Commit graph

139 commits

Author SHA1 Message Date
AzaezelX fad8e12667 take ibl amount into account for translucent opacity 2025-12-13 20:52:36 -06:00
AzaezelX b92b5b34fd clean up shadergen ambient handling
fallback needs to a) set the same value as elswhere. b) treat uniforms the same. c) exist on both ends to ensure order of ops doesn't mangle things
2025-03-29 14:43:03 -05:00
AzaezelX 56e4484ff6 remove glowbin as it's own render pass 2024-05-30 17:29:42 -05:00
AzaezelX 824b9a9cd5 fix dynamicCubemaps on objects 2024-04-18 13:57:29 -05:00
Brian Roberts 05a083ca6f
Merge pull request #1234 from marauder2k9-torque/virtuals-override
Virtuals override
2024-03-21 10:43:26 -05:00
AzaezelX c337d5a9d2 clang tidy misc fixes
adress mixed || plus && concerns raised
2024-03-18 20:11:44 -05:00
marauder2k7 2b295fb7f0 rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00
marauder2k7 e6c653c441 warnings cleanup
cleanup and some warning fixes
2024-03-14 08:28:11 +00:00
AzaezelX 3f2113bf7d revert some removals of vert to pixel shader getters to avoid register mismatches.
(cherry picked from commit 1e1e39f4f72ac6d4ce19704f69ba34bbff29d89c)
2023-05-01 17:10:38 -05:00
AzaezelX 0d4221fa59 uninitialized and unused value cleanups
(cherry picked from commit 1f08602cf0ad84409cd8b3520510f9c6ce7d5f9c)
2023-05-01 10:40:02 -05:00
AtomicWalrus 75625dc679 Reverse depth & 32F buffer format
-Adds reversed depth projection model, dramatically increasing depth buffer effective resolution.
-Adds 32F depth 8U stencil format GFXFormatD32FS8X24 (following DX naming conventions). Note this is a 64-bit format, and likely not suitable for mobile platforms. Revert to GFXFormatD24S8 in renderManager.tscript for mobile & "ancient" platforms.
-Corrects alignment of texture type details array.
2023-04-14 20:13:28 -06:00
Brian Roberts 120691abee
Merge pull request #923 from Azaezel/alpha402/puppies
adds wetness
2022-11-29 12:33:21 -06:00
Jeff Hutchinson 1940becb2d Compilation fixes for C++20 2022-11-28 21:39:06 -05:00
AzaezelX d23ee397e6 adds wetness
cliffsnotes:
   $Core::WetnessTexture = "core/rendering/images/wetMap.png"; //for the influence degree map
probes/skylight have a new canDamp boolean, set to off for probes, on for skylight by default.
:levelinfo has a dampness multiplier (0-1)
kicked up numTextures from 8 to 16 for shaderdata and postfx since that hit the 8 texture-in prior limit, and we've already adopted apis that can handle the higher count
2022-11-21 21:12:23 -06:00
AzaezelX 01ba199dc7 fix vectorlight visualizer varnames 2022-06-12 14:43:26 -05:00
AzaezelX de6ee93159 slim ambient down to vec3, default to premul for translucency 2022-06-07 22:05:47 -05:00
AzaezelX 0e0088cab9 forward lit ambient application. fix GL side IBL overwriting forward lit color.a 2022-06-07 11:18:53 -05:00
JeffR cbf758e089 Removes the BGRA inversion when displaying vertex colors on materials 2022-04-25 23:53:40 -05:00
AzaezelX 8dcd74ff18 point baseline fog color at the right target hen in deferred mode 2022-03-09 18:21:47 -06:00
JeffR e04f844240 Scaling correction to probes in deferred mode to improve parallax adjustment
Ensure that probes are masked to be rendered during bake passes so they can contribute during a bake allowing multibakes
Adjusted order of the connect data for the forward shaders to fix a mis-port issue
2022-02-13 19:24:01 -06:00
JeffR 79eebdd5f3 Cleaned and repacked work to update the probe bin and reflection probe behavior to clean and standardize it. 2022-02-12 15:53:40 -06:00
AzaezelX 42bc6fa358 differentiate forward lit and deferred ibl vars
since we're not currently using the same arrays et al for the whole pass, need to make sure those don't fight
2021-10-26 12:32:37 -05:00
AzaezelX a05c83493e adress gl spotlights disapearing for deferred
It was mixing vars up between it and forward. resolved by prefixing the forward vars with "in" as the rest are, as well as pointing the val at the const String ShaderGenVars::lightSpotParams("$inlightSpotParams");
2021-10-21 22:08:56 -05:00
Jeff Hutchinson 24bf807713 various shadergen fixes. 2021-10-06 21:53:26 -04:00
AzaezelX 42e90ad3fb RTLightingFeat work.
1) we do *not* in fact want to early out in the presence of MFT_ImposterVert. it mangles the position-send.
2) dx sucessfuly handles the    if ( !fd.features[MFT_NormalMap] ) case, so use the same for gl
2021-10-05 14:46:37 -05:00
AzaezelX 661a192e87 orderfix for RTLightingFeatHLSL vert vs pixel shader. the order needs to match, same as network comunicating 2021-10-03 21:53:16 -05:00
Jeff Hutchinson e784b0140c Let's fix the texcoord alignment for RT Lighting. 2021-09-22 21:41:38 -04:00
AzaezelX 8ce207561e revert a bit causing crashes on certain 'nix boxes. 2021-09-20 16:56:53 -05:00
AzaezelX 21c17d0ed1 cleanups for shadergen and the visibility feature
math fixes, feature inclusion removal. will still need to circle back on why the crosshatch.. isn't
2021-09-17 01:24:20 -05:00
Jeff Hutchinson 6e072dbf91 Merge branch 'Preview4_0_DevHead' into tsneo 2021-08-29 22:28:42 -04:00
AzaezelX 2287c28d32 be clear where we're referencing gbuffer render targets 2021-08-28 17:21:45 -05:00
Jeff Hutchinson 717c7acca9 Merge remote-tracking branch 'devhead/Preview4_0' into tsneo
# Conflicts:
#	Templates/BaseGame/game/data/ui/guis/loadingGui.gui
#	Templates/BaseGame/game/data/ui/guis/mainMenu.gui
#	Templates/BaseGame/game/tools/MainEditor/guis/MainEditorWindow.gui
#	Templates/BaseGame/game/tools/assetBrowser/guis/assetPreviewButtonsTemplate.gui
#	Templates/BaseGame/game/tools/forestEditor/brushes.tscript
2021-08-13 20:14:39 -04:00
AzaezelX 594c4f65c7 bad constructor usage! bad! GCC no like! 2021-08-09 21:34:24 -05:00
AzaezelX 438e6cbb3c fix for diffuse map mangling in several cases, filter imposters out of real time lighting (for now?) fix the blankskybox via a resave, and filter "badfilereference" and "failed" assets out of variable replacement for the project converter 2021-07-25 17:18:55 -05:00
Jeff Hutchinson 35500a87c6 initial port of the new interpreter 2021-03-30 19:33:19 -04:00
Areloch 16438e1ab3 Added in needed normal map processing for preview render 2021-01-27 12:26:33 -06:00
Areloch 6a3603c737 Overhauls the handling of probes to utilize an active probe list to improve performance and allow a greater total number of active probes in a scene.
Also fixes handling of metal materials during bakes to render properly, and fixes a possible double-up return in findObjectByType, which could cause doubling when getting probes in the scene
2020-10-19 00:53:09 -05:00
Brian Roberts d50f1f0b81
Merge pull request #342 from lukaspj/fix/replace-dstrcmp
Replace uses of dStrCmp with new String::compare
2020-10-03 17:01:12 -05:00
Lukas Aldershaab c999baf7ed Moves from using dStrCmp to the new String::compare static functions. Keeps things cleaner, consistent, and works with intellisense. 2020-10-03 14:37:55 +02:00
AzaezelX 0c7811bd1a shift pbrconfig to ORM 2020-09-30 13:51:12 -05:00
AzaezelX b81b4c61a5 clean up leftover interlaced prepass experimental code. 2020-08-03 16:44:20 -05:00
AzaezelX 454192ed02 from @rextimmy new isbackground shader feature. used the same z=w trick we've done before to force things to render behind everything else. applied to fog 2020-07-14 14:08:12 -05:00
AzaezelX 206d86f1bb .. we do however appear to need to swizzle DX vert colors... 2020-06-19 06:48:50 -05:00
AzaezelX f956c17f3b for normal rendering, if we're translucent, don't use alphatesting. (as a remindernote, the shadowmathook removes MFT_IsTranslucent]) 2020-03-01 11:51:50 -06:00
Areloch f7b891442a Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
Areloch 27ee09e491 Merge branch 'alpha40_premul' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-11-22 21:27:52 -06:00
Areloch ac77315e29 Merge branch 'alph40_pbrConfig_BREAKINGWip' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-11-22 21:24:59 -06:00
AzaezelX bd21a207ef largely based on work by @rextimmy: add premultiplied alpha 2019-11-22 10:02:01 -06:00
Areloch 60d0e73190 Enabled probe viz item for live updates of probes when working with them(auto-baking while on)
Updated debug forward mat viz to work with probe visualization
More correct premult math
Updated probe viz menu behavior to properly toggle and mark which is active
2019-11-22 01:30:49 -06:00
Areloch 72ceede272 Added Forward Material debug viz for HLSL(so far) and integrated it back into editor flagging.
Re-added logic to track existing probe shader consts instead of constantly recreating it
Added logic for pre multiplied translucency mode
2019-11-21 00:48:55 -06:00