Areloch
f5da79b39f
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
1f38bb6d2d
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
69e47a4b5c
swap methods on over to surface+id ref for uniform arrays
2019-01-16 03:46:37 -06:00
Azaezel
ec5b795500
partial compilation fixes
2019-01-15 19:24:13 -06:00
Azaezel
0fa3568e07
'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
8573e28e79
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
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
Azaezel
450080de6a
corrects a pair of conversions. one object oriented, one not.
2018-12-12 14:52:14 -06:00
Azaezel
b09a9938f5
ReflectProbeMaterialInfo::setProbeParameters buffer binding correction (again, set order as colorbuffer = 1, matinfo = 2 for gbuffer consistency)
2018-12-10 03:39:31 -06:00
Azaezel
a2c27c398b
Merge branch 'PBR_PR' into PBR_PR_GLWIP
2018-12-10 01:19:41 -06:00
Areloch
a4770c19b5
Deleting a probe in the editor now automatically does a cleanup of it's baked cubemap files
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Also added it to do the prefilter/irrad processing on any StaticCubemap selected.
2018-12-10 00:46:28 -06:00
Azaezel
03690e2169
vectorlight ssao macro fix, z=w trick gl side for cloudlayer variants
2018-12-09 19:48:18 -06:00
Azaezel
db84f5954e
straight convert of RGBA16F saving support for probes. should note gl side seems to be having an issue with loading probes thats resulting in color channel swapping.
2018-12-09 18:09:45 -06:00
Azaezel
652d041af3
skylight conversion
2018-12-09 16:57:14 -06:00
Azaezel
8208269380
pointlight: forgot a secondary ssPos.xy/ssPos.w entry. GL rightly doesn't you to modify an input variable with impunity and reuse it. if we waant to go back to the precalculated .xyz/w route, pick a different varname (one that makes real sense, not just IN_ tacked on), or better yet precalculate the var itsself rather than going perpixel.
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also converted spotlight.
2018-12-09 15:59:48 -06:00
Areloch
18c054f3b1
Merge pull request #2284 from OTHGMars/SDLMonitor
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Fills in monitor functions in PlatformWindowManagerSDL
2018-12-09 15:36:15 -06:00
Areloch
9303fa8089
Merge pull request #2283 from OTHGMars/SDLFocus
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Adds handlers for sdl focus events.
2018-12-09 15:36:00 -06:00
Areloch
738e2d5088
Merge pull request #2258 from Areloch/OthroCameraFix
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Fixes the front/back ortho views in the editors
2018-12-09 15:35:38 -06:00
Areloch
bdd0c94a36
Merge pull request #2103 from Areloch/ConvexProxies
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Adds functionality to automate convex proxy objects
2018-12-09 15:34:22 -06:00
Areloch
8c2e27057e
Merge branch 'development' into ConvexProxies
2018-12-09 15:34:12 -06:00
Areloch
7fdd60a9b6
Merge pull request #2186 from rextimmy/physx_3_4
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Physx 3.4
2018-12-09 15:28:43 -06:00
Areloch
9cd149102d
Merge pull request #2248 from lukaspj/new-cinterface
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New cinterface
2018-12-09 15:28:22 -06:00
Azaezel
cab68a6f23
vectorlight conversion cleanups, pointlight port
2018-12-09 15:26:14 -06:00
Areloch
e29f5b5001
Merge pull request #2246 from lukaspj/update-cinterface
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Update CInterface
2018-12-09 15:24:29 -06:00
Areloch
e0591ddd2f
Merge pull request #2228 from lukaspj/fix-enginexmlexport
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Make EngineAPI Export work properly
2018-12-09 14:52:27 -06:00
Areloch
5b8f316d80
Merge pull request #2245 from lukaspj/EngineAPI-Refactor
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Clean-up uses of ConsoleFunction etc.
2018-12-09 14:49:10 -06:00
Areloch
3a71c75596
Merge branch 'development' into EngineAPI-Refactor
2018-12-09 14:48:50 -06:00
Azaezel
7160882bd2
gl conversion WIP. general notes: mSamplerNames[#]/samplerNames[#] entry explicitly corresponds to the order of definition GL side.
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shifted the colorbuffer slot over to S1 in keeping with the gbuffer layout for consistency
completed converts: brdf, lighting, torque.
nonvisually verified convert: vectorlight
noncompiling due to tripping on deferredUncondition: reflectionprobe
2018-12-08 01:41:06 -06:00
Areloch
b2963442e6
Added deletion tracking so when we delete a probe, it'll delete the prefilter/irrad bakes if they exist.
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WIP of static cubemap bake(not working).
2018-12-07 00:30:08 -06:00
Azaezel
73b08ae80d
Merge branch 'PBR_PR' of https://github.com/Azaezel/Torque3D into PBR_PR
2018-12-05 10:55:37 -06:00
Azaezel
866ff49993
retweaked filter for wether ot not to supress the zonelight culling methods when not in the diffuse pass
2018-12-05 10:55:29 -06:00
Tim Barnes
6c43c8d29f
RGBA16F saving support for probes
2018-12-05 20:01:58 +10:00
Azaezel
d86f8b16e8
put the z=w trick back for the cloud layer options. those parallaxing a bit is actually desireable (and fixes it rendering over everything else)
2018-12-04 14:25:49 -06:00
Azaezel
8590f7daf9
registergloballights now taks a (by default on) cullSceneLights. off for reflection capture as that is presently acting up
2018-12-04 12:41:15 -06:00
Azaezel
9d1e49a8eb
bump effective LOD (Level Of Detail) up during the capture phase to work arround things like trying to capture within a building with agressive optimization killing off the internals due to the smaller effective 'screen' being rendered.
2018-12-03 11:15:17 -06:00
Areloch
d8dc07ee2d
Merge pull request #2276 from Azaezel/terrainNormalNeener
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filter out pixel shader normalmap calcs when not in deferred mode.
2018-12-02 10:50:52 -06:00
Azaezel
009e237249
simplification
2018-11-29 18:19:27 -06:00
Azaezel
3ce1fc66bc
in keeping with a more integrated setup, used multiplicative ao for darkening existing composite map ao contributions.
2018-11-29 17:47:07 -06:00
Azaezel
98cf1c9aa3
puts a form of ssao back. as this is intended to replicate shadows, bolted that to the shadow portion of the calc. as it was previously addative, did so in an addative manner.
2018-11-29 17:30:51 -06:00
Azaezel
690b8f3c47
'better' (read here less completely craptacular) blending for boxes
2018-11-29 12:21:28 -06:00
Azaezel
f50ab7ec58
THIS IS AN ABOMINATION UNTO THE CODEBASE AND SHOULD BE REMOVED THE SECOND WE CAN SORT OUT WHAT THE HECK IS GOING ON WITH THAT QSORT
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stops flickering by itterating through the probe list twice. once looking for the skylight, then doing the rest
2018-11-28 18:12:12 -06:00
Azaezel
18a02516d1
put lerp back after verifying we were indeed getting values passed along.
2018-11-28 14:25:48 -06:00
Azaezel
cf2eaee29b
simpler falloff calc for probes
2018-11-28 13:12:59 -06:00
Azaezel
d3eb2f7784
put sphereical influence back via the new spherical attenuation methods, shifted the stateblock for probes specifically to max of either source or desitination alpha (though not entirely convinced that is in fact the case)
2018-11-28 12:00:06 -06:00
Tim Barnes
8dad81e494
lighting shader fixes
2018-11-28 20:01:35 +10:00
Tim Barnes
15aeba20e7
timmy merge work
2018-11-28 17:51:52 +10:00
Azaezel
5fa2c5b4a6
stateblocks: skylight uses one+(dest)zero. probes use (src)alpha+(dst(1.0-alpha) for a lerp blend. skylight writes out 0 alpha to ensure probes always win if even only a little.
2018-11-27 08:50:44 -06:00
Azaezel
da3bf16ef1
cast to pointer to pointer, not just pointer. (confused yet?)
2018-11-27 08:28:33 -06:00