leverage the macros for a bit more legibility

This commit is contained in:
AzaezelX 2019-04-10 14:14:10 -05:00
parent dac25f1e2c
commit 4730dfcf3f
2 changed files with 22 additions and 95 deletions

View file

@ -303,9 +303,9 @@ float3 boxProject(float3 wsPosition, float3 wsReflectVec, float4x4 worldToObj, f
float4 computeForwardProbes(Surface surface,
float cubeMips, float numProbes, float4x4 worldToObjArray[MAX_FORWARD_PROBES], float4 probeConfigData[MAX_FORWARD_PROBES],
float4 inProbePosArray[MAX_FORWARD_PROBES], float4 bbMinArray[MAX_FORWARD_PROBES], float4 bbMaxArray[MAX_FORWARD_PROBES], float4 inRefPosArray[MAX_FORWARD_PROBES],
float hasSkylight, SamplerState skylightIrradMap, TextureCube skylightIrradMapTex, SamplerState skylightSpecularMap, TextureCube skylightSpecularMapTex,
SamplerState BRDFTexture, Texture2D BRDFTextureTex, SamplerState irradianceCubemapAR, TextureCubeArray irradianceCubemapARTex,
SamplerState specularCubemapAR, TextureCubeArray specularCubemapARTex)
float hasSkylight, TORQUE_SAMPLER2D(BRDFTexture),
TORQUE_SAMPLERCUBE(skylightIrradMap), TORQUE_SAMPLERCUBE(skylightSpecularMap),
TORQUE_SAMPLERCUBEARRAY(irradianceCubemapAR), TORQUE_SAMPLERCUBEARRAY(specularCubemapAR))
{
int i = 0;
float blendFactor[MAX_FORWARD_PROBES];
@ -380,16 +380,16 @@ float4 computeForwardProbes(Surface surface,
int cubemapIdx = probeConfigData[i].a;
float3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], bbMinArray[i].xyz, bbMaxArray[i].xyz, inRefPosArray[i].xyz);
irradiance += irradianceCubemapARTex.SampleLevel(irradianceCubemapAR,float4(dir,cubemapIdx),0).xyz * contrib;
specular += specularCubemapARTex.SampleLevel(specularCubemapAR,float4(dir,cubemapIdx),lod).xyz * contrib;
irradiance += TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, cubemapIdx, 0).xyz * contrib;
specular += TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, dir, cubemapIdx, lod).xyz * contrib;
alpha -= contrib;
}
}
if (hasSkylight && alpha > 0.001)
{
irradiance += skylightIrradMapTex.SampleLevel(skylightIrradMap,surface.R,0).xyz * alpha;
specular += skylightSpecularMapTex.SampleLevel(skylightSpecularMap,surface.R,lod).xyz * alpha;
irradiance += TORQUE_TEXCUBELOD(skylightIrradMap, float4(surface.R, 0)).xyz * alpha;
specular += TORQUE_TEXCUBELOD(skylightSpecularMap, float4(surface.R, lod)).xyz * alpha;
}
float3 F = FresnelSchlickRoughness(surface.NdotV, surface.f0, surface.roughness);
@ -400,7 +400,7 @@ float4 computeForwardProbes(Surface surface,
//apply brdf
//Do it once to save on texture samples
float2 brdf = BRDFTextureTex.SampleLevel(BRDFTexture,float2(surface.roughness, surface.NdotV),0).xy;
float2 brdf = TORQUE_TEX2DLOD(BRDFTexture,float4(surface.roughness, surface.NdotV, 0.0, 0.0)).xy;
specular *= brdf.x * F + brdf.y;
//final diffuse color