mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-12 15:14:35 +00:00
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:
parent
69e47a4b5c
commit
1f38bb6d2d
2 changed files with 11 additions and 10 deletions
|
|
@ -26,8 +26,8 @@ uniform float cubeMips;
|
||||||
#define MAX_PROBES 50
|
#define MAX_PROBES 50
|
||||||
|
|
||||||
uniform float numProbes;
|
uniform float numProbes;
|
||||||
TORQUE_UNIFORM_SAMPLERCUBEARRAY(cubeMap[MAX_PROBES], 3);
|
TORQUE_UNIFORM_SAMPLERCUBEARRAY(cubeMap, 3);
|
||||||
TORQUE_UNIFORM_SAMPLERCUBEARRAY(irradianceCubemap[MAX_PROBES], 4);
|
TORQUE_UNIFORM_SAMPLERCUBEARRAY(irradianceCubemap, 4);
|
||||||
uniform float3 inProbePosArray[MAX_PROBES];
|
uniform float3 inProbePosArray[MAX_PROBES];
|
||||||
uniform float4x4 worldToObjArray[MAX_PROBES];
|
uniform float4x4 worldToObjArray[MAX_PROBES];
|
||||||
uniform float3 bbMinArray[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]);
|
float3 cubeN = boxProject(surface.P, surface.N, inProbePosArray[id], bbMinArray[id], bbMaxArray[id]);
|
||||||
cubeN.z *=-1;
|
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)
|
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
|
// 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)
|
// Radiance (Specular)
|
||||||
float lod = surface.roughness*cubeMips;
|
float lod = surface.roughness*cubeMips;
|
||||||
|
|
@ -73,7 +73,7 @@ float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTe
|
||||||
float3 cubeR = normalize(r);
|
float3 cubeR = normalize(r);
|
||||||
cubeR = boxProject(surface.P, surface.N, inProbePosArray[id], bbMinArray[id], bbMaxArray[id]);
|
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;
|
return radiance;
|
||||||
}
|
}
|
||||||
|
|
@ -102,11 +102,11 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
|
||||||
float3 wsEyeRay = mul(cameraToWorld, float4(vsEyeRay, 0)).xyz;
|
float3 wsEyeRay = mul(cameraToWorld, float4(vsEyeRay, 0)).xyz;
|
||||||
|
|
||||||
//unpack normal and linear depth
|
//unpack normal and linear depth
|
||||||
float4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, IN.uv0);
|
float4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, IN.uv0.xy);
|
||||||
|
|
||||||
//create surface
|
//create surface
|
||||||
Surface surface = createSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
|
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
|
//early out if emissive
|
||||||
if (getFlag(surface.matFlag, 0))
|
if (getFlag(surface.matFlag, 0))
|
||||||
{
|
{
|
||||||
|
|
@ -173,9 +173,9 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
|
||||||
{
|
{
|
||||||
irradiance += blendVal[i]*iblBoxDiffuse(surface,i);
|
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
|
//final diffuse color
|
||||||
float3 diffuse = kD * irradiance * surface.baseColor.rgb;
|
float3 diffuse = kD * irradiance * surface.baseColor.rgb;
|
||||||
return float4(diffuse + specular * surface.ao, blendVal);
|
return float4(diffuse + specular * surface.ao, blendSum);
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -51,6 +51,7 @@
|
||||||
// The mipmap LOD is specified in coord.w
|
// The mipmap LOD is specified in coord.w
|
||||||
#define TORQUE_TEX2DLOD(tex,coords) texture_##tex.SampleLevel(tex,coords.xy,coords.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_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
|
// Tex2d comparison
|
||||||
#define TORQUE_TEX2DCMP(tex,coords,compare) texture_##tex.SampleCmpLevelZero(tex,coords,compare)
|
#define TORQUE_TEX2DCMP(tex,coords,compare) texture_##tex.SampleCmpLevelZero(tex,coords,compare)
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue