Commit graph

30 commits

Author SHA1 Message Date
AzaezelX
1094e22a0e simgroup to scene conversions 2019-05-02 03:15:42 -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
Areloch
000c7b2263 GL work 2019-04-15 23:11:18 -05:00
Areloch
5cefad72b3 Failed to get the Scene changes for the Full template rolled up. This corrects that. 2019-03-31 22:12:38 -05:00
Areloch
29660ce58b Ongoing tweaks to shaders to puzzle out good blending behavior.
Also tried optimization by shifting all the brdf samples to a single one for the final add-up.
2019-03-27 00:50:24 -05:00
Areloch
e2b194182c Undid debug work, shifted logic over entirely to utilize the updateTexture methods. Refactored probe init'ing so they'll load correctly without nudging, properly sequestered skylights from the probe array and updated the shader to contain az's changes as well as skylight and probe array changes. 2019-03-25 23:17:53 -05:00
Areloch
2bf67f7fa5 Corrections to make it use the correct transform, as well as passing along the scale as our extents in the bbMax.
Adjusts the box influence logic to try the bsf method.
2019-03-18 00:14:06 -05:00
Areloch
ebdae5f4c1 Corrected yorks chapel materials + added to the main test level 2019-03-04 17:57:53 -06:00
Azaezel
6b261db84c lightmap testbed 2019-03-04 16:48:28 -06:00
Azaezel
479959a35b slimmed down level save 2019-03-03 15:59:02 -06:00
Areloch
dbd0c971d3 Broke the functions out from the probeData struct
Moved ibl stuff back out of lighting.hlsl into probeArray shader for now.
2019-03-03 15:47:28 -06:00
Areloch
87e9d3edbd Correct stateblock settings to display probes more correctly without crushing other forward elements. 2019-02-18 00:43:21 -06:00
Areloch
b754c022ba Corrected the blending logic somewhat, added visualization modes for spec/diffuse probe influences, attenuation and contribution. 2019-02-17 03:47:40 -06:00
Areloch
788e265477 Finished current cleanup/reorg.
Temporarily disabled logic for forward render of probes to avoid data mangle. TODO: fix up forward once deferred math is locked in
Split probe modes out into distinct environmental probe objects
Removed the probes from tracking their own baked cubemap file paths and instead have a pref store it
Removed old probe shaders and materials that aren't used now.
Fixed mLastConst memory leak by removing nono line.
2019-02-14 00:35:22 -06:00
Areloch
58e3349286 Further cleanup, proper hook-in of CubeReflector for bake capture.
Shifted update of probe data to be triggered by probe changes.
Pack probes into the data arrays forward-first instead of keeping strict indicies.
todo: move bake to probeManager, clean up old/commented code, remove old probeMaterial stuff
2019-02-13 16:56:28 -06:00
Areloch
c0e8b047f5 Shifted the rest of the probe render code to hook into the array'd uniforms, made the reflection probe shader definition refer to the array shader. 2019-01-19 00:31:42 -06:00
Azaezel
18c204b341 add animated spotlight and pointlight to test scene 2018-11-02 16:09:02 -05:00
Tim Barnes
6e17475f86 WIP shader work - not complete! 2018-11-02 09:08:45 +10:00
Areloch
aad37bc0f5 Corrected some missed bits in the template, and a check in the forward-lit probes 2018-10-10 01:52:19 -05:00
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
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
Daniel Buckmaster
7a54e300e3 Merge pull request #1305 from eightyeight/vignette-settings
Apply vignette settings properly for #1302
2015-05-22 16:27:24 +10:00
Daniel Buckmaster
c1e7041fe9 Corrected another filename case. 2015-05-16 22:50:34 +10:00
Daniel Buckmaster
587afaac4f Case-sensitive filenames for Linux. See #1287. 2015-05-16 22:37:58 +10:00
Daniel Buckmaster
9cfc852192 Apply vignette settings properly for #1302. 2015-05-16 17:52:58 +10:00
Daniel Buckmaster
a8d9f6c499 Fixed Full template art a bit.
Player can now swim properly, and the physical zone elevator is a bit
more helpful (i.e. it sends you to the landing rather than leaving you
floating in midair). Fiddled some more with PostFX settings.
2014-10-06 12:58:32 +11:00
Daniel Buckmaster
e5bc07010c Fixed minor issues with Outpost level.
* Black spots caused by wrongly named images.
 * HDR settings tweaked to be a bit brighter.
2014-10-04 20:30:27 +10:00
Daniel Buckmaster
599ad823b0 Added Outpost testing level by Azaezel. 2014-10-02 10:51:39 +10:00
DavidWyand-GG
f439dc8dcd Full Template for ticket #1 2012-09-19 11:54:25 -04:00