Commit graph

3400 commits

Author SHA1 Message Date
Azaezel
79d506d439 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
2018-11-23 02:05:36 -06:00
Azaezel
96101a0e56 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 2018-11-23 00:30:23 -06:00
Tim Barnes
9df1338d4b probe shader fix 2018-11-21 20:00:59 +10:00
Tim Barnes
9e65e940d0 lighting single buffer 2018-11-21 15:53:02 +10:00
Areloch
c4a4fe5304 Implemented registration of probes to avoid rendering all probes when unneeded. 2018-11-19 01:18:09 -06:00
Azaezel
ecd47830ca shift sky render to last of non-translucents 2018-11-18 18:54:02 -06:00
Azaezel
518bcaaabf from @rextimmy: shifts sybox rendering to last (kils a bit of overdraw) 2018-11-18 06:36:16 -06:00
Tim Barnes
c64aee9dcc point light WIP & moved lighting position/direction to WS 2018-11-14 20:58:47 +10:00
Azaezel
da2c536daa 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. 2018-11-12 22:55:52 -06:00
Azaezel
338e66b7e6 add back in brightness and contrast controls, as well as the capacity to shut tonemapping off 2018-11-12 22:54:00 -06:00
Azaezel
29e78d2034 mUseHDRCaptures needs more work. shut that back off till we've time to circle back 2018-11-10 00:34:23 -06:00
Azaezel
9ec243cb87 fix to display that second box 2018-11-10 00:33:42 -06:00
Azaezel
b19fe23473 from timmy: fix for seperated out RGB and A blends 2018-11-10 00:32:24 -06:00
Azaezel
79e2d5d459 REVIEW LATER: invert the world transform for probes to shove them into cam space as far as rotation goes. keep position. 2018-11-09 20:16:15 -06:00
Azaezel
daef7aa128 debug spew cleanup 2018-11-08 01:27:42 -06:00
Azaezel
452c35f11c further wipwork on the pointlight conversion. filled CreateSurfaceToLight out in a theoretically correct manner (spoiler, not actually correct) 2018-11-06 20:07:09 -06:00
Azaezel
b8fb90ab94 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 2018-11-06 20:03:22 -06:00
Azaezel
73a7d205e2 add in secondary bounds box display for probes as that is not actually linked to the radius/box-based-on-radius 2018-11-06 20:00:34 -06:00
Azaezel
913fbef66d shift surface calcs to post-attenuation. no point if we're just gonna throw the vals out in the end 2018-11-02 17:41:30 -05:00
Azaezel
508e9b4f27 account for attenuation 2018-11-02 16:28:50 -05:00
Azaezel
18c204b341 add animated spotlight and pointlight to test scene 2018-11-02 16:09:02 -05:00
Azaezel
7c05e3d33d 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. 2018-11-02 16:07:52 -05:00
Azaezel
1169ad05f1 spotlight conversion 2018-11-02 16:04:53 -05:00
Azaezel
b992446fff 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 2018-11-02 16:04:04 -05:00
Azaezel
dabd5eb15d shifted normDepth to pre-Createsurface so we can throw out any calcs as soon as we determine that the pixel is out of viewrange 2018-11-02 15:57:37 -05:00
Azaezel
567b30b44a Merge branch 'PBR_PR' of https://github.com/rextimmy/Torque3D into PBR_PR 2018-11-02 00:51:32 -05:00
Tim Barnes
bb2db321ab SkyLight sampler def fix 2018-11-02 09:43:22 +10:00
Tim Barnes
6e17475f86 WIP shader work - not complete! 2018-11-02 09:08:45 +10:00
Azaezel
b3805fe778 Merge branch 'terrainNormalNeener' into PBR_PR 2018-11-01 14:06:00 -05:00
Brian Roberts
4453a4ad4b Update terrFeatureHLSL.cpp 2018-10-29 13:22:16 -05:00
Brian Roberts
6ba442bf07 Update terrFeatureGLSL.cpp 2018-10-29 13:21:42 -05:00
Tim Barnes
63b010d3ed Merge pull request #29 from rextimmy/PBR_PR
oops forgot poor skylight shader
2018-10-28 21:54:50 +11:00
Tim Barnes
a44d885885 oops forgot poor skylight shader 2018-10-28 20:52:32 +10:00
Tim Barnes
753de1145d Merge pull request #28 from rextimmy/PBR_PR
reflection probe updates
2018-10-28 21:43:39 +11:00
Tim Barnes
9a39afa0eb reflection probe updates 2018-10-28 20:42:26 +10:00
Areloch
43c1abbc96 Added propagated multibake mode.
Temporarily disabled Precapture post effect.
2018-10-27 02:21:46 -05:00
Areloch
78b2bcde0c 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.
2018-10-26 01:19:14 -05:00
Azaezel
86e5fe2adf removed redundant cleartarget, added clearcolorattachment 4, tagged gbuffer slots 2018-10-25 20:03:28 -05:00
Azaezel
8fadf880a3 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
2018-10-25 14:30:12 -05:00
Areloch
e72f04648a 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
8538337a36 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
a5cad08ba6 Merge branch 'PBR_PR' of https://github.com/rextimmy/Torque3D into PBR_PR 2018-10-24 20:48:45 -05:00
Azaezel
1b8549b146 stateblock work for probe blending 2018-10-24 18:27:59 -05:00
Azaezel
83ef5db910 work on getting render bin ordering correct 2018-10-24 18:27:43 -05:00
Tim Barnes
c3fb049f89 stateblock changes for lighting 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
Azaezel
b4e28343da 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