Commit graph

159 commits

Author SHA1 Message Date
AzaezelX f52c3d5ed2 uninitialized variables-lighting 2020-05-11 15:07:21 -05:00
Areloch 6ade6f08ce Updated Assimp
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages
Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found
Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found
Disabled fields for dynamic and static shadowmap refresh rates
Moved noShape model to core/rendering/shapes to place it in a more logical module position
Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code
Added call to reload probe textures when a reloadTextures call is made
Adjusted default directional light shadowmap settings to not be as extreme
Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication.
Shifted shape loader code to utilize assimp for loader consistency and testing
Changed render bin used for SSAO postfx so it runs at the right time
Made Core_Rendering module scan for assets
Updated loose file references to a number of assets to follow proper formatting
Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items
Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type.
Cleaned up a bunch of old, outdated code in the asset importer
Added initial handling for in-place importing of files without needing to process them through the UI.
Added ability to edit module script from RMB context menu if torsion path is set
Updated list field code for variable inspector to utilize correct ownerObject field
2020-03-19 09:47:38 -05:00
Areloch 2d015bc426 Merge branch 'alpha40MakeMats' of https://github.com/Azaezel/Torque3D into Preview4_0 2020-03-03 10:48:07 -06:00
AzaezelX ff4b025c2c adds alphatest shadows for translucent objects
leverage the fact shadergen spits out a modified material per pass, in this instance the shadow pass, to basically flip the translucent aspect off if you've got both translucency and alphatesting flipped on.
2020-03-01 10:47:25 -06:00
AzaezelX 9ae1af645c work towards getting the materiallist generated by things like preload to spit out most if not all to-be-used variants for a given used material. ostensibly add reflection and deferred variants. will take a bit more doing to cook up mats for all the shadow variants, since it looks like that ends is more light-type based for some oddball reason (think i'm probably be misreading that end, since mats there should really just be as simnple as an occludes-or-doesn't based on alphatesting case with very few variations on that theme indeed...) 2019-12-20 23:27:44 -06:00
Areloch 66cc6fb9d1 Removes current implement of shadow caching
Also removes EC stuff as it's not ready for prime-time yet
2019-12-13 01:14:03 -06:00
Areloch 09c651c26d Corrected profile for GameObjectAsset type field button
Initial implementation of changeable TSStatic materials via material slots and drag and drop of material assets onto world editor from AB
Updated Volumetric Fog to support ShapeAsset for it's model data
Added cmake option to hide literal filename fields if the class supports asset fields for the same input
Added light viz modes to see diffuse, specular and detail lighting modes(currently just sun)
New raycast console function to return back material of hit object
Moved GameObject logic to SceneObject and started fixing up of editor behavior to allow any SceneObject to be converted into a GO, along with all supported behavior such as instance-template management and spawning GO via drag-and-drop from AB
Fixed inspector field tooltip text to be positioned in inspector footer properly again
Drag and drop of shape asset attempts to drop at raycast position now, instead of just at the camera ray position
2019-12-05 20:42:47 -06:00
Areloch ac77315e29 Merge branch 'alph40_pbrConfig_BREAKINGWip' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-11-22 21:24:59 -06:00
AzaezelX 2e56645f13 shifts spotlightparams to the actually used float2/vec2 entries (stops debug screaming every frame) 2019-11-07 23:18:14 -06:00
AzaezelX 062e6f3364 Merge branch 'Preview4_0' of https://github.com/Areloch/Torque3D into alph40_pbrConfig_BREAKINGWip 2019-11-07 01:39:50 -06:00
AzaezelX a67d2c52cd "ShaderFeatureGLSL::getInTexCoord - Type mismatch!" bit turned out to be a simple typofix 2019-11-05 06:22:04 -06:00
AzaezelX 091af6bdff glowmap gl port rev1: debug yells about "ShaderFeatureGLSL::getInTexCoord - Type mismatch!", so will need to hunt that down before calling it final, but otherwise, functions. 2019-11-04 00:40:09 -06:00
AzaezelX d034895e8f 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 ac6fdf884e from @rextimmy, we need to target the lightmap gbuffer slot, not the color one 2019-11-01 03:24:23 -05:00
AzaezelX 501990c3b6 from @rextimmy: ssao work
shifts ssao from the vectorlight to ibl-only via the reflectionProbearray postfx shader
2019-10-31 19:06:40 -05:00
AzaezelX 070a9845a2 preliminary glowmap+glowmul feature augmentation math 2019-10-30 18:29:11 -05:00
AzaezelX 8fac88dadc 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 ad216abc02 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 bfccfca0ce 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 65cbf49c4a backend specularMap to PBRConfigMap alts.
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
Areloch 01f562b9e5 Added check for when getting the Detail feature's output, to validate if we have the foliage feature, which was causing a stomp on the required float4 texCoord for the foliage featuer to work right
Temporarily disabled wsNormal addition when we have no defined normal map until it's finished being integrated
Fixed the structure for the lighting/probe shadergen logic in GL so it generates correctly, resolving a crash on unix machines.
2019-10-03 23:46:53 -05:00
Areloch 6b6e5b6ca2 Merge branch 'alpha40DynShadowRefreshRedux' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-09-29 06:51:04 -05:00
Areloch e7bf49e801 Moved unneeded modules to Templates/Modules
Added templated getObjectsByClass to Scene for easier engine-side polling of objects, including nested checks for subscenes
Proper init'ing of mGamemodeName in LevelAsset, as well as proper fieldType for mIsSubLevel
D3D11 added logic to handle scaling down of textures in cubemap arrays for lower texture resolution preferences
Added ability to collapse groups programmatically to GuiVariableInspector
Upped PSSM shadowmap max size to 4096
Caught GL deferred lighting/probes up to D3D11
Temporarily disabled forward lighting/probes on GL materials until conversion finished
Upped smMaxInstancingVerts to 2000 from 200 to support slightly more detailed meshes being instanced
Reordered project settings so they load ahead of core modules, so that core modules can actually use project settings
Established current preset file for PostFXManager to use for reverting
WIP logic for forcing probes to update as part of level lighting load step in loading process
Streamlined PostFXManager code, removing unnecessary/redundant files
Coverted HDR, Lightrays and SSAO and ExamplePostEffect to use new PostFX Manager/Editor paradigm
PostFX manager now enacts callbacks so that postFXs' can process their own settings as well as provide editor fields
Changed PostFX editor to work with new callbacks via using VariableInspector
Updated PostEffectAsset's template file so new PostFX's will now automatically register with the PostFXManager and have the needed new callbacks for integration
Made HDR on by default, removed enable field from editing
Made probe bake resolution a project setting
Updated many GL postFX shaders to have proper case for PostFx.glsl
Example module now loads ExampleGUI and ExamplePostEffect during init'ing
Removed unneeded autoload definitions from ExampleModule's module file
Fixed Graphics Adapter settings field to properly display as well as apply setting
Updated many referenced profiles in tools folder to use the Tools specific gui profiles to make theming more consistent
Fixed coloration of tools button bitmap to make theming more consistent
Updated a few theme settings for improved visibility with theme, particularly selected/highlighted text
Moved AssetBrowser field types to separated folder/files
Updated new module creation to properly utilize template file instead of overriding it with a programmatic script generation.
Removed unneded default autoload definitions from new modules
Added WIP for editing Module/Asset dependencies
Updated the PostEffectAsset to properly generate glsl and hlsl files from templates
Updated module editor window to display only necessary fields
Added WIP of TerrainAsset
Added shaderCache gitignore file so folder isn't lost
2019-09-29 06:44:43 -05:00
AzaezelX c680471378 looks like the with the latest translucnency work, dynamic shadows are no longer triggering malformed values in forward lit materials, so flipped that back on 2019-09-20 14:45:05 -05:00
Areloch ebe2c2dead Add vector light support to forward materials. 2019-07-22 00:16:58 -05:00
Areloch e87dc787ee Corrected probe init'ing so they don't fight for the cubemap idx order
Also correct deleting behavior so it updates indicies when a probe is removed
Updated forward lighting to utilize the same math as deferred
2019-06-30 23:04:16 -05:00
Areloch af77444ec9 Merge branch 'MatInstanceViewer' of https://github.com/Areloch/Torque3D into Preview4_0
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
AzaezelX 57ee1882fa strip out unused pixspecular to cut down on sources of confusion 2019-05-05 20:10:14 -05:00
AzaezelX dd1470202d Merge branch 'development' of https://github.com/GarageGames/Torque3D into PBR_ProbeArrayGLWIP
# Conflicts:
#	Engine/source/gfx/D3D11/gfxD3D11Device.cpp
#	Engine/source/lighting/lightManager.cpp
#	Templates/Full/game/levels/Empty Room.mis
#	Templates/Full/game/levels/Empty Terrain.mis
2019-05-01 23:18:31 -05:00
AzaezelX 98a3ff604a nonbreaking 'specularcolor' to 'pbrConfig' var conversion. (TODO: specularMap entries) 2019-04-29 19:40:22 -05:00
Azaezel 8e9468bddb surpress nonrendered lights killoff method till we've time to revisit that 2019-04-04 20:56:57 -05:00
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
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
Areloch f110158654 Probe Array WIP 2019-01-07 20:34:19 -06:00
Azaezel 1eed979a9c Merge branch 'method_Unmangle' into PBR_PR 2018-12-12 14:54:22 -06:00
Azaezel c3f0157331 ReflectProbeMaterialInfo::setProbeParameters buffer binding correction (again, set order as colorbuffer = 1, matinfo = 2 for gbuffer consistency) 2018-12-10 03:39:31 -06:00
Areloch 6cf0c9e360 Merge branch 'development' into EngineAPI-Refactor 2018-12-09 14:48:50 -06:00
Areloch 1fc38d496f Added deletion tracking so when we delete a probe, it'll delete the prefilter/irrad bakes if they exist.
WIP of static cubemap bake(not working).
2018-12-07 00:30:08 -06:00
Azaezel 74ca8d106c 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
Azaezel bd742bbf75 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 0974902cc8 put lerp back after verifying we were indeed getting values passed along. 2018-11-28 14:25:48 -06:00
Azaezel 4ef1a25610 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 ab10cc0c87 timmy merge work 2018-11-28 17:51:52 +10:00
Azaezel f1e584ca69 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 0f0fc5279b missed mscore pasalong in .set 2018-11-27 08:03:04 -06:00
Azaezel 79d506d439 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
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 c64aee9dcc point light WIP & moved lighting position/direction to WS 2018-11-14 20:58:47 +10:00