Azaezel
dc729b3cae
seperated out the sum of the total weights form the sum of the factored weights
2019-02-18 16:13:17 -06:00
Azaezel
a80ff9760f
need to seperate out raw from blended blendvals
2019-02-18 14:53:21 -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
Azaezel
5184e4b9e8
kill off a couple extraneous sets
2019-02-15 20:31:59 -06:00
Azaezel
df5efc57d8
cleanup: use radius[id] vals
2019-02-15 18:14:46 -06:00
Azaezel
cf9c5aea20
output ibl to it's own namedtexture, flipped the result back onto the stack post-calc to stop it polluting the backbuffer for all other render passes
2019-02-15 16:22:49 -06:00
Azaezel
a1b5e454f6
postfx updated to correct editor mangling. (still overriding skybox at minimum)
2019-02-15 10:49:06 -06:00
Azaezel
3f858f385e
use irradiance
2019-02-15 09:28:45 -06:00
Azaezel
56bd17a8e9
flip sphereical projection back on as an option to support the second class
2019-02-15 09:18:03 -06:00
Azaezel
5d48af3729
Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
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# Conflicts:
# Engine/source/renderInstance/renderProbeMgr.cpp
2019-02-15 09:15:51 -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
Azaezel
4590ff5bc1
add irradiancecubemap intialised validation check, shifted cubemap vectors back to push_back and the array to size. kiled off now entriely redundant count tracking var
2019-02-13 07:33:31 -06:00
Areloch
b0c89dddff
WIP of adjusting the reflection probe's bake to utilize the ReflectionManager and CubeReflector instead of duplicating the capture code.
2019-02-13 00:37:50 -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
Azaezel
9a40e82ced
set the alignedarray sizes to maxprobes, reguardless of actual probe count
2019-02-07 09:55:52 -06:00
Azaezel
66937ee47a
duplication cleanups
2019-02-07 09:46:54 -06:00
Azaezel
a3e4ce5146
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
7529864942
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
2e485c4946
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
a8707b2410
Progress in getting array data to comply.
2019-02-02 23:28:51 -06:00
Areloch
601a961a2c
Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Azaezel/Torque3D into PBR_ProbeArrayWIP
2019-02-02 22:01:58 -06:00
Azaezel
e8c2912498
portwork from jeff to use farFrustumQuad for the vertex shader
2019-01-31 13:00:52 -06:00
Areloch
a0b9c8cfd6
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
54a64c0d82
Shifts the verts used to match the fullscreen quad setup of vector light, utilizing FarFrustuQuadVerts
2019-01-30 13:52:59 -06:00
Azaezel
eb7dd20253
hook up the right ConvexConnectP
2019-01-30 07:17:29 -06:00
Azaezel
4a5a071075
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
6e09ff70d7
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
Azaezel
c590c2df2b
should only need to set the brdf texture the once
2019-01-28 01:36:17 -06:00
Azaezel
ce4409db17
typofix for bbMinArray, cubemap array lookups for irradiance and spec
2019-01-28 00:31:01 -06:00
Areloch
eedf31b6ad
Collapse the ProbeManager into RenderProbeMgr to simplify the probe management/rendering behavior(as the game sim doesn't require simple access to probe data, unlike lights)
2019-01-26 02:05:18 -06:00
Azaezel
d7b36ad33d
probe-array specific vert shader. may be able to re-use the postfx one, but either way, definately shouldn't be trying to calc from the convex geo one.
2019-01-22 02:25:57 -06:00
Azaezel
e1c72b5aa2
tracks wether or not a cubemap has been fully intitialised (as well as defautls for other shared entries). skips out including an uninitialized cuebmap in probe array (inthoery. in practice, need to root arround a bit more)
2019-01-22 02:03:14 -06:00
Areloch
d6ae28b58e
WIP hook-in of the cubemap array.
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Also inversed probe transforms to make them correct.
2019-01-21 01:50:13 -06:00
Areloch
f5da79b39f
Shifted the rest of the probe render code to hook into the array'd uniforms, made the reflection probe shader definition refer to the array shader.
2019-01-19 00:31:42 -06:00
Azaezel
1f38bb6d2d
adds a #define TORQUE_TEXCUBEARRAYLOD(tex,coords,id,lod) texture_##tex.SampleLevel(tex,float4(coords.xyz,id),lod) macro. puts everything in a compilable state
2019-01-16 12:55:11 -06:00
Azaezel
69e47a4b5c
swap methods on over to surface+id ref for uniform arrays
2019-01-16 03:46:37 -06:00
Azaezel
ec5b795500
partial compilation fixes
2019-01-15 19:24:13 -06:00
Azaezel
0fa3568e07
'frontend' wipwork for the probe array. takes up to 50 probes, calcs a weighted blend, and displays them all in a batch.
2019-01-14 16:31:26 -06:00
Azaezel
8573e28e79
skylights do actually have a position. 0,0,0. so we can include those without messing with things. and we'll want to sum/count for blending purposes down the line. not render over each other
2019-01-08 11:16:05 -06:00
Areloch
edbbeaf008
Probe Array WIP
2019-01-07 20:34:19 -06:00
Azaezel
85d8c7a2de
console conversion
2018-12-12 16:01:26 -06:00
Azaezel
8e534dd0c9
Merge branch 'method_Unmangle' into PBR_PR
2018-12-12 14:54:22 -06:00
Azaezel
450080de6a
corrects a pair of conversions. one object oriented, one not.
2018-12-12 14:52:14 -06:00
Azaezel
b09a9938f5
ReflectProbeMaterialInfo::setProbeParameters buffer binding correction (again, set order as colorbuffer = 1, matinfo = 2 for gbuffer consistency)
2018-12-10 03:39:31 -06:00
Azaezel
a2c27c398b
Merge branch 'PBR_PR' into PBR_PR_GLWIP
2018-12-10 01:19:41 -06:00
Areloch
a4770c19b5
Deleting a probe in the editor now automatically does a cleanup of it's baked cubemap files
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Also added it to do the prefilter/irrad processing on any StaticCubemap selected.
2018-12-10 00:46:28 -06:00