Azaezel
cf50803e72
swap over to wireframe, plus a few misc cleanups
2019-02-19 13:58:29 -06:00
Azaezel
05f8d8b5f1
corrects a parity flaw between wireframe and non wireframe box display
2019-02-19 13:13:23 -06:00
Azaezel
309d518249
scale reflection properly
2019-02-19 09:38:34 -06:00
Azaezel
742447178b
set blendfactor to blendval when only one probe.
2019-02-19 09:24:38 -06:00
Azaezel
5bce2d0904
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
Azaezel
e4ddfcfb01
hook editor displays back up
2019-02-19 08:55:55 -06:00
Azaezel
c359bf622b
won't be needing the flipflop after yesterdays alterations unless we also need to do up a blur pass, at which point the name wouldn't be apropriate anyway.
2019-02-18 17:11:04 -06:00
Azaezel
93377ebc16
seperated out the sum of the total weights form the sum of the factored weights
2019-02-18 16:13:17 -06:00
Azaezel
6cdbe08519
need to seperate out raw from blended blendvals
2019-02-18 14:53:21 -06:00
Areloch
87e9d3edbd
Correct stateblock settings to display probes more correctly without crushing other forward elements.
2019-02-18 00:43:21 -06:00
Areloch
b754c022ba
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
8d08ab2370
kill off a couple extraneous sets
2019-02-15 20:31:59 -06:00
Azaezel
e829e61452
cleanup: use radius[id] vals
2019-02-15 18:14:46 -06:00
Azaezel
528bb8740c
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
cce0fe8b8a
postfx updated to correct editor mangling. (still overriding skybox at minimum)
2019-02-15 10:49:06 -06:00
Azaezel
407a6672ea
use irradiance
2019-02-15 09:28:45 -06:00
Azaezel
fce3a318c2
flip sphereical projection back on as an option to support the second class
2019-02-15 09:18:03 -06:00
Azaezel
de50110827
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
788e265477
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
58e3349286
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
OTHGMars
3da245134d
Switches to absolute position for mouse tracking when the platform cursor is visible.
2019-02-13 14:12:12 -05:00
Azaezel
cdbd0e504f
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
050f1e226a
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
fd8840ff53
Updated the PostFX ability to setShaderConsts and cubetextures for probes
2019-02-12 01:10:30 -06:00
Marc Chapman
c92c508a5d
Adds the capability to add a small offset to the Z value of items being told to snap to terrain
2019-02-12 03:14:01 +00:00
Azaezel
b50f72b109
set gl vertcolor mapping to bgra format, the same as we do for stateblocks
2019-02-11 07:42:31 -06:00
Azaezel
b418e178f8
add vertex colors to standard cube sample mesh as a validation tool
2019-02-11 07:41:09 -06:00
Areloch
64db2b1d15
Ongoing PostFX org rework.
2019-02-11 00:17:53 -06:00
Areloch
bf170ffbca
WIP of assimp integration.
2019-02-08 16:25:43 -06:00
Areloch
b221b312d2
Org rework and postFX-setup WIP
2019-02-08 01:35:35 -06:00
Azaezel
72acec0a3f
set the alignedarray sizes to maxprobes, reguardless of actual probe count
2019-02-07 09:55:52 -06:00
Azaezel
f031ee9e39
duplication cleanups
2019-02-07 09:46:54 -06:00
Azaezel
0caac1a28c
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
4aa371cea2
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
suncaller
8a7c09c8fe
Clean up redundant variables
2019-02-06 15:03:06 -05:00
Azaezel
7837576de7
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
Marc Chapman
1036097eca
Merge branch 'gg-development' into SQLiteConsoleRefactor
2019-02-04 18:02:30 +00:00
Areloch
847d58a967
Progress in getting array data to comply.
2019-02-02 23:28:51 -06:00
suncaller
31d0eb16f8
Clean up MSVC warning [C4312] conversion from type to type * of greater size
2019-02-02 23:09:55 -05:00
suncaller
265e64f6fc
Clean up MSVC warning [C4305]: truncation from 'double' to 'F32'
2019-02-02 23:07:44 -05:00
Areloch
00e19a2d3d
Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Azaezel/Torque3D into PBR_ProbeArrayWIP
2019-02-02 22:01:58 -06:00
Areloch
166df7aada
Update audioEnvironments.cs
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Fixed a typo and spacing issues(as much as github allows)
2019-02-01 23:32:28 -06:00
Areloch
32c7f2c7a7
Merge pull request #2286 from Azaezel/NFD_Update
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Nfd update
2019-02-01 19:34:38 -06:00
Areloch
9afb5e5105
Merge pull request #2298 from jmdejong/traviscompile
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Travis Compile
2019-02-01 19:34:21 -06:00
Azaezel
2eb58e4cb7
portwork from jeff to use farFrustumQuad for the vertex shader
2019-01-31 13:00:52 -06:00
Areloch
b03e7a79b7
Broke it down to work with a single probe for confirmation of general math and behavior.
2019-01-31 11:44:09 -06:00
Azaezel
0baa410619
nextfreemask does nothing for proximity mines as there are no subclasses on this chain, but does bump it's enum value over the limit with the new addition to sceneobject. so killed it.
2019-01-31 06:45:10 -06:00
Areloch
3efbdbf9e1
Shifts the verts used to match the fullscreen quad setup of vector light, utilizing FarFrustuQuadVerts
2019-01-30 13:52:59 -06:00
Azaezel
c6d4ea37b9
hook up the right ConvexConnectP
2019-01-30 07:17:29 -06:00
Azaezel
26ee0d986f
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