Areloch
7b01b42e15
Fixes a crash that comes from toggling the editors on and off, then clicking a menubar item
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Fixes the menubar not resizing with the Window
Fixes the Editors Menubar item not being repopulated if the editor was closed/reopened
Fixes the Physics menubar item not appearing if the editor was closed/reopened
Fixes issue where findMenu could fail if the StringTableEntry happened to trip against a different capitalization.
2019-03-16 02:38:40 -05:00
Azaezel
a480dbe5cb
changes a bit of the probecount logic to be based on probehit aka, how many probes specifically are hitting a given pixel. allows for attenuation-blended probe to probe, and full-override probe to skylight.
2019-03-08 06:34:51 -06:00
Areloch
5a7f0f0b23
(Mostly) updated verve implementation.
2019-03-07 16:23:41 -06:00
Azaezel
9ee79bb4fa
reflection scalefix
2019-03-05 00:41:00 -06:00
Azaezel
7eb6f767d0
debug crashfix. append .xyz so it knows 'yes, i do mean float4 to float3'
2019-03-05 00:28:34 -06:00
Azaezel
4275e340f4
boxproject converted to obb. TODO: convert defineBoxSpaceInfluence to obb as well by getting rid of that length(boxMaxLS - boxMinLS); in favor of a 3D scale calc set.
2019-03-04 23:29:23 -06:00
Areloch
f04d4c03d9
Cleanup and minor tweaks to the core dir structure.
2019-03-04 22:07:55 -06:00
Areloch
f3e04751b6
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
c6e4b4a0e4
Corrected yorks chapel materials + added to the main test level
2019-03-04 17:57:53 -06:00
Azaezel
a01b470a75
lightmap testbed
2019-03-04 16:48:28 -06:00
Azaezel
b31206e468
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
460e295677
slimmed down level save
2019-03-03 15:59:02 -06:00
Areloch
08267ce451
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
fd0c90c575
mergefix
2019-03-03 14:22:28 -06:00
Azaezel
f15fd381aa
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
8f94d09e6e
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
2552bb1f64
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
91de7c44f8
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
2c91ca69fc
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
dac8d6e1fd
Updates to various components, added a few new ones.
2019-02-24 01:50:38 -06:00
Areloch
0c1288f86c
Adds a filter for materials to never import when importing a shape
2019-02-23 22:04:17 -06:00
Areloch
11fd2989b5
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
1c2f90a190
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
f87b4e46df
WIP of the rewrite of blend/projection to follow BSF's math approach.
2019-02-22 08:12:03 -06:00
Azaezel
7358d5bf37
sample surface roughness for diffuse return. 0 means sharpest possible result
2019-02-19 14:37:44 -06:00
Azaezel
23a09333d2
no need to z flip the diffuse box dx side. may need to gl side
2019-02-19 14:17:52 -06:00
Azaezel
9a30ad7651
set blendfactor to blendval when only one probe.
2019-02-19 09:24:38 -06:00
Azaezel
5c356519e4
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
2d0a09c07e
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
dc729b3cae
seperated out the sum of the total weights form the sum of the factored weights
2019-02-18 16:13:17 -06:00
Azaezel
a80ff9760f
need to seperate out raw from blended blendvals
2019-02-18 14:53:21 -06:00
Areloch
dde21794c1
Correct stateblock settings to display probes more correctly without crushing other forward elements.
2019-02-18 00:43:21 -06:00
Areloch
cf1d22ba1b
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
df5efc57d8
cleanup: use radius[id] vals
2019-02-15 18:14:46 -06:00
Azaezel
cf9c5aea20
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
a1b5e454f6
postfx updated to correct editor mangling. (still overriding skybox at minimum)
2019-02-15 10:49:06 -06:00
Azaezel
3f858f385e
use irradiance
2019-02-15 09:28:45 -06:00
Azaezel
56bd17a8e9
flip sphereical projection back on as an option to support the second class
2019-02-15 09:18:03 -06:00
Areloch
b52799bbce
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
9ec7eb999d
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
34abe1b835
Updated the PostFX ability to setShaderConsts and cubetextures for probes
2019-02-12 01:10:30 -06:00
Marc Chapman
0ffb99e7d4
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
008423bf32
add vertex colors to standard cube sample mesh as a validation tool
2019-02-11 07:41:09 -06:00
Areloch
a1b281cc5f
Ongoing PostFX org rework.
2019-02-11 00:17:53 -06:00
Areloch
0f7641a282
WIP of assimp integration.
2019-02-08 16:25:43 -06:00
Areloch
ecad33c598
Org rework and postFX-setup WIP
2019-02-08 01:35:35 -06:00
Azaezel
2e485c4946
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
a8707b2410
Progress in getting array data to comply.
2019-02-02 23:28:51 -06:00
Areloch
601a961a2c
Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Azaezel/Torque3D into PBR_ProbeArrayWIP
2019-02-02 22:01:58 -06:00
Areloch
e6ffe181f3
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