portwork from jeff to use farFrustumQuad for the vertex shader

This commit is contained in:
Azaezel 2019-01-31 13:00:52 -06:00
parent c6d4ea37b9
commit 2eb58e4cb7
4 changed files with 24 additions and 86 deletions

View file

@ -314,35 +314,27 @@ void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
// Now build the quad for drawing full-screen vector light
// passes.... this is a volatile VB and updates every frame.
GFXVertexPC verts[4];
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);
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);
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);
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);
}
Point3F norms[4];
{
invCam.mulP(wsFrustumPoints[Frustum::FarTopLeft], &norms[0]);
invCam.mulP(wsFrustumPoints[Frustum::FarTopRight], &norms[1]);
invCam.mulP(wsFrustumPoints[Frustum::FarBottomLeft], &norms[2]);
invCam.mulP(wsFrustumPoints[Frustum::FarBottomRight], &norms[3]);
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);
@ -350,8 +342,7 @@ void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
mFarFrustumQuadVerts.unlock();
PlaneF farPlane(wsFrustumPoints[Frustum::FarBottomLeft], wsFrustumPoints[Frustum::FarTopLeft], wsFrustumPoints[Frustum::FarTopRight]);
PlaneF vsFarPlane(norms[0], norms[1], norms[2]);
PlaneF vsFarPlane(verts[0].normal, verts[1].normal, verts[2].normal);
ReflectProbeMaterialInfo* reflProbeMat = getReflectProbeMaterial();
@ -839,46 +830,6 @@ void RenderProbeMgr::render( SceneRenderState *state )
}
//
//
/*ProbeManager::ReflectionProbeArrayMaterialInfo* reflProbeArrayMat = PROBEMGR->getReflectProbeArrayMaterial();
for (U32 i = 0; i < ProbeRenderInst::all.size(); i++)
{
if (i > 0)
return;
ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
if (!reflProbeArrayMat || !reflProbeArrayMat->matInstance)
break;
//Setup
//MatrixF probeTrans = curEntry->getTransform();
//if (!curEntry->mIsSkylight)
{
//if (curEntry->mProbeShapeType == ProbeRenderInst::Sphere)
// probeTrans.scale(curEntry->mRadius * 1.01f);
//sgData.objTrans = &state-;
reflProbeArrayMat->setProbeParameters(curEntry, state, worldToCameraXfm);
// Set geometry
GFX->setVertexBuffer(mFarFrustumQuadVerts);
GFX->setPrimitiveBuffer(NULL);
while (reflProbeArrayMat->matInstance->setupPass(state, sgData))
{
// Set transforms
//matrixSet.setWorld(*sgData.objTrans);
reflProbeArrayMat->matInstance->setTransforms(matrixSet, state);
reflProbeArrayMat->matInstance->setSceneInfo(state, sgData);
GFX->drawPrimitive(GFXTriangleStrip, 0, 2);
}
}
}*/
//
//
GFX->popActiveRenderTarget();

View file

@ -265,7 +265,8 @@ protected:
/// The current active light manager.
static RenderProbeMgr *smProbeManager;
GFXVertexBufferHandle<GFXVertexPC> mFarFrustumQuadVerts;
typedef GFXVertexPNTT FarFrustumQuadVert;
GFXVertexBufferHandle<FarFrustumQuadVert> mFarFrustumQuadVerts;
/// This helper function sets the shader constansts
/// for the stock 4 light forward lighting code.

View file

@ -293,18 +293,18 @@ new ShaderData( ReflectionProbeShader )
samplerNames[4] = "$irradianceCubemap";
samplerNames[5] = "$BRDFTexture";*/
DXVertexShaderFile = "shaders/common/lighting/advanced/reflectionProbeArrayV.hlsl";
DXVertexShaderFile = "shaders/common/lighting/advanced/farFrustumQuadV.hlsl";
DXPixelShaderFile = "shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl";
OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/reflectionProbeArrayV.glsl";
OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/farFrustumQuadV.glsl";
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/reflectionProbeArrayP.glsl";
samplerNames[0] = "$deferredBuffer";
samplerNames[1] = "$colorBuffer";
samplerNames[2] = "$matInfoBuffer";
samplerNames[3] = "$cubeMap";
samplerNames[4] = "$irradianceCubemap";
samplerNames[5] = "$BRDFTexture";
samplerNames[3] = "$BRDFTexture";
samplerNames[4] = "$cubeMap";
samplerNames[5] = "$irradianceCubemap";
pixVersion = 3.0;
};

View file

@ -4,13 +4,6 @@
#include "../../lighting.hlsl"
#include "../../torque.hlsl"
struct ConvexConnectP
{
float4 pos : TORQUE_POSITION;
float4 uv0 : TEXCOORD1;
float4 vsEyeDir : TEXCOORD2;
};
TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 1);
TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 2);
@ -95,22 +88,15 @@ float defineBoxSpaceInfluence(Surface surface, int id)
return max(localDir.x, max(localDir.y, localDir.z)) * -1;
}
float4 main( ConvexConnectP IN ) : SV_TARGET
float4 main( FarFrustumQuadConnectP IN ) : SV_TARGET
{
// Compute scene UV
//float3 ssPos = IN.ssPos.xyz / IN.ssPos.w;
//float2 IN.uv0 = getUVFromSSPos( ssPos, rtParams0 );
//eye ray WS/LS
float3 vsEyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane );
float3 wsEyeRay = mul(cameraToWorld, float4(vsEyeRay, 0)).xyz;
//unpack normal and linear depth
float4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, IN.uv0.xy);
//create surface
Surface surface = createSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
IN.uv0.xy, eyePosWorld, wsEyeRay, cameraToWorld);
IN.uv0.xy, eyePosWorld, IN.wsEyeRay, cameraToWorld);
//early out if emissive
if (getFlag(surface.matFlag, 0))
{