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https://github.com/TorqueGameEngines/Torque3D.git
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Merge pull request #1138 from Azaezel/alha41/luxTargTricks
lighting corrections:
This commit is contained in:
commit
52e7156436
9 changed files with 117 additions and 78 deletions
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@ -790,7 +790,7 @@ void AdvancedLightBinManager::LightMaterialInfo::setLightParameters( const Light
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MaterialParameters *matParams = matInstance->getMaterialParameters();
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matParams->setSafe( lightColor, lightInfo->getColor() );
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matParams->setSafe(lightBrightness, lightInfo->getBrightness() * lightInfo->getFadeAmount());
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F32 luxTargMultiplier = 1;
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switch( lightInfo->getType() )
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{
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@ -804,10 +804,10 @@ void AdvancedLightBinManager::LightMaterialInfo::setLightParameters( const Light
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case LightInfo::Spot:
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{
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const F32 outerCone = lightInfo->getOuterConeAngle();
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const F32 innerCone = getMin(lightInfo->getInnerConeAngle(), outerCone);
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const F32 innerCone = getMin(lightInfo->getInnerConeAngle(), outerCone-0.0001f);
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const F32 outerCos = mCos(mDegToRad(outerCone / 2.0f));
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const F32 innerCos = mCos(mDegToRad(innerCone / 2.0f));
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Point2F spotParams(outerCos,innerCos - outerCos);
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Point2F spotParams(outerCos,mMax(innerCos - outerCos,0.001f));
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matParams->setSafe( lightSpotParams, spotParams );
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matParams->setSafe( lightDirection, lightInfo->getDirection());
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@ -817,6 +817,9 @@ void AdvancedLightBinManager::LightMaterialInfo::setLightParameters( const Light
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const F32 invSqrRadius = 1.0f / mSquared(radius);
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matParams->setSafe(lightRange, radius);
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matParams->setSafe(lightInvSqrRange, invSqrRadius);
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F32 concentration = 360.0f/ outerCone;
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luxTargMultiplier = radius * concentration;
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}
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break;
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@ -828,6 +831,7 @@ void AdvancedLightBinManager::LightMaterialInfo::setLightParameters( const Light
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const F32 invSqrRadius = 1.0f / (radius * radius);
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matParams->setSafe( lightRange, radius);
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matParams->setSafe( lightInvSqrRange, invSqrRadius);
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luxTargMultiplier =radius;
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}
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break;
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@ -835,6 +839,7 @@ void AdvancedLightBinManager::LightMaterialInfo::setLightParameters( const Light
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AssertFatal( false, "Bad light type!" );
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break;
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}
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matParams->setSafe(lightBrightness, lightInfo->getBrightness()* lightInfo->getFadeAmount() * luxTargMultiplier);
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}
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bool LightMatInstance::setupPass( SceneRenderState *state, const SceneData &sgData )
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@ -333,7 +333,7 @@ void LightManager::_update4LightConsts( const SceneData &sgData,
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static AlignedArray<Point4F> lightSpotDirs(MAX_FORWARD_LIGHTS, sizeof(Point4F));
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static AlignedArray<Point4F> lightColors(MAX_FORWARD_LIGHTS, sizeof(Point4F));
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static AlignedArray<Point4F> lightConfigData(MAX_FORWARD_LIGHTS, sizeof(Point4F)); //type, brightness, range, invSqrRange : rgba
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static AlignedArray<Point2F> lightSpotParams(MAX_FORWARD_LIGHTS, sizeof(Point2F));
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static AlignedArray<Point2F> lightSpotParams(MAX_FORWARD_LIGHTS, sizeof(Point4F));
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dMemset(lightPositions.getBuffer(), 0, lightPositions.getBufferSize());
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dMemset(lightSpotDirs.getBuffer(), 0, lightSpotDirs.getBufferSize());
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@ -352,11 +352,12 @@ void LightManager::_update4LightConsts( const SceneData &sgData,
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vectorLightDirection = Point4F::Zero;
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vectorLightColor = Point4F::Zero;
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vectorLightAmbientColor = Point4F::Zero;
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F32 luxTargMultiplier[MAX_FORWARD_LIGHTS];
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// Gather the data for the first 4 lights.
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const LightInfo* light;
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for (U32 i = 0; i < MAX_FORWARD_LIGHTS; i++)
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{
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luxTargMultiplier[i] = 1.0;
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light = sgData.lights[i];
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if (!light)
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break;
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@ -371,48 +372,52 @@ void LightManager::_update4LightConsts( const SceneData &sgData,
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vectorLightColor = Point4F(light->getColor());
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vectorLightAmbientColor = Point4F(light->getAmbient());
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hasVectorLight = 1;
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continue;
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}
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// The light positions and spot directions are
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// in SoA order to make optimal use of the GPU.
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const Point3F& lightPos = light->getPosition();
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lightPositions[i].x = lightPos.x;
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lightPositions[i].y = lightPos.y;
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lightPositions[i].z = lightPos.z;
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lightPositions[i].w = 0;
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const VectorF& lightDir = light->getDirection();
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lightSpotDirs[i].x = lightDir.x;
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lightSpotDirs[i].y = lightDir.y;
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lightSpotDirs[i].z = lightDir.z;
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lightSpotDirs[i].w = 0;
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lightColors[i] = Point4F(light->getColor());
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if (light->getType() == LightInfo::Point)
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else
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{
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lightConfigData[i].x = 0;
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// The light positions and spot directions are
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// in SoA order to make optimal use of the GPU.
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const Point3F& lightPos = light->getPosition();
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lightPositions[i].x = lightPos.x;
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lightPositions[i].y = lightPos.y;
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lightPositions[i].z = lightPos.z;
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lightPositions[i].w = 0;
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lightColors[i] = Point4F(light->getColor());
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F32 range = light->getRange().x;
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lightConfigData[i].z = range;
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if (light->getType() == LightInfo::Point)
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{
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lightConfigData[i].x = 0;
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luxTargMultiplier[i] = range;
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}
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else if (light->getType() == LightInfo::Spot)
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{
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const VectorF& lightDir = light->getDirection();
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lightSpotDirs[i].x = lightDir.x;
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lightSpotDirs[i].y = lightDir.y;
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lightSpotDirs[i].z = lightDir.z;
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lightSpotDirs[i].w = 0;
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lightConfigData[i].x = 1;
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const F32 outerCone = light->getOuterConeAngle();
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const F32 innerCone = getMin(light->getInnerConeAngle(), outerCone - 0.0001f);
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const F32 outerCos = mCos(mDegToRad(outerCone / 2.0f));
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const F32 innerCos = mCos(mDegToRad(innerCone / 2.0f));
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Point2F spotParams(outerCos, mMax(innerCos - outerCos, 0.001f));
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lightSpotParams[i].x = spotParams.x;
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lightSpotParams[i].y = spotParams.y;
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F32 concentration = 360.0f / outerCone;
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luxTargMultiplier[i] = range * concentration;
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}
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lightConfigData[i].y = light->getBrightness() * luxTargMultiplier[i];
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lightConfigData[i].w = 1.0f / (range * range);
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}
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else if (light->getType() == LightInfo::Spot)
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{
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lightConfigData[i].x = 1;
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const F32 outerCone = light->getOuterConeAngle();
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const F32 innerCone = getMin(light->getInnerConeAngle(), outerCone);
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const F32 outerCos = mCos(mDegToRad(outerCone / 2.0f));
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const F32 innerCos = mCos(mDegToRad(innerCone / 2.0f));
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Point2F spotParams(outerCos, innerCos - outerCos);
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lightSpotParams[i].x = spotParams.x;
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lightSpotParams[i].y = spotParams.y;
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}
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lightConfigData[i].y = light->getBrightness();
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F32 range = light->getRange().x;
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lightConfigData[i].z = range;
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lightConfigData[i].w = 1.0f / (range * range);
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}
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shaderConsts->setSafe(lightPositionSC, lightPositions);
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@ -71,7 +71,8 @@ void SingleLightShadowMap::_render( RenderPassManager* renderPass,
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lightMatrix.inverse();
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GFX->setWorldMatrix(lightMatrix);
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const MatrixF& lightProj = GFX->getProjectionMatrix();
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MatrixF lightProj = GFX->getProjectionMatrix();
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lightProj.reverseProjection();
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mWorldToLightProj = lightProj * lightMatrix;
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// Render the shadowmap!
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@ -73,4 +73,14 @@ float D_GGX(float NdotH, float alphaRoughnessSq)
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return alphaRoughnessSq / (M_PI_F * f * f);
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}
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float3 Fr_DisneyDiffuse(float3 F0, float NdotV, float NdotL, float LdotH, float linearRoughness)
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{
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float energyBias = lerp (0 , 0.5 , linearRoughness );
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float energyFactor = lerp (1.0 , 1.0 / 1.51 , linearRoughness );
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float fd90 = energyBias + 2.0 * LdotH * LdotH * linearRoughness ;
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float3 lightScatter = F_Schlick( F0 , fd90 , NdotL );
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float3 viewScatter = F_Schlick(F0 , fd90 , NdotV );
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return lightScatter * viewScatter * energyFactor ;
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}
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#endif
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@ -67,4 +67,15 @@ float D_GGX(float NdotH, float alphaRoughnessSq)
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return alphaRoughnessSq / (M_PI_F * f * f);
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}
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vec3 Fr_DisneyDiffuse(vec3 F0, float NdotV, float NdotL, float LdotH, float linearRoughness)
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{
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float energyBias = lerp(0 , 0.5 , linearRoughness );
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float energyFactor = lerp(1.0 , 1.0 / 1.51 , linearRoughness );
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float fd90 = energyBias + 2.0 * LdotH * LdotH * linearRoughness ;
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vec3 lightScatter = F_Schlick( F0 , fd90 , NdotL );
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vec3 viewScatter = F_Schlick(F0 , fd90 , NdotV );
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return lightScatter * viewScatter * energyFactor ;
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}
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#endif
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@ -216,8 +216,8 @@ float getDistanceAtt( vec3 unormalizedLightVector , float invSqrAttRadius )
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float getSpotAngleAtt( vec3 normalizedLightVector , vec3 lightDir , vec2 lightSpotParams )
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{
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float cd = dot ( lightDir , normalizedLightVector );
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float attenuation = saturate ( ( cd - lightSpotParams.x ) / lightSpotParams.y );
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float cd = max(dot( lightDir , normalizedLightVector ),0.0);
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float attenuation = saturate ( ( cd - lightSpotParams.x/(cd*1.001) ) / lightSpotParams.y );
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// smooth the transition
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return sqr(attenuation);
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}
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@ -225,7 +225,7 @@ float getDistanceAtt( vec3 unormalizedLightVector , float invSqrAttRadius )
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vec3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
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{
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//lambert diffuse
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vec3 Fd = surface.albedo.rgb * M_1OVER_PI_F;
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vec3 Fd = Fr_DisneyDiffuse(surface.f0, surface.NdotV, surfaceToLight.NdotL, surfaceToLight.NdotH, surface.linearRoughness);
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//GGX specular
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vec3 F = F_Schlick(surface.f0, surface.f90, surfaceToLight.HdotV);
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@ -236,7 +236,7 @@ vec3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
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#if CAPTURING == 1
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return saturate(mix(Fd + Fr,surface.f0,surface.metalness));
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#else
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return saturate(Fd + Fr);
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return Fd + Fr;
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#endif
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}
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@ -254,6 +254,15 @@ vec3 getPunctualLight(Surface surface, SurfaceToLight surfaceToLight, vec3 light
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return evaluateStandardBRDF(surface,surfaceToLight) * factor;
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}
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vec3 getSpotlight(Surface surface, SurfaceToLight surfaceToLight, vec3 lightColor, float lightIntensity, float radius, vec3 lightDir, vec2 lightSpotParams, float shadow)
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{
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float attenuation = 1.0f;
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attenuation *= getDistanceAtt(surfaceToLight.Lu, radius);
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attenuation *= getSpotAngleAtt(-surfaceToLight.L, lightDir, lightSpotParams.xy);
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vec3 factor = lightColor * max(surfaceToLight.NdotL* shadow * lightIntensity * attenuation, 0.0f) ;
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return evaluateStandardBRDF(surface,surfaceToLight) * factor;
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}
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float computeSpecOcclusion( float NdotV , float AO , float roughness )
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{
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return saturate (pow( abs(NdotV + AO) , exp2 ( -16.0f * roughness - 1.0f )) - 1.0f + AO );
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@ -270,7 +279,7 @@ vec4 compute4Lights( Surface surface,
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vec4 inLightConfigData[4],
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vec4 inLightColor[4],
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vec4 inLightSpotDir[4],
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vec2 lightSpotParams[4],
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vec2 inlightSpotParams[4],
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int hasVectorLight,
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vec4 vectorLightDirection,
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vec4 vectorLightingColor,
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@ -305,13 +314,10 @@ vec4 compute4Lights( Surface surface,
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//get punctual light contribution
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lighting = getPunctualLight(surface, surfaceToLight, lightCol, lightBrightness, lightInvSqrRange, shadowed);
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}
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else //spot
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else if(inLightConfigData[i].x == 1) //spot
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{
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//get Punctual light contribution
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lighting = getPunctualLight(surface, surfaceToLight, lightCol, lightBrightness, lightInvSqrRange, shadowed);
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//get spot angle attenuation
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lighting *= getSpotAngleAtt(-surfaceToLight.L, inLightSpotDir[i].xyz, lightSpotParams[i].xy );
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//get spot light contribution
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lighting = getSpotlight(surface, surfaceToLight, lightCol, lightBrightness, lightInvSqrRange, inLightSpotDir[i].xyz, inlightSpotParams[i], shadowed);
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}
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}
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finalLighting += lighting;
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@ -217,16 +217,16 @@ float getDistanceAtt( float3 unormalizedLightVector , float invSqrAttRadius )
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float getSpotAngleAtt( float3 normalizedLightVector , float3 lightDir , float2 lightSpotParams )
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{
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float cd = dot ( lightDir , normalizedLightVector );
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float attenuation = saturate ( ( cd - lightSpotParams.x ) / lightSpotParams.y );
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float cd = max(dot ( lightDir , normalizedLightVector ),0.0);
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float attenuation = saturate(((cd - lightSpotParams.x/(cd*1.001))/lightSpotParams.y));
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// smooth the transition
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return sqr(attenuation);
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}
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float3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
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{
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//lambert diffuse
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float3 Fd = surface.albedo.rgb * M_1OVER_PI_F;
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//disney diffuse
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float3 Fd = Fr_DisneyDiffuse(surface.f0, surface.NdotV, surfaceToLight.NdotL, surfaceToLight.NdotH, surface.linearRoughness);
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//GGX specular
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float3 F = F_Schlick(surface.f0, surface.f90, surfaceToLight.HdotV);
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@ -237,7 +237,7 @@ float3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
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#if CAPTURING == 1
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return saturate(lerp(Fd + Fr,surface.f0,surface.metalness));
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#else
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return saturate(Fd + Fr);
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return Fd + Fr;
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#endif
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}
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@ -255,6 +255,14 @@ float3 getPunctualLight(Surface surface, SurfaceToLight surfaceToLight, float3 l
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return evaluateStandardBRDF(surface,surfaceToLight) * factor;
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}
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float3 getSpotlight(Surface surface, SurfaceToLight surfaceToLight, float3 lightColor, float lightIntensity, float radius, float3 lightDir, float2 lightSpotParams, float shadow)
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{
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float attenuation = 1.0f;
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attenuation *= getDistanceAtt(surfaceToLight.Lu, radius);
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attenuation *= getSpotAngleAtt(-surfaceToLight.L, lightDir, lightSpotParams.xy);
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float3 factor = lightColor * max(surfaceToLight.NdotL* shadow * lightIntensity * attenuation, 0.0f) ;
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return evaluateStandardBRDF(surface,surfaceToLight) * factor;
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}
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float computeSpecOcclusion( float NdotV , float AO , float roughness )
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{
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return saturate (pow( abs(NdotV + AO) , exp2 ( -16.0f * roughness - 1.0f )) - 1.0f + AO );
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@ -271,7 +279,7 @@ float4 compute4Lights( Surface surface,
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float4 inLightConfigData[4],
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float4 inLightColor[4],
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float4 inLightSpotDir[4],
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float2 lightSpotParams[4],
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float2 inlightSpotParams[4],
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int hasVectorLight,
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float4 vectorLightDirection,
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float4 vectorLightingColor,
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@ -296,7 +304,7 @@ float4 compute4Lights( Surface surface,
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float lightBrightness = inLightConfigData[i].y;
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float lightInvSqrRange= inLightConfigData[i].a;
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float3 lighting = 0.0.xxx;
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float3 lighting = float3(0.0,0.0,0.0);
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[branch]
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if(dist < lightRange)
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@ -307,13 +315,10 @@ float4 compute4Lights( Surface surface,
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//get punctual light contribution
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lighting = getPunctualLight(surface, surfaceToLight, lightCol, lightBrightness, lightInvSqrRange, shadowed);
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}
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else //spot
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else if(inLightConfigData[i].x == 1) //spot
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{
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//get Punctual light contribution
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lighting = getPunctualLight(surface, surfaceToLight, lightCol, lightBrightness, lightInvSqrRange, shadowed);
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//get spot angle attenuation
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lighting *= getSpotAngleAtt(-surfaceToLight.L, inLightSpotDir[i].xyz, lightSpotParams[i].xy );
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//get spot light contribution
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lighting = getSpotlight(surface, surfaceToLight, lightCol, lightBrightness, lightInvSqrRange, inLightSpotDir[i].xyz, inlightSpotParams[i], shadowed);
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}
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}
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finalLighting += lighting;
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@ -321,7 +326,7 @@ float4 compute4Lights( Surface surface,
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//Vector light
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[branch]
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if(hasVectorLight)
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if(hasVectorLight == 1)
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{
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SurfaceToLight surfaceToVecLight = createSurfaceToLight(surface, -vectorLightDirection.xyz);
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@ -154,10 +154,8 @@ void main()
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return;
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#endif
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//get Punctual light contribution
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lighting = getPunctualLight(surface, surfaceToLight, lightCol, lightBrightness, lightInvSqrRange, shadow);
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//get spot angle attenuation
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lighting *= getSpotAngleAtt(-surfaceToLight.L, lightDirection, lightSpotParams );
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//get spot light contribution
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lighting = getSpotlight(surface, surfaceToLight, lightCol, lightBrightness, lightInvSqrRange, lightDirection, lightSpotParams, shadow);
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}
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OUT_col = vec4(lighting, 0);
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@ -151,10 +151,8 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
|
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return final;
|
||||
#endif
|
||||
|
||||
//get Punctual light contribution
|
||||
lighting = getPunctualLight(surface, surfaceToLight, lightCol, lightBrightness, lightInvSqrRange, shadow);
|
||||
//get spot angle attenuation
|
||||
lighting *= getSpotAngleAtt(-surfaceToLight.L, lightDirection, lightSpotParams );
|
||||
//get spot light contribution
|
||||
lighting = getSpotlight(surface, surfaceToLight, lightCol, lightBrightness, lightInvSqrRange, lightDirection, lightSpotParams, shadow);
|
||||
}
|
||||
|
||||
return float4(lighting, 0);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue