Azaezel
9d560d9b12
skylight conversion
2018-12-09 16:57:14 -06:00
Azaezel
78f81e2b83
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.
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also converted spotlight.
2018-12-09 15:59:48 -06:00
Azaezel
89c534ce21
vectorlight conversion cleanups, pointlight port
2018-12-09 15:26:14 -06:00
Azaezel
c8b76d82c3
gl conversion WIP. general notes: mSamplerNames[#]/samplerNames[#] entry explicitly corresponds to the order of definition GL side.
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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
10b7630312
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
a2bd0e0fcd
simplification
2018-11-29 18:19:27 -06:00
Azaezel
fcef7061c8
in keeping with a more integrated setup, used multiplicative ao for darkening existing composite map ao contributions.
2018-11-29 17:47:07 -06:00
Azaezel
fa41ea3e16
puts a form of ssao back. as this is intended to replicate shadows, bolted that to the shadow portion of the calc. as it was previously addative, did so in an addative manner.
2018-11-29 17:30:51 -06:00
Azaezel
6248b427bf
'better' (read here less completely craptacular) blending for boxes
2018-11-29 12:21:28 -06:00
Azaezel
9bf2378e70
simpler falloff calc for probes
2018-11-28 13:12:59 -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
521bd2375d
lighting shader fixes
2018-11-28 20:01:35 +10:00
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
Tim Barnes
9df1338d4b
probe shader fix
2018-11-21 20:00:59 +10:00
Tim Barnes
9e65e940d0
lighting single buffer
2018-11-21 15:53:02 +10:00
Azaezel
ecd47830ca
shift sky render to last of non-translucents
2018-11-18 18:54:02 -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
da2c536daa
emissive fix: return the surface.basecolor in place of zeros emissive is at minimum non-shadowed. TODO: consult folks on if they want a multiplier, mask, or mix for further customization there.
2018-11-12 22:55:52 -06:00
Azaezel
338e66b7e6
add back in brightness and contrast controls, as well as the capacity to shut tonemapping off
2018-11-12 22:54:00 -06:00
Azaezel
452c35f11c
further wipwork on the pointlight conversion. filled CreateSurfaceToLight out in a theoretically correct manner (spoiler, not actually correct)
2018-11-06 20:07:09 -06:00
Azaezel
b8fb90ab94
added the additional colorbuffer entry to the probe projection shader so we get output. TODO: leverage the new CreateSurface methodologies to match with the skylight
2018-11-06 20:03:22 -06:00
Azaezel
913fbef66d
shift surface calcs to post-attenuation. no point if we're just gonna throw the vals out in the end
2018-11-02 17:41:30 -05:00
Azaezel
508e9b4f27
account for attenuation
2018-11-02 16:28:50 -05:00
Azaezel
18c204b341
add animated spotlight and pointlight to test scene
2018-11-02 16:09:02 -05:00
Azaezel
7c05e3d33d
pointlight conversion rev1- filled in creatrsurface, used pre-exisitng calcs for nDotL to aproximate the light direction needed by CreateSurfaceToLight(surface, dot( lightVec, normDepth.xyz )); NOTE: compiles, but artifacts badly.
2018-11-02 16:07:52 -05:00
Azaezel
1169ad05f1
spotlight conversion
2018-11-02 16:04:53 -05:00
Azaezel
b992446fff
we're no longer making use of a singular lightbuffer to double up as a baked lighting/ibl channel passed to lights themselves, so save a screens worth of transmission
2018-11-02 16:04:04 -05:00
Azaezel
dabd5eb15d
shifted normDepth to pre-Createsurface so we can throw out any calcs as soon as we determine that the pixel is out of viewrange
2018-11-02 15:57:37 -05:00
Tim Barnes
bb2db321ab
SkyLight sampler def fix
2018-11-02 09:43:22 +10:00
Tim Barnes
6e17475f86
WIP shader work - not complete!
2018-11-02 09:08:45 +10:00
Tim Barnes
a44d885885
oops forgot poor skylight shader
2018-10-28 20:52:32 +10:00
Tim Barnes
9a39afa0eb
reflection probe updates
2018-10-28 20:42:26 +10:00
Areloch
43c1abbc96
Added propagated multibake mode.
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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.
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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
8fadf880a3
Merge branch 'PBR_Bins_Reordered' of https://github.com/Areloch/Torque3D into PBR_PR
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# 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.
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Also reordered the probe targets used so they match lights for consistency.
2018-10-24 23:43:12 -05:00
Azaezel
8538337a36
reset ligtht outputs to output color*shadowing as oposed to baking shadowing into the alpha chan now that we're ignoring that for lights specifically (though we're still keeping the alpha chan arround for varying-IBL input blending purposes
2018-10-24 20:55:48 -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
83ef5db910
work on getting render bin ordering correct
2018-10-24 18:27:43 -05:00
Tim Barnes
c3fb049f89
stateblock changes for lighting
2018-10-24 19:25:20 +10:00
Tim Barnes
ad4c115e00
clear gbuffer from code and not from a shader
2018-10-24 18:58:46 +10:00
Azaezel
ddb431181b
take ambient occlusion into account for probe and skylight projections as well, given they are litterally an ambient source
2018-10-17 21:34:09 -05:00
Azaezel
eb46a8c0e7
take ao slot in the gbuffer into account by the simple expedient of multiplying the cast-shadow result by the channel
2018-10-17 21:06:24 -05:00
Azaezel
f5bab3f574
matinfo.b is smoothness, and matinfo.a metalness fr the gbuffer.
2018-10-16 22:20:07 -05:00
Areloch
ef81708e12
Corrected box influence logic for probes to accommodate rotations.
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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