Torque3D/Engine/source/lighting
Areloch 695ad6357f Hides some light fields for local lights that are intended for PSSM's, thus useless.
Also disables the Paraboloid shadowmap type, as it is non-functional.
Disabled light animations by default so as to not waste processing time if not needed
Sets point lights' shadow types to be cubemap by default, and lowers the overdark factor to make them look cleaner and not exacerbate aliasing.
2020-08-02 23:47:20 -05:00
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advanced Hides some light fields for local lights that are intended for PSSM's, thus useless. 2020-08-02 23:47:20 -05:00
basic more conversionwork from specular entries to pbrconfig ones, adds backend glowmul and glowmap var tracking, as well as pbrconfigmap composite slip-in for the glowmap (sans shaderfeatures just yet). seems to have busted forward lit application though... 2019-10-22 15:11:39 -05:00
common uninitialized variables-lighting 2020-05-11 15:07:21 -05:00
shadowMap uninitialized variables-lighting 2020-05-11 15:07:21 -05:00
lightInfo.cpp Reordering initialization methods #1912 2017-04-19 14:02:45 -04:00
lightInfo.h 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
lightingInterfaces.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
lightingInterfaces.h 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
lightManager.cpp shifts spotlightparams to the actually used float2/vec2 entries (stops debug screaming every frame) 2019-11-07 23:18:14 -06:00
lightManager.h Add vector light support to forward materials. 2019-07-22 00:16:58 -05:00
lightQuery.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
lightQuery.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
shadowManager.cpp Eliminate DefineConsoleFunction 2018-04-17 20:54:08 +02:00
shadowManager.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00