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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-03 20:40:35 +00:00
Implementation of reflection and skylight probes.
Moves lighting math to the diffuse/specular two-channel logic.
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83dd55e851
commit
2be32ad737
102 changed files with 12346 additions and 1911 deletions
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@ -2933,3 +2933,225 @@ void HardwareSkinningFeatureHLSL::processVert( Vector<ShaderComponent*> &compo
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output = meta;
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}
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//****************************************************************************
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// ReflectionProbeFeatHLSL
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//****************************************************************************
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ReflectionProbeFeatHLSL::ReflectionProbeFeatHLSL()
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: mDep(String(Con::getVariable("$Core::CommonShaderPath")) + String("/lighting.hlsl"))
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{
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addDependency(&mDep);
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}
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void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd)
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{
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// Skip out on realtime lighting if we don't have a normal
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// or we're doing some sort of baked lighting.
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//
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// TODO: We can totally detect for this in the material
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// feature setup... we should move it out of here!
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//
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if (fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] || fd.features[MFT_VertLit])
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return;
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>(componentList[C_CONNECTOR]);
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MultiLine *meta = new MultiLine;
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// Look for a wsNormal or grab it from the connector.
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Var *wsNormal = (Var*)LangElement::find("wsNormal");
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if (!wsNormal)
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{
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wsNormal = connectComp->getElement(RT_TEXCOORD);
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wsNormal->setName("wsNormal");
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wsNormal->setStructName("IN");
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wsNormal->setType("float3");
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// If we loaded the normal its our responsibility
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// to normalize it... the interpolators won't.
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//
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// Note we cast to half here to get partial precision
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// optimized code which is an acceptable loss of
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// precision for normals and performs much better
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// on older Geforce cards.
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//
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meta->addStatement(new GenOp(" @ = normalize( half3( @ ) );\r\n", wsNormal, wsNormal));
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}
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// Now the wsPosition and wsView.
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Var *wsPosition = getInWsPosition(componentList);
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Var *wsView = getWsView(wsPosition, meta);
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Var *metalness = (Var*)LangElement::find("metalness");
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Var *smoothness = (Var*)LangElement::find("smoothness");
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if (!fd.features[MFT_SpecularMap])
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{
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if (!metalness)
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{
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metalness = new Var("metalness", "float");
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metalness->uniform = true;
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metalness->constSortPos = cspPotentialPrimitive;
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}
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if (!smoothness)
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{
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smoothness = new Var("smoothness", "float");
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smoothness->uniform = true;
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smoothness->constSortPos = cspPotentialPrimitive;
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}
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}
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Var *albedo = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
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//Reflection Probe WIP
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Var *inProbePos = new Var("inProbePos", "float3");
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inProbePos->arraySize = 4;
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inProbePos->uniform = true;
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inProbePos->constSortPos = cspPotentialPrimitive;
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Var *inProbeRadius = new Var("inProbeRadius", "float");
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inProbeRadius->arraySize = 4;
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inProbeRadius->uniform = true;
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inProbeRadius->constSortPos = cspPotentialPrimitive;
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Var *inProbeBoxMin = new Var("inProbeBoxMin", "float3");
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inProbeBoxMin->arraySize = 4;
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inProbeBoxMin->uniform = true;
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inProbeBoxMin->constSortPos = cspPotentialPrimitive;
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Var *inProbeBoxMax = new Var("inProbeBoxMax", "float3");
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inProbeBoxMax->arraySize = 4;
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inProbeBoxMax->uniform = true;
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inProbeBoxMax->constSortPos = cspPotentialPrimitive;
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Var *inProbeIsSphere = new Var("inProbeIsSphere", "float");
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inProbeIsSphere->arraySize = 4;
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inProbeIsSphere->uniform = true;
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inProbeIsSphere->constSortPos = cspPotentialPrimitive;
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Var *inProbeLocalPos = new Var("inProbeLocalPos", "float3");
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inProbeLocalPos->arraySize = 4;
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inProbeLocalPos->uniform = true;
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inProbeLocalPos->constSortPos = cspPotentialPrimitive;
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Var *inProbeCubemap = new Var("inProbeCubemap", "SamplerState");
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//inProbeCubemap->arraySize = 4;
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inProbeCubemap->uniform = true;
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inProbeCubemap->sampler = true;
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inProbeCubemap->constNum = Var::getTexUnitNum(); // used as texture unit num here
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Var *inProbeCubemapTex = new Var("inProbeCubemapTex", "TextureCube");
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//inProbeCubemapTex->arraySize = 4;
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inProbeCubemapTex->uniform = true;
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inProbeCubemapTex->texture = true;
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inProbeCubemapTex->constNum = inProbeCubemap->constNum;
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//Var *nDotL = new Var("nDotL", "float3");
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//meta->addStatement(new GenOp(" @ = abs(dot(@,@);\r\n", new DecOp(nDotL), wsView, wsNormal));
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Var *probeVec = new Var("probeVec", "float3");
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meta->addStatement(new GenOp(" @ = @[0] - @;\r\n", new DecOp(probeVec), inProbePos, wsPosition));
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Var *nDotL = new Var("nDotL", "float");
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meta->addStatement(new GenOp(" @ = abs(dot(@, @));\r\n", new DecOp(nDotL), probeVec, wsNormal));
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meta->addStatement(new GenOp(" \r\n"));
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Var *reflectDir = new Var("reflectDir", "float3");
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meta->addStatement(new GenOp(" @ = reflect(-float4(@,0),float4(@,@)).xyz;\r\n", new DecOp(reflectDir), wsView, wsNormal, nDotL));
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meta->addStatement(new GenOp(" \r\n"));
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Var *nrDir = new Var("nrDir", "float3");
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meta->addStatement(new GenOp(" @ = normalize(@);\r\n", new DecOp(nrDir), reflectDir));
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Var *rbmax = new Var("rbmax", "float3");
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meta->addStatement(new GenOp(" @ = (@[0] - @) / @;\r\n", new DecOp(rbmax), inProbeBoxMax, wsPosition, nrDir));
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Var *rbmin = new Var("rbmin", "float3");
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meta->addStatement(new GenOp(" @ = (@[0] - @) / @;\r\n", new DecOp(rbmin), inProbeBoxMin, wsPosition, nrDir));
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Var *rbMinMax = new Var("rbMinMax", "float3");
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meta->addStatement(new GenOp(" @ = (@ > 0.0) ? @ : @;\r\n", new DecOp(rbMinMax), nrDir, rbmax, rbmin));
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meta->addStatement(new GenOp(" \r\n"));
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Var *fa = new Var("fa", "float3");
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meta->addStatement(new GenOp(" @ = min(min(@.x,@.y),@.z);\r\n", new DecOp(fa), rbMinMax, rbMinMax, rbMinMax));
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meta->addStatement(new GenOp("/* if (dot( @, @ ) < 0.0f)\r\n", probeVec, wsNormal));
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meta->addStatement(new GenOp(" clip(@); */\r\n", fa));
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meta->addStatement(new GenOp(" \r\n"));
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Var *posOnBox = new Var("posOnBox", "float3");
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meta->addStatement(new GenOp(" @ = @ + @ * @;\r\n", new DecOp(posOnBox), wsPosition, nrDir, fa));
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meta->addStatement(new GenOp(" @ = @ - @[0];\r\n", reflectDir, posOnBox, inProbePos));
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meta->addStatement(new GenOp(" \r\n"));
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Var *probeColor = new Var("wipProbeColor", "float3");
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Var *probeMip = new Var("probeMip", "float");
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meta->addStatement(new GenOp(" @ = min((1.0 - @)*11.0 + 1.0, 8.0);\r\n", new DecOp(probeMip), smoothness));
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meta->addStatement(new GenOp(" @ = @.SampleLevel(@, @, @).rgb;\r\n", new DecOp(probeColor), inProbeCubemapTex, inProbeCubemap, reflectDir, probeMip));
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//meta->addStatement(new GenOp(" @ = @.rgb;\r\n", new DecOp(probeColor), inProbeTestColor));
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Var *FRESNEL_BIAS = new Var("FRESNEL_BIAS", "float");
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meta->addStatement(new GenOp(" @ = 0.1;\r\n", new DecOp(FRESNEL_BIAS)));
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Var *FRESNEL_POWER = new Var("FRESNEL_POWER", "float");
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meta->addStatement(new GenOp(" @ = 1;\r\n", new DecOp(FRESNEL_POWER)));
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Var *angle = new Var("angle", "float");
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meta->addStatement(new GenOp(" @ = saturate(dot(@, @));\r\n", new DecOp(angle), wsView, wsNormal));
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meta->addStatement(new GenOp("\r\n"));
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if (metalness)
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{
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Var *dColor = new Var("difColor", "float3");
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Var *reflectColor = new Var("reflctColor", "float3");
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meta->addStatement(new GenOp(" @ = @.rgb - (@.rgb * @);\r\n", new DecOp(dColor), albedo, albedo, metalness));
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meta->addStatement(new GenOp(" @ = @; //@.rgb*(@).rgb*@;\r\n", new DecOp(reflectColor), probeColor, albedo, probeColor, metalness));
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meta->addStatement(new GenOp(" @.rgb = simpleFresnel(@, @, @, @, @, @);\r\n", albedo, dColor, reflectColor, metalness, angle, FRESNEL_BIAS, FRESNEL_POWER));
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}
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//else if (lerpVal)
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// meta->addStatement(new GenOp(" @ *= float4(@.rgb*@.a, @.a);\r\n", targ, texCube, lerpVal, targ));
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else
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{
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meta->addStatement(new GenOp(" @.rgb = simpleFresnel(@.rgb, @, 0, @, @, @));\r\n", albedo, albedo, probeColor, angle, FRESNEL_BIAS, FRESNEL_POWER));
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}
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output = meta;
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}
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ShaderFeature::Resources ReflectionProbeFeatHLSL::getResources(const MaterialFeatureData &fd)
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{
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Resources res;
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//res.numTex = 4;
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//res.numTexReg = 4;
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res.numTex = 4;
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res.numTexReg = 4;
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return res;
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}
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void ReflectionProbeFeatHLSL::setTexData(Material::StageData &stageDat,
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const MaterialFeatureData &stageFeatures,
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RenderPassData &passData,
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U32 &texIndex)
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{
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if (stageFeatures.features[MFT_ReflectionProbes])
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{
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// assuming here that it is a scenegraph cubemap
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passData.mSamplerNames[texIndex] = "inProbeCubemap";
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passData.mTexType[texIndex++] = Material::SGCube;
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}
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}
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