Areloch
8196ad9d32
Removed old code that set the BRDF texture and caused a texture profile conflict with the probe array post effect, leading to a crash.
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Renamed hasSkylight to mHasSkylight to avoid var ambiguity.
2019-05-26 03:13:16 -05:00
Areloch
3fa7a0d4fa
Various fixes
2019-05-11 21:42:27 -05:00
Areloch
cedbd387d9
Updating BaseGame to work with PBR, and a PBR example module
2019-05-08 01:27:51 -05:00
AzaezelX
ae752a04e8
remed out stray code cleanups, added more remmed out code for referencing the way defered calculates bbminmax (as a percentage of the probes actual scale so folks can just copypaste most times)
2019-05-05 18:30:40 -05:00
Areloch
bd170b5abe
WIP of forward probe scoring.
2019-05-03 00:03:58 -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
Areloch
65fb8bc5f3
Ongoing fiddling with correcting the forward render behavior.
2019-04-29 00:07:38 -05:00
Areloch
6db975e81c
random testing bits trying to isolate remaining forward issues.
2019-04-28 18:32:23 -05:00
AzaezelX
404cb929c1
we likely don't want to be overwriting that set of cubemap array registers for every forward lit object instance
2019-04-26 13:33:28 -05:00
AzaezelX
b5436b6cb7
tweaked the updating behavior in the probe manager so calling updateProbes just flags a ProbesDirty bool, which is used to kick the update of the static parameters when the bin's render() is called
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that way if multiple probes get updated at once, we don't hit the update loop for each one, which is obviously silly
also fixed the 'probes' cubemaps aren't ready until you nudge them'
turns out when we were setting out global var which we used for the irradiance and prefilter cubemap paths, it was being set AFTER the probes got loaded
so it was using an invalid path to look up the cubemaps
-@areloch
2019-04-22 15:39:55 -05:00
AzaezelX
d034ea2be8
no point in resetting effectiveprobecount or mipcount in the compute4probes method. the latter is going to remain a fixed global var to support the cubemap arrays while the latter isn't even used by forward lit (though it likely should be, rather than trying to cook up 2 bound vectors)
2019-04-16 11:47:21 -05:00
AzaezelX
a0d1a076d5
Merge branch 'PBR_ProbeArrayForward' into PBR_ProbeArrayGLWIP
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# Conflicts:
# Engine/source/renderInstance/renderProbeMgr.cpp
2019-04-16 09:34:01 -05:00
Areloch
000c7b2263
GL work
2019-04-15 23:11:18 -05:00
AzaezelX
0cd8948fcf
stray var killoffs
2019-04-10 17:44:54 -05:00
AzaezelX
15ca6eabb4
cleanup duplicate var, and constructor-init skylight shaderconsts
2019-04-10 12:54:46 -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
5703618dc0
shift bbminmax to relative when sent to the gpu so folks can stick to realworld values
2019-03-26 06:48:56 -05:00
Areloch
e2b194182c
Undid debug work, shifted logic over entirely to utilize the updateTexture methods. Refactored probe init'ing so they'll load correctly without nudging, properly sequestered skylights from the probe array and updated the shader to contain az's changes as well as skylight and probe array changes.
2019-03-25 23:17:53 -05:00
Areloch
1627cbabe6
ongoing WIP to sort out init'ing issues as well as correcting values so the probes actually correctly update data into the arrays
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Additional sanity checks on the updateTexture calls added by timmy
2019-03-25 00:06:08 -05:00
Areloch
26471aaa77
WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet.
2019-03-24 18:18:44 -05:00
Azaezel
ba8948a5b1
hook up attenuation value. todo: sort networkjing properly
2019-03-21 23:47:01 -05:00
Azaezel
df6b7f3351
put probe.boxmax/min code back as it was prior to merge. still having that /4 oddness.
2019-03-20 07:38:14 -05:00
Azaezel
04a6130df8
sync correction
2019-03-18 04:09:34 -05:00
Azaezel
caf73ea84f
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
2019-03-18 00:18:49 -05:00
Areloch
2bf67f7fa5
Corrections to make it use the correct transform, as well as passing along the scale as our extents in the bbMax.
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Adjusts the box influence logic to try the bsf method.
2019-03-18 00:14:06 -05:00
Azaezel
edcdd21379
suggested alterations to the probe.worldToLocal math feeding and usage (and a divnull safety for attenuation)
2019-03-17 20:14:58 -05:00
Areloch
70d85d2241
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
Areloch
2903aaeea0
WIP of the rewrite of blend/projection to follow BSF's math approach.
2019-02-22 08:12:03 -06:00
Azaezel
c1bf59bf07
destructor code+ removed a crash-causing redundancy in onRemove
2019-02-20 16:59:58 -06:00
Azaezel
309d518249
scale reflection properly
2019-02-19 09:38:34 -06:00
Azaezel
5bce2d0904
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
Areloch
87e9d3edbd
Correct stateblock settings to display probes more correctly without crushing other forward elements.
2019-02-18 00:43:21 -06:00
Areloch
b754c022ba
Corrected the blending logic somewhat, added visualization modes for spec/diffuse probe influences, attenuation and contribution.
2019-02-17 03:47:40 -06:00
Areloch
788e265477
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
58e3349286
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
fd8840ff53
Updated the PostFX ability to setShaderConsts and cubetextures for probes
2019-02-12 01:10:30 -06:00
Areloch
64db2b1d15
Ongoing PostFX org rework.
2019-02-11 00:17:53 -06:00
Areloch
b221b312d2
Org rework and postFX-setup WIP
2019-02-08 01:35:35 -06:00
Azaezel
72acec0a3f
set the alignedarray sizes to maxprobes, reguardless of actual probe count
2019-02-07 09:55:52 -06:00
Azaezel
f031ee9e39
duplication cleanups
2019-02-07 09:46:54 -06:00
Azaezel
0caac1a28c
cut down on some of that per-frame allocation via prepping our vector 'registers' during the constructor
2019-02-07 09:34:23 -06:00
Azaezel
4aa371cea2
remove push_back uses in favor of consistent [i], fill probe data with defaults before overriding to ensure no garbage data is getting referenced.
2019-02-07 08:05:39 -06:00
Azaezel
7837576de7
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
847d58a967
Progress in getting array data to comply.
2019-02-02 23:28:51 -06:00
Azaezel
2eb58e4cb7
portwork from jeff to use farFrustumQuad for the vertex shader
2019-01-31 13:00:52 -06:00
Areloch
b03e7a79b7
Broke it down to work with a single probe for confirmation of general math and behavior.
2019-01-31 11:44:09 -06:00
Areloch
3efbdbf9e1
Shifts the verts used to match the fullscreen quad setup of vector light, utilizing FarFrustuQuadVerts
2019-01-30 13:52:59 -06:00
Azaezel
26ee0d986f
reference cleanups:
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1) kill off extraneous cubemap and irradiancecubemap source-to-shader variable ties
2) use the cubemap arrays (renderdoc for instance doesn't list them as being input at all if they're never used)
3) use the vert file
2019-01-30 06:29:39 -06:00
Azaezel
1dfd130d85
explicitly bound the namedtexttargets to input slots. shifted brdf slot on up to 3 (from 5) to cluster flat vs array entries. though it does not appear at time of writing that that is in fact binding...
2019-01-28 22:10:57 -06:00