AzaezelX
bd21a207ef
largely based on work by @rextimmy: add premultiplied alpha
2019-11-22 10:02:01 -06:00
AzaezelX
2e56645f13
shifts spotlightparams to the actually used float2/vec2 entries (stops debug screaming every frame)
2019-11-07 23:18:14 -06:00
Areloch
01f562b9e5
Added check for when getting the Detail feature's output, to validate if we have the foliage feature, which was causing a stomp on the required float4 texCoord for the foliage featuer to work right
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Temporarily disabled wsNormal addition when we have no defined normal map until it's finished being integrated
Fixed the structure for the lighting/probe shadergen logic in GL so it generates correctly, resolving a crash on unix machines.
2019-10-03 23:46:53 -05:00
Areloch
2f68fdae5e
Merge branch 'Preview4_0_w_translucencyWIP' of https://github.com/Azaezel/Torque3D into Preview4_0_w_translucencyWIP
2019-07-22 00:17:29 -05:00
Areloch
ebe2c2dead
Add vector light support to forward materials.
2019-07-22 00:16:58 -05:00
AzaezelX
b6c28638b0
crashfix: we don't actually need the texture coordinates for forward lit surface creation. at that point, the rest of the shader features have already filled out the info being looked up from the gbuffer for deferred. (was triggering errors with float2 vs float3 coord entries for terrain)
2019-07-21 23:03:32 -05:00
AzaezelX
bc77ff0833
Revert "Updated SDL, Bullet and OpenAL soft libs"
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This reverts commit 370161cfb1 .
2019-07-08 09:49:44 -05:00
AzaezelX
63be684474
Merge branch 'Preview4_0' into alpha40translucency2
2019-07-08 04:11:57 -05:00
AzaezelX
3cf332e514
logic cleanup. discount doubleups on normal generation if we've already got one calculated on out.
2019-07-07 22:52:23 -05:00
Areloch
f8750dd8ed
Updated SDL, Bullet and OpenAL soft libs
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Fixed case sensitivity problem
Fixed clang compiler problem with having the class namespace used in an inline for the == operator
Tweaked some theme stuff to be more consistent.
Added initial test of no-pie for linux
test sidestep of getTexCoord in shadergen hlsl feature so we don't assert when getting the terrain's shaderstuffs(which uses float3 instead of normal float2)
2019-07-07 02:43:49 -05:00
AzaezelX
1ec9177557
augment ShaderFeatureHLSL::getSurface pixel shader feature with a fallback for missing normalmaps (really should correct this one vertex frag side)
2019-07-02 19:26:20 -05:00
AzaezelX
e51726aac6
albedo/diffuse color designators to curColor for clarity there (includes the case of color*albedo, so that was a misnomer)
2019-07-02 19:24:25 -05:00
AzaezelX
2a5ab66718
unused var cleanups
2019-07-02 19:22:55 -05:00
Areloch
e87dc787ee
Corrected probe init'ing so they don't fight for the cubemap idx order
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Also correct deleting behavior so it updates indicies when a probe is removed
Updated forward lighting to utilize the same math as deferred
2019-06-30 23:04:16 -05:00
AzaezelX
4d714091b7
missed a few conversions
2019-06-28 10:56:38 -05:00
AzaezelX
01f6938746
nomenclature shift for clarity: bunch of stuff tagged as probe that refferenced things properly tied conceptually to the reflection refrence box.
2019-06-28 10:21:50 -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
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
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
AzaezelX
98a3ff604a
nonbreaking 'specularcolor' to 'pbrConfig' var conversion. (TODO: specularMap entries)
2019-04-29 19:40:22 -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
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
AzaezelX
9597014bc2
resource count and type sync with the computeForwardProbes call-insertion for shadergen. probly going to need to cook up a cubearray type
2019-04-11 12:31:15 -05:00
AzaezelX
7108c8cc64
use the right recreation when lacking a composite map (still need to do up matinfo flags)
2019-04-11 12:30:03 -05:00
AzaezelX
d2ed2555c9
typofix+ *add* computeForwardProbes to replicate the stateblock used in deferred
2019-04-10 17:46:42 -05:00
AzaezelX
8118f42411
leverage the macros for a bit more legibility
2019-04-10 14:14:10 -05:00
AzaezelX
ed385ff342
conform some of the "specularColor" entries (TODO: matinfo flags, like emissive/glow ect)
2019-04-10 12:56:20 -05:00
AzaezelX
68f47d6041
defaults for diffusecolor, specularcolor (reminder todo: shift that to composite) and normal for createForwardSurface
2019-04-10 11:48:22 -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
Tim Barnes
9e65e940d0
lighting single buffer
2018-11-21 15:53:02 +10:00
Azaezel
518bcaaabf
from @rextimmy: shifts sybox rendering to last (kils a bit of overdraw)
2018-11-18 06:36:16 -06:00
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
cbce2ee805
Merge branch 'development' of https://github.com/GarageGames/Torque3D into memberMess
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# Conflicts:
# Engine/source/console/consoleFunctions.cpp
2018-03-28 15:42:34 -05:00
Azaezel
1138637718
crashfix from prior commit
2018-03-14 18:44:51 -05:00
Azaezel
02541ab1f9
shader hooks and gen cleanups
2018-03-13 18:07:58 -05:00
Glenn Smith
d9a723d533
More cats and cpys in files that xcode doesn't see
2018-03-07 01:13:56 -05:00
Areloch
9ad2e18766
Initial setup for shader connectors
2018-01-16 14:24:21 -06:00
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
74138342d1
Added support for uniforms, textures and samplers.
2017-10-09 17:15:57 -05:00
Areloch
512c4515fc
Updates
2017-10-06 16:49:50 -05:00
Areloch
dc5e502dec
Initial implementation of Custom Shader Features.
2017-10-05 17:04:51 -05:00
Areloch
8c807485b1
Reworks the $Core::commonShaderPath variable usage to be a static variable in ShaderGen for efficiency(only one getVariable when shadergen is initialized), as well as implements the ability to set a default value, and ensures that it tries to set a path even if the pref variable is missing which is important for ported projects from older builds.
2017-07-24 00:40:27 -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