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
Areloch
ef226f6a65
Merge branch 'Assimp_Settings' of https://github.com/OTHGMars/Torque3D into Preview4_0
2019-05-25 01:08:16 -05:00
OTHGMars
9a1766479d
Import Options gui Update
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Updated import options gui with tree view, additional shape statistics and settings load/save options. See /Engine/lib/assimp/t3d_usage.md for usage tips.
2019-05-21 01:19:35 -04:00
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
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
Areloch
e83ec69292
Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Azaezel/Torque3D into development
2019-05-06 01:50:45 -05:00
Areloch
82c74b4511
Merge branch 'VerveMergeWIP' of https://github.com/Areloch/Torque3D into development
2019-05-06 01:49:58 -05:00
AzaezelX
6326147fca
invert surface.NdotV contribution for brdf texture lookup in keeping with authoring tool outputs
2019-05-05 20:09:35 -05:00
AzaezelX
78a2a5c427
normal orientation debug lines (remmed)
2019-05-05 18:35:08 -05:00
AzaezelX
80c9f35ee1
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
Areloch
951594259f
Merge branch 'AssimpWIP' of https://github.com/Areloch/Torque3D into development
2019-05-04 16:25:16 -05:00
Areloch
13fb5cd5b9
Merge pull request #2311 from Bloodknight/TerrainSnapOffsetZ
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Snap to terrain Z offset.
2019-05-04 14:25:03 -05:00
AzaezelX
fccd2117cf
Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP
2019-05-03 00:21:01 -05:00
AzaezelX
1094e22a0e
simgroup to scene conversions
2019-05-02 03:15:42 -05:00
Areloch
4e557aec83
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.
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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
dd1470202d
Merge branch 'development' of https://github.com/GarageGames/Torque3D into PBR_ProbeArrayGLWIP
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# 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
d519479562
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
de385bc220
Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP
2019-04-29 00:32:40 -05:00
Areloch
65fb8bc5f3
Ongoing fiddling with correcting the forward render behavior.
2019-04-29 00:07:38 -05:00
AzaezelX
26b3ecff4c
Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP
2019-04-28 20:37:03 -05:00
Areloch
6db975e81c
random testing bits trying to isolate remaining forward issues.
2019-04-28 18:32:23 -05:00
AzaezelX
d2a01ece03
gl conversionwork - forward lit variant. do note, crashs with
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`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
OTHGMars
2638559f94
Fixes import dialog display after showing the shape changed prompt in the ShapeEditor.
2019-04-25 16:05:21 -04:00
AzaezelX
b5436b6cb7
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
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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
70bbad8411
Sequence timing options.
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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
6694d5f206
Adds Force Update Materials to import options gui.
2019-04-22 00:09:29 -04:00
AzaezelX
427154f6e1
specify lod (mip) 0 for the brdf texture
2019-04-18 19:31:33 -05:00
AzaezelX
525f7254e4
specify samplerstates for all input textures to resolve odd 'edgeing' effect on skylights
2019-04-18 19:30:50 -05:00
OTHGMars
93e7f8da84
Initial value selections for import options gui.
2019-04-18 16:49:51 -04:00
AzaezelX
a0d1a076d5
Merge branch 'PBR_ProbeArrayForward' into PBR_ProbeArrayGLWIP
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# Conflicts:
# Engine/source/renderInstance/renderProbeMgr.cpp
2019-04-16 09:34:01 -05:00
Areloch
000c7b2263
GL work
2019-04-15 23:11:18 -05:00
OTHGMars
bd486bab66
Changes default winding order to be CCW.
2019-04-15 23:04:47 -04:00
OTHGMars
55c01fc4ca
Enables the assimp import options gui when loaded from the shape editor.
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Adds new assimp options to the importer gui.
Copies the importer gui to the BaseGame template.
2019-04-15 19:03:10 -04:00
AzaezelX
29e211f064
removed extraneous finalcolor set mangling specular input
2019-04-10 17:47:56 -05:00
AzaezelX
8118f42411
leverage the macros for a bit more legibility
2019-04-10 14:14:10 -05:00
Areloch
c025760422
Majority of forward work. Some state/register count issues and further testing required.
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Also requires proper binding of forward probe values, as well as scoring probes for forward selection.
2019-04-07 23:57:05 -05:00
Areloch
afb5a589c3
Cleanup/consolidation of shader logic. moved the common methods over to lighting.hlsl
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Did all the setup work to feed data for forward probestuffs, just have to rewrite the shaderFeature to replicate the regular probe array logic.
2019-04-03 00:13:58 -05:00
Areloch
5cefad72b3
Failed to get the Scene changes for the Full template rolled up. This corrects that.
2019-03-31 22:12:38 -05:00
Areloch
582e4f0130
Merge pull request #2000 from saxonschmauderer/patch-3
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Fix for bug #1975
2019-03-31 14:45:15 -05:00
Areloch
6daf0c8d34
Merge pull request #2338 from Areloch/MoreMenubarFixes
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Fixes some outstanding menubar problems.
2019-03-31 12:39:31 -05:00
Areloch
0f22f2b20a
Merge pull request #2310 from Azaezel/vertColorCorrection
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Vert color correction
2019-03-30 16:30:01 -05:00
Areloch
33f8a75529
Merge pull request #2281 from marauder2k7/OpenALDevBuildBranch
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OpenALEffects
2019-03-30 14:39:06 -05:00
Azaezel
27a97fd273
remove struct ProbeData in favor of passing an ID along to various methods. one way to solve the 'halts for 30 seconds' compilation flaw, though can't escape the notion we're overlooking something specific to release mode, given it doesn't take nearly so long to compile the shader in debug...
2019-03-29 15:23:52 -05:00
Azaezel
552d0e4f4b
not even using this method
2019-03-29 01:15:24 -05:00
Azaezel
a31c584687
method sig cleanup
2019-03-29 01:13:42 -05:00
Azaezel
0bc9d8023b
typofix
2019-03-29 00:55:42 -05:00
Azaezel
837348d92f
Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
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# Conflicts:
# Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl
2019-03-29 00:52:31 -05:00
Azaezel
6f82b6c264
properly determine probehits via sub-zero values form attenuation returns, skip out on blendings entirely when determining we're only applying 1 or fewer probes to a pixel. apply alpha subtraction in either case in keeping with the countdown notion.
2019-03-27 10:25:09 -05:00