Commit graph

3943 commits

Author SHA1 Message Date
Areloch
4c959e1fa1 Undid debug work, shifted logic over entirely to utilize the updateTexture methods. Refactored probe init'ing so they'll load correctly without nudging, properly sequestered skylights from the probe array and updated the shader to contain az's changes as well as skylight and probe array changes. 2019-03-25 23:17:53 -05:00
Azaezel
501b2f52c3 Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
# Conflicts:
#	Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl
2019-03-25 01:21:00 -05:00
Areloch
e241cbc7c9 ongoing WIP to sort out init'ing issues as well as correcting values so the probes actually correctly update data into the arrays
Additional sanity checks on the updateTexture calls added by timmy
2019-03-25 00:06:08 -05:00
Azaezel
e3d9c71d4b cleanups. don't really want to be multiplying the color itsself by contribution ammount 2019-03-24 19:28:51 -05:00
Azaezel
a29a728e3d Revert "refactor: shift probe to probe blending logic itsself on out to it's own method to make thatg end easeier to deal with in isolation. (though does still depend on a bit of upstream calculation in the form of tracking how many probes hit a given pixel, and 'how hard' as it wetre from the attenuation calcs,"
This reverts commit 466914e97f.
2019-03-24 18:53:02 -05:00
Azaezel
66f8aa9b7c do not need to account for blenFacSum for output. it's a straight overwrite of results. 2019-03-24 18:41:02 -05:00
Azaezel
466914e97f refactor: shift probe to probe blending logic itsself on out to it's own method to make thatg end easeier to deal with in isolation. (though does still depend on a bit of upstream calculation in the form of tracking how many probes hit a given pixel, and 'how hard' as it wetre from the attenuation calcs, 2019-03-24 18:38:34 -05:00
Azaezel
07ff3ee8aa was improperly accounting for attenaution. needs a reversal for atten = 0 to be full unblended application fo a given projection. 2019-03-24 18:38:25 -05:00
Azaezel
5165d9c868 from tim: no need for mip for the diffuse contribution. the prefilter handles that 2019-03-24 18:38:14 -05:00
Areloch
399088d09e WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet. 2019-03-24 18:18:44 -05:00
OTHGMars
e1a68786ae Fixes indexing for vertex weights. 2019-03-24 07:08:24 -04:00
OTHGMars
90577661dc Implements ignore filter for assimp fbx dummy nodes.
Adds gltf binary to list of supported extensions.
2019-03-24 06:25:38 -04:00
OTHGMars
4f7806fe8e Changes ObjectOffset parameter name to prevent confusion/conflict with the base class member AppMesh::objectOffset.
Error checking for meshes that do not have stored normals.
Incorrect first attempt at vertex weights.
2019-03-24 06:23:58 -04:00
OTHGMars
3da8c85e92 Adds conversion functions and changes implementation of getTransform(). 2019-03-24 06:18:20 -04:00
Azaezel
ead78ec588 hook up attenuation value. todo: sort networkjing properly 2019-03-21 23:47:01 -05:00
Azaezel
8595e273a4 simplification 2019-03-20 08:38:48 -05:00
Azaezel
f55dc92f6b put probe.boxmax/min code back as it was prior to merge. still having that /4 oddness. 2019-03-20 07:38:14 -05:00
Azaezel
5bcbd0f6c9 defineBoxSpaceInfluence drastically simplified. please hook probeattenuationvalue up to the proper probe inputs. also need to peg down exactly why we needed to feed a baseVal = 0.25 instead of a proper 1.0 unit to avoid the thing casting beyond the defined bounds. 2019-03-19 11:28:52 -05:00
Azaezel
54a7ffc030 getDistBoxToPoint max, not length nets us hard edges instea of drounded, float3 extents = probe.boxMax; isn't neded, can use unit space for that and put box min/max back to controlling the reflected boxe's scale. divnull safety 2019-03-18 17:07:43 -05:00
Azaezel
9ebe7c4ac2 sync correction 2019-03-18 04:09:34 -05:00
Azaezel
25ed1bb367 git being a butt with language files. again. 2019-03-18 03:41:44 -05:00
Azaezel
eae6793186 Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
# Conflicts:
#	Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl
2019-03-18 00:18:49 -05:00
Areloch
0b7579b42e Corrections to make it use the correct transform, as well as passing along the scale as our extents in the bbMax.
Adjusts the box influence logic to try the bsf method.
2019-03-18 00:14:06 -05:00
Azaezel
78261b0d61 suggested alterations to the probe.worldToLocal math feeding and usage (and a divnull safety for attenuation) 2019-03-17 20:14:58 -05:00
Areloch
a438cda47f Makes the popups correctly operate anywhere in the space of the canvas
Also corrects a notional issue where if a poup extends past the bottom of the screen, it'll instead appear above the mouse so it doesn't ever get cut off.
2019-03-17 02:33:54 -05:00
Areloch
6f5c215d9e Adds logic to temporarily disable collisions of mounted objects on Players so you don't try colliding with things that are mounted to you when moving. 2019-03-16 10:48:00 -05:00
Areloch
7b4fdd8b81 Properly converted Spectator and FPS Gameplay modules' levels to utilize Scene 2019-03-16 03:13:47 -05:00
Areloch
7b01b42e15 Fixes a crash that comes from toggling the editors on and off, then clicking a menubar item
Fixes the menubar not resizing with the Window
Fixes the Editors Menubar item not being repopulated if the editor was closed/reopened
Fixes the Physics menubar item not appearing if the editor was closed/reopened
Fixes issue where findMenu could fail if the StringTableEntry happened to trip against a different capitalization.
2019-03-16 02:38:40 -05:00
wcbx
028c9a40ac
Fixes artifacts in Cloud Layer.
Cloud Layer uses normal. This applies appropriate profile for normal texture.
2019-03-10 23:08:50 -04:00
Azaezel
a480dbe5cb changes a bit of the probecount logic to be based on probehit aka, how many probes specifically are hitting a given pixel. allows for attenuation-blended probe to probe, and full-override probe to skylight. 2019-03-08 06:34:51 -06:00
Areloch
5a7f0f0b23 (Mostly) updated verve implementation. 2019-03-07 16:23:41 -06:00
Azaezel
ce18d46b82 the buildtiles method does not in fact build tiles right then and there, but instead queues tiles to update themselves over time. as such, simply disabling then enabling collision no longer functions (and how it did before so before is frankly likely due to exploiting a bug someplace upstream). as such, we set the same flag for NavMeshUpdateAll as we do for NavMeshIgnore to filter something as hidden from navmesh generation or not on a permanent, instead of a temporary basis via removing from the physics sim since it's likely to still be generating by the time it's put back. 2019-03-06 18:14:36 -06:00
Areloch
8b40aa8c26 Updated assimp to latest 2019-03-05 14:39:38 -06:00
Azaezel
9ee79bb4fa reflection scalefix 2019-03-05 00:41:00 -06:00
Azaezel
7eb6f767d0 debug crashfix. append .xyz so it knows 'yes, i do mean float4 to float3' 2019-03-05 00:28:34 -06:00
Azaezel
4275e340f4 boxproject converted to obb. TODO: convert defineBoxSpaceInfluence to obb as well by getting rid of that length(boxMaxLS - boxMinLS); in favor of a 3D scale calc set. 2019-03-04 23:29:23 -06:00
Areloch
f04d4c03d9 Cleanup and minor tweaks to the core dir structure. 2019-03-04 22:07:55 -06:00
Areloch
f3e04751b6 Adds some in-progress gameObject recreation of various legacy game classes, such as PlayerObject, AIPlayerObject, Sound Emitter and Static Shape. 2019-03-04 21:44:00 -06:00
Areloch
c6e4b4a0e4 Corrected yorks chapel materials + added to the main test level 2019-03-04 17:57:53 -06:00
Azaezel
a01b470a75 lightmap testbed 2019-03-04 16:48:28 -06:00
Azaezel
b31206e468 1) use surface.R(reflection vector), not surface.N(worldspace normal) so we have pov based variation on skylight reflections.
2) use lerp based on the sum contribution of probes for a given pixel as calculated by all non-skylight probes. vs the skylight probe result. (math is currently still wrong, or we wouldn't be needing to use a saturate to get skylights showing)
TODO: find out where the attenuation went for a smooth blend. probably the same thing killing unsaturated skylight display..
2019-03-03 17:27:26 -06:00
Azaezel
460e295677 slimmed down level save 2019-03-03 15:59:02 -06:00
Areloch
08267ce451 Broke the functions out from the probeData struct
Moved ibl stuff back out of lighting.hlsl into probeArray shader for now.
2019-03-03 15:47:28 -06:00
Azaezel
fd0c90c575 mergefix 2019-03-03 14:22:28 -06:00
Azaezel
f15fd381aa Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
# Conflicts:
#	Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl
2019-03-03 11:54:24 -06:00
Areloch
8f94d09e6e Begun hook-in of skylight into array
Reworked the reflection reference offset/scale behavior to re-integrate into the editor interface via button(and work)
Hid irrelevent fields from given probe types.
Filter out editPosOffset and bake button fields from being saved to avoid weird loading behavior
2019-03-02 04:48:07 -06:00
Areloch
e9ea38eda3 Just the functional assimp lib rather than the entire assimp repository unnecessarily. 2019-02-28 16:37:15 -06:00
Marc Chapman
9820780d1c Fixes a crash that occurs on linux headless servers 2019-02-26 14:47:02 +00:00
Marc Chapman
461e2b6534 Set contrsaints for Player Z rotation 2019-02-26 14:42:09 +00:00
Azaezel
2552bb1f64 EXPERIMENTATION: for paranoias sake, go ahead and normalize the reflection vector input for boxproject, throw out any out of range contributions (HACK ALERT!) and, what would appear to be the most corrective, reverse the blendfactor math. 2019-02-25 12:37:05 -06:00