Areloch
371531a88d
Merge branch 'alpha40_premul' of https://github.com/Azaezel/Torque3D into Preview4_0
2019-11-22 21:27:52 -06:00
Areloch
b01d53a825
Merge branch 'alph40_pbrConfig_BREAKINGWip' of https://github.com/Azaezel/Torque3D into Preview4_0
2019-11-22 21:24:59 -06:00
AzaezelX
d14317d795
largely based on work by @rextimmy: add premultiplied alpha
2019-11-22 10:02:01 -06:00
Areloch
06b88a6f68
Added Forward Material debug viz for HLSL(so far) and integrated it back into editor flagging.
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Re-added logic to track existing probe shader consts instead of constantly recreating it
Added logic for pre multiplied translucency mode
2019-11-21 00:48:55 -06:00
Areloch
e8450b6f78
From @rextimmy was missing the stateblock handling for the Transparency mode Sub
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Added Open Recent functionality to File menubar item
Added new editor setting for Startup Mode to dictate if it'll open the most recent level edited or the blank level, instead of utilizing a game UI control for level selection.
Properly re-enabled the handling for the forceSidebarToSide setting to track to the setting value
2019-11-19 01:25:24 -06:00
AzaezelX
619c10bece
conversion lockin: cleans out eroneous editor refs to specmap and specularmap in favor of the desired PBRConfigMap var name for the combined (smooth,ao,metalness) map used throughout
2019-11-07 03:46:31 -06:00
AzaezelX
ba69f2fe2b
Merge branch 'Preview4_0' of https://github.com/Areloch/Torque3D into alph40_pbrConfig_BREAKINGWip
2019-11-07 01:39:50 -06:00
Areloch
fa9f920755
WIP of updating terrain editor to work with assets
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Fix minor UI issues for asset browser
included folder 'asset type' script
2019-11-06 00:23:07 -06:00
AzaezelX
13f251e83c
shifts glowmap out of the composite and to it's own texture, as well as featureset. (GL port pending design finalization)
2019-11-01 19:29:31 -05:00
AzaezelX
acc49548a0
preliminary glowmap+glowmul feature augmentation math
2019-10-30 18:29:11 -05:00
AzaezelX
f437dcad45
needed mft_pbrconfigmap or _convifgvars and _matinfocflags set to default=true to trip the forward lit side,
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shifted the mft_skybox test on down below the checks for the presence of those features to be inserted, and removed them on out if a skybox.
2019-10-29 22:11:59 -05:00
AzaezelX
ab613187ed
more misc cleanup, including cutting down on sampling the pbrconfigmap by filling that out first, and drawing the smooth and metal vars from it, and filling out an ao var in case folks wanna use that later, as well as a bit more doubled up functionality prune-down. still tracing why forward lit seems to have lost the map config feature
2019-10-23 20:38:13 -05:00
AzaezelX
92efdb0d86
cleans up a few more spots of various variables that ammount to the "PBRConfig" in the end, as well as a MFT_isDeferred test for determining if that's stored off as a temp-val or in the gbuffer. though seem to have forgotten a catch, as it's not finding the MFT_PBRConfigMap feature and falling back to recreation come time to process MFT_ReflectionProbes
2019-10-23 14:59:29 -05:00
AzaezelX
fe335128c1
more conversionwork from specular entries to pbrconfig ones, adds backend glowmul and glowmap var tracking, as well as pbrconfigmap composite slip-in for the glowmap (sans shaderfeatures just yet). seems to have busted forward lit application though...
2019-10-22 15:11:39 -05:00
AzaezelX
fe5a27906d
backend specularMap to PBRConfigMap alts.
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left:
addField( "specularMap", TypeImageFilename, Offset(mPBRConfigMapFilename, Material), MAX_STAGES,
scripthook till last since that *will* break all current materials.
2019-10-16 15:51:02 -05:00
AzaezelX
1f12ef4a7c
from user Ewyncat: adds invcameratrans, cameratoscrren, and screentocamera postfx and shader matrix interfaces.
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also a bit of backend work to normalize those later once we've proof-of-concepted the calcs
2019-09-06 14:25:17 -05:00
Areloch
e5bbd12d4b
Merge branch 'MatInstanceViewer' of https://github.com/Areloch/Torque3D into Preview4_0
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Fixed up forward IBL
Reimplemented old forward light shader code as a baseline so it can be updated to new PBR math
2019-06-27 00:36:56 -05:00
Areloch
226529fd1b
Added ability to pass ints to post effect shader consts
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Reorg'd probe init to flow better and be more robust on load
Cleaned up various parts of the probe render manager to be more stable
Fixed issue with crash on release due to numProbe in loops being 0
Updated glsl probe array shader
Beginning of rework of editor settings
Beginning of conversion of asset import config to similar system as editor settings
2019-06-13 00:37:12 -05:00
Areloch
ff871f37e3
Added refactor of Editor Settings window
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Various fixes for asset handling.
WIP of crash tracking
2019-06-03 02:47:30 -05:00
Areloch
6073bc5551
Adds test shapes of Kork and SpaceOrc
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Sidestep of memleak from CSF at the moment
Minor fixes and corrections with asset importing and loose files
WIP of updated options menu
2019-05-28 17:24:29 -05:00
AzaezelX
80ec569c26
Merge branch 'CustomShaderFeaturesPR' of https://github.com/Areloch/Torque3D into alpha40Macwork
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# Conflicts:
# Engine/source/materials/materialDefinition.cpp
# Engine/source/materials/processedFFMaterial.h
# Engine/source/materials/processedShaderMaterial.cpp
# Engine/source/renderInstance/renderBinManager.cpp
# Engine/source/renderInstance/renderGlowMgr.cpp
# Engine/source/renderInstance/renderMeshMgr.cpp
# Engine/source/renderInstance/renderPassManager.h
# Engine/source/renderInstance/renderTranslucentMgr.cpp
# Engine/source/shaderGen/customShaderFeature.cpp
# Engine/source/shaderGen/customShaderFeature.h
2019-05-22 23:36:15 -05:00
Areloch
f5bf70b584
Catch the template files up and add the improved convex editor bits.
2019-05-19 21:30:45 -05:00
Areloch
2479d388f2
Implements a Material Instance viewer to the material editor to see a feature-filtered dump of the generated shaders for a given material.
2019-05-17 01:48:45 -05:00
Areloch
9a63761627
Initial implementation of Custom Shader Features
2019-05-17 01:20:19 -05:00
Areloch
ae11d3548d
Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development
2019-05-13 00:28:23 -05:00
Areloch
741fcaed5a
Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development
2019-05-11 21:53:08 -05:00
AzaezelX
54cf07fa94
strip out unused pixspecular to cut down on sources of confusion
2019-05-05 20:10:14 -05:00
AzaezelX
cd937fca30
shifted forward lit probe lighting to pre-rt lighting in keeping with the deferred methodologies. in diong so, also needed to add a vertex feature for in/out tangent space normals detection. also in keeping with the fact we sample the deferred albedo result-buffer, fed the createForwardSurface the output target so that can take color multiplication et al instead of just raw albedo
2019-04-29 17:39:47 -05:00
Areloch
eedf31b6ad
Collapse the ProbeManager into RenderProbeMgr to simplify the probe management/rendering behavior(as the game sim doesn't require simple access to probe data, unlike lights)
2019-01-26 02:05:18 -06:00
Areloch
edbbeaf008
Probe Array WIP
2019-01-07 20:34:19 -06:00
Azaezel
85d8c7a2de
console conversion
2018-12-12 16:01:26 -06:00
Azaezel
8e534dd0c9
Merge branch 'method_Unmangle' into PBR_PR
2018-12-12 14:54:22 -06:00
Areloch
3a71c75596
Merge branch 'development' into EngineAPI-Refactor
2018-12-09 14:48:50 -06:00
Tim Barnes
b0fff30d33
lighting single buffer
2018-11-21 15:53:02 +10:00
Tim Barnes
59a5bf11e1
reflection probe updates
2018-10-28 20:42:26 +10:00
Areloch
2be32ad737
Implementation of reflection and skylight probes.
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Moves lighting math to the diffuse/specular two-channel logic.
2018-09-16 22:15:07 -05:00
Areloch
ef5e3a5271
Core implementation of Physical Based Rendering.
2018-09-15 20:19:57 -05:00
Azaezel
59130078e2
Merge branch 'development' of https://github.com/GarageGames/Torque3D into memberMess
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# Conflicts:
# Engine/source/sfx/sfxSystem.cpp
2018-04-23 10:08:14 -05:00
Lukas Joergensen
3c99ef73a9
Eliminate DefineConsoleMethod
2018-04-17 21:01:50 +02:00
Lukas Joergensen
5bde18143f
Eliminate DefineConsoleFunction
2018-04-17 20:54:08 +02:00
Areloch
037d089c4d
Merge pull request #2146 from Azaezel/specializationShenanigans
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changes find, swap, for_each, and delete_pointer from global to t3d namespace
2018-04-17 03:02:03 -05:00
Azaezel
28e509af1a
Merge branch 'development' of https://github.com/GarageGames/Torque3D into memberMess
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# Conflicts:
# Engine/source/console/consoleFunctions.cpp
2018-03-28 15:42:34 -05:00
Azaezel
68da3176c9
more gfx shadowvar cleanups
2018-03-13 21:25:45 -05:00
Azaezel
151632f0c4
shader hooks and gen cleanups
2018-03-13 18:07:58 -05:00
Glenn Smith
a94587af43
Use strncpy instead of strcpy because again, buffer overflows
2018-03-06 02:35:33 -05:00
Glenn Smith
1728fe39ad
Use strncat instead of strcat to prevent some buffer overflows
2018-03-06 00:48:44 -05:00
Marc Chapman
60f604fe9b
Profile change for specular files
2018-02-12 16:20:18 +00:00
Azaezel
491a7dcfdd
tAlgorythm fed namespace T3D for better library interoperability. resulted in the need to specify usage in... a few places.
2017-12-27 22:57:47 -06:00
Areloch
524e5aad2d
asdasd
2017-10-26 17:06:27 -05:00
Areloch
86eb678f42
Handler binding on a scene level working
2017-10-19 15:34:57 -05:00