Repository navigation
Voxel GBuffer and lighting stems - #98
Merged
Merged
Conversation
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Moves SleakCraft onto the engine's per-format stems and lighting override (SleakEngine#233), so the BSL lighting work can live in game shaders.
gbuffer_voxelas its GBuffer fragment stem; it writes RT3 with the voxel shading model (craft/shading_models.glsl).Game::Initializesetslighting_voxelas the deferred lighting shader. Voxel pixels go through the voxel path; everything else (block effects, any engine material) goes through the engine's default lighting._glprograms per pass; the old voxel-layoutgbuffer_gl.vertbecomesgbuffer_voxel_gl.vert, so the engine's default-layout GBuffer program is the global one again and block effects draw correctly on GL.No visible change yet: Vulkan and OpenGL captures of the four fixed views are byte-identical. A throwaway patch painting the voxel shading model magenta proved RT3 reaches the lighting pass on both backends. The voxel lighting is a straight port of today's lighting for now; the BSL composition replaces it in the next change.
The Engine pin moves to the engine merge commit once SleakEngine#233 lands.