Areloch
bb9e5ce313
WIP of shifting the skylight cubemap to be packed into the cubemap array
2019-06-05 01:04:47 -05:00
Areloch
f433cf4a0d
Various fixes
...
Separated baked cubemap load/processing logic into a separate function for clarity
various corrections for when fields change so it properly notifies down to the client
Fixed enable flag logic to actually work
Fixed skylight enable flag so it properly disables if flipped off
2019-06-05 00:07:46 -05:00
Areloch
6a654a9c35
Reorg of the probe initialization/update code to streamline parts of it, and make it flow more obviously
...
Added some initial asset stuffs for Das Boot for building out a better testing level.
2019-06-04 00:21:52 -05:00
Areloch
ff871f37e3
Added refactor of Editor Settings window
...
Various fixes for asset handling.
WIP of crash tracking
2019-06-03 02:47:30 -05:00
Areloch
732f76b576
Merge pull request #54 from Azaezel/alpha40CompilerCorrection
...
shader compiler correction
2019-05-30 23:57:42 -05:00
Areloch
6073bc5551
Adds test shapes of Kork and SpaceOrc
...
Sidestep of memleak from CSF at the moment
Minor fixes and corrections with asset importing and loose files
WIP of updated options menu
2019-05-28 17:24:29 -05:00
AzaezelX
66421dbca6
specifies floating point for a few entries some shader compilers were treating as int's
2019-05-26 17:19:27 -05:00
Areloch
d1308c3aba
Include materialball shape asset info
...
Includes spectatorGameplay by default for streamline testing for now
Adds in reparentItem for GuiTreeViewCtrl
Added gitignore to shaderCache/.gitignore
Fixed material asset import logic to properly parent included images to the material
Includes D3D_Compiler47.dll for dependency compliance, and modified cmake file to not install said dll if not using D3D11 API
2019-05-25 03:37:18 -05:00
Areloch
729391eeeb
Merge branch 'alpha40Macwork' of https://github.com/Azaezel/Torque3D into Preview4_0
2019-05-25 01:12:20 -05:00
Areloch
b727efec78
Merge branch 'Alpha40LevelUpdate' of https://github.com/Azaezel/Torque3D into Preview4_0
2019-05-25 01:09:58 -05:00
Areloch
cc01c79dc3
Merge branch 'Assimp_Settings' of https://github.com/OTHGMars/Torque3D into Preview4_0
2019-05-25 01:08:16 -05:00
Brian Roberts
cf64cc4537
(did this before the core profile specification update so may be unnecessary): shift surface class method on out to a global with an inout to modify a passed one.
2019-05-24 19:07:50 -05:00
AzaezelX
f889afc2fd
updates pbr test level with some skinswapped demopieces and a skylight. included resulting bakes.
2019-05-21 10:45:06 -05:00
Areloch
e15f17354d
Added missed lines to init the reflection probe baking gui
2019-05-21 01:25:24 -05:00
Areloch
d6f87da608
Fixed up behavior of the new functions of convex editor.
2019-05-21 00:29:44 -05:00
OTHGMars
7ddacc20f4
Import Options gui Update
...
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
f5bf70b584
Catch the template files up and add the improved convex editor bits.
2019-05-19 21:30:45 -05:00
Areloch
ae11d3548d
Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development
2019-05-13 00:28:23 -05:00
Areloch
741fcaed5a
Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development
2019-05-11 21:53:08 -05:00
Areloch
ad5f583893
Various fixes
2019-05-11 21:42:27 -05:00
Areloch
0e6ba354db
WIP updated UI
...
WIP dark editor theme
fixed multiwindow
2019-05-09 00:11:49 -05:00
Areloch
9ac9c13fea
Updating BaseGame to work with PBR, and a PBR example module
2019-05-08 01:27:51 -05:00
Areloch
82881f0875
Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Azaezel/Torque3D into development
2019-05-06 01:50:45 -05:00
Areloch
00b958aff9
Merge branch 'VerveMergeWIP' of https://github.com/Areloch/Torque3D into development
2019-05-06 01:49:58 -05:00
AzaezelX
8d2d357948
invert surface.NdotV contribution for brdf texture lookup in keeping with authoring tool outputs
2019-05-05 20:09:35 -05:00
AzaezelX
6957e69d83
normal orientation debug lines (remmed)
2019-05-05 18:35:08 -05:00
AzaezelX
d1b24af399
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
a928744b73
Merge branch 'AssimpWIP' of https://github.com/Areloch/Torque3D into development
2019-05-04 16:25:16 -05:00
Areloch
471254ac0c
Merge branch 'GameObjectExamples' of https://github.com/Areloch/Torque3D into development
2019-05-04 16:25:00 -05:00
Areloch
b4a744a366
Merge branch 'ExpandsComponents' of https://github.com/Areloch/Torque3D into development
2019-05-04 16:09:09 -05:00
Areloch
2c89fea69f
Merge branch 'ExpandedAssetsPR' of https://github.com/Areloch/Torque3D into development
2019-05-04 16:08:11 -05:00
Areloch
54b4d2eaaf
Merge pull request #2311 from Bloodknight/TerrainSnapOffsetZ
...
Snap to terrain Z offset.
2019-05-04 14:25:03 -05:00
Areloch
d1e28f4872
Merge pull request #2328 from Areloch/neverImportMat
...
Adds a filter for materials to never import when importing a shape
2019-05-04 11:51:21 -05:00
Areloch
4422082035
Expands/Cleans up a lot of the asset functionality, including management, file association, and creation/importing
2019-05-04 11:49:42 -05:00
AzaezelX
6f963ff2a8
Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP
2019-05-03 00:21:01 -05:00
AzaezelX
7cfa12633b
simgroup to scene conversions
2019-05-02 03:15:42 -05:00
Areloch
25f27318f7
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.
...
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
97ec99f704
Merge branch 'development' of https://github.com/GarageGames/Torque3D into PBR_ProbeArrayGLWIP
...
# 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
cd937fca30
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
a67e6d109c
Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP
2019-04-29 00:32:40 -05:00
Areloch
19a1237dcb
Ongoing fiddling with correcting the forward render behavior.
2019-04-29 00:07:38 -05:00
AzaezelX
2ec197c38c
Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP
2019-04-28 20:37:03 -05:00
Areloch
240e940572
random testing bits trying to isolate remaining forward issues.
2019-04-28 18:32:23 -05:00
AzaezelX
636a83e155
gl conversionwork - forward lit variant. do note, crashs with
...
`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
4ee5fbfc12
Fixes import dialog display after showing the shape changed prompt in the ShapeEditor.
2019-04-25 16:05:21 -04:00
AzaezelX
e6a14514e0
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
...
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
98c22d0f1b
Sequence timing options.
...
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
a3b4e527c4
Adds Force Update Materials to import options gui.
2019-04-22 00:09:29 -04:00
AzaezelX
bf10d48287
specify lod (mip) 0 for the brdf texture
2019-04-18 19:31:33 -05:00
AzaezelX
f871b965cd
specify samplerstates for all input textures to resolve odd 'edgeing' effect on skylights
2019-04-18 19:30:50 -05:00