AzaezelX
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f871b965cd
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specify samplerstates for all input textures to resolve odd 'edgeing' effect on skylights
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2019-04-18 19:30:50 -05:00 |
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AzaezelX
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63bc2215fd
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no point in resetting effectiveprobecount or mipcount in the compute4probes method. the latter is going to remain a fixed global var to support the cubemap arrays while the latter isn't even used by forward lit (though it likely should be, rather than trying to cook up 2 bound vectors)
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2019-04-16 11:47:21 -05:00 |
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AzaezelX
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3c57954308
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cleanups
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2019-04-16 09:36:00 -05:00 |
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AzaezelX
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28f55b9cc8
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Merge branch 'PBR_ProbeArrayForward' into PBR_ProbeArrayGLWIP
# Conflicts:
# Engine/source/renderInstance/renderProbeMgr.cpp
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2019-04-16 09:34:01 -05:00 |
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Areloch
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95962cbcbc
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GL work
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2019-04-15 23:11:18 -05:00 |
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AzaezelX
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b79cff7530
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resource count and type sync with the computeForwardProbes call-insertion for shadergen. probly going to need to cook up a cubearray type
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2019-04-11 12:31:15 -05:00 |
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AzaezelX
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7f2c57f18b
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use the right recreation when lacking a composite map (still need to do up matinfo flags)
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2019-04-11 12:30:03 -05:00 |
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AzaezelX
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33b3798bc2
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removed extraneous finalcolor set mangling specular input
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2019-04-10 17:47:56 -05:00 |
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AzaezelX
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c3ea3593ea
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typofix+ *add* computeForwardProbes to replicate the stateblock used in deferred
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2019-04-10 17:46:42 -05:00 |
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AzaezelX
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8be413d53a
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stray var killoffs
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2019-04-10 17:44:54 -05:00 |
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AzaezelX
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4730dfcf3f
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leverage the macros for a bit more legibility
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2019-04-10 14:14:10 -05:00 |
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AzaezelX
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dac25f1e2c
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conform some of the "specularColor" entries (TODO: matinfo flags, like emissive/glow ect)
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2019-04-10 12:56:20 -05:00 |
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AzaezelX
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07827b8032
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cleanup duplicate var, and constructor-init skylight shaderconsts
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2019-04-10 12:54:46 -05:00 |
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AzaezelX
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b64b84b843
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defaults for diffusecolor, specularcolor (reminder todo: shift that to composite) and normal for createForwardSurface
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2019-04-10 11:48:22 -05:00 |
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AzaezelX
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ce4220ad55
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enhanced stage check
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2019-04-10 11:43:45 -05:00 |
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Areloch
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ec9e8c3563
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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.
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2019-04-07 23:57:05 -05:00 |
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Areloch
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283348f7bc
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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.
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2019-04-03 00:13:58 -05:00 |
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Azaezel
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f722e06980
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remove struct ProbeData in favor of passing an ID along to various methods. one way to solve the 'halts for 30 seconds' compilation flaw, though can't escape the notion we're overlooking something specific to release mode, given it doesn't take nearly so long to compile the shader in debug...
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2019-03-29 15:23:52 -05:00 |
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Azaezel
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9c933425d5
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not even using this method
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2019-03-29 01:15:24 -05:00 |
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Azaezel
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24cdf025f7
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method sig cleanup
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2019-03-29 01:13:42 -05:00 |
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Azaezel
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a91dbb08e4
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typofix
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2019-03-29 00:55:42 -05:00 |
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Azaezel
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e7c3987fa1
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Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
# Conflicts:
# Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl
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2019-03-29 00:52:31 -05:00 |
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Azaezel
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6350e4240b
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properly determine probehits via sub-zero values form attenuation returns, skip out on blendings entirely when determining we're only applying 1 or fewer probes to a pixel. apply alpha subtraction in either case in keeping with the countdown notion.
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2019-03-27 10:25:09 -05:00 |
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Areloch
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799df44a89
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Ongoing tweaks to shaders to puzzle out good blending behavior.
Also tried optimization by shifting all the brdf samples to a single one for the final add-up.
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2019-03-27 00:50:24 -05:00 |
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Azaezel
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9b2b87c569
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cleanups and perf: only need to subtract the alpha post-blending, not pre and post, contribution>1 shouldn't happen, so max(result,0) suffices, and no need for a for-all-probes-loop if we already know ya only got one probe hitting the pixel under examination.
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2019-03-26 12:41:20 -05:00 |
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Azaezel
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679c2c7fb0
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shift bbminmax to relative when sent to the gpu so folks can stick to realworld values
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2019-03-26 06:48:56 -05:00 |
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Azaezel
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255242db41
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Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
# Conflicts:
# Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl
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2019-03-26 01:06:59 -05:00 |
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Areloch
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4c959e1fa1
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Undid debug work, shifted logic over entirely to utilize the updateTexture methods. Refactored probe init'ing so they'll load correctly without nudging, properly sequestered skylights from the probe array and updated the shader to contain az's changes as well as skylight and probe array changes.
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2019-03-25 23:17:53 -05:00 |
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Azaezel
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501b2f52c3
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Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
# Conflicts:
# Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl
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2019-03-25 01:21:00 -05:00 |
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Areloch
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e241cbc7c9
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ongoing WIP to sort out init'ing issues as well as correcting values so the probes actually correctly update data into the arrays
Additional sanity checks on the updateTexture calls added by timmy
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2019-03-25 00:06:08 -05:00 |
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Azaezel
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e3d9c71d4b
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cleanups. don't really want to be multiplying the color itsself by contribution ammount
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2019-03-24 19:28:51 -05:00 |
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Azaezel
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a29a728e3d
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Revert "refactor: shift probe to probe blending logic itsself on out to it's own method to make thatg end easeier to deal with in isolation. (though does still depend on a bit of upstream calculation in the form of tracking how many probes hit a given pixel, and 'how hard' as it wetre from the attenuation calcs,"
This reverts commit 466914e97f.
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2019-03-24 18:53:02 -05:00 |
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Azaezel
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66f8aa9b7c
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do not need to account for blenFacSum for output. it's a straight overwrite of results.
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2019-03-24 18:41:02 -05:00 |
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Azaezel
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466914e97f
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refactor: shift probe to probe blending logic itsself on out to it's own method to make thatg end easeier to deal with in isolation. (though does still depend on a bit of upstream calculation in the form of tracking how many probes hit a given pixel, and 'how hard' as it wetre from the attenuation calcs,
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2019-03-24 18:38:34 -05:00 |
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Azaezel
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07ff3ee8aa
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was improperly accounting for attenaution. needs a reversal for atten = 0 to be full unblended application fo a given projection.
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2019-03-24 18:38:25 -05:00 |
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Azaezel
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5165d9c868
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from tim: no need for mip for the diffuse contribution. the prefilter handles that
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2019-03-24 18:38:14 -05:00 |
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Areloch
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399088d09e
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WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet.
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2019-03-24 18:18:44 -05:00 |
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Azaezel
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ead78ec588
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hook up attenuation value. todo: sort networkjing properly
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2019-03-21 23:47:01 -05:00 |
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Azaezel
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8595e273a4
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simplification
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2019-03-20 08:38:48 -05:00 |
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Azaezel
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f55dc92f6b
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put probe.boxmax/min code back as it was prior to merge. still having that /4 oddness.
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2019-03-20 07:38:14 -05:00 |
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Azaezel
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5bcbd0f6c9
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defineBoxSpaceInfluence drastically simplified. please hook probeattenuationvalue up to the proper probe inputs. also need to peg down exactly why we needed to feed a baseVal = 0.25 instead of a proper 1.0 unit to avoid the thing casting beyond the defined bounds.
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2019-03-19 11:28:52 -05:00 |
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Azaezel
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54a7ffc030
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getDistBoxToPoint max, not length nets us hard edges instea of drounded, float3 extents = probe.boxMax; isn't neded, can use unit space for that and put box min/max back to controlling the reflected boxe's scale. divnull safety
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2019-03-18 17:07:43 -05:00 |
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Azaezel
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9ebe7c4ac2
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sync correction
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2019-03-18 04:09:34 -05:00 |
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Azaezel
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25ed1bb367
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git being a butt with language files. again.
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2019-03-18 03:41:44 -05:00 |
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Azaezel
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eae6793186
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Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
# Conflicts:
# Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl
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2019-03-18 00:18:49 -05:00 |
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Areloch
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0b7579b42e
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Corrections to make it use the correct transform, as well as passing along the scale as our extents in the bbMax.
Adjusts the box influence logic to try the bsf method.
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2019-03-18 00:14:06 -05:00 |
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Azaezel
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78261b0d61
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suggested alterations to the probe.worldToLocal math feeding and usage (and a divnull safety for attenuation)
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2019-03-17 20:14:58 -05:00 |
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Azaezel
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a480dbe5cb
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changes a bit of the probecount logic to be based on probehit aka, how many probes specifically are hitting a given pixel. allows for attenuation-blended probe to probe, and full-override probe to skylight.
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2019-03-08 06:34:51 -06:00 |
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Azaezel
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9ee79bb4fa
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reflection scalefix
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2019-03-05 00:41:00 -06:00 |
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Azaezel
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7eb6f767d0
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debug crashfix. append .xyz so it knows 'yes, i do mean float4 to float3'
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2019-03-05 00:28:34 -06:00 |
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