Rendering Updates (#400)

* surface load updates

* ssr update

* rtao update

* raytracing updates

* ssr removed surface shader, visibilityresolve now resolves additional params

* surfel uid validation refactor

* msaa fix

* update

* update

* picking normal fix

* ray cone improvements

* rtreflection raycone improvement

* visibility resolve fast path

* comment update

* shadow mask fixes for planar reflection

* unrolled mesh and subset into shadergeometry buffer

* shadergeometry refactors

* interleaved uvset vertex buffers

* render queue sorting only for transparent and prepass rendering

* refactors

* refactors

* dx12, vulkan: draw-indirect-count implementations

* surface.load instance color fix

* surface.load instance emissive color

* profiler fix
This commit is contained in:
Turánszki János
2022-03-06 16:46:52 +01:00
committed by GitHub
parent 6fde1fc174
commit f49ecdb60e
61 changed files with 1187 additions and 1014 deletions
+2 -4
View File
@@ -673,16 +673,14 @@ void MeshWindow::SetEntity(Entity entity, int subset)
ss += "GPU memory: " + std::to_string((mesh->generalBuffer.GetDesc().size + mesh->streamoutBuffer.GetDesc().size) / 1024.0f / 1024.0f) + " MB\n";
ss += "\nVertex buffers: ";
if (mesh->vb_pos_nor_wind.IsValid()) ss += "position; ";
if (mesh->vb_uv0.IsValid()) ss += "uvset_0; ";
if (mesh->vb_uv1.IsValid()) ss += "uvset_1; ";
if (mesh->vb_uvs.IsValid()) ss += "uvsets; ";
if (mesh->vb_atl.IsValid()) ss += "atlas; ";
if (mesh->vb_col.IsValid()) ss += "color; ";
if (mesh->vb_pre.IsValid()) ss += "previous_position; ";
if (mesh->so_pre.IsValid()) ss += "previous_position; ";
if (mesh->vb_bon.IsValid()) ss += "bone; ";
if (mesh->vb_tan.IsValid()) ss += "tangent; ";
if (mesh->so_pos_nor_wind.IsValid()) ss += "streamout_position; ";
if (mesh->so_tan.IsValid()) ss += "streamout_tangents; ";
if (mesh->subset_view.IsValid()) ss += "subset; ";
if (mesh->IsTerrain()) ss += "\n\nTerrain will use 4 blend materials and blend by vertex colors, the default one is always the subset material and uses RED vertex color channel mask, the other 3 are selectable below.";
meshInfoLabel.SetText(ss);