Azaezel
|
1766e291ba
|
Merge branch 'PBR_PR' of https://github.com/Azaezel/Torque3D into PBR_PR
|
2018-12-05 10:55:37 -06:00 |
|
Azaezel
|
74ca8d106c
|
retweaked filter for wether ot not to supress the zonelight culling methods when not in the diffuse pass
|
2018-12-05 10:55:29 -06:00 |
|
Tim Barnes
|
6937989d61
|
RGBA16F saving support for probes
|
2018-12-05 20:01:58 +10:00 |
|
Azaezel
|
bd742bbf75
|
registergloballights now taks a (by default on) cullSceneLights. off for reflection capture as that is presently acting up
|
2018-12-04 12:41:15 -06:00 |
|
Azaezel
|
0d915b31ae
|
bump effective LOD (Level Of Detail) up during the capture phase to work arround things like trying to capture within a building with agressive optimization killing off the internals due to the smaller effective 'screen' being rendered.
|
2018-12-03 11:15:17 -06:00 |
|
Azaezel
|
47c36ff59d
|
THIS IS AN ABOMINATION UNTO THE CODEBASE AND SHOULD BE REMOVED THE SECOND WE CAN SORT OUT WHAT THE HECK IS GOING ON WITH THAT QSORT
stops flickering by itterating through the probe list twice. once looking for the skylight, then doing the rest
|
2018-11-28 18:12:12 -06:00 |
|
Azaezel
|
0974902cc8
|
put lerp back after verifying we were indeed getting values passed along.
|
2018-11-28 14:25:48 -06:00 |
|
Azaezel
|
4ef1a25610
|
put sphereical influence back via the new spherical attenuation methods, shifted the stateblock for probes specifically to max of either source or desitination alpha (though not entirely convinced that is in fact the case)
|
2018-11-28 12:00:06 -06:00 |
|
Tim Barnes
|
ab10cc0c87
|
timmy merge work
|
2018-11-28 17:51:52 +10:00 |
|
Azaezel
|
f1e584ca69
|
stateblocks: skylight uses one+(dest)zero. probes use (src)alpha+(dst(1.0-alpha) for a lerp blend. skylight writes out 0 alpha to ensure probes always win if even only a little.
|
2018-11-27 08:50:44 -06:00 |
|
Azaezel
|
65ab39a2d2
|
cast to pointer to pointer, not just pointer. (confused yet?)
|
2018-11-27 08:28:33 -06:00 |
|
Azaezel
|
0f0fc5279b
|
missed mscore pasalong in .set
|
2018-11-27 08:03:04 -06:00 |
|
Azaezel
|
2c1a5f5647
|
qsort compilation, though still not quite correct
|
2018-11-25 12:35:35 -06:00 |
|
Azaezel
|
b2ca85b988
|
couple additinal places for scroe to be set
|
2018-11-25 12:35:02 -06:00 |
|
Azaezel
|
79d506d439
|
1)use standard setupPass inheritance chain. already checks for !mprocessedmaterial and a few other things
2)pass along mIsSkylight from probes to matinstances
3) stubbs in a seperate setupPass for skylightmatinstance
|
2018-11-23 02:05:36 -06:00 |
|
Azaezel
|
96101a0e56
|
correction for folks supporting older codebases outside of this engine: don't try and include the older directx library unless youre also deliberately using the older directsound end of things, and for dx11, reference the #include <d3d11_1.h> lib instead of the <d3d11.h> one to pair with the reference used by SDL2
|
2018-11-23 00:30:23 -06:00 |
|
Tim Barnes
|
9e65e940d0
|
lighting single buffer
|
2018-11-21 15:53:02 +10:00 |
|
Areloch
|
c4a4fe5304
|
Implemented registration of probes to avoid rendering all probes when unneeded.
|
2018-11-19 01:18:09 -06:00 |
|
Azaezel
|
518bcaaabf
|
from @rextimmy: shifts sybox rendering to last (kils a bit of overdraw)
|
2018-11-18 06:36:16 -06:00 |
|
Tim Barnes
|
c64aee9dcc
|
point light WIP & moved lighting position/direction to WS
|
2018-11-14 20:58:47 +10:00 |
|
Azaezel
|
29e78d2034
|
mUseHDRCaptures needs more work. shut that back off till we've time to circle back
|
2018-11-10 00:34:23 -06:00 |
|
Azaezel
|
9ec243cb87
|
fix to display that second box
|
2018-11-10 00:33:42 -06:00 |
|
Azaezel
|
b19fe23473
|
from timmy: fix for seperated out RGB and A blends
|
2018-11-10 00:32:24 -06:00 |
|
Azaezel
|
79e2d5d459
|
REVIEW LATER: invert the world transform for probes to shove them into cam space as far as rotation goes. keep position.
|
2018-11-09 20:16:15 -06:00 |
|
Azaezel
|
daef7aa128
|
debug spew cleanup
|
2018-11-08 01:27:42 -06:00 |
|
Azaezel
|
73a7d205e2
|
add in secondary bounds box display for probes as that is not actually linked to the radius/box-based-on-radius
|
2018-11-06 20:00:34 -06:00 |
|
Azaezel
|
567b30b44a
|
Merge branch 'PBR_PR' of https://github.com/rextimmy/Torque3D into PBR_PR
|
2018-11-02 00:51:32 -05:00 |
|
Tim Barnes
|
6e17475f86
|
WIP shader work - not complete!
|
2018-11-02 09:08:45 +10:00 |
|
Azaezel
|
b3805fe778
|
Merge branch 'terrainNormalNeener' into PBR_PR
|
2018-11-01 14:06:00 -05:00 |
|
Brian Roberts
|
4453a4ad4b
|
Update terrFeatureHLSL.cpp
|
2018-10-29 13:22:16 -05:00 |
|
Brian Roberts
|
6ba442bf07
|
Update terrFeatureGLSL.cpp
|
2018-10-29 13:21:42 -05:00 |
|
Tim Barnes
|
9a39afa0eb
|
reflection probe updates
|
2018-10-28 20:42:26 +10:00 |
|
Areloch
|
43c1abbc96
|
Added propagated multibake mode.
Temporarily disabled Precapture post effect.
|
2018-10-27 02:21:46 -05:00 |
|
Areloch
|
78b2bcde0c
|
Added the temporary 'use HDR cubemaps' override to use the in-memory full HDR range prefilter and irradiance cubemaps instead of the saved LDR ones.
Also fixed the target order with the skylight shader so it renders to the right targets.
|
2018-10-26 01:19:14 -05:00 |
|
Azaezel
|
86e5fe2adf
|
removed redundant cleartarget, added clearcolorattachment 4, tagged gbuffer slots
|
2018-10-25 20:03:28 -05:00 |
|
Azaezel
|
8fadf880a3
|
Merge branch 'PBR_Bins_Reordered' of https://github.com/Areloch/Torque3D into PBR_PR
# Conflicts:
# Engine/source/gfx/D3D11/gfxD3D11Device.cpp
# Engine/source/renderInstance/renderDeferredMgr.h
|
2018-10-25 14:30:12 -05:00 |
|
Areloch
|
e72f04648a
|
Adjusts the lightbin manager to be a regular bin, and shifts ownership of both lighting targets to the deferred manager. Probes now render ahead of lights to make the additive order jive.
Also reordered the probe targets used so they match lights for consistency.
|
2018-10-24 23:43:12 -05:00 |
|
Azaezel
|
a5cad08ba6
|
Merge branch 'PBR_PR' of https://github.com/rextimmy/Torque3D into PBR_PR
|
2018-10-24 20:48:45 -05:00 |
|
Azaezel
|
1b8549b146
|
stateblock work for probe blending
|
2018-10-24 18:27:59 -05:00 |
|
Azaezel
|
83ef5db910
|
work on getting render bin ordering correct
|
2018-10-24 18:27:43 -05:00 |
|
Tim Barnes
|
ad4c115e00
|
clear gbuffer from code and not from a shader
|
2018-10-24 18:58:46 +10:00 |
|
Tim Barnes
|
5ef8cc912d
|
d3d11 clear RTV fix
|
2018-10-24 18:42:08 +10:00 |
|
Azaezel
|
b4e28343da
|
crashfix. free will eventually lead to destroyself so don't doubleup or it trys to kill the dead. zombu bad.
|
2018-10-17 21:05:38 -05:00 |
|
Azaezel
|
d484a1a46e
|
apply consistent colorspace to cubemaps
|
2018-10-17 21:04:41 -05:00 |
|
Areloch
|
ef81708e12
|
Corrected box influence logic for probes to accommodate rotations.
Also uncommented line so probe transform is passed along to the render manager.
|
2018-10-16 16:18:22 -05:00 |
|
Areloch
|
aad37bc0f5
|
Corrected some missed bits in the template, and a check in the forward-lit probes
|
2018-10-10 01:52:19 -05:00 |
|
Areloch
|
57f8549abe
|
Shifted to the static-list arrangement for probe instance tracking to help performance as well as drastically streamline the data submission/material instance flow for probe rendering.
|
2018-10-07 17:32:23 -05:00 |
|
Areloch
|
9e88e9feca
|
Getting the GL side up-to-date to match.
|
2018-10-06 17:50:15 -05:00 |
|
Azaezel
|
2c0a57449e
|
filter out pixel shader normalmap calcs when not in deferred mode.
|
2018-09-26 06:49:36 -05:00 |
|
Areloch
|
f31445751f
|
Updates and fixes to probe and lighting logic.
|
2018-09-17 01:52:18 -05:00 |
|