branchsbox/oog-cubemapscancel

60 Commits over 30 Days - 0.08cph!

7 Months Ago
Set custom texture bool on scenecubemap if texture property is set, probably needed so cubemap doesn't get built for it
7 Months Ago
Undo changes not needed for this branch anymore
7 Months Ago
And some more
7 Months Ago
unfuck the merge
7 Months Ago
C# entity definitions for env_cubemap_box (do box first, env_cubemap is the same but with a sphere influence) Remove env_cubemap_box from fgd Network tables for env_cubemap_box Create SceneCubemap from entity properties Add indoor_outdoor_level (priority) Add internal BakeResourceAttribute until we can phase out tool objects and the bake resource shit Experiment with rendering cubemaps for SceneCubemaps Set renderToCubemap and environmentMaps pipeline attributes from camera attributes CCameraRenderer::RenderToTexture uses msaa value from attributes Fix dstStride in GetPixels Move the important parts of ggxcubemapblurhelper to rendertools until we can reasonably do this in C# After source cubemap is created, go through render tools to mip it to the cubemap array Add function to render tools to copy texture to cubemap slice Calculate radiance SH from cubemap source, reads texture pixels until we can move this to compute shader Get the size of texture when calculating SH, don't assume 256 Bump up cubemap camera zfar Create env map constant buffer SceneCubemap sets box projection and influence radius based on projection mode C# env_cubemap, mostly the same as env_cubemap_box, use a base cubemap entity Remove env_cubemap from fgd Remove render_depth_map and always_check_depth, I don't see these being set or used in any meaningful way Load cubemap_feathering Rip out WorldRenderer/EnvironmentMapCacheSize, we didn't have it enabled and it's awful anyway Remove UploadToCubemapArray Remove the cube cross stuff on cubemap builder, just to make things more clear Remove ggx_cubemap_blur_accumulation_pass_count - unused Remove depthmaptexture Remove customcubemaptexture bool Fix flipping when copying texture with shaders Flip Y when copying rendered view to cubemap Use the same rendering code as cubemap build system to narrow down differences update convolve_environment_map to latest Remove build cubemaps game system, don't need you anymore Remove hammer external helper Move cubemap building to scenesystem Don't need to include these Queue scene object update job for calculating radiance SH Don't use RGBA32323232F unnecessarily Increase zfar Create scenecubemap even if the entity doesn't have a texture, they're gonna be built on map load Remove "build cubemaps on load" hammer shite Remove minimap shit while I'm at it env_light_probe_volume in C# default values If we create light probe from managed, create a debug grid object for it Add more voxel size choices C# env_combined_light_probe_volume, this is an ugly copy paste job because of it trying to be 2 entities in one, wont matter when we get rid of them Delete lights.fgd, nothing left in here now Use black cube for envmap if we try to calculate SH on error texture Remove ReloadTexture from scene cubemap, no longer needed Delete native CEnvCombinedLightProbeVolume and CEnvLightProbeVolume Fix basic_setup.vmap properties of combined light probe Move basecubemap toolobject from game to mapdoclib Remove base light probe usage from light query game system, this whole system will need to be remade anyway Move base light probe from game to mapdoclib Delete env_lightprobevolume Remove anything unused from cubemap.h Use EnvironmentMapFaceSize when rendering cubemaps to play it safe Remove cubemapfaceinfo Make voxel_size a float instead of enum to avoid parsing errors Fix handshake and array index not working, entity properties can't be internal! Move cubemap building from scenesystem to sceneutils, makes more sense Don't build cubemaps when cubemap texture is user provided Add min max for voxel_size Build cubemaps in rendering world session frame boundary until we find a better place for it Print timings for building cubemaps Show the number of cubemaps built Build dirty cubemaps from OnClientOutput instead of OnFrameBoundary Render cubemaps by adding views and procedural layers Calculate bounds outside of CalculateNormalizationSH, dumb and also can't set scene object bounds during render Build 1 cubemap per frame for now, render thread getting overwhelmed? Don't need to use MarkRenderTargetRead Sort envmaps by array index before sorting by priority otherwise priority can fail!!! Fix depth count for array texture, doesn't need to be * 6 Removed renderToCubemap and environmentMaps on camera renderer, not needed for this branch Remove changes to CCameraRenderer::RenderToTexture, not needed for this branch Move cubemap building to buildcubemaps.cpp so it's all in one place
7 Months Ago
Move cubemap building to buildcubemaps.cpp so it's all in one place
7 Months Ago
Removed renderToCubemap and environmentMaps on camera renderer, not needed for this branch Remove changes to CCameraRenderer::RenderToTexture, not needed for this branch
7 Months Ago
Fix depth count for array texture, doesn't need to be * 6
7 Months Ago
Sort envmaps by array index before sorting by priority otherwise priority can fail!!!
7 Months Ago
Don't need to use MarkRenderTargetRead
7 Months Ago
Build 1 cubemap per frame for now, render thread getting overwhelmed?
7 Months Ago
Build dirty cubemaps from OnClientOutput instead of OnFrameBoundary Render cubemaps by adding views and procedural layers Calculate bounds outside of CalculateNormalizationSH, dumb and also can't set scene object bounds during render
7 Months Ago
Show the number of cubemaps built
7 Months Ago
C# entity definitions for env_cubemap_box (do box first, env_cubemap is the same but with a sphere influence) Remove env_cubemap_box from fgd Network tables for env_cubemap_box Create SceneCubemap from entity properties Add indoor_outdoor_level (priority) Add internal BakeResourceAttribute until we can phase out tool objects and the bake resource shit Experiment with rendering cubemaps for SceneCubemaps Set renderToCubemap and environmentMaps pipeline attributes from camera attributes CCameraRenderer::RenderToTexture uses msaa value from attributes Fix dstStride in GetPixels Move the important parts of ggxcubemapblurhelper to rendertools until we can reasonably do this in C# After source cubemap is created, go through render tools to mip it to the cubemap array Add function to render tools to copy texture to cubemap slice Calculate radiance SH from cubemap source, reads texture pixels until we can move this to compute shader Get the size of texture when calculating SH, don't assume 256 Bump up cubemap camera zfar Create env map constant buffer SceneCubemap sets box projection and influence radius based on projection mode C# env_cubemap, mostly the same as env_cubemap_box, use a base cubemap entity Remove env_cubemap from fgd Remove render_depth_map and always_check_depth, I don't see these being set or used in any meaningful way Load cubemap_feathering Rip out WorldRenderer/EnvironmentMapCacheSize, we didn't have it enabled and it's awful anyway Remove UploadToCubemapArray Remove the cube cross stuff on cubemap builder, just to make things more clear Remove ggx_cubemap_blur_accumulation_pass_count - unused Remove depthmaptexture Remove customcubemaptexture bool Fix flipping when copying texture with shaders Flip Y when copying rendered view to cubemap Use the same rendering code as cubemap build system to narrow down differences update convolve_environment_map to latest Remove build cubemaps game system, don't need you anymore Remove hammer external helper Move cubemap building to scenesystem Don't need to include these Queue scene object update job for calculating radiance SH Don't use RGBA32323232F unnecessarily Increase zfar Create scenecubemap even if the entity doesn't have a texture, they're gonna be built on map load Remove "build cubemaps on load" hammer shite Remove minimap shit while I'm at it env_light_probe_volume in C# default values If we create light probe from managed, create a debug grid object for it Add more voxel size choices C# env_combined_light_probe_volume, this is an ugly copy paste job because of it trying to be 2 entities in one, wont matter when we get rid of them Delete lights.fgd, nothing left in here now Use black cube for envmap if we try to calculate SH on error texture Remove ReloadTexture from scene cubemap, no longer needed Delete native CEnvCubemap and CEnvCubemapBox Delete native CEnvCombinedLightProbeVolume and CEnvLightProbeVolume Fix basic_setup.vmap properties of combined light probe Move basecubemap toolobject from game to mapdoclib Delete env_cubemap Remove base light probe usage from light query game system, this whole system will need to be remade anyway Move base light probe from game to mapdoclib Delete env_lightprobevolume Remove anything unused from cubemap.h Use EnvironmentMapFaceSize when rendering cubemaps to play it safe Remove cubemapfaceinfo Make voxel_size a float instead of enum to avoid parsing errors Fix handshake and array index not working, entity properties can't be internal! Move cubemap building from scenesystem to sceneutils, makes more sense Don't build cubemaps when cubemap texture is user provided Add min max for voxel_size Build cubemaps in rendering world session frame boundary until we find a better place for it Print timings for building cubemaps
7 Months Ago
Print timings for building cubemaps
7 Months Ago
Build cubemaps in rendering world session frame boundary until we find a better place for it
7 Months Ago
Add min max for voxel_size
7 Months Ago
Don't build cubemaps when cubemap texture is user provided
7 Months Ago
Move cubemap building from scenesystem to sceneutils, makes more sense
7 Months Ago
Fix handshake and array index not working, entity properties can't be internal!
7 Months Ago
Make voxel_size a float instead of enum to avoid parsing errors
7 Months Ago
Use EnvironmentMapFaceSize when rendering cubemaps to play it safe Remove cubemapfaceinfo
7 Months Ago
Remove anything unused from cubemap.h
7 Months Ago
Remove base light probe usage from light query game system, this whole system will need to be remade anyway Move base light probe from game to mapdoclib Delete env_lightprobevolume
7 Months Ago
Delete env_cubemap
7 Months Ago
Move basecubemap toolobject from game to mapdoclib
7 Months Ago
Fix basic_setup.vmap properties of combined light probe
7 Months Ago
Delete native CEnvCubemap and CEnvCubemapBox Delete native CEnvCombinedLightProbeVolume and CEnvLightProbeVolume
7 Months Ago
Use black cube for envmap if we try to calculate SH on error texture Remove ReloadTexture from scene cubemap, no longer needed
7 Months Ago
C# env_combined_light_probe_volume, this is an ugly copy paste job because of it trying to be 2 entities in one, wont matter when we get rid of them Delete lights.fgd, nothing left in here now
7 Months Ago
Add more voxel size choices
7 Months Ago
If we create light probe from managed, create a debug grid object for it
7 Months Ago
default values
7 Months Ago
env_light_probe_volume in C#
7 Months Ago
Remove minimap shit while I'm at it
7 Months Ago
Remove "build cubemaps on load" hammer shite
7 Months Ago
Create scenecubemap even if the entity doesn't have a texture, they're gonna be built on map load
7 Months Ago
Don't use RGBA32323232F unnecessarily Increase zfar
7 Months Ago
Queue scene object update job for calculating radiance SH
7 Months Ago
Don't need to include these
7 Months Ago
Move cubemap building to scenesystem
7 Months Ago
Remove build cubemaps game system, don't need you anymore Remove hammer external helper
7 Months Ago
update convolve_environment_map to latest
7 Months Ago
Use the same rendering code as cubemap build system to narrow down differences
7 Months Ago
Fix flipping when copying texture with shaders Flip Y when copying rendered view to cubemap
7 Months Ago
Remove depthmaptexture Remove customcubemaptexture bool
7 Months Ago
Remove ggx_cubemap_blur_accumulation_pass_count - unused
7 Months Ago
Remove the cube cross stuff on cubemap builder, just to make things more clear
7 Months Ago
Remove UploadToCubemapArray
7 Months Ago
Rip out WorldRenderer/EnvironmentMapCacheSize, we didn't have it enabled and it's awful anyway