Merge branch 'Preview4_0' of https://github.com/Areloch/Torque3D into Preview4_0

This commit is contained in:
AzaezelX 2019-06-27 12:49:58 -05:00
commit 261bcd9a45
18 changed files with 650 additions and 127 deletions

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@ -281,8 +281,8 @@ void GenericConstBuffer::assertUnassignedConstants( const char *shaderName )
mLayout->getDesc( i, pd ); mLayout->getDesc( i, pd );
// Assert on the unassigned constant. // Assert on the unassigned constant.
AssertFatal( false, avar( "The '%s' shader constant in shader '%s' was unassigned!", //AssertFatal( false, avar( "The '%s' shader constant in shader '%s' was unassigned!",
pd.name.c_str(), shaderName ) ); // pd.name.c_str(), shaderName ) );
} }
} }

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@ -380,11 +380,9 @@ void LightManager::_update4LightConsts( const SceneData &sgData,
shaderConsts->setSafe( lightDiffuseSC, lightColors ); shaderConsts->setSafe( lightDiffuseSC, lightColors );
shaderConsts->setSafe( lightInvRadiusSqSC, lightInvRadiusSq ); shaderConsts->setSafe( lightInvRadiusSqSC, lightInvRadiusSq );
shaderConsts->setSafe( lightSpotDirSC, lightSpotDirs ); shaderConsts->setSafe( lightSpotDirSC, lightSpotDirs );
shaderConsts->setSafe( lightSpotAngleSC, lightSpotAngle ); shaderConsts->setSafe( lightSpotAngleSC, lightSpotAngle );
shaderConsts->setSafe( lightSpotFalloffSC, lightSpotFalloff ); shaderConsts->setSafe( lightSpotFalloffSC, lightSpotFalloff );
} }
// Setup the ambient lighting from the first // Setup the ambient lighting from the first

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@ -1360,7 +1360,7 @@ void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const Scene
LIGHTMGR->setLightInfo(this, mMaterial, sgData, state, pass, shaderConsts); LIGHTMGR->setLightInfo(this, mMaterial, sgData, state, pass, shaderConsts);
//PROBEMGR->setProbeInfo(this, mMaterial, sgData, state, pass, shaderConsts); PROBEMGR->setProbeInfo(this, mMaterial, sgData, state, pass, shaderConsts);
} }
void ProcessedShaderMaterial::setBuffers( GFXVertexBufferHandleBase *vertBuffer, GFXPrimitiveBufferHandle *primBuffer ) void ProcessedShaderMaterial::setBuffers( GFXVertexBufferHandleBase *vertBuffer, GFXPrimitiveBufferHandle *primBuffer )

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@ -40,7 +40,6 @@ class ShaderMaterialParameterHandle;
class ShaderFeatureConstHandles; class ShaderFeatureConstHandles;
class CustomMaterial; class CustomMaterial;
class ShaderConstHandles class ShaderConstHandles
{ {
public: public:

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@ -131,9 +131,7 @@ ProbeShaderConstants::ProbeShaderConstants()
mProbeIrradianceCubemapSC(NULL), mProbeIrradianceCubemapSC(NULL),
mProbeCountSC(NULL), mProbeCountSC(NULL),
mBRDFTextureMap(NULL), mBRDFTextureMap(NULL),
mSkylightSpecularMap(NULL), mSkylightCubemapIdxSC(NULL),
mSkylightIrradMap(NULL),
mHasSkylight(NULL),
mWorldToObjArraySC(NULL) mWorldToObjArraySC(NULL)
{ {
} }
@ -171,9 +169,7 @@ void ProbeShaderConstants::init(GFXShader* shader)
mBRDFTextureMap = shader->getShaderConstHandle(ShaderGenVars::BRDFTextureMap); mBRDFTextureMap = shader->getShaderConstHandle(ShaderGenVars::BRDFTextureMap);
mSkylightSpecularMap = shader->getShaderConstHandle(ShaderGenVars::skylightPrefilterMap); mSkylightCubemapIdxSC = shader->getShaderConstHandle(ShaderGenVars::skylightCubemapIdx);
mSkylightIrradMap = shader->getShaderConstHandle(ShaderGenVars::skylightIrradMap);
mHasSkylight = shader->getShaderConstHandle(ShaderGenVars::hasSkylight);
mInit = true; mInit = true;
} }
@ -519,7 +515,7 @@ ProbeShaderConstants* RenderProbeMgr::getProbeShaderConstants(GFXShaderConstBuff
// Check to see if this is the same shader, we'll get hit repeatedly by // Check to see if this is the same shader, we'll get hit repeatedly by
// the same one due to the render bin loops. // the same one due to the render bin loops.
if (mLastShader.getPointer() != shader) /*if (mLastShader.getPointer() != shader)
{ {
ProbeConstantMap::Iterator iter = mConstantLookup.find(shader); ProbeConstantMap::Iterator iter = mConstantLookup.find(shader);
if (iter != mConstantLookup.end()) if (iter != mConstantLookup.end())
@ -536,7 +532,12 @@ ProbeShaderConstants* RenderProbeMgr::getProbeShaderConstants(GFXShaderConstBuff
// Set our new shader // Set our new shader
mLastShader = shader; mLastShader = shader;
} }*/
ProbeShaderConstants* psc = new ProbeShaderConstants();
mConstantLookup[shader] = psc;
mLastConstants = psc;
// Make sure that our current lighting constants are initialized // Make sure that our current lighting constants are initialized
if (mLastConstants && !mLastConstants->mInit) if (mLastConstants && !mLastConstants->mInit)
@ -550,11 +551,10 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
ProbeShaderConstants *probeShaderConsts, ProbeShaderConstants *probeShaderConsts,
GFXShaderConstBuffer *shaderConsts) GFXShaderConstBuffer *shaderConsts)
{ {
return;
PROFILE_SCOPE(ProbeManager_Update4ProbeConsts); PROFILE_SCOPE(ProbeManager_Update4ProbeConsts);
// Skip over gathering lights if we don't have to! // Skip over gathering lights if we don't have to!
if (probeShaderConsts->isValid()) //if (probeShaderConsts->isValid())
{ {
PROFILE_SCOPE(ProbeManager_Update4ProbeConsts_setProbes); PROFILE_SCOPE(ProbeManager_Update4ProbeConsts_setProbes);
@ -586,6 +586,8 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
S8 bestPickProbes[4] = { -1,-1,-1,-1 }; S8 bestPickProbes[4] = { -1,-1,-1,-1 };
S32 skyLightIdx = -1;
U32 effectiveProbeCount = 0; U32 effectiveProbeCount = 0;
for (U32 i = 0; i < probeCount; i++) for (U32 i = 0; i < probeCount; i++)
{ {
@ -612,6 +614,10 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
else if (bestPickProbes[3] == -1 || (Point3F(sgData.objTrans->getPosition() - mRegisteredProbes[bestPickProbes[3]].mPosition).len() > dist)) else if (bestPickProbes[3] == -1 || (Point3F(sgData.objTrans->getPosition() - mRegisteredProbes[bestPickProbes[3]].mPosition).len() > dist))
bestPickProbes[3] = i; bestPickProbes[3] = i;
} }
else
{
skyLightIdx = curEntry.mCubemapIndex;
}
} }
//Grab our best probe picks //Grab our best probe picks
@ -626,7 +632,6 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
probeRefPositionArray[effectiveProbeCount] = curEntry.mProbeRefOffset; probeRefPositionArray[effectiveProbeCount] = curEntry.mProbeRefOffset;
probeWorldToObjArray[effectiveProbeCount] = curEntry.getTransform(); probeWorldToObjArray[effectiveProbeCount] = curEntry.getTransform();
probeWorldToObjData[mEffectiveProbeCount] = curEntry.getTransform();
/* /*
Point3F refPos = curEntry.getPosition() + curEntry.mProbeRefOffset; Point3F refPos = curEntry.getPosition() + curEntry.mProbeRefOffset;
Point3F bbMin = refPos - curEntry.mProbeRefScale / 2 * curEntry.getTransform().getScale(); Point3F bbMin = refPos - curEntry.mProbeRefScale / 2 * curEntry.getTransform().getScale();
@ -644,65 +649,28 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
effectiveProbeCount++; effectiveProbeCount++;
} }
shaderConsts->setSafe(probeShaderConsts->mProbeCountSC, (float)effectiveProbeCount); shaderConsts->setSafe(probeShaderConsts->mProbeCountSC, (S32)effectiveProbeCount);
shaderConsts->setSafe(probeShaderConsts->mProbePositionSC, probePositionArray); shaderConsts->setSafe(probeShaderConsts->mProbePositionSC, probePositionArray);
shaderConsts->setSafe(probeShaderConsts->mProbeRefPosSC, probeRefPositionArray); shaderConsts->setSafe(probeShaderConsts->mProbeRefPosSC, probeRefPositionArray);
shaderConsts->set(probeShaderConsts->mWorldToObjArraySC, probeWorldToObjArray.address(), effectiveProbeCount, GFXSCT_Float4x4); if(probeShaderConsts->isValid())
shaderConsts->set(probeShaderConsts->mWorldToObjArraySC, probeWorldToObjArray.address(), effectiveProbeCount, GFXSCT_Float4x4);
shaderConsts->setSafe(probeShaderConsts->mProbeBoxMinSC, probeBoxMinArray); shaderConsts->setSafe(probeShaderConsts->mProbeBoxMinSC, probeBoxMinArray);
shaderConsts->setSafe(probeShaderConsts->mProbeBoxMaxSC, probeBoxMaxArray); shaderConsts->setSafe(probeShaderConsts->mProbeBoxMaxSC, probeBoxMaxArray);
shaderConsts->setSafe(probeShaderConsts->mProbeConfigDataSC, probeConfigArray); shaderConsts->setSafe(probeShaderConsts->mProbeConfigDataSC, probeConfigArray);
shaderConsts->setSafe(probeShaderConsts->mSkylightCubemapIdxSC, (float)skyLightIdx);
if (mBRDFTexture.isValid()) if (mBRDFTexture.isValid())
GFX->setTexture(3, mBRDFTexture); GFX->setTexture(2, mBRDFTexture);
if(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister() != -1) if(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister() != -1)
GFX->setCubeArrayTexture(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister(), mPrefilterArray); GFX->setCubeArrayTexture(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister(), mPrefilterArray);
if(probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister() != -1) if(probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister() != -1)
GFX->setCubeArrayTexture(probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister(), mIrradianceArray); GFX->setCubeArrayTexture(probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister(), mIrradianceArray);
} }
//check for skylight action
if (probeShaderConsts->mSkylightIrradMap->isValid()
&& probeShaderConsts->mSkylightSpecularMap->isValid())
{
//Array rendering
U32 probeCount = mRegisteredProbes.size();
bool hasSkylight = false;
for (U32 i = 0; i < probeCount; i++)
{
const ProbeRenderInst& curEntry = mRegisteredProbes[i];
if (!curEntry.mIsEnabled)
continue;
if (curEntry.mIsSkylight)
{
if (curEntry.mPrefilterCubemap->isInitialized() && curEntry.mIrradianceCubemap->isInitialized())
{
GFX->setCubeTexture(probeShaderConsts->mSkylightSpecularMap->getSamplerRegister(), curEntry.mPrefilterCubemap);
GFX->setCubeTexture(probeShaderConsts->mSkylightIrradMap->getSamplerRegister(), curEntry.mIrradianceCubemap);
shaderConsts->setSafe(probeShaderConsts->mHasSkylight, 1.0f);
hasSkylight = true;
break;
}
}
}
if (!hasSkylight)
shaderConsts->setSafe(probeShaderConsts->mHasSkylight, 0.0f);
}
/*else
{
if (probeCubemapSC->isValid())
{
for (U32 i = 0; i < 4; ++i)
GFX->setCubeTexture(probeCubemapSC->getSamplerRegister() + i, NULL);
}
}*/
} }
void RenderProbeMgr::setProbeInfo(ProcessedMaterial *pmat, void RenderProbeMgr::setProbeInfo(ProcessedMaterial *pmat,

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@ -151,9 +151,7 @@ struct ProbeShaderConstants
GFXShaderConstHandle *mBRDFTextureMap; GFXShaderConstHandle *mBRDFTextureMap;
GFXShaderConstHandle *mSkylightSpecularMap; GFXShaderConstHandle *mSkylightCubemapIdxSC;
GFXShaderConstHandle *mSkylightIrradMap;
GFXShaderConstHandle *mHasSkylight;
ProbeShaderConstants(); ProbeShaderConstants();
~ProbeShaderConstants(); ~ProbeShaderConstants();

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@ -2980,7 +2980,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
//Reflection Probe WIP //Reflection Probe WIP
U32 MAX_FORWARD_PROBES = 4; U32 MAX_FORWARD_PROBES = 4;
Var *numProbes = new Var("numProbes", "float"); Var *numProbes = new Var("numProbes", "int");
numProbes->uniform = true; numProbes->uniform = true;
numProbes->constSortPos = cspPotentialPrimitive; numProbes->constSortPos = cspPotentialPrimitive;
@ -2988,9 +2988,9 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
cubeMips->uniform = true; cubeMips->uniform = true;
cubeMips->constSortPos = cspPotentialPrimitive; cubeMips->constSortPos = cspPotentialPrimitive;
Var *hasSkylight = new Var("hasSkylight", "float"); Var * skylightCubemapIdx = new Var("skylightCubemapIdx", "float");
hasSkylight->uniform = true; skylightCubemapIdx->uniform = true;
hasSkylight->constSortPos = cspPotentialPrimitive; skylightCubemapIdx->constSortPos = cspPotentialPrimitive;
Var *inProbePosArray = new Var("inProbePosArray", "float4"); Var *inProbePosArray = new Var("inProbePosArray", "float4");
inProbePosArray->arraySize = MAX_FORWARD_PROBES; inProbePosArray->arraySize = MAX_FORWARD_PROBES;
@ -3051,26 +3051,6 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
irradianceCubemapARTex->uniform = true; irradianceCubemapARTex->uniform = true;
irradianceCubemapARTex->texture = true; irradianceCubemapARTex->texture = true;
irradianceCubemapARTex->constNum = irradianceCubemapAR->constNum; irradianceCubemapARTex->constNum = irradianceCubemapAR->constNum;
Var *skylightSpecularMap = new Var("skylightSpecularMap", "SamplerState");
skylightSpecularMap->uniform = true;
skylightSpecularMap->sampler = true;
skylightSpecularMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
Var *skylightSpecularMapTex = new Var("texture_skylightSpecularMap", "TextureCube");
skylightSpecularMapTex->uniform = true;
skylightSpecularMapTex->texture = true;
skylightSpecularMapTex->constNum = skylightSpecularMap->constNum;
Var *skylightIrradMap = new Var("skylightIrradMap", "SamplerState");
skylightIrradMap->uniform = true;
skylightIrradMap->sampler = true;
skylightIrradMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
Var *skylightIrradMapTex = new Var("texture_skylightIrradMap", "TextureCube");
skylightIrradMapTex->uniform = true;
skylightIrradMapTex->texture = true;
skylightIrradMapTex->constNum = skylightIrradMap->constNum;
Var *inTex = getInTexCoord("texCoord", "float2", componentList); Var *inTex = getInTexCoord("texCoord", "float2", componentList);
if (!inTex) if (!inTex)
@ -3130,12 +3110,10 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
inTex, wsPosition, wsEyePos, wsView)); inTex, wsPosition, wsEyePos, wsView));
String computeForwardProbes = String::String(" @.rgb = computeForwardProbes(@,@,@,@,@,@,@,@,@,\r\n\t\t"); String computeForwardProbes = String::String(" @.rgb = computeForwardProbes(@,@,@,@,@,@,@,@,@,\r\n\t\t");
computeForwardProbes += String::String("@,TORQUE_SAMPLER2D_MAKEARG(@),\r\n\t\t"); computeForwardProbes += String::String("@,TORQUE_SAMPLER2D_MAKEARG(@),\r\n\t\t");
computeForwardProbes += String::String("TORQUE_SAMPLERCUBE_MAKEARG(@), TORQUE_SAMPLERCUBE_MAKEARG(@), \r\n\t\t");
computeForwardProbes += String::String("TORQUE_SAMPLERCUBEARRAY_MAKEARG(@),TORQUE_SAMPLERCUBEARRAY_MAKEARG(@)).rgb; \r\n"); computeForwardProbes += String::String("TORQUE_SAMPLERCUBEARRAY_MAKEARG(@),TORQUE_SAMPLERCUBEARRAY_MAKEARG(@)).rgb; \r\n");
meta->addStatement(new GenOp(computeForwardProbes.c_str(), diffuseColor, surface, cubeMips, numProbes, worldToObjArray, probeConfigData, inProbePosArray, bbMinArray, bbMaxArray, inRefPosArray, meta->addStatement(new GenOp(computeForwardProbes.c_str(), diffuseColor, surface, cubeMips, numProbes, worldToObjArray, probeConfigData, inProbePosArray, bbMinArray, bbMaxArray, inRefPosArray,
hasSkylight, BRDFTexture, skylightCubemapIdx, BRDFTexture,
skylightIrradMap, skylightSpecularMap,
irradianceCubemapAR, specularCubemapAR)); irradianceCubemapAR, specularCubemapAR));
//meta->addStatement(new GenOp(" @.rgb = @.roughness.xxx;\r\n", albedo, surface)); //meta->addStatement(new GenOp(" @.rgb = @.roughness.xxx;\r\n", albedo, surface));
@ -3147,8 +3125,8 @@ ShaderFeature::Resources ReflectionProbeFeatHLSL::getResources(const MaterialFea
{ {
Resources res; Resources res;
res.numTex = 5; res.numTex = 3;
res.numTexReg = 5; res.numTexReg = 3;
return res; return res;
} }
@ -3167,9 +3145,5 @@ void ReflectionProbeFeatHLSL::setTexData(Material::StageData &stageDat,
passData.mTexType[texIndex++] = Material::SGCube; passData.mTexType[texIndex++] = Material::SGCube;
passData.mSamplerNames[texIndex] = "irradianceCubemapAR"; passData.mSamplerNames[texIndex] = "irradianceCubemapAR";
passData.mTexType[texIndex++] = Material::SGCube; passData.mTexType[texIndex++] = Material::SGCube;
passData.mSamplerNames[texIndex] = "skylightSpecularMap";
passData.mTexType[texIndex++] = Material::SGCube;
passData.mSamplerNames[texIndex] = "skylightIrradMap";
passData.mTexType[texIndex++] = Material::SGCube;
} }
} }

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@ -83,9 +83,7 @@ const String ShaderGenVars::probeCount("$numProbes");
const String ShaderGenVars::BRDFTextureMap("$BRDFTexture"); const String ShaderGenVars::BRDFTextureMap("$BRDFTexture");
//Skylight //Skylight
const String ShaderGenVars::skylightPrefilterMap("$skylightSpecularMap"); const String ShaderGenVars::skylightCubemapIdx("$skylightCubemapIdx");
const String ShaderGenVars::skylightIrradMap("$skylightIrradMap");
const String ShaderGenVars::hasSkylight("$hasSkylight");
// These are ignored by the D3D layers. // These are ignored by the D3D layers.
const String ShaderGenVars::fogMap("$fogMap"); const String ShaderGenVars::fogMap("$fogMap");
@ -103,4 +101,4 @@ const String ShaderGenVars::dLightMask("$dlightMask");
const String ShaderGenVars::toneMap("$toneMap"); const String ShaderGenVars::toneMap("$toneMap");
// Deferred shading // Deferred shading
const String ShaderGenVars::matInfoFlags("$matInfoFlags"); const String ShaderGenVars::matInfoFlags("$matInfoFlags");

View file

@ -96,9 +96,7 @@ struct ShaderGenVars
const static String BRDFTextureMap; const static String BRDFTextureMap;
//Skylight //Skylight
const static String skylightPrefilterMap; const static String skylightCubemapIdx;
const static String skylightIrradMap;
const static String hasSkylight;
// Textures // Textures
const static String fogMap; const static String fogMap;

View file

@ -88,9 +88,121 @@ void compute4Lights( float3 wsView,
out float4 outDiffuse, out float4 outDiffuse,
out float4 outSpecular ) out float4 outSpecular )
{ {
// NOTE: The light positions and spotlight directions
// are stored in SoA order, so inLightPos[0] is the
// x coord for all 4 lights... inLightPos[1] is y... etc.
//
// This is the key to fully utilizing the vector units and
// saving a huge amount of instructions.
//
// For example this change saved more than 10 instructions
// over a simple for loop for each light.
int i;
outDiffuse = float4(0,0,0,0); float4 lightVectors[3];
outSpecular = float4(0,0,0,0); for ( i = 0; i < 3; i++ )
lightVectors[i] = wsPosition[i] - inLightPos[i];
float4 squareDists = 0;
for ( i = 0; i < 3; i++ )
squareDists += lightVectors[i] * lightVectors[i];
// Accumulate the dot product between the light
// vector and the normal.
//
// The normal is negated because it faces away from
// the surface and the light faces towards the
// surface... this keeps us from needing to flip
// the light vector direction which complicates
// the spot light calculations.
//
// We normalize the result a little later.
//
float4 nDotL = 0;
for ( i = 0; i < 3; i++ )
nDotL += lightVectors[i] * -wsNormal[i];
float4 rDotL = 0;
#ifndef TORQUE_BL_NOSPECULAR
// We're using the Phong specular reflection model
// here where traditionally Torque has used Blinn-Phong
// which has proven to be more accurate to real materials.
//
// We do so because its cheaper as do not need to
// calculate the half angle for all 4 lights.
//
// Advanced Lighting still uses Blinn-Phong, but the
// specular reconstruction it does looks fairly similar
// to this.
//
float3 R = reflect( wsView, -wsNormal );
for ( i = 0; i < 3; i++ )
rDotL += lightVectors[i] * R[i];
#endif
// Normalize the dots.
//
// Notice we're using the half type here to get a
// much faster sqrt via the rsq_pp instruction at
// the loss of some precision.
//
// Unless we have some extremely large point lights
// i don't believe the precision loss will matter.
//
half4 correction = (half4)rsqrt( squareDists );
nDotL = saturate( nDotL * correction );
rDotL = clamp( rDotL * correction, 0.00001, 1.0 );
// First calculate a simple point light linear
// attenuation factor.
//
// If this is a directional light the inverse
// radius should be greater than the distance
// causing the attenuation to have no affect.
//
float4 atten = saturate( 1.0 - ( squareDists * inLightInvRadiusSq ) );
#ifndef TORQUE_BL_NOSPOTLIGHT
// The spotlight attenuation factor. This is really
// fast for what it does... 6 instructions for 4 spots.
float4 spotAtten = 0;
for ( i = 0; i < 3; i++ )
spotAtten += lightVectors[i] * inLightSpotDir[i];
float4 cosAngle = ( spotAtten * correction ) - inLightSpotAngle;
atten *= saturate( cosAngle * inLightSpotFalloff );
#endif
// Finally apply the shadow masking on the attenuation.
atten *= shadowMask;
// Get the final light intensity.
float4 intensity = nDotL * atten;
// Combine the light colors for output.
outDiffuse = 0;
for ( i = 0; i < 4; i++ )
outDiffuse += intensity[i] * inLightColor[i];
// Output the specular power.
float4 specularIntensity = pow( rDotL, float4(1,1,1,1) ) * atten;
// Apply the per-light specular attenuation.
float4 specular = float4(0,0,0,1);
for ( i = 0; i < 4; i++ )
specular += float4( inLightColor[i].rgb * inLightColor[i].a * specularIntensity[i], 1 );
// Add the final specular intensity values together
// using a single dot product operation then get the
// final specular lighting color.
outSpecular = float4(1,1,1,1) * specular;
} }
struct Surface struct Surface
@ -159,7 +271,7 @@ inline Surface createForwardSurface(float4 baseColor, float3 normal, float4 pbrP
surface.V = normalize(wsEyePos - surface.P); surface.V = normalize(wsEyePos - surface.P);
surface.baseColor = baseColor; surface.baseColor = baseColor;
const float minRoughness=1e-4; const float minRoughness=1e-4;
surface.roughness = clamp(1.0 - pbrProperties.b, minRoughness, 1); //t3d uses smoothness, so we convert to roughness. surface.roughness = clamp(1.0 - pbrProperties.b, minRoughness, 1.0); //t3d uses smoothness, so we convert to roughness.
surface.roughness_brdf = surface.roughness * surface.roughness; surface.roughness_brdf = surface.roughness * surface.roughness;
surface.metalness = pbrProperties.a; surface.metalness = pbrProperties.a;
surface.ao = pbrProperties.g; surface.ao = pbrProperties.g;
@ -302,13 +414,13 @@ float3 boxProject(float3 wsPosition, float3 wsReflectVec, float4x4 worldToObj, f
} }
float4 computeForwardProbes(Surface surface, float4 computeForwardProbes(Surface surface,
float cubeMips, float numProbes, float4x4 worldToObjArray[MAX_FORWARD_PROBES], float4 probeConfigData[MAX_FORWARD_PROBES], float cubeMips, int numProbes, float4x4 worldToObjArray[MAX_FORWARD_PROBES], float4 probeConfigData[MAX_FORWARD_PROBES],
float4 inProbePosArray[MAX_FORWARD_PROBES], float4 bbMinArray[MAX_FORWARD_PROBES], float4 bbMaxArray[MAX_FORWARD_PROBES], float4 inRefPosArray[MAX_FORWARD_PROBES], float4 inProbePosArray[MAX_FORWARD_PROBES], float4 bbMinArray[MAX_FORWARD_PROBES], float4 bbMaxArray[MAX_FORWARD_PROBES], float4 inRefPosArray[MAX_FORWARD_PROBES],
float hasSkylight, TORQUE_SAMPLER2D(BRDFTexture), float skylightCubemapIdx, TORQUE_SAMPLER2D(BRDFTexture),
TORQUE_SAMPLERCUBE(skylightIrradMap), TORQUE_SAMPLERCUBE(skylightSpecularMap), TORQUE_SAMPLERCUBEARRAY(irradianceCubemapAR), TORQUE_SAMPLERCUBEARRAY(specularCubemapAR))
TORQUE_SAMPLERCUBEARRAY(irradianceCubemapAR), TORQUE_SAMPLERCUBEARRAY(specularCubemapAR))
{ {
int i = 0; int i = 0;
float alpha = 1;
float blendFactor[MAX_FORWARD_PROBES]; float blendFactor[MAX_FORWARD_PROBES];
float blendSum = 0; float blendSum = 0;
float blendFacSum = 0; float blendFacSum = 0;
@ -332,6 +444,8 @@ float4 computeForwardProbes(Surface surface,
if (contribution[i] > 0.0) if (contribution[i] > 0.0)
probehits++; probehits++;
} }
else
continue;
contribution[i] = max(contribution[i], 0); contribution[i] = max(contribution[i], 0);
@ -360,8 +474,43 @@ float4 computeForwardProbes(Surface surface,
{ {
blendFactor[i] *= invBlendSumWeighted; blendFactor[i] *= invBlendSumWeighted;
contribution[i] *= blendFactor[i]; contribution[i] *= blendFactor[i];
alpha -= contribution[i];
} }
} }
else
alpha -= blendSum;
#if DEBUGVIZ_ATTENUATION == 1
float contribAlpha = 1;
for (i = 0; i < numProbes; ++i)
{
contribAlpha -= contribution[i];
}
return float4(1 - contribAlpha, 1 - contribAlpha, 1 - contribAlpha, 1);
#endif
#if DEBUGVIZ_CONTRIB == 1
float3 probeContribColors[4];
probeContribColors[0] = float3(1,0,0);
probeContribColors[1] = float3(0,1,0);
probeContribColors[2] = float3(0,0,1);
probeContribColors[3] = float3(1,1,0);
float3 finalContribColor = float3(0, 0, 0);
float contribAlpha = 1;
for (i = 0; i < numProbes; ++i)
{
finalContribColor += contribution[i] *probeContribColors[i].rgb;
contribAlpha -= contribution[i];
}
//Skylight coloration for anything not covered by probes above
if(skylightCubemapIdx != -1)
finalContribColor += float3(0.3, 0.3, 0.3) * contribAlpha;
return float4(finalContribColor, 1);
#endif
float3 irradiance = float3(0, 0, 0); float3 irradiance = float3(0, 0, 0);
float3 specular = float3(0, 0, 0); float3 specular = float3(0, 0, 0);
@ -369,7 +518,6 @@ float4 computeForwardProbes(Surface surface,
// Radiance (Specular) // Radiance (Specular)
float lod = surface.roughness*cubeMips; float lod = surface.roughness*cubeMips;
float alpha = 1;
for (i = 0; i < numProbes; ++i) for (i = 0; i < numProbes; ++i)
{ {
float contrib = contribution[i]; float contrib = contribution[i];
@ -384,10 +532,10 @@ float4 computeForwardProbes(Surface surface,
} }
} }
if (hasSkylight && alpha > 0.001) if(skylightCubemapIdx != -1 && alpha >= 0.001)
{ {
irradiance += TORQUE_TEXCUBELOD(skylightIrradMap, float4(surface.R, 0)).xyz; irradiance += TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, surface.R, skylightCubemapIdx, 0).xyz * alpha;
specular = TORQUE_TEXCUBELOD(skylightSpecularMap, float4(surface.R, lod)).xyz; specular += TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, surface.R, skylightCubemapIdx, lod).xyz * alpha;
} }
float3 F = FresnelSchlickRoughness(surface.NdotV, surface.f0, surface.roughness); float3 F = FresnelSchlickRoughness(surface.NdotV, surface.f0, surface.roughness);
@ -403,7 +551,7 @@ float4 computeForwardProbes(Surface surface,
//final diffuse color //final diffuse color
float3 diffuse = kD * irradiance * surface.baseColor.rgb; float3 diffuse = kD * irradiance * surface.baseColor.rgb;
float4 finalColor = float4(diffuse + specular, 1); float4 finalColor = float4(diffuse + specular * surface.ao, 1.0);
//finalColor.rgb += abs(surface.N);
return finalColor; return finalColor;
} }

View file

@ -14,11 +14,8 @@ singleton Material(Grid_512_Orange)
specularStrength0 = "25"; specularStrength0 = "25";
specular0 = "0.8 0.8 0.8 1"; specular0 = "0.8 0.8 0.8 1";
specularPower0 = "0.25"; specularPower0 = "0.25";
emissive[0] = "1"; emissive[0] = "0";
translucent = "1"; translucent = "1";
normalMap[0] = "data/pbr/images/FloorEbony_normal.png"; normalMap[0] = "data/pbr/images/FloorEbony_normal.png";
invertSmoothness[0] = "1"; invertSmoothness[0] = "1";
roughMap[0] = "data/pbr/images/FloorEbony_rough.png";
aoMap[0] = "data/pbr/images/FloorEbony_ao.png";
metalMap[0] = "data/pbr/images/FloorEbony_metal.png";
}; };

View file

@ -0,0 +1,170 @@
//--- OBJECT WRITE BEGIN ---
%guiContent = new GuiControl(MaterialInstanceViewCtrl) {
position = "0 0";
extent = "1024 768";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "GuiDefaultProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
canSaveDynamicFields = "1";
new GuiWindowCtrl(MaterialInstanceViewWindow) {
text = "Material Instances Viewer";
resizeWidth = "1";
resizeHeight = "1";
canMove = "1";
canClose = "1";
canMinimize = "1";
canMaximize = "1";
canCollapse = "0";
closeCommand = "Canvas.popDialog(MaterialInstanceViewCtrl);";
edgeSnap = "1";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
position = "429 123";
extent = "550 550";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "ToolsGuiWindowProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
canSaveDynamicFields = "0";
new GuiTextEditCtrl(MaterialInstanceFilter) {
historySize = "0";
tabComplete = "0";
sinkAllKeyEvents = "0";
password = "0";
passwordMask = "*";
text = "\c2Filter...";
maxLength = "1024";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
position = "11 21";
extent = "516 18";
minExtent = "8 2";
horizSizing = "width";
vertSizing = "bottom";
profile = "ToolsGuiTextEditProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
class = "AssetBrowserSearchFilterText";
canSave = "1";
canSaveDynamicFields = "0";
};
new GuiBitmapButtonCtrl(MaterialInstanceFilterBtn) {
bitmap = "tools/gui/images/delete";
bitmapMode = "Stretched";
autoFitExtents = "0";
useModifiers = "0";
useStates = "1";
masked = "0";
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "0";
position = "529 22";
extent = "15 15";
minExtent = "8 2";
horizSizing = "left";
vertSizing = "bottom";
profile = "ToolsGuiDefaultProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
tooltip = "Delete Asset";
hovertime = "1000";
isContainer = "0";
canSave = "1";
canSaveDynamicFields = "0";
};
new GuiScrollCtrl() {
willFirstRespond = "1";
hScrollBar = "dynamic";
vScrollBar = "dynamic";
lockHorizScroll = "0";
lockVertScroll = "0";
constantThumbHeight = "0";
childMargin = "0 0";
mouseWheelScrollSpeed = "-1";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
position = "0 38";
extent = "550 510";
minExtent = "8 2";
horizSizing = "width";
vertSizing = "height";
profile = "ToolsGuiScrollProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
canSaveDynamicFields = "0";
new GuiTreeViewCtrl(MaterialInstanceViewTree) {
tabSize = "16";
textOffset = "2";
fullRowSelect = "0";
itemHeight = "21";
destroyTreeOnSleep = "1";
mouseDragging = "1";
multipleSelections = "1";
deleteObjectAllowed = "1";
dragToItemAllowed = "1";
clearAllOnSingleSelection = "1";
showRoot = "1";
useInspectorTooltips = "0";
tooltipOnWidthOnly = "0";
showObjectIds = "1";
showClassNames = "1";
showObjectNames = "1";
showInternalNames = "1";
showClassNameForUnnamedObjects = "0";
compareToObjectID = "1";
canRenameObjects = "1";
renameInternal = "0";
position = "1 1";
extent = "550 510";
minExtent = "8 2";
horizSizing = "width";
vertSizing = "height";
profile = "ToolsGuiTreeViewProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
canSaveDynamicFields = "0";
};
};
};
};
//--- OBJECT WRITE END ---

View file

@ -0,0 +1,27 @@
function MaterialInstanceFilter::onGainFirstResponder( %this )
{
%this.selectAllText();
}
function MaterialInstanceFilter::onReturn( %this )
{
%text = %this.getText();
if( %text $= "" )
{
%this.reset();
MaterialInstanceViewTree.clearFilterText();
}
else
{
MaterialInstanceViewTree.setFilterText(%text);
}
MaterialInstanceViewTree.buildVisibleTree(true);
}
function MaterialInstanceFilterBtn::onClick(%this)
{
MaterialInstanceFilter.reset();
MaterialInstanceViewTree.clearFilterText();
MaterialInstanceViewTree.buildVisibleTree(true);
}

View file

@ -4476,7 +4476,7 @@
isContainer = "0"; isContainer = "0";
HorizSizing = "left"; HorizSizing = "left";
VertSizing = "bottom"; VertSizing = "bottom";
position = "86 1"; position = "66 1";
Extent = "16 16"; Extent = "16 16";
MinExtent = "8 2"; MinExtent = "8 2";
canSave = "1"; canSave = "1";
@ -4497,7 +4497,7 @@
Profile = "ToolsGuiDefaultProfile"; Profile = "ToolsGuiDefaultProfile";
HorizSizing = "left"; HorizSizing = "left";
VertSizing = "bottom"; VertSizing = "bottom";
position = "106 1"; position = "86 1";
Extent = "16 16"; Extent = "16 16";
MinExtent = "8 2"; MinExtent = "8 2";
canSave = "1"; canSave = "1";
@ -4519,7 +4519,7 @@
Profile = "ToolsGuiDefaultProfile"; Profile = "ToolsGuiDefaultProfile";
HorizSizing = "left"; HorizSizing = "left";
VertSizing = "bottom"; VertSizing = "bottom";
position = "123 1"; position = "106 1";
Extent = "16 16"; Extent = "16 16";
MinExtent = "8 2"; MinExtent = "8 2";
canSave = "1"; canSave = "1";
@ -4533,6 +4533,27 @@
useMouseEvents = "0"; useMouseEvents = "0";
bitmap = "tools/gui/images/save-icon"; bitmap = "tools/gui/images/save-icon";
}; };
new GuiBitmapButtonCtrl() {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "0";
Profile = "ToolsGuiDefaultProfile";
HorizSizing = "left";
VertSizing = "bottom";
position = "126 1";
Extent = "16 16";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Command = "MaterialEditorGui.lookupMaterialInstances();";
hovertime = "1000";
groupNum = "-1";
text ="";
tooltip = "Lookup Material Instances";
buttonType = "PushButton";
useMouseEvents = "0";
bitmap = "tools/gui/images/visible";
};
new GuiBitmapCtrl(){ new GuiBitmapCtrl(){
position = "147 1"; position = "147 1";
Extent = "2 16"; Extent = "2 16";

View file

@ -0,0 +1,170 @@
//--- OBJECT WRITE BEGIN ---
%guiContent = new GuiControl(MaterialInstanceViewCtrl) {
position = "0 0";
extent = "1024 768";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "GuiDefaultProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
canSaveDynamicFields = "1";
new GuiWindowCtrl(MaterialInstanceViewWindow) {
text = "Material Instances Viewer";
resizeWidth = "1";
resizeHeight = "1";
canMove = "1";
canClose = "1";
canMinimize = "1";
canMaximize = "1";
canCollapse = "0";
closeCommand = "Canvas.popDialog(MaterialInstanceViewCtrl);";
edgeSnap = "1";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
position = "429 123";
extent = "550 550";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "ToolsGuiWindowProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
canSaveDynamicFields = "0";
new GuiTextEditCtrl(MaterialInstanceFilter) {
historySize = "0";
tabComplete = "0";
sinkAllKeyEvents = "0";
password = "0";
passwordMask = "*";
text = "\c2Filter...";
maxLength = "1024";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
position = "11 21";
extent = "516 18";
minExtent = "8 2";
horizSizing = "width";
vertSizing = "bottom";
profile = "ToolsGuiTextEditProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
class = "AssetBrowserSearchFilterText";
canSave = "1";
canSaveDynamicFields = "0";
};
new GuiBitmapButtonCtrl(MaterialInstanceFilterBtn) {
bitmap = "tools/gui/images/delete";
bitmapMode = "Stretched";
autoFitExtents = "0";
useModifiers = "0";
useStates = "1";
masked = "0";
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "0";
position = "529 22";
extent = "15 15";
minExtent = "8 2";
horizSizing = "left";
vertSizing = "bottom";
profile = "ToolsGuiDefaultProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
tooltip = "Delete Asset";
hovertime = "1000";
isContainer = "0";
canSave = "1";
canSaveDynamicFields = "0";
};
new GuiScrollCtrl() {
willFirstRespond = "1";
hScrollBar = "dynamic";
vScrollBar = "dynamic";
lockHorizScroll = "0";
lockVertScroll = "0";
constantThumbHeight = "0";
childMargin = "0 0";
mouseWheelScrollSpeed = "-1";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
position = "0 38";
extent = "550 510";
minExtent = "8 2";
horizSizing = "width";
vertSizing = "height";
profile = "ToolsGuiScrollProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
canSaveDynamicFields = "0";
new GuiTreeViewCtrl(MaterialInstanceViewTree) {
tabSize = "16";
textOffset = "2";
fullRowSelect = "0";
itemHeight = "21";
destroyTreeOnSleep = "1";
mouseDragging = "1";
multipleSelections = "1";
deleteObjectAllowed = "1";
dragToItemAllowed = "1";
clearAllOnSingleSelection = "1";
showRoot = "1";
useInspectorTooltips = "0";
tooltipOnWidthOnly = "0";
showObjectIds = "1";
showClassNames = "1";
showObjectNames = "1";
showInternalNames = "1";
showClassNameForUnnamedObjects = "0";
compareToObjectID = "1";
canRenameObjects = "1";
renameInternal = "0";
position = "1 1";
extent = "550 510";
minExtent = "8 2";
horizSizing = "width";
vertSizing = "height";
profile = "ToolsGuiTreeViewProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
canSaveDynamicFields = "0";
};
};
};
};
//--- OBJECT WRITE END ---

View file

@ -32,9 +32,13 @@ function initializeMaterialEditor()
// Load Properties Window // Load Properties Window
exec("~/materialEditor/gui/guiMaterialPropertiesWindow.ed.gui"); exec("~/materialEditor/gui/guiMaterialPropertiesWindow.ed.gui");
//Material Instance viewer
exec("~/materialEditor/gui/materialInstancesView.ed.gui");
// Load Client Scripts. // Load Client Scripts.
exec("./scripts/materialEditor.ed.cs"); exec("./scripts/materialEditor.ed.cs");
exec("./scripts/materialEditorUndo.ed.cs"); exec("./scripts/materialEditorUndo.ed.cs");
exec("./scripts/materialInstanceView.ed.cs");
//exec("./gui/profiles.ed.cs"); //exec("./gui/profiles.ed.cs");
MaterialEditorPreviewWindow.setVisible( false ); MaterialEditorPreviewWindow.setVisible( false );

View file

@ -2278,6 +2278,32 @@ function MaterialEditorGui::refreshMaterial(%this)
MaterialEditorGui.setMaterialNotDirty(); MaterialEditorGui.setMaterialNotDirty();
} }
//==============================================================================
// Looking up material instances/getting mat info
function MaterialEditorGui::lookupMaterialInstances( %this )
{
if( MaterialEditorGui.currentMaterial.getName() $= "" )
{
MessageBoxOK("Cannot perform operation", "Unable to look up a material with a blank name" );
return;
}
MaterialInstanceViewTree.clear();
MaterialInstanceViewTree.setFilterChildren(false);
MaterialInstanceViewTree.setItemFilterException(1, true);
MaterialEditorGui.currentMaterial.getMaterialInstances(MaterialInstanceViewTree);
if(MaterialInstanceFilter.Text !$= "\c2Filter...")
{
MaterialInstanceViewTree.setFilterText(MaterialInstanceFilter.Text);
}
MaterialInstanceViewTree.buildVisibleTree(true);
Canvas.pushDialog(MaterialInstanceViewCtrl);
}
//============================================================================== //==============================================================================
// Switching and Changing Materials // Switching and Changing Materials

View file

@ -0,0 +1,27 @@
function MaterialInstanceFilter::onGainFirstResponder( %this )
{
%this.selectAllText();
}
function MaterialInstanceFilter::onReturn( %this )
{
%text = %this.getText();
if( %text $= "" )
{
%this.reset();
MaterialInstanceViewTree.clearFilterText();
}
else
{
MaterialInstanceViewTree.setFilterText(%text);
}
MaterialInstanceViewTree.buildVisibleTree(true);
}
function MaterialInstanceFilterBtn::onClick(%this)
{
MaterialInstanceFilter.reset();
MaterialInstanceViewTree.clearFilterText();
MaterialInstanceViewTree.buildVisibleTree(true);
}