AzaezelX
8be413d53a
stray var killoffs
2019-04-10 17:44:54 -05:00
AzaezelX
4730dfcf3f
leverage the macros for a bit more legibility
2019-04-10 14:14:10 -05:00
AzaezelX
dac25f1e2c
conform some of the "specularColor" entries (TODO: matinfo flags, like emissive/glow ect)
2019-04-10 12:56:20 -05:00
AzaezelX
07827b8032
cleanup duplicate var, and constructor-init skylight shaderconsts
2019-04-10 12:54:46 -05:00
AzaezelX
b64b84b843
defaults for diffusecolor, specularcolor (reminder todo: shift that to composite) and normal for createForwardSurface
2019-04-10 11:48:22 -05:00
AzaezelX
ce4220ad55
enhanced stage check
2019-04-10 11:43:45 -05:00
Areloch
ec9e8c3563
Majority of forward work. Some state/register count issues and further testing required.
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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
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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
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
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# 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
Areloch
799df44a89
Ongoing tweaks to shaders to puzzle out good blending behavior.
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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
9b2b87c569
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
679c2c7fb0
shift bbminmax to relative when sent to the gpu so folks can stick to realworld values
2019-03-26 06:48:56 -05:00
Azaezel
255242db41
Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
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# Conflicts:
# Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl
2019-03-26 01:06:59 -05:00
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
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# 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
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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,"
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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
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
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# 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.
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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
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
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
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.
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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
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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
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# 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
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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