Commit graph

626 commits

Author SHA1 Message Date
Areloch
ebdae5f4c1 Corrected yorks chapel materials + added to the main test level 2019-03-04 17:57:53 -06:00
Azaezel
6b261db84c lightmap testbed 2019-03-04 16:48:28 -06:00
Azaezel
9f2f8d1d8f 1) use surface.R(reflection vector), not surface.N(worldspace normal) so we have pov based variation on skylight reflections.
2) use lerp based on the sum contribution of probes for a given pixel as calculated by all non-skylight probes. vs the skylight probe result. (math is currently still wrong, or we wouldn't be needing to use a saturate to get skylights showing)
TODO: find out where the attenuation went for a smooth blend. probably the same thing killing unsaturated skylight display..
2019-03-03 17:27:26 -06:00
Azaezel
479959a35b slimmed down level save 2019-03-03 15:59:02 -06:00
Areloch
dbd0c971d3 Broke the functions out from the probeData struct
Moved ibl stuff back out of lighting.hlsl into probeArray shader for now.
2019-03-03 15:47:28 -06:00
Azaezel
907bac02e0 mergefix 2019-03-03 14:22:28 -06:00
Azaezel
6a7d046a19 Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
# Conflicts:
#	Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl
2019-03-03 11:54:24 -06:00
Areloch
70d85d2241 Begun hook-in of skylight into array
Reworked the reflection reference offset/scale behavior to re-integrate into the editor interface via button(and work)
Hid irrelevent fields from given probe types.
Filter out editPosOffset and bake button fields from being saved to avoid weird loading behavior
2019-03-02 04:48:07 -06:00
Azaezel
edccd2301c EXPERIMENTATION: for paranoias sake, go ahead and normalize the reflection vector input for boxproject, throw out any out of range contributions (HACK ALERT!) and, what would appear to be the most corrective, reverse the blendfactor math. 2019-02-25 12:37:05 -06:00
Azaezel
89fb367f6a shift the wip code back out of lighting.hlsl till were sure of it, and while we're at it, shove the probe methods into the probe class to more easily differentiate between blend-val and raw contribution factors 2019-02-25 02:39:00 -06:00
Areloch
df8864659a Shift back to the seb methodology, but keep the probe struct for cleaner and easier to read code 2019-02-25 01:08:23 -06:00
Areloch
2903aaeea0 WIP of the rewrite of blend/projection to follow BSF's math approach. 2019-02-22 08:12:03 -06:00
Azaezel
0f5fe527dd sample surface roughness for diffuse return. 0 means sharpest possible result 2019-02-19 14:37:44 -06:00
Azaezel
bdcb1aaea6 no need to z flip the diffuse box dx side. may need to gl side 2019-02-19 14:17:52 -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
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
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
Areloch
788e265477 Finished current cleanup/reorg.
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.
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
Areloch
fd8840ff53 Updated the PostFX ability to setShaderConsts and cubetextures for probes 2019-02-12 01:10:30 -06:00
Areloch
64db2b1d15 Ongoing PostFX org rework. 2019-02-11 00:17:53 -06:00
Areloch
b221b312d2 Org rework and postFX-setup WIP 2019-02-08 01:35:35 -06:00
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
Areloch
847d58a967 Progress in getting array data to comply. 2019-02-02 23:28:51 -06:00
Areloch
00e19a2d3d Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Azaezel/Torque3D into PBR_ProbeArrayWIP 2019-02-02 22:01:58 -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
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:
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
1dfd130d85 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
1607f58bc4 typofix for bbMinArray, cubemap array lookups for irradiance and spec 2019-01-28 00:31:01 -06:00
Areloch
2abdef7459 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
fcd0dabc48 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
Areloch
c0e8b047f5 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
8272a468d5 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
a526bbe2b0 swap methods on over to surface+id ref for uniform arrays 2019-01-16 03:46:37 -06:00
Azaezel
0efe0a5856 partial compilation fixes 2019-01-15 19:24:13 -06:00
Azaezel
086a841535 '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
4d3d800051 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
f110158654 Probe Array WIP 2019-01-07 20:34:19 -06:00