Implementation of reflection and skylight probes.

Moves lighting math to the diffuse/specular two-channel logic.
This commit is contained in:
Areloch 2018-09-16 22:15:07 -05:00
parent 83dd55e851
commit 2be32ad737
102 changed files with 12346 additions and 1911 deletions

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#include "console/engineAPI.h"
#include "materials/shaderData.h"
#include "gfx/gfxTextureManager.h"
#include "gfx/gfxTransformSaver.h"
#include "gfx/bitmap/cubemapSaver.h"
namespace IBLUtilities
{
void GenerateIrradianceMap(GFXTextureTargetRef renderTarget, GFXCubemapHandle cubemap, GFXCubemapHandle &cubemapOut)
{
GFXTransformSaver saver;
GFXStateBlockRef irrStateBlock;
ShaderData *irrShaderData;
GFXShaderRef irrShader = Sim::findObject("IrradianceShader", irrShaderData) ? irrShaderData->getShader() : NULL;
if (!irrShader)
{
Con::errorf("IBLUtilities::GenerateIrradianceMap() - could not find IrradianceShader");
return;
}
GFXShaderConstBufferRef irrConsts = irrShader->allocConstBuffer();
GFXShaderConstHandle* irrEnvMapSC = irrShader->getShaderConstHandle("$environmentMap");
GFXShaderConstHandle* irrFaceSC = irrShader->getShaderConstHandle("$face");
GFXStateBlockDesc desc;
desc.zEnable = false;
desc.samplersDefined = true;
desc.samplers[0].addressModeU = GFXAddressClamp;
desc.samplers[0].addressModeV = GFXAddressClamp;
desc.samplers[0].addressModeW = GFXAddressClamp;
desc.samplers[0].magFilter = GFXTextureFilterLinear;
desc.samplers[0].minFilter = GFXTextureFilterLinear;
desc.samplers[0].mipFilter = GFXTextureFilterLinear;
irrStateBlock = GFX->createStateBlock(desc);
GFX->pushActiveRenderTarget();
GFX->setShader(irrShader);
GFX->setShaderConstBuffer(irrConsts);
GFX->setStateBlock(irrStateBlock);
GFX->setVertexBuffer(NULL);
GFX->setCubeTexture(0, cubemap);
for (U32 i = 0; i < 6; i++)
{
renderTarget->attachTexture(GFXTextureTarget::Color0, cubemapOut, i);
irrConsts->setSafe(irrFaceSC, (S32)i);
GFX->setActiveRenderTarget(renderTarget);
GFX->clear(GFXClearTarget, LinearColorF::BLACK, 1.0f, 0);
GFX->drawPrimitive(GFXTriangleList, 0, 3);
renderTarget->resolve();
}
GFX->popActiveRenderTarget();
}
void GeneratePrefilterMap(GFXTextureTargetRef renderTarget, GFXCubemapHandle cubemap, U32 mipLevels, GFXCubemapHandle &cubemapOut)
{
GFXTransformSaver saver;
ShaderData *prefilterShaderData;
GFXShaderRef prefilterShader = Sim::findObject("PrefiterCubemapShader", prefilterShaderData) ? prefilterShaderData->getShader() : NULL;
if (!prefilterShader)
{
Con::errorf("IBLUtilities::GeneratePrefilterMap() - could not find PrefiterCubemapShader");
return;
}
GFXShaderConstBufferRef prefilterConsts = prefilterShader->allocConstBuffer();
GFXShaderConstHandle* prefilterEnvMapSC = prefilterShader->getShaderConstHandle("$environmentMap");
GFXShaderConstHandle* prefilterFaceSC = prefilterShader->getShaderConstHandle("$face");
GFXShaderConstHandle* prefilterRoughnessSC = prefilterShader->getShaderConstHandle("$roughness");
GFXShaderConstHandle* prefilterMipSizeSC = prefilterShader->getShaderConstHandle("$mipSize");
GFXShaderConstHandle* prefilterResolutionSC = prefilterShader->getShaderConstHandle("$resolution");
GFX->pushActiveRenderTarget();
GFX->setShader(prefilterShader);
GFX->setShaderConstBuffer(prefilterConsts);
GFX->setCubeTexture(0, cubemap);
U32 prefilterSize = cubemapOut->getSize();
for (U32 face = 0; face < 6; face++)
{
prefilterConsts->setSafe(prefilterFaceSC, (S32)face);
prefilterConsts->setSafe(prefilterResolutionSC, renderTarget->getSize().x);
for (U32 mip = 0; mip < mipLevels; mip++)
{
S32 mipSize = prefilterSize >> mip;
F32 roughness = (float)mip / (float)(mipLevels - 1);
prefilterConsts->setSafe(prefilterRoughnessSC, roughness);
prefilterConsts->setSafe(prefilterMipSizeSC, mipSize);
U32 size = prefilterSize * mPow(0.5f, mip);
renderTarget->attachTexture(GFXTextureTarget::Color0, cubemapOut, face, mip);
GFX->setActiveRenderTarget(renderTarget, false);//we set the viewport ourselves
GFX->setViewport(RectI(0, 0, size, size));
GFX->clear(GFXClearTarget, LinearColorF::BLACK, 1.0f, 0);
GFX->drawPrimitive(GFXTriangleList, 0, 3);
renderTarget->resolve();
}
}
GFX->popActiveRenderTarget();
}
void GenerateBRDFTexture(GFXTexHandle &textureOut)
{
GFXTransformSaver saver;
ShaderData *brdfShaderData;
GFXShaderRef brdfShader = Sim::findObject("BRDFLookupShader", brdfShaderData) ? brdfShaderData->getShader() : NULL;
if (!brdfShader)
{
Con::errorf("IBLUtilities::GenerateBRDFTexture() - could not find BRDFLookupShader");
return;
}
U32 textureSize = textureOut->getWidth();
GFXTextureTargetRef renderTarget = GFX->allocRenderToTextureTarget();
GFX->pushActiveRenderTarget();
GFX->setShader(brdfShader);
renderTarget->attachTexture(GFXTextureTarget::Color0, textureOut);
GFX->setActiveRenderTarget(renderTarget);//potential bug here with the viewport not updating with the new size
GFX->setViewport(RectI(0, 0, textureSize, textureSize));//see above comment
GFX->clear(GFXClearTarget, LinearColorF::BLUE, 1.0f, 0);
GFX->drawPrimitive(GFXTriangleList, 0, 3);
renderTarget->resolve();
GFX->popActiveRenderTarget();
}
void bakeReflection(String outputPath, S32 resolution)
{
//GFXDEBUGEVENT_SCOPE(ReflectionProbe_Bake, ColorI::WHITE);
/*PostEffect *preCapture = dynamic_cast<PostEffect*>(Sim::findObject("AL_PreCapture"));
PostEffect *deferredShading = dynamic_cast<PostEffect*>(Sim::findObject("AL_DeferredShading"));
if (preCapture)
preCapture->enable();
if (deferredShading)
deferredShading->disable();
//if (mReflectionModeType == StaticCubemap || mReflectionModeType == BakedCubemap || mReflectionModeType == SkyLight)
{
if (!mCubemap)
{
mCubemap = new CubemapData();
mCubemap->registerObject();
}
}
if (mReflectionModeType == DynamicCubemap && mDynamicCubemap.isNull())
{
//mCubemap->createMap();
mDynamicCubemap = GFX->createCubemap();
mDynamicCubemap->initDynamic(resolution, GFXFormatR8G8B8);
}
else if (mReflectionModeType != DynamicCubemap)
{
if (mReflectionPath.isEmpty() || !mPersistentId)
{
if (!mPersistentId)
mPersistentId = getOrCreatePersistentId();
mReflectionPath = outputPath.c_str();
mProbeUniqueID = std::to_string(mPersistentId->getUUID().getHash()).c_str();
}
}
bool validCubemap = true;
// Save the current transforms so we can restore
// it for child control rendering below.
GFXTransformSaver saver;
//bool saveEditingMission = gEditingMission;
//gEditingMission = false;
//Set this to true to use the prior method where it goes through the SPT_Reflect path for the bake
bool probeRenderState = ReflectionProbe::smRenderReflectionProbes;
ReflectionProbe::smRenderReflectionProbes = false;
for (U32 i = 0; i < 6; ++i)
{
GFXTexHandle blendTex;
blendTex.set(resolution, resolution, GFXFormatR8G8B8A8, &GFXRenderTargetProfile, "");
GFXTextureTargetRef mBaseTarget = GFX->allocRenderToTextureTarget();
GFX->clearTextureStateImmediate(0);
if (mReflectionModeType == DynamicCubemap)
mBaseTarget->attachTexture(GFXTextureTarget::Color0, mDynamicCubemap, i);
else
mBaseTarget->attachTexture(GFXTextureTarget::Color0, blendTex);
// Standard view that will be overridden below.
VectorF vLookatPt(0.0f, 0.0f, 0.0f), vUpVec(0.0f, 0.0f, 0.0f), vRight(0.0f, 0.0f, 0.0f);
switch (i)
{
case 0: // D3DCUBEMAP_FACE_POSITIVE_X:
vLookatPt = VectorF(1.0f, 0.0f, 0.0f);
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
break;
case 1: // D3DCUBEMAP_FACE_NEGATIVE_X:
vLookatPt = VectorF(-1.0f, 0.0f, 0.0f);
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
break;
case 2: // D3DCUBEMAP_FACE_POSITIVE_Y:
vLookatPt = VectorF(0.0f, 1.0f, 0.0f);
vUpVec = VectorF(0.0f, 0.0f, -1.0f);
break;
case 3: // D3DCUBEMAP_FACE_NEGATIVE_Y:
vLookatPt = VectorF(0.0f, -1.0f, 0.0f);
vUpVec = VectorF(0.0f, 0.0f, 1.0f);
break;
case 4: // D3DCUBEMAP_FACE_POSITIVE_Z:
vLookatPt = VectorF(0.0f, 0.0f, 1.0f);
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
break;
case 5: // D3DCUBEMAP_FACE_NEGATIVE_Z:
vLookatPt = VectorF(0.0f, 0.0f, -1.0f);
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
break;
}
// create camera matrix
VectorF cross = mCross(vUpVec, vLookatPt);
cross.normalizeSafe();
MatrixF matView(true);
matView.setColumn(0, cross);
matView.setColumn(1, vLookatPt);
matView.setColumn(2, vUpVec);
matView.setPosition(getPosition());
matView.inverse();
// set projection to 90 degrees vertical and horizontal
F32 left, right, top, bottom;
F32 nearPlane = 0.01f;
F32 farDist = 1000.f;
MathUtils::makeFrustum(&left, &right, &top, &bottom, M_HALFPI_F, 1.0f, nearPlane);
Frustum frustum(false, left, right, top, bottom, nearPlane, farDist);
renderFrame(&mBaseTarget, matView, frustum, StaticObjectType | StaticShapeObjectType & EDITOR_RENDER_TYPEMASK, gCanvasClearColor);
mBaseTarget->resolve();
mCubemap->setCubeFaceTexture(i, blendTex);
}
if (mReflectionModeType != DynamicCubemap && validCubemap)
{
if (mCubemap->mCubemap)
mCubemap->updateFaces();
else
mCubemap->createMap();
char fileName[256];
dSprintf(fileName, 256, "%s%s.DDS", mReflectionPath.c_str(), mProbeUniqueID.c_str());
CubemapSaver::save(mCubemap->mCubemap, fileName);
if (!Platform::isFile(fileName))
{
validCubemap = false; //if we didn't save right, just
Con::errorf("Failed to properly save out the skylight baked cubemap!");
}
mDirty = false;
}
//calculateSHTerms();
ReflectionProbe::smRenderReflectionProbes = probeRenderState;
setMaskBits(-1);
if (preCapture)
preCapture->disable();
if (deferredShading)
deferredShading->enable();*/
}
LinearColorF decodeSH(Point3F normal, const LinearColorF SHTerms[9], const F32 SHConstants[5])
{
float x = normal.x;
float y = normal.y;
float z = normal.z;
LinearColorF l00 = SHTerms[0];
LinearColorF l10 = SHTerms[1];
LinearColorF l11 = SHTerms[2];
LinearColorF l12 = SHTerms[3];
LinearColorF l20 = SHTerms[4];
LinearColorF l21 = SHTerms[5];
LinearColorF l22 = SHTerms[6];
LinearColorF l23 = SHTerms[7];
LinearColorF l24 = SHTerms[8];
LinearColorF result = (
l00 * SHConstants[0] +
l12 * SHConstants[1] * x +
l10 * SHConstants[1] * y +
l11 * SHConstants[1] * z +
l20 * SHConstants[2] * x*y +
l21 * SHConstants[2] * y*z +
l22 * SHConstants[3] * (3.0*z*z - 1.0) +
l23 * SHConstants[2] * x*z +
l24 * SHConstants[4] * (x*x - y * y)
);
return LinearColorF(mMax(result.red, 0), mMax(result.green, 0), mMax(result.blue, 0));
}
MatrixF getSideMatrix(U32 side)
{
// Standard view that will be overridden below.
VectorF vLookatPt(0.0f, 0.0f, 0.0f), vUpVec(0.0f, 0.0f, 0.0f), vRight(0.0f, 0.0f, 0.0f);
switch (side)
{
case 0: // D3DCUBEMAP_FACE_POSITIVE_X:
vLookatPt = VectorF(1.0f, 0.0f, 0.0f);
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
break;
case 1: // D3DCUBEMAP_FACE_NEGATIVE_X:
vLookatPt = VectorF(-1.0f, 0.0f, 0.0f);
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
break;
case 2: // D3DCUBEMAP_FACE_POSITIVE_Y:
vLookatPt = VectorF(0.0f, 1.0f, 0.0f);
vUpVec = VectorF(0.0f, 0.0f, -1.0f);
break;
case 3: // D3DCUBEMAP_FACE_NEGATIVE_Y:
vLookatPt = VectorF(0.0f, -1.0f, 0.0f);
vUpVec = VectorF(0.0f, 0.0f, 1.0f);
break;
case 4: // D3DCUBEMAP_FACE_POSITIVE_Z:
vLookatPt = VectorF(0.0f, 0.0f, 1.0f);
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
break;
case 5: // D3DCUBEMAP_FACE_NEGATIVE_Z:
vLookatPt = VectorF(0.0f, 0.0f, -1.0f);
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
break;
}
// create camera matrix
VectorF cross = mCross(vUpVec, vLookatPt);
cross.normalizeSafe();
MatrixF rotMat(true);
rotMat.setColumn(0, cross);
rotMat.setColumn(1, vLookatPt);
rotMat.setColumn(2, vUpVec);
//rotMat.inverse();
return rotMat;
}
F32 harmonics(U32 termId, Point3F normal)
{
F32 x = normal.x;
F32 y = normal.y;
F32 z = normal.z;
switch (termId)
{
case 0:
return 1.0;
case 1:
return y;
case 2:
return z;
case 3:
return x;
case 4:
return x * y;
case 5:
return y * z;
case 6:
return 3.0*z*z - 1.0;
case 7:
return x * z;
default:
return x * x - y * y;
}
}
LinearColorF sampleSide(GBitmap* cubeFaceBitmaps[6], const U32& cubemapResolution, const U32& termindex, const U32& sideIndex)
{
MatrixF sideRot = getSideMatrix(sideIndex);
LinearColorF result = LinearColorF::ZERO;
F32 divider = 0;
for (int y = 0; y<cubemapResolution; y++)
{
for (int x = 0; x<cubemapResolution; x++)
{
Point2F sidecoord = ((Point2F(x, y) + Point2F(0.5, 0.5)) / Point2F(cubemapResolution, cubemapResolution))*2.0 - Point2F(1.0, 1.0);
Point3F normal = Point3F(sidecoord.x, sidecoord.y, -1.0);
normal.normalize();
F32 minBrightness = Con::getFloatVariable("$pref::GI::Cubemap_Sample_MinBrightness", 0.001f);
LinearColorF texel = cubeFaceBitmaps[sideIndex]->sampleTexel(y, x);
texel = LinearColorF(mMax(texel.red, minBrightness), mMax(texel.green, minBrightness), mMax(texel.blue, minBrightness)) * Con::getFloatVariable("$pref::GI::Cubemap_Gain", 1.5);
Point3F dir;
sideRot.mulP(normal, &dir);
result += texel * harmonics(termindex, dir) * -normal.z;
divider += -normal.z;
}
}
result /= divider;
return result;
}
//
//SH Calculations
// From http://sunandblackcat.com/tipFullView.php?l=eng&topicid=32&topic=Spherical-Harmonics-From-Cube-Texture
// With shader decode logic from https://github.com/nicknikolov/cubemap-sh
void calculateSHTerms(GFXCubemapHandle cubemap, LinearColorF SHTerms[9], F32 SHConstants[5])
{
if (!cubemap)
return;
const VectorF cubemapFaceNormals[6] =
{
// D3DCUBEMAP_FACE_POSITIVE_X:
VectorF(1.0f, 0.0f, 0.0f),
// D3DCUBEMAP_FACE_NEGATIVE_X:
VectorF(-1.0f, 0.0f, 0.0f),
// D3DCUBEMAP_FACE_POSITIVE_Y:
VectorF(0.0f, 1.0f, 0.0f),
// D3DCUBEMAP_FACE_NEGATIVE_Y:
VectorF(0.0f, -1.0f, 0.0f),
// D3DCUBEMAP_FACE_POSITIVE_Z:
VectorF(0.0f, 0.0f, 1.0f),
// D3DCUBEMAP_FACE_NEGATIVE_Z:
VectorF(0.0f, 0.0f, -1.0f),
};
U32 cubemapResolution = cubemap->getSize();
GBitmap* cubeFaceBitmaps[6];
for (U32 i = 0; i < 6; i++)
{
cubeFaceBitmaps[i] = new GBitmap(cubemapResolution, cubemapResolution, false, GFXFormatR16G16B16A16F);
}
//If we fail to parse the cubemap for whatever reason, we really can't continue
if (!CubemapSaver::getBitmaps(cubemap, GFXFormatR8G8B8, cubeFaceBitmaps))
return;
//Set up our constants
F32 L0 = Con::getFloatVariable("$pref::GI::SH_Term_L0", 1.0f);
F32 L1 = Con::getFloatVariable("$pref::GI::SH_Term_L1", 1.8f);
F32 L2 = Con::getFloatVariable("$pref::GI::SH_Term_L2", 0.83f);
F32 L2m2_L2m1_L21 = Con::getFloatVariable("$pref::GI::SH_Term_L2m2", 2.9f);
F32 L20 = Con::getFloatVariable("$pref::GI::SH_Term_L20", 0.58f);
F32 L22 = Con::getFloatVariable("$pref::GI::SH_Term_L22", 1.1f);
SHConstants[0] = L0;
SHConstants[1] = L1;
SHConstants[2] = L2 * L2m2_L2m1_L21;
SHConstants[3] = L2 * L20;
SHConstants[4] = L2 * L22;
for (U32 i = 0; i < 9; i++)
{
//Clear it, just to be sure
SHTerms[i] = LinearColorF(0.f, 0.f, 0.f);
//Now, encode for each side
SHTerms[i] = sampleSide(cubeFaceBitmaps, cubemapResolution, i, 0); //POS_X
SHTerms[i] += sampleSide(cubeFaceBitmaps, cubemapResolution, i, 1); //NEG_X
SHTerms[i] += sampleSide(cubeFaceBitmaps, cubemapResolution, i, 2); //POS_Y
SHTerms[i] += sampleSide(cubeFaceBitmaps, cubemapResolution, i, 3); //NEG_Y
SHTerms[i] += sampleSide(cubeFaceBitmaps, cubemapResolution, i, 4); //POS_Z
SHTerms[i] += sampleSide(cubeFaceBitmaps, cubemapResolution, i, 5); //NEG_Z
//Average
SHTerms[i] /= 6;
}
for (U32 i = 0; i < 6; i++)
SAFE_DELETE(cubeFaceBitmaps[i]);
/*bool mExportSHTerms = false;
if (mExportSHTerms)
{
for (U32 f = 0; f < 6; f++)
{
char fileName[256];
dSprintf(fileName, 256, "%s%s_DecodedFaces_%d.png", mReflectionPath.c_str(),
mProbeUniqueID.c_str(), f);
LinearColorF color = decodeSH(cubemapFaceNormals[f]);
FileStream stream;
if (stream.open(fileName, Torque::FS::File::Write))
{
GBitmap bitmap(mCubemapResolution, mCubemapResolution, false, GFXFormatR8G8B8);
bitmap.fill(color.toColorI());
bitmap.writeBitmap("png", stream);
}
}
for (U32 f = 0; f < 9; f++)
{
char fileName[256];
dSprintf(fileName, 256, "%s%s_SHTerms_%d.png", mReflectionPath.c_str(),
mProbeUniqueID.c_str(), f);
LinearColorF color = mProbeInfo->SHTerms[f];
FileStream stream;
if (stream.open(fileName, Torque::FS::File::Write))
{
GBitmap bitmap(mCubemapResolution, mCubemapResolution, false, GFXFormatR8G8B8);
bitmap.fill(color.toColorI());
bitmap.writeBitmap("png", stream);
}
}
}*/
}
F32 areaElement(F32 x, F32 y)
{
return mAtan2(x * y, (F32)mSqrt(x * x + y * y + 1.0));
}
F32 texelSolidAngle(F32 aU, F32 aV, U32 width, U32 height)
{
// transform from [0..res - 1] to [- (1 - 1 / res) .. (1 - 1 / res)]
// ( 0.5 is for texel center addressing)
const F32 U = (2.0 * (aU + 0.5) / width) - 1.0;
const F32 V = (2.0 * (aV + 0.5) / height) - 1.0;
// shift from a demi texel, mean 1.0 / size with U and V in [-1..1]
const F32 invResolutionW = 1.0 / width;
const F32 invResolutionH = 1.0 / height;
// U and V are the -1..1 texture coordinate on the current face.
// get projected area for this texel
const F32 x0 = U - invResolutionW;
const F32 y0 = V - invResolutionH;
const F32 x1 = U + invResolutionW;
const F32 y1 = V + invResolutionH;
const F32 angle = areaElement(x0, y0) - areaElement(x0, y1) - areaElement(x1, y0) + areaElement(x1, y1);
return angle;
}
};

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#pragma once
namespace IBLUtilities
{
void GenerateIrradianceMap(GFXTextureTargetRef renderTarget, GFXCubemapHandle cubemap, GFXCubemapHandle &cubemapOut);
void GeneratePrefilterMap(GFXTextureTargetRef renderTarget, GFXCubemapHandle cubemap, U32 mipLevels, GFXCubemapHandle &cubemapOut);
void GenerateBRDFTexture(GFXTexHandle &textureOut);
void bakeReflection(String outputPath, S32 resolution);
LinearColorF decodeSH(Point3F normal, const LinearColorF SHTerms[9], const F32 SHConstants[5]);
MatrixF getSideMatrix(U32 side);
F32 harmonics(U32 termId, Point3F normal);
LinearColorF sampleSide(GBitmap* cubeFaceBitmaps[6], const U32& cubemapResolution, const U32& termindex, const U32& sideIndex);
//
//SH Calculations
// From http://sunandblackcat.com/tipFullView.php?l=eng&topicid=32&topic=Spherical-Harmonics-From-Cube-Texture
// With shader decode logic from https://github.com/nicknikolov/cubemap-sh
void calculateSHTerms(GFXCubemapHandle cubemap, LinearColorF SHTerms[9], F32 SHConstants[5]);
F32 texelSolidAngle(F32 aU, F32 aV, U32 width, U32 height);
F32 areaElement(F32 x, F32 y);
};

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef REFLECTIONPROBE_H
#define REFLECTIONPROBE_H
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
#ifndef _GFXVERTEXBUFFER_H_
#include "gfx/gfxVertexBuffer.h"
#endif
#ifndef _GFXPRIMITIVEBUFFER_H_
#include "gfx/gfxPrimitiveBuffer.h"
#endif
#ifndef _TSSHAPEINSTANCE_H_
#include "ts/tsShapeInstance.h"
#endif
#include "lighting/lightInfo.h"
#ifndef _RENDERPASSMANAGER_H_
#include "renderInstance/renderPassManager.h"
#endif
#ifndef PROBEMANAGER_H
#include "lighting/probeManager.h"
#endif
class BaseMatInstance;
//-----------------------------------------------------------------------------
// This class implements a basic SceneObject that can exist in the world at a
// 3D position and render itself. There are several valid ways to render an
// object in Torque. This class implements the preferred rendering method which
// is to submit a MeshRenderInst along with a Material, vertex buffer,
// primitive buffer, and transform and allow the RenderMeshMgr handle the
// actual setup and rendering for you.
//-----------------------------------------------------------------------------
class ReflectionProbe : public SceneObject
{
typedef SceneObject Parent;
public:
enum IndrectLightingModeType
{
NoIndirect = 0,
AmbientColor = 1,
SphericalHarmonics = 2
};
enum ReflectionModeType
{
NoReflection = 0,
StaticCubemap = 1,
BakedCubemap = 2,
DynamicCubemap = 5,
};
private:
// Networking masks
// We need to implement a mask specifically to handle
// updating our transform from the server object to its
// client-side "ghost". We also need to implement a
// maks for handling editor updates to our properties
// (like material).
enum MaskBits
{
TransformMask = Parent::NextFreeMask << 0,
UpdateMask = Parent::NextFreeMask << 1,
EnabledMask = Parent::NextFreeMask << 2,
CubemapMask = Parent::NextFreeMask << 3,
ModeMask = Parent::NextFreeMask << 4,
RadiusMask = Parent::NextFreeMask << 5,
ShapeTypeMask = Parent::NextFreeMask << 6,
BakeInfoMask = Parent::NextFreeMask << 7,
NextFreeMask = Parent::NextFreeMask << 8
};
bool mBake;
bool mEnabled;
bool mDirty;
Resource<TSShape> mEditorShape;
TSShapeInstance* mEditorShapeInst;
//--------------------------------------------------------------------------
// Rendering variables
//--------------------------------------------------------------------------
ProbeInfo::ProbeShapeType mProbeShapeType;
ProbeInfo* mProbeInfo;
//Indirect Lighting Contribution stuff
IndrectLightingModeType mIndrectLightingModeType;
LinearColorF mAmbientColor;
LinearColorF mSphericalHarmonics;
//Reflection Contribution stuff
ReflectionModeType mReflectionModeType;
F32 mRadius;
String mCubemapName;
CubemapData *mCubemap;
GFXCubemapHandle mDynamicCubemap;
bool mUseCubemap;
//irridiance resources
GFXCubemapHandle mIrridianceMap;
//prefilter resources
GFXCubemapHandle mPrefilterMap;
U32 mPrefilterMipLevels;
U32 mPrefilterSize;
//brdflookup resources - shares the texture target with the prefilter
GFXTexHandle mBrdfTexture;
String mReflectionPath;
String mProbeUniqueID;
// Define our vertex format here so we don't have to
// change it in multiple spots later
typedef GFXVertexPNTTB VertexType;
// The GFX vertex and primitive buffers
GFXVertexBufferHandle< VertexType > mVertexBuffer;
GFXPrimitiveBufferHandle mPrimitiveBuffer;
U32 mSphereVertCount;
U32 mSpherePrimitiveCount;
//Debug rendering
static bool smRenderReflectionProbes;
static bool smRenderPreviewProbes;
U32 mDynamicLastBakeMS;
U32 mRefreshRateMS;
GBitmap* mCubeFaceBitmaps[6];
U32 mCubemapResolution;
F32 mMaxDrawDistance;
bool mResourcesCreated;
public:
ReflectionProbe();
virtual ~ReflectionProbe();
// Declare this object as a ConsoleObject so that we can
// instantiate it into the world and network it
DECLARE_CONOBJECT(ReflectionProbe);
//--------------------------------------------------------------------------
// Object Editing
// Since there is always a server and a client object in Torque and we
// actually edit the server object we need to implement some basic
// networking functions
//--------------------------------------------------------------------------
// Set up any fields that we want to be editable (like position)
static void initPersistFields();
// Allows the object to update its editable settings
// from the server object to the client
virtual void inspectPostApply();
static bool _setEnabled(void *object, const char *index, const char *data);
static bool _doBake(void *object, const char *index, const char *data);
static bool protectedSetSHTerms(void *object, const char *index, const char *data);
static bool protectedSetSHConsts(void *object, const char *index, const char *data);
// Handle when we are added to the scene and removed from the scene
bool onAdd();
void onRemove();
virtual void writeFields(Stream &stream, U32 tabStop);
virtual bool writeField(StringTableEntry fieldname, const char *value);
// Override this so that we can dirty the network flag when it is called
void setTransform(const MatrixF &mat);
// This function handles sending the relevant data from the server
// object to the client object
U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
// This function handles receiving relevant data from the server
// object and applying it to the client object
void unpackUpdate(NetConnection *conn, BitStream *stream);
//--------------------------------------------------------------------------
// Object Rendering
// Torque utilizes a "batch" rendering system. This means that it builds a
// list of objects that need to render (via RenderInst's) and then renders
// them all in one batch. This allows it to optimized on things like
// minimizing texture, state, and shader switching by grouping objects that
// use the same Materials.
//--------------------------------------------------------------------------
// Create the geometry for rendering
void createGeometry();
// Get the Material instance
void updateMaterial();
void updateProbeParams();
bool createClientResources();
void generateTextures();
// This is the function that allows this object to submit itself for rendering
void prepRenderImage(SceneRenderState *state);
void _onRenderViz(ObjectRenderInst *ri,
SceneRenderState *state,
BaseMatInstance *overrideMat);
void setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat);
//Spherical Harmonics
void calculateSHTerms();
F32 texelSolidAngle(F32 aU, F32 aV, U32 width, U32 height);
F32 areaElement(F32 x, F32 y);
//
MatrixF getSideMatrix(U32 side);
LinearColorF decodeSH(Point3F normal);
//
void calcDirectionVector(U32 face, U32 face_x, U32 face_y, F32& out_x, F32& out_y, F32& out_z) const;
F32 calcSolidAngle(U32 face, U32 x, U32 y) const;
LinearColorF sampleFace(U32 face, F32 s, F32 t);
LinearColorF readTexelClamped(U32 face, U32 x, U32 y);
void computeTexCoords(F32 x, F32 y, F32 z, U32& out_face, F32& out_s, F32& out_t);
LinearColorF readTexel(U32 face, U32 x, U32 y) const;
//
LinearColorF sampleSide(U32 termindex, U32 sideIndex);
F32 harmonics(U32 termId, Point3F normal);
//Baking
void bake(String outputPath, S32 resolution);
};
typedef ProbeInfo::ProbeShapeType ReflectProbeType;
DefineEnumType(ReflectProbeType);
typedef ReflectionProbe::IndrectLightingModeType IndrectLightingModeEnum;
DefineEnumType(IndrectLightingModeEnum);
typedef ReflectionProbe::ReflectionModeType ReflectionModeEnum;
DefineEnumType(ReflectionModeEnum);
#endif // _ReflectionProbe_H_

View file

@ -0,0 +1,899 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "T3D/lighting/Skylight.h"
#include "math/mathIO.h"
#include "scene/sceneRenderState.h"
#include "console/consoleTypes.h"
#include "core/stream/bitStream.h"
#include "materials/baseMatInstance.h"
#include "console/engineAPI.h"
#include "gfx/gfxDrawUtil.h"
#include "gfx/gfxDebugEvent.h"
#include "gfx/gfxTransformSaver.h"
#include "math/mathUtils.h"
#include "gfx/bitmap/gBitmap.h"
#include "core/stream/fileStream.h"
#include "core/fileObject.h"
#include "core/resourceManager.h"
#include "console/simPersistId.h"
#include <string>
#include "T3D/gameFunctions.h"
#include "postFx/postEffect.h"
#include "renderInstance/renderProbeMgr.h"
#include "lighting/probeManager.h"
#include "math/util/sphereMesh.h"
#include "materials/materialManager.h"
#include "math/util/matrixSet.h"
#include "gfx/bitmap/cubemapSaver.h"
#include "materials/materialFeatureTypes.h"
#include "materials/shaderData.h"
#include "gfx/gfxTextureManager.h"
#include "gfx/bitmap/imageUtils.h"
#include "T3D/lighting/IBLUtilities.h"
extern bool gEditingMission;
extern ColorI gCanvasClearColor;
bool Skylight::smRenderSkylights = true;
bool Skylight::smRenderPreviewProbes = true;
IMPLEMENT_CO_NETOBJECT_V1(Skylight);
ConsoleDocClass(Skylight,
"@brief An example scene object which renders a mesh.\n\n"
"This class implements a basic SceneObject that can exist in the world at a "
"3D position and render itself. There are several valid ways to render an "
"object in Torque. This class implements the preferred rendering method which "
"is to submit a MeshRenderInst along with a Material, vertex buffer, "
"primitive buffer, and transform and allow the RenderMeshMgr handle the "
"actual setup and rendering for you.\n\n"
"See the C++ code for implementation details.\n\n"
"@ingroup Examples\n");
ImplementEnumType(SkylightReflectionModeEnum,
"Type of mesh data available in a shape.\n"
"@ingroup gameObjects")
{ Skylight::StaticCubemap, "Static Cubemap", "Uses a static CubemapData" },
{ Skylight::BakedCubemap, "Baked Cubemap", "Uses a cubemap baked from the probe's current position" },
EndImplementEnumType;
//-----------------------------------------------------------------------------
// Object setup and teardown
//-----------------------------------------------------------------------------
Skylight::Skylight()
{
// Flag this object so that it will always
// be sent across the network to clients
mNetFlags.set(Ghostable | ScopeAlways);
mTypeMask = LightObjectType | MarkerObjectType;
mReflectionModeType = StaticCubemap;
mEnabled = true;
mBake = false;
mDirty = false;
mCubemap = NULL;
mReflectionPath = "";
mProbeUniqueID = "";
mEditorShapeInst = NULL;
mEditorShape = NULL;
mIrridianceMap = NULL;
mPrefilterMap = NULL;
mBrdfTexture = NULL;
mResourcesCreated = false;
mPrefilterSize = 512;
mPrefilterMipLevels = 6;
mProbeInfo = new ProbeInfo();
}
Skylight::~Skylight()
{
if (mEditorShapeInst)
SAFE_DELETE(mEditorShapeInst);
if (mReflectionModeType != StaticCubemap && mCubemap)
mCubemap->deleteObject();
}
//-----------------------------------------------------------------------------
// Object Editing
//-----------------------------------------------------------------------------
void Skylight::initPersistFields()
{
addGroup("Rendering");
addProtectedField("enabled", TypeBool, Offset(mEnabled, Skylight),
&_setEnabled, &defaultProtectedGetFn, "Regenerate Voxel Grid");
endGroup("Rendering");
addGroup("Reflection");
//addField("ReflectionMode", TypeSkylightReflectionModeEnum, Offset(mReflectionModeType, Skylight),
// "The type of mesh data to use for collision queries.");
//addField("reflectionPath", TypeImageFilename, Offset(mReflectionPath, Skylight),
// "The type of mesh data to use for collision queries.");
addField("StaticCubemap", TypeCubemapName, Offset(mCubemapName, Skylight), "Cubemap used instead of reflection texture if fullReflect is off.");
//addProtectedField("Bake", TypeBool, Offset(mBake, Skylight),
// &_doBake, &defaultProtectedGetFn, "Regenerate Voxel Grid", AbstractClassRep::FieldFlags::FIELD_ComponentInspectors);
endGroup("Reflection");
Con::addVariable("$Light::renderSkylights", TypeBool, &Skylight::smRenderSkylights,
"Toggles rendering of light frustums when the light is selected in the editor.\n\n"
"@note Only works for shadow mapped lights.\n\n"
"@ingroup Lighting");
Con::addVariable("$Light::renderPreviewProbes", TypeBool, &Skylight::smRenderPreviewProbes,
"Toggles rendering of light frustums when the light is selected in the editor.\n\n"
"@note Only works for shadow mapped lights.\n\n"
"@ingroup Lighting");
// SceneObject already handles exposing the transform
Parent::initPersistFields();
}
void Skylight::inspectPostApply()
{
Parent::inspectPostApply();
mDirty = true;
// Flag the network mask to send the updates
// to the client object
setMaskBits(-1);
}
bool Skylight::_setEnabled(void *object, const char *index, const char *data)
{
Skylight* probe = reinterpret_cast< Skylight* >(object);
probe->mEnabled = dAtob(data);
probe->setMaskBits(-1);
return true;
}
bool Skylight::_doBake(void *object, const char *index, const char *data)
{
Skylight* probe = reinterpret_cast< Skylight* >(object);
if (probe->mDirty)
probe->bake(probe->mReflectionPath, 256);
return false;
}
bool Skylight::onAdd()
{
if (!Parent::onAdd())
return false;
mObjBox.minExtents.set(-1, -1, -1);
mObjBox.maxExtents.set(1, 1, 1);
// Skip our transform... it just dirties mask bits.
Parent::setTransform(mObjToWorld);
resetWorldBox();
// Add this object to the scene
addToScene();
if (isServerObject())
{
if (!mPersistentId)
mPersistentId = getOrCreatePersistentId();
mProbeUniqueID = std::to_string(mPersistentId->getUUID().getHash()).c_str();
}
// Refresh this object's material (if any)
if (isClientObject())
updateMaterial();
setMaskBits(-1);
return true;
}
void Skylight::onRemove()
{
// Remove this object from the scene
removeFromScene();
Parent::onRemove();
}
void Skylight::setTransform(const MatrixF & mat)
{
// Let SceneObject handle all of the matrix manipulation
Parent::setTransform(mat);
mDirty = true;
// Dirty our network mask so that the new transform gets
// transmitted to the client object
setMaskBits(TransformMask);
}
U32 Skylight::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
{
// Allow the Parent to get a crack at writing its info
U32 retMask = Parent::packUpdate(conn, mask, stream);
if (stream->writeFlag(mask & InitialUpdateMask))
{
//initial work, just in case?
}
// Write our transform information
if (stream->writeFlag(mask & TransformMask))
{
mathWrite(*stream, getTransform());
mathWrite(*stream, getScale());
}
/*if (stream->writeFlag(mask & BakeInfoMask))
{
stream->write(mReflectionPath);
stream->write(mProbeUniqueID);
}*/
if (stream->writeFlag(mask & EnabledMask))
{
stream->writeFlag(mEnabled);
}
/*if (stream->writeFlag(mask & ModeMask))
{
stream->write((U32)mReflectionModeType);
}*/
if (stream->writeFlag(mask & CubemapMask))
{
stream->write(mCubemapName);
}
return retMask;
}
void Skylight::unpackUpdate(NetConnection *conn, BitStream *stream)
{
// Let the Parent read any info it sent
Parent::unpackUpdate(conn, stream);
if (stream->readFlag())
{
//some initial work?
createGeometry();
}
if (stream->readFlag()) // TransformMask
{
mathRead(*stream, &mObjToWorld);
mathRead(*stream, &mObjScale);
setTransform(mObjToWorld);
}
/*if (stream->readFlag()) // BakeInfoMask
{
stream->read(&mReflectionPath);
stream->read(&mProbeUniqueID);
}*/
if (stream->readFlag()) // EnabledMask
{
mEnabled = stream->readFlag();
}
bool isMaterialDirty = false;
/*if (stream->readFlag()) // ModeMask
{
U32 reflectModeType = StaticCubemap;
stream->read(&reflectModeType);
mReflectionModeType = (ReflectionModeType)reflectModeType;
isMaterialDirty = true;
}*/
if (stream->readFlag()) // CubemapMask
{
stream->read(&mCubemapName);
isMaterialDirty = true;
}
updateProbeParams();
if(isMaterialDirty)
updateMaterial();
}
void Skylight::createGeometry()
{
// Clean up our previous shape
if (mEditorShapeInst)
SAFE_DELETE(mEditorShapeInst);
mEditorShape = NULL;
String shapeFile = "tools/resources/ReflectProbeSphere.dae";
// Attempt to get the resource from the ResourceManager
mEditorShape = ResourceManager::get().load(shapeFile);
if (mEditorShape)
{
mEditorShapeInst = new TSShapeInstance(mEditorShape, isClientObject());
}
}
//-----------------------------------------------------------------------------
// Object Rendering
//-----------------------------------------------------------------------------
void Skylight::updateProbeParams()
{
if (mProbeInfo == nullptr)
return;
mProbeInfo->mIntensity = 1;
mProbeInfo->mAmbient = LinearColorF(0, 0, 0, 0);
mProbeInfo->mProbeShapeType = ProbeInfo::Sphere;
mProbeInfo->setPosition(getPosition());
//Update the bounds
mObjBox.minExtents.set(-1, -1, -1);
mObjBox.maxExtents.set(1, 1, 1);
// Skip our transform... it just dirties mask bits.
Parent::setTransform(mObjToWorld);
resetWorldBox();
F32 visDist = gClientSceneGraph->getVisibleDistance();
Box3F skylightBounds = Box3F(visDist * 2);
skylightBounds.setCenter(Point3F::Zero);
mProbeInfo->setPosition(Point3F::Zero);
mProbeInfo->mBounds = skylightBounds;
setGlobalBounds();
mProbeInfo->mIsSkylight = true;
mProbeInfo->mScore = -1.0f; //sky comes first
}
bool Skylight::createClientResources()
{
//irridiance resources
mIrridianceMap = GFX->createCubemap();
mIrridianceMap->initDynamic(128, GFXFormatR16G16B16A16F, 1);
//prefilter resources - we share the irridiance stateblock
mPrefilterMap = GFX->createCubemap();
mPrefilterMap->initDynamic(mPrefilterSize, GFXFormatR16G16B16A16F, mPrefilterMipLevels);
//brdf lookup resources
//make the brdf lookup texture the same size as the prefilter texture
mBrdfTexture = TEXMGR->createTexture(mPrefilterSize, mPrefilterSize, GFXFormatR16G16B16A16F, &GFXRenderTargetProfile, 1, 0);
mResourcesCreated = true;
return true;
}
void Skylight::updateMaterial()
{
if ((mReflectionModeType == BakedCubemap) && !mProbeUniqueID.isEmpty())
{
bool validCubemap = true;
char fileName[256];
dSprintf(fileName, 256, "%s%s.DDS", mReflectionPath.c_str(), mProbeUniqueID.c_str());
Vector<FileName> fileNames;
if (Platform::isFile(fileName))
{
if (!mCubemap)
{
mCubemap = new CubemapData();
mCubemap->registerObject();
}
mCubemap->setCubemapFile(FileName(fileName));
}
else
{
validCubemap = false;
}
if (validCubemap)
{
if (mCubemap->mCubemap)
mCubemap->updateFaces();
else
mCubemap->createMap();
mDirty = false;
mProbeInfo->mCubemap = &mCubemap->mCubemap;
}
/*for (U32 i = 0; i < 6; ++i)
{
char faceFile[256];
dSprintf(faceFile, sizeof(faceFile), "%s%s_%i.png", mReflectionPath.c_str(),
mProbeUniqueID.c_str(), i);
if (Platform::isFile(faceFile))
{
fileNames.push_back(FileName(faceFile));
}
else
{
validCubemap = false;
break;
}
}
if (validCubemap)
{
if (!mCubemap)
{
mCubemap = new CubemapData();
mCubemap->registerObject();
}
for(U32 i=0; i < 6; i++)
mCubemap->setCubeFaceFile(i, fileNames[i]);
mCubemap->createMap();
mCubemap->updateFaces();
mProbeInfo->mCubemap = &mCubemap->mCubemap;
}*/
}
else if (mReflectionModeType == StaticCubemap && !mCubemapName.isEmpty())
{
Sim::findObject(mCubemapName, mCubemap);
if (!mCubemap)
return;
if (mCubemap->mCubemap)
mCubemap->updateFaces();
else
mCubemap->createMap();
mProbeInfo->mCubemap = &mCubemap->mCubemap;
}
//calculateSHTerms();
generateTextures();
//Now that the work is done, assign the relevent maps
if (mPrefilterMap.isValid())
{
mProbeInfo->mCubemap = &mPrefilterMap;
mProbeInfo->mIrradianceCubemap = &mIrridianceMap;
mProbeInfo->mBRDFTexture = &mBrdfTexture;
}
}
void Skylight::generateTextures()
{
if (!mCubemap)
return;
if (!mResourcesCreated)
{
if (!createClientResources())
{
Con::errorf("SkyLight::createIrridianceMap: Failed to create resources");
return;
}
}
//GFXTransformSaver saver;
GFXTextureTargetRef renderTarget = GFX->allocRenderToTextureTarget(false);
IBLUtilities::GenerateIrradianceMap(renderTarget, mCubemap->mCubemap, mIrridianceMap);
//Write it out
char fileName[256];
dSprintf(fileName, 256, "levels/test/irradiance.DDS");
CubemapSaver::save(mIrridianceMap, fileName);
if (!Platform::isFile(fileName))
{
Con::errorf("Failed to properly save out the skylight baked irradiance!");
}
//create prefilter cubemap (radiance)
IBLUtilities::GeneratePrefilterMap(renderTarget, mCubemap->mCubemap, mPrefilterMipLevels, mPrefilterMap);
//Write it out
fileName[256];
dSprintf(fileName, 256, "levels/test/prefilter.DDS");
CubemapSaver::save(mPrefilterMap, fileName);
if (!Platform::isFile(fileName))
{
Con::errorf("Failed to properly save out the skylight baked irradiance!");
}
//create brdf lookup
IBLUtilities::GenerateBRDFTexture(mBrdfTexture);
/*FileStream fs;
if (fs.open("levels/test/brdf.DDS", Torque::FS::File::Write))
{
// Read back the render target, dxt compress it, and write it to disk.
GBitmap brdfBmp(mBrdfTexture.getHeight(), mBrdfTexture.getWidth(), false, GFXFormatR8G8B8A8);
mBrdfTexture.copyToBmp(&brdfBmp);
brdfBmp.extrudeMipLevels();
DDSFile *brdfDDS = DDSFile::createDDSFileFromGBitmap(&brdfBmp);
ImageUtil::ddsCompress(brdfDDS, GFXFormatBC1);
// Write result to file stream
brdfDDS->write(fs);
delete brdfDDS;
}
fs.close();*/
}
void Skylight::prepRenderImage(SceneRenderState *state)
{
if (!mEnabled || !Skylight::smRenderSkylights)
return;
Point3F distVec = getPosition() - state->getCameraPosition();
F32 dist = distVec.len();
//special hook-in for skylights
Point3F camPos = state->getCameraPosition();
mProbeInfo->mBounds.setCenter(camPos);
mProbeInfo->setPosition(camPos);
//Submit our probe to actually do the probe action
// Get a handy pointer to our RenderPassmanager
//RenderPassManager *renderPass = state->getRenderPass();
PROBEMGR->registerSkylight(mProbeInfo, this);
if (Skylight::smRenderPreviewProbes && gEditingMission && mEditorShapeInst && mCubemap != nullptr)
{
GFXTransformSaver saver;
// Calculate the distance of this object from the camera
Point3F cameraOffset;
getRenderTransform().getColumn(3, &cameraOffset);
cameraOffset -= state->getDiffuseCameraPosition();
F32 dist = cameraOffset.len();
if (dist < 0.01f)
dist = 0.01f;
// Set up the LOD for the shape
F32 invScale = (1.0f / getMax(getMax(mObjScale.x, mObjScale.y), mObjScale.z));
mEditorShapeInst->setDetailFromDistance(state, dist * invScale);
// Make sure we have a valid level of detail
if (mEditorShapeInst->getCurrentDetail() < 0)
return;
BaseMatInstance* probePrevMat = mEditorShapeInst->getMaterialList()->getMaterialInst(0);
setPreviewMatParameters(state, probePrevMat);
// GFXTransformSaver is a handy helper class that restores
// the current GFX matrices to their original values when
// it goes out of scope at the end of the function
// Set up our TS render state
TSRenderState rdata;
rdata.setSceneState(state);
rdata.setFadeOverride(1.0f);
// We might have some forward lit materials
// so pass down a query to gather lights.
LightQuery query;
query.init(getWorldSphere());
rdata.setLightQuery(&query);
// Set the world matrix to the objects render transform
MatrixF mat = getRenderTransform();
mat.scale(Point3F(1, 1, 1));
GFX->setWorldMatrix(mat);
// Animate the the shape
mEditorShapeInst->animate();
// Allow the shape to submit the RenderInst(s) for itself
mEditorShapeInst->render(rdata);
saver.restore();
}
// If the light is selected or light visualization
// is enabled then register the callback.
const bool isSelectedInEditor = (gEditingMission && isSelected());
if (isSelectedInEditor)
{
}
}
void Skylight::setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat)
{
if (!mat->getFeatures().hasFeature(MFT_isDeferred))
return;
//Set up the params
MaterialParameters *matParams = mat->getMaterialParameters();
//Get the deferred render target
NamedTexTarget* deferredTexTarget = NamedTexTarget::find("deferred");
GFXTextureObject *deferredTexObject = deferredTexTarget->getTexture();
if (!deferredTexObject)
return;
GFX->setTexture(0, deferredTexObject);
//Set the cubemap
GFX->setCubeTexture(1, mCubemap->mCubemap);
//Set the invViewMat
MatrixSet &matrixSet = renderState->getRenderPass()->getMatrixSet();
const MatrixF &worldToCameraXfm = matrixSet.getWorldToCamera();
MaterialParameterHandle *invViewMat = mat->getMaterialParameterHandle("$invViewMat");
matParams->setSafe(invViewMat, worldToCameraXfm);
}
DefineEngineMethod(Skylight, postApply, void, (), ,
"A utility method for forcing a network update.\n")
{
object->inspectPostApply();
}
void Skylight::bake(String outputPath, S32 resolution)
{
GFXDEBUGEVENT_SCOPE(Skylight_Bake, ColorI::WHITE);
PostEffect *preCapture = dynamic_cast<PostEffect*>(Sim::findObject("AL_PreCapture"));
PostEffect *deferredShading = dynamic_cast<PostEffect*>(Sim::findObject("AL_DeferredShading"));
if (preCapture)
preCapture->enable();
if (deferredShading)
deferredShading->disable();
//if (mReflectionModeType == StaticCubemap || mReflectionModeType == BakedCubemap || mReflectionModeType == SkyLight)
{
if (!mCubemap)
{
mCubemap = new CubemapData();
mCubemap->registerObject();
}
}
if (mReflectionModeType == BakedCubemap)
{
if (mReflectionPath.isEmpty() || !mPersistentId)
{
if (!mPersistentId)
mPersistentId = getOrCreatePersistentId();
mReflectionPath = outputPath.c_str();
mProbeUniqueID = std::to_string(mPersistentId->getUUID().getHash()).c_str();
}
}
bool validCubemap = true;
// Save the current transforms so we can restore
// it for child control rendering below.
GFXTransformSaver saver;
//bool saveEditingMission = gEditingMission;
//gEditingMission = false;
//Set this to true to use the prior method where it goes through the SPT_Reflect path for the bake
bool probeRenderState = Skylight::smRenderSkylights;
Skylight::smRenderSkylights = false;
for (U32 i = 0; i < 6; ++i)
{
GFXTexHandle blendTex;
blendTex.set(resolution, resolution, GFXFormatR8G8B8A8, &GFXRenderTargetProfile, "");
GFXTextureTargetRef mBaseTarget = GFX->allocRenderToTextureTarget();
GFX->clearTextureStateImmediate(0);
mBaseTarget->attachTexture(GFXTextureTarget::Color0, blendTex);
// Standard view that will be overridden below.
VectorF vLookatPt(0.0f, 0.0f, 0.0f), vUpVec(0.0f, 0.0f, 0.0f), vRight(0.0f, 0.0f, 0.0f);
switch (i)
{
case 0: // D3DCUBEMAP_FACE_POSITIVE_X:
vLookatPt = VectorF(1.0f, 0.0f, 0.0f);
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
break;
case 1: // D3DCUBEMAP_FACE_NEGATIVE_X:
vLookatPt = VectorF(-1.0f, 0.0f, 0.0f);
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
break;
case 2: // D3DCUBEMAP_FACE_POSITIVE_Y:
vLookatPt = VectorF(0.0f, 1.0f, 0.0f);
vUpVec = VectorF(0.0f, 0.0f, -1.0f);
break;
case 3: // D3DCUBEMAP_FACE_NEGATIVE_Y:
vLookatPt = VectorF(0.0f, -1.0f, 0.0f);
vUpVec = VectorF(0.0f, 0.0f, 1.0f);
break;
case 4: // D3DCUBEMAP_FACE_POSITIVE_Z:
vLookatPt = VectorF(0.0f, 0.0f, 1.0f);
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
break;
case 5: // D3DCUBEMAP_FACE_NEGATIVE_Z:
vLookatPt = VectorF(0.0f, 0.0f, -1.0f);
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
break;
}
// create camera matrix
VectorF cross = mCross(vUpVec, vLookatPt);
cross.normalizeSafe();
MatrixF matView(true);
matView.setColumn(0, cross);
matView.setColumn(1, vLookatPt);
matView.setColumn(2, vUpVec);
matView.setPosition(getPosition());
matView.inverse();
// set projection to 90 degrees vertical and horizontal
F32 left, right, top, bottom;
F32 nearPlane = 100.f;
F32 farDist = 10000.f;
MathUtils::makeFrustum(&left, &right, &top, &bottom, M_HALFPI_F, 1.0f, nearPlane);
Frustum frustum(false, left, right, top, bottom, nearPlane, farDist);
renderFrame(&mBaseTarget, matView, frustum, StaticObjectType | StaticShapeObjectType & EDITOR_RENDER_TYPEMASK, ColorI::RED);
mBaseTarget->resolve();
mCubemap->setCubeFaceTexture(i, blendTex);
char fileName[256];
dSprintf(fileName, 256, "%s%s_%i.png", mReflectionPath.c_str(),
mProbeUniqueID.c_str(), i);
FileStream stream;
if (!stream.open(fileName, Torque::FS::File::Write))
{
Con::errorf("ReflectionProbe::bake(): Couldn't open cubemap face file fo writing " + String(fileName));
if (preCapture)
preCapture->disable();
if (deferredShading)
deferredShading->enable();
return;
}
GBitmap bitmap(blendTex->getWidth(), blendTex->getHeight(), false, GFXFormatR8G8B8);
blendTex->copyToBmp(&bitmap);
bitmap.writeBitmap("png", stream);
if (Platform::isFile(fileName) && mCubemap)
{
mCubemap->setCubeFaceFile(i, FileName(fileName));
}
else
{
validCubemap = false;
break;
}
bitmap.deleteImage();
}
if (validCubemap)
{
if (mCubemap->mCubemap)
mCubemap->updateFaces();
else
mCubemap->createMap();
char fileName[256];
dSprintf(fileName, 256, "%s%s.DDS", mReflectionPath.c_str(), mProbeUniqueID.c_str());
CubemapSaver::save(mCubemap->mCubemap, fileName);
if (!Platform::isFile(fileName))
{
validCubemap = false; //if we didn't save right, just
Con::errorf("Failed to properly save out the skylight baked cubemap!");
}
}
if (validCubemap)
{
mDirty = false;
//remove the temp files
for (U32 i = 0; i < 6; i++)
{
char fileName[256];
dSprintf(fileName, 256, "%s%s_%i.png", mReflectionPath.c_str(),
mProbeUniqueID.c_str(), i);
Platform::fileDelete(fileName);
}
}
//calculateSHTerms();
Skylight::smRenderSkylights = probeRenderState;
setMaskBits(-1);
if (preCapture)
preCapture->disable();
if (deferredShading)
deferredShading->enable();
}
DefineEngineMethod(Skylight, Bake, void, (String outputPath, S32 resolution), ("", 256),
"@brief returns true if control object is inside the fog\n\n.")
{
object->bake(outputPath, resolution);
}

View file

@ -0,0 +1,212 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef SKYLIGHT_H
#define SKYLIGHT_H
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
#ifndef _GFXVERTEXBUFFER_H_
#include "gfx/gfxVertexBuffer.h"
#endif
#ifndef _GFXPRIMITIVEBUFFER_H_
#include "gfx/gfxPrimitiveBuffer.h"
#endif
#ifndef _TSSHAPEINSTANCE_H_
#include "ts/tsShapeInstance.h"
#endif
#include "lighting/lightInfo.h"
#ifndef _RENDERPASSMANAGER_H_
#include "renderInstance/renderPassManager.h"
#endif
#ifndef PROBEMANAGER_H
#include "lighting/probeManager.h"
#endif
class BaseMatInstance;
//-----------------------------------------------------------------------------
// This class implements a basic SceneObject that can exist in the world at a
// 3D position and render itself. There are several valid ways to render an
// object in Torque. This class implements the preferred rendering method which
// is to submit a MeshRenderInst along with a Material, vertex buffer,
// primitive buffer, and transform and allow the RenderMeshMgr handle the
// actual setup and rendering for you.
//-----------------------------------------------------------------------------
class Skylight : public SceneObject
{
typedef SceneObject Parent;
public:
enum IndrectLightingModeType
{
NoIndirect = 0,
AmbientColor = 1,
SphericalHarmonics = 2
};
enum ReflectionModeType
{
StaticCubemap = 1,
BakedCubemap = 2
};
private:
// Networking masks
// We need to implement a mask specifically to handle
// updating our transform from the server object to its
// client-side "ghost". We also need to implement a
// maks for handling editor updates to our properties
// (like material).
enum MaskBits
{
TransformMask = Parent::NextFreeMask << 0,
UpdateMask = Parent::NextFreeMask << 1,
EnabledMask = Parent::NextFreeMask << 2,
CubemapMask = Parent::NextFreeMask << 3,
ModeMask = Parent::NextFreeMask << 4,
RadiusMask = Parent::NextFreeMask << 5,
ShapeTypeMask = Parent::NextFreeMask << 6,
BakeInfoMask = Parent::NextFreeMask << 7,
NextFreeMask = Parent::NextFreeMask << 8
};
bool mBake;
bool mEnabled;
bool mDirty;
Resource<TSShape> mEditorShape;
TSShapeInstance* mEditorShapeInst;
//--------------------------------------------------------------------------
// Rendering variables
//--------------------------------------------------------------------------
ProbeInfo* mProbeInfo;
//Reflection Contribution stuff
ReflectionModeType mReflectionModeType;
String mCubemapName;
CubemapData *mCubemap;
String mReflectionPath;
String mProbeUniqueID;
//Debug rendering
static bool smRenderSkylights;
static bool smRenderPreviewProbes;
//irridiance resources
GFXCubemapHandle mIrridianceMap;
//prefilter resources
GFXCubemapHandle mPrefilterMap;
U32 mPrefilterMipLevels;
U32 mPrefilterSize;
//brdflookup resources - shares the texture target with the prefilter
GFXTexHandle mBrdfTexture;
bool mResourcesCreated;
public:
Skylight();
virtual ~Skylight();
// Declare this object as a ConsoleObject so that we can
// instantiate it into the world and network it
DECLARE_CONOBJECT(Skylight);
//--------------------------------------------------------------------------
// Object Editing
// Since there is always a server and a client object in Torque and we
// actually edit the server object we need to implement some basic
// networking functions
//--------------------------------------------------------------------------
// Set up any fields that we want to be editable (like position)
static void initPersistFields();
// Allows the object to update its editable settings
// from the server object to the client
virtual void inspectPostApply();
static bool _setEnabled(void *object, const char *index, const char *data);
static bool _doBake(void *object, const char *index, const char *data);
// Handle when we are added to the scene and removed from the scene
bool onAdd();
void onRemove();
// Override this so that we can dirty the network flag when it is called
void setTransform(const MatrixF &mat);
// This function handles sending the relevant data from the server
// object to the client object
U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
// This function handles receiving relevant data from the server
// object and applying it to the client object
void unpackUpdate(NetConnection *conn, BitStream *stream);
//--------------------------------------------------------------------------
// Object Rendering
// Torque utilizes a "batch" rendering system. This means that it builds a
// list of objects that need to render (via RenderInst's) and then renders
// them all in one batch. This allows it to optimized on things like
// minimizing texture, state, and shader switching by grouping objects that
// use the same Materials.
//--------------------------------------------------------------------------
// Create the geometry for rendering
void createGeometry();
bool createClientResources();
// Get the Material instance
void updateMaterial();
void generateTextures();
void updateProbeParams();
// This is the function that allows this object to submit itself for rendering
void prepRenderImage(SceneRenderState *state);
void setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat);
//Baking
void bake(String outputPath, S32 resolution);
};
typedef Skylight::IndrectLightingModeType SkylightIndrectLightingModeEnum;
DefineEnumType(SkylightIndrectLightingModeEnum);
typedef Skylight::ReflectionModeType SkylightReflectionModeEnum;
DefineEnumType(SkylightReflectionModeEnum);
#endif // _Skylight_H_

View file

@ -497,7 +497,6 @@ enum GFXTextureTransformFlags
// CodeReview: This number is used for the declaration of variables, but it
// should *not* be used for any run-time purposes [7/2/2007 Pat]
#define TEXTURE_STAGE_COUNT 32
#define TEXTURE_STAGE_COUNT 16
enum GFXSamplerState
{

View file

@ -40,9 +40,10 @@
#include "gfx/gfxDebugEvent.h"
#include "math/util/matrixSet.h"
#include "console/consoleTypes.h"
#include "gfx/gfxTextureManager.h"
const RenderInstType AdvancedLightBinManager::RIT_LightInfo( "directLighting" );
const String AdvancedLightBinManager::smBufferName( "directLighting" );
const RenderInstType AdvancedLightBinManager::RIT_LightInfo( "specularLighting" );
const String AdvancedLightBinManager::smBufferName( "specularLighting" );
ShadowFilterMode AdvancedLightBinManager::smShadowFilterMode = ShadowFilterMode_SoftShadowHighQuality;
bool AdvancedLightBinManager::smPSSMDebugRender = false;
@ -180,6 +181,26 @@ bool AdvancedLightBinManager::setTargetSize(const Point2I &newTargetSize)
return ret;
}
bool AdvancedLightBinManager::_updateTargets()
{
PROFILE_SCOPE(AdvancedLightBinManager_updateTargets);
bool ret = Parent::_updateTargets();
mDiffuseLightingTarget = NamedTexTarget::find("diffuseLighting");
if (mDiffuseLightingTarget.isValid())
{
mDiffuseLightingTex = mDiffuseLightingTarget->getTexture();
for (U32 i = 0; i < mTargetChainLength; i++)
mTargetChain[i]->attachTexture(GFXTextureTarget::Color1, mDiffuseLightingTex);
}
GFX->finalizeReset();
return ret;
}
void AdvancedLightBinManager::addLight( LightInfo *light )
{
// Get the light type.

View file

@ -90,6 +90,9 @@ public:
// registered buffer name
static const String smBufferName;
NamedTexTargetRef mDiffuseLightingTarget;
GFXTexHandle mDiffuseLightingTex;
/// The shadow filter mode to use on shadowed light materials.
static ShadowFilterMode smShadowFilterMode;
@ -128,6 +131,7 @@ public:
bool MRTLightmapsDuringDeferred() const { return mMRTLightmapsDuringDeferred; }
void MRTLightmapsDuringDeferred(bool val);
bool _updateTargets();
typedef Signal<void(SceneRenderState *, AdvancedLightBinManager *)> RenderSignal;
static RenderSignal &getRenderSignal();

View file

@ -63,6 +63,7 @@ void AdvancedLightingFeatures::registerFeatures( const GFXFormat &deferredTarget
FEATUREMGR->registerFeature(MFT_PixSpecular, new DeferredPixelSpecularGLSL());
FEATUREMGR->registerFeature(MFT_MinnaertShading, new DeferredMinnaertGLSL());
FEATUREMGR->registerFeature(MFT_SubSurface, new DeferredSubSurfaceGLSL());
FEATUREMGR->registerFeature(MFT_ReflectionProbes, new ReflectionProbeFeatGLSL);
#endif
}
else
@ -75,6 +76,7 @@ void AdvancedLightingFeatures::registerFeatures( const GFXFormat &deferredTarget
FEATUREMGR->registerFeature(MFT_PixSpecular, new DeferredPixelSpecularHLSL());
FEATUREMGR->registerFeature(MFT_MinnaertShading, new DeferredMinnaertHLSL());
FEATUREMGR->registerFeature(MFT_SubSurface, new DeferredSubSurfaceHLSL());
FEATUREMGR->registerFeature(MFT_ReflectionProbes, new ReflectionProbeFeatHLSL);
#endif
}

View file

@ -98,7 +98,7 @@ void DeferredRTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &component
uvScene->setName( "uvScene" );
LangElement *uvSceneDecl = new DecOp( uvScene );
String rtParamName = String::ToString( "rtParams%s", "directLightingBuffer" );
String rtParamName = String::ToString( "rtParams%s", "diffuseLightingBuffer" );
Var *rtParams = (Var*) LangElement::find( rtParamName );
if( !rtParams )
{
@ -121,7 +121,7 @@ void DeferredRTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &component
// create texture var
Var *lightInfoBuffer = new Var;
lightInfoBuffer->setType( "sampler2D" );
lightInfoBuffer->setName( "directLightingBuffer" );
lightInfoBuffer->setName( "diffuseLightingBuffer" );
lightInfoBuffer->uniform = true;
lightInfoBuffer->sampler = true;
lightInfoBuffer->constNum = Var::getTexUnitNum(); // used as texture unit num here
@ -207,7 +207,7 @@ void DeferredRTLightingFeatGLSL::setTexData( Material::StageData &stageDat,
mLastTexIndex = texIndex;
passData.mTexType[ texIndex ] = Material::TexTarget;
passData.mSamplerNames[ texIndex ]= "directLightingBuffer";
passData.mSamplerNames[ texIndex ]= "diffuseLightingBuffer";
passData.mTexSlot[ texIndex++ ].texTarget = texTarget;
}
}

View file

@ -99,7 +99,7 @@ void DeferredRTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &component
uvScene->setName("uvScene");
LangElement *uvSceneDecl = new DecOp(uvScene);
String rtParamName = String::ToString("rtParams%s", "directLightingBuffer");
String rtParamName = String::ToString("rtParams%s", "diffuseLightingBuffer");
Var *rtParams = (Var*)LangElement::find(rtParamName);
if (!rtParams)
{
@ -215,7 +215,7 @@ void DeferredRTLightingFeatHLSL::setTexData( Material::StageData &stageDat,
mLastTexIndex = texIndex;
passData.mTexType[ texIndex ] = Material::TexTarget;
passData.mSamplerNames[ texIndex ]= "directLightingBuffer";
passData.mSamplerNames[ texIndex ]= "diffuseLightingBuffer";
passData.mTexSlot[ texIndex++ ].texTarget = texTarget;
}
}

View file

@ -168,6 +168,7 @@ void BasicLightManager::activate( SceneManager *sceneManager )
FEATUREMGR->registerFeature( MFT_NormalMap, new BumpFeatGLSL );
FEATUREMGR->registerFeature( MFT_RTLighting, new RTLightingFeatGLSL );
FEATUREMGR->registerFeature( MFT_PixSpecular, new PixelSpecularGLSL );
FEATUREMGR->registerFeature(MFT_ReflectionProbes, new ReflectionProbeFeatGLSL);
#endif
}
else
@ -178,6 +179,7 @@ void BasicLightManager::activate( SceneManager *sceneManager )
FEATUREMGR->registerFeature( MFT_NormalMap, new BumpFeatHLSL );
FEATUREMGR->registerFeature( MFT_RTLighting, new RTLightingFeatHLSL );
FEATUREMGR->registerFeature( MFT_PixSpecular, new PixelSpecularHLSL );
FEATUREMGR->registerFeature(MFT_ReflectionProbes, new ReflectionProbeFeatHLSL);
#endif
}

View file

@ -0,0 +1,809 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "lighting/probeManager.h"
#include "console/console.h"
#include "console/consoleTypes.h"
#include "core/util/safeDelete.h"
#include "console/sim.h"
#include "console/simSet.h"
#include "scene/sceneManager.h"
#include "materials/materialManager.h"
#include "materials/sceneData.h"
#include "lighting/lightInfo.h"
#include "lighting/lightingInterfaces.h"
#include "T3D/gameBase/gameConnection.h"
#include "gfx/gfxStringEnumTranslate.h"
#include "console/engineAPI.h"
#include "renderInstance/renderDeferredMgr.h"
#include "shaderGen/shaderGenVars.h"
Signal<void(const char*,bool)> ProbeManager::smActivateSignal;
ProbeManager *ProbeManager::smProbeManager = NULL;
//
//
ProbeInfo::ProbeInfo()
: mTransform(true),
mAmbient(0.0f, 0.0f, 0.0f, 1.0f),
mPriority(1.0f),
mScore(0.0f),
mDebugRender(false),
mCubemap(NULL),
mIrradianceCubemap(NULL),
mBRDFTexture(NULL),
mRadius(1.0f),
mIntensity(1.0f)
{
for (U32 i = 0; i < 5; ++i)
{
mSHConstants[i] = 0;
}
}
ProbeInfo::~ProbeInfo()
{
SAFE_DELETE(mCubemap);
}
void ProbeInfo::set(const ProbeInfo *probeInfo)
{
mTransform = probeInfo->mTransform;
mAmbient = probeInfo->mAmbient;
mCubemap = probeInfo->mCubemap;
mIrradianceCubemap = probeInfo->mIrradianceCubemap;
mBRDFTexture = probeInfo->mBRDFTexture;
mRadius = probeInfo->mRadius;
mIntensity = probeInfo->mIntensity;
mProbeShapeType = probeInfo->mProbeShapeType;
numPrims = probeInfo->numPrims;
numVerts = probeInfo->numVerts;
numIndicesForPoly = probeInfo->numIndicesForPoly;
mBounds = probeInfo->mBounds;
for (U32 i = 0; i < 9; i++)
{
mSHTerms[i] = probeInfo->mSHTerms[i];
}
for (U32 i = 0; i < 5; i++)
{
mSHConstants[i] = probeInfo->mSHConstants[i];
}
}
void ProbeInfo::getWorldToLightProj(MatrixF *outMatrix) const
{
*outMatrix = getTransform();
outMatrix->inverse();
}
void ProbeInfoList::registerProbe(ProbeInfo *light)
{
if (!light)
return;
// just add the light, we'll try to scan for dupes later...
push_back(light);
}
void ProbeInfoList::unregisterProbe(ProbeInfo *light)
{
// remove all of them...
ProbeInfoList &list = *this;
for (U32 i = 0; i<list.size(); i++)
{
if (list[i] != light)
continue;
// this moves last to i, which allows
// the search to continue forward...
list.erase_fast(i);
// want to check this location again...
i--;
}
}
ProbeShaderConstants::ProbeShaderConstants()
: mInit(false),
mShader(NULL),
mProbeParamsSC(NULL),
mProbePositionSC(NULL),
mProbeRadiusSC(NULL),
mProbeBoxMinSC(NULL),
mProbeBoxMaxSC(NULL),
mProbeIsSphereSC(NULL),
mProbeLocalPosSC(NULL),
mProbeCubemapSC(NULL)
{
}
ProbeShaderConstants::~ProbeShaderConstants()
{
if (mShader.isValid())
{
mShader->getReloadSignal().remove(this, &ProbeShaderConstants::_onShaderReload);
mShader = NULL;
}
}
void ProbeShaderConstants::init(GFXShader* shader)
{
if (mShader.getPointer() != shader)
{
if (mShader.isValid())
mShader->getReloadSignal().remove(this, &ProbeShaderConstants::_onShaderReload);
mShader = shader;
mShader->getReloadSignal().notify(this, &ProbeShaderConstants::_onShaderReload);
}
mProbeParamsSC = shader->getShaderConstHandle("$probeParams");
//Reflection Probes
mProbePositionSC = shader->getShaderConstHandle(ShaderGenVars::probePosition);
mProbeRadiusSC = shader->getShaderConstHandle(ShaderGenVars::probeRadius);
mProbeBoxMinSC = shader->getShaderConstHandle(ShaderGenVars::probeBoxMin);
mProbeBoxMaxSC = shader->getShaderConstHandle(ShaderGenVars::probeBoxMax);
mProbeIsSphereSC = shader->getShaderConstHandle(ShaderGenVars::probeIsSphere);
mProbeLocalPosSC = shader->getShaderConstHandle(ShaderGenVars::probeLocalPos);
mProbeCubemapSC = shader->getShaderConstHandle(ShaderGenVars::probeCubemap);
mInit = true;
}
void ProbeShaderConstants::_onShaderReload()
{
if (mShader.isValid())
init(mShader);
}
ProbeManager::ProbeManager()
: mDefaultProbe( NULL ),
mSceneManager( NULL ),
mCullPos( Point3F::Zero )
{
dMemset( &mSpecialProbes, 0, sizeof(mSpecialProbes) );
mLastShader = NULL;
mLastConstants = NULL;
}
ProbeManager::~ProbeManager()
{
}
ProbeInfo* ProbeManager::createProbeInfo(ProbeInfo* probe /* = NULL */)
{
ProbeInfo *outProbe = (probe != NULL) ? probe : new ProbeInfo;
/*ProbeManagerMap &ProbeManagers = _getProbeManagers();
ProbeManagerMap::Iterator iter = ProbeManagers.begin();
for ( ; iter != ProbeManagers.end(); iter++ )
{
ProbeManager *lm = iter->value;
lm->_addLightInfoEx( outLight );
}*/
return outProbe;
}
/*void ProbeManager::initLightFields()
{
ProbeManagerMap &ProbeManagers = _getProbeManagers();
ProbeManagerMap::Iterator iter = ProbeManagers.begin();
for ( ; iter != ProbeManagers.end(); iter++ )
{
ProbeManager *lm = iter->value;
lm->_initLightFields();
}
}*/
IMPLEMENT_GLOBAL_CALLBACK( onProbeManagerActivate, void, ( const char *name ), ( name ),
"A callback called by the engine when a light manager is activated.\n"
"@param name The name of the light manager being activated.\n"
"@ingroup Lighting\n" );
void ProbeManager::activate( SceneManager *sceneManager )
{
AssertFatal( sceneManager, "ProbeManager::activate() - Got null scene manager!" );
//AssertFatal( mIsActive == false, "ProbeManager::activate() - Already activated!" );
AssertFatal(smProbeManager == NULL, "ProbeManager::activate() - A previous ProbeManager is still active!" );
mSceneManager = sceneManager;
smProbeManager = this;
}
IMPLEMENT_GLOBAL_CALLBACK( onProbeManagerDeactivate, void, ( const char *name ), ( name ),
"A callback called by the engine when a light manager is deactivated.\n"
"@param name The name of the light manager being deactivated.\n"
"@ingroup Lighting\n" );
void ProbeManager::deactivate()
{
//AssertFatal( mIsActive == true, "ProbeManager::deactivate() - Already deactivated!" );
AssertFatal( smProbeManager == this, "ProbeManager::activate() - This isn't the active light manager!" );
//if( Sim::getRootGroup() ) // To protect against shutdown.
// onProbeManagerDeactivate_callback( getName() );
//mIsActive = false;
mSceneManager = NULL;
smProbeManager = NULL;
// Just in case... make sure we're all clear.
unregisterAllProbes();
}
ProbeInfo* ProbeManager::getDefaultLight()
{
// The sun is always our default light when
// when its registered.
if ( mSpecialProbes[ ProbeManager::SkylightProbeType ] )
return mSpecialProbes[ ProbeManager::SkylightProbeType ];
// Else return a dummy special light.
//if ( !mDefaultLight )
// mDefaultLight = createLightInfo();
return NULL;
}
ProbeInfo* ProbeManager::getSpecialProbe( ProbeManager::SpecialProbeTypesEnum type, bool useDefault )
{
//if ( mSpecialLights[type] )
// return mSpecialLights[type];
if ( useDefault )
return getDefaultLight();
return NULL;
}
void ProbeManager::setSpecialProbe( ProbeManager::SpecialProbeTypesEnum type, ProbeInfo *probe )
{
if (probe && type == SkylightProbeType )
{
// The sun must be specially positioned and ranged
// so that it can be processed like a point light
// in the stock light shader used by Basic Lighting.
probe->setPosition( mCullPos - (probe->getDirection() * 10000.0f ) );
probe->mRadius = 2000000.0f;
}
mSpecialProbes[type] = probe;
registerProbe(probe, NULL );
}
void ProbeManager::registerProbes( const Frustum *frustum, bool staticLighting )
{
PROFILE_SCOPE( ProbeManager_RegisterProbes );
// TODO: We need to work this out...
//
// 1. Why do we register and unregister lights on every
// render when they don't often change... shouldn't we
// just register once and keep them?
//
// 2. If we do culling of lights should this happen as part
// of registration or somewhere else?
//
// Grab the lights to process.
Vector<SceneObject*> activeLights;
const U32 lightMask = LightObjectType;
if ( staticLighting || !frustum )
{
// We're processing static lighting or want all the lights
// in the container registerd... so no culling.
getSceneManager()->getContainer()->findObjectList( lightMask, &activeLights );
}
else
{
// Cull the lights using the frustum.
getSceneManager()->getContainer()->findObjectList( *frustum, lightMask, &activeLights );
/* supress light culling filter until we can sort out why that's misbehaving with dynamic cube mapping
for (U32 i = 0; i < activeLights.size(); ++i)
{
if (!getSceneManager()->mRenderedObjectsList.contains(activeLights[i]))
{
activeLights.erase(i);
--i;
}
}
*/
// Store the culling position for sun placement
// later... see setSpecialLight.
mCullPos = frustum->getPosition();
// HACK: Make sure the control object always gets
// processed as lights mounted to it don't change
// the shape bounds and can often get culled.
GameConnection *conn = GameConnection::getConnectionToServer();
if ( conn->getControlObject() )
{
GameBase *conObject = conn->getControlObject();
activeLights.push_back_unique( conObject );
}
}
// Let the lights register themselves.
/*for ( U32 i = 0; i < activeLights.size(); i++ )
{
ISceneLight *lightInterface = dynamic_cast<ISceneLight*>( activeLights[i] );
if ( lightInterface )
lightInterface->submitLights( this, staticLighting );
}*/
}
void ProbeManager::registerSkylight(ProbeInfo *probe, SimObject *obj)
{
mSkylight = probe;
if (String("Advanced Lighting").equal(LIGHTMGR->getName(), String::NoCase))
{
SceneRenderState* state = mSceneManager->getCurrentRenderState();
RenderPassManager *renderPass = state->getRenderPass();
// Allocate an MeshRenderInst so that we can submit it to the RenderPassManager
ProbeRenderInst *probeInst = renderPass->allocInst<ProbeRenderInst>();
probeInst->set(probe);
probeInst->type = RenderPassManager::RIT_Probes;
// Submit our RenderInst to the RenderPassManager
state->getRenderPass()->addInst(probeInst);
}
}
void ProbeManager::registerProbe(ProbeInfo *probe, SimObject *obj )
{
// AssertFatal( !mRegisteredProbes.contains(probe),
//"ProbeManager::registerGlobalLight - This light is already registered!" );
if (!mRegisteredProbes.contains(probe))
mRegisteredProbes.push_back(probe);
if (String("Advanced Lighting").equal(LIGHTMGR->getName(), String::NoCase))
{
SceneRenderState* state = mSceneManager->getCurrentRenderState();
RenderPassManager *renderPass = state->getRenderPass();
// Allocate an MeshRenderInst so that we can submit it to the RenderPassManager
ProbeRenderInst *probeInst = renderPass->allocInst<ProbeRenderInst>();
probeInst->set(probe);
probeInst->type = RenderPassManager::RIT_Probes;
// Submit our RenderInst to the RenderPassManager
state->getRenderPass()->addInst(probeInst);
}
}
void ProbeManager::unregisterProbe(ProbeInfo *probe )
{
mRegisteredProbes.unregisterProbe(probe);
// If this is the sun... clear the special light too.
if (probe == mSpecialProbes[SkylightProbeType] )
dMemset(mSpecialProbes, 0, sizeof(mSpecialProbes) );
}
void ProbeManager::unregisterAllProbes()
{
//dMemset(mSpecialProbes, 0, sizeof(mSpecialProbes) );
mRegisteredProbes.clear();
mSkylight = nullptr;
}
void ProbeManager::getAllUnsortedProbes( Vector<ProbeInfo*> *list ) const
{
list->merge( mRegisteredProbes );
}
ProbeShaderConstants* ProbeManager::getProbeShaderConstants(GFXShaderConstBuffer* buffer)
{
if (!buffer)
return NULL;
PROFILE_SCOPE(ProbeManager_GetProbeShaderConstants);
GFXShader* shader = buffer->getShader();
// Check to see if this is the same shader, we'll get hit repeatedly by
// the same one due to the render bin loops.
if (mLastShader.getPointer() != shader)
{
ProbeConstantMap::Iterator iter = mConstantLookup.find(shader);
if (iter != mConstantLookup.end())
{
mLastConstants = iter->value;
}
else
{
ProbeShaderConstants* psc = new ProbeShaderConstants();
mConstantLookup[shader] = psc;
mLastConstants = psc;
}
// Set our new shader
mLastShader = shader;
}
mLastConstants = new ProbeShaderConstants();
// Make sure that our current lighting constants are initialized
if (!mLastConstants->mInit)
mLastConstants->init(shader);
return mLastConstants;
}
void ProbeManager::_update4ProbeConsts( const SceneData &sgData,
MatrixSet &matSet,
GFXShaderConstHandle *probePositionSC,
GFXShaderConstHandle *probeRadiusSC,
GFXShaderConstHandle *probeBoxMinSC,
GFXShaderConstHandle *probeBoxMaxSC,
GFXShaderConstHandle *probeCubemapSC,
GFXShaderConstHandle *probeIsSphereSC,
GFXShaderConstHandle *probeLocalPosSC,
GFXShaderConstBuffer *shaderConsts )
{
PROFILE_SCOPE( ProbeManager_Update4ProbeConsts );
// Skip over gathering lights if we don't have to!
if (probePositionSC->isValid() ||
probeRadiusSC->isValid() ||
probeBoxMinSC->isValid() ||
probeBoxMaxSC->isValid() ||
probeCubemapSC->isValid() && (!mRegisteredProbes.empty() || mSkylight))
{
PROFILE_SCOPE(ProbeManager_Update4ProbeConsts_setProbes);
static AlignedArray<Point3F> probePositions(4, sizeof(Point3F));
static AlignedArray<F32> probeRadius(4, sizeof(F32));
static AlignedArray<Point3F> probeBoxMins(4, sizeof(Point3F));
static AlignedArray<Point3F> probeBoxMaxs(4, sizeof(Point3F));
static AlignedArray<Point3F> probeLocalPositions(4, sizeof(Point3F));
static AlignedArray<F32> probeIsSphere(4, sizeof(F32));
//static AlignedArray<CubemapData> probeCubemap(4, sizeof(CubemapData));
F32 range;
// Need to clear the buffers so that we don't leak
// lights from previous passes or have NaNs.
dMemset(probePositions.getBuffer(), 0, probePositions.getBufferSize());
dMemset(probeRadius.getBuffer(), 0, probeRadius.getBufferSize());
dMemset(probeBoxMins.getBuffer(), 0, probeBoxMins.getBufferSize());
dMemset(probeBoxMaxs.getBuffer(), 0, probeBoxMaxs.getBufferSize());
dMemset(probeLocalPositions.getBuffer(), 0, probeLocalPositions.getBufferSize());
dMemset(probeIsSphere.getBuffer(), 0, probeRadius.getBufferSize());
//dMemset(probeCubemap.getBuffer(), 0, probeCubemap.getBufferSize());
matSet.restoreSceneViewProjection();
const MatrixF &worldToCameraXfm = matSet.getWorldToCamera();
// Gather the data for the first 4 probes.
const ProbeInfo *probe;
for (U32 i = 0; i < 4; i++)
{
if (i >= mRegisteredProbes.size())
break;
if (i == 0 && mSkylight)
{
//quickly try and see if we have a skylight, and set that to always be probe 0
probe = mSkylight;
}
else
{
probe = mRegisteredProbes[i];
}
if (!probe)
continue;
// The light positions and spot directions are
// in SoA order to make optimal use of the GPU.
const Point3F &probePos = probe->getPosition();
probePositions[i].x = probePos.x;
probePositions[i].y = probePos.y;
probePositions[i].z = probePos.z;
probeRadius[i] = probe->mRadius;
const Point3F &minExt = probe->mBounds.minExtents;
probeBoxMins[i].x = minExt.x;
probeBoxMins[i].y = minExt.y;
probeBoxMins[i].z = minExt.z;
const Point3F &maxExt = probe->mBounds.maxExtents;
probeBoxMaxs[i].x = maxExt.x;
probeBoxMaxs[i].y = maxExt.y;
probeBoxMaxs[i].z = maxExt.z;
probeIsSphere[i] = probe->mProbeShapeType == ProbeInfo::Sphere ? 1.0 : 0.0;
Point3F localProbePos;
worldToCameraXfm.mulP(probe->getPosition(), &localProbePos);
probeLocalPositions[i].x = localProbePos.x;
probeLocalPositions[i].y = localProbePos.y;
probeLocalPositions[i].z = localProbePos.z;
if (probe->mCubemap && !probe->mCubemap->isNull())
{
S32 samplerReg = probeCubemapSC->getSamplerRegister();
if(samplerReg != -1)
GFX->setCubeTexture(samplerReg + i, probe->mCubemap->getPointer());
}
}
shaderConsts->setSafe(probePositionSC, probePositions);
shaderConsts->setSafe(probeRadiusSC, probeRadius);
shaderConsts->setSafe(probeBoxMinSC, probeBoxMins);
shaderConsts->setSafe(probeBoxMaxSC, probeBoxMaxs);
shaderConsts->setSafe(probeLocalPosSC, probeLocalPositions);
shaderConsts->setSafe(probeIsSphereSC, probeIsSphere);
//
//shaderConsts->setSafe(lightSpotAngleSC, lightSpotAngle);
//shaderConsts->setSafe(lightSpotFalloffSC, lightSpotFalloff);
}
else
{
/*if (probe->mCubemap && !probe->mCubemap->isNull())
{
GFX->setCubeTexture(1, probe->mCubemap->getPointer());
}*/
if (probeCubemapSC->isValid())
{
for(U32 i=0; i < 4; ++i)
GFX->setCubeTexture(probeCubemapSC->getSamplerRegister() + i, NULL);
}
}
}
void ProbeManager::setProbeInfo(ProcessedMaterial *pmat,
const Material *mat,
const SceneData &sgData,
const SceneRenderState *state,
U32 pass,
GFXShaderConstBuffer *shaderConsts)
{
// Skip this if we're rendering from the deferred bin.
if ( sgData.binType == SceneData::DeferredBin )
return;
// if (mRegisteredProbes.empty())
// return;
PROFILE_SCOPE(ProbeManager_setProbeInfo);
ProbeShaderConstants *psc = getProbeShaderConstants(shaderConsts);
//ProbeInfo *probe;
//probe = mRegisteredProbes[0];
// NOTE: If you encounter a crash from this point forward
// while setting a shader constant its probably because the
// mConstantLookup has bad shaders/constants in it.
//
// This is a known crash bug that can occur if materials/shaders
// are reloaded and the light manager is not reset.
//
// We should look to fix this by clearing the table.
MatrixSet matSet = state->getRenderPass()->getMatrixSet();
// Update the forward shading light constants.
_update4ProbeConsts( sgData,
matSet,
psc->mProbePositionSC,
psc->mProbeRadiusSC,
psc->mProbeBoxMinSC,
psc->mProbeBoxMaxSC,
psc->mProbeCubemapSC,
psc->mProbeIsSphereSC,
psc->mProbeLocalPosSC,
shaderConsts );
// Static
/*if (lsm && light->getCastShadows())
{
if (psc->mWorldToLightProjSC->isValid())
shaderConsts->set(psc->mWorldToLightProjSC,
lsm->getWorldToLightProj(),
psc->mWorldToLightProjSC->getType());
if (psc->mViewToLightProjSC->isValid())
{
// TODO: Should probably cache these results and
// not do this mul here on every material that needs
// this transform.
shaderConsts->set(psc->mViewToLightProjSC,
lsm->getWorldToLightProj() * state->getCameraTransform(),
psc->mViewToLightProjSC->getType());
}
shaderConsts->setSafe(psc->mShadowMapSizeSC, 1.0f / (F32)lsm->getTexSize());
// Do this last so that overrides can properly override parameters previously set
lsm->setShaderParameters(shaderConsts, psc);
}
else
{
if (psc->mViewToLightProjSC->isValid())
{
// TODO: Should probably cache these results and
// not do this mul here on every material that needs
// this transform.
MatrixF proj;
light->getWorldToLightProj(&proj);
shaderConsts->set(psc->mViewToLightProjSC,
proj * state->getCameraTransform(),
psc->mViewToLightProjSC->getType());
}
}
// Dynamic
if (dynamicShadowMap)
{
if (psc->mDynamicWorldToLightProjSC->isValid())
shaderConsts->set(psc->mDynamicWorldToLightProjSC,
dynamicShadowMap->getWorldToLightProj(),
psc->mDynamicWorldToLightProjSC->getType());
if (psc->mDynamicViewToLightProjSC->isValid())
{
// TODO: Should probably cache these results and
// not do this mul here on every material that needs
// this transform.
shaderConsts->set(psc->mDynamicViewToLightProjSC,
dynamicShadowMap->getWorldToLightProj() * state->getCameraTransform(),
psc->mDynamicViewToLightProjSC->getType());
}
shaderConsts->setSafe(psc->mShadowMapSizeSC, 1.0f / (F32)dynamicShadowMap->getTexSize());
// Do this last so that overrides can properly override parameters previously set
dynamicShadowMap->setShaderParameters(shaderConsts, psc);
}
else
{
if (psc->mDynamicViewToLightProjSC->isValid())
{
// TODO: Should probably cache these results and
// not do this mul here on every material that needs
// this transform.
MatrixF proj;
light->getWorldToLightProj(&proj);
shaderConsts->set(psc->mDynamicViewToLightProjSC,
proj * state->getCameraTransform(),
psc->mDynamicViewToLightProjSC->getType());
}
}*/
}
/// Allows us to set textures during the Material::setTextureStage call, return true if we've done work.
bool ProbeManager::setTextureStage(const SceneData &sgData,
const U32 currTexFlag,
const U32 textureSlot,
GFXShaderConstBuffer *shaderConsts,
ShaderConstHandles *handles)
{
return false;
}
AvailableSLInterfaces* ProbeManager::getSceneLightingInterface()
{
//if ( !mAvailableSLInterfaces )
// mAvailableSLInterfaces = new AvailableSLInterfaces();
return NULL;
}
/*bool ProbeManager::lightScene( const char* callback, const char* param )
{
BitSet32 flags = 0;
if ( param )
{
if ( !dStricmp( param, "forceAlways" ) )
flags.set( SceneLighting::ForceAlways );
else if ( !dStricmp(param, "forceWritable" ) )
flags.set( SceneLighting::ForceWritable );
else if ( !dStricmp(param, "loadOnly" ) )
flags.set( SceneLighting::LoadOnly );
}
// The SceneLighting object will delete itself
// once the lighting process is complete.
SceneLighting* sl = new SceneLighting( getSceneLightingInterface() );
return sl->lightScene( callback, flags );
}*/
/*RenderDeferredMgr* ProbeManager::_findDeferredRenderBin()
{
RenderPassManager* rpm = getSceneManager()->getDefaultRenderPass();
for( U32 i = 0; i < rpm->getManagerCount(); i++ )
{
RenderBinManager *bin = rpm->getManager( i );
if( bin->getRenderInstType() == RenderDeferredMgr::RIT_Deferred )
{
return ( RenderDeferredMgr* ) bin;
}
}
return NULL;
}*/
DefineEngineFunction( CreateProbeManager, bool, (),,
"Finds and activates the named light manager.\n"
"@return Returns true if the light manager is found and activated.\n"
"@ingroup Lighting\n" )
{
ProbeManager* probeManager = new ProbeManager();
if (probeManager != nullptr && gClientSceneGraph != nullptr)
{
probeManager->activate(gClientSceneGraph);
return true;
}
return false;
}
DefineEngineFunction( resetProbeManager, void, (),,
"@brief Deactivates and then activates the currently active light manager."
"This causes most shaders to be regenerated and is often used when global "
"rendering changes have occured.\n"
"@ingroup Lighting\n" )
{
ProbeManager *pm = PROBEMGR;
if ( !pm)
return;
/*SceneManager *sm = lm->getSceneManager();
lm->deactivate();
lm->activate( sm );*/
}

View file

@ -0,0 +1,334 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef PROBEMANAGER_H
#define PROBEMANAGER_H
#ifndef _TORQUE_STRING_H_
#include "core/util/str.h"
#endif
#ifndef _TSIGNAL_H_
#include "core/util/tSignal.h"
#endif
#ifndef _LIGHTINFO_H_
#include "lighting/lightInfo.h"
#endif
#ifndef _LIGHTQUERY_H_
#include "lighting/lightQuery.h"
#endif
#ifndef _MATRIXSET_H_
#include "math/util/matrixSet.h"
#endif
#ifndef _CUBEMAPDATA_H_
#include "gfx/sim/cubemapData.h"
#endif
class SimObject;
class ProbeManager;
class Material;
class ProcessedMaterial;
class SceneManager;
struct SceneData;
class Point3F;
class AvailableSLInterfaces;
class SceneObject;
class GFXShaderConstBuffer;
class GFXShaderConstHandle;
class ShaderConstHandles;
class SceneRenderState;
class RenderDeferredMgr;
class Frustum;
struct ProbeInfo
{
LinearColorF mAmbient;
MatrixF mTransform;
F32 mRadius;
F32 mIntensity;
Box3F mBounds;
GFXCubemapHandle *mCubemap;
GFXCubemapHandle *mIrradianceCubemap;
GFXTexHandle *mBRDFTexture;
/// The priority of this light used for
/// light and shadow scoring.
F32 mPriority;
/// A temporary which holds the score used
/// when prioritizing lights for rendering.
F32 mScore;
bool mIsSkylight;
/// Whether to render debugging visualizations
/// for this light.
bool mDebugRender;
//GFXPrimitiveBufferHandle primBuffer;
//GFXVertexBufferHandle<GFXVertexPC> vertBuffer;
U32 numPrims;
U32 numVerts;
Vector< U32 > numIndicesForPoly;
enum ProbeShapeType
{
Sphere = 0, ///< Sphere shaped
Box = 1, ///< Box-based shape
};
ProbeShapeType mProbeShapeType;
//Spherical Harmonics data
LinearColorF mSHTerms[9];
F32 mSHConstants[5];
public:
ProbeInfo();
~ProbeInfo();
// Copies data passed in from another probe
void set(const ProbeInfo *probe);
// Accessors
const MatrixF& getTransform() const { return mTransform; }
void setTransform(const MatrixF &xfm) { mTransform = xfm; }
Point3F getPosition() const { return mTransform.getPosition(); }
void setPosition(const Point3F &pos) { mTransform.setPosition(pos); }
VectorF getDirection() const { return mTransform.getForwardVector(); }
void setDirection(const VectorF &val);
const LinearColorF& getAmbient() const { return mAmbient; }
void setAmbient(const LinearColorF &val) { mAmbient = val; }
void setPriority(F32 priority) { mPriority = priority; }
F32 getPriority() const { return mPriority; }
void setScore(F32 score) { mScore = score; }
F32 getScore() const { return mScore; }
bool isDebugRenderingEnabled() const { return mDebugRender; }
void enableDebugRendering(bool value) { mDebugRender = value; }
// Builds the world to light view projection used for
// shadow texture and cookie lookups.
void getWorldToLightProj(MatrixF *outMatrix) const;
void clear();
};
class ProbeInfoList : public Vector<ProbeInfo*>
{
public:
void registerProbe(ProbeInfo *probe);
void unregisterProbe(ProbeInfo *probe);
};
struct ProbeShaderConstants
{
bool mInit;
GFXShaderRef mShader;
GFXShaderConstHandle* mProbeParamsSC;
//Reflection Probes
GFXShaderConstHandle *mProbePositionSC;
GFXShaderConstHandle *mProbeRadiusSC;
GFXShaderConstHandle *mProbeBoxMinSC;
GFXShaderConstHandle *mProbeBoxMaxSC;
GFXShaderConstHandle *mProbeIsSphereSC;
GFXShaderConstHandle *mProbeLocalPosSC;
GFXShaderConstHandle *mProbeCubemapSC;
ProbeShaderConstants();
~ProbeShaderConstants();
void init(GFXShader* buffer);
void _onShaderReload();
};
typedef Map<GFXShader*, ProbeShaderConstants*> ProbeConstantMap;
class ProbeManager
{
public:
enum SpecialProbeTypesEnum
{
SkylightProbeType,
SpecialProbeTypesCount
};
ProbeManager();
~ProbeManager();
///
static void initProbeFields();
///
static ProbeInfo* createProbeInfo(ProbeInfo* light = NULL);
/// The light manager activation signal.
static Signal<void(const char*,bool)> smActivateSignal;
/// Returns the active LM.
static inline ProbeManager* getProbeManager();
// Returns the scene manager passed at activation.
SceneManager* getSceneManager() { return mSceneManager; }
// Called when the lighting manager should become active
virtual void activate( SceneManager *sceneManager );
// Called when we don't want the light manager active (should clean up)
virtual void deactivate();
// Returns the active scene lighting interface for this light manager.
virtual AvailableSLInterfaces* getSceneLightingInterface();
// Returns a "default" light info that callers should not free. Used for instances where we don't actually care about
// the light (for example, setting default data for SceneData)
virtual ProbeInfo* getDefaultLight();
/// Returns the special light or the default light if useDefault is true.
/// @see getDefaultLight
virtual ProbeInfo* getSpecialProbe(SpecialProbeTypesEnum type,
bool useDefault = true );
/// Set a special light type.
virtual void setSpecialProbe(SpecialProbeTypesEnum type, ProbeInfo *light );
void registerSkylight(ProbeInfo *probe, SimObject *obj);
// registered before scene traversal...
virtual void registerProbe(ProbeInfo *light, SimObject *obj );
virtual void unregisterProbe(ProbeInfo *light );
virtual void registerProbes( const Frustum *frustum, bool staticlighting );
virtual void unregisterAllProbes();
/// Returns all unsorted and un-scored lights (both global and local).
void getAllUnsortedProbes( Vector<ProbeInfo*> *list ) const;
/// Sets shader constants / textures for light infos
virtual void setProbeInfo( ProcessedMaterial *pmat,
const Material *mat,
const SceneData &sgData,
const SceneRenderState *state,
U32 pass,
GFXShaderConstBuffer *shaderConsts );
/// Allows us to set textures during the Material::setTextureStage call, return true if we've done work.
virtual bool setTextureStage( const SceneData &sgData,
const U32 currTexFlag,
const U32 textureSlot,
GFXShaderConstBuffer *shaderConsts,
ShaderConstHandles *handles );
protected:
/// The current active light manager.
static ProbeManager *smProbeManager;
/// Find the pre-pass render bin on the scene's default render pass.
RenderDeferredMgr* _findDeferredRenderBin();
public:
ProbeShaderConstants* getProbeShaderConstants(GFXShaderConstBuffer* buffer);
protected:
/// This helper function sets the shader constansts
/// for the stock 4 light forward lighting code.
void _update4ProbeConsts( const SceneData &sgData,
MatrixSet &matSet,
GFXShaderConstHandle *probePositionSC,
GFXShaderConstHandle *probeRadiusSC,
GFXShaderConstHandle *probeBoxMinSC,
GFXShaderConstHandle *probeBoxMaxSC,
GFXShaderConstHandle *probeCubemapSC,
GFXShaderConstHandle *probeIsSphereSC,
GFXShaderConstHandle *probeLocalPosSC,
GFXShaderConstBuffer *shaderConsts );
/// A dummy default light used when no lights
/// happen to be registered with the manager.
ProbeInfo *mDefaultProbe;
/// The list of global registered lights which is
/// initialized before the scene is rendered.
ProbeInfoList mRegisteredProbes;
ProbeInfo* mSkylight;
/// The registered special light list.
ProbeInfo *mSpecialProbes[SpecialProbeTypesCount];
/// The root culling position used for
/// special sun light placement.
/// @see setSpecialLight
Point3F mCullPos;
///
//virtual void _initLightFields();
/// The scene graph the light manager is associated with.
SceneManager *mSceneManager;
ProbeConstantMap mConstantLookup;
GFXShaderRef mLastShader;
ProbeShaderConstants* mLastConstants;
};
ProbeManager* ProbeManager::getProbeManager()
{
if (smProbeManager == nullptr)
{
ProbeManager* probeManager = new ProbeManager();
if (gClientSceneGraph != nullptr)
{
probeManager->activate(gClientSceneGraph);
}
else
{
delete probeManager;
}
}
return smProbeManager;
}
/// Returns the current active light manager.
#define PROBEMGR ProbeManager::getProbeManager()
#endif // PROBEMANAGER_H

View file

@ -62,6 +62,8 @@ ImplementFeatureType( MFT_SubSurface, MFG_Lighting, 8.0f, true );
ImplementFeatureType( MFT_VertLit, MFG_Lighting, 9.0f, true );
ImplementFeatureType( MFT_MinnaertShading, MFG_Lighting, 10.0f, true );
ImplementFeatureType(MFT_ReflectionProbes, MFG_Lighting, 11.0f, true);
ImplementFeatureType( MFT_GlowMask, MFG_PostLighting, 1.0f, true );
ImplementFeatureType( MFT_Visibility, MFG_PostLighting, 2.0f, true );
ImplementFeatureType( MFT_Fog, MFG_PostProcess, 3.0f, true );

View file

@ -129,6 +129,8 @@ DeclareFeatureType( MFT_InvertSmoothness );
DeclareFeatureType( MFT_SpecularMap );
DeclareFeatureType( MFT_GlossMap );
DeclareFeatureType( MFT_ReflectionProbes );
/// This feature is only used to detect alpha transparency
/// and does not have any code associtated with it.
DeclareFeatureType( MFT_IsTranslucent );

View file

@ -40,6 +40,7 @@
#include "console/propertyParsing.h"
#include "gfx/util/screenspace.h"
#include "scene/reflectionManager.h"
#include "lighting/probeManager.h"
ProcessedCustomMaterial::ProcessedCustomMaterial(Material &mat)
@ -322,6 +323,10 @@ bool ProcessedCustomMaterial::setupPass( SceneRenderState *state, const SceneDat
if (lm)
lm->setLightInfo(this, NULL, sgData, state, pass, shaderConsts);
ProbeManager* pm = state ? PROBEMGR : NULL;
if (pm)
pm->setProbeInfo(this, NULL, sgData, state, pass, shaderConsts);
shaderConsts->setSafe(rpd->shaderHandles.mAccumTimeSC, MATMGR->getTotalTime());
return true;

View file

@ -41,6 +41,8 @@
#include "gfx/util/screenspace.h"
#include "math/util/matrixSet.h"
#include "lighting/probeManager.h"
// We need to include customMaterialDefinition for ShaderConstHandles::init
#include "materials/customMaterialDefinition.h"
@ -343,10 +345,16 @@ void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
if ( mMaterial->mAlphaTest )
fd.features.addFeature( MFT_AlphaTest );
if ( mMaterial->mEmissive[stageNum] )
fd.features.addFeature( MFT_IsEmissive );
if (mMaterial->mEmissive[stageNum])
{
fd.features.addFeature(MFT_IsEmissive);
}
else
fd.features.addFeature( MFT_RTLighting );
{
fd.features.addFeature(MFT_RTLighting);
if (mMaterial->isTranslucent())
fd.features.addFeature(MFT_ReflectionProbes);
}
if ( mMaterial->mAnimFlags[stageNum] )
fd.features.addFeature( MFT_TexAnim );
@ -357,7 +365,7 @@ void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
// cubemaps only available on stage 0 for now - bramage
if ( stageNum < 1 && mMaterial->isTranslucent() &&
( ( mMaterial->mCubemapData && mMaterial->mCubemapData->mCubemap ) ||
mMaterial->mDynamicCubemap ) )
mMaterial->mDynamicCubemap ) && !features.hasFeature(MFT_ReflectionProbes))
{
fd.features.addFeature( MFT_CubeMap );
}
@ -367,6 +375,8 @@ void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
fd.features.addFeature(MFT_StaticCubemap);
fd.features.addFeature(MFT_CubeMap);
fd.features.addFeature(MFT_SkyBox);
fd.features.removeFeature(MFT_ReflectionProbes);
}
fd.features.addFeature( MFT_Visibility );
@ -1296,13 +1306,15 @@ void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const Scene
shaderConsts->set(handles->mEyePosSC, eyepos);
}
shaderConsts->setSafe(handles->mEyeMatSC, state->getCameraTransform());
shaderConsts->setSafe(handles->mEyeMatSC, state->getCameraTransform());
ShaderRenderPassData *rpd = _getRPD( pass );
for ( U32 i=0; i < rpd->featureShaderHandles.size(); i++ )
rpd->featureShaderHandles[i]->setConsts( state, sgData, shaderConsts );
ShaderRenderPassData *rpd = _getRPD(pass);
for (U32 i = 0; i < rpd->featureShaderHandles.size(); i++)
rpd->featureShaderHandles[i]->setConsts(state, sgData, shaderConsts);
LIGHTMGR->setLightInfo( this, mMaterial, sgData, state, pass, shaderConsts );
LIGHTMGR->setLightInfo(this, mMaterial, sgData, state, pass, shaderConsts);
PROBEMGR->setProbeInfo(this, mMaterial, sgData, state, pass, shaderConsts);
}
void ProcessedShaderMaterial::setBuffers( GFXVertexBufferHandleBase *vertBuffer, GFXPrimitiveBufferHandle *primBuffer )

View file

@ -86,8 +86,6 @@ public:
MaterialOverrideDelegate& getMatOverrideDelegate() { return mMatOverrideDelegate; }
protected:
struct MainSortElem
{
RenderInst *inst;
@ -95,6 +93,7 @@ protected:
U32 key2;
};
protected:
void setRenderPass( RenderPassManager *rpm );
/// Called from derived bins to add additional

View file

@ -56,7 +56,7 @@ const String RenderDeferredMgr::BufferName("deferred");
const RenderInstType RenderDeferredMgr::RIT_Deferred("Deferred");
const String RenderDeferredMgr::ColorBufferName("color");
const String RenderDeferredMgr::MatInfoBufferName("matinfo");
const String RenderDeferredMgr::LightMapBufferName("indirectLighting");
const String RenderDeferredMgr::LightMapBufferName("diffuseLighting");
IMPLEMENT_CONOBJECT(RenderDeferredMgr);
@ -92,6 +92,7 @@ RenderDeferredMgr::RenderDeferredMgr( bool gatherDepth,
notifyType( RenderPassManager::RIT_Mesh );
notifyType( RenderPassManager::RIT_Terrain );
notifyType( RenderPassManager::RIT_Object );
notifyType( RenderPassManager::RIT_Probes );
// We want a full-resolution buffer
mTargetSizeType = RenderTexTargetBinManager::WindowSize;
@ -186,10 +187,10 @@ bool RenderDeferredMgr::_updateTargets()
mTargetChain[i]->attachTexture(GFXTextureTarget::Color2, mMatInfoTarget.getTexture());
}
if (mLightMapTex.getFormat() != mTargetFormat || mLightMapTex.getWidthHeight() != mTargetSize || GFX->recentlyReset())
if (mLightMapTex.getFormat() != GFXFormatR16G16B16A16F || mLightMapTex.getWidthHeight() != mTargetSize || GFX->recentlyReset())
{
mLightMapTarget.release();
mLightMapTex.set(mTargetSize.x, mTargetSize.y, mTargetFormat,
mLightMapTex.set(mTargetSize.x, mTargetSize.y, GFXFormatR16G16B16A16F,
&GFXRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
1, GFXTextureManager::AA_MATCH_BACKBUFFER);
mLightMapTarget.setTexture(mLightMapTex);
@ -238,6 +239,8 @@ void RenderDeferredMgr::addElement( RenderInst *inst )
const bool isTerrainInst = inst->type == RenderPassManager::RIT_Terrain;
const bool isProbeInst = inst->type == RenderPassManager::RIT_Probes;
// Get the material if its a mesh.
BaseMatInstance* matInst = NULL;
if ( isMeshInst || isDecalMeshInst )
@ -262,6 +265,8 @@ void RenderDeferredMgr::addElement( RenderInst *inst )
elementList = &mElementList;
else if ( isTerrainInst )
elementList = &mTerrainElementList;
else if (isProbeInst)
elementList = &mProbeElementList;
else
elementList = &mObjectElementList;
@ -294,6 +299,7 @@ void RenderDeferredMgr::sort()
void RenderDeferredMgr::clear()
{
Parent::clear();
mProbeElementList.clear();
mTerrainElementList.clear();
mObjectElementList.clear();
}

View file

@ -92,6 +92,9 @@ protected:
DeferredMatInstance *mDeferredMatInstance;
///
Vector< MainSortElem > mProbeElementList;
virtual void _registerFeatures();
virtual void _unregisterFeatures();
virtual bool _updateTargets();

View file

@ -61,6 +61,7 @@ const RenderInstType RenderPassManager::RIT_Custom("Custom");
const RenderInstType RenderPassManager::RIT_Particle("Particle");
const RenderInstType RenderPassManager::RIT_Occluder("Occluder");
const RenderInstType RenderPassManager::RIT_Editor("Editor");
const RenderInstType RenderPassManager::RIT_Probes("Probes");
//*****************************************************************************
@ -102,6 +103,11 @@ void OccluderRenderInst::clear()
dMemset( this, 0, sizeof(OccluderRenderInst) );
}
void ProbeRenderInst::clear()
{
dMemset(this, 0, sizeof(ProbeRenderInst));
//mCubemap);
}
IMPLEMENT_CONOBJECT(RenderPassManager);

View file

@ -37,6 +37,18 @@
#ifndef _SCENEMANAGER_H_
#include "scene/sceneManager.h"
#endif
#ifndef _SCENEMANAGER_H_
#include "scene/sceneManager.h"
#endif
#ifndef _CUBEMAPDATA_H_
#include "gfx/sim/cubemapData.h"
#endif
#ifndef _GFXPRIMITIVEBUFFER_H_
#include "gfx/gfxPrimitiveBuffer.h"
#endif
#ifndef PROBEMANAGER_H
#include "lighting/probeManager.h"
#endif
class SceneRenderState;
class ISceneObject;
@ -48,6 +60,7 @@ class LightInfo;
struct RenderInst;
class MatrixSet;
class GFXPrimitiveBufferHandle;
class CubemapData;
/// A RenderInstType hash value.
typedef U32 RenderInstTypeHash;
@ -118,6 +131,7 @@ public:
static const RenderInstType RIT_Particle;
static const RenderInstType RIT_Occluder;
static const RenderInstType RIT_Editor;
static const RenderInstType RIT_Probes;
public:
@ -463,4 +477,85 @@ struct OccluderRenderInst : public RenderInst
void clear();
};
struct ProbeRenderInst : public RenderInst
{
LinearColorF mAmbient;
MatrixF mTransform;
F32 mRadius;
F32 mIntensity;
Box3F mBounds;
GFXCubemapHandle *mCubemap;
GFXCubemapHandle *mIrradianceCubemap;
GFXTexHandle *mBRDFTexture;
/// The priority of this light used for
/// light and shadow scoring.
F32 mPriority;
/// A temporary which holds the score used
/// when prioritizing lights for rendering.
F32 mScore;
bool mIsSkylight;
/// Whether to render debugging visualizations
/// for this light.
bool mDebugRender;
GFXPrimitiveBufferHandle primBuffer;
GFXVertexBufferHandle<GFXVertexPC> vertBuffer;
U32 numPrims;
U32 numVerts;
Vector< U32 > numIndicesForPoly;
ProbeInfo::ProbeShapeType mProbeShapeType;
//Spherical Harmonics data
LinearColorF mSHTerms[9];
F32 mSHConstants[5];
public:
ProbeRenderInst();
~ProbeRenderInst();
// Copies data passed in from light
void set(const ProbeRenderInst *probeInfo);
void set(const ProbeInfo *probeInfo);
// Accessors
const MatrixF& getTransform() const { return mTransform; }
void setTransform(const MatrixF &xfm) { mTransform = xfm; }
Point3F getPosition() const { return mTransform.getPosition(); }
void setPosition(const Point3F &pos) { mTransform.setPosition(pos); }
VectorF getDirection() const { return mTransform.getForwardVector(); }
void setDirection(const VectorF &val);
const LinearColorF& getAmbient() const { return mAmbient; }
void setAmbient(const LinearColorF &val) { mAmbient = val; }
void setPriority(F32 priority) { mPriority = priority; }
F32 getPriority() const { return mPriority; }
void setScore(F32 score) { mScore = score; }
F32 getScore() const { return mScore; }
bool isDebugRenderingEnabled() const { return mDebugRender; }
void enableDebugRendering(bool value) { mDebugRender = value; }
// Builds the world to light view projection used for
// shadow texture and cookie lookups.
void getWorldToLightProj(MatrixF *outMatrix) const;
void clear();
};
#endif // _RENDERPASSMANAGER_H_

View file

@ -0,0 +1,956 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "renderProbeMgr.h"
#include "console/consoleTypes.h"
#include "scene/sceneObject.h"
#include "materials/materialManager.h"
#include "scene/sceneRenderState.h"
#include "math/util/sphereMesh.h"
#include "math/util/matrixSet.h"
#include "materials/processedMaterial.h"
#include "renderInstance/renderDeferredMgr.h"
#include "math/mPolyhedron.impl.h"
#include "gfx/gfxTransformSaver.h"
IMPLEMENT_CONOBJECT(RenderProbeMgr);
ConsoleDocClass( RenderProbeMgr,
"@brief A render bin which uses object callbacks for rendering.\n\n"
"This render bin gathers object render instances and calls its delegate "
"method to perform rendering. It is used infrequently for specialized "
"scene objects which perform custom rendering.\n\n"
"@ingroup RenderBin\n" );
S32 QSORT_CALLBACK AscendingReflectProbeInfluence(const void* a, const void* b)
{
// Debug Profiling.
PROFILE_SCOPE(AdvancedLightBinManager_AscendingReflectProbeInfluence);
// Fetch asset definitions.
const ProbeRenderInst* pReflectProbeA = static_cast<ProbeRenderInst*>(((RenderBinManager::MainSortElem*)(a))->inst);
const ProbeRenderInst* pReflectProbeB = static_cast<ProbeRenderInst*>(((RenderBinManager::MainSortElem*)(b))->inst);
// Sort.
//First, immediate check on if either is a skylight. Skylight always gets the highest priority
//if (pReflectProbeA->mIsSkylight)
// return 1;
//else if (pReflectProbeB->mIsSkylight)
// return -1;
//No? then sort by score
if (pReflectProbeA->mScore > pReflectProbeB->mScore)
return 1;
else if (pReflectProbeA->mScore < pReflectProbeB->mScore)
return -1;
return 0;
}
RenderProbeMgr::RenderProbeMgr()
: RenderBinManager(RenderPassManager::RIT_Probes, 1.0f, 1.0f)
{
mReflectProbeMaterial = nullptr;
mSkylightMaterial = nullptr;
}
RenderProbeMgr::RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder)
: RenderBinManager(riType, renderOrder, processAddOrder)
{
mReflectProbeMaterial = nullptr;
mSkylightMaterial = nullptr;
}
void RenderProbeMgr::initPersistFields()
{
Parent::initPersistFields();
}
void RenderProbeMgr::addElement(RenderInst *inst)
{
// If this instance is translucent handle it in RenderTranslucentMgr
if (inst->translucentSort)
return;
//AssertFatal(inst->defaultKey != 0, "RenderMeshMgr::addElement() - Got null sort key... did you forget to set it?");
internalAddElement(inst);
ProbeRenderInst* probeInst = static_cast<ProbeRenderInst*>(inst);
if (probeInst->mIsSkylight)
{
addSkylightProbe(probeInst);
}
else
{
if (probeInst->mProbeShapeType == ProbeInfo::Sphere)
addSphereReflectionProbe(probeInst);
else
addConvexReflectionProbe(probeInst);
}
}
//remove
//Con::setIntVariable("lightMetrics::activeReflectionProbes", mReflectProbeBin.size());
//Con::setIntVariable("lightMetrics::culledReflectProbes", 0/*mNumLightsCulled*/);
//
GFXVertexBufferHandle<GFXVertexPC> RenderProbeMgr::getSphereMesh(U32 &outNumPrimitives, GFXPrimitiveBufferHandle &outPrimitives)
{
static SphereMesh sSphereMesh;
if (mSphereGeometry.isNull())
{
const SphereMesh::TriangleMesh * sphereMesh = sSphereMesh.getMesh(3);
S32 numPoly = sphereMesh->numPoly;
mSpherePrimitiveCount = 0;
mSphereGeometry.set(GFX, numPoly * 3, GFXBufferTypeStatic);
mSphereGeometry.lock();
S32 vertexIndex = 0;
for (S32 i = 0; i<numPoly; i++)
{
mSpherePrimitiveCount++;
mSphereGeometry[vertexIndex].point = sphereMesh->poly[i].pnt[0];
mSphereGeometry[vertexIndex].color = ColorI::WHITE;
vertexIndex++;
mSphereGeometry[vertexIndex].point = sphereMesh->poly[i].pnt[1];
mSphereGeometry[vertexIndex].color = ColorI::WHITE;
vertexIndex++;
mSphereGeometry[vertexIndex].point = sphereMesh->poly[i].pnt[2];
mSphereGeometry[vertexIndex].color = ColorI::WHITE;
vertexIndex++;
}
mSphereGeometry.unlock();
}
outNumPrimitives = mSpherePrimitiveCount;
outPrimitives = NULL; // For now
return mSphereGeometry;
}
void RenderProbeMgr::addSkylightProbe(ProbeRenderInst *probeInfo)
{
probeInfo->vertBuffer = getSphereMesh(probeInfo->numPrims, probeInfo->primBuffer);
if (!mSkylightMaterial)
mSkylightMaterial = _getSkylightMaterial();
}
void RenderProbeMgr::addSphereReflectionProbe(ProbeRenderInst *probeInfo)
{
probeInfo->vertBuffer = getSphereMesh(probeInfo->numPrims, probeInfo->primBuffer);
if (!mReflectProbeMaterial)
mReflectProbeMaterial = _getReflectProbeMaterial();
}
void RenderProbeMgr::addConvexReflectionProbe(ProbeRenderInst *probeInfo)
{
static const Point3F cubePoints[8] =
{
Point3F(1, -1, -1), Point3F(1, -1, 1), Point3F(1, 1, -1), Point3F(1, 1, 1),
Point3F(-1, -1, -1), Point3F(-1, 1, -1), Point3F(-1, -1, 1), Point3F(-1, 1, 1)
};
/*static const Point3F cubeNormals[6] =
{
Point3F(1, 0, 0), Point3F(-1, 0, 0), Point3F(0, 1, 0),
Point3F(0, -1, 0), Point3F(0, 0, 1), Point3F(0, 0, -1)
};*/
/*static const Point2F cubeTexCoords[4] =
{
Point2F(0, 0), Point2F(0, -1),
Point2F(1, 0), Point2F(1, -1)
};*/
static const U32 cubeFaces[36][3] =
{
{ 3, 0, 3 },{ 0, 0, 0 },{ 1, 0, 1 },
{ 2, 0, 2 },{ 0, 0, 0 },{ 3, 0, 3 },
{ 7, 1, 1 },{ 4, 1, 2 },{ 5, 1, 0 },
{ 6, 1, 3 },{ 4, 1, 2 },{ 7, 1, 1 },
{ 3, 2, 1 },{ 5, 2, 2 },{ 2, 2, 0 },
{ 7, 2, 3 },{ 5, 2, 2 },{ 3, 2, 1 },
{ 1, 3, 3 },{ 4, 3, 0 },{ 6, 3, 1 },
{ 0, 3, 2 },{ 4, 3, 0 },{ 1, 3, 3 },
{ 3, 4, 3 },{ 6, 4, 0 },{ 7, 4, 1 },
{ 1, 4, 2 },{ 6, 4, 0 },{ 3, 4, 3 },
{ 2, 5, 1 },{ 4, 5, 2 },{ 0, 5, 0 },
{ 5, 5, 3 },{ 4, 5, 2 },{ 2, 5, 1 }
};
// Fill the vertex buffer
GFXVertexPC *pVert = NULL;
probeInfo->numVerts = 36;
probeInfo->vertBuffer.set(GFX, 36, GFXBufferTypeStatic);
pVert = probeInfo->vertBuffer.lock();
Point3F halfSize = Point3F(probeInfo->mRadius, probeInfo->mRadius, probeInfo->mRadius);
for (U32 i = 0; i < 36; i++)
{
const U32& vdx = cubeFaces[i][0];
pVert[i].point = cubePoints[vdx] * halfSize;
}
probeInfo->vertBuffer.unlock();
// Fill the primitive buffer
U16 *pIdx = NULL;
probeInfo->primBuffer.set(GFX, 36, 12, GFXBufferTypeStatic);
probeInfo->primBuffer.lock(&pIdx);
for (U16 i = 0; i < 36; i++)
pIdx[i] = i;
probeInfo->primBuffer.unlock();
probeInfo->numPrims = 12;
if (!mReflectProbeMaterial)
mReflectProbeMaterial = _getReflectProbeMaterial();
//
// mReflectProbeBin.push_back(pEntry);
}
void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
{
PROFILE_SCOPE(RenderProbeMgr_SetupPerFrameParameters);
const Frustum &frustum = state->getCameraFrustum();
MatrixF invCam(frustum.getTransform());
invCam.inverse();
const Point3F *wsFrustumPoints = frustum.getPoints();
const Point3F& cameraPos = frustum.getPosition();
// Perform a camera offset. We need to manually perform this offset on the sun (or vector) light's
// polygon, which is at the far plane.
Point3F cameraOffsetPos = cameraPos;
// Now build the quad for drawing full-screen vector light
// passes.... this is a volatile VB and updates every frame.
FarFrustumQuadVert verts[4];
{
verts[0].point.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraPos);
invCam.mulP(wsFrustumPoints[Frustum::FarTopLeft], &verts[0].normal);
verts[0].texCoord.set(-1.0, 1.0);
verts[0].tangent.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraOffsetPos);
verts[1].point.set(wsFrustumPoints[Frustum::FarTopRight] - cameraPos);
invCam.mulP(wsFrustumPoints[Frustum::FarTopRight], &verts[1].normal);
verts[1].texCoord.set(1.0, 1.0);
verts[1].tangent.set(wsFrustumPoints[Frustum::FarTopRight] - cameraOffsetPos);
verts[2].point.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraPos);
invCam.mulP(wsFrustumPoints[Frustum::FarBottomLeft], &verts[2].normal);
verts[2].texCoord.set(-1.0, -1.0);
verts[2].tangent.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraOffsetPos);
verts[3].point.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraPos);
invCam.mulP(wsFrustumPoints[Frustum::FarBottomRight], &verts[3].normal);
verts[3].texCoord.set(1.0, -1.0);
verts[3].tangent.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraOffsetPos);
}
mFarFrustumQuadVerts.set(GFX, 4);
dMemcpy(mFarFrustumQuadVerts.lock(), verts, sizeof(verts));
mFarFrustumQuadVerts.unlock();
PlaneF farPlane(wsFrustumPoints[Frustum::FarBottomLeft], wsFrustumPoints[Frustum::FarTopLeft], wsFrustumPoints[Frustum::FarTopRight]);
PlaneF vsFarPlane(verts[0].normal, verts[1].normal, verts[2].normal);
MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
matrixSet.restoreSceneViewProjection();
const MatrixF &worldToCameraXfm = matrixSet.getWorldToCamera();
MatrixF inverseViewMatrix = worldToCameraXfm;
//inverseViewMatrix.fullInverse();
//inverseViewMatrix.transpose();
//inverseViewMatrix = MatrixF::Identity;
// Parameters calculated, assign them to the materials
if (mSkylightMaterial != nullptr && mSkylightMaterial->matInstance != nullptr)
{
mSkylightMaterial->setViewParameters(frustum.getNearDist(),
frustum.getFarDist(),
frustum.getPosition(),
farPlane,
vsFarPlane, inverseViewMatrix);
}
if (mReflectProbeMaterial != nullptr && mReflectProbeMaterial->matInstance != nullptr)
{
mReflectProbeMaterial->setViewParameters(frustum.getNearDist(),
frustum.getFarDist(),
frustum.getPosition(),
farPlane,
vsFarPlane, inverseViewMatrix);
}
}
//-----------------------------------------------------------------------------
// render objects
//-----------------------------------------------------------------------------
void RenderProbeMgr::render( SceneRenderState *state )
{
PROFILE_SCOPE(RenderProbeMgr_render);
// Early out if nothing to draw.
if(!mElementList.size())
return;
GFXTransformSaver saver;
NamedTexTargetRef diffuseLightingTarget = NamedTexTarget::find("diffuseLighting");
if (diffuseLightingTarget.isNull())
return;
NamedTexTargetRef specularLightingTarget = NamedTexTarget::find("specularLighting");
if (specularLightingTarget.isNull())
return;
GFXTextureTargetRef probeLightingTargetRef = GFX->allocRenderToTextureTarget();
if (probeLightingTargetRef.isNull())
return;
probeLightingTargetRef->attachTexture(GFXTextureTarget::Color0, diffuseLightingTarget->getTexture());
probeLightingTargetRef->attachTexture(GFXTextureTarget::Color1, specularLightingTarget->getTexture());
GFX->pushActiveRenderTarget();
GFX->setActiveRenderTarget(probeLightingTargetRef);
GFX->setViewport(diffuseLightingTarget->getViewport());
//GFX->setViewport(specularLightingTarget->getViewport());
// Restore transforms
MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
matrixSet.restoreSceneViewProjection();
const MatrixF &worldToCameraXfm = matrixSet.getWorldToCamera();
// Set up the SG Data
SceneData sgData;
sgData.init(state);
// Initialize and set the per-frame parameters after getting
// the vector light material as we use lazy creation.
_setupPerFrameParameters(state);
//Order the probes by size, biggest to smallest
dQsort(mElementList.address(), mElementList.size(), sizeof(const MainSortElem), AscendingReflectProbeInfluence);
//Specular
PROFILE_START(RenderProbeManager_ReflectProbeRender);
for (U32 i = 0; i<mElementList.size(); i++)
{
ProbeRenderInst *curEntry = static_cast<ProbeRenderInst*>(mElementList[i].inst);
if (curEntry->numPrims == 0)
continue;
if (curEntry->mIsSkylight && (!mSkylightMaterial || !mSkylightMaterial->matInstance))
continue;
if (!curEntry->mIsSkylight && (!mReflectProbeMaterial || !mReflectProbeMaterial->matInstance))
break;
//Setup
MatrixF probeTrans = curEntry->getTransform();
if (!curEntry->mIsSkylight)
{
if (curEntry->mProbeShapeType == ProbeInfo::Sphere)
probeTrans.scale(curEntry->mRadius * 1.01f);
}
else
{
probeTrans.scale(10); //force it to be big enough to surround the camera
}
sgData.objTrans = &probeTrans;
if(curEntry->mIsSkylight)
mSkylightMaterial->setSkylightParameters(curEntry, state, worldToCameraXfm);
else
mReflectProbeMaterial->setProbeParameters(curEntry, state, worldToCameraXfm);
// Set geometry
GFX->setVertexBuffer(curEntry->vertBuffer);
GFX->setPrimitiveBuffer(curEntry->primBuffer);
if (curEntry->mIsSkylight)
{
while (mSkylightMaterial->matInstance->setupPass(state, sgData))
{
// Set transforms
matrixSet.setWorld(*sgData.objTrans);
mSkylightMaterial->matInstance->setTransforms(matrixSet, state);
mSkylightMaterial->matInstance->setSceneInfo(state, sgData);
GFX->drawPrimitive(GFXTriangleList, 0, curEntry->numPrims);
}
}
else
{
while (mReflectProbeMaterial->matInstance->setupPass(state, sgData))
{
// Set transforms
matrixSet.setWorld(*sgData.objTrans);
mReflectProbeMaterial->matInstance->setTransforms(matrixSet, state);
mReflectProbeMaterial->matInstance->setSceneInfo(state, sgData);
GFX->drawPrimitive(GFXTriangleList, 0, curEntry->numPrims);
}
}
}
probeLightingTargetRef->resolve();
GFX->popActiveRenderTarget();
PROBEMGR->unregisterAllProbes();
PROFILE_END();
GFX->setVertexBuffer(NULL);
GFX->setPrimitiveBuffer(NULL);
// Fire off a signal to let others know that light-bin rendering is ending now
//getRenderSignal().trigger(state, this);
}
//
RenderProbeMgr::ReflectProbeMaterialInfo::ReflectProbeMaterialInfo(const String &matName,
const GFXVertexFormat *vertexFormat)
: matInstance(NULL),
zNearFarInvNearFar(NULL),
farPlane(NULL),
vsFarPlane(NULL),
negFarPlaneDotEye(NULL),
probeWSPos(NULL),
attenuation(NULL),
radius(NULL),
invViewMat(NULL)
{
Material *mat = MATMGR->getMaterialDefinitionByName(matName);
if (!mat)
return;
matInstance = new ReflectProbeMatInstance(*mat);
const Vector<GFXShaderMacro> &macros = Vector<GFXShaderMacro>();
for (U32 i = 0; i < macros.size(); i++)
matInstance->addShaderMacro(macros[i].name, macros[i].value);
matInstance->init(MATMGR->getDefaultFeatures(), vertexFormat);
attenuation = matInstance->getMaterialParameterHandle("$attenuation");
radius = matInstance->getMaterialParameterHandle("$radius");
probeLSPos = matInstance->getMaterialParameterHandle("$probeLSPos");
probeWSPos = matInstance->getMaterialParameterHandle("$probeWSPos");
farPlane = matInstance->getMaterialParameterHandle("$farPlane");
vsFarPlane = matInstance->getMaterialParameterHandle("$vsFarPlane");
negFarPlaneDotEye = matInstance->getMaterialParameterHandle("$negFarPlaneDotEye");
zNearFarInvNearFar = matInstance->getMaterialParameterHandle("$zNearFarInvNearFar");
invViewMat = matInstance->getMaterialParameterHandle("$invViewMat");
useCubemap = matInstance->getMaterialParameterHandle("$useCubemap");
cubemap = matInstance->getMaterialParameterHandle("$cubeMap");
eyePosWorld = matInstance->getMaterialParameterHandle("$eyePosWorld");
bbMin = matInstance->getMaterialParameterHandle("$bbMin");
bbMax = matInstance->getMaterialParameterHandle("$bbMax");
useSphereMode = matInstance->getMaterialParameterHandle("$useSphereMode");
for(U32 i=0; i < 9; i++)
shTerms[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHTerms%d",i));
for (U32 i = 0; i < 5; i++)
shConsts[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHConsts%d", i));
}
RenderProbeMgr::ReflectProbeMaterialInfo::~ReflectProbeMaterialInfo()
{
SAFE_DELETE(matInstance);
}
void RenderProbeMgr::ReflectProbeMaterialInfo::setViewParameters(const F32 _zNear,
const F32 _zFar,
const Point3F &_eyePos,
const PlaneF &_farPlane,
const PlaneF &_vsFarPlane, const MatrixF &_inverseViewMatrix)
{
MaterialParameters *matParams = matInstance->getMaterialParameters();
matParams->setSafe(farPlane, *((const Point4F *)&_farPlane));
matParams->setSafe(vsFarPlane, *((const Point4F *)&_vsFarPlane));
if (negFarPlaneDotEye->isValid())
{
// -dot( farPlane, eyePos )
const F32 negFarPlaneDotEyeVal = -(mDot(*((const Point3F *)&_farPlane), _eyePos) + _farPlane.d);
matParams->set(negFarPlaneDotEye, negFarPlaneDotEyeVal);
}
matParams->setSafe(zNearFarInvNearFar, Point4F(_zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar));
matParams->setSafe(invViewMat, _inverseViewMatrix);
Point4F frPlane = *((const Point4F *)&_farPlane);
Point4F vsFrPlane = *((const Point4F *)&_vsFarPlane);
Point4F nearFarInvNearFar = Point4F(_zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar);
const F32 negFarPlaneDotEyeVal = -(mDot(*((const Point3F *)&_farPlane), _eyePos) + _farPlane.d);
}
void RenderProbeMgr::ReflectProbeMaterialInfo::setProbeParameters(const ProbeRenderInst *probeInfo, const SceneRenderState* renderState, const MatrixF &worldViewOnly)
{
//Set up the params
MaterialParameters *matParams = matInstance->getMaterialParameters();
matParams->setSafe(radius, probeInfo->mRadius);
Point3F probePos = probeInfo->getPosition();
//worldViewOnly.mulP(probeInfo->getPosition(), &probePos);
matParams->setSafe(probeWSPos, probePos);
worldViewOnly.mulP(probeInfo->getPosition(), &probePos);
matParams->setSafe(probeLSPos, probePos);
// Get the attenuation falloff ratio and normalize it.
Point3F attenRatio = Point3F(0.0f, 1.0f, 1.0f);
F32 total = attenRatio.x + attenRatio.y + attenRatio.z;
if (total > 0.0f)
attenRatio /= total;
F32 radius = probeInfo->mRadius;
Point2F attenParams((1.0f / radius) * attenRatio.y,
(1.0f / (radius * radius)) * attenRatio.z);
matParams->setSafe(attenuation, attenParams);
NamedTexTarget* deferredTexTarget = NamedTexTarget::find("deferred");
GFXTextureObject *deferredTexObject = deferredTexTarget->getTexture();
if (!deferredTexObject) return;
GFX->setTexture(0, deferredTexObject);
NamedTexTarget* matInfoTexTarget = NamedTexTarget::find("matinfo");
GFXTextureObject *matInfoTexObject = matInfoTexTarget->getTexture();
if (!matInfoTexObject) return;
GFX->setTexture(1, matInfoTexObject);
if (probeInfo->mCubemap && !probeInfo->mCubemap->isNull())
{
GFX->setCubeTexture(2, probeInfo->mCubemap->getPointer());
}
else
{
GFX->setCubeTexture(2, NULL);
}
if (probeInfo->mIrradianceCubemap && !probeInfo->mIrradianceCubemap->isNull())
{
GFX->setCubeTexture(3, probeInfo->mIrradianceCubemap->getPointer());
}
else
{
GFX->setCubeTexture(3, NULL);
}
if (probeInfo->mBRDFTexture && !probeInfo->mBRDFTexture->isNull())
{
GFX->setTexture(4, probeInfo->mBRDFTexture->getPointer());
}
else
{
GFX->setTexture(4, NULL);
}
matParams->setSafe(eyePosWorld, renderState->getCameraPosition());
matParams->setSafe(bbMin, probeInfo->mBounds.minExtents);
matParams->setSafe(bbMax, probeInfo->mBounds.maxExtents);
matParams->setSafe(useSphereMode, probeInfo->mProbeShapeType == ProbeInfo::Sphere ? 1.0f : 0.0f);
//SH Terms
//static AlignedArray<Point3F> shTermsArray(9, sizeof(Point3F));
//dMemset(shTermsArray.getBuffer(), 0, shTermsArray.getBufferSize());
for (U32 i = 0; i < 9; i++)
{
matParams->setSafe(shTerms[i], probeInfo->mSHTerms[i]);
}
for (U32 i = 0; i < 5; i++)
{
matParams->setSafe(shConsts[i], probeInfo->mSHConstants[i]);
}
}
bool ReflectProbeMatInstance::init(const FeatureSet &features, const GFXVertexFormat *vertexFormat)
{
bool success = Parent::init(features, vertexFormat);
// If the initialization failed don't continue.
if (!success || !mProcessedMaterial || mProcessedMaterial->getNumPasses() == 0)
return false;
return true;
}
bool ReflectProbeMatInstance::setupPass(SceneRenderState *state, const SceneData &sgData)
{
// Go no further if the material failed to initialize properly.
if (!mProcessedMaterial ||
mProcessedMaterial->getNumPasses() == 0)
return false;
bool bRetVal = Parent::setupPass(state, sgData);;
AssertFatal(mProcessedMaterial->getNumPasses() > 0, "No passes created! Ohnoes");
const RenderPassData *rpd = mProcessedMaterial->getPass(0);
AssertFatal(rpd, "No render pass data!");
AssertFatal(rpd->mRenderStates[0], "No render state 0!");
if (!mProjectionState)
{
GFXStateBlockDesc desc;
desc.setZReadWrite(false);
desc.zWriteEnable = false;
desc.setCullMode(GFXCullNone);
desc.setBlend(true, GFXBlendOne, GFXBlendOne);
mProjectionState = GFX->createStateBlock(desc);
}
// Now override stateblock with our own
GFX->setStateBlock(mProjectionState);
return bRetVal;
}
RenderProbeMgr::ReflectProbeMaterialInfo* RenderProbeMgr::_getReflectProbeMaterial()
{
PROFILE_SCOPE(AdvancedLightBinManager_getReflectProbeMaterial);
//ReflectProbeMaterialInfo *info = NULL;
if (!mReflectProbeMaterial)
// Now create the material info object.
mReflectProbeMaterial = new ReflectProbeMaterialInfo("ReflectionProbeMaterial",
getGFXVertexFormat<GFXVertexPC>());
return mReflectProbeMaterial;
}
//
RenderProbeMgr::SkylightMaterialInfo::SkylightMaterialInfo(const String &matName,
const GFXVertexFormat *vertexFormat)
: matInstance(NULL),
zNearFarInvNearFar(NULL),
farPlane(NULL),
vsFarPlane(NULL),
negFarPlaneDotEye(NULL),
invViewMat(NULL)
{
Material *mat = MATMGR->getMaterialDefinitionByName(matName);
if (!mat)
return;
matInstance = new SkylightMatInstance(*mat);
const Vector<GFXShaderMacro> &macros = Vector<GFXShaderMacro>();
for (U32 i = 0; i < macros.size(); i++)
matInstance->addShaderMacro(macros[i].name, macros[i].value);
matInstance->init(MATMGR->getDefaultFeatures(), vertexFormat);
farPlane = matInstance->getMaterialParameterHandle("$farPlane");
vsFarPlane = matInstance->getMaterialParameterHandle("$vsFarPlane");
negFarPlaneDotEye = matInstance->getMaterialParameterHandle("$negFarPlaneDotEye");
zNearFarInvNearFar = matInstance->getMaterialParameterHandle("$zNearFarInvNearFar");
invViewMat = matInstance->getMaterialParameterHandle("$invViewMat");
useCubemap = matInstance->getMaterialParameterHandle("$useCubemap");
cubemap = matInstance->getMaterialParameterHandle("$cubeMap");
eyePosWorld = matInstance->getMaterialParameterHandle("$eyePosWorld");
for (U32 i = 0; i < 9; i++)
shTerms[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHTerms%d", i));
for (U32 i = 0; i < 5; i++)
shConsts[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHConsts%d", i));
}
RenderProbeMgr::SkylightMaterialInfo::~SkylightMaterialInfo()
{
SAFE_DELETE(matInstance);
}
void RenderProbeMgr::SkylightMaterialInfo::setViewParameters(const F32 _zNear,
const F32 _zFar,
const Point3F &_eyePos,
const PlaneF &_farPlane,
const PlaneF &_vsFarPlane, const MatrixF &_inverseViewMatrix)
{
MaterialParameters *matParams = matInstance->getMaterialParameters();
matParams->setSafe(farPlane, *((const Point4F *)&_farPlane));
matParams->setSafe(vsFarPlane, *((const Point4F *)&_vsFarPlane));
if (negFarPlaneDotEye->isValid())
{
// -dot( farPlane, eyePos )
const F32 negFarPlaneDotEyeVal = -(mDot(*((const Point3F *)&_farPlane), _eyePos) + _farPlane.d);
matParams->set(negFarPlaneDotEye, negFarPlaneDotEyeVal);
}
matParams->setSafe(zNearFarInvNearFar, Point4F(_zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar));
matParams->setSafe(invViewMat, _inverseViewMatrix);
Point4F frPlane = *((const Point4F *)&_farPlane);
Point4F vsFrPlane = *((const Point4F *)&_vsFarPlane);
Point4F nearFarInvNearFar = Point4F(_zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar);
const F32 negFarPlaneDotEyeVal = -(mDot(*((const Point3F *)&_farPlane), _eyePos) + _farPlane.d);
}
void RenderProbeMgr::SkylightMaterialInfo::setSkylightParameters(const ProbeRenderInst *probeInfo, const SceneRenderState* renderState, const MatrixF &worldViewOnly)
{
//Set up the params
MaterialParameters *matParams = matInstance->getMaterialParameters();
NamedTexTarget* deferredTexTarget = NamedTexTarget::find("deferred");
GFXTextureObject *deferredTexObject = deferredTexTarget->getTexture();
if (!deferredTexObject) return;
GFX->setTexture(0, deferredTexObject);
NamedTexTarget* matInfoTexTarget = NamedTexTarget::find("matinfo");
GFXTextureObject *matInfoTexObject = matInfoTexTarget->getTexture();
if (!matInfoTexObject) return;
GFX->setTexture(1, matInfoTexObject);
if (probeInfo->mCubemap && !probeInfo->mCubemap->isNull())
{
GFX->setCubeTexture(2, probeInfo->mCubemap->getPointer());
}
else
{
GFX->setCubeTexture(2, NULL);
}
if (probeInfo->mIrradianceCubemap && !probeInfo->mIrradianceCubemap->isNull())
{
GFX->setCubeTexture(3, probeInfo->mIrradianceCubemap->getPointer());
}
else
{
GFX->setCubeTexture(3, NULL);
}
if (probeInfo->mBRDFTexture && !probeInfo->mBRDFTexture->isNull())
{
GFX->setTexture(4, probeInfo->mBRDFTexture->getPointer());
}
else
{
GFX->setTexture(4, NULL);
}
matParams->setSafe(eyePosWorld, renderState->getCameraPosition());
for (U32 i = 0; i < 9; i++)
{
matParams->setSafe(shTerms[i], probeInfo->mSHTerms[i]);
}
for (U32 i = 0; i < 5; i++)
{
matParams->setSafe(shConsts[i], probeInfo->mSHConstants[i]);
}
}
bool SkylightMatInstance::init(const FeatureSet &features, const GFXVertexFormat *vertexFormat)
{
bool success = Parent::init(features, vertexFormat);
// If the initialization failed don't continue.
if (!success || !mProcessedMaterial || mProcessedMaterial->getNumPasses() == 0)
return false;
return true;
}
bool SkylightMatInstance::setupPass(SceneRenderState *state, const SceneData &sgData)
{
// Go no further if the material failed to initialize properly.
if (!mProcessedMaterial ||
mProcessedMaterial->getNumPasses() == 0)
return false;
bool bRetVal = Parent::setupPass(state, sgData);;
AssertFatal(mProcessedMaterial->getNumPasses() > 0, "No passes created! Ohnoes");
const RenderPassData *rpd = mProcessedMaterial->getPass(0);
AssertFatal(rpd, "No render pass data!");
AssertFatal(rpd->mRenderStates[0], "No render state 0!");
if (!mProjectionState)
{
GFXStateBlockDesc desc;
desc.setZReadWrite(false);
desc.zWriteEnable = false;
desc.setCullMode(GFXCullNone);
desc.setBlend(true, GFXBlendOne, GFXBlendOne);
mProjectionState = GFX->createStateBlock(desc);
}
// Now override stateblock with our own
GFX->setStateBlock(mProjectionState);
return bRetVal;
}
RenderProbeMgr::SkylightMaterialInfo* RenderProbeMgr::_getSkylightMaterial()
{
PROFILE_SCOPE(AdvancedLightBinManager_getSkylightMaterial);
//ReflectProbeMaterialInfo *info = NULL;
if (!mSkylightMaterial)
// Now create the material info object.
mSkylightMaterial = new SkylightMaterialInfo("SklyightMaterial",
getGFXVertexFormat<GFXVertexPC>());
return mSkylightMaterial;
}
//
//
ProbeRenderInst::ProbeRenderInst()
: mTransform(true),
mAmbient(0.0f, 0.0f, 0.0f, 1.0f),
mPriority(1.0f),
mScore(0.0f),
mDebugRender(false),
mCubemap(NULL),
mRadius(1.0f),
mIntensity(1.0f)
{
}
ProbeRenderInst::~ProbeRenderInst()
{
SAFE_DELETE(mCubemap);
}
void ProbeRenderInst::set(const ProbeRenderInst *probeInfo)
{
mTransform = probeInfo->mTransform;
mAmbient = probeInfo->mAmbient;
mCubemap = probeInfo->mCubemap;
mIrradianceCubemap = probeInfo->mIrradianceCubemap;
mBRDFTexture = probeInfo->mBRDFTexture;
mRadius = probeInfo->mRadius;
mIntensity = probeInfo->mIntensity;
mProbeShapeType = probeInfo->mProbeShapeType;
numPrims = probeInfo->numPrims;
numVerts = probeInfo->numVerts;
numIndicesForPoly = probeInfo->numIndicesForPoly;
mBounds = probeInfo->mBounds;
mScore = probeInfo->mScore;
mIsSkylight = probeInfo->mIsSkylight;
for (U32 i = 0; i < 9; i++)
{
mSHTerms[i] = probeInfo->mSHTerms[i];
}
for (U32 i = 0; i < 5; i++)
{
mSHConstants[i] = probeInfo->mSHConstants[i];
}
}
void ProbeRenderInst::set(const ProbeInfo *probeInfo)
{
mTransform = probeInfo->mTransform;
mAmbient = probeInfo->mAmbient;
mCubemap = probeInfo->mCubemap;
mIrradianceCubemap = probeInfo->mIrradianceCubemap;
mBRDFTexture = probeInfo->mBRDFTexture;
mRadius = probeInfo->mRadius;
mIntensity = probeInfo->mIntensity;
mProbeShapeType = probeInfo->mProbeShapeType;
numPrims = probeInfo->numPrims;
numVerts = probeInfo->numVerts;
numIndicesForPoly = probeInfo->numIndicesForPoly;
mBounds = probeInfo->mBounds;
mScore = probeInfo->mScore;
mIsSkylight = probeInfo->mIsSkylight;
for (U32 i = 0; i < 9; i++)
{
mSHTerms[i] = probeInfo->mSHTerms[i];
}
for (U32 i = 0; i < 5; i++)
{
mSHConstants[i] = probeInfo->mSHConstants[i];
}
}
void ProbeRenderInst::getWorldToLightProj(MatrixF *outMatrix) const
{
*outMatrix = getTransform();
outMatrix->inverse();
}

View file

@ -0,0 +1,213 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef RENDER_PROBE_MGR_H
#define RENDER_PROBE_MGR_H
#ifndef _RENDERBINMANAGER_H_
#include "renderInstance/renderBinManager.h"
#endif
#ifndef _MATINSTANCE_H_
#include "materials/matInstance.h"
#endif
#ifndef _MATTEXTURETARGET_H_
#include "materials/matTextureTarget.h"
#endif
#ifndef _GFXPRIMITIVEBUFFER_H_
#include "gfx/gfxPrimitiveBuffer.h"
#endif
#ifndef _GFXVERTEXBUFFER_H_
#include "gfx/gfxVertexBuffer.h"
#endif
class ReflectProbeMatInstance : public MatInstance
{
typedef MatInstance Parent;
protected:
MaterialParameterHandle *mProbeParamsSC;
bool mInternalPass;
GFXStateBlockRef mProjectionState;
public:
ReflectProbeMatInstance(Material &mat) : Parent(mat), mProbeParamsSC(NULL), mInternalPass(false), mProjectionState(NULL){}
virtual bool init(const FeatureSet &features, const GFXVertexFormat *vertexFormat);
virtual bool setupPass(SceneRenderState *state, const SceneData &sgData);
};
class SkylightMatInstance : public MatInstance
{
typedef MatInstance Parent;
protected:
MaterialParameterHandle * mSkylightParamsSC;
bool mInternalPass;
GFXStateBlockRef mProjectionState;
public:
SkylightMatInstance(Material &mat) : Parent(mat), mSkylightParamsSC(NULL), mInternalPass(false), mProjectionState(NULL) {}
virtual bool init(const FeatureSet &features, const GFXVertexFormat *vertexFormat);
virtual bool setupPass(SceneRenderState *state, const SceneData &sgData);
};
//**************************************************************************
// RenderObjectMgr
//**************************************************************************
class RenderProbeMgr : public RenderBinManager
{
typedef RenderBinManager Parent;
public:
typedef GFXVertexPNTT FarFrustumQuadVert;
protected:
struct ReflectProbeMaterialInfo
{
ReflectProbeMatInstance *matInstance;
// { zNear, zFar, 1/zNear, 1/zFar }
MaterialParameterHandle *zNearFarInvNearFar;
// Far frustum plane (World Space)
MaterialParameterHandle *farPlane;
// Far frustum plane (View Space)
MaterialParameterHandle *vsFarPlane;
// -dot( farPlane, eyePos )
MaterialParameterHandle *negFarPlaneDotEye;
// Inverse View matrix
MaterialParameterHandle *invViewMat;
// Light Parameters
MaterialParameterHandle *probeLSPos;
MaterialParameterHandle *probeWSPos;
MaterialParameterHandle *attenuation;
MaterialParameterHandle *radius;
MaterialParameterHandle *useCubemap;
MaterialParameterHandle *cubemap;
MaterialParameterHandle *eyePosWorld;
MaterialParameterHandle *bbMin;
MaterialParameterHandle *bbMax;
MaterialParameterHandle *useSphereMode;
MaterialParameterHandle *shTerms[9];
MaterialParameterHandle *shConsts[5];
ReflectProbeMaterialInfo(const String &matName, const GFXVertexFormat *vertexFormat);
virtual ~ReflectProbeMaterialInfo();
void setViewParameters(const F32 zNear,
const F32 zFar,
const Point3F &eyePos,
const PlaneF &farPlane,
const PlaneF &_vsFarPlane,
const MatrixF &_inverseViewMatrix);
void setProbeParameters(const ProbeRenderInst *probe, const SceneRenderState* renderState, const MatrixF &worldViewOnly);
};
struct SkylightMaterialInfo
{
SkylightMatInstance *matInstance;
// { zNear, zFar, 1/zNear, 1/zFar }
MaterialParameterHandle *zNearFarInvNearFar;
// Far frustum plane (World Space)
MaterialParameterHandle *farPlane;
// Far frustum plane (View Space)
MaterialParameterHandle *vsFarPlane;
// -dot( farPlane, eyePos )
MaterialParameterHandle *negFarPlaneDotEye;
// Inverse View matrix
MaterialParameterHandle *invViewMat;
MaterialParameterHandle *useCubemap;
MaterialParameterHandle *cubemap;
MaterialParameterHandle *eyePosWorld;
MaterialParameterHandle *shTerms[9];
MaterialParameterHandle *shConsts[5];
SkylightMaterialInfo(const String &matName, const GFXVertexFormat *vertexFormat);
virtual ~SkylightMaterialInfo();
void setViewParameters(const F32 zNear,
const F32 zFar,
const Point3F &eyePos,
const PlaneF &farPlane,
const PlaneF &_vsFarPlane,
const MatrixF &_inverseViewMatrix);
void setSkylightParameters(const ProbeRenderInst *probe, const SceneRenderState* renderState, const MatrixF &worldViewOnly);
};
GFXVertexBufferHandle<FarFrustumQuadVert> mFarFrustumQuadVerts;
GFXVertexBufferHandle<GFXVertexPC> getSphereMesh(U32 &outNumPrimitives, GFXPrimitiveBufferHandle &outPrimitives);
// Convex geometry for lights
GFXVertexBufferHandle<GFXVertexPC> mSphereGeometry;
GFXPrimitiveBufferHandle mSphereIndices;
U32 mSpherePrimitiveCount;
public:
RenderProbeMgr();
RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder);
// RenderBinMgr
void _setupPerFrameParameters(const SceneRenderState *state);
virtual void addElement(RenderInst *inst);
virtual void render(SceneRenderState * state);
// ConsoleObject
static void initPersistFields();
DECLARE_CONOBJECT(RenderProbeMgr);
ReflectProbeMaterialInfo* mReflectProbeMaterial;
ReflectProbeMaterialInfo* _getReflectProbeMaterial();
SkylightMaterialInfo* mSkylightMaterial;
SkylightMaterialInfo* _getSkylightMaterial();
// Add a reflection probe to the bin
void addSkylightProbe(ProbeRenderInst *probeInfo);
void addSphereReflectionProbe(ProbeRenderInst *probeInfo);
void addConvexReflectionProbe(ProbeRenderInst *probeInfo);
};
#endif // RENDER_PROBE_MGR_H

View file

@ -670,4 +670,29 @@ public:
virtual String getName() { return "Hardware Skinning"; }
};
/// Reflection Probes
class ReflectionProbeFeatGLSL : public ShaderFeatureGLSL
{
public:
virtual void processVert(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd) {}
virtual void processPix(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd) {}
virtual Resources getResources(const MaterialFeatureData &fd) {
return Resources();
}
// Sets textures and texture flags for current pass
virtual void setTexData(Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex) {}
virtual String getName()
{
return "Reflection Probes";
}
};
#endif // _SHADERGEN_GLSL_SHADERFEATUREGLSL_H_

View file

@ -2933,3 +2933,225 @@ void HardwareSkinningFeatureHLSL::processVert( Vector<ShaderComponent*> &compo
output = meta;
}
//****************************************************************************
// ReflectionProbeFeatHLSL
//****************************************************************************
ReflectionProbeFeatHLSL::ReflectionProbeFeatHLSL()
: mDep(String(Con::getVariable("$Core::CommonShaderPath")) + String("/lighting.hlsl"))
{
addDependency(&mDep);
}
void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd)
{
// Skip out on realtime lighting if we don't have a normal
// or we're doing some sort of baked lighting.
//
// TODO: We can totally detect for this in the material
// feature setup... we should move it out of here!
//
if (fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] || fd.features[MFT_VertLit])
return;
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>(componentList[C_CONNECTOR]);
MultiLine *meta = new MultiLine;
// Look for a wsNormal or grab it from the connector.
Var *wsNormal = (Var*)LangElement::find("wsNormal");
if (!wsNormal)
{
wsNormal = connectComp->getElement(RT_TEXCOORD);
wsNormal->setName("wsNormal");
wsNormal->setStructName("IN");
wsNormal->setType("float3");
// If we loaded the normal its our responsibility
// to normalize it... the interpolators won't.
//
// Note we cast to half here to get partial precision
// optimized code which is an acceptable loss of
// precision for normals and performs much better
// on older Geforce cards.
//
meta->addStatement(new GenOp(" @ = normalize( half3( @ ) );\r\n", wsNormal, wsNormal));
}
// Now the wsPosition and wsView.
Var *wsPosition = getInWsPosition(componentList);
Var *wsView = getWsView(wsPosition, meta);
Var *metalness = (Var*)LangElement::find("metalness");
Var *smoothness = (Var*)LangElement::find("smoothness");
if (!fd.features[MFT_SpecularMap])
{
if (!metalness)
{
metalness = new Var("metalness", "float");
metalness->uniform = true;
metalness->constSortPos = cspPotentialPrimitive;
}
if (!smoothness)
{
smoothness = new Var("smoothness", "float");
smoothness->uniform = true;
smoothness->constSortPos = cspPotentialPrimitive;
}
}
Var *albedo = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
//Reflection Probe WIP
Var *inProbePos = new Var("inProbePos", "float3");
inProbePos->arraySize = 4;
inProbePos->uniform = true;
inProbePos->constSortPos = cspPotentialPrimitive;
Var *inProbeRadius = new Var("inProbeRadius", "float");
inProbeRadius->arraySize = 4;
inProbeRadius->uniform = true;
inProbeRadius->constSortPos = cspPotentialPrimitive;
Var *inProbeBoxMin = new Var("inProbeBoxMin", "float3");
inProbeBoxMin->arraySize = 4;
inProbeBoxMin->uniform = true;
inProbeBoxMin->constSortPos = cspPotentialPrimitive;
Var *inProbeBoxMax = new Var("inProbeBoxMax", "float3");
inProbeBoxMax->arraySize = 4;
inProbeBoxMax->uniform = true;
inProbeBoxMax->constSortPos = cspPotentialPrimitive;
Var *inProbeIsSphere = new Var("inProbeIsSphere", "float");
inProbeIsSphere->arraySize = 4;
inProbeIsSphere->uniform = true;
inProbeIsSphere->constSortPos = cspPotentialPrimitive;
Var *inProbeLocalPos = new Var("inProbeLocalPos", "float3");
inProbeLocalPos->arraySize = 4;
inProbeLocalPos->uniform = true;
inProbeLocalPos->constSortPos = cspPotentialPrimitive;
Var *inProbeCubemap = new Var("inProbeCubemap", "SamplerState");
//inProbeCubemap->arraySize = 4;
inProbeCubemap->uniform = true;
inProbeCubemap->sampler = true;
inProbeCubemap->constNum = Var::getTexUnitNum(); // used as texture unit num here
Var *inProbeCubemapTex = new Var("inProbeCubemapTex", "TextureCube");
//inProbeCubemapTex->arraySize = 4;
inProbeCubemapTex->uniform = true;
inProbeCubemapTex->texture = true;
inProbeCubemapTex->constNum = inProbeCubemap->constNum;
//Var *nDotL = new Var("nDotL", "float3");
//meta->addStatement(new GenOp(" @ = abs(dot(@,@);\r\n", new DecOp(nDotL), wsView, wsNormal));
Var *probeVec = new Var("probeVec", "float3");
meta->addStatement(new GenOp(" @ = @[0] - @;\r\n", new DecOp(probeVec), inProbePos, wsPosition));
Var *nDotL = new Var("nDotL", "float");
meta->addStatement(new GenOp(" @ = abs(dot(@, @));\r\n", new DecOp(nDotL), probeVec, wsNormal));
meta->addStatement(new GenOp(" \r\n"));
Var *reflectDir = new Var("reflectDir", "float3");
meta->addStatement(new GenOp(" @ = reflect(-float4(@,0),float4(@,@)).xyz;\r\n", new DecOp(reflectDir), wsView, wsNormal, nDotL));
meta->addStatement(new GenOp(" \r\n"));
Var *nrDir = new Var("nrDir", "float3");
meta->addStatement(new GenOp(" @ = normalize(@);\r\n", new DecOp(nrDir), reflectDir));
Var *rbmax = new Var("rbmax", "float3");
meta->addStatement(new GenOp(" @ = (@[0] - @) / @;\r\n", new DecOp(rbmax), inProbeBoxMax, wsPosition, nrDir));
Var *rbmin = new Var("rbmin", "float3");
meta->addStatement(new GenOp(" @ = (@[0] - @) / @;\r\n", new DecOp(rbmin), inProbeBoxMin, wsPosition, nrDir));
Var *rbMinMax = new Var("rbMinMax", "float3");
meta->addStatement(new GenOp(" @ = (@ > 0.0) ? @ : @;\r\n", new DecOp(rbMinMax), nrDir, rbmax, rbmin));
meta->addStatement(new GenOp(" \r\n"));
Var *fa = new Var("fa", "float3");
meta->addStatement(new GenOp(" @ = min(min(@.x,@.y),@.z);\r\n", new DecOp(fa), rbMinMax, rbMinMax, rbMinMax));
meta->addStatement(new GenOp("/* if (dot( @, @ ) < 0.0f)\r\n", probeVec, wsNormal));
meta->addStatement(new GenOp(" clip(@); */\r\n", fa));
meta->addStatement(new GenOp(" \r\n"));
Var *posOnBox = new Var("posOnBox", "float3");
meta->addStatement(new GenOp(" @ = @ + @ * @;\r\n", new DecOp(posOnBox), wsPosition, nrDir, fa));
meta->addStatement(new GenOp(" @ = @ - @[0];\r\n", reflectDir, posOnBox, inProbePos));
meta->addStatement(new GenOp(" \r\n"));
Var *probeColor = new Var("wipProbeColor", "float3");
Var *probeMip = new Var("probeMip", "float");
meta->addStatement(new GenOp(" @ = min((1.0 - @)*11.0 + 1.0, 8.0);\r\n", new DecOp(probeMip), smoothness));
meta->addStatement(new GenOp(" @ = @.SampleLevel(@, @, @).rgb;\r\n", new DecOp(probeColor), inProbeCubemapTex, inProbeCubemap, reflectDir, probeMip));
//meta->addStatement(new GenOp(" @ = @.rgb;\r\n", new DecOp(probeColor), inProbeTestColor));
Var *FRESNEL_BIAS = new Var("FRESNEL_BIAS", "float");
meta->addStatement(new GenOp(" @ = 0.1;\r\n", new DecOp(FRESNEL_BIAS)));
Var *FRESNEL_POWER = new Var("FRESNEL_POWER", "float");
meta->addStatement(new GenOp(" @ = 1;\r\n", new DecOp(FRESNEL_POWER)));
Var *angle = new Var("angle", "float");
meta->addStatement(new GenOp(" @ = saturate(dot(@, @));\r\n", new DecOp(angle), wsView, wsNormal));
meta->addStatement(new GenOp("\r\n"));
if (metalness)
{
Var *dColor = new Var("difColor", "float3");
Var *reflectColor = new Var("reflctColor", "float3");
meta->addStatement(new GenOp(" @ = @.rgb - (@.rgb * @);\r\n", new DecOp(dColor), albedo, albedo, metalness));
meta->addStatement(new GenOp(" @ = @; //@.rgb*(@).rgb*@;\r\n", new DecOp(reflectColor), probeColor, albedo, probeColor, metalness));
meta->addStatement(new GenOp(" @.rgb = simpleFresnel(@, @, @, @, @, @);\r\n", albedo, dColor, reflectColor, metalness, angle, FRESNEL_BIAS, FRESNEL_POWER));
}
//else if (lerpVal)
// meta->addStatement(new GenOp(" @ *= float4(@.rgb*@.a, @.a);\r\n", targ, texCube, lerpVal, targ));
else
{
meta->addStatement(new GenOp(" @.rgb = simpleFresnel(@.rgb, @, 0, @, @, @));\r\n", albedo, albedo, probeColor, angle, FRESNEL_BIAS, FRESNEL_POWER));
}
output = meta;
}
ShaderFeature::Resources ReflectionProbeFeatHLSL::getResources(const MaterialFeatureData &fd)
{
Resources res;
//res.numTex = 4;
//res.numTexReg = 4;
res.numTex = 4;
res.numTexReg = 4;
return res;
}
void ReflectionProbeFeatHLSL::setTexData(Material::StageData &stageDat,
const MaterialFeatureData &stageFeatures,
RenderPassData &passData,
U32 &texIndex)
{
if (stageFeatures.features[MFT_ReflectionProbes])
{
// assuming here that it is a scenegraph cubemap
passData.mSamplerNames[texIndex] = "inProbeCubemap";
passData.mTexType[texIndex++] = Material::SGCube;
}
}

View file

@ -672,4 +672,30 @@ public:
virtual String getName() { return "Hardware Skinning"; }
};
/// Reflection Probes
class ReflectionProbeFeatHLSL : public ShaderFeatureHLSL
{
protected:
ShaderIncludeDependency mDep;
public:
ReflectionProbeFeatHLSL();
virtual void processPix(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd);
virtual Resources getResources(const MaterialFeatureData &fd);
// Sets textures and texture flags for current pass
virtual void setTexData(Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex);
virtual String getName()
{
return "Reflection Probes";
}
};
#endif // _SHADERGEN_HLSL_SHADERFEATUREHLSL_H_

View file

@ -64,6 +64,7 @@ void _initShaderGenHLSL( ShaderGen *shaderGen )
FEATUREMGR->registerFeature( MFT_DetailMap, new DetailFeatHLSL );
FEATUREMGR->registerFeature( MFT_StaticCubemap, new NamedFeatureHLSL( "Static Cubemap" ) );
FEATUREMGR->registerFeature( MFT_CubeMap, new ReflectCubeFeatHLSL );
FEATUREMGR->registerFeature( MFT_ReflectionProbes, new ReflectionProbeFeatHLSL);
FEATUREMGR->registerFeature( MFT_PixSpecular, new PixelSpecularHLSL );
FEATUREMGR->registerFeature( MFT_InvertSmoothness, new NamedFeatureHLSL( "Roughest = 1.0" ) );
FEATUREMGR->registerFeature( MFT_IsTranslucent, new NamedFeatureHLSL( "Translucent" ) );

View file

@ -68,6 +68,15 @@ const String ShaderGenVars::specularColor("$specularColor");
const String ShaderGenVars::smoothness("$smoothness");
const String ShaderGenVars::metalness("$metalness");
//Reflection Probes
const String ShaderGenVars::probePosition("$inProbePos");
const String ShaderGenVars::probeRadius("$inProbeRadius");
const String ShaderGenVars::probeBoxMin("$inProbeBoxMin");
const String ShaderGenVars::probeBoxMax("$inProbeBoxMax");
const String ShaderGenVars::probeLocalPos("$inProbeLocalPos");
const String ShaderGenVars::probeIsSphere("$inProbeIsSphere");
const String ShaderGenVars::probeCubemap("$inProbeCubemap");
// These are ignored by the D3D layers.
const String ShaderGenVars::fogMap("$fogMap");
const String ShaderGenVars::dlightMap("$dlightMap");

View file

@ -80,6 +80,15 @@ struct ShaderGenVars
const static String specularColor;
const static String smoothness;
const static String metalness;
//Reflection Probes
const static String probePosition;
const static String probeRadius;
const static String probeBoxMin;
const static String probeBoxMax;
const static String probeLocalPos;
const static String probeIsSphere;
const static String probeCubemap;
// Textures
const static String fogMap;

View file

@ -49,6 +49,7 @@ namespace
FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureGLSL( "Terrain Side Projection" ) );
FEATUREMGR->registerFeature( MFT_TerrainAdditive, new TerrainAdditiveFeatGLSL );
FEATUREMGR->registerFeature( MFT_TerrainCompositeMap, new TerrainCompositeMapFeatGLSL );
FEATUREMGR->registerFeature( MFT_DeferredTerrainBlankInfoMap, new TerrainBlankInfoMapFeatGLSL );
}
@ -141,6 +142,24 @@ Var* TerrainFeatGLSL::_getNormalMapTex()
return normalMap;
}
Var* TerrainFeatGLSL::_getCompositeMapTex()
{
String name(String::ToString("compositeMap%d", getProcessIndex()));
Var *compositeMap = (Var*)LangElement::find(name);
if (!compositeMap)
{
compositeMap = new Var;
compositeMap->setType("sampler2D");
compositeMap->setName(name);
compositeMap->uniform = true;
compositeMap->sampler = true;
compositeMap->constNum = Var::getTexUnitNum();
}
return compositeMap;
}
Var* TerrainFeatGLSL::_getDetailIdStrengthParallax()
{
String name( String::ToString( "detailIdStrengthParallax%d", getProcessIndex() ) );
@ -203,7 +222,7 @@ void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
// So instead i fixed this by flipping the base and detail
// coord y scale to compensate when rendering.
//
meta->addStatement( new GenOp( " @ = @.xyz * float3( @, @, -@ );\r\n",
meta->addStatement( new GenOp( " @ = @.xyz * vec3( @, @, -@ );\r\n",
new DecOp( inTex ), inPos, oneOverTerrainSize, oneOverTerrainSize, oneOverTerrainSize ) );
}
@ -223,7 +242,7 @@ void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
{
Var *inNormal = (Var*)LangElement::find( "normal" );
meta->addStatement(
new GenOp( " @.z = pow( abs( dot( normalize( float3( @.x, @.y, 0 ) ), float3( 0, 1, 0 ) ) ), 10.0 );\r\n",
new GenOp( " @.z = pow( abs( dot( normalize( vec3( @.x, @.y, 0 ) ), vec3( 0, 1, 0 ) ) ), 10.0 );\r\n",
outTex, inNormal, inNormal ) );
}
else
@ -239,8 +258,8 @@ void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
Var *inTangentZ = getVertTexCoord( "tcTangentZ" );
Var *inTanget = new Var( "T", "vec3" );
Var *squareSize = _getUniformVar( "squareSize", "float", cspPass );
meta->addStatement( new GenOp( " @ = normalize( float3( @, 0, @ ) );\r\n",
new DecOp( inTanget ), squareSize, inTangentZ ) );
meta->addStatement( new GenOp( " @ = normalize( vec3( @, 0, @ ) );\r\n",
new DecOp( inTanget ), squareSize, inTangentZ ) );
}
void TerrainBaseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
@ -334,7 +353,7 @@ void TerrainDetailMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
outNegViewTS->setName( "outNegViewTS" );
outNegViewTS->setStructName( "OUT" );
outNegViewTS->setType( "vec3" );
meta->addStatement( new GenOp( " @ = tMul( @, float3( @ - @.xyz ) );\r\n",
meta->addStatement( new GenOp( " @ = tMul( @, vec3( @ - @.xyz ) );\r\n",
outNegViewTS, objToTangentSpace, eyePos, inPos ) );
}
@ -490,7 +509,7 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
{
// create color var
outColor = new Var;
outColor->setType("float4");
outColor->setType("vec4");
outColor->setName("col");
outColor->setStructName("OUT");
meta->addStatement(new GenOp(" @;\r\n", outColor));
@ -500,7 +519,7 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
if (!detailColor)
{
detailColor = new Var;
detailColor->setType("float4");
detailColor->setType("vec4");
detailColor->setName("detailColor");
meta->addStatement(new GenOp(" @;\r\n", new DecOp(detailColor)));
}
@ -1106,6 +1125,176 @@ void TerrainAdditiveFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
//standard matInfo map contains data of the form .r = bitflags, .g = (will contain AO),
//.b = specular strength, a= spec power.
void TerrainCompositeMapFeatGLSL::processVert(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd)
{
const S32 detailIndex = getProcessIndex();
// Grab incoming texture coords... the base map feature
// made sure this was created.
Var *inTex = (Var*)LangElement::find("texCoord");
AssertFatal(inTex, "The texture coord is missing!");
// Grab the input position.
Var *inPos = (Var*)LangElement::find("inPosition");
if (!inPos)
inPos = (Var*)LangElement::find("position");
// Get the object space eye position.
Var *eyePos = _getUniformVar("eyePos", "vec3", cspPotentialPrimitive);
MultiLine *meta = new MultiLine;
// If we have parallax mapping then make sure we've sent
// the negative view vector to the pixel shader.
if (fd.features.hasFeature(MFT_TerrainParallaxMap) &&
!LangElement::find("outNegViewTS"))
{
// Get the object to tangent transform which
// will consume 3 output registers.
Var *objToTangentSpace = getOutObjToTangentSpace(componentList, meta, fd);
// Now use a single output register to send the negative
// view vector in tangent space to the pixel shader.
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>(componentList[C_CONNECTOR]);
Var *outNegViewTS = connectComp->getElement(RT_TEXCOORD);
outNegViewTS->setName("outNegViewTS");
outNegViewTS->setStructName("OUT");
outNegViewTS->setType("vec3");
meta->addStatement(new GenOp(" @ = @ * vec3( @ - @.xyz );\r\n",
outNegViewTS, objToTangentSpace, eyePos, inPos));
}
// Get the distance from the eye to this vertex.
Var *dist = (Var*)LangElement::find("dist");
if (!dist)
{
dist = new Var;
dist->setType("float");
dist->setName("dist");
meta->addStatement(new GenOp(" @ = distance( @.xyz, @ );\r\n",
new DecOp(dist), inPos, eyePos));
}
// grab connector texcoord register
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>(componentList[C_CONNECTOR]);
Var *outTex = (Var*)LangElement::find(String::ToString("detCoord%d", detailIndex));
if (outTex == NULL)
{
outTex = connectComp->getElement(RT_TEXCOORD);
outTex->setName(String::ToString("detCoord%d", detailIndex));
outTex->setStructName("OUT");
outTex->setType("vec4");
}
// Get the detail scale and fade info.
Var *detScaleAndFade = (Var*)LangElement::find(String::ToString("detailScaleAndFade%d", detailIndex));
if (detScaleAndFade == NULL)
{
detScaleAndFade->setType("vec4");
detScaleAndFade->setName(String::ToString("detailScaleAndFade%d", detailIndex));
detScaleAndFade->uniform = true;
detScaleAndFade->constSortPos = cspPotentialPrimitive;
}
// Setup the detail coord.
//
// NOTE: You see here we scale the texture coord by 'xyx'
// to generate the detail coord. This y is here because
// its scale is flipped to correct for the non negative y
// in texCoord.
//
// See TerrainBaseMapFeatGLSL::processVert().
//
meta->addStatement(new GenOp(" @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade));
// And sneak the detail fade thru the w detailCoord.
meta->addStatement(new GenOp(" @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n",
outTex, detScaleAndFade, dist, detScaleAndFade));
output = meta;
}
U32 TerrainCompositeMapFeatGLSL::getOutputTargets(const MaterialFeatureData &fd) const
{
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::RenderTarget1;
}
void TerrainCompositeMapFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd)
{
/// Get the texture coord.
Var *inDet = _getInDetailCoord(componentList);
Var *inTex = getVertTexCoord("texCoord");
const S32 compositeIndex = getProcessIndex();
Var *compositeMap = _getCompositeMapTex();
// Sample the normal map.
//
// We take two normal samples and lerp between them for
// side projection layers... else a single sample.
LangElement *texOp;
if (fd.features.hasFeature(MFT_TerrainSideProject, compositeIndex))
{
texOp = new GenOp("lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z )",
compositeMap, inDet, compositeMap, inDet, inTex);
}
else
texOp = new GenOp("tex2D(@, @.xy)", compositeMap, inDet);
// search for material var
Var *material;
OutputTarget targ = RenderTarget1;
if (fd.features[MFT_isDeferred])
{
targ = RenderTarget2;
}
material = (Var*)LangElement::find(getOutputTargetVarName(targ));
MultiLine * meta = new MultiLine;
if (!material)
{
// create color var
material = new Var;
material->setType("fragout");
material->setName(getOutputTargetVarName(targ));
material->setStructName("OUT");
}
Var *detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", compositeIndex));
AssertFatal(detailBlend, "The detail blend is missing!");
String matinfoName(String::ToString("matinfoCol%d", compositeIndex));
Var *matinfoCol = new Var(matinfoName, "vec3");
Var *priorComp = (Var*)LangElement::find(String::ToString("matinfoCol%d", compositeIndex - 1));
if (priorComp)
{
meta->addStatement(new GenOp(" @ = @.grb*@;\r\n", new DecOp(matinfoCol), texOp, detailBlend));
meta->addStatement(new GenOp(" @.gba += @;\r\n", material, matinfoCol));
}
else
{
meta->addStatement(new GenOp(" @ = lerp(vec3(1,0,0),@.grb,@);\r\n", new DecOp(matinfoCol), texOp, detailBlend));
meta->addStatement(new GenOp(" @ = vec4(0.0,@);\r\n", material, matinfoCol));
}
output = meta;
}
ShaderFeature::Resources TerrainCompositeMapFeatGLSL::getResources(const MaterialFeatureData &fd)
{
Resources res;
res.numTex = 1;
res.numTexReg += 1;
return res;
}
//here, it's merely a cutout for now, so that lightmapping (target3) doesn't get mangled.
//we'll most likely revisit that later. possibly several ways...
@ -1136,7 +1325,7 @@ void TerrainBlankInfoMapFeatGLSL::processPix(Vector<ShaderComponent*> &component
material->setStructName("OUT");
}
meta->addStatement(new GenOp(" @ = float4(0.0,0.0,0.0,0.0001);\r\n", material));
meta->addStatement(new GenOp(" @ = vec4(0.0,1.0,0.0,0.0001);\r\n", material));
output = meta;
}

View file

@ -45,7 +45,9 @@ public:
Var* _getInMacroCoord(Vector<ShaderComponent*> &componentList );
Var* _getNormalMapTex();
Var* _getCompositeMapTex();
static Var* _getUniformVar( const char *name, const char *type, ConstantSortPosition csp );
Var* _getDetailIdStrengthParallax();
@ -160,6 +162,22 @@ public:
virtual String getName() { return "Terrain Additive"; }
};
class TerrainCompositeMapFeatGLSL : public TerrainFeatGLSL
{
public:
virtual void processVert(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd);
virtual void processPix(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd);
virtual Resources getResources(const MaterialFeatureData &fd);
virtual U32 getOutputTargets(const MaterialFeatureData &fd) const;
virtual String getName() { return "Composite Matinfo map"; }
};
class TerrainBlankInfoMapFeatGLSL : public ShaderFeatureGLSL
{
public:

View file

@ -49,6 +49,7 @@ namespace
FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatHLSL );
FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureHLSL( "Terrain Side Projection" ) );
FEATUREMGR->registerFeature( MFT_TerrainAdditive, new TerrainAdditiveFeatHLSL );
FEATUREMGR->registerFeature( MFT_TerrainCompositeMap, new TerrainCompositeMapFeatHLSL );
FEATUREMGR->registerFeature( MFT_DeferredTerrainBlankInfoMap, new TerrainBlankInfoMapFeatHLSL );
}
};
@ -140,6 +141,24 @@ Var* TerrainFeatHLSL::_getNormalMapTex()
return normalMap;
}
Var* TerrainFeatHLSL::_getCompositeMapTex()
{
String name(String::ToString("compositeMap%d", getProcessIndex()));
Var *compositeMap = (Var*)LangElement::find(name);
if (!compositeMap)
{
compositeMap = new Var;
compositeMap->setType("SamplerState");
compositeMap->setName(name);
compositeMap->uniform = true;
compositeMap->sampler = true;
compositeMap->constNum = Var::getTexUnitNum();
}
return compositeMap;
}
Var* TerrainFeatHLSL::_getDetailIdStrengthParallax()
{
String name( String::ToString( "detailIdStrengthParallax%d", getProcessIndex() ) );
@ -1116,6 +1135,183 @@ void TerrainAdditiveFeatHLSL::processPix( Vector<ShaderComponent*> &componentLis
//standard matInfo map contains data of the form .r = bitflags, .g = (will contain AO),
//.b = specular strength, a= spec power.
void TerrainCompositeMapFeatHLSL::processVert(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd)
{
const S32 detailIndex = getProcessIndex();
// Grab incoming texture coords... the base map feature
// made sure this was created.
Var *inTex = (Var*)LangElement::find("texCoord");
AssertFatal(inTex, "The texture coord is missing!");
// Grab the input position.
Var *inPos = (Var*)LangElement::find("inPosition");
if (!inPos)
inPos = (Var*)LangElement::find("position");
// Get the object space eye position.
Var *eyePos = _getUniformVar("eyePos", "float3", cspPotentialPrimitive);
MultiLine *meta = new MultiLine;
// If we have parallax mapping then make sure we've sent
// the negative view vector to the pixel shader.
if (fd.features.hasFeature(MFT_TerrainParallaxMap) &&
!LangElement::find("outNegViewTS"))
{
// Get the object to tangent transform which
// will consume 3 output registers.
Var *objToTangentSpace = getOutObjToTangentSpace(componentList, meta, fd);
// Now use a single output register to send the negative
// view vector in tangent space to the pixel shader.
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>(componentList[C_CONNECTOR]);
Var *outNegViewTS = connectComp->getElement(RT_TEXCOORD);
outNegViewTS->setName("outNegViewTS");
outNegViewTS->setStructName("OUT");
outNegViewTS->setType("float3");
meta->addStatement(new GenOp(" @ = mul( @, float3( @ - @.xyz ) );\r\n",
outNegViewTS, objToTangentSpace, eyePos, inPos));
}
// Get the distance from the eye to this vertex.
Var *dist = (Var*)LangElement::find("dist");
if (!dist)
{
dist = new Var;
dist->setType("float");
dist->setName("dist");
meta->addStatement(new GenOp(" @ = distance( @.xyz, @ );\r\n",
new DecOp(dist), inPos, eyePos));
}
// grab connector texcoord register
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>(componentList[C_CONNECTOR]);
Var *outTex = (Var*)LangElement::find(String::ToString("detCoord%d", detailIndex));
if (outTex == NULL)
{
outTex = connectComp->getElement(RT_TEXCOORD);
outTex->setName(String::ToString("detCoord%d", detailIndex));
outTex->setStructName("OUT");
outTex->setType("float4");
}
// Get the detail scale and fade info.
Var *detScaleAndFade = (Var*)LangElement::find(String::ToString("detailScaleAndFade%d", detailIndex));
if (detScaleAndFade == NULL)
{
detScaleAndFade->setType("float4");
detScaleAndFade->setName(String::ToString("detailScaleAndFade%d", detailIndex));
detScaleAndFade->uniform = true;
detScaleAndFade->constSortPos = cspPotentialPrimitive;
}
// Setup the detail coord.
//
// NOTE: You see here we scale the texture coord by 'xyx'
// to generate the detail coord. This y is here because
// its scale is flipped to correct for the non negative y
// in texCoord.
//
// See TerrainBaseMapFeatHLSL::processVert().
//
meta->addStatement(new GenOp(" @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade));
// And sneak the detail fade thru the w detailCoord.
meta->addStatement(new GenOp(" @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n",
outTex, detScaleAndFade, dist, detScaleAndFade));
output = meta;
}
U32 TerrainCompositeMapFeatHLSL::getOutputTargets(const MaterialFeatureData &fd) const
{
return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::RenderTarget1;
}
void TerrainCompositeMapFeatHLSL::processPix(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd)
{
/// Get the texture coord.
Var *inDet = _getInDetailCoord(componentList);
Var *inTex = getVertTexCoord("texCoord");
const S32 compositeIndex = getProcessIndex();
Var *compositeMap = _getCompositeMapTex();
// Sample the normal map.
//
// We take two normal samples and lerp between them for
// side projection layers... else a single sample.
LangElement *texOp;
String name(String::ToString("compositeMapTex%d", getProcessIndex()));
Var *compositeMapTex = (Var*)LangElement::find(name);
if (!compositeMapTex)
{
compositeMapTex = new Var;
compositeMapTex->setName(String::ToString("compositeMapTex%d", getProcessIndex()));
compositeMapTex->setType("Texture2D");
compositeMapTex->uniform = true;
compositeMapTex->texture = true;
compositeMapTex->constNum = compositeMap->constNum;
}
if (fd.features.hasFeature(MFT_TerrainSideProject, compositeIndex))
{
texOp = new GenOp("lerp( @.Sample( @, @.yz ), @.Sample( @, @.xz ), @.z )",
compositeMapTex, compositeMap, inDet, compositeMapTex, compositeMap, inDet, inTex);
}
else
texOp = new GenOp("@.Sample(@, @.xy)", compositeMapTex, compositeMap, inDet);
// search for material var
Var *material;
OutputTarget targ = RenderTarget1;
if (fd.features[MFT_isDeferred])
{
targ = RenderTarget2;
}
material = (Var*)LangElement::find(getOutputTargetVarName(targ));
MultiLine * meta = new MultiLine;
if (!material)
{
// create color var
material = new Var;
material->setType("fragout");
material->setName(getOutputTargetVarName(targ));
material->setStructName("OUT");
}
Var *detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", compositeIndex));
AssertFatal(detailBlend, "The detail blend is missing!");
String matinfoName(String::ToString("matinfoCol%d", compositeIndex));
Var *matinfoCol = new Var(matinfoName, "float3");
Var *priorComp = (Var*)LangElement::find(String::ToString("matinfoCol%d", compositeIndex - 1));
if (priorComp)
{
meta->addStatement(new GenOp(" @ = @.grb*@;\r\n", new DecOp(matinfoCol), texOp, detailBlend));
meta->addStatement(new GenOp(" @.gba += @;\r\n", material, matinfoCol));
}
else
{
meta->addStatement(new GenOp(" @ = lerp(float3(1,0,0),@.grb,@);\r\n", new DecOp(matinfoCol), texOp, detailBlend));
meta->addStatement(new GenOp(" @ = float4(0.0,@);\r\n", material, matinfoCol));
}
output = meta;
}
ShaderFeature::Resources TerrainCompositeMapFeatHLSL::getResources(const MaterialFeatureData &fd)
{
Resources res;
res.numTex = 1;
return res;
}
//here, it's merely a cutout for now, so that lightmapping (target3) doesn't get mangled.
//we'll most likely revisit that later. possibly several ways...

View file

@ -46,6 +46,7 @@ public:
Var* _getInMacroCoord(Vector<ShaderComponent*> &componentList );
Var* _getNormalMapTex();
Var* _getCompositeMapTex();
static Var* _getUniformVar( const char *name, const char *type, ConstantSortPosition csp );
@ -161,6 +162,22 @@ public:
virtual String getName() { return "Terrain Additive"; }
};
class TerrainCompositeMapFeatHLSL : public TerrainFeatHLSL
{
public:
virtual void processVert(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd);
virtual void processPix(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd);
virtual Resources getResources(const MaterialFeatureData &fd);
virtual U32 getOutputTargets(const MaterialFeatureData &fd) const;
virtual String getName() { return "Composite Matinfo map"; }
};
class TerrainBlankInfoMapFeatHLSL : public TerrainFeatHLSL
{
public:

View file

@ -59,7 +59,8 @@ Vector<String> _initSamplerNames()
{
samplerNames.push_back(avar("$normalMap%d",i));
samplerNames.push_back(avar("$detailMap%d",i));
samplerNames.push_back(avar("$macroMap%d",i));
samplerNames.push_back(avar("$macroMap%d", i));
samplerNames.push_back(avar("$compositeMap%d", i));
}
return samplerNames;
@ -149,6 +150,19 @@ void TerrainCellMaterial::_updateDefaultAnisotropy()
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
}
if (matInfo->compositeTexConst->isValid())
{
const S32 sampler = matInfo->compositeTexConst->getSamplerRegister();
if (maxAnisotropy > 1)
{
desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
}
else
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
}
} // for ( U32 m=0; m < pass.materials.size(); m++ )
// Set the updated stateblock.
@ -424,6 +438,14 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
features.addFeature(MFT_isDeferred, featureIndex);
features.addFeature( MFT_TerrainDetailMap, featureIndex );
if (!(mat->getCompositeMap().isEmpty()))
{
if (deferredMat)
features.addFeature(MFT_isDeferred, featureIndex);
features.addFeature(MFT_TerrainCompositeMap, featureIndex);
features.removeFeature(MFT_DeferredTerrainBlankInfoMap);
}
pass->materials.push_back( (*materials)[i] );
normalMaps.increment();
@ -496,7 +518,7 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
// isn't fooled into thinking there is a real bug. That is until
// we get down to a single material. If a single material case
// fails it means it cannot generate any passes at all!
const bool logErrors = matCount == 1;
const bool logErrors = true;// matCount == 1;
GFXShader::setLogging( logErrors, true );
pass->shader = SHADERGEN->getShader( featureData, getGFXVertexFormat<TerrVertex>(), NULL, mSamplerNames );
@ -613,6 +635,27 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
&GFXStaticTextureProfile, "TerrainCellMaterial::_createPass() - DetailMap" );
}
matInfo->compositeTexConst = pass->shader->getShaderConstHandle(avar("$compositeMap%d", i));
if (matInfo->compositeTexConst->isValid())
{
matInfo->compositeTex.set(matInfo->mat->getCompositeMap(),
&GFXStaticTextureProfile, "TerrainCellMaterial::_createPass() - CompositeMap");
const S32 sampler = matInfo->compositeTexConst->getSamplerRegister();
Con::errorf("sampler=%i", sampler);
desc.samplers[sampler] = GFXSamplerStateDesc::getWrapLinear();
desc.samplers[sampler].magFilter = GFXTextureFilterLinear;
desc.samplers[sampler].mipFilter = GFXTextureFilterLinear;
if (maxAnisotropy > 1)
{
desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
}
else
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
}
matInfo->macroInfoVConst = pass->shader->getShaderConstHandle( avar( "$macroScaleAndFade%d", i ) );
matInfo->macroInfoPConst = pass->shader->getShaderConstHandle( avar( "$macroIdStrengthParallax%d", i ) );
@ -810,6 +853,8 @@ bool TerrainCellMaterial::setupPass( const SceneRenderState *state,
GFX->setTexture( matInfo->macroTexConst->getSamplerRegister(), matInfo->macroTex );
if ( matInfo->normalTexConst->isValid() )
GFX->setTexture( matInfo->normalTexConst->getSamplerRegister(), matInfo->normalTex );
if ( matInfo->compositeTexConst->isValid() )
GFX->setTexture( matInfo->compositeTexConst->getSamplerRegister(), matInfo->compositeTex );
}
pass.consts->setSafe( pass.layerSizeConst, (F32)mTerrain->mLayerTex.getWidth() );
@ -837,7 +882,7 @@ bool TerrainCellMaterial::setupPass( const SceneRenderState *state,
pass.lightParamsConst->isValid() )
{
if ( !mLightInfoTarget )
mLightInfoTarget = NamedTexTarget::find( "directLighting" );
mLightInfoTarget = NamedTexTarget::find( "diffuseLighting" );
GFXTextureObject *texObject = mLightInfoTarget->getTexture();

View file

@ -77,6 +77,9 @@ protected:
GFXShaderConstHandle *normalTexConst;
GFXTexHandle normalTex;
GFXShaderConstHandle *compositeTexConst;
GFXTexHandle compositeTex;
GFXShaderConstHandle *detailInfoVConst;
GFXShaderConstHandle *detailInfoPConst;

View file

@ -36,3 +36,4 @@ ImplementFeatureType( MFT_TerrainSideProject, MFG_Texture, 106.0f, false );
ImplementFeatureType( MFT_TerrainAdditive, MFG_PostProcess, 999.0f, false );
//Deferred Shading
ImplementFeatureType( MFT_DeferredTerrainBlankInfoMap, MFG_Texture, 104.1f, false);
ImplementFeatureType( MFT_TerrainCompositeMap, MFG_Texture, 104.2f, false);

View file

@ -36,6 +36,7 @@ DeclareFeatureType( MFT_TerrainLightMap );
DeclareFeatureType( MFT_TerrainSideProject );
DeclareFeatureType( MFT_TerrainAdditive );
//Deferred Shading
DeclareFeatureType( MFT_TerrainCompositeMap );
DeclareFeatureType( MFT_DeferredTerrainBlankInfoMap );

View file

@ -97,6 +97,7 @@ void TerrainMaterial::initPersistFields()
addField( "parallaxScale", TypeF32, Offset( mParallaxScale, TerrainMaterial ), "Used to scale the height from the normal map to give some self "
"occlusion effect (aka parallax) to the terrain material" );
addField("compositeMap", TypeStringFilename, Offset(mCompositeMap, TerrainMaterial), "Composite map for the material");
Parent::initPersistFields();
// Gotta call this at least once or it won't get created!

View file

@ -49,6 +49,9 @@ protected:
///
FileName mDetailMap;
///
FileName mCompositeMap;
/// The size of the detail map in meters used
/// to generate the texture coordinates for the
/// detail and normal maps.
@ -103,6 +106,8 @@ public:
const String& getMacroMap() const { return mMacroMap; }
const String& getCompositeMap() const { return mCompositeMap; }
F32 getDetailSize() const { return mDetailSize; }
F32 getDetailStrength() const { return mDetailStrength; }

View file

@ -28,8 +28,10 @@ singleton Material(Cheetah_Main)
specularPower[0] = "10";
translucentBlendOp = "None";
normalMap[0] = "art/shapes/Cheetah/Cheetah_N";
specularMap[0] = "art/shapes/Cheetah/Cheetah_S";
castDynamicShadows = true;
diffuseColor[3] = "1 1 1 1";
specular0 = "0.9 0.9 0.9 1";
specularPower0 = "10";
};
singleton Material(Cheetah_TailLights)

View file

@ -24,19 +24,18 @@ singleton Material(Mat_Soldier_Main)
{
mapTo = "base_Soldier_Main";
diffuseMap[0] = "Soldier_Dif.dds";
normalMap[0] = "Soldier_N.dds";
specularMap[0] = "Soldier_Spec.dds";
diffuseColor[0] = "1 1 1 1";
specular[0] = "0.9 0.9 0.9 1";
specularPower[0] = 10;
doubleSided = false;
translucent = false;
showFootprints = "0";
diffuseMap[0] = "art/shapes/actors/Soldier/Soldier_Dif.dds";
normalMap[0] = "art/shapes/actors/Soldier/Soldier_N.dds";
specularMap[0] = "art/shapes/actors/Soldier/Soldier_c";
FlipRB[0] = "1";
castDynamicShadows = true;
materialTag0 = "Player";
isSRGb[0] = "1";
roughness0 = "1";
FlipRB0 = "1";
specularPower0 = "10";
pixelSpecular0 = "0";
specular0 = "0.9 0.9 0.9 1";
};
singleton Material(Mat_Soldier_Dazzle)
@ -110,7 +109,8 @@ singleton Material(Mat_Orange_Soldier_Main : Mat_Soldier_Main)
singleton Material(Mat_Red_Soldier_Main : Mat_Soldier_Main)
{
mapTo = "Red_Soldier_Main";
diffuseMap[0] = "Soldier_Red_Dif.dds";
diffuseMap[0] = "art/shapes/actors/Soldier/Soldier_Red_Dif.dds";
normalMap[0] = "art/shapes/actors/Soldier/Soldier_N.dds";
};
singleton Material(Mat_Teal_Soldier_Main : Mat_Soldier_Main)

View file

@ -25,9 +25,6 @@ singleton Material(cube_GridMaterial)
{
mapTo = "GridMaterial";
diffuseMap[0] = "grid";
normalMap[0] = "";
specularMap[0] = "";
diffuseColor[0] = "1 1 1 1";
specular[0] = "0.9 0.9 0.9 1";
@ -38,6 +35,12 @@ singleton Material(cube_GridMaterial)
doubleSided = false;
translucent = false;
translucentBlendOp = "None";
materialTag0 = "Miscellaneous";
smoothness[0] = "1";
metalness[0] = "1";
specularPower0 = "0.415939";
pixelSpecular0 = "0";
specular0 = "0.9 0.9 0.9 1";
};
//--- cube.dae MATERIALS END ---

View file

@ -24,14 +24,11 @@ new Material(Structure_wall)
{
mapTo = "building01walls";
diffuseMap[0] = "art/shapes/station/building01walls";
//emissive[0] = true;
};
new Material(Structure_grid)
{
mapTo = "grid";
diffuseMap[0] = "art/shapes/station/grid";
normalMap[0] = "art/shapes/station/building01walls_n.dds";
specularMap[0] = "art/shapes/station/building01walls_c.dds";
effectColor[0] = "InvisibleBlack";
materialTag0 = "Miscellaneous";
pixelSpecular0 = "0";
//emissive[0] = true;
};
@ -40,6 +37,20 @@ new Material(Structure_plate)
{
mapTo = "plate";
diffuseMap[0] = "art/shapes/station/plate";
normalMap[0] = "art/shapes/station/plate_n.dds";
specularMap[0] = "art/shapes/station/plate_c.dds";
pixelSpecular0 = "0";
materialTag0 = "Miscellaneous";
//emissive[0] = true;
};
new Material(Structure_grid)
{
mapTo = "grid";
diffuseMap[0] = "art/shapes/station/grid";
normalMap[0] = "art/shapes/station/grid_n.dds";
specularMap[0] = "art/shapes/station/grid_c.dds";
//emissive[0] = true;
};

View file

@ -151,6 +151,7 @@ new TerrainMaterial()
detailBrightness = "1";
Enabled = "1";
diffuseSize = "400";
compositeMap = "art/terrains/Example/snowtop";
};
// ----------------------------------------------------------------------------

View file

@ -51,8 +51,12 @@ singleton Material( Grid512_ForestGreenLines_Mat )
singleton Material( Grid512_Green_Mat )
{
mapTo = "Grid512_Green_Mat";
diffuseMap[0] = "512_green";
diffuseMap[0] = "core/art/grids/512_green";
materialTag0 = "TestMaterial";
smoothness[0] = "1";
metalness[0] = "1";
translucent = "0";
translucentBlendOp = "Add";
};
singleton Material( Grid512_Grey_Mat )
@ -65,8 +69,10 @@ singleton Material( Grid512_Grey_Mat )
singleton Material( Grid512_GreyBase_Mat )
{
mapTo = "Grid512_GreyBase_Mat";
diffuseMap[0] = "512_grey_base";
diffuseMap[0] = "core/art/grids/512_grey_base";
materialTag0 = "TestMaterial";
smoothness[0] = "1";
metalness[0] = "1";
};
singleton Material( Grid512_Orange_Mat )

View file

@ -47,23 +47,56 @@ new ShaderData( AL_DeferredShader )
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/deferredShadingP.glsl";
samplerNames[0] = "colorBufferTex";
samplerNames[1] = "directLightingBuffer";
samplerNames[1] = "diffuseLightingBuffer";
samplerNames[2] = "matInfoTex";
samplerNames[3] = "indirectLightingBuffer";
samplerNames[3] = "specularLightingBuffer";
samplerNames[4] = "deferredTex";
pixVersion = 2.0;
};
new ShaderData( AL_ProbeShader )
{
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
DXPixelShaderFile = "shaders/common/lighting/advanced/probeShadingP.hlsl";
OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl";
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/probeShadingP.glsl";
samplerNames[0] = "colorBufferTex";
samplerNames[1] = "diffuseLightingBuffer";
samplerNames[2] = "matInfoTex";
samplerNames[3] = "specularLightingBuffer";
samplerNames[4] = "deferredTex";
pixVersion = 2.0;
};
singleton PostEffect( AL_PreCapture )
{
renderTime = "PFXBeforeBin";
renderBin = "ProbeBin";
shader = AL_ProbeShader;
stateBlock = AL_DeferredShadingState;
texture[0] = "#color";
texture[1] = "#diffuseLighting";
texture[2] = "#matinfo";
texture[3] = "#specularLighting";
texture[4] = "#deferred";
target = "$backBuffer";
renderPriority = 10000;
allowReflectPass = true;
};
singleton PostEffect( AL_DeferredShading )
{
renderTime = "PFXAfterBin";
renderBin = "SkyBin";
renderBin = "ProbeBin";
shader = AL_DeferredShader;
stateBlock = AL_DeferredShadingState;
texture[0] = "#color";
texture[1] = "#directLighting";
texture[1] = "#diffuseLighting";
texture[2] = "#matinfo";
texture[3] = "#indirectLighting";
texture[3] = "#specularLighting";
texture[4] = "#deferred";
target = "$backBuffer";
@ -192,7 +225,7 @@ new ShaderData( AL_LightMapShader )
OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl";
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/dbgLightMapVisualizeP.glsl";
samplerNames[0] = "indirectLightingBuffer";
samplerNames[0] = "specularLightingBuffer";
pixVersion = 2.0;
};
@ -200,7 +233,7 @@ singleton PostEffect( AL_LightMapVisualize )
{
shader = AL_LightMapShader;
stateBlock = AL_DefaultVisualizeState;
texture[0] = "#indirectLighting";
texture[0] = "#specularLighting";
target = "$backBuffer";
renderPriority = 9999;
};

View file

@ -149,7 +149,7 @@ new ShaderData( AL_LightColorVisualizeShader )
OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl";
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/dbgLightColorVisualizeP.glsl";
samplerNames[0] = "directLightingBuffer";
samplerNames[0] = "diffuseLightingBuffer";
pixVersion = 2.0;
};
@ -158,7 +158,7 @@ singleton PostEffect( AL_LightColorVisualize )
{
shader = AL_LightColorVisualizeShader;
stateBlock = AL_DefaultVisualizeState;
texture[0] = "#directLighting";
texture[0] = "#diffuseLighting";
target = "$backBuffer";
renderPriority = 9999;
};
@ -184,16 +184,16 @@ new ShaderData( AL_LightSpecularVisualizeShader )
OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl";
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/dbgLightSpecularVisualizeP.glsl";
samplerNames[0] = "directLightingBuffer";
samplerNames[0] = "diffuseLightingBuffer";
pixVersion = 2.0;
};
singleton PostEffect( AL_LightSpecularVisualize )
{
shader = AL_LightSpecularVisualizeShader;
shader = AL_LightColorVisualizeShader;
stateBlock = AL_DefaultVisualizeState;
texture[0] = "#directLighting";
texture[0] = "#specularLighting";
target = "$backBuffer";
renderPriority = 9999;
};

View file

@ -86,11 +86,11 @@ new CustomMaterial( AL_VectorLightMaterial )
sampler["shadowMap"] = "$dynamiclight";
sampler["dynamicShadowMap"] = "$dynamicShadowMap";
sampler["ssaoMask"] = "#ssaoMask";
sampler["lightBuffer"] = "#indirectLighting";
sampler["lightBuffer"] = "#specularLighting";
sampler["colorBuffer"] = "#color";
sampler["matInfoBuffer"] = "#matinfo";
target = "directLighting";
target = "diffuseLighting";
pixVersion = 3.0;
};
@ -163,11 +163,11 @@ new CustomMaterial( AL_PointLightMaterial )
sampler["shadowMap"] = "$dynamiclight";
sampler["dynamicShadowMap"] = "$dynamicShadowMap";
sampler["cookieMap"] = "$dynamiclightmask";
sampler["lightBuffer"] = "#indirectLighting";
sampler["lightBuffer"] = "#specularLighting";
sampler["colorBuffer"] = "#color";
sampler["matInfoBuffer"] = "#matinfo";
target = "directLighting";
target = "diffuseLighting";
pixVersion = 3.0;
};
@ -202,11 +202,11 @@ new CustomMaterial( AL_SpotLightMaterial )
sampler["shadowMap"] = "$dynamiclight";
sampler["dynamicShadowMap"] = "$dynamicShadowMap";
sampler["cookieMap"] = "$dynamiclightmask";
sampler["lightBuffer"] = "#indirectLighting";
sampler["lightBuffer"] = "#specularLighting";
sampler["colorBuffer"] = "#color";
sampler["matInfoBuffer"] = "#matinfo";
target = "directLighting";
target = "diffuseLighting";
pixVersion = 3.0;
};
@ -269,7 +269,124 @@ new CustomMaterial( AL_ParticlePointLightMaterial )
stateBlock = AL_ConvexLightState;
sampler["deferredBuffer"] = "#deferred";
target = "directLighting";
target = "diffuseLighting";
pixVersion = 3.0;
};
//Reflection probe Specular
new ShaderData( ReflectionProbeShader )
{
DXVertexShaderFile = "shaders/common/lighting/advanced/convexGeometryV.hlsl";
DXPixelShaderFile = "shaders/common/lighting/advanced/reflectionProbeP.hlsl";
OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/convexGeometryV.glsl";
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/reflectionProbeP.glsl";
samplerNames[0] = "$deferredBuffer";
samplerNames[1] = "$matInfoBuffer";
pixVersion = 3.0;
};
// Convex-geometry light states
new GFXStateBlockData( AL_ProbeState )
{
blendDefined = true;
blendEnable = true;
blendSrc = GFXBlendOne;
blendDest = GFXBlendOne;
blendOp = GFXBlendOpAdd;
zDefined = true;
zEnable = true;
zWriteEnable = false;
zFunc = GFXCmpGreaterEqual;
samplersDefined = true;
samplerStates[0] = SamplerClampPoint; // G-buffer
mSamplerNames[0] = "deferredBuffer";
samplerStates[1] = SamplerClampLinear; // Shadow Map (Do not use linear, these are perspective projections)
mSamplerNames[1] = "matInfoBuffer";
cullDefined = true;
cullMode = GFXCullCW;
stencilDefined = true;
stencilEnable = true;
stencilFailOp = GFXStencilOpKeep;
stencilZFailOp = GFXStencilOpKeep;
stencilPassOp = GFXStencilOpKeep;
stencilFunc = GFXCmpLess;
stencilRef = 0;
};
new CustomMaterial( ReflectionProbeMaterial )
{
shader = ReflectionProbeShader;
stateBlock = AL_ProbeState;
sampler["deferredBuffer"] = "#deferred";
sampler["matInfoBuffer"] = "#matinfo";
pixVersion = 3.0;
};
//Skylight
new ShaderData( IrradianceShader )
{
DXVertexShaderFile = "shaders/common/lighting/advanced/cubemapV.hlsl";
DXPixelShaderFile = "shaders/common/lighting/advanced/irradianceP.hlsl";
OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/cubemapV.glsl";
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/irradianceP.glsl";
pixVersion = 3.0;
};
new ShaderData( PrefiterCubemapShader )
{
DXVertexShaderFile = "shaders/common/lighting/advanced/cubemapV.hlsl";
DXPixelShaderFile = "shaders/common/lighting/advanced/prefilterP.hlsl";
OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/cubemapV.glsl";
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/prefilterP.glsl";
pixVersion = 3.0;
};
new ShaderData( BRDFLookupShader )
{
DXVertexShaderFile = "shaders/common/lighting/advanced/cubemapV.hlsl";
DXPixelShaderFile = "shaders/common/lighting/advanced/brdfLookupP.hlsl";
OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/cubemapV.glsl";
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/brdfLookupP.glsl";
pixVersion = 3.0;
};
new ShaderData( SklyightShader )
{
DXVertexShaderFile = "shaders/common/lighting/advanced/convexGeometryV.hlsl";
DXPixelShaderFile = "shaders/common/lighting/advanced/skylightP.hlsl";
OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/convexGeometryV.glsl";
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/skylightP.glsl";
samplerNames[0] = "$deferredBuffer";
samplerNames[1] = "$matInfoBuffer";
pixVersion = 3.0;
};
new CustomMaterial( SklyightMaterial )
{
shader = SklyightShader;
stateBlock = AL_ProbeState;
sampler["deferredBuffer"] = "#deferred";
sampler["matInfoBuffer"] = "#matinfo";
pixVersion = 3.0;
};

View file

@ -64,7 +64,7 @@ singleton CustomMaterial( BL_ProjectedShadowMaterial )
function onActivateBasicLM()
{
// If HDR is enabled... enable the special format token.
if ( $platform !$= "macos" && HDRPostFx.isEnabled )
if ( HDRPostFx.isEnabled )
AL_FormatToken.enable();
// Create render pass for projected shadow.

View file

@ -51,7 +51,8 @@ function initRenderManager()
// meshes... but that causes issues in reflections.
DiffuseRenderPassManager.addManager( new RenderObjectMgr(SkyBin) { bintype = "Sky"; renderOrder = 0.1; processAddOrder = 0.1; } );
//DiffuseRenderPassManager.addManager( new RenderVistaMgr() { bintype = "Vista"; renderOrder = 0.15; processAddOrder = 0.15; } );
DiffuseRenderPassManager.addManager( new RenderProbeMgr(ProbeBin) { bintype = "Probes"; renderOrder = 0.15; processAddOrder = 0.15; } );
//DiffuseRenderPassManager.addManager( new RenderVistaMgr() { bintype = "Vista"; renderOrder = 0.15; processAddOrder = 0.15; } );
DiffuseRenderPassManager.addManager( new RenderObjectMgr(BeginBin) { bintype = "Begin"; renderOrder = 0.2; processAddOrder = 0.2; } );
// Normal mesh rendering.

View file

@ -28,7 +28,7 @@ new SimGroup(MissionGroup) {
levelName = "A Probe Test";
};
new SkyBox(theSky) {
Material = "DesertSkyMat";
Material = "sky_day_hdr";
drawBottom = "0";
fogBandHeight = "0";
position = "0 0 0";
@ -37,48 +37,16 @@ new SimGroup(MissionGroup) {
canSave = "1";
canSaveDynamicFields = "1";
};
new Sun(theSun) {
azimuth = "290";
elevation = "50";
color = "1 1 1 1";
ambient = "0.473532 0.473532 0.473532 1";
brightness = "1";
castShadows = "1";
staticRefreshFreq = "250";
dynamicRefreshFreq = "8";
coronaEnabled = "1";
coronaScale = "0.5";
coronaTint = "1 1 1 1";
coronaUseLightColor = "1";
flareScale = "1";
attenuationRatio = "0 1 1";
shadowType = "PSSM";
texSize = "1024";
overDarkFactor = "3000 1500 750 250";
shadowDistance = "100";
shadowSoftness = "0.25";
numSplits = "4";
logWeight = "0.9";
fadeStartDistance = "0";
lastSplitTerrainOnly = "0";
representedInLightmap = "0";
shadowDarkenColor = "0 0 0 -1";
includeLightmappedGeometryInShadow = "0";
new Skylight() {
enabled = "1";
StaticCubemap = "sky_day_hdr_cubemap";
position = "0 0 0";
rotation = "1 0 0 0";
scale = "1 1 1";
canSave = "1";
canSaveDynamicFields = "1";
bias = "0.1";
Blur = "1";
enabled = "1";
height = "1024";
lightBleedFactor = "0.8";
minVariance = "0";
pointShadowType = "PointShadowType_Paraboloid";
shadowBox = "-100 -100 -100 100 100 100";
splitFadeDistances = "1 1 1 1";
width = "3072";
persistentId = "e4c73467-4089-11e8-b478-cd227cd60b8b";
reflectionPath = "levels/AProbeTest/probes/";
};
new SimGroup(PlayerDropPoints) {
canSave = "1";
@ -117,13 +85,46 @@ new SimGroup(MissionGroup) {
rotation = "1 0 0 0";
scale = "1 1 1";
};
new Sun() {
azimuth = "200";
elevation = "20";
color = "0.8 0.8 0.8 1";
ambient = "0.2 0.2 0.2 1";
brightness = "1";
castShadows = "1";
staticRefreshFreq = "250";
dynamicRefreshFreq = "8";
coronaEnabled = "1";
coronaMaterial = "Corona_Mat";
coronaScale = "0.5";
coronaTint = "1 1 1 1";
coronaUseLightColor = "1";
flareType = "SunFlareExample";
flareScale = "1";
attenuationRatio = "0 1 1";
shadowType = "PSSM";
texSize = "512";
overDarkFactor = "2000 1000 500 100";
shadowDistance = "400";
shadowSoftness = "0.15";
numSplits = "4";
logWeight = "0.91";
fadeStartDistance = "0";
lastSplitTerrainOnly = "0";
representedInLightmap = "0";
shadowDarkenColor = "0 0 0 -1";
includeLightmappedGeometryInShadow = "0";
position = "35.7492 65.5507 -15.5377";
rotation = "1 0 0 0";
scale = "1 1 1";
canSave = "1";
canSaveDynamicFields = "1";
direction = "1 1 -1";
};
new ReflectionProbe() {
enabled = "1";
enabled = "0";
ProbeShape = "Sphere";
radius = "10";
Intensity = "1";
IndirectLightMode = "Ambient Color";
IndirectLight = "1 1 1 1";
ReflectionMode = "Baked Cubemap";
reflectionPath = "levels/probeTest/probes/";
Bake = "0";
@ -134,6 +135,9 @@ new SimGroup(MissionGroup) {
canSaveDynamicFields = "1";
persistentId = "8072e1be-2846-11e7-9f56-abd46b190c60";
GroundColor = "0.8 0.7 0.5 1";
IndirectLight = "1 1 1 1";
IndirectLightMode = "Spherical Harmonics";
Intensity = "1";
SkyColor = "0.5 0.5 1 1";
};
new ConvexShape() {
@ -243,7 +247,7 @@ new SimGroup(MissionGroup) {
};
new PointLight() {
radius = "10";
isEnabled = "1";
isEnabled = "0";
color = "0.887923 1 0.008023 1";
brightness = "1";
castShadows = "0";
@ -272,5 +276,24 @@ new SimGroup(MissionGroup) {
canSave = "1";
canSaveDynamicFields = "1";
};
new ReflectionProbe() {
enabled = "0";
ProbeShape = "Box";
radius = "10";
ReflectionMode = "Baked Cubemap";
reflectionPath = "levels/probeTest/probes/";
Bake = "0";
position = "15.4549 0.559989 4.53387";
rotation = "1 0 0 0";
scale = "5 5 5";
canSave = "1";
canSaveDynamicFields = "1";
persistentId = "4ec88e62-4e8f-11e8-ae68-993c6bb8eb5b";
GroundColor = "0.8 0.7 0.5 1";
IndirectLight = "1 1 1 1";
IndirectLightMode = "Spherical Harmonics";
Intensity = "1";
SkyColor = "0.5 0.5 1 1";
};
};
//--- OBJECT WRITE END ---

File diff suppressed because it is too large Load diff

View file

@ -16,7 +16,6 @@ new SimGroup(MissionGroup) {
canvasClearColor = "0 0 0 255";
ambientLightBlendPhase = "1";
ambientLightBlendCurve = "0 0 -1 -1";
LevelEnvMap = "DesertSkyCubemap";
soundAmbience = "AudioAmbienceDefault";
soundDistanceModel = "Linear";
canSave = "1";
@ -33,6 +32,7 @@ new SimGroup(MissionGroup) {
baseTexFormat = "DDS";
lightMapSize = "256";
screenError = "16";
ignoreZodiacs = "0";
position = "-1024 -1024 179.978";
rotation = "1 0 0 0";
canSave = "1";
@ -67,8 +67,8 @@ new SimGroup(MissionGroup) {
playAmbient = "1";
meshCulling = "0";
originSort = "0";
collisionType = "Collision Mesh";
decalType = "Collision Mesh";
CollisionType = "Collision Mesh";
DecalType = "Collision Mesh";
allowPlayerStep = "1";
alphaFadeEnable = "0";
alphaFadeStart = "100";
@ -76,6 +76,10 @@ new SimGroup(MissionGroup) {
alphaFadeInverse = "0";
renderNormals = "0";
forceDetail = "-1";
ignoreZodiacs = "0";
useGradientRange = "0";
gradientRange = "0 180";
invertGradientRange = "0";
position = "9.42739 27.7428 241.767";
rotation = "1 0 0 0";
scale = "1 1 1";
@ -133,8 +137,8 @@ new SimGroup(MissionGroup) {
playAmbient = "1";
meshCulling = "0";
originSort = "0";
collisionType = "Collision Mesh";
decalType = "Collision Mesh";
CollisionType = "Collision Mesh";
DecalType = "Collision Mesh";
allowPlayerStep = "1";
alphaFadeEnable = "0";
alphaFadeStart = "100";
@ -142,6 +146,10 @@ new SimGroup(MissionGroup) {
alphaFadeInverse = "0";
renderNormals = "0";
forceDetail = "-1";
ignoreZodiacs = "0";
useGradientRange = "0";
gradientRange = "0 180";
invertGradientRange = "0";
position = "17.8995 16.1596 241.136";
rotation = "1 0 0 0";
scale = "1 1 1";
@ -158,27 +166,18 @@ new SimGroup(MissionGroup) {
surface = "0 0 0 1 1.29457 -0.42643 0.5";
surface = "0 1 0 0 1.29457 -0.42643 -0.5";
surface = "0.707107 0 0 0.707107 1.29457 5.75621 0";
surface = "0 0.707107 -0.707107 0 1.29457 -6.60907 -4.54747e-013";
surface = "0.5 0.5 -0.5 0.5 -3.35148 -0.42643 -1.28542e-008";
surface = "0.5 -0.5 0.5 0.5 5.94063 -0.42643 -1.28542e-008";
};
new EnvVolume() {
AreaEnvMap = "MipCubemap";
cubeReflectorDesc = "DefaultCubeDesc";
position = "8.21068 19.3464 241.855";
rotation = "1 0 0 0";
scale = "10 10 10";
canSave = "1";
canSaveDynamicFields = "1";
surface = "0.707107 0 0 0.707106 1.29457 5.75621 0";
surface = "0 0.707107 -0.707107 0 1.29457 -6.60907 -4.54747e-13";
surface = "0.5 0.5 -0.5 0.5 -3.35148 -0.42643 -1.28542e-08";
surface = "0.5 -0.5 0.5 0.5 5.94063 -0.42643 -1.28542e-08";
};
new TSStatic() {
shapeName = "art/shapes/textures/PBRTEST2.dae";
playAmbient = "1";
meshCulling = "0";
originSort = "0";
collisionType = "Collision Mesh";
decalType = "Collision Mesh";
CollisionType = "Collision Mesh";
DecalType = "Collision Mesh";
allowPlayerStep = "1";
alphaFadeEnable = "0";
alphaFadeStart = "100";
@ -186,6 +185,10 @@ new SimGroup(MissionGroup) {
alphaFadeInverse = "0";
renderNormals = "0";
forceDetail = "-1";
ignoreZodiacs = "0";
useGradientRange = "0";
gradientRange = "0 180";
invertGradientRange = "0";
position = "5.60579 18.8689 241.462";
rotation = "1 0 0 0";
scale = "1 1 1";
@ -198,8 +201,8 @@ new SimGroup(MissionGroup) {
meshCulling = "0";
originSort = "0";
cubeReflectorDesc = "DefaultCubeDesc";
collisionType = "Collision Mesh";
decalType = "Collision Mesh";
CollisionType = "Collision Mesh";
DecalType = "Collision Mesh";
allowPlayerStep = "1";
alphaFadeEnable = "0";
alphaFadeStart = "100";
@ -207,6 +210,10 @@ new SimGroup(MissionGroup) {
alphaFadeInverse = "0";
renderNormals = "0";
forceDetail = "-1";
ignoreZodiacs = "0";
useGradientRange = "0";
gradientRange = "0 180";
invertGradientRange = "0";
position = "22.1653 4.41543 241.364";
rotation = "1 0 0 0";
scale = "1 1 1";
@ -218,8 +225,8 @@ new SimGroup(MissionGroup) {
playAmbient = "1";
meshCulling = "0";
originSort = "0";
collisionType = "Collision Mesh";
decalType = "Collision Mesh";
CollisionType = "Collision Mesh";
DecalType = "Collision Mesh";
allowPlayerStep = "1";
alphaFadeEnable = "0";
alphaFadeStart = "100";
@ -227,6 +234,10 @@ new SimGroup(MissionGroup) {
alphaFadeInverse = "0";
renderNormals = "0";
forceDetail = "-1";
ignoreZodiacs = "0";
useGradientRange = "0";
gradientRange = "0 180";
invertGradientRange = "0";
position = "15.72 5.9186 241.191";
rotation = "1 0 0 0";
scale = "1 1 1";
@ -246,8 +257,8 @@ new SimGroup(MissionGroup) {
playAmbient = "1";
meshCulling = "0";
originSort = "0";
collisionType = "Collision Mesh";
decalType = "Collision Mesh";
CollisionType = "Collision Mesh";
DecalType = "Collision Mesh";
allowPlayerStep = "0";
alphaFadeEnable = "0";
alphaFadeStart = "100";
@ -255,6 +266,10 @@ new SimGroup(MissionGroup) {
alphaFadeInverse = "0";
renderNormals = "0";
forceDetail = "-1";
ignoreZodiacs = "0";
useGradientRange = "0";
gradientRange = "0 180";
invertGradientRange = "0";
position = "12.8895 -2.18239 238.765";
rotation = "1 0 0 0";
scale = "1 1 1";
@ -266,8 +281,8 @@ new SimGroup(MissionGroup) {
playAmbient = "1";
meshCulling = "0";
originSort = "0";
collisionType = "Collision Mesh";
decalType = "Collision Mesh";
CollisionType = "Collision Mesh";
DecalType = "Collision Mesh";
allowPlayerStep = "0";
alphaFadeEnable = "0";
alphaFadeStart = "100";
@ -275,6 +290,10 @@ new SimGroup(MissionGroup) {
alphaFadeInverse = "0";
renderNormals = "0";
forceDetail = "-1";
ignoreZodiacs = "0";
useGradientRange = "0";
gradientRange = "0 180";
invertGradientRange = "0";
position = "10.406 10.0939 240.551";
rotation = "1 0 0 0";
scale = "1 1 1";
@ -300,9 +319,6 @@ new SimGroup(MissionGroup) {
enabled = "1";
ProbeShape = "Sphere";
radius = "10";
Intensity = "1";
IndirectLightMode = "Ambient Color";
IndirectLight = "1 1 1 1";
ReflectionMode = "Baked Cubemap";
reflectionPath = "levels/empty terrain/";
Bake = "0";
@ -312,14 +328,14 @@ new SimGroup(MissionGroup) {
canSave = "1";
canSaveDynamicFields = "1";
persistentId = "fc28816f-65a6-11e7-b9a1-b6f5317ad553";
IndirectLight = "1 1 1 1";
IndirectLightMode = "Ambient Color";
Intensity = "1";
};
new ReflectionProbe() {
enabled = "1";
ProbeShape = "Sphere";
radius = "10";
Intensity = "1";
IndirectLightMode = "Ambient Color";
IndirectLight = "1 1 1 1";
ReflectionMode = "Baked Cubemap";
reflectionPath = "levels/empty terrain/";
Bake = "0";
@ -329,6 +345,20 @@ new SimGroup(MissionGroup) {
canSave = "1";
canSaveDynamicFields = "1";
persistentId = "10bb5f41-65a7-11e7-b9a1-b6f5317ad553";
IndirectLight = "1 1 1 1";
IndirectLightMode = "Ambient Color";
Intensity = "1";
};
new Skylight() {
enabled = "1";
StaticCubemap = "HdrSkyCubemap";
position = "16.4688 10.5898 241.399";
rotation = "1 0 0 0";
scale = "1 1 1";
canSave = "1";
canSaveDynamicFields = "1";
persistentId = "de646cc8-4f49-11e8-8a25-ec48d38e6b49";
reflectionPath = "levels/Empty Terrain/probes/";
};
};
//--- OBJECT WRITE END ---

View file

@ -1,6 +1,6 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Portions Copyright Zefiros
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
@ -38,12 +38,140 @@ uniform vec4 inLightColor[4];
uniform vec4 ambient;
#define ambientCameraFactor 0.3
uniform float specularPower;
uniform vec4 specularColor;
uniform float smoothness;
uniform float metalness;
uniform vec4 albedo;
#endif // !TORQUE_SHADERGEN
vec3 F_schlick( in vec3 f0, in vec3 f90, in float u )
{
//
// F( v, h ) = F0 + ( 1.0 - F0 ) * pow( 1.0f - HdotV, 5.0f )
//
//
// where
//
// F0 = BaseColor * nDotL
//
// Dielectric materials always have a range of 0.02 < F0 < 0.05 , use a stock value of 0.04 ( roughly plastics )
//
return f0 + ( f90 - f0 ) * pow( 1.0f - u , 5.0f );
}
float Fr_DisneyDiffuse ( float NdotV , float NdotL , float LdotH , float linearRoughness )
{
float energyBias = mix (0 , 0.5 , linearRoughness );
float energyFactor = mix (1.0 , 1.0 / 1.51 , linearRoughness );
float fd90 = energyBias + 2.0 * LdotH * LdotH * linearRoughness ;
vec3 f0 = vec3 ( 1.0f , 1.0f , 1.0f );
float lightScatter = F_schlick( f0 , vec3(fd90), NdotL ).r;
float viewScatter = F_schlick(f0 , vec3(fd90), NdotV ).r;
return lightScatter * viewScatter * energyFactor ;
}
float SmithGGX( float NdotL, float NdotV, float alpha )
{
//
// G( L, V, h ) = G( L ) G( V )
//
// nDotL
// G( L ) = _________________________
// nDotL ( 1 - k ) + k
//
//
// NdotV
// G( V ) = _________________________
// NdotV ( 1 - k ) + k
//
//
// pow( ( Roughness + 1 ), 2)
// , Where k = __________________________ ( unreal 4 )
// 8
//
float alphaSqr = alpha * alpha;
//float GGX_V = NdotL * sqrt ( ( - NdotV * alphaSqr + NdotV ) * NdotV + alphaSqr );
//float GGX_L = NdotV * sqrt ( ( - NdotL * alphaSqr + NdotL ) * NdotL + alphaSqr );
float GGX_V = NdotL + sqrt ( ( - NdotV * alphaSqr + NdotV ) * NdotV + alphaSqr );
float GGX_L = NdotV + sqrt ( ( - NdotL * alphaSqr + NdotL ) * NdotL + alphaSqr );
return 1.0/( GGX_V + GGX_L );
//return 0.5f / ( GGX_V + GGX_L );
}
float D_GGX( float NdotH , float alpha )
{
//
// or GGX ( disney / unreal 4 )
//
// alpha = pow( roughness, 2 );
//
// pow( alpha, 2 )
// D( h ) = ________________________________________________________________
// PI pow( pow( NdotH , 2 ) ( pow( alpha, 2 ) - 1 ) + 1 ), 2 )
//
float alphaSqr = alpha*alpha;
float f = ( NdotH * alphaSqr - NdotH ) * NdotH + 1;
return alphaSqr / ( M_PI_F * (f * f) );
}
vec4 EvalBDRF( vec3 baseColor, vec3 lightColor, vec3 toLight, vec3 position, vec3 normal, float roughness, float metallic )
{
//
// Microfacet Specular Cook-Torrance
//
// D( h ) F( v, h ) G( l, v, h )
// f( l, v ) = ____________________________
// 4 ( dot( n, l ) dot( n, v )
//
//
vec3 L = normalize( toLight );
vec3 V = normalize( -position );
vec3 H = normalize( L + V );
vec3 N = normal;
float NdotV = abs( dot( N, V ) ) + 1e-5f;
float NdotH = saturate( dot( N, H ) );
float NdotL = saturate( dot( N, L ) );
float LdotH = saturate( dot( L, H ) );
float VdotH = saturate( dot( V, H ) );
if ( NdotL == 0 )
return vec4( 0.0f, 0.0f, 0.0f, 0.0f );
float alpha = roughness;
float visLinAlpha = alpha * alpha;
vec3 f0 = baseColor;
float metal = metallic;
vec3 F_conductor= F_schlick( f0, vec3( 1.0, 1.0, 1.0 ), VdotH );
vec3 F_dielec = F_schlick( vec3( 0.04, 0.04, 0.04 ), vec3( 1.0, 1.0, 1.0 ), VdotH );
float Vis = SmithGGX( NdotL, NdotV, visLinAlpha );
float D = D_GGX( NdotH, visLinAlpha );
vec3 Fr_dielec = D * F_dielec * Vis;
vec3 Fr_conductor = D * F_conductor * Vis;
vec3 Fd = vec3(Fr_DisneyDiffuse( NdotV , NdotL , LdotH , visLinAlpha ) / M_PI_F);
vec3 specular = ( 1.0f - metal ) * Fr_dielec + metal * Fr_conductor;
vec3 diffuse = ( 1.0f - metal ) * Fd * f0;
vec3 ret = ( diffuse + specular + lightColor) * vec3(NdotL);
float FR = saturate(length(specular));
return vec4(ret,FR);
}
void compute4Lights( vec3 wsView,
vec3 wsPosition,
vec3 wsNormal,
@ -57,8 +185,9 @@ void compute4Lights( vec3 wsView,
vec4 inLightSpotDir[3],
vec4 inLightSpotAngle,
vec4 inLightSpotFalloff,
float specularPower,
vec4 specularColor,
float smoothness,
float metalness,
vec4 albedo,
#endif // TORQUE_SHADERGEN
@ -81,9 +210,6 @@ void compute4Lights( vec3 wsView,
for ( i = 0; i < 3; i++ )
lightVectors[i] = wsPosition[i] - inLightPos[i];
vec4 squareDists = vec4(0);
for ( i = 0; i < 3; i++ )
squareDists += lightVectors[i] * lightVectors[i];
// Accumulate the dot product between the light
// vector and the normal.
@ -99,40 +225,12 @@ void compute4Lights( vec3 wsView,
vec4 nDotL = vec4(0);
for ( i = 0; i < 3; i++ )
nDotL += lightVectors[i] * -wsNormal[i];
vec4 rDotL = vec4(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.
//
vec3 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.
//
vec4 squareDists = vec4(0);
for ( i = 0; i < 3; i++ )
squareDists += lightVectors[i] * lightVectors[i];
half4 correction = half4(inversesqrt( squareDists ));
nDotL = saturate( nDotL * correction );
rDotL = clamp( rDotL * correction, 0.00001, 1.0 );
// First calculate a simple point light linear
// attenuation factor.
@ -157,93 +255,18 @@ void compute4Lights( vec3 wsView,
#endif
// Finally apply the shadow masking on the attenuation.
atten *= shadowMask;
// Get the final light intensity.
vec4 intensity = nDotL * atten;
// Combine the light colors for output.
outDiffuse = vec4(0);
for ( i = 0; i < 4; i++ )
outDiffuse += intensity[i] * inLightColor[i];
// Output the specular power.
vec4 specularIntensity = pow( rDotL, vec4(specularPower) ) * atten;
// Apply the per-light specular attenuation.
vec4 specular = vec4(0,0,0,1);
// Combine the light colors for output.
vec4 lightColor = vec4(0);
for ( i = 0; i < 4; i++ )
specular += vec4( 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 = specularColor * specular;
}
// This value is used in AL as a constant power to raise specular values
// to, before storing them into the light info buffer. The per-material
// specular value is then computer by using the integer identity of
// exponentiation:
//
// (a^m)^n = a^(m*n)
//
// or
//
// (specular^constSpecular)^(matSpecular/constSpecular) = specular^(matSpecular*constSpecular)
//
#define AL_ConstantSpecularPower 12.0f
/// The specular calculation used in Advanced Lighting.
///
/// @param toLight Normalized vector representing direction from the pixel
/// being lit, to the light source, in world space.
///
/// @param normal Normalized surface normal.
///
/// @param toEye The normalized vector representing direction from the pixel
/// being lit to the camera.
///
float AL_CalcSpecular( vec3 toLight, vec3 normal, vec3 toEye )
{
// (R.V)^c
float specVal = dot( normalize( -reflect( toLight, normal ) ), toEye );
// Return the specular factor.
return pow( max( specVal, 0.00001f ), AL_ConstantSpecularPower );
}
/// The output for Deferred Lighting
///
/// @param toLight Normalized vector representing direction from the pixel
/// being lit, to the light source, in world space.
///
/// @param normal Normalized surface normal.
///
/// @param toEye The normalized vector representing direction from the pixel
/// being lit to the camera.
///
vec4 AL_DeferredOutput(
vec3 lightColor,
vec3 diffuseColor,
vec4 matInfo,
vec4 ambient,
float specular,
float shadowAttenuation)
{
vec3 specularColor = vec3(specular);
bool metalness = getFlag(matInfo.r, 3);
if ( metalness )
{
specularColor = 0.04 * (1 - specular) + diffuseColor * specular;
}
//specular = color * map * spec^gloss
float specularOut = (specularColor * matInfo.b * min(pow(max(specular,1.0f), max((matInfo.a / AL_ConstantSpecularPower),1.0f)),matInfo.a)).r;
lightColor += intensity[i] * inLightColor[i];
lightColor *= vec3(shadowAttenuation);
lightColor += ambient.rgb;
return vec4(lightColor.rgb, specularOut);
}
vec3 toLight = vec3(0);
for ( i = 0; i < 3; i++ )
toLight += lightVectors[i].rgb;
outDiffuse = vec4(albedo.rgb*(1.0-metalness),albedo.a);
outSpecular = EvalBDRF( vec3( 1.0, 1.0, 1.0 ), lightColor.rgb, toLight, wsPosition, wsNormal, smoothness, metalness );
}

View file

@ -336,4 +336,20 @@ vec3 toGamma(vec3 tex)
}
#endif //
vec3 PBRFresnel(vec3 albedo, vec3 indirect, float metalness, float fresnel)
{
vec3 diffuseColor = albedo - (albedo * metalness);
vec3 reflectColor = mix(indirect*albedo, indirect, fresnel);
return diffuseColor + reflectColor;
}
vec3 simpleFresnel(vec3 diffuseColor, vec3 reflectColor, float metalness, float angle, float bias, float power)
{
float fresnelTerm = bias + (1.0 - bias) * pow(abs(1.0 - max(angle, 0)), power);
fresnelTerm *= metalness;
return mix(diffuseColor, reflectColor, fresnelTerm);
}
#endif // _TORQUE_GLSL_

View file

@ -70,7 +70,7 @@ float Fr_DisneyDiffuse ( float NdotV , float NdotL , float LdotH , float linearR
float lightScatter = F_schlick( f0 , fd90 , NdotL ).r;
float viewScatter = F_schlick(f0 , fd90 , NdotV ).r;
return lightScatter * viewScatter * energyFactor ;
return lightScatter * viewScatter * energyFactor;
}
float SmithGGX( float NdotL, float NdotV, float alpha )
@ -268,4 +268,41 @@ void compute4Lights( float3 wsView,
outDiffuse = float4(albedo.rgb*(1.0-metalness),albedo.a);
outSpecular = EvalBDRF( float3( 1.0, 1.0, 1.0 ), lightColor.rgb, toLight, wsPosition, wsNormal, smoothness, metalness );
}
float G1V(float dotNV, float k)
{
return 1.0f/(dotNV*(1.0f-k)+k);
}
float3 directSpecular(float3 N, float3 V, float3 L, float roughness, float F0)
{
float alpha = roughness*roughness;
//TODO don't need to calculate all this again timmy!!!!!!
float3 H = normalize(V + L);
float dotNL = clamp(dot(N,L), 0.0, 1.0);
float dotNV = clamp(dot(N,V), 0.0, 1.0);
float dotNH = clamp(dot(N,H), 0.0, 1.0);
float dotHV = clamp(dot(H,V), 0.0, 1.0);
float dotLH = clamp(dot(L,H), 0.0, 1.0);
float F, D, vis;
// D
float alphaSqr = alpha*alpha;
float pi = 3.14159f;
float denom = dotNH * dotNH *(alphaSqr-1.0) + 1.0f;
D = alphaSqr/(pi * denom * denom);
// F
float dotLH5 = pow(1.0f-dotLH,5);
F = F0 + (1.0-F0)*(dotLH5);
// V
float k = alpha/2.0f;
vis = G1V(dotNL,k)*G1V(dotNV,k);
float specular = dotNL * D * F * vis;
return float3(specular,specular,specular);
}

View file

@ -0,0 +1,138 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../torque.hlsl"
struct ConnectData
{
float4 hpos : TORQUE_POSITION;
float2 uv : TEXCOORD;
};
// ----------------------------------------------------------------------------
// http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
// efficient VanDerCorpus calculation.
float RadicalInverse_VdC(uint bits)
{
bits = (bits << 16u) | (bits >> 16u);
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
return float(bits) * 2.3283064365386963e-10; // / 0x100000000
}
// ----------------------------------------------------------------------------
float2 Hammersley(uint i, uint N)
{
return float2(float(i)/float(N), RadicalInverse_VdC(i));
}
// ----------------------------------------------------------------------------
float3 ImportanceSampleGGX(float2 Xi, float3 N, float roughness)
{
float a = roughness*roughness;
float phi = 2.0 * M_PI_F * Xi.x;
float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y));
float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
// from spherical coordinates to cartesian coordinates - halfway vector
float3 H;
H.x = cos(phi) * sinTheta;
H.y = sin(phi) * sinTheta;
H.z = cosTheta;
// from tangent-space H vector to world-space sample vector
float3 up = abs(N.z) < 0.999 ? float3(0.0, 0.0, 1.0) : float3(1.0, 0.0, 0.0);
float3 tangent = normalize(cross(up, N));
float3 bitangent = cross(N, tangent);
float3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
return normalize(sampleVec);
}
// ----------------------------------------------------------------------------
float GeometrySchlickGGX(float NdotV, float roughness)
{
// note that we use a different k for IBL
float a = roughness;
float k = (a * a) / 2.0;
float nom = NdotV;
float denom = NdotV * (1.0 - k) + k;
return nom / denom;
}
// ----------------------------------------------------------------------------
float GeometrySmith(float3 N, float3 V, float3 L, float roughness)
{
float NdotV = max(dot(N, V), 0.0);
float NdotL = max(dot(N, L), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1 * ggx2;
}
// ----------------------------------------------------------------------------
float2 IntegrateBRDF(float NdotV, float roughness)
{
float3 V;
V.x = sqrt(1.0 - NdotV*NdotV);
V.y = 0.0;
V.z = NdotV;
float A = 0.0;
float B = 0.0;
float3 N = float3(0.0, 0.0, 1.0);
const uint SAMPLE_COUNT = 1024u;
for(uint i = 0u; i < SAMPLE_COUNT; ++i)
{
// generates a sample vector that's biased towards the
// preferred alignment direction (importance sampling).
float2 Xi = Hammersley(i, SAMPLE_COUNT);
float3 H = ImportanceSampleGGX(Xi, N, roughness);
float3 L = normalize(2.0 * dot(V, H) * H - V);
float NdotL = max(L.z, 0.0);
float NdotH = max(H.z, 0.0);
float VdotH = max(dot(V, H), 0.0);
if(NdotL > 0.0)
{
float G = GeometrySmith(N, V, L, roughness);
float G_Vis = (G * VdotH) / (NdotH * NdotV);
float Fc = pow(1.0 - VdotH, 5.0);
A += (1.0 - Fc) * G_Vis;
B += Fc * G_Vis;
}
}
A /= float(SAMPLE_COUNT);
B /= float(SAMPLE_COUNT);
return float2(A, B);
}
float4 main(ConnectData IN) : TORQUE_TARGET0
{
return float4(IntegrateBRDF(IN.uv.x, IN.uv.y).rg,0,1);
//return float2(1,1);
}

View file

@ -0,0 +1,37 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../shaderModel.hlsl"
struct ConnectData
{
float4 hpos : TORQUE_POSITION;
float2 uv : TEXCOORD;
};
ConnectData main( uint vertexID : SV_VertexID )
{
ConnectData result;
result.uv = float2((vertexID << 1) & 2, vertexID & 2);
result.hpos = float4(result.uv * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);
return result;
}

View file

@ -23,11 +23,11 @@
#include "shadergen:/autogenConditioners.h"
#include "../../postfx/postFx.hlsl"
TORQUE_UNIFORM_SAMPLER2D(indirectLightingBuffer,0);
TORQUE_UNIFORM_SAMPLER2D(specularLightingBuffer,0);
float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
{
float4 directlighting = float4(TORQUE_TEX2D( indirectLightingBuffer, IN.uv0 ).rgb,1.0);
return directlighting;
float4 diffuseLighting = float4(TORQUE_TEX2D( specularLightingBuffer, IN.uv0 ).rgb,1.0);
return diffuseLighting;
}

View file

@ -25,9 +25,9 @@
#include "shaders/common/torque.hlsl"
TORQUE_UNIFORM_SAMPLER2D(colorBufferTex,0);
TORQUE_UNIFORM_SAMPLER2D(directLightingBuffer,1);
TORQUE_UNIFORM_SAMPLER2D(diffuseLightingBuffer,1);
TORQUE_UNIFORM_SAMPLER2D(matInfoTex,2);
TORQUE_UNIFORM_SAMPLER2D(indirectLightingBuffer,3);
TORQUE_UNIFORM_SAMPLER2D(specularLightingBuffer,3);
TORQUE_UNIFORM_SAMPLER2D(deferredTex,4);
float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
@ -37,25 +37,27 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
if (depth>0.9999)
return float4(0,0,0,0);
float3 colorBuffer = TORQUE_TEX2D( colorBufferTex, IN.uv0 ).rgb; //albedo
float3 albedo = TORQUE_TEX2D( colorBufferTex, IN.uv0 ).rgb; //albedo
float4 matInfo = TORQUE_TEX2D(matInfoTex, IN.uv0); //flags|smoothness|ao|metallic
bool emissive = getFlag(matInfo.r, 0);
if (emissive)
{
return float4(colorBuffer, 1.0);
return float4(albedo, 1.0);
}
float4 directLighting = TORQUE_TEX2D( directLightingBuffer, IN.uv0 ); //shadowmap*specular
float3 indirectLighting = TORQUE_TEX2D( indirectLightingBuffer, IN.uv0 ).rgb; //environment mapping*lightmaps
float4 diffuse = TORQUE_TEX2D( diffuseLightingBuffer, IN.uv0 ); //shadowmap*specular
float4 specular = TORQUE_TEX2D( specularLightingBuffer, IN.uv0 ); //environment mapping*lightmaps
float metalness = matInfo.a;
float frez = directLighting.a;
float3 diffuseColor = colorBuffer - (colorBuffer * metalness);
float3 reflectColor = indirectLighting*colorBuffer;
colorBuffer = diffuseColor+lerp(reflectColor,indirectLighting,frez);
colorBuffer *= max(directLighting.rgb,float3(0,0,0));
float3 diffuseColor = albedo - (albedo * metalness);
float3 specularColor = lerp(float3(0.04,0.04,0.04), albedo, metalness);
float3 light = (diffuseColor * diffuse.rgb) + (specularColor * specular.rgb);
//albedo = diffuseColor+lerp(reflectColor,indiffuseLighting,frez);
//albedo *= max(diffuseLighting.rgb,float3(0,0,0));
return hdrEncode( float4(colorBuffer.rgb, 1.0) );
return float4(light.rgb, 1.0);
}

View file

@ -0,0 +1,31 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../gl/hlslCompat.glsl"
out vec2 uv;
void main()
{
uv = vec2((gl_VertexID << 1) & 2, gl_VertexID & 2);
gl_Position = vec4(uv * vec2(2.0f, -2.0f) + vec2(-1.0f, 1.0f), 0.0f, 1.0f);
correctSSP(gl_Position);
}

View file

@ -24,12 +24,12 @@
#include "shadergen:/autogenConditioners.h"
in vec2 uv0;
uniform sampler2D directLightingBuffer;
uniform sampler2D diffuseLightingBuffer;
out vec4 OUT_col;
void main()
{
vec4 directLighting = vec4(texture( directLightingBuffer, uv0 ).rgb,1.0);
OUT_col = directLighting;
vec4 diffuseLighting = vec4(texture( diffuseLightingBuffer, uv0 ).rgb,1.0);
OUT_col = diffuseLighting;
}

View file

@ -23,6 +23,7 @@
out vec4 OUT_col;
out vec4 OUT_col1;
out vec4 OUT_col2;
out vec4 OUT_col3;
//-----------------------------------------------------------------------------
// Main
@ -33,8 +34,11 @@ void main()
OUT_col = vec4(1.0, 1.0, 1.0, 1.0);
// Clear Color Buffer.
OUT_col1 = vec4(0.0, 0.0, 0.0, 1.0);
OUT_col1 = vec4(0.0, 0.0, 0.0, 0.0001);
// Clear Material Info Buffer.
OUT_col2 = vec4(0.0, 0.0, 0.0, 1.0);
OUT_col2 = vec4(0.0, 0.0, 0.0, 0.0);
// Clear Light Info Buffer.
OUT_col3 = vec4(0.0, 0.0, 0.0, 0.0);
}

View file

@ -26,8 +26,9 @@
#include "../../../gl/torque.glsl"
uniform sampler2D colorBufferTex;
uniform sampler2D lightDeferredTex;
uniform sampler2D diffuseLightingBuffer;
uniform sampler2D matInfoTex;
uniform sampler2D specularLightingBuffer;
uniform sampler2D deferredTex;
out vec4 OUT_col;
@ -40,20 +41,27 @@ void main()
OUT_col = vec4(0.0);
return;
}
vec4 lightBuffer = texture( lightDeferredTex, uv0 );
vec4 colorBuffer = texture( colorBufferTex, uv0 );
vec4 matInfo = texture( matInfoTex, uv0 );
float specular = clamp(lightBuffer.a,0.0,1.0);
// Diffuse Color Altered by Metalness
bool metalness = getFlag(matInfo.r, 3);
if ( metalness )
vec3 colorBuffer = texture( colorBufferTex, uv0 ).rgb; //albedo
vec4 matInfo = texture( matInfoTex, uv0 ); //flags|smoothness|ao|metallic
bool emissive = getFlag(matInfo.r, 0);
if (emissive)
{
colorBuffer *= (1.0 - colorBuffer.a);
OUT_col = float4(colorBuffer, 1.0);
return;
}
colorBuffer += vec4(specular, specular, specular, 1.0);
colorBuffer *= vec4(lightBuffer.rgb, 1.0);
OUT_col = hdrEncode( vec4(colorBuffer.rgb, 1.0) );
vec4 diffuseLighting = texture( diffuseLightingBuffer, uv0 ); //shadowmap*specular
vec3 specularLighting = texture( specularLightingBuffer, uv0 ).rgb; //environment mapping*lightmaps
float metalness = matInfo.a;
float frez = diffuseLighting.a;
vec3 diffuseColor = colorBuffer - (colorBuffer * metalness);
vec3 reflectColor = specularLighting*colorBuffer;
colorBuffer = diffuseColor+lerp(reflectColor,specularLighting,frez);
colorBuffer *= max(diffuseLighting.rgb,vec3(0,0,0));
OUT_col = hdrEncode(vec4(colorBuffer,1.0));
}

View file

@ -0,0 +1,60 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../gl/torque.glsl"
in vec2 uv;
uniform int face;
uniform samplerCube environmentMap;
out vec4 outColor;
void main()
{
vec3 N = getCubeDir(face, uv);
vec3 irradiance = vec3(0.0);
// tangent space calculation from origin point
vec3 up = vec3(0.0, 0.0, 1.0);
vec3 right = cross(up, N);
up = cross(N, right);
float sampleDelta = 0.025;
int nrSamples = 0;
for(float phi = 0.0; phi < M_2PI_F; phi += sampleDelta)
{
for(float theta = 0.0; theta < M_HALFPI_F; theta += sampleDelta)
{
// spherical to cartesian (in tangent space)
vec3 tangentSample = vec3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta));
// tangent space to world
vec3 sampleVec = tangentSample.x * right + tangentSample.y * up + tangentSample.z * N;
irradiance += texture(environmentMap, sampleVec).rgb * cos(theta) * sin(theta);
nrSamples++;
}
}
irradiance = M_PI_F * irradiance * (1.0 / float(nrSamples));
outColor = vec4(irradiance, 1.0);
}

View file

@ -138,8 +138,9 @@ void main()
vec3 ssPos = ssPos.xyz / ssPos.w;
vec2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
// Emissive.
// Matinfo flags
vec4 matInfo = texture( matInfoBuffer, uvScene );
//early out if emissive
bool emissive = getFlag( matInfo.r, 0 );
if ( emissive )
{
@ -245,12 +246,17 @@ void main()
// cause the hardware occlusion query to disable the shadow.
// Specular term
float specular = AL_CalcSpecular( lightVec,
normal,
normalize( -eyeRay ) ) * lightBrightness * atten * shadowed;
float specular = 0;
vec4 real_specular = EvalBDRF( colorSample.rgb,
lightcol,
lightVec,
viewSpacePos,
normal,
1.05-matInfo.b*0.9, //slightly compress roughness to allow for non-baked lighting
matInfo.a );
vec3 lightColorOut = real_specular.rgb * lightBrightness * shadowed* atten;
float Sat_NL_Att = saturate( nDotL * atten * shadowed ) * lightBrightness;
vec3 lightColorOut = lightMapParams.rgb * lightcol;
vec4 addToResult = vec4(0.0);
// TODO: This needs to be removed when lightmapping is disabled
@ -269,5 +275,5 @@ void main()
addToResult = ( 1.0 - shadowed ) * abs(lightMapParams);
}
OUT_col = AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
OUT_col = vec4((lightColorOut*Sat_NL_Att+subsurface*(1.0-Sat_NL_Att)+addToResult.rgb),real_specular.a);
}

View file

@ -0,0 +1,59 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
#include "../../../postFx/gl/postFX.glsl"
#include "../../../gl/torque.glsl"
uniform sampler2D colorBufferTex;
uniform sampler2D diffuseLightingBuffer;
uniform sampler2D matInfoTex;
uniform sampler2D specularLightingBuffer;
uniform sampler2D deferredTex;
out vec4 OUT_col;
void main()
{
float depth = deferredUncondition( deferredTex, uv0 ).w;
if (depth>0.9999)
{
OUT_col = vec4(0.0);
return;
}
vec3 colorBuffer = texture( colorBufferTex, uv0 ).rgb; //albedo
vec4 matInfo = texture( matInfoTex, uv0 ); //flags|smoothness|ao|metallic
bool emissive = getFlag(matInfo.r, 0);
if (emissive)
{
OUT_col = float4(colorBuffer, 1.0);
return;
}
vec4 diffuseLighting = texture( diffuseLightingBuffer, uv0 ); //shadowmap*specular
colorBuffer *= max(diffuseLighting.rgb,vec3(0,0,0));
OUT_col = hdrEncode(vec4(colorBuffer,1.0));
}

View file

@ -0,0 +1,229 @@
#include "../../../gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
#include "farFrustumQuad.glsl"
#include "lightingUtils.glsl"
#include "../../../gl/lighting.glsl"
#include "../../../gl/torque.glsl"
#line 8
in vec4 pos;
in vec4 wsEyeDir;
in vec4 ssPos;
in vec4 vsEyeDir;
uniform sampler2D deferredBuffer;
uniform sampler2D matInfoBuffer;
uniform samplerCube cubeMap;
uniform vec4 rtParams0;
uniform vec3 probeWSPos;
uniform vec3 probeLSPos;
uniform vec4 vsFarPlane;
uniform float lightRange;
uniform vec2 lightAttenuation;
uniform mat4 invViewMat;
uniform vec3 eyePosWorld;
uniform vec3 bbMin;
uniform vec3 bbMax;
uniform float Intensity;
//SHTerms
uniform vec4 SHTerms0;
uniform vec4 SHTerms1;
uniform vec4 SHTerms2;
uniform vec4 SHTerms3;
uniform vec4 SHTerms4;
uniform vec4 SHTerms5;
uniform vec4 SHTerms6;
uniform vec4 SHTerms7;
uniform vec4 SHTerms8;
uniform float SHConsts0;
uniform float SHConsts1;
uniform float SHConsts2;
uniform float SHConsts3;
uniform float SHConsts4;
uniform float useSphereMode;
vec4 decodeSH(vec3 normal)
{
float x = normal.x;
float y = normal.y;
float z = normal.z;
vec3 l00 = SHTerms0.rgb;
vec3 l10 = SHTerms1.rgb;
vec3 l11 = SHTerms2.rgb;
vec3 l12 = SHTerms3.rgb;
vec3 l20 = SHTerms4.rgb;
vec3 l21 = SHTerms5.rgb;
vec3 l22 = SHTerms6.rgb;
vec3 l23 = SHTerms7.rgb;
vec3 l24 = SHTerms8.rgb;
vec3 result = (
l00 * SHConsts0 +
l12 * SHConsts1 * x +
l10 * SHConsts1 * y +
l11 * SHConsts1 * z +
l20 * SHConsts2 * x*y +
l21 * SHConsts2 * y*z +
l22 * SHConsts3 * (3.0*z*z - 1.0) +
l23 * SHConsts2 * x*z +
l24 * SHConsts4 * (x*x - y*y)
);
return vec4(result,1);
}
out vec4 OUT_col;
void main()
{
// Compute scene UV
vec3 ssPos = ssPos.xyz / ssPos.w;
//vec4 hardCodedRTParams0 = vec4(0,0.0277777780,1,0.972222209);
vec2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
// Matinfo flags
vec4 matInfo = texture( matInfoBuffer, uvScene );
// Sample/unpack the normal/z data
vec4 deferredSample = deferredUncondition( deferredBuffer, uvScene );
vec3 normal = deferredSample.rgb;
float depth = deferredSample.a;
if (depth>0.9999)
OUT_col = vec4(0,0,0,0);
// Need world-space normal.
vec3 wsNormal = tMul(vec4(normal, 1), invViewMat).rgb;
vec4 color = vec4(1, 1, 1, 1);
vec4 ref = vec4(0,0,0,0);
float alpha = 0;
vec3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, vsEyeDir.xyz, vsFarPlane );
vec3 viewSpacePos = eyeRay * depth;
vec3 wsEyeRay = tMul(vec4(eyeRay, 1), invViewMat).rgb;
// Use eye ray to get ws pos
vec3 worldPos = vec3(eyePosWorld + wsEyeRay * depth);
float smoothness = min((1.0 - matInfo.b)*11.0 + 1.0, 8.0);//bump up to 8 for finalization
if(useSphereMode>0.0)
{
// Eye ray - Eye -> Pixel
// Build light vec, get length, clip pixel if needed
vec3 lightVec = probeLSPos - viewSpacePos;
float lenLightV = length( lightVec );
clip( lightRange - lenLightV );
// Get the attenuated falloff.
float atten = attenuate( vec4(1,1,1,1), lightAttenuation, lenLightV );
clip( atten - 1e-6 );
// Normalize lightVec
lightVec /= lenLightV;
// If we can do dynamic branching then avoid wasting
// fillrate on pixels that are backfacing to the light.
float nDotL = abs(dot( lightVec, normal ));
float Sat_NL_Att = saturate( nDotL * atten );
vec3 reflectionVec = reflect(wsEyeDir, vec4(wsNormal,nDotL)).xyz;
vec3 nrdir = normalize(reflectionVec);
vec3 rbmax = (bbMax - worldPos.xyz) / nrdir;
vec3 rbmin = (bbMin - worldPos.xyz) / nrdir;
vec3 rbminmax = rbmin;
if (nrdir.x > 0.0)
rbminmax.x = rbmax.x;
if (nrdir.y > 0.0)
rbminmax.y = rbmax.y;
if (nrdir.z > 0.0)
rbminmax.z = rbmax.z;
float fa = min(min(rbminmax.x,rbminmax.y),rbminmax.z);
if (dot( lightVec, normal )<0.0f)
clip(fa);
vec3 posOnBox = worldPos.xyz + nrdir * fa;
reflectionVec = posOnBox - probeWSPos;
//reflectionVec = tMul(probeWSPos,reflectionVec);
ref = vec4(reflectionVec, smoothness);
alpha = Sat_NL_Att;
}
else
{
// Build light vec, get length, clip pixel if needed
vec3 lightVec = probeLSPos - viewSpacePos;
float lenLightV = length(lightVec);
//clip(lightRange - lenLightV);
// Normalize lightVec
lightVec /= lenLightV;
// If we can do dynamic branching then avoid wasting
// fillrate on pixels that are backfacing to the light.
float nDotL = abs(dot(lightVec, normal));
vec3 reflectionVec = reflect(wsEyeDir, vec4(wsNormal, nDotL)).xyz;
vec3 nrdir = normalize(reflectionVec);
vec3 rbmax = (bbMax - worldPos.xyz) / nrdir;
vec3 rbmin = (bbMin - worldPos.xyz) / nrdir;
vec3 rbminmax = rbmin;
if (nrdir.x > 0.0)
rbminmax.x = rbmax.x;
if (nrdir.y > 0.0)
rbminmax.y = rbmax.y;
if (nrdir.z > 0.0)
rbminmax.z = rbmax.z;
float fa = min(min(rbminmax.x, rbminmax.y), rbminmax.z);
if (dot(lightVec, normal)<0.0f)
clip(fa);
//Try to clip anything that falls outside our box as well
//TODO: Make it support rotated boxes as well
if(worldPos.x > bbMax.x || worldPos.y > bbMax.y || worldPos.z > bbMax.z ||
worldPos.x < bbMin.x || worldPos.y < bbMin.y || worldPos.z < bbMin.z)
clip(-1);
vec3 posOnBox = worldPos.xyz + nrdir * fa;
reflectionVec = posOnBox - probeWSPos;
ref = vec4(reflectionVec, smoothness);
alpha = 1;
}
color = textureLod(cubeMap, vec3(ref.xyz), float(ref.w));
vec4 specularColor = (color);
vec4 indirectColor = (decodeSH(wsNormal));
color.rgb = lerp(indirectColor.rgb * 1.5, specularColor.rgb * 1.5, matInfo.b);
OUT_col = vec4(color.rgb, alpha);
}

View file

@ -0,0 +1,32 @@
#include "shadergen:/autogenConditioners.h"
#include "../../torque.hlsl"
// This is the shader input
struct Vert
{
float4 position : POSITION;
float2 uv0 : TEXCOORD0;
float3 wsEyeRay : TEXCOORD1;
};
// This is the shader output data.
struct Conn
{
float4 position : POSITION;
float2 uv0 : TEXCOORD0;
float3 wsEyeRay : TEXCOORD1;
};
// Render Target Paramaters
float4 rtParams0;
Conn main(Vert IN,
uniform float4x4 modelView : register(C0))
{
Conn OUT;
OUT.position = IN.position;
OUT.uv0 = viewportCoordToRenderTarget( IN.uv0, rtParams0 );
OUT.wsEyeRay = IN.wsEyeRay;
return OUT;
}

View file

@ -80,12 +80,13 @@ void main()
vec3 ssPos = IN_ssPos.xyz / IN_ssPos.w;
vec2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
// Emissive.
// Matinfo flags
vec4 matInfo = texture( matInfoBuffer, uvScene );
//early out if emissive
bool emissive = getFlag( matInfo.r, 0 );
if ( emissive )
{
OUT_col = vec4(0.0, 0.0, 0.0, 0.0);
OUT_col = vec4(0.0, 0.0, 0.0, 0.0);
return;
}
@ -182,12 +183,19 @@ void main()
// cause the hardware occlusion query to disable the shadow.
// Specular term
float specular = AL_CalcSpecular( -lightToPxlVec,
normal,
normalize( -eyeRay ) ) * lightBrightness * atten * shadowed;
float specular = 0;
vec3 lightVec = lightPosition - viewSpacePos;
vec4 real_specular = EvalBDRF( colorSample.rgb,
lightcol,
lightVec,
viewSpacePos,
normal,
1.05-matInfo.b*0.9, //slightly compress roughness to allow for non-baked lighting
matInfo.a );
vec3 lightColorOut = real_specular.rgb * lightBrightness * shadowed* atten;
float Sat_NL_Att = saturate( nDotL * atten * shadowed ) * lightBrightness;
vec3 lightColorOut = lightMapParams.rgb * lightcol;
vec4 addToResult = vec4(0.0);
// TODO: This needs to be removed when lightmapping is disabled
@ -206,5 +214,5 @@ void main()
addToResult = ( 1.0 - shadowed ) * abs(lightMapParams);
}
OUT_col = AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
OUT_col = vec4((lightColorOut*Sat_NL_Att+subsurface*(1.0-Sat_NL_Att)+addToResult.rgb),real_specular.a);
}

View file

@ -193,12 +193,13 @@ vec4 AL_VectorLightShadowCast( sampler2D _sourceshadowMap,
out vec4 OUT_col;
void main()
{
// Emissive.
// Matinfo flags
float4 matInfo = texture( matInfoBuffer, uv0 );
//early out if emissive
bool emissive = getFlag( matInfo.r, 0 );
if ( emissive )
{
OUT_col = vec4(1.0, 1.0, 1.0, 0.0);
OUT_col = vec4(0.0, 0.0, 0.0, 0.0);
return;
}
@ -289,29 +290,20 @@ void main()
#endif // !NO_SHADOW
// Specular term
float specular = AL_CalcSpecular( -lightDirection,
normal,
normalize(-vsEyeRay) ) * lightBrightness * shadowed;
// Specular term
vec3 viewSpacePos = vsEyeRay * depth;
vec4 real_specular = EvalBDRF( colorSample.rgb,
lightColor.rgb,
normalize( -lightDirection ),
viewSpacePos,
normal,
1.0-matInfo.b,
matInfo.a );
vec3 lightColorOut = real_specular.rgb * lightBrightness * shadowed;
float Sat_NL_Att = saturate( dotNL * shadowed ) * lightBrightness;
vec3 lightColorOut = lightMapParams.rgb * lightColor.rgb;
vec4 addToResult = (lightAmbient * (1 - ambientCameraFactor)) + ( lightAmbient * ambientCameraFactor * saturate(dot(normalize(-vsEyeRay), normal)) );
// TODO: This needs to be removed when lightmapping is disabled
// as its extra work per-pixel on dynamic lit scenes.
//
// Special lightmapping pass.
if ( lightMapParams.a < 0.0 )
{
// This disables shadows on the backsides of objects.
shadowed = dotNL < 0.0f ? 1.0f : shadowed;
Sat_NL_Att = 1.0f;
lightColorOut = vec3(shadowed);
specular *= lightBrightness;
addToResult = ( 1.0 - shadowed ) * abs(lightMapParams);
}
float Sat_NdotV = saturate(dot(normalize(-vsEyeRay), normal));
vec4 addToResult = ( lightAmbient * (1 - ambientCameraFactor)) + ( lightAmbient * ambientCameraFactor * Sat_NdotV );
// Sample the AO texture.
#ifdef USE_SSAO_MASK
@ -323,5 +315,5 @@ void main()
lightColorOut = debugColor;
#endif
OUT_col = AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
OUT_col = vec4(matInfo.g*(lightColorOut*Sat_NL_Att+subsurface*(1.0-Sat_NL_Att)+addToResult.rgb),real_specular.a);
}

View file

@ -0,0 +1,63 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../torque.hlsl"
struct ConnectData
{
float4 hpos : TORQUE_POSITION;
float2 uv : TEXCOORD;
};
uniform int face;
TORQUE_UNIFORM_SAMPLERCUBE(environmentMap, 0);
float4 main(ConnectData IN) : TORQUE_TARGET0
{
float3 N = getCubeDir(face,IN.uv);
float3 irradiance = 0;
// tangent space calculation from origin point
float3 up = float3(0.0, 0.0, 1.0);
float3 right = cross(up, N);
up = cross(N, right);
float sampleDelta = 0.025;
int nrSamples = 0;
for(float phi = 0.0; phi < M_2PI_F; phi += sampleDelta)
{
for(float theta = 0.0; theta < M_HALFPI_F; theta += sampleDelta)
{
// spherical to cartesian (in tangent space)
float3 tangentSample = float3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta));
// tangent space to world
float3 sampleVec = tangentSample.x * right + tangentSample.y * up + tangentSample.z * N;
irradiance += TORQUE_TEXCUBE(environmentMap, sampleVec).rgb * cos(theta) * sin(theta);
nrSamples++;
}
}
irradiance = M_PI_F * irradiance * (1.0 / float(nrSamples));
return float4(irradiance, 1.0);
}

View file

@ -136,48 +136,58 @@ uniform float2 lightAttenuation;
uniform float3x3 viewToLightProj;
uniform float3x3 dynamicViewToLightProj;
float4 main( ConvexConnectP IN ) : TORQUE_TARGET0
{
struct PS_OUTPUT
{
float4 diffuse: TORQUE_TARGET0;
float4 spec: TORQUE_TARGET1;
};
PS_OUTPUT main(ConvexConnectP IN)
{
PS_OUTPUT Output = (PS_OUTPUT)0;
// Compute scene UV
float3 ssPos = IN.ssPos.xyz / IN.ssPos.w;
float2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
float2 uvScene = getUVFromSSPos(ssPos, rtParams0);
// Matinfo flags
float4 matInfo = TORQUE_TEX2D( matInfoBuffer, uvScene );
float4 matInfo = TORQUE_TEX2D(matInfoBuffer, uvScene);
//early out if emissive
bool emissive = getFlag(matInfo.r, 0);
if (emissive)
{
return float4(0.0, 0.0, 0.0, 0.0);
//return float4(0.0, 0.0, 0.0, 0.0);
return Output;
}
float4 colorSample = TORQUE_TEX2D( colorBuffer, uvScene );
float3 subsurface = float3(0.0,0.0,0.0);
if (getFlag( matInfo.r, 1 ))
float4 colorSample = TORQUE_TEX2D(colorBuffer, uvScene);
float3 subsurface = float3(0.0, 0.0, 0.0);
if (getFlag(matInfo.r, 1))
{
subsurface = colorSample.rgb;
if (colorSample.r>colorSample.g)
if (colorSample.r > colorSample.g)
subsurface = float3(0.772549, 0.337255, 0.262745);
else
subsurface = float3(0.337255, 0.772549, 0.262745);
}
// Sample/unpack the normal/z data
float4 deferredSample = TORQUE_DEFERRED_UNCONDITION( deferredBuffer, uvScene );
float4 deferredSample = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, uvScene);
float3 normal = deferredSample.rgb;
float depth = deferredSample.a;
// Eye ray - Eye -> Pixel
float3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane );
float3 eyeRay = getDistanceVectorToPlane(-vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane);
float3 viewSpacePos = eyeRay * depth;
// Build light vec, get length, clip pixel if needed
float3 lightVec = lightPosition - viewSpacePos;
float lenLightV = length( lightVec );
clip( lightRange - lenLightV );
float lenLightV = length(lightVec);
clip(lightRange - lenLightV);
// Get the attenuated falloff.
float atten = attenuate( lightColor, lightAttenuation, lenLightV );
clip( atten - 1e-6 );
float atten = attenuate(lightColor, lightAttenuation, lenLightV);
clip(atten - 1e-6);
// Normalize lightVec
lightVec /= lenLightV;
@ -187,97 +197,93 @@ float4 main( ConvexConnectP IN ) : TORQUE_TARGET0
float nDotL = dot( lightVec, normal );
//DB_CLIP( nDotL < 0 );
#ifdef NO_SHADOW
float shadowed = 1.0;
#else
#ifdef NO_SHADOW
// Get a linear depth from the light source.
float distToLight = lenLightV / lightRange;
float shadowed = 1.0;
#ifdef SHADOW_CUBE
// TODO: We need to fix shadow cube to handle soft shadows!
float occ = TORQUE_TEXCUBE( shadowMap, mul( viewToLightProj, -lightVec ) ).r;
float shadowed = saturate( exp( lightParams.y * ( occ - distToLight ) ) );
#else
#else
// Static
float2 shadowCoord = decodeShadowCoord( mul( viewToLightProj, -lightVec ) ).xy;
float static_shadowed = softShadow_filter( TORQUE_SAMPLER2D_MAKEARG(shadowMap),
ssPos.xy,
shadowCoord,
shadowSoftness,
distToLight,
nDotL,
lightParams.y );
// Get a linear depth from the light source.
float distToLight = lenLightV / lightRange;
// Dynamic
float2 dynamicShadowCoord = decodeShadowCoord( mul( dynamicViewToLightProj, -lightVec ) ).xy;
float dynamic_shadowed = softShadow_filter( TORQUE_SAMPLER2D_MAKEARG(dynamicShadowMap),
ssPos.xy,
dynamicShadowCoord,
shadowSoftness,
distToLight,
nDotL,
lightParams.y );
#ifdef SHADOW_CUBE
float shadowed = min(static_shadowed, dynamic_shadowed);
// TODO: We need to fix shadow cube to handle soft shadows!
float occ = TORQUE_TEXCUBE(shadowMap, mul(viewToLightProj, -lightVec)).r;
float shadowed = saturate(exp(lightParams.y * (occ - distToLight)));
#endif
#else
// Static
float2 shadowCoord = decodeShadowCoord(mul(viewToLightProj, -lightVec)).xy;
float static_shadowed = softShadow_filter(TORQUE_SAMPLER2D_MAKEARG(shadowMap),
ssPos.xy,
shadowCoord,
shadowSoftness,
distToLight,
nDotL,
lightParams.y);
// Dynamic
float2 dynamicShadowCoord = decodeShadowCoord(mul(dynamicViewToLightProj, -lightVec)).xy;
float dynamic_shadowed = softShadow_filter(TORQUE_SAMPLER2D_MAKEARG(dynamicShadowMap),
ssPos.xy,
dynamicShadowCoord,
shadowSoftness,
distToLight,
nDotL,
lightParams.y);
float shadowed = min(static_shadowed, dynamic_shadowed);
#endif
#endif // !NO_SHADOW
#endif // !NO_SHADOW
float3 lightcol = lightColor.rgb;
#ifdef USE_COOKIE_TEX
#ifdef USE_COOKIE_TEX
// Lookup the cookie sample.
float4 cookie = TORQUE_TEXCUBE( cookieMap, mul( viewToLightProj, -lightVec ) );
// Lookup the cookie sample.
float4 cookie = TORQUE_TEXCUBE(cookieMap, mul(viewToLightProj, -lightVec));
// Multiply the light with the cookie tex.
lightcol *= cookie.rgb;
// Multiply the light with the cookie tex.
lightcol *= cookie.rgb;
// Use a maximum channel luminance to attenuate
// the lighting else we get specular in the dark
// regions of the cookie texture.
atten *= max( cookie.r, max( cookie.g, cookie.b ) );
// Use a maximum channel luminance to attenuate
// the lighting else we get specular in the dark
// regions of the cookie texture.
atten *= max(cookie.r, max(cookie.g, cookie.b));
#endif
#endif
// NOTE: Do not clip on fully shadowed pixels as it would
// cause the hardware occlusion query to disable the shadow.
// Specular term
float specular = 0;
float4 real_specular = EvalBDRF( float3( 1.0, 1.0, 1.0 ),
lightcol,
lightVec,
viewSpacePos,
normal,
1.0-matInfo.b,
matInfo.a );
float3 lightColorOut = real_specular.rgb * lightBrightness * shadowed* atten;
//lightColorOut /= colorSample.rgb;
float Sat_NL_Att = saturate( nDotL * atten * shadowed ) * lightBrightness;
float4 addToResult = 0.0;
// TODO: This needs to be removed when lightmapping is disabled
// as its extra work per-pixel on dynamic lit scenes.
//
// Special lightmapping pass.
if ( lightMapParams.a < 0.0 )
{
// This disables shadows on the backsides of objects.
shadowed = nDotL < 0.0f ? 1.0f : shadowed;
float3 l = lightVec;// normalize(-lightDirection);
float3 v = eyeRay;// normalize(eyePosWorld - worldPos.xyz);
Sat_NL_Att = 1.0f;
shadowed = lerp( 1.0f, shadowed, atten );
lightColorOut = shadowed;
specular *= lightBrightness;
addToResult = ( 1.0 - shadowed ) * abs(lightMapParams);
}
return float4((lightColorOut*Sat_NL_Att+subsurface*(1.0-Sat_NL_Att)+addToResult.rgb),real_specular.a);
float3 h = normalize(v + l);
float dotNLa = clamp(dot(normal, l), 0.0, 1.0);
float dotNVa = clamp(dot(normal, v), 0.0, 1.0);
float dotNHa = clamp(dot(normal, h), 0.0, 1.0);
float dotHVa = clamp(dot(normal, v), 0.0, 1.0);
float dotLHa = clamp(dot(l, h), 0.0, 1.0);
float roughness = matInfo.g;
float metalness = matInfo.b;
//diffuse
float disDiff = Fr_DisneyDiffuse(dotNVa, dotNLa, dotLHa, roughness);
float3 diffuse = float3(disDiff, disDiff, disDiff) / M_PI_F;// alternative: (lightColor * dotNL) / Pi;
//specular
float3 specular = directSpecular(normal, v, l, roughness, 1.0) * lightColor.rgb;
if (nDotL<0) shadowed = 0;
float Sat_NL_Att = saturate( nDotL * shadowed ) * lightBrightness;
//output
Output.diffuse = float4(diffuse * lightBrightness*shadowed, Sat_NL_Att);
Output.spec = float4(specular * lightBrightness*shadowed, Sat_NL_Att);
return Output;
}

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@ -0,0 +1,130 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../torque.hlsl"
struct ConnectData
{
float4 hpos : SV_Position;
float2 uv : TEXCOORD;
};
TORQUE_UNIFORM_SAMPLERCUBE(environmentMap, 0);
uniform float roughness;
uniform int face;
uniform int mipSize;
uniform int resolution;
float RadicalInverse_VdC(uint bits)
{
bits = (bits << 16u) | (bits >> 16u);
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
return float(bits) * 2.3283064365386963e-10; // / 0x100000000
}
float2 Hammersley(uint i, uint N)
{
return float2(float(i) / float(N), RadicalInverse_VdC(i));
}
float DistributionGGX(float3 N, float3 H, float roughness)
{
float a = roughness * roughness;
float a2 = a * a;
float NdotH = max(dot(N, H), 0.0);
float NdotH2 = NdotH * NdotH;
float nom = a2;
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = M_PI_F * denom * denom;
return nom / denom;
}
float3 ImportanceSampleGGX(float2 Xi, float3 N)
{
float a = roughness * roughness;
float phi = 2.0 * M_PI_F * Xi.x;
float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y));
float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
// from spherical coordinates to cartesian coordinates
float3 H;
H.x = cos(phi) * sinTheta;
H.y = sin(phi) * sinTheta;
H.z = cosTheta;
// from tangent-space vector to world-space sample vector
float3 up = abs(N.z) < 0.999 ? float3(0.0, 0.0, 1.0) : float3(1.0, 0.0, 0.0);
float3 tangent = normalize(cross(up, N));
float3 bitangent = cross(N, tangent);
float3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
return normalize(sampleVec);
}
float3 prefilterEnvMap(float3 R)
{
int sampleCount = resolution*2;
float3 N = R;
float3 V = R;
float totalWeight = 0.0;
float3 prefilteredColor = float3(0.0, 0.0, 0.0);
for (int i = 0; i < sampleCount; ++i)
{
float2 Xi = Hammersley(i, sampleCount);
float3 H = ImportanceSampleGGX(Xi, N);
float3 L = normalize(2.0 * dot(V, H) * H - V);
float NdotL = max(dot(N, L), 0.0);
if (NdotL > 0.0)
{
// sample from the environment's mip level based on roughness/pdf
float D = DistributionGGX(N, H, roughness);
float NdotH = max(dot(N, H), 0.0);
float HdotV = max(dot(H, V), 0.0);
float pdf = D * NdotH / (4.0 * HdotV) + 0.0001;
float saTexel = 4.0 * M_PI_F / (6.0 * sampleCount * sampleCount);
float saSample = 1.0 / (float(sampleCount) * pdf + 0.0001);
float mipLevel = roughness == 0.0 ? 0.0 : 0.5 * log2(saSample / saTexel);
prefilteredColor += TORQUE_TEXCUBELOD(environmentMap, float4(L, mipLevel)).rgb * NdotL;
totalWeight += NdotL;
}
}
return (prefilteredColor / totalWeight);
}
float4 main(ConnectData IN) : TORQUE_TARGET0
{
float3 N = getCubeDir(face, IN.uv);
return float4(prefilterEnvMap(N), 1.0);
}

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@ -0,0 +1,52 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../shaderModelAutoGen.hlsl"
#include "../../postfx/postFx.hlsl"
#include "shaders/common/torque.hlsl"
TORQUE_UNIFORM_SAMPLER2D(colorBufferTex,0);
TORQUE_UNIFORM_SAMPLER2D(diffuseLightingBuffer,1);
TORQUE_UNIFORM_SAMPLER2D(matInfoTex,2);
TORQUE_UNIFORM_SAMPLER2D(specularLightingBuffer,3);
TORQUE_UNIFORM_SAMPLER2D(deferredTex,4);
float4 main( PFXVertToPix IN) : TORQUE_TARGET0
{
float depth = TORQUE_DEFERRED_UNCONDITION( deferredTex, IN.uv0 ).w;
if (depth>0.9999)
return float4(0,0,0,0);
float3 colorBuffer = TORQUE_TEX2D( colorBufferTex, IN.uv0 ).rgb; //albedo
float4 matInfo = TORQUE_TEX2D(matInfoTex, IN.uv0); //flags|smoothness|ao|metallic
bool emissive = getFlag(matInfo.r, 0);
if (emissive)
{
return float4(colorBuffer, 1.0);
}
float4 diffuseLighting = TORQUE_TEX2D( diffuseLightingBuffer, IN.uv0 ); //shadowmap*specular
colorBuffer *= diffuseLighting.rgb;
return hdrEncode( float4(colorBuffer.rgb, 1.0) );
}

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@ -0,0 +1,217 @@
#include "../../shaderModelAutoGen.hlsl"
#include "farFrustumQuad.hlsl"
#include "lightingUtils.hlsl"
#include "../../lighting.hlsl"
#include "../../torque.hlsl"
struct ConvexConnectP
{
float4 pos : TORQUE_POSITION;
float4 wsEyeDir : TEXCOORD0;
float4 ssPos : TEXCOORD1;
float4 vsEyeDir : TEXCOORD2;
};
TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 1);
TORQUE_UNIFORM_SAMPLERCUBE(cubeMap, 2);
TORQUE_UNIFORM_SAMPLERCUBE(irradianceCubemap, 3);
TORQUE_UNIFORM_SAMPLER2D(BRDFTexture, 4);
uniform float4 rtParams0;
uniform float3 probeWSPos;
uniform float3 probeLSPos;
uniform float4 vsFarPlane;
uniform float radius;
uniform float2 attenuation;
uniform float4x4 invViewMat;
uniform float3 eyePosWorld;
uniform float3 bbMin;
uniform float3 bbMax;
uniform float useSphereMode;
float3 iblSpecular(float3 v, float3 n, float roughness)
{
float3 R = reflect(v, n);
const float MAX_REFLECTION_LOD = 6.0;
float3 prefilteredColor = TORQUE_TEXCUBELOD(cubeMap, float4(R, roughness * MAX_REFLECTION_LOD)).rgb;
float2 envBRDF = TORQUE_TEX2D(BRDFTexture, float2(max(dot(n, v), 0.0), roughness)).rg;
//return prefilteredColor * (envBRDF.x + envBRDF.y);
return prefilteredColor;
}
// Box Projected IBL Lighting
// Based on: http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
float3 boxProject(float3 wsPosition, float3 reflectDir, float3 boxWSPos, float3 boxMin, float3 boxMax)
{
float3 nrdir = normalize(reflectDir);
float3 rbmax = (boxMax - wsPosition) / nrdir;
float3 rbmin = (boxMin - wsPosition) / nrdir;
float3 rbminmax;
rbminmax.x = (nrdir.x > 0.0) ? rbmax.x : rbmin.x;
rbminmax.y = (nrdir.y > 0.0) ? rbmax.y : rbmin.y;
rbminmax.z = (nrdir.z > 0.0) ? rbmax.z : rbmin.z;
float fa = min(min(rbminmax.x, rbminmax.y), rbminmax.z);
float3 posonbox = wsPosition + nrdir * fa;
return posonbox - boxWSPos;
}
float3 iblBoxDiffuse(float3 normal,
float3 wsPos,
TORQUE_SAMPLERCUBE(irradianceCube),
float3 boxPos,
float3 boxMin,
float3 boxMax)
{
// Irradiance (Diffuse)
float3 cubeN = normalize(normal);
float3 irradiance = TORQUE_TEXCUBE(irradianceCube, cubeN).xyz;
return irradiance;
}
float3 iblBoxSpecular(float3 normal,
float3 wsPos,
float roughness,
float3 viewDir,
TORQUE_SAMPLER2D(brdfTexture),
TORQUE_SAMPLERCUBE(radianceCube),
float3 boxPos,
float3 boxMin,
float3 boxMax)
{
float3 v = viewDir;
float3 n = normalize(normal);
float ndotv = clamp(dot(n, v), 0.0, 1.0);
// BRDF
float2 brdf = TORQUE_TEX2D(brdfTexture, float2(roughness, ndotv)).xy;
// Radiance (Specular)
float lod = roughness * 6.0;
float3 r = 2.0 * ndotv * n - v; // reflect(v, n);
float3 cubeR = normalize(r);
cubeR = boxProject(wsPos, cubeR, boxPos, boxMin, boxMax);
float3 radiance = TORQUE_TEXCUBELOD(radianceCube, float4(cubeR, lod)).xyz * (brdf.x + brdf.y);
return radiance;
}
struct PS_OUTPUT
{
float4 diffuse: TORQUE_TARGET0;
float4 spec: TORQUE_TARGET1;
};
PS_OUTPUT main( ConvexConnectP IN )
{
PS_OUTPUT Output = (PS_OUTPUT)0;
// Compute scene UV
float3 ssPos = IN.ssPos.xyz / IN.ssPos.w;
//float4 hardCodedRTParams0 = float4(0,0.0277777780,1,0.972222209);
float2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
// Matinfo flags
float4 matInfo = TORQUE_TEX2D( matInfoBuffer, uvScene );
// Sample/unpack the normal/z data
float4 deferredSample = TORQUE_DEFERRED_UNCONDITION( deferredBuffer, uvScene );
float3 normal = deferredSample.rgb;
float depth = deferredSample.a;
if (depth>0.9999)
clip(-1);
// Need world-space normal.
float3 wsNormal = mul(float4(normal, 1), invViewMat).rgb;
float4 color = float4(1, 1, 1, 1);
float4 ref = float4(0,0,0,0);
float alpha = 1;
float3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane );
float3 viewSpacePos = eyeRay * depth;
float3 wsEyeRay = mul(float4(eyeRay, 1), invViewMat).rgb;
// Use eye ray to get ws pos
float3 worldPos = float3(eyePosWorld + wsEyeRay * depth);
float smoothness = min((1.0 - matInfo.b)*11.0 + 1.0, 8.0);//bump up to 8 for finalization
if(useSphereMode)
{
// Build light vec, get length, clip pixel if needed
float3 lightVec = probeLSPos - viewSpacePos;
float lenLightV = length( lightVec );
clip( radius - lenLightV );
// Get the attenuated falloff.
float atten = attenuate( float4(1,1,1,1), attenuation, lenLightV );
clip( atten - 1e-6 );
// Normalize lightVec
lightVec = normalize(lightVec);
// If we can do dynamic branching then avoid wasting
// fillrate on pixels that are backfacing to the light.
float nDotL = abs(dot( lightVec, normal ));
float Sat_NL_Att = saturate( nDotL * atten );
float3 reflectionVec = reflect(IN.wsEyeDir, float4(wsNormal,nDotL)).xyz;
float3 nrdir = normalize(reflectionVec);
float3 rbmax = (bbMax - worldPos.xyz) / nrdir;
float3 rbmin = (bbMin - worldPos.xyz) / nrdir;
float3 rbminmax = (nrdir > 0.0) ? rbmax : rbmin;
float fa = min(min(rbminmax.x,rbminmax.y),rbminmax.z);
if (dot( lightVec, normal )<0.0f)
clip(fa);
float3 posOnBox = worldPos.xyz + nrdir * fa;
reflectionVec = posOnBox - probeWSPos;
reflectionVec = mul(probeWSPos,reflectionVec);
ref = float4(reflectionVec, smoothness);
alpha = Sat_NL_Att;
float roughness = 1 - matInfo.b;
float3 irradiance = TORQUE_TEXCUBELOD(irradianceCubemap, ref).rgb;
float3 specular = TORQUE_TEXCUBELOD(cubeMap, ref).rgb;// iblSpecular(wsEyeRay, wsNormal, roughness);
Output.diffuse = float4(irradiance.rgb, alpha);
Output.spec = float4(specular.rgb, alpha);
return Output;
}
else
{
//Try to clip anything that falls outside our box as well
//TODO: Make it support rotated boxes as well
if(worldPos.x > bbMax.x || worldPos.y > bbMax.y || worldPos.z > bbMax.z ||
worldPos.x < bbMin.x || worldPos.y < bbMin.y || worldPos.z < bbMin.z)
clip(-1);
float blendVal = 1.0;
float3 pixDir = normalize(eyePosWorld.xyz - worldPos.xyz);
Output.diffuse = float4(iblBoxDiffuse(wsNormal, worldPos, TORQUE_SAMPLERCUBE_MAKEARG(irradianceCubemap), probeWSPos, bbMin, bbMax), blendVal);
Output.spec = float4(iblBoxSpecular(wsNormal, worldPos, 1.0 - matInfo.b, pixDir, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture), TORQUE_SAMPLERCUBE_MAKEARG(cubeMap), probeWSPos, bbMin, bbMax), blendVal);
return Output;
}
}

View file

@ -0,0 +1,145 @@
#include "../../shaderModelAutoGen.hlsl"
#include "farFrustumQuad.hlsl"
#include "lightingUtils.hlsl"
#include "../../lighting.hlsl"
#include "../../torque.hlsl"
struct ConvexConnectP
{
float4 pos : TORQUE_POSITION;
float4 wsEyeDir : TEXCOORD0;
float4 ssPos : TEXCOORD1;
float4 vsEyeDir : TEXCOORD2;
};
TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 1);
TORQUE_UNIFORM_SAMPLERCUBE(cubeMap, 2);
TORQUE_UNIFORM_SAMPLERCUBE(irradianceCubemap, 3);
TORQUE_UNIFORM_SAMPLER2D(BRDFTexture, 4);
uniform float4 rtParams0;
uniform float4 vsFarPlane;
uniform float4x4 invViewMat;
uniform float3 eyePosWorld;
//SHTerms
/*uniform float4 SHTerms0;
uniform float4 SHTerms1;
uniform float4 SHTerms2;
uniform float4 SHTerms3;
uniform float4 SHTerms4;
uniform float4 SHTerms5;
uniform float4 SHTerms6;
uniform float4 SHTerms7;
uniform float4 SHTerms8;
uniform float SHConsts0;
uniform float SHConsts1;
uniform float SHConsts2;
uniform float SHConsts3;
uniform float SHConsts4;
float4 decodeSH(float3 normal)
{
float x = normal.x;
float y = normal.y;
float z = normal.z;
float3 l00 = SHTerms0.rgb;
float3 l10 = SHTerms1.rgb;
float3 l11 = SHTerms2.rgb;
float3 l12 = SHTerms3.rgb;
float3 l20 = SHTerms4.rgb;
float3 l21 = SHTerms5.rgb;
float3 l22 = SHTerms6.rgb;
float3 l23 = SHTerms7.rgb;
float3 l24 = SHTerms8.rgb;
float3 result = (
l00 * SHConsts0 +
l12 * SHConsts1 * x +
l10 * SHConsts1 * y +
l11 * SHConsts1 * z +
l20 * SHConsts2 * x*y +
l21 * SHConsts2 * y*z +
l22 * SHConsts3 * (3.0*z*z - 1.0) +
l23 * SHConsts2 * x*z +
l24 * SHConsts4 * (x*x - y*y)
);
return float4(result,1);
}*/
float3 iblSpecular(float3 v, float3 n, float roughness)
{
float3 R = reflect(v, n);
const float MAX_REFLECTION_LOD = 4.0;
float3 prefilteredColor = TORQUE_TEXCUBELOD(cubeMap, float4(R, roughness * MAX_REFLECTION_LOD)).rgb;
float2 envBRDF = TORQUE_TEX2D(BRDFTexture, float2(max(dot(n, v), 0.0), roughness)).rg;
return prefilteredColor * (envBRDF.x + envBRDF.y);
//return prefilteredColor;
}
struct PS_OUTPUT
{
float4 diffuse: TORQUE_TARGET0;
float4 spec: TORQUE_TARGET1;
};
PS_OUTPUT main( ConvexConnectP IN )
{
PS_OUTPUT Output = (PS_OUTPUT)0;
// Compute scene UV
float3 ssPos = IN.ssPos.xyz / IN.ssPos.w;
//float4 hardCodedRTParams0 = float4(0,0.0277777780,1,0.972222209);
float2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
// Matinfo flags
float4 matInfo = TORQUE_TEX2D( matInfoBuffer, uvScene );
// Sample/unpack the normal/z data
float4 deferredSample = TORQUE_DEFERRED_UNCONDITION( deferredBuffer, uvScene );
float3 normal = deferredSample.rgb;
float depth = deferredSample.a;
if (depth>0.9999)
return Output;
// Need world-space normal.
float3 wsNormal = mul(float4(normal, 1), invViewMat).rgb;
float3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane );
float3 wsEyeRay = mul(float4(eyeRay, 1), invViewMat).rgb;
// Use eye ray to get ws pos
float3 worldPos = float3(eyePosWorld + wsEyeRay * depth);
float3 reflectionVec = reflect(IN.wsEyeDir, float4(wsNormal,1)).xyz;
float roughness = 1 - matInfo.b;
float3 v = normalize(eyePosWorld - worldPos);
float3 irradiance = TORQUE_TEXCUBE(irradianceCubemap, wsNormal).rgb;
float3 specular = iblSpecular(wsEyeRay, wsNormal, roughness);
Output.diffuse = float4(irradiance.rgb, 1);
Output.spec = float4(specular.rgb, 1);
return Output;
}

View file

@ -192,23 +192,24 @@ float4 AL_VectorLightShadowCast( TORQUE_SAMPLER2D(sourceShadowMap),
dot( finalMask, overDarkPSSM ) ) );
};
float4 main( FarFrustumQuadConnectP IN ) : TORQUE_TARGET0
struct PS_OUTPUT
{
float4 spec: TORQUE_TARGET0;
float4 diffuse: TORQUE_TARGET1;
};
PS_OUTPUT main(FarFrustumQuadConnectP IN)
{
PS_OUTPUT Output = (PS_OUTPUT)0;
// Matinfo flags
float4 matInfo = TORQUE_TEX2D( matInfoBuffer, IN.uv0 );
//early out if emissive
bool emissive = getFlag(matInfo.r, 0);
if (emissive)
{
return float4(0.0, 0.0, 0.0, 0.0);
}
float4 colorSample = TORQUE_TEX2D( colorBuffer, IN.uv0 );
float3 subsurface = float3(0.0,0.0,0.0);
if (getFlag( matInfo.r, 1 ))
float4 matInfo = TORQUE_TEX2D(matInfoBuffer, IN.uv0);
float4 colorSample = TORQUE_TEX2D(colorBuffer, IN.uv0);
float3 subsurface = float3(0.0, 0.0, 0.0);
if (getFlag(matInfo.r, 1))
{
subsurface = colorSample.rgb;
if (colorSample.r>colorSample.g)
if (colorSample.r > colorSample.g)
subsurface = float3(0.772549, 0.337255, 0.262745);
else
subsurface = float3(0.337255, 0.772549, 0.262745);
@ -224,96 +225,97 @@ float4 main( FarFrustumQuadConnectP IN ) : TORQUE_TARGET0
// Get the light attenuation.
float dotNL = dot(-lightDirection, normal);
#ifdef PSSM_DEBUG_RENDER
float3 debugColor = float3(0,0,0);
#endif
#ifdef PSSM_DEBUG_RENDER
float3 debugColor = float3(0, 0, 0);
#endif
#ifdef NO_SHADOW
// Fully unshadowed.
float shadowed = 1.0;
#ifdef PSSM_DEBUG_RENDER
debugColor = float3(1.0, 1.0, 1.0);
#endif
#else
float4 static_shadowed_colors = AL_VectorLightShadowCast(TORQUE_SAMPLER2D_MAKEARG(shadowMap),
IN.uv0.xy,
worldToLightProj,
worldPos,
scaleX, scaleY,
offsetX, offsetY,
farPlaneScalePSSM,
atlasXOffset, atlasYOffset,
atlasScale,
shadowSoftness,
dotNL,
overDarkPSSM);
float4 dynamic_shadowed_colors = AL_VectorLightShadowCast(TORQUE_SAMPLER2D_MAKEARG(dynamicShadowMap),
IN.uv0.xy,
dynamicWorldToLightProj,
worldPos,
dynamicScaleX, dynamicScaleY,
dynamicOffsetX, dynamicOffsetY,
dynamicFarPlaneScalePSSM,
atlasXOffset, atlasYOffset,
atlasScale,
shadowSoftness,
dotNL,
overDarkPSSM);
float static_shadowed = static_shadowed_colors.a;
float dynamic_shadowed = dynamic_shadowed_colors.a;
#ifdef PSSM_DEBUG_RENDER
debugColor = static_shadowed_colors.rgb*0.5 + dynamic_shadowed_colors.rgb*0.5;
#endif
// Fade out the shadow at the end of the range.
float4 zDist = (zNearFarInvNearFar.x + zNearFarInvNearFar.y * depth);
float fadeOutAmt = (zDist.x - fadeStartLength.x) * fadeStartLength.y;
static_shadowed = lerp(static_shadowed, 1.0, saturate(fadeOutAmt));
dynamic_shadowed = lerp(dynamic_shadowed, 1.0, saturate(fadeOutAmt));
// temp for debugging. uncomment one or the other.
//float shadowed = static_shadowed;
//float shadowed = dynamic_shadowed;
float shadowed = min(static_shadowed, dynamic_shadowed);
#ifdef PSSM_DEBUG_RENDER
if (fadeOutAmt > 1.0)
debugColor = 1.0;
#endif
#endif // !NO_SHADOW
float3 l = normalize(-lightDirection);
float3 v = normalize(eyePosWorld - worldPos.xyz);
float3 h = normalize(v + l);
float dotNLa = clamp(dot(normal, l), 0.0, 1.0);
float dotNVa = clamp(dot(normal, v), 0.0, 1.0);
float dotNHa = clamp(dot(normal, h), 0.0, 1.0);
float dotHVa = clamp(dot(normal, v), 0.0, 1.0);
float dotLHa = clamp(dot(l, h), 0.0, 1.0);
float roughness = matInfo.g;
float metalness = matInfo.b;
//diffuse
//float dotNL = clamp(dot(normal,l), 0.0, 1.0);
float disDiff = Fr_DisneyDiffuse(dotNVa, dotNLa, dotLHa, roughness);
float3 diffuse = float3(disDiff, disDiff, disDiff) / M_PI_F;// alternative: (lightColor * dotNL) / Pi;
//specular
float3 specular = directSpecular(normal, v, l, roughness, 1.0) * lightColor.rgb;
#ifdef NO_SHADOW
float finalShadowed = shadowed;
// Fully unshadowed.
float shadowed = 1.0;
//output
Output.diffuse = float4(diffuse * (lightBrightness*shadowed), dotNLa);
Output.spec = float4(specular * (lightBrightness*shadowed), dotNLa);
#ifdef PSSM_DEBUG_RENDER
debugColor = float3(1.0,1.0,1.0);
#endif
#else
float4 static_shadowed_colors = AL_VectorLightShadowCast( TORQUE_SAMPLER2D_MAKEARG(shadowMap),
IN.uv0.xy,
worldToLightProj,
worldPos,
scaleX, scaleY,
offsetX, offsetY,
farPlaneScalePSSM,
atlasXOffset, atlasYOffset,
atlasScale,
shadowSoftness,
dotNL,
overDarkPSSM);
float4 dynamic_shadowed_colors = AL_VectorLightShadowCast( TORQUE_SAMPLER2D_MAKEARG(dynamicShadowMap),
IN.uv0.xy,
dynamicWorldToLightProj,
worldPos,
dynamicScaleX, dynamicScaleY,
dynamicOffsetX, dynamicOffsetY,
dynamicFarPlaneScalePSSM,
atlasXOffset, atlasYOffset,
atlasScale,
shadowSoftness,
dotNL,
overDarkPSSM);
float static_shadowed = static_shadowed_colors.a;
float dynamic_shadowed = dynamic_shadowed_colors.a;
#ifdef PSSM_DEBUG_RENDER
debugColor = static_shadowed_colors.rgb*0.5+dynamic_shadowed_colors.rgb*0.5;
#endif
// Fade out the shadow at the end of the range.
float4 zDist = (zNearFarInvNearFar.x + zNearFarInvNearFar.y * depth);
float fadeOutAmt = ( zDist.x - fadeStartLength.x ) * fadeStartLength.y;
static_shadowed = lerp( static_shadowed, 1.0, saturate( fadeOutAmt ) );
dynamic_shadowed = lerp( dynamic_shadowed, 1.0, saturate( fadeOutAmt ) );
// temp for debugging. uncomment one or the other.
//float shadowed = static_shadowed;
//float shadowed = dynamic_shadowed;
float shadowed = min(static_shadowed, dynamic_shadowed);
#ifdef PSSM_DEBUG_RENDER
if ( fadeOutAmt > 1.0 )
debugColor = 1.0;
#endif
#endif // !NO_SHADOW
// Specular term
float3 viewSpacePos = IN.vsEyeRay * depth;
float4 real_specular = EvalBDRF( float3( 1.0, 1.0, 1.0 ),
lightColor.rgb,
normalize( -lightDirection ),
viewSpacePos,
normal,
1.0-matInfo.b,
matInfo.a );
float3 lightColorOut = real_specular.rgb * lightBrightness * shadowed;
float Sat_NL_Att = saturate( dotNL * shadowed ) * lightBrightness;
float Sat_NdotV = saturate(dot(normalize(-IN.vsEyeRay), normal));
float4 addToResult = ( lightAmbient * (1 - ambientCameraFactor)) + ( lightAmbient * ambientCameraFactor * Sat_NdotV );
// Sample the AO texture.
#ifdef USE_SSAO_MASK
float ao = 1.0 - TORQUE_TEX2D( ssaoMask, viewportCoordToRenderTarget( IN.uv0.xy, rtParams3 ) ).r;
addToResult *= ao;
#endif
#ifdef PSSM_DEBUG_RENDER
lightColorOut = debugColor;
#endif
return float4(matInfo.g*(lightColorOut*Sat_NL_Att+subsurface*(1.0-Sat_NL_Att)+addToResult.rgb),real_specular.a);
return Output;
}

View file

@ -55,15 +55,16 @@ float3 Uncharted2Tonemap(const float3 x)
return ((x*(A*x + C*B) + D*E) / (x*(A*x + B) + D*F)) - E / F;
}
float3 tonemap(float3 c)
float3 tonemap(float3 color)
{
const float W = 11.2;
float ExposureBias = 2.0f;
float ExposureAdjust = 1.5f;
c *= ExposureAdjust;
float3 curr = Uncharted2Tonemap(ExposureBias*c);
float3 whiteScale = 1.0f / Uncharted2Tonemap(W);
return curr*whiteScale;
//float ExposureAdjust = 1.5f;
//c *= ExposureAdjust;
color = Uncharted2Tonemap(ExposureBias*color);
color = color * (1.0f / Uncharted2Tonemap(W));
return color;
}
float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
@ -100,5 +101,7 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
sample.g = TORQUE_TEX1D( colorCorrectionTex, sample.g ).g;
sample.b = TORQUE_TEX1D( colorCorrectionTex, sample.b ).b;
sample = float4(tonemap(sample.rgb),1);
return sample;
}

View file

@ -48,6 +48,29 @@ uniform float Contrast;
out vec4 OUT_col;
// uncharted 2 tonemapper see: http://filmicgames.com/archives/75
vec3 Uncharted2Tonemap(vec3 x)
{
const float A = 0.15;
const float B = 0.50;
const float C = 0.10;
const float D = 0.20;
const float E = 0.02;
const float F = 0.30;
return ((x*(A*x + C*B) + D*E) / (x*(A*x + B) + D*F)) - E / F;
}
vec3 tonemap(vec3 c)
{
const float W = 11.2;
float ExposureBias = 2.0f;
float ExposureAdjust = 1.5f;
c *= ExposureAdjust;
vec3 curr = Uncharted2Tonemap(ExposureBias*c);
vec3 whiteScale = 1.0f / Uncharted2Tonemap(vec3(W,W,W));
return curr*whiteScale;
}
void main()
{
vec4 _sample = hdrDecode( texture( sceneTex, IN_uv0 ) );
@ -76,17 +99,6 @@ void main()
// Add the bloom effect.
_sample += g_fBloomScale * bloom;
// Map the high range of color values into a range appropriate for
// display, taking into account the user's adaptation level,
// white point, and selected value for for middle gray.
if ( g_fEnableToneMapping > 0.0f )
{
float Lp = (g_fMiddleGray / (adaptedLum + 0.0001)) * hdrLuminance( _sample.rgb );
//float toneScalar = ( Lp * ( 1.0 + ( Lp / ( g_fWhiteCutoff ) ) ) ) / ( 1.0 + Lp );
float toneScalar = Lp;
_sample.rgb = mix( _sample.rgb, _sample.rgb * toneScalar, g_fEnableToneMapping );
}
// Apply the color correction.
_sample.r = texture( colorCorrectionTex, _sample.r ).r;

View file

@ -310,4 +310,38 @@ float3 simpleFresnel(float3 diffuseColor, float3 reflectColor, float metalness,
return lerp(diffuseColor, reflectColor, fresnelTerm);
}
//hlsl version of the glsl funcion mod - note hlsl fmod is different
#define mod(x,y) (x-y*floor(x/y))
//get direction for a cube face
float3 getCubeDir(int face, float2 uv)
{
float2 debiased = uv * 2.0f - 1.0f;
float3 dir = 0;
switch (face)
{
case 0: dir = float3(1, -debiased.y, -debiased.x);
break;
case 1: dir = float3(-1, -debiased.y, debiased.x);
break;
case 2: dir = float3(debiased.x, 1, debiased.y);
break;
case 3: dir = float3(debiased.x, -1, -debiased.y);
break;
case 4: dir = float3(debiased.x, -debiased.y, 1);
break;
case 5: dir = float3(-debiased.x, -debiased.y, -1);
break;
};
return normalize(dir);
}
#endif // _TORQUE_HLSL_

View file

@ -120,7 +120,6 @@ void main()
{
// Modulate baseColor by the ambientColor.
vec4 waterBaseColor = baseColor * vec4( ambientColor.rgb, 1 );
waterBaseColor = waterBaseColor;
// Get the bumpNorm...
vec3 bumpNorm = ( texture( bumpMap, IN_rippleTexCoord01.xy ).rgb * 2.0 - 1.0 ) * rippleMagnitude.x;

View file

@ -324,7 +324,6 @@ void main()
// Calculate the water "base" color based on depth.
vec4 waterBaseColor = baseColor * texture( depthGradMap, saturate( delta / depthGradMax ) );
waterBaseColor = waterBaseColor;
// Modulate baseColor by the ambientColor.
waterBaseColor *= vec4( ambientColor.rgb, 1 );

View file

@ -0,0 +1 @@
/procedural/

File diff suppressed because one or more lines are too long

View file

@ -0,0 +1,8 @@
singleton Material(ReflectProbePreviewMat)
{
mapTo = "ReflectProbePreviewMat";
diffuseColor[0] = "1 1 1 1";
smoothness[0] = "1";
metalness[0] = "1";
translucentBlendOp = "None";
};

View file

@ -0,0 +1,49 @@
#include "shaders/common/shaderModelAutoGen.hlsl"
#include "shaders/common/lighting/advanced/farFrustumQuad.hlsl"
#include "shaders/common/lighting/advanced/lightingUtils.hlsl"
#include "shaders/common/lighting.hlsl"
#include "shaders/common/torque.hlsl"
struct ConvexConnectP
{
float4 pos : TORQUE_POSITION;
float4 wsEyeDir : TEXCOORD0;
float4 ssPos : TEXCOORD1;
float4 vsEyeDir : TEXCOORD2;
};
TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
TORQUE_UNIFORM_SAMPLERCUBE(cubeMap, 1);
uniform float4 rtParams0;
uniform float4x4 invViewMat;
float4 main( ConvexConnectP IN ) : TORQUE_TARGET0
{
// Compute scene UV
float3 ssPos = IN.ssPos.xyz / IN.ssPos.w;
float2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
//float3 eyeRay = IN.vsEyeDir.xyz;
// Sample/unpack the normal/z data
float4 deferredSample = TORQUE_DEFERRED_UNCONDITION( deferredBuffer, uvScene );
float3 normal = deferredSample.rgb;
float depth = deferredSample.a;
if (depth>0.9999)
return float4(0,0,0,0);
// Need world-space normal.
float3 wsNormal = mul(float4(normal, 1), invViewMat).rgb;
float3 reflectionVec = reflect(IN.wsEyeDir, float4(normalize(wsNormal),1)).rgb;
float4 color = TORQUE_TEXCUBE(cubeMap, reflectionVec);
//simple visibility testing
//float4 color = float4(1,0,0,1);
return float4(color.rgb, 1);
}

View file

@ -0,0 +1,58 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "shaders/common/hlslStructs.hlsl"
#include "shaders/common/shaderModel.hlsl"
struct VertData
{
float3 pos : POSITION;
float tangentW : TEXCOORD3;
float3 normal : NORMAL;
float3 T : TANGENT;
float2 texCoord : TEXCOORD0;
};
struct ConvexConnectV
{
float4 hpos : TORQUE_POSITION;
float4 wsEyeDir : TEXCOORD0;
float4 ssPos : TEXCOORD1;
float4 vsEyeDir : TEXCOORD2;
};
uniform float4x4 modelview;
uniform float4x4 objTrans;
uniform float4x4 worldViewOnly;
uniform float3 eyePosWorld;
ConvexConnectV main( VertData IN )
{
ConvexConnectV OUT;
OUT.hpos = mul( modelview, float4(IN.pos,1.0) );
OUT.wsEyeDir = mul(objTrans, float4(IN.pos, 1.0)) - float4(eyePosWorld, 0.0);
OUT.vsEyeDir = mul(worldViewOnly, float4(IN.pos, 1.0));
OUT.ssPos = OUT.hpos;
return OUT;
}

View file

@ -877,6 +877,24 @@ function ObjectBuilderGui::buildParticleSimulation(%this)
%this.process();
}
function ObjectBuilderGui::buildReflectionProbe(%this)
{
%this.objectClassName = "ReflectionProbe";
%this.process();
%defaultPath = filePath($Server::MissionFile) @ "/" @ fileBase($Server::MissionFile) @ "/probes/";
%this.addField("reflectionPath", "TypeFilepath", "reflectionPath", %defaultPath);
}
function ObjectBuilderGui::buildSkylight(%this)
{
%this.objectClassName = "Skylight";
%this.process();
%defaultPath = filePath($Server::MissionFile) @ "/" @ fileBase($Server::MissionFile) @ "/probes/";
%this.addField("reflectionPath", "TypeFilepath", "reflectionPath", %defaultPath);
}
//------------------------------------------------------------------------------
// Mission
//------------------------------------------------------------------------------

View file

@ -0,0 +1,192 @@
//--- OBJECT WRITE BEGIN ---
%guiContent = new GuiControl(ProbeBakeDlg) {
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() {
text = "Update Environment Probes";
resizeWidth = "0";
resizeHeight = "0";
canMove = "1";
canClose = "1";
canMinimize = "0";
canMaximize = "0";
canCollapse = "0";
closeCommand = "Canvas.popDialog(ProbeBakeDlg);";
edgeSnap = "0";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
position = "392 314";
extent = "270 164";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "GuiWindowProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
canSaveDynamicFields = "0";
new GuiTextCtrl() {
text = "Probe Resolution";
maxLength = "1024";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
position = "11 32";
extent = "91 13";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "GuiTextProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
canSaveDynamicFields = "0";
};
new GuiPopUpMenuCtrl(ProbeBakeDlg_ProbeResList) {
maxPopupHeight = "200";
sbUsesNAColor = "0";
reverseTextList = "0";
bitmapBounds = "16 16";
text = "64";
maxLength = "1024";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
position = "103 29";
extent = "157 19";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "GuiPopUpMenuProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
canSaveDynamicFields = "0";
};
new GuiTextCtrl() {
text = "Number of bake iterations";
maxLength = "1024";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
position = "11 56";
extent = "129 13";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "GuiTextProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
canSaveDynamicFields = "0";
};
new GuiTextEditCtrl(ProbeBakeDlg_NumIterTxt) {
historySize = "0";
tabComplete = "0";
sinkAllKeyEvents = "0";
password = "0";
passwordMask = "*";
text = "1";
maxLength = "1024";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
position = "150 53";
extent = "108 18";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "GuiTextEditProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
canSaveDynamicFields = "0";
};
new GuiButtonCtrl(ProbeBakeDlg_RunBake) {
text = "Update Probes";
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "0";
position = "68 120";
extent = "140 30";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "GuiButtonProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "0";
canSave = "1";
canSaveDynamicFields = "0";
};
new GuiProgressCtrl(ProbeBakeDlg_Progress) {
maxLength = "1024";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
position = "8 80";
extent = "251 25";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "GuiProgressProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
canSaveDynamicFields = "0";
};
};
};
//--- OBJECT WRITE END ---

View file

@ -43,6 +43,7 @@ function initializeWorldEditor()
exec("./gui/AddFMODProjectDlg.ed.gui");
exec("./gui/SelectObjectsWindow.ed.gui");
exec("./gui/ProceduralTerrainPainterGui.gui" );
exec("./gui/probeBakeDlg.gui" );
// Load Scripts.
exec("./scripts/menus.ed.cs");
@ -61,6 +62,7 @@ function initializeWorldEditor()
exec("./scripts/ManageSFXParametersWindow.ed.cs");
exec("./scripts/AddFMODProjectDlg.ed.cs");
exec("./scripts/SelectObjectsWindow.ed.cs");
exec("./scripts/probeBake.ed.cs");
// Load Custom Editors
loadDirectory(expandFilename("./scripts/editors"));
@ -115,10 +117,11 @@ function initializeWorldEditor()
EVisibility.addOption( "Debug Render: Light Frustums", "$Light::renderLightFrustums", "" );
EVisibility.addOption( "Debug Render: Bounding Boxes", "$Scene::renderBoundingBoxes", "" );
EVisibility.addOption( "Debug Render: Physics World", "$PhysicsWorld::render", "togglePhysicsDebugViz" );
EVisibility.addOption( "Debug Render: Reflection Probes", "$Light::renderReflectionProbes", "" );
EVisibility.addOption( "Debug Render: Probe Previews", "$Light::renderPreviewProbes", "" );
EVisibility.addOption( "AL: Disable Shadows", "$Shadows::disable", "" );
EVisibility.addOption( "AL: Light Color Viz", "$AL_LightColorVisualizeVar", "toggleLightColorViz" );
EVisibility.addOption( "AL: Environment Light", "$AL_LightMapShaderVar", "toggleLightMapViz" );
EVisibility.addOption( "AL: Light Specular Viz", "$AL_LightSpecularVisualizeVar", "toggleLightSpecularViz" );
EVisibility.addOption( "AL: Diffuse Lighting Viz", "$AL_LightColorVisualizeVar", "toggleLightColorViz" );
EVisibility.addOption( "AL: Specular Lighting Viz", "$AL_LightSpecularVisualizeVar", "toggleLightSpecularViz" );
EVisibility.addOption( "AL: Normals Viz", "$AL_NormalsVisualizeVar", "toggleNormalsViz" );
EVisibility.addOption( "AL: Depth Viz", "$AL_DepthVisualizeVar", "toggleDepthViz" );
EVisibility.addOption( "AL: Color Buffer", "$AL_ColorBufferShaderVar", "toggleColorBufferViz" );

View file

@ -55,6 +55,10 @@ function EWCreatorWindow::init( %this )
%this.registerMissionObject( "PointLight", "Point Light" );
%this.registerMissionObject( "SpotLight", "Spot Light" );
%this.registerMissionObject( "ReflectionProbe", "Reflection Probe" );
%this.registerMissionObject( "Skylight", "Skylight" );
%this.registerMissionObject( "GroundCover", "Ground Cover" );
%this.registerMissionObject( "TerrainBlock", "Terrain Block" );
%this.registerMissionObject( "GroundPlane", "Ground Plane" );

View file

@ -294,6 +294,28 @@ function TerrainMaterialDlg::changeNormal( %this )
//-----------------------------------------------------------------------------
function TerrainMaterialDlg::changecomposite( %this )
{
%ctrl = %this-->compositeTexCtrl;
%file = %ctrl.bitmap;
if( getSubStr( %file, 0 , 6 ) $= "tools/" )
%file = "";
%file = TerrainMaterialDlg._selectTextureFileDialog( %file );
if( %file $= "" )
{
if( %ctrl.bitmap !$= "" )
%file = %ctrl.bitmap;
else
%file = "tools/materialEditor/gui/unknownImage";
}
%file = makeRelativePath( %file, getMainDotCsDir() );
%ctrl.setBitmap( %file );
}
//-----------------------------------------------------------------------------
function TerrainMaterialDlg::newMat( %this )
{
// Create a unique material name.
@ -394,7 +416,12 @@ function TerrainMaterialDlg::setActiveMaterial( %this, %mat )
%this-->normTexCtrl.setBitmap( "tools/materialEditor/gui/unknownImage" );
}else{
%this-->normTexCtrl.setBitmap( %mat.normalMap );
}
}
if (%mat.compositeMap $= ""){
%this-->compositeTexCtrl.setBitmap( "tools/materialEditor/gui/unknownImage" );
}else{
%this-->compositeTexCtrl.setBitmap( %mat.compositeMap );
}
%this-->detSizeCtrl.setText( %mat.detailSize );
%this-->baseSizeCtrl.setText( %mat.diffuseSize );
%this-->detStrengthCtrl.setText( %mat.detailStrength );
@ -448,6 +475,11 @@ function TerrainMaterialDlg::saveDirtyMaterial( %this, %mat )
}else{
%newMacro = %this-->macroTexCtrl.bitmap;
}
if (%this-->compositeTexCtrl.bitmap $= "tools/materialEditor/gui/unknownImage"){
%newComposite = "";
}else{
%newComposite = %this-->compositeTexCtrl.bitmap;
}
%detailSize = %this-->detSizeCtrl.getText();
%diffuseSize = %this-->baseSizeCtrl.getText();
%detailStrength = %this-->detStrengthCtrl.getText();
@ -466,6 +498,7 @@ function TerrainMaterialDlg::saveDirtyMaterial( %this, %mat )
%mat.diffuseMap $= %newDiffuse &&
%mat.normalMap $= %newNormal &&
%mat.detailMap $= %newDetail &&
%mat.compositeMap $= %newComposite &&
%mat.macroMap $= %newMacro &&
%mat.detailSize == %detailSize &&
%mat.diffuseSize == %diffuseSize &&
@ -497,7 +530,8 @@ function TerrainMaterialDlg::saveDirtyMaterial( %this, %mat )
}
%mat.diffuseMap = %newDiffuse;
%mat.normalMap = %newNormal;
%mat.normalMap = %newNormal;
%mat.compositeMap = %newComposite;
%mat.detailMap = %newDetail;
%mat.macroMap = %newMacro;
%mat.detailSize = %detailSize;
@ -544,6 +578,7 @@ function TerrainMaterialDlg::snapshotMaterials( %this )
diffuseMap = %mat.diffuseMap;
normalMap = %mat.normalMap;
detailMap = %mat.detailMap;
compositeMap = %mat.compositeMap;
macroMap = %mat.macroMap;
detailSize = %mat.detailSize;
diffuseSize = %mat.diffuseSize;
@ -578,6 +613,7 @@ function TerrainMaterialDlg::restoreMaterials( %this )
%mat.diffuseMap = %obj.diffuseMap;
%mat.normalMap = %obj.normalMap;
%mat.detailMap = %obj.detailMap;
%mat.compositeMap = %obj.compositeMap;
%mat.macroMap = %obj.macroMap;
%mat.detailSize = %obj.detailSize;
%mat.diffuseSize = %obj.diffuseSize;

View file

@ -61,3 +61,21 @@ function EditorLightingMenu::onMenuSelect( %this )
//%selSize = EWorldEditor.getSelectionSize();
%this.enableItem( 1, true /*%selSize == 1*/ );
}
function updateReflectionProbes()
{
/*%probeIds = parseMissionGroupForIds("ReflectionProbe", "");
%probeCount = getWordCount(%probeIds);
for(%i=0; %i < %probeCount; %i++)
{
%probe = getWord(%probeIds, %i);
%path = filePath($Server::MissionFile) @ "/" @ fileBase($Server::MissionFile) @ "/probes/";
%probe.bake(%path, 64);
}
EWorldEditor.isDirty = true;*/
Canvas.pushDialog(ProbeBakeDlg);
}

View file

@ -263,6 +263,8 @@ function EditorGui::buildMenus(%this)
item[0] = "Full Relight" TAB "Alt L" TAB "Editor.lightScene(\"\", forceAlways);";
item[1] = "Toggle ShadowViz" TAB "" TAB "toggleShadowViz();";
item[2] = "-";
item[3] = "Update Reflection Probes" TAB "" TAB "updateReflectionProbes();";
item[4] = "-";
// NOTE: The light managers will be inserted as the
// last menu items in EditorLightingMenu::onAdd().

View file

@ -0,0 +1,48 @@
function ProbeBakeDlg::onWake(%this)
{
//set up
ProbeBakeDlg_ProbeResList.add( "32" );
ProbeBakeDlg_ProbeResList.add( "64" );
ProbeBakeDlg_ProbeResList.add( "128" );
ProbeBakeDlg_ProbeResList.add( "256" );
ProbeBakeDlg_ProbeResList.add( "512" );
ProbeBakeDlg_ProbeResList.add( "1024" );
ProbeBakeDlg_ProbeResList.add( "2048" );
ProbeBakeDlg_ProbeResList.setSelected( 1, false );
ProbeBakeDlg_NumIterTxt.setText("1");
}
function ProbeBakeDlg_RunBake::onClick(%this)
{
%probeIds = parseMissionGroupForIds("ReflectionProbe", "");
%skylightIds = parseMissionGroupForIds("Skylight", "");
%probeIds = rtrim(ltrim(%probeIds SPC %skylightIds));
%probeCount = getWordCount(%probeIds);
%numIter = ProbeBakeDlg_NumIterTxt.getText();
%resolution = ProbeBakeDlg_ProbeResList.getText();
%progressStep = 100 / (%numIter * %probeCount);
%currentProgressValue = 0;
ProbeBakeDlg_Progress.setValue(%currentProgressValue);
for(%iter=0; %iter < %numIter; %iter++)
{
for(%i=0; %i < %probeCount; %i++)
{
%probe = getWord(%probeIds, %i);
%path = filePath($Server::MissionFile) @ "/" @ fileBase($Server::MissionFile) @ "/probes/";
%probe.bake(%path, %resolution);
%currentProgressValue += %progressStep;
ProbeBakeDlg_Progress.setValue(%currentProgressValue);
Canvas.repaint();
}
}
EWorldEditor.isDirty = true;
}

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