Areloch
3a71c75596
Merge branch 'development' into EngineAPI-Refactor
2018-12-09 14:48:50 -06:00
Areloch
8605c3115d
Initial WIP of the Modern Editor Layout
2018-12-08 12:50:31 -06:00
Areloch
b2963442e6
Added deletion tracking so when we delete a probe, it'll delete the prefilter/irrad bakes if they exist.
...
WIP of static cubemap bake(not working).
2018-12-07 00:30:08 -06:00
Azaezel
73b08ae80d
Merge branch 'PBR_PR' of https://github.com/Azaezel/Torque3D into PBR_PR
2018-12-05 10:55:37 -06:00
Azaezel
866ff49993
retweaked filter for wether ot not to supress the zonelight culling methods when not in the diffuse pass
2018-12-05 10:55:29 -06:00
Tim Barnes
6c43c8d29f
RGBA16F saving support for probes
2018-12-05 20:01:58 +10:00
Azaezel
8590f7daf9
registergloballights now taks a (by default on) cullSceneLights. off for reflection capture as that is presently acting up
2018-12-04 12:41:15 -06:00
Azaezel
9d1e49a8eb
bump effective LOD (Level Of Detail) up during the capture phase to work arround things like trying to capture within a building with agressive optimization killing off the internals due to the smaller effective 'screen' being rendered.
2018-12-03 11:15:17 -06:00
Areloch
d8dc07ee2d
Merge pull request #2276 from Azaezel/terrainNormalNeener
...
filter out pixel shader normalmap calcs when not in deferred mode.
2018-12-02 10:50:52 -06:00
Azaezel
f50ab7ec58
THIS IS AN ABOMINATION UNTO THE CODEBASE AND SHOULD BE REMOVED THE SECOND WE CAN SORT OUT WHAT THE HECK IS GOING ON WITH THAT QSORT
...
stops flickering by itterating through the probe list twice. once looking for the skylight, then doing the rest
2018-11-28 18:12:12 -06:00
Azaezel
18a02516d1
put lerp back after verifying we were indeed getting values passed along.
2018-11-28 14:25:48 -06:00
Azaezel
d3eb2f7784
put sphereical influence back via the new spherical attenuation methods, shifted the stateblock for probes specifically to max of either source or desitination alpha (though not entirely convinced that is in fact the case)
2018-11-28 12:00:06 -06:00
Tim Barnes
15aeba20e7
timmy merge work
2018-11-28 17:51:52 +10:00
Azaezel
5fa2c5b4a6
stateblocks: skylight uses one+(dest)zero. probes use (src)alpha+(dst(1.0-alpha) for a lerp blend. skylight writes out 0 alpha to ensure probes always win if even only a little.
2018-11-27 08:50:44 -06:00
Azaezel
da3bf16ef1
cast to pointer to pointer, not just pointer. (confused yet?)
2018-11-27 08:28:33 -06:00
Azaezel
1703d5910b
missed mscore pasalong in .set
2018-11-27 08:03:04 -06:00
Azaezel
e42586f2fa
qsort compilation, though still not quite correct
2018-11-25 12:35:35 -06:00
Azaezel
7c72ae665a
couple additinal places for scroe to be set
2018-11-25 12:35:02 -06:00
OTHGMars
b8c711faae
Fills in monitor functions in PlatformWindowManagerSDL
...
Adds the sdl implementation for all used PlatformWindowManager monitor functions. [This unit test](https://github.com/GarageGames/Torque3D/blob/development/Engine/source/windowManager/test/windowManagerTest.cpp#L28 ) will now pass for the SDL platform. Here is the equivalent in TorqueScript to test the functions via the Canvas object:```//Canvas.listDisplays();
function Canvas::listDisplays(%this)
{
%count = %this.getMonitorCount();
echo(%count SPC "monitor(s) detected.");
for (%i = 0; %i < %count; %i++)
{
echo("Monitor #" @ (%i + 1) SPC %this.getMonitorName(%i) @ ": " @ %this.getMonitorRect(%i));
}
}```
2018-11-24 03:12:07 -05:00
OTHGMars
299ecd9514
Adds handlers for sdl focus events.
2018-11-23 16:03:00 -05:00
Azaezel
29aa29a9fb
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
b05d68aacd
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
b0fff30d33
lighting single buffer
2018-11-21 15:53:02 +10:00
Areloch
ecef09525a
Implemented registration of probes to avoid rendering all probes when unneeded.
2018-11-19 01:18:09 -06:00
Azaezel
f75a9ccd24
from @rextimmy: shifts sybox rendering to last (kils a bit of overdraw)
2018-11-18 06:36:16 -06:00
OTHGMars
580ab01766
Fix CanvasSizeChangeSignal and Canvas::onResize() callback for SDL Window.
2018-11-17 05:51:47 -05:00
Tim Barnes
f0924c8dcd
point light WIP & moved lighting position/direction to WS
2018-11-14 20:58:47 +10:00
Azaezel
551b1c5ce6
mUseHDRCaptures needs more work. shut that back off till we've time to circle back
2018-11-10 00:34:23 -06:00
Azaezel
5cf9e3b319
fix to display that second box
2018-11-10 00:33:42 -06:00
Azaezel
38da4ee655
from timmy: fix for seperated out RGB and A blends
2018-11-10 00:32:24 -06:00
Azaezel
78a3c264b4
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
15b7bf39fc
debug spew cleanup
2018-11-08 01:27:42 -06:00
Azaezel
4cf42a0a83
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
e4eff8a7ec
Merge branch 'PBR_PR' of https://github.com/rextimmy/Torque3D into PBR_PR
2018-11-02 00:51:32 -05:00
Tim Barnes
b91126c08c
WIP shader work - not complete!
2018-11-02 09:08:45 +10:00
Azaezel
06c894a670
Merge branch 'terrainNormalNeener' into PBR_PR
2018-11-01 14:06:00 -05:00
Brian Roberts
e434d61de3
Update terrFeatureHLSL.cpp
2018-10-29 13:22:16 -05:00
Brian Roberts
fb25d9c5a1
Update terrFeatureGLSL.cpp
2018-10-29 13:21:42 -05:00
marauder2k7
ef9a9da83f
OpenALEffects
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Ground work, this commit enables reverb zones and opens the slots for
other effects to be added later. Tested using the full template. Build
your openal dll and your full.exe use one of the environment presets and
it will work
2018-10-29 18:01:56 +00:00
Tim Barnes
59a5bf11e1
reflection probe updates
2018-10-28 20:42:26 +10:00
Areloch
a25f188200
Added propagated multibake mode.
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Temporarily disabled Precapture post effect.
2018-10-27 02:21:46 -05:00
Areloch
b89e189047
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
d4fa1a4da9
removed redundant cleartarget, added clearcolorattachment 4, tagged gbuffer slots
2018-10-25 20:03:28 -05:00
Azaezel
726c748578
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
62a6a6a5f0
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
2cd03ab765
Merge branch 'PBR_PR' of https://github.com/rextimmy/Torque3D into PBR_PR
2018-10-24 20:48:45 -05:00
Azaezel
de894c264f
stateblock work for probe blending
2018-10-24 18:27:59 -05:00
Azaezel
0d9cc4cdac
work on getting render bin ordering correct
2018-10-24 18:27:43 -05:00
Tim Barnes
b182b0cf3b
clear gbuffer from code and not from a shader
2018-10-24 18:58:46 +10:00
Tim Barnes
2810eac6b5
d3d11 clear RTV fix
2018-10-24 18:42:08 +10:00