Commit graph

3944 commits

Author SHA1 Message Date
AzaezelX
76dbedb02f reskinning fixes
1) falls back to assuming the word "base" is what is to be replaced if no "oldSkin = newSkin" entry exists
2) falls back to *using* base if the entry is left entriely blank
2019-05-21 12:03:19 -05:00
OTHGMars
2d1f78858f Fixed text formatting 2019-05-21 07:10:05 -04:00
OTHGMars
9a1766479d Import Options gui Update
Updated import options gui with tree view, additional shape statistics and settings load/save options. See /Engine/lib/assimp/t3d_usage.md for usage tips.
2019-05-21 01:19:35 -04:00
OTHGMars
2eaa917e00 Import settings persistence
Adds new settings to ColladaUtils::ImportSettings and TSShapeConstructor::ImportSettings for persistence. Shape will now be re-imported with the original settings if the source art is newer or the cached.dts file has been deleted.
Fixes material transparency blend mode assignment.
Adds implementation for override scale, material prefix and always/never import options.
Reads and applies metadata fields for scale and up axis from formats that provide it.
Eliminates the assimp.log file and redirects log messages to console.log. Verbose logging is enabled in debug builds.
2019-05-21 01:18:27 -04:00
OTHGMars
45f631b5e5 Prevents engine crash when loading shapes using the KHR_draco_mesh_compression extension. 2019-05-21 01:06:01 -04:00
Areloch
8d3821219f Added practicing's openAL eax fix 2019-05-19 21:33:58 -05:00
Areloch
ebb51bb178 Catch the template files up and add the improved convex editor bits. 2019-05-19 21:30:45 -05:00
Areloch
8c05e33e7e Forgot changes to the guiTreeViewCtrl to enable advanced filtering behavior. 2019-05-18 02:37:28 -05:00
Areloch
af14de2bb7 Implements a Material Instance viewer to the material editor to see a feature-filtered dump of the generated shaders for a given material. 2019-05-17 01:48:45 -05:00
Areloch
529558f671 Initial implementation of Custom Shader Features 2019-05-17 01:20:19 -05:00
Areloch
3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development 2019-05-13 00:28:23 -05:00
Areloch
c283295f22 Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development 2019-05-11 21:53:08 -05:00
Areloch
3fa7a0d4fa Various fixes 2019-05-11 21:42:27 -05:00
Areloch
60a29777fa WIP updated UI
WIP dark editor theme
fixed multiwindow
2019-05-09 00:11:49 -05:00
Areloch
cedbd387d9 Updating BaseGame to work with PBR, and a PBR example module 2019-05-08 01:27:51 -05:00
Areloch
e83ec69292 Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Azaezel/Torque3D into development 2019-05-06 01:50:45 -05:00
Areloch
82c74b4511 Merge branch 'VerveMergeWIP' of https://github.com/Areloch/Torque3D into development 2019-05-06 01:49:58 -05:00
AzaezelX
57ee1882fa strip out unused pixspecular to cut down on sources of confusion 2019-05-05 20:10:14 -05:00
AzaezelX
80c9f35ee1 go back to using raw wsNormal with a few additional prep-lines for if that hasn't been made a var for that shader yet 2019-05-05 18:34:39 -05:00
AzaezelX
ae752a04e8 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
951594259f Merge branch 'AssimpWIP' of https://github.com/Areloch/Torque3D into development 2019-05-04 16:25:16 -05:00
Areloch
bac0b2e8df Merge branch 'GameObjectExamples' of https://github.com/Areloch/Torque3D into development 2019-05-04 16:25:00 -05:00
Areloch
7f37aced90 Merge branch 'ExpandsComponents' of https://github.com/Areloch/Torque3D into development 2019-05-04 16:09:09 -05:00
Areloch
ace58e2c28 Merge branch 'ExpandedAssetsPR' of https://github.com/Areloch/Torque3D into development 2019-05-04 16:08:11 -05:00
Areloch
13fb5cd5b9 Merge pull request #2311 from Bloodknight/TerrainSnapOffsetZ
Snap to terrain Z offset.
2019-05-04 14:25:03 -05:00
Areloch
4e9b9b4724 Merge pull request #2328 from Areloch/neverImportMat
Adds a filter for materials to never import when importing a shape
2019-05-04 11:51:21 -05:00
Areloch
5d1ff71525 Merge pull request #2324 from Areloch/TweakedguiTreeViewObjectHandling
Tweaks some object handling of guiTreeViewObj
2019-05-04 11:51:03 -05:00
Areloch
ddfc416418 Expands/Cleans up a lot of the asset functionality, including management, file association, and creation/importing 2019-05-04 11:49:42 -05:00
Areloch
ba2e9f1547 Merge pull request #2342 from Azaezel/volFogFix
fix(es) for volumetric fog when dealing with dedicated servers.
2019-05-04 11:24:18 -05:00
AzaezelX
432a927884 Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP 2019-05-03 00:40:57 -05:00
Areloch
446d094b03 uncommented a bit that was done up for debugging/testing 2019-05-03 00:30:05 -05:00
AzaezelX
fccd2117cf Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP 2019-05-03 00:21:01 -05:00
Areloch
bd170b5abe WIP of forward probe scoring. 2019-05-03 00:03:58 -05:00
Areloch
4e557aec83 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
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
AzaezelX
98a3ff604a nonbreaking 'specularcolor' to 'pbrConfig' var conversion. (TODO: specularMap entries) 2019-04-29 19:40:22 -05:00
AzaezelX
d519479562 shifted forward lit probe lighting to pre-rt lighting in keeping with the deferred methodologies. in diong so, also needed to add a vertex feature for in/out tangent space normals detection. also in keeping with the fact we sample the deferred albedo result-buffer, fed the createForwardSurface the output target so that can take color multiplication et al instead of just raw albedo 2019-04-29 17:39:47 -05:00
AzaezelX
de385bc220 Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP 2019-04-29 00:32:40 -05:00
Areloch
65fb8bc5f3 Ongoing fiddling with correcting the forward render behavior. 2019-04-29 00:07:38 -05:00
AzaezelX
26b3ecff4c Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP 2019-04-28 20:37:03 -05:00
Areloch
6db975e81c random testing bits trying to isolate remaining forward issues. 2019-04-28 18:32:23 -05:00
AzaezelX
d2a01ece03 gl conversionwork - forward lit variant. do note, crashs with
`Engine\source\gfx\gfxDevice.cpp(837,0): {Fatal} - GFXDevice::setTexture - out of range stage! -1>16` though the shaders themselves are now in a compling state (ostensibly)
2019-04-28 06:24:19 -05:00
Areloch
093f50bd9d Make the gl cubemap array init that takes a pointer list of cubemaps actually have parity to the updateTexture gl calls(aka, actually works). 2019-04-27 03:09:01 -05:00
AzaezelX
404cb929c1 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
d766348867 1) bumped bytesPerTexel on up to 8 and got rid of the explicit fillin
2) fed glTexSubImage3D GL_RGBA instead of a second GFXGLTextureType[mFormat]. this tells it what order colors come in, not what size
3)for safeties sake, skipped out on updatetexture if the fed cubemap isn't initialized yet
2019-04-26 13:32:23 -05:00
Areloch
175f0eebb7 ongoing WIP of openGL cubemap arrays.
Got the initialization of the arrays to work, but currently fill the supplied cubemaps with flat 1 values(effectively filling with garbage) as sampling from the cubemap to feed to the array leads to memory/heap corruption.
2019-04-26 01:57:07 -05:00
OTHGMars
8ecbe5992a Sanity check for sequence times.
If the sequence end time is greater than 1000, millisecond timestamps are automatically assigned.
2019-04-25 16:27:46 -04:00
OTHGMars
6660f253b5 Fix for importing animated skinned meshes.
Scale is negated in inverse bind matrices.
Vertex weights are normalized (glTF importer is limited to 4 weights per vert).
Fixed interpolation for animations where the first frame is not at 0.0.
Allows cached.dts version of assimp imported shapes to be loaded.
2019-04-25 16:02:22 -04:00
OTHGMars
6be2989bbc glTF2 Importer Update.
Vertex weights are now correctly assigned for skinned meshes. Portions of the vertex weight fix were taken from: https://github.com/ConfettiFX/The-Forge/blob/master/Common_3/ThirdParty/OpenSource/assimp/4.1.0/code/glTF2Importer.cpp#L823-L860.
Inverse bind matrices have been adjusted to be consistent with the other importers.
All nodes, joints and meshes are now named so T3D can cross reference when loading animations.
All T3D specific changes have been bracketed in //T3D_CHANGE_BEGIN and //T3D_CHANGE_END tags to make them easier to find when the assimp library is updated.
2019-04-25 15:41:01 -04:00
AzaezelX
b5436b6cb7 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