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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Added fetch for BRDF texture for forward rendering use, re-enabled brdf logic in the lighting shader and got the probe arrays properly sampling into forward as well.
TODO: core::rendering pref on the BRDF texture instead of hardcode path, add best-pick logic for forward probes and double-check ogl forward is playing nice.
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98a3ff604a
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@ -281,8 +281,8 @@ void GenericConstBuffer::assertUnassignedConstants( const char *shaderName )
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mLayout->getDesc( i, pd );
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// Assert on the unassigned constant.
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AssertFatal( false, avar( "The '%s' shader constant in shader '%s' was unassigned!",
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pd.name.c_str(), shaderName ) );
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//AssertFatal( false, avar( "The '%s' shader constant in shader '%s' was unassigned!",
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// pd.name.c_str(), shaderName ) );
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}
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}
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@ -127,6 +127,7 @@ ProbeShaderConstants::ProbeShaderConstants()
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mProbeSpecularCubemapSC(NULL),
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mProbeIrradianceCubemapSC(NULL),
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mProbeCountSC(NULL),
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mBRDFTextureMap(NULL),
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mSkylightSpecularMap(NULL),
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mSkylightIrradMap(NULL),
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mHasSkylight(NULL)
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@ -164,6 +165,8 @@ void ProbeShaderConstants::init(GFXShader* shader)
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mProbeIrradianceCubemapSC = shader->getShaderConstHandle(ShaderGenVars::irradianceCubemapAR);
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mProbeCountSC = shader->getShaderConstHandle(ShaderGenVars::probeCount);
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mBRDFTextureMap = shader->getShaderConstHandle(ShaderGenVars::BRDFTextureMap);
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mSkylightSpecularMap = shader->getShaderConstHandle(ShaderGenVars::skylightPrefilterMap);
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mSkylightIrradMap = shader->getShaderConstHandle(ShaderGenVars::skylightIrradMap);
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mHasSkylight = shader->getShaderConstHandle(ShaderGenVars::hasSkylight);
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@ -654,7 +657,7 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
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bool hasSkylight = false;
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for (U32 i = 0; i < probeCount; i++)
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{
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if (effectiveProbeCount >= 4)
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if (effectiveProbeCount >= MAX_FORWARD_PROBES)
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break;
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const ProbeRenderInst& curEntry = *ProbeRenderInst::all[i];
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@ -675,18 +678,18 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
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}*/
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if (!curEntry.mIsSkylight)
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{
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/*probePositions[effectiveProbeCount] = curEntry.getPosition();
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probeRefPositions[effectiveProbeCount] = curEntry.mProbeRefOffset;
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probeWorldToObj[effectiveProbeCount] = curEntry.getTransform();
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probeBBMin[effectiveProbeCount] = curEntry.mBounds.minExtents;
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probeBBMax[effectiveProbeCount] = curEntry.mBounds.maxExtents;
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probeConfig[effectiveProbeCount] = Point4F(curEntry.mProbeShapeType,
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probePositionArray[effectiveProbeCount] = curEntry.getPosition();
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probeRefPositionArray[effectiveProbeCount] = curEntry.mProbeRefOffset;
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probeWorldToObjArray[effectiveProbeCount] = curEntry.getTransform();
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probeBoxMinArray[effectiveProbeCount] = curEntry.mBounds.minExtents;
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probeBoxMaxArray[effectiveProbeCount] = curEntry.mBounds.maxExtents;
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probeConfigArray[effectiveProbeCount] = Point4F(curEntry.mProbeShapeType,
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curEntry.mRadius,
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curEntry.mAtten,
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curEntry.mCubemapIndex);*/
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}
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curEntry.mCubemapIndex);
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effectiveProbeCount++;
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effectiveProbeCount++;
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}
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}
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shaderConsts->setSafe(probeShaderConsts->mProbeCountSC, (float)effectiveProbeCount);
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@ -699,11 +702,19 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
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shaderConsts->setSafe(probeShaderConsts->mProbeBoxMinSC, probeBoxMinArray);
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shaderConsts->setSafe(probeShaderConsts->mProbeBoxMaxSC, probeBoxMaxArray);
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shaderConsts->setSafe(probeShaderConsts->mProbeConfigDataSC, probeConfigArray);
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//GFX->setCubeArrayTexture(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister(), mPrefilterArray);
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//GFX->setCubeArrayTexture(probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister(), mIrradianceArray);
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GFX->setCubeArrayTexture(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister(), mPrefilterArray);
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GFX->setCubeArrayTexture(probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister(), mIrradianceArray);
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}
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//if (!hasSkylight)
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// shaderConsts->setSafe(probeShaderConsts->mHasSkylight, 0.0f);
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if (probeShaderConsts->mBRDFTextureMap->isValid())
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{
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if (!mBRDFTexture.isValid())
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{
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//try to fetch it
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mBRDFTexture.set("core/art/pbr/brdfTexture.dds", &GFXStaticTextureSRGBProfile, "BRDF Texture");
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}
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GFX->setTexture(probeShaderConsts->mBRDFTextureMap->getSamplerRegister(), mBRDFTexture.getPointer());
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}
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//check for skylight action
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@ -143,6 +143,8 @@ struct ProbeShaderConstants
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GFXShaderConstHandle *mProbeIrradianceCubemapSC;
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GFXShaderConstHandle *mProbeCountSC;
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GFXShaderConstHandle *mBRDFTextureMap;
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GFXShaderConstHandle *mSkylightSpecularMap;
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GFXShaderConstHandle *mSkylightIrradMap;
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GFXShaderConstHandle *mHasSkylight;
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@ -227,6 +229,8 @@ class RenderProbeMgr : public RenderBinManager
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//Default skylight, used for shape editors, etc
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ProbeRenderInst* mDefaultSkyLight;
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GFXTexHandle mBRDFTexture;
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public:
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RenderProbeMgr();
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RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder);
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@ -80,6 +80,8 @@ const String ShaderGenVars::specularCubemapAR("$specularCubemapAR");
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const String ShaderGenVars::irradianceCubemapAR("$irradianceCubemapAR");
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const String ShaderGenVars::probeCount("$numProbes");
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const String ShaderGenVars::BRDFTextureMap("$BRDFTexture");
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//Skylight
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const String ShaderGenVars::skylightPrefilterMap("$skylightSpecularMap");
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const String ShaderGenVars::skylightIrradMap("$skylightIrradMap");
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@ -93,6 +93,8 @@ struct ShaderGenVars
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const static String irradianceCubemapAR;
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const static String probeCount;
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const static String BRDFTextureMap;
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//Skylight
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const static String skylightPrefilterMap;
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const static String skylightIrradMap;
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@ -370,7 +370,7 @@ float4 computeForwardProbes(Surface surface,
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float lod = surface.roughness*cubeMips;
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float alpha = 1;
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/*for (i = 0; i < numProbes; ++i)
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for (i = 0; i < numProbes; ++i)
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{
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float contrib = contribution[i];
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if (contrib != 0)
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@ -382,7 +382,7 @@ float4 computeForwardProbes(Surface surface,
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specular += TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, dir, cubemapIdx, lod).xyz * contrib;
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alpha -= contrib;
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}
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}*/
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}
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if (hasSkylight && alpha > 0.001)
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{
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@ -394,16 +394,16 @@ float4 computeForwardProbes(Surface surface,
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//energy conservation
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float3 kD = 1.0.xxx - F;
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kD *= clamp(1.0 - surface.metalness, 0.2, 1);
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kD *= 1.0 - surface.metalness;
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//apply brdf
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//Do it once to save on texture samples
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float2 brdf = TORQUE_TEX2DLOD(BRDFTexture,float4(surface.roughness, surface.NdotV, 0.0, 0.0)).xy;
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//specular *= brdf.x * F + brdf.y;
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specular *= brdf.x * F + brdf.y;
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//final diffuse color
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float3 diffuse = kD * irradiance * surface.baseColor.rgb;
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float4 finalColor = float4(diffuse + specular, 1.0);
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float4 finalColor = float4(diffuse + specular, 1);
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return finalColor;
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}
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