Commit graph

197 commits

Author SHA1 Message Date
AzaezelX 2629d28520 let normal maps handle raw file locations (imposter support) 2024-08-22 18:16:19 -05:00
AzaezelX 72c67e196a Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into Enumnanigans 2024-07-24 17:58:27 -05:00
AzaezelX 56e4484ff6 remove glowbin as it's own render pass 2024-05-30 17:29:42 -05:00
Areloch da743d9dc4 Removed test enum values 2024-05-04 10:19:12 -05:00
Areloch b77911bdcd Exposes the SceneObjectTypeMasks as an enum type, allowing it to be utilized in inspectors.
Updated Trigger triggeredBy field to utilize new enum type for editing
Updated MaterialDefinition's animFlags field to utilize appropriate enum type for editing
Fixed image reference in bitmask inspectorField type to use correct image asset name
2024-05-04 09:56:04 -05:00
AzaezelX 824b9a9cd5 fix dynamicCubemaps on objects 2024-04-18 13:57:29 -05:00
AzaezelX fe26ffc375 shift capturing from a globalMacro to a sceneRenderstate S32
lets us ditch shader recompilation so that can be done on the fly without hitches, though does cost us a per-shader const for objects and postfx
2024-04-16 13:51:41 -05:00
marauder2k7 2b295fb7f0 rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00
marauder2k7 efbe5e90f5 virtuals removed
virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
2024-03-18 18:13:00 +00:00
marauder2k7 808e2f4200 Groundwork for other shaders
Adds the ground work for geometry shaders
Expands shaderData and gfxShader to allow for more shader types

note: when building a GFXShader in source you have to call setShaderStageFile with the shaderStage and the filepath for that stage.

Once we add compute shaders this will become more apparent as compute shaders are a stage of their own and do not require vertex and pixel files whereas other shaders sometimes do.
2024-03-06 13:26:39 +00:00
marauder2k7 d9fd3375da Merge remote-tracking branch 'upstream/development' into ShaderConstBuffer-CleanupRefactor 2024-02-24 14:42:53 +00:00
marauder2k7 42b8748f5b bkup
still memory heap issue
2024-02-24 12:04:53 +00:00
AzaezelX c7cc86b357 clamp spot angle to 179,
up custommaterial inputs to 16
add Material::PhotometricMask:handling to processedcustommaterial
and for paranoias sake go ahead and be explicit about _getLightMaterial (those *should* be unneeded as they optionally default to that, but it's how they were in the beatup fork during testing)
2024-02-23 11:52:43 -06:00
marauder2k7 4417462499 Add support for both ies and cookie
Both ies and cookies can now exist on a light

We are still not using all the capabilities of an IES profile, such as candela and luminance values we are just using them as a mask for the moment

Issues compiling on mac and linux, will need to update the ies-loader to use torque methods instead of std::
2024-02-21 07:40:57 +00:00
Areloch 138e426ed1 Ensures that material animation flags are cleared when values are changed so they don't "stick" 2024-02-04 14:58:26 -06:00
Areloch b161e72e7f Updates the initPersistFields for ParticleData and Material to be properly organized with order and group to reflect how they're expected in the editors 2024-02-03 23:50:32 -06:00
Areloch 829cc2b24a Adjusts some of the loading logic, for guiBitmapCtrl mostly, to not try and load ALL image content upfront during client init, improving load times 2024-01-07 23:09:41 -06:00
Brian Roberts a6f03897ed
Merge pull request #1016 from Azaezel/alpha41/mangledMath
clean up math varsize complaints
2023-05-08 21:28:49 -05:00
AzaezelX 0d4221fa59 uninitialized and unused value cleanups
(cherry picked from commit 1f08602cf0ad84409cd8b3520510f9c6ce7d5f9c)
2023-05-01 10:40:02 -05:00
AzaezelX 0ce2da3a23 clean up math varsize complaints 2023-04-27 16:10:04 -05:00
AzaezelX 57037080b2 add an ignoreLighting entry to materials
by request:, flag to utterly ignore lighting in favor of the base texture
2023-02-14 20:57:44 -06:00
AzaezelX 1b33b01eb1 add "docsURL" filter to assignFieldsFrom to prevent it from triggering opening web pages when inheriting values 2023-01-28 16:12:05 -06:00
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 645f88d4af emissive to recivesShadows
now we've got a glow mask and multiplier, ditch the emissive flag in favor of a proper recivesShadows
2022-12-29 13:38:30 -06:00
Brian Roberts a304198abb
Merge pull request #930 from Azaezel/alpha402/fixORMChanMap
fix orm vs single channel mapping
2022-12-03 08:55:43 -06:00
AzaezelX 4c50270e25 fix orm vs single channel mapping 2022-12-03 08:54:30 -06:00
Brian Roberts 120691abee
Merge pull request #923 from Azaezel/alpha402/puppies
adds wetness
2022-11-29 12:33:21 -06:00
Jeff Hutchinson 1940becb2d Compilation fixes for C++20 2022-11-28 21:39:06 -05:00
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 04f4a5fcf4 dedicated server nulltexturemanager work
also supress warning for imageassets not loading a texture in nulldevice, and early out of _determineFeatures shadergen methods under the same conditions
2022-10-01 12:44:45 -05:00
Areloch cd82186231 Fixes setter issue for image/shape/material custom inspector fields where it was not correctly passing through the changed value from the Asset Browser select
Swapped the water's disableTrueReflections variable to be enableTrueReflections for simplicity and consistency(also fixed a persistent typo)
Swapped disableVerticalSync to be enableVerticalSync for simplicity and consistency
Swapped disableParallaxMapping to be enableParallaxMapping for simplicity and consistency
Fix click detection on slider mode entries for guiGameSettingsCtrl so the click position correctly matches the percentage
Fixed problem where postFX initialization would always exec default.postfxpreset.tscript, even if a level's got it's own preset, which can cause problems
Fixed range field type behavior so that editing the values applies in real time, and also consistently applies between slider and text field
2022-08-30 01:29:39 -05:00
AzaezelX f4cc0e8151 default translucency for PBR authoring tools generally assume premul, not lerpalpha nowadays 2022-08-15 16:50:06 -05:00
AzaezelX de6ee93159 slim ambient down to vec3, default to premul for translucency 2022-06-07 22:05:47 -05:00
AzaezelX c14c9b78c0 drop the prior requirement for a createcomposite to have a minimum of roughness and metalness. also kick it off if it's got just an ao map. 2022-04-20 15:53:29 -05:00
JeffR bae6a3f514 Fixes assignment of the mapTo field for terrain FX materials to point to the assetId rather than just the assetName, fixing the material mapping lookups
Fixes project import to comply to above change
Makes Material default mEffectColor to white instead of whatever default value it comes up with due to memset
2022-03-31 18:58:06 -05:00
JeffR 630285def6 Shifts handling of material and terrain material definitions to be written into the asset definition taml file instead of having an extra loose file
Also updates importers to correctly handle this change
Adds ability for taml XML serialization to properly assign array'd fields
Adds 'inheritFrom' field to simobjects for when objects with parent objects are serialized
AssetBase how inherits from SimGroup so it can have objects like material definitions embedded in them for save/load in the taml definition file
Updated loading/handling logic in terrain material asset to be more similar to regular material assets
2022-01-30 11:50:16 -06:00
AzaezelX e45b959d7d correct imageassetarrays having a singular texture profile as oposed to a type per.
while that certainly works for most cases it falls apart when dealing with postfx where it's an unnamed array of variable types of inputs.
shifted the profile assignment to #define INIT_IMAGEASSET_ARRAY(name, profile, index) so there's still a really obvious point where you can see the default setting, even if it's not in the more desireable OG definition spot
for postfx in particular, given we can swap that, provided an example of how to do just that
2021-11-03 12:30:52 -05:00
AzaezelX 3fdf49f829 addsa material.setAnimflags(LAYER,TAGS STRING); method
workaround for mat.animFlags[#]= foo; not taking
time of writing seems to not work for scroll for some reason. might be a different bug
2021-10-25 22:54:19 -05:00
AzaezelX f0d919e859 sound asset conversions - materials 2021-10-14 19:09:20 -05:00
AzaezelX f5600826d7 Merge branch 'Preview4_0' into SoundAssetImplements
# Conflicts:
#	Engine/source/T3D/assets/assetImporter.cpp
#	Engine/source/forest/forestItem.cpp
2021-10-11 20:11:27 -05:00
Robert MacGregor 5d26dba7da * BugFix: Clear some MSVC compiler warnings. 2021-10-07 00:27:39 -04:00
Robert MacGregor 1b6b803a20 * BugFix: Clear a lot of warnings and correct a few actual programming errors along the way. 2021-10-04 20:04:21 -04:00
AzaezelX 98a079a797 code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
AzaezelX 76386f433c fix eronous extra glue code in macro, fix slash direction in include 2021-08-09 22:08:55 -05:00
AzaezelX e7403197c7 yell when warningmaterial is undefined 2021-08-09 16:13:30 -05:00
AzaezelX bdf32f4f7b texture profile cleanups 2021-08-06 03:33:02 -05:00
AzaezelX 438e6cbb3c fix for diffuse map mangling in several cases, filter imposters out of real time lighting (for now?) fix the blankskybox via a resave, and filter "badfilereference" and "failed" assets out of variable replacement for the project converter 2021-07-25 17:18:55 -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
Lukas Aldershaab 099dd4f1f3 Parametrize script extension, default to 'tscript' 2021-01-19 21:32:31 +01:00
rextimmy 5a933c00d3 Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00