Commit graph

14 commits

Author SHA1 Message Date
AzaezelX b81b4c61a5 clean up leftover interlaced prepass experimental code. 2020-08-03 16:44:20 -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 edd1e0a270 Removes Direct3D9 functionality. 2017-05-28 16:51:31 -05:00
Areloch dba8b5b327 Merge branch 'development' into Xenon_Removal 2017-04-18 20:47:43 -05:00
Areloch af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 2017-04-11 00:23:14 -05:00
Areloch ed14b6fced Removes bits of code and includes that are based on old 360, xbox and PS3 flags that are no longer needed. 2017-04-08 20:30:57 -05:00
rextimmy 41e5caf22b Direct3D11 Engine/source changes 2016-03-20 21:52:11 +10:00
Azaezel 8c5810adad The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of:
renderPrePassMgr.cpp related:
A) shifting .addFeature( MFT_XYZ); calls from ProcessedShaderMaterial::_determineFeatures to ProcessedPrePassMaterial::_determineFeatures
B) mimicking the "// set the XXX if different" entries from RenderMeshMgr::render in RenderPrePassMgr::render
C) fleshing out ProcessedPrePassMaterial::getNumStages() so that it shares a 1:1 correlation with ProcessedShaderMaterial::getNumStages()
D) causing inline void Swizzle<T, mapLength>::ToBuffer( void *destination, const void *source, const dsize_t size )  to silently fail rather than fatally assert if a source or destination buffer is not yet ready to be filled. (support for #customTarget scripted render targets)

Reflections:
A) removing reflectRenderState.disableAdvancedLightingBins(true); entries. this would otherwise early out from prepass and provide no color data whatsoever.
B) removing the fd.features.addFeature( MFT_ForwardShading ); entry forcing all materials to be forward lit when reflected.
C) 2 things best described bluntly as working hacks:
C1) when reflected, a scattersky is rotated PI along it's z then x axis in order to draw properly.
C2) along similar lines, in terraincellmaterial, we shut off culling if it's a prepass material.

Skies: scattersky is given a pair of rotations for reflection purposes, all sky objects are given a z value for depth testing.
2016-02-16 02:50:49 -06:00
LuisAntonRebollo 1067da284f Add error msg to Shadergen when GBufferConditioner?LSL::processVert don't have normals defined. 2015-03-08 22:10:22 +01:00
Azaezel bc32da74ca https://github.com/GarageGames/Torque3D/issues/770 resolution suggested by @LuisAntonRebollo 2015-03-03 23:10:47 -06:00
LuisAntonRebollo 1d3f3fdfe4 Fix OpenGL changes formating. 2014-11-30 23:09:11 +01:00
Azaezel bea3563c3d const U64 maxValPerChannel = (U64)1 << mBitsPerChannel; 2014-11-29 21:50:02 -06:00
LuisAntonRebollo 9221b4dd10 Update GLSL Shadergen. Not used on DX9. 2014-04-17 18:39:13 +02:00
DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 2012-09-19 11:15:01 -04:00