marauder2k7
949f788a0a
connections
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connections rendering and logic finished.
can make rendering better in future updates such as using geo shaders for bezier curves and smoother lines.
2024-03-05 20:39:33 +00:00
marauder2k7
66d8f0f55c
Update profiles.ed.tscript
2024-03-05 13:15:54 +00:00
marauder2k7
155dfe0c69
more options for nodes
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render nodes with GuiShaderEditor border colors
node size now changable.
2024-03-05 13:15:33 +00:00
marauder2k7
b2095db575
can key focus
2024-03-04 17:15:13 +00:00
marauder2k7
daa0cfef3a
shader node editor test
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node editor functioning correctly, connections needed next
shader nodes to be added in the next commit also
2024-03-03 21:13:58 +00:00
marauder2k7
6e85b43088
backup before connections
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everything in shaderEditor now finished only thing left to add is the connections.
2024-03-03 19:24:49 +00:00
marauder2k7
be0689549a
place functions in cpp
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stop cli bitching.....
2024-03-02 20:14:11 +00:00
marauder2k7
457cdd00bb
shader editor ground work
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Adds the ground work for shader editor
Adds the base gui for the shader editor
2024-03-02 20:09:45 +00:00
marauder2k7
d8636f754b
Merge remote-tracking branch 'upstream/development' into ShaderConstBuffer-CleanupRefactor
2024-03-01 17:52:37 +00:00
Brian Roberts
242e029c21
Merge pull request #1225 from marauder2k9-torque/ZIPArchiveFix
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Fix zip archive reading.
2024-03-01 10:02:55 -06:00
marauder2k7
6355da5df6
various fixes
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STB probably shouldn't fail on failed info, just continue.
Assimp only add sequences if there are any.
Update kork chan asset.
2024-03-01 15:01:47 +00:00
marauder2k7
017246cfa3
Update gfxD3D11Shader.cpp
2024-03-01 14:30:31 +00:00
marauder2k7
cd6656be35
Fix archive
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Incorrect cmake directory was messing up reading from zips
STB was failing to read from zips, it was failing to get the file info, something we were using as an early out, now if that files on the filepath, we use the memory read instead since stream needs to be a success to get to that point.
2024-03-01 10:06:18 +00:00
marauder2k7
74da01dd0d
Merge remote-tracking branch 'upstream/development' into ShaderConstBuffer-CleanupRefactor
2024-02-29 14:34:54 +00:00
marauder2k7
a7021c0ed3
cleanup
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Reverted back to a 2d array since when the const buffer changes are made to the shaders they will be completely swapped out for a 1d array with a max size of 16 for the program, id3d11buffers will be shared across shaders apart from object buffers. We still need to decide on a structure to get everything setup so to keep functionality a max of 2 buffers per stage with 1 buffer as a padding so we can start coding constant buffers right away
2024-02-29 14:34:22 +00:00
Brian Roberts
5d1f306668
Merge pull request #1224 from Azaezel/alpha41/cmakeCleanup
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t3d subdirectory review
2024-02-28 19:39:20 -06:00
AzaezelX
7d1927af99
t3d subdirectory review
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add missing example directory
preserve reservations for ecs directories in remmed form
2024-02-28 03:53:49 -06:00
Brian Roberts
13e5302e93
Merge pull request #1211 from marauder2k9-torque/AssimpLoaader-Fix
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Test assimp PR before full refactor
2024-02-28 03:37:25 -06:00
marauder2k7
cd8914b9ad
reverse bitshift
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need to reverse the bitshift on shaderstages so we get values between 0-5, need to also revert the mBoundConstVec back to a 2dimensional array so that the binding point can be dynamic as well.
2024-02-27 20:59:10 +00:00
marauder2k7
040bbdd6d6
Update gfxD3D11Shader.cpp
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turns out we dont need to do this if both exist the bind point gets changed anyway
2024-02-27 14:51:59 +00:00
marauder2k7
e9a38539a3
multiple desc per handle
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Added multiple descriptions to handles.
While maps are very efficient and match data very quickly due to hashing and what not, they are tricky memory wise, we cant clear them if they are only made up of structs and enums. Need to explore other methods for doing this. Original system had a sub buffer system with a check based on whether the handle was marked vertex/pixel. With 6 stages possible now we need to think of a more effective method. Since shaderstage is now a bit flag maybe some sort of streaming setup could be used to write without a loop.
2024-02-27 09:15:19 +00:00
marauder2k7
78df01af55
Update gfxD3D11Shader.cpp
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plugging leaks
2024-02-26 22:44:32 +00:00
marauder2k7
37636bcd26
switch to vectors
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uses vectors for buffers instead of 2d array
2024-02-26 22:25:11 +00:00
marauder2k7
dfe4bcd01e
Merge remote-tracking branch 'upstream/development' into ShaderConstBuffer-CleanupRefactor
2024-02-26 18:51:40 +00:00
marauder2k7
c876e86957
Update gfxD3D11Shader.cpp
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cleanups
2024-02-26 16:38:56 +00:00
marauder2k7
b979f4befc
everything works
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... apart from the sun =/
2024-02-26 09:22:19 +00:00
marauder2k7
e24971517e
commit before pr
2024-02-25 23:10:23 +00:00
marauder2k7
25bc9cf354
stumped
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buffers seem to be being added correctly, but for whatever reason render is not correct =/
2024-02-25 22:51:37 +00:00
marauder2k7
af29a2af0a
Remove code duplication
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Removed code duplication, all types can be routed through the same function apart from matrices.
2024-02-25 15:26:48 +00:00
marauder2k7
8c01a1a85b
Working
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This commit has everything rendering kind of correctly, but the colours seem off from lighting.
2024-02-25 13:39:22 +00:00
marauder2k7
6355e122d2
compare before change
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check to see if data is different in internal sets before changing values
2024-02-24 19:52:35 +00:00
Brian Roberts
e0cf6cd1b7
Merge pull request #1219 from Azaezel/alpha41/npcnono
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fix non player class pathshape jitter
2024-02-24 12:31:15 -06:00
Brian Roberts
ecd75bdc06
Merge pull request #1220 from Azaezel/alpha41/fixGLVisibility
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fizzle fix for gl
2024-02-24 12:31:06 -06:00
marauder2k7
3f3ef12c3b
handle the global buffer
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global buffer needs a special case
2024-02-24 17:33:28 +00:00
marauder2k7
e8d8138c74
working
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last commit before global conform
2024-02-24 16:26:09 +00:00
marauder2k7
d9fd3375da
Merge remote-tracking branch 'upstream/development' into ShaderConstBuffer-CleanupRefactor
2024-02-24 14:42:53 +00:00
marauder2k7
8887e21f4b
working
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working example, renders all gui controls.
We still cant render a scene, something to do with the constant buffer at slot 0 of the vertex shader being too small..... gotta figure this one out..................
2024-02-24 14:42:30 +00:00
marauder2k7
dd4d48d654
working example
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now its working.. still not perfect but its getting there
2024-02-24 12:40:12 +00:00
marauder2k7
42b8748f5b
bkup
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still memory heap issue
2024-02-24 12:04:53 +00:00
Areloch
6b4472b762
Merge pull request #1221 from Azaezel/iesbugfixes
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Iesbugfixes
2024-02-23 15:34:38 -06:00
marauder2k7
4caa54ad7e
working example
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everything is working apart from samplers......
2024-02-23 21:27:44 +00:00
marauder2k7
a1e2f781a8
Set constant buffers
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added logic to set constant buffers dx side
2024-02-23 20:06:46 +00:00
AzaezelX
3ab716063f
doc correction
2024-02-23 12:39:26 -06:00
AzaezelX
c7cc86b357
clamp spot angle to 179,
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up custommaterial inputs to 16
add Material::PhotometricMask:handling to processedcustommaterial
and for paranoias sake go ahead and be explicit about _getLightMaterial (those *should* be unneeded as they optionally default to that, but it's how they were in the beatup fork during testing)
2024-02-23 11:52:43 -06:00
AzaezelX
4d1395dd57
from mar: fix the opengl cookie uv lookup
2024-02-23 11:23:07 -06:00
marauder2k7
97ed522667
gfxD3D handles and buffermap
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init handles coded.
bufferMap added.
2024-02-23 17:18:45 +00:00
AzaezelX
c27b9bf48f
allow spotlights specifically to comprress ies based on angle differentials
2024-02-23 01:28:15 -06:00
AzaezelX
bbe9bc8871
missed a 1d convert
2024-02-22 23:47:57 -06:00
AzaezelX
14b6822e49
a) use a 1d texture for this
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b) if we're going to optionally assign iesProfiles via shadowMacros.push_back, should specify the entries for the samplers too
2024-02-22 17:53:53 -06:00
AzaezelX
0b7fd2f0b3
ies bugfixes
2024-02-22 16:00:26 -06:00