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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
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2 changed files with 11 additions and 10 deletions
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@ -26,8 +26,8 @@ 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[MAX_PROBES], 3);
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TORQUE_UNIFORM_SAMPLERCUBEARRAY(irradianceCubemap[MAX_PROBES], 4);
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TORQUE_UNIFORM_SAMPLERCUBEARRAY(cubeMap, 3);
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TORQUE_UNIFORM_SAMPLERCUBEARRAY(irradianceCubemap, 4);
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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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@ -57,15 +57,15 @@ 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_TEXCUBELOD(irradianceCubemap[id], float4(cubeN,0)).xyz;
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return TORQUE_TEXCUBEARRAYLOD(irradianceCubemap,cubeN,id,0).xyz;
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}
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float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTexture), int id)
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{
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float ndotv = clamp(dot(normal, surfToEye), 0.0, 1.0);
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float ndotv = clamp(dot(surface.N, surfToEye), 0.0, 1.0);
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// BRDF
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float2 brdf = TORQUE_TEX2DLOD(brdfTexture, float4(roughness, ndotv,0.0,0.0)).xy;
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float2 brdf = TORQUE_TEX2DLOD(brdfTexture, float4(surface.roughness, ndotv,0.0,0.0)).xy;
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// Radiance (Specular)
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float lod = surface.roughness*cubeMips;
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@ -73,7 +73,7 @@ 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_TEXCUBELOD(cubeMap[id], float4(cubeR, lod)).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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return radiance;
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}
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@ -102,11 +102,11 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
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float3 wsEyeRay = mul(cameraToWorld, float4(vsEyeRay, 0)).xyz;
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//unpack normal and linear depth
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float4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, IN.uv0);
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float4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, IN.uv0.xy);
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//create surface
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Surface surface = createSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
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IN.uv0, eyePosWorld, wsEyeRay, cameraToWorld);
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IN.uv0.xy, eyePosWorld, wsEyeRay, cameraToWorld);
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//early out if emissive
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if (getFlag(surface.matFlag, 0))
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{
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@ -173,9 +173,9 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
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{
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irradiance += blendVal[i]*iblBoxDiffuse(surface,i);
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specular += blendVal[i]*F*iblBoxSpecular(surface, surfToEye, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture));
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specular += blendVal[i]*F*iblBoxSpecular(surface, surfToEye, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture),i);
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}
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//final diffuse color
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float3 diffuse = kD * irradiance * surface.baseColor.rgb;
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return float4(diffuse + specular * surface.ao, blendVal);
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return float4(diffuse + specular * surface.ao, blendSum);
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}
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@ -51,6 +51,7 @@
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// The mipmap LOD is specified in coord.w
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#define TORQUE_TEX2DLOD(tex,coords) texture_##tex.SampleLevel(tex,coords.xy,coords.w)
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#define TORQUE_TEXCUBELOD(tex,coords) texture_##tex.SampleLevel(tex,coords.xyz,coords.w)
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#define TORQUE_TEXCUBEARRAYLOD(tex,coords,id,lod) texture_##tex.SampleLevel(tex,float4(coords.xyz,id),lod)
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// Tex2d comparison
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#define TORQUE_TEX2DCMP(tex,coords,compare) texture_##tex.SampleCmpLevelZero(tex,coords,compare)
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