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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
portwork from jeff to use farFrustumQuad for the vertex shader
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@ -314,35 +314,27 @@ void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
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// Now build the quad for drawing full-screen vector light
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// passes.... this is a volatile VB and updates every frame.
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GFXVertexPC verts[4];
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FarFrustumQuadVert verts[4];
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{
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verts[0].point.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraPos);
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//invCam.mulP(wsFrustumPoints[Frustum::FarTopLeft], &verts[0].normal);
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//verts[0].texCoord.set(-1.0, 1.0);
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//verts[0].tangent.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraOffsetPos);
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invCam.mulP(wsFrustumPoints[Frustum::FarTopLeft], &verts[0].normal);
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verts[0].texCoord.set(-1.0, 1.0);
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verts[0].tangent.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraOffsetPos);
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verts[1].point.set(wsFrustumPoints[Frustum::FarTopRight] - cameraPos);
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// invCam.mulP(wsFrustumPoints[Frustum::FarTopRight], &verts[1].normal);
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//verts[1].texCoord.set(1.0, 1.0);
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//verts[1].tangent.set(wsFrustumPoints[Frustum::FarTopRight] - cameraOffsetPos);
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invCam.mulP(wsFrustumPoints[Frustum::FarTopRight], &verts[1].normal);
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verts[1].texCoord.set(1.0, 1.0);
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verts[1].tangent.set(wsFrustumPoints[Frustum::FarTopRight] - cameraOffsetPos);
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verts[2].point.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraPos);
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//invCam.mulP(wsFrustumPoints[Frustum::FarBottomLeft], &verts[2].normal);
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// verts[2].texCoord.set(-1.0, -1.0);
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// verts[2].tangent.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraOffsetPos);
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invCam.mulP(wsFrustumPoints[Frustum::FarBottomLeft], &verts[2].normal);
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verts[2].texCoord.set(-1.0, -1.0);
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verts[2].tangent.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraOffsetPos);
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verts[3].point.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraPos);
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// invCam.mulP(wsFrustumPoints[Frustum::FarBottomRight], &verts[3].normal);
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// verts[3].texCoord.set(1.0, -1.0);
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// verts[3].tangent.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraOffsetPos);
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}
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Point3F norms[4];
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{
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invCam.mulP(wsFrustumPoints[Frustum::FarTopLeft], &norms[0]);
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invCam.mulP(wsFrustumPoints[Frustum::FarTopRight], &norms[1]);
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invCam.mulP(wsFrustumPoints[Frustum::FarBottomLeft], &norms[2]);
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invCam.mulP(wsFrustumPoints[Frustum::FarBottomRight], &norms[3]);
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invCam.mulP(wsFrustumPoints[Frustum::FarBottomRight], &verts[3].normal);
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verts[3].texCoord.set(1.0, -1.0);
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verts[3].tangent.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraOffsetPos);
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}
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mFarFrustumQuadVerts.set(GFX, 4);
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@ -350,8 +342,7 @@ void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
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mFarFrustumQuadVerts.unlock();
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PlaneF farPlane(wsFrustumPoints[Frustum::FarBottomLeft], wsFrustumPoints[Frustum::FarTopLeft], wsFrustumPoints[Frustum::FarTopRight]);
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PlaneF vsFarPlane(norms[0], norms[1], norms[2]);
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PlaneF vsFarPlane(verts[0].normal, verts[1].normal, verts[2].normal);
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ReflectProbeMaterialInfo* reflProbeMat = getReflectProbeMaterial();
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@ -839,46 +830,6 @@ void RenderProbeMgr::render( SceneRenderState *state )
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}
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//
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//
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/*ProbeManager::ReflectionProbeArrayMaterialInfo* reflProbeArrayMat = PROBEMGR->getReflectProbeArrayMaterial();
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for (U32 i = 0; i < ProbeRenderInst::all.size(); i++)
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{
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if (i > 0)
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return;
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ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
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if (!reflProbeArrayMat || !reflProbeArrayMat->matInstance)
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break;
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//Setup
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//MatrixF probeTrans = curEntry->getTransform();
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//if (!curEntry->mIsSkylight)
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{
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//if (curEntry->mProbeShapeType == ProbeRenderInst::Sphere)
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// probeTrans.scale(curEntry->mRadius * 1.01f);
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//sgData.objTrans = &state-;
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reflProbeArrayMat->setProbeParameters(curEntry, state, worldToCameraXfm);
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// Set geometry
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GFX->setVertexBuffer(mFarFrustumQuadVerts);
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GFX->setPrimitiveBuffer(NULL);
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while (reflProbeArrayMat->matInstance->setupPass(state, sgData))
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{
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// Set transforms
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//matrixSet.setWorld(*sgData.objTrans);
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reflProbeArrayMat->matInstance->setTransforms(matrixSet, state);
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reflProbeArrayMat->matInstance->setSceneInfo(state, sgData);
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GFX->drawPrimitive(GFXTriangleStrip, 0, 2);
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}
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}
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}*/
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//
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//
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GFX->popActiveRenderTarget();
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@ -265,7 +265,8 @@ protected:
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/// The current active light manager.
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static RenderProbeMgr *smProbeManager;
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GFXVertexBufferHandle<GFXVertexPC> mFarFrustumQuadVerts;
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typedef GFXVertexPNTT FarFrustumQuadVert;
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GFXVertexBufferHandle<FarFrustumQuadVert> mFarFrustumQuadVerts;
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/// This helper function sets the shader constansts
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/// for the stock 4 light forward lighting code.
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@ -293,18 +293,18 @@ new ShaderData( ReflectionProbeShader )
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samplerNames[4] = "$irradianceCubemap";
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samplerNames[5] = "$BRDFTexture";*/
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DXVertexShaderFile = "shaders/common/lighting/advanced/reflectionProbeArrayV.hlsl";
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DXVertexShaderFile = "shaders/common/lighting/advanced/farFrustumQuadV.hlsl";
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DXPixelShaderFile = "shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl";
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OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/reflectionProbeArrayV.glsl";
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OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/farFrustumQuadV.glsl";
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OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/reflectionProbeArrayP.glsl";
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samplerNames[0] = "$deferredBuffer";
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samplerNames[1] = "$colorBuffer";
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samplerNames[2] = "$matInfoBuffer";
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samplerNames[3] = "$cubeMap";
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samplerNames[4] = "$irradianceCubemap";
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samplerNames[5] = "$BRDFTexture";
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samplerNames[3] = "$BRDFTexture";
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samplerNames[4] = "$cubeMap";
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samplerNames[5] = "$irradianceCubemap";
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pixVersion = 3.0;
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};
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@ -4,13 +4,6 @@
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#include "../../lighting.hlsl"
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#include "../../torque.hlsl"
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struct ConvexConnectP
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{
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float4 pos : TORQUE_POSITION;
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float4 uv0 : TEXCOORD1;
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float4 vsEyeDir : TEXCOORD2;
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};
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TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
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TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 1);
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TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 2);
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@ -95,22 +88,15 @@ float defineBoxSpaceInfluence(Surface surface, int id)
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return max(localDir.x, max(localDir.y, localDir.z)) * -1;
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}
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float4 main( ConvexConnectP IN ) : SV_TARGET
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float4 main( FarFrustumQuadConnectP IN ) : SV_TARGET
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{
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// Compute scene UV
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//float3 ssPos = IN.ssPos.xyz / IN.ssPos.w;
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//float2 IN.uv0 = getUVFromSSPos( ssPos, rtParams0 );
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//eye ray WS/LS
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float3 vsEyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane );
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float3 wsEyeRay = mul(cameraToWorld, float4(vsEyeRay, 0)).xyz;
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//unpack normal and linear depth
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float4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, IN.uv0.xy);
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//create surface
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Surface surface = createSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
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IN.uv0.xy, eyePosWorld, wsEyeRay, cameraToWorld);
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IN.uv0.xy, eyePosWorld, IN.wsEyeRay, cameraToWorld);
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//early out if emissive
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if (getFlag(surface.matFlag, 0))
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{
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