Areloch
|
a552471e4e
Reorg of the probe initialization/update code to streamline parts of it, and make it flow more obviously
|
6 anni fa |
Areloch
|
17cec11b97
Added refactor of Editor Settings window
|
6 anni fa |
Areloch
|
8196ad9d32
Removed old code that set the BRDF texture and caused a texture profile conflict with the probe array post effect, leading to a crash.
|
6 anni fa |
Areloch
|
3fa7a0d4fa
Various fixes
|
6 anni fa |
Areloch
|
cedbd387d9
Updating BaseGame to work with PBR, and a PBR example module
|
6 anni fa |
AzaezelX
|
ae752a04e8
remed out stray code cleanups, added more remmed out code for referencing the way defered calculates bbminmax (as a percentage of the probes actual scale so folks can just copypaste most times)
|
6 anni fa |
Areloch
|
bd170b5abe
WIP of forward probe scoring.
|
6 anni fa |
Areloch
|
4e557aec83
Added fetch for BRDF texture for forward rendering use, re-enabled brdf logic in the lighting shader and got the probe arrays properly sampling into forward as well.
|
6 anni fa |
Areloch
|
65fb8bc5f3
Ongoing fiddling with correcting the forward render behavior.
|
6 anni fa |
Areloch
|
6db975e81c
random testing bits trying to isolate remaining forward issues.
|
6 anni fa |
AzaezelX
|
404cb929c1
we likely don't want to be overwriting that set of cubemap array registers for every forward lit object instance
|
6 anni fa |
AzaezelX
|
b5436b6cb7
tweaked the updating behavior in the probe manager so calling updateProbes just flags a ProbesDirty bool, which is used to kick the update of the static parameters when the bin's render() is called
|
6 anni fa |
AzaezelX
|
d034ea2be8
no point in resetting effectiveprobecount or mipcount in the compute4probes method. the latter is going to remain a fixed global var to support the cubemap arrays while the latter isn't even used by forward lit (though it likely should be, rather than trying to cook up 2 bound vectors)
|
6 anni fa |
AzaezelX
|
a0d1a076d5
Merge branch 'PBR_ProbeArrayForward' into PBR_ProbeArrayGLWIP
|
6 anni fa |
Areloch
|
000c7b2263
GL work
|
6 anni fa |
AzaezelX
|
0cd8948fcf
stray var killoffs
|
6 anni fa |
AzaezelX
|
15ca6eabb4
cleanup duplicate var, and constructor-init skylight shaderconsts
|
6 anni fa |
Areloch
|
c025760422
Majority of forward work. Some state/register count issues and further testing required.
|
6 anni fa |
Areloch
|
afb5a589c3
Cleanup/consolidation of shader logic. moved the common methods over to lighting.hlsl
|
6 anni fa |
Azaezel
|
5703618dc0
shift bbminmax to relative when sent to the gpu so folks can stick to realworld values
|
6 anni fa |
Areloch
|
e2b194182c
Undid debug work, shifted logic over entirely to utilize the updateTexture methods. Refactored probe init'ing so they'll load correctly without nudging, properly sequestered skylights from the probe array and updated the shader to contain az's changes as well as skylight and probe array changes.
|
6 anni fa |
Areloch
|
1627cbabe6
ongoing WIP to sort out init'ing issues as well as correcting values so the probes actually correctly update data into the arrays
|
6 anni fa |
Areloch
|
26471aaa77
WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet.
|
6 anni fa |
Azaezel
|
ba8948a5b1
hook up attenuation value. todo: sort networkjing properly
|
6 anni fa |
Azaezel
|
df6b7f3351
put probe.boxmax/min code back as it was prior to merge. still having that /4 oddness.
|
6 anni fa |
Azaezel
|
04a6130df8
sync correction
|
6 anni fa |
Azaezel
|
caf73ea84f
Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
|
6 anni fa |
Areloch
|
2bf67f7fa5
Corrections to make it use the correct transform, as well as passing along the scale as our extents in the bbMax.
|
6 anni fa |
Azaezel
|
edcdd21379
suggested alterations to the probe.worldToLocal math feeding and usage (and a divnull safety for attenuation)
|
6 anni fa |
Areloch
|
70d85d2241
Begun hook-in of skylight into array
|
6 anni fa |