userSam Pavloviccancel
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1,728 Commits over 1,491 Days - 0.05cph!

1 Year Ago
Move specialized parts from renderpipeline into their own files, implement dynamic reflections into procedurallayerrender Add depth downsample layer, replace CVrComputeShaderRenderer with generic one Cleanup dynamic reflections layer Move depth downsample to it's own neat layer, use specialized depth resolve for another image format disable depth cull for tiled rendering while I figured why certain tool views can't resolve intermediary depth, temporarialy fixes lights and cubemaps on Scene editor Vulkan compile for depthresolve_cs Remove r_resolution_scale not referenced anywhere
1 Year Ago
Remove deprecated renderingpipeline stuff that was never even used
1 Year 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
1 Year Ago
Remove more unused parameters from lightbinner Remove remaining crumbs of old sun shadowing, remove unused shadow functions, add bBaked to ComputeDirectLightingForLight
1 Year Ago
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
1 Year Ago
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
1 Year Ago
Eliminate legacy per view lighting constants, eliminate mixed shadows, add placeholder to some constants where they should belong
1 Year Ago
Get rid of lightbinner_legacy completely
1 Year Ago
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
1 Year 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
1 Year Ago
Remove all code for calculating mixed shadows, that'll be all allocated in the main light shadow function, iterate structured buffers
1 Year 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
1 Year Ago
Fix hi-z depth chain with offsetted viewports
1 Year Ago
Don't recycle depth from aoproxies for dynamic reflections, loses a fast depth prepass but focus on correctness first
1 Year Ago
Evict all cameras when closing game menu, were continuously rendering when you would open the menu again
1 Year Ago
FFT and Waves texture generation boilerplate Cleanup fluid simulation, first vorticity step, can be inferred by divergence
1 Year Ago
Delete RippleCompute, add Fluid Simulator Iterate on fluid simulation, divergence needs to be 2D Iterate simulation Map fluid simulation properly to water shader Advect UV and dye on fluid simulator, add blend to water
1 Year Ago
Ditch all previous water code, continue fresh from water-shadingmodel branch but without inline tracing for reflections
1 Year Ago
Compiled shaders with aoproxy fixes
1 Year Ago
Aoproxy composition: Fetch the texel with lowest distance, make it much simpler, fixes ugly black artifacts, darkern directional ao a bit more https://i.imgur.com/Laib79y.png
1 Year Ago
Remove last crumbs from fsr
1 Year Ago
Update shaders from a clean compile
1 Year Ago
Proof of concept mesh distance field generation
1 Year Ago
Stub for MeshDistanceFieldFromRender
1 Year Ago
Make PerViewRuntimeFastPathLightingConstantBuffer match vulkan what's on c++, compiler is still optimizing some constants out though Initialize multiview parameters on spritecard shaders
1 Year Ago
Fix copytexture coordinates hi-z depth, fixes dynamic reflections on tools https://i.imgur.com/Qn3vHPl.png
1 Year Ago
Fix small fog clipping on seamless entry for fog Fix framebuffer copy scale for water Do softer collision on ripplecompute, fixes aliasing on screen border
1 Year Ago
Compiled complex with parallax fixes
1 Year Ago
Don't offset shadow position by parallax, causes problems when shadowing lights in parallel angles to the surface sboxgame/issues/issues/3349
1 Year Ago
Fix black borders on viewmodel ao when changing resolution and add thickness factor for back tracing
1 Year Ago
Fix 4 way blend on blendable
1 Year Ago
Fix merge conflict
1 Year Ago
Screen-Space Reflections (#736)
1 Year Ago
RenderTools::Draw don't reset the bound transform, but make sure it's set in CManagedRenderLayer before passing to UI.. Not great solution overall Revert "Fix AddBlitTextureToTargetLayer not blitting correctly if dimensions are different" This reverts commit 076e225cae9b15bffce9a6c45e37a4ec49cb89b4. Fixed AE_CL_PLAYSOUND anim events not playing for non-networked client-only entities Fix confusing comment Use margin for package selector modal so you can click out of it Merge branch 'master' into ssr
1 Year Ago
Compiled water shader
1 Year Ago
Use old water for dynamic reflection's first release but convert it to material API to fix a bunch of issue and as forward looking to water2, iterate on water collision
1 Year Ago
Squash commit of what was on SSR branch Update compiled shaders Redo SSR API to not be hardcoded to an ubershader, add a function to just consume material API parameters and output the reflection Convert water to the new system, adjust reflections.hlsl Drift SSR result [-1,1] pixel based on the normals to sharpen it to the result Do perfect reprojection on ssr, able to have much higher quality without losing temporal stability Get ripples on new water shader High Quality Reflections becomes Dynamic Reflections, commit rest of stuff for Louie to test Final changes, SSR on complex, some cleanup and fixes, fuck off with the old high_quality_reflections shader Add r_dynamic_reflections_draw_everything for debug visualization, ignores object gathering filters when setting up dynamic reflections pass and draws reflections of all objects capable of it Fix toggleability of SSR in shaders Better way to do r_dynamic_reflections_draw_everything Don't sample ripples on shader if not using water entity Simplify cpu side of ssr, fix things for latest revision Fix SSR traces not being able to backtrace, do linear search when doing backtracecs https://i.imgur.com/UzNKHRL.png Squashed commit of the following: commit da96f1c95fb7c20271e9ce8428aeecbb780f7845 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Sun Jul 23 21:45:44 2023 +0100 Fix SSR traces not being able to backtrace, do linear search when doing backtracecs https://i.imgur.com/UzNKHRL.png commit 7c323611215a44a3e1b97284a624c0df656ba4c5 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Fri Jul 21 22:54:37 2023 +0100 [Pick] Proper support for blitting MSAA textures, also fixes blitted framebuffer textures on Vulkan commit b96e5efc447484f7a040ead9213df1a263d88d55 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Wed Jul 19 18:50:33 2023 +0100 Fix SSR issues, just do PS > VS converstion to be faster, composite it directly to water commit 6002107634ea0c747c17cb4160e4f9b649e3b700 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Thu Jul 13 19:05:03 2023 +0100 Fix water ripple collision commit 2f5247f5443eeffb54d3620d09ae476e2c9b6442 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Mon Jul 10 20:18:01 2023 +0100 Iterate, make WaterRipple a custom sceneobject so we can fetch depth from it and only render when visible commit 354b77dbcadd40e893bbb0f2f9e2d09a88f18db6 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Thu Jul 6 17:50:00 2023 +0100 Water fog and refraction commit 3cd9da902a4f12d8f53ab9d8f3b43ad0b5bb0c9a Author: Sam Pavlovic <sam@sampavlovic.com> Date: Tue Jul 4 14:39:04 2023 +0100 Backport simple water from SSR branch Cleanup, shared_standard_ps_code doesnt need these anymore since we define on material, sharpen compositing confidence Encode normals in 2D view space for denoising, simpler and works much better, increase max sample count for reprojection Cleanup Frambuffertexture bullshit, it's on scenesystem now Try to escape backtracing linear search in power of two increments Pass downsample ratio to intersection and denoiser so that we keep a full res hi-z buffer for fullscreen traces Fix pathes and attributes Compiled shaders for SSR except complex Compiled Complex with SSR Default dynamic reflections to 0, cleanup Only do MSAA blit on depth, fixes SSR on vulkan and a bunch of other weird regressions
1 Year Ago
Compiled Complex with SSR
1 Year Ago
Compiled shaders for SSR except complex
1 Year Ago
Fix pathes and attributes
1 Year Ago
Try to escape backtracing linear search in power of two increments Pass downsample ratio to intersection and denoiser so that we keep a full res hi-z buffer for fullscreen traces
1 Year Ago
Cleanup Frambuffertexture bullshit, it's on scenesystem now
1 Year Ago
Encode normals in 2D view space for denoising, simpler and works much better, increase max sample count for reprojection
1 Year Ago
Fix SSR traces not being able to backtrace, do linear search when doing backtracecs https://i.imgur.com/UzNKHRL.png Squashed commit of the following: commit da96f1c95fb7c20271e9ce8428aeecbb780f7845 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Sun Jul 23 21:45:44 2023 +0100 Fix SSR traces not being able to backtrace, do linear search when doing backtracecs https://i.imgur.com/UzNKHRL.png commit 7c323611215a44a3e1b97284a624c0df656ba4c5 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Fri Jul 21 22:54:37 2023 +0100 [Pick] Proper support for blitting MSAA textures, also fixes blitted framebuffer textures on Vulkan commit b96e5efc447484f7a040ead9213df1a263d88d55 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Wed Jul 19 18:50:33 2023 +0100 Fix SSR issues, just do PS > VS converstion to be faster, composite it directly to water commit 6002107634ea0c747c17cb4160e4f9b649e3b700 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Thu Jul 13 19:05:03 2023 +0100 Fix water ripple collision commit 2f5247f5443eeffb54d3620d09ae476e2c9b6442 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Mon Jul 10 20:18:01 2023 +0100 Iterate, make WaterRipple a custom sceneobject so we can fetch depth from it and only render when visible commit 354b77dbcadd40e893bbb0f2f9e2d09a88f18db6 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Thu Jul 6 17:50:00 2023 +0100 Water fog and refraction commit 3cd9da902a4f12d8f53ab9d8f3b43ad0b5bb0c9a Author: Sam Pavlovic <sam@sampavlovic.com> Date: Tue Jul 4 14:39:04 2023 +0100 Backport simple water from SSR branch Cleanup, shared_standard_ps_code doesnt need these anymore since we define on material, sharpen compositing confidence
1 Year Ago
Squash commit of what was on SSR branch Update compiled shaders Redo SSR API to not be hardcoded to an ubershader, add a function to just consume material API parameters and output the reflection Convert water to the new system, adjust reflections.hlsl Drift SSR result [-1,1] pixel based on the normals to sharpen it to the result Do perfect reprojection on ssr, able to have much higher quality without losing temporal stability Get ripples on new water shader High Quality Reflections becomes Dynamic Reflections, commit rest of stuff for Louie to test Final changes, SSR on complex, some cleanup and fixes, fuck off with the old high_quality_reflections shader Add r_dynamic_reflections_draw_everything for debug visualization, ignores object gathering filters when setting up dynamic reflections pass and draws reflections of all objects capable of it Fix toggleability of SSR in shaders Better way to do r_dynamic_reflections_draw_everything Don't sample ripples on shader if not using water entity Simplify cpu side of ssr, fix things for latest revision
1 Year Ago
Backport simple water from SSR branch Water fog and refraction Iterate, make WaterRipple a custom sceneobject so we can fetch depth from it and only render when visible Fix water ripple collision Fix SSR issues, just do PS > VS converstion to be faster, composite it directly to water [Pick] Proper support for blitting MSAA textures, also fixes blitted framebuffer textures on Vulkan Fix SSR traces not being able to backtrace, do linear search when doing backtracecs https://i.imgur.com/UzNKHRL.png
1 Year Ago
Update compiled shaders with AO changes
1 Year Ago
[Pick] Composite baked AO into diffuse lighting
1 Year Ago
Fix SSR traces not being able to backtrace, do linear search when doing backtracecs https://i.imgur.com/UzNKHRL.png
1 Year Ago
Backport simple water from SSR branch Water fog and refraction Iterate, make WaterRipple a custom sceneobject so we can fetch depth from it and only render when visible Fix water ripple collision Fix SSR issues, just do PS > VS converstion to be faster, composite it directly to water [Pick] Proper support for blitting MSAA textures, also fixes blitted framebuffer textures on Vulkan [Pick] Composite baked AO into diffuse lighting