Overhauls the handling of probes to utilize an active probe list to improve performance and allow a greater total number of active probes in a scene.

Also fixes handling of metal materials during bakes to render properly, and fixes a possible double-up return in findObjectByType, which could cause doubling when getting probes in the scene
This commit is contained in:
Areloch 2020-10-19 00:53:09 -05:00
parent 072b5ecb19
commit 6a3603c737
22 changed files with 490 additions and 610 deletions

View file

@ -44,7 +44,10 @@ uniform vec4 albedo;
#endif // !TORQUE_SHADERGEN
#define MAX_PROBES 50
#ifndef MAX_PROBES
#define MAX_PROBES 8
#endif
#define MAX_FORWARD_PROBES 4
#define MAX_FORWARD_LIGHT 4
@ -216,7 +219,12 @@ vec3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
float D = D_GGX(surfaceToLight.NdotH, surface.linearRoughnessSq);
vec3 Fr = D * F * Vis;
#if CAPTURING == true
return mix(Fd + Fr,surface.f0,surface.metalness);
#else
return Fd + Fr;
#endif
}
vec3 getDirectionalLight(Surface surface, SurfaceToLight surfaceToLight, vec3 lightColor, float lightIntensity, float shadow)
@ -331,14 +339,14 @@ float defineBoxSpaceInfluence(vec3 wsPosition, mat4 worldToObj, float attenuatio
// Box Projected IBL Lighting
// Based on: http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
// and https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
vec3 boxProject(vec3 wsPosition, vec3 wsReflectVec, mat4 worldToObj, vec3 refBoxMin, vec3 refBoxMax, vec3 refPosition)
vec3 boxProject(vec3 wsPosition, vec3 wsReflectVec, mat4 worldToObj, vec3 refScale, vec3 refPosition)
{
vec3 RayLS = tMul(worldToObj, vec4(wsReflectVec, 0.0)).xyz;
vec3 PositionLS = tMul(worldToObj, vec4(wsPosition, 1.0)).xyz;
vec3 unit = refBoxMax.xyz - refBoxMin.xyz;
vec3 plane1vec = (unit / 2 - PositionLS) / RayLS;
vec3 plane2vec = (-unit / 2 - PositionLS) / RayLS;
vec3 unit = refScale;
vec3 plane1vec = (unit - PositionLS) / RayLS;
vec3 plane2vec = (-unit - PositionLS) / RayLS;
vec3 furthestPlane = max(plane1vec, plane2vec);
float dist = min(min(furthestPlane.x, furthestPlane.y), furthestPlane.z);
vec3 posonbox = wsPosition + wsReflectVec * dist;
@ -348,7 +356,7 @@ vec3 boxProject(vec3 wsPosition, vec3 wsReflectVec, mat4 worldToObj, vec3 refBox
vec4 computeForwardProbes(Surface surface,
float cubeMips, int numProbes, mat4x4 worldToObjArray[MAX_FORWARD_PROBES], vec4 probeConfigData[MAX_FORWARD_PROBES],
vec4 inProbePosArray[MAX_FORWARD_PROBES], vec4 refBoxMinArray[MAX_FORWARD_PROBES], vec4 refBoxMaxArray[MAX_FORWARD_PROBES], vec4 inRefPosArray[MAX_FORWARD_PROBES],
vec4 inProbePosArray[MAX_FORWARD_PROBES], vec4 refScaleArray[MAX_FORWARD_PROBES], vec4 inRefPosArray[MAX_FORWARD_PROBES],
float skylightCubemapIdx, sampler2D BRDFTexture,
samplerCubeArray irradianceCubemapAR, samplerCubeArray specularCubemapAR)
{
@ -452,7 +460,7 @@ vec4 computeForwardProbes(Surface surface,
if (contrib > 0.0f)
{
float cubemapIdx = int(probeConfigData[i].a);
vec3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refBoxMinArray[i].xyz, refBoxMaxArray[i].xyz, inRefPosArray[i].xyz);
vec3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refScaleArray[i].xyz, inRefPosArray[i].xyz);
irradiance += textureLod(irradianceCubemapAR, vec4(dir, cubemapIdx), 0).xyz * contrib;
specular += textureLod(specularCubemapAR, vec4(dir, cubemapIdx), lod).xyz * contrib;
@ -490,7 +498,7 @@ vec4 computeForwardProbes(Surface surface,
vec4 debugVizForwardProbes(Surface surface,
float cubeMips, int numProbes, mat4 worldToObjArray[MAX_FORWARD_PROBES], vec4 probeConfigData[MAX_FORWARD_PROBES],
vec4 inProbePosArray[MAX_FORWARD_PROBES], vec4 refBoxMinArray[MAX_FORWARD_PROBES], vec4 refBoxMaxArray[MAX_FORWARD_PROBES], vec4 inRefPosArray[MAX_FORWARD_PROBES],
vec4 inProbePosArray[MAX_FORWARD_PROBES], vec4 refScaleArray[MAX_FORWARD_PROBES], vec4 inRefPosArray[MAX_FORWARD_PROBES],
float skylightCubemapIdx, sampler2D BRDFTexture,
samplerCubeArray irradianceCubemapAR, samplerCubeArray specularCubemapAR, int showAtten, int showContrib, int showSpec, int showDiff)
{
@ -601,7 +609,7 @@ vec4 debugVizForwardProbes(Surface surface,
if (contrib > 0.0f)
{
float cubemapIdx = probeConfigData[i].a;
vec3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refBoxMinArray[i].xyz, refBoxMaxArray[i].xyz, inRefPosArray[i].xyz);
vec3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refScaleArray[i].xyz, inRefPosArray[i].xyz);
irradiance += textureLod(irradianceCubemapAR, vec4(dir, cubemapIdx), 0).xyz * contrib;
specular += textureLod(specularCubemapAR, vec4(dir, cubemapIdx), lod).xyz * contrib;

View file

@ -45,7 +45,10 @@ uniform float4 albedo;
#endif // !TORQUE_SHADERGEN
#define MAX_PROBES 50
#ifndef MAX_PROBES
#define MAX_PROBES 8
#endif
#define MAX_FORWARD_PROBES 4
#define MAX_FORWARD_LIGHT 4
@ -216,8 +219,13 @@ float3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
float Vis = V_SmithGGXCorrelated(surface.NdotV, surfaceToLight.NdotL, surface.linearRoughnessSq);
float D = D_GGX(surfaceToLight.NdotH, surface.linearRoughnessSq);
float3 Fr = D * F * Vis;
#if CAPTURING == true
return lerp(Fd + Fr,surface.f0,surface.metalness);
#else
return Fd + Fr;
#endif
}
float3 getDirectionalLight(Surface surface, SurfaceToLight surfaceToLight, float3 lightColor, float lightIntensity, float shadow)
@ -335,14 +343,14 @@ float defineBoxSpaceInfluence(float3 wsPosition, float4x4 worldToObj, float atte
// Box Projected IBL Lighting
// Based on: http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
// and https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
float3 boxProject(float3 wsPosition, float3 wsReflectVec, float4x4 worldToObj, float3 refBoxMin, float3 refBoxMax, float3 refPosition)
float3 boxProject(float3 wsPosition, float3 wsReflectVec, float4x4 worldToObj, float3 refScale, float3 refPosition)
{
float3 RayLS = mul(worldToObj, float4(wsReflectVec, 0.0)).xyz;
float3 PositionLS = mul(worldToObj, float4(wsPosition, 1.0)).xyz;
float3 unit = refBoxMax.xyz - refBoxMin.xyz;
float3 plane1vec = (unit / 2 - PositionLS) / RayLS;
float3 plane2vec = (-unit / 2 - PositionLS) / RayLS;
float3 unit = refScale;
float3 plane1vec = (unit - PositionLS) / RayLS;
float3 plane2vec = (-unit - PositionLS) / RayLS;
float3 furthestPlane = max(plane1vec, plane2vec);
float dist = min(min(furthestPlane.x, furthestPlane.y), furthestPlane.z);
float3 posonbox = wsPosition + wsReflectVec * dist;
@ -352,7 +360,7 @@ 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 refBoxMinArray[MAX_FORWARD_PROBES], float4 refBoxMaxArray[MAX_FORWARD_PROBES], float4 inRefPosArray[MAX_FORWARD_PROBES],
float4 inProbePosArray[MAX_FORWARD_PROBES], float4 refScaleArray[MAX_FORWARD_PROBES], float4 inRefPosArray[MAX_FORWARD_PROBES],
float skylightCubemapIdx, TORQUE_SAMPLER2D(BRDFTexture),
TORQUE_SAMPLERCUBEARRAY(irradianceCubemapAR), TORQUE_SAMPLERCUBEARRAY(specularCubemapAR))
{
@ -456,7 +464,7 @@ float4 computeForwardProbes(Surface surface,
if (contrib > 0.0f)
{
int cubemapIdx = probeConfigData[i].a;
float3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refBoxMinArray[i].xyz, refBoxMaxArray[i].xyz, inRefPosArray[i].xyz);
float3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refScaleArray[i].xyz, inRefPosArray[i].xyz);
irradiance += TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, cubemapIdx, 0).xyz * contrib;
specular += TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, dir, cubemapIdx, lod).xyz * contrib;
@ -494,7 +502,7 @@ float4 computeForwardProbes(Surface surface,
float4 debugVizForwardProbes(Surface surface,
float cubeMips, int numProbes, float4x4 worldToObjArray[MAX_FORWARD_PROBES], float4 probeConfigData[MAX_FORWARD_PROBES],
float4 inProbePosArray[MAX_FORWARD_PROBES], float4 refBoxMinArray[MAX_FORWARD_PROBES], float4 refBoxMaxArray[MAX_FORWARD_PROBES], float4 inRefPosArray[MAX_FORWARD_PROBES],
float4 inProbePosArray[MAX_FORWARD_PROBES], float4 refScaleArray[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)
{
@ -605,7 +613,7 @@ float4 debugVizForwardProbes(Surface surface,
if (contrib > 0.0f)
{
int cubemapIdx = probeConfigData[i].a;
float3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refBoxMinArray[i].xyz, refBoxMaxArray[i].xyz, inRefPosArray[i].xyz);
float3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refScaleArray[i].xyz, inRefPosArray[i].xyz);
irradiance += TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, cubemapIdx, 0).xyz * contrib;
specular += TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, dir, cubemapIdx, lod).xyz * contrib;

View file

@ -127,4 +127,5 @@ void main()
{
vec3 N = getCubeDir(face, uv0);
OUT_col = prefilterEnvMap(N);
OUT_col.a = 1;
}

View file

@ -33,8 +33,7 @@ uniform vec4 rtParams6;
uniform vec4 inProbePosArray[MAX_PROBES];
uniform vec4 inRefPosArray[MAX_PROBES];
uniform mat4 worldToObjArray[MAX_PROBES];
uniform vec4 refBoxMinArray[MAX_PROBES];
uniform vec4 refBoxMaxArray[MAX_PROBES];
uniform vec4 refScaleArray[MAX_PROBES];
uniform vec4 probeConfigData[MAX_PROBES]; //r,g,b/mode,radius,atten
#if DEBUGVIZ_CONTRIB
@ -180,7 +179,7 @@ void main()
if (contrib > 0.0f)
{
float cubemapIdx = probeConfigData[i].a;
vec3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refBoxMinArray[i].xyz, refBoxMaxArray[i].xyz, inRefPosArray[i].xyz);
vec3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refScaleArray[i].xyz, inRefPosArray[i].xyz);
irradiance += textureLod(irradianceCubemapAR, vec4(dir, cubemapIdx), 0).xyz * contrib;
specular += textureLod(specularCubemapAR, vec4(dir, cubemapIdx), lod).xyz * contrib;

View file

@ -126,5 +126,5 @@ float4 prefilterEnvMap(float3 R)
float4 main(ConnectData IN) : TORQUE_TARGET0
{
float3 N = getCubeDir(face, IN.uv);
return prefilterEnvMap(N);
return float4(prefilterEnvMap(N).rgb,1.0);
}

View file

@ -30,8 +30,7 @@ uniform float4 rtParams6;
uniform float4 inProbePosArray[MAX_PROBES];
uniform float4 inRefPosArray[MAX_PROBES];
uniform float4x4 worldToObjArray[MAX_PROBES];
uniform float4 refBoxMinArray[MAX_PROBES];
uniform float4 refBoxMaxArray[MAX_PROBES];
uniform float4 refScaleArray[MAX_PROBES];
uniform float4 probeConfigData[MAX_PROBES]; //r,g,b/mode,radius,atten
#if DEBUGVIZ_CONTRIB
@ -172,7 +171,7 @@ float4 main(PFXVertToPix IN) : SV_TARGET
if (contrib > 0.0f)
{
int cubemapIdx = probeConfigData[i].a;
float3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refBoxMinArray[i].xyz, refBoxMaxArray[i].xyz, inRefPosArray[i].xyz);
float3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refScaleArray[i].xyz, inRefPosArray[i].xyz);
irradiance += TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, cubemapIdx, 0).xyz * contrib;
specular += TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, dir, cubemapIdx, lod).xyz * contrib;

View file

@ -39,17 +39,11 @@ function ProbeBakeDlg_RunBake::onClick(%this)
if(%iter != 0)
$pref::ReflectionProbes::RenderWithProbes = true;
for(%i=0; %i < %probeCount; %i++)
{
%probe = getWord(%probeIds, %i);
$pref::ReflectionProbes::CurrentLevelPath = filePath($Server::MissionFile) @ "/" @ fileBase($Server::MissionFile) @ "/probes/";
ProbeBin.bakeProbe(%probe);
%currentProgressValue += %progressStep;
ProbeBakeDlg_Progress.setValue(%currentProgressValue);
Canvas.repaint();
}
$pref::ReflectionProbes::CurrentLevelPath = filePath($Server::MissionFile) @ "/" @ fileBase($Server::MissionFile) @ "/probes/";
ProbeBin.bakeProbes();
%currentProgressValue += %progressStep;
ProbeBakeDlg_Progress.setValue(%currentProgressValue);
}
EWorldEditor.isDirty = true;