Commit graph

65 commits

Author SHA1 Message Date
AzaezelX 62e23d10b4 fix singular pobe capture 2023-12-06 21:06:26 -06:00
AzaezelX 8c38448428 probe capture fixes
review of per and post bake protocols showed that the CAPTURING shader macro was not being properly recompiled in. as opengl was not playing nice with a simple batch shader recompilation for all effected shaders, a full lightmanager restart is at time of writing required. once we have a proper globally cached scene structure stored off GPU side, we'll want to change  GFXShader::addGlobalMacro("CAPTURING", String("1")); on over to dirtying that value in the cached buffer via setting a shader global uniform
review of prefilter examples shows a fixed sample count of 1024 across multiple implementations, so we'll use the standard barring further research into where that number is comming from for a scalar approach
review of gl shaders shows a doubleup in compiled state testing, so slimmed that down and added additional debugging reports
2023-12-05 13:32:03 -06:00
Areloch 667a0db760 Fixed getAssetBy... functions so the lookup loop is more stable and doesn't fail if null results return
Added sanity check to reflectionProbe preview shape so if the material didn't load right, it doesn't crash
Added logic to better control if module groups as a whole should fail if a module dependency in that group fails, defaulted to off
Added sanity check if a shape's material failed to load so it doesn't crash when checking accumulation rules
Added search bar to SimView control for easier use
2023-05-08 21:18:23 -05:00
AzaezelX 0d4221fa59 uninitialized and unused value cleanups
(cherry picked from commit 1f08602cf0ad84409cd8b3520510f9c6ce7d5f9c)
2023-05-01 10:40:02 -05:00
Johan Mattsson 3c19b8c679
Fix operators 2023-03-04 21:42:41 +01:00
AzaezelX f5a34308f9 add a docsURL; macro to link a given set of script config vars to git or similar storage urls via clicking on the inspector 2023-01-27 01:13:15 -06:00
AzaezelX d23ee397e6 adds wetness
cliffsnotes:
   $Core::WetnessTexture = "core/rendering/images/wetMap.png"; //for the influence degree map
probes/skylight have a new canDamp boolean, set to off for probes, on for skylight by default.
:levelinfo has a dampness multiplier (0-1)
kicked up numTextures from 8 to 16 for shaderdata and postfx since that hit the 8 texture-in prior limit, and we've already adopted apis that can handle the higher count
2022-11-21 21:12:23 -06:00
AzaezelX 5453d53f4c correct capturing flag test 2022-08-28 17:24:59 -05:00
AzaezelX 111f0c840d probe capture cleanups pt1
fix high-metalness object capture (had the lerp the wrong direction for canceling out NULL-ibl due to full metallic)
use dStrcmp for (Con::getVariable("$Probes::Capturing", "0") comparisons. and early out on rendering probes when we are capturing, not when we aren't.
2022-08-27 17:25:35 -05:00
Brian Roberts b753c9d91c
Merge pull request #713 from Ragora/feature-vfs-security
Feature: VFS Security
2022-06-16 21:23:49 -05:00
AzaezelX 4a7104e5ea fix TORQUE_TOOLS = off compilation 2022-06-13 12:38:08 -05:00
Robert MacGregor 0a45fac224 * BugFix: Switch a few raw platform calls in reflectionProbe.cpp to the VFS. 2022-06-13 12:02:58 -04:00
JeffR 79eebdd5f3 Cleaned and repacked work to update the probe bin and reflection probe behavior to clean and standardize it. 2022-02-12 15:53:40 -06:00
JeffR b70faae38f Updates the handling of the baking of shape asset previews to generate them with support for view angle control to improve visibility, as well as supporting overriding of a material in the preview bake
Also utilizes the updated bake handling to have material asset previews render as a sphere shape asset, overriding with the material asset's material, improving distinction of what is a material asset vs image asset
Also updates the sphere preview mesh to be more generic and not only for reflection probes
2021-12-24 17:26:45 -06:00
AzaezelX 33e78fd8a8 init reflection probes 2021-07-31 17:04:31 -05:00
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00
Areloch 94e6d19fb2 Ensures that baking is consistently set to use HDR formats or not which avoids an occasional mismatch crash
Also corrected a string formatting issue with loading static cubemaps on probes that could lead to a crash
Fixed the resources loaded handling so it would correctly initialize the probe's cubemaps even if the initial ghost network packet assigned a cubemap before we fully init'd the client object
2020-10-29 23:27:07 -05:00
Areloch 6a3603c737 Overhauls the handling of probes to utilize an active probe list to improve performance and allow a greater total number of active probes in a scene.
Also fixes handling of metal materials during bakes to render properly, and fixes a possible double-up return in findObjectByType, which could cause doubling when getting probes in the scene
2020-10-19 00:53:09 -05:00
Brian Roberts d50f1f0b81
Merge pull request #342 from lukaspj/fix/replace-dstrcmp
Replace uses of dStrCmp with new String::compare
2020-10-03 17:01:12 -05:00
Lukas Aldershaab 197a62f6ea Convert dStrcmp to String::compare for more cases 2020-10-04 00:00:01 +02:00
AzaezelX 0c7811bd1a shift pbrconfig to ORM 2020-09-30 13:51:12 -05:00
Areloch 8956559bfd Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code. 2020-09-19 18:25:10 -05:00
Areloch 5289fdf7f1 Re-implements the dynamic cubemap mode option for reflection probes 2020-09-11 02:13:05 -05:00
Areloch 60d0e73190 Enabled probe viz item for live updates of probes when working with them(auto-baking while on)
Updated debug forward mat viz to work with probe visualization
More correct premult math
Updated probe viz menu behavior to properly toggle and mark which is active
2019-11-22 01:30:49 -06:00
Areloch cba14c035f Change Asset Browser logic to utilize folder heirarchy instead of strict Asset Type filtration
Added navigation history to AB, as well as ability to navigate via forward and backward buttons and breadcrumb buttons
Added folder 'asset type', allowing you to create, rename, delete and move folders via the asset browser for better organization
Adjusted various behaviors to work with the address-driven navigation/organization of the AB
Expanded visibility options for the AB and integrated them into editor settings so they are retained
Added Search field for searching the folder structure, in addition to the existing preview tiles search
Adjusted drag-n-drop behavior of the platform code so it accepts dropping folders
Added ability to dump active PostEffects list to see what is currently running
Added ability to mark specific items in GuiTreeViewCtrl as hidden
Made reflection probe bounds boxes translucent rather than wireframe to improve editing visibility
Added expanded loose file references to LevelAsset for common companion files like decals and posteffect scrips
Added editor setting for Editor Layout Mode, allowing you to set the editor into 'Modern' layout.
Added editor settings to set default import config ruleset, and also ability to set auto-import. If both of these are set, then as long as the importing assets have no errors, they will auto-process and the user doesn't need to manually check and confirm them via the asset import window
2019-10-20 02:47:15 -05:00
Areloch 600859bd63 Force proper update of box probe when attenuation changes
Fixed multiple case sensitivity issues
Adds GL ARB check for cubemap arrays for certain cases where the driver only supports the extension, not as core
Fixes undeeded namespace declaration in an inline operator function
Cleaned up/reordered some modules default in the data dir
WIP of Das Boot test map
Begun refactoring visualizer tools
Added default cloud and water textures to core/rendering so water and cloud objects work correctly
Added default Fog_Cube mesh so volumetric fog works correctly
2019-08-19 01:14:34 -05:00
Areloch 98f50a4453 Fixed probe cubemap reindexing assignment
Fixed BRDF texture binding in forward pass so it doesn't screw with the probes or regular lighting results during bakes
Fixed early-out check on probe manager so probes can be rendered during reflect pass as well.
2019-07-10 23:41:55 -05:00
Areloch dd3422b5a2 Added ability to pass ints to post effect shader consts
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 b40d33a663 WIP of shifting the skylight cubemap to be packed into the cubemap array 2019-06-05 01:04:47 -05:00
Areloch 27b304eec3 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 a552471e4e 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 17cec11b97 Added refactor of Editor Settings window
Various fixes for asset handling.
WIP of crash tracking
2019-06-03 02:47:30 -05:00
Areloch e2b194182c 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 1627cbabe6 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 26471aaa77 WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet. 2019-03-24 18:18:44 -05:00
Areloch 2bf67f7fa5 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 70d85d2241 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
Azaezel cf50803e72 swap over to wireframe, plus a few misc cleanups 2019-02-19 13:58:29 -06:00
Azaezel 5bce2d0904 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
Areloch b754c022ba Corrected the blending logic somewhat, added visualization modes for spec/diffuse probe influences, attenuation and contribution. 2019-02-17 03:47:40 -06:00
Areloch 788e265477 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 58e3349286 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 050f1e226a 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
Areloch 2abdef7459 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 5b7e2edb66 WIP hook-in of the cubemap array.
Also inversed probe transforms to make them correct.
2019-01-21 01:50:13 -06:00
Areloch 835513b861 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 1fc38d496f 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 6937989d61 RGBA16F saving support for probes 2018-12-05 20:01:58 +10:00
Azaezel 0d915b31ae 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 ab10cc0c87 timmy merge work 2018-11-28 17:51:52 +10:00