AzaezelX
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8ce207561e
revert a bit causing crashes on certain 'nix boxes.
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4 anni fa |
AzaezelX
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21c17d0ed1
cleanups for shadergen and the visibility feature
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4 anni fa |
AzaezelX
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2287c28d32
be clear where we're referencing gbuffer render targets
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4 anni fa |
AzaezelX
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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
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4 anni fa |
Areloch
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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.
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5 anni fa |
Brian Roberts
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d50f1f0b81
Merge pull request #342 from lukaspj/fix/replace-dstrcmp
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5 anni fa |
Lukas Aldershaab
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197a62f6ea
Convert dStrcmp to String::compare for more cases
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5 anni fa |
AzaezelX
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0c7811bd1a
shift pbrconfig to ORM
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5 anni fa |
AzaezelX
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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
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5 anni fa |
AzaezelX
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6859cbe308
adress #16 - don't need to swizzle vert colors
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5 anni fa |
AzaezelX
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f956c17f3b
for normal rendering, if we're translucent, don't use alphatesting. (as a remindernote, the shadowmathook removes MFT_IsTranslucent])
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5 anni fa |
Areloch
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27ee09e491
Merge branch 'alpha40_premul' of https://github.com/Azaezel/Torque3D into Preview4_0
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5 anni fa |
Areloch
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ac77315e29
Merge branch 'alph40_pbrConfig_BREAKINGWip' of https://github.com/Azaezel/Torque3D into Preview4_0
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5 anni fa |
AzaezelX
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bd21a207ef
largely based on work by @rextimmy: add premultiplied alpha
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5 anni fa |
AzaezelX
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2e56645f13
shifts spotlightparams to the actually used float2/vec2 entries (stops debug screaming every frame)
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6 anni fa |
AzaezelX
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ad216abc02
cleans up a few more spots of various variables that ammount to the "PBRConfig" in the end, as well as a MFT_isDeferred test for determining if that's stored off as a temp-val or in the gbuffer. though seem to have forgotten a catch, as it's not finding the MFT_PBRConfigMap feature and falling back to recreation come time to process MFT_ReflectionProbes
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6 anni fa |
Areloch
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01f562b9e5
Added check for when getting the Detail feature's output, to validate if we have the foliage feature, which was causing a stomp on the required float4 texCoord for the foliage featuer to work right
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6 anni fa |
Areloch
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e7bf49e801
Moved unneeded modules to Templates/Modules
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6 anni fa |
AzaezelX
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4d714091b7
missed a few conversions
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6 anni fa |
AzaezelX
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01f6938746
nomenclature shift for clarity: bunch of stuff tagged as probe that refferenced things properly tied conceptually to the reflection refrence box.
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6 anni fa |
Brian Roberts
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47640420ca
mac compilation correction - don't use Class:Class constructors
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6 anni fa |
AzaezelX
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dd1470202d
Merge branch 'development' of https://github.com/GarageGames/Torque3D into PBR_ProbeArrayGLWIP
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6 anni fa |
AzaezelX
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98a3ff604a
nonbreaking 'specularcolor' to 'pbrConfig' var conversion. (TODO: specularMap entries)
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6 anni fa |
AzaezelX
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d2a01ece03
gl conversionwork - forward lit variant. do note, crashs with
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6 anni fa |
Azaezel
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b50f72b109
set gl vertcolor mapping to bgra format, the same as we do for stateblocks
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6 anni fa |
Azaezel
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518bcaaabf
from @rextimmy: shifts sybox rendering to last (kils a bit of overdraw)
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7 anni fa |
Areloch
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b4a1d18f42
Core implementation of Physical Based Rendering.
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7 anni fa |
Azaezel
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02541ab1f9
shader hooks and gen cleanups
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7 anni fa |
Areloch
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8c807485b1
Reworks the $Core::commonShaderPath variable usage to be a static variable in ShaderGen for efficiency(only one getVariable when shadergen is initialized), as well as implements the ability to set a default value, and ensures that it tries to set a path even if the pref variable is missing which is important for ported projects from older builds.
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8 anni fa |
Areloch
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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
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8 anni fa |