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.
This commit is contained in:
Areloch 2019-05-02 00:05:12 -05:00
parent 98a3ff604a
commit 4e557aec83
6 changed files with 40 additions and 21 deletions

View file

@ -281,8 +281,8 @@ void GenericConstBuffer::assertUnassignedConstants( const char *shaderName )
mLayout->getDesc( i, pd );
// Assert on the unassigned constant.
AssertFatal( false, avar( "The '%s' shader constant in shader '%s' was unassigned!",
pd.name.c_str(), shaderName ) );
//AssertFatal( false, avar( "The '%s' shader constant in shader '%s' was unassigned!",
// pd.name.c_str(), shaderName ) );
}
}

View file

@ -127,6 +127,7 @@ ProbeShaderConstants::ProbeShaderConstants()
mProbeSpecularCubemapSC(NULL),
mProbeIrradianceCubemapSC(NULL),
mProbeCountSC(NULL),
mBRDFTextureMap(NULL),
mSkylightSpecularMap(NULL),
mSkylightIrradMap(NULL),
mHasSkylight(NULL)
@ -164,6 +165,8 @@ void ProbeShaderConstants::init(GFXShader* shader)
mProbeIrradianceCubemapSC = shader->getShaderConstHandle(ShaderGenVars::irradianceCubemapAR);
mProbeCountSC = shader->getShaderConstHandle(ShaderGenVars::probeCount);
mBRDFTextureMap = shader->getShaderConstHandle(ShaderGenVars::BRDFTextureMap);
mSkylightSpecularMap = shader->getShaderConstHandle(ShaderGenVars::skylightPrefilterMap);
mSkylightIrradMap = shader->getShaderConstHandle(ShaderGenVars::skylightIrradMap);
mHasSkylight = shader->getShaderConstHandle(ShaderGenVars::hasSkylight);
@ -654,7 +657,7 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
bool hasSkylight = false;
for (U32 i = 0; i < probeCount; i++)
{
if (effectiveProbeCount >= 4)
if (effectiveProbeCount >= MAX_FORWARD_PROBES)
break;
const ProbeRenderInst& curEntry = *ProbeRenderInst::all[i];
@ -675,18 +678,18 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
}*/
if (!curEntry.mIsSkylight)
{
/*probePositions[effectiveProbeCount] = curEntry.getPosition();
probeRefPositions[effectiveProbeCount] = curEntry.mProbeRefOffset;
probeWorldToObj[effectiveProbeCount] = curEntry.getTransform();
probeBBMin[effectiveProbeCount] = curEntry.mBounds.minExtents;
probeBBMax[effectiveProbeCount] = curEntry.mBounds.maxExtents;
probeConfig[effectiveProbeCount] = Point4F(curEntry.mProbeShapeType,
probePositionArray[effectiveProbeCount] = curEntry.getPosition();
probeRefPositionArray[effectiveProbeCount] = curEntry.mProbeRefOffset;
probeWorldToObjArray[effectiveProbeCount] = curEntry.getTransform();
probeBoxMinArray[effectiveProbeCount] = curEntry.mBounds.minExtents;
probeBoxMaxArray[effectiveProbeCount] = curEntry.mBounds.maxExtents;
probeConfigArray[effectiveProbeCount] = Point4F(curEntry.mProbeShapeType,
curEntry.mRadius,
curEntry.mAtten,
curEntry.mCubemapIndex);*/
}
curEntry.mCubemapIndex);
effectiveProbeCount++;
effectiveProbeCount++;
}
}
shaderConsts->setSafe(probeShaderConsts->mProbeCountSC, (float)effectiveProbeCount);
@ -699,11 +702,19 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
shaderConsts->setSafe(probeShaderConsts->mProbeBoxMinSC, probeBoxMinArray);
shaderConsts->setSafe(probeShaderConsts->mProbeBoxMaxSC, probeBoxMaxArray);
shaderConsts->setSafe(probeShaderConsts->mProbeConfigDataSC, probeConfigArray);
//GFX->setCubeArrayTexture(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister(), mPrefilterArray);
//GFX->setCubeArrayTexture(probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister(), mIrradianceArray);
GFX->setCubeArrayTexture(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister(), mPrefilterArray);
GFX->setCubeArrayTexture(probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister(), mIrradianceArray);
}
//if (!hasSkylight)
// shaderConsts->setSafe(probeShaderConsts->mHasSkylight, 0.0f);
if (probeShaderConsts->mBRDFTextureMap->isValid())
{
if (!mBRDFTexture.isValid())
{
//try to fetch it
mBRDFTexture.set("core/art/pbr/brdfTexture.dds", &GFXStaticTextureSRGBProfile, "BRDF Texture");
}
GFX->setTexture(probeShaderConsts->mBRDFTextureMap->getSamplerRegister(), mBRDFTexture.getPointer());
}
//check for skylight action

View file

@ -143,6 +143,8 @@ struct ProbeShaderConstants
GFXShaderConstHandle *mProbeIrradianceCubemapSC;
GFXShaderConstHandle *mProbeCountSC;
GFXShaderConstHandle *mBRDFTextureMap;
GFXShaderConstHandle *mSkylightSpecularMap;
GFXShaderConstHandle *mSkylightIrradMap;
GFXShaderConstHandle *mHasSkylight;
@ -227,6 +229,8 @@ class RenderProbeMgr : public RenderBinManager
//Default skylight, used for shape editors, etc
ProbeRenderInst* mDefaultSkyLight;
GFXTexHandle mBRDFTexture;
public:
RenderProbeMgr();
RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder);

View file

@ -80,6 +80,8 @@ const String ShaderGenVars::specularCubemapAR("$specularCubemapAR");
const String ShaderGenVars::irradianceCubemapAR("$irradianceCubemapAR");
const String ShaderGenVars::probeCount("$numProbes");
const String ShaderGenVars::BRDFTextureMap("$BRDFTexture");
//Skylight
const String ShaderGenVars::skylightPrefilterMap("$skylightSpecularMap");
const String ShaderGenVars::skylightIrradMap("$skylightIrradMap");

View file

@ -93,6 +93,8 @@ struct ShaderGenVars
const static String irradianceCubemapAR;
const static String probeCount;
const static String BRDFTextureMap;
//Skylight
const static String skylightPrefilterMap;
const static String skylightIrradMap;

View file

@ -370,7 +370,7 @@ float4 computeForwardProbes(Surface surface,
float lod = surface.roughness*cubeMips;
float alpha = 1;
/*for (i = 0; i < numProbes; ++i)
for (i = 0; i < numProbes; ++i)
{
float contrib = contribution[i];
if (contrib != 0)
@ -382,7 +382,7 @@ float4 computeForwardProbes(Surface surface,
specular += TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, dir, cubemapIdx, lod).xyz * contrib;
alpha -= contrib;
}
}*/
}
if (hasSkylight && alpha > 0.001)
{
@ -394,16 +394,16 @@ float4 computeForwardProbes(Surface surface,
//energy conservation
float3 kD = 1.0.xxx - F;
kD *= clamp(1.0 - surface.metalness, 0.2, 1);
kD *= 1.0 - surface.metalness;
//apply brdf
//Do it once to save on texture samples
float2 brdf = TORQUE_TEX2DLOD(BRDFTexture,float4(surface.roughness, surface.NdotV, 0.0, 0.0)).xy;
//specular *= brdf.x * F + brdf.y;
specular *= brdf.x * F + brdf.y;
//final diffuse color
float3 diffuse = kD * irradiance * surface.baseColor.rgb;
float4 finalColor = float4(diffuse + specular, 1.0);
float4 finalColor = float4(diffuse + specular, 1);
return finalColor;
}