by and large, Opengl branch compatibility alterations, though do again note the inclusion of
   sampler["lightBuffer"] = "#lightinfo";
   sampler["colorBuffer"] = "#color";
   sampler["matInfoBuffer"] = "#matinfo";

and
   samplerNames[5] = "$lightBuffer";
   samplerNames[6] = "$colorBuffer";
   samplerNames[7] = "$matInfoBuffer";
entries. This is where the engine knows to pass along a given rendertarget for input into a predefined shader, as opposed to the prior phase's output to targets within procedural ones.

Shader:
the XXXLight.hlsl/glsls account for alterations in inputs, check for emissive and translucency, apply Felix's Normal Mapped Ambient. and pass the results along to  AL_DeferredOutput for final computation before returning the result.
the lighting.hlsl/.glsl consissts of removal of the overridden engine-specific phong specular variant, and defines the  AL_DeferredOutput  method, which equates to the previously used pixspecular feature defined along the lines of
http://books.google.com/books?id=GY-AAwAAQBAJ&pg=PA112&lpg=PA112&dq=blinn+phong+specular+gloss+hlsl&source=bl&ots=q9SKJkmWHB&sig=uLIHX10Zul0X0LL2ehSMq7IFBIM&hl=en&sa=X&ei=DbcsVPeWEdW1yASDy4LYDw&ved=0CB4Q6AEwAA#v=onepage&q=gloss%20&f=false

also includes visualizers

Long term impact: This area, along with the \game\shaders\common\lighting\advanced\lightingUtils.hlsl/.glsl pair will be where we plug in properly attenuated Cook-Torrence later, presuming the impact is not to hefty.
This commit is contained in:
Azaezel 2016-02-16 02:29:54 -06:00
parent 196b214eae
commit 5ed06fff9d
13 changed files with 203 additions and 50 deletions

View file

@ -20,6 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "./torque.glsl"
#ifndef TORQUE_SHADERGEN
@ -207,14 +208,42 @@ void compute4Lights( vec3 wsView,
///
float AL_CalcSpecular( vec3 toLight, vec3 normal, vec3 toEye )
{
#ifdef PHONG_SPECULAR
// (R.V)^c
float specVal = dot( normalize( -reflect( toLight, normal ) ), toEye );
#else
// (N.H)^c [Blinn-Phong, TGEA style, default]
float specVal = dot( normal, normalize( toLight + toEye ) );
#endif
// (R.V)^c
float specVal = dot( normalize( -reflect( toLight, normal ) ), toEye );
// Return the specular factor.
return pow( max( specVal, 0.00001f ), AL_ConstantSpecularPower );
}
/// The output for Deferred Lighting
///
/// @param toLight Normalized vector representing direction from the pixel
/// being lit, to the light source, in world space.
///
/// @param normal Normalized surface normal.
///
/// @param toEye The normalized vector representing direction from the pixel
/// being lit to the camera.
///
vec4 AL_DeferredOutput(
vec3 lightColor,
vec3 diffuseColor,
vec4 matInfo,
vec4 ambient,
float specular,
float shadowAttenuation)
{
vec3 specularColor = vec3(specular);
bool metalness = getFlag(matInfo.r, 3);
if ( metalness )
{
specularColor = 0.04 * (1 - specular) + diffuseColor * specular;
}
//specular = color * map * spec^gloss
float specularOut = (specularColor * matInfo.b * min(pow(max(specular,1.0f), max((matInfo.a / AL_ConstantSpecularPower),1.0f)),matInfo.a)).r;
lightColor *= vec3(shadowAttenuation);
lightColor += ambient.rgb;
return vec4(lightColor.rgb, specularOut);
}