Commit graph

3426 commits

Author SHA1 Message Date
Azaezel a9cb78b67f straight convert of RGBA16F saving support for probes. should note gl side seems to be having an issue with loading probes thats resulting in color channel swapping. 2018-12-09 18:09:45 -06:00
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.
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.
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 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 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 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 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 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 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
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 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
Areloch c4a4fe5304 Implemented registration of probes to avoid rendering all probes when unneeded. 2018-11-19 01:18:09 -06:00
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 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 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 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 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