Commit graph

3089 commits

Author SHA1 Message Date
Lukas Aldershaab 481e2a7230 Improve terrain rendering, handle bug with no detail 2021-01-04 20:06:17 +01:00
Brian Roberts 27641b16ca
Merge pull request #424 from lukaspj/feature/new-terrain-blending
Height based terrain texture blending
2021-01-04 05:36:50 -06:00
Lukas Aldershaab 6f57aa51d2 Add 0.5f term back to contrast calculation 2021-01-03 11:43:13 +01:00
Lukas Aldershaab 9cac064be8 Avoid negative heights in texture blending 2021-01-03 11:35:08 +01:00
Lukas Aldershaab 10ed852dd2 Remove baseline component from contrast 2021-01-03 01:49:07 +01:00
Lukas Aldershaab 26f09d9a97 Fail hard on unrecoverable mistakes in GFXTextureArray 2021-01-03 01:32:39 +01:00
Lukas Aldershaab 60a10f4334 Add global blendDepth slider and update default blendDepth for mats 2021-01-03 01:26:19 +01:00
Lukas Aldershaab db496fa0c4 Make terrain texture settings global, add dialog to painter 2021-01-03 00:50:42 +01:00
Lukas Aldershaab d3996aec84 Add texture size fields to terrain textures and improve editor performance 2021-01-02 18:33:18 +01:00
Lukas Aldershaab 9caa08b7f0 Fix off-by-one in mip levels for OpenGL 2021-01-02 18:19:26 +01:00
Brian Roberts a0ba345095
Merge pull request #432 from Azaezel/alpha40/sdlwebGeneralization
sdl usage standards proposal 3
2021-01-02 11:09:52 -06:00
Brian Roberts 03e6b5b096
Merge pull request #433 from Azaezel/alpha40/shapeAssetErrorFollowups
moar asset errorhandling
2021-01-02 11:09:31 -06:00
Lukas Aldershaab 3c165b7d45 Update blendContrast, add glsl support 2021-01-02 03:30:08 +01:00
Lukas Aldershaab 1ffec9ab56 Add blend contrast slider 2021-01-02 03:20:18 +01:00
Lukas Aldershaab 3c8d07a03e Cleanup and fixes 2021-01-02 02:08:22 +01:00
Lukas Aldershaab 4f472bf402 New terrain blending 2021-01-01 21:07:12 +01:00
Lukas Aldershaab e92e945912 Refactor GFXTextureArray 2021-01-01 21:06:08 +01:00
Lukas Aldershaab 87dd7ffc4a Implement Singlepass Terrain Render 2021-01-01 21:06:01 +01:00
AzaezelX 5e8862dafc further info by request 2020-12-31 19:38:53 -06:00
AzaezelX 6495ee16c6 report shape file location that failed to load, set loaded status to badfilereference if getAssetById can't even find noshape 2020-12-31 18:54:31 -06:00
Brian Roberts 07b9887cdd
Merge pull request #430 from Azaezel/alpha40/macfixes
mac fixes
2020-12-31 14:50:59 -06:00
AzaezelX 254ac462b5 sdl usage standards proposal 3:
again maintains fallbacks for folks that just don't want to use the lib (though if we do want to go that route, we'll likely want to re-review a few commits and put fallbacks, well, *back* at some point)
includes sdl in torqueconfig.h if in use to kill duplication.
adds a generic sdlPlatform.cpp for general methods, oneliners, and the like
2020-12-31 14:44:39 -06:00
AzaezelX 6b53b6581a mac fixes
1) add sdl token for referencing the parent directory of the aplication bundle when determining the root dir
2) shape and mateiral asset macro corrections for a few stray ## redundencies (space, ->, . ect are all conidered token sperators in and of themselves)
2020-12-30 19:36:51 -06:00
Jeff Hutchinson 301bfb4ce7 Merge branch 'Preview4_0_DevHead' into high_resolution_timer 2020-12-30 16:18:56 -05:00
Brian Roberts 578846ab6f
Merge pull request #428 from Areloch/ConsolidatedTerrainCreation
Consolidates and standardizes terrain creation between the editor, asset browser and creator panel
2020-12-29 01:29:34 -06:00
Brian Roberts 1fbf46fa90
Merge pull request #425 from Areloch/MaterialMacroMagic
Initial pass at implementing MaterialAsset macromagic utility functions
2020-12-29 00:40:46 -06:00
Areloch f7ce1efd62 Consolidates and standardizes terrain creation between the editor, asset browser and creator panel
Also shifts terrain data importing into the new terrain asset window instead of separate in the File menu
Also removes redundant loadMaterials call that caused duplicates in the Terrain Painter material list
2020-12-28 23:43:56 -06:00
AzaezelX 482e836797 membervar compile fix 2020-12-28 17:18:19 -06:00
Jeff Hutchinson dee89e25b8 Changes profiler to use the high precision timer built into windows.
Also removes the legacy GetTickCount() fallback as that is no longer necessary in modern versions of windows (Windows XP and greater support QueryPerformanceCounter)
2020-12-28 18:14:21 -05:00
Areloch 3b111b14cc
Merge pull request #417 from Azaezel/alpha40_shapeMacroMagic
corrected and implemented a usage of shapeasset macros
2020-12-28 00:15:04 -06:00
Areloch baeabb4a51
Merge pull request #413 from Azaezel/alpha40_ServerAssetValidator
add validation flagging for server objects
2020-12-28 00:14:46 -06:00
Areloch c1cd217557 Initial pass at implementing MaterialAsset macromagic utility functions and applies it to the renderMeshExample object as well as groundPlane 2020-12-27 23:24:29 -06:00
Lukas Aldershaab 49a8c0ad36 Fix ORM maps in terrain textures
Fix default target for Composite Terrain GLSL
2020-12-26 20:02:37 +01:00
Lukas Aldershaab 0594e13e07 OpenGL: Access viewtangent "DX" style for gbNormal in terrain textures 2020-12-26 12:49:34 +01:00
AzaezelX 516a05301f corrected and implemented a usage of shapeasset macros (and stray membervars touched). todo: shapebaseimage, debris. 2020-12-22 12:34:15 -06:00
Brian Roberts e9dba74891
Merge pull request #375 from Areloch/LoopmodePathManager
Adds handling to the path manager so it can deal with both looping and non-looping paths
2020-12-21 03:05:00 -06:00
Brian Roberts 52ecd8bb0f
Merge pull request #395 from Areloch/MarkActiveScene
WIP of marking active scene in the scenetree
2020-12-19 02:35:58 -06:00
Brian Roberts 7dc6fc8abf
Merge pull request #415 from Areloch/GroundPlaneAssetify
Converts GroundPlane to utilize assets
2020-12-19 02:35:32 -06:00
Brian Roberts 78a836e433
Merge pull request #409 from Azaezel/alpha40_assetPipeCleanups
asset pipe cleanups
2020-12-19 02:34:57 -06:00
Areloch fb5195dd44 Corrects groundplane assigned material in the example and editor levels
Assetifies GroundPlane's handling of it's material field
2020-12-19 01:43:52 -06:00
Areloch 3821ddd15a Merge branch 'GroundPlaneAssetify' of https://github.com/Areloch/Torque3D into Preview4_0 2020-12-18 14:12:54 -06:00
Areloch 8f60d03830 Adjusts Asset Importer logic when looking up and saving out a newly created ShapeConstructor so that it doesn't duplicate a definition it one already exists.
Adds _ORM and -ORM suffixes for PBR-ORM map import rule
Tweaks naming convention for IgnoreNode/Meshes and ImportNode/Meshes to be clearer via the prefix 'Always'
Fixes a token typo in suffix parsing, and adds \t to token deliniation for all suffix parsing to asset importer
2020-12-18 00:55:01 -06:00
AzaezelX 6408297eb9 add validation flagging for server objects
sets up a generic `ServerAssetValidator` PersistenceManager onServerCreated and saves anything marked dirty after processing. demonstrates looking that up and setting something dirty via shapebase::preload asset tagging
2020-12-16 21:31:54 -06:00
Areloch 533ff28814 Corrects recursive path dump so it can actually recurse correctly on linux. This fixes module/asset scan lookups
Also added logic to more correctly get the base path of executable, making it easier for certain debuggers, like on linux, to find the main.cs.
2020-12-15 11:04:15 -06:00
AzaezelX b26c87491f need to ensure we've got an asset at all before setting the loaded state 2020-12-14 13:33:49 -06:00
AzaezelX f95a78d2e8 misc asset pipeline cleanups
AssetImporter::validateAsset make sure the modelDef looked for is valid
AssetImporter::importShapeAsset had a stray +"_"+embeded in it when it came to stitching togeather filenames and extentions
2020-12-14 13:32:45 -06:00
Brian Roberts 484ad73719
Merge pull request #407 from chaigler/wrap_mat_anim_floats
Wraps material animation floats to sane values.
2020-12-14 13:23:06 -06:00
Areloch 334cd1d205 Adds function to better report active device type from GFXDevice
Ensures Window title and options menu correctly displays available and active render api
Fixes AA option so it correctly toggles FXAA
2020-12-12 23:04:50 -06:00
chaigler c342e84bec Wraps material animation floats to sane values.
Wraps material animation floats to sane values to prevent floating point drift.
2020-12-12 20:07:01 -05:00
GoldenThumbs d168df03e0 Correct bump map in waterObject.cpp being in sRGB space 2020-12-11 19:07:19 -06:00