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
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
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
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
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
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
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
Tim Barnes
14e3be8855
oops forgot poor skylight shader
2018-10-28 20:52:32 +10:00
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
Areloch
b89e189047
Added the temporary 'use HDR cubemaps' override to use the in-memory full HDR range prefilter and irradiance cubemaps instead of the saved LDR ones.
...
Also fixed the target order with the skylight shader so it renders to the right targets.
2018-10-26 01:19:14 -05:00
Azaezel
726c748578
Merge branch 'PBR_Bins_Reordered' of https://github.com/Areloch/Torque3D into PBR_PR
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# Conflicts:
# Engine/source/gfx/D3D11/gfxD3D11Device.cpp
# Engine/source/renderInstance/renderDeferredMgr.h
2018-10-25 14:30:12 -05:00
Areloch
62a6a6a5f0
Adjusts the lightbin manager to be a regular bin, and shifts ownership of both lighting targets to the deferred manager. Probes now render ahead of lights to make the additive order jive.
...
Also reordered the probe targets used so they match lights for consistency.
2018-10-24 23:43:12 -05:00
Azaezel
b489dbd713
reset ligtht outputs to output color*shadowing as oposed to baking shadowing into the alpha chan now that we're ignoring that for lights specifically (though we're still keeping the alpha chan arround for varying-IBL input blending purposes
2018-10-24 20:55:48 -05:00
Azaezel
2cd03ab765
Merge branch 'PBR_PR' of https://github.com/rextimmy/Torque3D into PBR_PR
2018-10-24 20:48:45 -05:00
Azaezel
0d9cc4cdac
work on getting render bin ordering correct
2018-10-24 18:27:43 -05:00
Tim Barnes
9b4fd58d32
stateblock changes for lighting
2018-10-24 19:25:20 +10:00
Tim Barnes
b182b0cf3b
clear gbuffer from code and not from a shader
2018-10-24 18:58:46 +10:00
Azaezel
861da2ba2d
take ambient occlusion into account for probe and skylight projections as well, given they are litterally an ambient source
2018-10-17 21:34:09 -05:00
Azaezel
4541a9d4a8
take ao slot in the gbuffer into account by the simple expedient of multiplying the cast-shadow result by the channel
2018-10-17 21:06:24 -05:00
Azaezel
30e69fff1d
matinfo.b is smoothness, and matinfo.a metalness fr the gbuffer.
2018-10-16 22:20:07 -05:00
Areloch
d209de9fd9
Corrected box influence logic for probes to accommodate rotations.
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Also uncommented line so probe transform is passed along to the render manager.
2018-10-16 16:18:22 -05:00
Areloch
4942168529
Corrected some missed bits in the template, and a check in the forward-lit probes
2018-10-10 01:52:19 -05:00
Areloch
1966d348e4
Shifted to the static-list arrangement for probe instance tracking to help performance as well as drastically streamline the data submission/material instance flow for probe rendering.
2018-10-07 17:32:23 -05:00
Areloch
4efcb567b0
Getting the GL side up-to-date to match.
2018-10-06 17:50:15 -05:00
Areloch
24007432e8
Updates and fixes to probe and lighting logic.
2018-09-17 01:52:18 -05:00
Areloch
2be32ad737
Implementation of reflection and skylight probes.
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Moves lighting math to the diffuse/specular two-channel logic.
2018-09-16 22:15:07 -05:00
Areloch
ef5e3a5271
Core implementation of Physical Based Rendering.
2018-09-15 20:19:57 -05:00
Ratfish Studios
7af34fa432
Rearranges the right-mouse click popup menus for the world editor and gui editors to a) be organized more logically and b) be more flexible.
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This also fixes some insecure behavior relying on %this value eval'ing, which has also been modified to be better.
Also fixes up some old calls for getting menubar menus by internal name, which is no longer supported, instead using the findMenu function call.
2018-05-08 00:30:15 -05:00
Areloch
be1ced71a4
Includes some renderbin declarations that are needed for AFX that got missed in the original PR.
2018-03-26 23:31:10 -05:00
Areloch
ffe9405568
Adds a convenience function to refresh the console dialog.
2018-03-17 14:37:07 -05:00