adds a #define TORQUE_TEXCUBEARRAYLOD(tex,coords,id,lod) texture_##tex.SampleLevel(tex,float4(coords.xyz,id),lod) macro. puts everything in a compilable state

This commit is contained in:
Azaezel 2019-01-16 12:55:11 -06:00
parent 69e47a4b5c
commit 1f38bb6d2d
2 changed files with 11 additions and 10 deletions

View file

@ -26,8 +26,8 @@ uniform float cubeMips;
#define MAX_PROBES 50
uniform float numProbes;
TORQUE_UNIFORM_SAMPLERCUBEARRAY(cubeMap[MAX_PROBES], 3);
TORQUE_UNIFORM_SAMPLERCUBEARRAY(irradianceCubemap[MAX_PROBES], 4);
TORQUE_UNIFORM_SAMPLERCUBEARRAY(cubeMap, 3);
TORQUE_UNIFORM_SAMPLERCUBEARRAY(irradianceCubemap, 4);
uniform float3 inProbePosArray[MAX_PROBES];
uniform float4x4 worldToObjArray[MAX_PROBES];
uniform float3 bbMinArray[MAX_PROBES];
@ -57,15 +57,15 @@ float3 iblBoxDiffuse( Surface surface, int id)
{
float3 cubeN = boxProject(surface.P, surface.N, inProbePosArray[id], bbMinArray[id], bbMaxArray[id]);
cubeN.z *=-1;
return TORQUE_TEXCUBELOD(irradianceCubemap[id], float4(cubeN,0)).xyz;
return TORQUE_TEXCUBEARRAYLOD(irradianceCubemap,cubeN,id,0).xyz;
}
float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTexture), int id)
{
float ndotv = clamp(dot(normal, surfToEye), 0.0, 1.0);
float ndotv = clamp(dot(surface.N, surfToEye), 0.0, 1.0);
// BRDF
float2 brdf = TORQUE_TEX2DLOD(brdfTexture, float4(roughness, ndotv,0.0,0.0)).xy;
float2 brdf = TORQUE_TEX2DLOD(brdfTexture, float4(surface.roughness, ndotv,0.0,0.0)).xy;
// Radiance (Specular)
float lod = surface.roughness*cubeMips;
@ -73,7 +73,7 @@ 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_TEXCUBELOD(cubeMap[id], float4(cubeR, lod)).xyz * (brdf.x + brdf.y);
float3 radiance = TORQUE_TEXCUBEARRAYLOD(cubeMap,cubeR,id,lod).xyz * (brdf.x + brdf.y);
return radiance;
}
@ -102,11 +102,11 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
float3 wsEyeRay = mul(cameraToWorld, float4(vsEyeRay, 0)).xyz;
//unpack normal and linear depth
float4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, IN.uv0);
float4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, IN.uv0.xy);
//create surface
Surface surface = createSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
IN.uv0, eyePosWorld, wsEyeRay, cameraToWorld);
IN.uv0.xy, eyePosWorld, wsEyeRay, cameraToWorld);
//early out if emissive
if (getFlag(surface.matFlag, 0))
{
@ -173,9 +173,9 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
{
irradiance += blendVal[i]*iblBoxDiffuse(surface,i);
specular += blendVal[i]*F*iblBoxSpecular(surface, surfToEye, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture));
specular += blendVal[i]*F*iblBoxSpecular(surface, surfToEye, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture),i);
}
//final diffuse color
float3 diffuse = kD * irradiance * surface.baseColor.rgb;
return float4(diffuse + specular * surface.ao, blendVal);
return float4(diffuse + specular * surface.ao, blendSum);
}

View file

@ -51,6 +51,7 @@
// The mipmap LOD is specified in coord.w
#define TORQUE_TEX2DLOD(tex,coords) texture_##tex.SampleLevel(tex,coords.xy,coords.w)
#define TORQUE_TEXCUBELOD(tex,coords) texture_##tex.SampleLevel(tex,coords.xyz,coords.w)
#define TORQUE_TEXCUBEARRAYLOD(tex,coords,id,lod) texture_##tex.SampleLevel(tex,float4(coords.xyz,id),lod)
// Tex2d comparison
#define TORQUE_TEX2DCMP(tex,coords,compare) texture_##tex.SampleCmpLevelZero(tex,coords,compare)