Commit graph

207 commits

Author SHA1 Message Date
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
b489dbd713 reset ligtht outputs to output color*shadowing as oposed to baking shadowing into the alpha chan now that we're ignoring that for lights specifically (though we're still keeping the alpha chan arround for varying-IBL input blending purposes 2018-10-24 20:55:48 -05:00
Azaezel
2cd03ab765 Merge branch 'PBR_PR' of https://github.com/rextimmy/Torque3D into PBR_PR 2018-10-24 20:48:45 -05:00
Azaezel
0d9cc4cdac work on getting render bin ordering correct 2018-10-24 18:27:43 -05:00
Tim Barnes
b182b0cf3b clear gbuffer from code and not from a shader 2018-10-24 18:58:46 +10:00
Azaezel
861da2ba2d take ambient occlusion into account for probe and skylight projections as well, given they are litterally an ambient source 2018-10-17 21:34:09 -05:00
Azaezel
4541a9d4a8 take ao slot in the gbuffer into account by the simple expedient of multiplying the cast-shadow result by the channel 2018-10-17 21:06:24 -05:00
Azaezel
30e69fff1d matinfo.b is smoothness, and matinfo.a metalness fr the gbuffer. 2018-10-16 22:20:07 -05:00
Areloch
d209de9fd9 Corrected box influence logic for probes to accommodate rotations.
Also uncommented line so probe transform is passed along to the render manager.
2018-10-16 16:18:22 -05:00
Areloch
1966d348e4 Shifted to the static-list arrangement for probe instance tracking to help performance as well as drastically streamline the data submission/material instance flow for probe rendering. 2018-10-07 17:32:23 -05:00
Areloch
4efcb567b0 Getting the GL side up-to-date to match. 2018-10-06 17:50:15 -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
ef5e3a5271 Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
Marc Chapman
c7d9b3386a PostFX.hlsl 2018-02-11 17:12:34 +00:00
Marc Chapman
6a6981b956 ShaderModelAutoGen 2018-02-11 17:12:17 +00:00
Areloch
e3145d8f5d Merge pull request #2031 from rextimmy/intel_gl_fix
Intel GL Fix
2017-07-05 23:06:13 -05:00
rextimmy
d0b9eeaa92 Intel GL Fix 2017-07-05 14:45:00 +10:00
Areloch
0801a3cca8 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
90e7976496 Does the prepass->deferred rename for the full template as well to make it play nice while we prep for the swap over to the BaseGame template. 2017-05-08 18:33:14 -05:00
Areloch
6f09e8e3e7 Move the common shader and postFX stuff to core, and moved the debug visualizers to the world editor, where they're actually used. 2017-02-27 15:29:35 -06:00
Azaezel
646c62d9f4 HDR review: remove from reflections, kill depth check, order of operations corrections. 2016-12-27 10:24:49 -06:00
Azaezel
0049678c25 [workaround] pinches parallax steps so the 0-1 range has minimal artifacting 2016-12-06 23:41:28 -06:00
Areloch
97ac826e44 Corrects the specular handling as per Richard's suggestion in #1783 2016-11-09 00:12:35 -06:00
RexTimmy
dd64004eaf MacOS platform support. 2016-09-28 11:09:48 +10:00
Anis
a1983af225 Merge pull request #1762 from Azaezel/specularOrderOfOperations
lightbuffer (aka brightness and shadow) always comes last as a mul
2016-09-17 21:30:02 +02:00
Azaezel
57bd962b33 linearizes fog color so it falls within the same scale system as ambient and the like 2016-09-05 22:18:44 -05:00
Azaezel
b204518344 lightbuffer (aka birghtness and shadow) always comes last as a multiplier 2016-09-05 22:12:36 -05:00
Azaezel
07224ecd97 vec3 variants for toLinear and toGamma 2016-08-09 14:05:54 -05:00
Areloch
679d94d170 Merge pull request #1663 from Azaezel/rainleak
corrects corruption in precipitation class
2016-07-06 20:10:43 -05:00
Azaezel
2723bfbc91 corrects corruption in precipitation class 2016-06-23 11:44:17 -05:00
rextimmy
59f1c331c1 Linux vix shader fixes 2016-06-21 17:02:44 +10:00
Areloch
ee6d9961e3 Merge pull request #1582 from Azaezel/SubSurf
Reimplements a form of subsurface scattering
2016-05-25 13:35:44 -05:00
Azaezel
d79b9a2988 removes w=z trick (was causing fisheye, effectively) 2016-05-18 06:38:13 -05:00
Azaezel
88356ae37f subsurface followup: cleanups and corrections for vectorlightP, fillins for spot, point, and opengl equivalents 2016-04-15 16:06:10 -05:00
Azaezel
00cc949011 reimplements a form of subsurface scattering 2016-04-15 00:20:55 -05:00
Areloch
60ffb8e902 Merge pull request #1568 from Azaezel/soSensitive9001
case sensitivity typofix
2016-04-10 09:28:47 -05:00
Azaezel
df3cb6cb44 case sensitivity typofix 2016-03-25 18:46:25 -05:00
rextimmy
3a9b50f702 Direct3D11 common shader changes. 2016-03-20 21:50:21 +10:00
Azaezel
1c854b6009 opengl crashfix pow(x,y) needed to be passed matching vartypes. 2016-02-29 04:17:42 -06:00
Areloch
c0e29d4a22 Correction for 2 of the render bin settings, as well as correcting the water shader over-exposing it's reflections. 2016-02-27 13:13:12 -06:00
Azaezel
8c5810adad The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of:
renderPrePassMgr.cpp related:
A) shifting .addFeature( MFT_XYZ); calls from ProcessedShaderMaterial::_determineFeatures to ProcessedPrePassMaterial::_determineFeatures
B) mimicking the "// set the XXX if different" entries from RenderMeshMgr::render in RenderPrePassMgr::render
C) fleshing out ProcessedPrePassMaterial::getNumStages() so that it shares a 1:1 correlation with ProcessedShaderMaterial::getNumStages()
D) causing inline void Swizzle<T, mapLength>::ToBuffer( void *destination, const void *source, const dsize_t size )  to silently fail rather than fatally assert if a source or destination buffer is not yet ready to be filled. (support for #customTarget scripted render targets)

Reflections:
A) removing reflectRenderState.disableAdvancedLightingBins(true); entries. this would otherwise early out from prepass and provide no color data whatsoever.
B) removing the fd.features.addFeature( MFT_ForwardShading ); entry forcing all materials to be forward lit when reflected.
C) 2 things best described bluntly as working hacks:
C1) when reflected, a scattersky is rotated PI along it's z then x axis in order to draw properly.
C2) along similar lines, in terraincellmaterial, we shut off culling if it's a prepass material.

Skies: scattersky is given a pair of rotations for reflection purposes, all sky objects are given a z value for depth testing.
2016-02-16 02:50:49 -06:00
Azaezel
5ed06fff9d Script:
by and large, Opengl branch compatibility alterations, though do again note the inclusion of
   sampler["lightBuffer"] = "#lightinfo";
   sampler["colorBuffer"] = "#color";
   sampler["matInfoBuffer"] = "#matinfo";

and
   samplerNames[5] = "$lightBuffer";
   samplerNames[6] = "$colorBuffer";
   samplerNames[7] = "$matInfoBuffer";
entries. This is where the engine knows to pass along a given rendertarget for input into a predefined shader, as opposed to the prior phase's output to targets within procedural ones.

Shader:
the XXXLight.hlsl/glsls account for alterations in inputs, check for emissive and translucency, apply Felix's Normal Mapped Ambient. and pass the results along to  AL_DeferredOutput for final computation before returning the result.
the lighting.hlsl/.glsl consissts of removal of the overridden engine-specific phong specular variant, and defines the  AL_DeferredOutput  method, which equates to the previously used pixspecular feature defined along the lines of
http://books.google.com/books?id=GY-AAwAAQBAJ&pg=PA112&lpg=PA112&dq=blinn+phong+specular+gloss+hlsl&source=bl&ots=q9SKJkmWHB&sig=uLIHX10Zul0X0LL2ehSMq7IFBIM&hl=en&sa=X&ei=DbcsVPeWEdW1yASDy4LYDw&ved=0CB4Q6AEwAA#v=onepage&q=gloss%20&f=false

also includes visualizers

Long term impact: This area, along with the \game\shaders\common\lighting\advanced\lightingUtils.hlsl/.glsl pair will be where we plug in properly attenuated Cook-Torrence later, presuming the impact is not to hefty.
2016-02-16 02:29:54 -06:00
Azaezel
196b214eae engine:
defines and alters a series of material features for deferred shading in order to define a fully fleshed out multiple render target gbuffer patterned after the general principles outlined http://www.catalinzima.com/xna/tutorials/deferred-rendering-in-xna/creating-the-g-buffer/ (though I cannot stress enough *not* using the identical layout)

script:
removes dead material features (ie: those that never functioned to begin with)

shader:
bool getFlag(float flags, int num) definition for retreiving data from the 3rd (matinfo) gbuffer slot's red channel (more on that shortly)

purpose:
_A)_ Small primer on how material features function:
When a https://github.com/GarageGames/Torque3D/search?utf8=%E2%9C%93&q=_determineFeatures call is executed, certain conditions trigger a given .addFeature(MFT_SOMEFEATURE) call based upon material definition entries, be it a value, a texture reference, or even the presence or lack thereof for another feature. In general terms, the first to be executed is ProcessedShaderMaterial::_determineFeatures followed by ProcessedPrePassMaterial::_determineFeatures. The next commit will provide the bindings there. For now it's enough to understand that one of those two will trigger the shadergen subsystem, when rendering a material, to check it's associated list of features and spit out a shader if one is not already defined, or reference a pre-existing one that includes codelines determined by that list of features.

Relevant execution of this is as follows:
DeclareFeatureType( MFT_DeferredDiffuseMap ); - Name
ImplementFeatureType( MFT_DeferredDiffuseMap, MFG_Texture, 2.0f, false ); - Codeline Insertion Order
FEATUREMGR->registerFeature( MFT_DeferredDiffuseMap, new DeferredDiffuseMapHLSL ); - Hook to class which actually generates code
alternately    FEATUREMGR->registerFeature( MFT_Imposter, new NamedFeatureHLSL( "Imposter" ) ); - a simple feature that serves no purpose further than as a test of it's existence (to modify other features for instance)

class DeferredDiffuseMapHLSL : public ShaderFeatureHLSL - Class definition
{
getName  -embeded in the proceedural shader as a remline both up top and before actual code insertions
processPix  - pixel shader codeline insertions
getOutputTargets - used to determine which buffer is written to (assumes only one. depending on branched logic, older features that may be run for either forward or deferred rendering depending on circumstance may have a logical switch based on additional feature flags. as an example:  TerrainBaseMapFeatHLSL::getOutputTargets)
getResources - associated with the Resources struct, closely aligned with the hardware regestry
 getBlendOp - used to determine what blend operation to use if a material requires a second pass (defaults to overwriting)
setTexData - ???
processVert - vertex shader codeline insertions
};

_B)_
The resultant Gbuffer layout defined by the previous commit therefore is as follows:
defaultrendertarget (referred to in shaders as out.col or col depending on GFX plugin) contains either lighting and normal data, or color data depending on if it is used in a deferred or forward lit manner (note for forward lit, this data is replaced as a second step with color. why custommaterials have traditionally had problems with lighting)
color1 (referred to in shaders as out.col1 or col1 depending on GFX plugin) RGB color data and an A for blending operations (including transparency)
color2 (referred to in shaders as out.col2 or col2 depending on GFX plugin) contains:
 red channel comprising material flags such as metalness, emissive, ect,
 green channel for translucency (light shining through, as oposed to  see-through transparency), blue for
 blue for specular strength (how much light influences net color)
 alpha for specular power (generally how reflective/glossy an object is)

long term purpose:
further down the line, these will be used to condition data for use with a PBR subsystem, with further corrections to the underlying mathematics, strength being replaced by roughness, and power by metalness
2016-02-16 02:23:23 -06:00
Azaezel
5b5c6b9907 Deferred Shading
Phase 1: buffers
engine:
provides the following hooks and methods
A) render target "color", and "matinfo". these correspond to texture[0] = "#color";  texture[2] = "#matinfo"; entries in scripts
B) utilizes the independentMrtBitDepth method added GarageGames#857 to set color to an 8RGBA if cards support it
C) adds an RenderPrePassMgr::_initShaders() method to support void RenderPrePassMgr::clearBuffers(). This operates as a pseudo-postfx by rendering a veiwspace plane which fills the screen, then calls a shader which fills both the introduced rendertarget buffers and the prepass buffer to relevant defaults (white with full alpha for prepass, black with full alpha for color and material respectively)

script:
\game\tools\worldEditor\main.cs adds additional hooks similar to GarageGames#863 for colorbuffer, specular map, and backbuffer display
\game\core\scripts\client\lighting\advanced\deferredShading.cs adds the clearbuffer shader, visualizers, and the ShaderData( AL_DeferredShader )  +  PostEffect( AL_DeferredShading ) which combine the various buffers into the output which reaches the screen under normal conditions, as well as the extended debug visualizers.
again, note the lines

   texture[0] = "#color";
   texture[1] = "#lightinfo";
   texture[2] = "#matinfo";
   target = "$backBuffer";
in particular for the core tie-in.

shader:
\game\shaders\common\lighting\advanced\deferredColorShaderP.hlsl
\game\shaders\common\lighting\advanced\gl\deferredClearGBufferP.glsl
the previously mentioned shaders which clear the buffers to specified colors

\game\shaders\common\lighting\advanced\deferredShadingP.hlsl
\game\shaders\common\lighting\advanced\gl\deferredShadingP.glsl
the tie-in shaders

the rest are visualizers

purpose: to expose methodology that allows one to render color, lighting and material information such as specular and gloss which effect the result of both when combined

long term intent: the previous prepass lighting methodology while serviceable, unfortunately had the side effect of throwing out raw color information required by more modern pipelines and methodologies. This preserves that data while also allowing the manipulation to occur only on a screenspace (or reflected speudo-screenspace) basis.
2016-02-16 01:50:58 -06:00
Areloch
cb22357eb2 Merge pull request #1461 from Azaezel/textureLinearization
Diffuse/albedo texture linearization
2016-02-16 01:23:16 -06:00
Areloch
a90eb9762b Re-submission of the Volumetric Fog PR, with cleanup. 2015-12-01 00:10:13 -06:00
Areloch
92aa785bb2 Merge pull request #1442 from Azaezel/shadow_caching
This all seems to work pretty well.
2015-11-12 12:49:58 -06:00
Azaezel
ce2964d2d0 diffuse/albedo texture linearization
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch24.html
2015-11-11 13:52:46 -06:00
Azaezel
24f7dc8314 rtparams(#) needs to match the ssaomask register 2015-11-02 23:01:43 -06:00