Areloch
0e6ba354db
WIP updated UI
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WIP dark editor theme
fixed multiwindow
2019-05-09 00:11:49 -05:00
Areloch
9ac9c13fea
Updating BaseGame to work with PBR, and a PBR example module
2019-05-08 01:27:51 -05:00
Areloch
82881f0875
Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Azaezel/Torque3D into development
2019-05-06 01:50:45 -05:00
Areloch
00b958aff9
Merge branch 'VerveMergeWIP' of https://github.com/Areloch/Torque3D into development
2019-05-06 01:49:58 -05:00
AzaezelX
bd667b5bf5
Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP
2019-05-03 00:40:57 -05:00
Areloch
9d36d10eea
uncommented a bit that was done up for debugging/testing
2019-05-03 00:30:05 -05:00
AzaezelX
6f963ff2a8
Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP
2019-05-03 00:21:01 -05:00
Areloch
25f27318f7
Added fetch for BRDF texture for forward rendering use, re-enabled brdf logic in the lighting shader and got the probe arrays properly sampling into forward as well.
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TODO: core::rendering pref on the BRDF texture instead of hardcode path, add best-pick logic for forward probes and double-check ogl forward is playing nice.
2019-05-02 00:05:12 -05:00
AzaezelX
97ec99f704
Merge branch 'development' of https://github.com/GarageGames/Torque3D into PBR_ProbeArrayGLWIP
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# Conflicts:
# Engine/source/gfx/D3D11/gfxD3D11Device.cpp
# Engine/source/lighting/lightManager.cpp
# Templates/Full/game/levels/Empty Room.mis
# Templates/Full/game/levels/Empty Terrain.mis
2019-05-01 23:18:31 -05:00
Areloch
19a1237dcb
Ongoing fiddling with correcting the forward render behavior.
2019-04-29 00:07:38 -05:00
Areloch
240e940572
random testing bits trying to isolate remaining forward issues.
2019-04-28 18:32:23 -05:00
Areloch
337a12b084
Make the gl cubemap array init that takes a pointer list of cubemaps actually have parity to the updateTexture gl calls(aka, actually works).
2019-04-27 03:09:01 -05:00
AzaezelX
413d756b80
1) bumped bytesPerTexel on up to 8 and got rid of the explicit fillin
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2) fed glTexSubImage3D GL_RGBA instead of a second GFXGLTextureType[mFormat]. this tells it what order colors come in, not what size
3)for safeties sake, skipped out on updatetexture if the fed cubemap isn't initialized yet
2019-04-26 13:32:23 -05:00
Areloch
871fdf3664
ongoing WIP of openGL cubemap arrays.
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Got the initialization of the arrays to work, but currently fill the supplied cubemaps with flat 1 values(effectively filling with garbage) as sampling from the cubemap to feed to the array leads to memory/heap corruption.
2019-04-26 01:57:07 -05:00
AzaezelX
28f55b9cc8
Merge branch 'PBR_ProbeArrayForward' into PBR_ProbeArrayGLWIP
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# Conflicts:
# Engine/source/renderInstance/renderProbeMgr.cpp
2019-04-16 09:34:01 -05:00
Areloch
95962cbcbc
GL work
2019-04-15 23:11:18 -05:00
AzaezelX
ce4220ad55
enhanced stage check
2019-04-10 11:43:45 -05:00
Areloch
8631302e81
Merge pull request #2144 from RichardsGameStudio/development
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Allow correct display of widescreen resolutions (16:9 and 16:10 ratio) on a 4:3 ratio display
2019-03-31 12:22:09 -05:00
Areloch
ed6046c0f5
Merge pull request #2315 from Azaezel/wireFrameFix
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corrects a parity flaw between wireframe and non wireframe box display
2019-03-30 15:09:32 -05:00
Areloch
e241cbc7c9
ongoing WIP to sort out init'ing issues as well as correcting values so the probes actually correctly update data into the arrays
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Additional sanity checks on the updateTexture calls added by timmy
2019-03-25 00:06:08 -05:00
Areloch
399088d09e
WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet.
2019-03-24 18:18:44 -05:00
Areloch
5a7f0f0b23
(Mostly) updated verve implementation.
2019-03-07 16:23:41 -06:00
Azaezel
9c6635e4c0
rolled in more of https://github.com/GarageGames/Torque3D/pull/2315 + set the mProbeShapeType(s) for the two derivative classes
2019-02-19 16:34:30 -06:00
Azaezel
90a93bd17d
wireframe capsule set to the contents of the solid capsule for corrections and backwards compatibility
2019-02-19 16:30:39 -06:00
Azaezel
2ac7d55be0
solid capsule renderfix. +/- halfhieght, not full, and need to do vector, not point-multiplication for the verts
2019-02-19 16:10:33 -06:00
Azaezel
077325c0ab
swap over to wireframe, plus a few misc cleanups
2019-02-19 13:58:29 -06:00
Azaezel
0bc332374f
corrects a parity flaw between wireframe and non wireframe box display
2019-02-19 13:13:23 -06:00
suncaller
7f7e402c42
Clean up MSVC warning [C4312] conversion from type to type * of greater size
2019-02-02 23:09:55 -05:00
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
Azaezel
8e534dd0c9
Merge branch 'method_Unmangle' into PBR_PR
2018-12-12 14:54:22 -06:00
Azaezel
db84f5954e
straight convert of RGBA16F saving support for probes. should note gl side seems to be having an issue with loading probes thats resulting in color channel swapping.
2018-12-09 18:09:45 -06:00
Areloch
3a71c75596
Merge branch 'development' into EngineAPI-Refactor
2018-12-09 14:48:50 -06:00
Tim Barnes
6c43c8d29f
RGBA16F saving support for probes
2018-12-05 20:01:58 +10:00
Tim Barnes
15aeba20e7
timmy merge work
2018-11-28 17:51:52 +10:00
Azaezel
b05d68aacd
correction for folks supporting older codebases outside of this engine: don't try and include the older directx library unless youre also deliberately using the older directsound end of things, and for dx11, reference the #include <d3d11_1.h> lib instead of the <d3d11.h> one to pair with the reference used by SDL2
2018-11-23 00:30:23 -06:00
Tim Barnes
b0fff30d33
lighting single buffer
2018-11-21 15:53:02 +10:00
Azaezel
38da4ee655
from timmy: fix for seperated out RGB and A blends
2018-11-10 00:32:24 -06:00
Tim Barnes
b91126c08c
WIP shader work - not complete!
2018-11-02 09:08:45 +10:00
Areloch
62a6a6a5f0
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.
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Also reordered the probe targets used so they match lights for consistency.
2018-10-24 23:43:12 -05:00
Azaezel
df09ad9b54
apply consistent colorspace to cubemaps
2018-10-17 21:04:41 -05:00
Areloch
24007432e8
Updates and fixes to probe and lighting logic.
2018-09-17 01:52:18 -05:00
Areloch
2be32ad737
Implementation of reflection and skylight probes.
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Moves lighting math to the diffuse/specular two-channel logic.
2018-09-16 22:15:07 -05:00
Areloch
83dd55e851
Add cubemap arrays, as well as control for generation of MIPs on texture targets.
2018-09-16 18:19:04 -05:00
Areloch
e32a431a6c
Image format code tweaks.
2018-09-16 17:54:21 -05:00
Areloch
ef5e3a5271
Core implementation of Physical Based Rendering.
2018-09-15 20:19:57 -05:00
Azaezel
f618ba8e0f
alternative to #2268 : remove secondary profiling
2018-07-27 22:00:49 -05:00
Areloch
e6e5e24d23
Merge pull request #2247 from rextimmy/d3d11_tex_lock_fix
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Corrects a problem with the D3D11 texture lock/unlock mechanism
2018-07-12 15:17:49 -05:00
rextimmy
3b0c00498b
d3d11 copyToBmp fix for new lock/unlock function
2018-07-10 14:13:22 +10:00
Areloch
cc906b95c2
Merge pull request #2265 from OTHGMars/vmParseFromString
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Fix for bug in GFXVideoMode::parseFromString()
2018-07-09 13:56:12 -05:00
OTHGMars
e3f675768c
Fix for bug in GFXVideoMode::parseFromString()
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When testing PR #2264 I discovered that GFXVideoMode::parseFromString() will never assign false to the fullScreen value. That value must be initialized to false going in. I found it hard to believe that that could be the case and not have caused a problem before now, so I dropped:
```c++
GFXVideoMode vmTest = GFXInit::getDesktopResolution();
vmTest.fullScreen = true;
vmTest.parseFromString("800 600 false 32 60");
Con::printf("%s becomes %s", "800 600 false 32 60", vmTest.toString().c_str());
```
into the end of _GFXInitGetInitialRes() and the output string is:
800 600 false 32 60 becomes 800 600 true 32 60 0
None of the values get assigned by the macro [here](https://github.com/GarageGames/Torque3D/blob/development/Engine/source/gfx/gfxStructs.cpp#L46-L48 ) if their function evaluates to zero or the token is missing from the string. This commit corrects that for the boolean case to only skip the assignment if the string token is not found.
2018-07-07 02:23:59 -04:00