Commit graph

4037 commits

Author SHA1 Message Date
OTHGMars
bc722a353d Fixes vertex weight assignments.
Adds upaxis override option to match collada importer.
2019-03-27 12:46:43 -04:00
Azaezel
6f82b6c264 properly determine probehits via sub-zero values form attenuation returns, skip out on blendings entirely when determining we're only applying 1 or fewer probes to a pixel. apply alpha subtraction in either case in keeping with the countdown notion. 2019-03-27 10:25:09 -05:00
Areloch
29660ce58b Ongoing tweaks to shaders to puzzle out good blending behavior.
Also tried optimization by shifting all the brdf samples to a single one for the final add-up.
2019-03-27 00:50:24 -05:00
Azaezel
1d36cf05b0 cleanups and perf: only need to subtract the alpha post-blending, not pre and post, contribution>1 shouldn't happen, so max(result,0) suffices, and no need for a for-all-probes-loop if we already know ya only got one probe hitting the pixel under examination. 2019-03-26 12:41:20 -05:00
Azaezel
5703618dc0 shift bbminmax to relative when sent to the gpu so folks can stick to realworld values 2019-03-26 06:48:56 -05:00
Azaezel
903efc7cfd Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
# Conflicts:
#	Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl
2019-03-26 01:06:59 -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
Azaezel
fdb4c5c964 Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
# Conflicts:
#	Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl
2019-03-25 01:21:00 -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
Azaezel
f01c41a899 cleanups. don't really want to be multiplying the color itsself by contribution ammount 2019-03-24 19:28:51 -05:00
Azaezel
2c1a786e23 Revert "refactor: shift probe to probe blending logic itsself on out to it's own method to make thatg end easeier to deal with in isolation. (though does still depend on a bit of upstream calculation in the form of tracking how many probes hit a given pixel, and 'how hard' as it wetre from the attenuation calcs,"
This reverts commit 466914e97f.
2019-03-24 18:53:02 -05:00
Azaezel
52e946405b do not need to account for blenFacSum for output. it's a straight overwrite of results. 2019-03-24 18:41:02 -05:00
Azaezel
3af1129e75 refactor: shift probe to probe blending logic itsself on out to it's own method to make thatg end easeier to deal with in isolation. (though does still depend on a bit of upstream calculation in the form of tracking how many probes hit a given pixel, and 'how hard' as it wetre from the attenuation calcs, 2019-03-24 18:38:34 -05:00
Azaezel
de8b267780 was improperly accounting for attenaution. needs a reversal for atten = 0 to be full unblended application fo a given projection. 2019-03-24 18:38:25 -05:00
Azaezel
b935b7b19f from tim: no need for mip for the diffuse contribution. the prefilter handles that 2019-03-24 18:38:14 -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
OTHGMars
2d795b2493 Fixes indexing for vertex weights. 2019-03-24 07:08:24 -04:00
OTHGMars
0be93d6cf5 Implements ignore filter for assimp fbx dummy nodes.
Adds gltf binary to list of supported extensions.
2019-03-24 06:25:38 -04:00
OTHGMars
1d073e0b09 Changes ObjectOffset parameter name to prevent confusion/conflict with the base class member AppMesh::objectOffset.
Error checking for meshes that do not have stored normals.
Incorrect first attempt at vertex weights.
2019-03-24 06:23:58 -04:00
OTHGMars
1a7e6699c9 Adds conversion functions and changes implementation of getTransform(). 2019-03-24 06:18:20 -04:00
Azaezel
ba8948a5b1 hook up attenuation value. todo: sort networkjing properly 2019-03-21 23:47:01 -05:00
Azaezel
003c79132e simplification 2019-03-20 08:38:48 -05:00
Azaezel
df6b7f3351 put probe.boxmax/min code back as it was prior to merge. still having that /4 oddness. 2019-03-20 07:38:14 -05:00
Azaezel
306bfb4718 defineBoxSpaceInfluence drastically simplified. please hook probeattenuationvalue up to the proper probe inputs. also need to peg down exactly why we needed to feed a baseVal = 0.25 instead of a proper 1.0 unit to avoid the thing casting beyond the defined bounds. 2019-03-19 11:28:52 -05:00
Azaezel
3aac1421cc getDistBoxToPoint max, not length nets us hard edges instea of drounded, float3 extents = probe.boxMax; isn't neded, can use unit space for that and put box min/max back to controlling the reflected boxe's scale. divnull safety 2019-03-18 17:07:43 -05:00
Azaezel
04a6130df8 sync correction 2019-03-18 04:09:34 -05:00
Azaezel
c615d3e822 git being a butt with language files. again. 2019-03-18 03:41:44 -05:00
Azaezel
caf73ea84f Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
# Conflicts:
#	Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl
2019-03-18 00:18:49 -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
Azaezel
edcdd21379 suggested alterations to the probe.worldToLocal math feeding and usage (and a divnull safety for attenuation) 2019-03-17 20:14:58 -05:00
Areloch
7d62d6249f Makes the popups correctly operate anywhere in the space of the canvas
Also corrects a notional issue where if a poup extends past the bottom of the screen, it'll instead appear above the mouse so it doesn't ever get cut off.
2019-03-17 02:33:54 -05:00
Areloch
87ef9bf15e 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
3a93a30ced Fixes a crash that comes from toggling the editors on and off, then clicking a menubar item
Fixes the menubar not resizing with the Window
Fixes the Editors Menubar item not being repopulated if the editor was closed/reopened
Fixes the Physics menubar item not appearing if the editor was closed/reopened
Fixes issue where findMenu could fail if the StringTableEntry happened to trip against a different capitalization.
2019-03-16 02:38:40 -05:00
wcbx
89989e08dd Fixes artifacts in Cloud Layer.
Cloud Layer uses normal. This applies appropriate profile for normal texture.
2019-03-10 23:08:50 -04:00
Azaezel
3afbdff871 changes a bit of the probecount logic to be based on probehit aka, how many probes specifically are hitting a given pixel. allows for attenuation-blended probe to probe, and full-override probe to skylight. 2019-03-08 06:34:51 -06:00
Areloch
87ee749801 (Mostly) updated verve implementation. 2019-03-07 16:23:41 -06:00
Azaezel
f00323c5b9 the buildtiles method does not in fact build tiles right then and there, but instead queues tiles to update themselves over time. as such, simply disabling then enabling collision no longer functions (and how it did before so before is frankly likely due to exploiting a bug someplace upstream). as such, we set the same flag for NavMeshUpdateAll as we do for NavMeshIgnore to filter something as hidden from navmesh generation or not on a permanent, instead of a temporary basis via removing from the physics sim since it's likely to still be generating by the time it's put back. 2019-03-06 18:14:36 -06:00
Areloch
161bf7f83b Updated assimp to latest 2019-03-05 14:39:38 -06:00
Azaezel
d83dac0bcf reflection scalefix 2019-03-05 00:41:00 -06:00
Azaezel
0df6189ce4 debug crashfix. append .xyz so it knows 'yes, i do mean float4 to float3' 2019-03-05 00:28:34 -06:00
Azaezel
c75fd02bb5 boxproject converted to obb. TODO: convert defineBoxSpaceInfluence to obb as well by getting rid of that length(boxMaxLS - boxMinLS); in favor of a 3D scale calc set. 2019-03-04 23:29:23 -06:00
Areloch
1ccf1e62b4 Cleanup and minor tweaks to the core dir structure. 2019-03-04 22:07:55 -06:00
Areloch
23182eb2a1 Adds some in-progress gameObject recreation of various legacy game classes, such as PlayerObject, AIPlayerObject, Sound Emitter and Static Shape. 2019-03-04 21:44:00 -06:00
Areloch
ebdae5f4c1 Corrected yorks chapel materials + added to the main test level 2019-03-04 17:57:53 -06:00
Azaezel
6b261db84c lightmap testbed 2019-03-04 16:48:28 -06:00
Azaezel
9f2f8d1d8f 1) use surface.R(reflection vector), not surface.N(worldspace normal) so we have pov based variation on skylight reflections.
2) use lerp based on the sum contribution of probes for a given pixel as calculated by all non-skylight probes. vs the skylight probe result. (math is currently still wrong, or we wouldn't be needing to use a saturate to get skylights showing)
TODO: find out where the attenuation went for a smooth blend. probably the same thing killing unsaturated skylight display..
2019-03-03 17:27:26 -06:00
Azaezel
479959a35b slimmed down level save 2019-03-03 15:59:02 -06:00
Areloch
dbd0c971d3 Broke the functions out from the probeData struct
Moved ibl stuff back out of lighting.hlsl into probeArray shader for now.
2019-03-03 15:47:28 -06:00
Azaezel
907bac02e0 mergefix 2019-03-03 14:22:28 -06:00
Azaezel
6a7d046a19 Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
# Conflicts:
#	Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl
2019-03-03 11:54:24 -06:00