Commit graph

164 commits

Author SHA1 Message Date
AzaezelX
8fac88dadc more misc cleanup, including cutting down on sampling the pbrconfigmap by filling that out first, and drawing the smooth and metal vars from it, and filling out an ao var in case folks wanna use that later, as well as a bit more doubled up functionality prune-down. still tracing why forward lit seems to have lost the map config feature 2019-10-23 20:38:13 -05:00
AzaezelX
ad216abc02 cleans up a few more spots of various variables that ammount to the "PBRConfig" in the end, as well as a MFT_isDeferred test for determining if that's stored off as a temp-val or in the gbuffer. though seem to have forgotten a catch, as it's not finding the MFT_PBRConfigMap feature and falling back to recreation come time to process MFT_ReflectionProbes 2019-10-23 14:59:29 -05:00
AzaezelX
bfccfca0ce more conversionwork from specular entries to pbrconfig ones, adds backend glowmul and glowmap var tracking, as well as pbrconfigmap composite slip-in for the glowmap (sans shaderfeatures just yet). seems to have busted forward lit application though... 2019-10-22 15:11:39 -05:00
AzaezelX
65cbf49c4a backend specularMap to PBRConfigMap alts.
left:
     addField( "specularMap", TypeImageFilename, Offset(mPBRConfigMapFilename, Material), MAX_STAGES,
scripthook till last since that *will* break all current materials.
2019-10-16 15:51:02 -05:00
AzaezelX
022b87cac2 from user Ewyncat: adds invcameratrans, cameratoscrren, and screentocamera postfx and shader matrix interfaces.
also a bit of backend work to normalize those later once we've proof-of-concepted the calcs
2019-09-06 14:25:17 -05:00
Areloch
af77444ec9 Merge branch 'MatInstanceViewer' of https://github.com/Areloch/Torque3D into Preview4_0
Fixed up forward IBL
Reimplemented old forward light shader code as a baseline so it can be updated to new PBR math
2019-06-27 00:36:56 -05:00
Areloch
dd3422b5a2 Added ability to pass ints to post effect shader consts
Reorg'd probe init to flow better and be more robust on load
Cleaned up various parts of the probe render manager to be more stable
Fixed issue with crash on release due to numProbe in loops being 0
Updated glsl probe array shader
Beginning of rework of editor settings
Beginning of conversion of asset import config to similar system as editor settings
2019-06-13 00:37:12 -05:00
Areloch
17cec11b97 Added refactor of Editor Settings window
Various fixes for asset handling.
WIP of crash tracking
2019-06-03 02:47:30 -05:00
Areloch
ae857faae2 Adds test shapes of Kork and SpaceOrc
Sidestep of memleak from CSF at the moment
Minor fixes and corrections with asset importing and loose files
WIP of updated options menu
2019-05-28 17:24:29 -05:00
AzaezelX
afa52850c3 Merge branch 'CustomShaderFeaturesPR' of https://github.com/Areloch/Torque3D into alpha40Macwork
# Conflicts:
#	Engine/source/materials/materialDefinition.cpp
#	Engine/source/materials/processedFFMaterial.h
#	Engine/source/materials/processedShaderMaterial.cpp
#	Engine/source/renderInstance/renderBinManager.cpp
#	Engine/source/renderInstance/renderGlowMgr.cpp
#	Engine/source/renderInstance/renderMeshMgr.cpp
#	Engine/source/renderInstance/renderPassManager.h
#	Engine/source/renderInstance/renderTranslucentMgr.cpp
#	Engine/source/shaderGen/customShaderFeature.cpp
#	Engine/source/shaderGen/customShaderFeature.h
2019-05-22 23:36:15 -05:00
Areloch
ebb51bb178 Catch the template files up and add the improved convex editor bits. 2019-05-19 21:30:45 -05:00
Areloch
af14de2bb7 Implements a Material Instance viewer to the material editor to see a feature-filtered dump of the generated shaders for a given material. 2019-05-17 01:48:45 -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
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
Areloch
2abdef7459 Collapse the ProbeManager into RenderProbeMgr to simplify the probe management/rendering behavior(as the game sim doesn't require simple access to probe data, unlike lights) 2019-01-26 02:05:18 -06:00
Areloch
f110158654 Probe Array WIP 2019-01-07 20:34:19 -06:00
Azaezel
453958234e console conversion 2018-12-12 16:01:26 -06:00
Azaezel
1eed979a9c Merge branch 'method_Unmangle' into PBR_PR 2018-12-12 14:54:22 -06:00
Areloch
6cf0c9e360 Merge branch 'development' into EngineAPI-Refactor 2018-12-09 14:48:50 -06:00
Tim Barnes
9e65e940d0 lighting single buffer 2018-11-21 15:53:02 +10:00
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
13334b4d5c Merge branch 'development' of https://github.com/GarageGames/Torque3D into memberMess
# Conflicts:
#	Engine/source/sfx/sfxSystem.cpp
2018-04-23 10:08:14 -05:00
Lukas Joergensen
76908eae3c Eliminate DefineConsoleMethod 2018-04-17 21:01:50 +02:00
Lukas Joergensen
e718841467 Eliminate DefineConsoleFunction 2018-04-17 20:54:08 +02:00
Areloch
bc1b506205 Merge pull request #2146 from Azaezel/specializationShenanigans
changes find, swap, for_each, and delete_pointer from global to t3d namespace
2018-04-17 03:02:03 -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
33ebe34440 more gfx shadowvar cleanups 2018-03-13 21:25:45 -05:00
Azaezel
02541ab1f9 shader hooks and gen cleanups 2018-03-13 18:07:58 -05:00
Glenn Smith
79c34c68db Use strncpy instead of strcpy because again, buffer overflows 2018-03-06 02:35:33 -05:00
Glenn Smith
7769da9434 Use strncat instead of strcat to prevent some buffer overflows 2018-03-06 00:48:44 -05:00
Marc Chapman
ef437835d7 Profile change for specular files 2018-02-12 16:20:18 +00:00
Azaezel
01f0d5cfca tAlgorythm fed namespace T3D for better library interoperability. resulted in the need to specify usage in... a few places. 2017-12-27 22:57:47 -06:00
Areloch
39f86d8c30 asdasd 2017-10-26 17:06:27 -05:00
Areloch
9a5700addc Handler binding on a scene level working 2017-10-19 15:34:57 -05:00
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
5019478aad begun adding uniform hooks 2017-10-07 14:36:58 -05:00
Areloch
dc5e502dec Initial implementation of Custom Shader Features. 2017-10-05 17:04:51 -05:00
Marc Chapman
a64a2c9793 remap-txr-tags -- runtime reassignment of texture tag names. (Useful for splitting up tags with the same name in order to map different materials to them.)
bbox-check -- a change that allows disabling of a confusing error message.
2017-07-27 00:15:01 +01:00
Marc Chapman
d4c2eeea98 Selection Highlighting 2017-07-26 23:48:29 +01:00
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
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