pointlight conversion rev1- filled in creatrsurface, used pre-exisitng calcs for nDotL to aproximate the light direction needed by CreateSurfaceToLight(surface, dot( lightVec, normDepth.xyz )); NOTE: compiles, but artifacts badly.

This commit is contained in:
Azaezel 2018-11-02 16:07:52 -05:00
parent e9ddde1532
commit 30ced89ce3

View file

@ -136,53 +136,37 @@ uniform float2 lightAttenuation;
uniform float3x3 viewToLightProj;
uniform float3x3 dynamicViewToLightProj;
struct PS_OUTPUT
{
float4 diffuse: TORQUE_TARGET0;
float4 spec: TORQUE_TARGET1;
};
uniform float3 eyePosWorld;
uniform float4x4 cameraToWorld;
PS_OUTPUT main(ConvexConnectP IN)
{
PS_OUTPUT Output = (PS_OUTPUT)0;
LightTargetOutput main( ConvexConnectP IN )
{
LightTargetOutput Output = (LightTargetOutput)0;
// Compute scene UV
float3 ssPos = IN.ssPos.xyz / IN.ssPos.w;
float2 uvScene = getUVFromSSPos(ssPos, rtParams0);
// Matinfo flags
float4 matInfo = TORQUE_TEX2D(matInfoBuffer, uvScene);
//early out if emissive
bool emissive = getFlag(matInfo.r, 0);
if (emissive)
{
//sky and editor background check
float4 normDepth = UnpackDepthNormal(TORQUE_SAMPLER2D_MAKEARG(deferredBuffer), uvScene);
if (normDepth.w>0.9999)
return Output;
}
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)
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);
float3 normal = deferredSample.rgb;
float depth = deferredSample.a;
// Eye ray - Eye -> Pixel
float3 eyeRay = getDistanceVectorToPlane(-vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane);
float3 viewSpacePos = eyeRay * depth;
// Eye ray - Eye -> Pixel
float3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane );
float3 viewSpacePos = eyeRay * normDepth.w;
//create surface
Surface surface = CreateSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
uvScene, eyePosWorld, eyeRay, cameraToWorld);
//early out if emissive
if (getFlag(surface.matFlag, 0))
return Output;
// Build light vec, get length, clip pixel if needed
float3 lightVec = lightPosition - viewSpacePos;
float lenLightV = length(lightVec);
clip(lightRange - lenLightV);
clip(lightRange - lenLightV);
// Get the attenuated falloff.
float atten = attenuate(lightColor, lightAttenuation, lenLightV);
@ -191,10 +175,13 @@ PS_OUTPUT main(ConvexConnectP IN)
// Normalize lightVec
lightVec /= lenLightV;
// If we can do dynamic branching then avoid wasting
// fillrate on pixels that are backfacing to the light.
float nDotL = dot( lightVec, normal );
float nDotL = dot( lightVec, normDepth.xyz );
//DB_CLIP( nDotL < 0 );
//create surface to light
SurfaceToLight surfaceToLight = CreateSurfaceToLight(surface, dot( lightVec, normDepth.xyz ));
#ifdef NO_SHADOW
@ -255,34 +242,12 @@ PS_OUTPUT main(ConvexConnectP IN)
#endif
// NOTE: Do not clip on fully shadowed pixels as it would
// cause the hardware occlusion query to disable the shadow.
float3 l = lightVec;// normalize(-lightDirection);
float3 v = eyeRay;// 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 = 1.0001-matInfo.b;
float metalness = matInfo.a;
//diffuse
float disDiff = Fr_DisneyDiffuse(dotNVa, dotNLa, dotLHa, roughness);
float3 diffuse = float3(disDiff, disDiff, disDiff) / M_PI_F;
//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;
//get directional light contribution
LightResult result = GetDirectionalLight(surface, surfaceToLight, lightColor.rgb, lightBrightness, shadowed);
//output
Output.diffuse = float4(diffuse * lightBrightness*Sat_NL_Att*shadowed,1.0);
Output.spec = float4(specular * lightBrightness*Sat_NL_Att*shadowed,1.0);
Output.diffuse = float4(result.diffuse, 0);
Output.spec = float4(result.spec, 0);
return Output;
}