Commit graph

15 commits

Author SHA1 Message Date
marauder2k7 2b295fb7f0 rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00
AzaezelX fbcfe02098 clean up "Add" menubar categoes on the 3d object side via the following:
SceneObject now defaults to a category of "misc"
getCategoryOfClass now checks parent classes for what categories they hold so that variants can inherit
categories are in one of a few rough groups and subgroups depending on actual mapper needs/usages
2023-11-08 20:42:47 -06:00
marauder2k7 1d5a36c4c0 Spheres for Skies
-Added: SkySphere a full sphere skyBox
-Change: ScatterSky now renders a dome instead of the top face of a cubeSphere
-Change: Creator now has skySphere

TODO: Simplify sphere creation
PossibleMethod: Add the sphere creation functions to one place to be shared around.
2022-03-08 19:50:36 +00:00
AzaezelX 98a079a797 code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00
Areloch 25686ed4be Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
Areloch 92aa785bb2 Merge pull request #1442 from Azaezel/shadow_caching
This all seems to work pretty well.
2015-11-12 12:49:58 -06:00
rextimmy af9ad17ad6 Replaced ScatterSkyVertex declaration with default GFXVertexP in ScatterSky. 2015-10-19 21:15:59 +10:00
rextimmy 246785a8bf Removed unused vertex formats from ScatterSky 2015-10-16 21:30:39 +10:00
Azaezel 2753f562e8 shadow caching
SPECIAL NOTE: highly suggest https://github.com/GarageGames/Torque3D/pull/1441 or a variation thereof to prevent debug spew and false-postives for occlusion results.

With significant research, development and prototyping assistance from both @andr3wmac (shaders and partial hook work), and @LuisAntonRebollo (additional culling)

System operates as follows:
1) materials are given an additional castDynamicShadows boolean entry. (Default at time of writing is true by request. Personal usage at time of writing defaults to false. value is default-initialized in materialDefinition.cpp. script/gui exposed)
2) lights are given a staticRefreshFreq and dynamicRefreshFreq (in milliseconds). script/gui exposed
3) materials are (effectively) sorted into dynamic and static shadowmap render lists based on flag. (see shadowMapPass.cpp)
4) initial shadowmaps are generated for each light and 'list'.
5) as each refreshFreq times out, the relevant shadowmap for a given light is refreshed.

Special notes:
dynamicRefreshFreq for all lights is set to a (script exposed) 8MS refresh timer.
StaticRefreshFreq for the lions share of lights defaults to 250 MS (1/4 of a second)
scattersky's embedded light, which is intended to operate in a mobile manner, defaults to 8
to reiterate, these are all customizable per-light via script/inspector gui in the case of alternate project needs.
2015-10-13 18:12:19 -05:00
Vincent Gee c00bca8ba0 Z Offset for Scattersky to fix the rendering issue at high altitudes. 2014-12-01 13:06:27 -05:00
LuisAntonRebollo 51aca89165 Fix ScatterSkyVertex::color declaration. 2014-04-17 13:37:23 +02:00
DavidWyand-GG 78242191ec ScatterSky source line endings fix 2013-04-23 10:39:03 -04:00
Ron Kapaun 808f1a5beb Scatter Sky Community Fixes
Fixes and Extends Features in the Scatter Sky Object and Shaders
2013-04-23 10:26:17 -04:00
DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 2012-09-19 11:15:01 -04:00