Brian Roberts
f41cdaaa7e
Merge pull request #1430 from Azaezel/alpha41/GFXRedundancyCleanups
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clean up (some) shader variation redundancies
2025-04-02 16:21:57 -05:00
AzaezelX
d82e8dbec4
clean up (some) shader variation redundencies
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don't need to use macros for the shader textfile hashkeys
several no longer used GFXVertexFormats removed
2025-04-01 18:23:29 -05:00
AzaezelX
b92b5b34fd
clean up shadergen ambient handling
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fallback needs to a) set the same value as elswhere. b) treat uniforms the same. c) exist on both ends to ensure order of ops doesn't mangle things
2025-03-29 14:43:03 -05:00
AzaezelX
56e4484ff6
remove glowbin as it's own render pass
2024-05-30 17:29:42 -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
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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
Brian Roberts
05a083ca6f
Merge pull request #1234 from marauder2k9-torque/virtuals-override
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Virtuals override
2024-03-21 10:43:26 -05:00
AzaezelX
c337d5a9d2
clang tidy misc fixes
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adress mixed || plus && concerns raised
2024-03-18 20:11:44 -05:00
marauder2k7
2b295fb7f0
rest of virtuals removed
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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
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virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
2024-03-18 18:13:00 +00:00
marauder2k7
e6c653c441
warnings cleanup
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cleanup and some warning fixes
2024-03-14 08:28:11 +00:00
marauder2k7
808e2f4200
Groundwork for other shaders
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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
AzaezelX
ad6880ec0d
fizzle fix for gl
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correct ShaderFeatureGLSL::getInVpos to more closely match directx outcomes so we can keep using the same math across incudes
2024-02-21 14:16:38 -06:00
AzaezelX
62b6b57405
re-fix vert color swizzle
2023-08-22 21:23:54 -05:00
AzaezelX
3f2113bf7d
revert some removals of vert to pixel shader getters to avoid register mismatches.
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(cherry picked from commit 1e1e39f4f72ac6d4ce19704f69ba34bbff29d89c)
2023-05-01 17:10:38 -05:00
AzaezelX
0d4221fa59
uninitialized and unused value cleanups
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(cherry picked from commit 1f08602cf0ad84409cd8b3520510f9c6ce7d5f9c)
2023-05-01 10:40:02 -05:00
AtomicWalrus
75625dc679
Reverse depth & 32F buffer format
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-Adds reversed depth projection model, dramatically increasing depth buffer effective resolution.
-Adds 32F depth 8U stencil format GFXFormatD32FS8X24 (following DX naming conventions). Note this is a 64-bit format, and likely not suitable for mobile platforms. Revert to GFXFormatD24S8 in renderManager.tscript for mobile & "ancient" platforms.
-Corrects alignment of texture type details array.
2023-04-14 20:13:28 -06:00
Johan Mattsson
e46e744dc7
Release memory
2023-03-04 21:59:17 +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
Brian Roberts
120691abee
Merge pull request #923 from Azaezel/alpha402/puppies
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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
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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
691eb5f2ba
fix computeForwardProbes shadergen gl side
2022-06-14 22:40:40 -05:00
AzaezelX
01ba199dc7
fix vectorlight visualizer varnames
2022-06-12 14:43:26 -05:00
AzaezelX
de6ee93159
slim ambient down to vec3, default to premul for translucency
2022-06-07 22:05:47 -05:00
AzaezelX
0e0088cab9
forward lit ambient application. fix GL side IBL overwriting forward lit color.a
2022-06-07 11:18:53 -05:00
JeffR
1acf4b2dae
Adjusts engine cleanup ordering on shaderFeatureMgr to avoid periodic crashes on Mac ARM machines
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Adds missing disconnect/timeout handling callbacks to the clientServer core module
Adds page refresh function to UINavigation to be able to selectively nudge the current page to refresh its contents if needbe
2022-06-05 01:21:38 -05:00
JeffR
cbf758e089
Removes the BGRA inversion when displaying vertex colors on materials
2022-04-25 23:53:40 -05:00
AzaezelX
8dcd74ff18
point baseline fog color at the right target hen in deferred mode
2022-03-09 18:21:47 -06:00
JeffR
e04f844240
Scaling correction to probes in deferred mode to improve parallax adjustment
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Ensure that probes are masked to be rendered during bake passes so they can contribute during a bake allowing multibakes
Adjusted order of the connect data for the forward shaders to fix a mis-port issue
2022-02-13 19:24:01 -06:00
JeffR
c1a88ec423
Complied connect var data in GL to D3D for the wsPosition
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Made the use of ints for the cubemapIdx in the shaders consistent
2022-02-12 17:32:30 -06:00
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
AzaezelX
8685173207
typofix
2021-10-27 16:01:37 -05:00
AzaezelX
42bc6fa358
differentiate forward lit and deferred ibl vars
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since we're not currently using the same arrays et al for the whole pass, need to make sure those don't fight
2021-10-26 12:32:37 -05:00
AzaezelX
a05c83493e
adress gl spotlights disapearing for deferred
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It was mixing vars up between it and forward. resolved by prefixing the forward vars with "in" as the rest are, as well as pointing the val at the const String ShaderGenVars::lightSpotParams("$inlightSpotParams");
2021-10-21 22:08:56 -05:00
AzaezelX
f7cf1c020c
inject getworldtotangent and getworldnormal to ensure var order
2021-10-09 18:20:57 -05:00
Jeff Hutchinson
24bf807713
various shadergen fixes.
2021-10-06 21:53:26 -04:00
AzaezelX
42e90ad3fb
RTLightingFeat work.
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1) we do *not* in fact want to early out in the presence of MFT_ImposterVert. it mangles the position-send.
2) dx sucessfuly handles the if ( !fd.features[MFT_NormalMap] ) case, so use the same for gl
2021-10-05 14:46:37 -05:00
AzaezelX
661a192e87
orderfix for RTLightingFeatHLSL vert vs pixel shader. the order needs to match, same as network comunicating
2021-10-03 21:53:16 -05:00
AzaezelX
a1117b1c41
add getInWorldNormal method glsl side
2021-10-03 21:51:40 -05:00
Jeff Hutchinson
e784b0140c
Let's fix the texcoord alignment for RT Lighting.
2021-09-22 21:41:38 -04:00
AzaezelX
8ce207561e
revert a bit causing crashes on certain 'nix boxes.
2021-09-20 16:56:53 -05:00
AzaezelX
21c17d0ed1
cleanups for shadergen and the visibility feature
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math fixes, feature inclusion removal. will still need to circle back on why the crosshatch.. isn't
2021-09-17 01:24:20 -05:00
Jeff Hutchinson
6e072dbf91
Merge branch 'Preview4_0_DevHead' into tsneo
2021-08-29 22:28:42 -04:00
AzaezelX
2287c28d32
be clear where we're referencing gbuffer render targets
2021-08-28 17:21:45 -05:00
Jeff Hutchinson
717c7acca9
Merge remote-tracking branch 'devhead/Preview4_0' into tsneo
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# Conflicts:
# Templates/BaseGame/game/data/ui/guis/loadingGui.gui
# Templates/BaseGame/game/data/ui/guis/mainMenu.gui
# Templates/BaseGame/game/tools/MainEditor/guis/MainEditorWindow.gui
# Templates/BaseGame/game/tools/assetBrowser/guis/assetPreviewButtonsTemplate.gui
# Templates/BaseGame/game/tools/forestEditor/brushes.tscript
2021-08-13 20:14:39 -04:00
AzaezelX
594c4f65c7
bad constructor usage! bad! GCC no like!
2021-08-09 21:34:24 -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
Jeff Hutchinson
02447f0996
compile fixes.
2021-03-31 22:12:58 -04:00
Jeff Hutchinson
35500a87c6
initial port of the new interpreter
2021-03-30 19:33:19 -04:00