Azaezel
1dfd130d85
explicitly bound the namedtexttargets to input slots. shifted brdf slot on up to 3 (from 5) to cluster flat vs array entries. though it does not appear at time of writing that that is in fact binding...
2019-01-28 22:10:57 -06:00
Azaezel
7a8dd96808
should only need to set the brdf texture the once
2019-01-28 01:36:17 -06:00
Azaezel
1607f58bc4
typofix for bbMinArray, cubemap array lookups for irradiance and spec
2019-01-28 00:31:01 -06:00
Areloch
2abdef7459
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
Azaezel
26a89882c7
tracks wether or not a cubemap has been fully intitialised (as well as defautls for other shared entries). skips out including an uninitialized cuebmap in probe array (inthoery. in practice, need to root arround a bit more)
2019-01-22 02:03:14 -06:00
Areloch
5b7e2edb66
WIP hook-in of the cubemap array.
...
Also inversed probe transforms to make them correct.
2019-01-21 01:50:13 -06:00
Areloch
c0e8b047f5
Shifted the rest of the probe render code to hook into the array'd uniforms, made the reflection probe shader definition refer to the array shader.
2019-01-19 00:31:42 -06:00
Azaezel
4d3d800051
skylights do actually have a position. 0,0,0. so we can include those without messing with things. and we'll want to sum/count for blending purposes down the line. not render over each other
2019-01-08 11:16:05 -06:00
Areloch
f110158654
Probe Array WIP
2019-01-07 20:34:19 -06:00
Azaezel
47c36ff59d
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
65ab39a2d2
cast to pointer to pointer, not just pointer. (confused yet?)
2018-11-27 08:28:33 -06:00
Azaezel
2c1a5f5647
qsort compilation, though still not quite correct
2018-11-25 12:35:35 -06:00
Tim Barnes
9e65e940d0
lighting single buffer
2018-11-21 15:53:02 +10:00
Areloch
c4a4fe5304
Implemented registration of probes to avoid rendering all probes when unneeded.
2018-11-19 01:18:09 -06:00
Tim Barnes
9a39afa0eb
reflection probe updates
2018-10-28 20:42:26 +10:00
Azaezel
86e5fe2adf
removed redundant cleartarget, added clearcolorattachment 4, tagged gbuffer slots
2018-10-25 20:03:28 -05:00
Azaezel
8fadf880a3
Merge branch 'PBR_Bins_Reordered' of https://github.com/Areloch/Torque3D into PBR_PR
...
# Conflicts:
# Engine/source/gfx/D3D11/gfxD3D11Device.cpp
# Engine/source/renderInstance/renderDeferredMgr.h
2018-10-25 14:30:12 -05:00
Areloch
e72f04648a
Adjusts the lightbin manager to be a regular bin, and shifts ownership of both lighting targets to the deferred manager. Probes now render ahead of lights to make the additive order jive.
...
Also reordered the probe targets used so they match lights for consistency.
2018-10-24 23:43:12 -05:00
Azaezel
a5cad08ba6
Merge branch 'PBR_PR' of https://github.com/rextimmy/Torque3D into PBR_PR
2018-10-24 20:48:45 -05:00
Azaezel
83ef5db910
work on getting render bin ordering correct
2018-10-24 18:27:43 -05:00
Tim Barnes
ad4c115e00
clear gbuffer from code and not from a shader
2018-10-24 18:58:46 +10:00
Areloch
57f8549abe
Shifted to the static-list arrangement for probe instance tracking to help performance as well as drastically streamline the data submission/material instance flow for probe rendering.
2018-10-07 17:32:23 -05:00
Areloch
9e88e9feca
Getting the GL side up-to-date to match.
2018-10-06 17:50:15 -05:00
Areloch
f31445751f
Updates and fixes to probe and lighting logic.
2018-09-17 01:52:18 -05:00
Areloch
b19a4b22c8
Implementation of reflection and skylight probes.
...
Moves lighting math to the diffuse/specular two-channel logic.
2018-09-16 22:15:07 -05:00
Areloch
b4a1d18f42
Core implementation of Physical Based Rendering.
2018-09-15 20:19:57 -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
adb875cb54
Conflict resolution with devhead.
...
Cleaned up a few remaining d3d9 references in the cmake file.
2017-06-01 23:54:44 -05:00
Areloch
75580a1126
Merge pull request #2009 from Areloch/Prepass_Deferred_Remainder
...
Catches the remaining prepass to deferred changes on the engine side.
2017-05-30 23:43:09 -05:00
Areloch
edd1e0a270
Removes Direct3D9 functionality.
2017-05-28 16:51:31 -05:00
Areloch
a345c47f92
Fixes a redundant flag test
2017-05-15 01:04:06 -05:00
Areloch
ec3806bb0a
Catches the remaining prepass to deferred changes on the engine side.
2017-05-14 18:28:17 -05:00
Areloch
124ecb2fe0
Merge pull request #1984 from FooBarbarians/fix-1912
...
Reordering initialization methods #1912
2017-04-26 01:11:51 -05:00
Masquara
15f67015d3
Reordering initialization methods #1912
2017-04-19 14:02:45 -04:00
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
ac19e0e84c
Merge pull request #1928 from lukaspj/particle-manager-lmactivate-cleanup
...
Cleanup when deactivating light manager instead of reinitializing
2017-01-25 21:23:36 -06:00
Thomas Dickerson
6963d35145
Merge branch 'development' into stringTableEmptyString
2017-01-24 12:35:34 -05:00
Anis
16baa4d51a
Merge pull request #1929 from lukaspj/renderpasmanager-initpersistfields
...
Make RenderPassManager call Parent::InitPersistFields
2017-01-16 15:56:41 +01:00
Areloch
598756f134
Merge pull request #1921 from Azaezel/lostLast
...
address #1914
2017-01-15 23:35:08 -06:00
LukasPJ
f50d46dffc
Cleanup when deactivating light manager instead of reinitializing
2017-01-15 23:23:55 +01:00
LukasPJ
2029e3eb22
Make RenderPassManager call Parent::InitPersistFields
2017-01-15 23:22:46 +01:00
Thomas "elfprince13" Dickerson
bcc5459818
whitespace
2017-01-11 23:34:46 -05:00
Azaezel
bfa2b5e963
adress #1914
2017-01-10 08:02:08 -06:00
Azaezel
c57b1a8b70
clang reports: unclear || + && and &+| mixes.
2016-10-14 17:26:13 -05:00
James Urquhart
3496c549b5
Hardware Skinning Support
...
- 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
Areloch
6a40b8bb84
Merge pull request #1559 from rextimmy/dx11_clean
...
Direct3D11 Support
2016-03-29 00:51:23 -05:00
Anis
e0133384e0
Merge pull request #1552 from Azaezel/aLovelyGlow
...
should actually let HDR have a say for glows.
2016-03-21 19:31:21 +01:00
rextimmy
41e5caf22b
Direct3D11 Engine/source changes
2016-03-20 21:52:11 +10:00
Azaezel
74e3ee5214
turns out independent sized render targets was causing lighting artifacting.
2016-03-16 00:45:57 -05:00
Azaezel
fd961db215
should actually let HDR have a say for glows.
2016-03-15 22:33:32 -05:00