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
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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
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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
Ivan Avdeev
24ebc1fab2
Merge pull request #200 from w23/E164
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Add naive implementation of very basic denoiser. Set things up to make more advanced one possible.
Fix #146
2021-11-12 11:03:30 -08:00
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
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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
Anton Baskanov
c17a53c78f
Pass stationary UV coordinates to computeAnisotropicEllipseAxes.
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The coordinates must match the ones in the uvs array. Fixes blur of
func_conveyor textures.
2021-11-10 00:12:23 -08:00
Anton Baskanov
593be43b58
Pass world positions to computeAnisotropicEllipseAxes().
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Fixes #197 .
2021-11-10 00:12:23 -08:00
Ivan 'provod' Avdeev
4712b7c1eb
rtx: fix gbuffer destruction
2021-11-09 11:06:35 -08:00
Ivan 'provod' Avdeev
a152fb8ac1
rtx: add specular and additive channels
2021-11-09 10:59:36 -08:00
Ivan 'provod' Avdeev
6f8bbb277b
rtx: split lighting into diffuse and specular components
2021-11-09 10:35:29 -08:00
Anton Baskanov
499559308d
Compute texcoord gradients with anisotropy.
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Fixes #167 (this time for real :-)). The original function did not
account for anisotropy, so use code from a different paper.
2021-11-08 16:52:20 -08:00
Ivan Avdeev
c949b7f214
fix linux build
2021-11-07 13:49:44 -08:00
Ivan 'provod' Avdeev
4cfe76dc40
rtx: split color into base and diffuseGI; add dumb denoiser
2021-11-07 13:49:44 -08:00
Ivan 'provod' Avdeev
0627c612c3
rtx: s/rgba8/rgba16f/ for color textures
2021-11-07 13:49:44 -08:00
Ivan 'provod' Avdeev
f570e59961
rtx: move upscaling back from denoiser
2021-11-07 13:49:44 -08:00
Ivan 'provod' Avdeev
c89dfee7b8
rtx: fix pre-denoise barriers, remove feedback from rgen
2021-11-07 13:49:44 -08:00
Ivan 'provod' Avdeev
e6db0fde45
add debug names to various vk images
2021-11-07 13:49:44 -08:00
Ivan 'provod' Avdeev
3abd5ee259
BROKEN rtx: add denoiser compute stub
2021-11-07 13:49:44 -08:00
Ivan 'provod' Avdeev
fca6857e51
rtx: add denoiser api stub
2021-11-07 13:49:44 -08:00
Anton Baskanov
3f70032e77
Convert fov to radians when computing pixel cone.
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Fixes #167 . Textures are still blurry when viewed at an angle as
UVDerivsFromRayCone does not take anisotropy into account.
2021-11-04 22:40:34 -07:00
Ivan Avdeev
36cf2146da
add ui_infotool to print entity info under crosshair for debugging, fix #34
2021-11-03 10:53:56 -07:00
Ivan Avdeev
9a0fc7cdac
move camera related things to camera.{h,c}
2021-11-03 10:53:56 -07:00
Ivan Avdeev
f14b01f195
rtx: add r_lightmap cvar, fix #75
2021-11-02 10:36:31 -07:00
Ivan Avdeev
54e549d726
add ACES tonemapping, fix #120
2021-11-02 10:36:31 -07:00
Ivan Avdeev
cfbce2c4b9
clamp swapchain dimensions, fix #185
2021-11-02 10:36:31 -07:00
2450803428
ref_vk: update RefAPI, make use of WorldToScreen rather than a stub
2021-10-31 17:31:03 -07:00
6dfcdbb38e
ref: update ref_gl and ref_soft interface according to previous commit
2021-10-31 17:31:03 -07:00
ddc8f25d1d
engine: ref_api: purposefully moved WorldToScreen to 2D functions from TriAPI, since WorldToScreen is expected to be simpler in-engine version rather than TriAPI one
2021-10-31 17:31:03 -07:00
710b51ab88
public: build: fix missing define value
2021-10-31 17:31:03 -07:00
b8d72da847
engine: build: add RISC-V support(based on @archanox patches), add MIPS64 support
2021-10-31 17:31:03 -07:00
dad50dd19b
public: build: add RISC-V support(based on @archanox patches), add forcing endianness from build system
2021-10-31 17:31:03 -07:00
59af947efd
engine: server: restore log functionality from old engine. Thanks to @ValeTheVioletMote for initial patch.
2021-10-31 17:31:03 -07:00
Vale the Violet Mote
08f50e97b8
readme: Linux Build Extended Clarity ( #659 )
2021-10-31 17:31:03 -07:00
Владислав Сухов
b142fb0bca
client: Don't change loading bar color
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Don't change loading bar color (fix yellow loading bar in Half-Rats Parasomnia, it should be white)
2021-10-31 17:31:03 -07:00
Ivan Avdeev
ec7f65462f
add the same timeouts to transfersh
2021-10-31 17:27:22 -07:00
Ivan Avdeev
b7529fecdd
try to address frequent CI timeouts
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#169
- Set the total curl upload timeout to one minute. If we're uploading
for longer than one minute, something is really broken.
- Retry 5 times.
- Max wait 10 seconds for connection to be established.
- If transfer speed is lower than 16KiB/s for longer than 10 seconds,
abort (this is the most frequent reason for CI stall, xfer speed drops
to zero and stays that way for hours)
2021-10-31 17:27:22 -07:00
Ivan Avdeev
eceb52cee0
add support for studio chrome meshes, fix #149
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no support for glow chrome yet.
2021-10-31 17:27:22 -07:00
Ivan 'provod' Avdeev
ef15ba5e08
rtx: fix scrolling textures for additive, fix #178
2021-10-31 17:27:22 -07:00
Ivan 'provod' Avdeev
24a07499c5
rtx: implement soft particles for additve, fix #177
2021-10-31 17:27:22 -07:00
Ivan 'provod' Avdeev
a8313073d3
rtx: add refractions support, fix #181
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Decide whether the ray goes through or reflects based on brdf/fresnel.
Specular always reflects. Diffuse mode chooses between reflecting (GI) and continuing through (refraction). The decision is stochastical with probability being alpha channel (color * texture). Alpha = 0 => full refraction. Alpha = 1 => full reflection.
Lighting is not computed for refractive decision. (not sure if this is fully correct though).
It doesn't look correct all of the time.
Probably we need to split base_color into different channels fo diffuse/lighting and transmissiveness.
2021-10-31 17:27:22 -07:00
Ivan 'provod' Avdeev
3f12a42432
rtx: fix translucent things casting shadows (they shouldn't for now)
2021-10-31 17:27:22 -07:00
Ivan 'provod' Avdeev
b3465ceb30
rtx: implement additive translucency
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fix #170
2021-10-29 12:48:36 -07:00
Ivan 'provod' Avdeev
1c6753d605
rtx: improve payload references between shader stages
2021-10-29 12:48:36 -07:00