Commit graph

132 commits

Author SHA1 Message Date
Azaezel
fa41ea3e16 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
6248b427bf 'better' (read here less completely craptacular) blending for boxes 2018-11-29 12:21:28 -06:00
Azaezel
9bf2378e70 simpler falloff calc for probes 2018-11-28 13:12:59 -06:00
Azaezel
4ef1a25610 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
521bd2375d lighting shader fixes 2018-11-28 20:01:35 +10:00
Tim Barnes
ab10cc0c87 timmy merge work 2018-11-28 17:51:52 +10:00
Azaezel
f1e584ca69 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
Tim Barnes
9df1338d4b probe shader fix 2018-11-21 20:00:59 +10:00
Tim Barnes
9e65e940d0 lighting single buffer 2018-11-21 15:53:02 +10:00
Tim Barnes
c64aee9dcc point light WIP & moved lighting position/direction to WS 2018-11-14 20:58:47 +10:00
Azaezel
da2c536daa 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
338e66b7e6 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
452c35f11c 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
b8fb90ab94 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
913fbef66d 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
508e9b4f27 account for attenuation 2018-11-02 16:28:50 -05:00
Azaezel
7c05e3d33d 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
1169ad05f1 spotlight conversion 2018-11-02 16:04:53 -05:00
Azaezel
b992446fff 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
dabd5eb15d 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
Tim Barnes
6e17475f86 WIP shader work - not complete! 2018-11-02 09:08:45 +10:00
Tim Barnes
a44d885885 oops forgot poor skylight shader 2018-10-28 20:52:32 +10:00
Tim Barnes
9a39afa0eb reflection probe updates 2018-10-28 20:42:26 +10:00
Areloch
78b2bcde0c 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
8fadf880a3 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
e72f04648a 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
8538337a36 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
a5cad08ba6 Merge branch 'PBR_PR' of https://github.com/rextimmy/Torque3D into PBR_PR 2018-10-24 20:48:45 -05:00
Azaezel
83ef5db910 work on getting render bin ordering correct 2018-10-24 18:27:43 -05:00
Tim Barnes
ad4c115e00 clear gbuffer from code and not from a shader 2018-10-24 18:58:46 +10:00
Azaezel
ddb431181b take ambient occlusion into account for probe and skylight projections as well, given they are litterally an ambient source 2018-10-17 21:34:09 -05:00
Azaezel
eb46a8c0e7 take ao slot in the gbuffer into account by the simple expedient of multiplying the cast-shadow result by the channel 2018-10-17 21:06:24 -05:00
Azaezel
f5bab3f574 matinfo.b is smoothness, and matinfo.a metalness fr the gbuffer. 2018-10-16 22:20:07 -05:00
Areloch
ef81708e12 Corrected box influence logic for probes to accommodate rotations.
Also uncommented line so probe transform is passed along to the render manager.
2018-10-16 16:18:22 -05:00
Areloch
57f8549abe Shifted to the static-list arrangement for probe instance tracking to help performance as well as drastically streamline the data submission/material instance flow for probe rendering. 2018-10-07 17:32:23 -05:00
Areloch
9e88e9feca Getting the GL side up-to-date to match. 2018-10-06 17:50:15 -05:00
Areloch
f31445751f Updates and fixes to probe and lighting logic. 2018-09-17 01:52:18 -05:00
Areloch
b19a4b22c8 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
b4a1d18f42 Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
Marc Chapman
7b36a618a6 PostFX.hlsl 2018-02-11 17:12:34 +00:00
Marc Chapman
c357fdb897 ShaderModelAutoGen 2018-02-11 17:12:17 +00:00
Areloch
412c0380f4 Merge pull request #2031 from rextimmy/intel_gl_fix
Intel GL Fix
2017-07-05 23:06:13 -05:00
rextimmy
e2a3bf1d19 Intel GL Fix 2017-07-05 14:45:00 +10:00
Areloch
25686ed4be 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
35ddfd53b2 Does the prepass->deferred rename for the full template as well to make it play nice while we prep for the swap over to the BaseGame template. 2017-05-08 18:33:14 -05:00
Areloch
1520bc83b2 Move the common shader and postFX stuff to core, and moved the debug visualizers to the world editor, where they're actually used. 2017-02-27 15:29:35 -06:00
Azaezel
646c62d9f4 HDR review: remove from reflections, kill depth check, order of operations corrections. 2016-12-27 10:24:49 -06:00
Azaezel
0049678c25 [workaround] pinches parallax steps so the 0-1 range has minimal artifacting 2016-12-06 23:41:28 -06:00
Areloch
97ac826e44 Corrects the specular handling as per Richard's suggestion in #1783 2016-11-09 00:12:35 -06:00
RexTimmy
dd64004eaf MacOS platform support. 2016-09-28 11:09:48 +10:00