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.
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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
2b997d2d9c
nonbreaking 'specularcolor' to 'pbrConfig' var conversion. (TODO: specularMap entries)
2019-04-29 19:40:22 -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
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
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`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
b79cff7530
resource count and type sync with the computeForwardProbes call-insertion for shadergen. probly going to need to cook up a cubearray type
2019-04-11 12:31:15 -05:00
AzaezelX
7f2c57f18b
use the right recreation when lacking a composite map (still need to do up matinfo flags)
2019-04-11 12:30:03 -05:00
AzaezelX
c3ea3593ea
typofix+ *add* computeForwardProbes to replicate the stateblock used in deferred
2019-04-10 17:46:42 -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
b64b84b843
defaults for diffusecolor, specularcolor (reminder todo: shift that to composite) and normal for createForwardSurface
2019-04-10 11:48:22 -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
Areloch
edbbeaf008
Probe Array WIP
2019-01-07 20:34:19 -06:00
Tim Barnes
b0fff30d33
lighting single buffer
2018-11-21 15:53:02 +10:00
Azaezel
f75a9ccd24
from @rextimmy: shifts sybox rendering to last (kils a bit of overdraw)
2018-11-18 06:36:16 -06:00
Tim Barnes
59a5bf11e1
reflection probe updates
2018-10-28 20:42:26 +10:00
Areloch
2be32ad737
Implementation of reflection and skylight probes.
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Moves lighting math to the diffuse/specular two-channel logic.
2018-09-16 22:15:07 -05:00
Areloch
ef5e3a5271
Core implementation of Physical Based Rendering.
2018-09-15 20:19:57 -05:00
Azaezel
28e509af1a
Merge branch 'development' of https://github.com/GarageGames/Torque3D into memberMess
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# Conflicts:
# Engine/source/console/consoleFunctions.cpp
2018-03-28 15:42:34 -05:00
Azaezel
7af02efe29
crashfix from prior commit
2018-03-14 18:44:51 -05:00
Azaezel
151632f0c4
shader hooks and gen cleanups
2018-03-13 18:07:58 -05:00
Glenn Smith
963333c583
More cats and cpys in files that xcode doesn't see
2018-03-07 01:13:56 -05:00
Glenn Smith
a94587af43
Use strncpy instead of strcpy because again, buffer overflows
2018-03-06 02:35:33 -05:00
Areloch
cb4989fb0b
Moves the initialization of the shader common path const var so it is set before we do an initial setup of some shadergen fields.
2017-09-11 23:48:49 -05:00
Areloch
d870fe8890
Removes the pointless getVariable call when doing the init on our smCommonShaderPath var.
2017-07-24 23:52:11 -05:00
Areloch
7567ca10c3
Reworks the $Core::commonShaderPath variable usage to be a static variable in ShaderGen for efficiency(only one getVariable when shadergen is initialized), as well as implements the ability to set a default value, and ensures that it tries to set a path even if the pref variable is missing which is important for ported projects from older builds.
2017-07-24 00:40:27 -05:00
Areloch
0801a3cca8
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
2017-06-23 11:36:20 -05:00
Areloch
7e5e3b5105
Removes Direct3D9 functionality.
2017-05-28 16:51:31 -05:00
Areloch
19dcfde60f
Merge pull request #1984 from FooBarbarians/fix-1912
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Reordering initialization methods #1912
2017-04-26 01:11:51 -05:00
Masquara
970dd5c477
Reordering initialization methods #1912
2017-04-19 14:02:45 -04:00
Areloch
c443e7a4ae
Merge branch 'development' into Xenon_Removal
2017-04-18 20:47:43 -05:00
Areloch
1bfdb41694
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
2017-04-11 00:23:14 -05:00
Areloch
26fd24fbab
Removes bits of code and includes that are based on old 360, xbox and PS3 flags that are no longer needed.
2017-04-08 20:30:57 -05:00
Areloch
d680dc9934
Initial implementation of the new Base Game Template and some starting modules.
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This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded.
Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect.
This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
2017-02-24 02:40:56 -06:00
Azaezel
c6e2563a38
went overzealous on the bitangent cleanup when reviewing parallax. the W multiplier can and should stay. the y flip can remain gone.
2016-12-11 15:04:33 -06:00
Azaezel
a5755be681
factoring in tangentW casues parallax (but not normals) to swap specular highlight directions. removed that, as well as a prior attempted workaround.
2016-12-06 23:30:35 -06:00
RexTimmy
7281c2ed18
64bit shadergen hash key support.
2016-09-28 11:13:55 +10:00
James Urquhart
ace01a313c
Add a workaround for the 16 vertex attribute limit on nvidia gl
2016-08-21 01:43:30 +01:00
James Urquhart
3496c549b5
Hardware Skinning Support
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- Supports GL, D3D9 & D3D11
- Extends vertex formats & shadergen to support blend indices and weights
- Adds basic support for using 4x3 matrices for shader constants
- Supports software fallback
2016-08-21 01:43:30 +01:00
Anis
e13513f059
Merge pull request #1713 from Azaezel/c4189_cleanup
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adresses C4189 warnings
2016-08-07 00:38:51 +02:00
Azaezel
76fe7937ce
adresses C4189 warnings ('identifier' : local variable is initialized but not referenced)
2016-07-31 10:46:52 -05:00
Azaezel
21d1bfa64c
3.9 fix: on the hlsl side: corrects improperly applied specularpower
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(slider in conjunction with cubemap). gl side kills a redundant test
2016-07-27 16:48:55 -05:00
rextimmy
92017332eb
Fixed AccuTexFeatHLSL implicit truncation error
2016-06-09 16:23:53 +10:00
rextimmy
ddfa4eaf18
DX11 accumulation shadergen fix.
2016-06-09 15:23:54 +10:00
Azaezel
942235d114
Fixes vertcolor code insertion order, and applies it adaptively based on defered or forward lit context
2016-05-25 03:08:28 -05:00
Azaezel
d79b9a2988
removes w=z trick (was causing fisheye, effectively)
2016-05-18 06:38:13 -05:00
rextimmy
41e5caf22b
Direct3D11 Engine/source changes
2016-03-20 21:52:11 +10:00
Azaezel
9472bfd3ca
addresses https://github.com/GarageGames/Torque3D/issues/1537 via the following:
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908be4818f/Engine/source/materials/materialDefinition.cpp (L261) denotes power as sharpness, reflected in the size/falloff of a highlight halo *
908be4818f/Engine/source/materials/materialDefinition.cpp (L264) denotes strength as overall brightness of highlights. **
*and sharpness of reflection if using a cubemap.
** reflected in cubemapped objects as also degree of 'reflection' vs diffuse/albedo coloration.
2016-03-01 20:25:52 -06:00