Commit graph

647 commits

Author SHA1 Message Date
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
Areloch
b759bde0c0
Merge pull request #2043 from John3/toolShapes_3
cleaning the modules
2019-03-31 14:41:35 -05:00
Areloch
0dfad8f072
Merge pull request #2339 from Areloch/MountedCollisionsFix
Adds logic to temporarily disable collisions of mounted objects on Players
2019-03-31 12:31:57 -05:00
Areloch
5cefefd55b
Merge pull request #2331 from Bloodknight/PR_PlayerZRotation
Set contrsaints for Player Z rotation
2019-03-31 03:47:41 -05:00
Areloch
4c959e1fa1 Undid debug work, shifted logic over entirely to utilize the updateTexture methods. Refactored probe init'ing so they'll load correctly without nudging, properly sequestered skylights from the probe array and updated the shader to contain az's changes as well as skylight and probe array changes. 2019-03-25 23:17:53 -05:00
Areloch
e241cbc7c9 ongoing WIP to sort out init'ing issues as well as correcting values so the probes actually correctly update data into the arrays
Additional sanity checks on the updateTexture calls added by timmy
2019-03-25 00:06:08 -05:00
Areloch
399088d09e WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet. 2019-03-24 18:18:44 -05:00
Azaezel
ead78ec588 hook up attenuation value. todo: sort networkjing properly 2019-03-21 23:47:01 -05:00
Areloch
0b7579b42e Corrections to make it use the correct transform, as well as passing along the scale as our extents in the bbMax.
Adjusts the box influence logic to try the bsf method.
2019-03-18 00:14:06 -05:00
Areloch
6f5c215d9e Adds logic to temporarily disable collisions of mounted objects on Players so you don't try colliding with things that are mounted to you when moving. 2019-03-16 10:48:00 -05:00
Areloch
8f94d09e6e Begun hook-in of skylight into array
Reworked the reflection reference offset/scale behavior to re-integrate into the editor interface via button(and work)
Hid irrelevent fields from given probe types.
Filter out editPosOffset and bake button fields from being saved to avoid weird loading behavior
2019-03-02 04:48:07 -06:00
Marc Chapman
461e2b6534 Set contrsaints for Player Z rotation 2019-02-26 14:42:09 +00:00
Areloch
1c2f90a190 Initial implementation of the Scene object for handling scenes/levels in a more consistent and deliberate way. 2019-02-23 15:55:28 -06:00
Areloch
e0627973fb
Merge pull request #2307 from Azaezel/highlightHax
nextfreemask does nothing for proximity mines as there are no subclas…
2019-02-21 00:08:57 -06:00
Azaezel
9c6635e4c0 rolled in more of https://github.com/GarageGames/Torque3D/pull/2315 + set the mProbeShapeType(s) for the two derivative classes 2019-02-19 16:34:30 -06:00
Azaezel
077325c0ab swap over to wireframe, plus a few misc cleanups 2019-02-19 13:58:29 -06:00
Azaezel
5c356519e4 seperated offset from position (we pass the net to the shader for use in the reflection box), and added a scalar (also only used in the reflection box). maked both as probeRef to denote reflection parameters. 2019-02-19 08:58:02 -06:00
Azaezel
04b3509e6c hook editor displays back up 2019-02-19 08:55:55 -06:00
Areloch
cf1d22ba1b Corrected the blending logic somewhat, added visualization modes for spec/diffuse probe influences, attenuation and contribution. 2019-02-17 03:47:40 -06:00
Azaezel
5184e4b9e8 kill off a couple extraneous sets 2019-02-15 20:31:59 -06:00
Areloch
b52799bbce Finished current cleanup/reorg.
Temporarily disabled logic for forward render of probes to avoid data mangle. TODO: fix up forward once deferred math is locked in
Split probe modes out into distinct environmental probe objects
Removed the probes from tracking their own baked cubemap file paths and instead have a pref store it
Removed old probe shaders and materials that aren't used now.
Fixed mLastConst memory leak by removing nono line.
2019-02-14 00:35:22 -06:00
Areloch
9ec7eb999d Further cleanup, proper hook-in of CubeReflector for bake capture.
Shifted update of probe data to be triggered by probe changes.
Pack probes into the data arrays forward-first instead of keeping strict indicies.
todo: move bake to probeManager, clean up old/commented code, remove old probeMaterial stuff
2019-02-13 16:56:28 -06:00
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
suncaller
5e8e7e7bf8 Clean up redundant variables 2019-02-06 15:03:06 -05:00
suncaller
7f7e402c42 Clean up MSVC warning [C4312] conversion from type to type * of greater size 2019-02-02 23:09:55 -05:00
Azaezel
86947228d5 nextfreemask does nothing for proximity mines as there are no subclasses on this chain, but does bump it's enum value over the limit with the new addition to sceneobject. so killed it. 2019-01-31 06:45:10 -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
Areloch
d6ae28b58e WIP hook-in of the cubemap array.
Also inversed probe transforms to make them correct.
2019-01-21 01:50:13 -06:00
Azaezel
8e534dd0c9 Merge branch 'method_Unmangle' into PBR_PR 2018-12-12 14:54:22 -06:00
Areloch
a4770c19b5 Deleting a probe in the editor now automatically does a cleanup of it's baked cubemap files
Also added it to do the prefilter/irrad processing on any StaticCubemap selected.
2018-12-10 00:46:28 -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
Physx 3.4
2018-12-09 15:28:43 -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.
WIP of static cubemap bake(not working).
2018-12-07 00:30:08 -06:00
Tim Barnes
6c43c8d29f RGBA16F saving support for probes 2018-12-05 20:01:58 +10:00
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
Tim Barnes
15aeba20e7 timmy merge work 2018-11-28 17:51:52 +10:00
Azaezel
7c72ae665a couple additinal places for scroe to be set 2018-11-25 12:35:02 -06:00
Tim Barnes
b0fff30d33 lighting single buffer 2018-11-21 15:53:02 +10:00
Areloch
ecef09525a Implemented registration of probes to avoid rendering all probes when unneeded. 2018-11-19 01:18:09 -06:00
Azaezel
551b1c5ce6 mUseHDRCaptures needs more work. shut that back off till we've time to circle back 2018-11-10 00:34:23 -06:00
Azaezel
5cf9e3b319 fix to display that second box 2018-11-10 00:33:42 -06:00
Azaezel
78a3c264b4 REVIEW LATER: invert the world transform for probes to shove them into cam space as far as rotation goes. keep position. 2018-11-09 20:16:15 -06:00
Azaezel
4cf42a0a83 add in secondary bounds box display for probes as that is not actually linked to the radius/box-based-on-radius 2018-11-06 20:00:34 -06:00
Tim Barnes
b91126c08c WIP shader work - not complete! 2018-11-02 09:08:45 +10:00
Areloch
a25f188200 Added propagated multibake mode.
Temporarily disabled Precapture post effect.
2018-10-27 02:21:46 -05:00
Areloch
b89e189047 Added the temporary 'use HDR cubemaps' override to use the in-memory full HDR range prefilter and irradiance cubemaps instead of the saved LDR ones.
Also fixed the target order with the skylight shader so it renders to the right targets.
2018-10-26 01:19:14 -05:00
Areloch
d209de9fd9 Corrected box influence logic for probes to accommodate rotations.
Also uncommented line so probe transform is passed along to the render manager.
2018-10-16 16:18:22 -05:00
Areloch
1966d348e4 Shifted to the static-list arrangement for probe instance tracking to help performance as well as drastically streamline the data submission/material instance flow for probe rendering. 2018-10-07 17:32:23 -05:00
Areloch
4efcb567b0 Getting the GL side up-to-date to match. 2018-10-06 17:50:15 -05:00