645 Commits over 1,461 Days - 0.02cph!
Add sharp Stationary lights, rename Baked and Per Pixel sunlights to Static and Moveable
https://i.imgur.com/AVIUGLb.jpeg
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Rewrite sbox_glass with material api, get base shaders to use shared standard ps code, cleanup, fixes parsing bug to missing newline on features.hlsl, fix define on base shader code
Refactor glass, fix refraction
Merge branch 'shader-quick-refactor'
Add sharp Stationary lights, rename Baked and Per Pixel sunlights to Static and Moveable
https://i.imgur.com/AVIUGLb.jpeg
Refactor glass, fix refraction
Rewrite sbox_glass with material api, get base shaders to use shared standard ps code, cleanup, fixes parsing bug to missing newline on features.hlsl, fix define on base shader code
Fix "bloomy" depth of field
Disable Valve's HIGH_QUALITY_SHADOWS, saves us a shader combo too
Give 1px offset on reflections
Disable reflections when we run out of memory
Fix 1px border in high quality reflections, fix hq reflections being offset when using non-dev console
Add test property to enable dynamic ambient occlusion on dynamic objects, add check if view is rendering on main view
Remove silly assert on shapemanager
Add monitor view flag to SceneViewFlags_t
Fix assertion and rendering issues on tools with reflections
use full res reflection buffer & depth if rendering in sfm
Updated objects for blendable shader with SFM fixes
Squashed commit of what was on sdf-reflection-optimizations
Get new ShapeBuffer API on Compute Buffer again, simplify data structure
Clean up and simplify Shapebuffer struct, rename remainings of SdfShape to just Shape
Fix flickering with reflections, refactoring, cleanup, use PVS for Shapes again, use spheres for AABB check
Fix typo on blendable
Bkebdabke & high quality reflection shader objects, invert alpha channel, halve shape bounding sphere
Allow high quality reflections to be composed on subviews
Disable adding proxy instance shape to sdf shape list until merge shape optimizations to master
Better fix for AMD driver bug on DoF, wrap around problematic instruction
Initial SDF tracing optimizations until multipass rewrite
Fix DoF on AMD
Do sanity check with maximum number of instances too
Fix black boxes appearing on instanced info for SDF shapes
Fix system crash while rendering water due to AMD drivers
Shaders with clipplane support
Squashed commit of the following:
commit 217109a5adba3c34c692381e9eca132d95e3f7ea
Author: Sam Pavlovic <sam@volvosoftware.com>
Date: Fri Dec 31 15:52:10 2021 -0300
Refactor shader part of sdf reflections to use batched constant buffer
commit 6c2e9f91c6eb865a70dd9f4c3f7aa6d26f3cbdd6
Author: Sam Pavlovic <sam@volvosoftware.com>
Date: Fri Dec 31 15:50:25 2021 -0300
Fix SDF reflections being rendered incorrect with instanced meshes, fix crash when out of memory pool
commit ca6cd533ced39f51d935953ee721f6771d4b1f28
Author: Sam Pavlovic <sam@volvosoftware.com>
Date: Tue Dec 21 17:26:22 2021 -0300
Iterate on AOProxy batching
commit 9c5e6b102493d6a67e3302a1276675da4063f92e
Author: Sam Pavlovic <sam@volvosoftware.com>
Date: Wed Dec 15 15:38:26 2021 -0300
Simplify citizen ao proxies
commit 3df5dde99ab9e7eb8b3670340dff448e4c890673
Merge: f352744a4 88e59e22a
Author: Sam Pavlovic <sam@volvosoftware.com>
Date: Sun Dec 12 02:03:21 2021 -0300
Merge branch 'master' into sdfobjectreflections
commit f352744a45a5d70d6606c8796881ef97c6f8b4b3
Author: Sam Pavlovic <sam@volvosoftware.com>
Date: Wed Dec 1 18:36:06 2021 -0300
SDF shape batcher
commit 6dbb4b1abdbfa6f75c00ae70a65b29a3bb576271
Author: Sam Pavlovic <sam@volvosoftware.com>
Date: Wed Dec 1 13:51:46 2021 -0300
Initial commit for sdf reflections
Shader objects for blendable with high quality reflections
Add high quality reflections as a combo in blendable, make it a static combo
High quality reflections on glossy concrete
https://i.imgur.com/NemzZof.png
Fix bottled liquid rendering
Fix Water shader not appearing correctly in tools
CalculateWorldSpacePositionMultiview is a shared function now
Build shader stuff with VS2012
Fix reflection vector for planar reflections on water
Fix reflection scale in planar reflections in water
Fix clip planes to be able to use matrices
Remove Render.ClipPlane.cs, we'll do it simpler
Don't do depth prepass on monitor views, pass values from clip plane parameters to GPU
Expose scenemonitorobject attributes
Add attributes to monitorsceneobject and add clipplanes to it
Refactor clipplanes on shaders
Refactor watersceneobject, rework on planarreflection
Remove comments that are no longer applicable
Compile water shader
Fix water fetching depth even without a depth texture, also fixes asserts on tools
Fix error on water parameters if they arent set at all
Removed construct vpk, not meant to be commited
Merge h2o into h2o staging for integration testing
Adjust tunnel combined light for water on construct and remove old water sceneobject
Move all sdfreflection code to shared code
temp way to pass proxy mesh constants to main pipeline, batch them later
only pass raytracing includes with D_HIGH_QUALITY_REFLECTIONS enabled
Pass AoProxyConstantBuffer in scenesystem
Move sbox_water to water, make shaders load without sbox_ prefix
pass sunlight constants on a static sunlight
Pass object velocity to splash calculation
Tidy up watersceneobject setting combos properly, fix material view, deprecate watersea
Change parameters of default water material
Disable reflections by default on water
Add water material property, fix some things with reflection and splash
Add water properties in construct vmap
Shader objects for water
Remove debug print
Update watersplash_cs.vfx with our shared includes
Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com>
Use our shared includes on water vfx
Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com>
Unroll loop in water.shared
Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com>
delete test_sdfreflections
Refactor water with needed changes, move Water to Experimental folder, make planar reflection generic
Move ripples to a combo
Remove high quality reflections from this branch
Use generic AddCube function instead of reimplementing it
Make debugview internal
Make combos in water a bool rather than byte
Merge branch 'master' into h2ostaging
Merge pull request #124 from Facepunch/h2ostaging
New Water
Add bloom for panels, make panels render with HDR for now
Fix text rendering not snapping correctly to pixels again
Flag old envmap indices as unused
Dont automatically set vr_multiview_instancing and disable forcing it off
Add timeout-minutes to the core job descriptor as well
Adjust timeout limit for shader ci job
Only trigger warning once if we are using an unsupported VR controller
Refactor shaders to fix VR
Temp disable multiview rendering to fix VR rendering until we fix VR shaders
Remove unused include from morph
Increase number of transformation slots
Make blendable compile with new base shader headers
Fix CUBEMAP_REFLECTION ToolsVisMode
Fix shaders not compiling, fix skinning being broken
Fix path in visualization shaders
Fix global cubemaps being blended while still in bounds of env_cubemap
Fix screenspace particles being downscaled, fix possible division by zero
Fix lighting on custom shaders
Add D_SKINNING
Add D_SKINNING combo
Fix compiling of translucent and alphatest base shaders
Set new default vfx modes if that wasnt set in the shader
Add missing global parameters and fix syntax to compile translucent shaders
Use 32 bit depth buffer
Simplify Glow code and do custom stenciling
Don't use 32 bit depth buffer in VR as we need stenciling
Matrix.ToString
Assert only once if we are resolving outside the rect
Add Render.ClipPlanes
Iterate on compute API
DispatchComputeShader on GameGlue for now
User clipplanes on base shader
Support for quad overdraw in developer toolbar
Choose if SceneMonitorObject should render with HDR
Render.Compute.Attributes didnt come with the cherrypick
Add tier0 definitions to steam_api.h
Merge branch 'master' of sbox