Commit graph

86 commits

Author SHA1 Message Date
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
Areloch
49f4fddd77 Added check for when getting the Detail feature's output, to validate if we have the foliage feature, which was causing a stomp on the required float4 texCoord for the foliage featuer to work right
Temporarily disabled wsNormal addition when we have no defined normal map until it's finished being integrated
Fixed the structure for the lighting/probe shadergen logic in GL so it generates correctly, resolving a crash on unix machines.
2019-10-03 23:46:53 -05:00
Areloch
836c4d34cd Merge branch 'Preview4_0_w_translucencyWIP' of https://github.com/Azaezel/Torque3D into Preview4_0_w_translucencyWIP 2019-07-22 00:17:29 -05:00
Areloch
9fad181748 Add vector light support to forward materials. 2019-07-22 00:16:58 -05:00
AzaezelX
e04b04a531 crashfix: we don't actually need the texture coordinates for forward lit surface creation. at that point, the rest of the shader features have already filled out the info being looked up from the gbuffer for deferred. (was triggering errors with float2 vs float3 coord entries for terrain) 2019-07-21 23:03:32 -05:00
AzaezelX
e7ee94428e Revert "Updated SDL, Bullet and OpenAL soft libs"
This reverts commit 370161cfb1.
2019-07-08 09:49:44 -05:00
AzaezelX
160dc00c07 Merge branch 'Preview4_0' into alpha40translucency2 2019-07-08 04:11:57 -05:00
AzaezelX
59bf75c8f0 logic cleanup. discount doubleups on normal generation if we've already got one calculated on out. 2019-07-07 22:52:23 -05:00
Areloch
370161cfb1 Updated SDL, Bullet and OpenAL soft libs
Fixed case sensitivity problem
Fixed clang compiler problem with having the class namespace used in an inline for the == operator
Tweaked some theme stuff to be more consistent.
Added initial test of no-pie for linux
test sidestep of getTexCoord in shadergen hlsl feature so we don't assert when getting the terrain's shaderstuffs(which uses float3 instead of normal float2)
2019-07-07 02:43:49 -05:00
AzaezelX
29fda973b2 augment ShaderFeatureHLSL::getSurface pixel shader feature with a fallback for missing normalmaps (really should correct this one vertex frag side) 2019-07-02 19:26:20 -05:00
AzaezelX
b59b7e1f04 albedo/diffuse color designators to curColor for clarity there (includes the case of color*albedo, so that was a misnomer) 2019-07-02 19:24:25 -05:00
AzaezelX
abdc8b6d59 unused var cleanups 2019-07-02 19:22:55 -05:00
Areloch
a1ecc98c87 Corrected probe init'ing so they don't fight for the cubemap idx order
Also correct deleting behavior so it updates indicies when a probe is removed
Updated forward lighting to utilize the same math as deferred
2019-06-30 23:04:16 -05:00
AzaezelX
857d8b8c81 missed a few conversions 2019-06-28 10:56:38 -05:00
AzaezelX
b44972859b nomenclature shift for clarity: bunch of stuff tagged as probe that refferenced things properly tied conceptually to the reflection refrence box. 2019-06-28 10:21:50 -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
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
d1b24af399 go back to using raw wsNormal with a few additional prep-lines for if that hasn't been made a var for that shader yet 2019-05-05 18:34:39 -05:00
AzaezelX
2b997d2d9c nonbreaking 'specularcolor' to 'pbrConfig' var conversion. (TODO: specularMap entries) 2019-04-29 19:40:22 -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
AzaezelX
2ec197c38c Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP 2019-04-28 20:37:03 -05:00
Areloch
240e940572 random testing bits trying to isolate remaining forward issues. 2019-04-28 18:32:23 -05:00
AzaezelX
636a83e155 gl conversionwork - forward lit variant. do note, crashs with
`Engine\source\gfx\gfxDevice.cpp(837,0): {Fatal} - GFXDevice::setTexture - out of range stage! -1>16` though the shaders themselves are now in a compling state (ostensibly)
2019-04-28 06:24:19 -05:00
AzaezelX
b79cff7530 resource count and type sync with the computeForwardProbes call-insertion for shadergen. probly going to need to cook up a cubearray type 2019-04-11 12:31:15 -05:00
AzaezelX
7f2c57f18b use the right recreation when lacking a composite map (still need to do up matinfo flags) 2019-04-11 12:30:03 -05:00
AzaezelX
c3ea3593ea typofix+ *add* computeForwardProbes to replicate the stateblock used in deferred 2019-04-10 17:46:42 -05:00
AzaezelX
4730dfcf3f leverage the macros for a bit more legibility 2019-04-10 14:14:10 -05:00
AzaezelX
dac25f1e2c conform some of the "specularColor" entries (TODO: matinfo flags, like emissive/glow ect) 2019-04-10 12:56:20 -05:00
AzaezelX
b64b84b843 defaults for diffusecolor, specularcolor (reminder todo: shift that to composite) and normal for createForwardSurface 2019-04-10 11:48:22 -05:00
Areloch
ec9e8c3563 Majority of forward work. Some state/register count issues and further testing required.
Also requires proper binding of forward probe values, as well as scoring probes for forward selection.
2019-04-07 23:57:05 -05:00
Areloch
283348f7bc Cleanup/consolidation of shader logic. moved the common methods over to lighting.hlsl
Did all the setup work to feed data for forward probestuffs, just have to rewrite the shaderFeature to replicate the regular probe array logic.
2019-04-03 00:13:58 -05:00
Tim Barnes
b0fff30d33 lighting single buffer 2018-11-21 15:53:02 +10:00
Azaezel
f75a9ccd24 from @rextimmy: shifts sybox rendering to last (kils a bit of overdraw) 2018-11-18 06:36:16 -06:00
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
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
7af02efe29 crashfix from prior commit 2018-03-14 18:44:51 -05:00
Azaezel
151632f0c4 shader hooks and gen cleanups 2018-03-13 18:07:58 -05:00
Glenn Smith
963333c583 More cats and cpys in files that xcode doesn't see 2018-03-07 01:13:56 -05:00
Areloch
a3a877eaf2 Initial setup for shader connectors 2018-01-16 14:24:21 -06:00
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
6f8e4cb3ee Added support for uniforms, textures and samplers. 2017-10-09 17:15:57 -05:00
Areloch
1dca9958a1 Updates 2017-10-06 16:49:50 -05:00
Areloch
0e2ef6a889 Initial implementation of Custom Shader Features. 2017-10-05 17:04:51 -05:00