AzaezelX
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57ee1882fa
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strip out unused pixspecular to cut down on sources of confusion
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2019-05-05 20:10:14 -05:00 |
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AzaezelX
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dd1470202d
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Merge branch 'development' of https://github.com/GarageGames/Torque3D into PBR_ProbeArrayGLWIP
# 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
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2019-05-01 23:18:31 -05:00 |
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AzaezelX
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98a3ff604a
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nonbreaking 'specularcolor' to 'pbrConfig' var conversion. (TODO: specularMap entries)
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2019-04-29 19:40:22 -05:00 |
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Azaezel
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8e9468bddb
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surpress nonrendered lights killoff method till we've time to revisit that
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2019-04-04 20:56:57 -05:00 |
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Areloch
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2abdef7459
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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)
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2019-01-26 02:05:18 -06:00 |
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Areloch
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5b7e2edb66
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WIP hook-in of the cubemap array.
Also inversed probe transforms to make them correct.
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2019-01-21 01:50:13 -06:00 |
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Areloch
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c0e8b047f5
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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.
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2019-01-19 00:31:42 -06:00 |
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Areloch
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f110158654
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Probe Array WIP
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2019-01-07 20:34:19 -06:00 |
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Azaezel
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1eed979a9c
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Merge branch 'method_Unmangle' into PBR_PR
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2018-12-12 14:54:22 -06:00 |
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Azaezel
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c3f0157331
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ReflectProbeMaterialInfo::setProbeParameters buffer binding correction (again, set order as colorbuffer = 1, matinfo = 2 for gbuffer consistency)
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2018-12-10 03:39:31 -06:00 |
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Areloch
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6cf0c9e360
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Merge branch 'development' into EngineAPI-Refactor
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2018-12-09 14:48:50 -06:00 |
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Areloch
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1fc38d496f
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Added deletion tracking so when we delete a probe, it'll delete the prefilter/irrad bakes if they exist.
WIP of static cubemap bake(not working).
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2018-12-07 00:30:08 -06:00 |
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Azaezel
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74ca8d106c
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retweaked filter for wether ot not to supress the zonelight culling methods when not in the diffuse pass
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2018-12-05 10:55:29 -06:00 |
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Azaezel
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bd742bbf75
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registergloballights now taks a (by default on) cullSceneLights. off for reflection capture as that is presently acting up
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2018-12-04 12:41:15 -06:00 |
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Azaezel
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0974902cc8
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put lerp back after verifying we were indeed getting values passed along.
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2018-11-28 14:25:48 -06:00 |
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Azaezel
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4ef1a25610
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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)
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2018-11-28 12:00:06 -06:00 |
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Tim Barnes
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ab10cc0c87
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timmy merge work
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2018-11-28 17:51:52 +10:00 |
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Azaezel
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f1e584ca69
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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.
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2018-11-27 08:50:44 -06:00 |
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Azaezel
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0f0fc5279b
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missed mscore pasalong in .set
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2018-11-27 08:03:04 -06:00 |
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Azaezel
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79d506d439
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1)use standard setupPass inheritance chain. already checks for !mprocessedmaterial and a few other things
2)pass along mIsSkylight from probes to matinstances
3) stubbs in a seperate setupPass for skylightmatinstance
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2018-11-23 02:05:36 -06:00 |
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Tim Barnes
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9e65e940d0
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lighting single buffer
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2018-11-21 15:53:02 +10:00 |
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Areloch
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c4a4fe5304
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Implemented registration of probes to avoid rendering all probes when unneeded.
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2018-11-19 01:18:09 -06:00 |
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Tim Barnes
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c64aee9dcc
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point light WIP & moved lighting position/direction to WS
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2018-11-14 20:58:47 +10:00 |
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Azaezel
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79e2d5d459
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REVIEW LATER: invert the world transform for probes to shove them into cam space as far as rotation goes. keep position.
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2018-11-09 20:16:15 -06:00 |
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Tim Barnes
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6e17475f86
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WIP shader work - not complete!
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2018-11-02 09:08:45 +10:00 |
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Tim Barnes
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9a39afa0eb
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reflection probe updates
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2018-10-28 20:42:26 +10:00 |
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Areloch
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e72f04648a
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Adjusts the lightbin manager to be a regular bin, and shifts ownership of both lighting targets to the deferred manager. Probes now render ahead of lights to make the additive order jive.
Also reordered the probe targets used so they match lights for consistency.
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2018-10-24 23:43:12 -05:00 |
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Azaezel
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1b8549b146
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stateblock work for probe blending
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2018-10-24 18:27:59 -05:00 |
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Azaezel
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b4e28343da
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crashfix. free will eventually lead to destroyself so don't doubleup or it trys to kill the dead. zombu bad.
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2018-10-17 21:05:38 -05:00 |
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Areloch
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aad37bc0f5
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Corrected some missed bits in the template, and a check in the forward-lit probes
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2018-10-10 01:52:19 -05:00 |
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Areloch
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57f8549abe
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Shifted to the static-list arrangement for probe instance tracking to help performance as well as drastically streamline the data submission/material instance flow for probe rendering.
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2018-10-07 17:32:23 -05:00 |
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Areloch
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f31445751f
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Updates and fixes to probe and lighting logic.
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2018-09-17 01:52:18 -05:00 |
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Areloch
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b19a4b22c8
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Implementation of reflection and skylight probes.
Moves lighting math to the diffuse/specular two-channel logic.
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2018-09-16 22:15:07 -05:00 |
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Areloch
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b4a1d18f42
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Core implementation of Physical Based Rendering.
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2018-09-15 20:19:57 -05:00 |
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Lukas Joergensen
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e718841467
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Eliminate DefineConsoleFunction
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2018-04-17 20:54:08 +02:00 |
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Azaezel
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33ebe34440
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more gfx shadowvar cleanups
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2018-03-13 21:25:45 -05:00 |
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Azaezel
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1c62080f7f
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cleaned up member::radius
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2018-03-13 15:31:00 -05:00 |
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Azaezel
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654fc29dc2
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bounds to mBounds conflict avoidance
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2018-03-13 01:05:15 -05:00 |
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chaigler
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4a72d54782
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Fix assert on exit when Basic Lighting is removed
Occurs because ShadowMapManager is destroyed before
AdvancedLightManager.
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2018-01-24 16:30:34 -05:00 |
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chaigler
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37b0ec68f7
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Fixes linker errors when Basic Lighting is removed
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2018-01-24 16:27:29 -05:00 |
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Areloch
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212fc80dfc
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Includes a fix to get lights to render more correctly in the reflection pass. Also includes a helper function to force a render from a passed in transform and frustum.
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2017-07-07 02:55:56 -05:00 |
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Areloch
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25686ed4be
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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
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2017-06-23 11:36:20 -05:00 |
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Areloch
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adb875cb54
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Conflict resolution with devhead.
Cleaned up a few remaining d3d9 references in the cmake file.
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2017-06-01 23:54:44 -05:00 |
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Areloch
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edd1e0a270
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Removes Direct3D9 functionality.
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2017-05-28 16:51:31 -05:00 |
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Areloch
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ec3806bb0a
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Catches the remaining prepass to deferred changes on the engine side.
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2017-05-14 18:28:17 -05:00 |
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Areloch
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124ecb2fe0
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Merge pull request #1984 from FooBarbarians/fix-1912
Reordering initialization methods #1912
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2017-04-26 01:11:51 -05:00 |
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Masquara
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15f67015d3
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Reordering initialization methods #1912
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2017-04-19 14:02:45 -04:00 |
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Areloch
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dba8b5b327
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Merge branch 'development' into Xenon_Removal
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2017-04-18 20:47:43 -05:00 |
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Areloch
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af8fbf0e3a
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Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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2017-04-11 00:23:14 -05:00 |
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Areloch
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ed14b6fced
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Removes bits of code and includes that are based on old 360, xbox and PS3 flags that are no longer needed.
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2017-04-08 20:30:57 -05:00 |
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