Commit graph

115 commits

Author SHA1 Message Date
AzaezelX
f437dcad45 needed mft_pbrconfigmap or _convifgvars and _matinfocflags set to default=true to trip the forward lit side,
shifted the mft_skybox test on down below the checks for the presence of those features to be inserted, and removed them on out if a skybox.
2019-10-29 22:11:59 -05:00
AzaezelX
ab613187ed more misc cleanup, including cutting down on sampling the pbrconfigmap by filling that out first, and drawing the smooth and metal vars from it, and filling out an ao var in case folks wanna use that later, as well as a bit more doubled up functionality prune-down. still tracing why forward lit seems to have lost the map config feature 2019-10-23 20:38:13 -05:00
AzaezelX
92efdb0d86 cleans up a few more spots of various variables that ammount to the "PBRConfig" in the end, as well as a MFT_isDeferred test for determining if that's stored off as a temp-val or in the gbuffer. though seem to have forgotten a catch, as it's not finding the MFT_PBRConfigMap feature and falling back to recreation come time to process MFT_ReflectionProbes 2019-10-23 14:59:29 -05:00
AzaezelX
fe335128c1 more conversionwork from specular entries to pbrconfig ones, adds backend glowmul and glowmap var tracking, as well as pbrconfigmap composite slip-in for the glowmap (sans shaderfeatures just yet). seems to have busted forward lit application though... 2019-10-22 15:11:39 -05:00
AzaezelX
fe5a27906d backend specularMap to PBRConfigMap alts.
left:
     addField( "specularMap", TypeImageFilename, Offset(mPBRConfigMapFilename, Material), MAX_STAGES,
scripthook till last since that *will* break all current materials.
2019-10-16 15:51:02 -05:00
AzaezelX
1f12ef4a7c from user Ewyncat: adds invcameratrans, cameratoscrren, and screentocamera postfx and shader matrix interfaces.
also a bit of backend work to normalize those later once we've proof-of-concepted the calcs
2019-09-06 14:25:17 -05:00
Areloch
e5bbd12d4b Merge branch 'MatInstanceViewer' of https://github.com/Areloch/Torque3D into Preview4_0
Fixed up forward IBL
Reimplemented old forward light shader code as a baseline so it can be updated to new PBR math
2019-06-27 00:36:56 -05:00
Areloch
226529fd1b Added ability to pass ints to post effect shader consts
Reorg'd probe init to flow better and be more robust on load
Cleaned up various parts of the probe render manager to be more stable
Fixed issue with crash on release due to numProbe in loops being 0
Updated glsl probe array shader
Beginning of rework of editor settings
Beginning of conversion of asset import config to similar system as editor settings
2019-06-13 00:37:12 -05:00
Areloch
ff871f37e3 Added refactor of Editor Settings window
Various fixes for asset handling.
WIP of crash tracking
2019-06-03 02:47:30 -05:00
Areloch
6073bc5551 Adds test shapes of Kork and SpaceOrc
Sidestep of memleak from CSF at the moment
Minor fixes and corrections with asset importing and loose files
WIP of updated options menu
2019-05-28 17:24:29 -05:00
AzaezelX
80ec569c26 Merge branch 'CustomShaderFeaturesPR' of https://github.com/Areloch/Torque3D into alpha40Macwork
# Conflicts:
#	Engine/source/materials/materialDefinition.cpp
#	Engine/source/materials/processedFFMaterial.h
#	Engine/source/materials/processedShaderMaterial.cpp
#	Engine/source/renderInstance/renderBinManager.cpp
#	Engine/source/renderInstance/renderGlowMgr.cpp
#	Engine/source/renderInstance/renderMeshMgr.cpp
#	Engine/source/renderInstance/renderPassManager.h
#	Engine/source/renderInstance/renderTranslucentMgr.cpp
#	Engine/source/shaderGen/customShaderFeature.cpp
#	Engine/source/shaderGen/customShaderFeature.h
2019-05-22 23:36:15 -05:00
Areloch
f5bf70b584 Catch the template files up and add the improved convex editor bits. 2019-05-19 21:30:45 -05:00
Areloch
2479d388f2 Implements a Material Instance viewer to the material editor to see a feature-filtered dump of the generated shaders for a given material. 2019-05-17 01:48:45 -05:00
Areloch
9a63761627 Initial implementation of Custom Shader Features 2019-05-17 01:20:19 -05:00
Areloch
ae11d3548d Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development 2019-05-13 00:28:23 -05:00
Areloch
741fcaed5a Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development 2019-05-11 21:53:08 -05:00
AzaezelX
54cf07fa94 strip out unused pixspecular to cut down on sources of confusion 2019-05-05 20:10:14 -05:00
AzaezelX
cd937fca30 shifted forward lit probe lighting to pre-rt lighting in keeping with the deferred methodologies. in diong so, also needed to add a vertex feature for in/out tangent space normals detection. also in keeping with the fact we sample the deferred albedo result-buffer, fed the createForwardSurface the output target so that can take color multiplication et al instead of just raw albedo 2019-04-29 17:39:47 -05:00
Areloch
eedf31b6ad 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
Areloch
edbbeaf008 Probe Array WIP 2019-01-07 20:34:19 -06:00
Azaezel
85d8c7a2de console conversion 2018-12-12 16:01:26 -06:00
Azaezel
8e534dd0c9 Merge branch 'method_Unmangle' into PBR_PR 2018-12-12 14:54:22 -06:00
Areloch
3a71c75596
Merge branch 'development' into EngineAPI-Refactor 2018-12-09 14:48:50 -06:00
Tim Barnes
b0fff30d33 lighting single buffer 2018-11-21 15:53:02 +10:00
Tim Barnes
59a5bf11e1 reflection probe updates 2018-10-28 20:42:26 +10:00
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
Azaezel
59130078e2 Merge branch 'development' of https://github.com/GarageGames/Torque3D into memberMess
# Conflicts:
#	Engine/source/sfx/sfxSystem.cpp
2018-04-23 10:08:14 -05:00
Lukas Joergensen
3c99ef73a9 Eliminate DefineConsoleMethod 2018-04-17 21:01:50 +02:00
Lukas Joergensen
5bde18143f Eliminate DefineConsoleFunction 2018-04-17 20:54:08 +02:00
Areloch
037d089c4d
Merge pull request #2146 from Azaezel/specializationShenanigans
changes find, swap, for_each, and delete_pointer from global to t3d namespace
2018-04-17 03:02:03 -05:00
Azaezel
28e509af1a Merge branch 'development' of https://github.com/GarageGames/Torque3D into memberMess
# Conflicts:
#	Engine/source/console/consoleFunctions.cpp
2018-03-28 15:42:34 -05:00
Azaezel
68da3176c9 more gfx shadowvar cleanups 2018-03-13 21:25:45 -05:00
Azaezel
151632f0c4 shader hooks and gen cleanups 2018-03-13 18:07:58 -05:00
Glenn Smith
a94587af43 Use strncpy instead of strcpy because again, buffer overflows 2018-03-06 02:35:33 -05:00
Glenn Smith
1728fe39ad Use strncat instead of strcat to prevent some buffer overflows 2018-03-06 00:48:44 -05:00
Marc Chapman
60f604fe9b Profile change for specular files 2018-02-12 16:20:18 +00:00
Azaezel
491a7dcfdd tAlgorythm fed namespace T3D for better library interoperability. resulted in the need to specify usage in... a few places. 2017-12-27 22:57:47 -06:00
Areloch
524e5aad2d asdasd 2017-10-26 17:06:27 -05:00
Areloch
86eb678f42 Handler binding on a scene level working 2017-10-19 15:34:57 -05:00
Areloch
d674ac5817 Working on shader const binding 2017-10-17 08:48:31 -05:00
Areloch
ccdc93fc25 Implement of the shader consts binding. 2017-10-10 15:54:54 -05:00
Areloch
a28914e695 begun adding uniform hooks 2017-10-07 14:36:58 -05:00
Areloch
0e2ef6a889 Initial implementation of Custom Shader Features. 2017-10-05 17:04:51 -05:00
Marc Chapman
facc3606bc remap-txr-tags -- runtime reassignment of texture tag names. (Useful for splitting up tags with the same name in order to map different materials to them.)
bbox-check -- a change that allows disabling of a confusing error message.
2017-07-27 00:15:01 +01:00
Marc Chapman
9106eef98b Selection Highlighting 2017-07-26 23:48:29 +01:00
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
Areloch
19dcfde60f Merge pull request #1984 from FooBarbarians/fix-1912
Reordering initialization methods #1912
2017-04-26 01:11:51 -05:00
Masquara
970dd5c477 Reordering initialization methods #1912 2017-04-19 14:02:45 -04:00