Areloch
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af77444ec9
Merge branch 'MatInstanceViewer' of https://github.com/Areloch/Torque3D into Preview4_0
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há 6 anos atrás |
AzaezelX
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57ee1882fa
strip out unused pixspecular to cut down on sources of confusion
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há 6 anos atrás |
AzaezelX
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80c9f35ee1
go back to using raw wsNormal with a few additional prep-lines for if that hasn't been made a var for that shader yet
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há 6 anos atrás |
AzaezelX
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98a3ff604a
nonbreaking 'specularcolor' to 'pbrConfig' var conversion. (TODO: specularMap entries)
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há 6 anos atrás |
AzaezelX
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d519479562
shifted forward lit probe lighting to pre-rt lighting in keeping with the deferred methodologies. in diong so, also needed to add a vertex feature for in/out tangent space normals detection. also in keeping with the fact we sample the deferred albedo result-buffer, fed the createForwardSurface the output target so that can take color multiplication et al instead of just raw albedo
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há 6 anos atrás |
AzaezelX
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26b3ecff4c
Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP
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há 6 anos atrás |
Areloch
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6db975e81c
random testing bits trying to isolate remaining forward issues.
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há 6 anos atrás |
AzaezelX
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d2a01ece03
gl conversionwork - forward lit variant. do note, crashs with
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há 6 anos atrás |
AzaezelX
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9597014bc2
resource count and type sync with the computeForwardProbes call-insertion for shadergen. probly going to need to cook up a cubearray type
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há 6 anos atrás |
AzaezelX
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7108c8cc64
use the right recreation when lacking a composite map (still need to do up matinfo flags)
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há 6 anos atrás |
AzaezelX
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d2ed2555c9
typofix+ *add* computeForwardProbes to replicate the stateblock used in deferred
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há 6 anos atrás |
AzaezelX
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8118f42411
leverage the macros for a bit more legibility
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há 6 anos atrás |
AzaezelX
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ed385ff342
conform some of the "specularColor" entries (TODO: matinfo flags, like emissive/glow ect)
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há 6 anos atrás |
AzaezelX
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68f47d6041
defaults for diffusecolor, specularcolor (reminder todo: shift that to composite) and normal for createForwardSurface
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há 6 anos atrás |
Areloch
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c025760422
Majority of forward work. Some state/register count issues and further testing required.
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há 6 anos atrás |
Areloch
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afb5a589c3
Cleanup/consolidation of shader logic. moved the common methods over to lighting.hlsl
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há 6 anos atrás |
Azaezel
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518bcaaabf
from @rextimmy: shifts sybox rendering to last (kils a bit of overdraw)
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há 7 anos atrás |
Areloch
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b19a4b22c8
Implementation of reflection and skylight probes.
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há 7 anos atrás |
Areloch
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b4a1d18f42
Core implementation of Physical Based Rendering.
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há 7 anos atrás |
Azaezel
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1138637718
crashfix from prior commit
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há 7 anos atrás |
Azaezel
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02541ab1f9
shader hooks and gen cleanups
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há 7 anos atrás |
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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há 8 anos atrás |
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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há 8 anos atrás |
Areloch
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edd1e0a270
Removes Direct3D9 functionality.
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há 8 anos atrás |
Areloch
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af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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há 8 anos atrás |
Areloch
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1ed8b05169
Initial implementation of the new Base Game Template and some starting modules.
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há 8 anos atrás |
Azaezel
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c6e2563a38
went overzealous on the bitangent cleanup when reviewing parallax. the W multiplier can and should stay. the y flip can remain gone.
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há 8 anos atrás |
Azaezel
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a5755be681
factoring in tangentW casues parallax (but not normals) to swap specular highlight directions. removed that, as well as a prior attempted workaround.
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há 8 anos atrás |
James Urquhart
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3496c549b5
Hardware Skinning Support
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há 10 anos atrás |
Anis
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e13513f059
Merge pull request #1713 from Azaezel/c4189_cleanup
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há 9 anos atrás |