nomenclature shift for clarity: bunch of stuff tagged as probe that refferenced things properly tied conceptually to the reflection refrence box.

This commit is contained in:
AzaezelX 2019-06-28 10:21:50 -05:00
parent 261bcd9a45
commit 01f6938746
8 changed files with 45 additions and 48 deletions

View file

@ -124,8 +124,8 @@ ProbeShaderConstants::ProbeShaderConstants()
mShader(NULL),
mProbePositionSC(NULL),
mProbeRefPosSC(NULL),
mProbeBoxMinSC(NULL),
mProbeBoxMaxSC(NULL),
mRefBoxMinSC(NULL),
mRefBoxMaxSC(NULL),
mProbeConfigDataSC(NULL),
mProbeSpecularCubemapSC(NULL),
mProbeIrradianceCubemapSC(NULL),
@ -159,8 +159,8 @@ void ProbeShaderConstants::init(GFXShader* shader)
//Reflection Probes
mProbePositionSC = shader->getShaderConstHandle(ShaderGenVars::probePosition);
mProbeRefPosSC = shader->getShaderConstHandle(ShaderGenVars::probeRefPos);
mProbeBoxMinSC = shader->getShaderConstHandle(ShaderGenVars::probeBoxMin);
mProbeBoxMaxSC = shader->getShaderConstHandle(ShaderGenVars::probeBoxMax);
mRefBoxMinSC = shader->getShaderConstHandle(ShaderGenVars::refBoxMin);
mRefBoxMaxSC = shader->getShaderConstHandle(ShaderGenVars::refBoxMax);
mWorldToObjArraySC = shader->getShaderConstHandle(ShaderGenVars::worldToObjArray);
mProbeConfigDataSC = shader->getShaderConstHandle(ShaderGenVars::probeConfigData);
mProbeSpecularCubemapSC = shader->getShaderConstHandle(ShaderGenVars::specularCubemapAR);
@ -178,8 +178,8 @@ bool ProbeShaderConstants::isValid()
{
if (mProbePositionSC->isValid() ||
mProbeConfigDataSC->isValid() ||
mProbeBoxMinSC->isValid() ||
mProbeBoxMaxSC->isValid() ||
mRefBoxMinSC->isValid() ||
mRefBoxMaxSC->isValid() ||
mProbeSpecularCubemapSC->isValid() ||
mProbeIrradianceCubemapSC->isValid())
return true;
@ -422,16 +422,16 @@ void RenderProbeMgr::_setupStaticParameters()
probePositionsData.setSize(MAXPROBECOUNT);
probeRefPositionsData.setSize(MAXPROBECOUNT);
probeWorldToObjData.setSize(MAXPROBECOUNT);
probeBBMinData.setSize(MAXPROBECOUNT);
probeBBMaxData.setSize(MAXPROBECOUNT);
refBoxMinData.setSize(MAXPROBECOUNT);
refBoxMaxData.setSize(MAXPROBECOUNT);
probeConfigData.setSize(MAXPROBECOUNT);
}
probePositionsData.fill(Point4F::Zero);
probeRefPositionsData.fill(Point4F::Zero);
probeWorldToObjData.fill(MatrixF::Identity);
probeBBMinData.fill(Point4F::Zero);
probeBBMaxData.fill(Point4F::Zero);
refBoxMinData.fill(Point4F::Zero);
refBoxMaxData.fill(Point4F::Zero);
probeConfigData.fill(Point4F(-1,0,0,0));
for (U32 i = 0; i < probeCount; i++)
@ -461,8 +461,8 @@ void RenderProbeMgr::_setupStaticParameters()
probeWorldToObjData[mEffectiveProbeCount] = curEntry.getTransform();
Point3F bbMin = refPos - curEntry.mProbeRefScale/2 * curEntry.getTransform().getScale();
Point3F bbMax = refPos + curEntry.mProbeRefScale/2 * curEntry.getTransform().getScale();
probeBBMinData[mEffectiveProbeCount] = Point4F(bbMin.x, bbMin.y, bbMin.z, 0);
probeBBMaxData[mEffectiveProbeCount] = Point4F(bbMax.x, bbMax.y, bbMax.z, 0);
refBoxMinData[mEffectiveProbeCount] = Point4F(bbMin.x, bbMin.y, bbMin.z, 0);
refBoxMaxData[mEffectiveProbeCount] = Point4F(bbMax.x, bbMax.y, bbMax.z, 0);
probeConfigData[mEffectiveProbeCount] = Point4F(curEntry.mProbeShapeType,
curEntry.mRadius,
@ -561,8 +561,8 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
const U32 MAX_FORWARD_PROBES = 4;
static AlignedArray<Point4F> probePositionArray(MAX_FORWARD_PROBES, sizeof(Point4F));
static AlignedArray<Point4F> probeBoxMinArray(MAX_FORWARD_PROBES, sizeof(Point4F));
static AlignedArray<Point4F> probeBoxMaxArray(MAX_FORWARD_PROBES, sizeof(Point4F));
static AlignedArray<Point4F> refBoxMinArray(MAX_FORWARD_PROBES, sizeof(Point4F));
static AlignedArray<Point4F> refBoxMaxArray(MAX_FORWARD_PROBES, sizeof(Point4F));
static AlignedArray<Point4F> probeRefPositionArray(MAX_FORWARD_PROBES, sizeof(Point4F));
static AlignedArray<Point4F> probeConfigArray(MAX_FORWARD_PROBES, sizeof(Point4F));
@ -574,8 +574,8 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
// Need to clear the buffers so that we don't leak
// lights from previous passes or have NaNs.
dMemset(probePositionArray.getBuffer(), 0, probePositionArray.getBufferSize());
dMemset(probeBoxMinArray.getBuffer(), 0, probeBoxMinArray.getBufferSize());
dMemset(probeBoxMaxArray.getBuffer(), 0, probeBoxMaxArray.getBufferSize());
dMemset(refBoxMinArray.getBuffer(), 0, refBoxMinArray.getBufferSize());
dMemset(refBoxMaxArray.getBuffer(), 0, refBoxMaxArray.getBufferSize());
dMemset(probeRefPositionArray.getBuffer(), 0, probeRefPositionArray.getBufferSize());
dMemset(probeConfigArray.getBuffer(), 0, probeConfigArray.getBufferSize());
@ -632,15 +632,12 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
probeRefPositionArray[effectiveProbeCount] = curEntry.mProbeRefOffset;
probeWorldToObjArray[effectiveProbeCount] = curEntry.getTransform();
/*
Point3F refPos = curEntry.getPosition() + curEntry.mProbeRefOffset;
Point3F bbMin = refPos - curEntry.mProbeRefScale / 2 * curEntry.getTransform().getScale();
Point3F bbMax = refPos + curEntry.mProbeRefScale / 2 * curEntry.getTransform().getScale();
Point3F refBoxMin = refPos - curEntry.mProbeRefScale * curEntry.getTransform().getScale();
Point3F refBoxMax = refPos + curEntry.mProbeRefScale * curEntry.getTransform().getScale();
probeBoxMinArray[mEffectiveProbeCount] = Point4F(bbMin.x, bbMin.y, bbMin.z, 0);
probeBoxMaxArray[mEffectiveProbeCount] = Point4F(bbMax.x, bbMax.y, bbMax.z, 0);*/
probeBoxMinArray[effectiveProbeCount] = curEntry.mBounds.minExtents;
probeBoxMaxArray[effectiveProbeCount] = curEntry.mBounds.maxExtents;
refBoxMinArray[mEffectiveProbeCount] = Point4F(refBoxMin.x, refBoxMin.y, refBoxMin.z, 0);
refBoxMaxArray[mEffectiveProbeCount] = Point4F(refBoxMax.x, refBoxMax.y, refBoxMax.z, 0);
probeConfigArray[effectiveProbeCount] = Point4F(curEntry.mProbeShapeType,
curEntry.mRadius,
curEntry.mAtten,
@ -657,8 +654,8 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
if(probeShaderConsts->isValid())
shaderConsts->set(probeShaderConsts->mWorldToObjArraySC, probeWorldToObjArray.address(), effectiveProbeCount, GFXSCT_Float4x4);
shaderConsts->setSafe(probeShaderConsts->mProbeBoxMinSC, probeBoxMinArray);
shaderConsts->setSafe(probeShaderConsts->mProbeBoxMaxSC, probeBoxMaxArray);
shaderConsts->setSafe(probeShaderConsts->mRefBoxMinSC, refBoxMinArray);
shaderConsts->setSafe(probeShaderConsts->mRefBoxMaxSC, refBoxMaxArray);
shaderConsts->setSafe(probeShaderConsts->mProbeConfigDataSC, probeConfigArray);
shaderConsts->setSafe(probeShaderConsts->mSkylightCubemapIdxSC, (float)skyLightIdx);
@ -789,8 +786,8 @@ void RenderProbeMgr::render( SceneRenderState *state )
mProbeArrayEffect->setShaderConst("$inProbePosArray", probePositionsData);
mProbeArrayEffect->setShaderConst("$inRefPosArray", probeRefPositionsData);
mProbeArrayEffect->setShaderConst("$worldToObjArray", probeWorldToObjData);
mProbeArrayEffect->setShaderConst("$bbMinArray", probeBBMinData);
mProbeArrayEffect->setShaderConst("$bbMaxArray", probeBBMaxData);
mProbeArrayEffect->setShaderConst("$bbMinArray", refBoxMinData);
mProbeArrayEffect->setShaderConst("$bbMaxArray", refBoxMaxData);
mProbeArrayEffect->setShaderConst("$probeConfigData", probeConfigData);
// Make sure the effect is gonna render.

View file

@ -141,8 +141,8 @@ struct ProbeShaderConstants
//Reflection Probes
GFXShaderConstHandle *mProbePositionSC;
GFXShaderConstHandle *mProbeRefPosSC;
GFXShaderConstHandle *mProbeBoxMinSC;
GFXShaderConstHandle *mProbeBoxMaxSC;
GFXShaderConstHandle *mRefBoxMinSC;
GFXShaderConstHandle *mRefBoxMaxSC;
GFXShaderConstHandle *mWorldToObjArraySC;
GFXShaderConstHandle *mProbeConfigDataSC;
GFXShaderConstHandle *mProbeSpecularCubemapSC;
@ -194,16 +194,16 @@ class RenderProbeMgr : public RenderBinManager
Vector<Point4F> probePositionsData;
Vector<Point4F> probeRefPositionsData;
Vector<MatrixF> probeWorldToObjData;
Vector<Point4F> probeBBMinData;
Vector<Point4F> probeBBMaxData;
Vector<Point4F> refBoxMinData;
Vector<Point4F> refBoxMaxData;
Vector<Point4F> probeConfigData;
bool mHasSkylight;
S32 mSkylightCubemapIdx;
AlignedArray<Point4F> mProbePositions;
AlignedArray<Point4F> mProbeBBMin;
AlignedArray<Point4F> mProbeBBMax;
AlignedArray<Point4F> mRefBoxMin;
AlignedArray<Point4F> mRefBoxMax;
AlignedArray<float> mProbeUseSphereMode;
AlignedArray<float> mProbeRadius;
AlignedArray<float> mProbeAttenuation;

View file

@ -2927,12 +2927,12 @@ void ReflectionProbeFeatGLSL::processPix(Vector<ShaderComponent*>& componentList
inRefPosArray->uniform = true;
inRefPosArray->constSortPos = cspPotentialPrimitive;
Var * bbMinArray = new Var("inProbeBoxMin", "vec4");
Var * bbMinArray = new Var("inRefBoxMin", "vec4");
bbMinArray->arraySize = MAX_FORWARD_PROBES;
bbMinArray->uniform = true;
bbMinArray->constSortPos = cspPotentialPrimitive;
Var * bbMaxArray = new Var("inProbeBoxMax", "vec4");
Var * bbMaxArray = new Var("inRefBoxMax", "vec4");
bbMaxArray->arraySize = MAX_FORWARD_PROBES;
bbMaxArray->uniform = true;
bbMaxArray->constSortPos = cspPotentialPrimitive;

View file

@ -3002,12 +3002,12 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
inRefPosArray->uniform = true;
inRefPosArray->constSortPos = cspPotentialPrimitive;
Var *bbMinArray = new Var("inProbeBoxMin", "float4");
Var *bbMinArray = new Var("inRefBoxMin", "float4");
bbMinArray->arraySize = MAX_FORWARD_PROBES;
bbMinArray->uniform = true;
bbMinArray->constSortPos = cspPotentialPrimitive;
Var *bbMaxArray = new Var("inProbeBoxMax", "float4");
Var *bbMaxArray = new Var("inRefBoxMax", "float4");
bbMaxArray->arraySize = MAX_FORWARD_PROBES;
bbMaxArray->uniform = true;
bbMaxArray->constSortPos = cspPotentialPrimitive;

View file

@ -72,8 +72,8 @@ const String ShaderGenVars::metalness("$metalness");
//Reflection Probes
const String ShaderGenVars::probePosition("$inProbePosArray");
const String ShaderGenVars::probeRefPos("$inRefPosArray");
const String ShaderGenVars::probeBoxMin("$inProbeBoxMin");
const String ShaderGenVars::probeBoxMax("$inProbeBoxMax");
const String ShaderGenVars::refBoxMin("$inProbeBoxMin");
const String ShaderGenVars::refBoxMax("$inProbeBoxMax");
const String ShaderGenVars::worldToObjArray("$worldToObjArray");
const String ShaderGenVars::probeConfigData("$probeConfigData");
const String ShaderGenVars::specularCubemapAR("$specularCubemapAR");

View file

@ -85,8 +85,8 @@ struct ShaderGenVars
//Reflection Probes
const static String probePosition;
const static String probeRefPos;
const static String probeBoxMin;
const static String probeBoxMax;
const static String refBoxMin;
const static String refBoxMax;
const static String worldToObjArray;
const static String probeConfigData;
const static String specularCubemapAR;

View file

@ -398,12 +398,12 @@ float defineBoxSpaceInfluence(float3 wsPosition, float4x4 worldToObj, float atte
// Box Projected IBL Lighting
// Based on: http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
// and https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
float3 boxProject(float3 wsPosition, float3 wsReflectVec, float4x4 worldToObj, float3 bbMin, float3 bbMax, float3 refPosition)
float3 boxProject(float3 wsPosition, float3 wsReflectVec, float4x4 worldToObj, float3 refBoxMin, float3 refBoxMax, float3 refPosition)
{
float3 RayLS = mul(worldToObj, float4(wsReflectVec, 0.0)).xyz;
float3 PositionLS = mul(worldToObj, float4(wsPosition, 1.0)).xyz;
float3 unit = bbMax.xyz - bbMin.xyz;
float3 unit = refBoxMax.xyz - refBoxMin.xyz;
float3 plane1vec = (unit / 2 - PositionLS) / RayLS;
float3 plane2vec = (-unit / 2 - PositionLS) / RayLS;
float3 furthestPlane = max(plane1vec, plane2vec);
@ -415,7 +415,7 @@ float3 boxProject(float3 wsPosition, float3 wsReflectVec, float4x4 worldToObj, f
float4 computeForwardProbes(Surface surface,
float cubeMips, int numProbes, float4x4 worldToObjArray[MAX_FORWARD_PROBES], float4 probeConfigData[MAX_FORWARD_PROBES],
float4 inProbePosArray[MAX_FORWARD_PROBES], float4 bbMinArray[MAX_FORWARD_PROBES], float4 bbMaxArray[MAX_FORWARD_PROBES], float4 inRefPosArray[MAX_FORWARD_PROBES],
float4 inProbePosArray[MAX_FORWARD_PROBES], float4 refBoxMinArray[MAX_FORWARD_PROBES], float4 refBoxMaxArray[MAX_FORWARD_PROBES], float4 inRefPosArray[MAX_FORWARD_PROBES],
float skylightCubemapIdx, TORQUE_SAMPLER2D(BRDFTexture),
TORQUE_SAMPLERCUBEARRAY(irradianceCubemapAR), TORQUE_SAMPLERCUBEARRAY(specularCubemapAR))
{
@ -524,7 +524,7 @@ float4 computeForwardProbes(Surface surface,
if (contrib != 0)
{
int cubemapIdx = probeConfigData[i].a;
float3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], bbMinArray[i].xyz, bbMaxArray[i].xyz, inRefPosArray[i].xyz);
float3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refBoxArray[i].xyz, refBoxMaxArray[i].xyz, inRefPosArray[i].xyz);
irradiance += TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, cubemapIdx, 0).xyz * contrib;
specular += TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, dir, cubemapIdx, lod).xyz * contrib;

View file

@ -24,8 +24,8 @@ TORQUE_UNIFORM_SAMPLERCUBEARRAY(irradianceCubemapAR, 5);
uniform float4 inProbePosArray[MAX_PROBES];
uniform float4 inRefPosArray[MAX_PROBES];
uniform float4x4 worldToObjArray[MAX_PROBES];
uniform float4 bbMinArray[MAX_PROBES];
uniform float4 bbMaxArray[MAX_PROBES];
uniform float4 refBoxMinArray[MAX_PROBES];
uniform float4 refBoxArray[MAX_PROBES];
uniform float4 probeConfigData[MAX_PROBES]; //r,g,b/mode,radius,atten
#if DEBUGVIZ_CONTRIB
@ -167,7 +167,7 @@ float4 main(PFXVertToPix IN) : SV_TARGET
if (contrib != 0)
{
int cubemapIdx = probeConfigData[i].a;
float3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], bbMinArray[i].xyz, bbMaxArray[i].xyz, inRefPosArray[i].xyz);
float3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refBoxMinArray[i].xyz, refBoxMaxArray[i].xyz, inRefPosArray[i].xyz);
irradiance += TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, cubemapIdx, 0).xyz * contrib;
specular += TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, dir, cubemapIdx, lod).xyz * contrib;