Tim Barnes
8323d1a6d9
SkyLight sampler def fix
2018-11-02 09:43:22 +10:00
Tim Barnes
b91126c08c
WIP shader work - not complete!
2018-11-02 09:08:45 +10:00
Tim Barnes
14e3be8855
oops forgot poor skylight shader
2018-10-28 20:52:32 +10:00
Tim Barnes
59a5bf11e1
reflection probe updates
2018-10-28 20:42:26 +10:00
Areloch
a25f188200
Added propagated multibake mode.
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Temporarily disabled Precapture post effect.
2018-10-27 02:21:46 -05:00
Areloch
b89e189047
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.
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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
726c748578
Merge branch 'PBR_Bins_Reordered' of https://github.com/Areloch/Torque3D into PBR_PR
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# Conflicts:
# Engine/source/gfx/D3D11/gfxD3D11Device.cpp
# Engine/source/renderInstance/renderDeferredMgr.h
2018-10-25 14:30:12 -05:00
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
b489dbd713
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
2cd03ab765
Merge branch 'PBR_PR' of https://github.com/rextimmy/Torque3D into PBR_PR
2018-10-24 20:48:45 -05:00
Azaezel
0d9cc4cdac
work on getting render bin ordering correct
2018-10-24 18:27:43 -05:00
Tim Barnes
9b4fd58d32
stateblock changes for lighting
2018-10-24 19:25:20 +10:00
Tim Barnes
b182b0cf3b
clear gbuffer from code and not from a shader
2018-10-24 18:58:46 +10:00
Azaezel
861da2ba2d
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
4541a9d4a8
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
30e69fff1d
matinfo.b is smoothness, and matinfo.a metalness fr the gbuffer.
2018-10-16 22:20:07 -05:00
Areloch
d209de9fd9
Corrected box influence logic for probes to accommodate rotations.
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Also uncommented line so probe transform is passed along to the render manager.
2018-10-16 16:18:22 -05:00
Areloch
4942168529
Corrected some missed bits in the template, and a check in the forward-lit probes
2018-10-10 01:52:19 -05:00
Areloch
1966d348e4
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
4efcb567b0
Getting the GL side up-to-date to match.
2018-10-06 17:50:15 -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
ef5e3a5271
Core implementation of Physical Based Rendering.
2018-09-15 20:19:57 -05:00
Ratfish Studios
7af34fa432
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.
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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
be1ced71a4
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
ffe9405568
Adds a convenience function to refresh the console dialog.
2018-03-17 14:37:07 -05:00
Areloch
5e56d8fdfa
Merge branch 'LinuxCompatabilityFixes' of https://github.com/Bloodknight/Torque3D into development
2018-03-17 14:07:26 -05:00
Areloch
ac67ed8e1a
Merge pull request #2090 from Areloch/ConsoleLogFilters
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Adds some filtering options to the console log gui
2018-03-16 23:41:00 -05:00
Areloch
6e6b43b63d
Merge pull request #2202 from Areloch/ScriptObject_PopupFixes
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Removes the GameObject folder insert for the scripted object creator grid
2018-02-14 01:28:56 -06:00
Marc Chapman
d7197b0d45
Fixed defects in Turret material, Fixed TP Ryder material and added a spec map
2018-02-12 13:05:30 +00:00
Areloch
eb5af65daf
Removes the folder insert for the scripted object creator grid, which was causing a UI screwup making the scripted objects overlap and jumble up.
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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
24ac1b48e8
rock_* fixes
2018-02-11 17:27:04 +00:00
Marc Chapman
c7d9b3386a
PostFX.hlsl
2018-02-11 17:12:34 +00:00
Marc Chapman
6a6981b956
ShaderModelAutoGen
2018-02-11 17:12:17 +00:00
rextimmy
46f3723518
removed isSky from template sky material files.
2018-02-01 07:42:36 +10:00
Areloch
2d05d9dd70
Merge pull request #2118 from Areloch/MenuAndPopups
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Refactors the Popup menus and GuiMenuBars
2018-01-27 18:41:00 -06:00
Areloch
5956fa7e00
Merge pull request #2123 from nev7n/forestEditorFix
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Fix forest editor failing to load forest
2017-11-27 01:18:19 -06:00
Marc Chapman
5a0c07fa3f
Correct orientation of images
2017-11-22 15:16:49 +00:00
Areloch
339a883361
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
38a10e032b
Fix forest editor failing to load forest because of space after object ID
2017-11-14 11:57:13 +00:00
Areloch
6a078b614f
Prior commit had mangled files somehow. Fixed.
2017-11-12 11:42:44 -06:00
Areloch
253dd02096
Refactors the Popup menus and GuiMenuBars to remove unneeded duplication and platform-specific/deprecated code.
2017-11-11 01:21:48 -06:00
Areloch
df9deea1a8
Removes Entity/Component stuff from being behind an experimental flag.
2017-10-15 06:03:59 -05:00
Areloch
2b35d88e51
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
b7870c33f8
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
db41c6ef2e
add nav path from inside of editor
2017-08-15 22:41:36 -05:00
Areloch
e3145d8f5d
Merge pull request #2031 from rextimmy/intel_gl_fix
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Intel GL Fix
2017-07-05 23:06:13 -05:00
rextimmy
d0b9eeaa92
Intel GL Fix
2017-07-05 14:45:00 +10:00
Areloch
0801a3cca8
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
Areloch
7e5e3b5105
Removes Direct3D9 functionality.
2017-05-28 16:51:31 -05:00