Commit graph

559 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
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
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
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
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
Tim Barnes
14e3be8855 oops forgot poor skylight shader 2018-10-28 20:52:32 +10:00
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
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
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
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
30e69fff1d matinfo.b is smoothness, and matinfo.a metalness fr the gbuffer. 2018-10-16 22:20:07 -05:00
Areloch
d209de9fd9 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
4942168529 Corrected some missed bits in the template, and a check in the forward-lit probes 2018-10-10 01:52:19 -05:00
Areloch
1966d348e4 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
4efcb567b0 Getting the GL side up-to-date to match. 2018-10-06 17:50:15 -05:00
Areloch
24007432e8 Updates and fixes to probe and lighting logic. 2018-09-17 01:52:18 -05:00
Areloch
2be32ad737 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
ef5e3a5271 Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
Ratfish Studios
7af34fa432 Rearranges the right-mouse click popup menus for the world editor and gui editors to a) be organized more logically and b) be more flexible.
This also fixes some insecure behavior relying on %this value eval'ing, which has also been modified to be better.

Also fixes up some old calls for getting menubar menus by internal name, which is no longer supported, instead using the findMenu function call.
2018-05-08 00:30:15 -05:00
Areloch
be1ced71a4 Includes some renderbin declarations that are needed for AFX that got missed in the original PR. 2018-03-26 23:31:10 -05:00
Areloch
ffe9405568 Adds a convenience function to refresh the console dialog. 2018-03-17 14:37:07 -05:00
Areloch
5e56d8fdfa Merge branch 'LinuxCompatabilityFixes' of https://github.com/Bloodknight/Torque3D into development 2018-03-17 14:07:26 -05:00
Areloch
ac67ed8e1a
Merge pull request #2090 from Areloch/ConsoleLogFilters
Adds some filtering options to the console log gui
2018-03-16 23:41:00 -05:00
Areloch
6e6b43b63d
Merge pull request #2202 from Areloch/ScriptObject_PopupFixes
Removes the GameObject folder insert for the scripted object creator grid
2018-02-14 01:28:56 -06:00
Areloch
7f043c49e7 Updates the basegame template as well. 2018-02-14 01:03:25 -06:00
Areloch
0c6af0ddcf
Merge pull request #2203 from Bloodknight/DifferentProfileFixes
Fixes console spamming of material profiles
2018-02-14 00:58:57 -06:00
Areloch
0cd9813b8c
Merge pull request #2189 from Areloch/AnimationAssetImprovements
Bugfixes and improvements for the animation component and related assets
2018-02-13 14:54:38 -06:00
Marc Chapman
d7197b0d45 Fixed defects in Turret material, Fixed TP Ryder material and added a spec map 2018-02-12 13:05:30 +00:00
Areloch
eb5af65daf Removes the folder insert for the scripted object creator grid, which was causing a UI screwup making the scripted objects overlap and jumble up.
Also reorgs the popup controls to match what's in the BaseGame template's setup, which should fix editor popups.
2018-02-12 00:02:20 -06:00