Commit graph

313 commits

Author SHA1 Message Date
Areloch
e241cbc7c9 ongoing WIP to sort out init'ing issues as well as correcting values so the probes actually correctly update data into the arrays
Additional sanity checks on the updateTexture calls added by timmy
2019-03-25 00:06:08 -05:00
Areloch
399088d09e WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet. 2019-03-24 18:18:44 -05:00
Azaezel
9c6635e4c0 rolled in more of https://github.com/GarageGames/Torque3D/pull/2315 + set the mProbeShapeType(s) for the two derivative classes 2019-02-19 16:34:30 -06:00
Azaezel
077325c0ab swap over to wireframe, plus a few misc cleanups 2019-02-19 13:58:29 -06:00
Azaezel
e1c72b5aa2 tracks wether or not a cubemap has been fully intitialised (as well as defautls for other shared entries). skips out including an uninitialized cuebmap in probe array (inthoery. in practice, need to root arround a bit more) 2019-01-22 02:03:14 -06:00
Azaezel
8e534dd0c9 Merge branch 'method_Unmangle' into PBR_PR 2018-12-12 14:54:22 -06:00
Azaezel
db84f5954e straight convert of RGBA16F saving support for probes. should note gl side seems to be having an issue with loading probes thats resulting in color channel swapping. 2018-12-09 18:09:45 -06:00
Areloch
3a71c75596
Merge branch 'development' into EngineAPI-Refactor 2018-12-09 14:48:50 -06:00
Tim Barnes
6c43c8d29f RGBA16F saving support for probes 2018-12-05 20:01:58 +10:00
Tim Barnes
15aeba20e7 timmy merge work 2018-11-28 17:51:52 +10:00
Azaezel
b05d68aacd correction for folks supporting older codebases outside of this engine: don't try and include the older directx library unless youre also deliberately using the older directsound end of things, and for dx11, reference the #include <d3d11_1.h> lib instead of the <d3d11.h> one to pair with the reference used by SDL2 2018-11-23 00:30:23 -06:00
Tim Barnes
b0fff30d33 lighting single buffer 2018-11-21 15:53:02 +10:00
Azaezel
38da4ee655 from timmy: fix for seperated out RGB and A blends 2018-11-10 00:32:24 -06:00
Tim Barnes
b91126c08c WIP shader work - not complete! 2018-11-02 09:08:45 +10:00
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
df09ad9b54 apply consistent colorspace to cubemaps 2018-10-17 21:04:41 -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.
Moves lighting math to the diffuse/specular two-channel logic.
2018-09-16 22:15:07 -05:00
Areloch
83dd55e851 Add cubemap arrays, as well as control for generation of MIPs on texture targets. 2018-09-16 18:19:04 -05:00
Areloch
e32a431a6c Image format code tweaks. 2018-09-16 17:54:21 -05:00
Areloch
ef5e3a5271 Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
Azaezel
f618ba8e0f alternative to #2268 : remove secondary profiling 2018-07-27 22:00:49 -05:00
Areloch
e6e5e24d23
Merge pull request #2247 from rextimmy/d3d11_tex_lock_fix
Corrects a problem with the D3D11 texture lock/unlock mechanism
2018-07-12 15:17:49 -05:00
rextimmy
3b0c00498b d3d11 copyToBmp fix for new lock/unlock function 2018-07-10 14:13:22 +10:00
Areloch
cc906b95c2
Merge pull request #2265 from OTHGMars/vmParseFromString
Fix for bug in GFXVideoMode::parseFromString()
2018-07-09 13:56:12 -05:00
OTHGMars
e3f675768c Fix for bug in GFXVideoMode::parseFromString()
When testing PR #2264 I discovered that GFXVideoMode::parseFromString() will never assign false to the fullScreen value. That value must be initialized to false going in. I found it hard to believe that that could be the case and not have caused a problem before now, so I dropped:
```c++
   GFXVideoMode vmTest = GFXInit::getDesktopResolution();
   vmTest.fullScreen = true;
   vmTest.parseFromString("800 600 false 32 60");
   Con::printf("%s becomes %s", "800 600 false 32 60", vmTest.toString().c_str());
```
into the end of _GFXInitGetInitialRes() and the output string is:
800 600 false 32 60 becomes 800 600 true 32 60 0

None of the values get assigned by the macro [here](https://github.com/GarageGames/Torque3D/blob/development/Engine/source/gfx/gfxStructs.cpp#L46-L48) if their function evaluates to zero or the token is missing from the string. This commit corrects that for the boolean case to only skip the assignment if the string token is not found.
2018-07-07 02:23:59 -04:00
chaigler
8992744856 _GFXInitGetInitialRes() cleanup
Removes unnecessary code that sets default video mode params. This is
already handled by the GFXVideoMode constructor. The settings are also
immediately overwritten by vm.parseFromString().

Resolves #740
2018-07-05 14:19:05 -04:00
Areloch
36db8eacc3
Merge pull request #2236 from Azaezel/memberMess
cleans up all 'hides' warnings (at time of writing)
2018-05-30 20:36:43 -05:00
rextimmy
395c7af5b6 Corrects a problem with the D3D11 texture lock/unlock mechanism 2018-04-21 18:19:17 +10:00
Lukas Joergensen
00758d380f Eliminate unnecessary uses of ConsoleFunction 2018-04-17 21:41:29 +02:00
Lukas Joergensen
cdfd4f9735 Eliminate DefineConsoleStaticMethod 2018-04-17 21:03:16 +02:00
Lukas Joergensen
3c99ef73a9 Eliminate DefineConsoleMethod 2018-04-17 21:01:50 +02:00
Lukas Joergensen
5bde18143f Eliminate DefineConsoleFunction 2018-04-17 20:54:08 +02:00
Azaezel
28e509af1a 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
3cec0f9d98 augmentation to drawArrow to allow one to explicitly define a radius. 2018-03-27 14:57:23 -05:00
Azaezel
870acaf5e4 gfxDrawutil, gizmo shadowvar cleanups 2018-03-15 20:44:13 -05:00
Glenn Smith
6b024b21bf As suggested, extract strlen calls from sizes into variables so it isn't called twice 2018-03-08 20:59:40 -05:00
Glenn Smith
a94587af43 Use strncpy instead of strcpy because again, buffer overflows 2018-03-06 02:35:33 -05:00
Glenn Smith
1728fe39ad Use strncat instead of strcat to prevent some buffer overflows 2018-03-06 00:48:44 -05:00
Azaezel
f9ab317f65 companion to #2203: corrects a couple backend profile assignment mismatches found with @rextimmys debug spew 2018-02-13 02:51:28 -06:00
Areloch
86756bd929 Loader files didn't properly get deleted with the libmng and lungif library removal. 2018-01-10 09:49:28 -06:00
Areloch
4509d14df3 Merge pull request #2057 from OTHGMars/GFXFormatStrs
Adds missing GFX Texture format strings
2017-09-21 16:56:15 -05:00
Areloch
6ca8ca4d83 Merge pull request #2086 from Azaezel/ProfileProblemPing
textureProfile conflict reporting
2017-09-14 22:19:01 -05:00
Azaezel
ee14bb923e from@rextimmy: reports the same texture used with 2 conflicting textureProfiles (flipping back and forth causes duplicates) 2017-09-14 13:28:13 -05:00
rextimmy
505b9fbd12 Corrects OpenGL projection matrix
Corrects OpenGL glPolygonOffset values
Corrects Direct3D11 DepthBias values
2017-08-25 13:13:47 +10:00
rextimmy
56ba98ac12 Fix potential crash with D3D11 2017-08-12 19:24:09 +10:00
Areloch
e2d3eeffaf Merge pull request #2055 from Areloch/CommonShaderPath_Improvement
Reworks the $Core::commonShaderPath variable usage
2017-08-04 00:58:34 -05:00
Areloch
9831dc947d Merge pull request #2041 from Azaezel/clearTextureStateImmediate
method to make sure we're not getting pixel shader inputs mixed with …
2017-08-04 00:58:13 -05:00
OTHGMars
ba401dbc72 Adds missing GFX Texture format strings
This commit eliminates 5 warnings output from VALIDATE_LOOKUPTABLE here: https://github.com/GarageGames/Torque3D/blob/development/Engine/source/gfx/gfxStringEnumTranslate.cpp#L167
And prevents a fatal error here: https://github.com/GarageGames/Torque3D/blob/development/Engine/source/gfx/gfxTextureManager.cpp#L1371
that occurs when called from GuiOffscreenCanvas::_setupTargets() for an OpenVROverlay because GFXFormatR8G8B8A8_LINEAR_FORCE  is used.
2017-07-27 16:49:02 -04:00
Areloch
7567ca10c3 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