Brian Roberts
681dbe108c
Merge pull request #323 from Azaezel/alpha40_smoothToRough_clean
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shift pbrconfig to ORM in keeping with the prepoderance of industry standards
2020-10-03 11:49:10 -05:00
Lukas Aldershaab
b5d1d1a02c
Temporary fix for the geometry feed in spotlights
2020-10-03 01:07:17 +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
ae70cccfde
Fixes de-selection logic in editor that caused special cases to permanently be selected such as mounted Lights
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Shifted every-frame RT allocation to be stored in advancedLightBinManager
Remove deprecated references to dynamicShadowMap in light materials
Updated spotLight shaders to remove deprecated dynamic shadowmap reference which was causing a crash when spotlights had shadows turned on
Added GLSL version of Viz_SurfaceProperties so it works on both APIs
2020-08-28 01:57:06 -05:00
Areloch
756f2ef680
Adds a pref to dictate if local lights can cast shadows or not.
2020-08-16 18:08:00 -05:00
AzaezelX
b81b4c61a5
clean up leftover interlaced prepass experimental code.
2020-08-03 16:44:20 -05:00
Brian Roberts
4da43119b0
Merge pull request #270 from Areloch/lightFieldsCleanup
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Some cleanup and adjusting of local light fields and default settings.
2020-08-03 14:05:01 -05:00
Areloch
695ad6357f
Hides some light fields for local lights that are intended for PSSM's, thus useless.
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Also disables the Paraboloid shadowmap type, as it is non-functional.
Disabled light animations by default so as to not waste processing time if not needed
Sets point lights' shadow types to be cubemap by default, and lowers the overdark factor to make them look cleaner and not exacerbate aliasing.
2020-08-02 23:47:20 -05:00
Areloch
7b02d81b54
Adds preferences for limiting the maximum number of local lights, as well as distance-based fading of local lights.
2020-08-02 23:16:03 -05:00
AzaezelX
33d82ea1f6
crashfix: const U32 numVerts = curEntry.vertBuffer-> is invalid for vectorlights
2020-07-27 20:30:26 -05:00
AzaezelX
f52c3d5ed2
uninitialized variables-lighting
2020-05-11 15:07:21 -05:00
Areloch
2d015bc426
Merge branch 'alpha40MakeMats' of https://github.com/Azaezel/Torque3D into Preview4_0
2020-03-03 10:48:07 -06:00
AzaezelX
9ae1af645c
work towards getting the materiallist generated by things like preload to spit out most if not all to-be-used variants for a given used material. ostensibly add reflection and deferred variants. will take a bit more doing to cook up mats for all the shadow variants, since it looks like that ends is more light-type based for some oddball reason (think i'm probably be misreading that end, since mats there should really just be as simnple as an occludes-or-doesn't based on alphatesting case with very few variations on that theme indeed...)
2019-12-20 23:27:44 -06:00
Areloch
66cc6fb9d1
Removes current implement of shadow caching
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Also removes EC stuff as it's not ready for prime-time yet
2019-12-13 01:14:03 -06:00
Areloch
09c651c26d
Corrected profile for GameObjectAsset type field button
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Initial implementation of changeable TSStatic materials via material slots and drag and drop of material assets onto world editor from AB
Updated Volumetric Fog to support ShapeAsset for it's model data
Added cmake option to hide literal filename fields if the class supports asset fields for the same input
Added light viz modes to see diffuse, specular and detail lighting modes(currently just sun)
New raycast console function to return back material of hit object
Moved GameObject logic to SceneObject and started fixing up of editor behavior to allow any SceneObject to be converted into a GO, along with all supported behavior such as instance-template management and spawning GO via drag-and-drop from AB
Fixed inspector field tooltip text to be positioned in inspector footer properly again
Drag and drop of shape asset attempts to drop at raycast position now, instead of just at the camera ray position
2019-12-05 20:42:47 -06:00
AzaezelX
062e6f3364
Merge branch 'Preview4_0' of https://github.com/Areloch/Torque3D into alph40_pbrConfig_BREAKINGWip
2019-11-07 01:39:50 -06:00
AzaezelX
a67d2c52cd
"ShaderFeatureGLSL::getInTexCoord - Type mismatch!" bit turned out to be a simple typofix
2019-11-05 06:22:04 -06:00
AzaezelX
091af6bdff
glowmap gl port rev1: debug yells about "ShaderFeatureGLSL::getInTexCoord - Type mismatch!", so will need to hunt that down before calling it final, but otherwise, functions.
2019-11-04 00:40:09 -06:00
AzaezelX
d034895e8f
shifts glowmap out of the composite and to it's own texture, as well as featureset. (GL port pending design finalization)
2019-11-01 19:29:31 -05:00
AzaezelX
ac6fdf884e
from @rextimmy, we need to target the lightmap gbuffer slot, not the color one
2019-11-01 03:24:23 -05:00
AzaezelX
501990c3b6
from @rextimmy: ssao work
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shifts ssao from the vectorlight to ibl-only via the reflectionProbearray postfx shader
2019-10-31 19:06:40 -05:00
AzaezelX
070a9845a2
preliminary glowmap+glowmul feature augmentation math
2019-10-30 18:29:11 -05:00
AzaezelX
8fac88dadc
more misc cleanup, including cutting down on sampling the pbrconfigmap by filling that out first, and drawing the smooth and metal vars from it, and filling out an ao var in case folks wanna use that later, as well as a bit more doubled up functionality prune-down. still tracing why forward lit seems to have lost the map config feature
2019-10-23 20:38:13 -05:00
AzaezelX
ad216abc02
cleans up a few more spots of various variables that ammount to the "PBRConfig" in the end, as well as a MFT_isDeferred test for determining if that's stored off as a temp-val or in the gbuffer. though seem to have forgotten a catch, as it's not finding the MFT_PBRConfigMap feature and falling back to recreation come time to process MFT_ReflectionProbes
2019-10-23 14:59:29 -05:00
AzaezelX
bfccfca0ce
more conversionwork from specular entries to pbrconfig ones, adds backend glowmul and glowmap var tracking, as well as pbrconfigmap composite slip-in for the glowmap (sans shaderfeatures just yet). seems to have busted forward lit application though...
2019-10-22 15:11:39 -05:00
AzaezelX
65cbf49c4a
backend specularMap to PBRConfigMap alts.
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left:
addField( "specularMap", TypeImageFilename, Offset(mPBRConfigMapFilename, Material), MAX_STAGES,
scripthook till last since that *will* break all current materials.
2019-10-16 15:51:02 -05:00
Areloch
01f562b9e5
Added check for when getting the Detail feature's output, to validate if we have the foliage feature, which was causing a stomp on the required float4 texCoord for the foliage featuer to work right
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Temporarily disabled wsNormal addition when we have no defined normal map until it's finished being integrated
Fixed the structure for the lighting/probe shadergen logic in GL so it generates correctly, resolving a crash on unix machines.
2019-10-03 23:46:53 -05:00
Areloch
ebe2c2dead
Add vector light support to forward materials.
2019-07-22 00:16:58 -05:00
Areloch
e87dc787ee
Corrected probe init'ing so they don't fight for the cubemap idx order
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Also correct deleting behavior so it updates indicies when a probe is removed
Updated forward lighting to utilize the same math as deferred
2019-06-30 23:04:16 -05:00
AzaezelX
57ee1882fa
strip out unused pixspecular to cut down on sources of confusion
2019-05-05 20:10:14 -05:00
AzaezelX
98a3ff604a
nonbreaking 'specularcolor' to 'pbrConfig' var conversion. (TODO: specularMap entries)
2019-04-29 19:40:22 -05:00
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
Azaezel
1eed979a9c
Merge branch 'method_Unmangle' into PBR_PR
2018-12-12 14:54:22 -06:00
Areloch
6cf0c9e360
Merge branch 'development' into EngineAPI-Refactor
2018-12-09 14:48:50 -06:00
Tim Barnes
ab10cc0c87
timmy merge work
2018-11-28 17:51:52 +10:00
Tim Barnes
9e65e940d0
lighting single buffer
2018-11-21 15:53:02 +10:00
Tim Barnes
c64aee9dcc
point light WIP & moved lighting position/direction to WS
2018-11-14 20:58:47 +10:00
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.
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Also reordered the probe targets used so they match lights for consistency.
2018-10-24 23:43:12 -05:00
Areloch
b19a4b22c8
Implementation of reflection and skylight probes.
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Moves lighting math to the diffuse/specular two-channel logic.
2018-09-16 22:15:07 -05:00
Areloch
b4a1d18f42
Core implementation of Physical Based Rendering.
2018-09-15 20:19:57 -05:00
Lukas Joergensen
e718841467
Eliminate DefineConsoleFunction
2018-04-17 20:54:08 +02:00
Azaezel
33ebe34440
more gfx shadowvar cleanups
2018-03-13 21:25:45 -05:00
chaigler
37b0ec68f7
Fixes linker errors when Basic Lighting is removed
2018-01-24 16:27:29 -05:00
Areloch
212fc80dfc
Includes a fix to get lights to render more correctly in the reflection pass. Also includes a helper function to force a render from a passed in transform and frustum.
2017-07-07 02:55:56 -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
adb875cb54
Conflict resolution with devhead.
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Cleaned up a few remaining d3d9 references in the cmake file.
2017-06-01 23:54:44 -05:00
Areloch
edd1e0a270
Removes Direct3D9 functionality.
2017-05-28 16:51:31 -05:00
Areloch
ec3806bb0a
Catches the remaining prepass to deferred changes on the engine side.
2017-05-14 18:28:17 -05:00
Areloch
dba8b5b327
Merge branch 'development' into Xenon_Removal
2017-04-18 20:47:43 -05:00