Azaezel
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3ce1fc66bc
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in keeping with a more integrated setup, used multiplicative ao for darkening existing composite map ao contributions.
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2018-11-29 17:47:07 -06:00 |
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Azaezel
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98cf1c9aa3
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puts a form of ssao back. as this is intended to replicate shadows, bolted that to the shadow portion of the calc. as it was previously addative, did so in an addative manner.
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2018-11-29 17:30:51 -06:00 |
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Azaezel
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690b8f3c47
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'better' (read here less completely craptacular) blending for boxes
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2018-11-29 12:21:28 -06:00 |
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Azaezel
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f50ab7ec58
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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
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2018-11-28 18:12:12 -06:00 |
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Azaezel
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18a02516d1
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put lerp back after verifying we were indeed getting values passed along.
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2018-11-28 14:25:48 -06:00 |
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Azaezel
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cf2eaee29b
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simpler falloff calc for probes
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2018-11-28 13:12:59 -06:00 |
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Azaezel
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d3eb2f7784
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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)
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2018-11-28 12:00:06 -06:00 |
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Tim Barnes
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8dad81e494
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lighting shader fixes
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2018-11-28 20:01:35 +10:00 |
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Tim Barnes
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15aeba20e7
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timmy merge work
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2018-11-28 17:51:52 +10:00 |
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Azaezel
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5fa2c5b4a6
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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.
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2018-11-27 08:50:44 -06:00 |
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Azaezel
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da3bf16ef1
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cast to pointer to pointer, not just pointer. (confused yet?)
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2018-11-27 08:28:33 -06:00 |
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Azaezel
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1703d5910b
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missed mscore pasalong in .set
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2018-11-27 08:03:04 -06:00 |
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Azaezel
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e42586f2fa
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qsort compilation, though still not quite correct
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2018-11-25 12:35:35 -06:00 |
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Azaezel
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7c72ae665a
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couple additinal places for scroe to be set
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2018-11-25 12:35:02 -06:00 |
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Azaezel
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29aa29a9fb
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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
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2018-11-23 02:05:36 -06:00 |
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Azaezel
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b05d68aacd
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correction for folks supporting older codebases outside of this engine: don't try and include the older directx library unless youre also deliberately using the older directsound end of things, and for dx11, reference the #include <d3d11_1.h> lib instead of the <d3d11.h> one to pair with the reference used by SDL2
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2018-11-23 00:30:23 -06:00 |
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Tim Barnes
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fe01f23efe
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probe shader fix
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2018-11-21 20:00:59 +10:00 |
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Tim Barnes
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b0fff30d33
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lighting single buffer
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2018-11-21 15:53:02 +10:00 |
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Areloch
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ecef09525a
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Implemented registration of probes to avoid rendering all probes when unneeded.
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2018-11-19 01:18:09 -06:00 |
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Azaezel
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a4e592534e
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shift sky render to last of non-translucents
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2018-11-18 18:54:02 -06:00 |
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Azaezel
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f75a9ccd24
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from @rextimmy: shifts sybox rendering to last (kils a bit of overdraw)
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2018-11-18 06:36:16 -06:00 |
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Tim Barnes
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f0924c8dcd
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point light WIP & moved lighting position/direction to WS
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2018-11-14 20:58:47 +10:00 |
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Azaezel
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d74055619f
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emissive fix: return the surface.basecolor in place of zeros emissive is at minimum non-shadowed. TODO: consult folks on if they want a multiplier, mask, or mix for further customization there.
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2018-11-12 22:55:52 -06:00 |
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Azaezel
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17d3531206
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add back in brightness and contrast controls, as well as the capacity to shut tonemapping off
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2018-11-12 22:54:00 -06:00 |
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Azaezel
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551b1c5ce6
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mUseHDRCaptures needs more work. shut that back off till we've time to circle back
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2018-11-10 00:34:23 -06:00 |
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Azaezel
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5cf9e3b319
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fix to display that second box
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2018-11-10 00:33:42 -06:00 |
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Azaezel
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38da4ee655
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from timmy: fix for seperated out RGB and A blends
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2018-11-10 00:32:24 -06:00 |
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Azaezel
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78a3c264b4
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REVIEW LATER: invert the world transform for probes to shove them into cam space as far as rotation goes. keep position.
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2018-11-09 20:16:15 -06:00 |
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Azaezel
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15b7bf39fc
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debug spew cleanup
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2018-11-08 01:27:42 -06:00 |
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Azaezel
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605a8cb29b
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further wipwork on the pointlight conversion. filled CreateSurfaceToLight out in a theoretically correct manner (spoiler, not actually correct)
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2018-11-06 20:07:09 -06:00 |
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Azaezel
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cf2ed26d6e
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added the additional colorbuffer entry to the probe projection shader so we get output. TODO: leverage the new CreateSurface methodologies to match with the skylight
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2018-11-06 20:03:22 -06:00 |
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Azaezel
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4cf42a0a83
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add in secondary bounds box display for probes as that is not actually linked to the radius/box-based-on-radius
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2018-11-06 20:00:34 -06:00 |
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Azaezel
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485edb5866
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shift surface calcs to post-attenuation. no point if we're just gonna throw the vals out in the end
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2018-11-02 17:41:30 -05:00 |
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Azaezel
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69a2dae3bb
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account for attenuation
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2018-11-02 16:28:50 -05:00 |
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Azaezel
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ed7ace451c
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add animated spotlight and pointlight to test scene
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2018-11-02 16:09:02 -05:00 |
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Azaezel
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30ced89ce3
|
pointlight conversion rev1- filled in creatrsurface, used pre-exisitng calcs for nDotL to aproximate the light direction needed by CreateSurfaceToLight(surface, dot( lightVec, normDepth.xyz )); NOTE: compiles, but artifacts badly.
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2018-11-02 16:07:52 -05:00 |
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Azaezel
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e9ddde1532
|
spotlight conversion
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2018-11-02 16:04:53 -05:00 |
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Azaezel
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39fa9f90e8
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we're no longer making use of a singular lightbuffer to double up as a baked lighting/ibl channel passed to lights themselves, so save a screens worth of transmission
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2018-11-02 16:04:04 -05:00 |
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Azaezel
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16283228ac
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shifted normDepth to pre-Createsurface so we can throw out any calcs as soon as we determine that the pixel is out of viewrange
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2018-11-02 15:57:37 -05:00 |
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Azaezel
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e4eff8a7ec
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Merge branch 'PBR_PR' of https://github.com/rextimmy/Torque3D into PBR_PR
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2018-11-02 00:51:32 -05:00 |
|
Tim Barnes
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8323d1a6d9
|
SkyLight sampler def fix
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2018-11-02 09:43:22 +10:00 |
|
Tim Barnes
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b91126c08c
|
WIP shader work - not complete!
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2018-11-02 09:08:45 +10:00 |
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Azaezel
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06c894a670
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Merge branch 'terrainNormalNeener' into PBR_PR
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2018-11-01 14:06:00 -05:00 |
|
Brian Roberts
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e434d61de3
|
Update terrFeatureHLSL.cpp
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2018-10-29 13:22:16 -05:00 |
|
Brian Roberts
|
fb25d9c5a1
|
Update terrFeatureGLSL.cpp
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2018-10-29 13:21:42 -05:00 |
|
Tim Barnes
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0ec59875ed
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Merge pull request #29 from rextimmy/PBR_PR
oops forgot poor skylight shader
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2018-10-28 21:54:50 +11:00 |
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Tim Barnes
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14e3be8855
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oops forgot poor skylight shader
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2018-10-28 20:52:32 +10:00 |
|
Tim Barnes
|
089d49dc93
|
Merge pull request #28 from rextimmy/PBR_PR
reflection probe updates
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2018-10-28 21:43:39 +11:00 |
|
Tim Barnes
|
59a5bf11e1
|
reflection probe updates
|
2018-10-28 20:42:26 +10:00 |
|
Areloch
|
a25f188200
|
Added propagated multibake mode.
Temporarily disabled Precapture post effect.
|
2018-10-27 02:21:46 -05:00 |
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