1,728 Commits over 1,491 Days - 0.05cph!
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView
Add lights to lightbinner through CLightObjectDesc::OnSceneObjectVisibleInView instead of LightBinnerStandard::AddLights
Update compiled shaders with relative cubemap luminance
Fog Fix (#1661)
* Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants
* VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore
* Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix volume fog no shadows option, cleanup unused shit
* Put fog mode in it's own category and add nice icons to them
https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png
* These convars don't do anything or are redundant, some notes for tiled rendering in the future
* Remove deprecated VR stuff for volumetric fog on rendering pipeline, note for Alex that we can just reproject the frame for eye 2 for cheap volumetric fog rendering, any crumbs will be stripped more when I remove clipmaps
* One lightbinner per volumetric fog rather than creating it every frame
* Start removing fog clipmap rendering, there are better ways to do this and it's massive
* Disable clipmaps on managed code, clean up shader code
* Remove VR-specific frustum stuff from volumetric fog
* Get rid of redundant data
* Separate two passes cleanly, remove accumulation TAA, we'll do a proper big pants one
* TAA stub
* Fancy volumetric fog taa, move what was on integration step to previous pass, so this has pretty much the same cost and memory footprint as previously but much higher quality
* Proper fog TAA with ping-ponging accumulation textures
* Iterate fog denoising
* Do soft TAA jitter and encode non-final texture to a softer color space so that TAA bbox is also softer
* Final cleanup, fix fog density, fix obsolete error
Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants
VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore
Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix volume fog no shadows option, cleanup unused shit
Put fog mode in it's own category and add nice icons to them
https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png
These convars don't do anything or are redundant, some notes for tiled rendering in the future
Remove deprecated VR stuff for volumetric fog on rendering pipeline, note for Alex that we can just reproject the frame for eye 2 for cheap volumetric fog rendering, any crumbs will be stripped more when I remove clipmaps
One lightbinner per volumetric fog rather than creating it every frame
Start removing fog clipmap rendering, there are better ways to do this and it's massive
Disable clipmaps on managed code, clean up shader code
Remove VR-specific frustum stuff from volumetric fog
Get rid of redundant data
Separate two passes cleanly, remove accumulation TAA, we'll do a proper big pants one
TAA stub
Fancy volumetric fog taa, move what was on integration step to previous pass, so this has pretty much the same cost and memory footprint as previously but much higher quality
Proper fog TAA with ping-ponging accumulation textures
Iterate fog denoising
Do soft TAA jitter and encode non-final texture to a softer color space so that TAA bbox is also softer
Final cleanup, fix fog density, fix obsolete error
Do soft TAA jitter and encode non-final texture to a softer color space so that TAA bbox is also softer
Final cleanup, fix fog density, fix obsolete error
Proper fog TAA with ping-ponging accumulation textures
Fancy volumetric fog taa, move what was on integration step to previous pass, so this has pretty much the same cost and memory footprint as previously but much higher quality
Separate two passes cleanly, remove accumulation TAA, we'll do a proper big pants one
Remove VR-specific frustum stuff from volumetric fog
Get rid of redundant data
Disable clipmaps on managed code, clean up shader code
Remove deprecated VR stuff for volumetric fog on rendering pipeline, note for Alex that we can just reproject the frame for eye 2 for cheap volumetric fog rendering, any crumbs will be stripped more when I remove clipmaps
One lightbinner per volumetric fog rather than creating it every frame
Start removing fog clipmap rendering, there are better ways to do this and it's massive
Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants
VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore
Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix volume fog no shadows option, cleanup unused shit
Put fog mode in it's own category and add nice icons to them
https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png
These convars don't do anything or are redundant, some notes for tiled rendering in the future
Fix Depth::GetLinear, be expressive about it for correctness before all, precompute these values later
Start fixing up dof https://files.facepunch.com/sam/1b2211b1/ombChoX97P.png
Iterate DoF
Smooth fade DoF from composite shader
Iterate dof, needs cleanup, almost perfect
Wave intrinsics to do early out for far dof
DoF2 Downsample with bias based on depth, cleanup
https://files.facepunch.com/sam/1b0211b1/sbox-dev_rXaN2wxsmC.mp4
Front blur, tweaks
Final tweaks, add depth gap for adding an area where u might want more focus
https://files.facepunch.com/sam/1b0211b1/sbox-dev_VBIoPeaBWP.mp4
Depth Resolve writes to both channels correctly
Final cleanups for dof2
Fix perfomance validation warning on depth_only shader, it never produces output from PS, any operations from ps for translucents are clip or discard, D_WRITE_DEPTH_MASKS is never used
Strip D_WRITE_DEPTH_MASKS from the rest
Fix shadows not showing up on non-scenecamera views like Hammer
Allow for multi-bounce reflections on EnvmapProbe
Make sure all cubemaps are up to date when loading/unloading mapinstances, cubemaps placed on scene weren't getting updated
GPU Shadow Culling light list is stored on camera where it should belong rather than on lightbinner, a lightbinner can be shared across multiple views causing issues, this also guarantees proper lifetime of list since lightbinner pool is only flushed on shutdown
https://files.facepunch.com/sam/1b0411b1/sbox-dev_Esvot2kDTb.mp4
Depth Resolve writes to both channels correctly
Final cleanups for dof2
Final tweaks, add depth gap for adding an area where u might want more focus
https://files.facepunch.com/sam/1b0211b1/sbox-dev_VBIoPeaBWP.mp4
DoF2 Downsample with bias based on depth, cleanup
https://files.facepunch.com/sam/1b0211b1/sbox-dev_rXaN2wxsmC.mp4
Disable volumetric fog clipmaps by default, they're fucked right now with massive frame drops and they feel overengineered
Wave intrinsics to do early out for far dof
Smooth fade DoF from composite shader
Iterate dof, needs cleanup, almost perfect
Fix Depth::GetLinear, be expressive about it for correctness before all, precompute these values later
Start fixing up dof https://files.facepunch.com/sam/1b2211b1/ombChoX97P.png
Iterate DoF
Internal AfterDepthPrepass hooks
CSM doesn't suck anymore
Texel snap cascade shadow map matrix so lights never shimmer when you're moving
Cleanup
Use the frustum from the previous shadow map to cull the current shadow map, m_pLightObject neverr used
Pass rotation to cubemapper so rotated envmap probes captures are rotated the correct way
Fix Cubemap Brightness Normalization, uses prefiltered envmap instead of spherical harmonics, fixes overbrightened envmaps in dark areas, and increases overall contrast of envmaps
Update transform for skybox envmap
Shadow maps were stripped out for testing, readded
Expose Screen Space Shadows as a parameter for Directional Light
SSR uses our generic ScreenSpaceTrace methods 🙏
Correct curve for static_overlay custom fog blending for fog HDR values above 1.0f
https://files.facepunch.com/sam/1b1611b1/pl0WF6eu5Q.png
Move albedo chart to bottom right corner, make it scale more aggresively to not take away screen space
Add button to toggle albedo chart
https://files.facepunch.com/sampavlovic/1b1611b1/CkUDe1JWMc.png
Compile shaders with SSR fixes
SampleLevel so the two shaders that use lighting.fxc on VS can read it proper, let's also start getting rid of these texture macros
Complex Reflections as Devshader
Stub for shadow class, enumize lightflags
Move pixel.raytrace.ssr.hlsl to ScreenSpaceTrace and make it a class, move crap from it to be all shared
More adjustments for screenspace shadowing, fix valid hit test always returning true
Iteration on screenspace shadows, make screenspace tracing work half res again
Rebase fixes
Fix screen trace depth function for reverse-z
Multi-sampled shadow trace, apply free antialiasing using derivatives of dFdx and dFdy
Dont need bend_sss anymore
Use bayer directions rather than blue noise for screenspace shadows
Use QuadRead to blur value acrosss waves, proper ordering for parameters of ScreenSpace::Trace
https://files.facepunch.com/sam/1b1411b1/8ljWk6LsYF.png
[Pick] Compile shaders with Vulkan 1.2 ( wave intrinsics support ) Microsoft/DirectXShaderCompiler/wiki/Wave-Intrinsics
[Pick] Target Vulkan 1.1 instead, certain it won't be an issue unless you have drivers from 2016
3D Bayer Sequence, use perceptual penumbra so it always looks relatively soft and nice instead of aiming for just accuract
[Pick] Target Vulkan 1.1 instead, certain it won't be an issue unless you have drivers from 2016
Fix truncation warning on shadingmodel.hlsl
Fix complex_reflections, remove any dependencies to valve code
Use inline reflections for complex
Composite SSR always, might create some artifacts but will be dealt with
Detangle reflections api and document it
Adjustments, fix normals on complex reflections
Use bayer directions rather than blue noise for screenspace shadows
Use QuadRead to blur value acrosss waves, proper ordering for parameters of ScreenSpace::Trace
https://files.facepunch.com/sam/1b1411b1/8ljWk6LsYF.png
[Pick] Compile shaders with Vulkan 1.2 ( wave intrinsics support ) Microsoft/DirectXShaderCompiler/wiki/Wave-Intrinsics
Fix screen trace depth function for reverse-z
Multi-sampled shadow trace, apply free antialiasing using derivatives of dFdx and dFdy
Dont need bend_sss anymore
[Pick] Bind RenderAttributes.SetParent, this is a method to pass arguments around that doesn't involve overriding/copying, this fixes not being able to set render attributes properly in child cameras like editor viewport, needs wide testing but should be fine, also fix looking for parent attributes on the attribute chain used on the pipeline
Remove SSAOEnabled, just needs a ref if DynamicAmbientOcclusionPP is initialized
Update shaders with AO on lighting pass
Stub for shadow class, enumize lightflags
Move pixel.raytrace.ssr.hlsl to ScreenSpaceTrace and make it a class, move crap from it to be all shared
More adjustments for screenspace shadowing, fix valid hit test always returning true
Iteration on screenspace shadows, make screenspace tracing work half res again
Rebase fixes
Internal HookAfterDepthPrepass
Darken AO texture since we're compositing to ambient lighting properly now
[Pick] Add SceneCamera.InternalAttributes for things that should never be overriden
[Pick] Add RenderAttributes.Remove
[Pick] Child cameras in UpdateSceneCamera also gets parent camera attributes
Remove renderhook hack on AmbientOcclusion, just pass attributes directly
Fuck any bridging code, let's handle VDB files all on managed, allow loading nvdb files too
Iterate NanoVDB file handling and dependencies
Use BaseFileSystem for reading NanoVDB files
Parse NanoVDB files properly