Commit graph

3420 commits

Author SHA1 Message Date
Azaezel
3ce1fc66bc 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
Azaezel
98cf1c9aa3 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. 2018-11-29 17:30:51 -06:00
Azaezel
690b8f3c47 'better' (read here less completely craptacular) blending for boxes 2018-11-29 12:21:28 -06:00
Azaezel
f50ab7ec58 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
18a02516d1 put lerp back after verifying we were indeed getting values passed along. 2018-11-28 14:25:48 -06:00
Azaezel
cf2eaee29b simpler falloff calc for probes 2018-11-28 13:12:59 -06:00
Azaezel
d3eb2f7784 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
8dad81e494 lighting shader fixes 2018-11-28 20:01:35 +10:00
Tim Barnes
15aeba20e7 timmy merge work 2018-11-28 17:51:52 +10:00
Azaezel
5fa2c5b4a6 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
da3bf16ef1 cast to pointer to pointer, not just pointer. (confused yet?) 2018-11-27 08:28:33 -06:00
Azaezel
1703d5910b missed mscore pasalong in .set 2018-11-27 08:03:04 -06:00
Azaezel
e42586f2fa qsort compilation, though still not quite correct 2018-11-25 12:35:35 -06:00
Azaezel
7c72ae665a couple additinal places for scroe to be set 2018-11-25 12:35:02 -06:00
Azaezel
29aa29a9fb 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
Azaezel
b05d68aacd 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 2018-11-23 00:30:23 -06:00
Tim Barnes
fe01f23efe probe shader fix 2018-11-21 20:00:59 +10:00
Tim Barnes
b0fff30d33 lighting single buffer 2018-11-21 15:53:02 +10:00
Areloch
ecef09525a Implemented registration of probes to avoid rendering all probes when unneeded. 2018-11-19 01:18:09 -06:00
Azaezel
a4e592534e shift sky render to last of non-translucents 2018-11-18 18:54:02 -06:00
Azaezel
f75a9ccd24 from @rextimmy: shifts sybox rendering to last (kils a bit of overdraw) 2018-11-18 06:36:16 -06:00
Tim Barnes
f0924c8dcd point light WIP & moved lighting position/direction to WS 2018-11-14 20:58:47 +10:00
Azaezel
d74055619f 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. 2018-11-12 22:55:52 -06:00
Azaezel
17d3531206 add back in brightness and contrast controls, as well as the capacity to shut tonemapping off 2018-11-12 22:54:00 -06:00
Azaezel
551b1c5ce6 mUseHDRCaptures needs more work. shut that back off till we've time to circle back 2018-11-10 00:34:23 -06:00
Azaezel
5cf9e3b319 fix to display that second box 2018-11-10 00:33:42 -06:00
Azaezel
38da4ee655 from timmy: fix for seperated out RGB and A blends 2018-11-10 00:32:24 -06:00
Azaezel
78a3c264b4 REVIEW LATER: invert the world transform for probes to shove them into cam space as far as rotation goes. keep position. 2018-11-09 20:16:15 -06:00
Azaezel
15b7bf39fc debug spew cleanup 2018-11-08 01:27:42 -06:00
Azaezel
605a8cb29b further wipwork on the pointlight conversion. filled CreateSurfaceToLight out in a theoretically correct manner (spoiler, not actually correct) 2018-11-06 20:07:09 -06:00
Azaezel
cf2ed26d6e 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 2018-11-06 20:03:22 -06:00
Azaezel
4cf42a0a83 add in secondary bounds box display for probes as that is not actually linked to the radius/box-based-on-radius 2018-11-06 20:00:34 -06:00
Azaezel
485edb5866 shift surface calcs to post-attenuation. no point if we're just gonna throw the vals out in the end 2018-11-02 17:41:30 -05:00
Azaezel
69a2dae3bb account for attenuation 2018-11-02 16:28:50 -05:00
Azaezel
ed7ace451c add animated spotlight and pointlight to test scene 2018-11-02 16:09:02 -05:00
Azaezel
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. 2018-11-02 16:07:52 -05:00
Azaezel
e9ddde1532 spotlight conversion 2018-11-02 16:04:53 -05:00
Azaezel
39fa9f90e8 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 2018-11-02 16:04:04 -05:00
Azaezel
16283228ac shifted normDepth to pre-Createsurface so we can throw out any calcs as soon as we determine that the pixel is out of viewrange 2018-11-02 15:57:37 -05:00
Azaezel
e4eff8a7ec Merge branch 'PBR_PR' of https://github.com/rextimmy/Torque3D into PBR_PR 2018-11-02 00:51:32 -05:00
Tim Barnes
8323d1a6d9 SkyLight sampler def fix 2018-11-02 09:43:22 +10:00
Tim Barnes
b91126c08c WIP shader work - not complete! 2018-11-02 09:08:45 +10:00
Azaezel
06c894a670 Merge branch 'terrainNormalNeener' into PBR_PR 2018-11-01 14:06:00 -05:00
Brian Roberts
e434d61de3
Update terrFeatureHLSL.cpp 2018-10-29 13:22:16 -05:00
Brian Roberts
fb25d9c5a1
Update terrFeatureGLSL.cpp 2018-10-29 13:21:42 -05:00
Tim Barnes
0ec59875ed
Merge pull request #29 from rextimmy/PBR_PR
oops forgot poor skylight shader
2018-10-28 21:54:50 +11:00
Tim Barnes
14e3be8855 oops forgot poor skylight shader 2018-10-28 20:52:32 +10:00
Tim Barnes
089d49dc93
Merge pull request #28 from rextimmy/PBR_PR
reflection probe updates
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