gl conversion WIP. general notes: mSamplerNames[#]/samplerNames[#] entry explicitly corresponds to the order of definition GL side.

shifted the colorbuffer slot over to S1 in keeping with the gbuffer layout for consistency
completed converts: brdf, lighting, torque.
nonvisually verified convert: vectorlight
noncompiling due to tripping on deferredUncondition: reflectionprobe
This commit is contained in:
Azaezel 2018-12-08 01:41:06 -06:00
parent 73b08ae80d
commit 7160882bd2
7 changed files with 372 additions and 439 deletions

View file

@ -287,10 +287,11 @@ new ShaderData( ReflectionProbeShader )
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/reflectionProbeP.glsl";
samplerNames[0] = "$deferredBuffer";
samplerNames[1] = "$matInfoBuffer";
samplerNames[2] = "$cubeMap";
samplerNames[3] = "$irradianceCubemap";
samplerNames[4] = "$BRDFTexture";
samplerNames[1] = "$colorBuffer";
samplerNames[2] = "$matInfoBuffer";
samplerNames[3] = "$cubeMap";
samplerNames[4] = "$irradianceCubemap";
samplerNames[5] = "$BRDFTexture";
pixVersion = 3.0;
};
@ -318,12 +319,14 @@ new GFXStateBlockData( AL_ProbeState )
samplersDefined = true;
samplerStates[0] = SamplerClampPoint; // G-buffer
mSamplerNames[0] = "deferredBuffer";
samplerStates[1] = SamplerClampLinear; // Shadow Map (Do not use linear, these are perspective projections)
mSamplerNames[1] = "matInfoBuffer";
samplerStates[1] = SamplerClampLinear;
mSamplerNames[1] = "colorBuffer";
samplerStates[2] = SamplerClampLinear;
mSamplerNames[2] = "matInfoBuffer";
mSamplerNames[2] = "cubeMap";
mSamplerNames[3] = "irradianceCubemap";
mSamplerNames[4] = "BRDFTexture";
mSamplerNames[3] = "cubeMap";
mSamplerNames[4] = "irradianceCubemap";
mSamplerNames[5] = "BRDFTexture";
cullDefined = true;
cullMode = GFXCullCW;

View file

@ -0,0 +1,98 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2018 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.
//-----------------------------------------------------------------------------
#ifndef BRDF_HLSL
#define BRDF_HLSL
#include "./torque.glsl"
// BRDF from Frostbite presentation:
// Moving Frostbite to Physically Based Rendering
// S´ebastien Lagarde - Electronic Arts Frostbite
// Charles de Rousiers - Electronic Arts Frostbite
// SIGGRAPH 2014
vec3 F_Schlick(in vec3 f0, in float f90, in float u)
{
return f0 + (f90 - f0) * pow(1.f - u, 5.f);
}
vec3 F_Fresnel(vec3 SpecularColor, float VoH)
{
vec3 SpecularColorSqrt = sqrt(min(SpecularColor, vec3(0.99, 0.99, 0.99)));
vec3 n = (1 + SpecularColorSqrt) / (1 - SpecularColorSqrt);
vec3 g = sqrt(n*n + VoH*VoH - 1);
return 0.5 * sqr((g - VoH) / (g + VoH)) * (1 + sqr(((g + VoH)*VoH - 1) / ((g - VoH)*VoH + 1)));
}
vec3 FresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
{
vec3 ret = vec3(0.0, 0.0, 0.0);
float powTheta = pow(1.0 - cosTheta, 5.0);
float invRough = float(1.0 - roughness);
ret.x = F0.x + (max(invRough, F0.x) - F0.x) * powTheta;
ret.y = F0.y + (max(invRough, F0.y) - F0.y) * powTheta;
ret.z = F0.z + (max(invRough, F0.z) - F0.z) * powTheta;
return ret;
}
float Fr_DisneyDiffuse(float NdotV, float NdotL, float LdotH, float linearRoughness)
{
float energyBias = lerp(0, 0.5, linearRoughness);
float energyFactor = lerp(1.0, 1.0 / 1.51, linearRoughness);
float fd90 = energyBias + 2.0 * LdotH*LdotH * linearRoughness;
vec3 f0 = vec3(1.0f, 1.0f, 1.0f);
float lightScatter = F_Schlick(f0, fd90, NdotL).r;
float viewScatter = F_Schlick(f0, fd90, NdotV).r;
return lightScatter * viewScatter * energyFactor;
}
float V_SmithGGXCorrelated(float NdotL, float NdotV, float alphaG2)
{
// Original formulation of G_SmithGGX Correlated
// lambda_v = (-1 + sqrt(alphaG2 * (1 - NdotL2) / NdotL2 + 1)) * 0.5f;
// lambda_l = (-1 + sqrt(alphaG2 * (1 - NdotV2) / NdotV2 + 1)) * 0.5f;
// G_SmithGGXCorrelated = 1 / (1 + lambda_v + lambda_l);
// V_SmithGGXCorrelated = G_SmithGGXCorrelated / (4.0f * NdotL * NdotV);
// This is the optimized version
//float alphaG2 = alphaG * alphaG;
// Caution: the "NdotL *" and "NdotV *" are explicitely inversed , this is not a mistake.
float Lambda_GGXV = NdotL * sqrt((-NdotV * alphaG2 + NdotV) * NdotV + alphaG2);
float Lambda_GGXL = NdotV * sqrt((-NdotL * alphaG2 + NdotL) * NdotL + alphaG2);
return 0.5f / (Lambda_GGXV + Lambda_GGXL);
}
float D_GGX(float NdotH, float m2)
{
// Divide by PI is apply later
//float m2 = m * m;
float f = (NdotH * m2 - NdotH) * NdotH + 1;
return m2 / (f * f);
}
#endif

View file

@ -21,7 +21,7 @@
//-----------------------------------------------------------------------------
#include "./torque.glsl"
#include "./brdf.glsl"
#ifndef TORQUE_SHADERGEN
// These are the uniforms used by most lighting shaders.
@ -44,132 +44,21 @@ uniform vec4 albedo;
#endif // !TORQUE_SHADERGEN
vec3 F_schlick( in vec3 f0, in vec3 f90, in float u )
vec3 getDistanceVectorToPlane( vec3 origin, vec3 direction, vec4 plane )
{
//
// F( v, h ) = F0 + ( 1.0 - F0 ) * pow( 1.0f - HdotV, 5.0f )
//
//
// where
//
// F0 = BaseColor * nDotL
//
// Dielectric materials always have a range of 0.02 < F0 < 0.05 , use a stock value of 0.04 ( roughly plastics )
//
float denum = dot( plane.xyz, direction.xyz );
float num = dot( plane, vec4( origin, 1.0 ) );
float t = -num / denum;
return f0 + ( f90 - f0 ) * pow( 1.0f - u , 5.0f );
return direction.xyz * t;
}
float Fr_DisneyDiffuse ( float NdotV , float NdotL , float LdotH , float linearRoughness )
vec3 getDistanceVectorToPlane( float negFarPlaneDotEye, vec3 direction, vec4 plane )
{
float energyBias = mix (0 , 0.5 , linearRoughness );
float energyFactor = mix (1.0 , 1.0 / 1.51 , linearRoughness );
float fd90 = energyBias + 2.0 * LdotH * LdotH * linearRoughness ;
vec3 f0 = vec3 ( 1.0f , 1.0f , 1.0f );
float lightScatter = F_schlick( f0 , vec3(fd90), NdotL ).r;
float viewScatter = F_schlick(f0 , vec3(fd90), NdotV ).r;
float denum = dot( plane.xyz, direction.xyz );
float t = negFarPlaneDotEye / denum;
return lightScatter * viewScatter * energyFactor ;
}
float SmithGGX( float NdotL, float NdotV, float alpha )
{
//
// G( L, V, h ) = G( L ) G( V )
//
// nDotL
// G( L ) = _________________________
// nDotL ( 1 - k ) + k
//
//
// NdotV
// G( V ) = _________________________
// NdotV ( 1 - k ) + k
//
//
// pow( ( Roughness + 1 ), 2)
// , Where k = __________________________ ( unreal 4 )
// 8
//
float alphaSqr = alpha * alpha;
//float GGX_V = NdotL * sqrt ( ( - NdotV * alphaSqr + NdotV ) * NdotV + alphaSqr );
//float GGX_L = NdotV * sqrt ( ( - NdotL * alphaSqr + NdotL ) * NdotL + alphaSqr );
float GGX_V = NdotL + sqrt ( ( - NdotV * alphaSqr + NdotV ) * NdotV + alphaSqr );
float GGX_L = NdotV + sqrt ( ( - NdotL * alphaSqr + NdotL ) * NdotL + alphaSqr );
return 1.0/( GGX_V + GGX_L );
//return 0.5f / ( GGX_V + GGX_L );
}
float D_GGX( float NdotH , float alpha )
{
//
// or GGX ( disney / unreal 4 )
//
// alpha = pow( roughness, 2 );
//
// pow( alpha, 2 )
// D( h ) = ________________________________________________________________
// PI pow( pow( NdotH , 2 ) ( pow( alpha, 2 ) - 1 ) + 1 ), 2 )
//
float alphaSqr = alpha*alpha;
float f = ( NdotH * alphaSqr - NdotH ) * NdotH + 1;
return alphaSqr / ( M_PI_F * (f * f) );
}
vec4 EvalBDRF( vec3 baseColor, vec3 lightColor, vec3 toLight, vec3 position, vec3 normal, float roughness, float metallic )
{
//
// Microfacet Specular Cook-Torrance
//
// D( h ) F( v, h ) G( l, v, h )
// f( l, v ) = ____________________________
// 4 ( dot( n, l ) dot( n, v )
//
//
vec3 L = normalize( toLight );
vec3 V = normalize( -position );
vec3 H = normalize( L + V );
vec3 N = normal;
float NdotV = abs( dot( N, V ) ) + 1e-5f;
float NdotH = saturate( dot( N, H ) );
float NdotL = saturate( dot( N, L ) );
float LdotH = saturate( dot( L, H ) );
float VdotH = saturate( dot( V, H ) );
if ( NdotL == 0 )
return vec4( 0.0f, 0.0f, 0.0f, 0.0f );
float alpha = roughness;
float visLinAlpha = alpha * alpha;
vec3 f0 = baseColor;
float metal = metallic;
vec3 F_conductor= F_schlick( f0, vec3( 1.0, 1.0, 1.0 ), VdotH );
vec3 F_dielec = F_schlick( vec3( 0.04, 0.04, 0.04 ), vec3( 1.0, 1.0, 1.0 ), VdotH );
float Vis = SmithGGX( NdotL, NdotV, visLinAlpha );
float D = D_GGX( NdotH, visLinAlpha );
vec3 Fr_dielec = D * F_dielec * Vis;
vec3 Fr_conductor = D * F_conductor * Vis;
vec3 Fd = vec3(Fr_DisneyDiffuse( NdotV , NdotL , LdotH , visLinAlpha ) / M_PI_F);
vec3 specular = ( 1.0f - metal ) * Fr_dielec + metal * Fr_conductor;
vec3 diffuse = ( 1.0f - metal ) * Fd * f0;
vec3 ret = ( diffuse + specular + lightColor) * vec3(NdotL);
float FR = saturate(length(specular));
return vec4(ret,FR);
return direction.xyz * t;
}
void compute4Lights( vec3 wsView,
@ -194,81 +83,152 @@ void compute4Lights( vec3 wsView,
out vec4 outDiffuse,
out vec4 outSpecular )
{
// NOTE: The light positions and spotlight directions
// are stored in SoA order, so inLightPos[0] is the
// x coord for all 4 lights... inLightPos[1] is y... etc.
//
// This is the key to fully utilizing the vector units and
// saving a huge amount of instructions.
//
// For example this change saved more than 10 instructions
// over a simple for loop for each light.
int i;
outDiffuse = vec4(0,0,0,0);
outSpecular = vec4(0,0,0,0);
}
vec4 lightVectors[3];
for ( i = 0; i < 3; i++ )
lightVectors[i] = wsPosition[i] - inLightPos[i];
struct Surface
{
vec3 P; // world space position
vec3 N; // world space normal
vec3 V; // world space view vector
vec4 baseColor; // base color [0 -> 1] (rgba)
float metalness; // metalness [0:dielectric -> 1:metal]
float roughness; // roughness: [0:smooth -> 1:rough] (linear)
float roughness_brdf; // roughness remapped from linear to BRDF
float depth; // depth: [0:near -> 1:far] (linear)
float ao; // ambient occlusion [0 -> 1]
float matFlag; // material flag - use getFlag to retreive
float NdotV; // cos(angle between normal and view vector)
vec3 f0; // fresnel value (rgb)
vec3 albedo; // diffuse light absorbtion value (rgb)
vec3 R; // reflection vector
vec3 F; // fresnel term computed from f0, N and V
void Update();
};
// Accumulate the dot product between the light
// vector and the normal.
//
// The normal is negated because it faces away from
// the surface and the light faces towards the
// surface... this keeps us from needing to flip
// the light vector direction which complicates
// the spot light calculations.
//
// We normalize the result a little later.
//
vec4 nDotL = vec4(0);
for ( i = 0; i < 3; i++ )
nDotL += lightVectors[i] * -wsNormal[i];
vec4 squareDists = vec4(0);
for ( i = 0; i < 3; i++ )
squareDists += lightVectors[i] * lightVectors[i];
half4 correction = half4(inversesqrt( squareDists ));
nDotL = saturate( nDotL * correction );
void Surface::Update()
{
NdotV = abs(dot(N, V)) + 1e-5f; // avoid artifact
// First calculate a simple point light linear
// attenuation factor.
//
// If this is a directional light the inverse
// radius should be greater than the distance
// causing the attenuation to have no affect.
//
vec4 atten = saturate( 1.0 - ( squareDists * inLightInvRadiusSq ) );
albedo = baseColor.rgb * (1.0 - metalness);
f0 = lerp(vec3(0.04), baseColor.rgb, metalness);
R = -reflect(V, N);
float f90 = saturate(50.0 * dot(f0, vec3(0.33,0.33,0.33)));
F = F_Schlick(f0, f90, NdotV);
}
Surface createSurface(vec4 gbuffer0, sampler2D gbufferTex1, sampler2D gbufferTex2, in vec2 uv, in vec3 wsEyePos, in vec3 wsEyeRay, in mat4 invView)
{
Surface surface;// = Surface();
#ifndef TORQUE_BL_NOSPOTLIGHT
vec4 gbuffer1 = texture(gbufferTex1, uv);
vec4 gbuffer2 = texture(gbufferTex2, uv);
surface.depth = gbuffer0.a;
surface.P = wsEyePos + wsEyeRay * surface.depth;
surface.N = tMul(invView, vec4(gbuffer0.xyz,0)).xyz; //TODO move t3d to use WS normals
surface.V = normalize(wsEyePos - surface.P);
surface.baseColor = gbuffer1;
const float minRoughness=1e-4;
surface.roughness = clamp(1.0 - gbuffer2.b, minRoughness, 1.0); //t3d uses smoothness, so we convert to roughness.
surface.roughness_brdf = surface.roughness * surface.roughness;
surface.metalness = gbuffer2.a;
surface.ao = gbuffer2.g;
surface.matFlag = gbuffer2.r;
surface.Update();
return surface;
}
// The spotlight attenuation factor. This is really
// fast for what it does... 6 instructions for 4 spots.
struct SurfaceToLight
{
vec3 L; // surface to light vector
vec3 Lu; // un-normalized surface to light vector
vec3 H; // half-vector between view vector and light vector
float NdotL; // cos(angle between N and L)
float HdotV; // cos(angle between H and V) = HdotL = cos(angle between H and L)
float NdotH; // cos(angle between N and H)
vec4 spotAtten = vec4(0);
for ( i = 0; i < 3; i++ )
spotAtten += lightVectors[i] * inLightSpotDir[i];
};
vec4 cosAngle = ( spotAtten * correction ) - inLightSpotAngle;
atten *= saturate( cosAngle * inLightSpotFalloff );
SurfaceToLight createSurfaceToLight(in Surface surface, in vec3 L)
{
SurfaceToLight surfaceToLight;// = SurfaceToLight();
surfaceToLight.Lu = L;
surfaceToLight.L = normalize(L);
surfaceToLight.H = normalize(surface.V + surfaceToLight.L);
surfaceToLight.NdotL = saturate(dot(surfaceToLight.L, surface.N));
surfaceToLight.HdotV = saturate(dot(surfaceToLight.H, surface.V));
surfaceToLight.NdotH = saturate(dot(surfaceToLight.H, surface.N));
return surfaceToLight;
}
#endif
vec3 BRDF_GetSpecular(in Surface surface, in SurfaceToLight surfaceToLight)
{
float f90 = saturate(50.0 * dot(surface.f0, vec3(0.33,0.33,0.33)));
vec3 F = F_Schlick(surface.f0, f90, surfaceToLight.HdotV);
float Vis = V_SmithGGXCorrelated(surface.NdotV, surfaceToLight.NdotL, surface.roughness_brdf);
float D = D_GGX(surfaceToLight.NdotH, surface.roughness_brdf);
vec3 Fr = D * F * Vis / M_PI_F;
return Fr;
}
// Get the final light intensity.
vec4 intensity = nDotL * atten;
// Combine the light colors for output.
vec4 lightColor = vec4(0);
for ( i = 0; i < 4; i++ )
lightColor += intensity[i] * inLightColor[i];
vec3 toLight = vec3(0);
for ( i = 0; i < 3; i++ )
toLight += lightVectors[i].rgb;
outDiffuse = vec4(albedo.rgb*(1.0-metalness),albedo.a);
outSpecular = EvalBDRF( vec3( 1.0, 1.0, 1.0 ), lightColor.rgb, toLight, wsPosition, wsNormal, smoothness, metalness );
vec3 BRDF_GetDiffuse(in Surface surface, in SurfaceToLight surfaceToLight)
{
//getting some banding with disney method, using lambert instead - todo futher testing
float Fd = 1.0 / M_PI_F;
//energy conservation - remove this if reverting back to disney method
vec3 kD = vec3(1.0) - surface.F;
kD *= 1.0 - surface.metalness;
vec3 diffuse = kD * surface.baseColor.rgb * Fd;
return diffuse;
}
//attenuations functions from "moving frostbite to pbr paper"
//https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
float smoothDistanceAtt ( float squaredDistance , float invSqrAttRadius )
{
float factor = squaredDistance * invSqrAttRadius ;
float smoothFactor = saturate (1.0f - factor * factor );
return sqr(smoothFactor);
}
float getDistanceAtt( vec3 unormalizedLightVector , float invSqrAttRadius )
{
float sqrDist = dot ( unormalizedLightVector , unormalizedLightVector );
float attenuation = 1.0 / (max ( sqrDist , 0.01*0.01) );
attenuation *= smoothDistanceAtt ( sqrDist , invSqrAttRadius );
return attenuation;
}
float getSpotAngleAtt( vec3 normalizedLightVector , vec3 lightDir , vec2 lightSpotParams )
{
float cd = dot ( lightDir , normalizedLightVector );
float attenuation = saturate ( ( cd - lightSpotParams.x ) / lightSpotParams.y );
// smooth the transition
return sqr(attenuation);
}
vec3 getDirectionalLight(in Surface surface, in SurfaceToLight surfaceToLight, vec3 lightColor, float lightIntensity, float shadow)
{
vec3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity;
vec3 diffuse = BRDF_GetDiffuse(surface,surfaceToLight) * factor;
vec3 spec = BRDF_GetSpecular(surface,surfaceToLight) * factor;
vec3 final = max(vec3(0.0f), diffuse + spec * surface.ao);
return final;
}
vec3 getPunctualLight(in Surface surface, in SurfaceToLight surfaceToLight, vec3 lightColor, float lightIntensity, float radius, float shadow)
{
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.ao * surface.F);
return final;
}
float G1V(float dotNV, float k)

View file

@ -383,4 +383,6 @@ vec3 getCubeDir(int face, vec2 uv)
return normalize(dir);
}
#define sqr(a) ((a)*(a))
#endif // _TORQUE_GLSL_

View file

@ -2,10 +2,9 @@
#include "shadergen:/autogenConditioners.h"
#include "farFrustumQuad.glsl"
#include "lightingUtils.glsl"
#include "../../../gl/lighting.glsl"
#include "../../../gl/torque.glsl"
#line 8
#line 7
in vec4 pos;
in vec4 wsEyeDir;
@ -13,6 +12,7 @@ in vec4 ssPos;
in vec4 vsEyeDir;
uniform sampler2D deferredBuffer;
uniform sampler2D colorBuffer;
uniform sampler2D matInfoBuffer;
uniform samplerCube cubeMap;
uniform samplerCube irradianceCubemap;
@ -28,7 +28,8 @@ uniform vec4 vsFarPlane;
uniform float radius;
uniform vec2 attenuation;
uniform mat4x4 invViewMat;
uniform mat4 worldToObj;
uniform mat4 cameraToWorld;
uniform vec3 eyePosWorld;
uniform vec3 bbMin;
@ -53,24 +54,7 @@ vec3 boxProject(vec3 wsPosition, vec3 reflectDir, vec3 boxWSPos, vec3 boxMin, ve
return posonbox - boxWSPos;
}
vec3 iblBoxDiffuse(vec3 normal,
vec3 wsPos,
samplerCube irradianceCube,
vec3 boxPos,
vec3 boxMin,
vec3 boxMax)
{
// Irradiance (Diffuse)
vec3 cubeN = normalize(normal);
vec3 irradiance = texture(irradianceCube, cubeN).xyz;
return irradiance;
}
vec3 iblBoxSpecular(vec3 normal,
vec3 wsPos,
float roughness,
vec3 surfToEye,
vec3 iblBoxSpecular(vec3 normal, vec3 wsPos, float roughness, vec3 surfToEye,
sampler2D brdfTexture,
samplerCube radianceCube,
vec3 boxPos,
@ -80,7 +64,7 @@ vec3 iblBoxSpecular(vec3 normal,
float ndotv = clamp(dot(normal, surfToEye), 0.0, 1.0);
// BRDF
vec2 brdf = texture(brdfTexture, vec2(roughness, ndotv)).xy;
vec2 brdf = textureLod(brdfTexture, vec2(roughness, ndotv),0).xy;
// Radiance (Specular)
float maxmip = pow(cubeMips+1,2);
@ -94,123 +78,65 @@ vec3 iblBoxSpecular(vec3 normal,
return radiance;
}
float defineSphereSpaceInfluence(vec3 centroidPosVS, float rad, vec2 atten, vec3 surfPosVS, vec3 norm)
{
// Build light vec, get length, clip pixel if needed
vec3 lightVec = centroidPosVS - surfPosVS;
float lenLightV = length( lightVec );
if (( rad - lenLightV )<0)
return -1;
// Get the attenuated falloff.
float attn = attenuate( vec4(1,1,1,1), atten, lenLightV );
if ((attn - 1e-6)<0)
return -1;
// Normalize lightVec
lightVec = lightVec /= lenLightV;
// If we can do dynamic branching then avoid wasting
// fillrate on pixels that are backfacing to the light.
float nDotL = abs(dot( lightVec, norm ));
return saturate( nDotL * attn );
}
float defineBoxSpaceInfluence(vec3 surfPosWS, vec3 probePos, float radius, float atten)
{
vec3 surfPosLS = mul( worldToObj, vec4(surfPosWS,1.0)).xyz;
vec3 surfPosLS = tMul( worldToObj, vec4(surfPosWS,1.0)).xyz;
vec3 boxMinLS = probePos-(vec3(1,1,1)*radius);
vec3 boxMaxLS = probePos+(vec3(1,1,1)*radius);
float boxOuterRange = length(lsBoxMax - lsBoxMin);
float boxOuterRange = length(boxMaxLS - boxMinLS);
float boxInnerRange = boxOuterRange / atten;
vec3 localDir = vec3(abs(surfPosLS.x), abs(surfPosLS.y), abs(surfPosLS.z));
localDir = (localDir - boxInnerRange) / (boxOuterRange - boxInnerRange);
float influenceVal = max(localDir.x, max(localDir.y, localDir.z)) * -1;
return influenceVal;
return max(localDir.x, max(localDir.y, localDir.z)) * -1;
}
float defineDepthInfluence(vec3 probePosWS, vec3 surfPosWS, samplerCube radianceCube)
{
//TODO properly: filter out pixels projected uppon by probes behind walls by looking up the depth stored in the probes cubemap alpha
//and comparing legths
vec3 probeToSurf = probePosWS-surfPosWS;
float depthRef = texture(cubeMap, -probeToSurf,0).a*radius;
float dist = length( probeToSurf );
return depthRef-dist;
}
out vec4 OUT_col;
out vec4 OUT_col1;
void main()
{
// Compute scene UV
vec3 ssPos = ssPos.xyz / ssPos.w;
vec2 uvScene = getUVFromSSPos( ssPos.xyz/ssPos.w, rtParams0 );
vec2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
// Matinfo flags
vec4 matInfo = texture( matInfoBuffer, uvScene );
// Sample/unpack the normal/z data
vec4 deferredSample = deferredUncondition( deferredBuffer, uvScene );
vec3 normal = deferredSample.rgb;
float depth = deferredSample.a;
if (depth>0.9999)
{
OUT_col = vec4(0.0);
OUT_col1 = vec4(0.0);
return;
}
// Need world-space normal.
vec3 wsNormal = tMul(vec4(normal, 1), invViewMat).rgb;
vec3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, vsEyeDir.xyz, vsFarPlane );
vec3 viewSpacePos = eyeRay * depth;
vec3 wsEyeRay = tMul(vec4(eyeRay, 1), invViewMat).rgb;
// Use eye ray to get ws pos
vec3 worldPos = vec3(eyePosWorld + wsEyeRay * depth);
//eye ray WS/LS
vec3 vsEyeRay = getDistanceVectorToPlane( -vsFarPlane.w, vsEyeDir.xyz, vsFarPlane );
vec3 wsEyeRay = tMul(cameraToWorld, vec4(vsEyeRay, 0)).xyz;
//unpack normal and linear depth
vec4 normDepth = deferredUncondition(deferredBuffer, uvScene);
//create surface
Surface surface = createSurface( normDepth, colorBuffer, matInfoBuffer,
uvScene, eyePosWorld, wsEyeRay, cameraToWorld);
float blendVal = 1.0;
//clip bounds and (TODO properly: set falloff)
if(useSphereMode>0)
{
blendVal = defineSphereSpaceInfluence(probeLSPos, radius, attenuation, viewSpacePos, normal);
vec3 L = probeWSPos - surface.P;
blendVal = 1.0-length(L)/radius;
clip(blendVal);
}
else
{
float tempAttenVal = 3.5;
blendVal = defineBoxSpaceInfluence(worldPos, probeWSPos, radius, tempAttenVal);
}
if (blendVal<0)
{
OUT_col = vec4(0.0);
OUT_col1 = vec4(0.0);
return;
blendVal = defineBoxSpaceInfluence(surface.P, probeWSPos, radius, tempAttenVal);
clip(blendVal);
float compression = 0.05;
blendVal=(1.0-compression)+blendVal*compression;
}
//flip me on to have probes filter by depth
//clip(defineDepthInfluence(probeWSPos, worldPos, cubeMap));
//render into the bound space defined above
vec3 surfToEye = normalize(worldPos.xyz-eyePosWorld.xyz);
OUT_col = vec4(iblBoxDiffuse(wsNormal, worldPos, irradianceCubemap, probeWSPos, bbMin, bbMax), blendVal);
OUT_col1 = vec4(iblBoxSpecular(wsNormal, worldPos, 1.0 - matInfo.b, surfToEye, BRDFTexture, cubeMap, probeWSPos, bbMin, bbMax), blendVal);
vec3 surfToEye = normalize(surface.P - eyePosWorld);
vec3 irradiance = textureLod(irradianceCubemap, surface.N,0).xyz;
vec3 specular = iblBoxSpecular(surface.N, surface.P, surface.roughness, surfToEye, BRDFTexture, cubeMap, probeWSPos, bbMin, bbMax);
vec3 F = FresnelSchlickRoughness(surface.NdotV, surface.f0, surface.roughness);
specular *= F;
//energy conservation
vec3 kD = vec3(1.0) - F;
kD *= 1.0 - surface.metalness;
//final diffuse color
vec3 diffuse = kD * irradiance * surface.baseColor.rgb;
OUT_col *= matInfo.g;
OUT_col1 *= matInfo.g;
OUT_col = vec4(diffuse + specular * surface.ao, blendVal);
}

View file

@ -25,7 +25,6 @@
#include "farFrustumQuad.glsl"
#include "../../../gl/torque.glsl"
#include "../../../gl/lighting.glsl"
#include "lightingUtils.glsl"
#include "../../shadowMap/shadowMapIO_GLSL.h"
#include "softShadow.glsl"
@ -34,6 +33,7 @@ in vec2 uv0;
in vec3 wsEyeRay;
in vec3 vsEyeRay;
uniform sampler2D deferredBuffer;
uniform sampler2D shadowMap;
uniform sampler2D dynamicShadowMap;
@ -42,68 +42,68 @@ uniform sampler2D ssaoMask ;
uniform vec4 rtParams3;
#endif
uniform sampler2D deferredBuffer;
uniform sampler2D lightBuffer;
uniform sampler2D colorBuffer;
uniform sampler2D matInfoBuffer;
uniform float lightBrightness;
uniform vec3 lightDirection;
uniform vec4 lightColor;
uniform float lightBrightness;
uniform vec4 lightAmbient;
uniform float shadowSoftness;
uniform vec3 eyePosWorld;
uniform mat4x4 eyeMat;
uniform vec4 atlasXOffset;
uniform vec4 atlasYOffset;
uniform vec2 atlasScale;
uniform vec4 zNearFarInvNearFar;
uniform vec4 lightMapParams;
uniform vec2 fadeStartLength;
uniform vec4 farPlaneScalePSSM;
uniform vec4 overDarkPSSM;
uniform float shadowSoftness;
uniform vec2 fadeStartLength;
uniform vec2 atlasScale;
uniform mat4 eyeMat;
uniform mat4 cameraToWorld;
//static shadowMap
uniform mat4x4 worldToLightProj;
uniform mat4 worldToLightProj;
uniform vec4 scaleX;
uniform vec4 scaleY;
uniform vec4 offsetX;
uniform vec4 offsetY;
uniform vec4 farPlaneScalePSSM;
//dynamic shadowMap
uniform mat4x4 dynamicWorldToLightProj;
uniform mat4 dynamicWorldToLightProj;
uniform vec4 dynamicScaleX;
uniform vec4 dynamicScaleY;
uniform vec4 dynamicOffsetX;
uniform vec4 dynamicOffsetY;
uniform vec4 dynamicFarPlaneScalePSSM;
vec4 AL_VectorLightShadowCast( sampler2D _sourceshadowMap,
vec4 AL_VectorLightShadowCast( sampler2D _sourceShadowMap,
vec2 _texCoord,
mat4 _worldToLightProj,
vec4 _worldPos,
vec4 _scaleX, vec4 _scaleY,
vec4 _offsetX, vec4 _offsetY,
vec3 _worldPos,
vec4 _scaleX,
vec4 _scaleY,
vec4 _offsetX,
vec4 _offsetY,
vec4 _farPlaneScalePSSM,
vec4 _atlasXOffset, vec4 _atlasYOffset,
vec2 _atlasScale,
float _shadowSoftness,
float _dotNL ,
vec4 _overDarkPSSM
)
float _dotNL)
{
// Compute shadow map coordinate
vec4 pxlPosLightProj = tMul(_worldToLightProj, _worldPos);
vec4 pxlPosLightProj = tMul(_worldToLightProj, vec4(_worldPos,1));
vec2 baseShadowCoord = pxlPosLightProj.xy / pxlPosLightProj.w;
// Distance to light, in shadowMap space
// Distance to light, in shadowmap space
float distToLight = pxlPosLightProj.z / pxlPosLightProj.w;
// Figure out which split to sample from. Basically, we compute the shadowMap sample coord
// for all of the splits and then check if its valid.
vec4 shadowCoordX = vec4( baseShadowCoord.x );
vec4 shadowCoordY = vec4( baseShadowCoord.y );
vec4 farPlaneDists = vec4( distToLight );
vec4 shadowCoordX = baseShadowCoord.xxxx;
vec4 shadowCoordY = baseShadowCoord.yyyy;
vec4 farPlaneDists = distToLight.xxxx;
shadowCoordX *= _scaleX;
shadowCoordY *= _scaleY;
shadowCoordX += _offsetX;
@ -132,10 +132,10 @@ vec4 AL_VectorLightShadowCast( sampler2D _sourceshadowMap,
else
finalMask = vec4(0, 0, 0, 1);
vec3 debugColor = vec3(0);
vec3 debugColor = vec3(0,0,0);
#ifdef NO_SHADOW
debugColor = vec3(1.0);
debugColor = vec3(1.0,1.0,1.0);
#endif
#ifdef PSSM_DEBUG_RENDER
@ -164,7 +164,7 @@ vec4 AL_VectorLightShadowCast( sampler2D _sourceshadowMap,
shadowCoord = baseShadowCoord * finalScale;
shadowCoord += finalOffset;
// Convert to _texCoord space
// Convert to texcoord space
shadowCoord = 0.5 * shadowCoord + vec2(0.5, 0.5);
shadowCoord.y = 1.0f - shadowCoord.y;
@ -181,132 +181,76 @@ vec4 AL_VectorLightShadowCast( sampler2D _sourceshadowMap,
distToLight *= farPlaneScale;
return vec4(debugColor,
softShadow_filter( _sourceshadowMap,
_texCoord,
shadowCoord,
farPlaneScale * _shadowSoftness,
distToLight,
_dotNL,
dot( finalMask, _overDarkPSSM ) ) );
softShadow_filter( _sourceShadowMap,
_texCoord,
shadowCoord,
farPlaneScale * _shadowSoftness,
distToLight,
_dotNL,
dot( finalMask, _overDarkPSSM ) ) );
}
out vec4 OUT_col;
out vec4 OUT_col1;
void main()
{
// Matinfo flags
float4 matInfo = texture( matInfoBuffer, uv0 );
//unpack normal and linear depth
vec4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, uv0);
//create surface
Surface surface = createSurface( normDepth, colorBuffer, matInfoBuffer,
uv0, eyePosWorld, wsEyeRay, cameraToWorld);
vec4 colorSample = texture( colorBuffer, uv0 );
vec3 subsurface = vec3(0.0,0.0,0.0);
if (getFlag( matInfo.r, 1 ))
//early out if emissive
if (getFlag(surface.matFlag, 0))
{
subsurface = colorSample.rgb;
if (colorSample.r>colorSample.g)
subsurface = vec3(0.772549, 0.337255, 0.262745);
else
subsurface = vec3(0.337255, 0.772549, 0.262745);
return 0.0.xxxx;
}
// Sample/unpack the normal/z data
vec4 deferredSample = deferredUncondition( deferredBuffer, uv0 );
vec3 normal = deferredSample.rgb;
float depth = deferredSample.a;
//create surface to light
SurfaceToLight surfaceToLight = createSurfaceToLight(surface, -lightDirection);
// Use eye ray to get ws pos
vec4 worldPos = vec4(eyePosWorld + wsEyeRay * depth, 1.0f);
// Get the light attenuation.
float dotNL = dot(-lightDirection, normal);
#ifdef PSSM_DEBUG_RENDER
vec3 debugColor = vec3(0);
#endif
//light color might be changed by PSSM_DEBUG_RENDER
vec3 lightingColor = lightColor.rgb;
#ifdef NO_SHADOW
// Fully unshadowed.
float shadowed = 1.0;
#ifdef PSSM_DEBUG_RENDER
debugColor = vec3(1.0);
#endif
float shadow = 1.0;
#else
vec4 static_shadowed_colors = AL_VectorLightShadowCast( shadowMap,
uv0.xy,
worldToLightProj,
worldPos,
scaleX, scaleY,
offsetX, offsetY,
farPlaneScalePSSM,
atlasXOffset, atlasYOffset,
atlasScale,
shadowSoftness,
dotNL,
overDarkPSSM);
vec4 dynamic_shadowed_colors = AL_VectorLightShadowCast( dynamicShadowMap,
uv0.xy,
dynamicWorldToLightProj,
worldPos,
dynamicScaleX, dynamicScaleY,
dynamicOffsetX, dynamicOffsetY,
dynamicFarPlaneScalePSSM,
atlasXOffset, atlasYOffset,
atlasScale,
shadowSoftness,
dotNL,
overDarkPSSM);
// Fade out the shadow at the end of the range.
vec4 zDist = (zNearFarInvNearFar.x + zNearFarInvNearFar.y * surface.depth);
float fadeOutAmt = ( zDist.x - fadeStartLength.x ) * fadeStartLength.y;
vec4 static_shadowed_colors = AL_VectorLightShadowCast( TORQUE_SAMPLER2D_MAKEARG(shadowMap), uv0.xy, worldToLightProj, surface.P, scaleX, scaleY, offsetX, offsetY,
farPlaneScalePSSM, surfaceToLight.NdotL);
vec4 dynamic_shadowed_colors = AL_VectorLightShadowCast( TORQUE_SAMPLER2D_MAKEARG(dynamicShadowMap), uv0.xy, dynamicWorldToLightProj, surface.P, dynamicScaleX,
dynamicScaleY, dynamicOffsetX, dynamicOffsetY, dynamicFarPlaneScalePSSM, surfaceToLight.NdotL);
float static_shadowed = static_shadowed_colors.a;
float dynamic_shadowed = dynamic_shadowed_colors.a;
#ifdef PSSM_DEBUG_RENDER
debugColor = static_shadowed_colors.rgb*0.5+dynamic_shadowed_colors.rgb*0.5;
lightingColor = static_shadowed_colors.rgb*0.5+dynamic_shadowed_colors.rgb*0.5;
#endif
// Fade out the shadow at the end of the range.
vec4 zDist = vec4(zNearFarInvNearFar.x + zNearFarInvNearFar.y * depth);
float fadeOutAmt = ( zDist.x - fadeStartLength.x ) * fadeStartLength.y;
static_shadowed = mix( static_shadowed, 1.0, saturate( fadeOutAmt ) );
dynamic_shadowed = mix( dynamic_shadowed, 1.0, saturate( fadeOutAmt ) );
static_shadowed = lerp( static_shadowed, 1.0, saturate( fadeOutAmt ) );
dynamic_shadowed = lerp( dynamic_shadowed, 1.0, saturate( fadeOutAmt ) );
// temp for debugging. uncomment one or the other.
//float shadowed = static_shadowed;
//float shadowed = dynamic_shadowed;
float shadowed = min(static_shadowed, dynamic_shadowed)*matInfo.g;
float shadow = min(static_shadowed, dynamic_shadowed);
#ifdef PSSM_DEBUG_RENDER
if ( fadeOutAmt > 1.0 )
debugColor = vec3(1.0);
lightingColor = 1.0;
#endif
#endif // !NO_SHADOW
#endif //NO_SHADOW
// Sample the AO texture.
#ifdef USE_SSAO_MASK
surface.ao *= 1.0 - TORQUE_TEX2D( ssaoMask, viewportCoordToRenderTarget( uv0.xy, rtParams3 ) ).r;
#endif
vec3 l = normalize(-lightDirection);
vec3 v = normalize(eyePosWorld - worldPos.xyz);
//get directional light contribution
vec3 lighting = getDirectionalLight(surface, surfaceToLight, lightingColor.rgb, lightBrightness, shadow);
vec3 h = normalize(v + l);
float dotNLa = clamp(dot(normal, l), 0.0, 1.0);
float dotNVa = clamp(dot(normal, v), 0.0, 1.0);
float dotNHa = clamp(dot(normal, h), 0.0, 1.0);
float dotHVa = clamp(dot(normal, v), 0.0, 1.0);
float dotLHa = clamp(dot(l, h), 0.0, 1.0);
float roughness = 1.0001-matInfo.b;
float metalness = matInfo.a;
//diffuse
//float dotNL = clamp(dot(normal,l), 0.0, 1.0);
float disDiff = Fr_DisneyDiffuse(dotNVa, dotNLa, dotLHa, roughness);
vec3 diffuse = vec3(disDiff, disDiff, disDiff) / M_PI_F;// alternative: (lightColor * dotNL) / Pi;
//specular
vec3 specular = directSpecular(normal, v, l, roughness, 1.0) * lightColor.rgb;
float finalShadowed = shadowed;
//output
OUT_col = float4(diffuse * (lightBrightness)*dotNLa*shadowed,1.0);
OUT_col1 = float4(specular * (lightBrightness)*dotNLa*shadowed,1.0);
return vec4(lighting, 0);
}

View file

@ -13,8 +13,8 @@ struct ConvexConnectP
};
TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 1);
TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 2);
TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 1);
TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 2);
TORQUE_UNIFORM_SAMPLERCUBE(cubeMap, 3);
TORQUE_UNIFORM_SAMPLERCUBE(irradianceCubemap, 4);
TORQUE_UNIFORM_SAMPLER2D(BRDFTexture, 5);