Lukas Aldershaab
197a62f6ea
Convert dStrcmp to String::compare for more cases
2020-10-04 00:00:01 +02:00
Areloch
45d304ee31
Fixes the backend logic for setting/creating 3DTextures in D3D11
2020-08-07 01:10:36 -05:00
AzaezelX
b9c207765e
uninitialized variables-gfx
2020-05-11 15:00:25 -05:00
AzaezelX
112ad70328
crashfix for (some) gui elements
...
looks like we did in fact need to reapply shaders at the tail end of GFXD3D11Device::endReset or it looses track and crashes out
2020-04-01 21:10:40 -05:00
AzaezelX
c2e018c6a7
from @rextimmy: corrections for stateblock blending support
2019-11-10 20:05:14 -06:00
Areloch
ca38fff31a
Merge branch 'alpha40LINwork' of https://github.com/Azaezel/Torque3D into Preview4_0
2019-08-27 19:10:38 -05:00
AzaezelX
059d531b62
linux followup work by tim
2019-08-21 03:12:54 -05:00
Areloch
ab9fc302fc
Added D3D error code interpreter
...
Added sanity check for findMatch
Finished most of asset importer logic to utilize settings system
Cleaned up code for finding associated files
Added General importer settings category and integrated logic for those settings fields
Updated logic in variableGroup to support callbacks in custom fields
Updated logic in variableInspector to better handle callbacks, as well as being able to manually update when manipulating fields
Updated scripts to utilize project settings values for playGUI and mainMenuGUI names
Improved module-oriented loading of materials
Added util function for populating custom fonts
2019-08-12 01:04:17 -05:00
AzaezelX
b3d376d085
Merge branch 'Preview4_0_w_translucencyWIP' of https://github.com/Areloch/Torque3D into Preview4_0_w_translucencyWIP
2019-08-05 01:34:23 -05:00
Jeff Raab
da18eaff45
Initial implementation of separated client and server create/destroy functions for module setup
...
Implements fix so cubemap arrays load correctly when texture resolution settings have been lowered
Begun refactor of asset import config editing/settings.
2019-08-01 01:38:36 -05:00
AzaezelX
5112a98388
dx11 debugresult interpreter method (plugged into where we are finding issues with the material::mul switch on stateblocks
2019-07-22 08:39:51 -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
60a29777fa
WIP updated UI
...
WIP dark editor theme
fixed multiwindow
2019-05-09 00:11:49 -05:00
Areloch
e83ec69292
Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Azaezel/Torque3D into development
2019-05-06 01:50:45 -05:00
Areloch
82c74b4511
Merge branch 'VerveMergeWIP' of https://github.com/Areloch/Torque3D into development
2019-05-06 01:49:58 -05:00
AzaezelX
dd1470202d
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
2977fc1415
Merge pull request #2144 from RichardsGameStudio/development
...
Allow correct display of widescreen resolutions (16:9 and 16:10 ratio) on a 4:3 ratio display
2019-03-31 12:22:09 -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
87ee749801
(Mostly) updated verve implementation.
2019-03-07 16:23:41 -06:00
Azaezel
26a89882c7
tracks wether or not a cubemap has been fully intitialised (as well as defautls for other shared entries). skips out including an uninitialized cuebmap in probe array (inthoery. in practice, need to root arround a bit more)
2019-01-22 02:03:14 -06:00
Tim Barnes
6937989d61
RGBA16F saving support for probes
2018-12-05 20:01:58 +10:00
Tim Barnes
ab10cc0c87
timmy merge work
2018-11-28 17:51:52 +10:00
Azaezel
96101a0e56
correction for folks supporting older codebases outside of this engine: don't try and include the older directx library unless youre also deliberately using the older directsound end of things, and for dx11, reference the #include <d3d11_1.h> lib instead of the <d3d11.h> one to pair with the reference used by SDL2
2018-11-23 00:30:23 -06:00
Tim Barnes
9e65e940d0
lighting single buffer
2018-11-21 15:53:02 +10:00
Azaezel
b19fe23473
from timmy: fix for seperated out RGB and A blends
2018-11-10 00:32:24 -06:00
Areloch
e72f04648a
Adjusts the lightbin manager to be a regular bin, and shifts ownership of both lighting targets to the deferred manager. Probes now render ahead of lights to make the additive order jive.
...
Also reordered the probe targets used so they match lights for consistency.
2018-10-24 23:43:12 -05:00
Areloch
1f7cf55204
Add cubemap arrays, as well as control for generation of MIPs on texture targets.
2018-09-16 18:19:04 -05:00
Areloch
b4a1d18f42
Core implementation of Physical Based Rendering.
2018-09-15 20:19:57 -05:00
Azaezel
ae5fce6169
alternative to #2268 : remove secondary profiling
2018-07-27 22:00:49 -05:00
rextimmy
a48b70d5b1
d3d11 copyToBmp fix for new lock/unlock function
2018-07-10 14:13:22 +10:00
rextimmy
96c71a4d5d
Corrects a problem with the D3D11 texture lock/unlock mechanism
2018-04-21 18:19:17 +10:00
Richard Marrevee
592e443c77
Update gfxD3D11Device.cpp
2017-12-22 17:11:31 +01:00
rextimmy
54970b0ad6
Corrects OpenGL projection matrix
...
Corrects OpenGL glPolygonOffset values
Corrects Direct3D11 DepthBias values
2017-08-25 13:13:47 +10:00
rextimmy
5f69ab1264
Fix potential crash with D3D11
2017-08-12 19:24:09 +10:00
Areloch
8c807485b1
Reworks the $Core::commonShaderPath variable usage to be a static variable in ShaderGen for efficiency(only one getVariable when shadergen is initialized), as well as implements the ability to set a default value, and ensures that it tries to set a path even if the pref variable is missing which is important for ported projects from older builds.
2017-07-24 00:40:27 -05:00
Areloch
e2f98f2641
Includes the D3D feature level detection.
2017-07-05 22:27:37 -05:00
Areloch
25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
2017-06-23 11:36:20 -05:00
Areloch
edd1e0a270
Removes Direct3D9 functionality.
2017-05-28 16:51:31 -05:00
Areloch
1ed8b05169
Initial implementation of the new Base Game Template and some starting modules.
...
This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded.
Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect.
This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
2017-02-24 02:40:56 -06:00
rextimmy
34e877b6e0
Added feature level version to card profiler version string for D3D11
2016-12-30 11:40:32 +10:00
rextimmy
86a95e748e
Added getShaderModel string to D3D11 for use with shader version macros.
2016-12-30 11:40:00 +10:00
rextimmy
46037622c9
D3DPER debug events for DX11
2016-12-23 15:59:32 +10:00
rextimmy
4857e89ca8
D3D11 fullscreen fix
2016-12-23 15:43:45 +10:00
rextimmy
48dc2551c4
GFXD3D11StateBlock improvements
2016-12-23 15:08:23 +10:00
rextimmy
983b3211ed
D3D11 Feature level 10 support and D3D11 device cleanup.
2016-12-23 15:00:07 +10:00
rextimmy
efab1299ca
DX11 multiple canvas support
2016-12-14 21:24:44 +10:00
James Urquhart
455aa99046
Add missing bracket
2016-09-13 10:24:23 +01:00
James Urquhart
212ac36cc1
Tidy up indentation in openvr changes
2016-09-11 22:51:00 +01:00
James Urquhart
da6bcbeb2b
Improvements to openvr code
...
- Overlays are implemented (sans input for the moment)
- Fixed a problem where the movemanager was using the wrong values for hmd rotation & position
2016-09-11 22:42:42 +01:00