Commit graph

624 commits

Author SHA1 Message Date
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
2c91ca69fc Shift back to the seb methodology, but keep the probe struct for cleaner and easier to read code 2019-02-25 01:08:23 -06:00
Areloch
f87b4e46df WIP of the rewrite of blend/projection to follow BSF's math approach. 2019-02-22 08:12:03 -06:00
Azaezel
7358d5bf37 sample surface roughness for diffuse return. 0 means sharpest possible result 2019-02-19 14:37:44 -06:00
Azaezel
23a09333d2 no need to z flip the diffuse box dx side. may need to gl side 2019-02-19 14:17:52 -06:00
Azaezel
9a30ad7651 set blendfactor to blendval when only one probe. 2019-02-19 09:24:38 -06:00
Azaezel
5c356519e4 seperated offset from position (we pass the net to the shader for use in the reflection box), and added a scalar (also only used in the reflection box). maked both as probeRef to denote reflection parameters. 2019-02-19 08:58:02 -06:00
Azaezel
2d0a09c07e won't be needing the flipflop after yesterdays alterations unless we also need to do up a blur pass, at which point the name wouldn't be apropriate anyway. 2019-02-18 17:11:04 -06:00
Azaezel
dc729b3cae seperated out the sum of the total weights form the sum of the factored weights 2019-02-18 16:13:17 -06:00
Azaezel
a80ff9760f need to seperate out raw from blended blendvals 2019-02-18 14:53:21 -06:00
Areloch
dde21794c1 Correct stateblock settings to display probes more correctly without crushing other forward elements. 2019-02-18 00:43:21 -06:00
Areloch
cf1d22ba1b Corrected the blending logic somewhat, added visualization modes for spec/diffuse probe influences, attenuation and contribution. 2019-02-17 03:47:40 -06:00
Azaezel
df5efc57d8 cleanup: use radius[id] vals 2019-02-15 18:14:46 -06:00
Azaezel
cf9c5aea20 output ibl to it's own namedtexture, flipped the result back onto the stack post-calc to stop it polluting the backbuffer for all other render passes 2019-02-15 16:22:49 -06:00
Azaezel
a1b5e454f6 postfx updated to correct editor mangling. (still overriding skybox at minimum) 2019-02-15 10:49:06 -06:00
Azaezel
3f858f385e use irradiance 2019-02-15 09:28:45 -06:00
Azaezel
56bd17a8e9 flip sphereical projection back on as an option to support the second class 2019-02-15 09:18:03 -06:00
Areloch
b52799bbce Finished current cleanup/reorg.
Temporarily disabled logic for forward render of probes to avoid data mangle. TODO: fix up forward once deferred math is locked in
Split probe modes out into distinct environmental probe objects
Removed the probes from tracking their own baked cubemap file paths and instead have a pref store it
Removed old probe shaders and materials that aren't used now.
Fixed mLastConst memory leak by removing nono line.
2019-02-14 00:35:22 -06:00
Areloch
9ec7eb999d Further cleanup, proper hook-in of CubeReflector for bake capture.
Shifted update of probe data to be triggered by probe changes.
Pack probes into the data arrays forward-first instead of keeping strict indicies.
todo: move bake to probeManager, clean up old/commented code, remove old probeMaterial stuff
2019-02-13 16:56:28 -06:00
Areloch
34abe1b835 Updated the PostFX ability to setShaderConsts and cubetextures for probes 2019-02-12 01:10:30 -06:00
Areloch
a1b281cc5f Ongoing PostFX org rework. 2019-02-11 00:17:53 -06:00
Areloch
ecad33c598 Org rework and postFX-setup WIP 2019-02-08 01:35:35 -06:00
Azaezel
2e485c4946 conversionwork courtessy of jeff. seeems float3f aligned arrays were nonfuncntional, so shifts a few over to float4s 2019-02-06 10:59:36 -06:00
Areloch
a8707b2410 Progress in getting array data to comply. 2019-02-02 23:28:51 -06:00
Areloch
601a961a2c Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Azaezel/Torque3D into PBR_ProbeArrayWIP 2019-02-02 22:01:58 -06:00
Azaezel
e8c2912498 portwork from jeff to use farFrustumQuad for the vertex shader 2019-01-31 13:00:52 -06:00
Areloch
a0b9c8cfd6 Broke it down to work with a single probe for confirmation of general math and behavior. 2019-01-31 11:44:09 -06:00
Areloch
54a64c0d82 Shifts the verts used to match the fullscreen quad setup of vector light, utilizing FarFrustuQuadVerts 2019-01-30 13:52:59 -06:00
Azaezel
eb7dd20253 hook up the right ConvexConnectP 2019-01-30 07:17:29 -06:00
Azaezel
4a5a071075 reference cleanups:
1) kill off extraneous cubemap and irradiancecubemap source-to-shader variable ties
2) use the cubemap arrays (renderdoc for instance doesn't list them as being input at all if they're never used)
3) use the vert file
2019-01-30 06:29:39 -06:00
Azaezel
6e09ff70d7 explicitly bound the namedtexttargets to input slots. shifted brdf slot on up to 3 (from 5) to cluster flat vs array entries. though it does not appear at time of writing that that is in fact binding... 2019-01-28 22:10:57 -06:00
Azaezel
ce4409db17 typofix for bbMinArray, cubemap array lookups for irradiance and spec 2019-01-28 00:31:01 -06:00
Areloch
eedf31b6ad Collapse the ProbeManager into RenderProbeMgr to simplify the probe management/rendering behavior(as the game sim doesn't require simple access to probe data, unlike lights) 2019-01-26 02:05:18 -06:00
Azaezel
d7b36ad33d probe-array specific vert shader. may be able to re-use the postfx one, but either way, definately shouldn't be trying to calc from the convex geo one. 2019-01-22 02:25:57 -06:00
Areloch
f5da79b39f Shifted the rest of the probe render code to hook into the array'd uniforms, made the reflection probe shader definition refer to the array shader. 2019-01-19 00:31:42 -06:00
Azaezel
1f38bb6d2d adds a #define TORQUE_TEXCUBEARRAYLOD(tex,coords,id,lod) texture_##tex.SampleLevel(tex,float4(coords.xyz,id),lod) macro. puts everything in a compilable state 2019-01-16 12:55:11 -06:00
Azaezel
69e47a4b5c swap methods on over to surface+id ref for uniform arrays 2019-01-16 03:46:37 -06:00
Azaezel
ec5b795500 partial compilation fixes 2019-01-15 19:24:13 -06:00
Azaezel
0fa3568e07 'frontend' wipwork for the probe array. takes up to 50 probes, calcs a weighted blend, and displays them all in a batch. 2019-01-14 16:31:26 -06:00
Azaezel
8573e28e79 skylights do actually have a position. 0,0,0. so we can include those without messing with things. and we'll want to sum/count for blending purposes down the line. not render over each other 2019-01-08 11:16:05 -06:00
Areloch
edbbeaf008 Probe Array WIP 2019-01-07 20:34:19 -06:00
Azaezel
8e534dd0c9 Merge branch 'method_Unmangle' into PBR_PR 2018-12-12 14:54:22 -06:00
Azaezel
03690e2169 vectorlight ssao macro fix, z=w trick gl side for cloudlayer variants 2018-12-09 19:48:18 -06:00
Azaezel
652d041af3 skylight conversion 2018-12-09 16:57:14 -06:00
Azaezel
8208269380 pointlight: forgot a secondary ssPos.xy/ssPos.w entry. GL rightly doesn't you to modify an input variable with impunity and reuse it. if we waant to go back to the precalculated .xyz/w route, pick a different varname (one that makes real sense, not just IN_ tacked on), or better yet precalculate the var itsself rather than going perpixel.
also converted spotlight.
2018-12-09 15:59:48 -06:00
Areloch
8c2e27057e
Merge branch 'development' into ConvexProxies 2018-12-09 15:34:12 -06:00
Azaezel
cab68a6f23 vectorlight conversion cleanups, pointlight port 2018-12-09 15:26:14 -06:00
Azaezel
7160882bd2 gl conversion WIP. general notes: mSamplerNames[#]/samplerNames[#] entry explicitly corresponds to the order of definition GL side.
shifted the colorbuffer slot over to S1 in keeping with the gbuffer layout for consistency
completed converts: brdf, lighting, torque.
nonvisually verified convert: vectorlight
noncompiling due to tripping on deferredUncondition: reflectionprobe
2018-12-08 01:41:06 -06:00
Azaezel
d86f8b16e8 put the z=w trick back for the cloud layer options. those parallaxing a bit is actually desireable (and fixes it rendering over everything else) 2018-12-04 14:25:49 -06:00
Azaezel
009e237249 simplification 2018-11-29 18:19:27 -06:00