branchsbox/oog-cubemapscancel

55 Commits over 0 Days - ∞cph!

Today
Move cubemap building to buildcubemaps.cpp so it's all in one place
Today
Removed renderToCubemap and environmentMaps on camera renderer, not needed for this branch Remove changes to CCameraRenderer::RenderToTexture, not needed for this branch
Today
Fix depth count for array texture, doesn't need to be * 6
Yesterday
Sort envmaps by array index before sorting by priority otherwise priority can fail!!!
Yesterday
Don't need to use MarkRenderTargetRead
Yesterday
Build 1 cubemap per frame for now, render thread getting overwhelmed?
Yesterday
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
2 Days Ago
Show the number of cubemaps built
2 Days 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
2 Days Ago
Print timings for building cubemaps
2 Days Ago
Build cubemaps in rendering world session frame boundary until we find a better place for it
2 Days Ago
Add min max for voxel_size
2 Days Ago
Don't build cubemaps when cubemap texture is user provided
2 Days Ago
Move cubemap building from scenesystem to sceneutils, makes more sense
3 Days Ago
Fix handshake and array index not working, entity properties can't be internal!
3 Days Ago
Make voxel_size a float instead of enum to avoid parsing errors
3 Days Ago
Use EnvironmentMapFaceSize when rendering cubemaps to play it safe Remove cubemapfaceinfo
3 Days Ago
Remove anything unused from cubemap.h
3 Days 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
3 Days Ago
Delete env_cubemap
3 Days Ago
Move basecubemap toolobject from game to mapdoclib
3 Days Ago
Fix basic_setup.vmap properties of combined light probe
3 Days Ago
Delete native CEnvCubemap and CEnvCubemapBox Delete native CEnvCombinedLightProbeVolume and CEnvLightProbeVolume
3 Days Ago
Use black cube for envmap if we try to calculate SH on error texture Remove ReloadTexture from scene cubemap, no longer needed
3 Days 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
3 Days Ago
Add more voxel size choices
3 Days Ago
If we create light probe from managed, create a debug grid object for it
4 Days Ago
default values
4 Days Ago
env_light_probe_volume in C#
4 Days Ago
Remove minimap shit while I'm at it
4 Days Ago
Remove "build cubemaps on load" hammer shite
4 Days Ago
Create scenecubemap even if the entity doesn't have a texture, they're gonna be built on map load
4 Days Ago
Don't use RGBA32323232F unnecessarily Increase zfar
4 Days Ago
Queue scene object update job for calculating radiance SH
4 Days Ago
Don't need to include these
4 Days Ago
Move cubemap building to scenesystem
4 Days Ago
Remove build cubemaps game system, don't need you anymore Remove hammer external helper
4 Days Ago
update convolve_environment_map to latest
5 Days Ago
Use the same rendering code as cubemap build system to narrow down differences
5 Days Ago
Fix flipping when copying texture with shaders Flip Y when copying rendered view to cubemap
5 Days Ago
Remove depthmaptexture Remove customcubemaptexture bool
5 Days Ago
Remove ggx_cubemap_blur_accumulation_pass_count - unused
5 Days Ago
Remove the cube cross stuff on cubemap builder, just to make things more clear
5 Days Ago
Remove UploadToCubemapArray
5 Days Ago
Rip out WorldRenderer/EnvironmentMapCacheSize, we didn't have it enabled and it's awful anyway
5 Days Ago
Remove render_depth_map and always_check_depth, I don't see these being set or used in any meaningful way Load cubemap_feathering
5 Days Ago
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
6 Days Ago
Bump up cubemap camera zfar
6 Days Ago
Get the size of texture when calculating SH, don't assume 256
6 Days Ago
Calculate radiance SH from cubemap source, reads texture pixels until we can move this to compute shader