Areloch
b0c89dddff
WIP of adjusting the reflection probe's bake to utilize the ReflectionManager and CubeReflector instead of duplicating the capture code.
2019-02-13 00:37:50 -06:00
Areloch
34abe1b835
Updated the PostFX ability to setShaderConsts and cubetextures for probes
2019-02-12 01:10:30 -06:00
Areloch
a1b281cc5f
Ongoing PostFX org rework.
2019-02-11 00:17:53 -06:00
Areloch
ecad33c598
Org rework and postFX-setup WIP
2019-02-08 01:35:35 -06:00
Azaezel
9a40e82ced
set the alignedarray sizes to maxprobes, reguardless of actual probe count
2019-02-07 09:55:52 -06:00
Azaezel
66937ee47a
duplication cleanups
2019-02-07 09:46:54 -06:00
Azaezel
a3e4ce5146
cut down on some of that per-frame allocation via prepping our vector 'registers' during the constructor
2019-02-07 09:34:23 -06:00
Azaezel
7529864942
remove push_back uses in favor of consistent [i], fill probe data with defaults before overriding to ensure no garbage data is getting referenced.
2019-02-07 08:05:39 -06:00
Azaezel
2e485c4946
conversionwork courtessy of jeff. seeems float3f aligned arrays were nonfuncntional, so shifts a few over to float4s
2019-02-06 10:59:36 -06:00
Areloch
a8707b2410
Progress in getting array data to comply.
2019-02-02 23:28:51 -06:00
Azaezel
e8c2912498
portwork from jeff to use farFrustumQuad for the vertex shader
2019-01-31 13:00:52 -06:00
Areloch
a0b9c8cfd6
Broke it down to work with a single probe for confirmation of general math and behavior.
2019-01-31 11:44:09 -06:00
Areloch
54a64c0d82
Shifts the verts used to match the fullscreen quad setup of vector light, utilizing FarFrustuQuadVerts
2019-01-30 13:52:59 -06:00
Azaezel
4a5a071075
reference cleanups:
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1) kill off extraneous cubemap and irradiancecubemap source-to-shader variable ties
2) use the cubemap arrays (renderdoc for instance doesn't list them as being input at all if they're never used)
3) use the vert file
2019-01-30 06:29:39 -06:00
Azaezel
6e09ff70d7
explicitly bound the namedtexttargets to input slots. shifted brdf slot on up to 3 (from 5) to cluster flat vs array entries. though it does not appear at time of writing that that is in fact binding...
2019-01-28 22:10:57 -06:00
Azaezel
c590c2df2b
should only need to set the brdf texture the once
2019-01-28 01:36:17 -06:00
Azaezel
ce4409db17
typofix for bbMinArray, cubemap array lookups for irradiance and spec
2019-01-28 00:31:01 -06:00
Areloch
eedf31b6ad
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
Azaezel
e1c72b5aa2
tracks wether or not a cubemap has been fully intitialised (as well as defautls for other shared entries). skips out including an uninitialized cuebmap in probe array (inthoery. in practice, need to root arround a bit more)
2019-01-22 02:03:14 -06:00
Areloch
d6ae28b58e
WIP hook-in of the cubemap array.
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Also inversed probe transforms to make them correct.
2019-01-21 01:50:13 -06:00
Areloch
f5da79b39f
Shifted the rest of the probe render code to hook into the array'd uniforms, made the reflection probe shader definition refer to the array shader.
2019-01-19 00:31:42 -06:00
Azaezel
8573e28e79
skylights do actually have a position. 0,0,0. so we can include those without messing with things. and we'll want to sum/count for blending purposes down the line. not render over each other
2019-01-08 11:16:05 -06:00
Areloch
edbbeaf008
Probe Array WIP
2019-01-07 20:34:19 -06:00
Azaezel
85d8c7a2de
console conversion
2018-12-12 16:01:26 -06:00
Azaezel
8e534dd0c9
Merge branch 'method_Unmangle' into PBR_PR
2018-12-12 14:54:22 -06:00
Azaezel
450080de6a
corrects a pair of conversions. one object oriented, one not.
2018-12-12 14:52:14 -06:00
Azaezel
b09a9938f5
ReflectProbeMaterialInfo::setProbeParameters buffer binding correction (again, set order as colorbuffer = 1, matinfo = 2 for gbuffer consistency)
2018-12-10 03:39:31 -06:00
Azaezel
a2c27c398b
Merge branch 'PBR_PR' into PBR_PR_GLWIP
2018-12-10 01:19:41 -06:00
Areloch
a4770c19b5
Deleting a probe in the editor now automatically does a cleanup of it's baked cubemap files
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Also added it to do the prefilter/irrad processing on any StaticCubemap selected.
2018-12-10 00:46:28 -06:00
Azaezel
db84f5954e
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
Areloch
18c054f3b1
Merge pull request #2284 from OTHGMars/SDLMonitor
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Fills in monitor functions in PlatformWindowManagerSDL
2018-12-09 15:36:15 -06:00
Areloch
9303fa8089
Merge pull request #2283 from OTHGMars/SDLFocus
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Adds handlers for sdl focus events.
2018-12-09 15:36:00 -06:00
Areloch
738e2d5088
Merge pull request #2258 from Areloch/OthroCameraFix
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Fixes the front/back ortho views in the editors
2018-12-09 15:35:38 -06:00
Areloch
8c2e27057e
Merge branch 'development' into ConvexProxies
2018-12-09 15:34:12 -06:00
Areloch
7fdd60a9b6
Merge pull request #2186 from rextimmy/physx_3_4
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Physx 3.4
2018-12-09 15:28:43 -06:00
Areloch
9cd149102d
Merge pull request #2248 from lukaspj/new-cinterface
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New cinterface
2018-12-09 15:28:22 -06:00
Areloch
e29f5b5001
Merge pull request #2246 from lukaspj/update-cinterface
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Update CInterface
2018-12-09 15:24:29 -06:00
Areloch
e0591ddd2f
Merge pull request #2228 from lukaspj/fix-enginexmlexport
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Make EngineAPI Export work properly
2018-12-09 14:52:27 -06:00
Areloch
3a71c75596
Merge branch 'development' into EngineAPI-Refactor
2018-12-09 14:48:50 -06:00
Areloch
b2963442e6
Added deletion tracking so when we delete a probe, it'll delete the prefilter/irrad bakes if they exist.
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WIP of static cubemap bake(not working).
2018-12-07 00:30:08 -06:00
Azaezel
73b08ae80d
Merge branch 'PBR_PR' of https://github.com/Azaezel/Torque3D into PBR_PR
2018-12-05 10:55:37 -06:00
Azaezel
866ff49993
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
6c43c8d29f
RGBA16F saving support for probes
2018-12-05 20:01:58 +10:00
Azaezel
8590f7daf9
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
9d1e49a8eb
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
Areloch
d8dc07ee2d
Merge pull request #2276 from Azaezel/terrainNormalNeener
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filter out pixel shader normalmap calcs when not in deferred mode.
2018-12-02 10:50:52 -06:00
Azaezel
f50ab7ec58
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
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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
18a02516d1
put lerp back after verifying we were indeed getting values passed along.
2018-11-28 14:25:48 -06:00
Azaezel
d3eb2f7784
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
15aeba20e7
timmy merge work
2018-11-28 17:51:52 +10:00