Sam Gateau
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a8086764da
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REmoving warnings for unused var
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2017-07-07 12:19:22 +02:00 |
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Sam Gateau
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77644e7e9d
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Removing commented objects from deferredlighting effect
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2017-06-26 14:34:09 +02:00 |
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samcake
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20d8c11e28
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ALmost there, getting eback everything to work with the light and background stages in the scene, not in deferredLighting Effect anymore
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2017-06-22 17:54:16 -07:00 |
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Sam Cake
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07e18eb3a8
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Keep cleaning up the DeferredLightingEffect , removing stage s from there...
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2017-06-22 01:12:32 -07:00 |
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Brad Davis
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fece438602
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Cleanup and refactoring
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2017-06-15 18:58:56 -07:00 |
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Sam Cake
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32c5dac66a
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Big cleanup of unecessary shaders and legacy from deferred lighting, and messing around with the stencil
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2017-05-31 00:55:28 -07:00 |
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samcake
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2cd2c95940
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Adding more debugging tool
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2017-05-16 16:12:31 -07:00 |
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samcake
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75facdfa88
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Testing the new behavior with the BackgroundStage,
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2017-05-09 17:31:18 -07:00 |
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samcake
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bc41be7ec1
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Introucing the BackgroundStage to manage the background / skybox in one place
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2017-05-09 17:10:05 -07:00 |
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Sam Cake
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d3724116d9
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Using the items to pick the key light!
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2017-05-08 00:20:20 -07:00 |
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samcake
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b6c966ef39
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Keep iterating on the zones
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2017-05-05 18:07:21 -07:00 |
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samcake
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8e73fa3eb4
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Separating the task classes in their own folder, and easing the declaration
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2017-04-21 18:16:07 -07:00 |
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samcake
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63fe579022
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
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samcake
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a378a6eccb
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separate the rendering of the light outline from the main rendering and introduce a way to support both platform
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2016-10-03 18:28:44 -07:00 |
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sam
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6f2452815c
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pass the visibility of the enitity to the LightPaylkoad correctly, clean up the ambient shader
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2016-10-03 00:08:30 -07:00 |
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samcake
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5b4829e7b6
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Brining back support for the ambinet lighting
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2016-09-30 16:24:57 -07:00 |
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samcake
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821072bb76
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REarrange the light stage construction and light frame usage to produce the light clusters
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2016-09-12 11:07:55 -07:00 |
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samcake
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7a7a60a5c4
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INtroducing a true stage for updating the light cluster and ui to debug
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2016-09-11 00:17:34 -07:00 |
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samcake
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61de063b29
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Developping the Light Clusters, adding visualization
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2016-09-08 18:02:35 -07:00 |
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samcake
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139ba1b71c
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REnaming the shaders correctly
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2016-09-07 14:56:01 -07:00 |
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samcake
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665a79f100
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Creating a separate shader for the locallighting pass
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2016-09-06 18:59:26 -07:00 |
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sam
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b81dfefbeb
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pack all the lights in a single buffer and shade the opaque with a single full screen path
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2016-09-03 12:08:53 -07:00 |
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samcake
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d2a15ca82c
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Trying to migrate to a light array instead of each individual lights
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2016-09-02 17:51:35 -07:00 |
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samcake
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e72791233d
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overall clean up of th elocal light drawing to avoid the in/out pipeline case, still seeing big cost on gpu from the spot lights
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2016-09-01 18:08:36 -07:00 |
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samcake
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354cbbc927
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Investigate why the disable depth Bclamp doesn't work
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2016-08-31 19:14:35 -07:00 |
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samcake
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47aaed491d
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Merging with Blue
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2016-08-30 17:06:29 -07:00 |
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samcake
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faef8a9930
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Adding the timing for GPU support with a simpelr JobConfig
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2016-08-30 12:22:21 -07:00 |
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samcake
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3755a3fc32
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Add batch timing information vs gpu
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2016-08-29 17:54:17 -07:00 |
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samcake
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4bf93f66df
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Cleaning up the lights and the light stage
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2016-08-26 17:47:20 -07:00 |
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samcake
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afb1ebf42e
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Revolutionizing ao
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2016-07-26 23:19:41 -07:00 |
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samcake
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22ac95d463
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REvisiting the RangeTimer to measure the real gpu duration
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2016-07-15 09:12:16 -07:00 |
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samcake
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f6671b34fa
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Fix the transformation problem for rendering the mini mirror (scattering is still screwed though)
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2016-07-13 18:26:53 -07:00 |
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samcake
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9f91dd5bfc
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Cleaning the gpu-test app to work with the new deferred pipeline
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2016-07-13 10:19:42 -07:00 |
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samcake
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51594fefa2
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more clean up
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2016-07-12 18:21:31 -07:00 |
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samcake
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cde17ecaab
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Clenaing the rendering and the framebuffer allocations
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2016-07-12 14:34:54 -07:00 |
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samcake
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ba7590712a
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BRinging the intermediate render textures in the pipeline as varyings and not throug the singletonn anymore
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2016-07-11 18:33:57 -07:00 |
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samcake
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2a52f1db7f
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Adding the lighting model class to configure accross the jobs the lighting
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2016-07-01 18:36:51 -07:00 |
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samcake
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ab21a5a5d5
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FIxing the bad brdf and adding better debug tool and better Pipeline architecture
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2016-06-29 18:59:06 -07:00 |
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samcake
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d128af48db
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Fix the curvature issue in stereo by evaluating in the mono clip space, not stereo. INtegrate the scattering in simple ambient without IBL
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2016-06-28 13:47:55 -07:00 |
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samcake
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a619a142ed
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Friday night build, working on getting the LUT generated on the GPU
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2016-06-24 17:48:40 -07:00 |
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samcake
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884b9211c6
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Curvature is looking correct now without artefact, moving on to the lighting
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2016-06-23 17:13:48 -07:00 |
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samcake
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3ec14fd746
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MErging and still trying to understand the curvature isssue
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2016-06-22 18:06:55 -07:00 |
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samcake
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0c882832bf
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Bringing the Scattering type to the pixels and having a different shading during the lighting pass (for global right now)
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2016-06-20 17:58:35 -07:00 |
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samcake
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37a6d29406
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Finally clean the lighting pass for global and local lights, split it into global and locals and make it work with the stereo single drawcall
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2016-06-17 17:19:49 -07:00 |
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samcake
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904efc8076
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SPlitting appart the DeferredLIghting Effect
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2016-06-17 09:31:32 -07:00 |
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samcake
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350f06465d
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Introducing the deferredFRameTransform to DeferredLighting Effect and simplifying the rendering!
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2016-06-16 18:28:08 -07:00 |
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samcake
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42eaaf742d
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Protoype done
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2016-06-14 18:29:06 -07:00 |
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samcake
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8858f9dc82
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IUse the light stage finally for the scattering prototype
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2016-06-14 09:54:51 -07:00 |
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Zach Pomerantz
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5c64115b26
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Use keyLight in DLE instead of _skyboxTexture
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2016-03-01 14:44:34 -08:00 |
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samcake
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99ba011996
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Post merge with Zach work for environment map
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2016-02-26 16:04:50 -08:00 |
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