AzaezelX
070a9845a2
preliminary glowmap+glowmul feature augmentation math
2019-10-30 18:29:11 -05:00
AzaezelX
0f5ba17126
needed mft_pbrconfigmap or _convifgvars and _matinfocflags set to default=true to trip the forward lit side,
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shifted the mft_skybox test on down below the checks for the presence of those features to be inserted, and removed them on out if a skybox.
2019-10-29 22:11:59 -05:00
AzaezelX
8fac88dadc
more misc cleanup, including cutting down on sampling the pbrconfigmap by filling that out first, and drawing the smooth and metal vars from it, and filling out an ao var in case folks wanna use that later, as well as a bit more doubled up functionality prune-down. still tracing why forward lit seems to have lost the map config feature
2019-10-23 20:38:13 -05:00
AzaezelX
ad216abc02
cleans up a few more spots of various variables that ammount to the "PBRConfig" in the end, as well as a MFT_isDeferred test for determining if that's stored off as a temp-val or in the gbuffer. though seem to have forgotten a catch, as it's not finding the MFT_PBRConfigMap feature and falling back to recreation come time to process MFT_ReflectionProbes
2019-10-23 14:59:29 -05:00
AzaezelX
bfccfca0ce
more conversionwork from specular entries to pbrconfig ones, adds backend glowmul and glowmap var tracking, as well as pbrconfigmap composite slip-in for the glowmap (sans shaderfeatures just yet). seems to have busted forward lit application though...
2019-10-22 15:11:39 -05:00
AzaezelX
65cbf49c4a
backend specularMap to PBRConfigMap alts.
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left:
addField( "specularMap", TypeImageFilename, Offset(mPBRConfigMapFilename, Material), MAX_STAGES,
scripthook till last since that *will* break all current materials.
2019-10-16 15:51:02 -05:00
AzaezelX
022b87cac2
from user Ewyncat: adds invcameratrans, cameratoscrren, and screentocamera postfx and shader matrix interfaces.
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also a bit of backend work to normalize those later once we've proof-of-concepted the calcs
2019-09-06 14:25:17 -05:00
Areloch
af77444ec9
Merge branch 'MatInstanceViewer' of https://github.com/Areloch/Torque3D into Preview4_0
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Fixed up forward IBL
Reimplemented old forward light shader code as a baseline so it can be updated to new PBR math
2019-06-27 00:36:56 -05:00
Areloch
dd3422b5a2
Added ability to pass ints to post effect shader consts
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Reorg'd probe init to flow better and be more robust on load
Cleaned up various parts of the probe render manager to be more stable
Fixed issue with crash on release due to numProbe in loops being 0
Updated glsl probe array shader
Beginning of rework of editor settings
Beginning of conversion of asset import config to similar system as editor settings
2019-06-13 00:37:12 -05:00
AzaezelX
afa52850c3
Merge branch 'CustomShaderFeaturesPR' of https://github.com/Areloch/Torque3D into alpha40Macwork
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# Conflicts:
# Engine/source/materials/materialDefinition.cpp
# Engine/source/materials/processedFFMaterial.h
# Engine/source/materials/processedShaderMaterial.cpp
# Engine/source/renderInstance/renderBinManager.cpp
# Engine/source/renderInstance/renderGlowMgr.cpp
# Engine/source/renderInstance/renderMeshMgr.cpp
# Engine/source/renderInstance/renderPassManager.h
# Engine/source/renderInstance/renderTranslucentMgr.cpp
# Engine/source/shaderGen/customShaderFeature.cpp
# Engine/source/shaderGen/customShaderFeature.h
2019-05-22 23:36:15 -05:00
Areloch
ebb51bb178
Catch the template files up and add the improved convex editor bits.
2019-05-19 21:30:45 -05:00
Areloch
af14de2bb7
Implements a Material Instance viewer to the material editor to see a feature-filtered dump of the generated shaders for a given material.
2019-05-17 01:48:45 -05:00
Areloch
529558f671
Initial implementation of Custom Shader Features
2019-05-17 01:20:19 -05:00
Areloch
3697737498
Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development
2019-05-13 00:28:23 -05:00
Areloch
c283295f22
Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development
2019-05-11 21:53:08 -05:00
AzaezelX
57ee1882fa
strip out unused pixspecular to cut down on sources of confusion
2019-05-05 20:10:14 -05:00
Areloch
2abdef7459
Collapse the ProbeManager into RenderProbeMgr to simplify the probe management/rendering behavior(as the game sim doesn't require simple access to probe data, unlike lights)
2019-01-26 02:05:18 -06:00
Tim Barnes
9a39afa0eb
reflection probe updates
2018-10-28 20:42:26 +10:00
Areloch
b19a4b22c8
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
b4a1d18f42
Core implementation of Physical Based Rendering.
2018-09-15 20:19:57 -05:00
Azaezel
33ebe34440
more gfx shadowvar cleanups
2018-03-13 21:25:45 -05:00
Areloch
39f86d8c30
asdasd
2017-10-26 17:06:27 -05:00
Areloch
9a5700addc
Handler binding on a scene level working
2017-10-19 15:34:57 -05:00
Areloch
7219899287
Working on shader const binding
2017-10-17 08:48:31 -05:00
Areloch
70c154c7d3
Implement of the shader consts binding.
2017-10-10 15:54:54 -05:00
Areloch
dc5e502dec
Initial implementation of Custom Shader Features.
2017-10-05 17:04:51 -05:00
Areloch
25686ed4be
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
af8fbf0e3a
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
Anis
5d38357785
Merge pull request #1636 from Azaezel/TranslucentTargetTweak
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puts forward-lit #targetname assignment of faux diffuse maps back
2016-08-21 20:10:59 +02:00
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
Azaezel
702e63cb0c
puts forward-lit #targetname assignment of faux diffuse maps back
2016-06-07 13:54:30 -05:00
Azaezel
00cc949011
reimplements a form of subsurface scattering
2016-04-15 00:20:55 -05:00
Areloch
6a40b8bb84
Merge pull request #1559 from rextimmy/dx11_clean
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Direct3D11 Support
2016-03-29 00:51:23 -05:00
rextimmy
41e5caf22b
Direct3D11 Engine/source changes
2016-03-20 21:52:11 +10:00
Azaezel
ed264e4e12
from @rextimmy automatically adds a sky feature to skies. (render sorting and orientation. previously required setting in script.)
2016-03-16 18:10:07 -05:00
Azaezel
8c5810adad
The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of:
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renderPrePassMgr.cpp related:
A) shifting .addFeature( MFT_XYZ); calls from ProcessedShaderMaterial::_determineFeatures to ProcessedPrePassMaterial::_determineFeatures
B) mimicking the "// set the XXX if different" entries from RenderMeshMgr::render in RenderPrePassMgr::render
C) fleshing out ProcessedPrePassMaterial::getNumStages() so that it shares a 1:1 correlation with ProcessedShaderMaterial::getNumStages()
D) causing inline void Swizzle<T, mapLength>::ToBuffer( void *destination, const void *source, const dsize_t size ) to silently fail rather than fatally assert if a source or destination buffer is not yet ready to be filled. (support for #customTarget scripted render targets)
Reflections:
A) removing reflectRenderState.disableAdvancedLightingBins(true); entries. this would otherwise early out from prepass and provide no color data whatsoever.
B) removing the fd.features.addFeature( MFT_ForwardShading ); entry forcing all materials to be forward lit when reflected.
C) 2 things best described bluntly as working hacks:
C1) when reflected, a scattersky is rotated PI along it's z then x axis in order to draw properly.
C2) along similar lines, in terraincellmaterial, we shut off culling if it's a prepass material.
Skies: scattersky is given a pair of rotations for reflection purposes, all sky objects are given a z value for depth testing.
2016-02-16 02:50:49 -06:00
Areloch
95ab3a33a5
Merge pull request #719 from rextimmy/dxtnm-parallax-fix
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Fix to allow parallax mapping with dxtnm textures via the red channel.
2015-08-27 23:59:20 -05:00
Azaezel
c6cdfafe4e
cleaned up variant of https://github.com/GarageGames/Torque3D/pull/768 alterations: opengl support, in-shader bug-reporting, direction vector fit to material slider-bar.
2014-12-21 14:07:42 -06:00
LuisAntonRebollo
03ffa1ddd3
Merge pull request #925 from BeamNG/shaderdata_samplernames
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Add sampler names to ShaderData
2014-11-30 02:21:30 +01:00
LuisAntonRebollo
1c95ce21d6
Merge pull request #608 from BeamNG/use_gfxdevice_setupgenericshaders
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Use GFXDevice::setupGenericShaders for support non Fixed Fuction Pipelines.
2014-11-30 02:20:00 +01:00
LuisAntonRebollo
1ac8fab884
Changes for get necesary sampler names for OpenGL shaders.
2014-11-08 18:31:14 +01:00
rextimmy
3c56bf3a56
Fix to allow parallax mapping with dxtnm textures via the red channel.
2014-07-03 17:56:47 +10:00
Azaezel
ebbd8a2e02
Instancing clones the results of a previously used material to it's next instance. As such, it and Dynamic Cube Mapping are mutually exclusive features.
2014-06-20 14:45:12 -05:00
LuisAntonRebollo
33742599b3
Use GFXDevice::setupGenericShaders for support non Fixed Fuction Pipelines.
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OpenGL and DirectX11 not support FFP, and GFDevice::disableShaders has not the necessary information to decide the shader to be used.
GFDevice::SetupGenericShaders is used instead of GFDevice::disableShaders.
GFDevice::disableShaders will be deprecated on T3D 4.0
2014-04-13 17:57:40 +02:00
Daniel Buckmaster
87d9e245b7
Merge remote-tracking branch 'smally/platform_type_consistency' into platform-type-consistency
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Conflicts:
Engine/source/platform/platformCPUCount.cpp
2014-04-04 13:43:25 +11:00
DavidWyand-GG
17113d3ba5
Blinn-Phong Specular Changes
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Based on the work done here:
http://www.garagegames.com/community/blogs/view/21032
2013-10-29 15:10:23 -04:00
SilentMike
77bd934167
Merge pull request #424 from tdev/lock-checking
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Added checks for valid pointers after locking
2013-08-11 22:14:16 -07:00
cpusci
7a8f46b19f
Update for float, double and unsigned char, unsigned short, short, etc. char was left alone: read why here http://msdn.microsoft.com/en-us/library/cc953fe1.aspx
2013-08-04 16:58:59 -05:00
Thomas Fischer
53abbe066d
added checks for valid pointers after locking
2013-06-30 17:51:38 +02:00
Thomas Fischer
688e54cb43
fixed pointer problems and guard in material files
2013-06-30 17:47:43 +02:00