Commit graph

169 commits

Author SHA1 Message Date
Brian Roberts
47640420ca mac compilation correction - don't use Class:Class constructors 2019-05-21 21:29:19 -05:00
Areloch
529558f671 Initial implementation of Custom Shader Features 2019-05-17 01:20:19 -05:00
Areloch
3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development 2019-05-13 00:28:23 -05:00
Areloch
c283295f22 Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development 2019-05-11 21:53:08 -05:00
AzaezelX
57ee1882fa strip out unused pixspecular to cut down on sources of confusion 2019-05-05 20:10:14 -05:00
AzaezelX
80c9f35ee1 go back to using raw wsNormal with a few additional prep-lines for if that hasn't been made a var for that shader yet 2019-05-05 18:34:39 -05:00
AzaezelX
fccd2117cf Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP 2019-05-03 00:21:01 -05:00
Areloch
4e557aec83 Added fetch for BRDF texture for forward rendering use, re-enabled brdf logic in the lighting shader and got the probe arrays properly sampling into forward as well.
TODO: core::rendering pref on the BRDF texture instead of hardcode path, add best-pick logic for forward probes and double-check ogl forward is playing nice.
2019-05-02 00:05:12 -05:00
AzaezelX
dd1470202d Merge branch 'development' of https://github.com/GarageGames/Torque3D into PBR_ProbeArrayGLWIP
# Conflicts:
#	Engine/source/gfx/D3D11/gfxD3D11Device.cpp
#	Engine/source/lighting/lightManager.cpp
#	Templates/Full/game/levels/Empty Room.mis
#	Templates/Full/game/levels/Empty Terrain.mis
2019-05-01 23:18:31 -05:00
AzaezelX
98a3ff604a nonbreaking 'specularcolor' to 'pbrConfig' var conversion. (TODO: specularMap entries) 2019-04-29 19:40:22 -05:00
AzaezelX
d519479562 shifted forward lit probe lighting to pre-rt lighting in keeping with the deferred methodologies. in diong so, also needed to add a vertex feature for in/out tangent space normals detection. also in keeping with the fact we sample the deferred albedo result-buffer, fed the createForwardSurface the output target so that can take color multiplication et al instead of just raw albedo 2019-04-29 17:39:47 -05:00
AzaezelX
26b3ecff4c Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP 2019-04-28 20:37:03 -05:00
Areloch
6db975e81c random testing bits trying to isolate remaining forward issues. 2019-04-28 18:32:23 -05:00
AzaezelX
d2a01ece03 gl conversionwork - forward lit variant. do note, crashs with
`Engine\source\gfx\gfxDevice.cpp(837,0): {Fatal} - GFXDevice::setTexture - out of range stage! -1>16` though the shaders themselves are now in a compling state (ostensibly)
2019-04-28 06:24:19 -05:00
AzaezelX
9597014bc2 resource count and type sync with the computeForwardProbes call-insertion for shadergen. probly going to need to cook up a cubearray type 2019-04-11 12:31:15 -05:00
AzaezelX
7108c8cc64 use the right recreation when lacking a composite map (still need to do up matinfo flags) 2019-04-11 12:30:03 -05:00
AzaezelX
d2ed2555c9 typofix+ *add* computeForwardProbes to replicate the stateblock used in deferred 2019-04-10 17:46:42 -05:00
AzaezelX
8118f42411 leverage the macros for a bit more legibility 2019-04-10 14:14:10 -05:00
AzaezelX
ed385ff342 conform some of the "specularColor" entries (TODO: matinfo flags, like emissive/glow ect) 2019-04-10 12:56:20 -05:00
AzaezelX
68f47d6041 defaults for diffusecolor, specularcolor (reminder todo: shift that to composite) and normal for createForwardSurface 2019-04-10 11:48:22 -05:00
Areloch
c025760422 Majority of forward work. Some state/register count issues and further testing required.
Also requires proper binding of forward probe values, as well as scoring probes for forward selection.
2019-04-07 23:57:05 -05:00
Areloch
afb5a589c3 Cleanup/consolidation of shader logic. moved the common methods over to lighting.hlsl
Did all the setup work to feed data for forward probestuffs, just have to rewrite the shaderFeature to replicate the regular probe array logic.
2019-04-03 00:13:58 -05:00
Azaezel
b50f72b109 set gl vertcolor mapping to bgra format, the same as we do for stateblocks 2019-02-11 07:42:31 -06:00
Areloch
f110158654 Probe Array WIP 2019-01-07 20:34:19 -06:00
Tim Barnes
9e65e940d0 lighting single buffer 2018-11-21 15:53:02 +10:00
Azaezel
518bcaaabf from @rextimmy: shifts sybox rendering to last (kils a bit of overdraw) 2018-11-18 06:36:16 -06:00
Tim Barnes
9a39afa0eb reflection probe updates 2018-10-28 20:42:26 +10:00
Areloch
b19a4b22c8 Implementation of reflection and skylight probes.
Moves lighting math to the diffuse/specular two-channel logic.
2018-09-16 22:15:07 -05:00
Areloch
b4a1d18f42 Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
Azaezel
cbce2ee805 Merge branch 'development' of https://github.com/GarageGames/Torque3D into memberMess
# Conflicts:
#	Engine/source/console/consoleFunctions.cpp
2018-03-28 15:42:34 -05:00
Azaezel
1138637718 crashfix from prior commit 2018-03-14 18:44:51 -05:00
Azaezel
02541ab1f9 shader hooks and gen cleanups 2018-03-13 18:07:58 -05:00
Glenn Smith
d9a723d533 More cats and cpys in files that xcode doesn't see 2018-03-07 01:13:56 -05:00
Glenn Smith
79c34c68db Use strncpy instead of strcpy because again, buffer overflows 2018-03-06 02:35:33 -05:00
Areloch
9ad2e18766 Initial setup for shader connectors 2018-01-16 14:24:21 -06:00
Areloch
7219899287 Working on shader const binding 2017-10-17 08:48:31 -05:00
Areloch
70c154c7d3 Implement of the shader consts binding. 2017-10-10 15:54:54 -05:00
Areloch
74138342d1 Added support for uniforms, textures and samplers. 2017-10-09 17:15:57 -05:00
Areloch
512c4515fc Updates 2017-10-06 16:49:50 -05:00
Areloch
dc5e502dec Initial implementation of Custom Shader Features. 2017-10-05 17:04:51 -05:00
Areloch
5220032bd4 Moves the initialization of the shader common path const var so it is set before we do an initial setup of some shadergen fields. 2017-09-11 23:48:49 -05:00
Areloch
f7688f8327 Removes the pointless getVariable call when doing the init on our smCommonShaderPath var. 2017-07-24 23:52:11 -05:00
Areloch
8c807485b1 Reworks the $Core::commonShaderPath variable usage to be a static variable in ShaderGen for efficiency(only one getVariable when shadergen is initialized), as well as implements the ability to set a default value, and ensures that it tries to set a path even if the pref variable is missing which is important for ported projects from older builds. 2017-07-24 00:40:27 -05:00
Areloch
25686ed4be Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
Areloch
edd1e0a270 Removes Direct3D9 functionality. 2017-05-28 16:51:31 -05:00
Areloch
124ecb2fe0 Merge pull request #1984 from FooBarbarians/fix-1912
Reordering initialization methods #1912
2017-04-26 01:11:51 -05:00
Masquara
15f67015d3 Reordering initialization methods #1912 2017-04-19 14:02:45 -04:00
Areloch
dba8b5b327 Merge branch 'development' into Xenon_Removal 2017-04-18 20:47:43 -05:00
Areloch
af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 2017-04-11 00:23:14 -05:00
Areloch
ed14b6fced Removes bits of code and includes that are based on old 360, xbox and PS3 flags that are no longer needed. 2017-04-08 20:30:57 -05:00