Commit graph

4473 commits

Author SHA1 Message Date
marauder2k7 b2095db575 can key focus 2024-03-04 17:15:13 +00:00
marauder2k7 daa0cfef3a shader node editor test
node editor functioning correctly, connections needed next
shader nodes to be added in the next commit also
2024-03-03 21:13:58 +00:00
marauder2k7 6e85b43088 backup before connections
everything in shaderEditor now finished only thing left to add is the connections.
2024-03-03 19:24:49 +00:00
marauder2k7 be0689549a place functions in cpp
stop cli bitching.....
2024-03-02 20:14:11 +00:00
marauder2k7 457cdd00bb shader editor ground work
Adds the ground work for shader editor
Adds the base gui for the shader editor
2024-03-02 20:09:45 +00:00
marauder2k7 d8636f754b Merge remote-tracking branch 'upstream/development' into ShaderConstBuffer-CleanupRefactor 2024-03-01 17:52:37 +00:00
marauder2k7 6355da5df6 various fixes
STB probably shouldn't fail on failed info, just continue.
Assimp only add sequences if there are any.
Update kork chan asset.
2024-03-01 15:01:47 +00:00
marauder2k7 017246cfa3 Update gfxD3D11Shader.cpp 2024-03-01 14:30:31 +00:00
marauder2k7 cd6656be35 Fix archive
Incorrect cmake directory was messing up reading from zips
STB was failing to read from zips, it was failing to get the file info, something we were using as an early out, now if that files on the filepath, we use the memory read instead since stream needs to be a success to get to that point.
2024-03-01 10:06:18 +00:00
marauder2k7 74da01dd0d Merge remote-tracking branch 'upstream/development' into ShaderConstBuffer-CleanupRefactor 2024-02-29 14:34:54 +00:00
marauder2k7 a7021c0ed3 cleanup
Reverted back to a 2d array since when the const buffer changes are made to the shaders they will be completely swapped out for a 1d array with a max size of 16 for the program, id3d11buffers will be shared across shaders apart from object buffers. We still need to decide on a structure to get everything setup so to keep functionality a max of 2 buffers per stage with 1 buffer as a padding so we can start coding constant buffers right away
2024-02-29 14:34:22 +00:00
Brian Roberts 5d1f306668
Merge pull request #1224 from Azaezel/alpha41/cmakeCleanup
t3d subdirectory review
2024-02-28 19:39:20 -06:00
AzaezelX 7d1927af99 t3d subdirectory review
add missing example directory
preserve reservations for ecs directories in remmed form
2024-02-28 03:53:49 -06:00
Brian Roberts 13e5302e93
Merge pull request #1211 from marauder2k9-torque/AssimpLoaader-Fix
Test assimp PR before full refactor
2024-02-28 03:37:25 -06:00
marauder2k7 cd8914b9ad reverse bitshift
need to reverse the bitshift on shaderstages so we get values between 0-5, need to also revert the mBoundConstVec back to a 2dimensional array so that the binding point can be dynamic as well.
2024-02-27 20:59:10 +00:00
marauder2k7 040bbdd6d6 Update gfxD3D11Shader.cpp
turns out we dont need to do this if both exist the bind point gets changed anyway
2024-02-27 14:51:59 +00:00
marauder2k7 e9a38539a3 multiple desc per handle
Added multiple descriptions to handles.

While maps are very efficient and match data very quickly due to hashing and what not, they are tricky memory wise, we cant clear them if they are only made up of structs and enums. Need to explore other methods for doing this. Original system had a sub buffer system with a check based on whether the handle was marked vertex/pixel. With 6 stages possible now we need to think of a more effective method. Since shaderstage is now a bit flag maybe some sort of streaming setup could be used to write without a loop.
2024-02-27 09:15:19 +00:00
marauder2k7 78df01af55 Update gfxD3D11Shader.cpp
plugging leaks
2024-02-26 22:44:32 +00:00
marauder2k7 37636bcd26 switch to vectors
uses vectors for buffers instead of 2d array
2024-02-26 22:25:11 +00:00
marauder2k7 dfe4bcd01e Merge remote-tracking branch 'upstream/development' into ShaderConstBuffer-CleanupRefactor 2024-02-26 18:51:40 +00:00
marauder2k7 c876e86957 Update gfxD3D11Shader.cpp
cleanups
2024-02-26 16:38:56 +00:00
marauder2k7 b979f4befc everything works
... apart from the sun =/
2024-02-26 09:22:19 +00:00
marauder2k7 e24971517e commit before pr 2024-02-25 23:10:23 +00:00
marauder2k7 25bc9cf354 stumped
buffers seem to be being added correctly, but for whatever reason render is not correct =/
2024-02-25 22:51:37 +00:00
marauder2k7 af29a2af0a Remove code duplication
Removed code duplication, all types can be routed through the same function apart from matrices.
2024-02-25 15:26:48 +00:00
marauder2k7 8c01a1a85b Working
This commit has everything rendering kind of correctly, but the colours seem off from lighting.
2024-02-25 13:39:22 +00:00
marauder2k7 6355e122d2 compare before change
check to see if data is different in internal sets before changing values
2024-02-24 19:52:35 +00:00
Brian Roberts e0cf6cd1b7
Merge pull request #1219 from Azaezel/alpha41/npcnono
fix non player class pathshape jitter
2024-02-24 12:31:15 -06:00
Brian Roberts ecd75bdc06
Merge pull request #1220 from Azaezel/alpha41/fixGLVisibility
fizzle fix for gl
2024-02-24 12:31:06 -06:00
marauder2k7 3f3ef12c3b handle the global buffer
global buffer needs a special case
2024-02-24 17:33:28 +00:00
marauder2k7 e8d8138c74 working
last commit before global conform
2024-02-24 16:26:09 +00:00
marauder2k7 d9fd3375da Merge remote-tracking branch 'upstream/development' into ShaderConstBuffer-CleanupRefactor 2024-02-24 14:42:53 +00:00
marauder2k7 8887e21f4b working
working example, renders all gui controls.

We still cant render a scene, something to do with the constant buffer at slot 0 of the vertex shader being too small..... gotta figure this one out..................
2024-02-24 14:42:30 +00:00
marauder2k7 dd4d48d654 working example
now its working.. still not perfect but its getting there
2024-02-24 12:40:12 +00:00
marauder2k7 42b8748f5b bkup
still memory heap issue
2024-02-24 12:04:53 +00:00
marauder2k7 4caa54ad7e working example
everything is working apart from samplers......
2024-02-23 21:27:44 +00:00
marauder2k7 a1e2f781a8 Set constant buffers
added logic to set constant buffers dx side
2024-02-23 20:06:46 +00:00
AzaezelX c7cc86b357 clamp spot angle to 179,
up custommaterial inputs to 16
add Material::PhotometricMask:handling to processedcustommaterial
and for paranoias sake go ahead and be explicit about _getLightMaterial (those *should* be unneeded as they optionally default to that, but it's how they were in the beatup fork during testing)
2024-02-23 11:52:43 -06:00
marauder2k7 97ed522667 gfxD3D handles and buffermap
init handles coded.
bufferMap added.
2024-02-23 17:18:45 +00:00
marauder2k7 630bee97c7 backup 2024-02-22 21:37:44 +00:00
marauder2k7 1ccf4cff85 Merge remote-tracking branch 'upstream/development' into AssimpLoaader-Fix 2024-02-22 10:01:32 +00:00
marauder2k7 55519aac57 Shader refactor
Refactored DX Shader compilation and reflection to be more similar to opengl
Added support for more than 1 const buffer per shader stage.

This is boilerplate code, no functionality yet, that will be added in further commits. Though this builds without errors do not try and run it at this point.
2024-02-22 09:58:45 +00:00
AzaezelX ad6880ec0d fizzle fix for gl
correct  ShaderFeatureGLSL::getInVpos to more closely match directx outcomes so we can keep using the same math across incudes
2024-02-21 14:16:38 -06:00
AzaezelX a4da6727ed fix non player class pathshape jitter
everything has a consistent getRenderTransform() nowadays
2024-02-21 12:24:38 -06:00
marauder2k7 ad64b4f2df IES Loader
Updated IES loader to use torque math functions and calls in the problem areas for mac and linux.

New F32_MIN_EX which is lower than F32_MIN (required for ies profiles)
2024-02-21 09:36:37 +00:00
marauder2k7 4417462499 Add support for both ies and cookie
Both ies and cookies can now exist on a light

We are still not using all the capabilities of an IES profile, such as candela and luminance values we are just using them as a mask for the moment

Issues compiling on mac and linux, will need to update the ies-loader to use torque methods instead of std::
2024-02-21 07:40:57 +00:00
marauder2k7 a12d915180 Loads an IES Photometric profile.
ADDED: Ability to add IES profile as the cookie texture slot in both point lights and spot lights

TODO:
Have the IES Profile also drive the settings for the lights.
Make it work with Cookie textures. IES profiles are to be another slot in the advanced light section.
2024-02-21 06:22:37 +00:00
Areloch d890c530f9 Adds logic to be able to set a search string on an inspector that will be used to filter displayed fields.
Adds a textEdit filter box to the main world inspector that hooks into the primary inspector for said search functionality
2024-02-13 20:33:14 -06:00
marauder2k7 58bcea770c Node interp
Fix node interpolation to remove the jittered (reverted back to previous get node transform)
2024-02-10 21:57:08 +00:00
Brian Roberts 5afbfec3b1
Merge pull request #1213 from Azaezel/alpha41/ProbesInPreviewers
fix guishapeedpreview not displaying IBL
2024-02-10 14:50:23 -06:00