Azaezel
1607f58bc4
typofix for bbMinArray, cubemap array lookups for irradiance and spec
2019-01-28 00:31:01 -06:00
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
fcd0dabc48
probe-array specific vert shader. may be able to re-use the postfx one, but either way, definately shouldn't be trying to calc from the convex geo one.
2019-01-22 02:25:57 -06:00
Areloch
c0e8b047f5
Shifted the rest of the probe render code to hook into the array'd uniforms, made the reflection probe shader definition refer to the array shader.
2019-01-19 00:31:42 -06:00
Azaezel
8272a468d5
adds a #define TORQUE_TEXCUBEARRAYLOD(tex,coords,id,lod) texture_##tex.SampleLevel(tex,float4(coords.xyz,id),lod) macro. puts everything in a compilable state
2019-01-16 12:55:11 -06:00
Azaezel
a526bbe2b0
swap methods on over to surface+id ref for uniform arrays
2019-01-16 03:46:37 -06:00
Azaezel
0efe0a5856
partial compilation fixes
2019-01-15 19:24:13 -06:00
Azaezel
086a841535
'frontend' wipwork for the probe array. takes up to 50 probes, calcs a weighted blend, and displays them all in a batch.
2019-01-14 16:31:26 -06:00
Azaezel
4d3d800051
skylights do actually have a position. 0,0,0. so we can include those without messing with things. and we'll want to sum/count for blending purposes down the line. not render over each other
2019-01-08 11:16:05 -06:00
Areloch
f110158654
Probe Array WIP
2019-01-07 20:34:19 -06:00
Azaezel
1eed979a9c
Merge branch 'method_Unmangle' into PBR_PR
2018-12-12 14:54:22 -06:00
Azaezel
ab5034b1c2
vectorlight ssao macro fix, z=w trick gl side for cloudlayer variants
2018-12-09 19:48:18 -06:00
Azaezel
9d560d9b12
skylight conversion
2018-12-09 16:57:14 -06:00
Azaezel
78f81e2b83
pointlight: forgot a secondary ssPos.xy/ssPos.w entry. GL rightly doesn't you to modify an input variable with impunity and reuse it. if we waant to go back to the precalculated .xyz/w route, pick a different varname (one that makes real sense, not just IN_ tacked on), or better yet precalculate the var itsself rather than going perpixel.
...
also converted spotlight.
2018-12-09 15:59:48 -06:00
Areloch
bb30de04f7
Merge branch 'development' into ConvexProxies
2018-12-09 15:34:12 -06:00
Azaezel
89c534ce21
vectorlight conversion cleanups, pointlight port
2018-12-09 15:26:14 -06:00
Areloch
81dcac1190
Initial WIP of the Modern Editor Layout
2018-12-08 12:50:31 -06:00
Azaezel
c8b76d82c3
gl conversion WIP. general notes: mSamplerNames[#]/samplerNames[#] entry explicitly corresponds to the order of definition GL side.
...
shifted the colorbuffer slot over to S1 in keeping with the gbuffer layout for consistency
completed converts: brdf, lighting, torque.
nonvisually verified convert: vectorlight
noncompiling due to tripping on deferredUncondition: reflectionprobe
2018-12-08 01:41:06 -06:00
Azaezel
10b7630312
put the z=w trick back for the cloud layer options. those parallaxing a bit is actually desireable (and fixes it rendering over everything else)
2018-12-04 14:25:49 -06:00
Azaezel
a2bd0e0fcd
simplification
2018-11-29 18:19:27 -06:00
Azaezel
fcef7061c8
in keeping with a more integrated setup, used multiplicative ao for darkening existing composite map ao contributions.
2018-11-29 17:47:07 -06:00
Azaezel
fa41ea3e16
puts a form of ssao back. as this is intended to replicate shadows, bolted that to the shadow portion of the calc. as it was previously addative, did so in an addative manner.
2018-11-29 17:30:51 -06:00
Azaezel
6248b427bf
'better' (read here less completely craptacular) blending for boxes
2018-11-29 12:21:28 -06:00
Azaezel
9bf2378e70
simpler falloff calc for probes
2018-11-28 13:12:59 -06:00
Azaezel
4ef1a25610
put sphereical influence back via the new spherical attenuation methods, shifted the stateblock for probes specifically to max of either source or desitination alpha (though not entirely convinced that is in fact the case)
2018-11-28 12:00:06 -06:00
Tim Barnes
521bd2375d
lighting shader fixes
2018-11-28 20:01:35 +10:00
Tim Barnes
ab10cc0c87
timmy merge work
2018-11-28 17:51:52 +10:00
Azaezel
f1e584ca69
stateblocks: skylight uses one+(dest)zero. probes use (src)alpha+(dst(1.0-alpha) for a lerp blend. skylight writes out 0 alpha to ensure probes always win if even only a little.
2018-11-27 08:50:44 -06:00
Tim Barnes
9df1338d4b
probe shader fix
2018-11-21 20:00:59 +10:00
Tim Barnes
9e65e940d0
lighting single buffer
2018-11-21 15:53:02 +10:00
Azaezel
ecd47830ca
shift sky render to last of non-translucents
2018-11-18 18:54:02 -06:00
Azaezel
518bcaaabf
from @rextimmy: shifts sybox rendering to last (kils a bit of overdraw)
2018-11-18 06:36:16 -06:00
Tim Barnes
c64aee9dcc
point light WIP & moved lighting position/direction to WS
2018-11-14 20:58:47 +10:00
Azaezel
da2c536daa
emissive fix: return the surface.basecolor in place of zeros emissive is at minimum non-shadowed. TODO: consult folks on if they want a multiplier, mask, or mix for further customization there.
2018-11-12 22:55:52 -06:00
Azaezel
338e66b7e6
add back in brightness and contrast controls, as well as the capacity to shut tonemapping off
2018-11-12 22:54:00 -06:00
Azaezel
452c35f11c
further wipwork on the pointlight conversion. filled CreateSurfaceToLight out in a theoretically correct manner (spoiler, not actually correct)
2018-11-06 20:07:09 -06:00
Azaezel
b8fb90ab94
added the additional colorbuffer entry to the probe projection shader so we get output. TODO: leverage the new CreateSurface methodologies to match with the skylight
2018-11-06 20:03:22 -06:00
Azaezel
913fbef66d
shift surface calcs to post-attenuation. no point if we're just gonna throw the vals out in the end
2018-11-02 17:41:30 -05:00
Azaezel
508e9b4f27
account for attenuation
2018-11-02 16:28:50 -05:00
Azaezel
18c204b341
add animated spotlight and pointlight to test scene
2018-11-02 16:09:02 -05:00
Azaezel
7c05e3d33d
pointlight conversion rev1- filled in creatrsurface, used pre-exisitng calcs for nDotL to aproximate the light direction needed by CreateSurfaceToLight(surface, dot( lightVec, normDepth.xyz )); NOTE: compiles, but artifacts badly.
2018-11-02 16:07:52 -05:00
Azaezel
1169ad05f1
spotlight conversion
2018-11-02 16:04:53 -05:00
Azaezel
b992446fff
we're no longer making use of a singular lightbuffer to double up as a baked lighting/ibl channel passed to lights themselves, so save a screens worth of transmission
2018-11-02 16:04:04 -05:00
Azaezel
dabd5eb15d
shifted normDepth to pre-Createsurface so we can throw out any calcs as soon as we determine that the pixel is out of viewrange
2018-11-02 15:57:37 -05:00
Tim Barnes
bb2db321ab
SkyLight sampler def fix
2018-11-02 09:43:22 +10:00
Tim Barnes
6e17475f86
WIP shader work - not complete!
2018-11-02 09:08:45 +10:00
marauder2k7
ffa93fafa6
OpenALEffects
...
Ground work, this commit enables reverb zones and opens the slots for
other effects to be added later. Tested using the full template. Build
your openal dll and your full.exe use one of the environment presets and
it will work
2018-10-29 18:01:56 +00:00
Tim Barnes
a44d885885
oops forgot poor skylight shader
2018-10-28 20:52:32 +10:00
Tim Barnes
9a39afa0eb
reflection probe updates
2018-10-28 20:42:26 +10:00
Areloch
43c1abbc96
Added propagated multibake mode.
...
Temporarily disabled Precapture post effect.
2018-10-27 02:21:46 -05:00