Commit graph

17 commits

Author SHA1 Message Date
RexTimmy
dd64004eaf MacOS platform support. 2016-09-28 11:09:48 +10:00
rextimmy
59f1c331c1 Linux vix shader fixes 2016-06-21 17:02:44 +10:00
Azaezel
c104313f43 updated empty template with stray script files from devhead that had yet to be converted 2016-05-08 21:21:52 -05:00
rextimmy
3a9b50f702 Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
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
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
Azaezel
e0c275b56b missing empty template glow pass debug tool 2015-10-07 05:36:44 -05:00
Anis
40edb6b7d4 Update vectorLightP.glsl 2015-01-28 23:48:20 +01:00
Anis
bfbfed6d66 Update vectorLightP.glsl 2015-01-28 23:47:44 +01:00
Luis Anton Rebollo
84d072f25c Merge pull request #1027 from bpay/ambient-normals
Allow normals on shadowed surfaces
2015-01-24 23:05:51 +01:00
LuisAntonRebollo
aa35157eef PlatformSDL implementation. 2015-01-19 01:17:37 +01:00
LuisAntonRebollo
b0efd865d9 Use factor of ambient light with camera direction for allow normals on shadowed surfaces. 2014-12-09 19:46:06 -05:00
LuisAntonRebollo
ed0febea39 Clean GLSL fragment shader out. 2014-11-30 23:00:18 +01:00
LuisAntonRebollo
6aea37b407 Changes to GLSL files for OpenGL 2014-04-13 19:55:45 +02:00
DavidWyand-GG
17113d3ba5 Blinn-Phong Specular Changes
Based on the work done here:
http://www.garagegames.com/community/blogs/view/21032
2013-10-29 15:10:23 -04:00
DavidWyand-GG
b32e7688c2 Side by side rendering
- Side by side rendering implemented throughout the graphics pipeline.
- New GuiTSCtrl renderStyle property is set to "stereo side by side" to
activate.
- You set an IDisplayDevice on the GameConnection to define any vertical
FOV, projection offset, and stereo eye offset properties required for
the stereo rendering (no display device included with this commit).
- Full and Empty templates updated with correct scripts and shaders.
2013-04-09 15:19:18 -04:00
DavidWyand-GG
40220512d3 Empty Template for ticket #1 2012-09-19 11:29:55 -04:00