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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
explicitly bound the namedtexttargets to input slots. shifted brdf slot on up to 3 (from 5) to cluster flat vs array entries. though it does not appear at time of writing that that is in fact binding...
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@ -741,7 +741,6 @@ void RenderProbeMgr::render( SceneRenderState *state )
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break;
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ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
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if (!curEntry->mIsEnabled)
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continue;
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@ -751,6 +750,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
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if (!curEntry->mCubemap->isInitialised())
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continue;
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//Setup
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const Point3F &probePos = curEntry->getPosition();
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probePositions[i] = probePos + curEntry->mProbePosOffset;
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@ -787,9 +787,22 @@ void RenderProbeMgr::render( SceneRenderState *state )
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mCubemapArray->initStatic(cubeMaps.address(), cubeMaps.size());
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mIrradArray->initStatic(irradMaps.address(), irradMaps.size());
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GFX->setCubeArrayTexture(3, mCubemapArray);
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GFX->setCubeArrayTexture(4, mIrradArray);
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GFX->setTexture(5, mBrdfTexture);
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NamedTexTarget *deferredTarget = NamedTexTarget::find(RenderDeferredMgr::BufferName);
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if (deferredTarget)
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GFX->setTexture(0, deferredTarget->getTexture());
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NamedTexTarget *colorTarget = NamedTexTarget::find(RenderDeferredMgr::ColorBufferName);
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if (colorTarget)
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GFX->setTexture(1, colorTarget->getTexture());
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NamedTexTarget *matinfoTarget = NamedTexTarget::find(RenderDeferredMgr::MatInfoBufferName);
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if (matinfoTarget)
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GFX->setTexture(2, matinfoTarget->getTexture());
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GFX->setTexture(3, mBrdfTexture);
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GFX->setCubeArrayTexture(4, mCubemapArray);
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GFX->setCubeArrayTexture(5, mIrradArray);
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matParams->set(probePositionSC, probePositions);
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matParams->set(probeWorldToObjSC, probeWorldToObj.address(), probeWorldToObj.size());
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@ -22,7 +22,7 @@ struct ConvexConnectP
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TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
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TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 1);
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TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 2);
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TORQUE_UNIFORM_SAMPLER2D(BRDFTexture, 5);
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TORQUE_UNIFORM_SAMPLER2D(BRDFTexture, 3);
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uniform float4 rtParams0;
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uniform float4 vsFarPlane;
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@ -34,8 +34,8 @@ uniform float cubeMips;
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#define MAX_PROBES 50
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uniform float numProbes;
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TORQUE_UNIFORM_SAMPLERCUBEARRAY(cubeMap, 3);
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TORQUE_UNIFORM_SAMPLERCUBEARRAY(irradianceCubemap, 4);
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TORQUE_UNIFORM_SAMPLERCUBEARRAY(cubeMap, 4);
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TORQUE_UNIFORM_SAMPLERCUBEARRAY(irradianceCubemap, 5);
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uniform float3 inProbePosArray[MAX_PROBES];
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uniform float4x4 worldToObjArray[MAX_PROBES];
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uniform float3 bbMinArray[MAX_PROBES];
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@ -65,7 +65,8 @@ float3 iblBoxDiffuse( Surface surface, int id)
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{
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float3 cubeN = boxProject(surface.P, surface.N, inProbePosArray[id], bbMinArray[id], bbMaxArray[id]);
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cubeN.z *=-1;
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return TORQUE_TEXCUBEARRAYLOD(irradianceCubemap,cubeN,id,0).xyz;
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//return TORQUE_TEXCUBEARRAYLOD(irradianceCubemap,cubeN,id,0).xyz;
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return float3(1,1,1);
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}
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float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTexture), int id)
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@ -81,7 +82,8 @@ float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTe
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float3 cubeR = normalize(r);
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cubeR = boxProject(surface.P, surface.N, inProbePosArray[id], bbMinArray[id], bbMaxArray[id]);
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float3 radiance = TORQUE_TEXCUBEARRAYLOD(cubeMap,cubeR,lod,id).xyz * (brdf.x + brdf.y);
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//float3 radiance = TORQUE_TEXCUBEARRAYLOD(cubeMap,cubeR,id,lod).xyz * (brdf.x + brdf.y);
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float3 radiance = float3(1,1,1);
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return radiance;
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}
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@ -148,7 +150,7 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
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blendVal[i] = max(0,blendVal[i]);
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}
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blendSum += blendVal[i];
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invBlendSum +=(1.0f - blendVal[i]);
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invBlendSum +=(1.0f - blendVal[i]);
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}
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// Weight0 = normalized NDF, inverted to have 1 at center, 0 at boundary.
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