Commit graph

22 commits

Author SHA1 Message Date
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
AzaezelX 070a9845a2 preliminary glowmap+glowmul feature augmentation math 2019-10-30 18:29:11 -05:00
AzaezelX 65cbf49c4a backend specularMap to PBRConfigMap alts.
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
AzaezelX 022b87cac2 from user Ewyncat: adds invcameratrans, cameratoscrren, and screentocamera postfx and shader matrix interfaces.
also a bit of backend work to normalize those later once we've proof-of-concepted the calcs
2019-09-06 14:25:17 -05:00
Areloch af77444ec9 Merge branch 'MatInstanceViewer' of https://github.com/Areloch/Torque3D into Preview4_0
Fixed up forward IBL
Reimplemented old forward light shader code as a baseline so it can be updated to new PBR math
2019-06-27 00:36:56 -05:00
Areloch af14de2bb7 Implements a Material Instance viewer to the material editor to see a feature-filtered dump of the generated shaders for a given material. 2019-05-17 01:48:45 -05:00
Areloch 3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development 2019-05-13 00:28:23 -05:00
Areloch c283295f22 Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development 2019-05-11 21:53:08 -05:00
Areloch f110158654 Probe Array WIP 2019-01-07 20:34:19 -06:00
Tim Barnes 9a39afa0eb reflection probe updates 2018-10-28 20:42:26 +10:00
Areloch b4a1d18f42 Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
Areloch 39f86d8c30 asdasd 2017-10-26 17:06:27 -05:00
Areloch 9a5700addc Handler binding on a scene level working 2017-10-19 15:34:57 -05:00
Areloch 70c154c7d3 Implement of the shader consts binding. 2017-10-10 15:54:54 -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
James Urquhart 3496c549b5 Hardware Skinning Support
- Supports GL, D3D9 & D3D11
- Extends vertex formats & shadergen to support blend indices and weights
- Adds basic support for using 4x3 matrices for shader constants
- Supports software fallback
2016-08-21 01:43:30 +01:00
rextimmy 41e5caf22b Direct3D11 Engine/source changes 2016-03-20 21:52:11 +10:00
Azaezel 8c5810adad The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of:
renderPrePassMgr.cpp related:
A) shifting .addFeature( MFT_XYZ); calls from ProcessedShaderMaterial::_determineFeatures to ProcessedPrePassMaterial::_determineFeatures
B) mimicking the "// set the XXX if different" entries from RenderMeshMgr::render in RenderPrePassMgr::render
C) fleshing out ProcessedPrePassMaterial::getNumStages() so that it shares a 1:1 correlation with ProcessedShaderMaterial::getNumStages()
D) causing inline void Swizzle<T, mapLength>::ToBuffer( void *destination, const void *source, const dsize_t size )  to silently fail rather than fatally assert if a source or destination buffer is not yet ready to be filled. (support for #customTarget scripted render targets)

Reflections:
A) removing reflectRenderState.disableAdvancedLightingBins(true); entries. this would otherwise early out from prepass and provide no color data whatsoever.
B) removing the fd.features.addFeature( MFT_ForwardShading ); entry forcing all materials to be forward lit when reflected.
C) 2 things best described bluntly as working hacks:
C1) when reflected, a scattersky is rotated PI along it's z then x axis in order to draw properly.
C2) along similar lines, in terraincellmaterial, we shut off culling if it's a prepass material.

Skies: scattersky is given a pair of rotations for reflection purposes, all sky objects are given a z value for depth testing.
2016-02-16 02:50:49 -06:00
Azaezel c6cdfafe4e cleaned up variant of https://github.com/GarageGames/Torque3D/pull/768 alterations: opengl support, in-shader bug-reporting, direction vector fit to material slider-bar. 2014-12-21 14:07:42 -06:00
DavidWyand-GG 17113d3ba5 Blinn-Phong Specular Changes
Based on the work done here:
http://www.garagegames.com/community/blogs/view/21032
2013-10-29 15:10:23 -04:00
DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 2012-09-19 11:15:01 -04:00