Merge branch 'Preview4_0' of https://github.com/TorqueGameEngines/Torque3D into Preview4_0

This commit is contained in:
JeffR 2022-02-17 18:30:23 -06:00
commit 6a357d8dfb
1537 changed files with 173488 additions and 37732 deletions

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@ -38,3 +38,10 @@ function ServerPlay3D(%profile,%transform)
ClientGroup.getObject(%idx).play3D(%profile,%transform);
}
function ServerPlaySound(%profile,%pos)
{
// Play the given sound profile at the given position on every client
// The sound will be transmitted as an event, not attached to any object.
for(%idx = 0; %idx < ClientGroup.getCount(); %idx++)
commandToClient(ClientGroup.getObject(%idx), 'PlaySound',%profile, %pos);
}

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@ -66,7 +66,7 @@ $guiContent = new GuiControl(ConsoleDlg) {
canSaveDynamicFields = "0";
new GuiBitmapCtrl() {
bitmap = "data/ui/art/hudfill.png";
bitmapAsset = "Core_GUI:hudFill";
color = "255 255 255 255";
wrap = "0";
position = "0 0";

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@ -50,11 +50,13 @@ new GuiControlProfile(GuiConsoleTextProfile)
category = "Core";
};
$ConsoleDefaultFillColor = "0 0 0 175";
if(!isObject(ConsoleScrollProfile))
new GuiControlProfile(ConsoleScrollProfile : GuiScrollProfile)
{
opaque = true;
fillColor = "0 0 0 175";
fillColor = $ConsoleDefaultFillColor;
border = 1;
//borderThickness = 0;
borderColor = "0 0 0";

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@ -1,6 +1 @@
<ShapeAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="Camera"
fileName="@assetFile=camera.dts"
constuctorFileName="@assetFile=camera.tscript" />

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@ -0,0 +1,7 @@
<MaterialAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="Green"
scriptFile="@assetFile=green"
materialDefinitionName="Green"
originalFilePath="D:/Gamedev/Projects/Catographer/GameBuild/Templates/BaseGame/game/core/gameObjects/shapes/green" />

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After

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@ -1,5 +1,5 @@
singleton TSShapeConstructor(cameradts)
singleton TSShapeConstructor(cameradts2)
{
baseShapeAsset = "Core_GameObjects:Camera";
singleDetailSize = "0";

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@ -0,0 +1,196 @@
//--- OBJECT WRITE BEGIN ---
new Material(OctahedronMat) {
mapTo = "green";
diffuseColor[0] = "0 1 0 1";
diffuseColor[1] = "1 1 1 1";
diffuseColor[2] = "1 1 1 1";
diffuseColor[3] = "1 1 1 1";
DiffuseMap[0] = "core/gameObjects/images/camera";
diffuseMapSRGB[0] = "1";
diffuseMapSRGB[1] = "1";
diffuseMapSRGB[2] = "1";
diffuseMapSRGB[3] = "1";
detailScale[0] = "2 2";
detailScale[1] = "2 2";
detailScale[2] = "2 2";
detailScale[3] = "2 2";
detailNormalMapStrength[0] = "1";
detailNormalMapStrength[1] = "1";
detailNormalMapStrength[2] = "1";
detailNormalMapStrength[3] = "1";
roughness[0] = "1";
roughness[1] = "1";
roughness[2] = "1";
roughness[3] = "1";
metalness[0] = "0";
metalness[1] = "0";
metalness[2] = "0";
metalness[3] = "0";
glowMul[0] = "0";
glowMul[1] = "0";
glowMul[2] = "0";
glowMul[3] = "0";
accuEnabled[0] = "0";
accuEnabled[1] = "0";
accuEnabled[2] = "0";
accuEnabled[3] = "0";
accuScale[0] = "1";
accuScale[1] = "1";
accuScale[2] = "1";
accuScale[3] = "1";
accuDirection[0] = "1";
accuDirection[1] = "1";
accuDirection[2] = "1";
accuDirection[3] = "1";
accuStrength[0] = "0.6";
accuStrength[1] = "0.6";
accuStrength[2] = "0.6";
accuStrength[3] = "0.6";
accuCoverage[0] = "0.9";
accuCoverage[1] = "0.9";
accuCoverage[2] = "0.9";
accuCoverage[3] = "0.9";
accuSpecular[0] = "16";
accuSpecular[1] = "16";
accuSpecular[2] = "16";
accuSpecular[3] = "16";
isSRGB[0] = "0";
isSRGB[1] = "0";
isSRGB[2] = "0";
isSRGB[3] = "0";
invertRoughness[0] = "0";
invertRoughness[1] = "0";
invertRoughness[2] = "0";
invertRoughness[3] = "0";
roughnessChan[0] = "0";
roughnessChan[1] = "0";
roughnessChan[2] = "0";
roughnessChan[3] = "0";
AOChan[0] = "1";
AOChan[1] = "1";
AOChan[2] = "1";
AOChan[3] = "1";
metalChan[0] = "2";
metalChan[1] = "2";
metalChan[2] = "2";
metalChan[3] = "2";
glow[0] = "0";
glow[1] = "0";
glow[2] = "0";
glow[3] = "0";
parallaxScale[0] = "0";
parallaxScale[1] = "0";
parallaxScale[2] = "0";
parallaxScale[3] = "0";
useAnisotropic[0] = "1";
useAnisotropic[1] = "1";
useAnisotropic[2] = "1";
useAnisotropic[3] = "1";
vertLit[0] = "0";
vertLit[1] = "0";
vertLit[2] = "0";
vertLit[3] = "0";
vertColor[0] = "0";
vertColor[1] = "0";
vertColor[2] = "0";
vertColor[3] = "0";
minnaertConstant[0] = "-1";
minnaertConstant[1] = "-1";
minnaertConstant[2] = "-1";
minnaertConstant[3] = "-1";
subSurface[0] = "0";
subSurface[1] = "0";
subSurface[2] = "0";
subSurface[3] = "0";
subSurfaceColor[0] = "1 0.2 0.2 1";
subSurfaceColor[1] = "1 0.2 0.2 1";
subSurfaceColor[2] = "1 0.2 0.2 1";
subSurfaceColor[3] = "1 0.2 0.2 1";
subSurfaceRolloff[0] = "0.2";
subSurfaceRolloff[1] = "0.2";
subSurfaceRolloff[2] = "0.2";
subSurfaceRolloff[3] = "0.2";
emissive[0] = "0";
emissive[1] = "0";
emissive[2] = "0";
emissive[3] = "0";
foreground[0] = "0";
foreground[1] = "0";
foreground[2] = "0";
foreground[3] = "0";
doubleSided = "0";
animFlags[0] = "0x00000000";
animFlags[1] = "0x00000000";
animFlags[2] = "0x00000000";
animFlags[3] = "0x00000000";
scrollDir[0] = "0 0";
scrollDir[1] = "0 0";
scrollDir[2] = "0 0";
scrollDir[3] = "0 0";
scrollSpeed[0] = "0";
scrollSpeed[1] = "0";
scrollSpeed[2] = "0";
scrollSpeed[3] = "0";
rotSpeed[0] = "0";
rotSpeed[1] = "0";
rotSpeed[2] = "0";
rotSpeed[3] = "0";
rotPivotOffset[0] = "0 0";
rotPivotOffset[1] = "0 0";
rotPivotOffset[2] = "0 0";
rotPivotOffset[3] = "0 0";
waveType[0] = "Sin";
waveType[1] = "Sin";
waveType[2] = "Sin";
waveType[3] = "Sin";
waveFreq[0] = "0";
waveFreq[1] = "0";
waveFreq[2] = "0";
waveFreq[3] = "0";
waveAmp[0] = "0";
waveAmp[1] = "0";
waveAmp[2] = "0";
waveAmp[3] = "0";
sequenceFramePerSec[0] = "0";
sequenceFramePerSec[1] = "0";
sequenceFramePerSec[2] = "0";
sequenceFramePerSec[3] = "0";
sequenceSegmentSize[0] = "0";
sequenceSegmentSize[1] = "0";
sequenceSegmentSize[2] = "0";
sequenceSegmentSize[3] = "0";
cellIndex[0] = "0 0";
cellIndex[1] = "0 0";
cellIndex[2] = "0 0";
cellIndex[3] = "0 0";
cellLayout[0] = "0 0";
cellLayout[1] = "0 0";
cellLayout[2] = "0 0";
cellLayout[3] = "0 0";
cellSize[0] = "0";
cellSize[1] = "0";
cellSize[2] = "0";
cellSize[3] = "0";
bumpAtlas[0] = "0";
bumpAtlas[1] = "0";
bumpAtlas[2] = "0";
bumpAtlas[3] = "0";
castShadows = "0";
planarReflection = "0";
translucent = "1";
translucentBlendOp = "PreMul";
translucentZWrite = "0";
alphaTest = "0";
alphaRef = "1";
dynamicCubemap = "0";
showFootprints = "1";
showDust = "0";
effectColor[0] = "0 0 0 0";
effectColor[1] = "0 0 0 0";
footstepSoundId = "-1";
impactSoundId = "-1";
ImpactFXIndex = "-1";
canSave = "1";
canSaveDynamicFields = "1";
};
//--- OBJECT WRITE END ---

View file

@ -55,23 +55,6 @@ singleton Material(CameraMat)
};
//--- camera.dts MATERIALS END ---
//--- noshape.dts MATERIALS BEGIN ---
singleton Material(noshape_NoShape)
{
mapTo = "NoShape";
diffuseMapAsset[0] = "";
diffuseColor[0] = "0.8 0.003067 0 .8";
emissive[0] = 0;
doubleSided = false;
translucent = 1;
translucentBlendOp = "LerpAlpha";
castShadows = false;
};
//--- noshape.dts MATERIALS END ---
//--- noshapetext.dae MATERIALS BEGIN ---
singleton Material(noshapetext_lambert1)

View file

@ -1,32 +0,0 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton Material( Empty )
{
};
singleton Material(WarningMaterial) {
detailMapAsset[0] = "Core_PostFX:missingTexture_image";
diffuseColor[0] = "25 16 0";
emissive[0] = false;
translucent = false;
};

View file

@ -20,9 +20,9 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../gl/hlslCompat.glsl"
#include "../../../rendering/shaders/gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
#include "../../gl/postFx.glsl"
#include "../../../rendering/shaders/postFX/gl/postFx.glsl"
uniform sampler2D backBuffer; // The original backbuffer.
uniform sampler2D deferredTex; // The pre-pass depth and normals.

View file

@ -15,4 +15,6 @@ singleton PostEffect( reflectionProbeArrayPostFX )
texture[0] = "#deferred";
texture[1] = "#color";
texture[2] = "#matinfo";
allowReflectPass = true;
};

View file

@ -20,21 +20,21 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton ShaderData( PFX_PassthruShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/passthruP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/passthruP.glsl";
samplerNames[0] = "$inputTex";
pixVersion = 2.0;
};
function postFXInit()
{
singleton ShaderData( PFX_PassthruShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/passthruP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/passthruP.glsl";
samplerNames[0] = "$inputTex";
pixVersion = 2.0;
};
//Load the core postFX files themselves
if (!$Server::Dedicated)
{

View file

@ -59,11 +59,11 @@ function Core_Rendering::initClient(%this)
configureCanvas();
postFXInit();
//Autodetect settings if it's our first time
if($pref::Video::autoDetect)
AutodetectGraphics();
postFXInit();
closeSplashWindow();

View file

@ -0,0 +1,9 @@
//--- OBJECT WRITE BEGIN ---
singleton Material(moon_noglow) {
mapTo="moon_noglow";
DiffuseMapAsset = "Core_Rendering:moon_noglow_image";
emissive = true;
translucent = true;
vertColor[ 0 ] = true;
};
//--- OBJECT WRITE END ---

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@ -0,0 +1,9 @@
//--- OBJECT WRITE BEGIN ---
singleton Material(moon_wglow) {
mapTo="moon_wglow";
DiffuseMapAsset = "Core_Rendering:moon_wglow_image";
emissive = true;
translucent = true;
vertColor[ 0 ] = true;
};
//--- OBJECT WRITE END ---

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@ -811,7 +811,7 @@ function AutodetectGraphics_Apply(%shaderVer, %intel, %videoMem )
PostFXManager.settingsEffectSetEnabled(HDRPostFX, $pref::PostFX::EnableHDR);
PostFXManager.settingsEffectSetEnabled(DepthOfFieldPostFX, $pref::PostFX::EnableDOF);
PostFXManager.settingsEffectSetEnabled(LightRayPostFX, $pref::PostFX::EnableLightRays);
PostFXManager.settingsEffectSetEnabled(VignettePostEffect, $pref::PostFX::EnableVignette);
PostFXManager.settingsEffectSetEnabled(VignettePostFX, $pref::PostFX::EnableVignette);
echo("Graphics quality settings have been auto detected.");
}

View file

@ -23,6 +23,8 @@
#include "./torque.glsl"
#include "./brdf.glsl"
uniform float maxProbeDrawDistance;
#ifndef TORQUE_SHADERGEN
#line 27
// These are the uniforms used by most lighting shaders.
@ -106,7 +108,7 @@ struct Surface
void updateSurface(inout Surface surface)
{
surface.NdotV = abs(dot(surface.N, surface.V)) + 1e-5f; // avoid artifact
surface.NdotV = clamp( dot(surface.N, surface.V), 0.0009765625f,0.9990234375f); //0.5f/512.0f (512 is size of dfg/brdf lookup tex)
surface.linearRoughness = surface.roughness * surface.roughness;
surface.linearRoughnessSq = surface.linearRoughness * surface.linearRoughness;
@ -330,7 +332,7 @@ float defineSphereSpaceInfluence(vec3 wsPosition, vec3 wsProbePosition, float ra
{
vec3 L = wsProbePosition.xyz - wsPosition;
float contribution = 1.0 - length(L) / radius;
return contribution;
return saturate(contribution);
}
float getDistBoxToPoint(vec3 pt, vec3 extents)
@ -342,10 +344,9 @@ float getDistBoxToPoint(vec3 pt, vec3 extents)
float defineBoxSpaceInfluence(vec3 wsPosition, mat4 worldToObj, float attenuation)
{
vec3 surfPosLS = tMul(worldToObj, vec4(wsPosition, 1.0)).xyz;
float atten = 1.0 - attenuation;
float baseVal = 0.25;
float dist = getDistBoxToPoint(surfPosLS, vec3(baseVal, baseVal, baseVal));
return saturate(smoothstep(baseVal + 0.0001, atten*baseVal, dist));
return saturate(smoothstep(baseVal, (baseVal-attenuation/2), dist));
}
// Box Projected IBL Lighting
@ -367,9 +368,9 @@ vec3 boxProject(vec3 wsPosition, vec3 wsReflectVec, mat4 worldToObj, vec3 refSca
}
vec4 computeForwardProbes(Surface surface,
float cubeMips, int numProbes, mat4x4 worldToObjArray[MAX_FORWARD_PROBES], vec4 probeConfigData[MAX_FORWARD_PROBES],
vec4 inProbePosArray[MAX_FORWARD_PROBES], vec4 refScaleArray[MAX_FORWARD_PROBES], vec4 inRefPosArray[MAX_FORWARD_PROBES],
float skylightCubemapIdx, sampler2D BRDFTexture,
float cubeMips, int numProbes, mat4x4 inWorldToObjArray[MAX_FORWARD_PROBES], vec4 inProbeConfigData[MAX_FORWARD_PROBES],
vec4 inProbePosArray[MAX_FORWARD_PROBES], vec4 inRefScaleArray[MAX_FORWARD_PROBES], vec4 inRefPosArray[MAX_FORWARD_PROBES],
vec3 wsEyePos, float skylightCubemapIdx, sampler2D BRDFTexture,
samplerCubeArray irradianceCubemapAR, samplerCubeArray specularCubemapAR)
{
int i = 0;
@ -384,47 +385,37 @@ vec4 computeForwardProbes(Surface surface,
for (i = 0; i < numProbes; ++i)
{
contribution[i] = 0;
if (probeConfigData[i].r == 0) //box
float atten = 1.0-(length(wsEyePos-inProbePosArray[i].xyz)/maxProbeDrawDistance);
if (inProbeConfigData[i].r == 0) //box
{
contribution[i] = defineBoxSpaceInfluence(surface.P, worldToObjArray[i], probeConfigData[i].b);
if (contribution[i] > 0.0)
probehits++;
contribution[i] = defineBoxSpaceInfluence(surface.P, inWorldToObjArray[i], inProbeConfigData[i].b)*atten;
}
else if (probeConfigData[i].r == 1) //sphere
else if (inProbeConfigData[i].r == 1) //sphere
{
contribution[i] = defineSphereSpaceInfluence(surface.P, inProbePosArray[i].xyz, probeConfigData[i].g);
if (contribution[i] > 0.0)
probehits++;
contribution[i] = defineSphereSpaceInfluence(surface.P, inProbePosArray[i].xyz, inProbeConfigData[i].g)*atten;
}
contribution[i] = max(contribution[i], 0);
if (contribution[i]>0.0)
probehits++;
else
contribution[i] = 0.0;
blendSum += contribution[i];
invBlendSum += (1.0f - contribution[i]);
}
if (probehits > 1.0)
if (probehits > 1.0)//if we overlap
{
invBlendSum = (probehits - blendSum)/(probehits-1); //grab the remainder
for (i = 0; i < numProbes; i++)
{
blendFactor[i] = ((contribution[i] / blendSum)) / probehits;
blendFactor[i] *= ((contribution[i]) / invBlendSum);
blendFactor[i] = saturate(blendFactor[i]);
blendFacSum += blendFactor[i];
blendFactor[i] = contribution[i]/blendSum; //what % total is this instance
blendFactor[i] *= blendFactor[i] / invBlendSum; //what should we add to sum to 1
blendFacSum += blendFactor[i]; //running tally of results
}
// Normalize blendVal
if (blendFacSum == 0.0f) // Possible with custom weight
{
blendFacSum = 1.0f;
}
float invBlendSumWeighted = 1.0f / blendFacSum;
for (i = 0; i < numProbes; ++i)
{
blendFactor[i] *= invBlendSumWeighted;
contribution[i] *= blendFactor[i];
contribution[i] *= blendFactor[i]/blendFacSum; //normalize
}
}
@ -471,8 +462,8 @@ vec4 computeForwardProbes(Surface surface,
float contrib = contribution[i];
if (contrib > 0.0f)
{
float cubemapIdx = int(probeConfigData[i].a);
vec3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refScaleArray[i].xyz, inRefPosArray[i].xyz);
int cubemapIdx = int(inProbeConfigData[i].a);
vec3 dir = boxProject(surface.P, surface.R, inWorldToObjArray[i], inRefScaleArray[i].xyz, inRefPosArray[i].xyz);
irradiance += textureLod(irradianceCubemapAR, vec4(dir, cubemapIdx), 0).xyz * contrib;
specular += textureLod(specularCubemapAR, vec4(dir, cubemapIdx), lod).xyz * contrib;
@ -491,8 +482,8 @@ vec4 computeForwardProbes(Surface surface,
vec3 kD = 1.0f - F;
kD *= 1.0f - surface.metalness;
float dfgNdotV = max( surface.NdotV , 0.0009765625f ); //0.5f/512.0f (512 is size of dfg/brdf lookup tex)
vec2 envBRDF = textureLod(BRDFTexture, vec2(dfgNdotV, surface.roughness),0).rg;
//float dfgNdotV = max( surface.NdotV , 0.0009765625f ); //0.5f/512.0f (512 is size of dfg/brdf lookup tex)
vec2 envBRDF = textureLod(BRDFTexture, vec2(surface.NdotV, surface.roughness),0).rg;
specular *= F * envBRDF.x + surface.f90 * envBRDF.y;
irradiance *= kD * surface.baseColor.rgb;
@ -504,13 +495,16 @@ vec4 computeForwardProbes(Surface surface,
float horizonOcclusion = 1.3;
float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
horizon *= horizon;
#if CAPTURING == 1
return vec4(mix(surface.baseColor.rgb,(irradiance + specular) * horizon,surface.metalness/2),0);
#else
return vec4((irradiance + specular) * horizon, 0);//alpha writes disabled
#endif
}
vec4 debugVizForwardProbes(Surface surface,
float cubeMips, int numProbes, mat4 worldToObjArray[MAX_FORWARD_PROBES], vec4 probeConfigData[MAX_FORWARD_PROBES],
vec4 inProbePosArray[MAX_FORWARD_PROBES], vec4 refScaleArray[MAX_FORWARD_PROBES], vec4 inRefPosArray[MAX_FORWARD_PROBES],
float cubeMips, int numProbes, mat4 inWorldToObjArray[MAX_FORWARD_PROBES], vec4 inProbeConfigData[MAX_FORWARD_PROBES],
vec4 inProbePosArray[MAX_FORWARD_PROBES], vec4 inRefScaleArray[MAX_FORWARD_PROBES], vec4 inRefPosArray[MAX_FORWARD_PROBES],
float skylightCubemapIdx, sampler2D BRDFTexture,
samplerCubeArray irradianceCubemapAR, samplerCubeArray specularCubemapAR, int showAtten, int showContrib, int showSpec, int showDiff)
{
@ -527,15 +521,15 @@ vec4 debugVizForwardProbes(Surface surface,
{
contribution[i] = 0;
if (probeConfigData[i].r == 0) //box
if (inProbeConfigData[i].r == 0) //box
{
contribution[i] = defineBoxSpaceInfluence(surface.P, worldToObjArray[i], probeConfigData[i].b);
contribution[i] = defineBoxSpaceInfluence(surface.P, inWorldToObjArray[i], inProbeConfigData[i].b);
if (contribution[i] > 0.0)
probehits++;
}
else if (probeConfigData[i].r == 1) //sphere
else if (inProbeConfigData[i].r == 1) //sphere
{
contribution[i] = defineSphereSpaceInfluence(surface.P, inProbePosArray[i].xyz, probeConfigData[i].g);
contribution[i] = defineSphereSpaceInfluence(surface.P, inProbePosArray[i].xyz, inProbeConfigData[i].g);
if (contribution[i] > 0.0)
probehits++;
}
@ -620,8 +614,8 @@ vec4 debugVizForwardProbes(Surface surface,
float contrib = contribution[i];
if (contrib > 0.0f)
{
float cubemapIdx = probeConfigData[i].a;
vec3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refScaleArray[i].xyz, inRefPosArray[i].xyz);
float cubemapIdx = inProbeConfigData[i].a;
vec3 dir = boxProject(surface.P, surface.R, inWorldToObjArray[i], inRefScaleArray[i].xyz, inRefPosArray[i].xyz);
irradiance += textureLod(irradianceCubemapAR, vec4(dir, cubemapIdx), 0).xyz * contrib;
specular += textureLod(specularCubemapAR, vec4(dir, cubemapIdx), lod).xyz * contrib;
@ -650,8 +644,7 @@ vec4 debugVizForwardProbes(Surface surface,
vec3 kD = 1.0f - F;
kD *= 1.0f - surface.metalness;
float dfgNdotV = max( surface.NdotV , 0.0009765625f ); //0.5f/512.0f (512 is size of dfg/brdf lookup tex)
vec2 envBRDF = textureLod(BRDFTexture, vec2(dfgNdotV, surface.roughness),0).rg;
vec2 envBRDF = textureLod(BRDFTexture, vec2(surface.NdotV, surface.roughness),0).rg;
specular *= F * envBRDF.x + surface.f90 * envBRDF.y;
irradiance *= kD * surface.baseColor.rgb;

View file

@ -24,6 +24,9 @@
#include "./brdf.hlsl"
#include "./shaderModelAutoGen.hlsl"
//globals
uniform float3 eyePosWorld;
uniform float maxProbeDrawDistance;
#ifndef TORQUE_SHADERGEN
// These are the uniforms used by most lighting shaders.
@ -105,10 +108,9 @@ struct Surface
inline void Update()
{
NdotV = abs(dot(N, V)) + 1e-5f; // avoid artifact
linearRoughness = roughness * roughness;
linearRoughnessSq = linearRoughness * linearRoughness;
NdotV = clamp( dot(N, V), 0.0009765625f,0.9990234375f); // avoid artifact
linearRoughness = roughness * roughness;
linearRoughnessSq = linearRoughness * linearRoughness;
albedo = baseColor.rgb * (1.0f - metalness);
f0 = lerp(0.04f, baseColor.rgb, metalness);
@ -334,7 +336,7 @@ float defineSphereSpaceInfluence(float3 wsPosition, float3 wsProbePosition, floa
{
float3 L = wsProbePosition.xyz - wsPosition;
float contribution = 1.0 - length(L) / radius;
return contribution;
return saturate(contribution);
}
float getDistBoxToPoint(float3 pt, float3 extents)
@ -346,10 +348,9 @@ float getDistBoxToPoint(float3 pt, float3 extents)
float defineBoxSpaceInfluence(float3 wsPosition, float4x4 worldToObj, float attenuation)
{
float3 surfPosLS = mul(worldToObj, float4(wsPosition, 1.0)).xyz;
float atten = 1.0 - attenuation;
float baseVal = 0.25;
float dist = getDistBoxToPoint(surfPosLS, float3(baseVal, baseVal, baseVal));
return saturate(smoothstep(baseVal + 0.0001, atten*baseVal, dist));
return saturate(smoothstep(baseVal, (baseVal-attenuation/2), dist));
}
// Box Projected IBL Lighting
@ -371,9 +372,9 @@ float3 boxProject(float3 wsPosition, float3 wsReflectVec, float4x4 worldToObj, f
}
float4 computeForwardProbes(Surface surface,
float cubeMips, int numProbes, float4x4 worldToObjArray[MAX_FORWARD_PROBES], float4 probeConfigData[MAX_FORWARD_PROBES],
float4 inProbePosArray[MAX_FORWARD_PROBES], float4 refScaleArray[MAX_FORWARD_PROBES], float4 inRefPosArray[MAX_FORWARD_PROBES],
float skylightCubemapIdx, TORQUE_SAMPLER2D(BRDFTexture),
float cubeMips, int numProbes, float4x4 inWorldToObjArray[MAX_FORWARD_PROBES], float4 inProbeConfigData[MAX_FORWARD_PROBES],
float4 inProbePosArray[MAX_FORWARD_PROBES], float4 inRefScaleArray[MAX_FORWARD_PROBES], float4 inRefPosArray[MAX_FORWARD_PROBES],
float3 wsEyePos, float skylightCubemapIdx, TORQUE_SAMPLER2D(BRDFTexture),
TORQUE_SAMPLERCUBEARRAY(irradianceCubemapAR), TORQUE_SAMPLERCUBEARRAY(specularCubemapAR))
{
int i = 0;
@ -385,50 +386,41 @@ float4 computeForwardProbes(Surface surface,
float probehits = 0;
//Set up our struct data
float contribution[MAX_FORWARD_PROBES];
//Process prooooobes
for (i = 0; i < numProbes; ++i)
{
contribution[i] = 0;
if (probeConfigData[i].r == 0) //box
contribution[i] = 0.0;
float atten = 1.0-(length(wsEyePos-inProbePosArray[i].xyz)/maxProbeDrawDistance);
if (inProbeConfigData[i].r == 0) //box
{
contribution[i] = defineBoxSpaceInfluence(surface.P, worldToObjArray[i], probeConfigData[i].b);
if (contribution[i] > 0.0)
probehits++;
contribution[i] = defineBoxSpaceInfluence(surface.P, inWorldToObjArray[i], inProbeConfigData[i].b)*atten;
}
else if (probeConfigData[i].r == 1) //sphere
else if (inProbeConfigData[i].r == 1) //sphere
{
contribution[i] = defineSphereSpaceInfluence(surface.P, inProbePosArray[i].xyz, probeConfigData[i].g);
if (contribution[i] > 0.0)
probehits++;
contribution[i] = defineSphereSpaceInfluence(surface.P, inProbePosArray[i].xyz, inProbeConfigData[i].g)*atten;
}
contribution[i] = max(contribution[i], 0);
if (contribution[i]>0.0)
probehits++;
else
contribution[i] = 0.0;
blendSum += contribution[i];
invBlendSum += (1.0f - contribution[i]);
}
if (probehits > 1.0)
if (probehits > 1.0)//if we overlap
{
invBlendSum = (probehits - blendSum)/(probehits-1); //grab the remainder
for (i = 0; i < numProbes; i++)
{
blendFactor[i] = ((contribution[i] / blendSum)) / probehits;
blendFactor[i] *= ((contribution[i]) / invBlendSum);
blendFactor[i] = saturate(blendFactor[i]);
blendFacSum += blendFactor[i];
blendFactor[i] = contribution[i]/blendSum; //what % total is this instance
blendFactor[i] *= blendFactor[i] / invBlendSum; //what should we add to sum to 1
blendFacSum += blendFactor[i]; //running tally of results
}
// Normalize blendVal
if (blendFacSum == 0.0f) // Possible with custom weight
{
blendFacSum = 1.0f;
}
float invBlendSumWeighted = 1.0f / blendFacSum;
for (i = 0; i < numProbes; ++i)
{
blendFactor[i] *= invBlendSumWeighted;
contribution[i] *= blendFactor[i];
contribution[i] *= blendFactor[i]/blendFacSum; //normalize
}
}
@ -475,8 +467,8 @@ float4 computeForwardProbes(Surface surface,
float contrib = contribution[i];
if (contrib > 0.0f)
{
int cubemapIdx = probeConfigData[i].a;
float3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refScaleArray[i].xyz, inRefPosArray[i].xyz);
int cubemapIdx = inProbeConfigData[i].a;
float3 dir = boxProject(surface.P, surface.R, inWorldToObjArray[i], inRefScaleArray[i].xyz, inRefPosArray[i].xyz);
irradiance += TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, cubemapIdx, 0).xyz * contrib;
specular += TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, dir, cubemapIdx, lod).xyz * contrib;
@ -495,8 +487,8 @@ float4 computeForwardProbes(Surface surface,
float3 kD = 1.0f - F;
kD *= 1.0f - surface.metalness;
float dfgNdotV = max( surface.NdotV , 0.0009765625f ); //0.5f/512.0f (512 is size of dfg/brdf lookup tex)
float2 envBRDF = TORQUE_TEX2DLOD(BRDFTexture, float4(dfgNdotV, surface.roughness,0,0)).rg;
//float dfgNdotV = max( surface.NdotV , 0.0009765625f ); //0.5f/512.0f (512 is size of dfg/brdf lookup tex)
float2 envBRDF = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.NdotV, surface.roughness,0,0)).rg;
specular *= F * envBRDF.x + surface.f90 * envBRDF.y;
irradiance *= kD * surface.baseColor.rgb;
@ -508,13 +500,16 @@ float4 computeForwardProbes(Surface surface,
float horizonOcclusion = 1.3;
float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
horizon *= horizon;
#if CAPTURING == 1
return float4(lerp(surface.baseColor.rgb,(irradiance + specular) * horizon,surface.metalness/2),0);
#else
return float4((irradiance + specular) * horizon, 0);//alpha writes disabled
#endif
}
float4 debugVizForwardProbes(Surface surface,
float cubeMips, int numProbes, float4x4 worldToObjArray[MAX_FORWARD_PROBES], float4 probeConfigData[MAX_FORWARD_PROBES],
float4 inProbePosArray[MAX_FORWARD_PROBES], float4 refScaleArray[MAX_FORWARD_PROBES], float4 inRefPosArray[MAX_FORWARD_PROBES],
float cubeMips, int numProbes, float4x4 inWorldToObjArray[MAX_FORWARD_PROBES], float4 inProbeConfigData[MAX_FORWARD_PROBES],
float4 inProbePosArray[MAX_FORWARD_PROBES], float4 inRefScaleArray[MAX_FORWARD_PROBES], float4 inRefPosArray[MAX_FORWARD_PROBES],
float skylightCubemapIdx, TORQUE_SAMPLER2D(BRDFTexture),
TORQUE_SAMPLERCUBEARRAY(irradianceCubemapAR), TORQUE_SAMPLERCUBEARRAY(specularCubemapAR), int showAtten, int showContrib, int showSpec, int showDiff)
{
@ -531,15 +526,15 @@ float4 debugVizForwardProbes(Surface surface,
{
contribution[i] = 0;
if (probeConfigData[i].r == 0) //box
if (inProbeConfigData[i].r == 0) //box
{
contribution[i] = defineBoxSpaceInfluence(surface.P, worldToObjArray[i], probeConfigData[i].b);
contribution[i] = defineBoxSpaceInfluence(surface.P, inWorldToObjArray[i], inProbeConfigData[i].b);
if (contribution[i] > 0.0)
probehits++;
}
else if (probeConfigData[i].r == 1) //sphere
else if (inProbeConfigData[i].r == 1) //sphere
{
contribution[i] = defineSphereSpaceInfluence(surface.P, inProbePosArray[i].xyz, probeConfigData[i].g);
contribution[i] = defineSphereSpaceInfluence(surface.P, inProbePosArray[i].xyz, inProbeConfigData[i].g);
if (contribution[i] > 0.0)
probehits++;
}
@ -624,8 +619,8 @@ float4 debugVizForwardProbes(Surface surface,
float contrib = contribution[i];
if (contrib > 0.0f)
{
int cubemapIdx = probeConfigData[i].a;
float3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refScaleArray[i].xyz, inRefPosArray[i].xyz);
int cubemapIdx = inProbeConfigData[i].a;
float3 dir = boxProject(surface.P, surface.R, inWorldToObjArray[i], inRefScaleArray[i].xyz, inRefPosArray[i].xyz);
irradiance += TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, cubemapIdx, 0).xyz * contrib;
specular += TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, dir, cubemapIdx, lod).xyz * contrib;
@ -654,8 +649,7 @@ float4 debugVizForwardProbes(Surface surface,
float3 kD = 1.0f - F;
kD *= 1.0f - surface.metalness;
float dfgNdotV = max( surface.NdotV , 0.0009765625f ); //0.5f/512.0f (512 is size of dfg/brdf lookup tex)
float2 envBRDF = TORQUE_TEX2DLOD(BRDFTexture, float4(dfgNdotV, surface.roughness,0,0)).rg;
float2 envBRDF = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.NdotV, surface.roughness,0,0)).rg;
specular *= F * envBRDF.x + surface.f90 * envBRDF.y;
irradiance *= kD * surface.baseColor.rgb;

View file

@ -196,6 +196,38 @@ void main()
lightCol *= max(cookie.r, max(cookie.g, cookie.b));
#endif
#ifdef DIFFUSE_LIGHT_VIZ
float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
vec3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity * attenuation;
vec3 diffuse = BRDF_GetDebugDiffuse(surface,surfaceToLight) * factor;
vec3 final = max(0.0f, diffuse);
OUT_col = vec4(final, 0);
return
#endif
#ifdef SPECULAR_LIGHT_VIZ
float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
vec3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity * attenuation;
vec3 diffuse = BRDF_GetDebugSpecular(surface,surfaceToLight) * factor;
vec3 final = max(0.0f, diffuse);
OUT_col = vec4(final, 0);
return
#endif
#ifdef DETAIL_LIGHTING_VIZ
float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
vec3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity * attenuation;
vec3 diffuse = BRDF_GetDiffuse(surface,surfaceToLight) * factor;
vec3 spec = BRDF_GetSpecular(surface,surfaceToLight) * factor;
vec3 final = max(vec3(0.0f), diffuse + spec * surface.F);
OUT_col = vec4(final, 0);
return
#endif
//get punctual light contribution
lighting = getPunctualLight(surface, surfaceToLight, lightCol, lightBrightness, lightInvSqrRange, shadowed);
}

View file

@ -30,8 +30,8 @@ uniform sampler2D ssaoMask;
uniform vec4 rtParams6;
#endif
uniform vec4 inProbePosArray[MAX_PROBES];
uniform vec4 inRefPosArray[MAX_PROBES];
uniform vec4 probePosArray[MAX_PROBES];
uniform vec4 refPosArray[MAX_PROBES];
uniform mat4 worldToObjArray[MAX_PROBES];
uniform vec4 refScaleArray[MAX_PROBES];
uniform vec4 probeConfigData[MAX_PROBES]; //r,g,b/mode,radius,atten
@ -84,78 +84,57 @@ void main()
{
contribution[i] = 0;
float atten =1.0-(length(eyePosWorld-probePosArray[i].xyz)/maxProbeDrawDistance);
if (probeConfigData[i].r == 0) //box
{
contribution[i] = defineBoxSpaceInfluence(surface.P, worldToObjArray[i], probeConfigData[i].b);
if (contribution[i]>0.0)
probehits++;
contribution[i] = defineBoxSpaceInfluence(surface.P, worldToObjArray[i], probeConfigData[i].b)*atten;
}
else if (probeConfigData[i].r == 1) //sphere
{
contribution[i] = defineSphereSpaceInfluence(surface.P, inProbePosArray[i].xyz, probeConfigData[i].g);
contribution[i] = defineSphereSpaceInfluence(surface.P, probePosArray[i].xyz, probeConfigData[i].g)*atten;
}
if (contribution[i]>0.0)
probehits++;
}
contribution[i] = max(contribution[i],0);
else
contribution[i] = 0;
blendSum += contribution[i];
invBlendSum += (1.0f - contribution[i]);
}
// Weight0 = normalized NDF, inverted to have 1 at center, 0 at boundary.
// And as we invert, we need to divide by Num-1 to stay normalized (else sum is > 1).
// respect constraint B.
// Weight1 = normalized inverted NDF, so we have 1 at center, 0 at boundary
// and respect constraint A.
if (probehits > 1.0)
if (probehits > 1.0)//if we overlap
{
invBlendSum = (probehits - blendSum)/(probehits-1); //grab the remainder
for (i = 0; i < numProbes; i++)
{
blendFactor[i] = ((contribution[i] / blendSum)) / probehits;
blendFactor[i] *= ((contribution[i]) / invBlendSum);
blendFactor[i] = saturate(blendFactor[i]);
blendFacSum += blendFactor[i];
blendFactor[i] = contribution[i]/blendSum; //what % total is this instance
blendFactor[i] *= blendFactor[i] / invBlendSum; //what should we add to sum to 1
blendFacSum += blendFactor[i]; //running tally of results
}
// Normalize blendVal
if (blendFacSum == 0.0f) // Possible with custom weight
{
blendFacSum = 1.0f;
}
float invBlendSumWeighted = 1.0f / blendFacSum;
for (i = 0; i < numProbes; ++i)
{
blendFactor[i] *= invBlendSumWeighted;
contribution[i] *= blendFactor[i];
contribution[i] *= blendFactor[i]/blendFacSum; //normalize
}
}
#if DEBUGVIZ_ATTENUATION == 1
float contribAlpha = 1;
float contribAlpha = 0;
for (i = 0; i < numProbes; ++i)
{
contribAlpha -= contribution[i];
contribAlpha += contribution[i];
}
OUT_col = vec4(1 - contribAlpha, 1 - contribAlpha, 1 - contribAlpha, 1);
OUT_col = vec4(contribAlpha,contribAlpha,contribAlpha, 1);
return;
#endif
#if DEBUGVIZ_CONTRIB == 1
vec3 finalContribColor = vec3(0, 0, 0);
float contribAlpha = 1;
for (i = 0; i < numProbes; ++i)
{
finalContribColor += contribution[i] *probeContribColors[i].rgb;
contribAlpha -= contribution[i];
finalContribColor += contribution[i] * vec3(fmod(i+1,2),fmod(i+1,3),fmod(i+1,4));
}
//Skylight coloration for anything not covered by probes above
if(skylightCubemapIdx != -1)
finalContribColor += vec3(0, 1, 0) * contribAlpha;
OUT_col = vec4(finalContribColor, 1);
return;
#endif
@ -178,8 +157,8 @@ void main()
float contrib = contribution[i];
if (contrib > 0.0f)
{
float cubemapIdx = probeConfigData[i].a;
vec3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refScaleArray[i].xyz, inRefPosArray[i].xyz);
int cubemapIdx = int(probeConfigData[i].a);
vec3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refScaleArray[i].xyz, refPosArray[i].xyz);
irradiance += textureLod(irradianceCubemapAR, vec4(dir, cubemapIdx), 0).xyz * contrib;
specular += textureLod(specularCubemapAR, vec4(dir, cubemapIdx), lod).xyz * contrib;
@ -188,7 +167,7 @@ void main()
}
#endif
if (skylightCubemapIdx != -1 && alpha > 0.001)
if (skylightCubemapIdx != -1 && alpha >= 0.001)
{
irradiance = lerp(irradiance,textureLod(irradianceCubemapAR, vec4(surface.R, skylightCubemapIdx), 0).xyz,alpha);
specular = lerp(specular,textureLod(specularCubemapAR, vec4(surface.R, skylightCubemapIdx), lod).xyz,alpha);
@ -202,14 +181,13 @@ void main()
return;
#endif
//energy conservation
vec3 F = FresnelSchlickRoughness(surface.NdotV, surface.f0, surface.roughness);
vec3 kD = 1.0f - F;
kD *= 1.0f - surface.metalness;
float dfgNdotV = max( surface.NdotV , 0.0009765625f ); //0.5f/512.0f (512 is size of dfg/brdf lookup tex)
vec2 envBRDF = textureLod(BRDFTexture, vec2(dfgNdotV, surface.roughness),0).rg;
vec2 envBRDF = textureLod(BRDFTexture, vec2(surface.NdotV, surface.roughness),0).rg;
specular *= F * envBRDF.x + surface.f90 * envBRDF.y;
irradiance *= kD * surface.baseColor.rgb;
@ -221,6 +199,9 @@ void main()
float horizonOcclusion = 1.3;
float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
horizon *= horizon;
OUT_col = vec4(irradiance + specular, 0);//alpha writes disabled
#if CAPTURING == 1
OUT_col = vec4(mix(surface.baseColor.rgb,(irradiance + specular) * horizon,surface.metalness/2),0);
#else
OUT_col = vec4((irradiance + specular) * horizon, 0);//alpha writes disabled
#endif
}

View file

@ -122,6 +122,41 @@ void main()
lightCol *= max(cookie.r, max(cookie.g, cookie.b));
#endif
#ifdef DIFFUSE_LIGHT_VIZ
float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
vec3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity * attenuation;
vec3 diffuse = BRDF_GetDebugDiffuse(surface,surfaceToLight) * factor;
vec3 final = max(0.0f, diffuse) * getSpotAngleAtt(-surfaceToLight.L, lightDirection, lightSpotParams );
OUT_col = vec4(final, 0);
return;
#endif
#ifdef SPECULAR_LIGHT_VIZ
float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
float3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity * attenuation;
vec3 diffuse = BRDF_GetDebugSpecular(surface,surfaceToLight) * factor;
vec3 final = max(0.0f, diffuse) * getSpotAngleAtt(-surfaceToLight.L, lightDirection, lightSpotParams );
OUT_col = vec4(final, 0);
return;
#endif
#ifdef DETAIL_LIGHTING_VIZ
float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
vec3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity * attenuation;
vec3 diffuse = BRDF_GetDiffuse(surface,surfaceToLight) * factor;
vec3 spec = BRDF_GetSpecular(surface,surfaceToLight) * factor;
vec3 final = max(vec3(0.0f), diffuse + spec * surface.F) * getSpotAngleAtt(-surfaceToLight.L, lightDirection, lightSpotParams );
OUT_col = vec4(final, 0);
return;
#endif
//get Punctual light contribution
lighting = getPunctualLight(surface, surfaceToLight, lightCol, lightBrightness, lightInvSqrRange, shadowed);
//get spot angle attenuation

View file

@ -216,7 +216,7 @@ void main()
lightingColor = shadowed_colors.rgb;
#endif
shadow = lerp( shadow, 1.0, saturate( fadeOutAmt ) );
shadow = mix( shadow, 1.0, saturate( fadeOutAmt ) );
#ifdef PSSM_DEBUG_RENDER
if ( fadeOutAmt > 1.0 )
@ -225,6 +225,37 @@ void main()
#endif //NO_SHADOW
#ifdef DIFFUSE_LIGHT_VIZ
vec3 factor = lightingColor.rgb * max(surfaceToLight.NdotL, 0) * shadow * lightBrightness;
vec3 diffuse = BRDF_GetDebugDiffuse(surface,surfaceToLight) * factor;
vec3 final = max(0.0f, diffuse);
OUT_col = vec4(final, 0);
return;
#endif
#ifdef SPECULAR_LIGHT_VIZ
vec3 factor = lightingColor.rgb * max(surfaceToLight.NdotL, 0) * shadow * lightBrightness;
vec3 spec = BRDF_GetDebugSpecular(surface, surfaceToLight) * factor;
vec3 final = max(0.0f, factor);
OUT_col = vec4(final, 0);
return;
#endif
#ifdef DETAIL_LIGHTING_VIZ
vec3 factor = lightingColor.rgb * max(surfaceToLight.NdotL, 0) * shadow * lightBrightness;
vec3 diffuse = BRDF_GetDebugDiffuse(surface,surfaceToLight) * factor;
vec3 spec = BRDF_GetDebugSpecular(surface,surfaceToLight) * factor;
vec3 final = max(0.0f, diffuse + spec);
OUT_col = vec4(final, 0);
return;
#endif
//get directional light contribution
vec3 lighting = getDirectionalLight(surface, surfaceToLight, lightingColor.rgb, lightBrightness, shadow);

View file

@ -134,7 +134,6 @@ uniform float shadowSoftness;
uniform float4x4 worldToCamera;
uniform float3x3 worldToLightProj;
uniform float3 eyePosWorld;
uniform float4x4 cameraToWorld;
float4 main( ConvexConnectP IN ) : SV_TARGET
@ -218,12 +217,12 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
#ifdef DETAIL_LIGHTING_VIZ
float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
vec3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity * attenuation;
float3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity * attenuation;
vec3 diffuse = BRDF_GetDiffuse(surface,surfaceToLight) * factor;
vec3 spec = BRDF_GetSpecular(surface,surfaceToLight) * factor;
float3 diffuse = BRDF_GetDiffuse(surface,surfaceToLight) * factor;
float3 spec = BRDF_GetSpecular(surface,surfaceToLight) * factor;
vec3 final = max(vec3(0.0f), diffuse + spec * surface.F);
float3 final = max(float3(0.0f), diffuse + spec * surface.F);
return final;
#endif

View file

@ -12,7 +12,6 @@ TORQUE_UNIFORM_SAMPLER2D(BRDFTexture, 3);
uniform float4 rtParams0;
uniform float4 vsFarPlane;
uniform float4x4 cameraToWorld;
uniform float3 eyePosWorld;
//cubemap arrays require all the same size. so shared mips# value
uniform float cubeMips;
@ -27,8 +26,8 @@ TORQUE_UNIFORM_SAMPLER2D(ssaoMask, 6);
uniform float4 rtParams6;
#endif
uniform float4 inProbePosArray[MAX_PROBES];
uniform float4 inRefPosArray[MAX_PROBES];
uniform float4 probePosArray[MAX_PROBES];
uniform float4 refPosArray[MAX_PROBES];
uniform float4x4 worldToObjArray[MAX_PROBES];
uniform float4 refScaleArray[MAX_PROBES];
uniform float4 probeConfigData[MAX_PROBES]; //r,g,b/mode,radius,atten
@ -76,79 +75,58 @@ float4 main(PFXVertToPix IN) : SV_TARGET
//Process prooooobes
for (i = 0; i < numProbes; ++i)
{
contribution[i] = 0;
contribution[i] = 0.0;
float atten =1.0-(length(eyePosWorld-probePosArray[i].xyz)/maxProbeDrawDistance);
if (probeConfigData[i].r == 0) //box
{
contribution[i] = defineBoxSpaceInfluence(surface.P, worldToObjArray[i], probeConfigData[i].b);
if (contribution[i]>0.0)
probehits++;
contribution[i] = defineBoxSpaceInfluence(surface.P, worldToObjArray[i], probeConfigData[i].b)*atten;
}
else if (probeConfigData[i].r == 1) //sphere
{
contribution[i] = defineSphereSpaceInfluence(surface.P, inProbePosArray[i].xyz, probeConfigData[i].g);
contribution[i] = defineSphereSpaceInfluence(surface.P, probePosArray[i].xyz, probeConfigData[i].g)*atten;
}
if (contribution[i]>0.0)
probehits++;
}
contribution[i] = max(contribution[i],0);
else
contribution[i] = 0.0;
blendSum += contribution[i];
invBlendSum += (1.0f - contribution[i]);
}
// Weight0 = normalized NDF, inverted to have 1 at center, 0 at boundary.
// And as we invert, we need to divide by Num-1 to stay normalized (else sum is > 1).
// respect constraint B.
// Weight1 = normalized inverted NDF, so we have 1 at center, 0 at boundary
// and respect constraint A.
if (probehits > 1.0)
if (probehits > 1.0)//if we overlap
{
invBlendSum = (probehits - blendSum)/(probehits-1); //grab the remainder
for (i = 0; i < numProbes; i++)
{
blendFactor[i] = ((contribution[i] / blendSum)) / probehits;
blendFactor[i] *= ((contribution[i]) / invBlendSum);
blendFactor[i] = saturate(blendFactor[i]);
blendFacSum += blendFactor[i];
blendFactor[i] = contribution[i]/blendSum; //what % total is this instance
blendFactor[i] *= blendFactor[i] / invBlendSum; //what should we add to sum to 1
blendFacSum += blendFactor[i]; //running tally of results
}
// Normalize blendVal
if (blendFacSum == 0.0f) // Possible with custom weight
{
blendFacSum = 1.0f;
}
float invBlendSumWeighted = 1.0f / blendFacSum;
for (i = 0; i < numProbes; ++i)
{
blendFactor[i] *= invBlendSumWeighted;
contribution[i] *= blendFactor[i];
contribution[i] *= blendFactor[i]/blendFacSum; //normalize
}
}
#if DEBUGVIZ_ATTENUATION == 1
float contribAlpha = 1;
float contribAlpha = 0;
for (i = 0; i < numProbes; ++i)
{
contribAlpha -= contribution[i];
contribAlpha += contribution[i];
}
return float4(1 - contribAlpha, 1 - contribAlpha, 1 - contribAlpha, 1);
return float4(contribAlpha,contribAlpha,contribAlpha, 1);
#endif
#if DEBUGVIZ_CONTRIB == 1
float3 finalContribColor = float3(0, 0, 0);
float contribAlpha = 1;
for (i = 0; i < numProbes; ++i)
{
finalContribColor += contribution[i] *probeContribColors[i].rgb;
contribAlpha -= contribution[i];
finalContribColor += contribution[i] * float3(fmod(i+1,2),fmod(i+1,3),fmod(i+1,4));
}
//Skylight coloration for anything not covered by probes above
if(skylightCubemapIdx != -1)
finalContribColor += float3(0, 1, 0) * contribAlpha;
return float4(finalContribColor, 1);
#endif
}
@ -171,7 +149,7 @@ float4 main(PFXVertToPix IN) : SV_TARGET
if (contrib > 0.0f)
{
int cubemapIdx = probeConfigData[i].a;
float3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refScaleArray[i].xyz, inRefPosArray[i].xyz);
float3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refScaleArray[i].xyz, refPosArray[i].xyz);
irradiance += TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, cubemapIdx, 0).xyz * contrib;
specular += TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, dir, cubemapIdx, lod).xyz * contrib;
@ -197,8 +175,7 @@ float4 main(PFXVertToPix IN) : SV_TARGET
float3 kD = 1.0f - F;
kD *= 1.0f - surface.metalness;
float dfgNdotV = max( surface.NdotV , 0.0009765625f ); //0.5f/512.0f (512 is size of dfg/brdf lookup tex)
float2 envBRDF = TORQUE_TEX2DLOD(BRDFTexture, float4(dfgNdotV, surface.roughness,0,0)).rg;
float2 envBRDF = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.NdotV, surface.roughness,0,0)).rg;
specular *= F * envBRDF.x + surface.f90 * envBRDF.y;
irradiance *= kD * surface.baseColor.rgb;
@ -210,6 +187,9 @@ float4 main(PFXVertToPix IN) : SV_TARGET
float horizonOcclusion = 1.3;
float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
horizon *= horizon;
#if CAPTURING == 1
return float4(lerp(surface.baseColor.rgb,(irradiance + specular) * horizon,surface.metalness/2),0);
#else
return float4((irradiance + specular) * horizon, 0);//alpha writes disabled
#endif
}

View file

@ -67,7 +67,6 @@ uniform float4x4 worldToLightProj;
uniform float4 lightParams;
uniform float shadowSoftness;
uniform float3 eyePosWorld;
uniform float4x4 cameraToWorld;
uniform float4x4 worldToCamera;
@ -147,12 +146,12 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
#ifdef DETAIL_LIGHTING_VIZ
float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
vec3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity * attenuation;
float3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity * attenuation;
vec3 diffuse = BRDF_GetDiffuse(surface,surfaceToLight) * factor;
vec3 spec = BRDF_GetSpecular(surface,surfaceToLight) * factor;
float3 diffuse = BRDF_GetDiffuse(surface,surfaceToLight) * factor;
float3 spec = BRDF_GetSpecular(surface,surfaceToLight) * factor;
vec3 final = max(vec3(0.0f), diffuse + spec * surface.F) * getSpotAngleAtt(-surfaceToLight.L, lightDirection, lightSpotParams );
vec3 final = max(float3(0.0f), diffuse + spec * surface.F) * getSpotAngleAtt(-surfaceToLight.L, lightDirection, lightSpotParams );
return final;
#endif

View file

@ -42,7 +42,6 @@ uniform float4 lightColor;
uniform float4 lightAmbient;
uniform float shadowSoftness;
uniform float3 eyePosWorld;
uniform float4 atlasXOffset;
uniform float4 atlasYOffset;

View file

@ -642,4 +642,24 @@ function populateAllFonts(%font)
populateFontCacheRange(%font,24,0,65535);
populateFontCacheRange(%font,32,0,65535);
populateFontCacheRange(%font,36,0,65535);
}
//------------------------------------------------------------------------------
function clientCMDPlaySound(%soundAssetId,%pos)
{
playSoundAsset(%soundAssetId,%pos);
}
function playSoundAsset(%soundAssetId,%pos)
{
%assetDef = AssetDatabase.acquireAsset(%soundAssetId);
%handle = 0;
if(isObject(%assetDef))
{
%handle = %assetDef.playSound(%pos);
if( isObject( ClientMissionCleanup ) )
ClientMissionCleanup.add(%handle);
}
AssetDatabase.releaseAsset(%soundAssetId);
return %handle;
}

View file

@ -44,6 +44,9 @@ function loadModuleMaterials(%moduleGroup)
if(%module.group !$= %moduleGroup)
continue;
}
if(%module.ModuleId $= "CoreModule") //the core container module is a special case that has some path complications
continue; //so we'll skip it so it doesn't complicate the other core modules' path tests
%modulePath = %module.ModulePath;