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 年之前 |
Areloch
|
65fb8bc5f3
Ongoing fiddling with correcting the forward render behavior.
|
6 年之前 |
Areloch
|
6db975e81c
random testing bits trying to isolate remaining forward issues.
|
6 年之前 |
AzaezelX
|
404cb929c1
we likely don't want to be overwriting that set of cubemap array registers for every forward lit object instance
|
6 年之前 |
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 年之前 |
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 年之前 |
AzaezelX
|
a0d1a076d5
Merge branch 'PBR_ProbeArrayForward' into PBR_ProbeArrayGLWIP
|
6 年之前 |
Areloch
|
000c7b2263
GL work
|
6 年之前 |
AzaezelX
|
0cd8948fcf
stray var killoffs
|
6 年之前 |
AzaezelX
|
15ca6eabb4
cleanup duplicate var, and constructor-init skylight shaderconsts
|
6 年之前 |
Areloch
|
c025760422
Majority of forward work. Some state/register count issues and further testing required.
|
6 年之前 |
Areloch
|
afb5a589c3
Cleanup/consolidation of shader logic. moved the common methods over to lighting.hlsl
|
6 年之前 |
Azaezel
|
5703618dc0
shift bbminmax to relative when sent to the gpu so folks can stick to realworld values
|
6 年之前 |
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 年之前 |
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 年之前 |
Areloch
|
26471aaa77
WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet.
|
6 年之前 |
Azaezel
|
ba8948a5b1
hook up attenuation value. todo: sort networkjing properly
|
6 年之前 |
Azaezel
|
df6b7f3351
put probe.boxmax/min code back as it was prior to merge. still having that /4 oddness.
|
6 年之前 |
Azaezel
|
04a6130df8
sync correction
|
6 年之前 |
Azaezel
|
caf73ea84f
Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
|
6 年之前 |
Areloch
|
2bf67f7fa5
Corrections to make it use the correct transform, as well as passing along the scale as our extents in the bbMax.
|
6 年之前 |
Azaezel
|
edcdd21379
suggested alterations to the probe.worldToLocal math feeding and usage (and a divnull safety for attenuation)
|
6 年之前 |
Areloch
|
70d85d2241
Begun hook-in of skylight into array
|
6 年之前 |
Areloch
|
2903aaeea0
WIP of the rewrite of blend/projection to follow BSF's math approach.
|
6 年之前 |
Azaezel
|
c1bf59bf07
destructor code+ removed a crash-causing redundancy in onRemove
|
6 年之前 |
Azaezel
|
309d518249
scale reflection properly
|
6 年之前 |
Azaezel
|
5bce2d0904
seperated offset from position (we pass the net to the shader for use in the reflection box), and added a scalar (also only used in the reflection box). maked both as probeRef to denote reflection parameters.
|
6 年之前 |
Areloch
|
87e9d3edbd
Correct stateblock settings to display probes more correctly without crushing other forward elements.
|
6 年之前 |
Areloch
|
b754c022ba
Corrected the blending logic somewhat, added visualization modes for spec/diffuse probe influences, attenuation and contribution.
|
6 年之前 |
Areloch
|
788e265477
Finished current cleanup/reorg.
|
6 年之前 |