Azaezel
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79d506d439
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1)use standard setupPass inheritance chain. already checks for !mprocessedmaterial and a few other things
2)pass along mIsSkylight from probes to matinstances
3) stubbs in a seperate setupPass for skylightmatinstance
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2018-11-23 02:05:36 -06:00 |
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Azaezel
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96101a0e56
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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
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2018-11-23 00:30:23 -06:00 |
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Tim Barnes
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9df1338d4b
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probe shader fix
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2018-11-21 20:00:59 +10:00 |
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Tim Barnes
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9e65e940d0
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lighting single buffer
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2018-11-21 15:53:02 +10:00 |
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Areloch
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c4a4fe5304
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Implemented registration of probes to avoid rendering all probes when unneeded.
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2018-11-19 01:18:09 -06:00 |
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Azaezel
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ecd47830ca
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shift sky render to last of non-translucents
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2018-11-18 18:54:02 -06:00 |
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Azaezel
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518bcaaabf
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from @rextimmy: shifts sybox rendering to last (kils a bit of overdraw)
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2018-11-18 06:36:16 -06:00 |
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Tim Barnes
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c64aee9dcc
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point light WIP & moved lighting position/direction to WS
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2018-11-14 20:58:47 +10:00 |
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Azaezel
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da2c536daa
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emissive fix: return the surface.basecolor in place of zeros emissive is at minimum non-shadowed. TODO: consult folks on if they want a multiplier, mask, or mix for further customization there.
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2018-11-12 22:55:52 -06:00 |
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Azaezel
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338e66b7e6
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add back in brightness and contrast controls, as well as the capacity to shut tonemapping off
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2018-11-12 22:54:00 -06:00 |
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Azaezel
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29e78d2034
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mUseHDRCaptures needs more work. shut that back off till we've time to circle back
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2018-11-10 00:34:23 -06:00 |
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Azaezel
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9ec243cb87
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fix to display that second box
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2018-11-10 00:33:42 -06:00 |
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Azaezel
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b19fe23473
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from timmy: fix for seperated out RGB and A blends
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2018-11-10 00:32:24 -06:00 |
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Azaezel
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79e2d5d459
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REVIEW LATER: invert the world transform for probes to shove them into cam space as far as rotation goes. keep position.
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2018-11-09 20:16:15 -06:00 |
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Azaezel
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daef7aa128
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debug spew cleanup
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2018-11-08 01:27:42 -06:00 |
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Azaezel
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452c35f11c
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further wipwork on the pointlight conversion. filled CreateSurfaceToLight out in a theoretically correct manner (spoiler, not actually correct)
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2018-11-06 20:07:09 -06:00 |
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Azaezel
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b8fb90ab94
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added the additional colorbuffer entry to the probe projection shader so we get output. TODO: leverage the new CreateSurface methodologies to match with the skylight
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2018-11-06 20:03:22 -06:00 |
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Azaezel
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73a7d205e2
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add in secondary bounds box display for probes as that is not actually linked to the radius/box-based-on-radius
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2018-11-06 20:00:34 -06:00 |
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Azaezel
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913fbef66d
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shift surface calcs to post-attenuation. no point if we're just gonna throw the vals out in the end
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2018-11-02 17:41:30 -05:00 |
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Azaezel
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508e9b4f27
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account for attenuation
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2018-11-02 16:28:50 -05:00 |
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Azaezel
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18c204b341
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add animated spotlight and pointlight to test scene
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2018-11-02 16:09:02 -05:00 |
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Azaezel
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7c05e3d33d
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pointlight conversion rev1- filled in creatrsurface, used pre-exisitng calcs for nDotL to aproximate the light direction needed by CreateSurfaceToLight(surface, dot( lightVec, normDepth.xyz )); NOTE: compiles, but artifacts badly.
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2018-11-02 16:07:52 -05:00 |
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Azaezel
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1169ad05f1
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spotlight conversion
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2018-11-02 16:04:53 -05:00 |
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Azaezel
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b992446fff
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we're no longer making use of a singular lightbuffer to double up as a baked lighting/ibl channel passed to lights themselves, so save a screens worth of transmission
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2018-11-02 16:04:04 -05:00 |
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Azaezel
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dabd5eb15d
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shifted normDepth to pre-Createsurface so we can throw out any calcs as soon as we determine that the pixel is out of viewrange
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2018-11-02 15:57:37 -05:00 |
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Azaezel
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567b30b44a
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Merge branch 'PBR_PR' of https://github.com/rextimmy/Torque3D into PBR_PR
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2018-11-02 00:51:32 -05:00 |
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Tim Barnes
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bb2db321ab
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SkyLight sampler def fix
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2018-11-02 09:43:22 +10:00 |
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Tim Barnes
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6e17475f86
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WIP shader work - not complete!
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2018-11-02 09:08:45 +10:00 |
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Azaezel
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b3805fe778
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Merge branch 'terrainNormalNeener' into PBR_PR
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2018-11-01 14:06:00 -05:00 |
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Brian Roberts
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4453a4ad4b
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Update terrFeatureHLSL.cpp
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2018-10-29 13:22:16 -05:00 |
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Brian Roberts
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6ba442bf07
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Update terrFeatureGLSL.cpp
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2018-10-29 13:21:42 -05:00 |
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Tim Barnes
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63b010d3ed
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Merge pull request #29 from rextimmy/PBR_PR
oops forgot poor skylight shader
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2018-10-28 21:54:50 +11:00 |
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Tim Barnes
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a44d885885
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oops forgot poor skylight shader
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2018-10-28 20:52:32 +10:00 |
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Tim Barnes
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753de1145d
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Merge pull request #28 from rextimmy/PBR_PR
reflection probe updates
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2018-10-28 21:43:39 +11:00 |
|
Tim Barnes
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9a39afa0eb
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reflection probe updates
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2018-10-28 20:42:26 +10:00 |
|
Areloch
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43c1abbc96
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Added propagated multibake mode.
Temporarily disabled Precapture post effect.
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2018-10-27 02:21:46 -05:00 |
|
Areloch
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78b2bcde0c
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Added the temporary 'use HDR cubemaps' override to use the in-memory full HDR range prefilter and irradiance cubemaps instead of the saved LDR ones.
Also fixed the target order with the skylight shader so it renders to the right targets.
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2018-10-26 01:19:14 -05:00 |
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Azaezel
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86e5fe2adf
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removed redundant cleartarget, added clearcolorattachment 4, tagged gbuffer slots
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2018-10-25 20:03:28 -05:00 |
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Azaezel
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8fadf880a3
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Merge branch 'PBR_Bins_Reordered' of https://github.com/Areloch/Torque3D into PBR_PR
# Conflicts:
# Engine/source/gfx/D3D11/gfxD3D11Device.cpp
# Engine/source/renderInstance/renderDeferredMgr.h
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2018-10-25 14:30:12 -05:00 |
|
Areloch
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e72f04648a
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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.
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2018-10-24 23:43:12 -05:00 |
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Azaezel
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8538337a36
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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
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2018-10-24 20:55:48 -05:00 |
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Azaezel
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a5cad08ba6
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Merge branch 'PBR_PR' of https://github.com/rextimmy/Torque3D into PBR_PR
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2018-10-24 20:48:45 -05:00 |
|
Azaezel
|
1b8549b146
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stateblock work for probe blending
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2018-10-24 18:27:59 -05:00 |
|
Azaezel
|
83ef5db910
|
work on getting render bin ordering correct
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2018-10-24 18:27:43 -05:00 |
|
Tim Barnes
|
c3fb049f89
|
stateblock changes for lighting
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2018-10-24 19:25:20 +10:00 |
|
Tim Barnes
|
ad4c115e00
|
clear gbuffer from code and not from a shader
|
2018-10-24 18:58:46 +10:00 |
|
Tim Barnes
|
5ef8cc912d
|
d3d11 clear RTV fix
|
2018-10-24 18:42:08 +10:00 |
|
Azaezel
|
ddb431181b
|
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
|
eb46a8c0e7
|
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 |
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Azaezel
|
b4e28343da
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crashfix. free will eventually lead to destroyself so don't doubleup or it trys to kill the dead. zombu bad.
|
2018-10-17 21:05:38 -05:00 |
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