typofix for bbMinArray, cubemap array lookups for irradiance and spec

This commit is contained in:
Azaezel 2019-01-28 00:31:01 -06:00
parent 2abdef7459
commit 1607f58bc4
2 changed files with 4 additions and 6 deletions

View file

@ -721,7 +721,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
MaterialParameterHandle *probePositionSC = reflProbeMat->matInstance->getMaterialParameterHandle("$inProbePosArray");
MaterialParameterHandle *probeWorldToObjSC = reflProbeMat->matInstance->getMaterialParameterHandle("$worldToObjArray");
MaterialParameterHandle *probeBBMinSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMinArrayy");
MaterialParameterHandle *probeBBMinSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMinArray");
MaterialParameterHandle *probeBBMaxSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMaxArray");
MaterialParameterHandle *probeUseSphereModeSC = reflProbeMat->matInstance->getMaterialParameterHandle("$useSphereMode");
MaterialParameterHandle *probeRadiusSC = reflProbeMat->matInstance->getMaterialParameterHandle("$radius");

View file

@ -65,8 +65,7 @@ float3 iblBoxDiffuse( Surface surface, int id)
{
float3 cubeN = boxProject(surface.P, surface.N, inProbePosArray[id], bbMinArray[id], bbMaxArray[id]);
cubeN.z *=-1;
//return TORQUE_TEXCUBEARRAYLOD(irradianceCubemap,cubeN,id,0).xyz;
return float3(1,1,1);
return TORQUE_TEXCUBEARRAYLOD(irradianceCubemap,cubeN,id,0).xyz;
}
float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTexture), int id)
@ -82,8 +81,7 @@ float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTe
float3 cubeR = normalize(r);
cubeR = boxProject(surface.P, surface.N, inProbePosArray[id], bbMinArray[id], bbMaxArray[id]);
//float3 radiance = TORQUE_TEXCUBEARRAYLOD(cubeMap,cubeR,id,lod).xyz * (brdf.x + brdf.y);
float3 radiance = float3(1,1,1);
float3 radiance = TORQUE_TEXCUBEARRAYLOD(cubeMap,cubeR,lod,id).xyz * (brdf.x + brdf.y);
return radiance;
}
@ -150,7 +148,7 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
blendVal[i] = max(0,blendVal[i]);
}
blendSum += blendVal[i];
invBlendSum +=(1.0f - blendVal[i]);
invBlendSum +=(1.0f - blendVal[i]);
}
// Weight0 = normalized NDF, inverted to have 1 at center, 0 at boundary.