Commit graph

3386 commits

Author SHA1 Message Date
Azaezel
daef7aa128 debug spew cleanup 2018-11-08 01:27:42 -06:00
Azaezel
452c35f11c further wipwork on the pointlight conversion. filled CreateSurfaceToLight out in a theoretically correct manner (spoiler, not actually correct) 2018-11-06 20:07:09 -06:00
Azaezel
b8fb90ab94 added the additional colorbuffer entry to the probe projection shader so we get output. TODO: leverage the new CreateSurface methodologies to match with the skylight 2018-11-06 20:03:22 -06:00
Azaezel
73a7d205e2 add in secondary bounds box display for probes as that is not actually linked to the radius/box-based-on-radius 2018-11-06 20:00:34 -06:00
Azaezel
913fbef66d shift surface calcs to post-attenuation. no point if we're just gonna throw the vals out in the end 2018-11-02 17:41:30 -05:00
Azaezel
508e9b4f27 account for attenuation 2018-11-02 16:28:50 -05:00
Azaezel
18c204b341 add animated spotlight and pointlight to test scene 2018-11-02 16:09:02 -05:00
Azaezel
7c05e3d33d pointlight conversion rev1- filled in creatrsurface, used pre-exisitng calcs for nDotL to aproximate the light direction needed by CreateSurfaceToLight(surface, dot( lightVec, normDepth.xyz )); NOTE: compiles, but artifacts badly. 2018-11-02 16:07:52 -05:00
Azaezel
1169ad05f1 spotlight conversion 2018-11-02 16:04:53 -05:00
Azaezel
b992446fff we're no longer making use of a singular lightbuffer to double up as a baked lighting/ibl channel passed to lights themselves, so save a screens worth of transmission 2018-11-02 16:04:04 -05:00
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
Azaezel
567b30b44a Merge branch 'PBR_PR' of https://github.com/rextimmy/Torque3D into PBR_PR 2018-11-02 00:51:32 -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
Azaezel
b3805fe778 Merge branch 'terrainNormalNeener' into PBR_PR 2018-11-01 14:06:00 -05:00
Brian Roberts
4453a4ad4b Update terrFeatureHLSL.cpp 2018-10-29 13:22:16 -05:00
Brian Roberts
6ba442bf07 Update terrFeatureGLSL.cpp 2018-10-29 13:21:42 -05:00
Tim Barnes
63b010d3ed Merge pull request #29 from rextimmy/PBR_PR
oops forgot poor skylight shader
2018-10-28 21:54:50 +11:00
Tim Barnes
a44d885885 oops forgot poor skylight shader 2018-10-28 20:52:32 +10:00
Tim Barnes
753de1145d Merge pull request #28 from rextimmy/PBR_PR
reflection probe updates
2018-10-28 21:43:39 +11:00
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
86e5fe2adf removed redundant cleartarget, added clearcolorattachment 4, tagged gbuffer slots 2018-10-25 20:03:28 -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
1b8549b146 stateblock work for probe blending 2018-10-24 18:27:59 -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
Tim Barnes
5ef8cc912d d3d11 clear RTV fix 2018-10-24 18:42:08 +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
b4e28343da crashfix. free will eventually lead to destroyself so don't doubleup or it trys to kill the dead. zombu bad. 2018-10-17 21:05:38 -05:00
Azaezel
d484a1a46e apply consistent colorspace to cubemaps 2018-10-17 21:04:41 -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
Azaezel
2c0a57449e filter out pixel shader normalmap calcs when not in deferred mode. 2018-09-26 06:49:36 -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
1f7cf55204 Add cubemap arrays, as well as control for generation of MIPs on texture targets. 2018-09-16 18:19:04 -05:00
Areloch
0c3fc59ccc Image format code tweaks. 2018-09-16 17:54:21 -05:00
Areloch
b4a1d18f42 Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
Areloch
54f1d8c18e Merge pull request #2250 from Areloch/popupMenuFixesPR
Fixes various incorrect popup menu behaviors.
2018-09-05 13:06:26 -05:00
Areloch
3101637512 Merge pull request #2259 from OTHGMars/staticraycast
Changes TSStatic::castRayRendered to use passed texcoord argument.
2018-09-05 10:52:40 -05:00