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
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
Areloch
d674ac5817
Working on shader const binding
2017-10-17 08:48:31 -05:00
Areloch
ccdc93fc25
Implement of the shader consts binding.
2017-10-10 15:54:54 -05:00
Areloch
a28914e695
begun adding uniform hooks
2017-10-07 14:36:58 -05:00
Areloch
0e2ef6a889
Initial implementation of Custom Shader Features.
2017-10-05 17:04:51 -05:00
Marc Chapman
facc3606bc
remap-txr-tags -- runtime reassignment of texture tag names. (Useful for splitting up tags with the same name in order to map different materials to them.)
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bbox-check -- a change that allows disabling of a confusing error message.
2017-07-27 00:15:01 +01:00
Marc Chapman
9106eef98b
Selection Highlighting
2017-07-26 23:48:29 +01:00
Areloch
0801a3cca8
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
7e5e3b5105
Removes Direct3D9 functionality.
2017-05-28 16:51:31 -05:00
Areloch
19dcfde60f
Merge pull request #1984 from FooBarbarians/fix-1912
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Reordering initialization methods #1912
2017-04-26 01:11:51 -05:00
Masquara
970dd5c477
Reordering initialization methods #1912
2017-04-19 14:02:45 -04:00
Areloch
1bfdb41694
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
d680dc9934
Initial implementation of the new Base Game Template and some starting modules.
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This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded.
Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect.
This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
2017-02-24 02:40:56 -06:00
Anis
5d38357785
Merge pull request #1636 from Azaezel/TranslucentTargetTweak
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puts forward-lit #targetname assignment of faux diffuse maps back
2016-08-21 20:10:59 +02:00
James Urquhart
3496c549b5
Hardware Skinning Support
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- Supports GL, D3D9 & D3D11
- Extends vertex formats & shadergen to support blend indices and weights
- Adds basic support for using 4x3 matrices for shader constants
- Supports software fallback
2016-08-21 01:43:30 +01:00