Areloch
6c070d4b92
Fixed probe cubemap reindexing assignment
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Fixed BRDF texture binding in forward pass so it doesn't screw with the probes or regular lighting results during bakes
Fixed early-out check on probe manager so probes can be rendered during reflect pass as well.
2019-07-10 23:41:55 -05:00
Areloch
a1ecc98c87
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
857d8b8c81
missed a few conversions
2019-06-28 10:56:38 -05:00
AzaezelX
b44972859b
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
e5bbd12d4b
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
Areloch
436c28b87c
Reduce console spam from probe manager when not in debug
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Added ability to activate height override on inspector fields from script
Further refinements of theme usage as well as editor settings
2019-06-17 23:48:20 -05:00
Areloch
226529fd1b
Added ability to pass ints to post effect shader consts
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Reorg'd probe init to flow better and be more robust on load
Cleaned up various parts of the probe render manager to be more stable
Fixed issue with crash on release due to numProbe in loops being 0
Updated glsl probe array shader
Beginning of rework of editor settings
Beginning of conversion of asset import config to similar system as editor settings
2019-06-13 00:37:12 -05:00
Areloch
bb9e5ce313
WIP of shifting the skylight cubemap to be packed into the cubemap array
2019-06-05 01:04:47 -05:00
Areloch
f433cf4a0d
Various fixes
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Separated baked cubemap load/processing logic into a separate function for clarity
various corrections for when fields change so it properly notifies down to the client
Fixed enable flag logic to actually work
Fixed skylight enable flag so it properly disables if flipped off
2019-06-05 00:07:46 -05:00
Areloch
6a654a9c35
Reorg of the probe initialization/update code to streamline parts of it, and make it flow more obviously
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Added some initial asset stuffs for Das Boot for building out a better testing level.
2019-06-04 00:21:52 -05:00
Areloch
ff871f37e3
Added refactor of Editor Settings window
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Various fixes for asset handling.
WIP of crash tracking
2019-06-03 02:47:30 -05:00
Areloch
1073765e6d
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
ad5f583893
Various fixes
2019-05-11 21:42:27 -05:00
Areloch
9ac9c13fea
Updating BaseGame to work with PBR, and a PBR example module
2019-05-08 01:27:51 -05:00
AzaezelX
8a295b5b1c
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
f1a355c04c
WIP of forward probe scoring.
2019-05-03 00:03:58 -05:00
Areloch
25f27318f7
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
19a1237dcb
Ongoing fiddling with correcting the forward render behavior.
2019-04-29 00:07:38 -05:00
Areloch
240e940572
random testing bits trying to isolate remaining forward issues.
2019-04-28 18:32:23 -05:00
AzaezelX
129c59e8bb
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
e6a14514e0
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
63bc2215fd
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
28f55b9cc8
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
95962cbcbc
GL work
2019-04-15 23:11:18 -05:00
AzaezelX
8be413d53a
stray var killoffs
2019-04-10 17:44:54 -05:00
AzaezelX
07827b8032
cleanup duplicate var, and constructor-init skylight shaderconsts
2019-04-10 12:54:46 -05:00
Areloch
ec9e8c3563
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
283348f7bc
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
679c2c7fb0
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
4c959e1fa1
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
e241cbc7c9
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
399088d09e
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
ead78ec588
hook up attenuation value. todo: sort networkjing properly
2019-03-21 23:47:01 -05:00
Azaezel
f55dc92f6b
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
9ebe7c4ac2
sync correction
2019-03-18 04:09:34 -05:00
Azaezel
eae6793186
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
0b7579b42e
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
78261b0d61
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
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
Areloch
f87b4e46df
WIP of the rewrite of blend/projection to follow BSF's math approach.
2019-02-22 08:12:03 -06:00
Azaezel
0951d6f082
destructor code+ removed a crash-causing redundancy in onRemove
2019-02-20 16:59:58 -06:00
Azaezel
b9176d22fa
scale reflection properly
2019-02-19 09:38:34 -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
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
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
Areloch
a1b281cc5f
Ongoing PostFX org rework.
2019-02-11 00:17:53 -06:00
Areloch
ecad33c598
Org rework and postFX-setup WIP
2019-02-08 01:35:35 -06:00