Commit graph

3404 commits

Author SHA1 Message Date
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
Tim Barnes
b182b0cf3b clear gbuffer from code and not from a shader 2018-10-24 18:58:46 +10:00
Tim Barnes
2810eac6b5 d3d11 clear RTV fix 2018-10-24 18:42:08 +10:00
Azaezel
861da2ba2d 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
4541a9d4a8 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
de5ef2d63f crashfix. free will eventually lead to destroyself so don't doubleup or it trys to kill the dead. zombu bad. 2018-10-17 21:05:38 -05:00
Azaezel
df09ad9b54 apply consistent colorspace to cubemaps 2018-10-17 21:04:41 -05:00
Azaezel
30e69fff1d matinfo.b is smoothness, and matinfo.a metalness fr the gbuffer. 2018-10-16 22:20:07 -05:00