mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Progress in getting array data to comply.
This commit is contained in:
parent
00e19a2d3d
commit
847d58a967
|
|
@ -638,210 +638,162 @@ void RenderProbeMgr::render( SceneRenderState *state )
|
|||
|
||||
ReflectProbeMaterialInfo* reflProbeMat = getReflectProbeMaterial();
|
||||
|
||||
/*for (U32 i = 0; i < ProbeRenderInst::all.size(); i++)
|
||||
{
|
||||
ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
|
||||
if (reflProbeMat == nullptr || reflProbeMat->matInstance == nullptr)
|
||||
return;
|
||||
|
||||
if (!curEntry->mIsEnabled)
|
||||
continue;
|
||||
MaterialParameters *matParams = reflProbeMat->matInstance->getMaterialParameters();
|
||||
|
||||
if (curEntry->numPrims == 0)
|
||||
continue;
|
||||
MaterialParameterHandle *numProbesSC = reflProbeMat->matInstance->getMaterialParameterHandle("$numProbes");
|
||||
|
||||
if (curEntry->mIsSkylight && (!skylightMat || !skylightMat->matInstance))
|
||||
continue;
|
||||
|
||||
if (!curEntry->mIsSkylight && (!reflProbeMat || !reflProbeMat->matInstance))
|
||||
break;
|
||||
|
||||
if (curEntry->mIsSkylight)
|
||||
{
|
||||
//Setup
|
||||
MatrixF probeTrans = curEntry->getTransform();
|
||||
|
||||
// Set geometry
|
||||
GFX->setVertexBuffer(curEntry->vertBuffer);
|
||||
GFX->setPrimitiveBuffer(curEntry->primBuffer);
|
||||
probeTrans.scale(10); //force it to be big enough to surround the camera
|
||||
sgData.objTrans = &probeTrans;
|
||||
skylightMat->setProbeParameters(curEntry, state, worldToCameraXfm);
|
||||
|
||||
while (skylightMat->matInstance->setupPass(state, sgData))
|
||||
{
|
||||
// Set transforms
|
||||
matrixSet.setWorld(*sgData.objTrans);
|
||||
skylightMat->matInstance->setTransforms(matrixSet, state);
|
||||
skylightMat->matInstance->setSceneInfo(state, sgData);
|
||||
|
||||
GFX->drawPrimitive(GFXTriangleList, 0, curEntry->numPrims);
|
||||
}
|
||||
}
|
||||
}*/
|
||||
MaterialParameterHandle *probePositionSC = reflProbeMat->matInstance->getMaterialParameterHandle("$inProbePosArray");
|
||||
MaterialParameterHandle *probeWorldToObjSC = reflProbeMat->matInstance->getMaterialParameterHandle("$worldToObjArray");
|
||||
MaterialParameterHandle *probeBBMinSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMinArray");
|
||||
MaterialParameterHandle *probeBBMaxSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMaxArray");
|
||||
MaterialParameterHandle *probeUseSphereModeSC = reflProbeMat->matInstance->getMaterialParameterHandle("$useSphereMode");
|
||||
MaterialParameterHandle *probeRadiusSC = reflProbeMat->matInstance->getMaterialParameterHandle("$radius");
|
||||
MaterialParameterHandle *probeAttenuationSC = reflProbeMat->matInstance->getMaterialParameterHandle("$attenuation");
|
||||
|
||||
//Array rendering
|
||||
static U32 MAXPROBECOUNT = 1;// 50;
|
||||
static U32 MAXPROBECOUNT = 50;
|
||||
|
||||
U32 probeCount = ProbeRenderInst::all.size();
|
||||
|
||||
if (probeCount != 0)
|
||||
MatrixF trans = MatrixF::Identity;
|
||||
sgData.objTrans = &trans;
|
||||
|
||||
Vector<Point3F> probePositions;
|
||||
Vector<MatrixF> probeWorldToObj;
|
||||
Vector<Point3F> probeBBMin;
|
||||
Vector<Point3F> probeBBMax;
|
||||
Vector<float> probeUseSphereMode;
|
||||
Vector<float> probeRadius;
|
||||
Vector<float> probeAttenuation;
|
||||
|
||||
probePositions.setSize(MAXPROBECOUNT);
|
||||
probeWorldToObj.setSize(MAXPROBECOUNT);
|
||||
probeBBMin.setSize(MAXPROBECOUNT);
|
||||
probeBBMax.setSize(MAXPROBECOUNT);
|
||||
probeUseSphereMode.setSize(MAXPROBECOUNT);
|
||||
probeRadius.setSize(MAXPROBECOUNT);
|
||||
probeAttenuation.setSize(MAXPROBECOUNT);
|
||||
|
||||
//Vector<GFXCubemapHandle> cubeMaps;
|
||||
//Vector<GFXCubemapHandle> irradMaps;
|
||||
|
||||
U32 effectiveProbeCount = 0;
|
||||
|
||||
for (U32 i = 0; i < probeCount; i++)
|
||||
{
|
||||
MatrixF trans = MatrixF::Identity;
|
||||
sgData.objTrans = &trans;
|
||||
if (effectiveProbeCount >= MAXPROBECOUNT)
|
||||
break;
|
||||
|
||||
/*AlignedArray<Point3F> probePositions(MAXPROBECOUNT, sizeof(Point3F));
|
||||
Vector<MatrixF> probeWorldToObj;
|
||||
AlignedArray<Point3F> probeBBMin(MAXPROBECOUNT, sizeof(Point3F));
|
||||
AlignedArray<Point3F> probeBBMax(MAXPROBECOUNT, sizeof(Point3F));
|
||||
AlignedArray<float> probeUseSphereMode(MAXPROBECOUNT, sizeof(float));
|
||||
AlignedArray<float> probeRadius(MAXPROBECOUNT, sizeof(float));
|
||||
AlignedArray<float> probeAttenuation(MAXPROBECOUNT, sizeof(float));
|
||||
ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
|
||||
if (!curEntry->mIsEnabled)
|
||||
continue;
|
||||
|
||||
dMemset(probePositions.getBuffer(), 0, probePositions.getBufferSize());
|
||||
probeWorldToObj.setSize(MAXPROBECOUNT);
|
||||
dMemset(probeBBMin.getBuffer(), 0, probeBBMin.getBufferSize());
|
||||
dMemset(probeBBMax.getBuffer(), 0, probeBBMax.getBufferSize());
|
||||
dMemset(probeUseSphereMode.getBuffer(), 0, probeUseSphereMode.getBufferSize());
|
||||
dMemset(probeRadius.getBuffer(), 0, probeRadius.getBufferSize());
|
||||
dMemset(probeAttenuation.getBuffer(), 0, probeAttenuation.getBufferSize());
|
||||
if (curEntry->mCubemap.isNull() || curEntry->mIrradianceCubemap.isNull())
|
||||
continue;
|
||||
|
||||
Vector<GFXCubemapHandle> cubeMaps;
|
||||
Vector<GFXCubemapHandle> irradMaps;*/
|
||||
if (!curEntry->mCubemap->isInitialised())
|
||||
continue;
|
||||
|
||||
if (reflProbeMat && reflProbeMat->matInstance)
|
||||
//Setup
|
||||
const Point3F &probePos = curEntry->getPosition();
|
||||
probePositions[i] = probePos + curEntry->mProbePosOffset;
|
||||
|
||||
MatrixF trans = curEntry->getTransform();
|
||||
trans.inverse();
|
||||
|
||||
probeWorldToObj[i] = trans;
|
||||
|
||||
probeBBMin[i] = curEntry->mBounds.minExtents;
|
||||
probeBBMax[i] = curEntry->mBounds.maxExtents;
|
||||
|
||||
probeUseSphereMode[i] = curEntry->mProbeShapeType == ProbeRenderInst::Sphere ? 1 : 0;
|
||||
|
||||
probeRadius[i] = curEntry->mRadius;
|
||||
probeAttenuation[i] = 1;
|
||||
|
||||
//cubeMaps.push_back(curEntry->mCubemap);
|
||||
//irradMaps.push_back(curEntry->mIrradianceCubemap);
|
||||
|
||||
effectiveProbeCount++;
|
||||
}
|
||||
|
||||
if (effectiveProbeCount != 0)
|
||||
{
|
||||
matParams->setSafe(numProbesSC, (float)effectiveProbeCount);
|
||||
|
||||
/*GFXCubemapArrayHandle mCubemapArray;
|
||||
mCubemapArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
|
||||
|
||||
GFXCubemapArrayHandle mIrradArray;
|
||||
mIrradArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
|
||||
|
||||
mCubemapArray->initStatic(cubeMaps.address(), cubeMaps.size());
|
||||
mIrradArray->initStatic(irradMaps.address(), irradMaps.size());*/
|
||||
|
||||
NamedTexTarget *deferredTarget = NamedTexTarget::find(RenderDeferredMgr::BufferName);
|
||||
if (deferredTarget)
|
||||
GFX->setTexture(0, deferredTarget->getTexture());
|
||||
else
|
||||
GFX->setTexture(0, NULL);
|
||||
|
||||
NamedTexTarget *colorTarget = NamedTexTarget::find(RenderDeferredMgr::ColorBufferName);
|
||||
if (colorTarget)
|
||||
GFX->setTexture(1, colorTarget->getTexture());
|
||||
else
|
||||
GFX->setTexture(1, NULL);
|
||||
|
||||
NamedTexTarget *matinfoTarget = NamedTexTarget::find(RenderDeferredMgr::MatInfoBufferName);
|
||||
if (matinfoTarget)
|
||||
GFX->setTexture(2, matinfoTarget->getTexture());
|
||||
else
|
||||
GFX->setTexture(2, NULL);
|
||||
|
||||
if (mBrdfTexture)
|
||||
{
|
||||
MaterialParameters *matParams = reflProbeMat->matInstance->getMaterialParameters();
|
||||
GFX->setTexture(3, mBrdfTexture);
|
||||
}
|
||||
else
|
||||
GFX->setTexture(3, NULL);
|
||||
|
||||
MaterialParameterHandle *numProbesSC = reflProbeMat->matInstance->getMaterialParameterHandle("$numProbes");
|
||||
//GFX->setCubeArrayTexture(4, mCubemapArray);
|
||||
//GFX->setCubeArrayTexture(5, mIrradArray);
|
||||
|
||||
MaterialParameterHandle *probePositionSC = reflProbeMat->matInstance->getMaterialParameterHandle("$inProbePosArray");
|
||||
MaterialParameterHandle *probeWorldToObjSC = reflProbeMat->matInstance->getMaterialParameterHandle("$worldToObjArray");
|
||||
MaterialParameterHandle *probeBBMinSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMinArray");
|
||||
MaterialParameterHandle *probeBBMaxSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMaxArray");
|
||||
MaterialParameterHandle *probeUseSphereModeSC = reflProbeMat->matInstance->getMaterialParameterHandle("$useSphereMode");
|
||||
MaterialParameterHandle *probeRadiusSC = reflProbeMat->matInstance->getMaterialParameterHandle("$radius");
|
||||
MaterialParameterHandle *probeAttenuationSC = reflProbeMat->matInstance->getMaterialParameterHandle("$attenuation");
|
||||
|
||||
/*U32 effectiveProbeCount = 0;
|
||||
ProbeRenderInst* curEntry = ProbeRenderInst::all[0];
|
||||
|
||||
for (U32 i = 0; i < probeCount; i++)
|
||||
{
|
||||
if (effectiveProbeCount >= MAXPROBECOUNT)
|
||||
break;
|
||||
GFX->setCubeTexture(4, curEntry->mCubemap);
|
||||
GFX->setCubeTexture(5, curEntry->mIrradianceCubemap);
|
||||
|
||||
ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
|
||||
if (!curEntry->mIsEnabled)
|
||||
continue;
|
||||
//Final packing
|
||||
AlignedArray<Point4F> _probePositions(probePositions.size(), sizeof(Point4F), (U8*)probePositions.address(), false);
|
||||
AlignedArray<Point4F> _probeBBMin(probeBBMin.size(), sizeof(Point4F), (U8*)probeBBMin.address(), false);
|
||||
AlignedArray<Point4F> _probeBBMax(probeBBMax.size(), sizeof(Point4F), (U8*)probeBBMax.address(), false);
|
||||
AlignedArray<float> _probeUseSphereMode(probeUseSphereMode.size(), sizeof(float), (U8*)probeUseSphereMode.address(), false);
|
||||
AlignedArray<float> _probeRadius(probeRadius.size(), sizeof(float), (U8*)probeRadius.address(), false);
|
||||
AlignedArray<float> _probeAttenuation(probeAttenuation.size(), sizeof(float), (U8*)probeAttenuation.address(), false);
|
||||
|
||||
if (curEntry->mCubemap.isNull() || curEntry->mIrradianceCubemap.isNull())
|
||||
continue;
|
||||
matParams->set(probePositionSC, _probePositions);
|
||||
matParams->set(probeWorldToObjSC, probeWorldToObj.address(), probeWorldToObj.size());
|
||||
matParams->set(probeBBMinSC, _probeBBMin);
|
||||
matParams->set(probeBBMaxSC, _probeBBMax);
|
||||
matParams->set(probeUseSphereModeSC, _probeUseSphereMode);
|
||||
matParams->set(probeRadiusSC, _probeRadius);
|
||||
matParams->set(probeAttenuationSC, _probeAttenuation);
|
||||
|
||||
if (!curEntry->mCubemap->isInitialised())
|
||||
continue;
|
||||
// Set geometry
|
||||
GFX->setVertexBuffer(mFarFrustumQuadVerts);
|
||||
GFX->setPrimitiveBuffer(NULL);
|
||||
|
||||
while (reflProbeMat->matInstance->setupPass(state, sgData))
|
||||
{
|
||||
// Set transforms
|
||||
matrixSet.setWorld(*sgData.objTrans);
|
||||
reflProbeMat->matInstance->setTransforms(matrixSet, state);
|
||||
reflProbeMat->matInstance->setSceneInfo(state, sgData);
|
||||
|
||||
//Setup
|
||||
const Point3F &probePos = curEntry->getPosition();
|
||||
probePositions[i] = probePos + curEntry->mProbePosOffset;
|
||||
|
||||
MatrixF trans = curEntry->getTransform();
|
||||
trans.inverse();
|
||||
|
||||
probeWorldToObj[i] = trans;
|
||||
|
||||
probeBBMin[i] = curEntry->mBounds.minExtents;
|
||||
probeBBMax[i] = curEntry->mBounds.maxExtents;
|
||||
|
||||
probeUseSphereMode[i] = curEntry->mProbeShapeType == ProbeRenderInst::Sphere ? 1 : 0;
|
||||
|
||||
probeRadius[i] = curEntry->mRadius;
|
||||
probeAttenuation[i] = 1;
|
||||
|
||||
cubeMaps.push_back(curEntry->mCubemap);
|
||||
irradMaps.push_back(curEntry->mIrradianceCubemap);
|
||||
|
||||
effectiveProbeCount++;
|
||||
}
|
||||
|
||||
if (effectiveProbeCount != 0)
|
||||
{*/
|
||||
//matParams->setSafe(numProbesSC, (float)effectiveProbeCount);
|
||||
|
||||
/*GFXCubemapArrayHandle mCubemapArray;
|
||||
mCubemapArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
|
||||
|
||||
GFXCubemapArrayHandle mIrradArray;
|
||||
mIrradArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
|
||||
|
||||
mCubemapArray->initStatic(cubeMaps.address(), cubeMaps.size());
|
||||
mIrradArray->initStatic(irradMaps.address(), irradMaps.size());*/
|
||||
|
||||
NamedTexTarget *deferredTarget = NamedTexTarget::find(RenderDeferredMgr::BufferName);
|
||||
if (deferredTarget)
|
||||
GFX->setTexture(0, deferredTarget->getTexture());
|
||||
else
|
||||
GFX->setTexture(0, NULL);
|
||||
|
||||
NamedTexTarget *colorTarget = NamedTexTarget::find(RenderDeferredMgr::ColorBufferName);
|
||||
if (colorTarget)
|
||||
GFX->setTexture(1, colorTarget->getTexture());
|
||||
else
|
||||
GFX->setTexture(1, NULL);
|
||||
|
||||
NamedTexTarget *matinfoTarget = NamedTexTarget::find(RenderDeferredMgr::MatInfoBufferName);
|
||||
if (matinfoTarget)
|
||||
GFX->setTexture(2, matinfoTarget->getTexture());
|
||||
else
|
||||
GFX->setTexture(2, NULL);
|
||||
|
||||
if (mBrdfTexture)
|
||||
{
|
||||
GFX->setTexture(3, mBrdfTexture);
|
||||
}
|
||||
else
|
||||
GFX->setTexture(3, NULL);
|
||||
|
||||
|
||||
//GFX->setCubeArrayTexture(4, mCubemapArray);
|
||||
//GFX->setCubeArrayTexture(5, mIrradArray);
|
||||
|
||||
ProbeRenderInst* curEntry = ProbeRenderInst::all[0];
|
||||
|
||||
Point3F probePosition = curEntry->getPosition();
|
||||
|
||||
MatrixF probeWorldToObj = curEntry->getTransform();
|
||||
probeWorldToObj.inverse();
|
||||
|
||||
Point3F probeBBMin = curEntry->mBounds.minExtents;
|
||||
Point3F probeBBMax = curEntry->mBounds.maxExtents;
|
||||
float probeUseSphereMode = 0;
|
||||
float probeRadius = curEntry->mRadius;
|
||||
float probeAttenuation = 1;
|
||||
|
||||
GFX->setCubeTexture(4, curEntry->mCubemap);
|
||||
GFX->setCubeTexture(5, curEntry->mIrradianceCubemap);
|
||||
|
||||
matParams->set(probePositionSC, probePosition);
|
||||
matParams->set(probeWorldToObjSC, probeWorldToObj);
|
||||
matParams->set(probeBBMinSC, probeBBMin);
|
||||
matParams->set(probeBBMaxSC, probeBBMax);
|
||||
matParams->set(probeUseSphereModeSC, probeUseSphereMode);
|
||||
matParams->set(probeRadiusSC, probeRadius);
|
||||
matParams->set(probeAttenuationSC, probeAttenuation);
|
||||
|
||||
// Set geometry
|
||||
GFX->setVertexBuffer(mFarFrustumQuadVerts);
|
||||
GFX->setPrimitiveBuffer(NULL);
|
||||
|
||||
while (reflProbeMat->matInstance->setupPass(state, sgData))
|
||||
{
|
||||
// Set transforms
|
||||
matrixSet.setWorld(*sgData.objTrans);
|
||||
reflProbeMat->matInstance->setTransforms(matrixSet, state);
|
||||
reflProbeMat->matInstance->setSceneInfo(state, sgData);
|
||||
|
||||
GFX->drawPrimitive(GFXTriangleStrip, 0, 2);
|
||||
}
|
||||
//}
|
||||
GFX->drawPrimitive(GFXTriangleStrip, 0, 2);
|
||||
}
|
||||
}
|
||||
//
|
||||
|
|
|
|||
|
|
@ -16,18 +16,18 @@ uniform float3 eyePosWorld;
|
|||
|
||||
//cubemap arrays require all the same size. so shared mips# value
|
||||
uniform float cubeMips;
|
||||
#define MAX_PROBES 1 //50
|
||||
#define MAX_PROBES 50
|
||||
|
||||
uniform float numProbes;
|
||||
TORQUE_UNIFORM_SAMPLERCUBE(cubeMapAR, 4);
|
||||
TORQUE_UNIFORM_SAMPLERCUBE(irradianceCubemapAR, 5);
|
||||
uniform float3 inProbePosArray;
|
||||
uniform float4x4 worldToObjArray;
|
||||
uniform float3 bbMinArray;
|
||||
uniform float3 bbMaxArray;
|
||||
uniform float useSphereMode;
|
||||
uniform float radius;
|
||||
uniform float2 attenuation;
|
||||
uniform float4 inProbePosArray[MAX_PROBES];
|
||||
uniform float4x4 worldToObjArray[MAX_PROBES];
|
||||
uniform float4 bbMinArray[MAX_PROBES];
|
||||
uniform float4 bbMaxArray[MAX_PROBES];
|
||||
uniform float useSphereMode[MAX_PROBES];
|
||||
uniform float radius[MAX_PROBES];
|
||||
uniform float2 attenuation[MAX_PROBES];
|
||||
|
||||
// Box Projected IBL Lighting
|
||||
// Based on: http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
|
||||
|
|
@ -46,14 +46,14 @@ float3 boxProject(float3 wsPosition, float3 reflectDir, float3 boxWSPos, float3
|
|||
return posonbox - boxWSPos;
|
||||
}
|
||||
|
||||
float3 iblBoxDiffuse( Surface surface)
|
||||
float3 iblBoxDiffuse( Surface surface, int id)
|
||||
{
|
||||
float3 cubeN = boxProject(surface.P, surface.N, inProbePosArray, bbMinArray, bbMaxArray);
|
||||
float3 cubeN = boxProject(surface.P, surface.N, inProbePosArray[id].xyz, bbMinArray[id].xyz, bbMaxArray[id].xyz);
|
||||
cubeN.z *=-1;
|
||||
return TORQUE_TEXCUBELOD(irradianceCubemapAR,float4(cubeN,0)).xyz;
|
||||
}
|
||||
|
||||
float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTexture))
|
||||
float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTexture), int id)
|
||||
{
|
||||
float ndotv = clamp(dot(surface.N, surfToEye), 0.0, 1.0);
|
||||
|
||||
|
|
@ -64,20 +64,20 @@ float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTe
|
|||
float lod = surface.roughness*cubeMips;
|
||||
float3 r = reflect(surfToEye, surface.N);
|
||||
float3 cubeR = normalize(r);
|
||||
cubeR = boxProject(surface.P, surface.N, inProbePosArray, bbMinArray, bbMaxArray);
|
||||
cubeR = boxProject(surface.P, surface.N, inProbePosArray[id].xyz, bbMinArray[id].xyz, bbMaxArray[id].xyz);
|
||||
|
||||
float3 radiance = TORQUE_TEXCUBELOD(cubeMapAR,float4(cubeR,lod)).xyz * (brdf.x + brdf.y);
|
||||
|
||||
return radiance;
|
||||
}
|
||||
|
||||
float defineBoxSpaceInfluence(Surface surface)
|
||||
float defineBoxSpaceInfluence(Surface surface, int id)
|
||||
{
|
||||
float tempAttenVal = 3.5; //replace with per probe atten
|
||||
float3 surfPosLS = mul( worldToObjArray, float4(surface.P,1.0)).xyz;
|
||||
float3 surfPosLS = mul( worldToObjArray[id], float4(surface.P,1.0)).xyz;
|
||||
|
||||
float3 boxMinLS = inProbePosArray-(float3(1,1,1)*radius);
|
||||
float3 boxMaxLS = inProbePosArray+(float3(1,1,1)*radius);
|
||||
float3 boxMinLS = inProbePosArray[id].xyz-(float3(1,1,1)*radius[0]);
|
||||
float3 boxMaxLS = inProbePosArray[id].xyz+(float3(1,1,1)*radius[0]);
|
||||
|
||||
float boxOuterRange = length(boxMaxLS - boxMinLS);
|
||||
float boxInnerRange = boxOuterRange / tempAttenVal;
|
||||
|
|
@ -102,62 +102,52 @@ float4 main( FarFrustumQuadConnectP IN ) : SV_TARGET
|
|||
{
|
||||
discard;
|
||||
}
|
||||
float blendVal;
|
||||
|
||||
float blendVal[MAX_PROBES];
|
||||
float3 surfToEye = normalize(surface.P - eyePosWorld);
|
||||
|
||||
int i;
|
||||
float blendSum = 0;
|
||||
float invBlendSum = 0;
|
||||
int i = 0;
|
||||
float blendSum = 0;
|
||||
float invBlendSum = 0;
|
||||
|
||||
/*for(i=0; i < numProbes; i++)
|
||||
for(i=0; i < numProbes; i++)
|
||||
{
|
||||
float3 probeWS = inProbePosArray[i];
|
||||
float3 probeWS = inProbePosArray[i].xyz;
|
||||
float3 L = probeWS - surface.P;
|
||||
|
||||
if(useSphereMode[i])
|
||||
/*if(useSphereMode[i])
|
||||
{
|
||||
float3 L = inProbePosArray[i] - surface.P;
|
||||
float3 L = inProbePosArray[i].xyz - surface.P;
|
||||
blendVal[i] = 1.0-length(L)/radius[i];
|
||||
blendVal[i] = max(0,blendVal[i]);
|
||||
}
|
||||
else
|
||||
{
|
||||
{*/
|
||||
blendVal[i] = defineBoxSpaceInfluence(surface, i);
|
||||
blendVal[i] = max(0,blendVal[i]);
|
||||
}
|
||||
//}
|
||||
blendSum += blendVal[i];
|
||||
invBlendSum +=(1.0f - blendVal[i]);
|
||||
}*/
|
||||
|
||||
if(useSphereMode)
|
||||
{
|
||||
float3 L = inProbePosArray - surface.P;
|
||||
blendVal = 1.0-length(L)/radius;
|
||||
blendVal = max(0,blendVal);
|
||||
}
|
||||
else
|
||||
{
|
||||
blendVal = defineBoxSpaceInfluence(surface);
|
||||
blendVal = max(0,blendVal);
|
||||
}
|
||||
}
|
||||
|
||||
// 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.
|
||||
/*for(i=0; i < numProbes; i++)
|
||||
for(i=0; i < numProbes; i++)
|
||||
{
|
||||
blendVal[i] = (1.0f - ( blendVal[i] / blendSum)) / (numProbes - 1);
|
||||
blendVal[i] *= ((1.0f - blendVal[i]) / invBlendSum);
|
||||
blendSum += blendVal[i];
|
||||
}*/
|
||||
}
|
||||
|
||||
//float asdasg = defineBoxSpaceInfluence(surface, 0);
|
||||
//return float4(asdasg,asdasg,asdasg,1);
|
||||
float finalSum = blendSum;
|
||||
|
||||
//return float4(finalSum,finalSum,finalSum, 1);
|
||||
|
||||
// Normalize blendVal
|
||||
/*if (blendSum == 0.0f) // Possible with custom weight
|
||||
if (blendSum == 0.0f) // Possible with custom weight
|
||||
{
|
||||
blendSum = 1.0f;
|
||||
}
|
||||
|
|
@ -166,7 +156,7 @@ float4 main( FarFrustumQuadConnectP IN ) : SV_TARGET
|
|||
for (i = 0; i < numProbes; ++i)
|
||||
{
|
||||
blendVal[i] *= invBlendSumWeighted;
|
||||
}*/
|
||||
}
|
||||
|
||||
float3 irradiance = float3(0,0,0);
|
||||
float3 specular = float3(0,0,0);
|
||||
|
|
@ -175,12 +165,12 @@ float4 main( FarFrustumQuadConnectP IN ) : SV_TARGET
|
|||
//energy conservation
|
||||
float3 kD = 1.0.xxx - F;
|
||||
kD *= 1.0 - surface.metalness;
|
||||
//for (i = 0; i < numProbes; ++i)
|
||||
//{
|
||||
irradiance = blendVal*iblBoxDiffuse(surface);
|
||||
for (i = 0; i < numProbes; ++i)
|
||||
{
|
||||
irradiance += blendVal[i]*iblBoxDiffuse(surface,i);
|
||||
|
||||
specular = blendVal*F*iblBoxSpecular(surface, surfToEye, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture));
|
||||
//}
|
||||
specular += blendVal[i]*F*iblBoxSpecular(surface, surfToEye, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture),i);
|
||||
}
|
||||
//final diffuse color
|
||||
float3 diffuse = kD * irradiance * surface.baseColor.rgb;
|
||||
float4 finalColor = float4(diffuse + specular * surface.ao, 1);
|
||||
|
|
|
|||
Loading…
Reference in a new issue