Ivan 'provod' Avdeev
5d90e8389e
rt: fix validation woes on windows
2022-01-17 21:12:14 -08:00
Ivan Avdeev
815866b353
rt: add per-frame random seed to randomize sampling
2022-01-15 23:15:29 -08:00
Ivan Avdeev
663306f4e1
rt: clusterize the new polygon lights
...
known issues:
- visible cluster boundaries which affect sampling outcomes
(essentially clusters act like very coarse shadows, and that's visible)
moving brush models are not supported yet, affects perf measurements
2022-01-15 23:12:12 -08:00
Ivan Avdeev
f7e42e5ae0
rt: add shadows for polylights
...
also change:
- pass plane equation instead of just normal
- pass area separately
- pack vertices offset+count into single integer
582us, 224(224)v, 97(128)v, 4096lds, 2/16o (-53v => +1)
2022-01-15 21:34:43 -08:00
Ivan Avdeev
6853ad51ea
rt: fix polylights facing the wrong direction
2022-01-15 19:54:35 -08:00
Ivan Avdeev
90bf0bc262
rt: select only one light source per pixel
...
known issues:
- noise is fixed
- overall light is too dark
- some lights are facing the wrong direction
test_brush2, green room, direct light:
336us, 192(192)v, 97(128)s, 4096lds, 2/16o (-45v => +1o)
2022-01-15 19:45:41 -08:00
Ivan Avdeev
85ea822512
rt: sample the new polygon lights with projected solid angle
...
no shadow rays yet
2022-01-15 17:16:45 -08:00
Ivan Avdeev
04a201c401
rt: pass new polygon lights to shader naively
...
also start refactoring light collection
broken:
- reloading lights after patching
- wagonchik lights (attached to non-static models)
missing:
- clustering the new poly lights
- proper sampling, only rough estimate for now
- shadows
probably a lot more
2022-01-14 23:48:57 -08:00
Ivan Avdeev
b31462fe18
rt: stub better emissive surfaces representation path
...
Light polygons that are:
- self-sufficient (no kusochki indirection needed).
- pre-transformed
- contain enough metadata (area, center, normal) for quick sampling
- are polygons with up to 7 vertices and not triangles (easier sampling)
Also move rad file reading to before brush model loading, as it now
requires lighting data.
2022-01-13 22:36:21 -08:00
Ivan Avdeev
e4ade833e8
rt: use a bit more reasonable compute groups
...
doesn't really affect perf tho
2022-01-12 22:39:09 -08:00
Ivan Avdeev
f4c56ead54
rt: add shadow ray query to direct light pass
...
7.557ms 212(216)v 65(128)s lds=8192 2/16o :(
also, kernel panics on changelevel
2022-01-11 22:41:21 -08:00
Ivan Avdeev
a47fdcb8ca
rt: fix most glaring direct light glitches
...
- fix normal2 packing
- work around desynced light cluster sizes
known issues:
- static seed for random
- no emissive
- no shadows
perf (direct): 6.4ms, 183(184)v, 59(128)s, lds=0, 2/16o (?!)
2022-01-11 18:13:59 -08:00
Ivan Avdeev
af24afbcc3
rt: draft direct light compute shader
...
it's bad:
direct light: 1.8ms, 183(184)v, 59(128)s, LDS=0, 2/16o
(-56 vgpr => +1 wavefront??)
also, thread group size = 16, 8, 1, wave64
while ray tracing pipeline = 8, 4, 1, wave32
2022-01-10 19:13:08 -08:00
Ivan Avdeev
b9760aaaea
rt: add normals to primary pass
...
primary: 114us (+15), 62(64)v, 60(128)s, 16/16o
reading: 13us (+3)
2022-01-09 20:02:27 -08:00
Ivan Avdeev
f281b40e34
rt: use the same primary out list for image creation
2022-01-09 19:50:43 -08:00
Ivan Avdeev
c6ea7dc1fc
rt: list primary out bindings separately
2022-01-09 19:36:08 -08:00
Ivan Avdeev
090fb3bfbb
rt: add alpha test to primary rays
...
105us, 57(64)v, 60(128)s, 2048l, 16/16
2022-01-08 17:21:04 -08:00
Ivan Avdeev
3453a2f563
rt: add anisomips to primary ray
...
also move uniform buffer to rtx from render
110us, 57(64)v, 52(128)s, 16/16
2022-01-08 13:44:02 -08:00
Ivan Avdeev
93b0766142
rt: read textures and pass it to gbuffer
...
102us, 56(64)v, 48(128)s, 16/16o
2022-01-07 23:22:19 -08:00
Ivan Avdeev
4b540d28eb
rt: pass both positions and "color" to g-buffer
...
vgpr is up to 57 :(
2022-01-07 22:43:27 -08:00
Ivan Avdeev
f85b1b9dc1
rt: pass uvs to screen
...
same: 111us, 53(64)v, 48(128)s, 16/16o
2022-01-07 22:26:57 -08:00
Ivan Avdeev
da91ff551e
rt: pass geometry data to primary ray pass
...
also teach it to reload
2022-01-07 22:14:50 -08:00
Ivan Avdeev
246c42f043
rt: trace actual rays in primary pass
...
uh oh, test_brush2: 74.3us, 48/48 vgpr, 44/128 sgpr, 16/16 occupancy
2022-01-07 19:22:40 -08:00
Ivan Avdeev
cd47861d9b
rt: start splitting tracer into passes; add primary pass stub
...
renders only uv gradient as a test
empty rgen, 6900xt: 12.3us, 6/16 vgpr, 20/128 sgpr, 16/16 occupancy
2022-01-07 18:53:23 -08:00
Ivan Avdeev
9adf9e1779
rtx: decrease payload_opaque dependencies
2022-01-06 19:56:15 -08:00
Ivan Avdeev
56c0a3273e
Merge branch 'vulkan' into better-sampling
2022-01-06 13:34:43 -08:00
Ivan 'provod' Avdeev
8b7ff39efb
print more info about vulkan memory and allocations
2022-01-05 20:12:36 -08:00
Ivan Avdeev
51a29c012c
make flashlight handling a bit cleaner
2021-12-30 13:28:56 +03:00
Ivan Avdeev
44652da57a
rtx: switch sampling to projected solid angle
2021-12-29 12:56:58 -08:00
Ivan Avdeev
1352f68462
rtx: clip sampled triangles by half-dome
2021-12-29 12:40:37 -08:00
Ivan Avdeev
e98d7d0d7f
rtx: cull triangles by their orientation
2021-12-29 12:37:24 -08:00
Ivan Avdeev
dcf787274c
rtx: shading sample space sampling
2021-12-29 12:30:50 -08:00
Ivan Avdeev
639a09520e
rtx: remove old tri angle sampling
2021-12-29 12:30:00 -08:00
NightFox
1501f7fea4
more correct flashlight position in first person by @MaxG2D
2021-12-29 12:21:33 +03:00
Ivan Avdeev
14176f147f
rtx: implement more of that solid angle sampling
...
also tweak tonemapping and exposure a bit
2021-12-28 22:54:17 -08:00
Ivan Avdeev
74e9401e56
rtx: start experimenting with peters2021 poly sampling
...
Add bits of shader code from https://github.com/MomentsInGraphics/vulkan_renderer/blob/main/src/shaders/
More info and the paper itself is here: https://momentsingraphics.de/Siggraph2021.html
```
BRDF Importance Sampling for Polygonal Lights
Christoph Peters.
2021–07 in ACM Transactions on Graphics (Proc. SIGGRAPH) 40, 4.
```
2021-12-28 19:41:19 -08:00
NightFox
09493cbcba
fix multiplayer angles
2021-12-28 18:25:14 +03:00
NightFox
2d6de8b149
fix error: implicit declaration of function
2021-12-28 15:16:46 +03:00
NightFox
9420fc3e39
general fix flashlight for other players in multiplayer mode
2021-12-28 15:09:29 +03:00
Ivan Avdeev
a1de3c6631
Merge branch 'vulkan' into better-sampling
2021-12-27 19:07:36 -08:00
NightFox
8848502572
cleanup again
2021-12-28 00:58:26 +03:00
NightFox
0b1b181f26
remove workaround for classic render
2021-12-28 00:50:39 +03:00
NightFox
2395469d0c
cleanup
2021-12-28 00:34:39 +03:00
NightFox
5f7127bd00
replace parseAngles function code by AngleVectors and tune thirdperson_offset
2021-12-27 19:27:31 +03:00
NightFox
d413b7dc77
Merge branch 'vulkan' into fonarik
2021-12-27 15:42:22 +03:00
Ivan Avdeev
b67668430b
rtx: fix missing flashlight in c1a4i
...
Just increase point lights limit per light cell.
Also:
- update infotool to show point lights info
- move light cluster finalization to vk_scene to make sure infotool has
the recentmost data
2021-12-26 23:56:21 -08:00
Ivan Avdeev
f86da445b7
rtx: fix moving emissive surfaces light clusters
...
Do not skip 0th leaf when iterating through R_FatPVS results.
Also:
- move infotool from camera.c to infotool.c
- add hit coords to infotool
- add limited light clusters info into infotool
- add a bit more debug info to light clusters
fixes #279
2021-12-26 00:37:07 -08:00
NightFox
cf0c88bc08
flashlight tuning for classic render
2021-12-26 04:19:39 +03:00
NightFox
6dbaf76b6c
add flashlight for classic render (workaround)
2021-12-26 04:06:19 +03:00
NightFox
74a9809b08
formatting
2021-12-26 03:17:22 +03:00
NightFox
e68546cd8b
refactoring
2021-12-26 01:54:32 +03:00
NightFox
0aba565ab8
more correct flashlight
...
more correct work in the first person
add third person support
add multiplayer support (need testing)
2021-12-26 01:00:06 +03:00
NightFox
8c12479447
fix error: implicit declaration of function
2021-12-25 01:16:19 +03:00
NightFox
ab4d1c12c7
new flashlight
2021-12-25 00:30:02 +03:00
Ivan 'provod' Avdeev
32fa3ab7de
rtx: better surface light triangle selection
...
- Enumerate all triangles and pick random one based on solid angle/expected contribution
- Sample N(4) of surface lights per pixel/frame. This is needed for performance reasons. Some surface lights have way too many triangles and enumerating them takes ages.
- Write emissive color directly on primary ray hit (still looks too bright ;_;)
Known issues:
- changes above make it really apparent that light clusters are subtly broken (see test_brush3, etc)
- triangle contribution sometimes breaks at axis aligned plane intersecting one of the vertices
(supposedly the solid angle is broken?)
- performance is bad
2021-12-24 12:50:38 -08:00
Ivan Avdeev
c39e0c6031
rtx: add include support for materials
...
use it like this:
```materials.mat
{
"include" "other.mat"
"include" "another.mat"
// ...
}
// continue with regular material definitions
```
```other.mat
{
// can also nest includes (up to 4)
"include" "yetanother.mat"
}
// continue with definitions as usual
{
// may also have includes later too
"include" "whatever.mat"
}
// ...
```
etc
fixes #312
2021-12-23 22:25:31 -08:00
Ivan Avdeev
2ae510ee7f
respect animated textures in ui_infotool
...
1. include correct current texture
2. print animation chain info
relevant for #301
2021-12-23 00:01:39 -08:00
Ivan Avdeev
7e90b07288
rtx: create new pbr materials using "new" key
...
fixes #291
2021-12-22 12:33:33 -08:00
Ivan Avdeev
86b13716bf
rtx: create new materials referenceable by "for" key, #291
2021-12-22 12:33:33 -08:00
Ivan Avdeev
f02e0a8b3a
rtx: enable referencing by short tex name in patch, #291
2021-12-22 12:33:33 -08:00
Ivan Avdeev
a94674b11a
rtx: allow creating new pbr materials
2021-12-22 12:33:33 -08:00
Ivan Avdeev
9970d4e31a
rtx: remove stale lbsp light code
2021-12-21 22:56:34 -08:00
Ivan Avdeev
ccab9e6ea6
make ray_interop.h a bit more self-sufficient
2021-12-21 22:56:34 -08:00
Ivan Avdeev
8d552b5d94
update todo
2021-12-21 22:56:34 -08:00
Ivan Avdeev
fa63aedce9
rtx: fix too verbose logs for emissive patch
2021-12-21 18:50:41 -08:00
Ivan Avdeev
b593be9695
rtx: delete patched surfaces with zero emission
...
fix #286
2021-12-21 18:37:04 -08:00
Ivan Avdeev
659402cb2a
patch: enable live reloading
...
Does not yet reload emissive patches ("_light" argument for surfaces).
Does not reload deleted surfaces.
2021-12-21 18:37:04 -08:00
Ivan Avdeev
8b1971e0d1
fix mass patching and removing, fix #283
2021-12-20 14:34:55 -08:00
Ivan 'provod' Avdeev
0a05adaabc
rtx: add reinhard tonemapping
2021-12-20 13:48:49 -08:00
Ivan 'provod' Avdeev
985ea278f8
rtx: fix uninitialized texture memory in base_color and normal channels
2021-12-20 13:16:27 -08:00
Ivan 'provod' Avdeev
2ac0413a28
rtx: remove second gamma correction
...
On stream E180 after working on it for almost a year we found out that we're doing double gamma correction. Our swapchain colorspace is already SRGB, so no need to sqrt() in shaders.
Also, comment on the fact that we need to HDRize skyboxes, and leave the curren hack intact.
2021-12-20 13:16:27 -08:00
NightFox
4d5dbd7f1e
fix #60 and tune refract
2021-12-19 19:07:51 -08:00
NightFox
50ac0c3efa
remove obsolete vk_device_list
2021-12-11 13:14:54 -08:00
350ab21209
engine: add a method to retrieve all available GPUs (only for Vulkan), add r_refdll_loaded cvar to indicate current loaded renderer
2021-12-11 13:14:54 -08:00
NightFox
84b358b096
Revert "fix C90"
...
This reverts commit 4e761ee485
.
2021-12-11 13:14:54 -08:00
NightFox
a55b260905
fix C90
2021-12-11 13:14:54 -08:00
NightFox
2502c212d4
change default value for vk_device_target_id
2021-12-11 13:14:54 -08:00
NightFox
e03e738d26
fix vk_core.rtx init
2021-12-11 13:14:54 -08:00
NightFox
907b3f40b3
add GPU selector logic and...
...
rename VK_LoadCvarsRTX to VK_LoadCvarsAfterInit
2021-12-11 13:14:54 -08:00
NightFox
ea1767f2c2
cvar improvements №2
...
added vk_only for old -rtx behavior (full disable rtx pipeline)
remove -vkskipdev and skip_first_device as unused and obsolete
remove obsolete check ("missing ray tracing extensions")
addedv VK_LoadCvarsRTX for rtx commands
remove vk_rtx_prev_frame_blend_factor as an outdated command
added vk_deviceid as a stub for video device selection
vk_rtx_reload_materials no longer shown when vk_core.rtx = 0
2021-12-11 13:14:54 -08:00
Ivan Avdeev
b0e3ebfc32
rtx: add mass-patching, fix #275
2021-12-11 12:52:29 -08:00
Ivan Avdeev
803889e54f
Merge pull request #272 from a1batross/vulkan
...
Various patches, sync with upstream
2021-12-10 17:50:18 -08:00
Ivan Avdeev
cad38d0d17
Merge pull request #273 from 0x4E69676874466F78/rads
...
Update rads
2021-12-09 20:39:04 -08:00
deeb84c5eb
engine: get rid of stupid XASH_VULKAN. Vulkan support must be decided by the platform-code, not during build-time, and available if possible. Otherwise it can always return nothingness and refuse to create REF_VULKAN context
2021-12-10 02:58:26 +03:00
a99e1ca509
Merge master into vulkan
2021-12-10 01:12:04 +03:00
3a8a7f290d
ref_vk: wscript: split rtx shaders into new build target for specific glslc flags
2021-12-10 01:01:28 +03:00
ffd618b382
rtx: print all unsupported extensions
2021-12-10 01:00:38 +03:00
Ivan Avdeev
f59fadec51
rtx: improve barycentric triangle sampling
...
, #265
2021-12-08 12:35:49 -08:00
Ivan 'provod' Avdeev
6e9b54869c
rtx: fix shadows for surfaces with alpha mask
2021-12-08 12:08:26 -08:00
Ivan Avdeev
e831a9c9dd
rtx: fixup point/spot light attenuation after sampling fixes
2021-12-08 11:27:04 -08:00
Ivan Avdeev
8d041d3fb0
rtx: fixup emissive color, #145
2021-12-08 11:26:26 -08:00
Ivan Avdeev
f9fc8fd2f2
rtx: read _xvk_radius instead of radius in patch files to disambiguate, fix #259
2021-12-08 11:25:39 -08:00
Ivan Avdeev
4becafc02c
Merge branch 'sample-emissive-lights-textures' into E177
...
Also do not multiply emissive textures by emissive color. similar to how
original lighting works.
qrad lighting treats emissive surfaces as constant color w/o paying
attention to texture contents. And then the rederer just draws textures
w/o lightmaps.
We need to figure out what to do with pbr path tracer.
2021-12-08 10:43:11 -08:00
Ivan Avdeev
e3e8693b13
rtx: attenuate lights based on solid angle, not distance and area, #145
...
breaks previous tuning
2021-12-05 13:38:16 -08:00
NightFox
de2a52dd71
Update ref_vk/vk_cvar.c
...
Co-authored-by: Ivan Avdeev <me@w23.ru>
2021-12-04 22:02:34 -08:00
NightFox
fb79c1937f
Update text for disabled rtx
2021-12-04 22:02:34 -08:00
NightFox
8e0be3c372
add vk_rtx_extension cvar for rtx options, more smart vk_rtx cvar
2021-12-04 22:02:34 -08:00
NightFox
e3cbb785e2
Add FCVAR_READ_ONLY and unlock FCVAR_GLCONFIG (temporary solution for some commands)
2021-12-04 22:02:34 -08:00
NightFox
c6f92b0664
Add ClearBits for FBitSet
...
Because otherwise the condition will be called all the time.
2021-12-04 22:02:34 -08:00
Ivan Avdeev
3de2a98db4
rtx: fix skipping the last leaf when clustering lights, fix #97
...
apparently model_t->leafs goes from 1 to model_t->numleafs, not from 0
to model_t->numleafs-1
2021-12-03 11:37:10 -08:00
Valery Klachkov
3b6898f701
force rtx if supported card found, remove flag
2021-12-03 11:29:06 -08:00
NightFox
152748b657
fix error: implicit declaration of function
2021-12-03 11:26:50 -08:00
NightFox
f501f8255d
add reload 2d pipeline
2021-12-03 11:26:50 -08:00
Ivan Avdeev
1dabdc67d6
sample emissive lights textures
2021-12-03 09:57:24 -08:00
NightFox
fcb56ccb45
Update vk_materials.c
2021-12-01 19:14:40 -08:00
NightFox
b517205269
Add new locations for materials.mat
...
pbr/sprites/materials.mat
pbr/gfx/env/materials.mat
2021-12-01 19:14:40 -08:00
Ivan Avdeev
f70f5bfe82
rtx: add scalar parameters for material overrides, fix #238
2021-12-01 13:19:01 -08:00
Ivan Avdeev
0e0f1913a1
rtx: add scalar parameters for material overrides, fix #238
2021-12-01 10:32:32 -08:00
NightFox
5917fff727
Update ref_vk/vk_framectl.c
...
Okay
Co-authored-by: Ivan Avdeev <marflon@gmail.com>
2021-11-30 19:53:06 -08:00
NightFox
1bf72f6a1a
Add vk_rtx command
...
For enable or disable ray tracing mode
2021-11-30 19:53:06 -08:00
NightFox
564359ffe2
Remove requirement -vkdebug for some console cmds
...
vk_rtx_reload
vk_rtx_reload_rad
vk_rtx_freeze
2021-11-30 19:53:06 -08:00
Ivan Avdeev
431cd79072
clear studio model vertex memory; #241
2021-11-29 21:32:52 -08:00
Ivan Avdeev
c833d0e320
rtx: make default light radius smaller, fix #242
2021-11-29 21:17:22 -08:00
Ivan Avdeev
93fba1018c
fix incorrect surface indexing when patching
...
fix #239
2021-11-29 10:06:07 -08:00
Ivan Avdeev
5c85d1b648
rtx: add radius property for point/spot lights
...
it is not handled correctly in shader yet
2021-11-28 14:05:54 -08:00
Ivan Avdeev
39de6ad170
improve ui_unfotool crosshair alignment
2021-11-28 13:51:59 -08:00
Ivan Avdeev
ee52562e46
rtx: propagate patched emissive color
2021-11-28 13:51:30 -08:00
Ivan Avdeev
7ca6c2128c
rtx: allow patching light entities
...
change light position and color example:
```
{
"_xvk_ent_id" "217"
"_light" "255 0 255 1000"
"origin" "-2016 300 -432"
}
```
delete light example:
```
{
"_xvk_ent_id" "219"
}
```
2021-11-28 13:38:01 -08:00
Ivan Avdeev
cd2804b659
attempt to read skybox images from pbr/env/<name>.png first, #155
2021-11-28 12:43:35 -08:00
Ivan Avdeev
5a7cb651ca
rtx: allow patching emissive color for brush surfaces, #117
2021-11-28 11:15:02 -08:00
Ivan Avdeev
c4c97b2822
Merge branch 'vulkan' into patch
2021-11-28 09:56:25 -08:00
Ivan Avdeev
a394038f22
rtx: do not treat SURF_SKY as light source, fix #232
2021-11-27 20:22:32 -08:00
Ivan Avdeev
28d047a904
rtx: enable patching surface textures
...
example:
```
{
"_xvk_surface_id" "489"
"_xvk_texture" "#maps/test_material.bsp:debug_normal1.mip"
}
```
if _xvk_texture is empty, then the surface will be deleted
surfaces can be deleted or their
2021-11-26 23:59:48 -08:00
Ivan Avdeev
c2748ff034
fix random crashes on map load
...
how about not freeing stuff and then trying to use it?
2021-11-25 15:08:16 -08:00
Ivan 'provod' Avdeev
f0aaa3cd10
materials: enable force-reloading textures
...
mark such materials as `"force_reload" "1"`
2021-11-25 14:38:03 -08:00
Ivan 'provod' Avdeev
1624f4620a
mat: load materials from multiple sources; abs paths
...
- look for materials in:
- pbr/materials.mat
- pbr/models/materials.mat
- pbr/wadname.wad/materials.mat
- pbr/maps/mapname.bsp/materials.mat
- all paths are relative to their materials.mat, except for ones that begin with '/', which are relative to `pbr` dir
pbr dir should be placed in modname dir, e.g. 'valve'
#155
2021-11-25 13:51:39 -08:00
Ivan 'provod' Avdeev
405a9ecbb4
rtx: skybox srgb workaround for #230
2021-11-25 12:31:36 -08:00
Ivan 'provod' Avdeev
a9d5e4dd22
rtx: draw skybox on SURF_SKY surfaces only
...
- change how shadows for environment lights work: should cast light only when hitting SURF_SKY
- add SBT_RECORD_SIZE to specialization; need this for sky/shadow closest hit shader
fix #140
2021-11-25 11:53:44 -08:00
Ivan Avdeev
12565a35a1
reorient skyboxes to vulkan spec
2021-11-23 09:07:58 -08:00
Ivan Avdeev
9920dc6674
unload cubemaps
2021-11-23 09:07:21 -08:00
Ivan Avdeev
1ad13817fe
add cubemap support; add misaligned skybox
2021-11-21 14:53:51 -08:00
Ivan Avdeev
714d825956
deduplicate creation of VkImages
2021-11-21 13:40:11 -08:00
Ivan Avdeev
dc3e75bd44
add skybox from which we only render UP plane kek #140
2021-11-19 11:46:44 -08:00
Ivan Avdeev
335be32cff
rtx: fix additive when hitting sky
2021-11-19 11:46:44 -08:00
Ivan Avdeev
10dab2f021
fix materials application to studio models, fix #216
...
1. make sure that it can find studio textures by name exactly (no wad or
other weird prefixes necessary)
2. do not apply HACK_reflective to chrome that already has a patched
material
2021-11-19 11:46:44 -08:00
Ivan Avdeev
10c48e86b3
take tangent from bsp data directly, fix #218
2021-11-19 11:46:44 -08:00
Ivan Avdeev
97999e1f8e
rtx: specular reflective hack back temporarily
2021-11-17 11:20:29 -08:00
Ivan Avdeev
430d56af5f
rtx: enable partial texture overrides in materials
2021-11-17 11:11:34 -08:00
Ivan Avdeev
a736b223c9
fix emissive surfaces being too dark, #145
2021-11-17 10:27:58 -08:00
Ivan Avdeev
f938427771
work around validation bug
...
see https://github.com/KhronosGroup/Vulkan-ValidationLayers/issues/3350
2021-11-17 09:43:18 -08:00
Ivan Avdeev
6df830dd0a
add initial normalmaps support
2021-11-17 09:43:10 -08:00
Ivan Avdeev
311e6214c8
fix linux build
2021-11-16 09:34:36 -08:00
Ivan 'provod' Avdeev
bd4de6128c
rtx: add metalness and roughness map support
...
overrides existing textures. loads override data from pbr/materials.map
2021-11-16 09:34:36 -08:00
Ivan 'provod' Avdeev
e8359b12e8
rtx: add material support stub
2021-11-16 09:34:36 -08:00
NightFox
5691f1aafd
fix transition c1a1f<->c1a1b
2021-11-14 23:45:22 +03:00
Ivan 'provod' Avdeev
25ed4598b4
rtx: slightly denoise specular (bad)
2021-11-12 10:43:14 -08:00
Ivan 'provod' Avdeev
499adafaed
rtx: pass normals to denoiser
2021-11-12 10:42:56 -08:00
Ivan 'provod' Avdeev
fdad4fa016
rtx: make denoiser kernel gaussian
2021-11-12 09:40:08 -08:00
Ivan 'provod' Avdeev
59a15a0580
rtx: do not kill bounces too early
...
fixes dark roughness blots
2021-11-12 09:13:03 -08:00
Ivan 'provod' Avdeev
87095c59da
Merge remote-tracking branch 'origin/vulkan' into E164
2021-11-12 08:28:46 -08:00