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4 Commits over 28 Days - 0.01cph!

Yesterday
Cube texture creates array slice image views allowing each face to be treated as a framebuffer Visualize depth uses screen space coords [stash] Foundations for VK_KHR_multiview and cubemap render targets Scene system listeners I'll need later New shadow mapper: spot and point lights so far * Move all logic to c# for full ownership, delete old native code * Bindless shadow map textures, delete old shadow atlas * Spot Lights * Point Lights: cube textures with hw pcf poisson sampling * Add user setting r.shadows.quality (0-3) low->high for better filtering * Scale shadow map resolution based off of screen size the light occupies * Debug system
30 Days Ago
Scene system listeners I'll need later Clean up old dead code Collect and pass around SceneLightObjects instead of the LightDesc ptr Managed shadow mapper, entry point from lightbinner, creates and renders shadow frustums Set gpu light data from c#, pass shadowmap bindless texture id, use it from lighting shaders Visualize depth uses screen space coords vfx_vulkan: SV_ViewID is a built in semantic fucking with VK_KHR_multiview and cubemap render targets
35 Days Ago
fucking with VK_KHR_multiview and cubemap render targets
38 Days Ago
Don't return a new list each light gather, reuse the already allocated memory Collect and pass around SceneLightObjects instead of the LightDesc ptr Stubbed managed shadowmapper appsystem (this is such bullshit for a simple interface for scenesystem) Managed shadow mapper stub, entry point from lightbinner Add CommandList.Set( StringToken, Texture ) Dispose of AssetPreviews after we've rendered their thumbnail. PreviewScene.Dispose destroys it's Scene ISceneView::GetWorldToRender & related return ISceneWorld not CSceneWorld Clean up old dead code Create and render shadow frustums from managed Scene system listeners I'll need later Remove native shadow rendering Set gpu light data from c#, pass shadowmap bindless texture id, use it from lighting shaders Depth bias shadows Visualize depth uses screen space coords