Commit graph

5 commits

Author SHA1 Message Date
AzaezelX 98a079a797 code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -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
Azaezel 2753f562e8 shadow caching
SPECIAL NOTE: highly suggest https://github.com/GarageGames/Torque3D/pull/1441 or a variation thereof to prevent debug spew and false-postives for occlusion results.

With significant research, development and prototyping assistance from both @andr3wmac (shaders and partial hook work), and @LuisAntonRebollo (additional culling)

System operates as follows:
1) materials are given an additional castDynamicShadows boolean entry. (Default at time of writing is true by request. Personal usage at time of writing defaults to false. value is default-initialized in materialDefinition.cpp. script/gui exposed)
2) lights are given a staticRefreshFreq and dynamicRefreshFreq (in milliseconds). script/gui exposed
3) materials are (effectively) sorted into dynamic and static shadowmap render lists based on flag. (see shadowMapPass.cpp)
4) initial shadowmaps are generated for each light and 'list'.
5) as each refreshFreq times out, the relevant shadowmap for a given light is refreshed.

Special notes:
dynamicRefreshFreq for all lights is set to a (script exposed) 8MS refresh timer.
StaticRefreshFreq for the lions share of lights defaults to 250 MS (1/4 of a second)
scattersky's embedded light, which is intended to operate in a mobile manner, defaults to 8
to reiterate, these are all customizable per-light via script/inspector gui in the case of alternate project needs.
2015-10-13 18:12:19 -05:00
DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 2012-09-19 11:15:01 -04:00