JeffR
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79eebdd5f3
Cleaned and repacked work to update the probe bin and reflection probe behavior to clean and standardize it.
|
3 年之前 |
AzaezelX
|
8685173207
typofix
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3 年之前 |
AzaezelX
|
42bc6fa358
differentiate forward lit and deferred ibl vars
|
3 年之前 |
AzaezelX
|
a05c83493e
adress gl spotlights disapearing for deferred
|
3 年之前 |
Areloch
|
6a3603c737
Overhauls the handling of probes to utilize an active probe list to improve performance and allow a greater total number of active probes in a scene.
|
4 年之前 |
AzaezelX
|
0c7811bd1a
shift pbrconfig to ORM
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4 年之前 |
AzaezelX
|
070a9845a2
preliminary glowmap+glowmul feature augmentation math
|
5 年之前 |
AzaezelX
|
bfccfca0ce
more conversionwork from specular entries to pbrconfig ones, adds backend glowmul and glowmap var tracking, as well as pbrconfigmap composite slip-in for the glowmap (sans shaderfeatures just yet). seems to have busted forward lit application though...
|
5 年之前 |
AzaezelX
|
65cbf49c4a
backend specularMap to PBRConfigMap alts.
|
5 年之前 |
AzaezelX
|
022b87cac2
from user Ewyncat: adds invcameratrans, cameratoscrren, and screentocamera postfx and shader matrix interfaces.
|
5 年之前 |
Areloch
|
ebe2c2dead
Add vector light support to forward materials.
|
6 年之前 |
Jeff Raab
|
38b0d0f1fe
Updates names of probe forward shader consts to be consistent with shadergen, allowing proper data throughput
|
6 年之前 |
Areloch
|
e87dc787ee
Corrected probe init'ing so they don't fight for the cubemap idx order
|
6 年之前 |
AzaezelX
|
01f6938746
nomenclature shift for clarity: bunch of stuff tagged as probe that refferenced things properly tied conceptually to the reflection refrence box.
|
6 年之前 |
Areloch
|
af77444ec9
Merge branch 'MatInstanceViewer' of https://github.com/Areloch/Torque3D into Preview4_0
|
6 年之前 |
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
|
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 |
Areloch
|
f110158654
Probe Array WIP
|
6 年之前 |
Tim Barnes
|
9a39afa0eb
reflection probe updates
|
6 年之前 |
Areloch
|
b19a4b22c8
Implementation of reflection and skylight probes.
|
6 年之前 |
Areloch
|
b4a1d18f42
Core implementation of Physical Based Rendering.
|
6 年之前 |
Areloch
|
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
|
8 年之前 |
Azaezel
|
196b214eae
engine:
|
9 年之前 |
DavidWyand-GG
|
17113d3ba5
Blinn-Phong Specular Changes
|
11 年之前 |
DavidWyand-GG
|
7dbfe6994d
Engine directory for ticket #1
|
13 年之前 |