Commit graph

3502 commits

Author SHA1 Message Date
Azaezel
2eb58e4cb7 portwork from jeff to use farFrustumQuad for the vertex shader 2019-01-31 13:00:52 -06:00
Azaezel
c6d4ea37b9 hook up the right ConvexConnectP 2019-01-30 07:17:29 -06:00
Azaezel
26ee0d986f reference cleanups:
1) kill off extraneous cubemap and irradiancecubemap source-to-shader variable ties
2) use the cubemap arrays (renderdoc for instance doesn't list them as being input at all if they're never used)
3) use the vert file
2019-01-30 06:29:39 -06:00
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
fcd0dabc48 probe-array specific vert shader. may be able to re-use the postfx one, but either way, definately shouldn't be trying to calc from the convex geo one. 2019-01-22 02:25:57 -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
8272a468d5 adds a #define TORQUE_TEXCUBEARRAYLOD(tex,coords,id,lod) texture_##tex.SampleLevel(tex,float4(coords.xyz,id),lod) macro. puts everything in a compilable state 2019-01-16 12:55:11 -06:00
Azaezel
a526bbe2b0 swap methods on over to surface+id ref for uniform arrays 2019-01-16 03:46:37 -06:00
Azaezel
0efe0a5856 partial compilation fixes 2019-01-15 19:24:13 -06:00
Azaezel
086a841535 'frontend' wipwork for the probe array. takes up to 50 probes, calcs a weighted blend, and displays them all in a batch. 2019-01-14 16:31:26 -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
453958234e console conversion 2018-12-12 16:01:26 -06:00
Azaezel
1eed979a9c Merge branch 'method_Unmangle' into PBR_PR 2018-12-12 14:54:22 -06:00
Azaezel
a7fc407284 corrects a pair of conversions. one object oriented, one not. 2018-12-12 14:52:14 -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
Azaezel
6aff0c26bf Merge branch 'PBR_PR' into PBR_PR_GLWIP 2018-12-10 01:19:41 -06:00
Areloch
835513b861 Deleting a probe in the editor now automatically does a cleanup of it's baked cubemap files
Also added it to do the prefilter/irrad processing on any StaticCubemap selected.
2018-12-10 00:46:28 -06:00
Azaezel
ab5034b1c2 vectorlight ssao macro fix, z=w trick gl side for cloudlayer variants 2018-12-09 19:48:18 -06:00
Azaezel
a9cb78b67f straight convert of RGBA16F saving support for probes. should note gl side seems to be having an issue with loading probes thats resulting in color channel swapping. 2018-12-09 18:09:45 -06:00
Azaezel
9d560d9b12 skylight conversion 2018-12-09 16:57:14 -06:00
Azaezel
78f81e2b83 pointlight: forgot a secondary ssPos.xy/ssPos.w entry. GL rightly doesn't you to modify an input variable with impunity and reuse it. if we waant to go back to the precalculated .xyz/w route, pick a different varname (one that makes real sense, not just IN_ tacked on), or better yet precalculate the var itsself rather than going perpixel.
also converted spotlight.
2018-12-09 15:59:48 -06:00
Areloch
58cf310971 Merge pull request #2284 from OTHGMars/SDLMonitor
Fills in monitor functions in PlatformWindowManagerSDL
2018-12-09 15:36:15 -06:00
Areloch
368a0041d1 Merge pull request #2283 from OTHGMars/SDLFocus
Adds handlers for sdl focus events.
2018-12-09 15:36:00 -06:00
Areloch
121ca2ac97 Merge pull request #2258 from Areloch/OthroCameraFix
Fixes the front/back ortho views in the editors
2018-12-09 15:35:38 -06:00
Areloch
c8d685d8c4 Merge pull request #2103 from Areloch/ConvexProxies
Adds functionality to automate convex proxy objects
2018-12-09 15:34:22 -06:00
Areloch
bb30de04f7 Merge branch 'development' into ConvexProxies 2018-12-09 15:34:12 -06:00
Areloch
900816fcd0 Merge pull request #2186 from rextimmy/physx_3_4
Physx 3.4
2018-12-09 15:28:43 -06:00
Areloch
cbc09534e4 Merge pull request #2248 from lukaspj/new-cinterface
New cinterface
2018-12-09 15:28:22 -06:00
Azaezel
89c534ce21 vectorlight conversion cleanups, pointlight port 2018-12-09 15:26:14 -06:00
Areloch
644f4071ed Merge pull request #2246 from lukaspj/update-cinterface
Update CInterface
2018-12-09 15:24:29 -06:00
Areloch
ad2493bef2 Merge pull request #2228 from lukaspj/fix-enginexmlexport
Make EngineAPI Export work properly
2018-12-09 14:52:27 -06:00
Areloch
25aa766234 Merge pull request #2245 from lukaspj/EngineAPI-Refactor
Clean-up uses of ConsoleFunction etc.
2018-12-09 14:49:10 -06:00
Areloch
6cf0c9e360 Merge branch 'development' into EngineAPI-Refactor 2018-12-09 14:48:50 -06:00
Azaezel
c8b76d82c3 gl conversion WIP. general notes: mSamplerNames[#]/samplerNames[#] entry explicitly corresponds to the order of definition GL side.
shifted the colorbuffer slot over to S1 in keeping with the gbuffer layout for consistency
completed converts: brdf, lighting, torque.
nonvisually verified convert: vectorlight
noncompiling due to tripping on deferredUncondition: reflectionprobe
2018-12-08 01:41:06 -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
1766e291ba Merge branch 'PBR_PR' of https://github.com/Azaezel/Torque3D into PBR_PR 2018-12-05 10:55:37 -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
Tim Barnes
6937989d61 RGBA16F saving support for probes 2018-12-05 20:01:58 +10:00
Azaezel
10b7630312 put the z=w trick back for the cloud layer options. those parallaxing a bit is actually desireable (and fixes it rendering over everything else) 2018-12-04 14:25:49 -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
0d915b31ae bump effective LOD (Level Of Detail) up during the capture phase to work arround things like trying to capture within a building with agressive optimization killing off the internals due to the smaller effective 'screen' being rendered. 2018-12-03 11:15:17 -06:00
Areloch
87efea9683 Merge pull request #2276 from Azaezel/terrainNormalNeener
filter out pixel shader normalmap calcs when not in deferred mode.
2018-12-02 10:50:52 -06:00
Azaezel
a2bd0e0fcd simplification 2018-11-29 18:19:27 -06:00
Azaezel
fcef7061c8 in keeping with a more integrated setup, used multiplicative ao for darkening existing composite map ao contributions. 2018-11-29 17:47:07 -06:00