Azaezel
03690e2169
vectorlight ssao macro fix, z=w trick gl side for cloudlayer variants
2018-12-09 19:48:18 -06:00
Azaezel
db84f5954e
straight convert of RGBA16F saving support for probes. should note gl side seems to be having an issue with loading probes thats resulting in color channel swapping.
2018-12-09 18:09:45 -06:00
Azaezel
652d041af3
skylight conversion
2018-12-09 16:57:14 -06:00
Azaezel
8208269380
pointlight: forgot a secondary ssPos.xy/ssPos.w entry. GL rightly doesn't you to modify an input variable with impunity and reuse it. if we waant to go back to the precalculated .xyz/w route, pick a different varname (one that makes real sense, not just IN_ tacked on), or better yet precalculate the var itsself rather than going perpixel.
...
also converted spotlight.
2018-12-09 15:59:48 -06:00
Azaezel
cab68a6f23
vectorlight conversion cleanups, pointlight port
2018-12-09 15:26:14 -06:00
Azaezel
7160882bd2
gl conversion WIP. general notes: mSamplerNames[#]/samplerNames[#] entry explicitly corresponds to the order of definition GL side.
...
shifted the colorbuffer slot over to S1 in keeping with the gbuffer layout for consistency
completed converts: brdf, lighting, torque.
nonvisually verified convert: vectorlight
noncompiling due to tripping on deferredUncondition: reflectionprobe
2018-12-08 01:41:06 -06:00
Azaezel
73b08ae80d
Merge branch 'PBR_PR' of https://github.com/Azaezel/Torque3D into PBR_PR
2018-12-05 10:55:37 -06:00
Azaezel
866ff49993
retweaked filter for wether ot not to supress the zonelight culling methods when not in the diffuse pass
2018-12-05 10:55:29 -06:00
Tim Barnes
6c43c8d29f
RGBA16F saving support for probes
2018-12-05 20:01:58 +10:00
Azaezel
d86f8b16e8
put the z=w trick back for the cloud layer options. those parallaxing a bit is actually desireable (and fixes it rendering over everything else)
2018-12-04 14:25:49 -06:00
Azaezel
8590f7daf9
registergloballights now taks a (by default on) cullSceneLights. off for reflection capture as that is presently acting up
2018-12-04 12:41:15 -06:00
Azaezel
9d1e49a8eb
bump effective LOD (Level Of Detail) up during the capture phase to work arround things like trying to capture within a building with agressive optimization killing off the internals due to the smaller effective 'screen' being rendered.
2018-12-03 11:15:17 -06:00
Azaezel
009e237249
simplification
2018-11-29 18:19:27 -06:00
Azaezel
3ce1fc66bc
in keeping with a more integrated setup, used multiplicative ao for darkening existing composite map ao contributions.
2018-11-29 17:47:07 -06:00
Azaezel
98cf1c9aa3
puts a form of ssao back. as this is intended to replicate shadows, bolted that to the shadow portion of the calc. as it was previously addative, did so in an addative manner.
2018-11-29 17:30:51 -06:00
Azaezel
690b8f3c47
'better' (read here less completely craptacular) blending for boxes
2018-11-29 12:21:28 -06:00
Azaezel
f50ab7ec58
THIS IS AN ABOMINATION UNTO THE CODEBASE AND SHOULD BE REMOVED THE SECOND WE CAN SORT OUT WHAT THE HECK IS GOING ON WITH THAT QSORT
...
stops flickering by itterating through the probe list twice. once looking for the skylight, then doing the rest
2018-11-28 18:12:12 -06:00
Azaezel
18a02516d1
put lerp back after verifying we were indeed getting values passed along.
2018-11-28 14:25:48 -06:00
Azaezel
cf2eaee29b
simpler falloff calc for probes
2018-11-28 13:12:59 -06:00
Azaezel
d3eb2f7784
put sphereical influence back via the new spherical attenuation methods, shifted the stateblock for probes specifically to max of either source or desitination alpha (though not entirely convinced that is in fact the case)
2018-11-28 12:00:06 -06:00
Tim Barnes
8dad81e494
lighting shader fixes
2018-11-28 20:01:35 +10:00
Tim Barnes
15aeba20e7
timmy merge work
2018-11-28 17:51:52 +10:00
Azaezel
5fa2c5b4a6
stateblocks: skylight uses one+(dest)zero. probes use (src)alpha+(dst(1.0-alpha) for a lerp blend. skylight writes out 0 alpha to ensure probes always win if even only a little.
2018-11-27 08:50:44 -06:00
Azaezel
da3bf16ef1
cast to pointer to pointer, not just pointer. (confused yet?)
2018-11-27 08:28:33 -06:00
Azaezel
1703d5910b
missed mscore pasalong in .set
2018-11-27 08:03:04 -06:00
Azaezel
e42586f2fa
qsort compilation, though still not quite correct
2018-11-25 12:35:35 -06:00
Azaezel
7c72ae665a
couple additinal places for scroe to be set
2018-11-25 12:35:02 -06:00
Azaezel
29aa29a9fb
1)use standard setupPass inheritance chain. already checks for !mprocessedmaterial and a few other things
...
2)pass along mIsSkylight from probes to matinstances
3) stubbs in a seperate setupPass for skylightmatinstance
2018-11-23 02:05:36 -06:00
Azaezel
b05d68aacd
correction for folks supporting older codebases outside of this engine: don't try and include the older directx library unless youre also deliberately using the older directsound end of things, and for dx11, reference the #include <d3d11_1.h> lib instead of the <d3d11.h> one to pair with the reference used by SDL2
2018-11-23 00:30:23 -06:00
Tim Barnes
fe01f23efe
probe shader fix
2018-11-21 20:00:59 +10:00
Tim Barnes
b0fff30d33
lighting single buffer
2018-11-21 15:53:02 +10:00
Areloch
ecef09525a
Implemented registration of probes to avoid rendering all probes when unneeded.
2018-11-19 01:18:09 -06:00
Azaezel
a4e592534e
shift sky render to last of non-translucents
2018-11-18 18:54:02 -06:00
Azaezel
f75a9ccd24
from @rextimmy: shifts sybox rendering to last (kils a bit of overdraw)
2018-11-18 06:36:16 -06:00
Tim Barnes
f0924c8dcd
point light WIP & moved lighting position/direction to WS
2018-11-14 20:58:47 +10:00
Azaezel
d74055619f
emissive fix: return the surface.basecolor in place of zeros emissive is at minimum non-shadowed. TODO: consult folks on if they want a multiplier, mask, or mix for further customization there.
2018-11-12 22:55:52 -06:00
Azaezel
17d3531206
add back in brightness and contrast controls, as well as the capacity to shut tonemapping off
2018-11-12 22:54:00 -06:00
Azaezel
551b1c5ce6
mUseHDRCaptures needs more work. shut that back off till we've time to circle back
2018-11-10 00:34:23 -06:00
Azaezel
5cf9e3b319
fix to display that second box
2018-11-10 00:33:42 -06:00
Azaezel
38da4ee655
from timmy: fix for seperated out RGB and A blends
2018-11-10 00:32:24 -06:00
Azaezel
78a3c264b4
REVIEW LATER: invert the world transform for probes to shove them into cam space as far as rotation goes. keep position.
2018-11-09 20:16:15 -06:00
Azaezel
15b7bf39fc
debug spew cleanup
2018-11-08 01:27:42 -06:00
Azaezel
605a8cb29b
further wipwork on the pointlight conversion. filled CreateSurfaceToLight out in a theoretically correct manner (spoiler, not actually correct)
2018-11-06 20:07:09 -06:00
Azaezel
cf2ed26d6e
added the additional colorbuffer entry to the probe projection shader so we get output. TODO: leverage the new CreateSurface methodologies to match with the skylight
2018-11-06 20:03:22 -06:00
Azaezel
4cf42a0a83
add in secondary bounds box display for probes as that is not actually linked to the radius/box-based-on-radius
2018-11-06 20:00:34 -06:00
Azaezel
485edb5866
shift surface calcs to post-attenuation. no point if we're just gonna throw the vals out in the end
2018-11-02 17:41:30 -05:00
Azaezel
69a2dae3bb
account for attenuation
2018-11-02 16:28:50 -05:00
Azaezel
ed7ace451c
add animated spotlight and pointlight to test scene
2018-11-02 16:09:02 -05:00
Azaezel
30ced89ce3
pointlight conversion rev1- filled in creatrsurface, used pre-exisitng calcs for nDotL to aproximate the light direction needed by CreateSurfaceToLight(surface, dot( lightVec, normDepth.xyz )); NOTE: compiles, but artifacts badly.
2018-11-02 16:07:52 -05:00
Azaezel
e9ddde1532
spotlight conversion
2018-11-02 16:04:53 -05:00