Merge pull request #28 from rextimmy/PBR_PR

reflection probe updates
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Tim Barnes 2018-10-28 21:43:39 +11:00 committed by GitHub
commit 089d49dc93
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8 changed files with 26 additions and 36 deletions

View file

@ -794,7 +794,6 @@ ProbeManager::ReflectProbeMaterialInfo::ReflectProbeMaterialInfo(const String &m
probeWSPos(NULL),
attenuation(NULL),
radius(NULL),
invViewMat(NULL),
cubeMips(NULL)
{
Material *mat = MATMGR->getMaterialDefinitionByName(matName);
@ -819,8 +818,6 @@ ProbeManager::ReflectProbeMaterialInfo::ReflectProbeMaterialInfo(const String &m
negFarPlaneDotEye = matInstance->getMaterialParameterHandle("$negFarPlaneDotEye");
zNearFarInvNearFar = matInstance->getMaterialParameterHandle("$zNearFarInvNearFar");
invViewMat = matInstance->getMaterialParameterHandle("$invViewMat");
useCubemap = matInstance->getMaterialParameterHandle("$useCubemap");
cubemap = matInstance->getMaterialParameterHandle("$cubeMap");
@ -848,7 +845,7 @@ void ProbeManager::ReflectProbeMaterialInfo::setViewParameters(const F32 _zNear,
const F32 _zFar,
const Point3F &_eyePos,
const PlaneF &_farPlane,
const PlaneF &_vsFarPlane, const MatrixF &_inverseViewMatrix)
const PlaneF &_vsFarPlane)
{
MaterialParameters *matParams = matInstance->getMaterialParameters();
@ -865,8 +862,6 @@ void ProbeManager::ReflectProbeMaterialInfo::setViewParameters(const F32 _zNear,
matParams->setSafe(zNearFarInvNearFar, Point4F(_zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar));
matParams->setSafe(invViewMat, _inverseViewMatrix);
Point4F frPlane = *((const Point4F *)&_farPlane);
Point4F vsFrPlane = *((const Point4F *)&_vsFarPlane);
Point4F nearFarInvNearFar = Point4F(_zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar);
@ -893,10 +888,10 @@ void ProbeManager::ReflectProbeMaterialInfo::setProbeParameters(const ProbeRende
if (total > 0.0f)
attenRatio /= total;
F32 radius = probeInfo->mRadius;
F32 probeRadius = probeInfo->mRadius;
Point2F attenParams((1.0f / radius) * attenRatio.y,
(1.0f / (radius * radius)) * attenRatio.z);
Point2F attenParams((1.0f / probeRadius) * attenRatio.y,
(1.0f / (probeRadius * probeRadius)) * attenRatio.z);
matParams->setSafe(attenuation, attenParams);
@ -996,8 +991,6 @@ ProbeManager::SkylightMaterialInfo::SkylightMaterialInfo(const String &matName,
negFarPlaneDotEye = matInstance->getMaterialParameterHandle("$negFarPlaneDotEye");
zNearFarInvNearFar = matInstance->getMaterialParameterHandle("$zNearFarInvNearFar");
invViewMat = matInstance->getMaterialParameterHandle("$invViewMat");
useCubemap = matInstance->getMaterialParameterHandle("$useCubemap");
cubemap = matInstance->getMaterialParameterHandle("$cubeMap");

View file

@ -231,9 +231,6 @@ public:
// -dot( farPlane, eyePos )
MaterialParameterHandle *negFarPlaneDotEye;
// Inverse View matrix
MaterialParameterHandle *invViewMat;
// Light Parameters
MaterialParameterHandle *probeLSPos;
MaterialParameterHandle *probeWSPos;
@ -262,8 +259,7 @@ public:
const F32 zFar,
const Point3F &eyePos,
const PlaneF &farPlane,
const PlaneF &_vsFarPlane,
const MatrixF &_inverseViewMatrix);
const PlaneF &_vsFarPlane);
void setProbeParameters(const ProbeRenderInst *probe, const SceneRenderState* renderState, const MatrixF &worldViewOnly);
};

View file

@ -75,6 +75,7 @@ void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/
mModelViewProjSC = shader->getShaderConstHandle(ShaderGenVars::modelview);
mWorldViewOnlySC = shader->getShaderConstHandle(ShaderGenVars::worldViewOnly);
mWorldToCameraSC = shader->getShaderConstHandle(ShaderGenVars::worldToCamera);
mCameraToWorldSC = shader->getShaderConstHandle(ShaderGenVars::cameraToWorld);
mWorldToObjSC = shader->getShaderConstHandle(ShaderGenVars::worldToObj);
mViewToObjSC = shader->getShaderConstHandle(ShaderGenVars::viewToObj);
mCubeTransSC = shader->getShaderConstHandle(ShaderGenVars::cubeTrans);
@ -1239,6 +1240,8 @@ void ProcessedShaderMaterial::setTransforms(const MatrixSet &matrixSet, SceneRen
shaderConsts->set( handles->mWorldToObjSC, matrixSet.getWorldToObject() );
if ( handles->mWorldToCameraSC->isValid() )
shaderConsts->set( handles->mWorldToCameraSC, matrixSet.getWorldToCamera() );
if (handles->mCameraToWorldSC->isValid())
shaderConsts->set(handles->mCameraToWorldSC, matrixSet.getCameraToWorld());
if ( handles->mWorldViewOnlySC->isValid() )
shaderConsts->set( handles->mWorldViewOnlySC, matrixSet.getObjectToCamera() );
if ( handles->mViewToObjSC->isValid() )

View file

@ -62,6 +62,7 @@ public:
GFXShaderConstHandle* mModelViewProjSC;
GFXShaderConstHandle* mWorldViewOnlySC;
GFXShaderConstHandle* mWorldToCameraSC;
GFXShaderConstHandle* mCameraToWorldSC;
GFXShaderConstHandle* mWorldToObjSC;
GFXShaderConstHandle* mViewToObjSC;
GFXShaderConstHandle* mCubeTransSC;

View file

@ -159,13 +159,9 @@ void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
matrixSet.restoreSceneViewProjection();
const MatrixF &worldToCameraXfm = matrixSet.getWorldToCamera();
const MatrixF &worldToCameraXfm = matrixSet.getCameraToWorld();
MatrixF inverseViewMatrix = worldToCameraXfm;
//inverseViewMatrix.fullInverse();
//inverseViewMatrix.transpose();
//inverseViewMatrix = MatrixF::Identity;
// Parameters calculated, assign them to the materials
ProbeManager::SkylightMaterialInfo* skylightMat = PROBEMGR->getSkylightMaterial();
@ -176,7 +172,7 @@ void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
frustum.getFarDist(),
frustum.getPosition(),
farPlane,
vsFarPlane, inverseViewMatrix);
vsFarPlane);
}
ProbeManager::ReflectProbeMaterialInfo* reflProbeMat = PROBEMGR->getReflectProbeMaterial();
@ -187,7 +183,7 @@ void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
frustum.getFarDist(),
frustum.getPosition(),
farPlane,
vsFarPlane, inverseViewMatrix);
vsFarPlane);
}
}

View file

@ -26,6 +26,7 @@
const String ShaderGenVars::modelview("$modelview");
const String ShaderGenVars::worldViewOnly("$worldViewOnly");
const String ShaderGenVars::worldToCamera("$worldToCamera");
const String ShaderGenVars::cameraToWorld("$cameraToWorld");
const String ShaderGenVars::worldToObj("$worldToObj");
const String ShaderGenVars::viewToObj("$viewToObj");
const String ShaderGenVars::cubeTrans("$cubeTrans");

View file

@ -35,6 +35,7 @@ struct ShaderGenVars
const static String modelview;
const static String worldViewOnly;
const static String worldToCamera;
const static String cameraToWorld;
const static String worldToObj;
const static String viewToObj;
const static String cubeTrans;

View file

@ -29,8 +29,8 @@ uniform float4 vsFarPlane;
uniform float radius;
uniform float2 attenuation;
uniform float4x4 invViewMat;
uniform float4x4 worldToObj;
uniform float4x4 cameraToWorld;
uniform float3 eyePosWorld;
uniform float3 bbMin;
@ -175,27 +175,26 @@ PS_OUTPUT main( ConvexConnectP IN )
clip(-1);
// Need world-space normal.
float3 wsNormal = mul(float4(normal, 1), invViewMat).rgb;
float3 wsNormal = mul(cameraToWorld, float4(normal, 0)).xyz;
float3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane );
float3 viewSpacePos = eyeRay * depth;
float3 vsEyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane );
float3 vsPos = vsEyeRay * depth;
float3 wsEyeRay = mul(float4(eyeRay, 1), invViewMat).rgb;
// Use eye ray to get ws pos
float3 worldPos = float3(eyePosWorld + wsEyeRay * depth);
float3 wsEyeRay = mul(cameraToWorld, float4(vsEyeRay, 0)).xyz;
// calculate world space position
float3 wsPos = float3(eyePosWorld + wsEyeRay * depth);
float blendVal = 1.0;
//clip bounds and (TODO properly: set falloff)
if(useSphereMode)
{
blendVal = defineSphereSpaceInfluence(probeLSPos, radius, attenuation, viewSpacePos, normal);
blendVal = defineSphereSpaceInfluence(probeLSPos, radius, attenuation, vsPos, normal);
}
else
{
float tempAttenVal = 3.5;
blendVal = defineBoxSpaceInfluence(worldPos, probeWSPos, radius, tempAttenVal);
blendVal = defineBoxSpaceInfluence(wsPos, probeWSPos, radius, tempAttenVal);
}
clip(blendVal);
@ -204,9 +203,9 @@ PS_OUTPUT main( ConvexConnectP IN )
//render into the bound space defined above
float3 surfToEye = normalize(worldPos.xyz-eyePosWorld.xyz);
Output.diffuse = float4(iblBoxDiffuse(wsNormal, worldPos, TORQUE_SAMPLERCUBE_MAKEARG(irradianceCubemap), probeWSPos, bbMin, bbMax), blendVal);
Output.spec = float4(iblBoxSpecular(wsNormal, worldPos, 1.0 - matInfo.b, surfToEye, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture), TORQUE_SAMPLERCUBE_MAKEARG(cubeMap), probeWSPos, bbMin, bbMax), blendVal);
float3 surfToEye = normalize(wsPos - eyePosWorld);
Output.diffuse = float4(iblBoxDiffuse(wsNormal, wsPos, TORQUE_SAMPLERCUBE_MAKEARG(irradianceCubemap), probeWSPos, bbMin, bbMax), blendVal);
Output.spec = float4(iblBoxSpecular(wsNormal, wsPos, 1.0 - matInfo.b, surfToEye, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture), TORQUE_SAMPLERCUBE_MAKEARG(cubeMap), probeWSPos, bbMin, bbMax), blendVal);
Output.diffuse.rgb *= matInfo.g;
Output.spec.rgb *= matInfo.g;
return Output;