Commit graph

6861 commits

Author SHA1 Message Date
marauder2k7 d7b68a97ee no idea why this was changed in a previous commit
how the fuck did this get changed!
2024-03-14 08:37:05 +00:00
marauder2k7 89843b541c Merge remote-tracking branch 'upstream/development' into ShaderConstBuffer-CleanupRefactor 2024-03-14 08:32:38 +00:00
marauder2k7 bd7bbd782c Revert "Merge branch 'development' into ShaderConstBuffer-CleanupRefactor"
This reverts commit ae11d996d9, reversing
changes made to e6c653c441.
2024-03-14 08:32:29 +00:00
marauder2k7 ae11d996d9 Merge branch 'development' into ShaderConstBuffer-CleanupRefactor 2024-03-14 08:28:29 +00:00
marauder2k7 e6c653c441 warnings cleanup
cleanup and some warning fixes
2024-03-14 08:28:11 +00:00
marauder2k7 9dc5ae833b opengl ubo setup
opengl can now compile with ubo buffer objects similar to cbuffers on dx side.

cleaned double up of data from both sides, gfxhandles only need to use the desc info instead of holding onto its own.
2024-03-13 22:23:01 +00:00
Brian Roberts 3fa7faf361
Merge pull request #1228 from jamesu/zonefix
Basic fix for zone removal issue
few bits will still need a follow-up, but in the interests of killing the ap crash this is a good enough baseline
2024-03-12 21:24:14 -05:00
James Urquhart 42f4ccfbb5 Basic fix for zone removal issue 2024-03-11 23:02:15 +00:00
Brian Roberts bae4f8cf43
Merge pull request #1227 from Azaezel/alpha41/compileFlagFixes
TORQUE_TOOLS off compile fix
2024-03-10 14:58:24 -05:00
AzaezelX 07ed59a872 TORQUE_TOOLS off compile fix
fix a cornercase for when TORQUE_TOOLS is #undef at the torqueconfig.h level
2024-03-10 14:29:17 -05:00
marauder2k7 fbed04050a gui shaders for opengl
First opengl geometry shader along with the other shaders for gui rendering opengl side.
2024-03-09 18:34:43 +00:00
marauder2k7 93418b5d35
Merge branch 'TorqueGameEngines:development' into development 2024-03-08 14:42:34 +00:00
marauder2k7 d9c4269d8b bug fix
deleteSelection when an output node had multiple connections only the first one was deleted, needed a new function to return a vector of connections that are now looped and deleted at the end of delete selection.

few other minor additions and fixes.
2024-03-07 17:22:48 +00:00
marauder2k7 dbbd9383e7 better rounded rect 2024-03-07 10:20:06 +00:00
marauder2k7 0d448ad761 smoothing out results from gui shaders
roundedRectangle and circle drawing now smooth out their results
2024-03-07 09:47:18 +00:00
marauder2k7 2dc623df7e material output node
material output node added

colors denoting node sockets added. this will probably be changed.
2024-03-06 19:57:18 +00:00
marauder2k7 c9d70de609 extra draw gui
add the extra functions for drawing gui elements
RoundedRectangle:

All draw rect functions now pass through roundedRectangle which uses a shader and can draw borders, and rounds the corners

Draw thick line:
draws a line thicker than 1 pixel, uses a geometry shader to do this

Draw Circle:
Draws a circle with a border parameter.
2024-03-06 17:27:18 +00:00
marauder2k7 39c2cc09fc Update gfxGLShader.h
forgot to save the file...
2024-03-06 14:02:30 +00:00
marauder2k7 4a6fbd5811 DX and GL Geometry shaders added
Added the dx and gl geometry shader compile codes.
2024-03-06 13:51:50 +00:00
marauder2k7 808e2f4200 Groundwork for other shaders
Adds the ground work for geometry shaders
Expands shaderData and gfxShader to allow for more shader types

note: when building a GFXShader in source you have to call setShaderStageFile with the shaderStage and the filepath for that stage.

Once we add compute shaders this will become more apparent as compute shaders are a stage of their own and do not require vertex and pixel files whereas other shaders sometimes do.
2024-03-06 13:26:39 +00:00
marauder2k7 949f788a0a connections
connections rendering and logic finished.
can make rendering better in future updates such as using geo shaders for bezier curves and smoother lines.
2024-03-05 20:39:33 +00:00
marauder2k7 66d8f0f55c Update profiles.ed.tscript 2024-03-05 13:15:54 +00:00
marauder2k7 155dfe0c69 more options for nodes
render nodes with GuiShaderEditor border colors
node size now changable.
2024-03-05 13:15:33 +00:00
Brian Roberts 9f5c74c79a
Merge pull request #1226 from Azaezel/alpha41/uniquepair
aug ArrayObject to have a uniquePair command
2024-03-04 20:45:04 -06:00
marauder2k7 b2095db575 can key focus 2024-03-04 17:15:13 +00:00
AzaezelX 24562e6758 aug ArrayObject to have a uniquePair command
like uniqueket and uniquevalue, removes duplicate entries, but only if *both* match
also, use that for the populateAllFonts() cache generator
2024-03-03 22:04:09 -06:00
marauder2k7 daa0cfef3a shader node editor test
node editor functioning correctly, connections needed next
shader nodes to be added in the next commit also
2024-03-03 21:13:58 +00:00
marauder2k7 6e85b43088 backup before connections
everything in shaderEditor now finished only thing left to add is the connections.
2024-03-03 19:24:49 +00:00
marauder2k7 be0689549a place functions in cpp
stop cli bitching.....
2024-03-02 20:14:11 +00:00
marauder2k7 457cdd00bb shader editor ground work
Adds the ground work for shader editor
Adds the base gui for the shader editor
2024-03-02 20:09:45 +00:00
marauder2k7 d8636f754b Merge remote-tracking branch 'upstream/development' into ShaderConstBuffer-CleanupRefactor 2024-03-01 17:52:37 +00:00
Brian Roberts 242e029c21
Merge pull request #1225 from marauder2k9-torque/ZIPArchiveFix
Fix zip archive reading.
2024-03-01 10:02:55 -06:00
marauder2k7 6355da5df6 various fixes
STB probably shouldn't fail on failed info, just continue.
Assimp only add sequences if there are any.
Update kork chan asset.
2024-03-01 15:01:47 +00:00
marauder2k7 017246cfa3 Update gfxD3D11Shader.cpp 2024-03-01 14:30:31 +00:00
marauder2k7 cd6656be35 Fix archive
Incorrect cmake directory was messing up reading from zips
STB was failing to read from zips, it was failing to get the file info, something we were using as an early out, now if that files on the filepath, we use the memory read instead since stream needs to be a success to get to that point.
2024-03-01 10:06:18 +00:00
marauder2k7 74da01dd0d Merge remote-tracking branch 'upstream/development' into ShaderConstBuffer-CleanupRefactor 2024-02-29 14:34:54 +00:00
marauder2k7 a7021c0ed3 cleanup
Reverted back to a 2d array since when the const buffer changes are made to the shaders they will be completely swapped out for a 1d array with a max size of 16 for the program, id3d11buffers will be shared across shaders apart from object buffers. We still need to decide on a structure to get everything setup so to keep functionality a max of 2 buffers per stage with 1 buffer as a padding so we can start coding constant buffers right away
2024-02-29 14:34:22 +00:00
Brian Roberts 5d1f306668
Merge pull request #1224 from Azaezel/alpha41/cmakeCleanup
t3d subdirectory review
2024-02-28 19:39:20 -06:00
AzaezelX 7d1927af99 t3d subdirectory review
add missing example directory
preserve reservations for ecs directories in remmed form
2024-02-28 03:53:49 -06:00
Brian Roberts 13e5302e93
Merge pull request #1211 from marauder2k9-torque/AssimpLoaader-Fix
Test assimp PR before full refactor
2024-02-28 03:37:25 -06:00
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