2018-11-28 07:51:52 +00:00
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "T3D/lighting/IBLUtilities.h"
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2018-09-17 03:15:07 +00:00
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#include "console/engineAPI.h"
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#include "materials/shaderData.h"
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#include "gfx/gfxTextureManager.h"
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#include "gfx/gfxTransformSaver.h"
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#include "gfx/bitmap/cubemapSaver.h"
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2018-09-17 06:52:18 +00:00
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#include "core/stream/fileStream.h"
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#include "gfx/bitmap/imageUtils.h"
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2018-09-17 03:15:07 +00:00
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namespace IBLUtilities
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{
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2025-12-22 10:29:01 +00:00
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void GenerateIrradianceMap(GFXTextureTargetRef renderTarget, GFXTexHandle cubemap, GFXTexHandle &cubemapOut)
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2018-09-17 03:15:07 +00:00
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{
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GFXTransformSaver saver;
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GFXStateBlockRef irrStateBlock;
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ShaderData *irrShaderData;
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GFXShaderRef irrShader = Sim::findObject("IrradianceShader", irrShaderData) ? irrShaderData->getShader() : NULL;
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if (!irrShader)
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{
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Con::errorf("IBLUtilities::GenerateIrradianceMap() - could not find IrradianceShader");
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return;
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}
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GFXShaderConstBufferRef irrConsts = irrShader->allocConstBuffer();
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GFXShaderConstHandle* irrFaceSC = irrShader->getShaderConstHandle("$face");
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GFXStateBlockDesc desc;
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desc.zEnable = false;
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desc.samplersDefined = true;
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desc.samplers[0].addressModeU = GFXAddressClamp;
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desc.samplers[0].addressModeV = GFXAddressClamp;
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desc.samplers[0].addressModeW = GFXAddressClamp;
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desc.samplers[0].magFilter = GFXTextureFilterLinear;
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desc.samplers[0].minFilter = GFXTextureFilterLinear;
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desc.samplers[0].mipFilter = GFXTextureFilterLinear;
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irrStateBlock = GFX->createStateBlock(desc);
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GFX->pushActiveRenderTarget();
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GFX->setShader(irrShader);
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GFX->setShaderConstBuffer(irrConsts);
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GFX->setStateBlock(irrStateBlock);
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GFX->setVertexBuffer(NULL);
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2025-12-22 10:29:01 +00:00
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GFX->setTexture(0, cubemap);
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2018-09-17 03:15:07 +00:00
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for (U32 i = 0; i < 6; i++)
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{
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2025-12-22 10:29:01 +00:00
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renderTarget->attachTexture(GFXTextureTarget::Color0, cubemapOut, 0,0, i);
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2018-09-17 03:15:07 +00:00
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irrConsts->setSafe(irrFaceSC, (S32)i);
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GFX->setActiveRenderTarget(renderTarget);
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GFX->clear(GFXClearTarget, LinearColorF::BLACK, 1.0f, 0);
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2020-06-10 16:52:47 +00:00
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GFX->drawPrimitive(GFXTriangleList, 0, 1);
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2018-09-17 03:15:07 +00:00
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renderTarget->resolve();
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}
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GFX->popActiveRenderTarget();
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}
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2025-12-22 10:29:01 +00:00
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void GenerateAndSaveIrradianceMap(String outputPath, S32 resolution, GFXTexHandle cubemap, GFXTexHandle &cubemapOut)
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2018-09-17 06:52:18 +00:00
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{
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if (outputPath.isEmpty())
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{
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Con::errorf("IBLUtilities::GenerateAndSaveIrradianceMap - Cannot save to an empty path!");
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return;
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}
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GFXTextureTargetRef renderTarget = GFX->allocRenderToTextureTarget(false);
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IBLUtilities::GenerateIrradianceMap(renderTarget, cubemap, cubemapOut);
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//Write it out
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CubemapSaver::save(cubemapOut, outputPath);
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if (!Platform::isFile(outputPath))
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{
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Con::errorf("IBLUtilities::GenerateAndSaveIrradianceMap - Failed to properly save out the baked irradiance!");
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}
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}
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2025-12-22 10:29:01 +00:00
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void SaveCubeMap(String outputPath, GFXTexHandle &cubemap)
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2018-09-17 06:52:18 +00:00
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{
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if (outputPath.isEmpty())
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{
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Con::errorf("IBLUtilities::SaveCubeMap - Cannot save to an empty path!");
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return;
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}
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//Write it out
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CubemapSaver::save(cubemap, outputPath);
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if (!Platform::isFile(outputPath))
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{
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Con::errorf("IBLUtilities::SaveCubeMap - Failed to properly save out the baked irradiance!");
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}
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}
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2025-12-22 10:29:01 +00:00
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void GeneratePrefilterMap(GFXTextureTargetRef renderTarget, GFXTexHandle cubemap, U32 mipLevels, GFXTexHandle &cubemapOut)
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2018-09-17 03:15:07 +00:00
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{
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GFXTransformSaver saver;
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ShaderData *prefilterShaderData;
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GFXShaderRef prefilterShader = Sim::findObject("PrefiterCubemapShader", prefilterShaderData) ? prefilterShaderData->getShader() : NULL;
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if (!prefilterShader)
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{
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Con::errorf("IBLUtilities::GeneratePrefilterMap() - could not find PrefiterCubemapShader");
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return;
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}
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GFXShaderConstBufferRef prefilterConsts = prefilterShader->allocConstBuffer();
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GFXShaderConstHandle* prefilterFaceSC = prefilterShader->getShaderConstHandle("$face");
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GFXShaderConstHandle* prefilterRoughnessSC = prefilterShader->getShaderConstHandle("$roughness");
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GFXShaderConstHandle* prefilterMipSizeSC = prefilterShader->getShaderConstHandle("$mipSize");
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2018-09-17 06:52:18 +00:00
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GFXShaderConstHandle* prefilterResolutionSC = prefilterShader->getShaderConstHandle("$resolution");
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2020-04-14 17:40:31 +00:00
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GFXStateBlockDesc desc;
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desc.zEnable = false;
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desc.samplersDefined = true;
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desc.samplers[0].addressModeU = GFXAddressClamp;
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desc.samplers[0].addressModeV = GFXAddressClamp;
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desc.samplers[0].addressModeW = GFXAddressClamp;
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desc.samplers[0].magFilter = GFXTextureFilterLinear;
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desc.samplers[0].minFilter = GFXTextureFilterLinear;
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desc.samplers[0].mipFilter = GFXTextureFilterLinear;
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GFXStateBlockRef preStateBlock;
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preStateBlock = GFX->createStateBlock(desc);
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GFX->setStateBlock(preStateBlock);
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2018-09-17 03:15:07 +00:00
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GFX->pushActiveRenderTarget();
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GFX->setShader(prefilterShader);
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GFX->setShaderConstBuffer(prefilterConsts);
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2025-12-22 10:29:01 +00:00
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GFX->setTexture(0, cubemap);
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2018-09-17 03:15:07 +00:00
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2025-12-22 10:29:01 +00:00
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U32 prefilterSize = cubemapOut->getWidth();
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2018-09-17 03:15:07 +00:00
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2018-09-17 06:52:18 +00:00
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U32 resolutionSize = prefilterSize;
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2018-09-17 03:15:07 +00:00
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for (U32 face = 0; face < 6; face++)
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{
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prefilterConsts->setSafe(prefilterFaceSC, (S32)face);
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2018-09-17 06:52:18 +00:00
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prefilterConsts->setSafe(prefilterResolutionSC, (S32)resolutionSize);
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2018-09-17 03:15:07 +00:00
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for (U32 mip = 0; mip < mipLevels; mip++)
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{
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S32 mipSize = prefilterSize >> mip;
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F32 roughness = (float)mip / (float)(mipLevels - 1);
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prefilterConsts->setSafe(prefilterRoughnessSC, roughness);
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prefilterConsts->setSafe(prefilterMipSizeSC, mipSize);
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U32 size = prefilterSize * mPow(0.5f, mip);
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2025-12-22 10:29:01 +00:00
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renderTarget->attachTexture(GFXTextureTarget::Color0, cubemapOut, 0,0 ,face);
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2018-09-17 03:15:07 +00:00
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GFX->setActiveRenderTarget(renderTarget, false);//we set the viewport ourselves
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GFX->setViewport(RectI(0, 0, size, size));
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GFX->clear(GFXClearTarget, LinearColorF::BLACK, 1.0f, 0);
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2020-06-10 16:52:47 +00:00
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GFX->drawPrimitive(GFXTriangleList, 0, 1);
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2018-09-17 03:15:07 +00:00
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renderTarget->resolve();
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}
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}
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GFX->popActiveRenderTarget();
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}
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2025-12-22 10:29:01 +00:00
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void GenerateAndSavePrefilterMap(String outputPath, S32 resolution, GFXTexHandle cubemap, U32 mipLevels, GFXTexHandle &cubemapOut)
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2018-09-17 06:52:18 +00:00
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{
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if (outputPath.isEmpty())
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{
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Con::errorf("IBLUtilities::GenerateAndSavePrefilterMap - Cannot save to an empty path!");
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return;
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}
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GFXTextureTargetRef renderTarget = GFX->allocRenderToTextureTarget(false);
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IBLUtilities::GeneratePrefilterMap(renderTarget, cubemap, mipLevels, cubemapOut);
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//Write it out
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CubemapSaver::save(cubemapOut, outputPath);
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if (!Platform::isFile(outputPath))
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{
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Con::errorf("IBLUtilities::GenerateAndSavePrefilterMap - Failed to properly save out the baked irradiance!");
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}
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2018-11-28 07:51:52 +00:00
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}
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2018-09-17 06:52:18 +00:00
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2018-09-17 03:15:07 +00:00
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void bakeReflection(String outputPath, S32 resolution)
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{
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//GFXDEBUGEVENT_SCOPE(ReflectionProbe_Bake, ColorI::WHITE);
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/*PostEffect *preCapture = dynamic_cast<PostEffect*>(Sim::findObject("AL_PreCapture"));
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PostEffect *deferredShading = dynamic_cast<PostEffect*>(Sim::findObject("AL_DeferredShading"));
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if (preCapture)
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preCapture->enable();
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if (deferredShading)
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deferredShading->disable();
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//if (mReflectionModeType == StaticCubemap || mReflectionModeType == BakedCubemap || mReflectionModeType == SkyLight)
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{
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if (!mCubemap)
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{
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mCubemap = new CubemapData();
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mCubemap->registerObject();
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}
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}
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if (mReflectionModeType == DynamicCubemap && mDynamicCubemap.isNull())
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{
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//mCubemap->createMap();
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mDynamicCubemap = GFX->createCubemap();
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mDynamicCubemap->initDynamic(resolution, GFXFormatR8G8B8);
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}
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else if (mReflectionModeType != DynamicCubemap)
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{
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if (mReflectionPath.isEmpty() || !mPersistentId)
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{
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if (!mPersistentId)
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mPersistentId = getOrCreatePersistentId();
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mReflectionPath = outputPath.c_str();
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mProbeUniqueID = std::to_string(mPersistentId->getUUID().getHash()).c_str();
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}
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}
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bool validCubemap = true;
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// Save the current transforms so we can restore
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// it for child control rendering below.
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GFXTransformSaver saver;
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//bool saveEditingMission = gEditingMission;
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//gEditingMission = false;
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//Set this to true to use the prior method where it goes through the SPT_Reflect path for the bake
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bool probeRenderState = ReflectionProbe::smRenderReflectionProbes;
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ReflectionProbe::smRenderReflectionProbes = false;
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for (U32 i = 0; i < 6; ++i)
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{
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GFXTexHandle blendTex;
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blendTex.set(resolution, resolution, GFXFormatR8G8B8A8, &GFXRenderTargetProfile, "");
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GFXTextureTargetRef mBaseTarget = GFX->allocRenderToTextureTarget();
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GFX->clearTextureStateImmediate(0);
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if (mReflectionModeType == DynamicCubemap)
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mBaseTarget->attachTexture(GFXTextureTarget::Color0, mDynamicCubemap, i);
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else
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mBaseTarget->attachTexture(GFXTextureTarget::Color0, blendTex);
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// Standard view that will be overridden below.
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VectorF vLookatPt(0.0f, 0.0f, 0.0f), vUpVec(0.0f, 0.0f, 0.0f), vRight(0.0f, 0.0f, 0.0f);
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switch (i)
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{
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case 0: // D3DCUBEMAP_FACE_POSITIVE_X:
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vLookatPt = VectorF(1.0f, 0.0f, 0.0f);
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vUpVec = VectorF(0.0f, 1.0f, 0.0f);
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break;
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case 1: // D3DCUBEMAP_FACE_NEGATIVE_X:
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vLookatPt = VectorF(-1.0f, 0.0f, 0.0f);
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vUpVec = VectorF(0.0f, 1.0f, 0.0f);
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break;
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case 2: // D3DCUBEMAP_FACE_POSITIVE_Y:
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vLookatPt = VectorF(0.0f, 1.0f, 0.0f);
|
|
|
|
|
vUpVec = VectorF(0.0f, 0.0f, -1.0f);
|
|
|
|
|
break;
|
|
|
|
|
case 3: // D3DCUBEMAP_FACE_NEGATIVE_Y:
|
|
|
|
|
vLookatPt = VectorF(0.0f, -1.0f, 0.0f);
|
|
|
|
|
vUpVec = VectorF(0.0f, 0.0f, 1.0f);
|
|
|
|
|
break;
|
|
|
|
|
case 4: // D3DCUBEMAP_FACE_POSITIVE_Z:
|
|
|
|
|
vLookatPt = VectorF(0.0f, 0.0f, 1.0f);
|
|
|
|
|
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
|
|
|
|
|
break;
|
|
|
|
|
case 5: // D3DCUBEMAP_FACE_NEGATIVE_Z:
|
|
|
|
|
vLookatPt = VectorF(0.0f, 0.0f, -1.0f);
|
|
|
|
|
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// create camera matrix
|
|
|
|
|
VectorF cross = mCross(vUpVec, vLookatPt);
|
|
|
|
|
cross.normalizeSafe();
|
|
|
|
|
|
|
|
|
|
MatrixF matView(true);
|
|
|
|
|
matView.setColumn(0, cross);
|
|
|
|
|
matView.setColumn(1, vLookatPt);
|
|
|
|
|
matView.setColumn(2, vUpVec);
|
|
|
|
|
matView.setPosition(getPosition());
|
|
|
|
|
matView.inverse();
|
|
|
|
|
|
|
|
|
|
// set projection to 90 degrees vertical and horizontal
|
|
|
|
|
F32 left, right, top, bottom;
|
|
|
|
|
F32 nearPlane = 0.01f;
|
|
|
|
|
F32 farDist = 1000.f;
|
|
|
|
|
|
|
|
|
|
MathUtils::makeFrustum(&left, &right, &top, &bottom, M_HALFPI_F, 1.0f, nearPlane);
|
|
|
|
|
Frustum frustum(false, left, right, top, bottom, nearPlane, farDist);
|
|
|
|
|
|
|
|
|
|
renderFrame(&mBaseTarget, matView, frustum, StaticObjectType | StaticShapeObjectType & EDITOR_RENDER_TYPEMASK, gCanvasClearColor);
|
|
|
|
|
|
|
|
|
|
mBaseTarget->resolve();
|
|
|
|
|
|
|
|
|
|
mCubemap->setCubeFaceTexture(i, blendTex);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (mReflectionModeType != DynamicCubemap && validCubemap)
|
|
|
|
|
{
|
|
|
|
|
if (mCubemap->mCubemap)
|
|
|
|
|
mCubemap->updateFaces();
|
|
|
|
|
else
|
|
|
|
|
mCubemap->createMap();
|
|
|
|
|
|
|
|
|
|
char fileName[256];
|
|
|
|
|
dSprintf(fileName, 256, "%s%s.DDS", mReflectionPath.c_str(), mProbeUniqueID.c_str());
|
|
|
|
|
|
|
|
|
|
CubemapSaver::save(mCubemap->mCubemap, fileName);
|
|
|
|
|
|
|
|
|
|
if (!Platform::isFile(fileName))
|
|
|
|
|
{
|
|
|
|
|
validCubemap = false; //if we didn't save right, just
|
|
|
|
|
Con::errorf("Failed to properly save out the skylight baked cubemap!");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
mDirty = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//calculateSHTerms();
|
|
|
|
|
|
|
|
|
|
ReflectionProbe::smRenderReflectionProbes = probeRenderState;
|
|
|
|
|
setMaskBits(-1);
|
|
|
|
|
|
|
|
|
|
if (preCapture)
|
|
|
|
|
preCapture->disable();
|
|
|
|
|
if (deferredShading)
|
|
|
|
|
deferredShading->enable();*/
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LinearColorF decodeSH(Point3F normal, const LinearColorF SHTerms[9], const F32 SHConstants[5])
|
|
|
|
|
{
|
|
|
|
|
float x = normal.x;
|
|
|
|
|
float y = normal.y;
|
|
|
|
|
float z = normal.z;
|
|
|
|
|
|
|
|
|
|
LinearColorF l00 = SHTerms[0];
|
|
|
|
|
|
|
|
|
|
LinearColorF l10 = SHTerms[1];
|
|
|
|
|
LinearColorF l11 = SHTerms[2];
|
|
|
|
|
LinearColorF l12 = SHTerms[3];
|
|
|
|
|
|
|
|
|
|
LinearColorF l20 = SHTerms[4];
|
|
|
|
|
LinearColorF l21 = SHTerms[5];
|
|
|
|
|
LinearColorF l22 = SHTerms[6];
|
|
|
|
|
LinearColorF l23 = SHTerms[7];
|
|
|
|
|
LinearColorF l24 = SHTerms[8];
|
|
|
|
|
|
|
|
|
|
LinearColorF result = (
|
|
|
|
|
l00 * SHConstants[0] +
|
|
|
|
|
|
|
|
|
|
l12 * SHConstants[1] * x +
|
|
|
|
|
l10 * SHConstants[1] * y +
|
|
|
|
|
l11 * SHConstants[1] * z +
|
|
|
|
|
|
|
|
|
|
l20 * SHConstants[2] * x*y +
|
|
|
|
|
l21 * SHConstants[2] * y*z +
|
|
|
|
|
l22 * SHConstants[3] * (3.0*z*z - 1.0) +
|
|
|
|
|
l23 * SHConstants[2] * x*z +
|
|
|
|
|
l24 * SHConstants[4] * (x*x - y * y)
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
return LinearColorF(mMax(result.red, 0), mMax(result.green, 0), mMax(result.blue, 0));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
MatrixF getSideMatrix(U32 side)
|
|
|
|
|
{
|
|
|
|
|
// Standard view that will be overridden below.
|
|
|
|
|
VectorF vLookatPt(0.0f, 0.0f, 0.0f), vUpVec(0.0f, 0.0f, 0.0f), vRight(0.0f, 0.0f, 0.0f);
|
|
|
|
|
|
|
|
|
|
switch (side)
|
|
|
|
|
{
|
|
|
|
|
case 0: // D3DCUBEMAP_FACE_POSITIVE_X:
|
|
|
|
|
vLookatPt = VectorF(1.0f, 0.0f, 0.0f);
|
|
|
|
|
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
|
|
|
|
|
break;
|
|
|
|
|
case 1: // D3DCUBEMAP_FACE_NEGATIVE_X:
|
|
|
|
|
vLookatPt = VectorF(-1.0f, 0.0f, 0.0f);
|
|
|
|
|
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
|
|
|
|
|
break;
|
|
|
|
|
case 2: // D3DCUBEMAP_FACE_POSITIVE_Y:
|
|
|
|
|
vLookatPt = VectorF(0.0f, 1.0f, 0.0f);
|
|
|
|
|
vUpVec = VectorF(0.0f, 0.0f, -1.0f);
|
|
|
|
|
break;
|
|
|
|
|
case 3: // D3DCUBEMAP_FACE_NEGATIVE_Y:
|
|
|
|
|
vLookatPt = VectorF(0.0f, -1.0f, 0.0f);
|
|
|
|
|
vUpVec = VectorF(0.0f, 0.0f, 1.0f);
|
|
|
|
|
break;
|
|
|
|
|
case 4: // D3DCUBEMAP_FACE_POSITIVE_Z:
|
|
|
|
|
vLookatPt = VectorF(0.0f, 0.0f, 1.0f);
|
|
|
|
|
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
|
|
|
|
|
break;
|
|
|
|
|
case 5: // D3DCUBEMAP_FACE_NEGATIVE_Z:
|
|
|
|
|
vLookatPt = VectorF(0.0f, 0.0f, -1.0f);
|
|
|
|
|
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// create camera matrix
|
|
|
|
|
VectorF cross = mCross(vUpVec, vLookatPt);
|
|
|
|
|
cross.normalizeSafe();
|
|
|
|
|
|
|
|
|
|
MatrixF rotMat(true);
|
|
|
|
|
rotMat.setColumn(0, cross);
|
|
|
|
|
rotMat.setColumn(1, vLookatPt);
|
|
|
|
|
rotMat.setColumn(2, vUpVec);
|
|
|
|
|
//rotMat.inverse();
|
|
|
|
|
|
|
|
|
|
return rotMat;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
F32 harmonics(U32 termId, Point3F normal)
|
|
|
|
|
{
|
|
|
|
|
F32 x = normal.x;
|
|
|
|
|
F32 y = normal.y;
|
|
|
|
|
F32 z = normal.z;
|
|
|
|
|
|
|
|
|
|
switch (termId)
|
|
|
|
|
{
|
|
|
|
|
case 0:
|
|
|
|
|
return 1.0;
|
|
|
|
|
case 1:
|
|
|
|
|
return y;
|
|
|
|
|
case 2:
|
|
|
|
|
return z;
|
|
|
|
|
case 3:
|
|
|
|
|
return x;
|
|
|
|
|
case 4:
|
|
|
|
|
return x * y;
|
|
|
|
|
case 5:
|
|
|
|
|
return y * z;
|
|
|
|
|
case 6:
|
|
|
|
|
return 3.0*z*z - 1.0;
|
|
|
|
|
case 7:
|
|
|
|
|
return x * z;
|
|
|
|
|
default:
|
|
|
|
|
return x * x - y * y;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LinearColorF sampleSide(GBitmap* cubeFaceBitmaps[6], const U32& cubemapResolution, const U32& termindex, const U32& sideIndex)
|
|
|
|
|
{
|
|
|
|
|
MatrixF sideRot = getSideMatrix(sideIndex);
|
|
|
|
|
|
|
|
|
|
LinearColorF result = LinearColorF::ZERO;
|
|
|
|
|
F32 divider = 0;
|
|
|
|
|
|
|
|
|
|
for (int y = 0; y<cubemapResolution; y++)
|
|
|
|
|
{
|
|
|
|
|
for (int x = 0; x<cubemapResolution; x++)
|
|
|
|
|
{
|
|
|
|
|
Point2F sidecoord = ((Point2F(x, y) + Point2F(0.5, 0.5)) / Point2F(cubemapResolution, cubemapResolution))*2.0 - Point2F(1.0, 1.0);
|
|
|
|
|
Point3F normal = Point3F(sidecoord.x, sidecoord.y, -1.0);
|
|
|
|
|
normal.normalize();
|
|
|
|
|
|
|
|
|
|
F32 minBrightness = Con::getFloatVariable("$pref::GI::Cubemap_Sample_MinBrightness", 0.001f);
|
|
|
|
|
|
|
|
|
|
LinearColorF texel = cubeFaceBitmaps[sideIndex]->sampleTexel(y, x);
|
|
|
|
|
texel = LinearColorF(mMax(texel.red, minBrightness), mMax(texel.green, minBrightness), mMax(texel.blue, minBrightness)) * Con::getFloatVariable("$pref::GI::Cubemap_Gain", 1.5);
|
|
|
|
|
|
|
|
|
|
Point3F dir;
|
|
|
|
|
sideRot.mulP(normal, &dir);
|
|
|
|
|
|
|
|
|
|
result += texel * harmonics(termindex, dir) * -normal.z;
|
|
|
|
|
divider += -normal.z;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
result /= divider;
|
|
|
|
|
|
|
|
|
|
return result;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
|
//SH Calculations
|
|
|
|
|
// From http://sunandblackcat.com/tipFullView.php?l=eng&topicid=32&topic=Spherical-Harmonics-From-Cube-Texture
|
|
|
|
|
// With shader decode logic from https://github.com/nicknikolov/cubemap-sh
|
2025-12-22 10:29:01 +00:00
|
|
|
void calculateSHTerms(GFXTexHandle cubemap, LinearColorF SHTerms[9], F32 SHConstants[5])
|
2018-09-17 03:15:07 +00:00
|
|
|
{
|
|
|
|
|
if (!cubemap)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
const VectorF cubemapFaceNormals[6] =
|
|
|
|
|
{
|
|
|
|
|
// D3DCUBEMAP_FACE_POSITIVE_X:
|
|
|
|
|
VectorF(1.0f, 0.0f, 0.0f),
|
|
|
|
|
// D3DCUBEMAP_FACE_NEGATIVE_X:
|
|
|
|
|
VectorF(-1.0f, 0.0f, 0.0f),
|
|
|
|
|
// D3DCUBEMAP_FACE_POSITIVE_Y:
|
|
|
|
|
VectorF(0.0f, 1.0f, 0.0f),
|
|
|
|
|
// D3DCUBEMAP_FACE_NEGATIVE_Y:
|
|
|
|
|
VectorF(0.0f, -1.0f, 0.0f),
|
|
|
|
|
// D3DCUBEMAP_FACE_POSITIVE_Z:
|
|
|
|
|
VectorF(0.0f, 0.0f, 1.0f),
|
|
|
|
|
// D3DCUBEMAP_FACE_NEGATIVE_Z:
|
|
|
|
|
VectorF(0.0f, 0.0f, -1.0f),
|
|
|
|
|
};
|
|
|
|
|
|
2025-12-22 10:29:01 +00:00
|
|
|
U32 cubemapResolution = cubemap->getWidth();
|
2018-09-17 03:15:07 +00:00
|
|
|
|
|
|
|
|
GBitmap* cubeFaceBitmaps[6];
|
|
|
|
|
|
|
|
|
|
for (U32 i = 0; i < 6; i++)
|
|
|
|
|
{
|
|
|
|
|
cubeFaceBitmaps[i] = new GBitmap(cubemapResolution, cubemapResolution, false, GFXFormatR16G16B16A16F);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//If we fail to parse the cubemap for whatever reason, we really can't continue
|
2018-09-17 06:52:18 +00:00
|
|
|
if (!CubemapSaver::getBitmaps(cubemap, GFXFormatR8G8B8A8, cubeFaceBitmaps))
|
2018-09-17 03:15:07 +00:00
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
//Set up our constants
|
|
|
|
|
F32 L0 = Con::getFloatVariable("$pref::GI::SH_Term_L0", 1.0f);
|
|
|
|
|
F32 L1 = Con::getFloatVariable("$pref::GI::SH_Term_L1", 1.8f);
|
|
|
|
|
F32 L2 = Con::getFloatVariable("$pref::GI::SH_Term_L2", 0.83f);
|
|
|
|
|
F32 L2m2_L2m1_L21 = Con::getFloatVariable("$pref::GI::SH_Term_L2m2", 2.9f);
|
|
|
|
|
F32 L20 = Con::getFloatVariable("$pref::GI::SH_Term_L20", 0.58f);
|
|
|
|
|
F32 L22 = Con::getFloatVariable("$pref::GI::SH_Term_L22", 1.1f);
|
|
|
|
|
|
|
|
|
|
SHConstants[0] = L0;
|
|
|
|
|
SHConstants[1] = L1;
|
|
|
|
|
SHConstants[2] = L2 * L2m2_L2m1_L21;
|
|
|
|
|
SHConstants[3] = L2 * L20;
|
|
|
|
|
SHConstants[4] = L2 * L22;
|
|
|
|
|
|
|
|
|
|
for (U32 i = 0; i < 9; i++)
|
|
|
|
|
{
|
|
|
|
|
//Clear it, just to be sure
|
|
|
|
|
SHTerms[i] = LinearColorF(0.f, 0.f, 0.f);
|
|
|
|
|
|
|
|
|
|
//Now, encode for each side
|
|
|
|
|
SHTerms[i] = sampleSide(cubeFaceBitmaps, cubemapResolution, i, 0); //POS_X
|
|
|
|
|
SHTerms[i] += sampleSide(cubeFaceBitmaps, cubemapResolution, i, 1); //NEG_X
|
|
|
|
|
SHTerms[i] += sampleSide(cubeFaceBitmaps, cubemapResolution, i, 2); //POS_Y
|
|
|
|
|
SHTerms[i] += sampleSide(cubeFaceBitmaps, cubemapResolution, i, 3); //NEG_Y
|
|
|
|
|
SHTerms[i] += sampleSide(cubeFaceBitmaps, cubemapResolution, i, 4); //POS_Z
|
|
|
|
|
SHTerms[i] += sampleSide(cubeFaceBitmaps, cubemapResolution, i, 5); //NEG_Z
|
|
|
|
|
|
|
|
|
|
//Average
|
|
|
|
|
SHTerms[i] /= 6;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (U32 i = 0; i < 6; i++)
|
|
|
|
|
SAFE_DELETE(cubeFaceBitmaps[i]);
|
|
|
|
|
|
|
|
|
|
/*bool mExportSHTerms = false;
|
|
|
|
|
if (mExportSHTerms)
|
|
|
|
|
{
|
|
|
|
|
for (U32 f = 0; f < 6; f++)
|
|
|
|
|
{
|
|
|
|
|
char fileName[256];
|
|
|
|
|
dSprintf(fileName, 256, "%s%s_DecodedFaces_%d.png", mReflectionPath.c_str(),
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mProbeUniqueID.c_str(), f);
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LinearColorF color = decodeSH(cubemapFaceNormals[f]);
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FileStream stream;
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if (stream.open(fileName, Torque::FS::File::Write))
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{
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GBitmap bitmap(mCubemapResolution, mCubemapResolution, false, GFXFormatR8G8B8);
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bitmap.fill(color.toColorI());
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bitmap.writeBitmap("png", stream);
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}
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}
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for (U32 f = 0; f < 9; f++)
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{
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char fileName[256];
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dSprintf(fileName, 256, "%s%s_SHTerms_%d.png", mReflectionPath.c_str(),
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mProbeUniqueID.c_str(), f);
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LinearColorF color = mProbeInfo->SHTerms[f];
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FileStream stream;
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if (stream.open(fileName, Torque::FS::File::Write))
|
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{
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GBitmap bitmap(mCubemapResolution, mCubemapResolution, false, GFXFormatR8G8B8);
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bitmap.fill(color.toColorI());
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bitmap.writeBitmap("png", stream);
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}
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}
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}*/
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}
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F32 areaElement(F32 x, F32 y)
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|
{
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|
return mAtan2(x * y, (F32)mSqrt(x * x + y * y + 1.0));
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}
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F32 texelSolidAngle(F32 aU, F32 aV, U32 width, U32 height)
|
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|
|
{
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|
|
// transform from [0..res - 1] to [- (1 - 1 / res) .. (1 - 1 / res)]
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|
|
// ( 0.5 is for texel center addressing)
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|
const F32 U = (2.0 * (aU + 0.5) / width) - 1.0;
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|
const F32 V = (2.0 * (aV + 0.5) / height) - 1.0;
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|
// shift from a demi texel, mean 1.0 / size with U and V in [-1..1]
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|
|
const F32 invResolutionW = 1.0 / width;
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|
|
const F32 invResolutionH = 1.0 / height;
|
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|
|
// U and V are the -1..1 texture coordinate on the current face.
|
|
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|
|
// get projected area for this texel
|
|
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|
|
const F32 x0 = U - invResolutionW;
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|
|
const F32 y0 = V - invResolutionH;
|
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|
|
const F32 x1 = U + invResolutionW;
|
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|
|
const F32 y1 = V + invResolutionH;
|
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|
|
const F32 angle = areaElement(x0, y0) - areaElement(x0, y1) - areaElement(x1, y0) + areaElement(x1, y1);
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|
|
return angle;
|
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|
|
}
|
2018-09-17 06:52:18 +00:00
|
|
|
};
|