Commit graph

440 commits

Author SHA1 Message Date
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.
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.
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
# 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.
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.
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.
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.
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
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
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.
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
Refactors the Popup menus and GuiMenuBars
2018-01-27 18:41:00 -06:00
Areloch
5956fa7e00
Merge pull request #2123 from nev7n/forestEditorFix
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
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