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 yıl önce |
Areloch
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3fa7a0d4fa
Various fixes
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6 yıl önce |
Areloch
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cedbd387d9
Updating BaseGame to work with PBR, and a PBR example module
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6 yıl önce |
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 yıl önce |
Areloch
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bd170b5abe
WIP of forward probe scoring.
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6 yıl önce |
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 yıl önce |
Areloch
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65fb8bc5f3
Ongoing fiddling with correcting the forward render behavior.
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6 yıl önce |
Areloch
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6db975e81c
random testing bits trying to isolate remaining forward issues.
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6 yıl önce |
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 yıl önce |
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 yıl önce |
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 yıl önce |
AzaezelX
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a0d1a076d5
Merge branch 'PBR_ProbeArrayForward' into PBR_ProbeArrayGLWIP
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6 yıl önce |
Areloch
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000c7b2263
GL work
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6 yıl önce |
AzaezelX
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0cd8948fcf
stray var killoffs
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6 yıl önce |
AzaezelX
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15ca6eabb4
cleanup duplicate var, and constructor-init skylight shaderconsts
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6 yıl önce |
Areloch
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c025760422
Majority of forward work. Some state/register count issues and further testing required.
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6 yıl önce |
Areloch
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afb5a589c3
Cleanup/consolidation of shader logic. moved the common methods over to lighting.hlsl
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6 yıl önce |
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 yıl önce |
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 yıl önce |
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 yıl önce |
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 yıl önce |
Azaezel
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ba8948a5b1
hook up attenuation value. todo: sort networkjing properly
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6 yıl önce |
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 yıl önce |
Azaezel
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04a6130df8
sync correction
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6 yıl önce |
Azaezel
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caf73ea84f
Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
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6 yıl önce |
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 yıl önce |
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 yıl önce |
Areloch
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70d85d2241
Begun hook-in of skylight into array
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7 yıl önce |
Areloch
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2903aaeea0
WIP of the rewrite of blend/projection to follow BSF's math approach.
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7 yıl önce |
Azaezel
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c1bf59bf07
destructor code+ removed a crash-causing redundancy in onRemove
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7 yıl önce |