Commit graph

2683 commits

Author SHA1 Message Date
AzaezelX
a8380744d8 reskinning fixes
1) falls back to assuming the word "base" is what is to be replaced if no "oldSkin = newSkin" entry exists
2) falls back to *using* base if the entry is left entriely blank
2019-05-21 12:03:19 -05:00
Areloch
29433b9f22 Added practicing's openAL eax fix 2019-05-19 21:33:58 -05:00
Areloch
f5bf70b584 Catch the template files up and add the improved convex editor bits. 2019-05-19 21:30:45 -05:00
Areloch
ae11d3548d Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development 2019-05-13 00:28:23 -05:00
Areloch
741fcaed5a Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development 2019-05-11 21:53:08 -05:00
Areloch
ad5f583893 Various fixes 2019-05-11 21:42:27 -05:00
Areloch
0e6ba354db WIP updated UI
WIP dark editor theme
fixed multiwindow
2019-05-09 00:11:49 -05:00
Areloch
9ac9c13fea Updating BaseGame to work with PBR, and a PBR example module 2019-05-08 01:27:51 -05:00
Areloch
82881f0875 Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Azaezel/Torque3D into development 2019-05-06 01:50:45 -05:00
Areloch
00b958aff9 Merge branch 'VerveMergeWIP' of https://github.com/Areloch/Torque3D into development 2019-05-06 01:49:58 -05:00
AzaezelX
54cf07fa94 strip out unused pixspecular to cut down on sources of confusion 2019-05-05 20:10:14 -05:00
AzaezelX
d1b24af399 go back to using raw wsNormal with a few additional prep-lines for if that hasn't been made a var for that shader yet 2019-05-05 18:34:39 -05:00
AzaezelX
8a295b5b1c remed out stray code cleanups, added more remmed out code for referencing the way defered calculates bbminmax (as a percentage of the probes actual scale so folks can just copypaste most times) 2019-05-05 18:30:40 -05:00
Areloch
a928744b73 Merge branch 'AssimpWIP' of https://github.com/Areloch/Torque3D into development 2019-05-04 16:25:16 -05:00
Areloch
471254ac0c Merge branch 'GameObjectExamples' of https://github.com/Areloch/Torque3D into development 2019-05-04 16:25:00 -05:00
Areloch
b4a744a366 Merge branch 'ExpandsComponents' of https://github.com/Areloch/Torque3D into development 2019-05-04 16:09:09 -05:00
Areloch
2c89fea69f Merge branch 'ExpandedAssetsPR' of https://github.com/Areloch/Torque3D into development 2019-05-04 16:08:11 -05:00
Areloch
54b4d2eaaf
Merge pull request #2311 from Bloodknight/TerrainSnapOffsetZ
Snap to terrain Z offset.
2019-05-04 14:25:03 -05:00
Areloch
d1e28f4872
Merge pull request #2328 from Areloch/neverImportMat
Adds a filter for materials to never import when importing a shape
2019-05-04 11:51:21 -05:00
Areloch
9c46187082
Merge pull request #2324 from Areloch/TweakedguiTreeViewObjectHandling
Tweaks some object handling of guiTreeViewObj
2019-05-04 11:51:03 -05:00
Areloch
4422082035 Expands/Cleans up a lot of the asset functionality, including management, file association, and creation/importing 2019-05-04 11:49:42 -05:00
Areloch
a366f65047
Merge pull request #2342 from Azaezel/volFogFix
fix(es) for volumetric fog when dealing with dedicated servers.
2019-05-04 11:24:18 -05:00
AzaezelX
bd667b5bf5 Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP 2019-05-03 00:40:57 -05:00
Areloch
9d36d10eea uncommented a bit that was done up for debugging/testing 2019-05-03 00:30:05 -05:00
AzaezelX
6f963ff2a8 Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP 2019-05-03 00:21:01 -05:00
Areloch
f1a355c04c WIP of forward probe scoring. 2019-05-03 00:03:58 -05:00
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.
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
97ec99f704 Merge branch 'development' of https://github.com/GarageGames/Torque3D into PBR_ProbeArrayGLWIP
# Conflicts:
#	Engine/source/gfx/D3D11/gfxD3D11Device.cpp
#	Engine/source/lighting/lightManager.cpp
#	Templates/Full/game/levels/Empty Room.mis
#	Templates/Full/game/levels/Empty Terrain.mis
2019-05-01 23:18:31 -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
a67e6d109c Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP 2019-04-29 00:32:40 -05:00
Areloch
19a1237dcb Ongoing fiddling with correcting the forward render behavior. 2019-04-29 00:07:38 -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
`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
Areloch
337a12b084 Make the gl cubemap array init that takes a pointer list of cubemaps actually have parity to the updateTexture gl calls(aka, actually works). 2019-04-27 03:09:01 -05:00
AzaezelX
129c59e8bb we likely don't want to be overwriting that set of cubemap array registers for every forward lit object instance 2019-04-26 13:33:28 -05:00
AzaezelX
413d756b80 1) bumped bytesPerTexel on up to 8 and got rid of the explicit fillin
2) fed glTexSubImage3D GL_RGBA instead of a second GFXGLTextureType[mFormat]. this tells it what order colors come in, not what size
3)for safeties sake, skipped out on updatetexture if the fed cubemap isn't initialized yet
2019-04-26 13:32:23 -05:00
Areloch
871fdf3664 ongoing WIP of openGL cubemap arrays.
Got the initialization of the arrays to work, but currently fill the supplied cubemaps with flat 1 values(effectively filling with garbage) as sampling from the cubemap to feed to the array leads to memory/heap corruption.
2019-04-26 01:57:07 -05:00
OTHGMars
9c8271a64b Sanity check for sequence times.
If the sequence end time is greater than 1000, millisecond timestamps are automatically assigned.
2019-04-25 16:27:46 -04:00
OTHGMars
241846bc69 Fix for importing animated skinned meshes.
Scale is negated in inverse bind matrices.
Vertex weights are normalized (glTF importer is limited to 4 weights per vert).
Fixed interpolation for animations where the first frame is not at 0.0.
Allows cached.dts version of assimp imported shapes to be loaded.
2019-04-25 16:02:22 -04:00
OTHGMars
e7f89cebb2 glTF2 Importer Update.
Vertex weights are now correctly assigned for skinned meshes. Portions of the vertex weight fix were taken from: https://github.com/ConfettiFX/The-Forge/blob/master/Common_3/ThirdParty/OpenSource/assimp/4.1.0/code/glTF2Importer.cpp#L823-L860.
Inverse bind matrices have been adjusted to be consistent with the other importers.
All nodes, joints and meshes are now named so T3D can cross reference when loading animations.
All T3D specific changes have been bracketed in //T3D_CHANGE_BEGIN and //T3D_CHANGE_END tags to make them easier to find when the assimp library is updated.
2019-04-25 15:41:01 -04:00
AzaezelX
e6a14514e0 tweaked the updating behavior in the probe manager so calling updateProbes just flags a ProbesDirty bool, which is used to kick the update of the static parameters when the bin's render() is called
that way if multiple probes get updated at once, we don't hit the update loop for each one, which is obviously silly
also fixed the 'probes' cubemaps aren't ready until you nudge them'
turns out when we were setting out global var which we used for the irradiance and prefilter cubemap paths, it was being set AFTER the probes got loaded
so it was using an invalid path to look up the cubemaps
-@areloch
2019-04-22 15:39:55 -05:00
OTHGMars
bc98c2e85b Additional filters for material names. 2019-04-22 06:53:29 -04:00
OTHGMars
98c22d0f1b Sequence timing options.
This commit deals with the problem that the keyframe timestamps are not standardized. Seconds, milliseconds and ticks are used depending on the import format. There is no metadata or property that specifies the format used, so the option is exposed to the user as part of the import options gui.
2019-04-22 06:52:59 -04:00
OTHGMars
a75116e6aa Fixes crash from unnamed animation sequences.
Unnamed sequences are now renamed 'ambient'. Crash found in shape models/glTF2/simple_skin/simple_skin.gltf.
2019-04-22 00:12:49 -04:00
OTHGMars
8d6a98b0be Material initialization.
Fixes material initialization for texture and transparency assignments.
Lists all available material properties to console in debug builds.
Adds TORQUE_PBR_MATERIALS define for testing with PBR branches.
2019-04-22 00:08:15 -04:00
OTHGMars
c1726dc1d1 Embedded texture extraction.
Caches textures to disk for shape formats that support embedded textures.
Only the compressed texture codepath has been tested. There are a large number of binary gltf files with embedded (and pbr) textures for testing here: https://github.com/KhronosGroup/glTF-Sample-Models
2019-04-21 23:59:40 -04:00
Areloch
d2bae1c72b Tweaks to the rapidjson stuff so it all plays nice, as well as minor additions to Filestream so it works with the rapidjson stuff. 2019-04-21 04:19:38 -05:00
Areloch
ec3a2368f9 WIP of the rapidJson update 2019-04-20 18:52:24 -05:00