Areloch
600859bd63
Force proper update of box probe when attenuation changes
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Fixed multiple case sensitivity issues
Adds GL ARB check for cubemap arrays for certain cases where the driver only supports the extension, not as core
Fixes undeeded namespace declaration in an inline operator function
Cleaned up/reordered some modules default in the data dir
WIP of Das Boot test map
Begun refactoring visualizer tools
Added default cloud and water textures to core/rendering so water and cloud objects work correctly
Added default Fog_Cube mesh so volumetric fog works correctly
2019-08-19 01:14:34 -05:00
Areloch
2f68fdae5e
Merge branch 'Preview4_0_w_translucencyWIP' of https://github.com/Azaezel/Torque3D into Preview4_0_w_translucencyWIP
2019-07-22 00:17:29 -05:00
Areloch
ebe2c2dead
Add vector light support to forward materials.
2019-07-22 00:16:58 -05:00
AzaezelX
b6c28638b0
crashfix: we don't actually need the texture coordinates for forward lit surface creation. at that point, the rest of the shader features have already filled out the info being looked up from the gbuffer for deferred. (was triggering errors with float2 vs float3 coord entries for terrain)
2019-07-21 23:03:32 -05:00
Jeff Raab
38b0d0f1fe
Updates names of probe forward shader consts to be consistent with shadergen, allowing proper data throughput
2019-07-16 09:34:31 -05:00
AzaezelX
bc77ff0833
Revert "Updated SDL, Bullet and OpenAL soft libs"
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This reverts commit 370161cfb1 .
2019-07-08 09:49:44 -05:00
AzaezelX
63be684474
Merge branch 'Preview4_0' into alpha40translucency2
2019-07-08 04:11:57 -05:00
AzaezelX
3cf332e514
logic cleanup. discount doubleups on normal generation if we've already got one calculated on out.
2019-07-07 22:52:23 -05:00
Areloch
f8750dd8ed
Updated SDL, Bullet and OpenAL soft libs
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Fixed case sensitivity problem
Fixed clang compiler problem with having the class namespace used in an inline for the == operator
Tweaked some theme stuff to be more consistent.
Added initial test of no-pie for linux
test sidestep of getTexCoord in shadergen hlsl feature so we don't assert when getting the terrain's shaderstuffs(which uses float3 instead of normal float2)
2019-07-07 02:43:49 -05:00
AzaezelX
1ec9177557
augment ShaderFeatureHLSL::getSurface pixel shader feature with a fallback for missing normalmaps (really should correct this one vertex frag side)
2019-07-02 19:26:20 -05:00
AzaezelX
e51726aac6
albedo/diffuse color designators to curColor for clarity there (includes the case of color*albedo, so that was a misnomer)
2019-07-02 19:24:25 -05:00
AzaezelX
2a5ab66718
unused var cleanups
2019-07-02 19:22:55 -05:00
Areloch
e87dc787ee
Corrected probe init'ing so they don't fight for the cubemap idx order
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Also correct deleting behavior so it updates indicies when a probe is removed
Updated forward lighting to utilize the same math as deferred
2019-06-30 23:04:16 -05:00
AzaezelX
4d714091b7
missed a few conversions
2019-06-28 10:56:38 -05:00
AzaezelX
01f6938746
nomenclature shift for clarity: bunch of stuff tagged as probe that refferenced things properly tied conceptually to the reflection refrence box.
2019-06-28 10:21:50 -05:00
Areloch
af77444ec9
Merge branch 'MatInstanceViewer' of https://github.com/Areloch/Torque3D into Preview4_0
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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
AzaezelX
afa52850c3
Merge branch 'CustomShaderFeaturesPR' of https://github.com/Areloch/Torque3D into alpha40Macwork
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# Conflicts:
# Engine/source/materials/materialDefinition.cpp
# Engine/source/materials/processedFFMaterial.h
# Engine/source/materials/processedShaderMaterial.cpp
# Engine/source/renderInstance/renderBinManager.cpp
# Engine/source/renderInstance/renderGlowMgr.cpp
# Engine/source/renderInstance/renderMeshMgr.cpp
# Engine/source/renderInstance/renderPassManager.h
# Engine/source/renderInstance/renderTranslucentMgr.cpp
# Engine/source/shaderGen/customShaderFeature.cpp
# Engine/source/shaderGen/customShaderFeature.h
2019-05-22 23:36:15 -05:00
Areloch
f9371bfc2e
Proper splitting of D3D and OpenGL sides of the CSF.
2019-05-22 21:44:07 -05:00
Brian Roberts
47640420ca
mac compilation correction - don't use Class:Class constructors
2019-05-21 21:29:19 -05:00
Areloch
529558f671
Initial implementation of Custom Shader Features
2019-05-17 01:20:19 -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
AzaezelX
57ee1882fa
strip out unused pixspecular to cut down on sources of confusion
2019-05-05 20:10:14 -05:00
AzaezelX
80c9f35ee1
go back to using raw wsNormal with a few additional prep-lines for if that hasn't been made a var for that shader yet
2019-05-05 18:34:39 -05:00
AzaezelX
fccd2117cf
Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP
2019-05-03 00:21:01 -05:00
Areloch
4e557aec83
Added fetch for BRDF texture for forward rendering use, re-enabled brdf logic in the lighting shader and got the probe arrays properly sampling into forward as well.
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TODO: core::rendering pref on the BRDF texture instead of hardcode path, add best-pick logic for forward probes and double-check ogl forward is playing nice.
2019-05-02 00:05:12 -05:00
AzaezelX
dd1470202d
Merge branch 'development' of https://github.com/GarageGames/Torque3D into PBR_ProbeArrayGLWIP
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# Conflicts:
# Engine/source/gfx/D3D11/gfxD3D11Device.cpp
# Engine/source/lighting/lightManager.cpp
# Templates/Full/game/levels/Empty Room.mis
# Templates/Full/game/levels/Empty Terrain.mis
2019-05-01 23:18:31 -05:00
AzaezelX
98a3ff604a
nonbreaking 'specularcolor' to 'pbrConfig' var conversion. (TODO: specularMap entries)
2019-04-29 19:40:22 -05:00
AzaezelX
d519479562
shifted forward lit probe lighting to pre-rt lighting in keeping with the deferred methodologies. in diong so, also needed to add a vertex feature for in/out tangent space normals detection. also in keeping with the fact we sample the deferred albedo result-buffer, fed the createForwardSurface the output target so that can take color multiplication et al instead of just raw albedo
2019-04-29 17:39:47 -05:00
AzaezelX
26b3ecff4c
Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP
2019-04-28 20:37:03 -05:00
Areloch
6db975e81c
random testing bits trying to isolate remaining forward issues.
2019-04-28 18:32:23 -05:00
AzaezelX
d2a01ece03
gl conversionwork - forward lit variant. do note, crashs with
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`Engine\source\gfx\gfxDevice.cpp(837,0): {Fatal} - GFXDevice::setTexture - out of range stage! -1>16` though the shaders themselves are now in a compling state (ostensibly)
2019-04-28 06:24:19 -05:00
AzaezelX
9597014bc2
resource count and type sync with the computeForwardProbes call-insertion for shadergen. probly going to need to cook up a cubearray type
2019-04-11 12:31:15 -05:00
AzaezelX
7108c8cc64
use the right recreation when lacking a composite map (still need to do up matinfo flags)
2019-04-11 12:30:03 -05:00
AzaezelX
d2ed2555c9
typofix+ *add* computeForwardProbes to replicate the stateblock used in deferred
2019-04-10 17:46:42 -05:00
AzaezelX
8118f42411
leverage the macros for a bit more legibility
2019-04-10 14:14:10 -05:00
AzaezelX
ed385ff342
conform some of the "specularColor" entries (TODO: matinfo flags, like emissive/glow ect)
2019-04-10 12:56:20 -05:00
AzaezelX
68f47d6041
defaults for diffusecolor, specularcolor (reminder todo: shift that to composite) and normal for createForwardSurface
2019-04-10 11:48:22 -05:00
Areloch
c025760422
Majority of forward work. Some state/register count issues and further testing required.
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Also requires proper binding of forward probe values, as well as scoring probes for forward selection.
2019-04-07 23:57:05 -05:00
Areloch
afb5a589c3
Cleanup/consolidation of shader logic. moved the common methods over to lighting.hlsl
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Did all the setup work to feed data for forward probestuffs, just have to rewrite the shaderFeature to replicate the regular probe array logic.
2019-04-03 00:13:58 -05:00
Azaezel
b50f72b109
set gl vertcolor mapping to bgra format, the same as we do for stateblocks
2019-02-11 07:42:31 -06:00
Areloch
f110158654
Probe Array WIP
2019-01-07 20:34:19 -06:00
Tim Barnes
9e65e940d0
lighting single buffer
2018-11-21 15:53:02 +10:00
Azaezel
518bcaaabf
from @rextimmy: shifts sybox rendering to last (kils a bit of overdraw)
2018-11-18 06:36:16 -06:00
Tim Barnes
9a39afa0eb
reflection probe updates
2018-10-28 20:42:26 +10:00
Areloch
b19a4b22c8
Implementation of reflection and skylight probes.
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Moves lighting math to the diffuse/specular two-channel logic.
2018-09-16 22:15:07 -05:00
Areloch
b4a1d18f42
Core implementation of Physical Based Rendering.
2018-09-15 20:19:57 -05:00
Azaezel
cbce2ee805
Merge branch 'development' of https://github.com/GarageGames/Torque3D into memberMess
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# Conflicts:
# Engine/source/console/consoleFunctions.cpp
2018-03-28 15:42:34 -05:00
Azaezel
1138637718
crashfix from prior commit
2018-03-14 18:44:51 -05:00
Azaezel
02541ab1f9
shader hooks and gen cleanups
2018-03-13 18:07:58 -05:00