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.
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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
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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
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# Conflicts:
# Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl
2019-03-03 11:54:24 -06:00
Areloch
70d85d2241
Begun hook-in of skylight into array
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Reworked the reflection reference offset/scale behavior to re-integrate into the editor interface via button(and work)
Hid irrelevent fields from given probe types.
Filter out editPosOffset and bake button fields from being saved to avoid weird loading behavior
2019-03-02 04:48:07 -06:00
Azaezel
edccd2301c
EXPERIMENTATION: for paranoias sake, go ahead and normalize the reflection vector input for boxproject, throw out any out of range contributions (HACK ALERT!) and, what would appear to be the most corrective, reverse the blendfactor math.
2019-02-25 12:37:05 -06:00
Azaezel
89fb367f6a
shift the wip code back out of lighting.hlsl till were sure of it, and while we're at it, shove the probe methods into the probe class to more easily differentiate between blend-val and raw contribution factors
2019-02-25 02:39:00 -06:00
Areloch
df8864659a
Shift back to the seb methodology, but keep the probe struct for cleaner and easier to read code
2019-02-25 01:08:23 -06:00
Areloch
34d05ff16f
Updates to various components, added a few new ones.
2019-02-24 01:50:38 -06:00
Areloch
a7a5463ad1
Adds a filter for materials to never import when importing a shape
2019-02-23 22:04:17 -06:00
Areloch
1f58050e47
Adds visualizers for various types of colorblindness to help calibrate scene's visual clarity given certain vision impairments.
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(Also corrects some erroneous pathing in the other render visualizers to match)
2019-02-23 20:28:59 -06:00
Areloch
9bf8337e4a
Initial implementation of the Scene object for handling scenes/levels in a more consistent and deliberate way.
2019-02-23 15:55:28 -06:00
Areloch
2903aaeea0
WIP of the rewrite of blend/projection to follow BSF's math approach.
2019-02-22 08:12:03 -06:00
Azaezel
0f5fe527dd
sample surface roughness for diffuse return. 0 means sharpest possible result
2019-02-19 14:37:44 -06:00
Azaezel
bdcb1aaea6
no need to z flip the diffuse box dx side. may need to gl side
2019-02-19 14:17:52 -06:00
Azaezel
742447178b
set blendfactor to blendval when only one probe.
2019-02-19 09:24:38 -06:00
Azaezel
5bce2d0904
seperated offset from position (we pass the net to the shader for use in the reflection box), and added a scalar (also only used in the reflection box). maked both as probeRef to denote reflection parameters.
2019-02-19 08:58:02 -06:00
Azaezel
c359bf622b
won't be needing the flipflop after yesterdays alterations unless we also need to do up a blur pass, at which point the name wouldn't be apropriate anyway.
2019-02-18 17:11:04 -06:00
Azaezel
93377ebc16
seperated out the sum of the total weights form the sum of the factored weights
2019-02-18 16:13:17 -06:00
Azaezel
6cdbe08519
need to seperate out raw from blended blendvals
2019-02-18 14:53:21 -06:00
Areloch
87e9d3edbd
Correct stateblock settings to display probes more correctly without crushing other forward elements.
2019-02-18 00:43:21 -06:00
Areloch
b754c022ba
Corrected the blending logic somewhat, added visualization modes for spec/diffuse probe influences, attenuation and contribution.
2019-02-17 03:47:40 -06:00
Azaezel
e829e61452
cleanup: use radius[id] vals
2019-02-15 18:14:46 -06:00
Azaezel
528bb8740c
output ibl to it's own namedtexture, flipped the result back onto the stack post-calc to stop it polluting the backbuffer for all other render passes
2019-02-15 16:22:49 -06:00
Azaezel
cce0fe8b8a
postfx updated to correct editor mangling. (still overriding skybox at minimum)
2019-02-15 10:49:06 -06:00
Azaezel
407a6672ea
use irradiance
2019-02-15 09:28:45 -06:00
Azaezel
fce3a318c2
flip sphereical projection back on as an option to support the second class
2019-02-15 09:18:03 -06:00
Areloch
788e265477
Finished current cleanup/reorg.
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Temporarily disabled logic for forward render of probes to avoid data mangle. TODO: fix up forward once deferred math is locked in
Split probe modes out into distinct environmental probe objects
Removed the probes from tracking their own baked cubemap file paths and instead have a pref store it
Removed old probe shaders and materials that aren't used now.
Fixed mLastConst memory leak by removing nono line.
2019-02-14 00:35:22 -06:00
Areloch
58e3349286
Further cleanup, proper hook-in of CubeReflector for bake capture.
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Shifted update of probe data to be triggered by probe changes.
Pack probes into the data arrays forward-first instead of keeping strict indicies.
todo: move bake to probeManager, clean up old/commented code, remove old probeMaterial stuff
2019-02-13 16:56:28 -06:00
Areloch
fd8840ff53
Updated the PostFX ability to setShaderConsts and cubetextures for probes
2019-02-12 01:10:30 -06:00
Marc Chapman
c92c508a5d
Adds the capability to add a small offset to the Z value of items being told to snap to terrain
2019-02-12 03:14:01 +00:00
Azaezel
b418e178f8
add vertex colors to standard cube sample mesh as a validation tool
2019-02-11 07:41:09 -06:00
Areloch
64db2b1d15
Ongoing PostFX org rework.
2019-02-11 00:17:53 -06:00
Areloch
bf170ffbca
WIP of assimp integration.
2019-02-08 16:25:43 -06:00
Areloch
b221b312d2
Org rework and postFX-setup WIP
2019-02-08 01:35:35 -06:00
Azaezel
7837576de7
conversionwork courtessy of jeff. seeems float3f aligned arrays were nonfuncntional, so shifts a few over to float4s
2019-02-06 10:59:36 -06:00
Areloch
847d58a967
Progress in getting array data to comply.
2019-02-02 23:28:51 -06:00
Areloch
00e19a2d3d
Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Azaezel/Torque3D into PBR_ProbeArrayWIP
2019-02-02 22:01:58 -06:00
Areloch
166df7aada
Update audioEnvironments.cs
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Fixed a typo and spacing issues(as much as github allows)
2019-02-01 23:32:28 -06:00
Azaezel
2eb58e4cb7
portwork from jeff to use farFrustumQuad for the vertex shader
2019-01-31 13:00:52 -06:00
Areloch
b03e7a79b7
Broke it down to work with a single probe for confirmation of general math and behavior.
2019-01-31 11:44:09 -06:00
Areloch
3efbdbf9e1
Shifts the verts used to match the fullscreen quad setup of vector light, utilizing FarFrustuQuadVerts
2019-01-30 13:52:59 -06:00
Azaezel
c6d4ea37b9
hook up the right ConvexConnectP
2019-01-30 07:17:29 -06:00
Azaezel
26ee0d986f
reference cleanups:
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1) kill off extraneous cubemap and irradiancecubemap source-to-shader variable ties
2) use the cubemap arrays (renderdoc for instance doesn't list them as being input at all if they're never used)
3) use the vert file
2019-01-30 06:29:39 -06:00
Azaezel
1dfd130d85
explicitly bound the namedtexttargets to input slots. shifted brdf slot on up to 3 (from 5) to cluster flat vs array entries. though it does not appear at time of writing that that is in fact binding...
2019-01-28 22:10:57 -06:00