Commit graph

18 commits

Author SHA1 Message Date
AzaezelX
1f12ef4a7c 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
e5bbd12d4b 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
2479d388f2 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
ae11d3548d Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development 2019-05-13 00:28:23 -05:00
Areloch
741fcaed5a Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development 2019-05-11 21:53:08 -05:00
Areloch
edbbeaf008 Probe Array WIP 2019-01-07 20:34:19 -06:00
Tim Barnes
59a5bf11e1 reflection probe updates 2018-10-28 20:42:26 +10:00
Areloch
ef5e3a5271 Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
Areloch
524e5aad2d asdasd 2017-10-26 17:06:27 -05:00
Areloch
86eb678f42 Handler binding on a scene level working 2017-10-19 15:34:57 -05:00
Areloch
ccdc93fc25 Implement of the shader consts binding. 2017-10-10 15:54:54 -05:00
Areloch
0801a3cca8 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