Commit graph

4277 commits

Author SHA1 Message Date
marauder2k7 cd8914b9ad reverse bitshift
need to reverse the bitshift on shaderstages so we get values between 0-5, need to also revert the mBoundConstVec back to a 2dimensional array so that the binding point can be dynamic as well.
2024-02-27 20:59:10 +00:00
marauder2k7 040bbdd6d6 Update gfxD3D11Shader.cpp
turns out we dont need to do this if both exist the bind point gets changed anyway
2024-02-27 14:51:59 +00:00
marauder2k7 e9a38539a3 multiple desc per handle
Added multiple descriptions to handles.

While maps are very efficient and match data very quickly due to hashing and what not, they are tricky memory wise, we cant clear them if they are only made up of structs and enums. Need to explore other methods for doing this. Original system had a sub buffer system with a check based on whether the handle was marked vertex/pixel. With 6 stages possible now we need to think of a more effective method. Since shaderstage is now a bit flag maybe some sort of streaming setup could be used to write without a loop.
2024-02-27 09:15:19 +00:00
marauder2k7 78df01af55 Update gfxD3D11Shader.cpp
plugging leaks
2024-02-26 22:44:32 +00:00
marauder2k7 37636bcd26 switch to vectors
uses vectors for buffers instead of 2d array
2024-02-26 22:25:11 +00:00
marauder2k7 dfe4bcd01e Merge remote-tracking branch 'upstream/development' into ShaderConstBuffer-CleanupRefactor 2024-02-26 18:51:40 +00:00
marauder2k7 c876e86957 Update gfxD3D11Shader.cpp
cleanups
2024-02-26 16:38:56 +00:00
marauder2k7 b979f4befc everything works
... apart from the sun =/
2024-02-26 09:22:19 +00:00
marauder2k7 e24971517e commit before pr 2024-02-25 23:10:23 +00:00
marauder2k7 25bc9cf354 stumped
buffers seem to be being added correctly, but for whatever reason render is not correct =/
2024-02-25 22:51:37 +00:00
marauder2k7 af29a2af0a Remove code duplication
Removed code duplication, all types can be routed through the same function apart from matrices.
2024-02-25 15:26:48 +00:00
marauder2k7 8c01a1a85b Working
This commit has everything rendering kind of correctly, but the colours seem off from lighting.
2024-02-25 13:39:22 +00:00
marauder2k7 6355e122d2 compare before change
check to see if data is different in internal sets before changing values
2024-02-24 19:52:35 +00:00
Brian Roberts e0cf6cd1b7
Merge pull request #1219 from Azaezel/alpha41/npcnono
fix non player class pathshape jitter
2024-02-24 12:31:15 -06:00
Brian Roberts ecd75bdc06
Merge pull request #1220 from Azaezel/alpha41/fixGLVisibility
fizzle fix for gl
2024-02-24 12:31:06 -06:00
marauder2k7 3f3ef12c3b handle the global buffer
global buffer needs a special case
2024-02-24 17:33:28 +00:00
marauder2k7 e8d8138c74 working
last commit before global conform
2024-02-24 16:26:09 +00:00
marauder2k7 d9fd3375da Merge remote-tracking branch 'upstream/development' into ShaderConstBuffer-CleanupRefactor 2024-02-24 14:42:53 +00:00
marauder2k7 8887e21f4b working
working example, renders all gui controls.

We still cant render a scene, something to do with the constant buffer at slot 0 of the vertex shader being too small..... gotta figure this one out..................
2024-02-24 14:42:30 +00:00
marauder2k7 dd4d48d654 working example
now its working.. still not perfect but its getting there
2024-02-24 12:40:12 +00:00
marauder2k7 42b8748f5b bkup
still memory heap issue
2024-02-24 12:04:53 +00:00
marauder2k7 4caa54ad7e working example
everything is working apart from samplers......
2024-02-23 21:27:44 +00:00
marauder2k7 a1e2f781a8 Set constant buffers
added logic to set constant buffers dx side
2024-02-23 20:06:46 +00:00
AzaezelX c7cc86b357 clamp spot angle to 179,
up custommaterial inputs to 16
add Material::PhotometricMask:handling to processedcustommaterial
and for paranoias sake go ahead and be explicit about _getLightMaterial (those *should* be unneeded as they optionally default to that, but it's how they were in the beatup fork during testing)
2024-02-23 11:52:43 -06:00
marauder2k7 97ed522667 gfxD3D handles and buffermap
init handles coded.
bufferMap added.
2024-02-23 17:18:45 +00:00
marauder2k7 630bee97c7 backup 2024-02-22 21:37:44 +00:00
marauder2k7 55519aac57 Shader refactor
Refactored DX Shader compilation and reflection to be more similar to opengl
Added support for more than 1 const buffer per shader stage.

This is boilerplate code, no functionality yet, that will be added in further commits. Though this builds without errors do not try and run it at this point.
2024-02-22 09:58:45 +00:00
AzaezelX ad6880ec0d fizzle fix for gl
correct  ShaderFeatureGLSL::getInVpos to more closely match directx outcomes so we can keep using the same math across incudes
2024-02-21 14:16:38 -06:00
AzaezelX a4da6727ed fix non player class pathshape jitter
everything has a consistent getRenderTransform() nowadays
2024-02-21 12:24:38 -06:00
marauder2k7 ad64b4f2df IES Loader
Updated IES loader to use torque math functions and calls in the problem areas for mac and linux.

New F32_MIN_EX which is lower than F32_MIN (required for ies profiles)
2024-02-21 09:36:37 +00:00
marauder2k7 4417462499 Add support for both ies and cookie
Both ies and cookies can now exist on a light

We are still not using all the capabilities of an IES profile, such as candela and luminance values we are just using them as a mask for the moment

Issues compiling on mac and linux, will need to update the ies-loader to use torque methods instead of std::
2024-02-21 07:40:57 +00:00
marauder2k7 a12d915180 Loads an IES Photometric profile.
ADDED: Ability to add IES profile as the cookie texture slot in both point lights and spot lights

TODO:
Have the IES Profile also drive the settings for the lights.
Make it work with Cookie textures. IES profiles are to be another slot in the advanced light section.
2024-02-21 06:22:37 +00:00
Areloch d890c530f9 Adds logic to be able to set a search string on an inspector that will be used to filter displayed fields.
Adds a textEdit filter box to the main world inspector that hooks into the primary inspector for said search functionality
2024-02-13 20:33:14 -06:00
Brian Roberts 5afbfec3b1
Merge pull request #1213 from Azaezel/alpha41/ProbesInPreviewers
fix guishapeedpreview not displaying IBL
2024-02-10 14:50:23 -06:00
AzaezelX de87d2f6ad fix guishapeedpreview not displaying IBL
note this *does* require a baked skylight in the main scene
todo: track down why a similar protocol does not operate for guimaterialpreview and guiobjectview
2024-02-10 13:36:55 -06:00
Brian Roberts 2fe2e7925e
Merge pull request #1212 from Azaezel/alpah41/UnitTestTrouble
supress concurent threadsafedeque test as invalid
2024-02-10 10:48:39 -06:00
AzaezelX 0ccb27b7ad supress concurent threadsafedeque test as invalid
it's never actually used like that in practice, and while the cornercase reminder is useful, it's activetly causing overlooks for practical problems
2024-02-10 10:16:23 -06:00
marauder2k7 4b2abd4828 Merge remote-tracking branch 'upstream/development' into ThreadSafeDeque 2024-02-10 03:20:59 +00:00
Brian Roberts 25a3c3325f
Merge pull request #1208 from jamesu/datachunker_refactor
Datachunker & FrameAllocator refactor
2024-02-09 20:32:39 -06:00
Brian Roberts 600a6b8ebc
Merge pull request #1192 from Areloch/EditorPopupEXFieldExpansion
Usability improvements for editor fields utilizing popup menus
2024-02-07 19:29:07 -06:00
marauder2k7 ae8a2a74f7 Update threadSafeDequeTest.cpp
change value to 50
2024-02-07 17:25:48 +00:00
James Urquhart 28ba2f2473 Fix gcc & clang Compile for FrameAllocator changes 2024-02-07 00:05:14 +00:00
AzaezelX c9ac4ffbfe correct grouping 2024-02-05 21:02:41 -06:00
James Urquhart 45898694e4 Reimplement FrameAllocator and FrameTemp; Tidy up DataChunker header.
- Also additional work on tests to reflect watermark behavior change
2024-02-06 02:35:16 +00:00
AzaezelX cea641b154 don't early out, *do* use case sensitive filename finding for the stringtable, and finally, don't even bother setting the mSoundpath here unless it's to clear it 2024-02-05 18:41:07 -06:00
James Urquhart 7332dd6643 Add tests for FrameAllocator and DataChunker 2024-02-05 22:53:09 +00:00
AzaezelX ef858d726b remindernote: false for unchanged, true for changed 2024-02-05 14:40:24 -06:00
AzaezelX da9b9ed787 prelim refactor 2024-02-05 14:23:11 -06:00
James Urquhart 3781c7fae5 Add an alternate allocator for DecalManager; Also fix SFX weirdness. 2024-02-04 23:27:31 +00:00
James Urquhart 915fac31b3 Basic refactoring WIP 2024-02-04 23:27:31 +00:00