Commit graph

198 commits

Author SHA1 Message Date
Areloch
8196ad9d32 Removed old code that set the BRDF texture and caused a texture profile conflict with the probe array post effect, leading to a crash.
Renamed hasSkylight to mHasSkylight to avoid var ambiguity.
2019-05-26 03:13:16 -05:00
AzaezelX
afa52850c3 Merge branch 'CustomShaderFeaturesPR' of https://github.com/Areloch/Torque3D into alpha40Macwork
# 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
529558f671 Initial implementation of Custom Shader Features 2019-05-17 01:20:19 -05:00
Areloch
3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development 2019-05-13 00:28:23 -05:00
Areloch
c283295f22 Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development 2019-05-11 21:53:08 -05:00
Areloch
3fa7a0d4fa Various fixes 2019-05-11 21:42:27 -05:00
Areloch
cedbd387d9 Updating BaseGame to work with PBR, and a PBR example module 2019-05-08 01:27:51 -05:00
AzaezelX
57ee1882fa strip out unused pixspecular to cut down on sources of confusion 2019-05-05 20:10:14 -05:00
AzaezelX
ae752a04e8 remed out stray code cleanups, added more remmed out code for referencing the way defered calculates bbminmax (as a percentage of the probes actual scale so folks can just copypaste most times) 2019-05-05 18:30:40 -05:00
Areloch
bd170b5abe WIP of forward probe scoring. 2019-05-03 00:03:58 -05:00
Areloch
4e557aec83 Added fetch for BRDF texture for forward rendering use, re-enabled brdf logic in the lighting shader and got the probe arrays properly sampling into forward as well.
TODO: core::rendering pref on the BRDF texture instead of hardcode path, add best-pick logic for forward probes and double-check ogl forward is playing nice.
2019-05-02 00:05:12 -05:00
Areloch
65fb8bc5f3 Ongoing fiddling with correcting the forward render behavior. 2019-04-29 00:07:38 -05:00
Areloch
6db975e81c random testing bits trying to isolate remaining forward issues. 2019-04-28 18:32:23 -05:00
AzaezelX
404cb929c1 we likely don't want to be overwriting that set of cubemap array registers for every forward lit object instance 2019-04-26 13:33:28 -05:00
AzaezelX
b5436b6cb7 tweaked the updating behavior in the probe manager so calling updateProbes just flags a ProbesDirty bool, which is used to kick the update of the static parameters when the bin's render() is called
that way if multiple probes get updated at once, we don't hit the update loop for each one, which is obviously silly
also fixed the 'probes' cubemaps aren't ready until you nudge them'
turns out when we were setting out global var which we used for the irradiance and prefilter cubemap paths, it was being set AFTER the probes got loaded
so it was using an invalid path to look up the cubemaps
-@areloch
2019-04-22 15:39:55 -05:00
AzaezelX
d034ea2be8 no point in resetting effectiveprobecount or mipcount in the compute4probes method. the latter is going to remain a fixed global var to support the cubemap arrays while the latter isn't even used by forward lit (though it likely should be, rather than trying to cook up 2 bound vectors) 2019-04-16 11:47:21 -05:00
AzaezelX
a0d1a076d5 Merge branch 'PBR_ProbeArrayForward' into PBR_ProbeArrayGLWIP
# Conflicts:
#	Engine/source/renderInstance/renderProbeMgr.cpp
2019-04-16 09:34:01 -05:00
Areloch
000c7b2263 GL work 2019-04-15 23:11:18 -05:00
AzaezelX
0cd8948fcf stray var killoffs 2019-04-10 17:44:54 -05:00
AzaezelX
15ca6eabb4 cleanup duplicate var, and constructor-init skylight shaderconsts 2019-04-10 12:54:46 -05:00
Areloch
c025760422 Majority of forward work. Some state/register count issues and further testing required.
Also requires proper binding of forward probe values, as well as scoring probes for forward selection.
2019-04-07 23:57:05 -05:00
Areloch
afb5a589c3 Cleanup/consolidation of shader logic. moved the common methods over to lighting.hlsl
Did all the setup work to feed data for forward probestuffs, just have to rewrite the shaderFeature to replicate the regular probe array logic.
2019-04-03 00:13:58 -05:00
Azaezel
5703618dc0 shift bbminmax to relative when sent to the gpu so folks can stick to realworld values 2019-03-26 06:48:56 -05:00
Areloch
e2b194182c Undid debug work, shifted logic over entirely to utilize the updateTexture methods. Refactored probe init'ing so they'll load correctly without nudging, properly sequestered skylights from the probe array and updated the shader to contain az's changes as well as skylight and probe array changes. 2019-03-25 23:17:53 -05:00
Areloch
1627cbabe6 ongoing WIP to sort out init'ing issues as well as correcting values so the probes actually correctly update data into the arrays
Additional sanity checks on the updateTexture calls added by timmy
2019-03-25 00:06:08 -05:00
Areloch
26471aaa77 WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet. 2019-03-24 18:18:44 -05:00
Azaezel
ba8948a5b1 hook up attenuation value. todo: sort networkjing properly 2019-03-21 23:47:01 -05:00
Azaezel
df6b7f3351 put probe.boxmax/min code back as it was prior to merge. still having that /4 oddness. 2019-03-20 07:38:14 -05:00
Azaezel
04a6130df8 sync correction 2019-03-18 04:09:34 -05:00
Azaezel
caf73ea84f Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
# Conflicts:
#	Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl
2019-03-18 00:18:49 -05:00
Areloch
2bf67f7fa5 Corrections to make it use the correct transform, as well as passing along the scale as our extents in the bbMax.
Adjusts the box influence logic to try the bsf method.
2019-03-18 00:14:06 -05:00
Azaezel
edcdd21379 suggested alterations to the probe.worldToLocal math feeding and usage (and a divnull safety for attenuation) 2019-03-17 20:14:58 -05:00
Areloch
70d85d2241 Begun hook-in of skylight into array
Reworked the reflection reference offset/scale behavior to re-integrate into the editor interface via button(and work)
Hid irrelevent fields from given probe types.
Filter out editPosOffset and bake button fields from being saved to avoid weird loading behavior
2019-03-02 04:48:07 -06:00
Areloch
2903aaeea0 WIP of the rewrite of blend/projection to follow BSF's math approach. 2019-02-22 08:12:03 -06:00
Azaezel
c1bf59bf07 destructor code+ removed a crash-causing redundancy in onRemove 2019-02-20 16:59:58 -06:00
Azaezel
309d518249 scale reflection properly 2019-02-19 09:38:34 -06:00
Azaezel
5bce2d0904 seperated offset from position (we pass the net to the shader for use in the reflection box), and added a scalar (also only used in the reflection box). maked both as probeRef to denote reflection parameters. 2019-02-19 08:58:02 -06:00
Areloch
87e9d3edbd Correct stateblock settings to display probes more correctly without crushing other forward elements. 2019-02-18 00:43:21 -06:00
Areloch
b754c022ba Corrected the blending logic somewhat, added visualization modes for spec/diffuse probe influences, attenuation and contribution. 2019-02-17 03:47:40 -06:00
Areloch
788e265477 Finished current cleanup/reorg.
Temporarily disabled logic for forward render of probes to avoid data mangle. TODO: fix up forward once deferred math is locked in
Split probe modes out into distinct environmental probe objects
Removed the probes from tracking their own baked cubemap file paths and instead have a pref store it
Removed old probe shaders and materials that aren't used now.
Fixed mLastConst memory leak by removing nono line.
2019-02-14 00:35:22 -06:00
Areloch
58e3349286 Further cleanup, proper hook-in of CubeReflector for bake capture.
Shifted update of probe data to be triggered by probe changes.
Pack probes into the data arrays forward-first instead of keeping strict indicies.
todo: move bake to probeManager, clean up old/commented code, remove old probeMaterial stuff
2019-02-13 16:56:28 -06:00
Areloch
050f1e226a WIP of adjusting the reflection probe's bake to utilize the ReflectionManager and CubeReflector instead of duplicating the capture code. 2019-02-13 00:37:50 -06:00
Areloch
fd8840ff53 Updated the PostFX ability to setShaderConsts and cubetextures for probes 2019-02-12 01:10:30 -06:00
Areloch
64db2b1d15 Ongoing PostFX org rework. 2019-02-11 00:17:53 -06:00
Areloch
b221b312d2 Org rework and postFX-setup WIP 2019-02-08 01:35:35 -06:00
Azaezel
72acec0a3f set the alignedarray sizes to maxprobes, reguardless of actual probe count 2019-02-07 09:55:52 -06:00
Azaezel
f031ee9e39 duplication cleanups 2019-02-07 09:46:54 -06:00
Azaezel
0caac1a28c cut down on some of that per-frame allocation via prepping our vector 'registers' during the constructor 2019-02-07 09:34:23 -06:00
Azaezel
4aa371cea2 remove push_back uses in favor of consistent [i], fill probe data with defaults before overriding to ensure no garbage data is getting referenced. 2019-02-07 08:05:39 -06:00
Azaezel
7837576de7 conversionwork courtessy of jeff. seeems float3f aligned arrays were nonfuncntional, so shifts a few over to float4s 2019-02-06 10:59:36 -06:00