Commit graph

465 commits

Author SHA1 Message Date
Azaezel
dabd5eb15d shifted normDepth to pre-Createsurface so we can throw out any calcs as soon as we determine that the pixel is out of viewrange 2018-11-02 15:57:37 -05:00
Tim Barnes
bb2db321ab SkyLight sampler def fix 2018-11-02 09:43:22 +10:00
Tim Barnes
6e17475f86 WIP shader work - not complete! 2018-11-02 09:08:45 +10:00
Tim Barnes
a44d885885 oops forgot poor skylight shader 2018-10-28 20:52:32 +10:00
Tim Barnes
9a39afa0eb reflection probe updates 2018-10-28 20:42:26 +10:00
Areloch
43c1abbc96 Added propagated multibake mode.
Temporarily disabled Precapture post effect.
2018-10-27 02:21:46 -05:00
Areloch
78b2bcde0c Added the temporary 'use HDR cubemaps' override to use the in-memory full HDR range prefilter and irradiance cubemaps instead of the saved LDR ones.
Also fixed the target order with the skylight shader so it renders to the right targets.
2018-10-26 01:19:14 -05:00
Azaezel
8fadf880a3 Merge branch 'PBR_Bins_Reordered' of https://github.com/Areloch/Torque3D into PBR_PR
# Conflicts:
#	Engine/source/gfx/D3D11/gfxD3D11Device.cpp
#	Engine/source/renderInstance/renderDeferredMgr.h
2018-10-25 14:30:12 -05:00
Areloch
e72f04648a 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.
2018-10-24 23:43:12 -05:00
Azaezel
8538337a36 reset ligtht outputs to output color*shadowing as oposed to baking shadowing into the alpha chan now that we're ignoring that for lights specifically (though we're still keeping the alpha chan arround for varying-IBL input blending purposes 2018-10-24 20:55:48 -05:00
Azaezel
a5cad08ba6 Merge branch 'PBR_PR' of https://github.com/rextimmy/Torque3D into PBR_PR 2018-10-24 20:48:45 -05:00
Azaezel
83ef5db910 work on getting render bin ordering correct 2018-10-24 18:27:43 -05:00
Tim Barnes
c3fb049f89 stateblock changes for lighting 2018-10-24 19:25:20 +10:00
Tim Barnes
ad4c115e00 clear gbuffer from code and not from a shader 2018-10-24 18:58:46 +10:00
Azaezel
ddb431181b take ambient occlusion into account for probe and skylight projections as well, given they are litterally an ambient source 2018-10-17 21:34:09 -05:00
Azaezel
eb46a8c0e7 take ao slot in the gbuffer into account by the simple expedient of multiplying the cast-shadow result by the channel 2018-10-17 21:06:24 -05:00
Azaezel
f5bab3f574 matinfo.b is smoothness, and matinfo.a metalness fr the gbuffer. 2018-10-16 22:20:07 -05:00
Areloch
ef81708e12 Corrected box influence logic for probes to accommodate rotations.
Also uncommented line so probe transform is passed along to the render manager.
2018-10-16 16:18:22 -05:00
Areloch
aad37bc0f5 Corrected some missed bits in the template, and a check in the forward-lit probes 2018-10-10 01:52:19 -05:00
Areloch
57f8549abe 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. 2018-10-07 17:32:23 -05:00
Areloch
9e88e9feca Getting the GL side up-to-date to match. 2018-10-06 17:50:15 -05:00
Areloch
f31445751f Updates and fixes to probe and lighting logic. 2018-09-17 01:52:18 -05:00
Areloch
b19a4b22c8 Implementation of reflection and skylight probes.
Moves lighting math to the diffuse/specular two-channel logic.
2018-09-16 22:15:07 -05:00
Areloch
b4a1d18f42 Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
Ratfish Studios
fea3724f4e Rearranges the right-mouse click popup menus for the world editor and gui editors to a) be organized more logically and b) be more flexible.
This also fixes some insecure behavior relying on %this value eval'ing, which has also been modified to be better.

Also fixes up some old calls for getting menubar menus by internal name, which is no longer supported, instead using the findMenu function call.
2018-05-08 00:30:15 -05:00
Areloch
dd626417a3 Includes some renderbin declarations that are needed for AFX that got missed in the original PR. 2018-03-26 23:31:10 -05:00
Areloch
8f947d5251 Adds a convenience function to refresh the console dialog. 2018-03-17 14:37:07 -05:00
Areloch
485f5bc942 Merge branch 'LinuxCompatabilityFixes' of https://github.com/Bloodknight/Torque3D into development 2018-03-17 14:07:26 -05:00
Areloch
5bf3d67959 Merge pull request #2090 from Areloch/ConsoleLogFilters
Adds some filtering options to the console log gui
2018-03-16 23:41:00 -05:00
Areloch
619191bf4f Merge pull request #2202 from Areloch/ScriptObject_PopupFixes
Removes the GameObject folder insert for the scripted object creator grid
2018-02-14 01:28:56 -06:00
Marc Chapman
05c5f9ff14 Fixed defects in Turret material, Fixed TP Ryder material and added a spec map 2018-02-12 13:05:30 +00:00
Areloch
7e0e46d66c Removes the folder insert for the scripted object creator grid, which was causing a UI screwup making the scripted objects overlap and jumble up.
Also reorgs the popup controls to match what's in the BaseGame template's setup, which should fix editor popups.
2018-02-12 00:02:20 -06:00
Marc Chapman
54426f1295 rock_* fixes 2018-02-11 17:27:04 +00:00
Marc Chapman
7b36a618a6 PostFX.hlsl 2018-02-11 17:12:34 +00:00
Marc Chapman
c357fdb897 ShaderModelAutoGen 2018-02-11 17:12:17 +00:00
rextimmy
e35857ba92 removed isSky from template sky material files. 2018-02-01 07:42:36 +10:00
Areloch
c23c99dbea Merge pull request #2118 from Areloch/MenuAndPopups
Refactors the Popup menus and GuiMenuBars
2018-01-27 18:41:00 -06:00
Areloch
7fc023df7e Merge pull request #2123 from nev7n/forestEditorFix
Fix forest editor failing to load forest
2017-11-27 01:18:19 -06:00
Marc Chapman
75b85f9ac5 Correct orientation of images 2017-11-22 15:16:49 +00:00
Areloch
9c3687b839 Changes the buttons to be a checkbox button, which is easier to identity as being activated or not compared to the stock togglebutton. 2017-11-15 18:52:41 -06:00
Justin Knight
c772f8044a Fix forest editor failing to load forest because of space after object ID 2017-11-14 11:57:13 +00:00
Areloch
fac951e30d Prior commit had mangled files somehow. Fixed. 2017-11-12 11:42:44 -06:00
Areloch
2ca6af8e48 Refactors the Popup menus and GuiMenuBars to remove unneeded duplication and platform-specific/deprecated code. 2017-11-11 01:21:48 -06:00
Areloch
0c21ef1b45 Removes Entity/Component stuff from being behind an experimental flag. 2017-10-15 06:03:59 -05:00
Areloch
9b83e47302 Adds some filtering options to the console log gui so you can specify if you wish to be able to see errors, warnings and regular messages. It also denotes how many errors and warnings are currently in the log. 2017-09-23 12:37:55 -05:00
Areloch
f8702b717b Sets the default grid snap size to 1 rather than 10. 1 Seems like a more neutral default value, and also makes it match the displayed '1' in the UI interface as the default as well. 2017-09-17 18:24:44 -05:00
Johxz
d1d75ebff7 add nav path from inside of editor 2017-08-15 22:41:36 -05:00
Areloch
412c0380f4 Merge pull request #2031 from rextimmy/intel_gl_fix
Intel GL Fix
2017-07-05 23:06:13 -05:00
rextimmy
e2a3bf1d19 Intel GL Fix 2017-07-05 14:45:00 +10:00
Areloch
25686ed4be 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 2017-06-23 11:36:20 -05:00