Azaezel
1703d5910b
missed mscore pasalong in .set
2018-11-27 08:03:04 -06:00
Azaezel
e42586f2fa
qsort compilation, though still not quite correct
2018-11-25 12:35:35 -06:00
Azaezel
7c72ae665a
couple additinal places for scroe to be set
2018-11-25 12:35:02 -06:00
OTHGMars
b8c711faae
Fills in monitor functions in PlatformWindowManagerSDL
...
Adds the sdl implementation for all used PlatformWindowManager monitor functions. [This unit test](https://github.com/GarageGames/Torque3D/blob/development/Engine/source/windowManager/test/windowManagerTest.cpp#L28 ) will now pass for the SDL platform. Here is the equivalent in TorqueScript to test the functions via the Canvas object:```//Canvas.listDisplays();
function Canvas::listDisplays(%this)
{
%count = %this.getMonitorCount();
echo(%count SPC "monitor(s) detected.");
for (%i = 0; %i < %count; %i++)
{
echo("Monitor #" @ (%i + 1) SPC %this.getMonitorName(%i) @ ": " @ %this.getMonitorRect(%i));
}
}```
2018-11-24 03:12:07 -05:00
OTHGMars
299ecd9514
Adds handlers for sdl focus events.
2018-11-23 16:03:00 -05:00
Azaezel
29aa29a9fb
1)use standard setupPass inheritance chain. already checks for !mprocessedmaterial and a few other things
...
2)pass along mIsSkylight from probes to matinstances
3) stubbs in a seperate setupPass for skylightmatinstance
2018-11-23 02:05:36 -06:00
Azaezel
b05d68aacd
correction for folks supporting older codebases outside of this engine: don't try and include the older directx library unless youre also deliberately using the older directsound end of things, and for dx11, reference the #include <d3d11_1.h> lib instead of the <d3d11.h> one to pair with the reference used by SDL2
2018-11-23 00:30:23 -06:00
Tim Barnes
fe01f23efe
probe shader fix
2018-11-21 20:00:59 +10:00
Tim Barnes
b0fff30d33
lighting single buffer
2018-11-21 15:53:02 +10:00
Areloch
ecef09525a
Implemented registration of probes to avoid rendering all probes when unneeded.
2018-11-19 01:18:09 -06:00
Azaezel
a4e592534e
shift sky render to last of non-translucents
2018-11-18 18:54:02 -06:00
Azaezel
f75a9ccd24
from @rextimmy: shifts sybox rendering to last (kils a bit of overdraw)
2018-11-18 06:36:16 -06:00
Tim Barnes
f0924c8dcd
point light WIP & moved lighting position/direction to WS
2018-11-14 20:58:47 +10:00
Azaezel
d74055619f
emissive fix: return the surface.basecolor in place of zeros emissive is at minimum non-shadowed. TODO: consult folks on if they want a multiplier, mask, or mix for further customization there.
2018-11-12 22:55:52 -06:00
Azaezel
17d3531206
add back in brightness and contrast controls, as well as the capacity to shut tonemapping off
2018-11-12 22:54:00 -06:00
Azaezel
551b1c5ce6
mUseHDRCaptures needs more work. shut that back off till we've time to circle back
2018-11-10 00:34:23 -06:00
Azaezel
5cf9e3b319
fix to display that second box
2018-11-10 00:33:42 -06:00
Azaezel
38da4ee655
from timmy: fix for seperated out RGB and A blends
2018-11-10 00:32:24 -06:00
Azaezel
78a3c264b4
REVIEW LATER: invert the world transform for probes to shove them into cam space as far as rotation goes. keep position.
2018-11-09 20:16:15 -06:00
Azaezel
15b7bf39fc
debug spew cleanup
2018-11-08 01:27:42 -06:00
Azaezel
605a8cb29b
further wipwork on the pointlight conversion. filled CreateSurfaceToLight out in a theoretically correct manner (spoiler, not actually correct)
2018-11-06 20:07:09 -06:00
Azaezel
cf2ed26d6e
added the additional colorbuffer entry to the probe projection shader so we get output. TODO: leverage the new CreateSurface methodologies to match with the skylight
2018-11-06 20:03:22 -06:00
Azaezel
4cf42a0a83
add in secondary bounds box display for probes as that is not actually linked to the radius/box-based-on-radius
2018-11-06 20:00:34 -06:00
Azaezel
485edb5866
shift surface calcs to post-attenuation. no point if we're just gonna throw the vals out in the end
2018-11-02 17:41:30 -05:00
Azaezel
69a2dae3bb
account for attenuation
2018-11-02 16:28:50 -05:00
Azaezel
ed7ace451c
add animated spotlight and pointlight to test scene
2018-11-02 16:09:02 -05:00
Azaezel
30ced89ce3
pointlight conversion rev1- filled in creatrsurface, used pre-exisitng calcs for nDotL to aproximate the light direction needed by CreateSurfaceToLight(surface, dot( lightVec, normDepth.xyz )); NOTE: compiles, but artifacts badly.
2018-11-02 16:07:52 -05:00
Azaezel
e9ddde1532
spotlight conversion
2018-11-02 16:04:53 -05:00
Azaezel
39fa9f90e8
we're no longer making use of a singular lightbuffer to double up as a baked lighting/ibl channel passed to lights themselves, so save a screens worth of transmission
2018-11-02 16:04:04 -05:00
Azaezel
16283228ac
shifted normDepth to pre-Createsurface so we can throw out any calcs as soon as we determine that the pixel is out of viewrange
2018-11-02 15:57:37 -05:00
Azaezel
e4eff8a7ec
Merge branch 'PBR_PR' of https://github.com/rextimmy/Torque3D into PBR_PR
2018-11-02 00:51:32 -05:00
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
Azaezel
06c894a670
Merge branch 'terrainNormalNeener' into PBR_PR
2018-11-01 14:06:00 -05:00
Brian Roberts
e434d61de3
Update terrFeatureHLSL.cpp
2018-10-29 13:22:16 -05:00
Brian Roberts
fb25d9c5a1
Update terrFeatureGLSL.cpp
2018-10-29 13:21:42 -05:00
Tim Barnes
0ec59875ed
Merge pull request #29 from rextimmy/PBR_PR
...
oops forgot poor skylight shader
2018-10-28 21:54:50 +11:00
Tim Barnes
14e3be8855
oops forgot poor skylight shader
2018-10-28 20:52:32 +10:00
Tim Barnes
089d49dc93
Merge pull request #28 from rextimmy/PBR_PR
...
reflection probe updates
2018-10-28 21:43:39 +11:00
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
d4fa1a4da9
removed redundant cleartarget, added clearcolorattachment 4, tagged gbuffer slots
2018-10-25 20:03:28 -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
de894c264f
stateblock work for probe blending
2018-10-24 18:27:59 -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