Commit graph

72 commits

Author SHA1 Message Date
Areloch
6a654a9c35 Reorg of the probe initialization/update code to streamline parts of it, and make it flow more obviously
Added some initial asset stuffs for Das Boot for building out a better testing level.
2019-06-04 00:21:52 -05:00
Areloch
ff871f37e3 Added refactor of Editor Settings window
Various fixes for asset handling.
WIP of crash tracking
2019-06-03 02:47:30 -05:00
Areloch
1073765e6d Removed old code that set the BRDF texture and caused a texture profile conflict with the probe array post effect, leading to a crash.
Renamed hasSkylight to mHasSkylight to avoid var ambiguity.
2019-05-26 03:13:16 -05:00
Areloch
ad5f583893 Various fixes 2019-05-11 21:42:27 -05:00
Areloch
9ac9c13fea Updating BaseGame to work with PBR, and a PBR example module 2019-05-08 01:27:51 -05:00
AzaezelX
8a295b5b1c remed out stray code cleanups, added more remmed out code for referencing the way defered calculates bbminmax (as a percentage of the probes actual scale so folks can just copypaste most times) 2019-05-05 18:30:40 -05:00
Areloch
f1a355c04c WIP of forward probe scoring. 2019-05-03 00:03:58 -05:00
Areloch
25f27318f7 Added fetch for BRDF texture for forward rendering use, re-enabled brdf logic in the lighting shader and got the probe arrays properly sampling into forward as well.
TODO: core::rendering pref on the BRDF texture instead of hardcode path, add best-pick logic for forward probes and double-check ogl forward is playing nice.
2019-05-02 00:05:12 -05:00
Areloch
19a1237dcb Ongoing fiddling with correcting the forward render behavior. 2019-04-29 00:07:38 -05:00
Areloch
240e940572 random testing bits trying to isolate remaining forward issues. 2019-04-28 18:32:23 -05:00
AzaezelX
129c59e8bb we likely don't want to be overwriting that set of cubemap array registers for every forward lit object instance 2019-04-26 13:33:28 -05:00
AzaezelX
e6a14514e0 tweaked the updating behavior in the probe manager so calling updateProbes just flags a ProbesDirty bool, which is used to kick the update of the static parameters when the bin's render() is called
that way if multiple probes get updated at once, we don't hit the update loop for each one, which is obviously silly
also fixed the 'probes' cubemaps aren't ready until you nudge them'
turns out when we were setting out global var which we used for the irradiance and prefilter cubemap paths, it was being set AFTER the probes got loaded
so it was using an invalid path to look up the cubemaps
-@areloch
2019-04-22 15:39:55 -05:00
AzaezelX
63bc2215fd no point in resetting effectiveprobecount or mipcount in the compute4probes method. the latter is going to remain a fixed global var to support the cubemap arrays while the latter isn't even used by forward lit (though it likely should be, rather than trying to cook up 2 bound vectors) 2019-04-16 11:47:21 -05:00
AzaezelX
28f55b9cc8 Merge branch 'PBR_ProbeArrayForward' into PBR_ProbeArrayGLWIP
# Conflicts:
#	Engine/source/renderInstance/renderProbeMgr.cpp
2019-04-16 09:34:01 -05:00
Areloch
95962cbcbc GL work 2019-04-15 23:11:18 -05:00
AzaezelX
8be413d53a stray var killoffs 2019-04-10 17:44:54 -05:00
AzaezelX
07827b8032 cleanup duplicate var, and constructor-init skylight shaderconsts 2019-04-10 12:54:46 -05:00
Areloch
ec9e8c3563 Majority of forward work. Some state/register count issues and further testing required.
Also requires proper binding of forward probe values, as well as scoring probes for forward selection.
2019-04-07 23:57:05 -05:00
Areloch
283348f7bc Cleanup/consolidation of shader logic. moved the common methods over to lighting.hlsl
Did all the setup work to feed data for forward probestuffs, just have to rewrite the shaderFeature to replicate the regular probe array logic.
2019-04-03 00:13:58 -05:00
Azaezel
679c2c7fb0 shift bbminmax to relative when sent to the gpu so folks can stick to realworld values 2019-03-26 06:48:56 -05:00
Areloch
4c959e1fa1 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
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
ead78ec588 hook up attenuation value. todo: sort networkjing properly 2019-03-21 23:47:01 -05:00
Azaezel
f55dc92f6b put probe.boxmax/min code back as it was prior to merge. still having that /4 oddness. 2019-03-20 07:38:14 -05:00
Azaezel
9ebe7c4ac2 sync correction 2019-03-18 04:09:34 -05:00
Azaezel
eae6793186 Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
# Conflicts:
#	Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl
2019-03-18 00:18:49 -05:00
Areloch
0b7579b42e 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
Azaezel
78261b0d61 suggested alterations to the probe.worldToLocal math feeding and usage (and a divnull safety for attenuation) 2019-03-17 20:14:58 -05:00
Areloch
8f94d09e6e Begun hook-in of skylight into array
Reworked the reflection reference offset/scale behavior to re-integrate into the editor interface via button(and work)
Hid irrelevent fields from given probe types.
Filter out editPosOffset and bake button fields from being saved to avoid weird loading behavior
2019-03-02 04:48:07 -06:00
Areloch
f87b4e46df WIP of the rewrite of blend/projection to follow BSF's math approach. 2019-02-22 08:12:03 -06:00
Azaezel
0951d6f082 destructor code+ removed a crash-causing redundancy in onRemove 2019-02-20 16:59:58 -06:00
Azaezel
b9176d22fa scale reflection properly 2019-02-19 09:38:34 -06:00
Azaezel
5c356519e4 seperated offset from position (we pass the net to the shader for use in the reflection box), and added a scalar (also only used in the reflection box). maked both as probeRef to denote reflection parameters. 2019-02-19 08:58:02 -06:00
Areloch
dde21794c1 Correct stateblock settings to display probes more correctly without crushing other forward elements. 2019-02-18 00:43:21 -06:00
Areloch
cf1d22ba1b 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
b52799bbce 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
9ec7eb999d 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
34abe1b835 Updated the PostFX ability to setShaderConsts and cubetextures for probes 2019-02-12 01:10:30 -06:00
Areloch
a1b281cc5f Ongoing PostFX org rework. 2019-02-11 00:17:53 -06:00
Areloch
ecad33c598 Org rework and postFX-setup WIP 2019-02-08 01:35:35 -06:00
Azaezel
9a40e82ced set the alignedarray sizes to maxprobes, reguardless of actual probe count 2019-02-07 09:55:52 -06:00
Azaezel
66937ee47a duplication cleanups 2019-02-07 09:46:54 -06:00
Azaezel
a3e4ce5146 cut down on some of that per-frame allocation via prepping our vector 'registers' during the constructor 2019-02-07 09:34:23 -06:00
Azaezel
7529864942 remove push_back uses in favor of consistent [i], fill probe data with defaults before overriding to ensure no garbage data is getting referenced. 2019-02-07 08:05:39 -06:00
Azaezel
2e485c4946 conversionwork courtessy of jeff. seeems float3f aligned arrays were nonfuncntional, so shifts a few over to float4s 2019-02-06 10:59:36 -06:00
Areloch
a8707b2410 Progress in getting array data to comply. 2019-02-02 23:28:51 -06:00
Azaezel
e8c2912498 portwork from jeff to use farFrustumQuad for the vertex shader 2019-01-31 13:00:52 -06:00
Areloch
a0b9c8cfd6 Broke it down to work with a single probe for confirmation of general math and behavior. 2019-01-31 11:44:09 -06:00
Areloch
54a64c0d82 Shifts the verts used to match the fullscreen quad setup of vector light, utilizing FarFrustuQuadVerts 2019-01-30 13:52:59 -06:00