Progress in getting array data to comply.

This commit is contained in:
Areloch 2019-02-02 23:28:51 -06:00
parent 00e19a2d3d
commit 847d58a967
2 changed files with 174 additions and 232 deletions

View file

@ -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);