Commit graph

635 commits

Author SHA1 Message Date
Areloch
e5bbd12d4b Merge branch 'MatInstanceViewer' of https://github.com/Areloch/Torque3D into Preview4_0
Fixed up forward IBL
Reimplemented old forward light shader code as a baseline so it can be updated to new PBR math
2019-06-27 00:36:56 -05:00
Areloch
226529fd1b Added ability to pass ints to post effect shader consts
Reorg'd probe init to flow better and be more robust on load
Cleaned up various parts of the probe render manager to be more stable
Fixed issue with crash on release due to numProbe in loops being 0
Updated glsl probe array shader
Beginning of rework of editor settings
Beginning of conversion of asset import config to similar system as editor settings
2019-06-13 00:37:12 -05:00
Areloch
cc01c79dc3 Merge branch 'Assimp_Settings' of https://github.com/OTHGMars/Torque3D into Preview4_0 2019-05-25 01:08:16 -05:00
OTHGMars
7ddacc20f4 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
Areloch
2479d388f2 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
ae11d3548d Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development 2019-05-13 00:28:23 -05:00
Areloch
741fcaed5a Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development 2019-05-11 21:53:08 -05:00
Areloch
82881f0875 Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Azaezel/Torque3D into development 2019-05-06 01:50:45 -05:00
Areloch
00b958aff9 Merge branch 'VerveMergeWIP' of https://github.com/Areloch/Torque3D into development 2019-05-06 01:49:58 -05:00
AzaezelX
8d2d357948 invert surface.NdotV contribution for brdf texture lookup in keeping with authoring tool outputs 2019-05-05 20:09:35 -05:00
AzaezelX
6957e69d83 normal orientation debug lines (remmed) 2019-05-05 18:35:08 -05:00
AzaezelX
d1b24af399 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
Areloch
a928744b73 Merge branch 'AssimpWIP' of https://github.com/Areloch/Torque3D into development 2019-05-04 16:25:16 -05:00
Areloch
54b4d2eaaf
Merge pull request #2311 from Bloodknight/TerrainSnapOffsetZ
Snap to terrain Z offset.
2019-05-04 14:25:03 -05:00
AzaezelX
6f963ff2a8 Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP 2019-05-03 00:21:01 -05:00
AzaezelX
7cfa12633b simgroup to scene conversions 2019-05-02 03:15:42 -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
AzaezelX
97ec99f704 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
cd937fca30 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
a67e6d109c Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP 2019-04-29 00:32:40 -05:00
Areloch
19a1237dcb Ongoing fiddling with correcting the forward render behavior. 2019-04-29 00:07:38 -05:00
AzaezelX
2ec197c38c Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP 2019-04-28 20:37:03 -05:00
Areloch
240e940572 random testing bits trying to isolate remaining forward issues. 2019-04-28 18:32:23 -05:00
AzaezelX
636a83e155 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
OTHGMars
4ee5fbfc12 Fixes import dialog display after showing the shape changed prompt in the ShapeEditor. 2019-04-25 16:05:21 -04:00
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
OTHGMars
98c22d0f1b Sequence timing options.
This commit deals with the problem that the keyframe timestamps are not standardized. Seconds, milliseconds and ticks are used depending on the import format. There is no metadata or property that specifies the format used, so the option is exposed to the user as part of the import options gui.
2019-04-22 06:52:59 -04:00
OTHGMars
a3b4e527c4 Adds Force Update Materials to import options gui. 2019-04-22 00:09:29 -04:00
AzaezelX
bf10d48287 specify lod (mip) 0 for the brdf texture 2019-04-18 19:31:33 -05:00
AzaezelX
f871b965cd specify samplerstates for all input textures to resolve odd 'edgeing' effect on skylights 2019-04-18 19:30:50 -05:00
OTHGMars
b32289b618 Initial value selections for import options gui. 2019-04-18 16:49:51 -04:00
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
OTHGMars
b92b7a3ade Changes default winding order to be CCW. 2019-04-15 23:04:47 -04:00
OTHGMars
6111eb466e Enables the assimp import options gui when loaded from the shape editor.
Adds new assimp options to the importer gui.
Copies the importer gui to the BaseGame template.
2019-04-15 19:03:10 -04:00
AzaezelX
33b3798bc2 removed extraneous finalcolor set mangling specular input 2019-04-10 17:47:56 -05:00
AzaezelX
4730dfcf3f leverage the macros for a bit more legibility 2019-04-10 14:14:10 -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
Areloch
8d85a56095 Failed to get the Scene changes for the Full template rolled up. This corrects that. 2019-03-31 22:12:38 -05:00
Areloch
852f82b8a5
Merge pull request #2000 from saxonschmauderer/patch-3
Fix for bug #1975
2019-03-31 14:45:15 -05:00
Areloch
d96b07e230
Merge pull request #2338 from Areloch/MoreMenubarFixes
Fixes some outstanding menubar problems.
2019-03-31 12:39:31 -05:00
Areloch
c4e10825f4
Merge pull request #2310 from Azaezel/vertColorCorrection
Vert color correction
2019-03-30 16:30:01 -05:00
Areloch
2742558c6f
Merge pull request #2281 from marauder2k7/OpenALDevBuildBranch
OpenALEffects
2019-03-30 14:39:06 -05:00
Azaezel
f722e06980 remove struct ProbeData in favor of passing an ID along to various methods. one way to solve the 'halts for 30 seconds' compilation flaw, though can't escape the notion we're overlooking something specific to release mode, given it doesn't take nearly so long to compile the shader in debug... 2019-03-29 15:23:52 -05:00
Azaezel
9c933425d5 not even using this method 2019-03-29 01:15:24 -05:00
Azaezel
24cdf025f7 method sig cleanup 2019-03-29 01:13:42 -05:00
Azaezel
a91dbb08e4 typofix 2019-03-29 00:55:42 -05:00
Azaezel
e7c3987fa1 Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
# Conflicts:
#	Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl
2019-03-29 00:52:31 -05:00
Azaezel
6350e4240b properly determine probehits via sub-zero values form attenuation returns, skip out on blendings entirely when determining we're only applying 1 or fewer probes to a pixel. apply alpha subtraction in either case in keeping with the countdown notion. 2019-03-27 10:25:09 -05:00