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
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
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
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
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
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
Areloch
799df44a89
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
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
255242db41
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
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
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