go * Compiled shaders with branched ToolsVis
41 Days Ago
Accidentally yanked Src/DstBlend from Spritecard, also bring back shading complexity to it even if it makes code awful for now
42 Days Ago
Add EnvironmentMap class for EnvMap.hlsl, allows you to fetch contribution of all environment map lighting, fixes CubemapReflections toolsvis, move stuff out of lighting.fxc Init ToolsVis color to gray if mode is not supported, same behaviour as before
42 Days Ago
Remove vr_tools_vis.fxc, have it all in ToolsVis.hlsl as a class, remove all dangling S_MODE_TOOLS_VIS combos ToolsVis for Material lives in ShadingModel, custom shadingmodels implement their own Rest of shaders that do custom toolsvis behavior with new api Remove any #if S_MODE_TOOLS_VIS, makes it able to slide smoothly into new system Let toolsvis combo live where it was before (we're removing it right after) and remove S_MODE_TOOLS_VIS reference on spritecard, baked light vis on shadingmodel
43 Days Ago
Add GetFirstTextureParam() to get first declared texture from shader, used to fetch the convoluted RepresentativeTexture/LightSim_DiffuseAlbedoTexture attributes without explicit declaration Allow material representative texture for VRAD be infered by the first texture parameter on shader if DiffuseAlbedoTexture is not set, allows to clean up all this material api & lets shadergraph shaders be rendered properly on vrad https://files.facepunch.com/sampavlovic/1b0611b1/aocrkIAnQN.png
43 Days Ago
Remove configdefaults.PLAT.vcfg, completely bullshit for us PerViewLightingConstantBuffer_t completely unused
2 Months Ago
VRAD3 (& it's resourcecompiler) explicitly uses rendersystem, our tools can omit it but we need to read back textures from the GPU for map compilation
2 Months Ago
Launch ToolAppSystem pretending to be a dedicated server so it doesn't use rendersystem for CI, revert me soon
2 Months Ago
Reenable rendersystem for console apps for map compilation Invert logic of bSupportsLightmapping, make explicit flag of "NoLightmapping", doesn't feel right to apply that flag in every shader when it all should just support it
2 Months Ago
Fix indirect IBL fog not working https://files.facepunch.com/sampavlovic/1b1911b1/jVWTMafLaa.png
2 Months Ago
Do view vector TAA jitter for fog on native instead off shader, proper way to handle this specially on thin surfaces https://files.facepunch.com/sampavlovic/1b1911b1/B2DSaqPTHe.jpg
2 Months Ago
Be able to fetch all light information with Light::Count() and Light::From(), while doing all optimization from tiled lighting etc Move light.hlsl to common/classes/Light.hlsl, start unfucking it, make it have same structure as everything else DynamicLight refactor Refactor StaticLight class, can do Light::From() to get all lights (static/dynamic) at once https://i.imgur.com/jqko5ON.mp4 Fuck of with light.environment, light.dynamic and light.static are just in Light.hlsl instead of own internal files Move shadow functions to Shadow.hlsl, much like BRDF.hlsl, will make it easy for us to upgrade, move LightMap definitions to Light.hlsl Vr_lighting never directly referenced from any of our hlsls now, tonemaps in lighting.fxc never used and even if used shouldn't be there Untangle this stuff Use ProbeLight::UsesProbes() and LightmappedLight::UsesLightmaps() to see if drawcall is using these instead of insane combo ifdefs directly, makes it easy to remove a combo too
2 Months Ago
Remove lightmapping combos from sbox_pixel (should fuck that file off entirely), move to shadingmodel.hlsl, keep D_BAKED_LIGHTING_FROM_LIGHTMAP for vertex.hlsl, SupportsLightmapping attribute seems unused
2 Months Ago
Revert "Lightmapping combos go on shadingmodel, Lightmapping definiton should be in shadingmodel.hlsl not Material.hlsl, material should be only a contract to shadingmodels" Fucked, need to get rid of this stupid SupportsLightmapping attribute and just do it directly
2 Months Ago
Rewrite AmbientLight into a class, stub Handle AmbientLightKind::LightMapProbeVolume and AmbientLightKind::EnvMap Move BRDF stuff to BRDF.hlsl, organizes it and makes it easier to move to CS2's one with multiscatter Adjustments for AmbientLight, disable subsurface scattering for this class for now ToolsVis ambient occlusion doesn't take AmbientLight Lightmapping combos go on shadingmodel, Lightmapping definiton should be in shadingmodel.hlsl not Material.hlsl, material should be only a contract to shadingmodels
2 Months Ago
Add namespace_name to antlr grammar so that we can do "type Class::Function()" definition instead of defining all in class itself, we should just let it accept any HLSL
2 Months Ago
Allow for inner feathering for EnvmapProbe in UI, same defaults for hammer equivalents of this ggxcubemaphelper (cpu) is equivalent to cubemapper (gpu), increase sample count but use faster sampling and sample from first mip always https://i.imgur.com/5UuaG0b.mp4 Sample from mips again and decrease sample count to not be absurd for our budget
2 Months Ago
Use custom mip filter that samples from neighbors for cubemapper https://i.imgur.com/nn23dRG.png
2 Months Ago
Remove HighlightDeprecated from shaders, seems was never used?
2 Months Ago
Remove long unused shit from pixelinput and vertexinput and clean it up Remove D_ENABLE_USER_CLIP_PLANE, complete bullshit, we use oblique projection matrices now
2 Months Ago
Use multi-bounce ambient occlusion Feathering goes outer rather than center, allow to have inner (negative) feathering again, fixes light leaks in maps
2 Months Ago
SQRTRoughness was correct behavior for sampling envmaps
3 Months Ago
Initialize SSR to null on 3d skybox
3 Months Ago
Revert "Include ReflectionTextureColor in all the layers", it's unlikely we can manage to do SSR with roughness fast on translucents, and this causes the issue that SSR reflections from opaques will be drawn over smoke or translucents This reverts commit 8cce50baf03cd7f93e7c89c75dde46319412aff9.
3 Months Ago
Add ScreenSpaceTrace as a generic, simpler class for doing screen space ray tracing, move reflections.hlsl to use it
3 Months Ago
Fix overriding SSR with a black texture when it should be initialized with a translucent one
3 Months Ago
Remove unused shit from lightbinner and make everything enums
3 Months Ago
Update shaders
3 Months Ago
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler Clamp cube box parallax projection to actual bounds box the box, cleanup Our both our envmap filters uses linear roughness instead of sqrt roughness Gizmo for scale in envmaps, adjust default for feathering in world units Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition tiled light culling with edge feathering additions vLevel isn't const Update path of build-shaders, upload all shaders as artifacts Fix EnvironmentMapLight::GetEnvMapColor using deprecated variable Gamma correct samples during accumulated ggx, makes highlight less blown out and makes the cubemap more vibrant Reenable MSAA fetching for SSAO compositing, don't use loops Depthresolve takes first MSAA sample rather than doing min/max calculation, if we want depth::get we'd want the proper sample to compare perfectly on the screen GTAO temporal filter uses edge detection to filter out edge ghosting https://i.imgur.com/EzfclG7.mp4
3 Months Ago
Ao proxies removal (#1678) * Remove aoproxies ambient occlusion, it never looked too right and it's stupid to have artists authoring them manually, almost no one did I still think SDF AO works better than SSAO in most cases, but they should live as a renderhook and artists don't need to touch anything, the way it is now is very hard to maintain, it could be 10x simpler * Remove sdf.hlsl (until we meet again 🫡 )
3 Months Ago
Compiled shaders with ao viewporting changes