Commit graph

700 commits

Author SHA1 Message Date
AzaezelX
80c9f35ee1 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
AzaezelX
fccd2117cf Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP 2019-05-03 00:21:01 -05:00
AzaezelX
1094e22a0e simgroup to scene conversions 2019-05-02 03:15:42 -05:00
Areloch
4e557aec83 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
dd1470202d 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
d519479562 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
de385bc220 Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP 2019-04-29 00:32:40 -05:00
Areloch
65fb8bc5f3 Ongoing fiddling with correcting the forward render behavior. 2019-04-29 00:07:38 -05:00
AzaezelX
26b3ecff4c Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP 2019-04-28 20:37:03 -05:00
Areloch
6db975e81c random testing bits trying to isolate remaining forward issues. 2019-04-28 18:32:23 -05:00
AzaezelX
d2a01ece03 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
AzaezelX
b5436b6cb7 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
AzaezelX
427154f6e1 specify lod (mip) 0 for the brdf texture 2019-04-18 19:31:33 -05:00
AzaezelX
525f7254e4 specify samplerstates for all input textures to resolve odd 'edgeing' effect on skylights 2019-04-18 19:30:50 -05:00
AzaezelX
a0d1a076d5 Merge branch 'PBR_ProbeArrayForward' into PBR_ProbeArrayGLWIP
# Conflicts:
#	Engine/source/renderInstance/renderProbeMgr.cpp
2019-04-16 09:34:01 -05:00
Areloch
000c7b2263 GL work 2019-04-15 23:11:18 -05:00
AzaezelX
29e211f064 removed extraneous finalcolor set mangling specular input 2019-04-10 17:47:56 -05:00
AzaezelX
8118f42411 leverage the macros for a bit more legibility 2019-04-10 14:14:10 -05:00
Areloch
c025760422 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
afb5a589c3 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
5cefad72b3 Failed to get the Scene changes for the Full template rolled up. This corrects that. 2019-03-31 22:12:38 -05:00
Areloch
582e4f0130 Merge pull request #2000 from saxonschmauderer/patch-3
Fix for bug #1975
2019-03-31 14:45:15 -05:00
Areloch
59b6e67ecf Merge pull request #2043 from John3/toolShapes_3
cleaning the modules
2019-03-31 14:41:35 -05:00
Areloch
a71b8864cf Merge branch 'development' into SnapToMenu 2019-03-31 14:32:17 -05:00
Areloch
6daf0c8d34 Merge pull request #2338 from Areloch/MoreMenubarFixes
Fixes some outstanding menubar problems.
2019-03-31 12:39:31 -05:00
Areloch
42d3c8b5e5 Merge pull request #2334 from Areloch/tweakedCoreDir
Cleanup and minor tweaks to the core dir structure.
2019-03-31 12:30:40 -05:00
Areloch
5facfe5b61 Merge pull request #2326 from Areloch/colorblindnessVisualizers
Adds visualizers for various types of colorblindness
2019-03-30 16:32:06 -05:00
Areloch
7756c4a762 Merge pull request #2319 from Areloch/Scenes
Initial implementation of the Scene object
2019-03-30 16:30:34 -05:00
Areloch
0f22f2b20a Merge pull request #2310 from Azaezel/vertColorCorrection
Vert color correction
2019-03-30 16:30:01 -05:00
Areloch
33f8a75529 Merge pull request #2281 from marauder2k7/OpenALDevBuildBranch
OpenALEffects
2019-03-30 14:39:06 -05:00
Azaezel
27a97fd273 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
552d0e4f4b not even using this method 2019-03-29 01:15:24 -05:00
Azaezel
a31c584687 method sig cleanup 2019-03-29 01:13:42 -05:00
Azaezel
0bc9d8023b typofix 2019-03-29 00:55:42 -05:00
Azaezel
837348d92f 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
6f82b6c264 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
Areloch
29660ce58b Ongoing tweaks to shaders to puzzle out good blending behavior.
Also tried optimization by shifting all the brdf samples to a single one for the final add-up.
2019-03-27 00:50:24 -05:00
Azaezel
1d36cf05b0 cleanups and perf: only need to subtract the alpha post-blending, not pre and post, contribution>1 shouldn't happen, so max(result,0) suffices, and no need for a for-all-probes-loop if we already know ya only got one probe hitting the pixel under examination. 2019-03-26 12:41:20 -05:00
Azaezel
903efc7cfd Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
# Conflicts:
#	Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl
2019-03-26 01:06:59 -05:00
Areloch
e2b194182c 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
fdb4c5c964 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
1627cbabe6 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
f01c41a899 cleanups. don't really want to be multiplying the color itsself by contribution ammount 2019-03-24 19:28:51 -05:00
Azaezel
2c1a786e23 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
52e946405b 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
3af1129e75 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
de8b267780 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
b935b7b19f from tim: no need for mip for the diffuse contribution. the prefilter handles that 2019-03-24 18:38:14 -05:00
Areloch
26471aaa77 WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet. 2019-03-24 18:18:44 -05:00
Azaezel
ba8948a5b1 hook up attenuation value. todo: sort networkjing properly 2019-03-21 23:47:01 -05:00