Areloch
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a552471e4e
Reorg of the probe initialization/update code to streamline parts of it, and make it flow more obviously
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6 ani în urmă |
Areloch
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17cec11b97
Added refactor of Editor Settings window
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6 ani în urmă |
Areloch
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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.
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6 ani în urmă |
Areloch
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3fa7a0d4fa
Various fixes
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6 ani în urmă |
Areloch
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cedbd387d9
Updating BaseGame to work with PBR, and a PBR example module
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6 ani în urmă |
AzaezelX
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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)
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6 ani în urmă |
Areloch
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bd170b5abe
WIP of forward probe scoring.
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6 ani în urmă |
Areloch
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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.
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6 ani în urmă |
Areloch
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65fb8bc5f3
Ongoing fiddling with correcting the forward render behavior.
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6 ani în urmă |
Areloch
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6db975e81c
random testing bits trying to isolate remaining forward issues.
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6 ani în urmă |
AzaezelX
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404cb929c1
we likely don't want to be overwriting that set of cubemap array registers for every forward lit object instance
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6 ani în urmă |
AzaezelX
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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
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6 ani în urmă |
AzaezelX
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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)
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6 ani în urmă |
AzaezelX
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a0d1a076d5
Merge branch 'PBR_ProbeArrayForward' into PBR_ProbeArrayGLWIP
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6 ani în urmă |
Areloch
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000c7b2263
GL work
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6 ani în urmă |
AzaezelX
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0cd8948fcf
stray var killoffs
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6 ani în urmă |
AzaezelX
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15ca6eabb4
cleanup duplicate var, and constructor-init skylight shaderconsts
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6 ani în urmă |
Areloch
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c025760422
Majority of forward work. Some state/register count issues and further testing required.
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6 ani în urmă |
Areloch
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afb5a589c3
Cleanup/consolidation of shader logic. moved the common methods over to lighting.hlsl
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6 ani în urmă |
Azaezel
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5703618dc0
shift bbminmax to relative when sent to the gpu so folks can stick to realworld values
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6 ani în urmă |
Areloch
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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.
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6 ani în urmă |
Areloch
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1627cbabe6
ongoing WIP to sort out init'ing issues as well as correcting values so the probes actually correctly update data into the arrays
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6 ani în urmă |
Areloch
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26471aaa77
WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet.
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6 ani în urmă |
Azaezel
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ba8948a5b1
hook up attenuation value. todo: sort networkjing properly
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6 ani în urmă |
Azaezel
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df6b7f3351
put probe.boxmax/min code back as it was prior to merge. still having that /4 oddness.
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6 ani în urmă |
Azaezel
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04a6130df8
sync correction
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6 ani în urmă |
Azaezel
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caf73ea84f
Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
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6 ani în urmă |
Areloch
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2bf67f7fa5
Corrections to make it use the correct transform, as well as passing along the scale as our extents in the bbMax.
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6 ani în urmă |
Azaezel
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edcdd21379
suggested alterations to the probe.worldToLocal math feeding and usage (and a divnull safety for attenuation)
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6 ani în urmă |
Areloch
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70d85d2241
Begun hook-in of skylight into array
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6 ani în urmă |